Laakh 8th human male Psion Clairsentient, Auditor kit Alignment: LN
Player: Alex Orzulak
Formerly of Nibenay
Description: Ht: 5’ 11". Wt. 150, skin: copper, eyes; brown, hair: black, shaved on back and sides. A tattooed eye adorns the back of his head.

AC 8 (leather)
HP 27
PSPS: 128 PSPs
current PSPs:
Thaco 17
XP: 148,000
Next Level

Saving throws:
P/P 12
RSW 13
Pet/Pol 9
BW 15
Spell 14

Str 12
Int 18
Dex 11
Con 15
Wis 19
Cha 14

WP: wrist razor, dagger, light crossbow
NWP:bonus from kit: disguise (13), information gathering (18)
Slots: 4 + int bonus: 7
Contact (Wis, 19), survival (urban), crystal focus (18, +1 to Dimension Blade) Rejuvenation (18) (12 PSPs/hr) literacy, 4 unused: Heat Protection, Power Manipulation (14, int-4) Animal Training

Power Manipulation: the skill of amplifying a psionic power or devotion. This proficiency can only be used to manipulate powers in the psion’s primary discipline (Clairsentience) When the psion initiates or maintains a psionic power, he may use power manipulation to boost its effects. First he initiates the power with a normal power check. Then he may attempt power manipulation by making a proficiency check. The attempt incurs an additional cost of 5 PSPs, whether he succeeds or fails. If the character makes a successful proficiency check, he achieves the result listed for that devotion’s power score.

Languages: Common, Dwarven, Halfling, Elven, Kreen


“The Widow” – a Wrist Razor
Thaco 17 bone wrist razor D6/D4 (with D-Blade: Thaco 15, D6+1/d4+1 can sever through objects such as wagon wheels, they save vs disintegrate or are cleaved. D blades are 1-dimensional when seen edgewise)

Light crossbow: Thaco 17, bone quarrels: D4-1/D3-1

Equipment: traveler’s hooded tunic with pockets, silt goggles over leather armor, traveling pack with Nibenese noble and Balic commoner outfits
kank and saddle stabled at a contact’s herd outside of Balic, light crossbow, 8 bone crossbow bolts in pack

Money: 15 SP, 50 CP, 1x 5 cp gem (focus crystal)


clay marble of Continual Light: always active, mounted in leather wrist strap with sliding lid to cover it.

5 wheels of Berg’mench’s Mind Cheese

Auditor kit details:
7 contacts
3 enemies (details below)

The auditor begins play with 1d3+1 contacts and gains an additional contact whenever she gains a level. Contacts may be merchants, corruptible templars, tavern keepers, agents of the Veiled Alliance, or even beggars or slaves. The DM should carefully develop each one. The contacts are resources the auditor may use to dig up information or get things done. The PC should be careful of her contacts; once killed or alienated, they are gone forever. The quality of information provided by a contact depends on how the PC treats the character. As a general rule, contacts must be paid 1d6x10 ceramic pieces per level of the contact to produce a specific piece of information or to perform a small favor. If treated well, contacts may be also be able to loan the PC money or equipment, hide her if she’s on the run, or track down illegal supplies for her. Once again, the quality of these services depends on how well the PC treats her associates.

Special Hindrances: Trouble follows the auditor. Just as she collects allies and informants, she also collects enemies. Enemies are like contacts in reverse; they sell out the psion to anyone who asks, provide assistance for rivals, and may even come hunting for her themselves. Just like a contact, an enemy should be carefully developed by the DM. An auditor begins play with 1d2 enemies of low level. As time goes by, she will probably make new ones all by herself. Old enemies may grow stronger as the psion gains levels. Good choices might include: templars, nobles, merchants, criminals, elves, and other auditors. The DM should judge when and where enemies show up. Their actions may range from simply spreading nasty rumors about the PC to deadly attempts on her life.

