
Your GM, Black Powder Chocobo |

Alright, so if everyone is ok with it, then it will be 8-04 in a week and a half with Pekin, Amarthecthel, Rogar, Nadil, TOZ's PC, and Declyn. Does this sound correct?
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Indeed, I shall have to decline this time. I do have other PCs that I can play in different games, if you ever need someone else to fill a spot :-)

Your GM, Black Powder Chocobo |

Sorry Lamare, that was the name I did goof on. So 6 people still :P Looks like it'll be high tier, although once all of the PC's are decided then I'll know if there'll be the 4 player adjustment or not (think it'll be normal difficulty, though).
@Nix/Declyn: You guys will be missed, good luck on your next adventures!

Your GM, Black Powder Chocobo |

Yes, I thought I asked for the email addresses earlier, but if not, please it IM me!
@Rogar: Thanks for the heads up!
[ooc]So with Rogar out, we should get 1 more person. Anyone know of someone who would be a good fit? for a 7-11 aimed at high tier?[/oooc]

Your GM, Black Powder Chocobo |

Hey guys! Unfortunately, I could not get chronicles out before I left on my trip. They will go out on Nov 6th. I can get you the gold amounts if you want them to prepare for the next session
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No worries, the gold amount would be cool though. I assume we earned full PP credit?

Your GM, Black Powder Chocobo |

Gold amounts!
Out of tier (Amarthecthel, Lamare): 6155
Full amount: 7832
Slow track: 3916
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... 6155. What should I buy with this? A belt of mighty constitution?
Oh and don't forget you all have a continual flame spell level 4th!

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Some came up and I'm not going to the convention next weekend. so I CAN play 8-04.
I'd prefer to play with an 8th level PC but if its as deadly ha ha as this...I won't.

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I just played 8-04 last night. My ranger made 12th.
I wasn't aware that this was the game we planned to play. Sorry!

Your GM, Black Powder Chocobo |

Killing me Amarthecthel :P. If you wish, you old use a replay, but I will understand if you don't want to.
And welcome back the Rogar!
Lamare: Not a terrible idea ;)
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Dammit Amar, what were you thinking?
Congrats on the ranger's retirement, though!

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Well...my team did find the easy button, so I'm not sure you want me in on that. I will regretfully sit this one out. Not that I think this team has access to that same button.

Your GM, Black Powder Chocobo |

Alright, chronicles have been sent and the game has been reported! Again, thanks for playing! I'll start the introductory post for the next game by Tuesday; Monday may be busy as I need to catch up on stuff.
Please let me know if you didn't get your chronicle.

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Nadil here. I've received my sheet and it looks good. I've heard whispers about 8-04, so I'll be switching to this guy instead.

Your GM, Black Powder Chocobo |

Okay! Back and able to do stuff. So the party will be Pelkin, Lamare, Qilfobber, Rogar, and TOZ's PC. We could use a 6th, preferably 10+. I think I can get someone, but I'd rather see if you guys know someone first :)

