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Star Wars - The Covenant of Shadows (Inactive)

Game Master Camris

Six people find themselves deep in the outer rim with nothing but blank memories, looted clothing, a stolen ship and more questions than all put together.


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The Gamorrean guards have pistols, those halberd things and medium armor. While they are surprised at the appearance of Motta, they react with well rehersed precision.


Game Closed

Six keeps his eyes on the hallway ahead, taking in his surroundings, but not meeting the eyes of the piggy guards.

One well-placed grenade would do for these thugs. Better to wait. It would be a helluva show, though...


Climb 1: 1d20 + 10 ⇒ (15) + 10 = 25
Climb 2: 1d20 + 10 ⇒ (19) + 10 = 29
Climb 3: 1d20 + 10 ⇒ (2) + 10 = 12
Climb 4: 1d20 + 10 ⇒ (1) + 10 = 11
Climb 5: 1d20 + 10 ⇒ (19) + 10 = 29
Climb 6: 1d20 + 10 ⇒ (15) + 10 = 25
Climb 7: 1d20 + 10 ⇒ (18) + 10 = 28
Climb 8: 1d20 + 10 ⇒ (19) + 10 = 29
Climb 9: 1d20 + 10 ⇒ (19) + 10 = 29
Climb 10: 1d20 + 10 ⇒ (2) + 10 = 12


retired

FOUR 19's, one 18, two 15's, two 2's, and a 1? Sheesh! Do we have a bi-polar dicebot? =P


Bump to assure myself that I'm still getting updates for this game.


It was time.
Releasing his grip Juce began descending the shaft right as the doors open, the liquid cable dispensor paying out the line behind him.
The timing was tight, he had to get to the botton as quickly as possible to give him the maximum time before the elevator came down behind him.

-----------------

In the elevator, Motta twitches a switch and Jerrn, Six and Desh feel the floor jolt under their feet as they begin descending.

-----------------

When the Elevator overhead jolts into motion, Juce misjudges the speed of descent and clips an armored door (and takes 1 point of damage). This sends him into a spin and he hits the next pair of doors crossways (taking 1d8 ⇒ 7 points of damage). Groggy, he drops again as the doors separate, spinning helplessly.
Until he hits a brief burst of his jet pack to kill the spin.
After he recovers, Juce manages to slide down the rest of the way without incident, only jamming his toe when he lands at the bottom (and takes 1 point of damage).
Staggering a bit, he takes a step forward, only to stop at the sight of Motta's secret vault...
I'll describe this tomorrow.

-------------------

In the elevator, everyone hears a muffled roar from a distance that quickly cuts out.

Perception DC20:

Motta heard something; his slitted eyes narrow in suspicion...


Perception 1d20 + 8 ⇒ (19) + 8 = 27

Desh catches the Hutt's nearly imperceptible response. Keep yer trap shut, Desh... only make a bad situation worse.


Juce:

Before you is a large chamber. It is spacious and well lit. An array of pedestals bearing various artifacts and objects d’art.
  • What looks like the 8 meter tall hand clutching the torch of knowledge from Corellias “Alatos bearing the Torch of Knowledge”, severed during a civil war 2200 years ago.
  • The holocron of Master Pel, one of the first holocrons ever created by the Jedi order, found on Tython.
  • A four-dimensional vase that twists inside out while you watch (hurting your mind to look at it), from the Rakatan Infinite Empire period.
  • The luxury landspeeder of Keyta the Hutt. Made of iridium/platinum/corundum composite armor and a wraparound biphase diamond windscreen, it is said to have been the most heavily armored (and expensive) landspeeder ever made. Too bad he was poisoned before he could use it more than once.
  • The ancient disruptor rifle used to murder Republic Chancellor Hae-San “The Uniter” six thousand years before.

