(long) (Corlon and Ivanhoe stay out!) Psychic/Magical anomalee: Suspension Corridor

Jeph

Explorer
Suspension corridors are swirling, 15-foot diameter tubes of magical or psychic energy. They are near invisable, requiring a Spot check Dc 20 or Search check DC 15 to locate.

Any character in a Suspension corridor may make a Wisdom check at the beginning of their turn. The DC is12 if they make the check as a free action, 10 if they make it as a move action, 8 if they make it as a standard action, or 6 if they make it as a full-round action. If they succeed, they are held aloft by the corridor. Characters who do not voluntarily concentrate may still make the check, but at DC 16.

Taking any physical actions while in a Corridor requires a balance check (DC 15, +1 per previous check). If they fail the balance check, they fail the action that they were attempting. If they fail by 5 or more, they must make a Wisdom check (DC 16) or cease to be held aloft by the Corridor. In a round in which the character takes no actions other than to concentrate on staying aloft, the DC for taking physical actions resets to 15.

Corridors are usually found high in the air up in the air, connecting floating platforms, far-apart cliffs, and the like.

Okay, this is the part when Corlon, who has looked at the thread none the less, goes away. ;)
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PETER! GO AWAY!
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I'm using a Psychic Corridor in my next adventure. The PCs have been imprisoned in dirt-and-leaf cocoons, hanging 300 feet above the ground by foot-thick vines. The only way out of their prisons is by a Psychic Corridor. To make matters worse, they have 4 archers sniping down at them. Oh yeah, and their captors weren't stupid enough to let them keep their gear.

Now, the corridors are about 150 feet long, so a Run and a Move action will get the PCs accross (or maybe a single Run, some might have Speed of Thought or Fast Movement). Still, the Wisdom checks and the Balance checks could make this a potentially fatal situation for even armed-to-the-teeth 10th level characters. These are 5th level characters with no gear. Chances are, some of them will fall. i.e., take 30d6 damage from the drop.

I don't want anyone to die here, just get pretty messed up, so I need a way for PCs that fall to stay alive (although take a beating). Please note that this is a jungle world, heavy psionics, no magic, and VP/WP is being used instead of HP. The Monk and Rager have been completely redone, and now are psionic classes (with a progression like a Paladin's spells). The chief enemy are Yuan-Ti, the plot of the adventure involves Puppetteers (psionic vermin that control your brain). Any suggestions?

-Jeph
 

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Safety nets would give the characters a sense of security. If I keep calling for spot checks against invisable objects, and ask the players to make Wis checks when they venture into midair. That will spook them out, make them nervous. If there are nets, the characters won't have qualms about leaping into the air, thinking "well, if I fall, the nets will save me."

But maybe something similar . . . perhaps a Telekenetic Shpere encapsulates the character after they have fallen halfway, and holds them in Brain Lock until later? Then operators could move the spheres down to the ground, surround them with archers, and can the PC again.
 

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