
GM MattMorris |

She is Knowledge (nature)
Insane Beauty (Su) This ability affects all humanoids within 30 feet who are viewing a lampad in conditions brighter than dim light. Those who look directly upon the lampad must succeed at a DC 18 Will save or gain the confused condition for 1d6 rounds. A creature that succeeds at the save is immune to the same lampad’s insane beauty for 24 hours. A lampad can suppress or resume this ability as a free action. The save DC is Charisma-based.
They can also cast some spells like a druid.
Aryas's blandishments seem somewhat effective on her. "There is little you could do for me, for sorrow is in my nature. You are welcome here to rest in my melancholy garden. Thank you for driving away those pests that were on my doorstep. Their invisible chattering was quite irritating."
She turns to LeGuin. "I know little of the Reborn except for their desire for power and their sinister nature. They have been content, until lately, to keep to their Forsaken Fane. My visions tell me they have spread their influence over the city and imprisoned the Council somewhere."
"I thought at first that you might be their agents, considering the stain of Shadow is upon you, but your sweat-talking friend convinced me to trust you."
Aiyana interjects, "They've imprisoned the Council? This is worse than I thought. It sounds like they have control of the entire city."

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"Heck, I thought that was obvious with the guards chasing us around and breaking into your place."
Hekk sounds a bit excited by this, as if fighting an entire town is a dream come true.
"I say we take the fight to them and break this council out. A good old fashioned jail-break sounds like just the thing. Are they being stashed in the city jail or in some dungeon or, even better, some tomb?"
If ever Hekk did lose to a wraith or something and become an undead, it would not be pretty.

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Aryas listens and is glad that he made an impression!
"You are too kind my lady! Thanks for giving us shelter. Maybe we can even attempt to banish the sorrow a litte ... and you are right! We can all feel the taint of shadow and it is really strange! I want to get rid of it!" he says and looks at the fey.

GM MattMorris |

The melancholy fey replies, "I do not know the whereabouts of the council. No doubt they are shrouded by some dark magic. Perhaps someone in the city witnessed the attack or has heard word of it."
"As for your own corruption, I must admit that I have no power over it and know little of it. It is not of this world, and most unnatural."
Aiyana adds, "We could ask around the city, or we could seek out one of my contacts, a cloaker sorcerer named Shevarimarr. He is a notoreous information broker, but he had no love for the Reborn, and he knows everything that goes on in the city--and much of shadow magic."
Your host concludes, "Whatever you decide to do, you are welcome to rest here. I doubt the Reborn would challenge my power in my own home. At least not yet."

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We're grateful for such a rare invitation, my lady. While we're putting up my feet, has anyone ever talked to you about going clear?

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Branson shakes his head in disbelief. "I believe we have already concluded that your tenants are at least half of the problem down here, ever since we ran across your wayward student, Tom!"

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Hekk shudders at the mention of Tom.
"That sounds like good advice. Let us seek out this sorcerer."
It strikes him at that moment that he, too, is a sorcerer, and it is a weird feeling.

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Knowledge(nature): 1d20 + 4 ⇒ (11) + 4 = 15
Tathane joins the group in thanking the lady for the invitation then turns to the group. "I suppose we could go into the town and ask around. If we can't find the answers we need by night we can come back here to rest."

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"Kurgess knows rest is important to be at our best. I think we should rest while we are already here, and conduct our investigations in the city after some time to reflect and plan."

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Hekk shrugs, but agrees. He know how 'those' spellcasters can get about their spells.
"Sure, if you guys need a rest, that is fine by me."
In spite of his attestation, he is a bit beat up. Anyone want to give their healing skill a try or do some healing before they rest?

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Leo licks a finger and holds it up. "That's the lilac sirocco stirring. It's evening, Branson. You may count on it."

GM MattMorris |

"Indeed, the sun sets far above us." Your host is careful not to venture to close to you, aware of the effects of her beauty on visitors.
She chats with Leopold as you settle in for the night. "I'm clear on many things, but I sense you have another meaning in mind."

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Hekk watches all his wounds close except one clotted cut.
"Wow, Branson. It never ceases to amaze me how you can do that. Thanks."
Hekk settles in for the night, retrieving his camping gear from the boat.

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Aryas nods.
”Thank you for your hospitality! After some rest we will continue our quest to eradicate the darkness that has taken hold of our being!“
I assume that we will keep watch and that will be distributed the burden.

