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The Half-Dead City (GM Reference)


Mummy's Mask

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Dark Archive

archmagi1 wrote:
Make the necromancer the boss from book 2.

woot! that's exactly the sort of flavor what I was hoping for ^_^

Let's say Nebta-Khufre was imprisoned in the underground tomb where he found the Mask, and the PC's allowed him to escape by digging him out.
Maybe if the PC's would've just left things alone, the whole adventure path would never have happened... Heh, I can work with that.

Dark Archive

Book 2 wrote:
Nebta-Khufre and his few remaining disciples were banished to the desert to die.

banished... imprisoned...tomato, tomahto - Only to be freed by my unsuspecting players. Mwuahahahaaa.


2 people marked this as a favorite.

Getting ready to run this over the weekend.

I've moved the roleplaying between rival adventuring groups to the wait before the lottery. Not only does that allow for more than one period of interaction with the Scorched Hand, but it will allow me to sow some seeds for the potentially deadly encounters (two of my players are new to Pathfinder). The other groups will talk about needing holy water for undead, scrolls of restoration for curses, two-handed weapons for constructs, fire/acid for swarms, good eye for traps, and so on.

Conveniently there will be street vendors selling last-minute goods to the adventuring masses right before the lottery for only slightly jacked up prices. I'll post more once we run it.


Pathfinder Battles Case Subscriber

Has anyone statted out a 5th member of the Scorched Hand they could share? If everyone shows up my party is 6 players, if they happen to hit the Scorched Hand near full strength and with everyone at the session I'd like to have a 5th member of the group on hand to keep it interesting.


Our group talked mostly to Mad Dog and the halflings. They tried to exchange some words with the rogue-like crew, but got only intimidating glares in response. Velriana asked about the Erudite Eye to no avail. It wasn't a lot of roleplaying, but it will definitely help enforce these other groups as real once they meet in the Tooth and Hookah later.

I also have the prices dropping by 5% each day, so going back to rest is actually an interesting choice the PCs have to make.

As for a 5th member of the Scorched Hand, you might just give each of the current members another class level. Not sure how much work that'd be. You could have one of the "lone survivors" of a different adventuring group be that 5th member, so it makes sense if you've already introduced them into the story as only 4 people.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I have a question about the akhat.

Does it heal over time if the party retreats and returns later? Is there any way for it to recover?

The description in the MM bestiary also says that if it's killed, it's absorbed back into the building. Does that mean it's permanently killed, or can it manifest again after some amount of time?

Scarab Sages

Pathfinder Roleplaying Game Subscriber
PRD wrote:
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.

I would say no, since it doesn't have any fast heal or regeneration. This was one of my beefs, as the lootable Akhat is now nonlootable after getting killed. They found his stone, but since they walloped him before he could retreat, the stone was useless and worthless.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber; Pathfinder Adventure Path Subscriber

I had the same problem with it. Although I didn't interpret the construct rules as being relevant. The entry says it's an outsider, which doesn't get killed when their physical form is destroyed. Although I'm unclear on the details—I guess the native subtype means that it does die normally.

The bestiary entry seems really unclear to me, but I guess I'm reading:

Quote:
If an ahkhat is killed, its manifested body disappears as it’s immediately reabsorbed by its attuned structure.

...as meaning that the body is reabsorbed and doesn't leave a ahkat-shaped stone corpse sticking out of the wall, not that they are able to manifest again sometime later.

I wonder, since it has the native subtype, if you could also raise it from the dead? I'm not sure what would count as its body or remains.

Scarab Sages

Pathfinder Roleplaying Game Subscriber

Good points. No idea.


Pathfinder Adventure Path, Campaign Setting Subscriber

On my table, the ankhat was able to manifest again as soon as his current form was destroyed. That nearly made some of my players insane trying to figure out how to explore and still avoid him.
The ankhat was part of every single battle, and prevented them from resting inside the temple, he also would attack them when they were too distracted doing anything to the temple, such as disarming traps, opening doors, reading documents, etc.

