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Bag of Holding

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5,025 posts. Alias of James Martin (RPG Superstar 2010 Top 16, 2011 Top 32).


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With a flurry of blows the masked thing falls, falling apart into nearly a hundred masks that fly and slide across the room.

From the door to the south of Ferabras, you can hear the sounds of a man pulling armor on!


I'm sorry, vacation turned out to be relaxing, but sans wi-fi. I'll get us back on track.


Ferabras seems to encounter damage reduction, but still managaes to carve long cuts into the mask-man. Zolarus doesn't encounter DR, but Hoshiko does! Unfortunately Mikail and Soran fail to connect!

Round 2!

The mask-man, feeling the cuts, lashes out! One slam goes toward Ferabras and the other towards Mikail!

Slam: 1d20 + 8 ⇒ (1) + 8 = 9 for 1d8 + 4 ⇒ (4) + 4 = 8 damage vs Ferabras!
Slam: 1d20 + 8 ⇒ (14) + 8 = 22 for 1d8 + 4 ⇒ (5) + 4 = 9 damage vs Mikail!

Heroes are up!


Ferabras speaks out boldly. Nothing happens.

Then the pile of masks moves. It slithers off the podium and forms into the shape of a medium humanoid and moves to attack!

Initiative:

Ferabras: 1d20 + 1 ⇒ (5) + 1 = 6
Hoshiko: 1d20 + 5 ⇒ (12) + 5 = 17
Mikail: 1d20 + 5 ⇒ (5) + 5 = 10
Soran: 1d20 + 3 ⇒ (7) + 3 = 10
Zolarus: 1d20 ⇒ 10
Mask Man: 1d20 + 7 ⇒ (19) + 7 = 26

Round 1:
Mask Man!
Heroes!

The mask creature moves with a sinuous grace and spins toward Ferabras! Suddenly it lashes out! CMB: 1d20 + 8 ⇒ (5) + 8 = 13 It misses, but Ferabras gets the very odd feeling that it just tried to slap a mask onto him!

Heroes are up!


The statue is a humanoid figure made up of dozens of Razmiran masks. It's posed as if reaching down to pull the viewer upwards.


The map is somewhat misleading. That's actually a big stained glass window. The door is opposite. Sorry, didn't realize the mis-communication.


A blast of freezing cold erupts from the door, hitting everyone save 1, Zolarus, 2 Mikail, 3 Soran, 4 Hoshiko: 1d4 ⇒ 3 Soran! Everyone else gets a Reflex Save DC 13 or take 4d6 ⇒ (3, 4, 5, 2) = 14 cold damage! The door swings open...

This room has many doors, three on each side and a pair of double doors opposite the entrance. In the center of the chamber, a twostep dais serves as a base for a sculpture made up of dozens of masks, carefully forged into a humanoid shape. Quite suddenly, a voice booms out from the chamber asking, “Who are the true gods?” Just as suddenly as the voice came, all is silent.


Mikhail pronounces it free of traps and impediments! None of you see anything to contradict him.


Definitely need Mikail's Perception check!


Opposite the grand mask stands a pair of tall double doors, made from shining silver. Carved into their surface is the symbol of Razmir, beneath which dozens of supplicants are portrayed holding up piles of coins, jewels, and other wealth to the icon of the Living God.

Perception checks!


Soran's arrow ends the priest as he falls with a thud. You can hear movement from below, as well as movement from behind the big doors.


I will try to get the chronicles sorted. I apologize, but I may need to delay Part 3 due to some personal issues I have to attend to.


I'm similarly slammed, so I'm going to suggest we go on hiatus for a couple weeks. I need to deal with real life.


AoO: 1d20 + 6 ⇒ (7) + 6 = 13 for 1d6 + 3 ⇒ (2) + 3 = 5 damage!


The issue is that the dice are not loving you at the moment!

The man downs his potion! Healing!: 1d8 + 1 ⇒ (2) + 1 = 3

Zolarus, Ferabras and Soran are up, then Mikhail and Hoshiko for round 4!


