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3,767 posts. Alias of Chainmail.


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The rags begin to burn, and the fire begins to spread to the layer of dried vegetation in the room.

1 fire spreads out of control: 1d6 ⇒ 5

There is a large plant in the room that begins to burn, and the sweet smelling resin burns and smokes. Soon smoke is pouring out of the room and into the hall.

You consider waiting for the smoke to dissipate, there is very poor ventilation, especially with the opposite door closed. It may take about an hour to dissipate completely. The plant, before the smoke became too much to see through, looked like a large sundew plant of enormous size that had spread throughout the room.

Leaving the barrels alone, you gather by the mound in the honey-smelling room. Improvised torches abound, and you find plenty of debris to fashion into crude torches.

Before departing, the lady touches Dolgrym, and heals him to full health.

Note your total donation

Josiah asks: "There is white graffiti around town. I saw the Guard Captain trying to clean it up. He was quite distraught."

perception: 2d20 ⇒ (14, 19) = 33raven stealth: 1d20 + 10 ⇒ (5) + 10 = 15

The ship begins to close and the bird begins to tote the smoke stick. As you approach, a sentry hails:

Except for the lack of a gangplank, there is no problem getting close. It will appear a rope or swimming are the two options to get aboard. Both will involve some climbing, and knotted rope thrown across would be easier than using the single lines coming out of the water. The Blue Nixies has an abundance of lines -- single secured ropes with a surface to brace against to climb out of the water.

Given the disparity in deck heights, a 20' length of rope appears to make the climb the easiest DC 7. But, with sentries all holding crossbows, the climb will not be trivial No take 10

Thanks Crom for pushing the action. Tam is unconscious, but he posted. We are losing our mojo.

Returning to temple in town, you visit the Sanctuary, a temple to Iomedae. The priestess greets you at the door and personally comes to heal Tam. One spell and Tam is on his feet right as rain.

The priestess introduces herself as Tyari Varvatos. She is quite young for her office, and hair is braided with silver fibers woven into her blonde tresses. She mentions: "I heard you met Katezra, the local oracle. He is touched with divine sight. You may be interested in knowing I have seen him conferring with the patrol captain. I am not an eavesdropper, by heard the words: hopeknife, ghosts, half-orcs, and white swords."

She excuses herself, and says: "If I have helped you, feel free to leave a donation with Josiah here."

A young acolyte, clearly smitten my the priestess, continues to follow you around, and escorts you to the door when you are ready to leave.

Malgrim prods the ledges, and they are unstable. He avoids a fall for the group. The rope and the board in the middle together prove navigable. The board is amazingly stiff and you make it across one by one with the rope.

Across, you find yourself in a hall. To the right (5A), you see....
A small alcove set along the center of the passage
has three barrels in it. These barrels are sealed and
dusty. The wooden staves are stained a dark brown.
The tops of these barrels may be opened by smashing
them with a mace or axe; one round being required for
each barrel.
Pulling out a plug to check, inside each is a dark, thin, sour-smelling liquid.

You scout farther down the hall and up a short stairs to see another room, not just an alcove......
This room is almost bare except for the stairs on one
wall and the door on the opposite wall. 5’ from this
door is a mound of tarry looking rags. Many flies
buzz about the room and the air has a sweet honey smell.

You find yourselves in the heart of the slaver compound according to your estimates. From the alcove, you see the ruined, rubble-filled destroyed part of the temple. The single passageway you have followed the only safe route (if you include the board ramp).

The group decides to forego waiting until dark as the half goblin, half elven seeress finds them in the waterfront district.

"You must go now. You cannot tarry. Lavinia's orders."

The smuggler shrugs and get his ship ready for departure. The single-masted sailing vessel begins to head to the Blue Nixie. As you approach the captain carefully spies the vessel with his spy glass as he makes a lazy circle around the moored vessel. In the daylight, another sailing ship seems to be somewhat unremarkable to the sentries, so the ship coasts up to the pier and the captain quickly secures a single line by himself.

"Four sentries as I noted before. Two aft deck and two fore deck. How do you want to do this?"

