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Sons of Dammerhall: Dark Frontiers

Game Master GM SuperTumbler

Fasturvalt Battle Map

Throttleneck Tactical Map

Current Upper Azathyr Map


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Male Dwarf Skald (Fated Champion) 2 | HP 18/18 | AC: 18, T: 11, FF: 17 | Fort: +5, Ref: +1, Will: +3 | BAB: +1, CMB: +4, CMD: 15, M.Attack +5 [1d8+3]| Init: +1 | Perception: +4 | Raging Song 6/8 TMP: +2 AC, +1 saves

No geography, sorry.

I approve that we should try to get out of the place pretty fast. I don't think we are in the best conditions to deal with the drow right now.
On the other hand, Iverna might have some plan to overthrow Geirni or break the Drow's hold on him, so we may ask her first.


Female Dwarf Cleric of Magrim 2 | HP 12/17 | AC 18 T 11 FF 17 | Fort +4 Ref +1 Will +5 | Initiative +1 | Perception +5 | Channel Energy 2/4 | Blast Rune 6/6 | Gentle Rest 6/6 | Status: blessed

No geography here, sorry.

I think the problem of dealing with the Darklands is more interesting if you're not able to just fly away from it.


N Male Dwarf Wizard 2 | HP: 14/14| AC: 17 (13 Tch, 14 Ff) | CMB: +1, CMD: 14 | F: +1, R: +3, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions: (Mage armor 30 min)

No reason to tackle the drow right now, or even care TOO much really. We're in good standing with Geirni for rescuing this gnomes, and let's be honest- we're small fish in a big (underground) pond. The drow don't have a reason to care about a small group of surface dwarfs.


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

I have geography so I can take the time to take a 20 granting a 27 on the roll to copy maps.

My vote is to learn more about these gnomes and if we can about the agreement they have with the Drow. When we are able we should look into the Drow too. Right now though we are under everyone's radar and I want it to stay that way for a while. We do not have the resources to tackle big enemies. All we can do for now is learn about them and give no reason for them to become interested in us.


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N Male Dwarf Wizard 2 | HP: 14/14| AC: 17 (13 Tch, 14 Ff) | CMB: +1, CMD: 14 | F: +1, R: +3, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions: (Mage armor 30 min)

Just so everyone knows, notifications on new posts are not working currently. Paizo does not have an eta for a fix, so you'll have to manually check threads.


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

I am slowly working though that process now. I do not like it :(

Are we wanting to bring Iverna along with us? I have no issue with that.


Male LG Dwarf Unchained Monk 1 | HP: 12/12 | AC: 17 (17 Tch, 13 Fl) | CMB: +4, CMD: 18 (22) | F: +4, R: +5, W: +3 | Init: +4 | Perc: +7 (+9), SM: +7 | Speed 20ft | Stunning Fist DC 14 | Active conditions: None

I am back friends! Sorry I was gone, caught the call center flu and have been beat the last few days.


Female Dwarf Shaman (speaker for the past) 2; HP 20/20; AC 16, T 11, FF 15; F +2, R +1, W +7; (+2 v poison, +4 v spells/SLA); Init +1; Senses DV 60; Perception +9 (+2 v stonework)

Back, sorry. Office all moved, last of the boxes and furniture moved yesterday. I've just been so exhausted mentally and physically as well as the pain from moving heavy things I'm not supposed to be doing.

Sooo many posts...


N Male Dwarf Wizard 2 | HP: 14/14| AC: 17 (13 Tch, 14 Ff) | CMB: +1, CMD: 14 | F: +1, R: +3, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions: (Mage armor 30 min)

Welcome back Dagmar! Sounds like you had a harder time lately than our stalwart dwarfs.


Not trying to sound needy here. Just wanting to meet your needs and interests.

Is this too slow? Are we bored? It seems clear that we don't want to hang around here and want to move on from Fasturvalt, but there are some opportunities to establish some themes and characters here if that is interesting. If we would prefer to fast forward, get some info about the mine and move on, that is fine with me. If we would prefer to interact with these NPC's and get to know them and feel out the situation, that works for me, too. I just don't want people to be disinterested and bored. Please chime in.


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

I do not feel that the game is to slow. One of the great things about PbP is the time we can spend getting to know NPCs. I have just been a little worn out from work this week and the weekend for me was busy.