Blan, do you have a Dayjob?


Below you, you're descending on the stairs to the floor fifteen feet below.


GM Sekrits:

RP2 5/25

Zolarus heals his friends! Does Zolarus have any way to stop from healing his enemies, too? Selective channeling?

Ferabras hews his attacker in half, both sides slopping to the ground with wet sounds. Soran turns and fires at the other priest!
Rapidly firing: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19 for 1d8 + 5 ⇒ (7) + 5 = 12 damage!
Rapidly firing: 1d20 + 7 - 2 ⇒ (4) + 7 - 2 = 9 for 1d8 + 5 ⇒ (8) + 5 = 13 damage!

ROUND 3!
Mikhail and Hoshiko attack, but the desperately fighting priest is able to fend them off, though he takes an arrow from Soran for his troubles!

He seems to panic from the sheer amount of blood flowing from him. He reaches into his robes to draw out a potion...

Attack of opportunity from Hoshiko and Mikhail!


Hoshiko, need your round 3 action!


Theleb can identify key records that he knows the Pathfinder Society would want preserved, that will surely be destroyed by the Hellknights.

You gather these up and head out, pausing to stop at a guard post to inquire discreetly about Zefiro. You are told he was taken last night and removed from the city. Clearly rescue is going to require a little more planning. Cognizant of the fact that your crimes will be discovered you board the first ship out under assumed names before you can be stopped.

You make your way back to Absalom and needless to say, the Society is Not Pleased with this turn of events.

End of Part 2! I need dayjob rolls if you haven't already rolled, and I need to know who's onboard for part 3!


Sonny? Risbeth?


There's still the manner of the rooms upstairs... I'm going to assume you'll at least look at them before you head off?

Bookshelves and display cases stand in the corners of this large office. An oaken desk sits in the middle of the room with large windows set in the wall on either side of it. Doors to the south open to a raised terrace, and a large painting of Abrogail II hangs on the north wall.

Perception checks!

DC 20:

There seems to be a secret door hidden behind the painting. You spring it open, sliding the painting aside to reveal a hidden office! Several bookshelves, a desk, and a display case crowd this cramped room. To the left stands a statue of Aroden.

This hidden room behind the painting holds most of Zefiro’s secret research and illicit projects. Among other things, you find an early (and now publicly redacted) diary filled with tales of infernal war crimes committed by Thrune, an Aspis Consortium cargo manifest for a shipment from Taldor to Khari, and Zefiro’s holy Arodenite scriptures.

Make a DC 15 Appraise, Knowledge (history or nobility), or relevant Profession check or a DC 20 Perception check.


GM Sekrits:

RP1 10/25
RP2 17/25

Zolarus casts while Ferabras bites back! Soran fires twice at the same one Ferabras attacks!
Attack: 1d20 + 5 ⇒ (11) + 5 = 16 for 1d8 + 5 ⇒ (6) + 5 = 11 damage! Miss!
Attack: 1d20 + 5 ⇒ (14) + 5 = 19 for 1d8 + 5 ⇒ (2) + 5 = 7 damage! Hit!

Round 2:
Hoshiko stabs, but her blade is turned aside by hidden armor, while Mikhail has no luck!

The Priest to the north attacks Ferabras again!
Rapier: 1d20 + 4 ⇒ (16) + 4 = 20 for 1d6 + 3 ⇒ (1) + 3 = 4 damage! Shield Bash: 1d20 + 3 ⇒ (14) + 3 = 17 for 1d4 + 1 ⇒ (3) + 1 = 4 damage!

The priest to the south attacks Hoshiko!
Rapier: 1d20 + 4 ⇒ (11) + 4 = 15 for 1d6 + 3 ⇒ (1) + 3 = 4 damage! Shield Bash: 1d20 + 3 ⇒ (12) + 3 = 15 for 1d4 + 1 ⇒ (3) + 1 = 4 damage!

Zolarus, Ferabras and Soran are up, then Mikhail and Hoshiko for round 3!


