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DM Sinvel's page

624 posts. Alias of Sinvel Menter.


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Big brother Sinvel is watching! Hoping that the Sealord pulls through.

My work has gotten so hectic I barely have time to read the game posts. Love that everyone is still in it though. Cheers!


Thanks, guys! And a big thanks to Mishael for helping me out with this adventure.


OK guys, at this point Mishael has agreed to take over running the rest of the adventure. My job has been crazy lately (working about 70 hours this week!), and I just don't have the free time needed to devote to keeping this fun for all of you. Mishael was going to run the next adventure, so he is just stepping in a little early. I'll still be around, and will join the next adventure (or maybe sooner...)

Thanks to all, it's been a pleasure!


Round 8
Suny searches for something on the floor to throw at the cultist, but doesn't find anything that looks threatening. Karsielle looks down the dark hallway and decides to investigate. As she passes by the cultist, blood begins to spill from his gut as he falls to the floor.

The falls silent as the combat comes to an end.


Mishael, how is your Valhalla Calling pitch going? Sorry, I haven't had time to check it out.

Re: Continuing, I suppose which adventure we decide would depend on who wants to keep their PCs and who wants to create a different one. Razor Coast would be cool.


Let me clarify a few things for Suny and Karsielle so that we can complete this round.

Suny: You spot a broken candleopera laying on the floor in front of you. You can try to throw a ranged improvised item into melee, but you know it'd be difficult to hit exactly who you'd want.

Karsielle: The cultist still stands after taking a hit from Mishael. You peer down the hallway. It is completely dark and you see nothing for a moment before a light at the end of the hallway, apparently from someone opening a door into better lit room, shows the silloutte of someone leaving the hallway and entering that room.


I hope everyone had a great holiday and a happy new year! My life has been very hectic and I've gone from doing 3 PbP's to just this one as I have had the most fun running it. We're getting close to the end though, but that likely means another two months of real world time!

Round 7 (continued)
As Suny retreats and moves away from any danger, Silas' head clears also. It takes him a moment to realize the situation [ooc](and thus I'll move him down in the initiative order since he didn't post any attacks and Karsielle did).

Bloody moves in to help Mishael and attacks the cultist. His blade swings true and he draws blood. However Mishael isn't able to make contact.

Karsielle joins the fray and touches the cultist with her hand. He seems to freeze in place for a moment as the cleric's magic overwhelms him.

Silas moves up to support his friends but is unable to find an open spot to get at the cultist.

Suddenly the evil chanting emanating from the secret tunnel stops.

Round 8
Initiative Order:
Cultist 2
Suny
Bloody
Mishael
Karsielle
Silas

[ooc]The cultist is dazed this round and is unable to take any actions!/ooc]

Here is the updated Map


Hi all! Since we're running this in the pirate city of Freeport, I thought I'd share a Kickstarter project that I'm excited about. Razor Coast from the defunct Sinister Adventures has been resurrected. It should be an awesome sandbox adventure full of pirates, sea battles, and weresharks!

http://kck.st/TtIrIB

Should get The next round up tomorrow.


Merry Christmas/Happy Holidays everyone!


Suny gets a moment of clarity and realizes she is badly wounded. She retreats (to C5) as her mind begins to cloud again.

Round 7
Initiative Order:
Cultist 2
Suny
Silas
Bloody
Mishael
Karsielle

The remaining cultist doesn't phased by seeing his pet's head rolling on the floor. He swings once again at the Azhari, still grinning his evil grin as the horrible chanting remains emanating from the hallway. 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 He misses and Mishael escapes with no damage taken.

Suny & Silas, you'll be glad to know that your confusion is over, you may act normally!

I assume Bloody is moving to G7 to perform his attack.

We're getting a little out of order on who is acting in which round. Bloody & Mishael have given me their Round 7 actions. I need Round 7 actions from Suny, Silas, and Karsielle. There is the cultist in H7 and someone doing the evil chanting down the secret tunnel who you can not see.


Suny gets a moment of clarity and realizes she is badly wounded. She retreats (to C5) as her mind begins to cloud again.

