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#1 |
Swordsman
Join Date: May 2007
Posts: 309
Donated: 3 euro
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[Un] .. sometimes you better do not teleport ..
We all know those horror stories about teleporting from a dire situation into an instant death. Yet, there are some instances where you really shouldn't think about teleporting .. .
There I was, happily trundling along Barrow Downs and Weathertop to level 21, carrying a _Tele and 2 ?Tele and really thinking not much 'bout it. Until 2 things happend .. at first, I got bored and curios and turned the outer "dungeon wall" into mud. Then I hit one of those teleporting trees, and it teleported away. Far away .. and then "vanished from view". What?!? ![]() ![]() .. and only then it dawned to me that I was on level 21 of Amon Sūl, 4 levels above the ground - and teleporting out of the confined space of the tower isn't really advisable unless you're at least a floater ... . By the way, as while I was at the inconvenient thing called "thinking" I started to wonder where I actually was, as it is at the end of the third age (Bilbo set out in 2941) so this couldn't really be Weathertop The name among Men for Amon Sūl, the southernmost of the Weather Hills in Eriador, on which had stood the Tower of Amon Sūl during the early Third Age. Most of the fortifications on the Weather Hills dated from the time of Argeleb I (III 1349 - III 1356) and only stood for a few decades before they were thrown down by the forces of Angmar. The Tower of Amon Sūl on Weathertop, though, was much older, and had held one of the palantķri of the North-kingdom since the days of Arnor's foundation. Encyclopedia of Arda: Weathertop |
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#2 | |||
Knight
Join Date: Apr 2007
Posts: 726
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Quote:
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![]() ![]() OTOH, the teleportation spell is limited by the confined space of the tower and can't take you outside the tower, so your fears where unfounded. If you don't jump out of self-made windows, you should be safe. On the completely other hand though, monsters teleporting out of the tower (with treasures stolen from you or picked up) are bad news. But it's the same magic as the vault teleportation magic. If you want Teleport Other to move monsters out of the vault, you have to let them flee towers outwards and then downwards (unless they fly or climb). With semi-persistent dungeons in 0.6.3, perhaps you would even be able to find them on the already visited lower level. Quote:
Let's say, the tower was half-broken, half burried in rubble and the hill on which it stood was itself full of tunnels, which you can enter at the bottom of the hill, climb up to the remnants of the tower itself and then a bit higher up the buried stories and at last one or two levels of not buried, but broken stumps of stories (which is actually an idea of how to make the tower less boring, buy adding flavor to its stages, via dungeon stage descriptions (slightly hinted at already) and dungeon configuration definitions for the stages, which also imply monster distribution, etc.). In 0.6.3 the tower should be shorter, so the more believable. Last edited by Bandobras; August 18, 2008 at 22:22. |
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