Crom finds in the plague room...
an ornate hope knife, 63 silver coins, and gold locket.

Glorik values the hope knife at 100gp and the locket at 45gp.

Nothing further is found in the loft that was a sanctuary.

You consider how to tackle the downstairs or bringing the gnome to the temple for healing. It may cost a few platinum pieces to heal him.

Malgrim hits the ghoul in the neck and pops its head off.
Critical confirmed

The others stop and revive Oranna after a half a minute.

The door is opened in the north.

One of the ghouls had a circlet of silver inlaid with gems valued at 100 gp. The corridor leads to stairs up to a large room.

At the top of the stairs are the remains of a door,
beyond which is a room. The floor here is almost entirely
gutted as is the floor below. 30’ below is the
gray stone of the cellar floor. There is an open doorway
on the opposite side of the room on this level.
Any exits from the first floor or the cellar have been
completely filled with rubble. There are three possible
ways to walk across the space - a charred
and crumbling section of floor clings to the left wall,
a narrow pathway of fallen beams stretches across
the center like a bridge, and a sounder section of
floor, only burned at the edge, runs along the right
wall. All three paths are accessible from this end
and lead to the doorway on the opposite side.

No need to waste too much time on two giant centipedes, especially when the searcher is AC 17.

Tam 1d20 + 1 ⇒ (18) + 1 = 19
Glorik 1d20 + 2 ⇒ (12) + 2 = 14
Dolgrym 1d20 + 1 ⇒ (3) + 1 = 4
Crom 1d20 + 1 ⇒ (18) + 1 = 19
Belir 1d20 + 3 ⇒ (9) + 3 = 12
Enemy 1 1d20 + 1 ⇒ (10) + 1 = 11

Crom catches one of the giant centipedes flatfooted, and squishes it with his axe. Their scurrying he had heard.

centipede: 2d20 ⇒ (16, 12) = 28
Crom: 1d20 ⇒ 17

He is so fast, he dodges a single bite and smashes the other centipede. Climbing into the loft, you see what used to a sanctuary, but it is now burned out. Looking up, you see the most of the roof is gone. The sanctuary is covered with grime, soot and cinders including a statue covered in black of a beautiful well armed female with longsword and kite shield.

Know Rel DC 10:
The statue is that of Iomedae

Know Rel DC 15:
The statue bears the look of a consecrated statue, the centerpiece of the sanctuary.

A cursory search Take 10 for everyone reveals noting of interest.

You have now explored all but the basement and the hospital room with the scary spirits where people probably died in their sleep. You have found two ways into the basement, the steps down past the lockbox in the stone annex, and the difficult climb down the holes in the NW corner of the house.

Oranna and Malgrim team up to bring down another hideous creature. The last one hits at Oranna, trying to finish her off.

attack: 3d20 ⇒ (17, 5, 10) = 32

Oranna feels her body trying to slow down.

bite and claw: 1d6 + 1d4 + 2 ⇒ (5) + (1) + 2 = 8
8 damage from ghouls for Oranna

One ghouls stands untouched.
Oranna if fort dc12 made

Well, we may be it calling it soon then.

Malgrim injures one creature, and Lanarial finished it off. They seem to be ghouls, a graveyard creature that preys on the living.

Paralyzed, Maedhros is ripped up by one of the ghouls. His corpse is sent back to the Hall riddled with a disease.

attacks: 6d20 ⇒ (11, 7, 18, 15, 12, 11) = 74

The ghouls strike Oranna a nasty blow.
Post a saving throw FORT DC 13 or paralyzed

The creatures snarl at Lanarial, they seem to be somewhat unhappy to be fighting someone with elven blood.


Lavinia consulted Esmeralda, her seeress. As Esmeralda laid the Harrow cards out on Lavinia's dining room table, she gasped at looked away, her eyes glazed over in shock.

"What do you see?" said Lavinia in shock. "I see a group trying to board the Blue Nixie. They are trying to take it at night!! The fortunes favor the DARK ONE at night. And a powerful demonic force is pulling the threads of the large tapestry."