Round 7
Initiative Order:
Cultist 2
Suny
Silas
Bloody
Mishael
Karsielle

The remaining cultist doesn't phased by seeing his pet's head rolling on the floor. He swings once again at the Azhari, still grinning his evil grin as the horrible chanting remains emanating from the hallway. 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14

Suny & Silas, you'll be glad to know that this will be your last round of confusion. To speed things up I'll make your rolls for you. Suny: 1d100 ⇒ 70, Silas: 1d100 ⇒ 27


Suny, your Con is down to 4, so you're total hit points has gone down from 21 to 9 and you have been hit for 9 points of damage so you are Disabled and are severely limited in what you can do. I rolled a percentile dice for you and you can act normally this round.

Silas stops his babbling and believes he sees an enemy directly in front of him. He swings his longsword and misses his good friend Bloody.

Bloody swings his sword at the monstrosity that just fell his friend and gashes it.

Mishael's eyes light up and she swings her cutlass with a determination that those in her party have never witnessed. Her swing strikes true as she decapitates the grotesque humanoid. It falls to the floor next to Suny, its open neck spilling blood quickly.

Karsielle, remember Mishael didn't get that healing spell last round because you had to do a full round movement. She is moving this round but I'll let you get off that healing spell before she does.

Mishael, you get healed for 18 points.

Suny, let me know what you will do and then I'll begin the next round.


Hey, congratulations! Hope all went well and that you have a nice honeymoon.

Also, I hope to post the next round later today.


Silas Vayn wrote:

Crazy, the Return of:1d100

When I'm attacking the nearest person, am I required to pull out a weapon? Right now I'm unarmed.

Sorry Silas, you attack with your weapon.


Sorry for the delay again folks!

Karsielle, you can keep that roll for the healing, you'll just have to apply in round 6.

Mishael, I had to do a bit of retcon'ing here and keep you in H6 so that Bloody and Karsielle could move into position. It works out better for you since you're able to get healed next round. It also works out better for Suny this round. I guess H5 just wasn't meant to be!

Suny stars screaming as she reacts to being hit by the animated intestine that hangs from the creature's face. She stands and the intestine comes at her again. AoO:1d20 + 2 ⇒ (15) + 2 = 17 it hits for 1 point of damage and 1d4 ⇒ 2 points of Con damage!

As Silas continues to mutter strange sounds, Bloody moves into the fight. He swings his longsword at the creature attack Suny but is unable to make contact.

Mishael, finding herself in a desperate situation, attacks the new cultist. Her cutlass draws blood, but the cultist still seems determined to dine on her flesh.

Karsielle senses Mishael's plight and works her way down the hallway to lend aid. She passes by the disgusting humanoid and he is too distracted with Suny to attack the cleric.

The creature attacks Suny once more, perhaps sensing the elf's death. It raises its arm and attempts to slam Suny in the side.
1d20 + 4 ⇒ (20) + 4 = 24 it hits for 1d4 ⇒ 4 points of damage!!

Round 6
The cultist, inspired by the horrible sounds emanating from the hallway, tries to take down the fiery Azhari as he swings his bastard sword once more. 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 The swing goes wide as Mishael jumps out of the way of the blade.

Initiative Order:
Cultist 2
Suny
Silas
Bloody
Mishael
Karsielle
Thing

I finally got an updated map! Here is the link.

Suny! How you are getting pretty low on Constitution! You only have a 4 Con score right now.


Karsielle, I'll let you take a full round move and get to H5. You'd take on AoO but in place to help Mishael next round. How does that sound?

Here is the old Map. The only thing that has changed is that the cultist in H5 is dead.


Suny, go ahead and roll your attack.

Mishael, sorry forgot about that movement.

All, the barricade is mostly removed but small pieces remain in squares F5 F6 and F7, so those count as double movement.


"Suny" wrote:

Suny continues to nom upon the fellow's legs to which she seems to have become as attached as the tentacle monster has to her.

