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1,415 posts. Alias of Celestial Healer.


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Train Group:
You set off toward the village, following the well-worn road from the manor. The quaint cottages and shops of Markshire crowd beside the post road. The carts of the nearby tenant farmers make their way into the village to sell their produce, while a line of uniformed children passes by on the way to the schoolhouse.

The train station is little more than a platform along the tracks with a small building for the ticket agent and a waiting area for those days when the weather is inhospitable. A plump man with generous muttonchops occupies the ticket window. He informs you that passage to Milton will cost a mere 5 silvers. Passage for animals can be arranged for an additional 8.

Overland Group:
You are able to keep a good pace along the well-worn road from Wallingham Manor. Surely a pair of a great cats crossing the countryside of Leyland raises some eyebrows among the populace.

Are you sticking to the road or crossing overland? Are you taking any steps to avoid populated areas, or going right through any towns or villages along the way?

Leclerc grumbles miserably as he returns to the camp. He looks at you wordlessly as he settles down again. He gives a particularly long, suspicious look to Andrzej, seeing how readily the Vistani is ready to turn him out into the wilderness.

The party resumes its watches, being sure to keep an eye on the larcenous fishmonger. He sleeps fitfully, but does not stir again to pilfer your gear.

The night remains sultry, and it is difficult to get comfortable with the biting insects and fetid air. The rest of the night passes without incident, and the air remains still and close in the dawn.

As you arrive at first light, a short man in a wool suit greets you. Tufts of grey hair grace both sides of his bald head, and he squints through narrow spectacles at you. He introduces himself as Mr. Maynard, Lord Wallingham's solicitor, and presents each of you with an envelope.

The contents of the envelope are the same: A letter of credit for 4,000 gold notes. Among other locations, they are redeemable at banks in Milton, by the University, as well as in Greyston, the capital.

Knowledge (nobility) DC 12:
It should surprise nobody that a Lord like Wallingham does not deal in cash, nor would he would handle your payment personally. His credit is good, and the notes can be trusted.

I have never had a patron provide payment to the PCs via personal check before. This is fun.

So Jerry and Caladrel are making their own route, and the others are taking the train?

Anuqa (and anyone else who cared to run after Leclerc) find him sputtering in the fetid pool and struggling to get to his feet in the mud. He looks something like a discontented kitten, and eyes you all with wild fear. "I was just... looking for something I had dropped," he coughs out ineffectually.

Res: The night is dim, so use those rules accordingly.

Tybalt: You can try diplomacy or intimidate. The magic missile might undermine your assertion that he will not be harmed.

The magic missile finds its mark, and the fishmonger yelps in pain. The miserable man is thrown off balance on the slimy reeds and falls face-first into a murky pool.

"He was rummaging through your gear," Eliva says hastily to Leandro. "Mind your arrows, Andrzej, we need him alive, if we do not want to be lost here."

Lord Wallingham accepts Caladrel's letter graciously and agrees to send it on its way. Supper is, once again, a formal affair. Navigating the etiquette, however, may be easier, having endured it once already. After a restful sleep, when you descend from the bedchambers, Longworth greets you and is able to share the train timetable. Trains depart at 11:15 am and 3:30 pm.

The crossbow bolt misses Leclerc, but just barely. He seems startled by it. He runs toward the treeline.

Tybalt, Res, and Angalia could be reasonably expected to stir now that there is more commotion. Are you going after him? Are you communicating with one another?

Eliva: 1d20 + 12 ⇒ (12) + 12 = 24
Angalia: 1d20 + 11 ⇒ (7) + 11 = 18

GM business:

1d3 ⇒ 1
1d20 + 6 ⇒ (4) + 6 = 10

After suitably preparing the makeshift camp, the party tries to sleep. While the sticky air makes it difficult, the exhausting day of travel wins out, as you seek some much-needed rest.

Andrzej and Eliva:

As the rest of the party settles to sleep, you keep careful watch of the surroundings. The chirping of birds and croaking of bullfrogs creates a steady background to the night-stricken swampland. The limp tendrils of moss seem to reflect the light of the waning moon, lacing the tree branches with soft silver.