"What can I do??" Lavinia says. Esmeralda shudders and replies. "I will go to the docks and warn them. I may need to act on your behalf to avert disaster and please the tapestry."

"Yes--do so." Lavinia tossed a sack of 10 platinum coins to the half goblin, half elven seeress. In the light her one green eye and one red eye seemed twinkle. The worth of a good seeress was hard to value. She did not value it lightly.

Enjoy the weekend. We resume Monday. May shake up the starting lineup. I will make a post to synopsize and have you headed to the Blue Nixie for a new encounter. It will be during the day--turns out the night approach was also a poor choice. All the crew alert and moving about.

Room 3 has a door in the north door--haven't heard from Maedhros today or yesterday--lack of posting = lack of caution.

As you advance to look at the door on the north, three hideous creatures drop from the rafters on Maedhros.

Lanarial: 1d20 + 3 ⇒ (2) + 3 = 5
Maedhros: 1d20 + 1 ⇒ (20) + 1 = 21
Malgrim: 1d20 + 1 ⇒ (8) + 1 = 9
Oranna: 1d20 + 1 ⇒ (4) + 1 = 5
Undead: 1d20 + 3 ⇒ (18) + 3 = 21

attack x3: 3d20 ⇒ (17, 12, 4) = 33damage: 2d6 + 2 ⇒ (2, 4) + 2 = 8

Maedhros takes 8 and two Fort save DC 13 vs paralysis

Surprise Round

Round 1

See updated map -- squares are 10 feet -- you can change your initials for tokens by cut and pasting from the image to the map. Note in the surprise round you get a standard or move. You can do a charge if you have a clear line as a single standard and move your speed and make a single attack at +2

stealth: 1d20 + 8 ⇒ (7) + 8 = 15

Perception DC 15 to act in surprise round

Moving into the rubble, Crom finds a mated pair of centipeds, quite large for bugs. They don't surprise him. His darkvision easily discovers their sneaky ways.

Our posting has slowed drastically. Tam gets a pass. But we still are low.

Having found a 'back door' that was trapped, the heroes are frustrated. They consider trying to approach the double portcullises that are the front gate. They had seen a few people go through the back door, but didn't know it was trapped.

You are looking in room 3 at the moment. The posting rate is getting dangerously low. I may regret making a map. At 50% I typically call games.

Opening the north door...
Most of this room is shambles. The western wall has collapsed in a heap and a staircase to the NE leads to a loft filled with rubble and debris.

Map revealed more

The captain dodges Dain.

"At least I got chicken."

The thugs were intimidate by the Jade Ravens, but you are another story. It will be too much for the Ravens to pass up getting rid of their rivals this early when you start combat with them again--they can just get all the stuff. I do not know if anyone caught the spoilers about the interplay between Lavinia and the Jade Ravens.

Anyway, will find a way to kick things off again.

Maedhros holds back Lanarial as he notices

About halfway down the hallway is a wooden
board, crudely but securely fastened to the wall
at one end. The other end has nails, spikes, glass
and other jagged items stuck into it. It has then
been bent back towards the wall and held in
place by a rope fastened to a pin. Another rope
is connected to this pin and runs forward along
the wall to a hook set in the wall. This hook is
about the same place where the bar would
strike if released.
and they both avoid the swinging board trap.

Malgrim and Oranna are not as lucky (no post = lack of caution) and take damage: 2d6 ⇒ (2, 3) = 5. Malgrim quickly heals his damage.

Moving on you see...
This room is burnt and partially destroyed, much like
others throughout the temple. The floor is crowded
with debris and movement is difficult. Sagging and
collapsed as it is, the ceiling still appears to be
sound. The east wall is different from the others. It
shows signs of recent construction and upkeep as it
is patched in several places. On the whole this wall
appears to be stoutly built.
This room is empty of monsters or treasure and in poking
through the rubble no useful item was found.