Att Roll:1d20+3

Dam Roll:1d3

Suny, you need to roll percentile dice each round to see what you will do. The cultist whose legs you were trying to grab is dead now, so you will need to roll a dice to see who you attack (if that is the case again), Mishael, the "thing", or this new cultist, since they are all equal distance from you.


Round 4
Mishael makes solid contact with the cultist's belly, and his body slumps over, falling to the ground.

Bloody casts a spell at the remaining cultist. Will: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26, he saves and is shaken for 1 round.

The thing next to Suny continues assaulting the elf, prone on the floor. It reaches out with its intestine face mask (1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12) and attaches to Suny's ribs (for 1 point of damage and 1d4 ⇒ 4 points of Con damage).

Round 5
The remaining cultist, inspired by the evil chanting coming from beyond the secret door, swings his large sword at Mishael. Bastard sword:1d20 + 7 + 2 - 2 ⇒ (20) + 7 + 2 - 2 = 27, confirm:1d20 + 7 + 2 - 2 ⇒ (5) + 7 + 2 - 2 = 12. Whew, that was close! Mishael takes 1d10 + 2 ⇒ (7) + 2 = 9 points of damage.

Initiative Order:
Cultist 2
Suny
Silas
Bloody
Mishael
Karsielle
Thing

The map should be the same except that cultist 1 is gone.


Karsielle wrote:

Karsielle, seeing Silas babbling incoherently, calls on Calistra to protect him from the evil that posses him.

Cast Protection from Evil on Silas, duration 4 minutes, should include an immediate save throw with +2 bonus.
** spoiler omitted **...

Silas, you get another shot. Roll another Will save with a +2.


Bloody, if you want you can either use that Cause Fear spell that you wanted to cast last round or do something else. Its up to you.


"Suny" wrote:

Bugger

Will Save:1d20+3+1(+1Corsair's luck)

Well...this encounter does not seem to be ending well... :(

Suny, you will need to do what I described above for Silas. Roll percentile dice and do the action described on this link. If you have to attack nearest creature and more than one are same distance, then assign each person a number and roll to see who you attack. Just let me know if you need help.


Suny also needs to make a Will save DC 20 after hearing the cultist's words. Forgot that she failed her save earlier and joined Silas is chomping on some delicious human flesh, blackened mouth and all.


Silas Vayn wrote:

Silas reels as the repulsive images fill his head.

Will:1d20+3

Uh-oh! Mechanically this will work like you are confused. Each round you will need roll to see what actions you perform according to this chart (link).


Round 4
Mishael can hear the sound of stone grinding on stone behind her. As she recognizes the sound of a hidden door being opened, she also hears a horrible wailing sound mixed with evil chanting.

The cultist in front of her reaches back with his large sword to swing, "Kill her!!" shouts someone behind her just as the sword comes. Bastard sword: 1d20 + 7 + 2 + 2 ⇒ (10) + 7 + 2 + 2 = 21. Mishael's quick reflexes saves her from the first attack. Then comes the one from behind her. Bastard sword: 1d20 + 7 + 2 + 2 ⇒ (12) + 7 + 2 + 2 = 23, damage:1d10 + 2 + 2 ⇒ (7) + 2 + 2 = 11. The attack from her other side hits and wounds the Azhari badly (for 11 points of damage).

Another cultist has come out of a hidden door to flank Mishael. The wailing/chanting sound is coming from beyond the secret door.

The barricade is disassembled, so the others can move into the fight now. Treat those two squares as difficult terrain (double move). The furniture is piled up behind Karsielle, so it will keep anyone from retreating out into the hallway. Just FYI...

Initiative Order:
Cultist 1
Cultist 2
Suny
Silas
Bloody
Mishael
Karsielle
Thing

Here is the latest Map.


Round 3 (continued)
As the cultist stands, Mishael sees a chance to hit him with her cutlass. She hits (for 8 points) but it doesn't seem to phase him. After his threatening words, he yells out "For the hunger!!" in a menacing growl.

Suny tries to grab the cultist from the floor but is unable to get a good hold on him.

