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Darl Quethos

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475 posts. Alias of Dreamweaver.

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Back to the Caravan sorry for the long wait.

Roderick, off in the shadows watches as the guard is thrown to the ground from the javelin and then pounce on by two more goblins. Grabbing his bow he notches and arrow and let fly at one of the goblins.
Attack 2+4 = 6 Sorry about the crappy roll.

With his eyes not adjusted to the darkness quit yet the arrow flies over the goblins head.

Further along the tree line more goblins pour into camp three overwhelm a guard and slaughter him as two more fire bows into the camp. Behind the goblin you can see two large shapes step out of the trees heading for camp.

Tuon is up


Excellent, sorry that you have been left out of the game but I will fix that right know.


Cort swings his staff around and lands a crushing blow on the goblins knee and a loud pop can be plainly heard. The goblin yelps in pain and limps back a step.

Cormot tears into the goblin furiously biting and clawing anything he can reach. The goblin manages to kick off the badger but is bleeding profusely from several wounds.

The bugbear steps forward swings his sword in an overhead chop down towards \-*^/ but he misjudges the distance and hits only air.

With his knee failing to hold his weight the goblin clumsily swings his sword at Cort and cuts away a good size chunk of fur and leather from his chest. Cort quickly realizes that his armor saved him from a terrible wound.

The goblin grabs an arrow and fearing the badger would attack again quickly fires at the animal. The risk payed off as the arrow pierces the badgers shoulder.
Attack 18 + 3 = 21
Damage 4
Cormot now gets an attack of opportunity


It looks like Utak and Sect are having all the fun so I will post for Roderick tomorrow morning. After that unless anyone objects Utak will take over are the 'leader' and post for the absent players until he leave for vacation.


The bugbear quickly ducks and the blast flies over his shoulder and he sweeps his sword around aiming for \-*^/ vulnerable belly. \-*^/ at the last second leaps back and the sword shreds his shirt even more.

Missed by one
Cort is up


Alright time to discuss the NPC guy posting rules.

In all the other games I am playing we give people 12 hours to post less important stuff (ex. initiative, save throws that sort of thing) and 24 hours for more important (ex. should I jump down that dark hole filled with the snarling sounds.)

This changes to 24 and 36 over the weekends. The posting for absent players is done by a 'leader' so you would decide on the leader and they would post for the player missing for the allotted time.

Does this sound like a good plan? If so you can decide who it will be.


Cort swings hard with his staff but once he shifts his weight to the leg with the arrow in it pain flares up and stumbles to one knee and misses the goblin by a mile.
You are know kneeling

Cormot scampers up to the goblin archer and latches on to his leg with a savage snarl and the goblin yells in pain and starts kicking at the badger.

The bugbear stalks up to \-*^/ and faints with his sword and awkwardly lashes his whip at his legs but \-*^/ easily steps out of the way.

As the badger breaks loose from his leg the goblin hastily grabs another arrow and jumps back. He pulls back the string and launches the arrow at Cormot and it narrowly misses stabbing into the ground.

Looking down at the dwarf (well maybe eye to eye) the goblin makes a swift jab at Cort grazing his right shoulder opening a small cut.
Attack 17 +3 = 20
Damage 1

\-*^/ is up


The blast slams into the small goblin scorching his cloak and blistering his face but he growls and reaches back for another arrow.
The larger bugbear looks at the goblin, a little surprised he is still alive, and then grins at \-*^/, "Gort ut colen nort".

Goblin

Spoiler:
"What you holding back or just weak."