The next room has a door......
The wooden door to this room is charred with several
boards missing and other planks obviously
weakened. The handles, hinges, and other metal fittings
are half-melted, soundly jamming the door
shut. The room beyond, as seem through the holes,
is severely burnt, its furnishings buried and ruined
beyond recognition. The ceiling has collapsed for
the most part, revealing another chamber on the
second floor. About 5’ of the ceiling still remains
around the walls of the room, forming a narrow
jagged ledge. The floor is littered with beams,
plaster, ash, and unknown pieces of junk. The air is
filled with the odor of rot.

Revising to allow a take 20
Glorik takes his time and opens the box.
It has:
mwork hand crossbow (exotic)
case with 10 bolts, 10 cold iron bolts, 10 silver bolts
potion darkvision
scroll barkskin
scroll ghostbane dirge

I think I will probably do a reset. This will probably not end well. Also may have to consider adjusting the party mix some.

The thugs, intimidated by the Jade Ravens, respond as the elf cuts into their leader. The brawl begins in earnest again.

New ones

Approaching the temple, you see......

There are two main types of construction in the temple compound.
The rooms and passages that are still intact show
signs of a great fire at some time in the past. The walls
originally beamed and plastered are now scorched and
sooty. Small burnt sections show the beams and stone behind
them. The walls are 10’ high and large sections of
plaster have fallen from the ceiling, sometimes showing the
sky above. None of these openings are big enough for even
a gnome to fit through. The other major section is the temple
proper. This large three story structure was originally built of
stone blocks with an arched ceiling. The fire has gutted and
ruined the upper floors of the structure, so that it is nothing
but a hollow shell. The original roof has collapsed and sections
of its supports lie in ruins near the base of the temple
walls. A new roof has been built onto what remains of the
temple from wooden beams and the fallen stone. Ceilings
are 35’ high unless otherwise noted. The walls are decaying
and pitted stone. The floors are stone, dirty and grey with ash
and dust.

You head to what appears to be the door others have taken, though it has been out of sight of your observations as you head down a passage.

At the end of this 10’ long passage is what is
obviously the back of a secret door. Constructed
to look as if it were part of the wall to those on the
other side, no attempt has been made to disguise
the presence of the door from this side.
Light from the other side faintly outlines the door,
and there is a handle to pull the door open.

In the south stairway after opening the iron doors.....
two iron doors connect this stone extension to the main building. Before a steep stairs is an iron lockbock, secure. It could be smashed open, but the contents would take a pounding.
Well DC 20 disable device no take 20 secure

After discovering the lockbox, the stairwell goes down into the darkness....

The leader of the Jade Ravens seems to thinking and weighing his options. He motions to his companions and the dwarf and human mutter some arcane words, and two small but somewhat fierce dogs appear on the deck with you.

Spellcraft DC11:
Monster Summoning 1 and Summon Nature's Ally 1 were cast

"The Jade Ravens aren't a support group. I think we should choose our side carefully here. What do you each offer?"

The thug leader seems to take a few seconds. "Anything, you can make your terms. We are hauling exotic animals. We can give them to you, and these invaders seem well equipped. I am sure we can get much for their equipment."

The Jade Ravens look to you. "That is a good offer."

Some diplomacy would be useful here

The first aid stabilizes the gnome.

The plague house is quiet, the spiders now removed as a threat.

Belir and Dolgrym finish off the mother spider. All her eyes close as she begins to bleed out.

The hopeknife, after the excitement, has an inscription: "To Brinya my Love." You have found Rodrik's true hopeknife. The other hopeknife had no reason to be at the crime scene.

You plot your approach to the temple which is supposedly a slaver lair. Favor seems to be changing little as the fickle heroes seem to have chosen who to bestow their gifts on for now.

Ironically, a successful combat maneuver after wrestling with the old man has yet to be performed.

Potions are at a CL equal to your new levels - all 2 but Lanarial's which are 3.

The old man stops by to say his goodbyes and give some advice: "You can make forays out and come back this time. Just see what these evil slavers are up to. We packed you some meals to go (one day of standard rations and a waterskin each)!!"

spider: 1d20 + 2 ⇒ (13) + 2 = 151d6 + 2 ⇒ (3) + 2 = 5
Belir misses the spider, than dodges another spider bite as everyone closes to finish off the spider.