Eliva starts with alarm at a sound, not from beyond the camp, but from within it. She nudges Andrzej to draw his attention to it.

The fishmonger, Leclerc, is skulking among your sleeping companions. At the moment, he is crouched over Leandro's backpack, looking through its many pockets, but at Eliva's sudden movement, he freezes and regards you with wide eyes. He begins to bolt toward the trees.

Leandro and Anuqa stir awake at the commotion, without you having to alert them.

Leandro and Anuqa:
Your sleep is disturbed by a soft commotion in the camp. You open your eyes to see Leclerc sprinting away from the camp. Please be aware that any action you undertake must begin from a prone condition.

"Well," Lord Wallingham says. "You have all been through an ordeal. You are more than welcome to dine once again with my family. If you prefer to rest and have supper brought to your rooms, we would understand."

Eliva, Angalia, Anuqa?

"There has not been a change in Constable Barston's condition, regretfully," Lord Wallingham confides.

"You are all certainly welcome to stay here again. It is the least we can do." To Caladrel he adds, "Of course, I will see to its delivery."

Leclerc produces some cured fish of unknown provenance. It looks positively foul. He eyes all of you defensively. "I didn't bring enough to share." Without further ado, he begins gnawing upon it.

So: Eliva and Andrzej; Anuqa and Tybalt; Leandro, Res, and Angalia. Can I get Perception checks from everyone in advance for your respective watches?

"I see," Lord Wallingham says, taking all of this in with characteristic composure. He joins Jerry with a brandy of his own. "We can certainly put some deputies at the edge of the forest, in case there are any additional disturbances. I would not have considered it while the taint was spreading, but if it has been checked, guarding the area would be prudent."

He goes on: "I am disturbed to hear that this 'rift', as you call it, is still there, however small. I hesitate to ask more of you than you have already done. None of you are obligated to continue your investigations; you will be compensated, as promised, for your efforts. That said, if you would do as you propose and consult with the University, it would be a great service to the realm and her people."

Rhodes chimes in, "My lord, this matter is beyond my ken. Some things, once seen, cannot be unseen. I request you give me leave to return to the capital and be done with this business."

Lord Wallingham is unfazed by the rogue's directness. "You are under no further obligation."

To your inquiries, he responds, "My physician reports that Gindel is stable, but very weak. Time will tell how well he will recover. The same is true of the Smythes. What they have been through has taken its toll."

The windows and doors of the manor exude a warm glow of hearthfires and candles. Longworth the butler greets you and shows you inside to the library. Lord Wallingham and his daughters arrive with excitement at news of your return.

"I am relieved to see you," Lord Wallingham says with a warm smile. "We are glad to see you return and reasonably well. How was your progress?"

The setting sun provides little respite from the heat, which hugs this domain like a heavy blanket. Leclerc seems used to the heat and ready to set up camp.

What are you plans for the night? Setting watches? I need to know the planned order.

I assume you are going into the manor to report your progress?

Leclerc grumpily trudges onward. How he distinguishes any path through this unbroken expanse of grassy mud and sickly pools is a testament to his evident familiarity with the swamp. Twisted trees, each more gnarled than the next, pepper the landscape like regular pillars, holding up a canopy of heavy leaves and sagging gray moss. The laden branches block out much of the sunlight, but provide no respite from the suffocating heat. Steam seems to rise from the pools around you, adding their fetid miasma to the souplike atmosphere.

Even as the day draws on and the sky overhead takes on the warm glow of dusk, the air scarcely cools. "It's right up here," Leclerc says at length, as if this stretch of swamp could be recognizable to anyone. He is right, though. Secluded by the moss-choked trees, a small rise appears before you, like a lumpy tumor upon stretch of coarse flesh. The water-loving trees do not grow upon it, but those growing at the base of the rise amply obscure it from sight. When you arrive, the fishmonger displays a toothless grin. "Here we are," he says proudly.

The University is some 75 miles away. The distance can be covered via train in under 3 hours. Traveling by road will take considerably longer.

