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1,052 posts. Alias of PirateDevon.


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Wow...uh...anyone else?

The door groans from the impact but otherwise remains intact. The building may be rotting but it was built from some solid stuff...Again? This time with feeling...I mean...aid?

Wow TOTAL ball drop by me, sorry about that. I am going to roll something for Cam to speed things up due to the delay.


Disable Device?: 1d20 + 9 ⇒ (5) + 9 = 14

The bard pulls out some tools and starts to work on the lock of the door, noting that this door appears to be locked. The bard fiddles for a few seconds only to hear a sharp *clicking* sound. The lock has become jammed and seemingly inoperable.

This was the last door on this floor so the question now hangs in the air; Try to force your way into the only locked door or pass it by and move back downstairs to search that floor? The house creaks and sways but no more crying or other sounds emerge.

Sadly the roll was way to low. Pretty much options now are breaking the door down (STR) breaking the door apart (sunder) or moving on...unless someone has a magical solution up their sleeves.

Agh! Eaten post!

The room's distress does look recent. Does anyone actually go in the room? (doing my best not to assume anyone's movement)

Sayniek noses around the bathroom and the floor creaks perilously but does not give. Confirming that there is nothing, the group moves on.

Two doors remain on this floor. Cam checks the nearest one and, convinced it is untrapped, Sayniek opens it.

A bedroom, once quite fine, lies in tatters. The bed is smashed, the mattress' content lie strewn about the room. Walls are gouged and chairs are hacked apart. If anything in the room remains untouched it cannot be seen from the doorway.

Sayniek finds nothing from the doorway.

The next door is smaller and the room behind it, once checked over, also proves to be smaller. It is a washroom and feature a large iron tub in the middle of the space. The floorboards seem to sage some under the weight of the tub.

Perception DC 20:
Hard to see but the floor boards are riddled with fractures and weakness from moisture and probably the mold that seems to riddle the house. Sayniek might get away with walking in there since she is smaller but anyone else would probably punch right through the floor to next level.

Sorry, the Internet was really frustrating this weekend in oh so many ways...

The group makes its way back out to the main hall and works its way to the back corner, continuing to hit the doors in order. Cam checks the door and Sayniek opens the doors with a rough push once she is certain the door is safe. Even the aasimar cannot stifly an unconscious cough as she is greet with a bedroom caked with thick spongy layers of blue green and black as mold covers almost every square inch of the room, the furniture and windows.

Anyone want to go IN?!? :p :) Once you have decided I have an ooc story to share.

Sayniek enters, pauses, and nothing occurs. Taking that as evidence of a lack of immediate trouble Cam enters and starts to look around in other parts of the room. Neither Cam nor Sayniek find anything of particular interest. Anyone else going in or snooping around?

Cam looks over the door and finds it safe at which point Sayniek opens to doors onto what looks to be another (more substantial) bedroom. A large bed, overstuffed chair, bookcases and writing desk all easily fit in the room with space to spare as large bay windows look out over the "courtyard" in front of the house. The room is dusty but does not have the same mold or moisture ridden feel to it that other space in the house have save for a spot of mold on the desk itself.

Let me know who goes in and looks at what, clearly at this point weird things can happen so I won't presume any actions.

Double doors further in to the house, doors bak in the hallway, or...?

-Posted with Wayfinder

Nothing comes to mind for Rullis but the ghost stories and barroom whispers of years past drift to the front of Cam's memory. There were always stories, nothing overt mind you, about the oddness of the Foxgloves. Vorel being oddly intense and mistrusting. Wiling away in his home and being hard to deal with during issues of city business. Rumours of family illness and accidents. Of course the death of Vorel and his wife as well as Aldern's other siblings was never fully explained. Always publicly described as no more than "accidents" with little detail. Always whispered in secret as the bill coming due with dark pacts of magic or some family tendency towards madness.

Noted, thanks.