Dwarves up!!

Tolin bows: "A spot of help?? Vrask, is there a reason you aren't being honest here??"

Tolin responds to Dain:"Who speaks for your group? Are you the leader?"

You feel Vrask is reluctant to get involved with the Jade Ravens. You also feel there is a hidden agenda with the Jade Ravens and Lavinia.

The elvish woman serves strong ale, wine, and honeymead along with much meat on skewers flavored in a rum sauce that is somewhat sweet.

You have a +1 greatsword recovered from the bandit along with some minor treasures. Then you are shown into a large barracks to rest. Over fifty bunks in the spacious area, but you need only a few beds.

The next day, you are shown outside the hall.

The old man and your group is standing outside the walls
of a ruined temple compound. Although the interior appears
to be gutted and burnt, the walls and some attached outbuildings
still appear to be solid and habitable. The walls
are constructed of large blocks of stone, closely fitted together.
The temple itself is located on the edge of the city
and most of the buildings around it have been destroyed.
There is little traffic about and those passersby that are
around pay no attention to the party.
You take time to observe the temple, and
notice several things. At infrequent intervals guards will be
seen patrolling the walls. These will be humanoids or
humans in small groups, apparently bored with their duties.
At other times parties on foot or horseback will arrive at
either the stable door or the main gate. These visitors will hail
the guards, announcing themselves as having business; they
are then admitted by the guards in small groups. These visitors
appear to be either merchants with guards or parties of

You return with the old man at night, and the guards are more numerous and creatures will be seen to flutter up from within the compound
to fly off into the night. No slaves or slaving parties are observed, but the old man insists they are in there.

"This is another den of slavers. You can grab three more potions and find out who is behind all the slavery around here."

Vrask and Tolin exchange glares as a dwarf, half-elf, and another human climb on the rear deck.
Tolin explains: "Lavinia hired this group to handle you, Vrask. So I thought I would come and watch and see how things developed. And, I have not been asked to intervene. Maybe they want to try and finish you off by themselves? The Jade Ravens may no longer be needed anymore? A mercenary company that poached jobs from other mercenary companies could get a bad reputation."
Tolin looks at you.
"Now, a mercenary company that was asked to help someone in over their heads, that would be a different story."

Dug -- I feel your pain.

The group you got is not worth the effort you put into your game. Find a new group--maybe go to a weekend convention when you can.

Good luck. And no game is better than a bad game. Especially when you can load Baldur's Gate, Neverwinter Nights or Might and Magic and have fun at your own pace.

Belir cuts deeply into the mama spider. Crom smashes the baby spider.

Vs Belir: 1d20 + 2 ⇒ (13) + 2 = 151d6 + 2 ⇒ (3) + 2 = 5

The large mother spider turns a mass of eyes on Belir and tries to bite him--missing badly.

Dwarves up vs one badly mauled spider


Just right click on Glorik's picture. Save as a picture. And upload it as a picture onto the current map. Shrink it to square sized and you have a token.

The attacks barely miss piercing the thick hide of the spiders.

mama: 1d20 + 2 ⇒ (19) + 2 = 211d6 + 2 ⇒ (5) + 2 = 7son: 1d20 + 2 ⇒ (20) + 2 = 221d6 ⇒ 1]son confirm: 1d20 + 2 ⇒ (13) + 2 = 151d6 ⇒ 3

The mama bites at Tam and the littler spider bites at Dolgrym.

The gnome takes a nasty bite (7 damage) while Dolgrym takes a smaller bite (1 damage)

Fort Tam: 1d20 + 2 ⇒ (2) + 2 = 4

Fort Dolgrym: 1d20 + 4 ⇒ (12) + 4 = 16

Tam and Dolgrym feel slighltly weaker STR damage: 1d2 ⇒ 1
Round 2
Round 3


The two thugs struggle with Garnstn.

attacks+1: 2d20 ⇒ (19, 4) = 23confirm?: 1d20 ⇒ 20damage: 2d6 + 2 ⇒ (2, 6) + 2 = 10

One thug strikes Garnstn in an artery in his leg, he loses blood.
10 piercing damage

Swinging to the deck on a trim line is the shadowy figure, now seen to be wearing a gleaming set of breastplate and holding a bastard sword in one hand. As his feet alights on the deck, he makes a quick bow.