And on and on. Famous stolen works of art, cursed jewels, lost books of famous writers, and most prominently, an open cryo suspension tube surrounded by tanks and hose connections. The placard in front reads “___________ The Last Jedi”. You can tell that no attempt to keep the subject alive has been made, this tube will only create a preserved corpse of anyone pushed in it.
But what attracts your eye is a set of Mandalorian armor on a stand halfway down the isle. The placard in front reads “Mordan Koran. Mandalore.” This is doubly shocking, as not only are you not aware of your father holding that position, but there has been no Mandalore since the conclusion of the Mandalorian Wars at the Battle of Malachor V.

Abruptly you are jolted out of your thoughts at the sound of the descending elevator. Checking the time readout, you have sixty seconds before it arrives.

What do you do?


Jeriko:

From undeneath the Mandalorian landspeeder you can hear the larger one's metallic voice raise abruptly.
"...I'm not leaving without it!" And he turns on his heel and marches back to the courtyard entrance.


Darth Camris:
Can I don the armor in that time? Juce is just wearing a blast vest and helmet.

I'm thinking of donning the armor and taking the mannequins place (if there is a mannequin) otherwise scramble and hide in the landspeeder.


Juce:

Turns out the armor is just set on a rack, arranged to give a realistic view of the scratched and battered armor set. Quickly you take off your armor pieces and attach the display armor. Just as you kick the excess behind some display cases and take the display armor's place, the elevator heaves into view as the doors open...


As Desh, Jerrn, Six and Motta (and his entourage) descend to the bottom after what seems like days, finally the elevator slows to a stop at the bottom. The doors swoosh open and Motta oozes forward on his hoverplatform.

Before you is a large chamber. It is spacious and well lit. An array of pedestals bearing various artifacts and objects d’art...


  • What looks like the 8 meter tall hand clutching the torch of knowledge from Corellias “Alatos bearing the Torch of Knowledge”, severed during a civil war 2200 years ago.

  • The holocron of Master Pel, one of the first holocrons ever created by the Jedi order, found on Tython.

  • A four-dimensional vase that twists inside out while you watch (hurting your mind to look at it), from the Rakatan Infinite Empire period.

  • The luxury landspeeder of Keyta the Hutt. Made of iridium/platinum/corundum composite armor and a wraparound biphase diamond windscreen, it is said to have been the most heavily armored (and expensive) landspeeder ever made. Too bad he was poisoned before he could use it more than once.

  • A set of Mandalorian armor on a stand halfway down the isle. The placard in front reads “Mordan Koran. Mandalore.”
    Knowledge (Galactic Lore) DC20:
    This is doubly shocking, as not only are you not aware of your father holding that position, but there has been no Mandalore since the conclusion of the Mandalorian Wars at the Battle of Malachor V.

  • The ancient disruptor rifle used to murder Republic Chancellor Hae-San “The Uniter” six thousand years before.

And on and on. Famous stolen works of art, cursed jewels, lost books of famous writers, and most prominently, an open and empty cryo suspension tube surrounded by tanks and hose connections. The placard in front reads
“JERRN"
The Last Jedi”
.

Knowledge (Technology) DC20:
You can tell that no attempt to keep the subject alive has been made, this tube will only create a preserved corpse of anyone pushed in it.


"Well, shutta. Ah ain't the last Jedi and you know it, Hutt. Besides, Ah got no desire to be stuffed into that tube there. Ain't gonna happen." Jerrn stops and frowns at the Hutt. "Ain't gonna happen."


retired

Camris:

Just one of the Mandos leaves? The other stays put by the speeder?


Desh ignores Jerrns' outbust, "So where's the payment, Motta?"

I don't actually remember what the payment was... so if Desh is staring at it, assume he asked "So now we make the exchange?" instead. :)


Jeriko sees the ankles of the smaller one hesitate next to the landspeeder, then rush off after the larger one. He sees them disappear through the security gate into the mansion; naturally the security barriers don't react to either one of them.

Jeriko:
As you start to slide from under the landspeeder, you notice that the guys doing race repairs across the yard aren't moving.


Jerrn wrote:
"Well, shutta. Ah ain't the last Jedi and you know it, Hutt."

