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Lord Torath (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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Lord Torath (Private thread) Labyrinth of Madness

Post by TristenC »

This is a Private Thread for Lord Torath. It will contain:
-Character sheets (a version maintained by the DM, any version Lord Torath wishes as well)
-Character creation details for any/all of Lord Torath's characters
-Experiences separate from the party
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Re: Lord Torath (Private thread) Labyrinth of Madness

Post by Lord Torath »

Character Sheet

Character Name: Steve (Darke Stephen Edgelord)
Character Race/Class: Male Human Psionicist

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(Image subject to change without notice)

Level: 16
XP: 2,000,000/2,100,000
Prime Req's: Con(16), Wis(20) => +10% xp
PSPs spent solving problems: 936 => 9360 xp
PSPs spent specifically to avoid combat: 0
Created an Empowered Item: 8,000 xp (500 x 16th level)

Str: 8 -/- Weight Allow: 35 lbs, Max Press: 80 lbs, Open Doors: 5 Bend Bars/Lift Gates: 1%
Dex: 8 -/-
Con: 16 SysShock: 95% ResSurv: 96%
Int: 16 (17)[19] NPW/Lang: 6
Wis: 18 (20)* +4 magical defense adjustment
Cha: 16 Max Hench: 8, Loyalty Base: +4, Reaction Adjust: +5
* Immune to: Cause Fear, Charm Person, Command, Friends, Hypnotism, Forget, Hold Person, Ray of Enfeeblement, Scare

Armor Class:
Base: 4
Bucker: -1
Dex Bonus: 0
Total: AC 4 (3 vs 1 attack per round)

Hit Points Maximum: 71
Hit Points Current: 71
Hit Point Rolls: 6 4 6 5 1 4 5 5 3

Alignment: Neutral Good
Gender: Male
5’-11”, 155 lbs
Blonde hair, green eyes, lightly-tanned skin
Age: 24 (DoB: 15th of Highsun)
God/Pantheon: venerates Kyla - Goddess of Cunning, Insight, Speed, Deception, Control, Checks and Balances, and other similar things.

Encumbrance: 30.92 lbs - Unencumbered

Movement rate (35 lbs): 12
-- Light Encumbrance (50 lbs): 8
-- Moderate Encumbrance (65 lbs): 6 (-1 THAC0)
-- Heavy Encumbrance (80 lbs): 4 (-2 THAC0, +1 AC)
-- Max Encumbrance (90 lbs): 1 (-4 THAC0, +3 AC)


Racial Abilities:
Human: Feeble senses (panel 3).
Bat Echolocation out to a 60-foot radius, courtesy of a Wish

Class Abilities:
Psionicist:
Primary Discipline: Telepathy
Tertiary Disciplines: Metapsioncs, Psychorportation, Psychometabolism, Clairscentience,
+2 vs Mind Affecting effects
PSPs: 260/260
Empowered Receptacle on ankle band: 260/560
Philosopher's Stone - White Powder version (+1 to Telepathy power scores, double PSP regen)
Crystal Focus: +1 Empower

Steve's Psychic Powers (black are Telepathy):
1st Level: Mind Link (S), Contact, Aversion, Id Insinuation – Mind Blank (D)
2nd Level: Metapsionics, Receptacle, Ego Whip
3rd Level: Probe (S), ESP, Life Detection, Tower of Iron Will (D)
4th Level: Truthear, Sight Link
5th Level: Psychic Surgery (S), Convergence, Intellect Fortress (D)
6th Level: Psychometabolism, Identity Penetration
7th Level: Domination (S), Adrenalin Control, Mental Barrier (D)
8th Level: Wrench
9th Level: Energy Containment (S), Cell Adjustment, Thought Shield (D)
10th Level: Mass Contact (High Science) Psychoportation, Dimensional Door
11th Level: Empower (S), Intensify
12th Level: Duo-Dimension
13th Level: Ejection, Dimension Blade
14th Level: Clairsentience, Dimensional Screen
15th Level: Wormhole (S), See Magic
16th Level: Sensitivity to Observation
https://adnd2e.fandom.com/wiki/Category:Psionics