Silas moves a chair from the pile and hands it back to Bloody, clearing the way in front of him somewhat. He then hears the cultist's words and his minds fills with the images he saw earlier as he ate human flesh chanting Adhelmus Xaoghul's name! Silas, make a DC 20 Will save!

Bloody and Karielle work together to remove the last of the furniture used as a barricade.

Mishael strikes at the cultist again, but is unable to make contact. No flanking, sorry.

The humanoid "thing" shoots its intestine at Suny again, who is laying on the floor without protection. 1d20 + 2 ⇒ (16) + 2 = 18 It hits the naked elf and pulls blood from her body. Suny takes 1 point of damage and needs to make a DC 12 Fort save or else take 1d4 ⇒ 1 of Con damage!!


Mishael, the cultist still stands so go ahead and do your next attack.


Mishael wrote:
As soon as the character begins to stand, the AOO takes place.

No problem. That's what I was looking for but didn't find it. So your AoO does indeed hit, but the cultist still stands.


Thanks for the warm wishes everyone!

Bloody, the three of you (Silas, Karsielle, and yourself) are finishing removing the baricade this round. It got pushed back because Silas helped Suny jump. I'll apply your chanting next round.

Mishael: I think the cultist is not prone any longer even though you are (in theory) hitting him when we is in the act of standing. I did some research and couldn't find a conclusive answer but this is the way I intreptreted it from the rules. So your AoO attack misses. However, I will retcon the +2 damage and you also have your regular action for this round.


Sorry guys, I've been very sick the last four days. Starting to get better. Will post tomorrow. The last few weeks have been tough for me!


Sorry for the delay again. Work keeps getting in the way of fun...

Suny yells out to Silas to help her over, then comes running down the hallway. The hallway is too crowded, and Suny isn't able to get the speed needed to clear the pile, but Silas grabs hold of her and throws her over. Suny goes flying through the air and the cultists screams as a naked elf hits him in the stomach. They both go down to the ground prone.

If the others in the hallway work together, I'll say you can dismantle the barricade enough so that spaces F5 & E5 are just difficult terrain (double move).

Karsielle searches her mind to see if she knows anything about the grotesque humanoid aiding the cultist to no avail.

Mishael stands up and swings at the cultist laying on the floor. She takes a moment to ensure that she doesn't strike Suny, and lands a clean hit 9 points (12 total).

As she stands, the humanoid lashes out at Mishael once more 1d20 + 2 ⇒ (11) + 2 = 13 but misses

On its turn, the humanoid attempts to swing his arm at Suny who is laying on the floor. 1d20 + 4 ⇒ (8) + 4 = 12 And hits for 1d4 ⇒ 2 points of damage.

Round 3
The cultist pushes Suny off of him and stands Mishael gets an AoO, then he unsheathes an extremely long sword from over his shoulder and stands ready. "Fools! Kythra will eat you alive!!"

Initiative Order:
Cultist
Suny
Silas
Bloody
Mishael
Karsielle
Thing

Suny, when you stand it could get nasty. I take it you have no armor?


All, sorry to do this, but I need to end this campaign. My work life has been and will be too hectic for the next several months, and I don't have the time needed to make this a fun and compelling adventure.

Crowds of people race about covered in dust, shrieking for loved ones. Others riot and loot. Prophets walk the ruins burning incense from small braziers and chanting doom. Suddenly, a torrent of city guards race past, violently pushing through anyone blocking their path. The guards head in a northeasterly direction towards the center of the City. A dazed merchant runs by shouting something about a massive sinkhole suddenly appearing that swallowed the center of the City.

The group continues toward the devastation where a great many of the Night Watchmen create a living wall that surrounds the perimeter of a massive and inexplicable sinkhole. All citizens are told to stand clear and vacate the premises.

Eventually the tremors stop and the sinkhole remains seemingly devoid of any further activity. As the weeks go by the City gets attempts to get back to normal, but the people of the City seem to get more and more superstitious as they look for a reason that this great calamity has befallen them. As this happens, so does a startling increase in underground religious networks, their actions becoming more and more brazen and bold.