In the end, they only found the stone after exploring the entire place. The one player pledged himself to nethys and was able to command the ankhat, so the temple became a safehouse inside the necropolis.


I'm running this book here on the forums and I just wanted to say how much fun I'm having! I have a 5 person party, so I've upped the difficulty of some of the encounters.

A few highlights:
The Eldritch Guardian's hawk familiar almost died to the sandling in the Tomb of Akhentepi. The fighter is wielding both Akhentepi's shield and weapon and asked if the brush with death could allow Akhentepi's spirit to inhabit the familiar. She eventually plans to get Improved Familiar to transform him into a Cassisian Angel.

Later, at the House of Pentheru, she stood in front of the granary doors and used the shield to hold the swarm at bay while the others peppered it with splash weapons.

Speaking of the House of Pentheru, I didn't realize how deadly it could be. The aforementioned fighter and the Daring Champion Cavalier both failed their save vs the opening haunt. The fighter went east and opened the doors and the cavalier double moved twice, moving east and north into the courtyard. He ended up "Leeroy Jenkinsing" the death dog, asp, and three skeletons.

They weathered the storm there, but as they were healing up I had the div cast a minor image of a person spying on them by the doors. They raced back to catch him, only to find the centipede (which I gave the advanced template).

I also gave the div a level of sorcerer (psychic bloodline to compensate for having no hands). He was just flying invisibly watching the battle and I had him use message to whisper to two of the characters: "If you go in the house the beast won't chase you."

The rogue opened the doors and the skeletons are sitting there waiting to attack anyone who enters. So now I had the invisible div whisper: "If you say my family name my guards won't attack you." If she falls for that and walks into the teeth of the skeletons (and triggers the haunt), I'm going to have the div start laughing maniacally.

Anyway, I'm having fun, and my players are too!

Grand Lodge

Pathfinder Card Game Subscriber
Rob McCreary wrote:
Ogrork the Mighty wrote:

I looked for an errata thread for Half-Dead City but couldn't find one so I'm posting this question here.

In the statblock for Wati (PF #79, p. 63), it lists "sacred site" as one of Wati's settlement qualities. However sacred site isn't one of the listed qualities in the Game Mastery Guide.

My guess is that it's meant to be "holy site" for the temple of Pharasma but this quality increases the spell casting level of the settlement by +2.

Wati's spell casting level is 7th (base 6th + 1 for the pious quality) so either sacred site isn't holy site or Wati's spell casting level should be 9th.

Thoughts?

Sacred site is a new settlement quality created for this adventure. Its rules are right at the bottom in the Notes section of the city stat block on page 63.

A bigger problem is that Wati is Pious.

pious wrote:


The settlement is known for its inhabitants' good manners, friendly spirit, and deep devotion to a deity (this deity must be of the same alignment as the community).

Pharasma is N

Wati is LN

Am I missing something here?

Shadow Lodge

From what I gather, the church of Abadar is probably more influential in the day to day running of the city than the church of Pharasma. Abadar is LN, so I don't see a problem.

Scarab Sages

mbauers wrote:

I'm running this book here on the forums and I just wanted to say how much fun I'm having! I have a 5 person party, so I've upped the difficulty of some of the encounters.

A few highlights:
The Eldritch Guardian's hawk familiar almost died to the sandling in the Tomb of Akhentepi. The fighter is wielding both Akhentepi's shield and weapon and asked if the brush with death could allow Akhentepi's spirit to inhabit the familiar. She eventually plans to get Improved Familiar to transform him into a Cassisian Angel.

Later, at the House of Pentheru, she stood in front of the granary doors and used the shield to hold the swarm at bay while the others peppered it with splash weapons.

Speaking of the House of Pentheru, I didn't realize how deadly it could be. The aforementioned fighter and the Daring Champion Cavalier both failed their save vs the opening haunt. The fighter went east and opened the doors and the cavalier double moved twice, moving east and north into the courtyard. He ended up "Leeroy Jenkinsing" the death dog, asp, and three skeletons.

