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GM Blood's Age of Worms in Golarion #2
Game Master David James Olsen



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No luck picking it, but you may try again


{HP 47/48 | AC24/FF19/T15/CMD19 | F+6/R+9/W+0 | Inish +5, Per +6} Female Tiefling (Daemon-Spawn) Alchemist (Chirurgeon) 5

This door will end us, it seems. You're up, Ingrid.

Disable Device: 1d20 + 10 ⇒ (3) + 10 = 13


Female Elf Witch/5 - (HP: 34/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7

I think you gals need a new dicebot for picking locks.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Disable Device: 1d20 + 10 ⇒ (10) + 10 = 20

When I get to 6th level then I can take 10 on Disable Device, and disable magical traps.


Male Half-Elven Ranger (Infiltrator): 5
Status:
(HP: 53/58; AC: 17(19) /12/15(17); CMD: 20; Fort +7, Ref: +6, Will: +2 [+4])

Kilthan asks quietly, "Do I gotta use the big lockpick?" and gestures to his axe.


That is enough to pick the lock. The tool shed right?


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

she whispers back"No axes for picking the locks, it'll leave evidence."


Female Elf Witch/5 - (HP: 34/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7

Axes don't leave much evidence. A lot of kindling, but not much evidence.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

she whispers back"I was refering to any dents left behind in the lock and the axe used to break it."


Lizardman hp=52/53(AC22/ff22/t10) {F=+9/R=+4/W=+6} CMD 20 Paladin 5 (Shining Knight) Smite evil 0/2 - Lay on hands 0/5

Justin will detect evil and inform the group of the number, location and strength of all evil auras in this toolshed.


Is is one moderate strength evil aura behind the door to the tool shed.


Female Elf Witch/5 - (HP: 34/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7

Remember all, my abilities are likely to be less effective against mindless undead. They might work, but I doubt it.


HP 24/24 - AC 21 (T 12, FF 19) - F +3, R +3, W +7

Weapons at the ready the cleric seems to be bringing up the rear of the group. She keeps silent as she holds her breath waiting to see what evil creature is beyond...


Lizardman hp=52/53(AC22/ff22/t10) {F=+9/R=+4/W=+6} CMD 20 Paladin 5 (Shining Knight) Smite evil 0/2 - Lay on hands 0/5

Justin will be first through the door. He picks the flail in case he runs into a skeleton.

He motions to Kilthan to be right behind him.


Male Half-Elven Ranger (Infiltrator): 5
Status:
(HP: 53/58; AC: 17(19) /12/15(17); CMD: 20; Fort +7, Ref: +6, Will: +2 [+4])

Kilthan nods and stands behind Justin, weapon in hand.


GM Blood:

Initiative Kilthan Hammerstone 1d20 + 2 ⇒ (6) + 2 = 8 (Above Ground)
Initiative Aarakess Halcorn 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Dryn'taka Devilschild 1d20 + 3 ⇒ (6) + 3 = 9
Initiative Ingrid Anika Nina Jones 1d20 + 2 ⇒ (1) + 2 = 3
Initiative Justin D'Rite 1d20 + 0 ⇒ (19) + 0 = 19
Initiative Rohara Acharya 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Monster 1d20 + 7 ⇒ (14) + 7 = 21

Opening the door, a tiny creature made of bone shards, matted hair, bit of tombstone, dirt, and rotting mismatched teeth leaps from the opened door and attacks Justin. After the first bite, the fast little thing bites down again.

Bite 1d20 + 6 ⇒ (19) + 6 = 25 *hit*
Damage 1d4 - 1 ⇒ (3) - 1 = 2

Bite 1d20 + 6 ⇒ (14) + 6 = 20 *hit*
Damage 1d4 - 1 ⇒ (3) - 1 = 2

Knowledge (religion) DC 12:
This tiny clump of dirt, stone, bone chips, and teeth is a tomb mote. The ambient negative energy animating these scattered bits of funereal debris often indicates the presence of unclean forces. This is an undead creature.

Knowledge (religion) DC 17:
Although they mostly come into being by accident, tomb motes are surprisingly cunning and malicious. A tomb mote’s bite spreads a debilitating disease called corpse bloat.

Knowledge (religion) DC 22:
A tomb mote is supernaturally quick, and its unnatural body simply absorbs minor nicks and scrapes. However, magic weapons or those forged of cold iron can pierce its defenses.