The group recovers from the incident and looks around the room. Rullis is able to describe quite clearly something that none of the rest of you can see no matter how hard you look:

The various pictures have placards with names. Each of them look like respectful classic portraits meant to show the family as it once was when it lived in the house or the anscestors that once graced the house in ages past. However, Rullis is able to describe something entirely different.

Pictures for Kasanda and Lorey Foxglove while normally appearing as simple portraits for younger teens look to Rullis as though they slump into misshapen, tumor-ridden corpses.

Traver Foxglove looks pale as a long cut in his throat shows blood as it washes down over his chest.

Cyralie Foxglove looks blackened and charred , and her arms, legs, and back are twisted as if broken in dozens of places .

Aldern Foxglove, a portrait of a hale youth in the picture looks aged to Rullis. His flesh has darkened with rot, his hair fallen out, and deformed into a ghoul-like monster.

Both Sendeli's and Zeeva's portraits have a patina of what Rullis would sewear is frost but they otherwise look nornal.

Vorel Foxgloves portrait, it in of itself showing an intense angular man looks ruined with fungus and mold to Rullis. The frame and picture lingering with dank black mottled decay that only the cleric can seemingly sense or describe.

Good luck on the sanity Camillo!

I am remembering now that Cam indicated he would be away...

Cam and Cristiel dive out into the hallway with the magus yelling at the group, Quickly, cover your nose and mouth! Out of the room!

Sadly the rest of you are not fast enough on your feet and are caught unawares as the paintings, now exposed due to Cristiel's cleaning magic, change from standard portraits of the previous tenants into gruesome visages as mold and spores erupt in the room from one of the frames.

In the interest of speed, Vidar has previously been okay rolling for him... Vidar For: 1d20 + 2 ⇒ (13) + 2 = 15

The effect is over in but a few seconds and those of you caught in the room stand intact and seemingly unaffected. The paintings look normal and clean, each of the frames seemingly holding a picture of a member of the Foxglove family. (There are placards on the bottom of each and the group can investigate them if they like.)

Rullis actually realizes that he sees somethings that the others don't seem to notice. His skin is red and splotchy in places with the look of irritated skin and occasional specks of black looking mold. The paintings in this room also look slightly "off". As Rullis tilts his head it is almost as though there is a picture "underneath" the normal image. Rullis would need to get closer and spend some time examining the images to get a sense of these not quite present images. Despite the appearance of his skin Rullis *feels* fine.

Sorry for the longer than usual delay, childcare stuff horray!

Cristiel, Sayniek, Vidar and Cam notice the temperature in the room drop precipitously before the room erupts in chaos though it is only the bard and the magus who are fast enough on their feet to act...

Cam & Cristiel:
You basically "see" a fungal bloom erupt out of the frames as Cristiel finishes her final scrub of the paintings. You pretty much can dive out of the room or commit to some other action, but you act first. In the interest of pacing I will assume you dive out of the way through the still open doors if I don't hear from you by Thur morning. If you do elect to stay and try anything else go ahead and roll the for save just in case.

Sorry I need to know what they do before I narrate the rest. In the interest of time everyone else in the room can roll For saves please.

Perception checks and reflex saves please

Noted and no worries, I am having some childcare and home issues that will probably make posting spotty for me until Monday. Nothing crazy just time consuming.

The group manages to find a moment to let off some steam as they contemplate the windows then move on the room across the hall. A quick check of the doors later and Sayniek leads the group into a chamber that seems to serve as a gallery of sorts.

Another set of double doors mirror the entrance on the far wall while the northern wall features a large stone fireplace. Paintings hang on either side of the fireplace as well as the southern wall. Well, frames with myriad cobwebs that obscure their contents, at any rate. Each frame is coated with the thick webs and it is clear that whatever upkeep was being done did not include the hangings in this room. Whatever lies beneath is completely obscured...


And then?