Here is the lay out.
The bugbear and goblin with the bow are 30' north of \-*^/ and Cort which are five feet apart, Cort on the right of \-*^/. The last goblin is to the north east adjacent to Cort.
Cort and Cormot are up


Back to Cort and \-*^/

The goblin tears through the brush with \-*^/ close behind and Cort trotting along mumbling about stupid orc blood.
The goblin dives through some thick brush and once he and Cort fight through the thick foliage they see the goblin standing next to a large hairy, yellow skinned bugbear pointing in your direction babbling away. "Ur lormon sarion ni mart ya cordon we ohan kael"

Goblin

Spoiler:
"I told you that leaving him for the bear was a bad plan"

The large bugbear looks up at \-*^/ and Cort and first anger flashes across his face and then apprehension and fear and finally determination.
"Vin pole hoer ot" the bugbear says as he wave toward Cort and \-*^/ and another goblin steps out of the brush drawing his sword.

Goblin

Spoiler:
"Fine lets finish this"


Initiative
Bugbear 20
Goblins 11
\-*^/ 9
Cort 5

The bugbear draws a large sword and grabs his whip and gives it a load crack. "Ur hor ya jur dool sarion et dor ya poom serot"

Goblin

Spoiler:
"I want the half blood you two take the hairy stump."

The goblin next to the bugbear draws his bow and launches an arrow at Cort and it burrows through hair and leather into his leg..
Attack 16+3 = 19
Damage 4

The other goblin charges forward and leads with an over head chop at Corts head and misses by almost a foot.

\-*^/ is up


Bri's bolt takes the sneering goblin right in the eye and he falls lifeless to the ground.

Bri there shouldn't be a +1 to your 1d6 roll but it still killed the goblin.
Roderick your up.


Alright I rolled Rodericks init to get things going hope you don't mind Blue Wizard.
Initiative
Goblins 19
Bri 15
Roderick 15
Goblins 13
Tuon 12
Guards 10

The night erupts with feral screams coming from the trees and cries from the perimeter guards. Two goblins run into the fire light and charge the wounded guard. The tries to draw his sword but two goblin swarm him, one smashing his arm with a spiked mace and the other landing a blow to his chest with a large club. The guard pushes the goblins off but he is bleeding badly from his shoulder and his left arm hangs limp.

Another goblin charges Bri and swings with his sword but she nimbly side steps the swing.

OK The two goblins and the guard are 10 feet to the right of Bri and her attacker. Roderick is 30 feet right and down of the guard and two goblins and Tuon is 30 feet down from Bri. Bri's up


Cort and \-*^/ slowly back out of the cave and turn around, standing about fifty feet away a goblin dressed in black leather armor and a red cloak with a strange scale pattern.

When he first sees you he looks confused and then his eyes fall on \-*^/ and he blanches in fear, turns and runs into the forest yelling. "Gordic narith blolog"

for those that speak goblin

Spoiler:
Gordic half-orc escaped

If you want to fallow roll init


The guard smirks at Bri as she turns away, he turns back just in time to see three javelins arching towards him. One javelin just misses the guard, lances through the space Bri just left and the last hits the guard high on the shoulder. The guard lets out a yell as he tumbles backwards to the ground.

The forest erupts as small figures start charging out of the trees throwing more javelins and spears.

Bri, Tuon, and Roderick roll Init


Cort you can go ahead you have a surprise round since you here the bear coming and then we will go to initiative if we need to.


Cool thanks.


Utak if you had money to buy armor and a weapon for \-*^/ what would it be?


\-*^/ wrote:
For the 1st Round, Initiative (Roll 6+3=9) At least my rolls are consistent. Am I at 1 HP now?

Yep starting off good :)


for \-*^/ and Cort

The foot steps grow louder outside the caves entrance and a large dark shape blocks out the light. You see a large creature on four legs sniffs the air and suddenly stops. The bear rears back on it's hind legs towering over even the tall half-orc and lets out a savage roar challenging the intruders in his home.

Cort you have the surprise round and then everyone roll initiative.


\-*^/ wrote:


Question for DM

For \-*^/

Spoiler:
I was thinking that you could go with a total mind wipe like the Bourne Identity. You know how to speak but everything else is new. You could play out your warlock abilities as somewhat spontaneously coming back under stress, again like in the Bourne Identity when the two cops try to arrest him his body remembers the hand-to-hand combat he learned earlier.