Theleb's fire hits the woman, freezing her laugh, just as Pinball touches her. She falls in slow motion, landing on the floor with a wet crunch. She's not dead, but she's unconscious and bleeding out. A piece of parchment floats out as she falls, landing atop her.

Blan stabs at the swarm and with a sudden rumble, it disperses.

End of combat!

The note reads:
"By the authority vested in the Imperial Ministry of Historical Accuracy by Her Infernal Majestrix, Queen Abrogail II of the Thrice-Damned House of Thrune, Signifer Iluvia Thorn is hereby authorized to apprehend the suspected traitor Zefiro Balinger, to question his known associates, and to confiscate any unlawful items found within the Museum of History in Corentyn. Zefiro Balinger and any evidence are to be delivered into the custody of the Sirmium bureau of the Imperial Ministry of Historical Accuracy. – Inspector Lusarious Deckland"

The note looks quite authentic and you realize you're on the wrong side of Chelish justice.

There is a door upstairs, behind where Thorn was standing. On her body you find the following: brooch of shielding, pearl of power (1st), potion of cure moderate wounds, lesser reach metamagic rod, wand of identify (22 charges); mwk sickle, cloak of resistance +1, spell component pouch, Sisters of the Golden Erinyes gold pendant (worth 50 gp), 28 gp


Mikhail moves to attack, but his rapier deflects off armor beneath the robes, doing no damage. Hoshiko does better, but fails to find a vital spot. The guard reaches out and grabs a bell-pull and a deep thrumming GONG sounds throughout the temple: the alarm bell!

He smiles and stabs at Hoshiko! Rapier: 1d20 + 6 ⇒ (5) + 6 = 11 for 1d6 + 3 ⇒ (1) + 3 = 4 damage!

The other priest takes a five foot step toward Ferabras and lashes out! Rapier: 1d20 + 4 ⇒ (17) + 4 = 21 for 1d6 + 3 ⇒ (3) + 3 = 6 damage plus 1d6 ⇒ 1 sneak attack! Then Shield bash!: 1d20 + 3 ⇒ (5) + 3 = 8 for 1d4 + 1 ⇒ (1) + 1 = 2 damage plus 1d6 ⇒ 2 sneak attack!

Zolarus, Ferabras and Soran are up, then Mikhail and Hoshiko for round 2!


The woman laughs. "I think not, traitor!" She stops laughing as the sling bullet cracks her hard in the head! She snarls and begins to make hacking sounds deep in her throat, then vomits forth a swarm of spiders that covers Manius in short order! Swarm!: 1d6 ⇒ 6 damage and I need two DC 11 fort saves: one against poison and one against distraction!

This done, she pulls forth a potion from her pouch.

Round 5: heroes are up!


The man's mask focuses on Hoshiko. "Of course. Except he's not Krant and you're all liars!" He points at Zolarus, wearing Krant's mask and obviously not filling out his robes in nearly the same way!

Initiative:

Ferabras: 1d20 + 1 ⇒ (10) + 1 = 11
Hoshiko: 1d20 + 5 ⇒ (19) + 5 = 24
Mikail: 1d20 + 5 ⇒ (19) + 5 = 24
Soran: 1d20 + 3 ⇒ (1) + 3 = 4
Zolarus: 1d20 ⇒ 14
Priests: 1d20 + 2 ⇒ (20) + 2 = 22

Round 1:
Hoshiko and Mikhail
Priests
Zolarus, Ferabras and Soran

Hoshiko and Mikhail are up!


BUMP!


The hellknight goes down beneath Garret's feet, twitching a little, but not moving aggressively. Theleb flings a ball of fire, but it goes wide of the woman and lands in a pile of rolled up scrolls. They begin to burn merrily as the woman laughs. Blan flings his javelin, which sinks into the guard's side. Pinball's touch causes the guard to twitch, but she sense they'll be no healing where he's gone... at least judging by the overwhelming smell of burnt hair and flesh. He falls.

Only the woman remains and Manius is up before she goes!


Okay, you may want to break out sources on your AC in your tagline. Right now it's a little confusing.