It is located in the country, but adjacent to the town of Milton, the economy of which is largely devoted to the goings-on at the University.

"I, for one, am glad to be rid of that place," Rhodes interjects. He had been conspicuously quiet for some time. "Mankind has no business with alien creatures. I cannot get back to Greyston fast enough. I have done the service for which I was hired, and I have no further inclination to go digging into the sordid affairs of the occult." He seems resolved on that matter.

"We have a few more hours of daylight," the miserable fishmonger says. "I know of a rise in the swamps that is rather dry, but amply shrouded by the trees. I..." his statement is cut off by his ubiquitous, hacking cough. He spits upon the ground. "I have made camp there before. We can make it before nightfall, I think." His shifting eye appraises you all. Suddenly he slaps at his arm and flicks one of the red mosquitos off, leaving a burgundy smudge upon his shirtsleeve.

Slowly, the sounds of the swamp are returning, following the dispersal of the swarm of bloodhaze mosquitos. While the swamp teams with croaks and chirps of every description, all is still. No breeze disturbs the wispy tendrils of moss that droop languidly from the gnarled branches of the trees. The algae-covered pools show no ripples or traces of disturbance.

Many more of the vile insects perish to the torchfire, and a great many dissolve in the splash of acid. Those blood-drinking mosquitos that remain dissipate, too diminished in number to constitute a swarm.

Out of combat.

"Thank you, strange travelers," Leclerc says, catching his breath, for the sorry man had been hyperventilating for much of the last minute. "Those file pests can drain a man dry."


Decapus 1,200
Gutslug 800
2 blighted dryads 2,400
Ooze 1,200
Fogwarden 1,600
Elder things 3,200

Total xp for slain foes: 10,400
Rescuing Gindel and the constable: 1,600
Closing the rift: 6,000

Total: 18,000
Divided 6 ways: 3,000

That should put you all at 9,000 xp (we are using the fast progression). 1,000 xp to next level.

Please note this somewhere, because I will not remember how much xp you have :)

As soon as you emerge from the tunnel, you can plainly see that a change is coming over the surroundings. The magical darkness that enshrouded the base of the waterfall is dissipating, and breeze of healthful air stirs the branches of the trees.

Even should you detour slightly, you are not ambushed by any otherworldly hunters as you were on your approach. While it is certainly overly optimistic to assume that anything else that emerged through the portal is simply gone, you wonder whether the aberrant creatures can sense the waning power of the void in this place. As for the plants themselves, it will surely take this wood some time to heal.

You are able to find your way out of the wood and across the fields before nightfall. Wallingham Manor is alight with the warm glow of candles and hearthfires.

Please see the discussion thread so that you can note your xp award.

Andrzej: Barring any rules that say otherwise, I would have to include that the Con damage and the disease save are simultaneous, which means that you would be making the save with your original undamaged Con. You are safe :)

Tybalt struggles with the unwieldy burning bedroll, but Res is more successful with his torch.

Leandro, Anuqa, Eliva, and Andrzej are up.

FYI, Studpuffin has decided not to continue with the PbP. The format is not for everybody. I will have Rhodes opt not to join you all in your further investigations.

Eliva tries to burn up some of the vile insects with her torch, but struggles with the effort.

1d20 + 2 ⇒ (1) + 2 = 3

The swarm of ravenous bloodsuckers moves to a new pair of more abundant hosts, swarming over Andrzej and Anuqa. Both feel the anguish of thousands of tiny mouths draining their lifeblood.

Andrzej and Anuqa: 1 point of Con damage and roll a DC 17 fort save vs disease.


With Tybalt absent, does somebody want to roll to resolve his action? I think his flaming bedroll is good for about 2d6 fire damage.



Caladrel finds nothing else of interest in this chamber.

None of you saw any other routes in this system of tunnels.

Are you headed back to the manor and to see Gindel the druid (who you already brought there)?

To be fair, the universities still employ many elves teaching ancient arts of magic and divinity, as well as mundane humanities and the like. Even within the halls of learning there is a conflict between the old and the new.

Eliva Smith wrote:
Celestial GM wrote:
Eliva would know how her spells work and whether they would be effective here.
Cool. I, unfortunately, don't know. How would you rule?

