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GM Xzaral's PFS First Steps part 2 (Inactive)
Game Master Xzaral

The second part of the First Steps series



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Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

As Amadeo and Wuse Guy move further in...

This crossroads of stairs has one dominant feature: a crumbled statue in the southeast corner, once the image of a proud warrior chiseled roughly in granite. The statue’s helmeted head now rests on the floor, its lifeless stone eyes gazing toward the south. On the helmet, a single Kelish word is carved in the stone. The wide stairway to the north leads to a passage that ends in a cave-in ten feet past the foot of the stairs.

Kelish Word, if you speak Kelish:

This is the Kelish word for Earth.

Sczarni

male Human Rogue 1 [hp 11/11] [AC 17, touch 14, flat-footed 13] [Fort +0, Ref +6, Will -1] [Perception +3]

"Hmm. I can't make sense of what's written on that helmet. Does anybody have an idea of what that means ?"


Daniel briefly glances at the statue before returning to keeping an eye on the ghoul. Perception: 1d20 - 1 ⇒ (10) - 1 = 9 Perhaps it's a name of the person depicted? Anyway, where do you think we should proceed?

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

I say we go through this door. Pointing to the east. I'm getting a feeling that's were they put the bar. Wuse chuckles beneath his breath.

Lantern Lodge

Male Half-Elf Level 2 Bard (Arcane Duelist) | HP 14/19 | AC 17 | T 14 | FF 13 | CMD 16 | Fort +2 | Ref +7 | Will +3 | Init +6 | Perc +6 | Sense Motive -1

"Yes, let's keep moving. We have not found what we are looking for yet. We can always stow the helmet and get it looked at later." He turned to the ghoul behind them "That is, unless you can translate it for us?"

Sczarni

male Human Rogue 1 [hp 11/11] [AC 17, touch 14, flat-footed 13] [Fort +0, Ref +6, Will -1] [Perception +3]

"Okay. East it is." Amadeo says without waiting for the ghoul's answer.

"But let me check those stairs, Wuse Guy. Just to be on the safe side."

Amadeo kneels in front of the eastern stairs and passes a gentle hand on each step, to make sure there are no pressure plates.

Perception check to detect traps on the stairs: 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

This is from earlier rolls, after killing the skeleton.

Among the pile of bones are 100 gp in mixed coin, a golden crown, a masterwork short sword, and a wax-sealed tin scroll tube with a scroll.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

This room has a wide corridor exiting it toward the north, and a door to the south. Barrels and boxes of supplies fill the cramped chamber.

Amadeo:
You find no traps searching the stairwell.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Map reposted

Andoran

Male Human Alchemist (Chirurgeon ) 2 [hp 20/20] [AC 16, touch 13 flat-footed 13] [Fort +5, Ref +5, Will +1] [Perception +5]

Jericho will move forward, closer to Wuse Guy and Amadeo, while trying to make as little noise as possible.

Stealth: 1d20 + 2 ⇒ (3) + 2 = 5.

Sczarni

male Human Rogue 1 [hp 11/11] [AC 17, touch 14, flat-footed 13] [Fort +0, Ref +6, Will -1] [Perception +3]

Amadeo gives a thumbs up regarding the stairs. He then proceeds and enter the cramped room beyond, which is filled with barrels and boxes of supplies.

He steps carefully.

Stealth: 1d20 + 8 ⇒ (11) + 8 = 19

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

Wuse makes his way into the room as well. Upon seeing the barrels his face lights up. He takes a whif of the air searching for the smell of ale. He motions at the southern door and shrugs his shoulders brandishing the stone in his right arm with intent.

perception1d20 + 7 ⇒ (14) + 7 = 21
Stealth1d20 + 6 ⇒ (13) + 6 = 19


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

A search turns up four bottles (the type you would find a mining town's tavern) labeled in Draconic*, though the contents of them now are clearly Alchemist's Fire.

Draconic*:
Gurk's Fire Juice

Lantern Lodge

Male Half-Elf Level 2 Bard (Arcane Duelist) | HP 14/19 | AC 17 | T 14 | FF 13 | CMD 16 | Fort +2 | Ref +7 | Will +3 | Init +6 | Perc +6 | Sense Motive -1

Astarton pockets the treasure to split later and makes his way up with the advance group.

Stealth: 1d20 + 8 ⇒ (9) + 8 = 17

Grand Lodge

Male Dwarf Gunslinger (Pistolero) 1 (HP 12/12, Grit 2/2)

Talor moves carefully toward the front group and the southern door, keeping his distance in case of traps. With his comrades moving quietly, Talor takes the opportunity to listen out for any other activity.

Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Stealth: 1d20 + 3 ⇒ (20) + 3 = 23


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Talor:
You hear the sound of movement beyond the doorway, and the occasional high-pitched voice in Draconic. You also notice the ghoul Maurit is still following, though attempting to hide.

