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Arin keeps with Fahd too, applying his healing spells only when someone pauses. So if that list waits until they are outside, so be it.

cmlobue |

It looks like Rone wants to take the technology and Fahd does not. Any other opinions? You have four basic options:
1. Abandon the technological items
2. Try to conceal them as you leave
3. Try to talk the Ghost Wolves into letting you keep them
4. Fight past the Ghost Wolves with them

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"Maybe we can talk then into letting us keep it in exchange for the information on the place and ideas on how to deal with the haunt." Minata suggested.
1 vote for option 3

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Our word is our bond, and the agreement was no tech taken. However, if we're honest about it and ask I suppose they could be convinced.
option 3

cmlobue |

Okay, looks like you are openly carrying out the technology and trying to talk your way past the Ghost Wolves.
As the Pathfinders flee the complex, Isirah helpfully continues the countdown translated into Golarion-standard numbers. "Three... two... one..." she practically shouts through the device as the group dashed out of the exit. There is a loud hisssss accompanied by a cloud of greenish gas that you manage to stay just ahead of, and then a CRASH from behind you as something massive inside the ruin collapses. It is likely anything remaining inside is lost forever.
Jala and his warband await you just outside the entrance, ready to check you for new technology before guiding you back to civilization. When he sees that you are carrying devices from inside, he sighs heavily. "I had hoped to foster better relations for trade..."
The five Ghost Wolf warriors look tense, but you may have an opportunity to salvage this relationship.
One Diplomacy check, with as many aids as you can manage. There are bonuses and penalties for how you make your argument, so I need at least the gist of what you are saying.

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Rhiannon speaks soothingly. "My friends, though we promised not to salvage any technology, we have learned that there is something called an AI trapped in this strange screen. Her name is Isirah, and she assisted us in destroying the creature that dwelled in the ruins. Were it not for her assistance, the haunt might have manifested in time and become a deadly menace to your people. We could not, in good faith, leave her behind. We hope you understand our reasons for salvaging this technology, despite our previous vow."
The paladin is earnest in staying true to her word, but sometimes, the greater good demands a renegotiation of such a vow...
I know Minata has a better Diplomacy modifier than Rhiannon, so will give him a +2 for and automatic 'aid another'.

Shrec the Powerful |

Shrec explains in a nice voice. I agree with Rhiannon. And I want no trouble. If you really don't want us to have it, we will leave the technology and be on our way. All I ask is that you give each one of us a chance to explain, and if the answer is no, then I'm sorry to bother you in the first place. diplomacy aid: 1d20 ⇒ 20

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"What she says is true, and Isirah is free to tell you in your own language as to what occurred in there. The haunt nearly killed mighty Shrec. Minara said as he tried to calm down the Ghost Wolves.
Diplomacy: 1d20 + 29 + 2 + 2 ⇒ (18) + 29 + 2 + 2 = 51

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Arin holds up the box with the AI for the warband to see, and hopefully sympathize with.
Go ahead, tell them of the plight of your existence.
Diplomacy, aid: 1d20 + 5 ⇒ (20) + 5 = 25

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Lol, interesting place to spend all of these high rolls.

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Sense motive 1d20 + 10 ⇒ (3) + 10 = 13
Fahd couldn’t figure out any soft spots the tribe leader might have.

cmlobue |

It's a good time to have these high rolls, because if you fail here, you start another fight in poor health.
The mystic smiles warmly. He declares that you and their Society friends of the tribe, and offers you a gift in commemoration of your alliance — an adamantine greatsword, mithral shirts, potions of invisibility, and more. This gift represents a pledge of continued cooperatioon between the Kellid tribe and the Pathfinder Society.
Once your expedition to Sulfur Gulch is complete, you can make your way out of Numeria. Jala Spirit-Eye leads you back to the Sellen River. Venture-Captain Smine welcomes you back, congratulating you on your successes. The dwarven venture-captain is extremely excited to meet Isirah, both as a unique source of Numerian lore and as a fellow explorer. Within minutes he’s begun convincing her to join the Pathfinder Society, though neither one is entirely clear what that might entail for someone in her condition.