Primary: Clairsentience; also Psychoportation, Telepathy
3 attacks:
Id Insinuation +1 Wis -4, score 16
Psychic Crush
3 defenses:
Tower of Iron Will (wis -2, 6 range 1 yard
Thought Shield (wis-3, 1)
Mental Barrier (wis -2, 2) Can use 1 addl. power in same rnd. with any defense

32 PSPs at L1 plus 14/level
9th level: 142
10th: 156
11th: 170
16th: 240

4 Sciences: Clairvoyance, Object Reading, Teleport, Mindlink
14 Devotions: Time Shift, Life Detection, Poison Sense, Know Location, All-round Vision, Danger Sense, Safe Path, Sensitivity to Observation, Duo Dimension, Dimension Blade +1, Phase, Phase Object, ESP

All score reflect 2 from level bonus
1 to all power scores per 2 levels)

Id Insinuation +1
PS 17
Cost: 5
Prep time:

This attack pits the target’s superego against their uncontrolled subconscious, leaving them in a state of moral uproar.
Technically speaking, this power drives him nuts, at least temporarily. His id-the seat of primitive needs, animal drives, cruelty, and ferocity-seeks to launch him into a rage of violence and desire. His, superego-the seat of moral conscience and the "civilized” part of his brain-struggles to maintain the upper hand. If this power is used against a contacted mind, the target can do nothing for ld4 rounds. Id insinuation has three ranges: short, medium, and long range, it is reduced by five.
Power Score-The victim’s id overpowers his superego and he turns against his allies for ld4 rounds.

Psychic Crush
PS: Wis-4 (16) Cost 7 Range 50 yards
Psychic Crush is one of the five telepathic attacks used to establish contact with another psion’s mind. It is a massive assault upon all neurons in the brain, attempting to destroy all by a massive overload of signals. If this attack is used against any mind that the psionicist has contacted, the victim must make a saving throw vs. paralyzation. Failure costs the target 1d8 hit points.
Power Score: The save automatically fails.


Power Score: Wis –5 (15)
Initial Cost: contact
Maintenance Cost: 8/round
Range: unlimited
Preparation Time: 0
Area of Effect: individual
Prerequisite: contact
Mindlink allows the user to communicate wordlessly with any intelligent
creature he can contact (Intelligence 5 or greater on a human scale). This is
two-way communication. It is not the same as mind-reading because the psionicist
only receives thoughts which the other party wants to send. Language is not a
barrier. Distance affects the telepath’s ability to make contact, but it has no
other effect (see “ contact” ).
Power Score – The mindlink allows one probing question (see probe).

Power Score: Wis -4 (17) Initial Cost: 7 Maintenance Cost: 4/round Range: unlimited Preparation Time: 0 Area of Effect: special, Prerequisites: none Clairvoyance allows the user to see images from a distant area. The psion picks a viewing spot anywhere within range. He can then see anything that he could normally see if he were standing in that spot. His field of vision is no wider than usual, but he can scan the area by turning his head. Clairvoyance does not replace the character’s normal eyesight. The psion can still “see” what is actually before him, but the distant scene is superimposed. For this reason, most clairvoyants close their eyes to avoid the confusion of images. The more distant the viewed area is, the more difficult it is to use clairvoyance. The table below shows how the range to a viewed area can diminish the psion’s power score.

100 yards 0
1,OOO yards -2
10 miles -4
100 miles -6
1,OOO miles -8
10,OOO miles -10
interplanetary* -12

Clairvoyance does nothing to enhance the character’s vision. Unless some other power or magic is at work, he still cannot see objects that are invisible, hidden in shadow, or behind other objects. This power also provides no sound, so the character actually sees a kind of silent movie (without subtitles, of course). Once the viewing spot is chosen, it is fixed in space. To enjoy the view from another location, the psion must use this power an- other time, and make a new power check. The psion’s clairvoyant presence is undetectable by normal means. It cannot be dispelled, repelled, or kept away by any form of magic.
Power Score-The psion automatically gains clairaudience, too, for the duration of the clairvoyant vision.

Object Reading
Power Score: Wis -5 (16) Initial Cost: 16 Maintenance Cost: na Range: 0 Preparation Time: 1 Area of Effect: touch Prerequisites: none

Object reading is the ability to detect psychic impressions left on an object by its previous owner, including his race, sex, age, and alignment. The power can also reveal how the owner came to possess the item, as well as how he lost it. The amount of info gained depends on the result of the power check. If the psion’s power check is successful, he learns the information listed beside that result in the table below, plus all the info listed above it.
Power Check Result
1-2 last owner’s race
3 last owner’s sex
4 last owner’s age
5 last owner’s alignment
6-7 How last owner gained and lost item
8+ All this information about all owners

An object can be read only once per experience level of the psion; additional readings at that level reveal no additional info. When the clairvoyant gains a new experience level, he can try reading the same object again, even if his object reading score has not changed.
Power Score-The psion automatically learns all information on the table above.