It would not work. The swarm rules say that spells that target a single creature do not affect them, and the section provides disintegrate as an example. Like disintegrate, acid splash is a targeted spell that calls for a ranged touch attack against a single creature.

Anuqa moves to a better position and sends another gout of flame at the swarm.
1d4 ⇒ 3
Save: 1d20 + 6 ⇒ (12) + 6 = 18

More of the swarm is burned away by Andrzej's flask of oil. Meanwhile, Tybalt's preparations proceed apace.

Your efforts are working, but the swarm is large and contains many thousands of these vile insects.

Eliva is up.

It does not take more than some slight movements to determine, by trial-and-error, how to use the device. Trina should be confident she can reduce the rift to a negligible size easily.

As to whether anyone else has the ability to control the rift, that is, of course, another question entirely. However, you have a variety of clues at your disposal for further investigation:

1. The device Trina is holding.
2. The strange diagram among the alien creature's notes.
3. The strange scrap of cloth you found in the previous chamber:

Celestial GM wrote:
You also see a scrap of cloth that does not seem to be associated with any of the bodies on the ground. It is a torn corner of a larger piece. It is obviously very old, and from what you can make out it bears a pattern of strange figures. There are bizarre geometric patterns upon a background of what appear to be eyes and tentacles. None of the bodies bear a garment with this pattern, so clearly the rest of the piece from which this scrap was torn is not here.

As Sylvia has alluded, there may be scholars who can discern the strange iconography.

Eliva would know how her spells work and whether they would be effective here.

2 people marked this as a favorite.

The two parts of the rod seem to form a sort of dial that, when twisted, determines the size of the portal. You suspect that, while the device could not will the portal out of existence, it could shrink it to a size where nothing could pass through.

Somewhere, half a galaxy away, an alien rubs the lump on its head and wonders where that pebble came from.

Anuqa casts another gout of flame at the crimson swarm.

1d4 ⇒ 1
Swarm save: 1d20 + 6 ⇒ (2) + 6 = 8

Eliva, with a look of regret, hurls another flask of acid.

1d20 + 8 ⇒ (1) + 8 = 9
It missed, so let's see where it lands. 1d8 ⇒ 2 That is still in the swarm's area.
1d6 ⇒ 3

The biting insects continue to assault Leandro. 1 more point of Con damage.




One of the things was holding a crystalline object, as you noted before. The pink gem is cut at odd angles, with no apparent symmetry or rational angles. The object is divided into two pieces that can turn relative to one another.

The device radiates an aura of strong conjuration.

You also find, on the floor not far from where the things were when you arrived, a strange, circular satchel. It contains an assortment of papers and an odd stylus for writing. Most of the papers are covered in strange markings, evidently their alien language. One of the papers, however, is covered in a bizarre geometric diagram.

The rift itself is like looking upon some alien night sky. The black void is dotted with unfamiliar constellations and celestial bodies.

Anuqa, Tybalt, Eliva, and Angalia?

Is there anything anyone would like to investigate? As a reminder, you have the things themselves and also a giant, gaping rift on the other side of this cavern.

As a reminder:

Celestial GM wrote:

When you come to the next chamber, the swirling fog has thinned somewhat, such that you can see relatively clearly. This expansive cavern has no other exits. The rough ceiling is some 50 feet above your heads and the walls are slimy with algae.

At the far end of the chamber, a jagged window into darkness gapes menacingly. The edges of the portal glow with a purple radiance, and the interior resembles a black sky, dotted with faint stars. The tear in space is not bound by any physical structure; it simply hovers, some 2 feet above the floor.

Two strange beings are inspecting the rift. These barrel-shaped bodies are topped with vaguely star-shaped heads. Leathery wings hang limply among their many tentacle-like appendages. One of them holds with one of its tentacles a strange, crystalline artifact as it prods at the border to the rift.

Leandro - the swarm is in the space, but is understandably keeping at least 6 to 10 inches from the flame itself, so I think the attack roll is to stick the flame into their midst without them clearing that patch to preserve themselves. That's how I would read it anyway. RAW, an attack roll is needed.