I don't want to cripple you character so I would say your first encounter you would instinctively use your warlock Eldritch blast that sort of thing. I will limit your knowledge skill to everything your 'past' was not involved with but that is it. I think you could have a lot of fun role-playing your abilities coming back and I will worry about your memories. Its your character so it's up to you but I think this would be the funnest.


For \-*^/ and Cort

The chamber you are in is pretty bare with rough stone walls, the marks on the wall seem fresh where your chains were mounted. There are several foot prints on the sandy floor but you really can't tell what they are, some animal and boot prints. There is another four foot hole leading back further into the cave and in the main chamber there doesn't look like your captures left behind anything.

Could you both do a Listen check

Listen DC 15

Spoiler:
You hear heavy foot steps just outside the cave entrance.

For Roderick and Tuon
Roderick you can make the spot and listen check in the post three above.
Tuon I assume you are further in the camp and to far away to make the checks.


Blue Wizard wrote:
Yes, I'm sorry! My coworker's father has been very very ill and I've been super busy at work. Sorry. Hopefully things will be back to normal very soon.

No problem, you were just posting pretty frequently and then just stopped so I was wondering if something happened to you, glad your back just in time for the fun.


Blue Wizard you out there some where?


Bri Leagallow wrote:
"Did you hear me? Yea me down here. Have you notice anything interesting going on?"

The guard looks down at Bri "Run along little one and don't distract us, but don't worry the dangerous part of the trip is over we shouldn't have any problems."

Make a spot and listen check

Listen DC 18

Spoiler:
Out in the dark you hear rustling of leaves from something walking.

Listen DC 22

Spoiler:
Your keen ears pick up the small whisper of two creatures talking but you are unable to even tell what language much less what they are saying.

Spot DC 15

Spoiler:
You can see a deer bounding away through the woods away from the tree line closest to you.

Spot DC 20

Spoiler:
You see a glint of a reflection from the brazers off of something in the trees


I will give Roderick until tomorrow to post and then we will move on.


"Yes there are plenty of places to find work, when you get to town head to the Giant Skull, an inn that a lot of adventures hang out, start asking around there." says Borin.

York pipes in "As far as your brother is concerned there is a group, Scouts of the Spine, that merchants and even the Gilead army hired to scout and lead expeditions in the Dragon Spine. Their joining criteria is pretty high by he could start there."


Your about 40 miles north of Keepers Dale and the other group is still about 60 miles west.


A few good swings at either will probably work to at least get him down. Manacles have a hardness of 10 and 10 hps the stone wall have a hardness of 8 and lets say 20 hps


Has anyone hear from Blue Wizard? The last time I have him posting was the 28th I think. Not a big deal he hasn't posted yet I was just wondering.


Thanks Mothman, we will see how insane it will get with the two groups separated by 100 miles for a while.


Fair Tuon Clawed wrote:
"No, the truth is I'm looking to become some rich maid's pretty boy."

York starts to laugh "Yeah that was my plan too but it seems the Demon Guard pays better." York then looks down at his hand "Even if it has it's prices."

Over the last couple of weeks you have learned that the two hundred soldiers that escorted the caravan north is part a company called the Demon Guard. Their only job is to protect the caravans between Narath-dur and Psion Keep.


For Bri

Spoiler:
You don't hear anything out of the ordinary but you do see some things moving just outside of your range of view, most likely coyotes attracted to the activity.

For Cort

As you cast your spell three of the berries on your hand plump up and as you wash down the berries the half-orcs throat a small popping sound comes from his skull and he gives a cough and starts thrashing in his restraints. His eyes flash open and stare intensely at you.
He is at 0 now and stable but still sports a nasty open wound

For \-*^/
As your mind clears slightly from the pain and your eyes focus you can see a odd looking dwarf staring at you. Panic sets in as you relieve that you are hanging by your wrists and you have no idea why, in fact you don't know anything at all.