Your GM, Black Powder Chocobo |

Alright, may have someone for the 6th, I'll let you know if that pans out. Until then, here is the adventure start text!
Disguised as an adventurers’ boarding house, Tymon’s low-profile Pathfinder lodge rests directly above Smine’s Weaponworks, the city’s eminent smithy. The smell of burning coal and laborers’ sweat permeates the building, though a bowl of cloves and aromatic bark makes an earnest attempt to downplay the industrial ambiance. The door opens, letting in the echoes of hammers on metal while also revealing a soot-stained dwarf dressed in blacksmith’s garb: Venture-Captain Holgarin Smine. In one hand, he effortlessly carries a large basket, while the other holds a magnificent double-headed axe of lustrous adamantine. He sets both on the table before removing a cloth-wrapped bundle and a selection of bread, cheese, and cider from the basket.
"All right, Pathfinders. Got a task for you—dangerous lands, dangerous task." He speaks in his infamously staccato manner. "You come well recommended, especially after that fiasco in Thuvia.", he adds with an approving nod. "I know you're up to it."
The dwarf unwraps the bundle, revealing a sheaf of twinewrapped notes. "Ever heard of Gojan the Sharp? Early Pathfinder, renowned explorer, he wandered Numeria for a decade. Found all sorts of strange places outside Silver Mount he couldn’t explore in one lifetime; one of ‘em was Sulfur Gulch. Society’s known about lots of these places, but not that one. Long time ago, the gnome Eylysia hid away the findings." Smine exaggerates a scowl, adding, "Not good Pathfinding policy, that. Always report. You know that already." Patting the stack of notes, he continues. "Some others found the notes, so it’s good as new to us; you’d be the first to explore it. Trouble is that it’s Kellid territory—Ghost Wolves’ land. Lots of Kellids hate Numerian technology, but Ghost Wolves? They really hate it. The good news is Gojan did the Ghost Wolves a big favor and never collected. They owe us one, and that favor’s going to be not killing Pathfinders when they explore Sulfur Gulch." Smine picks up the axe reverently. "We’ve set up a meeting with Xol-Nomag, the current chieftain. Bring this as a gift. Get safe passage. Don’t get killed by Kellids. Then go to Sulfur Gulch, and find out what it’s about—what was it for, who lived there, how it all worked. If you smuggle anything out, be real careful. Wearing fur doesn’t make Ghost Wolves stupid. They have magic and wits to spare. And try to make a good impression. We might need them on our side someday. Or at least not killing us on sight."
The dwarf rubs his calloused hands together. "That’s it. Any questions?"

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Do we have any knowledge at all about this Sulfur Gulch? What was this favor that Gojan performed?

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An uncharacteristically serious gnome peers up at the items on the table.
"Did either Eylysia or Gojan's notes elaborate on what Sulfur Gulch is for a site. For all we know, it could be a crashed void ship or perhaps an ancient laboratory. Not that those possibilities aren't endlessly exiting."
Any Knowledge checks we can roll?
Btw Qilfobber casts Greater False Life and Mage Armor each morning, so I'll just apply those now, so they're ready for the first day in Ghost Wolves territory. 2d10 + 11 ⇒ (7, 8) + 11 = 26

Your GM, Black Powder Chocobo |

So Amarthecthel is in after all! So we got 6 :)
Also, there is a handout in the conveniently named Wardens Handout links in the campaign header as well as under this profile.
And I'll take Kn: Local and Kn: Dungeoneering/Engineering. Don't have time to post the spoilers and question answers yet, probably tonight.

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Knowledge (dungeoneering): 1d20 + 10 ⇒ (11) + 10 = 21
Knowledge (local): 1d20 + 14 ⇒ (13) + 14 = 27

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Know Dungeon: 1d20 + 11 ⇒ (14) + 11 = 25

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Lamare listens to the venture-Captain with attention. When he hear the word, Numeria, he sighs.
Not again Robots! Last time, it was a failure! and that was not my fault. And and nobody is a pure fighter. oh my goodness. Luckly, Desna have giving access to spell against this "technology".
After the venture-captain ask for questions: The priest of Desna examines the axe.
This is a Smine isn't it? I heard you are a great Blacksmith. I saw one day a employe of a library wearing one of your creation. He said that you call it a Smine. May I try detect the magic if this marvelous object is also magical?
A smile appears on his face.
As for question about the mission, I have some. Before we depart, I followed a class by sending with a seeker. At 25 words by spell, I have just finish it yesterday.
What is Numeria? I heard it was tyranny so... how those ghost's wolves exist in the first place.
Elysia, Gojan? Who were those persons? Does Gojan had a symbol or some unique methodology that it would help us marching his step?
How long do you think this mission will be?
What sort of danger are we up against?
After reading the note, Lamare turns to his coworker and says Well, that report is one the most helpful note I have ever seen. This man is a gift for Desna from the past. We know what to not do and what we could be up against. There poison in the place but we should not try to evacuate it. This place looks like a living plane.
Lamare shows his necklace with a blue medal on it.
[B]I am protected from such gasly danger. But are you? I am not enough close to Desna to be able too protect you from this danger. I can just delay the effect. But I heard that powerful wizards can learn this spell... Life bubble, I think it is.
It seem also we would be against this strange magic called "technnology". Does any of you have an experience with this?"