Sczarni

male Human Rogue 1 [hp 11/11] [AC 17, touch 14, flat-footed 13] [Fort +0, Ref +6, Will -1] [Perception +3]

Amadeo listens intently to hear for any sound from behind the southern door, and checks it for any traps.

Perception to listen: 1d20 + 3 ⇒ (3) + 3 = 6
Perception to check for traps: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Amadeo:
You hear nothing, you find nothing.

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

well looks like i was right this is the bar. The crazy kobolds drink alchy fire tho. Weird. Well im sure they wont mind if i take these. wuse whispers. Then puts the bottles in his pack. He then goes and looks down the wide passage towards the north.

perception1d20 + 7 ⇒ (8) + 7 = 15
stealth1d20 + 6 ⇒ (13) + 6 = 19

Sczarni

male Human Rogue 1 [hp 11/11] [AC 17, touch 14, flat-footed 13] [Fort +0, Ref +6, Will -1] [Perception +3]

"I didn't find any traps, and I heard nothing" Amadeo whispers to his fellow Pathfinders, pointing to the southern door.

"But according to... our undead guide, that's where the leader of this lair and the kobolds are hiding. If we enter, we better be prepared."

Grand Lodge

Male Dwarf Gunslinger (Pistolero) 1 (HP 12/12, Grit 2/2)

Talor turns briefly from the door toward his companions and speaks in a low voice. Something is moving in there, friends...something that speaks Draconic in a high-pitched voice.

Seeing Maurit start to shy away, Talor asks him, Maurit, why do you shy away from the door? What is in there?


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

"Not shy away, what is in there is what I say is in there. Go in and see."

Sense Motive DC 12:
She seems to be telling the truth, though she is hiding something.

Grand Lodge

Male Dwarf Gunslinger (Pistolero) 1 (HP 12/12, Grit 2/2)

Sense Motive check: 1d20 + 2 ⇒ (20) + 2 = 22

Fine, kobolds are in there. How many have you seen? What else is in there? Do not try to deceive me, pitiful one. There is something you have not told to us.

In case that warrants a Diplomacy (untrained) check:
1d20 + 0 ⇒ (1) + 0 = 1

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

Sense Motive 1d20 + 7 ⇒ (11) + 7 = 18


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

"Merely want to help and to quench hunger. Eight kobolds lair here."

Talor and Wuse Guy (and anyone who beats DC12 Sense Motive:
She isn't lying.

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

Hmm that uneasiness I felt in her is because she's so hungry. I know how it feels to desire something so much and not be able to sate oneself. I'm so happy I have my booze with me. Wuse blushes a bit as he strokes the two oversize waterskins attached to his bag. He then slings one in front of him and takes a large swig. Then says quietly while licking the moisture from his beard.

Only 8 eh, well if we can get them to stand close together I can blow them up right good with this alchemist fire we found. Otherwise they have us outnumbered but we've most definitely got more skill.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

So how do you all plan to proceed from here?


Daniel takes 10 on Sense Motive for 16.
"Maurit, is their chieftain in there too? Do you know what he looks like?"

Andoran

Male Human Alchemist (Chirurgeon ) 2 [hp 20/20] [AC 16, touch 13 flat-footed 13] [Fort +5, Ref +5, Will +1] [Perception +5]

Jericho speaks very quietly to Wuse Guy

I like the way you think. I shall have to see if I can expand on your idea at all.

Jericho then digs though the pouch on his hip and prepares to mix two chemicals together, holding the larger vial in his throwing hand.

Readied action to throw a bomb at a kobold upon the opening of the door.

Sense Motive: 1d20 + 1 ⇒ (15) + 1 = 16.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

"He changes, his skin. It blends with the walls. Lives there too."

Grand Lodge

Male Dwarf Gunslinger (Pistolero) 1 (HP 12/12, Grit 2/2)

So we begin with fire and bomb - excellent. At least some of those beasts should be weary of the fight by the time they can come for us. I will be ready when they do.

Talor again trades weapons, bringing out his pistol and loading a shot. He readies himself to fire once the alchemical weapons have made a splash with our opponents.

Sczarni

male Human Rogue 1 [hp 11/11] [AC 17, touch 14, flat-footed 13] [Fort +0, Ref +6, Will -1] [Perception +3]

"I'm ready" Amadeo says, brandishing his sword and a throwing knife.

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

Wuse moves to within 10 feet of the door. He piles his rocks on top of a barrel and digs the other three alchemists fires from his bag holding them by the neck in between his fingers. One is in his right hand ready to be thrown.

So who's going to open the door? I'm ready for mayhem whenever, Mayber we should make a ruckus and have them come for us? Hit them when they open the door?

