
Hjálmarr Magnusson |

Was under the impression we had handed those out. if not, I'll have to review my options tomorrow.

Cardinal A. Thorn |

Knowledge Arcana rolls for the veil were made by Ivy and Sophia. Unfortunately no information was shared though to know about it except for Sophia saying, " there should be a way to use the items embroidered on the cloth. Is anyone here proficient with a lockpick?" None of the items were spoken about or handed out except for the thieves' tools.
You could ask for them to be passed to you. It's a move action to remove something from the veil. Also a move to go get it or them to give it to you (or toss it).

Ivy Solikha |

To be fair, we probably would have divided the items up before the guards arrived. As mentioned earlier, we were in a cell for almost an entire day and explaining what the veil holds (and leaving everyone to select the items they can use as Ivy wouldn't know) would have been something we discussed.

Cardinal A. Thorn |

Because you had almost a whole day to prepare and wait, i'll allow this unstated sharing of items from the veil, including spell component pouch to Hjalmarr (there was only 1), and silver holy symbol of asmodeus to a cleric, Razmir or Aelwulf (also only 1).
In future, please be more prepared. The only things I will be reminding you about is something story wise that was said 100 posts ago that could easily be forgotten about out of game because combat happened or something and it was days ago in real time but 5 mins in game time. Everything to do with your character, spells, items, abilities, is your responsibility.
I hope that sounds fair.

Bladud |

I’m down with that (and understanding expectations is always helpful). I generally dislike common retcons, anyway (not to say they’re not sometimes necessary ... I just prefer to avoid them where possible).

"Lady" Sophia Blair |

That does sound fair, thank you.

Hjálmarr Magnusson |

Because you had almost a whole day to prepare and wait, i'll allow this unstated sharing of items from the veil, including spell component pouch to Hjalmarr (there was only 1), and silver holy symbol of asmodeus to a cleric, Razmir or Aelwulf (also only 1).
That's fair. Sorry again about the confusion. I could have sworn we discussed distributing things but looking back that clearly wasn't the case. I would have brought it up otherwise.

Bladud |

It’s probably obvious, but this game is one of my first steps back into PF after a few years away. So my apologies if I am rusty on a lot of the little details of the rules. Bear with me ... I’ll get back into the groove.
Loving this fight, btw.

Razmir F |

I figured that guard 1 was the next closest target for the 1st eagle so I would have to use Handle Animal to get it to attack the assistant instead. Is that correct?

"Lady" Sophia Blair |

Huzzah hit point! Nice work, everyone.

Ivy Solikha |

Hey GM - if this guy has a wizards ring, does he also have a spellbook on him as well? Or a spell component pouch?

"Lady" Sophia Blair |

I'd be willing to burn my reroll for Bladud to reroll that Intimidate check. He's helping Sophia, after all.

"Lady" Sophia Blair |

I've got you, friend.

Hjálmarr Magnusson |

Created a summary of what's been found so far and who's taken what as far as I can tell:
From the veil
daggers x 2
Bullseye Lantern (full)
hempen rope (50 ft)
spell component pouch (it actually says a sack. Does that mean everyone can have some?) - Hjálmarr
common cloths
masterwork thieves tools - Ivy
Window*
CLW potion
100 gp
silver unholy symbol of Asmodeus
*not all that meets the eye
From the scuffle:
Talinguarde Guard's Outfit x3 - Aelwulf
Chain Shirt x2 - Aelwulf, Hjálmarr
Heavy Steel Shield x2 - Aelwulf, Hjálmarr
Longsword x2 - Razmir's Eidolon and Aelwulf
Leather Club (nonlethal) x3 - Hjálmarr, Bladud
Bullseye Lantern (full) x2 - Hjálmarr
Jailer's Keyring (for cell doors and manacles) - Hjálmarr if no one else has
Personal Key x3 - Hjálmarr if no one else has
Signal Horn
Fine Outfit (worth 50gp) - Sophia
Dagger - Hjálmarr
Wizard's College Class Ring (gold with diamonds) - Sophia
ioun torch
Warden's Satchel
Alchemy Crafting Kit
CLW potion
Heightened Awareness potion
Sleep scroll
Invisibility scroll
Magic Missile scroll
Hideous Laughter scroll
Inert Extracts x3 (useless) - Ivy
Foul Smelling Vials x 6 - Ivy
scroll component pouch - Ivy

Ivy Solikha |

Just a quick FYI - those extracts are useless in most cases, however if I can (eventually) find / purchase a formula alembic I can add those extract formulas into my formula book, just like I can use a scroll and teach it to my familiar and therefore add it to the list of spells I can prepare.
Anyway, I'll take the Alchemy Crafting Kit, so that I can prepare Extracts again (or poisons in my case). Hopefully I can also learn the recipe behind the Foul Vials (confirmed to be the poison that infected us) so that I could create more of it. Probably up to GM's discretion though.