One of the masked priests in the alcoves at the top of the stairs steps forward, holding up his left hand, as his right goes to something on his left hip. "Halt. Acolytes are not allowed on this level. Remove your masks and raise your hands."


There are a pair of exquisite double doors opposite the Mask. You're pretty sure that's where the upper level members live. In addition, you notice that there are two guards in the alcoves at T-19. They seem to be watching you very closely.


Garret, what is your proper AC? I have you as being hit three times and currently at 7 hp.


Pinball ducks under the slow guard and races toward the woman! Theleb's ghostly dagger strikes the woman again, and again draws blood! Blan strikes out and drops the guard to the ground! Manius is left holding his weapon as his foe is cut down in front of him!

GM sekrits:

H1 -8/30
H2 2/30
G1 -3/22
G2 9/22
IT 24/35
Garret 7/38

NPCingGarret again tries to trip his opponent! CMB, Trip!: 1d20 + 17 ⇒ (14) + 17 = 31 and follows up with an AoO! AoO: 1d20 + 9 ⇒ (8) + 9 = 17 for 1d6 + 5 ⇒ (2) + 5 = 7 damage! He finishes his flurry with another attack! Attack: 1d20 + 9 ⇒ (11) + 9 = 20 for 1d6 + 5 ⇒ (2) + 5 = 7 damage!

Baddies!

The lone living guard chases after Pinball and gets close enough to attack! Guisarme: 1d20 + 7 ⇒ (5) + 7 = 12 for 2d4 + 3 ⇒ (4, 2) + 3 = 9 damage!

The remaining Hellknight tries to stand! Garret AoO: 1d20 + 9 ⇒ (18) + 9 = 27 for 1d6 + 5 ⇒ (2) + 5 = 7 damage and Garret hits him, again! Still he swings at the halfling with a roar! Greataxe: 1d20 + 7 ⇒ (13) + 7 = 20 for 1d12 + 4 ⇒ (1) + 4 = 5 damage!

The woman smiles at Pinball. "I have no desire to harm you, child. But I will, if you persist in this madness." She steps off the balcony, and takes to flight! She lands atop the first bookshelf and smiles at Manius. Fingering a pearl in her pocket, she points at him! Ranged Touch: 1d20 + 4 ⇒ (15) + 4 = 19 for 1d6 + 2 ⇒ (1) + 2 = 3 strength penalty to him, Fort DC 15 for half penalty!

Round 4: heroes are up!


The armory lock does indeed give way to Mikail's keys, opening with a click. However Ferabras looks focused and heads out to the grand stair. Rows of polished, black stone benches surround a vast staircase that ascends in the center of this grand worship chamber. The thirty-one white marble stairs, each carved with one of the tenets of Razmir, climb to the top of a pedestal that supports a gigantic golden mask, the symbol of the
Living God. As sunlight streams through the great stained glass window high on the eastern wall, it passes through the eyes of the mask and reflects through a great emerald set into its forehead, bathing the room in shafts of green light.

The stairs ascend upward, and at the top, you can see a large golden Mask of Razmir at the top of the stairs. A large golden mask rests upon a marble pedestal at the top of the stairs, with a green gemstone set into the mask’s forehead, and smaller gems set around it. A stained glass window in the wall behind the pedestal depicts a similar mask.


You do not. You could guess they go into the upper floor of the keep walls.


Upstairs you head, emerging into the armory. This floor is quiet, but you can hear some muffled footsteps coming from the floor above you. This
chamber contains 20 spears, 8 longswords, 10 short swords, 20 daggers, 6 longbows, and 8 quivers of 20 arrows each. While the daggers and arrows can be easily removed from the racks, an iron bar secured with a good lock keeps the other weapons in place. Twenty small steel shields and 8 large steel shields are mounted to the walls, and can be freely removed and taken down.


Blan, you note the man has the pronounced teeth that mark him as half-orc. You recall half-orcs have a reputation for fighting until their bodies physically collapse.

GM Sekrits:

H1 -8/30
H2 23/30
G1 15/22
G2 9/22
IT 29/35

Theleb's dagger hits the woman twice, drawing blood, but not stopping her assault.