The two guards invite Tuon to sit down with them, neither bothered by Tuons scars, for once he fits right in. One guard is missing an ear were it looks like something melted the side of his head and the other is missing two fingers on his right hand.

Borin, the guard with one ear, turns to Tuon "This trip was pretty mild, last one I was on a flock of winged demons attacked and our warriors managed to kill three of them before disaster struck. The last three joined hands and started this strange dance and suddenly there was a furious explosion and all that was left was the three demons. Twenty three men died in just that attack in a matter of seconds."

The other guard York nodded "I was on leave but I lost a couple friends in that attack. I have been lucky for about three months the trips I have been on the casualties have been below five each time and now we are both of to Keepers Dale to visit family. What is your reason to risk the trip north comrade?"


For Cort

Spoiler:
The wound seems pretty bad possibly a fractured skull caused by something blunt with in the last twelve hours or so. The half-orc seems alive and stable but he probably won't last much longer.


Here we go I posted the opening here


For Cort

The spring snows had finally melted, the streams and river are swollen with run off and the mountains of the Dragon Spine awaken from the long winter. Cort stands in the grove he visits often surrounded by three wolves and a black bear that have come down to visit him after his long winter absence. His gaze lingers to the north toward his abandoned homeland his mind lost in old memories. Shaking his head to clear the troubling thoughts he pats the bear on is side and says his goodbyes as he starts walking south along the Dragons Spine towards Keepers Dale. After the long winter around the city Cort is glad to get out and visit some of his only true friends but knows that he has to return to the city sooner or later. Cort can see the first signs of the city as small columns of smoke rise in the morning sky far to the south but he knows that he still has about two more days travel before he reaches the city.

The badger Cormot waddles behind the dwarf as they quietly walk down the trail enjoying the morning. The badger stops suddenly and the hair on his back stands on end as he growls at a large cave opening in the side of the mountain. As Cort and Cormot investigate they see a half-orc hanging by his wrists against the back wall with a large bleeding wound on his head. He is dressed in nothing but a ripped shirt and old pants and a quick look around reveals he is the only one in the cave.


For Bri, Tuon and Roderick

Close to one hundred wagons pulled out of Psion Keep, surrounded by two hundred seasoned guards, heading north through the Demon Wastes. Tuon and Roderick had no problem finding room on this trip; merchants are always looking for some adventurers to guard their products on the trip north. They rode out of Psion Keep astride two young horses supplied by the merchant they were protecting and looked to the northern land they had heard so much about.
Bri on the other hand could not sell her fighting ability so as the wagons started moving she was huddled in a small opening under one of the wagons. She ignored the cramp in her leg and the growing hunger in her belly as she was jostled and tossed around on the road north.

The first three days on the trip were uneventful and Tuon and Roderick enjoyed the trip meeting new people and glad to be leaving their home and memories behind. Bri managed to sneak out and find food when she could and tolerated the bumpy. One night as Bri reached out to grab a loaf of bread and cheese a man grabbed her arm and pulled into the light of the fire. The amusement Tuon and Roderick on their faces quickly turned to shock as the small halfling girl went berserk clawing, biting and kicking with abandon, and filling the night air with language that would make some women faint. After the brief encounter Tuon cleaned the bite mark on his hand, Roderick rubbed the soreness from the bents in his shin and Bri put a cold water skin on the lump on her head. The two bother impressed by the girls tenacity allowed her to eat with them and after talking through the night they decided to continue the trip together. Bri spent most of the days telling the brothers about Keepers Dale and the surrounding region and they quickly were very grateful to have met the small halfling.

After the first week Tuon and Roderick were starting to wonder if the tales of the Demon Wastes are more camp fire stories than true fact but Bri new better from her first trip south. As the dark clouds slowly grew in the northwest horizon things around the caravan changed, the guards quit joking with each other, the merchants kept their wagons closer together and the land grew more savage.

