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(Male Human Sorcerer 1)

"Herral, how many times do I have to tell you, dragons aren't pets. Still, we would be honored if you decided to accompany us." Zareby flashes a smile at the dragon.


Okay, latest illustration is done so maybe I'll have regular updates again.

Degalla turns over in her sleep.
"Mmmph. I'd love to but I have some important work to do around the cave. YAAWWN. Gussy up the curtains and what-not. You know."
Tucking her nose under a wing, she resumes snoring.
"Mmmm. Halfling..."

Setting out into the afternoon heat, the adventurers soon find themselves soaked with sweat. Degalla's advice on the countryside proves correct as the banks of the Jalrune grow more steep and hilly. Soon enough the party is staring down cliffs to spot the river. The countryside is dry scrubland with a few brown and stunted bushes and trees to mark out the stripped land. Despite the rainstorm last night, Dayle easily keeps the party on the trail, heading east. Two hours from Degalla's cave, the party can see ghost towns in the distance to the north, most little more than clapboard ruins left over from a Qadiran offensive.

It is shortly afterward that you find your first corpse.

At first you might have mistaken it for a discarded heap of clothing or the remnants of a tent. But once you get closer, the sequined robes and feathers now dirty with the dust of the road make it disturbingly clear what you have found. It is the body of a man, perhaps in his late twenties. His bare feet are bruised and bloody, bird mask hanging askew. He's quite bruised, with a few serious slashing wounds.

You continue your march into the twilight, getting quite a few miles in before dusk falls. As the sun sets and masks the blighted landscape in purples and blues, you can see the silhouette of a broken-down border station looming nearby, just to the north of your path. The day has finally cooled and the sky is clear; the only reprieve you haven't gotten is from the insects.
Give me perception checks, please and let me know if you want to press on or check out the border station.


“Damn it. They’ve started killing the ones who can’t keep up – or try to escape.”

[ooc]Perception: 1d20 ⇒ 15

“I say we press on through the night. But we’ll need a short rest and some food. Let’s check out that border station, might be a good spot to stop for half an hour.”

(Male Human Sorcerer 1)

Perception: 1d20 ⇒ 6

"Right. I doubt we're going to find a better place to stay the night out here if we don't catch up with them soon."

(Female Half-elf Rogue 2)

"Border station, eh? Yeah, let's check it out. Incidentally, anyone know how close we're getting to Qadira itself?"

Perception 1d20 + 8 ⇒ (20) + 8 = 28

Wow, I observed the heck out of that thing ...

(Male Half-Elf Ranger 1)

Dayle merely nods in agreement - and turns his attention to the border station. He checks around - looking for any signs of activity in the trail leading up to it.

Perception:1d20 + 7 ⇒ (12) + 7 = 19
Survival/Tracking:1d20 + 6 ⇒ (1) + 6 = 7

"I agree that we need a break, but then we should press on."

At Addy's question, he points towards the cliffs and river behind them. "You're pretty much at it's doorstep...skip over the Jalrune and you're in Qadira. Although, I'd wager this stretch is pretty much no-man's land given the cliffs and little else around."

(Human Wizard-Diviner)

Per roll:
1d20 + 0 ⇒ (7) + 0 = 7

Trudging along halfheartedly, but silently, Will's downcast gaze observes that he almost tripped over yet ANOTHER blasted rock!

(Male Halfling Cleric of Desna 2)

Herral sighs at the dragon's decision, but nevertheless leaves the sleepy Degalla a choice piece of cheese that somehow found its way into his pack from the Inn.

He pats the dragon again, "one day p'haps I'll get a friend like you who can breathe fire and stuff." The halfling sets off with the rest but is soon bored with the walking and walking and tracking and walking.

Herral starts to play I-spy with whoever feels the same way. Until they meet the body and that keeps him occupied for at least fifteen minutes as he tries to check the body for what caused it to die and work out who he was and what he did in life.

"I saw a watch captain do this once on a body in a dark alley, sequins means riches and finery .....or maybe a theatre person, an actor. He fell behind so he is weak and does not work hard, so a pampered second son of a noble, no ink stains or whatnot so not a scribe or a librarian. Not dead that long, but ..... what does he have in his pockets?"

Herral checks him thoroughly for goodies just in case there is a useful clue there.

Later he will try to piece the clues together. Probably when everyone else is noticing the station.