Pinball, you're fighting a city guard. He has the guisarme, but nothing else drawn that would threaten you when you're close up.

Pinball shocks the Corentyn Guard, causing him to swear and twitch!

NPCing Garret attacks the Hellknight! Flurry TRIP: 1d20 + 17 ⇒ (10) + 17 = 27 Down goes the armored foe and out lashes Garret's feet of fury! Attack of Opportunity: 1d20 + 9 ⇒ (3) + 9 = 12 for 1d6 + 5 ⇒ (5) + 5 = 10 damage! He then attacks again! Flurry attack: 1d20 + 9 ⇒ (18) + 9 = 27 for 1d6 + 5 ⇒ (2) + 5 = 7 damage! His second attack hits!

Baddies!

The hellknight fighting Blan swings his greataxe again! Greataxe, Power Attack: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19 for 1d12 + 4 + 3 ⇒ (12) + 4 + 3 = 19 damage! Then his eyes roll up into his skull and he collapses!

The hellknight on the balcony stands up and Garret attacks! Attack of Opportunity: 1d20 + 9 ⇒ (2) + 9 = 11 for 1d6 + 5 ⇒ (4) + 5 = 9 damage! But he misses. The Hellknight returns the favor! Attack: 1d20 + 7 ⇒ (15) + 7 = 22 for 1d12 + 4 ⇒ (6) + 4 = 10 damage!

The Guard fighting Manius steps back 5' and attacks! Guisarme: 1d20 + 7 ⇒ (8) + 7 = 15 for 2d4 + 3 ⇒ (4, 2) + 3 = 9 damage!

The Guard fighting Pinball similarly steps back and attacks! Guisarme: 1d20 + 7 ⇒ (5) + 7 = 12 for 2d4 + 3 ⇒ (4, 4) + 3 = 11 damage!

The woman snarls in anger as the first Hellknights falls, taking his loss personally. She touches a rod on her hip and points at Blanmieux! Ranged Touch: 1d20 + 4 ⇒ (7) + 4 = 11 for 1d6 + 2 ⇒ (5) + 2 = 7 Strength penalty! Make a Fort Save, DC 15 to halve this!

Round 3: Heroes are up!


Are you all wearing your robes and masks?


GM Sekrits:

H1 -8/30
H2 30/30
G1 22/22
G1 22/22
IT 35/35

Theleb, who exactly are you attacking with the spiritual weapon?

Blan attacks, dealing a grievous blow, but fails to kill outright. Manius steps up and hits the same foe, but the foe is tough and remains standing!

Need clarification from Theleb and Pinball's actions!


Indeed. Those go to the ground floor. You're underground at the moment. And then there's the grand stair that leads up to the second floor where Egarthis and the higher ranked priests have their rooms.


Oddly enough, the same key opens the secret door! Behind the door is a short stairway descending into the stone, ending in a door about 25 feet from the bottom of the stairs.


Soran, Mikhail and Hoshiko notice a slight depression in the wall in the shape of a door. A brief search reveals it to be untrapped, but locked, with a keyhole hidden under the torch sconce.


The acolytes looks slightly mollified and they slink back into the room, though a couple look resentful toward your tone.

You find the keys on Krant's belt, as well as his rather different iron Razmir mask. It's a little more, well, terrifying than the other masks. Also, his greatclub seems to radiate magic.

You use the key cautiously, but it opens with a CLINK. A single everburning torch in a sconce on the eastern wall provides light for this area, revealing a dusty, cobweb-ridden corridor. The stench of sweat and worse hangs in the air. The hallway continues 20 feet in, then splits going left and right. To the right you can spy the cells you were held in when you arrived here. To the left, a door waits. Perception or Survival checks, please!


And... Round 2: the heroes are up!


Indeed, let's say a full day, with associated rest has passed.