Ivy Solikha |

Yup, extracts are only potent for 1 day (because its assumed that an Alchemist simply prepares more the following day). There's doesn't appear to be anything indicating that a Formula Alembic wouldn't work though (or equally, that it would work). Its not giving me the effects of the extract though, just knowledge of the formula.
If the extracts cannot be used in any way, shape or form though, is there a purpose behind it being given out as loot? I'm a bit stumped, as I don't think they could even be sold right?

Cardinal A. Thorn |

From Alchemist: An extract, once created, remains potent for 1 day before becoming inert, so an alchemist must re-prepare his extracts every day.
My understanding is that it must, not may re-prepare extracts, because they have become useless. Unlike a wizard who doesn't lose its prepared spells if it doesn't cast them. Formula Alembic would work if you used it the day the extract was made.
Not everything you find will be useful. The purpose is what you make of it. You learned something at least. He could buy scrolls and potion, but extracts? or a wizard's ring? You have gained information.

Bladud |

I'm just going to throw this out there. The best defensive effect Bladud could find would be Mage Armor. Might not be an option until after we escape (assuming we do), but man would it help him remain on his feet and as offensively flexible as possible. :)
EDIT: oh, and for those Common clothes, Bladud may be best served by staying in his rags until we actually get clear of this place, and then changing. He's likely to become covered in blood between here and freedom, and blood-covered common clothes doesn't seem like much of an improvement. :D

Cardinal A. Thorn |

Make sure you understand the limits of Intimidate guys.
Using it successfully to Influence Opponent’s Attitude will make their attitude towards you friendly.
It won't make them subservient to you or do whatever you want, similar to diplomacy or charm person, this is not a dominate spell.
They will act friendly, they won't try to kill you. But they will still be themselves.

Ivy Solikha |

The flavor text of Intimidate specifies being able to 'cow someone into submission' (and even presents rules for being able to do it for longer than a few hours) which I feel is especially appropriate to this situation but probably how the miscommunication happened ^_^
The goal here is to encourage Grumblejack to accept or yield to our authority (ie definition of submission). Its not to enslave him, its to encourage him to follow orders and discourage him from acting Evil Stupid and disrupting our plans 'just because he can'.
I'm fine with us murdering our way out (I think that's our preference tbh) but there may be situations where we need to bluff / stealth past a situation and I'm not getting a sense from Grumblejack's style of posting that he would entertain this as an option. Could you confirm / clarify if this is a valid concern? I feel like this is the primary issue and less about how Intimidate functions.

Cardinal A. Thorn |

Coercing a target into acting friendly for hours takes 1d4 × 10 minutes. Coercing a target into acting friendly for days requires you to successfully use coercion at least once per week for 1d6 weeks without failing any Intimidate checks against the target during that time.
So I didn't take what anyone wrote as taking the tens of minutes to Coerce him so I assumed it was the ~1ish minute of conversation to influence attitude.
But I suppose the issue is more understanding grumblejack. So far all you've done is threaten him. He's a proud, self-sufficient ogre. Put yourself in his shoes for a minute.
In the end, he is acting friendly and will help you escape by casting smash. That is what you can count on. He is also not evil stupid.

Hjálmarr Magnusson |

Getting slammed at work. Will reply at either lunch or after work.

Razmir F |

@GM - Have we entered Room 17 yet? I know you've mentioned the stairs and the chimney but I wanted to make sure if we have that we search Room 17 and 20 before we go down the stairs.

Cardinal A. Thorn |

Understandable that you are a bit lost Ivy. Remember everyone else is also in the same boat. You know nothing about the layout of the prison except the questions you have asked the guard.
The guard has told you there is a barracks and mess hall downstairs and a main exit. This building is surrounded by walls and a main gatehouse. The Warden has his own tower somewhere. This is basically the part where you have to venture forth and explore the prison to find what you want and need.

Hjálmarr Magnusson |

I assume I can fight in front of Grumblejack in the square NE of me?

Bladud |

The Warden has his own tower somewhere. This is basically the part where you have to venture forth and explore the prison to find what you want and need.
The Warden was the guy we whacked while he tried to administer the spell-loss potions, correct? So he's actually out of the equation (at least that we know of).
I'm just making sure I'm operating under the correct info. :)