Perception check 1d20 + 4 ⇒ (5) + 4 = 9


The waning light spoils Dayle's search for further tracks. The border station is a pretty standard example; Mal's seen (and helped destroy) a few during his tour with the sappers and Dayle's been in a few up North. It's a simple tower ringed by a heavy wall with an inner and outer portcullis: the idea was to shelter civilians in the courtyard while archers fired from the tower and the wall. Any foes trapped between the two portcullis would be easy prey for the murder holes in the turrets. They weren't built to outlast assaults much longer than a few days.

Perception DC 15:

Spoiler:
From a distance, you can see that both portcullis lay in ruined heaps by the entrance. The wall has lost a few crumbling sections. There is also a heap of garbage near one of the gaps; flies testify that there may be some fresh bits within.

Perceptions DC 20:

Spoiler:
The border station seems to have taken a heavy beating in the past. It's hard to tell with the fading light, but the whole thing lists slightly like it's taken some damage. The wall is also missing several chunks.

Addy:

Spoiler:
The wind shifts, putting you down wind of the border station. There's a faint smell of must and rotting meat.

Getting closer, the party sees large chunks of masonry and debris cluttering the field around the station. The twisted remnants of two portcullis lay in the path, heavily beaten and twisted in the center. Within the debris strewn courtyard is the tower, its wooden door hanging in pieces from the lintel. The ceiling seems to have given out, inverting itself into the top floor.


“Careful lads – could be occupied,” says Mal as they approach, pointing out a pile of fresh looking refuse (complete with cloud of flies). He draws his sword.

(Female Half-elf Rogue 2)

As the wind shifts, Addy holds up a bit, her nose wrinkling. "Whoa ... I think you may be right, Mal. Or at least, you were right. That's rotting meat I smell, or my name isn't ... well, you know what I mean. I have a feeling either our party-goers got a little frisky, or the Qadirans did. I know which I think." Addy slowly and quietly draws her shortbow as the group edges closer.

(Male Half-Elf Ranger 1)

Dayle nods in agreement with Mal and Addy's statements. "Maybe the goblins decided to get rid of more stragglers..." he utters quietly.
He pulls his longbow, and moves laterally towards the garbage heap - looking for a potential exit/entrance in the wall while trying to keep himself in-sight with the others.

(Human Wizard-Diviner)

Will sniffs the air curiously at Addy's statement, then wrinkles his face up tight, obviously wishing he hadn't. Seeing the others get 'serious', he pulls out his own crossbow and readies it. Then takes a deep breath, and tries to find the calm place. The place where, sometimes, he can almost 'see' things JUST before they happen,...

(Male Halfling Cleric of Desna 2)

Herral pulls out "Bertha" and loads the heavy crossbow with a red fletched bolt. He pats one side of the stock then walks in with the others keeping ready to fire.

"I got Bertha after those razorcrows nicked my lunch. Next time I'll have them in a pie after..."


Besides the battered down gate in the wall, there's a breach on the western wall filled with rotting garbage and refuse, along with rubble. The door to the tower was broken down long ago and beyond arrow slits running in the non-ruined portions, it seems to be the only entrance.

Now that you're closer to the tower, the sickly sweet smell of putrescence is worse. No light comes from inside the tower.
Addy and Dayle:

Spoiler:
You can hear something eating inside, gnawing on something and occasionally hissing. There is more than one voice, though they sound similar enough that getting an exact count is hard.

Herral kicks something by accident as the party advances. The moonlight picks up specks and sparkles from the sequins covering a half mask made to resemble a moth. It must have lain there in the halfling's path, discarded.

(Male Half-Elf Ranger 1)

Dayle glances at Addy and Mal - assuming they are the closest to the tower entrance to see if they heard anything further.
He makes a gesture of keeping quiet, hoping all can see him.

He whispers, "Inside - multiple voices - sounds like they're eating," at this he glances at the mask in the dirt to imply what's on the menu,"and...hissing noises."

"Unless anyone has a better suggestion, I'm going to see if I can get in via the hole in the wall with all the garbage near it."

Stealth:1d20 + 5 ⇒ (10) + 5 = 15


Nodding at Dayle’s suggestion, Mal begins moving slowly and cautiously forward, his sword and shield at the ready, heading towards the gate. He does his best to move quietly 1d20 - 5 ⇒ (2) - 5 = -3 but knows that a silent approach is nigh impossible in his armour. But if he can draw who ever – or whatever – is inside’s attention away from Dayle …

(Male Halfling Cleric of Desna 2)

Herral follows Malatar and as he stumbles the halfling touches his bottom quickly giving him a bit of luck.