Motta whirls around to face Jerrn and bursts into a basso profundo laugh. Then he speaks.

The second protocol droid steps forward.
"Mighty Motta requests that you consider that are mistaken, honored Jedi. He wonders if you have reached out in the force for signs of your fellows? He further states that you have not and will not. Even out here in the middle of the outer rim, we have heard of the disappearance of the Jedi. One by one, some enemy has dealt with the Jedi order in a permanent fashion, while leaving no trace of themselves. Even Mighty Motta is impressed."


Desh wrote:


"So where's the payment, Motta?"

Motta makes a dismissive gesture.

The protocol droid turns to Desh.
"Mighty Motta is as good as his word, brave Mercenary. Merely place the Last Jedi within the suspension tube and we will retire to the business office to conclude this transaction."


retired

As Jeriko casually slides back out from under the speeder and back into the vehicle to finish his work, he takes a moment to try and see why nobody's working...

As he does so, he quietly says over the comms, "Mandos are inbound again. Thanks for the heads up they were coming back down, by the way."

Perception: 1d20 + 8 ⇒ (8) + 8 = 16 edit: ehhhh... I'll risk a reroll
Perception (reroll): 1d20 + 8 ⇒ (13) + 8 = 21 double edit: yay!


Jeriko:

As you are about to pull yourself out from under the landspeeder, some instinct makes you freeze. The other techs are lying with an unnatural stillness... like they're dead.
Then you hear a soft cruch of sand nearby; as if someone were moving carefully across the courtyard. But when you look in that direction, you don't see anything. No one is there.

Jeriko, you realize that since the team inside descended in the elevator (or outside it), you can only contact Baniss and Bolt.


retired

Jeriko holds his breath, waiting for another crunch of gravel to betray whatever might be nearby.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18 I'll risk a second roll; if a 13 didn't do the job last time, why not try?
Perception reroll: 1d20 + 8 ⇒ (19) + 8 = 27

If he doesn't sense anything, he'll hazard a harshly whispered message to Baniss and Bolt.

Spoiler:

"Baniss! Bolt! I've lost comms with the team inside Motta's and there is some weird freaky-deaky stuff going on out here. Anything coming up on your sensors? Everyone out here is frozen stiff, like they're all in stasis."


Jeriko:

Carefully not giving away your position, several seconds pass before you hear another crunch. If those are people in some kind of visual stealth, there is certainly more than one.
Baniss replies to your call.
"I just saw the Mandos stalk by. Thought security would stop them, but looks like they are keeping a wary distance. Everything else normal in the party though. You need help?"
Bolt replies.
"There was always a chance the vault was buried too deep. Bet there's some kind of sensor shielding down there too."


retired

Spoiler:

"What? Not them! Me! What do the sensors show around *me*, you nerf-herders? I can hear figures crunching in the gravel around me but can't see a kriffing thing except a bunch of creepily frozen people. Whatever's here may have some personal cloaking devices or something."


Jeriko:

Bolt replies over the comm:
"What? OK, checking....
...
"I don't know what you're talking about. External and satelite sensors report there's no one in the courtyard with you."


Game Closed

Can we have a headcount of Motta's entourage?


Yes, map would be good at this point to make decisions. Probably tomorrow.


>CLICK< for the tactical overview.


Image is a bit small, I can't read the numbers though I can place myself, Motta and the rest of the group I can't read the yellow and red boxes.


Yah, just tryign to make sure I undesrtand the map before I make a decision here... the hutt is hte big orange square. That's Desh, Jerrn, and Six going from top to bottom of the three greens in the midst of the reds with Juce back in the room on his own. I'm assuming the red squares are the pigs. What are the two yellow shapes?

And I'm assuming all the blue shapes are assorted displays that act as cover and obstacles. Let me know on all this, Camris.


Yes, the blue shapes are displays of various types.

>CLICK< to see a close up.


I'm sorry to beleaguer this, but is Juce capable of getting Jerrn out of the case if we put him in? Or is putting Jerrn in there pretty much a no-go?