Round 1

Initiative - Monster, Aarakess, Justin, Rohara, Dryn'taka, Kilthan, Ingrid

GM Blood Part 2:

Fort Save #1 1d20 + 8 ⇒ (19) + 8 = 27
Fort Save #2 1d20 + 8 ⇒ (13) + 8 = 21

No map on this one. Everyone is within a move and is open ground. if you want to move to flank you can, just say who you are flanking with (Justin and Kilthan both start in melee)


Lizardman hp=52/53(AC22/ff22/t10) {F=+9/R=+4/W=+6} CMD 20 Paladin 5 (Shining Knight) Smite evil 0/2 - Lay on hands 0/5

Justin flanks with Kilthan and keeps the big flail. He bites into the bone creature while smash

flail and bite secondary PA
1d20 + 6 + 2 + 1 - 1 ⇒ (14) + 6 + 2 + 1 - 1 = 221d20 + 6 + 2 + 1 - 1 - 5 ⇒ (12) + 6 + 2 + 1 - 1 - 5 = 151d10 + 9 ⇒ (4) + 9 = 131d3 + 6 ⇒ (2) + 6 = 8


Female Elf Witch/5 - (HP: 34/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7

Aarakess draws her bow, but waits to see whether the men can finish off this horror.

Action - Delay:

If it is alive at the end of the turn, I will shoot an arrow.

Attack-Bow: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6
Damage: 1d8 ⇒ 8


Justin hits with his flail but the weapon doesn't quite hit it right, though you do damage it. The bite misses.

Note there are no available flankers in melee now


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Who has know(religion)?


Female Elf Witch/5 - (HP: 34/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7

Knowledge(religion): 1d20 + 5 ⇒ (4) + 5 = 9


HP 24/24 - AC 21 (T 12, FF 19) - F +3, R +3, W +7

"A tomb mote." Rohara comments, "Formed by ambient negative energies. Their bite can causes a disease called corpse bloat"

She moves forward beside Justin and strikes out at the creature with her mace missing in a dramatic fashion

Mace Attack 1d20 + 2 ⇒ (6) + 2 = 8 Damage1d8 + 1 ⇒ (2) + 1 = 3

Knowledge (religion) 1d20 + 7 ⇒ (14) + 7 = 21


Male Half-Elven Ranger (Infiltrator): 5
Status:
(HP: 53/58; AC: 17(19) /12/15(17); CMD: 20; Fort +7, Ref: +6, Will: +2 [+4])

Kilthan says, "Don't all corpses bloat?"

Waraxe (PA) 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 {flanking} for 1d10 + 7 ⇒ (10) + 7 = 17


Kilthan lands a solid blow on the tomb mote, but somehow once again its skin resists some of the blow.

Round 1

Initiative - Monster, Justin, Rohara, Dryn'taka, Kilthan, Ingrid, Aarakess


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

"Time to go in with a lucky charm."
Ingrid goes for a flanking position and attacks with the short sword.
1d20 + 3 ⇒ (15) + 3 = 18

1d6 + 3 ⇒ (1) + 3 = 4


Female Elf Witch/5 - (HP: 34/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7

Round 2 - to speed things up assuming the thing is still alive.

Healing Hex as an attack: Attack(touch AC): 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Crit Confirm: 1d20 + 1 ⇒ (6) + 1 = 7
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


{HP 47/48 | AC24/FF19/T15/CMD19 | F+6/R+9/W+0 | Inish +5, Per +6} Female Tiefling (Daemon-Spawn) Alchemist (Chirurgeon) 5

Round 1

Dryn takes aim with her crossbow and unleashes a bolt at the creature. Watching the bolt go wide, she mutters in Infernal, "Stuipd &#^$@ ineffective weapon."

Attack: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3

Damage: 1d8 ⇒ 1


Ingrid hits with the magical short sword which slices through its skin with ease. (though it is still alive). Dryn'taka shot goes wide followed by curses of the non magical kind.

Fearing the magical weapon on some level, the tomb mote attacks Ingrid on round 2:

Bite 1d20 + 6 ⇒ (20) + 6 = 26 *hit*
Damage 1d4 - 1 ⇒ (4) - 1 = 3

Bite 1d20 + 6 ⇒ (20) + 6 = 26 *hit*
Damage 1d4 - 1 ⇒ (3) - 1 = 2

Confirm Bite 1d20 + 6 ⇒ (2) + 6 = 8 *Not Confirmed*
Extra Damage 1d4 - 1 ⇒ (1) - 1 = 0

Confirm Bite 1d20 + 6 ⇒ (10) + 6 = 16 *Confirmed*
Extra Damage 1d4 - 1 ⇒ (2) - 1 = 1

Total of 6 damage

Aarakess follows up touching the foul beast using her heal hex. Her touch singes the creature weakening it even more.