They weathered the storm there, but as they were healing up I had the div cast a minor image of a person spying on them by the doors. They raced back to catch him, only to find the centipede (which I gave the advanced template).

I also gave the div a level of sorcerer (psychic bloodline to compensate for having no hands). He was just flying invisibly watching the battle and I had him use message to whisper to two of the characters: "If you go in the house the beast won't chase you."

The rogue opened the doors and the skeletons are sitting there waiting to attack anyone who enters. So now I had the invisible div whisper: "If you say my family name my guards won't attack you." If she falls for that and walks into the teeth of the skeletons (and triggers the haunt), I'm going to have the div start laughing maniacally.

Anyway, I'm having fun, and my players are too!

As one of the afore-mentioned players I just wanted to say' Yes! We are having fun! :)' I've played through the Half Dead City twice IRL but mbauers is doing a great job of keeping it interesting.

Seconding the House of Pentheru being a lot more lethal than it looks! My first time was a cakewalk (solo game with a paladin...) second time was harder (mixed party), this time has been crazy - although GM is playing our strengths against us very well! *Although we grappled the bastard!* It's a blast, and Akhentepi is giving me useful advice (when he's not napping! grrr...)

Scarab Sages

Pathfinder Roleplaying Game Subscriber
Mystic Lemur wrote:
From what I gather, the church of Abadar is probably more influential in the day to day running of the city than the church of Pharasma. Abadar is LN, so I don't see a problem.

The Wati article explicitly says that the Grand Mausoleum is basically City Hall due to the Pharasmin influence. I'm just guessing its an oversight on the design end that Pious requires the deity's alignment in the city. Or it could just be an exception, as the Wati article reads very much that the Nethys founded city that flourished under the economic eyes of Abadar was overtaken completely by Pharasmins in the wake of Shepses' consecration of the Grand Mausoleum.

While the necropolis is a heavy facet of the city, everything else about the city is completely compatible with Abadar. The city is a manufacturing powerhouse that supplies an entire country (one that is very involved with Death) with grave goods.

Scarab Sages

Pathfinder Roleplaying Game Subscriber
Say'ri Al Bashere wrote:
*Although we grappled the bastard!*

My group did that too, then drown it in a bucket of created water. Gotta get creative on killing stuff when you can't bypass DR.


I'm gathering notes together at the moment to start to run this AP on Friday. There's one experienced Pathfinder player and four others who are pretty new. They're planning:

Paladin
Sorcerer (Draconic bloodline)
Oracle of the Sun
Unchained Rogue
Bard or Alchemist

First off, this thread has been really helpful so thank you.

But my main reason to post is to ask after the Scorched Hand. I debating the idea of trying to have a talky final battle, rather than one concentrated on fighting. Has anyone else done that and what did you do? I know Velriana needs to die, but I was wondering if anyone had managed to turn the others?

Silver Crusade

Well. In my group, one of the players was controlling two characters at first, one of whom was a cleric trying to steal Khelru from what's-his-name. Then we got a 4th player, so the cleric decided to go be a "house boy" for the Scorched Hand. So when they confronted the Scorched Hand, Idorii had a knife to the cleric's throat, and Velriana made demands in exchange for his life. The players managed to bribe Idorii into turning on Velriana, and with some lucky rolls, Idorii straight up murdered her former boss. The two guys surrendered and said, "Hey, we just wanted to explore our sacred spot." And my team said, "Okay, then. You can have it when we're done."

Dunno if that helps you, but you can probably work in a hostage situation. I ran it with two other groups the straight combat way, and the hostage way was much more satisfying.

Silver Crusade

My group ended up talking through most of the battle with the Scorched Hand. I gave them a chance to meet various members while socializing in the evenings and they already wanted to be able to pull Kehlru and the others away from Velriana when it became clear what was happening. They were ultimately successful.