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(dungeoneering): 1d20 + 15 ⇒ (12) + 15 = 27
local: 1d20 + 15 ⇒ (6) + 15 = 21
assuming I can roll engineering?
engine: 1d20 + 21 ⇒ (12) + 21 = 33

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Knowledge (Dungeoneering): 1d20 + 12 ⇒ (5) + 12 = 17
Knowledge (Engineering): 1d20 + 12 ⇒ (1) + 12 = 13
Upon seeing the mention of poisonous gasses, Qilfobber mumbles to himself.
"We'd better be prepared..."
I'll purchase a scroll of Life Bubble here in Tymon.
At Lamare's mention of technology, he digs out a metallic stick from one of his many pockets.
"I can't say that I'm an expert, but thingamajig gives me quite the edge..."
I have a wand of Technomancy and ranks in Knowledge (Engineering) plus a very good Disable Device bonus.

Your GM, Black Powder Chocobo |

You can make a Kn: Dungeoneering/Engineering check, opening as many spoilers as your roll allows!
Numeria is known for its mysterious technology. Many of Numeria’s ruins contain deadly mechanical guardians called robots.
Due to its extreme age, both the technology itself and the ruins it comes from are plagued with malfunctions and glitches. Pristine technology is extremely rare and extremely valuable, yet even partly functional devices are worth quite a bit. The Technic League maintains a tight embargo on smuggling technological devices, which drives up the price further for those who can make it out of Numeria with any goods.
Experienced explorers associate Numeria’s “ruins” with the remains of an otherworldly vessel that fell from the sky millennia ago. Little is known about the vessels’ creators, all of whom likely perished in the cataclysmic crash. Even the rare humanoid facsimiles known as androids associated with Numerian technology struggle to understand their true origins.
As before, for Kn: Geography!
The Sellen Hills are a harsh land, ill suited for human habitation. The only noteworthy settlement is Chesed, a city built where the Sellen
River meets the Lake of Mists and Veils. Beyond its walls, most of the population is nomadic and ethnically Kellid. Chesed serves as a capable base of operations for anyone risking the Numerian wilderness.
Like the rest of Numeria, technological ruins dot the Sellen Hills. Most of these remain unexplored due to the danger of the region, to say nothing of the danger the ruins themselves hold. Even so, some explorers dare the protective locals’ ire and mechanical threats in search of profit.
Sulfur Gulch juts from the side of a gully in an expanse even more barren than the surrounding region. The vapors that permeate the area have choked out nearly all plant life.
Lastly, Kn: Local!
Most of Numeria’s population is Kellid. While many settled down in the region’s few cities, numerous tribes still wander the wilds. Their long history of clashing with neighbors for the land’s scarce resources gives these tribes a reputation for savagery, though many Kellids prove quite warm and hospitable under peaceful circumstances.
The Ghost Wolves are notorious for their open hatred of technology and their hit-and-run raids against the Technic League. Because they claim extensive stretches of the Sellen Hills, fewer sites there have fallen prey to scavenging opportunists.
Kellids have a largely deserved reputation for distrusting arcane magic. The same is not true for the Ghost Wolves, who celebrate and train promising spellcasters to help fend off the alien constructs that
sometimes emerge from the ruins. The Ghost Wolves are especially fond of invisibility, which protects against the constructs’ deadly light beams.