"Desna help his feet."

If you allow it DM, he can have another Stealth roll.

The halfling tries to keep a smile off his face at the thought of Bertha taking on the goblins.

(Female Half-elf Rogue 2)

"This I don't feel good about," Addy whispers, as she creeps forward. "I say no talking; we shoot first and let the gods sort 'em out later. Whatever's in there can't possibly be friendly."

perception 1d20 + 8 ⇒ (10) + 8 = 18
stealth 1d20 + 6 ⇒ (17) + 6 = 23

(Human Wizard-Diviner)

Will swallows nervously when Doyle glances at the mask. But he tightens his lips together and nods, hefting his readied crossbow up into position. He unsure at first, then seems to gain confidence and swings his crossbow to cover Mal, who is far more likely to draw attention in his armor than the stealthy Doyle.

Perception:
1d20 + 0 ⇒ (9) + 0 = 9
Stealth
1d20 + 1 ⇒ (5) + 1 = 6

EDIT- Guess it's a good thing i'm not trying to move closer! :P Thank goodness for divination powers! ;D


Herral Hinn wrote:

Herral follows Malatar and as he stumbles the halfling touches his bottom quickly giving him a bit of luck.

"Desna help his feet."

If you allow it DM, he can have another Stealth roll.

The halfling tries to keep a smile off his face at the thought of Bertha taking on the goblins.

If so ... 1d20 - 5 ⇒ (14) - 5 = 9


Warden of Doors wrote:
Herral kicks something by accident as the party advances. The moonlight picks up specks and sparkles from the sequins covering a half mask made to resemble a moth. It must have lain there in the halfling's path, discarded.

Herral probably recognises the mask? Or at least its likely association with Desna?

(Male Halfling Cleric of Desna 2)

Herral goes back and picks up the mask after. Is it Desnan or just a moth? Thanks for the hint, Malatar.


It's just a moth-shaped mask from the masquerade of the kind worn by some of the wandering Varisians brought in for entertainment. "Moth" is a common slang term for Varisians in the Inner Sea, though the Desna-worshipping wanderers have taken it for their own and take pride in it.

I'll try to put a map together this weekend at some point. Correct this assessment if I'm wrong: Dayle and Addy are sneaking up to the hole in the wall while Mal, Will, Zareby and Herral go in the front?

(Male Half-Elf Ranger 1)

That's correct for Dayle - wasn't certain if Addy was going in that direction. Kind of keeping an eye on the main group as I move towards the hole - in case there's a sudden attack from the main entrance. Otherwise, I'll check out the hole and see if I can make my way in.

Perception:1d20 + 7 ⇒ (3) + 7 = 10
Climb (if needed):1d20 + 1 - 1 ⇒ (8) + 1 - 1 = 8

(Male Human Sorcerer 1)

"This trip just keeps getting better and better, doesn't it?" Zareby cradles his crossbow in his clawed hands, his gloves tucked into his belt.

Yep, not wandering off by myself.

(Female Half-elf Rogue 2)

Warden of Doors wrote:

It's just a moth-shaped mask from the masquerade of the kind worn by some of the wandering Varisians brought in for entertainment. "Moth" is a common slang term for Varisians in the Inner Sea, though the Desna-worshipping wanderers have taken it for their own and take pride in it.

I'll try to put a map together this weekend at some point. Correct this assessment if I'm wrong: Dayle and Addy are sneaking up to the hole in the wall while Mal, Will, Zareby and Herral go in the front?

Yeah, that's right for Addy, also.

(Male Halfling Cleric of Desna 2)

Herral listens out for danger up ahead, keeping Bertha trained on every shadow and sound that makes him jump a little.

Perception 1d20 + 4 ⇒ (16) + 4 = 20

(Human Wizard-Diviner)

Sounds good, NOT going to go wandering off by myself, not yet anyway! ;P


Sorry, no map just yet. But we'll proceed.

Dayle and Addy break off from the group, disappearing into the shadows cast by the border station's stone walls. As Mal, Will, Herral and Zareby carefully enter through the tower's shattered door, the two half-elves slip over the pile of garbage in the tower's gaping hole.