PS: Int (20) Initial cost: 10+ maintenance: n/a range: infinite prep time: 0 AoE: personal prerequisite: none

Teleport is the essential power within this discipline. It allows the psion to teleport to a familiar spot. The destination must be a place that the PC knows and can picture mentally -even if she’s never actually been there. For example, a psion may still know a location that he has seen through a crystal ball, via a sight link, or even by scanning someone’s mind for information. The psion can still teleport to a place even if it has somehow changed from the way she pictures it. For example, if a room has been rearranged, or is currently on fire, such changes won’t affect the teleport. Teleports always take the PCs to a fixed location. For example, if a PC tries to teleport into a wagon which is on the move, she’ll arrive at the wagon’s location when she last knew it. The wagon itself may be miles away by then. And if the PC was picturing the wagon’s interior, she will teleport to the space corresponding to the wagon’s interior – several feet off the ground. Because the wagon has moved, the teleporter will fall when she arrives. (imagine teleporting to a room on a 5th floor tower, only to discover that the tower has been razed by marauders since your last visit.) TP is instantaneous. The character simply ceases to exist in her previous location and springs into being at the destination.
Restraints do not affect teleportation. A character who is tied up, shackled to a wall, or buried up to his neck can still teleport. The restraints remain behind. Clothing, on the other hand, does accompany a character who teleports. He may also carry small items in his grasp or wear equipment (e.g., armor) on his person, not exceeding one-fifth of his own body mass.

If he doubles the amount of PSPs expended, he can carry up to three times his body mass, or take along one or two other characters on whom he has a firm grasp. A character can teleport any distance, but as the distance increases, so does the chance of failure and the cost in PSPs. Ranges, point costs, and power score modifiers are shown below. If the teleportation die roll is a 1 or 2, the character and anyone else with him are momentarily disoriented by the jump. They can do nothing during the round which immediately follows the teleport. After that, they suffer a 2-point penalty to the following for ld6 rounds: initiative die rolls, psionic power checks, and attack rolls. Power Score-The PSP cost is reduced by 20 percent, rounded up.


Life Detection
Power Score: Int -2 (17) Initial Cost: 3 Maintenance Cost: 3/rnd. Range: 100 yds. Preparation Time: 0

A telepath can detect the presence of living, thinking creatures within a limited area. He must scan like radar. If he is scanning at short range, he can cover a large angle. At long range, the angle is significantly reduced. He can scan through 180 degrees to a range of 40
yards, 90degrees to a range of 60yards, or 30 degrees to a range of 100 yards.
One round of scanning will detect humans, demihumans, humanoids, mammals, and monsters with eight or more hit dice. A sec- ond round of scanning will detect birds, rep- tiles, amphibians, fish, and monsters with less than eight hit dice. In either case the character gets an accurate count of the creatures.
The DM should make this power check an(’ keep the result secret from the player. If the psionicist doesn’t detect anything, the player won’t know whether that means there’s noth- ing there, or the power didn’t work.
If the rol’ is 1,the psionicist gets faulty information. H, detects what is there, but gets the numbers wrong by +/-50%.

Power Score-The psionicist can instantly detect everything within 100 yards, in every direction.

All-Round Vision
Power Score: Wis -3 (18) Initial Cost: 6 Maintenance Cost: 4/round Range: 0 Preparation Time: 0 Area of Effect: personal Prerequisites: none

This power gives the psion "eyes in the back of his head” -and in the sides and top, as well (Of course, this is figurative; he does not literally sprout eyeballs.) In effect, the character can see in all directions simultaneously. Besides its obvious application when combined with the clairvoyance power, all-round vision prevents anyone from sneaking up on the character without some sort of concealment. On the downside, the psion suffers a -4 penalty against all gaze attacks while using this power.
Power Score-Infravision is also gained.