That's it! I truly enjoyed GM'ing this adventure and I'd like to thank each of you for your time. I hope you had a little fun along the way.


Silas Vayn wrote:
If Sinvel approves, I could attempt an aid another to get Suny over the barricade. Then I can start dismantling it.

OK, make an Acrobatic check and we'll see what happens...


...and I'm back! Sorry for the delay and thanks for waiting. Had to work a ton of hours to meet a deadline for work, but now things should be getting back to normal.

Xarina looks out the window and can see the street filled with people running, all with a look of panic on their face. Some are screaming, others crying. Some are holding their children in their arms, others have most of their personal belongings.

From the look of the buildings along the street, Xarina can tell that the building they find themselves in is one of the many warehouses in the southeastern part of the Trades Ward, close to the Docks. Reminder: There is a link for the map of the districts in the Campaign Info tab. Most of the panicked people are coming from the north and the east.

Everyone in the Night's Watch is issued one pair of manacles. Not sure if I told you that at the beginning, but everyone please add that to their inventory if you haven't already done so.


Round 2

Initiative Order:
Cultist
Suny
Silas
Bloody
Mishael
Karsielle
Thing

The cultist finishes loading his crossbow and aims it at Silas and fires.
1d20 + 5 ⇒ (11) + 5 = 16
Silas is able to move out of the way just before the bolt passes.

Suny, the hall is too crowded to attempt a jump now.

Everyone, looking at the make-shift barricade or piled up furniture, you estimate it would only take about 1 round of everyone working together to take the top pieces of furniture and move it out of the hallway, assembly line style.

Here is the new Map


OK, I'm back! Thanks for everyone's patience. Been working 12-14 hour days the last two weeks. Hoping life will return to normal now. Let's see...where were we?

Silas moves in to get within range to throw his dagger. It goes wide right and clangs off the back of the far wall.

Bloody fires a dart toward the cultist and hits him squarely in the chest.

The cultist hits Mishael in the leg with his cross bow (same 4 hp's from the beginning of the round, this isn't new damage), which keeps her from getting up to speed to clear the barricade. She thinks she may yet clear the pile of furniture, but the tow of her boot hits a chair leg and she goes toppling over. She lands on her back with a grunt, laying right next to the creature whose face seems to be covered in animated human organs!

Karsielle calls on her deity, Will:1d20 + 4 ⇒ (11) + 4 = 15 but the cultist is still able to move.

The creature, standing next to the prone body of Mishael, lashes out with his grotesque face intestine. 1d20 + 2 ⇒ (2) + 2 = 4 She rolls her body left and the intestine is too slow.


Sorry all, very busy at work. May be a few days before I can post.


Sorry all, very busy at work. May be a few days before I can post.


Without a ranged weapon, Silas is unsure of what to do. Bloody is able to hit the cultist in the chest with a small dart. While Silas waits on a plan, Mishael suddenly runs past him running full out towards the barricade.

Mishael, to make this more dramatic, I'll let you make the roll. (Acrobatics DC: 18)


The man, about 30 years in age, is wearing large britches and shirtless. Several tattoos of poor quality cover his arms and chest. He looks humiliated and answers Xarina. "Whaterethey brin' up through that door thar. All sorts o' things. Anythin' that be dubloon, liquor, sculptures, e'en books. I be jus' a helper, really."

As he finishes, another tremor starts to shake the building. The rattle of stolen goods are drowned out by loud terror-filled screams from outside.


Round 1

The cultist reaches down and loads his heavy crossbow with amazing speed before firing once more at Mishael.

1d20 + 5 ⇒ (20) + 5 = 25
Confirm: 1d20 + 5 ⇒ (10) + 5 = 15
1d8 ⇒ 4

He is able to hit the shifty Mishael this time (for 4 points damage).


As Mishael approaches the barricade to get a better look, a cultist stands up and fire his crossbow. Next to him is a deformed humanoid with what looks to be bloody intestines extruding from his face. A length of intestine reaches out over the barricade as attempt to latch onto Mishael!