Andrzej's burning oil seems to have a strong impact on the swarm. It depletes some of their number.

Anuqa, Tybalt, Eliva, and Angalia are up.

Angalia, you do have a torch you could swing at them for 1 point of fire damage, but if your chance to hit is low and you prefer to stand back, you might consider stepping further away. It does not do to stand too close from the bloodsuckers for no reason :)

Jerry sticks the creature with his spear, while Luce slashes its hide with a claw. Trina's aim is true and the bullet pierces the alien flesh.

Smitty takes aim with his musket and tries to finish the job. "Steady now, Bessie..."

1d20 + 9 ⇒ (12) + 9 = 21
1d8 + 1 ⇒ (4) + 1 = 5

The shot rings out through the chamber and strikes the creature in a shower of sickly green blood. Weakened by the bloodsucking stirge and wounded by a succession of blows, the thing collapses to the ground in a heap of alien anatomy.

Out of combat.

AoO vs Jerry: 1d20 + 7 ⇒ (6) + 7 = 13

Jerry's lance fails to make contact with the creature, but Luce manages to take a bite as she passes.

Trina shoots a round into the creature holding Smitty, while the dwarf manages to slip out of its grasp.

Smitty's escape: 1d20 + 5 ⇒ (18) + 5 = 23

Sylvia hurls her explosive at the other creature. The explosion is fantastic, and when the smoke clears, all that remains of that alien is a burned-up husk. Rhodes and the elemental are remarkably unscathed.

His enemy smitten, Rhodes pulls out his crossbow and takes aim at the other creature.

1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d8 ⇒ 2

The elemental slams the other creature with a solid blow, just as the summoned stirge attaches itself to the thing's hide. Caladrel also manages to catch the thing in the gooey tar of the tanglefoot bag.

Save: 1d20 + 4 ⇒ (17) + 4 = 21

The thing is slowed, but not stuck in place. It makes wild clicking noises at the turning of this battle and focuses its effort on the stirge attached to its hide.

1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 7 ⇒ (5) + 7 = 12
1d20 + 7 ⇒ (4) + 7 = 11
1d20 + 7 ⇒ (5) + 7 = 12
1d20 + 7 ⇒ (4) + 7 = 11
Damage: 1d4 + 2 ⇒ (1) + 2 = 3


Jerry & Luce


The acid seems to burn away some of the insects, and also some of Leandro's flesh.

Anuqa approaches and apologetically brandishes his wand, sending a gout of flame that engulfs both Leandro and the swarm of insects.

1d4 ⇒ 1 damage, DC 12 reflex save for half.
Swarm save: 1d20 + 6 ⇒ (2) + 6 = 8

The swarm continues to envelop Leandro in its cloud of crimson, as tiny gnats find their way into his arm and continue to bite at him.

1 more Con damage.




Leandro's armor? I would rule that as doing full damage to the swarm (and Leandro).

Having escaped the thing, Smitty tries to put some distances between himself and those tentacles.

Rhodes draws his rapier and, with a look of disgust, draws close to the creature in battle with the elemental. He tries to find a vital opening. He quickly sees his opportunity and drives his rapier deep into the creature's hide at the base of one of the tentacles.

1d20 + 10 ⇒ (8) + 10 = 18
1d6 + 2 + 2d6 ⇒ (6) + 2 + (5, 3) = 16

The thing flails out at both Rhodes and the elemental.

Attack vs Rhodes: 1d20 + 7 ⇒ (17) + 7 = 24
Attack vs Rhodes: 1d20 + 7 ⇒ (8) + 7 = 15
Attack vs Rhodes: 1d20 + 7 ⇒ (7) + 7 = 14
Attack vs elemental: 1d20 + 7 ⇒ (17) + 7 = 24
Attack vs elemental: 1d20 + 7 ⇒ (15) + 7 = 22
Grapple vs Rhodes: 1d20 + 11 ⇒ (3) + 11 = 14
Damage vs Rhodes: 1d4 + 2 ⇒ (1) + 2 = 3
Damage vs elemental: 1d4 + 2 ⇒ (4) + 2 = 6
Damage vs elemental: 1d4 + 2 ⇒ (3) + 2 = 5

It strikes both targets, but fails to get a grip on the wily rogue.