Telepathic:
Ego Whip
Id Insinuation

Intellect Fortress
Mental Barrier
Mind Blank
Thought Shield
Tower of Iron Will

Mass Contact
Domination
Mindlink
Probe

Aversion
Contact
ESP
Identity Penetration
Life Detection
Sight Link
Truthear

Metapsionics
Empower
Psychic Surgery

Convergence
Intensify
Receptacle
Wrench

Psychometabolism
Energy Containment

Adrenalin Control
Cell Adjustment

Psychoportation
Wormhole

Dimension Blade
Dimensional Door
Dimensional Screen
Duo-Dimension

Clairscentience
See Magic
Sensitivity to Observation

Empowered Items:

Shrike: Dagger of Throwing+3
Shrike’s Sky: Blue Jasper PSPs: 61 Avail: 61
Alignment: Neutral Good Int: 16, Ego: 5
Empathy, Common, Elven, Dwarven
Dimension Blade (20,6/5) Wormhole(14,24+/6+)

Darke: Silver and Gold wire armband set with a blue jasper.
PSPs: 55 Avail: 55
Alignment: Neutral Good Int: 16, Ego: 4
Empathy, Common, Elven, Dwarven
Adrenalin Control (16, 8/4), Cell Adjustment (16, 5/up to 20)

Sharpe: Silver and Gold wire armband set with a green jasper.
PSPs: 48 Avail: 48
Alignment: Neutral Good Int: 14, Ego: 2
Empathy, Common
Dimensional Screen (17, 9/6)

Protector: Blue Dragonhide Armor (AC:4)
PSPs: 53 Avail: 53
Alignment: Neutral Good Int: 13, Ego: 3
Empathy
Energy Containment (19, 10/-)

Saving Throws
- Paralyzation/Poison/Death: 10
- Rod/Staff/Wand: 9
- Petrification/Polymorph: 7
- Breath Weapon: 12
- Spells: 11
Ability Modifiers: +4 for Wisdom

Languages: (6)
- Common
- Elven
- Dwarven
- Draconic
- Orc
- Bugbear

Non-weapon Proficiencies (8+6): 0
- Rejuvination (Wis-1): 2
- Reading/Writing (Int+1): 1
- Power Manipulation (Int): 4
- Crystal Focus (Wis-1): 1
- Heraldry (Int): 1
- Horse riding (Wis+3): 1
- Leatherworking (Int): 1
- Swimming (Str): 1
- Etiquette (Cha): 1
- Artistic Ability – Jewelry (Wis): 1

Weapon Proficiencies: 1
Dagger: 1
Short Sword: 1
Short Bow: 1
Warhammer: 1

Equipment:
Dagger of Throwing+3
Gloves of Missile Snaring
Gem of Insight
Pearl of Wisdom
Talisman of Zagyg (Friendly reaction, 16 months and 1 wish remaining)
Holy Symbol of Kyla (on cord around neck)
Signal Whistle (on cord around neck)
Blue Dragonhide Armor (AC:4)
Fine Buckler
Belt pouch, Small
1 lb dried figs
Belt pouch, Small
25 gp 1 sp

In Pouches
Warhammer (in pouches)
Composite Short Bow
Quiver
24 arrows
Waterskin
Mirror
Knife (razor)
Map Case
Paper (10 sheets)
Ink
Quill
10 glass bottles
10 candles
10 pitons
2 lbs chalk (half powdered)
Flint and steel
Whetstone
50’ silk rope
Hooded Lantern
10 flasks lamp oil
10 flasks of Greek Fire
10 Holy Water flasks
3 back-up bow strings
Jewelry-making tools and supplies (gold and silver wire, tweezers, pliers, wire cutters, miniature hammers, monocle, etc.)
9 Ornamental gems (10 gp, blue quartz)
9 Semi-precious gems (50 gp, blue jasper)
5 Fancy gems (100 gp, deep-blue spinel)

Combat
Base THAC0: 13
Melee: 13
Missile: 13

Weapons:
Shrike, Dagger of Throwing+3 (Pr): Spd:0, Ats: 1(2), THAC0: 10 (10/12/15), Dm: 1d4+3/1d3+3 (2d4/2d3)+3 Range: 2/4/6
Comp. Shortbow (Pr) Spd: 6, Ats: 2,THAC0: 13/17/20, Dm: 1d6 Range: 5/10/18
Warhammer (Pr): Spd: 4, Ats: 1, THAC0: 13, Dm: 1d4+1/1d4

Short background: Younger son of minor nobles on the edge of the kingdom (hence the last name), he set off to find his fortune. He joined up with a group that killed an evil alchemist who was kidnapping children, helped restore a unicorn to life (saving a 20-mile-wide swath of land from destruction as a result), and tracked down a source of corruption that was linked to the aforementioned alchemist and dying unicorn. After several more adventures , he found himself brought to the Labyrinth of Madness, and decided that freeing a paladin was a noble and worthy thing to do. The world is messed up enough already, and rescuing a paladin can only help make things better.