Your GM, Black Powder Chocobo |

@Pelkin: Smine shakes his head. "Not much, which is why we're exploring it. Place gives off smoke, I hear. Nasty stuff, and poisonous, too. No signs of tech near the surface. If there were, the Ghost Wolves would've smashed it."
@Qilfobber: Smine pulls out some notes, handing them to the gnome. "These are Gojan's journals as annotated by Eylysia. Might get your answers, there." The only thing of note is in the found int he Wardens handouts link
@Lamare: "I wasn't fishing for compliments, but it always warms a dwarf's heart to hear praise of his skill. The thing isn't magical though; my skill is in my hands and mind, and not with the arcane or divine."
Upon the battery of questions from Lamare, Smine tries his best to answer, although the dwarf's brows furrow at some of the questions.
"You had to heard of Numeria, the land of barbarians and machines. There are enough barbarian tribes that while the Technic League could probably wipe a single one off the map, that would weaken their defenses elsewhere and leave them vulnerable to other Kellids."
"Both of those Pathfinders were before my time with the Society, although Gojan had a reputation for being a recluse."
"No idea; I am trusting your experience to properly conclude things while not harming our reputation in such dangerous territory."

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"Vell, Numeria, you say? Vhat a vundaful opportunity!" The Chelaxian features of the well-dressed man seated to the side lights up like a child told of their favorite festival starting soon. "I haf encountered zhis technology of the Silver Mount und found it fascinating. Ah, forgive me, introductions are in order. I am Professor Trey Hurtubize, scholar of science und zee inner workings of constructions." A fine walking stick is his only armament besides the number of alchemical vials and flasks around his waist. Under his tailored waistcoat the shine of mithral links can be seen as well. His hair is cropped close, vibrant red striking against his pale complexion. Even more noticeable are the tiny pinpoints of red glow visible in his pupils, hinting to anyone with knowledge of the outer planes that his stock is not entirely natural. "Und it is a pleasure to finally making the acquaintance of you, Venture Capatin Smine, as your reputation precedes you. It es also most pleasurable to be assigned as support for zhis team. My skills are focused in zee study and understandink of zee undead and construct creatures. I haf concocted explosives to target zee structural weaknesses of zuch creatures, as well as extracted the essence of zey opper planes in a form that vill damage zhose hailing und aligned vith the lowa planes. I have skill in managing the mechanisms of defensive structures as vell." One hand touches his chin thoughtfully. "I have some experience vith ze Technic League, who vatch over Numerian treasures, und can hopefully parley zhis shared hostility into a zuccessful alliance. I haf studied zee vays of logic und persuasion to zhis end as vell."
Knowledge Dungeoneering: 1d20 + 15 ⇒ (8) + 15 = 23
Knowledge Local: 1d20 + 6 ⇒ (20) + 6 = 26
Trey is a Crypt-Breaker Alchemist, and has trapfinding and plenty of skill with disabling them. He has a bit of knowledge, some skill with bombing enemies, but mostly tries to pin them down for others to deal with. No infusion, so his extracts are mostly for giving him detection and movement options, as well as better defenses. Also, his accent changes constantly, and if my attempts to translate it into text form are too distracting or confusing, just let me know and I'll do it plain text style. Apologies for the wait, I had to make sure SkalCon got me his last chronicle to confirm he was officially 10th.

Your GM, Black Powder Chocobo |

Thanks for the heads up! Do you have trapspotter somehow on the Professor or any other passive traits I should know about?

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See In Darkness from Fiend Sight and 25% fortification from Preserve Organs. Too many good discoveries to choose from!

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geograph: 1d20 + 3 ⇒ (12) + 3 = 15.
We should stop at Chelsed before going to the wilderness. We should meet some of those wolfs here.
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Your GM, Black Powder Chocobo |

I'm sincerely sorry for the extended delay. My personal life has been rough lately, but have today off so finally catching up on this!
Alright, last time for supplies. Otherwise now continuing!
The party loads up on a riverboat and heads up the Sellen River towards Chesed. It's a long journey that takes about three weeks as it winds through the River Kingdoms towards the scrublands of Numeria. A few more days, the captain points out a pile of rocks adorned with sun-beaten cloth streamers. "Aye, that be your marker that a tribe's expecting visitors.", he announces as he takes the boat closer to shore for the party to disembark.
An hour after the boat leaves, a group of barbarians arrive, rough leather cloaks covering silvery mail. The head of the group, a handsome warrior of impressive physique and confidence, announces his name. "I am Jala Spirit Eye, who are you lot?"