1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 3 ⇒ (2) + 3 = 5

Both attacks miss!

That was their surprise round. Initiatives!

Bloody: 1d20 + 5 ⇒ (8) + 5 = 13
Silas: 1d20 + 5 ⇒ (13) + 5 = 18
Karsielle: 1d20 + 2 ⇒ (2) + 2 = 4
Mishael: 1d20 + 4 ⇒ (5) + 4 = 9
Suny: 1d20 + 4 ⇒ (17) + 4 = 21
Cultist: 1d20 + 5 ⇒ (19) + 5 = 24
Thing: 1d20 + 2 ⇒ (2) + 2 = 4

Initiative Order:
Cultist
Suny
Silas
Bloody
Mishael
Karsielle
Thing


The man is about to strike Xarina when he sees the other Watchmen enter the room. He glances at the door leading out to the alley, which is blocked by crates of stolen goods. Being outnumbered, he decides to listen to Xarina's and Nathaniel's warnings. He drops his swords and backs up. "I be jus' a helper here. I didna do anythin' to no one!"


Kazmir "Bloody Flag" Voltiss wrote:

"Perhapss indeed." Bloody chuckles. He takes some time to see if he can hear anything from the other side of the barricade.

Perception:1d20+9

It is all quiet down the hallway.


"Suny" wrote:

Also, again for some reason I can't seem to log into Google maps. Sorry for any inconvenience.

Suny, you should be able to click on the link (in the word Map) in my post and see it. There is no log in of any kind required.


Initiative order:
Malchius
Man
Xarina
Nathaniel
Garret

Round 1
I'm going to assume Malchius takes a full round to enter the shack and stand up.

As Malchius enters the shack it is apparent that the building is a little larger than it appeared from underground, it looks more like a small warehouse. He can also identify the ambient noise. It is coming from outside and it is the sound of a large group of people screaming and crying in a panicked state.

The man looks startled for an instant but quickly realizes that the Watchmen are not here to bring more stolen goods. He drops the crate and it spills onto the floor joining many other toppled boxes. He then reaches for his sword. When his hand finds his scabbard empty he looks at the adjacent wall where a longsword rests. He rushes to it and brings it up as he approaches Malchius. That's all he can do this round.

Nathaniel and Xarina's turn. I'm going to try and run this without a map. Xarina, the man is next to you and Malchius. If you stand up at this location the man will get an AoO. Nathaniel and Garret, there are two free spaces next to the hatch that the man does not threaten.


OK, I'm going to assume that everyone is good with the order that Nathaniel spoke.

The group starts slowly up the ladder as quietly as they can. The handle of Xarina's greataxe knocks against the ladder at one point, but the sound is drowned out by the ambient noise coming from the shack, or perhaps beyond the walls of the shack.

Once everyone is in position, she throws the hatch open and rushes inside. Just as she gets herself to the floor she can see the a tall man standing near a far wall, both hands occupied carrying a crate filled with golden candle operas.

Xarina was able to open the hatch and get inside with her surprise action. She is currently prone on the floor. Each of you will need to take two move actions to get through the hatch and stand up.

Initiatives!
Xarina:1d20 + 1 ⇒ (10) + 1 = 11
Malchius:1d20 + 1 ⇒ (20) + 1 = 21
Nathaniel:1d20 + 2 ⇒ (9) + 2 = 11
Garret:1d20 + 3 ⇒ (4) + 3 = 7
Man:1d20 + 8 ⇒ (4) + 8 = 12


Bloody opens the door on the other side of the dais. It opens to a hallway that turns to the right after about twenty feet.

Assuming Bloody tiptoes down the hall and takes a look around the corner, he sees a barricade made of furniture down at the end of that hallway. Here is the Map.


What is the marching order? There is about 30' of ladder to climb before reaching the hatch. There is room for all four of you to line up on the ladder minimizing the time it would take to backup whoever goes in first.


Garret isn't able to get a good look at the man before he has to lower the hatch, but it sounds as though the man is busy moving things around.

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