Stephen generally dresses in greens and blues, and is a cheerful, friendly sort. He's a bit vain, and always likes to look nice, so he learned how to make his own jewelry. He mounted an agate in his dagger himself.

When asked about his family, he typically just says his parents are minor nobles that the speaker has probably never heard of, and leaves it at that. He does not appreciate the given name his parents gave him, and goes by his middle name whenever possible.


*************************************************End of Character Sheet*******************************************
Copied from the other thread:
Roll: 290193: [3d4]=8,[3d4]=12,[3d4]=9,[3d4]=8,[3d4]=8,[3d4]=9
Roll: 290194: [4d6k3]=8 [4d6k3]=12 [4d6k3]=15 [4d6k3]=14 [4d6k3]=14 [4d6k3]=16 [4d6k3]=12

Here's what I'm currently leaning toward:
Str 8
Dex 8
Con 9=>16
Int 9=>16
Wis 12=>18
Cha 8=>16

Straight psionicist. I was contemplating Fighter-dual to psionicist, but that's an extremely MAD build, and getting a 15 in strength would be costly. I could dual-class wizard or cleric to psionicist, but we've already got a couple wizards (and I'd be getting 1d4 hit dice), and being a cleric could limit my already-limited weapon options.

From the recruitment thread:
TristenC wrote: Sat Oct 26, 2024 8:28 am Ok, I'll have a look but it sounds like the meditation stuff is a way to further advance psionic abilities outside of the campaign that would happen prior to the arrival at the Labyrinth. While I might allow a little of that kind of thing in principal, since we had another psionicist start without that opportunity I'm not sure how well it will fit the balance for them. But I'll look at it this weekend.
Okay. I might like to take the High Science Mass Contact. Or maybe Power Modification on a couple powers. Self-improvement would also be nice.

If you decide to allow it, you could retro-actively allow it to the dwarf. Maybe give us each a set amount of time we can spend in meditation? Then have us roll the 10-day saving throws for each attempt?
Last edited by Lord Torath on Wed Dec 04, 2024 11:39 am, edited 34 times in total.
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Re: Lord Torath (Private thread) Labyrinth of Madness

Post by TristenC »

Nice, i like it :)

For the Philosophers stone, you may choose between
-Standard (turns metals into other metals)
-Special (green or white salt) and roll d100 for type. 1-75 it is the green salt. 75+ the white powder.

The other Psionicist has this item as well and rolled the freen salt so if you get the white powder result the two of you could potentially combine resources to make some 'raise dead' potions :)

Talisman of Zagyg:
I can make the reaction roll (adjusted for cha) once character creation is complete and you choose when your PC interacts with it. Would you prefer the character interact with it
-at the onset of your PC's introduction
-at some point of your choosing during the adventure
-at some specified point prior to the start of the adventure (meaning it and potential negative effects might be resolved before starting, depending on the roll)
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Re: Lord Torath (Private thread) Labyrinth of Madness

Post by Lord Torath »

For the Philosopher's Stone, I'll go for either of the special varieties.
Here's my roll:
[1d100]=94.
Looks like it's the rare one that doubles my PSP regen in addition to raising my primary discipline power scores by 1 point each. I'm honestly not sure if I prefer that to boosting the power scores in two disciplines, but I guess I'll stick with it. Saves me the question of if you can switch the secondary discipline the bonus applies to, and what process would be involved with that.

Also, kinda cool that the other psionicist has one too! I don't think either of us wants to trade the psionics bonuses for a few potions, though. We've already got a cleric who can probably cast Raise Dead. We just need to, you know, impress upon him the consequences of casting Animate Dead instead of Raise Dead. :evil:

For the Talisman of Zagyg, let's activate it just before I join the party.

I've got most of my psionic powers selected. Still need to know if the High Science for my primary discipline will be available (requires meditation).

One house rule I've come across that I rather like is that High Spirited mounts gain +1 HD and +2 morale, and Charger Quality mounts gain +2 HD and +4 morale. And cost double to quadruple normal cost, as per the DMG.