Safe Path
Power Score: 17 (Wis -4) Initial Cost: 8 Maintenance Cost: 5/round Range: special
Preparation Time: 0 Area of Effect: personal Prerequisites: danger sense

This power enables a psion to use her danger sense abilities to help guide her steps. By listening for the warning tingle of her danger sense at work. she knows when to duck, when to dodge, and when to move forward. This ability is more tactical than danger sense, provided the character trusts her instincts and moves when she is supposed to. A character using this ability to attempt a dangerous feat of climbing, balance, or coordination gains a +4 (d20) or +25% (d100) to whatever rolls are required. The character could use this ability to walk blindly across a room she knows to be full of traps and still receive the bonus on her chances to avoid the traps by Dexterity checks or saving throws. In combat, the psion gains a -2 bonus to her Armor Class and a +4 bonus to saving throws each round she maintains the power.

Power Score: The character automatically succeeds with her first saving throw or ability check.

Danger Sense

Power Score: Wis -3 (18) Initial Cost: 4 Maintenance Cost: 3/m Range: special Preparation Time: 0 Area of Effect: 10 yards Prerequisite: none

When using danger sense, a psion will experience a slight tingling sensation at the back of his neck when a hazard or threat is near. The DM must make a successful power check on the psion’s behalf before the PC detects the danger. This power does not give the psion any specific information about the type of danger. He does not learn how or when it will strike. However, he does learn the general direction af the threat (i.e., to the right, left, ahead, or behind). The character’s power check determines how much warning he gets. If the roll is 12 or more, he knows whether danger is lurking anywhere in the immediate area. If the roll is 8 or more, he enjoys a full round of warning before that danger strikes. If the roll is 7 or less, however, the psion isn’t alert until moments before danger strikes. If the roll is 1 exactly, he still has several moments’ warning but the direction is off; e.g., if the attack is coming from the left, he thinks it is coming from ahead, behind, or the right (DMs option). If the psion and his companions have enough warning, they can do something to prepare-getting into defensive positions, preparing spells, or running away, for example.

If they have less than one round of warning, the DM must decide how much preparation is possible. In any case, they always win a +2 bonus on their own surprise rolls.

Power Score-The psion learns how far away the danger is.

Poison Sense
Power Score: Wis (20) Initial Cost: 1 Maintenance Cost: na Range: 0 Preparation Time: 0 Area of Effect: 1-yard radius Prerequisites: none

This power enables a psion to detect the presence of poison and identify its location within 1 yard of his body (or his presence, if he is using clairvoyance or traveling astrally). The type of poison is not revealed, only its presence. Any poison, including animal venom, can be detected.
Power Score-The psion determines the exact type of poison.
20-If poison exists, the sense of it mentally overwhelms the psion. The effects match those of actual exposure to the poison.

Sensitivity to Observation
Power Score: 20 (wis) Initial Cost: 5 Maintenance Cost: n/a Range: 0 Preparation Time: 0 Area of Effect: special

Some characters have the uncanny ability to know when they are being watched. Sensitivity to observation is a devotion that is triggered by the intense attention of another person or creature. Any time the psion is under such scrutiny. he may attempt a power check to see if he notices the attention. This power is always active unless consciously suppressed. A successful power check does not reveal the location of the watcher; it merely confirms the character’s suspicion that he is being observed. If the observer is using clairvoyance or clairaudience to monitor the psion, the psion may attempt to obscure the watcher’s scrying by winning a psychic contest against his watcher. If successful, the watcher cannot scry against the psion for 1d4 hours. Since the player will know his character is under observation when called upon to make this check, the DM should occasionally provide false alarms or make the character’s power check for him in secret.
Power Score: The character immediately determines the location of his watcher.

Know Location

Power Score: Int (20) Initial Cost: 10 Maintenance Cost: na Range: 0 Preparation Time: 5 Area of Effect: personal Prerequisites: none

This power is useful to characters who frequently travel by using teleportation, gates, or via other planes of existence. When it works, the power reveals general information about the character’s location. The information is usually no more detailed than the response of a simple farmer when asked, ‘Where am I?" Typical answers include “a few miles southwest of Waterdeep … as the crow flies,” “in the house of Kilgore the taxidermist,” or “adrift on the Blood Sea.” The higher the result of the power check, the more precise the location will be. If the die roll is 8 or more, the location is specified within a mile or less. If the roll is 7 or less, the location is specified within 10 miles. The character can get additional information that is less specific than the initial answer if his player asks for it. (The psion does not make another power check.) For example, if the DMs first response is "you’re in the house of Kilgore the Taxidermist," the player might then ask where the house is. The DM might answer by saying Kilgore’s house is in Chendl, in the Kingdom of Furyondy.