I was thinking the same. Is that an insta-kill device or do we have a few moments to turn off the power?


Looking at the open clamshell doors of the display tube, you dislike it's looks. It's... sterile and kind of inhuman.

Use the Force DC12:

You get a baaad feeling at the prospect of anyone entering that tube.

Knowledge (Life Sciences) DC15:

You don't see any medical monitoring devices that would ordinarily be in a cryosuspension device.

Knowledge (Technology) DC14:

This is clearly a quickfreeze/preservation device. You have heard of such devices being used for medical purposes in the high-tech core planets, but the equipment to keep a subject alive and recoverable is not present. Enter this thing and hit the switch; instant corpsicle.


I should mention that the Gomorrean guards, oddly, aren't carrying heavy blaster weapons. They wear ceremonial armor (Medium) and carry fancy vibro-Axes, with a belted pistol as backup.

Knowledge (Technology) DC20:

There is another bulky belt gizmo on their belts as well; that can't be a personal shield projector! Such things are impossible to produce so small. Then you remember you are missing the last fifteen months, and wonder if it isn't as impossible as it used to be.


knowledge technology DC 14: 1d20 + 10 ⇒ (16) + 10 = 26
knowledge technology DC 20: 1d20 + 10 ⇒ (9) + 10 = 19

Stealth: 1d20 + 16 ⇒ (15) + 16 = 31

Juce strains to remain still but the sight of Jeerns fate looming in the form of a human popsikle makes it hard for him. Looking 'round the insides of his helmet Juce scans for the built in radio.

'Nonononono... Don't put him in there!'

Do I need to power up or can I transmit via radio to the group?


All of those DCs are too high for Desh to try them untrained. :(
But I feel much better making a decision now. :)

Desh gives the stasis chamber a considering look, then shares a look with Six. The two mercenaries have worked together long enough to know when it's time to flip the safety off.

Darth Camris wrote:

The protocol droid turns to Desh.

"Mighty Motta is as good as his word, brave Mercenary. Merely place the Last Jedi within the suspension tube and we will retire to the business office to conclude this transaction."

"Well, that's the thing," Desh says as he unslings his rifle and pulls the "scope" free, holding it up for Jerrn. "The jedi aint goin' in the damn tube." There is a soft CLICK as his carbine switches to auto-fire. "Drop weapons or no one walks outta here but us, Hutt!"

Move action to draw blaster carbine. Move action to draw the lightsaber-scope, holding it up for Jerrn to take. Swift to switch the carbine to full-auto.


Use the Force: 1d20 + 15 ⇒ (8) + 15 = 23

Jerrn happily takes the lightsaber, freeing it from the scope-cover. "Last Jedi mah Auntie Sarah! Ah don't know where you got yer information, Hutt, but Ah am far from the last Jedi! And Ah think no Jedi is gonna be put in yer death-trap!"

Jerrn concentrates for a moment, using the Force to lift the tube-device and smash it into the nearest convenient wall.

Use the Force (move object): 1d20 + 15 ⇒ (20) + 15 = 35


Juce:

Juce, you have a clear encrypted channel to Six, Desh and Jerrn.

Just before you take action...
A cold metallic voice rings out.
"I'm afraid the Exchange cannot permit the freezing of the last Jedi, Motta. Release him, mercenaries."
The voice is coming in a creepy two-part harmony from the two protocol droids.
Looking back at them, you see their eyes glowing a predatory red an their forarms opened up into a pair of blaster barrels. They are covering Six and Desh.
"WHAT!!?" Motta sputters with outrage.
"You'll pay for this... this home invasion! Guards! Take those droids apart! You mercenaries! Throw the Jedi in now, or join the droids!"
Of course, Motta and his guards prudently activate their reddish personal force screens.
The guards advance on you and the droids; the droids swing their arms out in greater arcs, leaving only one forearm aimed in your direction.
OK, do you want to change your actions now, or go with what you put down initially?


Juce mics to Six, Desh and Jerrn. "Guys, he'll die instantly if you put him there. That's a no go, repeat; No go."