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Does anyone have any afflictions and such that will need cured when we awake? Speak now, so I can refigure my spells appropriately. 10th level Clerics are infinitely diverse in their spell selection, I just need to know what's expected.

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None here.

GM MattMorris |

Sorry again for my delayed posting.
The night passes without incident. You might that that it would be uncomfortable to sleep so far underground, away from the cool moonlight and familiar nocturnal sounds of the surface, but the deep darkness and quiet seems to suit you. It's very restful.
So, ask around in the city, or look for the sorcerer? I'll do rule of 2.

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Please do not worry GM! :-)
Rested and with renewed power, Aryas looks at the others.
"Well, I suggest we visit the sorcerer first."

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Tathane wakes from the surprisingly good rest to find Aryas is already up and about, as usual. He seems to never run out of energy. He also seems to never be in a bad mood.
After rolling up his bedding, Tathane joins Aryas where he seems to have made a small fire and heated up some water. Tathane helps himself to some of the water and makes himself a cup of tea.
"Well, I suggest we visit the sorcerer first."
Tathane nods. "Yeah, that seems like a good idea. Or at least, I don't have a better plan."

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Leo wakes, does his morning stretches and breathing exercises, (looking a bit like the guy from the Ministry of Silly Walks).
He then runs through his morning mantras. No one is out to get you. Everyone likes you. There are no snakes at the foot of your bed. You are good enough, you are smart enough, and doggone it, people like you!
Now then! he bellows, joining the others at the breakfast fire, Who's ready for an e-meter reading?!

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Leguin joins Leopold in morning exercises, although his are bit more . . . conventional.

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Hekk lines up for a morning reading, wondering how much it will cost for, as he knows by now, Leo gets his pay one way or another.
"I could always use one of those. I always feel like those thetodaemons don't have a chance after a reading!" Gift of Will?
He will also hide away and cast a mage armor on himself before he gets all suited up.

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As Hekk well knows, money is not that important to Leopold. What's important is that all psionicsologists see their training as making an investment in themselves.
Gift of Will to Hekk

GM MattMorris |

GM Roll: 1d100 ⇒ 18
Aiyana requests to stay behind, hoping to keep a low profile until the Reborn are dealt with. Before you leave, she gives you some information on Trader's Rift, the area where the sorcerer keeps his curio shop.
Lyrudrada’s most cosmopolitan district and the headquarters of the Amethyst Association, Traders’ Rift consists primarily of merchant residences, warehouses, and shops. Merchants from across the Darklands—and, occasionally, from the surface world—engage in spirited trading here, out of sight of the rest of the city. Although Trader’s Rift is split in half by the Grayfoam River, a coalition of spellcasters long ago created an ingenious crystal-roofed tunnel underneath the river to connect the two sides. The view of the river churning just overhead can be unsettling, but the tunnel is safer to use than the makeshift ferries and rafts above.
Anyone in the neighborhood should be able to direct you to Shevarimarr's brokerage.
You can try to convince Aiyana to come with you if you like, or leave her here. I put a map of the city up on the Slides to give you an idea where you are going. It should take about two hours to get there. (You are at the Seer's Cave in the NE part of the city, near Mudshore.)

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Fortunately, we have a boat and do not need to risk the tunnel. Which side of the river is Shevarimarr on?
Hekk is not interested in convincing Alyana to come with.

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After his meter reading, Hekk is ready and rarin' to go.
"Well, I think it is time to take our leave. Let's go talk to this sorceress." And it does seem like Hekk is excited about talking, something of a rarity. He marches over to the boat and waits impatiently for the others to join him.

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Leo accompanies his most promising acolyte.

GM MattMorris |

The boat voyage across the city is peaceful. Thourgh you must take a short portage in Mudshore, you manage to accomplish it without difficulty. The small tributary that flows through the district is surrounded by fungus farms and the whole are smells of fresh silt and mushroom funk.
After passing through the district, you find yourselves in a central lake where the slow-moving river widens to contain several islands. The larger island in teh center of the lake features shanty dwellings on the shore, but the island's interior rises toward the cavern ceiling, and seems to be topped by some sort of fortification.
A smaller isle sits across a channel from this central island. It's rim is ringed with fortified walls, and a single pier emerges from it to extend into the lake. You can see frequent guard patrols walking the pier as you pass by.
Reaching the other side of the lake, you find it much as Aiyana has described. A passerby is able to point you toward Shevarimarr's brokerage, which is difficult to miss.
The shop lies at the end of an isolated arm of Trader's Rift. Its recessed door is an arching construction of ancient wood taken from some uplander sailing ship of unknown provenance, and next to it the mounted skull of a cave raptor clutches a signboard in its mouth painted with the words “Always Open” in Undercommon, as Leopold and Branson easily recognize.
What to do anything before you go inside?