Power Score-The psion learns the exact location they are trying to determine.

Dimension Blade
Power Score: Con -1, 14 (15 with focus crystal) Initial Cost: 6 Maintenance Cost: 5/round Range: 0 Preparation Time: 0 Area of Effect: one weapon Prerequisites: duo-dimension
A psychoporter can use her control of dimensions to make her weapon into an infinitely sharp blade by making it two-dimensional. Almost any hand-held weapon can be altered with this power. even bludgeoning weapons such as hammers or maces. Only jointed, chain, or rope weapons (such as whips, flails, or nunchuks) cannot be made into dimensional blades. While this power is in effect. the psion’s weapon ignores any armor worn by the victim. Only Dexterity and magical protection apply. For example, a gladiator with an 18 Dexterity in hide armor is AC 6 instead of AC 2. In the case of monsters. the DM must decide if the creatures Armor Class is due to thick armor-like hide or natural quickness. In addition. the blade gains a +2 to hit and a +2 to damage rolls. The dimension blade can also be used to cleanly sever inanimate objects. such as an opponent’s weapon, a stone pillar, or the axle of a wagon. Any object struck by a dimension blade must make an item saving throw versus disintegration or be sliced in half.
Power Score: The dimension blade scores double damage in addition to all other benefits.

Power Score: con -2 (16) Initial Cost: 11 Maintenance Cost: 4 Range: 0 Preparation Time: 0 Area of Effect: personal Prerequisites: none
With this power a psion can alter her own dimensions so that she has height and width, but no depth. She becomes a two-dimensional image that has no thickness; her third dimension is transferred to another plane and remains there as long as she maintains this power. The advantage of this lies in the fact that she simply does not exist if seen from the side, and is thus completely invisible and immune to any attacks from that direction. She can fit through the thinnest cracks by edging sideways, as long as there is vertical clearance for her.
The psion can move and attack as normal, and she is not invulnerable-she can be attacked normally by any opponent in front of or phase behind her. While she is two-dimensional, she suffers double damage from any successful attack.
Power Score: The psion’s weapon is affected by the dimension blade power at no additional cost.

Power Score: Wis -1 (20) Initial Cost: 6 Maintenance Cost: 6/round Range: 0 Preparation Tinge: 0 Area of Effect: personal Prerequisites: none
This power allows a psion to shift his body’s molecules into a different frequency of motion, making him ghostly and transparent to the unphased world around him. The psion can walk through solid matter; his enemy’s weapons will pass right through him, and no physical force or energy can harm him. She can be affected by other phased creatures or objects. A phased character is not affected by gravity. He will retain any falling momentum he has, but when he arrives at the ground he is not harmed. He can move over solid ground at his normal movement rate, over water or quicksand at one-half normal, and through solid matter at one-quarter his normal move. He moves vertically at 10 feet per round. If the character fails to maintain phasing while passing through matter, he takes 3-30 points of damage, falls into a coma for 1-6 hours, and becomes trapped in the Ethereal Plane. It is difficult to achieve contact with a phased mind. Any psionic attacks suffer a -4 penalty on their power checks, and the psion saves at +2 versus any mind-affecting magic or effects. Of course, these same penalties affect the psion’s own attacks while phased.
Power Score: The psion’s phased movement rate doubles.

Phase Object
Power Score: 18 Wis -3 Initial Cost: 10+ Maintenance Cost: 5 Range: 20 yards Preparation Time: 0 Area of Effect: 1 object Prerequisites: PhaseWith this devotion, the psion can extend her phasing powers to an object. A boulder blocking a tunnel can be phased in order to allow passage, an enemy’s sword can be rendered harmless, or a building can be forced to collapse by reducing its supports to an insubstantial form.
The larger an object, the more difficult it is to phase. The rule of thumb is 1 PSP per 10 pounds, with a minimum cost of 10 PSPs. Phasing an object does not harm it. An object being phased cannot be affected by any physical force, but can be affected by other phased objects. A psion can use this power on his own sword to make it capable of harming another phased character. Phased objects retain any momentum they had when they were affected, so a catapult missile will continue in its trajectory, it just won’t do any damage when it strikes its target. Phased objects that were not moving stay where they were. If the object is being worn or carried by an unwilling subject, the victim may attempt a saving throw versus spells to avoid the effect.
Power Score: The psion may disintegrate the item if he so chooses.