The book starts scribbling information and diagrams at a frightening pace but as before Vidar feels the information flowing into him despite the rapidity of its pace. The books confirms at length about the nature of the symbols and the ingredients they represent, that they are indeed used for necromancy but then continues to discuss, at length, the notion of "lich apotheosis" by which someone would become a lich, and in certain circumstances attain the highest point of lichdom via the proper application of the represented constituents provided additional circumstances were met. In a sense the book offers that it is possible to escalate the power of becoming a lich by doing things that are more and more horrible, things it is more than happy to show the wizard until he feels like stopping. (Its a complex process so the book can go on for some time.)

Sayniek leads into a large gallery room that has two padded chairs and a long couch facing a wide alcove lined with stained glass windows overlooking the water out the eastern side of the house. These windows depict a diverse array of animals and plants. From north to south the windows show: a large pale and ghostly scorpion, a gaunt man holding out his arms as a dozen bats hang from him, a moth with a strange skull-like pattern on its wings, a tangle of dull green plants with bell shaped flowers, and a young maiden sitting astride a well in a forest while a spindly spider the size of a dog descends along a string of webbing above her.

Kno Arcana DC 20 (Vidar can read I rolled for him already:
These images are known to represent classic necromantic components (scorpion venom, vampire's breath, the tongues of deathwing moths, belladonna, and the heart of a maiden slain by poison)

Vidar Only:
There is more about these images that tugs at the back of your mind. You realize that the book in your bag has more it would like to share with you on the matter.

It is Cristiel who hears crying this time though it is closer it is hard to place exactly.

There is dust in the house but more in the shape and form of poor cleaning rather than disuse, which makes sense since at least for a while, there was someone who was supposed to be keeping up the house.

Cam comes to the first set of double doors, checks them over and feels confident they are safe. Is Sayniek leading the charge once more?

No one really answers Vidar leaving the hanging answer to be "no" but Cam feels confident that the door is free from traps and Sayniek opens the door relying on her supernatural robustness to aid her. A small set of stairs is all that can be found in the room, going down. Perhaps intended for servants so as to be out of sight?

For now there is no crying or weeping sounds. NEarest door is on left wall [1] then there are opposing double doors around the curve of the hall [3 Left/4 Right]

Yes and no. This haunt is immediate and the damage to Kithian is not physical but ability based sadly...

1. You need to catch up with Kithian cuz he seems intent on leaving unless he stops at someone's words

2. Sayniek would know enough about her own abilities at this point to know it won't help with the type of damage he is displaying (ie you can tell he is not physically harmed)

No either or give info that might be helpful.

SAyniek sees nothing out of the ordinary.

LOL A Willow reference just got dropped in my game. I am so happy right now.

Perception DC 20:
Crying, not like before but like that from a child echoes ever so slightly in the bedroom.

Kno:Religion or Arcana DC 20:
There are texts that say that places that have great energy due to tragedy can be places where negative echoing events or "haunts" take hold. These haunts can lead to supernatural effects much like ghosts but more varied like visions, odd physical events (items moving or otherwise acting out of character) and in certain extreme circumstances psychosis of the mind or possession. Putting the phrase "haunted" into quite a literal context. Few known defenses exist against such events as they are typically not motivated my "evil" forces but by residual energy left by traumatic forces. Healing magics and those trained with stalwart mental defenses are usually best suited to testing such places...

Is Vidar actually trying to get him to Rage?

Cam checks the door and at Kithian's urging the barbarian and bard step through into a small room featuring a child's bed, a chair next to a toy box and a looming stone fireplace.

Nothing else seems out of the ordinary though it is plain to see that quite suddenly Kithian is gripped in the throes of a vision of some kind.

Kithian becomes convinced that his parents are trying to kill each other, and that whichever of them survives will be coming to kill him next; he has a vision of his mother, wielding a torch, and his father, festering with tumors and wielding a long knife, both struggling to kill each other. The vision feels real with the smoke of old tribal fires and the sounds of old tribal life ringing in the background. The sensation is brief but complete. Roll a DC 14 Wil save or take 1d4 ⇒ 4 Wis damage.