The next question I'm naturally going to ask is if the mount quality rules can be applied to other animals, say, guard dogs?

Here're my hit point rolls for levels 2 - 9:
290208: [1d6]=4 [1d6]=6 [1d6]=5 [1d6]=1 [1d6]=4 [1d6]=5 [1d6]=5 [1d6]=3
With max hp at 1st level, that puts me at: 6+33+9*2+7*2=71 total

Do you have any recommendations on languages?
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Re: Lord Torath (Private thread) Labyrinth of Madness

Post by TristenC »

You know what, let's go for it. you can have the High Science for your primary discipline and it won't count against your total powers learned. High intelligence in the target will affect the difficulty of contact (option from the the contact entry) and ofc psionic talented creatures will have to be overcome through normal psychic combat prior to contact.

The mount quality from the dmg is in effect, I do kind of like the additional HD and morale thing, but it would only apply to a mount not guard dogs. The game has been mostly inside of a cave/labyrinth and there have been quite a lot of ladders so far so it probably won't matter much either way.

For languages my recommendations usually are broad strokes like 'some form of under common or things that live in the area you are from or expect to be going to' but this one-shot is pretty far away from where the PCs would be from. The area around the labyrinth is a secret valley hidden in a mountain range only discovered a few days ago, so there hasn't been time to study the language of the native surface tribes there (magic was used to communicate). Some common monster languages are probably a good idea, and the party has already encountered some Trolls
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Re: Lord Torath (Private thread) Labyrinth of Madness

Post by Lord Torath »

Trigger warning: Massive Wall-O-Text incoming!

I'm probably going to purchase a charger-quality riding horse, simply because I'm a noble, and nobles ride. I do not expect it to be at all relevant, though. If it Mount Quality doesn't apply to dogs, well, that just means I can choose something other than Animal Training: Dog for that NWP slot. No problem.

Here's my current list of psionic powers:
Steve's Psychic Powers (black are Telepathy):
1st Level: Mind Link (S), Contact, Aversion, Id Insinuation – Mind Blank (D)
2nd Level: Metapsionics, Receptacle, Ego Whip
3rd Level: Probe (S), ESP, Life Detection, Tower of Iron Will (D)
4th Level: Truthear, Sight Link
5th Level: Psychic Surgery (S), Convergence, Intellect Fortress (D)
6th Level: Psychometabolism, Identity Penetration
7th Level: Domination (S), Adrenalin Control, Mental Barrier (D)
8th Level: Wrench
9th Level: (Empower 10th), Intensify, Thought Shield (D)
10th Level: Empower (S) Psychoportation, Dimensional Door
11th Level: Energy Containment (S), Cell Adjustment
12th Level: Duo-Dimension
13th Level: Ejection, Dimension Blade
14th Level: Clairsentience, Flesh Armor
15th Level: <Science>, See Magic
16th Level: <Devotion>

You know, since I'm 'starting' at 16th level, I guess I could swap Empower and Intensify at 9th level for Energy Containment and Cell Adjustment at 11th level without needing to delay taking my 9th level science, and still not violating the rules for power acquisition. Let's pretend I did that. And I still need to decide a couple more powers.

Thanks for Mass Contact! I've never actually used this power before, so it'll be interesting to see how it plays out.

I have always thought it kind of odd that researching a new power required such effort. I mean, to your particular character, all psionic powers they don't already know are 'new'. And yet, you can research them for free when you level up, no meditation required. If I were DMing, I'd only require the player to run new powers past me, and then they could take them any time they have an available slot on level-up. I'd probably still require the meditation time for the High Sciences, though.

I would still like to do some meditation, if I might. I'd like to meditate to double the effectiveness of Receptacle. I'd also like to meditate for Self Improvement. At 16th level, I could conceivably do it up to 8 times (once every other level). I'll leave it up to you to decide which, if any, of these meditations you'll allow.

There is also something you'll need to decide about Receptacle. The power states that you can only store as many PSPs as your regular maximum. But then it also says that Empowered receptacles hold your Inherent Potential times your level (presumably your level at the time you empower the item - I don't think the receptacle is intended to increase in capacity as you level up). And your inherent potential times your level is much higher than your regular PSP total.
If you take the minimum-requirement ability-scores (Con 11, Int 12, Wis 15), your inherent potential is 20. If you take Empower at 11th level, it will hold 220 PSPs, while your actual total will be 120. You won't actually hit 220 PSPs until 21st level. For my character (Con 16, Int 17, Wis 20), his inherent potential is 33. So an empowered receptacle at 11th level would hold 363 PSPs. His regular PSPS max won't reach that until 23rd level.
On Dragonsfoot (Discord? The Piazza? I don't recall exactly where) there was some discussion about this, and an idea I heard was that when storing PSPs in gems, you can't store more than your regular PSP max. But with empowered receptacles, you can go over that limit. Up to you as DM.

