
| EndlessForms | 
 
	
 
                
                
              
            
            @George: He did not have infusion. And yeah, I don't know why you would want to Baleful Polymorph yourself. Permanently turn into a bunny with all of your class abilities? It's not even on the alchemist list, that has to be a misprint unless I'm missing something. He was a vivisectionist.
Maps finds the other warehouse devoid of anything interesting.
The upper balcony contains several maps, lists of names, and reports from an ongoing investigation.
Aya Allahe—Celestial half-blood. Access to limitless financial resources. Investigate relationship with Sharrowsmith’s Exports. Possible connection to Pathfinder Society.
Sal Durivan—Possible alias of Scznari scum Malcolm Vandium, last known name associated with our property. Investigate.
On a shelf on the second story balcony, you also find a pair of technological marvels: pharmaceuticals called hype and cureall. Each contains a single dose and requires a standard action to consume.
After being unbound, Arvellos Rand begins to sputter out his story quickly, "I'm alright, I'm alright, I'll be fine. You understand why they were interrogating me, right? I bought the book from a travelling Varisian bookseller in Eleder by the name of Sal Durivan—a guy who had no clue how much it was really worth. He said he was also on his way north to Nantambu, and I figured it’d be better for me to deliver the book here rather than risk someone here recognizing its worth before I could secure its safekeeping. Come to think of it, I haven’t seen Sal around town. I wonder if he ever made it, or if the Technic League got to him before they caught me.”

|  Fendahl Silvermane | 
 
	
 
                
                
              
            
            Fendahl turns in disdain at the treatment of the gnome as he turns to attend to Rand.
"Hrrmm, there is no honor in such actions. "
Reaching Rand...
"Master Rand, do you have ideas on where the Technic League would base their activities?. "

|  Maps | 
 
	
 
                
                
              
            
            Maps returns from the last building and reports his findings, or rather the lack-thereof. Examining the tattooed body of the alchemist, he flips through the formulae book and examines his extracts and the pharmaceuticals on the shelf. Something familiar...
After looking through the names on the list, he looks to his companions and points at a name. "Aya Allahe's name is here."
To Arvellos, "There other members of the Technic League still out in the city? If so, we should get back to Sharrowsmith’s."

| EndlessForms | 
 
	
 
                
                
              
            
            "No, I don't know," Rand sputters unhelpfully. "They were partly based here I suppose but they certainly had others out there searching for more information about the book. I'm sure they're after Sal too and he's the one who sold me the book. Now I swear I didn't tell them anything but I can't speak for Sal's willingness to avoid torture by handing over some more information!"

|  George Demonspawn | 
 
	
 
                
                
              
            
            I believe that we should still get the root that will allow us to activate the golem.

| EndlessForms | 
 
	
 
                
                
              
            
            George decides to take an excursion in the nearby jungle for an hour to find the root that he needs to reactivate the wood golem.
Any other ideas? We seem to have hit a standstill for the past few days.

|  Wreck | 
 
	
 
                
                
              
            
            wreck not smart enough to come up with ideas more complicated than what to eat drink or what to hit or who to scare
-Posted with Wayfinder

|  Fendahl Silvermane | 
 
	
 
                
                
              
            
            " If we have searched all we can here, maybe head back to the lodge and check for any unresolved clues or leads. " Fendahl turns to head back.

|  Johendar Celestrum | 
 
	
 
                
                
              
            
            Johender thinks for a minute, trying to stop George before he goes. "I think we should track down this Sal character. Remember the mission, now, is to keep the Technic League from discovering the book or that we Pathfinders have it. If we can get to their leads before they do, we can stymie their progress. Perhap even lay some red herrings to throw them of the trail."

| EndlessForms | 
 
	
 
                
                
              
            
            After asking around for a little less than an hour, you can learn that Sal was spotted this morning entering the Copper Buffalo, a bar located on the city’s south side.
The Copper Buffalo would normally be open for business, however, when you arrive the building’s windows are shuttered and the sign on the door reads “closed for business.”

| EndlessForms | 
 
	
 
                
                
              
            
            Oh, also I forgot about something: George's root will take a little more work. And he may not want to go on his own....

|  Maps | 
 
	
 
                
                