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Hekk will momentarily hang back (or rush forward) and cast shield and touch of fatigue before approaching. He is still sensitive to the fact that he does magic and tries not to show it.
Though the touch spell will elapse in a minute and won't be of much use unless they are immediately attacked!
ASW 5: 1d100 ⇒ 32

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Leguin casts see invisibility, tongues, heightened awareness, and delay poison before going in.

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Leo will ask around for rumors, trying to suss whether anything is out of place in the neighborhood.
Do we have time for Gather Info? If so, I take 10 for a 27.

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Tathane sits back and relaxes for during the short boat ride. The two islands in the middle of the lake intrigue him, especially the smaller one with its heavy fortifications. Some sort of military installation, he wonders.
Soon after they arrive at Shevarimarr's brokerage. Tathane notices his companions casting spells on themselves. "You guys are expecting this to go badly?"

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Hekk pretends not to notice that Tahane noticed him casting.
"Be prepared and all that."

GM MattMorris |

Thus prepared, you head through the doorway into the brokerage. The entrance chamber is cluttered with an eclectic array of strange metal devices, chipped sculptures, and general junk. An archway leads to a wide passage leading west.
1d20 + 11 ⇒ (19) + 11 = 30
1d20 + 20 ⇒ (3) + 20 = 23
1d20 + 13 ⇒ (6) + 13 = 19
1d20 + 5 ⇒ (19) + 5 = 24
1d20 + 21 ⇒ (5) + 21 = 26
Leguin and Hekk, you here faint scuttling noises coming from somewhere in the hallway to the south.

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Appraise: 1d20 + 5 ⇒ (12) + 5 = 17
Hekk heads towards the noise, leading the way, figuring the proprietor just has a shambling gait.
"Anyone here?"

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"Shevarimarr? Just some interested shoppers here looking for advice."

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Tathane steps just inside the entrance. On the one hand, the clutter is intriguing to him. Just the kind of place to find an interesting treasure. On the other hand, the stacks and piles a perfect for hiding traps and alarms. Although, it doesn't seem likely that a shopkeeper would trap the entrance to his shop.
Tathane continues on through the archway and into the main passage of the shop hoping that someone will respond to LeGuin's call.

GM MattMorris |

There is a response, of a sort. The skittering becomes louder, and a trio of gigantic arachnids emerges from the stacks of crates to the west.
Tathane: 1d20 + 12 ⇒ (12) + 12 = 24
Leguin: 1d20 + 5 ⇒ (15) + 5 = 20
Hekk: 1d20 + 6 ⇒ (16) + 6 = 22
Branson: 1d20 + 2 ⇒ (3) + 2 = 5
Leopold: 1d20 + 4 ⇒ (8) + 4 = 12
Aryas: 1d20 + 11 ⇒ (18) + 11 = 29
Red: 1d20 + 1 ⇒ (18) + 1 = 19
Blue: 1d20 + 1 ⇒ (14) + 1 = 15
Yellow: 1d20 + 1 ⇒ (15) + 1 = 16
~+~Combat Round ~+~
Aryas
Tathane
Hekk
Leguin
Red
Blue
Yellow
Branson
Leopold

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Aryas starts his crane style and fights defensively.
”Spiders are actually quite useful for the environment!“ he says with a grin.
Swift action Crane style.
AC while fighting defensively vs. melee attacks: AC 34, Touch 26, FF 19 (mage armor +4, Cha +5 Scaled Fist Monk, Dex +6, Dodge feat +1, Fighting Defensively +8 (+2, + 1 ‘Crane Style’, +4 ‘Crane Wing’, + 1 Acrobatics 3 ranks) [only -2 on attack rolls due to Crane Style while fighting defensively’]
To hit / damage calculation: +1 Adamantine Ghost Touch Scimitar: +14 (1d6+7; 18-20/×2) (To hit: BAB +8, Dervish Dance Dex +6, +1 enhancement bonus, Weapon focus Scimitar +1, fighting defensively -2 / Damage: +6 via Dervish Dance feat and +1 enhancement bonus
Aryas moves forward and attacks with his adamantine scimitar.
Primary attack, fighting defensively : 1d20 + 16 - 2 ⇒ (17) + 16 - 2 = 311d6 + 7 ⇒ (4) + 7 = 11