The other thing continues to pursue Smitty.

Attack vs Smitty: 1d20 + 7 ⇒ (19) + 7 = 26
Grapple vs Smitty: 1d20 + 11 ⇒ (12) + 11 = 23
Damage vs Smitty: 1d4 + 2 ⇒ (4) + 2 = 6
Constrict vs Smitty: 1d4 + 2 ⇒ (3) + 2 = 5

Rhodes takes 3 damage. Smitty takes 11 and is grappled. The elemental takes11.


Jerry & Luce
Smitty (Grappled)

Elder Things

Tybalt: I'm not sure what glitterdust is going to do to a swarm. They could in theory be blinded, but they do not make attack rolls, so I am not sure that that will be a problem for them.

Res and Leandro swing their torches, and the tiny insects seem repulsed by the flames. It seems to be having an effect, albeit a modest one. They are immune to weapon damage, so it is only the fire that hurts them.

Andrzej's flask of fire has a more appreciable impact and leaves some of the insects charred. You can tell it will take more where that came from to make the swarm disperse.

Leandro: I am considering that attack your AoO. You still have a round worth of actions. Also, Tybalt, if you change your mind about the spell, you may do so.

Anuqa, Eliva, and Angalia are up.

I see. I don't recommend that, since that will put you very close to them, and away from the rest of the party, which means they will have an Angalia-feast. To keep things moving, I will suggest that you stay put until they are closer and then see if you can take advantage of a better angle.

Eliva is also in a good place, so I won't move her.

The whine grows louder as the cloud of insects bears down upon you. They descend upon Leandro, as the nearest warm life form. The haze is made up of thousands of tiny insects, their needle-like proboscises twitching eagerly. Each is tinged with a hue of blood-like crimson; taken as a whole, they give the impression of a roiling cloud of bloody mist.

As they fall over Leandro, the find the tiniest openings in his armor to work their way in and find flesh, drinking deeply of his life force.

Leandro, you can take an AoO against the swarm as it enters your space. Then take 1 point of Con damage and roll a Fort save vs disease. If you are immune to disease as a paladin, then no save is necessary.




You're not going to get any bonus for flanking the swarm. Your sneak attack is not likely to work against them, in any event.

Sylvia, I will rule that precise bombs work. However, the question is moot, since both Trina and Smitty broke free.

Trina and Smitty both manage to pull themselves free from the writhing tentacles.

Caladrel's summoned elemental successfully bashes one of the creatures.

Sylvia and Rhodes are up. Smitty still has a move action, if he wants it.

Leclerc holds his torch in front of him with a trembling hand.

Eliva, Andrzej, and Angalia are up.


Smitty's bullet embeds itself in the horrid thing. Rhodes takes aim with his crossbow at the same creature, but his bolt passes wide. He steps away, looking for an opportunity to position himself strategically.

1d20 + 7 ⇒ (4) + 7 = 11

The creature nearest Trina steps closer and flails its tentacles at her.

1d20 + 7 ⇒ (4) + 7 = 11
1d20 + 7 ⇒ (6) + 7 = 13
1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 7 ⇒ (17) + 7 = 24
Grapple: 1d20 + 11 ⇒ (12) + 11 = 23

1d4 + 2 ⇒ (2) + 2 = 4
1d4 + 2 ⇒ (1) + 2 = 3
1d4 + 2 ⇒ (3) + 2 = 5
Constrict: 1d4 + 2 ⇒ (1) + 2 = 3

The other moves toward Smitty and lashes at the dwarf with a tentacle.

1d20 + 7 ⇒ (17) + 7 = 24
Grapple: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Constrict: 1d4 + 2 ⇒ (2) + 2 = 4

Trina takes 15 damage, Smitty takes 7. Both are grappled.


Jerry & Luce
Trina (Grappled)
Smitty (Grappled)

Elder Things

Gotcha. I see that now.

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