Three emaciated forms crouch over a woman's corpse. The trio are clothed in the rotted scraps of Taldane phalanx uniforms, stained and dusty in the faint light. The three turn on the four adventurers as they enter, their eyes glittering in the party's light. Strips of human flesh swing from their cavernous mouths, blood dripping from their chins. They bare yellowed fangs at the four Pathfinders. Dayle kicks a stone by accident from the refuse pile and two swivel in his direction.
Ghoul perception checks: 1d20 + 7 ⇒ (4) + 7 = 11

1d20 + 7 ⇒ (14) + 7 = 21

1d20 + 7 ⇒ (11) + 7 = 18

The undead monstrosities drop their meal and advance on the adventurers.
The tower is about thirty by thirty, with rubble in the corners. Dayle and Addy are slipping through a five foot wide opening in the side while the rest of the party advances through a ten foot wide doorway. Initiative please.
Ghoul initiative: 1d20 + 2 ⇒ (1) + 2 = 3

(Male Halfling Cleric of Desna 2)

Herral shakes his head at the gruesome monsters.

Initiative 1d20 + 3 ⇒ (4) + 3 = 7

EDIT: Heavy crossbow at lead ghoul 1d20 + 4 ⇒ (15) + 4 = 19, damage 1d8 ⇒ 5

He fires off Bertha without realising, watching the bolt thud home.

(Male Half-Elf Ranger 1)

Dayle's nervousness and fear at seeing these cannibals causes him to fumble their chance to sneak in. "Hellfire," Dayle utters upon being seen. He steadies his bow and fires at one of the bloody-mawed things.

Initiative:1d20 + 2 ⇒ (8) + 2 = 10
Bow:1d20 + 3 ⇒ (11) + 3 = 14
Damage:1d8 ⇒ 8

(Male Human Sorcerer 1)

Initiative: 1d20 + 1 ⇒ (16) + 1 = 17

Zareby cries out in shock and fires a bolt at the nearest ghoul.

Attack: 1d20 + 1 ⇒ (20) + 1 = 21

1d10 ⇒ 5

Confirming the crit: 1d20 + 1 ⇒ (20) + 1 = 21

Uhh... Confirming that crit, maybe? 1d20 + 1 ⇒ (16) + 1 = 17

(Male Half-Elf Ranger 1)

Zareby Grenache wrote:

Attack:

Confirming the crit:
Uhh... Confirming that crit, maybe?

K-BAM!!! ;-)

(Male Halfling Cleric of Desna 2)

Undead? Crits?

(Male Human Sorcerer 1)

Herral Hinn wrote:

Undead? Crits?

You can crit/sneak attack undead in Pathfinder. If these were constructs or oozes, that would be a different story.


Gotcha. I knew about sneak attack but somehow thought crits didn't apply in the same way. Learnt something knew, thanks.

(Male Half-Elf Ranger 1)

Zareby Grenache wrote:
You can crit/sneak attack undead in Pathfinder.

Do you roll for damage seperate for each crit, or is it just times 3 of the original damage? Did we ever determine that? Forgive my ignorance.

(Male Human Sorcerer 1)

Uh, yes? It's in the DM's hands at this point.


You can either double it or roll twice. You can't get another crit from a confirmation roll, though.


Init: 1d20 + 1 ⇒ (5) + 1 = 6

“Crud. Ghouls,” Malatar mutters, trying to keep the fear from his voice. He’s getting too old for this crap. He brings his shield up, shifts forward, slightly ahead of his three companions, and goes into a crouch, ready to strike at any of the foul creatures that draw near.

Move forward to be at front of group. Ready an action to attack first ghoul that draws within striking distance. If they go first, he will just move to attack.
Bastard Sword, 1 handed: 1d20 + 4 ⇒ (9) + 4 = 13 Damage: 1d10 + 2 ⇒ (10) + 2 = 12

EDIT: If Will wants to do his see the future thing on me, that'd be cool! Can use any bonus to hit I can get. ;-)


Keeping a running tally of Initiative/first round actions to keep organized.
Initiative
Zareby- 17 (Critical hit with heavy crossbow)
Dayle- 10 (Attack with bow, hit)
Herral- 7 (Attack with heavy crossbow, hit)
Mal- 6 (Ready an attack)
Ghouls- 3 (Attack)

(Male Human Sorcerer 1)

I'll just double the damage then. 10 damage total.