Shadow Lodge

There was some back and forth during the battle, but ultimately my group killed Khelru, subdued Idorii and Azaz, and forced Velirana to surrender. They brought them back and turned them over to the guards. The Schorched Hand were put on trial for (unsanctioned) grave robbing and attempted murder. As the leader, Velriana was hanged while Idorii and Azaz were merely banished from Wati.

Velriana will make her return in book two, while I'm saving Azaz, and possibly Idorii, for book three. :)


I ran the first session this evening and threw the Scorched Hand into the mix with the other groups waiting for the lottery to begin. Velriana sneered at the Gnome Sorcerer who went to say hello, as he was far beneath her station and she really didn't want to talk to someone at the very start of the lottery. Azaz came over to apologise and chat a little, but Khelru was sent to fetch Azaz after not long.

They seem to now be hung up on the group (the rogue even followed them to their first location, despite Idorii spotting her twice). I'm a little worried that I've somehow set this up to fail now... Anyone got any ideas for how I could get the group to stand down, or even use it to my advantage? There are a lot of opportunities here, but I'm interested to hear if anyone has any ideas too.

Scarab Sages

Pathfinder Roleplaying Game Subscriber

After your group goes through Tomb of Akentepi, just have the Scorched Hand hanging out in town, doing absolutely nothing for days, nay even weeks, aka ever how long it takes for the party to ignore them again.

Liberty's Edge

You can also toss the other groups in to the mix. If the Scorched Hand are the only ones who interacted with the group, it's likely the players would attach to them. But show off the other groups, give subtle hints and foreshadowings of goings-on with them as well, make them interesting too, and the players just might get distracted.

Scarab Sages

Pathfinder Roleplaying Game Subscriber

Or, even better, have nebta kufre and some of his (not yet zombie) goons shadowing the party, or have the silver chain gang with fake crews stealing lottery chits from groups.

Sovereign Court

My party had a TPK at the sandman in the manor. I took the opportunity to have Pharasma show a vision to their souls, feeding them some backstory and a little foreshadowing. (I know prophecy technically doesn't work anymore since Aroden's death, but since this one was originally given thousands of years ago, I justified it was accurate and can still be fulfilled).

Here it is, in case anyone wants to adapt it for their game.

Spoiler:

A Pharaoh lies mummified in his tomb, a golden mask covering his face.
A blue feather bearing a strange symbol divides him in three.
The funerary mask fades from the mummy.
The canopic heart jar also fades away.
The room goes dark as sand covers the tomb.
A cry full of frustration and loss fills your mind.
It slowly fades into silence.
Suddenly, a feminine voice, deep as the ocean, dry as the desert, speaks:

"The Pharaoh has arisen. He rages against an injustice, for ages born.
Much pain has he caused and much more has he in store.
He must be laid low, that his soul may meet its fate.
She must be raised up, an improper fate to expurgate."

They then appeared in the boneyard, where they were met by the unchained summoner's psychopomp eidolon. The eidolon told them Pharasma was sending them back to right a wrong so a soul that was stuck could resume it's journey on the river of souls. Pharasma then reincarnated them. They woke up in the Great Mausoleum with new bodies and no penalties from the spell (In my mind Pharasma knows a better version than mortals can cast). They still felt penalized for dying so stupidly because they lost their elemental-themed races (oread, sylph, ifrit) but they didn't have to reroll after session 3.

I then let them make some knowledge and profession checks to interpret some of the symbols they had seen, such as a the Eye of Nethys on the blue feather.

We're now halfway through book 6 and they have really bought in to the idea of being Pharasma's personal representatives. It has been a great motivator for their characters to feel like heroes, not greedy murder hoboes.


Pathfinder Battles Case Subscriber

Has anyone prepared a handout, or the text of the handout, for the scroll described on p43 of the adventure that they would be willing to share? I'm referring to the scroll that describes the alteration of elementals and the keystone.


Pathfinder Battles Case Subscriber

Also, has anyone prepared a printable sheet online for the Scorched Hand. I have the actual book but a printable sheet would make the combat smoother for me.