GM Blood:

1d6 ⇒ 5
Fort Save #1 Ingrid 1d20 ⇒ 17
Fort Save #2 Ingrid 1d20 ⇒ 15
Will Save Tomb Mote 1d20 + 4 ⇒ (18) + 4 = 22

Round 2

Initiative - Monster, Justin, Rohara, Dryn'taka, Kilthan, Ingrid, Aarakess


{HP 47/48 | AC24/FF19/T15/CMD19 | F+6/R+9/W+0 | Inish +5, Per +6} Female Tiefling (Daemon-Spawn) Alchemist (Chirurgeon) 5

Round 2

"Okay, one more try, you vile contraption," She mutters again, taking another shot with the crossbow after reloading.

attack: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14

damage: 1d8 ⇒ 4


HP 24/24 - AC 21 (T 12, FF 19) - F +3, R +3, W +7

Round 2

Rohara watches as the only person with a magical weapon seems to do any damage to the creature, with their weapon and seeing the elven witch harm it with her magics she follows suit with her holy abilities. She displays her holy symbol as a wave of unseen positive energies roll out over the creature.

Channel Energy 1d6 ⇒ 4 Will Save DC 13

Status:
HP: 13/13 remaining
AC: 20 (18 Flat-footed / 12 Touch)
In Hand: Shield
Conditions: n/a
Spells (0-level, DC 13, at will) Create Water, Detect Magic, Light, Guidance; (1st level, DC 14) Bless (x2), Comprehend Languages, True Strike (d)
Channel Energy (1d6, DC 13) 6 of 7 remaining
Bit of Luck 5 of 6 remaining (Any time the target rolls a d20, he may roll twice and take the more favorable result)
Agile Feet 6 of 6 remaining (ignore all difficult terrain for 1 round)


Lizardman hp=52/53(AC22/ff22/t10) {F=+9/R=+4/W=+6} CMD 20 Paladin 5 (Shining Knight) Smite evil 0/2 - Lay on hands 0/5

Justin shifts if needed to flank hitting hard. 18/22HP AC 19 flail and bite.
1d20 + 6 - 1 + 1 ⇒ (5) + 6 - 1 + 1 = 111d20 + 6 + 1 - 5 - 1 ⇒ (19) + 6 + 1 - 5 - 1 = 201d10 + 9 ⇒ (7) + 9 = 161d3 + 6 ⇒ (1) + 6 = 7


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

could use some healing


Dryn'taka misses once more, Justin's bite barely breaks skin. Rohara's positive energy blasts the creature completely disintegrating the creature's flesh, leaving only traces of ash that blows away in the wind.

GM Blood:

Will Save vs Channeling 1d20 + 4 ⇒ (1) + 4 = 5

End Combat


HP 24/24 - AC 21 (T 12, FF 19) - F +3, R +3, W +7

The woman nods as the creature becomes nothingness. She then moves to tend to her injured companion.

The woman reaches forth and touches Ingrid's wound with care and gentleness,"With Desna's blessings, let these wounds heal." A purplish light glows over the area as the wound closes. "There you are my friend."

Cure Light Wounds 1d8 + 2 ⇒ (4) + 2 = 6

Status:
HP: 13/13 remaining
AC: 20 (18 Flat-footed / 12 Touch)
In Hand: Shield
Conditions: n/a
Spells (0-level, DC 13, at will) Create Water, Detect Magic, Light, Guidance; (1st level, DC 14) Bless (x2), Comprehend Languages©, True Strike (d)
Channel Energy (1d6, DC 13) 6 of 7 remaining
Bit of Luck 5 of 6 remaining (Any time the target rolls a d20, he may roll twice and take the more favorable result)
Agile Feet 6 of 6 remaining (ignore all difficult terrain for 1 round)


{HP 47/48 | AC24/FF19/T15/CMD19 | F+6/R+9/W+0 | Inish +5, Per +6} Female Tiefling (Daemon-Spawn) Alchemist (Chirurgeon) 5

Dryn reloads her crossbow, an annoyed look on her face. "Bombs work better. So why would a creepy thing like that be inside their tool shed?" Dryn begins to search the room.

Perception: 1d20 + 5 ⇒ (17) + 5 = 22


A number of broken and useless tools are in here and it is quite grubby. Nothing of value.


Female Elf Witch/5 - (HP: 34/37; AC 17; FF 14; Touch 17; Init +3; Fort +1; Ref +3/+5; Will +5/+7

Well, that was certainly an ugly pet to keep in a shed. Wonder what he has as a lap pet in the house.

I am ready to move upstairs to the main house.


Another successful lockpicking will be required


{HP 47/48 | AC24/FF19/T15/CMD19 | F+6/R+9/W+0 | Inish +5, Per +6} Female Tiefling (Daemon-Spawn) Alchemist (Chirurgeon) 5

Having found nothing of any real use in the shed, Dryn moves upstairs (Assuming Ingrid as well) and helps with the lock.

Disable Device: 1d20 + 10 ⇒ (17) + 10 = 27


The lock on the observatory is similar to the one on the tool shed, and Dryn'taka has no problems picking it.