(Female Half-elf Rogue 2)

"Oh, happy day. Things just keep getting better and better." Addy looses the arrow she had knocked, then drops her bow to draw her rapier.

initiative 1d20 + 4 ⇒ (16) + 4 = 20
bow shot 1d20 + 2 ⇒ (14) + 2 = 16
damage 1d6 ⇒ 1


Addy also gets sneak attack damage. They saw Dayle, not her.

(Human Wizard-Diviner)

Will turns obviously paler, even in the dim light, as the bloody-faced creatures turn to face the group.

"Oh, cr@p. Ghouls. Why'd it have ta be ghouls?" he mutters as he calmly raises his crossbow and fires at the nearest ghoul. His bolt, looking as if it is too wide, thuds home as the lead ghoul moves forward, and directly into the path of Will's shot.

"Oh, I see the future, and your dead. Oh, wait, that;s your past!" Will chortles nervously at his own joke at the ghoul's expense as he hastily winds the crossbow back up and reloads it.

Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Just a reminder, my Divination ability allows me to always act in the surprise round. :)
Crossbow attack: 1d20 + 1 ⇒ (18) + 1 = 19
Dmg:1d8 ⇒ 5

STandard action, fire crossbow, Move action, reload, 5' step back if needed (if they get too close!) Sorry Mal, I'll get you next round! ;)


William WyrdRune wrote:


Initiative: 1d20+2
Just a reminder, my Divination ability allows me to always act in the surprise round. :)
Crossbow attack: 1d20+1
Dmg:1d8

STandard action, fire crossbow, Move action, reload, 5' step back if needed (if they get too close!) Sorry Mal, I'll get you next round! ;)

No worries mate. I was just disapointed at a poor attack roll combined with a great damage roll!

If you get to act in the surprise round you'll probably be able to take an extra move or standard action in there too, DM willing.

(Female Half-elf Rogue 2)

Warden of Doors wrote:
Addy also gets sneak attack damage. They saw Dayle, not her.

good; that helps a bit

sneak attack 1d6 ⇒ 4


Initiative
Addy- 20 (Attack with bow, hit)
Zareby- 17 (Critical hit with heavy crossbow)
Dayle- 10 (Attack with bow, hit)
Will- 8 (Attack with crossbow, hit)
Herral- 7 (Attack with heavy crossbow, hit)
Mal- 6 (Ready an attack)
Ghouls- 3 (Attack)

For a still moment, the combatants regard each other; eyes locked, each waiting for the other to act. Then an arrow streaks out of the shadows into the undead on the left flank. Though it's a grazing wound, Addy's arrow finds its way just under the creature's ribcage to a very sensitive spot. 5 damage to ghoul A. Startled by the creature's howl, Zareby looses a quarrel into the closest ghoul. Desna smiles on the sorcerer's wild attack and the heavy bolt goes straight into the creature's right eye socket, poking straight out the back. In a living opponent, it would have been a killing strike, but the monstrosity howls and continues its lunge toward the Pathfinders. 10 damage to Ghoul B.

Dayle fires an arrow into the wounded ghoul's neck; it falls backward and thrashes its death throes on the filthy flagstones. 13 total damage to Ghoul A; Ghoul A is dead. As the other wounded ghoul flies screaming toward Mal, Herral fires it a kiss from his own sweet Bertha and Desna smiles on her servant: the missile punctures its ribcage cleanly and it dies again on its feet. 15 total damage to Ghoul B; Ghoul B is dead.

With the benefit of his magical foresight, Will adjusts his aim and hits the last ghoul standing cleanly in the torso as it leaps around its dead brethren. 5 total damage to Ghoul C. Taking advantage of his opponent's shock, Malatar Kane sweeps his broadsword in a wild and powerful strike, severing the creature's head cleanly from its neck. Turgid brown blood oozes from the wound; the headless ghoul slumps to the ground. The battle is over before it could scarcely begin. I figured Mal would want to take advantage of a flat-footed opponent, especially once all the other threats were neutralized. 17 total damage to Ghoul C; Ghoul C is dead.

The woman on the floor has been badly chewed, her costume clothing in tatters. If the stench of the ghouls wasn't enough to drive our heroes to nausea, the sight of their meal is enough.

200 XP each; looks like I'm going to have to put some more difficult encounters together if you stay this lucky.


Yes, with only one still standing, and the advantage of surprise, Mal would certainly move forward to attack it – thanks James.
We rock! Or got very lucky with the dice roller …

Malatar looks about for something to clean the foul blood off his sword. “Good work,” he comments briefly to the others, trying not to look too closely at the now dead corpses or their recent meal.

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