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Styrius (Private thread) Labyrinth of Madness

A classic 2e Puzzle dungeon for High Level characters
Beware, this one is substantially longer and (IMHO) even harder than the legendary Tomb of Horrors!
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Re: Styrius (Private thread) Labyrinth of Madness

Post by TristenC »

Perfectly legit. Passing power score removes the blindness.
Con-3 so need 16-3 =13 or lower
costs 5 (3 for each failed attempt)
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Re: Styrius (Private thread) Labyrinth of Madness

Post by TristenC »

Axid scans the entire floor of the octagonal room and the large snake head but detects no signs of life

3 psp spent
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Re: Styrius (Private thread) Labyrinth of Madness

Post by TristenC »

Which hatch is he tying the rope on?

North West, NE, SW, SE?
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Re: Styrius (Private thread) Labyrinth of Madness

Post by Styrius »

Axid chooses the NE hatch to tie the rope to.
You are talkin' to the holy symbol wearing,
Ruby ring wearing, kiss stealing; Woo!
Praying/healing, beholder riding, griffin flying
Son of a blowgun, and I'm having a hard time holding these Aboleth shoes down! WOO!
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Re: Styrius (Private thread) Labyrinth of Madness

Post by TristenC »

Save vs spell please...
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Re: Styrius (Private thread) Labyrinth of Madness

Post by Styrius »

You are talkin' to the holy symbol wearing,
Ruby ring wearing, kiss stealing; Woo!
Praying/healing, beholder riding, griffin flying
Son of a blowgun, and I'm having a hard time holding these Aboleth shoes down! WOO!
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Re: Styrius (Private thread) Labyrinth of Madness

Post by TristenC »

As Axid waits and scans the other entrances he notices something odd... a strange shimmer is barely visible near one of the entrances... the one througj which he had detected life... He concentrates and listens, hearing a soft scraping sound when none of his other companions are moving nearby...

====
Axid save vs spell (5)
[1d20]=18, pass!
Axid notices something odd..
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Re: Styrius (Private thread) Labyrinth of Madness

Post by TristenC »

So we have a new player coming in also playing a Psionicist. They introduced me to a new sourcebook for psionics with the idea of High Sciences. Basically a master Psi can learn the High Science for his primary discipline (I believe Axid's is PK?) So I'm going to allow that one if you would like to take it (you don't need to replace an existing power).

Megakinesis (HIGH SCIENCE)
Power score Wis-4
Initial cost 30 and up
Maintenance cost 15+/round
Range 60 yards
Preparation time 1
Area of effect One object or creature
Prerequisites Telekinesis, 10th level

Megakinesis is simply telekinesis on a truly grand scale. The psionicist can perform incredible feats of psychokinesis, moving objects that weigh thousands of points with the power of his mind.
The psionicist may move an object weighing up to 500lb for the initial cost of 30 PSP's, and the maintenance cost of 15 PSP's a round. For each 25lb of additional weight the psionicist must pay 1 more PSP for the initial cost. The maintenance cost is always 1 half of the initial cost. For example if the psionicist decides to pick up a 1500lb half-giant, the cost will be 80 PSP's in the initial round, and 40 PSP's in each additional round thereafter. As you can see, Megakinesis can be quite taxing!!
Objects levitated by the psionicist can be moved at the rate of 60 feet a round – too slow to be used as a weapon in combat, although heavy objects can be dropped on top of enemies who aren't paying attention to the psionicist.
The psychokineticist may also use these enormous forces to open doors, pin an enemy in place or bend and break things. For these purposes he has an effective Strength score that varies with the amount of weight he wants to be able to move.
As noted above, Megakinesis is a High Science, and the character must engage in months of meditation (see chapter 7) before he can select this power as one of his psychokinetic sciences.
[Initial PSP cost] [Wt allow] [Effective Str]
[30] [500 lb] [18/00]
[36] [650] [19]
[38] [700] [20]
[43] [825] [21]
[49] [975] [22]
[56] [1150] [23]
[68] [1450] [24]
[80] [1750] [25]

Power score: The Psionicist pays only half the normal PSP cost for the object he is trying to move
20: The psionicist overtaxes his brain and suffers 3d10 damage. If he fails a save vs SPELL, he also falls unconscious for 2d6 hours

I modified the negative effect to increase damage and the likehood of failing his save, but it will reduce the time the PC remains unconscious and won't permanently strip him of this power
[Original test] "The psionicist overtaxes his brain and suffers 2d10 damage. If he fails a save vs death, he also falls unconscious for 2d6 days, and permanently burns out his Megakinesis power."
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Re: Styrius (Private thread) Labyrinth of Madness

Post by Styrius »

Neat, but I seriously doubt I would ever use that power. Far too costly.
You are talkin' to the holy symbol wearing,
Ruby ring wearing, kiss stealing; Woo!
Praying/healing, beholder riding, griffin flying
Son of a blowgun, and I'm having a hard time holding these Aboleth shoes down! WOO!
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Re: Styrius (Private thread) Labyrinth of Madness

Post by TristenC »

Another adjustment:
The other psionicist is taking a 'self improvement meditation' which essentially means you can adjust your int, wis or con up, but only with respect to how it affects your Psionic abilities and PSPs

you can spend 2 points for the Psi self improvement (wis, int or con) but cannot raise any of them above 18 prior to the bonuses from magic items etc.
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Re: Styrius (Private thread) Labyrinth of Madness

Post by Styrius »

coolio
You are talkin' to the holy symbol wearing,
Ruby ring wearing, kiss stealing; Woo!
Praying/healing, beholder riding, griffin flying
Son of a blowgun, and I'm having a hard time holding these Aboleth shoes down! WOO!
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Styrius
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Re: Styrius (Private thread) Labyrinth of Madness

Post by Styrius »

BTW, what is this sourcebook they are pulling from?
You are talkin' to the holy symbol wearing,
Ruby ring wearing, kiss stealing; Woo!
Praying/healing, beholder riding, griffin flying
Son of a blowgun, and I'm having a hard time holding these Aboleth shoes down! WOO!
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TristenC
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Re: Styrius (Private thread) Labyrinth of Madness

Post by TristenC »

Called "The Will and the Way". It's a Dark Sun supplement
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Re: Styrius (Private thread) Labyrinth of Madness

Post by TristenC »

Hmm. So the Locksmith NWP description says it adds 10% to picking skill for Thieves, but since it's kind of your backstory/ profession i'll say it gives you the ability to pick at that rate. Since you spent 3 pts on it we'll call it 30% chance. The nwp skill is more for making and repairing locks than picking them open by hand. So if you want to make a pick check, go ahead and roll 1d100, target 30 or lower
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Re: Styrius (Private thread) Labyrinth of Madness

Post by Styrius »

[1d100]=19

BOOM BABY!
You are talkin' to the holy symbol wearing,
Ruby ring wearing, kiss stealing; Woo!
Praying/healing, beholder riding, griffin flying
Son of a blowgun, and I'm having a hard time holding these Aboleth shoes down! WOO!
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