Pathfinder Battles Case Subscriber
drsparnum wrote:
Has anyone prepared a handout, or the text of the handout, for the scroll described on p43 of the adventure that they would be willing to share? I'm referring to the scroll that describes the alteration of elementals and the keystone.

I prepared the following text for the handout, and pasted it below in case others find it useful:

We received the largess from his Father Djederet II to protect the sanctity of this Nethysian edifice. Using the generous gift, we completed transformation of Eres into the permanent dweller, an Ahkhat, binding it as body to the Sanctum. Now five stones of weight with material soul protect the countless stones of the Sanctum and the secrets contained herein for eternity.

We’ve secreted the keystone below near the Pool of Destruction, deep in the Sanctum where it can exert the greatest stability. My brothers selected me to control the keystone, recognition of my magnetism.

We now must maintain the integrity of our church so it can revitalize itself in the protection of our knowledge and secrets.

-Djedihepet, Sacrosanct Order of the Blue Feather

Liberty's Edge

We know Idorii doesn't worship Nethys. Who *does* she worship?

Scarab Sages

Pathfinder Roleplaying Game Subscriber

She's basically a thug. Gorum seems a bit too pronounced for the rogue levels, and Callistria doesn't fit the background. Her father avoided elven settlements, so I would toss the elven pantheon out as well. Bastet deals in deception and trickery and could work, particularly if Idorii wanted to connect with the Gods of her mother's people. Her father being a travelling bard, maybe she picked up some romantic ideals of the "noble" pirate queen Besmara somewhere along the way.

Of those two CN deities, I'd probably go for Bastet, simply because its an AO god to go better with the AP.

Shadow Lodge

Maybe no one. I mean, what have they ever done for her?


I picked up this AP a couple of months ago and I'm about to start running it with my group. I'm very excited.

One thing I'm planning on doing is giving my players time before the lottery begins to "check out the competition" This will give them a little more time to Role play and meet some of the other parties listed in the AP as well as some I've made up.

Another thing I've done is I added an encounter to one of our previous sessions and used one of the adventuring parties. (The Flickering Four) The Flickering Four tried to rob my players, but ran away before my players could take them out. I'm very excited to see my players reaction when they meet the Flickering Four in Wati.

I did this for a couple of reasons. One, it'd be fun and two, I think it'll throw my players off the trail of the Scorched Hand. Also, we tend to play with large parties (6-8 players usually) So the Scorched hand might need some backup in the temple.


2 people marked this as a favorite.
Pathfinder Battles Case Subscriber

I've nearly completed DMing this adventure. I added traps that played out during combat to each dungeon for three reasons: 1) My party includes a rogue and an archaeologist bard so I wanted to reward them for having multiple trap disarmers, 2) My party is large (n=6) so I need to up the challenge a bit, and 3) I wanted traps integrated into combat to maximize excitement and prevent trap searching and disarming to become a conversation between the rogue and DM between combats.

The Tomb:
In the tomb of Akhempti I had a hidden Sandling in one room and a difficult to spot trap. When half the party moved forward the door closed and locked. This left the first half of the party to fight an earth elemental and the second half of the party to fight a sandling in two separate simultaneous combats. After the rogues team (the front team fighting the elemental) finished the elemental the rogue had to to work quickly to unlock the door to reconnect the two groups (the sandling side was having a tough time as the soft underbelly of the party). A close call but all PCs survived.

The House:
In the House of Pentheru I added a 40' x 40' room with alternating black and white squares (like a chess board) to the tomb section. On the opposite side of the room I had an animated medium-size construct in the shape of sphinx (with the haunted and ranged powers) prowl before a (false) guilded door. Hieroglyphs on the wall read "Knight Two Moves." Every square on the chest board that any of the 4 knights can reach in two moves from starting positions was actually a 5' deep spiked pit (perception DC 12; reflex DC 12 or fall and take 1d6 damage and need to climb out). In this way the rogues trapsense ability came into play as he had to identify the safe squares to stand. I also allowed a DC 20 intelligence check to "solve" the puzzle but none of the PCs made it. I allowed an appraise check (DC 20 from afar; DC 15 up close) to tell the gold door in the back was false and fake and one of my players made that check. One of my players later told me he (but not his character) kind-of figured it out and knew it was a chess thing. In the end the players popped into this room and needed to retreat. They next cleared the whole tomb, then rested, and took out this room on their terms.