The effect is sudden and fast as the half-orc goes wide eyed. The moment seems to fade for him in mere seconds but...

Need to see how Kithian does on his save and what he has to say about it...

*crickets* Nothing to hear here.

The group proceeds up the stairs and into a long hallway. Not unlike many homes this size the hallway is wide enough to have you walk two abreast.

Staggered in a long arc around the distance of the house there are 6 single doors and two sets of double doors (8 openings in total).

It goes like this: single left [1], single right [2], two double in center of house [3/4], on on each left and right wall, the three right [5/6/7] and one left.[8] I have a map but its hard to post it and not let you see other parts of the house, if you need me to put it up I can though.

Cam sees no traps or any other indications of "trouble" its just...barely...smoking...there isn't even really any heat coming from it. Barely perceptible.

Sayniek gets the same strange revelation she had before. Evil comes and goes from her line of awareness spiking in power then fading to nothing. Its like laser Floyd at the planetarium dude!

C'mon now Vidar's getting a bad rap! He may be grumpy but it is early enough in the day he has all his spells and he usually sees better than the rest of the group. He's a big ol teddy bear under that guff. Its being within 10 feet of Kithian that should scare you. ;p EDIT: And of course he just posted vaguely threatening comments about lightning bolts. Maybe you should be worried about him ;)

Putting his large hand on the door the half orc pushes into the house with Cam close on his heels keeping a sharp eye out for traps and the like. As the party shuffles in the house creaks and moans and you find yourselves in a hall of sorts with high vaulted ceilings and exposed rafters. Large windows figure prominently on both sides of the entrance to the room but years of poor upkeep let in only murky, dingy light from the outside.

Trophies mark the room; a boar, a bear, a firepelt cougar. All are looking worn and moldering. The room hangs with damp acrid air tinged with mold and a cursory inspection reveals it is tinged throughout the floorboards and walls of the entrance.

Standing in the center of the room is the most disturbing of trophies. Set on a wooden pedestal is a hulking monster some 12 feet long with the body of a lion, a huge scorpions tail, batlike wings and a deformed humanoid face.

Kno:Arcana DC 15:
This would be a manticore. Read the monster description in the MM or PRD if you would like to know more.

The hall has many paths to follow:

    1. Continue forward to the back of the house (there appears to be a dining room back there).
    2. A spiral staircase that leads up to the right.
    3. A door past the stair case that heads right into house.
    4. A door on the left wall that leads to the left side of the house.

Just Cam:
You smell burning. Like singed hair or burnt skin. Subtle but clearly there.

Roll 2 Perception checks.

Perception DC 20 #1:
You can hear crying. Seems to be coming from upstairs.

PErception DC 20 #2:
The monstrous creature on the pedestal? Yeah the fur on that thing is smoldering.

Well, I'm not sure what else to do guys...

AS the party stands and converses about options the wind dies for a few seconds leaving an awkward stillness that punctuates the sense that you are almost intruders to the area.

The house creaks violently and suddenly as though reacting to the now still wind, the sound of wood warping and joists popping as the house settles in place. There is another moment of silence and then the wind continues to whip and keen as it had been just moments before.

The door to the house opens ever so slightly.

*cough* wizard first *cough*

*raises DM eyebrows waiting for a course of action...*

Yah its not built for small, sadly. They took that off of a hobgoblin not a goblin otherwise you would be in luck.

DM Screen:

1d20 + 12 ⇒ (17) + 12 = 29

Let's assume then...

Cam - Sayniek
Kithain - Rullis
Vidar - Cristiel

Sayniek stays to the side as Cam works on the door, slowly examining it and gingerly using his tools to ensure nothing is untoward. The bard is confident the door is trap free but it fairly well jammed as it seems to have swelled from the moisture and lack of use. Str checks? Anyone got a crowbar?