Lizardman hp=52/53(AC22/ff22/t10) {F=+9/R=+4/W=+6} CMD 20 Paladin 5 (Shining Knight) Smite evil 0/2 - Lay on hands 0/5

Justin will spend some time relating the location, number and strength of the evil auras and try to prevail on Rohara for some positive energy for Ingrid and himself.

I think Ingrid and I are both 4pts off max


There are four faint evil auras beyond the door


Lizardman hp=52/53(AC22/ff22/t10) {F=+9/R=+4/W=+6} CMD 20 Paladin 5 (Shining Knight) Smite evil 0/2 - Lay on hands 0/5

Justin selects the heavy flail for more bone bashing and motions for Kilthan to open the door quite ready to charge in behind him.

I am sure Kilthan has a better chance of surprising them.


Male Half-Elven Ranger (Infiltrator): 5
Status:
(HP: 53/58; AC: 17(19) /12/15(17); CMD: 20; Fort +7, Ref: +6, Will: +2 [+4])

Kilthan sneaks to the door and listens, then steps in, raising his axe at the foes beyond it.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23


{HP 47/48 | AC24/FF19/T15/CMD19 | F+6/R+9/W+0 | Inish +5, Per +6} Female Tiefling (Daemon-Spawn) Alchemist (Chirurgeon) 5

Crossbow loaded, Dryn unconsciously readies one of her explosive catalysts in case of trouble.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

Ingrid readies herself with the shortsword


Lizardman hp=52/53(AC22/ff22/t10) {F=+9/R=+4/W=+6} CMD 20 Paladin 5 (Shining Knight) Smite evil 0/2 - Lay on hands 0/5

Justin asks to be enlarged first.


GM Blood:

Initiative Kilthan Hammerstone 1d20 + 2 ⇒ (16) + 2 = 18 (Above Ground)
Initiative Aarakess Halcorn 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Dryn'taka Devilschild 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Ingrid Anika Nina Jones 1d20 + 2 ⇒ (19) + 2 = 21
Initiative Justin D'Rite 1d20 + 0 ⇒ (4) + 0 = 4
Initiative Rohara Acharya 1d20 + 2 ⇒ (15) + 2 = 17
Initiative Skeletons 1d20 + 7 ⇒ (11) + 7 = 18

The landing is pretty small to be enlarged. There is room for two on the landing atop the stairs, though a third could be squeezed in there but crowded. While the stairs is wider than 5', standing two wide would be crowded so single file up the stairs. Moving through is not hampered at all.

Group 2 Map

Quote:
Furniture fragments, smashed planks, broken glass and other detritus cram this large antechamber. At the west end of the room several upended tables form a crude barricade. A closed door marks the north wall.

The debris will count as difficult terrain.

Four skeletons are standing behind the tables and fire crossbow bolts at Justin and Kilthan as soon as the door opens, one finding their mark in Kilthan. The table give them cover

Two at Kilthan (Flat-Footed)

Heavy Crossbow 1d20 + 3 ⇒ (19) + 3 = 22 *hit*
Damage 1d10 + 1 ⇒ (6) + 1 = 7 (Requires a Fortitude Save DC 15)

Heavy Crossbow 1d20 + 3 ⇒ (3) + 3 = 6
Damage 1d10 + 1 ⇒ (5) + 1 = 6 (Requires a Fortitude Save DC 15)

Two at Justin (Flat-Footed)

Heavy Crossbow 1d20 + 3 ⇒ (6) + 3 = 9
Damage 1d10 + 1 ⇒ (8) + 1 = 9 (Requires a Fortitude Save DC 15)

Heavy Crossbow 1d20 + 3 ⇒ (6) + 3 = 9
Damage 1d10 + 1 ⇒ (7) + 1 = 8 (Requires a Fortitude Save DC 15)


Round 1

Initiative Order - Ingrid, Dryn'taka, Skeletons, Kilthan, Rohara, Aarakess, Justin

Stats AC 18 T 12 FF 16

Knowledge (religion) DC 10:
These walking bones are nothing more than the undead skeleton of a once-living creature, given independent life through foul magic.

Knowledge (religion) DC 15:

Skeletons are mindless undead that retain almost none of the knowledge or abilities they possessed in life.

Knowledge (religion) DC 20:

Because a skeleton lacks soft tissues, it ignores exposure to cold, and most minor weapon strikes simply clatter off its dry bones. The most effective means of destroying skeletons is to simply smash them to pieces with bludgeoning weapons.

Knowledge (arcana) DC 13:

Skeletons can be created with a basic animate dead spell. They are often found in the service of necromancers or other masters of the undead.


Female HP: 36/36, AC:16 / T12 / F14 CMD:15 Fort:2,Ref:6,Will:6 Aasimar Bard 4

are knowledge checks move, standard or full round actions?

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