Edit: Just found this website looking for info on the receptacle question:
https://adnd2e.fandom.com/wiki/Category:Psionics
https://adnd2e.fandom.com/wiki/The_Will_and_the_Way

Edit 2: Does the Dagger of Throwing return after being thrown? It doesn't say it does, but the Hammer of Thunderbolts doesn't say it returns either.
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Re: Lord Torath (Private thread) Labyrinth of Madness

Post by TristenC »

The power list looks pretty good so far :)

I read the long study for High Science a bit like a priest gaining the Quest spell or a Wizard researching a new more powerful 9th+ level spell, which also requires cost, long downtime and isolation (and in the wiz case a very $$$ lab). So that part at least seemed balanced ro me.

The meditation for Self improvement I don't think I can allow since it is a permanent stat-changing effect which wouldn't be open to everyone.

Wow, yeah the Receptacle text seems unintentionally self-contradictory since potential x level isn't equal to your actual max. Maybe an oversight? I would say the 'up to your current max' value seems more like they intended, especially since losing/breaking the item means it removes that amount from your current pool (and it cant take more than you have). It's already pretty powerful, essentially doubling your pool of psp's for the day (at least to start) which for a wiz would be like getting twice as many spell slots (which no even epic level magic item or research even comes close to doing). I don't think i can support making it even more powerful via meditation


I would say the Dagger of Throwing does not return. I agree it's odd the HoTbolts doesn't say it does either, but the Axe of Hurling, Dart of Homing and Dwarven thrower all explicitly do. In addition, the dart (the only other weapon type that allows more than 1 attack/rnd) talks about rate of return as well.
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Re: Lord Torath (Private thread) Labyrinth of Madness

Post by Lord Torath »

Note that the Meditation for Self Improvement affects the stats for psionic purposes only. That means it only affects things like power scores and PSPs. I don't get immunity to illusions for higher intelligence, regeneration or extra hit points for high constitution (not that the hp thing would apply, since I already have Con 16), or additional spell immunity from high wisdom, and it doesn't affect ability checks or NWP scores.

And yeah, I totally agree that the long research requirements for the High Sciences is a good idea.
Last edited by Lord Torath on Tue Oct 29, 2024 7:56 am, edited 1 time in total.
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Re: Lord Torath (Private thread) Labyrinth of Madness

Post by TristenC »

True, i had read that last night and forgotten. Even still, the other players dont have an opportunity like that (except for the other psionicist) so while the effect is less the reasoning is the same
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Re: Lord Torath (Private thread) Labyrinth of Madness

Post by Lord Torath »

I think it's mostly a way to make it so psionicists can get better at their class abilities.

Psionic power scores don't change as you level up. Warriors get better at hitting things, thieves improve their skills, priests get better at turning undead, and many wizard spells become more effective as the wizard levels up, affecting more targets or doing more damage. Not so for the psionicist.
Last edited by Lord Torath on Tue Oct 29, 2024 1:35 pm, edited 1 time in total.
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Re: Lord Torath (Private thread) Labyrinth of Madness

Post by TristenC »

That's a fair point about the abilities not getting easier to use, but likewise the priest and wizard spells don't either (though damage scales on some spells.) Part of the balance I think is that psp's are a pool where allocation can be decided upon in the moment, rather than picking a specific and set list of spells for the day (and if a MU or Priest wants to cast twice they have to memorize twice. Cant use an ability even if they know it b/c it wasn't prepared today, etc).

I'll have to give it some further thought today
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Re: Lord Torath (Private thread) Labyrinth of Madness

Post by Lord Torath »

One final point regarding Receptacle, and then I'll drop the subject.