Andoran

Male Human Alchemist (Chirurgeon ) 2 [hp 20/20] [AC 16, touch 13 flat-footed 13] [Fort +5, Ref +5, Will +1] [Perception +5]

Sir Von Dorn, would you do the honors please? Just remember not to block our shots.

Lantern Lodge

Male Half-Elf Level 2 Bard (Arcane Duelist) | HP 14/19 | AC 17 | T 14 | FF 13 | CMD 16 | Fort +2 | Ref +7 | Will +3 | Init +6 | Perc +6 | Sense Motive -1

Readied action to start bardic performance (comedy) upon opening of door. Inspire Courage, +1 competence bonus to attack and damage, +1 morale bonus on fear and charm saves to everyone within 30'

"Killing kobolds is like killing kittens. It would be easier to do, but they are so darn cute!"


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Surprise Round

Daniel throws open the door to the room beyond. This large room was once two, but the wall between them has been partially torn down, and the broken door now serves as a makeshift altar. The candles and strange statues that decorate it all face the dark alcove beyond the broken wall.

Four kobolds kneel before the altar, becoming alert as you make your way in.

The group has surprise actions to start. Daniel's is to open the door, Astarton starts Inspire Courage, Wuse Guy throwing an Alchemist Fire, Jericho a Bomb, Talor a shot, and not sure on Amadeo. Feel free to modify if necessary. Also let me know if you delay for Astarton's Inspire effect.

Inish
Amadeo
Talor
Fledzer
Astarton
Daniel
Maurit
Jericho
Kobolds
Wuse Guy

The Map

Dice:

Jericho 1d20 + 2 ⇒ (6) + 2 = 8
Astarton 1d20 + 6 ⇒ (5) + 6 = 11
Wuse Guy 1d20 + 2 ⇒ (3) + 2 = 5
Talor 1d20 + 3 ⇒ (15) + 3 = 18
Daniel 1d20 + 2 ⇒ (8) + 2 = 10
Amadeo 1d20 + 4 ⇒ (15) + 4 = 19
Kobolds 1d20 + 1 ⇒ (5) + 1 = 6
Fledzer 1d20 + 7 ⇒ (8) + 7 = 15
Maurit 1d20 + 3 ⇒ (6) + 3 = 9

Jericho 1d20 + 5 ⇒ (10) + 5 = 15
Astarton 1d20 + 3 ⇒ (12) + 3 = 15
Wuse Guy 1d20 + 7 ⇒ (5) + 7 = 12
Talor 1d20 + 6 ⇒ (5) + 6 = 11
Daniel 1d20 - 1 ⇒ (19) - 1 = 18
Amadeo 1d20 + 3 ⇒ (7) + 3 = 10
F 1d20 + 17 ⇒ (13) + 17 = 30


"Brace yourselves. Ready in 3.. 2.. 1.."
EDIT: The map changed while I was writing...
Daniel forces the door open with a kick, expecting to see the kobolds, but there seem to be none, so he falls through. At the middle of the room he realizes they are gathered to his left and turns around, ready to protect his allies.
Move 4 squares to the right

Sczarni

male Human Rogue 1 [hp 11/11] [AC 17, touch 14, flat-footed 13] [Fort +0, Ref +6, Will -1] [Perception +3]

Amadeo rushes in the room in the footsteps of von Dorn, positioning himself so as to throw his knife at the nearest kobold.

Throwing knife attack: 1d20 + 4 ⇒ (8) + 4 = 12
Knife damage: 1d4 + 1 + 1d6 ⇒ (1) + 1 + (5) = 7

NOTE: Amadeo doesn't delay for Astarton's Inspire effect.

Shadow Lodge

M Dwarf (quingong drunken master of many styles)Monk 1

Upon seeing no kobolds in line of sight Wuse walks into the room his bottle at the ready. Upon seeing the kobolds he draws it back aiming for the middle of them.

Only get a move or standard in surprise so no throwing. Also you hate me for initiative...he he.

Sczarni

male Human Rogue 1 [hp 11/11] [AC 17, touch 14, flat-footed 13] [Fort +0, Ref +6, Will -1] [Perception +3]

GM Xzral, in case Amadeo acted too much in the surprise round, his actions will actually be as follows:

Surprise round: 1 move action to position himself in the kobolds' room

Round 1: throws his knife at the nearest kobold (with Astarton's Inspire Courage having kicked in by this time, his attack roll would then be 13).

Grand Lodge

Male Dwarf Gunslinger (Pistolero) 1 (HP 12/12, Grit 2/2)

On the other hand, I am Loved for initiative :)

Surprise round: move into the room, getting to within 1 range increment of the kobolds if possible.