The caravan passed by the remnant of a lone wagon torn to pieces and covered in blood with what everyone assumes was the remains of a person lying in the sun. Several of the guards quickly buried the remains while they commented on the stupidity of trying the trip north alone. The nights were filled with horrible sounds outside of the lighted perimeter and one guard was grabbed by a flying monster and carried away his screams fading in the dark. Several days’ later two merchants disappeared in the night and rumors of a succubus luring them away quickly filled the camp. Tuon and Roderick quickly changed their opinion about the camp fire stories after their fourth sleepless night listening to the nightmarish sounds in the dark.

As the caravan entered the valley between Lonelywood and the Innerlight Hills the Demons Peak slowly was lost to the horizon and the tension faded. The remainder of the trip was filled with talk of how successful and uneventful the trip was, they only lost three people after all. The stop at Narath-dur was quick as several wagons left with the 199 guards to rest before their return trip back to Psion Keep and twenty more wagons joined and they head out east to Keeper Dale.

Feel free to role play the next couple days and night and I will post again about half way to Keeper Dale.


for Bri, Tuon, and Roderick

The caravan left the Psion Keep escorted by almost 200 soldiers and started north through the Demon Wastes. The first couple of days were pretty uneventful until Tuon caught a small halfling girl trying to steal his money pouch. After a small 'disagreement' Tuon cleaned the bite mark on hsi arm, Roderick rubbed the soreness from his shin and Bri finally regained consciousness. The two brothers were rather impressed with her tenacity and after sharing a meal and talking for a while the brothers decided to let the small halfling girl tag along with them.

At first Tuon and Roderich wander if the stories of the horrors that live in the Demon Wastes might be more fairy tale than fact but Bri new better from her first trip south. As the dark peak on the northwestern horizon starts to grow things changed, the nights were filled with terrible sounds outside of the lighted circle of giant brazers that surrounded the wagons. During the day the western sky grew darker with continual thunderstorms and winged demons can be seen in the distance.

Two merchants disappeared during the night, the guards say that they were lured away by a succubus but that is most likely just rumor, at least that what some people say. A guard was plucked from his station by a flying monster and his screams in the night haunted the three companions for the rest of the trip.

For several weeks the whole caravan was on edge but as the peak fell behind the Innerlight hills the tension fell away the journey to Narath-dur was filled with light hearted revelry as the travelers put the last couple of weeks behind them.

The stop in Narath-dur was short and chaotic several wagons joined the caravan and several stayed behind and the entire escort left for their barracks to rest before the followed another back south.

Now that the most dangerous part of the trip is over the carvan head out east for Keepers Dale.

Feel free to role play the next two days and nights of the trip.


OK I have looked everyone over and it looks good so lets start with 300 XP for everyones background.

I will start the main post thread with the opening post tonight.


Yeah I have the same problem, trying to remember some obscure rule while I am at work is pretty hard.


\-*^/ wrote:
Ready of inspection.

Looks good.

Sect are you getting anywhere with your background? If you have any questions let me know. I am sure you are busy finishing up your RotRL Pbp so don't worry you have until Monday.


\-*^/ wrote:

Sorry, got caught up with the Stormreach game last night. I have my stats done and in the process of typing them. They are forthcoming.

DM Dreamweaver:
** spoiler omitted **

Cheers

for Utak

Spoiler:
Your feat choice will work fine

OK here is our status

Tuon and Roderick are complete and checked out.
\-*^/ needs to give me his stats
Bri needs a background
Cort needs his complete stats and background

Once everyone gets their characters complete I will hand out some extras and then I was hoping to start on Monday night.


Fair Tuon Clawed wrote:

The maps are great. Other than the zooming issue they helped do a background no end.

Could still do with a hand on the language front. Is it PHB like the deities?

Cheers

I am using the PHB Deities

for Tuon

Spoiler:
As far as languages all of the languages except Abyssal, Infernal, Celestial, Drow, and Undercommon they would be fine. These others can be learned later in the campaign if you would like.

The only other thing is you need to add you Autonomous bonus to your skills and then you are all set.