The Temple:
In the Temple I've added a third trap in the basement before the final room. The room contains a hungry [the hungry template*] gelatinous cube with a metal coil inside. The floor is wired so that when the cube moves it creates an electric current that damages the party. Four fuse boxes line the walls. The party will take electric damage every other round (Reflect DC 13 to save for half) depending on the number of intact fuse boxes - 1d3, 1d4, 1d6, 2d6. The fuse boxes can also be disabled So the party can either kill the cube to end the trap (which stops the metal coil from moving) or the rogue/bard can work on disabling fuse boxes while the cube battle occurs to reduce damage from the electric trap. I've house-ruled these fuse-boxes can be disabled in 1d4 rounds with a DC 10 check, or in 1 round with a DC 20 check. I've not run this final one yet, so I can't say how it will go.

*The hungry template involves penalties to some attributes where the cube is already at a 1. I broke the rules and still added in penalties to the cubes stats as appropriate.


Pathfinder Battles Case Subscriber
arick86 wrote:

I picked up this AP a couple of months ago and I'm about to start running it with my group. I'm very excited.

One thing I'm planning on doing is giving my players time before the lottery begins to "check out the competition" This will give them a little more time to Role play and meet some of the other parties listed in the AP as well as some I've made up.

Another thing I've done is I added an encounter to one of our previous sessions and used one of the adventuring parties. (The Flickering Four) The Flickering Four tried to rob my players, but ran away before my players could take them out. I'm very excited to see my players reaction when they meet the Flickering Four in Wati.

I did this for a couple of reasons. One, it'd be fun and two, I think it'll throw my players off the trail of the Scorched Hand. Also, we tend to play with large parties (6-8 players usually) So the Scorched hand might need some backup in the temple.

I have a large party too, and I had my party get jumped by a large group of down-on-their-luck explorers while the PCs were on the way to the House of Pentheru. After 2 rds of fighting where the party took the upper hand, ghouls came around the corner and behind the PCs. The party (i.e., bandits) offered the PCs a truce in exchange for amnesty. The bandits worked in "they doubted they would get such an offer from the ghouls." [Princess Bride Reference]

My PCs took the truce offer and together PCs and bandits beat the ghouls. After the fight my PCs reneged on their commitments and immediately killed all of the remaining bandits.

After the fight my party developed an elaborate code so the bard face can use one set of phrases to truthfully accept deals and another code for when he accepts deals he intends for the party to betray....this group should have a fun encounter with that eye-taker guy in the second book ;)

Also their code was so elaborate that one of the PCs blew it later in the session in the encounter with that Hezrou guy in the House of Pentheru, to much ridicule from all ;)


Pathfinder Adventure Path Subscriber
Jim Groves wrote:

I was inspired by a movie, so it is interesting that you said that. I was watching the Three Muskateers (2011) version with Milla Jovovich. There are some very cool traps in that movie, particularly in da Vinci's vault.

Now many people didn't care for the movie and there is a lot of anachronism, but if you set Dumas aside and just have fun with it, I found it quite entertaining.

I think your idea is great!

I've just started running this AP with my home gaming group and watching the panic rising with the water was just too much fun. Definitely a great moment for everyone, and I heard huge sighs of relief from the players once the water stopped rising.

Liberty's Edge

Sanctum of the Erudite Eye timeline.

Presumably it was built prior to -1599, because that is when Djedihepet (mummy in D20) was buried. The plague happened in 2499, about 4000 years later. So the Sanctum was around for 4000 years before the plague hit.

D19 has one wall unfinished and the priests were planning expansion. So they basically left one wall unfinished for 4000 years? This is even slower than the Sagrada Familia.

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