Also brilliant use of Prestidigitation! That was lovely :)


Male Dwarf Skald (Fated Champion) 2 | HP 18/18 | AC: 18, T: 11, FF: 17 | Fort: +5, Ref: +1, Will: +3 | BAB: +1, CMB: +4, CMD: 15, M.Attack +5 [1d8+3]| Init: +1 | Perception: +4 | Raging Song 6/8 TMP: +2 AC, +1 saves

I think it's going definitely fine, our hurrying out of Fasturvault (actually, that was my idea but of course you all are welcome to speak against it) is more of a "we are on hostile ground and don't want to make enemies just yet". But we'll definitely spend some time there in the near future!


N Male Dwarf Wizard 2 | HP: 14/14| AC: 17 (13 Tch, 14 Ff) | CMB: +1, CMD: 14 | F: +1, R: +3, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions: (Mage armor 30 min)

This isn't too slow at all! As Nalnera said, getting to know npcs is one of the best part of play-by-post. I'm here to roleplay, and interacting with NPCs is the most fun way to do that in my opinion. Please don't take Dasur's unflappable absentmindedness as boredom- it's just difficult to make him react strongly to anything (if he even notices).

I think you have the pacing just right, GM. Snorri is in a hurry to get out of Fasturvalt, but the rest of us don't mind lingering for a bit. Dasur at least wants to study the Gallery (which is fluff if anything and can be glossed over, unless you find particular uses for it). If there are specific things we want to do we won't be shy about it.

If you ever think things are moving too slowly feel free to give us a nudge. Also you can always ask us for feedback about situations if you'd like- it's not needy, it's learning!

You didn't ask for feedback really, but not only is introducing Damiel this way fantastic, but peppering our first Drow encounter with petty grievances and subtle threats is brilliant. Just the kind of thing a group of dwarfs would hold a grudge about for generations. ;)


Male Dwarf Skald (Fated Champion) 2 | HP 18/18 | AC: 18, T: 11, FF: 17 | Fort: +5, Ref: +1, Will: +3 | BAB: +1, CMB: +4, CMD: 15, M.Attack +5 [1d8+3]| Init: +1 | Perception: +4 | Raging Song 6/8 TMP: +2 AC, +1 saves

Surely is. I am already considering staying for a while, introducing Damiel's skull to my axe.


N Male Dwarf Wizard 2 | HP: 14/14| AC: 17 (13 Tch, 14 Ff) | CMB: +1, CMD: 14 | F: +1, R: +3, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions: (Mage armor 30 min)

This reminds me, we should ask Iverna if there is an alchemist in town so we can identify the metal flask we found. Probably have the alchemist look at this drow inkwell too- wouldn't put it past them to make an Inkwell of Exploding Runes!


I'll be traveling Tuesday, Wednesday, Thursday, so my posting may diminish. I'll try to keep up.


Female Dwarf Cleric of Magrim 2 | HP 12/17 | AC 18 T 11 FF 17 | Fort +4 Ref +1 Will +5 | Initiative +1 | Perception +5 | Channel Energy 2/4 | Blast Rune 6/6 | Gentle Rest 6/6 | Status: blessed

Thanks for the heads-up!


N Male Dwarf Wizard 2 | HP: 14/14| AC: 17 (13 Tch, 14 Ff) | CMB: +1, CMD: 14 | F: +1, R: +3, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions: (Mage armor 30 min)

Just so everyone knows, my posting may be slowed, and I won't be commenting on everything like I usually do. I've been having some hand pain lately- could be carpal tunnel, or trigger finger, or something equally crappy, so I'm going to slow down my technology use for a while to try and recover without medical intervention.


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

I am having some family drama / emergencies so please bot me if need be.


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

The family emergency turned into a death so please bot me if I am not posting. I will most likely go though bouts of frequent posting and then none at all for a while.


Sorry for your loss.


Male Dwarf Skald (Fated Champion) 2 | HP 18/18 | AC: 18, T: 11, FF: 17 | Fort: +5, Ref: +1, Will: +3 | BAB: +1, CMB: +4, CMD: 15, M.Attack +5 [1d8+3]| Init: +1 | Perception: +4 | Raging Song 6/8 TMP: +2 AC, +1 saves

So sorry, take the time you need.


N Male Dwarf Wizard 2 | HP: 14/14| AC: 17 (13 Tch, 14 Ff) | CMB: +1, CMD: 14 | F: +1, R: +3, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions: (Mage armor 30 min)

Sorry to hear that Nalnera. Come back to us when you're ready.

We haven't heard from Ukrim in over a week, hope everything is okay with him too?


N Male Dwarf Wizard 2 | HP: 14/14| AC: 17 (13 Tch, 14 Ff) | CMB: +1, CMD: 14 | F: +1, R: +3, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions: (Mage armor 30 min)

Anyone else want to comment on which direction we should be take to Vothys? I wasn't intending to be the sole decidier.