This is the leader of the Jade Ravens. "Well, we figured we might be of some use. Unless you boyos have things in hand?"
Two more of the Jade Ravens climb onto the ship from the far side, and Soller Vark looks at the handsome man before him with a mixture of awe and fear.

The two previously injured thugs jump from the boat into the water with a loud splash after tossing their packs.

Mama vs Tam: 1d20 + 2 ⇒ (7) + 2 = 91d6 + 2 ⇒ (5) + 2 = 7
last baby vs Dolgrym: 1d20 + 2 ⇒ (16) + 2 = 181d6 ⇒ 1

The mama spider misses Tam, but the baby spider bites Dolgrym again.
FORT DC 16 or lose STR loss: 1d20 ⇒ 1

Dwarves all up in any order

As you bring the slaves rescued back into the hall, you find Maedhros remembers little of what has happened.

The old man comes out and motions to the enchanted greatsword the bandit chief carried. "You may want to decide if that is something you want to keep for yourselves. It may prove useful later."

As you return to hall, you find yourselves in a Spartan dining hall. A thick stew is being served by an older elven lady.
"May want to talk about some things. We have been busy here trying to bring the spirit of one of you back. Seems it comes with a cost."

The dwarf gains the deck along with the wizard, who targets a thug leaving a hole in his shoulder with a force bolt.

Then a shadowed figure shouts from the deck below: "Ho, ho, ho! Well, if it isn't fat stinking billy goat Vrask Soller in poison! How art thou, thou globby bottle of cheap, stinking chip oil? Come and get one in the yarbles, if ya have any yarbles, you eunuch jelly thou!"


There was a lack of posting leading to lost actions and some bad rolling. May have to invoke the backup rescue scene.


Vrask vs Mal: 1d20 + 5 ⇒ (14) + 5 = 191d6 + 1 ⇒ (4) + 1 = 5
thugs vs Garnstn: 1d20 + 1 ⇒ (14) + 1 = 151d20 + 1 ⇒ (7) + 1 = 8
cdg Kat: 2d6 + 2 ⇒ (4, 5) + 2 = 11

There is some respite as Garnstn cuts a thug twice, dropping him to the deck in bleeding mess. The ranger slices one thug, and he withdraws, leaping into the water streaming blood. "Coward!!" Vrask shouts and leads a counterattack.

The leader step up and cuts at Mal piercing 5hp, and the crossbow injury earlier coupled with a rapier slash leaves him unconscious. 12 piercing total

Two thugs stab at Garnstn and miss. Vrask gives a cutting motion to the fallen barbarian. The other thugs close on Kat and one brutally stabs her on the deck, making sure she does not rise soon.

Dain makes it up to the top of the rope to see two down and a press of thugs at the rail. The mage is close behind. A single female joins the fray, as dirty and mean as the rest of the men. In fact, she was the one that cut at the fallen barbarian.

Order Of Action
Round 6


And a young giant spider turns to pulp before he can mature, exploding like popped balloon.

Round 1
Round 2


A hand axe goes wide as Dolgrym breaks free. Tam is mesmerized by the spiders as the mama spider drops down from the northern room on him.

mama spider: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 2 ⇒ (5) + 2 = 7mama spider confirm: 1d20 + 2 ⇒ (5) + 2 = 71d6 + 2 ⇒ (6) + 2 = 8young spiders vs Dogrym: 1d20 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (16) + 2 = 18damage: 1d6 ⇒ 6

Tam is bitten by the mama spider, but she misses getting his neck. 7 damage and FORT DC14

The two young spider drop down and bracket Dolgrym. One bites him 6 damage and FORT DC14

Fail FORT DC 14 spider bite:
strength damage: 1d2 ⇒ 1

Not doing any unchained content. May have to review it sometime.

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