Time Shift
Power Score: Int Initial Cost: 17 Maintenance Cost: na Range: 0 Preparation Time: 0
Area of Effect: personal Prerequisites: teleport
Time shifting allows the psionicist to travel up to three rounds into the future and observe things until time catches up with him. He sees everything frozen around him just as it will be when that moment in the future actually arrives.
The psionicist enters a different reality when he uses this power. No one in the “still life” that surrounds him can see or detect him in any way. He can move freely through the environment, putting himself wherever he wants to be when he returns to normal time. But he cannot affect anything around him, nor can anything affect him. Even two time-shifted characters are completely invisible to each other. To the people in real time, the character simply vanishes and then reappears sometime later.
The character does not exist for any normal game purpose during the period when he is time shifted. If, for example, a fireball spell detonates in the room while the character is time shifted, the character is completely protected against its effects. In fact, unless the blast leaves visible effects (charred walls or corpses or sulfurous fumes), the character won’t even know it happened. He sees none of the intervening events.
This power cannot help a character escape contact, however. If someone has established contact or tangents (see Chapter 2) with the time shifter-and
continues paying their maintenance cost-then the tangents or contact will still be in effect when the character returns to normal time.
Time shifting offers an obvious advantage in combat. A psionicist can leap one round into the future and maneuver into position for an attack. In that case, the shifter receives a +4 bonus to his attack roll. With enough time, he could even escape.
How long does a time shift last? If the psionicist travels one round forward, then he has one round in which to maneuver. If he travels two rounds forward, then it takes two rounds for reality to catch up. Three rounds is the limit. The farther (or longer) the trip, the more difficult it is to make, as shown in the table below.
Shifted Cost 1 round 3
2 rounds 6 3rounds 12
Power Strength Score
0 -2 -6
Power Score – No other effect.

Extra Sensory Perception
Power Score: 16 Wis -4 Initial Cost: contact Maintenance Cost: 6/round Preparation Time: 0 Area of Effect: individual Prerequisites: contact Range: unlimited
Extrasensory perception allows a psion to read someone else’s mind (as the power is treated here). The telepath can only perceive surface or active thoughts. He cannot use ESP to explore someone’s memories or delve into their subconscious. Most intelligent creatures tend to think in words, so language is a barrier to understanding. Unintelligent creatures think in pictures. Magical thought, such as a wizard uses in casting spells, is also unintelligible. However, a telepath can easily recognize such thoughts as part of the spell-casting process. Power Score-The first round of maintenance is free.

Kit bonus: Contacts:
Raum the Kanksman
His wife, Maris
Abezethibou the Silt Hand
Falmon Durow
Kaz of Ledo Isle

Known enemies:
Horugg the Grim
Nisid of Draj runs with a small braxat “Tiny” and a defiler Nisid’s Defiler Shaman Lackey of some strength with invisibility, energy bolts. Axes have street cred, maybe D Blade?

Gambit crew: Hashke – Elf male. Works the Gambit. Probably Skysinger tribe; wears Nibenese headscarf.
Yiska – elf female. Probably Haske’s sister. Also works the Gambit. Probably Skysinger tribe; wears Nibenese headscarf. Both recently healed of their severed tongues. They want revenge and have stash of magic weapons in spooky building in Nibebay’s elven market.


Raised hungry on the streets of Nibenay, his powers of observation and mobility opened doors into the city’s Auditors as a spy for the Veiled Alliance. Some “trouble with a rival” led to his blackmail and exile from his home by a templar. Often mistaken for a half-elf from his slight build, he uses his streetsmarts and above average charisma to make friends as fast as possible. A contact provided him with a sturdy kank mount and the names of some trusted merchants in Balic, and he never looked back. But he is always watchful. There is unfinished business back home, and a new city to build his web of frenemies. He has disguises in his pack to pass for a Balican peasant or a Nibenese merchant. Laakh’s immediate goal is to learn how to ride a kank, as this will facilitate his exit from Balic as needed. He blended into a herd caravan from Nibenay and had never seen one until last month. Currently in the employee of House Wavir, crew of the Tyrian Gambit, an Empowered levitating cargo skiff, single masted, main cabin with psi helm and cargo hold below. Original owner Caym, deceased. New captain: Abez.


Dark Sun: North & South Tablelands Games BobDru alexorzulak