Round 1: Fire at whatever kobold Amadeo targeted with his knife -- 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
damage: 1d8 ⇒ 2

Andoran

Male Human Alchemist (Chirurgeon ) 2 [hp 20/20] [AC 16, touch 13 flat-footed 13] [Fort +5, Ref +5, Will +1] [Perception +5]

well, I cannot see the map properly when I am at work. and I cannot install chrome frame. Can Jericho see the Kobolds during the surprise round?


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Jericho, From your current position you cannot. I can move you in if you like for your surprise action.

Andoran

Male Human Alchemist (Chirurgeon ) 2 [hp 20/20] [AC 16, touch 13 flat-footed 13] [Fort +5, Ref +5, Will +1] [Perception +5]

That works for me. I will take a closer look tonight.

Lantern Lodge

Male Half-Elf Level 2 Bard (Arcane Duelist) | HP 14/19 | AC 17 | T 14 | FF 13 | CMD 16 | Fort +2 | Ref +7 | Will +3 | Init +6 | Perc +6 | Sense Motive -1

That takes up my action for the surprise round for sure. I will post again after the Kobolds do. Should be a good fight if there is a guy who is hard to see.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

The battle begins with our adventurer's moving into the room into position, Astarton urging them on to bravery. Once inside Amadeo throws a knife at one of the kobolds, who bareley manages to dodge it, though ends up catching a bullet from Talor (Talor, don't forget Inspire for +1 to damage as well).

A voice coming from the statue seems to urge the kobolds on, speaking in Draconic*

Draconic*:
"Defend the Flame."

Astarton and Daniel are up.

Inish
Amadeo
Talor
Fledzer
Astarton
Daniel
Maurit
Jericho
Kobolds
Wuse Guy

The Map

Dice:

Jericho 1d20 + 5 ⇒ (10) + 5 = 15
Astarton 1d20 + 3 ⇒ (1) + 3 = 4
Wuse Guy 1d20 + 7 ⇒ (12) + 7 = 19
Talor 1d20 + 6 ⇒ (10) + 6 = 16
Daniel 1d20 - 1 ⇒ (20) - 1 = 19
Amadeo 1d20 + 3 ⇒ (13) + 3 = 16
F S 1d20 + 17 ⇒ (6) + 17 = 23

Lantern Lodge

Male Half-Elf Level 2 Bard (Arcane Duelist) | HP 14/19 | AC 17 | T 14 | FF 13 | CMD 16 | Fort +2 | Ref +7 | Will +3 | Init +6 | Perc +6 | Sense Motive -1

Astarton moves in to the fray with his loaded sling in his hand. It was a crude weapon, but one of his halfling friends gave it to him for free. He had said they grow on trees in his home town, but the half elf seriously doubted that. Being only 10' away from the nearest kobold, he figured he would be able to whistle a bullet into him.

Maintain Performance: free action; Arcane Strike: Swift action; move into position, fire sling. Reminder: thrown splash weapons are still weapons and benefit from performances. +1 to hit, +1 to damage, +1 to fear and charm saves.

To Hit:1d20 + 6 ⇒ (4) + 6 = 10 To Damage: 1d4 + 3 ⇒ (1) + 3 = 4


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Astarton attempts to strike one of the kobolds with his sling, but fails to connect with the small creature.

Inish
Amadeo
Talor
Fledzer
Astarton
Daniel
Maurit
Jericho
Kobolds
Wuse Guy

Daniel is still up.

The Map


Daniel will delay his action until after the bomb is thrown by Jericho.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Perception DC 28:

The ghoul is sneaking around the doorway, it's visage having been twisted. It appears it may be ready to give in to the hunger.

Jericho is up, and Daniel is still delaying.

Inish
Amadeo
Talor
Fledzer
Astarton
Daniel (Delay)
Maurit
Jericho
Kobolds
Wuse Guy

Dice:

1d20 + 9 ⇒ (19) + 9 = 28

Andoran

Male Human Alchemist (Chirurgeon ) 2 [hp 20/20] [AC 16, touch 13 flat-footed 13] [Fort +5, Ref +5, Will +1] [Perception +5]

Jericho is unable to hit a Perception DC of 28. Also, unable to see the relevant area on the map, so I will describe my targeting and leave the actual target up to you.

Jericho finishes his mix, steps forward and throws his bomb, the sound of the explosion loud in the enclosed space.

Attck vs. Touch AC: 1d20 + 5 + 1 + 1 ⇒ (17) + 5 + 1 + 1 = 24.
Damage for a direct hit: 1d6 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11.
Splash Damage: 7
Anyone hit may attempt a Reflex save DC 15 for half damage.

Jericho will move so that his target is within 30 feet if necessary, otherwise he will stay where he is. The target will be located such that I can hit the maximum number of kobolds in the blast without also hitting any of my companions, even if that means that the target must be an empty space.

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