Desh–knowing Juce was supposed to be in the room with them by now, but not knowing where–gives a directionless nod to Juce's encrypted message.

Pretty much sticking with the majority of Desh's actions, with a slight modification. This post will stand in for that last one, if that's okay.

Motta the Hutt wrote:
"Guards! Take those droids apart! You mercenaries! Throw the Jedi in now, or join the droids!"

"Well, that's the thing," Desh says as he unslings his rifle and pulls the "scope" free, holding it up for Jerrn. "The jedi aint goin' in the damn tube." There is a soft but unmistakable CLICK as his carbine switches to auto-fire and is leveled at Motta. "Hey, droids. Looks like you and us got a shared interest. Help us deal with the slug and his pigs, and we can sort out this jedi business after the smoke clears."

Move action to draw blaster carbine. Move action to draw the lightsaber-scope, holding it up for Jerrn to take. Swift to switch the carbine to full-auto and level the barrel of the carbine at Motta.

Pretty much ready to roll initiative whenever. >:D


retired

Meanwhile, back outside....

Jeriko remains hidden beneath the mandos' speeder as he tries to remain unnoticed by whoever or whatever froze everyone else around him.

I hate this planet. I hate this planet. I hate this planet. I hate this planet.


Jerrn catches the lightsaber, igniting it and taking a defensive position. "De only person who's deciding what this Jedi is doin', is me. And Ah don't think Ah'll be getting killed today, Hutt!"


Juce switches his carbine to auto fire as things look to be escalating.


Downrange, Juce pretends to be the armor on the stand he had replaced.
Realizing what the pod was, Juce mics to Six, Desh and Jerrn.
"Guys, he'll die instantly if you put him there. That's a no go, repeat; No go."

Desh gave a directionless nod to Juce's encrypted message.
Motta the Hutt shouts "Guards! Take those droids apart! You mercenaries! Throw the Jedi in now, or join the droids!"

"Well, that's the thing," Desh says as he unslings his rifle and pulls the "scope" free, holding it up for Jerrn.
"The jedi aint goin' in the damn tube." There is a soft but unmistakable CLICK as his carbine switches to auto-fire and is leveled at Motta.
"Hey, droids. Looks like you and us got a shared interest. Help us deal with the slug and his pigs, and we can sort out this jedi business after the smoke clears."

Jerrn happily takes the lightsaber, freeing it from the scope-cover.
"Last Jedi mah Auntie Sarah! Ah don't know where you got yer information, Hutt, but Ah am far from the last Jedi! And Ah think no Jedi is gonna be put in yer death-trap!"

Jerrn frowns and extends a hand towards the open tube. The one ton piece of equipment lifts straight up, tearing free from a tangle of tubes, cables and umbilicals. Then with a wave of his hand, the cryosuspension tube accelerates sideways past Motta’s head and crashes into the side of the vault with a tremendous BOOM that shakes the entire room.

Jerrn catches the lightsaber, igniting it and taking a defensive position.
"De only person who's deciding what this Jedi is doin', is me. And Ah don't think Ah'll be getting killed today, Hutt!"

The tanks feeding cryo liquids to the tube start jetting cold mist into the air, rapidly obscuring the scene.
Three of the guards interpose themselves between Motta and Desh, the rest charge forward like a sports team, axes high.
The droids pause for a brief moment, then…
“Agreed”. They respond. They swing their arms towards the onrushing thugs, and start firing.


Allies avg: 1d20 + 10 ⇒ (13) + 10 = 23
Enemies: 1d20 + 7 ⇒ (7) + 7 = 14


ROUND 1_________________

Act in order of posting, Enemies will go last. The battlespace around Desh, Jerrn and Six is filled with an obscuring fog giving everyone inside a -2 penalty to the attack roll.

Juce:

The fog is giving your targeting sensors fits and are currently useless for aiming. You can still see vague reddish glows of forcefields, and Jerrn's lightsaber glow is distinctive. You will take a -6 to shoot targets inside the fog.