The woman's face breaks wide into a smile. "I had hoped you'd resist." She positively purrs.

init Manius: 1d20 + 0 ⇒ (14) + 0 = 14
init Pinball: 1d20 + 3 ⇒ (14) + 3 = 17
init, Garret: 1d20 + 7 ⇒ (16) + 7 = 23
init, Blanmieux: 1d20 + 0 ⇒ (15) + 0 = 15
init, Theleb: 1d20 + 4 ⇒ (18) + 4 = 22
init, Foes: 1d20 + 6 ⇒ (4) + 6 = 10

Round 1:
The Heroes
The Foes!

Pinball bursts into action, double moving up the stairs! Theleb summons a glowing spectral weapon, while Blan draws his weapon. Manius heals himself, while NPCing Garret casts mage armor on himself and moves to the opposite side as Pinball.

The woman snaps an order to "Take them!" and the guards and Hellknights spring to action. The woman murmurs a spell and a bolt of lightning explodes from her outstretched hand and arcs toward Manius and Theleb! Reflex save, DC 17 for half damage! Lightning damage: 5d6 ⇒ (6, 1, 5, 6, 4) = 22!

The hellknight on the ground charges Blan! Greataxe charge, PA: 1d20 + 7 + 2 - 1 ⇒ (5) + 7 + 2 - 1 = 13 for 1d12 + 4 + 3 ⇒ (12) + 4 + 3 = 19 damage!

The hellknight on the balcony likewise moves to attack Garret! Greataxe charge, PA: 1d20 + 7 + 2 - 1 ⇒ (14) + 7 + 2 - 1 = 22 for 1d12 + 4 + 3 ⇒ (9) + 4 + 3 = 16 damage!

The guard on the ground moves a bit more cautiously to attack Manius. Attack with reach: 1d20 + 7 ⇒ (2) + 7 = 9 for 2d4 + 3 ⇒ (1, 3) + 3 = 7 damage!

The guard on the balcony likewise attacks Pinball, pausing to step back five feet. Attack with reach: 1d20 + 7 ⇒ (6) + 7 = 13 for 2d4 + 3 ⇒ (2, 4) + 3 = 9 damage!


Krant barely stands when you finish your assault, but he shakes out of the stunning and lets out a growl of anger. He reaches down to grab his greatclub, and the subsequent attacks he takes are enough to knock him unconscious with a loud, wet thump.

The hallway is quiet, but looking up, you see the acolytes peering sleepily at you from their doorway of the dormitory. They look a mix of fearful, surprised and envious...


"This, as you say, is about the treachery of Zefiro Ballinger and your known association with him. I have authority to take you all into custody under suspicion of collaborating with a traitor. You may resist, in which case my men will use force. You may come along quietly and let the glorious torturers discover the extent of your guilt. Either way, you will be punished for your crimes, scum." The woman seems to delight in the predicament you find yourself in.


GM sekrits:

39/72

All the hits land on the flat-footed man, who drools slightly and bleeds freely.

Mikhail and Soren are up.


Gathering up the items you've found, as well as the evidence of the colony's origins, you head back to the port town and secure passage back to Corentyn aboard a Chelish frigate. Once there, you head to the Museum to discuss matters with Zefiro Ballinger.

Except... Something feels wrong as you approach. The Museum is dark and you can hear muffled voices in the East Wing.

Double doors open into a hall filled with bookshelves, display cases, and two large tables piled with manuscripts. Several oil lamps keep the darkness at bay even at night. A rolling ladder stands at the east end of the library. Two staircases near the doors rise to the balconies on both sides of the hall. The railed balconies run across the length of the hall with a third one rising even higher to the east. There, a pair of doors leads into a second-story office.

A woman with dark, flowing hair speaks from the highest balcony. “How nice of you to deliver yourselves to me. I was just about to come find you! I strongly advise that you turn yourself in for questioning—though I must admit that part of me hopes you won’t, since our friends to the east are sure to hammer the truth out of the traitor Zefiro anyway.”

Two Hellknight armigers armed with greataxes accompany her, with two Corentyn guards armed with guisarmes. A Hellknight stands with a guard on the floor level, and the same pair stands on the balcony above.

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