Female Dwarf Cleric of Magrim 2 | HP 12/17 | AC 18 T 11 FF 17 | Fort +4 Ref +1 Will +5 | Initiative +1 | Perception +5 | Channel Energy 2/4 | Blast Rune 6/6 | Gentle Rest 6/6 | Status: blessed

Right now any direction is as good as any other, since we don't really have a barometer to judge the Darklands!


Male Dwarf Skald (Fated Champion) 2 | HP 18/18 | AC: 18, T: 11, FF: 17 | Fort: +5, Ref: +1, Will: +3 | BAB: +1, CMB: +4, CMD: 15, M.Attack +5 [1d8+3]| Init: +1 | Perception: +4 | Raging Song 6/8 TMP: +2 AC, +1 saves

I'd be for the westernmost route, it may be the most predictable but I've had characters drown too often


Female Dwarf Cleric of Magrim 2 | HP 12/17 | AC 18 T 11 FF 17 | Fort +4 Ref +1 Will +5 | Initiative +1 | Perception +5 | Channel Energy 2/4 | Blast Rune 6/6 | Gentle Rest 6/6 | Status: blessed

I will be camping this weekend and may not have internet. Bot if needed!


N Male Dwarf Wizard 2 | HP: 14/14| AC: 17 (13 Tch, 14 Ff) | CMB: +1, CMD: 14 | F: +1, R: +3, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions: (Mage armor 30 min)

Sounds like Iverna is suggesting the westernmost route as well, we should head that way.


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

Thank you all. I should be back to posting in this game after I get back today. For the rest of this month my posting will be rather sporadic as I am dealing with emptying a house and that is taking a lot out of me emotionally.

For the route I just do not want to deal with the water or the invisible carnivore. That sounds like a TPK waiting to happen. Though I like the idea of checking out the spiders lair.


It seems like we agreed on a path. Everyone check in with any supplies you want to stock up on.

I'll post an "on the road" post tonight.


Male Dwarf Skald (Fated Champion) 2 | HP 18/18 | AC: 18, T: 11, FF: 17 | Fort: +5, Ref: +1, Will: +3 | BAB: +1, CMB: +4, CMD: 15, M.Attack +5 [1d8+3]| Init: +1 | Perception: +4 | Raging Song 6/8 TMP: +2 AC, +1 saves

How much in terms of provisions can we get from Geirni? I have a whole gold piece to spend (heavy armor is expensive).


N Male Dwarf Wizard 2 | HP: 14/14| AC: 17 (13 Tch, 14 Ff) | CMB: +1, CMD: 14 | F: +1, R: +3, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions: (Mage armor 30 min)

I'm in the middle of moving fyi, but I should still be able to post from work.

Dasur can chip in with 31 gp. He can't afford any new spells or the like in any case.


Geirni will give you 14 days worth of food for the whole party.


N Male Dwarf Wizard 2 | HP: 14/14| AC: 17 (13 Tch, 14 Ff) | CMB: +1, CMD: 14 | F: +1, R: +3, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions: (Mage armor 30 min)

Woo! No giant roasted spider legs for us until later.


Female Dwarf Cleric of Magrim 2 | HP 12/17 | AC 18 T 11 FF 17 | Fort +4 Ref +1 Will +5 | Initiative +1 | Perception +5 | Channel Energy 2/4 | Blast Rune 6/6 | Gentle Rest 6/6 | Status: blessed

Glenda has about 25 gp to spare and is currently carrying 5 days of provisions.


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

6gp though I have no rope


N Male Dwarf Wizard 2 | HP: 14/14| AC: 17 (13 Tch, 14 Ff) | CMB: +1, CMD: 14 | F: +1, R: +3, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions: (Mage armor 30 min)

Dasur would happily buy you a rope if you'd like.

Tumbler, what kind of rope would be available? Mushroom fiber rope replacement for hemp?


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

rope is the only thing Nalnera does not have that I can think of in our price range that I could think of at that time. Though a climbers kit might be better.
Does anyone have a compass? If we can afford or convince someone of it some anti-toxin might help. Spiders and Drow seem the people to use poisons.


The mushroom rope is hemp equivalent. There is a source of spider silk rope, but you couldn't buy it and wouldn't ask.


N Male Dwarf Wizard 2 | HP: 14/14| AC: 17 (13 Tch, 14 Ff) | CMB: +1, CMD: 14 | F: +1, R: +3, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions: (Mage armor 30 min)

Dasur will buy you a mushroom fiber rope, Nalnera. It's a start!