Roderick Hafspan wrote:


I think I got it, provided:
** spoiler omitted **

For Blue Wizard

Spoiler:
Sylvan and Evil Outsiders will work, there would be a couple of people that could teach you how to fight demons in northern Forlorn so having them as your first favored enemy is fine. Later on if you want to spend a Speak Languages skill point for Infernal or Abyssal we can probably work that in. So I think you are all set.

Was everyone able to download the maps and look at them? I downloaded the second one and you can't seem to zoom in very well so I will try to fix that tonight.


Dwarves of Valinor
The are three large dwarven clans in the three Kingdoms, the Alagor in Durador, the Hammerhand clan south of Keepers Dale and the Warlan clan in northern Gilead.

The Alagor clan lives at the base of the Three Devils and work their mithral in the volcanoes there. The majority of the clan lives in Mirord and sells their goods there. The Alagor dwarves do not like being shut up in underground caverns and prefer the one air which most other dwarves don't understand. Any of the dwarves that work foundry and metal shops find they hate any cold weather once they are away from there volcano's.

The Hammerhands live in an underground kingdom south of Keeper Dale. The entrance to the underground city is kept secret and very few non dwarves are allowed into the city. There are two dwarven brothers that own a shop in Keepers Dale and use it to trade goods and every six months the two brothers return home with a large caravan of goods.

The Warlan clan live in Norgath in the northern region of Gilead. The seasons at Norgath are always cold with only few short weeks of summer weather and the dwarves attitude often reflects this harsh region. They are often cold and have a survival of the fittest attitude.

There are several smaller dwarven clans spread around the Three Kingdoms but most are not well known. One such clan lived north of Keepers Dale but it was said that the kingdom was destroyed and the few survivors now live in the Dragon Spine mountains in small groups.

For Sect

Spoiler:
Hope this helps but feel free to just make up a dwarven clan if you feel the need and if you want to use the last clan that I mentioned that was destroyed go ahead and name it what ever you would like and I will use that.


Utak

Spoiler:
How about a tattoo on the shoulder


\-*^/ wrote:

DM Dreamweaver:

** spoiler omitted **

Cheers

Utak

Spoiler:
Actually I was was going to have a demons hand print burn scar on your chest in about the same area burned onto you with the fires of hell sort of thing if that is alright. Then you can wonder what is means for you later.

Sect wrote:
I'm good with that, but I'd like to know if you have info on races in this. If not, then I'll get to work writing up my background.

I will post some thing tonight about the Dwarves in Valinor but don't worry Nani hasn't even started on her character yet (pesting her doesn't seem to help much) so you aren't holding anything up.


A couple of affiliations... sort of.

Scouts of the Spine
This group is made up primarily of rangers and scouts the are hired out to guide and protect expeditions that venture into the Dragon Spine and Demon Wastes. Fighters are recruited on a as needed basis for protecting the expeditions the Scouts lead.

Devious Dancers
This is a gypsy theater/performer guild that travels all over the three kingdoms. Its base of operations is located in Keepers Dale and the guild member usually spend the winter here and leave for the summer to perform.

Keepers Marshals
This is a group of bounty hunters that work in mostly Gilead and the surrounding area but their results have caught the attention of Forlorn and Durador to the south.

These groups above could also be a reason to head to Keepers Dale to find employment.


Fair Tuon Clawed and Roderick

Spoiler:
I also like your back ground and it am excited how role playing two bothers will turn out. My plan is for you two to travel up from Forlorn on the trade route with Nani's character and Utak and Sect come into Keepers Dale from the Dragons Spine even though I really hesitate to split the group so early.

Utak and Sect

Spoiler:
I was planning on you two starting in the Dragon Spine heading to Keepers Dale if that is all right and the others will be arriving in a trade caravan from Forlorn.

Utak

Spoiler:
I will start you off with very little equipment but will figure out some way to supply you with money to buy the stuff you need once you get to Keepers Dale. As far as you background you will learn it as you go. *evil grin spreads across face*

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