              
            
            What if Maps and Fendahl go with George and we handle it like a stealth mission? Sneak into the jungle, avoid trouble, and get the root?
Edit: actually, it doesn't look like Fendahl is very stealthy...

|  Fendahl Silvermane | 
 
	
 
                
                
              
            
            fendahl can turn into a cat or bird etc if that helps sneaking into the jungle .

| EndlessForms | 
 
	
 
                
                
              
            
            You can do that. I'll just say that the jungle is a dangerous place and that Rand said, "I haven’t seen Sal around town. I wonder if he ever made it, or if the Technic League got to him before they caught me...."

| EndlessForms | 
 
	
 
                
                
              
            
            Ok, moving this along since this game has been getting stuck a lot. Seems to happen in these more sandbox-y scenarios.
George suggests finding the root to reactivate the wood golem, knowing the general direction the party should head to find the plant from the florist he spoke with.
The clean waters of the Vanji tributary lie ahead, with the baobab tree sitting in a bend of the river. Unfortunately, as you move closer to the water you find that you have stumbled into the territory of a truly behemoth hippopotamus!
hippo!: 1d20 + 3 ⇒ (1) + 3 = 4
maps: 1d20 + 9 ⇒ (17) + 9 = 26
george: 1d20 + 6 ⇒ (9) + 6 = 15
shel: 1d20 + 8 ⇒ (16) + 8 = 24
wreck: 1d20 + 3 ⇒ (19) + 3 = 22
fendahl: 1d20 + 4 ⇒ (19) + 4 = 23
johendar: 1d20 + 4 ⇒ (8) + 4 = 12
Initiative:
1. Maps, Shel, Fendahl, Wreck, George, and Johendar
2. Behemoth Hippo!
You guys are up!
Ignore the marks for the regular hippos on the map. That's for the low tier. They messed something up on the new season 6 maps and I can't copy-paste them without the tags like usual.

|  Fendahl Silvermane | 
 
	
 
                
                
              
            
            Fendahl, much like the lions he emulates, is not fond of water.
He moves over to get line of sight and casts dominate animal on the hipposaurus
DC16 will vs domination.

|  George Demonspawn | 
 
	
 
                
                
              
            
            Sorry, I'm just having a hard time understanding what is going on or what options I have...
Keep it busy. No need to kill a hippopotamus who is just defending his territory if we can get the root without bloodshed. George takes to the trees to cover his advance to the Baobab roots after whisper-yelling to his comrades.
Stealth: 1d20 + 16 ⇒ (14) + 16 = 30

|  Shel Whispertongue PFS | 
 
	
 
                
                
              
            
            Heck this one disappeared from my queue. Let me read the last few days and I'll make a quick post. My bad.

|  Shel Whispertongue PFS | 
 
	
 
                
                
              
            
            Shel takes a few steps back as she draws her weapons. She takes a full defense action, hoping the others are able to procure their ingredient without violence having to erupt with the animal only defending its territory.

| EndlessForms | 
 
	
 
                
                
              
            
            Will: 1d20 + 7 ⇒ (2) + 7 = 9
Fendahl says some kind words to the giant hippo and it lets you pass peacefully! Awesome.
KN (nature) DC is pretty low when you've got a druid in the group:
The party easily locates a suitable root to take back and reanimate the golem.
Ok, now where? You can check up on Sal or look for the gem you'd need for the ceremonial armor or anything else you guys might want to do.

|  George Demonspawn | 
 
	
 
                
                
              
            
            George confers with the party. I am not one who would be good at subterfuge and misdirection on a grand scale. My specialty is small confrontations that usually end in death. George ponders for a second on how he could help hide the Society's involvement. I could try to poison a few individuals and convince them that the Aspis Consortium has been behind the rash of incidents.

|  Maps | 
 
	
 
                
                
              
            
            Maps raises and eyebrow at the suddenly tame hippopotamonster. "How long will that last?" He asks Fendahl, wondering if a creature like this might serve better as a guardian then a golem.
Nevermind, it only lasts a short time. Let's check up on Sal.

| EndlessForms | 
 
	
 
                
                
              
            
            Yeah, unfortunately dominate animal is not days/level like person is. But you had long enough to run over there and grab the root you needed and get away. An hippo guardian would have been awesome!