Jeriko:

You hear an eruption of blasterfire and screaming. One of the guards stumbles out of the doorway wounded and firing back at something out of sight. There is a wavering to either side of the opening, and two black clad figures appear out of stealth. They swing their vibroblades as one and the guard drops in three pieces.
You recognize the featureless black and silver uniforms as Sith imperial stealth troopers!


Juce steps of the podium and brings his carbine to his shoulder, bracing for the auto-fire, and pulls the trigger, spraying the closest-knit group of red, energy globes he can see.

Autofire, brace (+1 if point-blank): 1d20 + 7 - 6 ⇒ (7) + 7 - 6 = 8, Damage (+1 if point-blank): 3d8 + 3 ⇒ (1, 3, 4) + 3 = 11

Then he moves off further down the chamber to get a better angle. Heading north and then toward the group.


"Farmboy!" Desh grunts out through the mist, "Whaddaya say we try to catch us a Hutt before we head out?"

He grins a black grin as he rushes to stand between the bulk of the pigs and their slug leader, readying a strike for the first pig that comes within reach. "Hey! Droids! See if you can help us with all this bacon!"

MOVE: Rush to stand between the on-coming guards and the Hutt (leaving Jerrn to have some fun with Motta, if he wants to).
STANDARD: ready a (-3) power attack vibrobayonette strike against the first guard that steps into melee. If there's already a pig within reach, obviously there's no need to ready this attack. :)
Vibrobayonette (mounted): 1d20 + 9 - 3 - 2 ⇒ (17) + 9 - 3 - 2 = 21
---> Damage (1/2 on a miss): 2d6 + 11 + 6 ⇒ (1, 5) + 11 + 6 = 23; Target's Threshold is considered 5 points lower for this attack. >:)

status:
HP 73/73
Damage Threshold: 24
Reflex: 23 Fortitude: 24 Will: 17
.
Condition Track: Nominal (0 penalty)
.
Current Power Cell: 30/30


Jerrn nods at Desh's words and reaches deep inside himself to join with the Living Force. He reaches out a hand toward the cryo tubes and pull them free, using them to bind the Hutt tightly.

Use the Force: 1d20 + 15 ⇒ (4) + 15 = 19 using Move Object


retired

Out in the Courtyard:

"Bolt!" Jeriko hisses over the coms, "Bolt! You miserable paw-licker, check your scans again! I'm looking at a bunch of Sith in the courtyard here and I don't think they brought cookies for the after-race bake sale."

He shrugs then, realizing he's going to be on his own for a while. From the cover of the speeder, he slides Angeline from her holster, takes aim, and snaps off a quick but precise shot at the nearest stealth trooper. If he's lucky, he might be able to work his way through them all before they determine his position.

Angeline (p-blank, aim): 1d20 + 4 + 3 + 1 + 1 ⇒ (17) + 4 + 3 + 1 + 1 = 26for: 4d8 + 1 + 3 ⇒ (3, 5, 2, 5) + 1 + 3 = 19
Target denied Dex bonus to Ref Defense & target moves one additional step down the condition track if attack does damage

Stealth: 1d20 + 11 ⇒ (18) + 11 = 29 + whatever penalty is appropriate for shooting a dude from my hiding place

Status:

HP: 45/45
Ref/Fort/Will: 21/20/17
Damage Threshhold: 20
Dark Side Score: 4

-Condition Track-
[X] Normal
[_] -1 to Defenses, attack rolls, ability checks, and skill checks
[_] -2 to Defenses, attack rolls, ability checks, and skill checks
[_] -5 to Defenses, attack rolls, ability checks, and skill checks
[_] Move at 1/2 speed; -10 to Defenses, attack rolls, ability checks, and skill checks
[_] Helpless (unconscious)

-Consumables-
Ammo: 49/50 [4 packs]
Fuel cells: 10/10 [2 cells]
Force Points: 7/7
Destiny Points: 5/5

-Ongoing Effects-
hiding under a speeder

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