Here's the commentary from The Will and the Way on the power:
https://adnd2e.fandom.com/wiki/Metapsio ... nic_Powers
The Will and the Way p55 - dead-tree version wrote:Receptacle: The psionicist's potential is equal to the number of PSP he began with as a 1st-level character. Take note: an empowered receptacle can hold an enormous number of PSPs! Many high-level psionicists such as members of the Order or sorcerer-kings probably have receptacles of this nature on their person.
This implies to me that the empowered receptacles go over the max PSP limit.

Thanks for your patience!
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Re: Lord Torath (Private thread) Labyrinth of Madness

Post by TristenC »

So reading through the Metpsionic Empower ability description, it's actually a lot like creating a new magic item.

I went back over the Receptacle power and I think I have figured it out. The Psionicist can create a receptacle capable of holding potential x his level at the time of creation. However they can only Store points up to their Max PSPs. So he could have an item capable of holding more than he can currently use, so that each time he levels up he doesnt have to create another, stronger item to store his fill.

Excerpt from the Receptacle fandom link:
"Using Stored Points. The psionicist can retrieve stored points automatically. The receptacle must be in contact with his flesh. He can never retrieve more points than the receptacle currently holds, nor can he retrieve so many that it raises his current psionic point total above his maximum. No matter how many receptacles he has, a psionicist can never store more PSPs than his maximum total. (For example, if his usual maximum is 100 PSPs, he can store no more than 100.) Only the psionicist who placed the points in the item can use them. "

Edit: the final phrasing about only the psionicist who places the points may use them seems interesting as well. I wonder if 2 psionicists could place their own points in a large container to share the item?
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Re: Lord Torath (Private thread) Labyrinth of Madness

Post by Lord Torath »

As mentioned above, making an empowered receptacle at 11th level results in a receptacle that holds more PSPs than your own body does until you're past 20th level.

I've always assumed that a receptacle is specific to a single psionicist. No one else can put PSPs into my receptacle unless they use the receptacle power themselves on the gem/item, at which point it ceases to by mine, and I can no longer use it. Not spelled out anywhere though. If we could share a receptacle, then a gem I prime as a receptacle could be given to... Axid?.. and he could then store his own PSPs in it. Don't know if he'd still need to know the Receptacle devotion, though.

I think in 1E, burnt out ioun stones could store 10 PSPs without the need to know the receptacle devotion. Don't know if you want to use that here or not (don't know if we have any burnt-out ioun stones, either!).

Update/Modification to my list of powers:
1st Level: Mind Link (S), Contact, Aversion, Id Insinuation – Mind Blank (D)
2nd Level: Metapsionics, Receptacle, Ego Whip
3rd Level: Probe (S), ESP, Life Detection, Tower of Iron Will (D)
4th Level: Truthear, Sight Link
5th Level: Psychic Surgery (S), Convergence, Intellect Fortress (D)
6th Level: Psychometabolism, Identity Penetration
7th Level: Domination (S), Adrenalin Control, Mental Barrier (D)
8th Level: Wrench
9th Level: Energy Containment (S), Cell Adjustment, Thought Shield (D)
10th Level: Psychoportation, Dimensional Door
11th Level: Empower (S), Intensify
12th Level: Duo-Dimension
13th Level: Ejection, Dimension Blade
14th Level: Clairsentience, Dimension Screen
15th Level: Wormhole (S), See Magic
16th Level: Sensitivity to Observation
https://adnd2e.fandom.com/wiki/Category:Psionics

Regarding the self-improvement meditation, it could be considered something akin to Weapon Specialization for warriors.
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Re: Lord Torath (Private thread) Labyrinth of Madness

Post by Lord Torath »

How much would a suit of dragon leather cost?
Monstrous Manual p63 wrote: Dragon skin is prized by armorers with the skill to turn it into shields and armor, valuable because of its appearance and the protection it affords. Dragon armor grants its wearer an Armor Class of 4 less than the Armor Class of the dragon it was taken from, for a minimum Armor Class of 8. For example, armor from a juvenile brass dragon (AC 0) grants its wearer AC 4. Dragon armor is supple and non-bulky, weighing only 25 pounds.
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Plain dragon armor is expensive to make, costing 1,000 - 10,000 gp, based on the workmanship and protection the armor affords.
Great Wyrm Red Dragon armor provides AC:-7.
Hatchling White Dragon armor provides AC: 8

What could I get for, say, 3000-3500 gp?

Also, purely for the purposes of satisfying my curiosity, where did you get the 5000 gp for equipment and 7500 xp limit for magic items? I'm not criticizing or complaining, just curious how you arrived at those numbers.
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