| EndlessForms | 
 
	
 
                
                
              
            
            The Copper Buffalo is a bar located on the city’s south side. It would normally be open for business, however, when you arrive the building’s windows are shuttered and the sign on the door reads “closed for business.” If you ask around the streets for any information, passersby shrug and suggest perhaps the barkeep is ill.

|  George Demonspawn | 
 
	
 
                
                
              
            
            I will examine the inside of the tavern for any signs of Sal. I should be able to get in and remain undetected.
George will examine the Copper Buffalo for the best point of egress, be it a window or door. He will use his ability to move around undetected to enter the Copper Buffalo and check out the situation before returning to the party and informing them of what he saw inside. Is Golarion the type of place where a barkeep would live above his bar? I'm assuming "Yes".
Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Disable Device: 1d20 + 12 ⇒ (8) + 12 = 20 
Stealth: 1d20 + 16 ⇒ (18) + 16 = 34

|  Shel Whispertongue PFS | 
 
	
 
                
                
              
            
            Any idea how I can start getting post notifications in this game again? The gameplay thread isn't showing up at all.
Know. Local 1d20 + 9 ⇒ (11) + 9 = 20
Perception 1d20 + 11 ⇒ (17) + 11 = 28
Shel walks into the bar as well, looking to see if she recognizes Sal in the bar.

| EndlessForms | 
 
	
 
                
                
              
            
            @Shel: Not sure why that would be the case unless you accidentally press the hide button. Shel shows up as one of the active characters on my end.
4d20 ⇒ (11, 19, 18, 18) = 66
Although the windows are covered up, George is able to sneak around until he finds a spot where he can look in:
One of the guards has Sal Durivan in the corner of the establishment, pressing him to answer dangerous questions. A quiet oread with veins of the skymetal adamantine marbled through his rocky flesh sits in the corner of the bar, watching the scene unfold.

|  George Demonspawn | 
 
	
 
                
                
              
            
            George will sneak out quietly and inform the party of what he sees. ... If you want, we can ambush the human and the oread. Should allow us to easily dispatch the two and send them to the Boneyard. If we can capture the Oread alive, then I can use my Confabulation Powder to convince him that the Aspis Consortium is the group that is responsible for saving Sal. Maybe they will extrapolate from there that the Aspis is the primary group causing issues here...
If they decide to ambush, George will drink his mutagen and a Barkskin extract. He will also poison his weapons (Black Adder/Black Adder).

|  Fendahl Silvermane | 
 
	
 
                
                
              
            
            Fendahl follows along with the group, ready to assist wupith the assault.
"Hrrmm, yes. whatever we decide, we must make sure we do not destroy any leads we may need . "

|  George Demonspawn | 
 
	
 
                
                
              
            
            Correction: George will apply the concentrated Purple Worm poison to one of his claws. DC 26 since it is concentrated right? And he will apply the Black Adder to the other claw.

| EndlessForms | 
 
	
 
                
                
              
            
            With George's recon information in hand, the party decides to take out the Technic League agents!
I put you at the door nearest them but if you wanted to come in a different way feel free to move yourselves.
mercenaries: 1d20 + 2 ⇒ (14) + 2 = 16
maps: 1d20 + 9 ⇒ (2) + 9 = 11
george: 1d20 + 6 ⇒ (18) + 6 = 24
shel: 1d20 + 8 ⇒ (4) + 8 = 12
wreck: 1d20 + 3 ⇒ (8) + 3 = 11
fendahl: 1d20 + 4 ⇒ (8) + 4 = 12
johendar: 1d20 + 4 ⇒ (9) + 4 = 13
Initiative:
1. George
2. Thurlock and mercenaries
3. Johendar, Shel, Fendahl, Maps, and Wreck
George is up!

|  Shel Whispertongue PFS | 
 
	
 
                
                
              
            
            DM, while George is giving a scouting report of the scene, can Shel use a couple charges off her wand of Lead Blades to bump up her weapons a bit? If so, that is what she will do.

|  George Demonspawn | 
 
	
 
                
                
              
            