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Any recommendations for consumables the party might want? I have a fairly large budget from not spending the last missions gold. I'm also perfectly fine saving for spellcasting services after the scenario, that I hope will not be needed. :)

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Qilfobber steps forward.
"We are Pathfinders here to collect on a debt your tribe owes one of us. Have you heard the name Gojan the Sharp before?"

Your GM, Black Powder Chocobo |

"Ah, you are the ones who seek Xol-Nomag's favor.", he smiles. You can see he relaxes a bit ater Qilfobber's announcement as Jala begins to size up the party. "A strange lot you are, but I can sense your strengths hidden amongst small size and sheathed weapons. And confident, too, to brazenly ask for a debt collection.", a stoic look coming on his face before he bellows out in a deep laugh. "Confident is good. Come, come along. We will take a meal together at our camp, and then you can present your case to our leader."
Anything you wish to ask or talk about on the walk to the Ghost Wolves campsite?

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Slightly taken aback by the warrior's relaxed attitude, Qilfobber strolls next him.
"We have even brought a gift for Xol-Nomag, but we'll get to that later. What can you tell us about this part of Numeria? And Xol-Nomag for that matter..."

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"Ve haf gud reason to be having confidence, Jala Spirit Eye." Trey seems perfectly at home in the rough terrain, deftly placing his cane on hard ground as needed. Perceptive companions notice the tip of a dark tail escape from under the coattails of his waistcoat every now and then. "I am known as Trey Hurtubize, Professor of Interdisciplinary Studies. Za Pathfinder Society has tangled vith zee Technic League more zhan vounce, und I myself haf bested vun of its agents, disarming her off her longarm. I am understandink you haf clashed the same vith zhis organization, yah?"

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Pelkin will remain quiet but observant for the time being.
How far of a journey is it to the camp, if its under 2 hours,
Just before the party heads off, Pelkin will prepare for the journey ahead with some buffs. Comprehend Languages, See Invisibility, Heroism and Freedom of Movement - all have a duration of 110 minutes.

Your GM, Black Powder Chocobo |

It'll only take 1/2 an hour to walk to the camp from the shore
Also added an image of Jala to the Handouts page!
Jala Spellcraft: 1d20 + 14 ⇒ (16) + 14 = 30
Jala Spellcraft: 1d20 + 14 ⇒ (16) + 14 = 30
Jala Spellcraft: 1d20 + 14 ⇒ (15) + 14 = 29
Jala Spellcraft: 1d20 + 14 ⇒ (6) + 14 = 20
At Qilfobber's reply, Jala nods. "A gift is good; Xol-Nomag is a proud leader, and a gift as a sign of respect will aid you in convincing her of your quest. This area, our territory, is one we have carved out through training and caution. It is unforgiving to those who are unprepared and lethal for the foolhardy."
Jala raises an eyebrow to the Professor's strange tongue, but nods after he processes the words. "Yes, the Technic League is one of the greatest threats to us, but luckily our distance from Starfall means that sending a sizeable force to deal with us is too risky. Still, we fight off small bands who try to unearth any technology that lies beneath."
As Pelkin buffs himself, Jala laughs before replying. "I understand your desire to understand our language and that is good, but we have learned your Taldane tongue so there is nothing to worry about. But why the other spells? Do you fear a betrayal so soon?"
If nothing else, we'll carry on to the camp!

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As a Pathfinder I have learned to be prepared for the unexpected. It may be a waste of time but I'd rather waste that time now rather than spend it at the healer. I hope you were not offended by my caution.