Looks like we're in for a fight (because seriously, what group of self-respecting dwarfs is going to leave a cave full of stinkin' orcs alone?). If you all can get Dasur in the right position, a well-placed Color Spray can stun over half of the orcs. We also can't let any of them escape to warn the other drow at Vothys.

Okay so before I start passing out buff spells- we haven't heard from Ukrim or Dagmar in two weeks. I looked through their other aliases and didn't see any signs of activity there either (though I could have missed something). Just wanted to bring it to your attention, Tumbler.

Proposed tactics: Dasur can cast mage armor on himself, enlarge person on Snorri. Once combat begins Dasur tries to get into a position to lay down an effective Color Spray or Grease.


Male Dwarf Skald (Fated Champion) 2 | HP 18/18 | AC: 18, T: 11, FF: 17 | Fort: +5, Ref: +1, Will: +3 | BAB: +1, CMB: +4, CMD: 15, M.Attack +5 [1d8+3]| Init: +1 | Perception: +4 | Raging Song 6/8 TMP: +2 AC, +1 saves

Dagmar has been pretty much missing from one of my games as well.

About the tactics, as fun as it is, I'd avoid rushing in, since being flanked is never nice. Perhaps we can try to lure them forward, then I'll start my raging song and we lay down the hurt? A good Color Spray should help a lot with the orcs.
If we can keep our flanks protected, me and Glenda are the beefiest, we should take the frontline, to protect Dasur and Nalnera. My Raging Song can buff attacks, beefiness and saves.


N Male Dwarf Wizard 2 | HP: 14/14| AC: 17 (13 Tch, 14 Ff) | CMB: +1, CMD: 14 | F: +1, R: +3, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions: (Mage armor 30 min)

I'm fine with that, but I want to stress that letting the drow officer escape will be really bad news for us trying to bribe our way through Vothys (cause we sure won't be sneaking).


Female Dwarf Shaman (speaker for the past) 2; HP 20/20; AC 16, T 11, FF 15; F +2, R +1, W +7; (+2 v poison, +4 v spells/SLA); Init +1; Senses DV 60; Perception +9 (+2 v stonework)

Sorry here. Boss out of country and only other person in dept, his wife just had baby. Been slammed and all alone. Will get caught up today.

-Posted with Wayfinder


Female Dwarf Cleric of Magrim 2 | HP 12/17 | AC 18 T 11 FF 17 | Fort +4 Ref +1 Will +5 | Initiative +1 | Perception +5 | Channel Energy 2/4 | Blast Rune 6/6 | Gentle Rest 6/6 | Status: blessed

I have the usual low-level bless spell ready to eke out a tiny bonus.


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

Magically I can throw out a mage armor for someone and well before we go I will call out my phantom since that will give another body but at my level it takes a full minute to do.


Male Dwarf Skald (Fated Champion) 2 | HP 18/18 | AC: 18, T: 11, FF: 17 | Fort: +5, Ref: +1, Will: +3 | BAB: +1, CMB: +4, CMD: 15, M.Attack +5 [1d8+3]| Init: +1 | Perception: +4 | Raging Song 6/8 TMP: +2 AC, +1 saves

The phantom sounds nice, especially if he can engage the officer while we go for the orcs.


HP 2/11

Thank would be my up most pleasure would be prince.


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

Hopefully you all like Regnir. I have another spiritualist that after three levels still has not introduced her phantom to the group.


N Male Dwarf Wizard 2 | HP: 14/14| AC: 17 (13 Tch, 14 Ff) | CMB: +1, CMD: 14 | F: +1, R: +3, W: +3 | Init: +7 | Perc: +0, SM: +0 | Speed 20ft |Active conditions: (Mage armor 30 min)

Might as well save the mage armor in case Ukrim returns Nalnera, Dasur already has one prepared for the day.

So what happens if your phantom is destroyed?


NG female Dwarf lvl 1 Spiritualist Init +1; HP 11/20 : AC 13,T 11, FF 12 (+2 dodge vs aberations) : Fort+5, Ref+1, Will +6 (add +2 vs compulson & charm / add +4 if phantom is in head vs all mind affecting effects) darkvision 60ft, Perc +8/+10 stonecunning : CMB +3 (+2 bonus to grapple aberrations); CMD 14 (+4 bonus on bullrush and trip on solid ground

He goes back in Nalneras head and is really moody. If slain the phantom call be called again but at half hit points. Phantoms only heal through magic or over time with the heal skill while in ectoplasmic form. So if he takes damage and it is not healed he will still have it the next time I call him

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