            George peeks through the southern door and waits until he finds a good moment to sneak up behind the oread, using the bar for cover.
Stealth: 1d20 + 16 ⇒ (4) + 16 = 20

| EndlessForms | 
 
	
 
                
                
              
            
            1d20 ⇒ 5
The oread spots George moving in and shouts out to his mercenaries. The oread grabs his quarterstaff and shouts, "By Nethys, you'll not disrupt the League's doings!"
mwk quarterstaff power attack: 1d20 + 11 - 2 + 2 ⇒ (11) + 11 - 2 + 2 = 22
damage with bane: 1d6 + 6 + 6 + 2 + 2d6 ⇒ (2) + 6 + 6 + 2 + (2, 2) = 20
The two mercenaries grab their flails as they move up and then take defensive stances to guard their prisoner.
Initiative:
1. George
2. Thurlock and mercenaries 
3. Johendar, Shel, Fendahl, Maps, and Wreck
You guys are up!

|  Shel Whispertongue PFS | 
 
	
 
                
                
              
            
            Shel waits until the rest of the group advances, hoping for a flanking opportunity on the closest mercenary. If none presents itself, she attacks.
Attack 1d20 + 11 ⇒ (5) + 11 = 16
Damage 1d4 + 2 ⇒ (4) + 2 = 6
Plus 2d6 ⇒ (5, 3) = 8 sneak attack if applicable.

|  George Demonspawn | 
 
	
 
                
                
              
            
            George expertly dodges the Oread's quarterstaff and full attacks the rock-beast with his claws.
I was going over my poisons and I messed up. I meant Shadow Essence, not Black Adder. Black Adder does Con damage and we don't want to accidentally kill this guy since George has already stated that he wants to use him to spread the lies about the Aspis. Shadow Essence is the stuff to knock him out of the fight faster since two poisons doing Strength damage will paralyze him super fast. Also, George would have had time to concentrate the poison before entering since we were the ones ambushing. (Takes one minute to concentrate a poison). If not, then reduce the duration to 6 rounds and reduce the DC to 18 on the Shadow Essence.
Claw(Shadow Essence): 1d20 + 11 ⇒ (3) + 11 = 14 DC 20 - 1 rd. / 9 rds. - 1 Str Drain (on first failed save) / 1d2 Str damage (on every failed save thereafter) - 1 save to cure
Claw(PWP): 1d20 + 11 ⇒ (18) + 11 = 29 DC 26 - 1 rd. / 9 rds. - 1d3 Str damage (on every failed save) - 2 saves to cure
Reminder about poison rules: He will make a save immediately on the attacks and then once on his turn. So basically two rounds of the poison will have acted during his turn. I have the Paizo Poison Blog in my character page for example if it is confusing.

| EndlessForms | 
 
	
 
                
                
              
            
            @George: yep, you could've taken the time to concentrate your poison before heading in here. Also: claw damage on that attack?
Shel moves in to attack but her blade hits only the gleaming breastplate of the mercenary in her way. George claws into the oread, the poison on the tiefling's claws working its way into Thurlock's stony flesh.
Fort: 1d20 + 7 ⇒ (15) + 7 = 22
str dmg: 1d3 ⇒ 3
Initiative:
1. George 
2. Thurlock and mercenaries 
3. Johendar, Shel, Fendahl, Maps, and Wreck
T: 3 str dmg (DC16, 1d3 str, 1/9 rnds)
Johendar, Fendahl, Maps, and Wreck are up!

|  Fendahl Silvermane | 
 
	
 
                
                
              
            
            Fendahl will move into the bar and engage the same thug as Shel ,trying to get in position to help her flank.
"Hrrmm, seems like George will be on his own for a bit. "
+1 katana, pa: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24 damage : 1d8 + 6 + 4 ⇒ (1) + 6 + 4 = 11

|  Shel Whispertongue PFS | 
 
	
 
                
                
              
            
            If Fendahl moves first, Shel would get a plus two on that last attack. Probable still isn't enough to matter, but just for the record.

|  Wreck | 
 
	
 
                
                
              
            
            Wreck moves to their leader and swings his axe at the person!
Attack!: 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 2d12 + 23 ⇒ (2, 9) + 23 = 34
-Posted with Wayfinder
 
	
 
     
     
    