Only if you want to be off a size category...hmmm...I guess I would rule you could use it two handed if you like.

Hmmm...what does the paladin see...

As Sayniek focuses her awareness before her evil seems transient at best. It arrives, then goes. Intensifies then wanes. There is certainly evil here but its permanence is debatable.

The ants go marching two by two, hoorah. Whats your marching order and who is opening the door?

Make the wizard do it.

With Cristiel's words in mind the group sets the horses up in the stable, there barely being enough space for all 6 animals. Despite the cramped quarters the animals seem happy to be going no closer to the house and the lot of you return back to the base of the short path that marks the climb to the front steps. The wind continues to keen and shriek almost as though yelling at the group for being here.

The one from Thisteltop is still at Sandpoint, it was pretty malnourished so needed time to get back up to full strength.

There does appear to be a small dilapidated stable just off the house, it doesn't seem to share the same level of overgrowth as the house itself though it is clearly poorly kept.

1. Ride
2. korvut would yes

My post got eaten...dammit. I think I hit preview not post and walked away...very lame.

Common rumor holds that the manor is haunted and Cam knows a stroy or two about that. As a matter more of fact was that the Foxglove family left about two decades ago after a fire destroyed the servant's quarters and Cyralie Foxglove (Aldern's mother) was found dead on the cliffs below the house while Traver Foxglove (the father) was found dead in the bedroom of apparent suicide by slashed wrists. Aldern and his siblings were sent to live with distant relations in Korvosa.

On the way to the manor Camillo remembers that Rogors Craesby, a retired innkeeper and local, was the property manager of sorts and was paid to look in on the house from time to time. He was considered "brave" for doing so as the rumors of the hauntings and the general bad "karma" of the events there had earned the property the name "The Misgivings" by many folks.

Regardless the group is able to cobble together enough reference from Rullis and Cam with the talents of the rest of you to find the long winding path that leads from inland out to the cliffs over which the Misgivings preside.

As you approach the house it is clear that something is not quite right. Nettles and thorns seem larger with every passing yard, the trees seem more and more leafless and bent and as the house is within eyesight, resting upon a natural hill that sits above the cliffs and the brush from which you exit, the wind seems colder, faster and to almost carry a shrill pitch. There is almost a shriek in the air as the sea wind whips about the cliff top and past and around the house.

The estate is in poor shape. The roof sags in many spots. Bleak, almost diseased wisteria climbs the stone and wood construction giving the building almost the appearance of being strangled. Sharp angles and "crooked" gables shows signs of recent repair but the house bears an odd angularity as though it wasn't built quite "right". Chimneys and gargoyles litter the rooftops and edges. Stone markers and sentinels of the houses's comings and goings.

The path winds up to the front stoop, a brick and stone affair featuring a large door featuring a large iron knocker. Two people standing side by side would fit comfortably on the stoop but would have to go one by one through the door. No light shines from any window and no track to speak off are noticeable along the path though the wind and recent rains don't help in the task of looking. Mottled mold can be seen on a few of the planks of wood in the door.

The group pauses at the base of the steps. The winds continues its shrieking.

I forgotm in all the montage stuff, that the town was going to ask to keep Reggie since he is trained for patrol and what not. Would you do that or would you want to bring him? Its just helpful for me to know...

Disappointed? Or REALLY excited?!?

The group moves to meet with the mayor and sheriff and exchange info on what you all have found. You discover that, for the most part, things have been quiet though there is concern one guardsman might run the risk of infection. Father Zantus seems confident, however, that they can mitigate the risks and have the man under guard and under observation. There is talk of convening the town council (of which Ameiko is now a member due to the death of her father) to discuss soliciting Magnimar for funds, resources and guards but there is some concern that politics will draw out such a process well past its usefulness.

Having exchanged information the group sets of for Foxglove Manor ready to see if the clues they have discovered lead to any further clues as to what is going on...

Surivial, Perception, Kno:Local or Geo. roll what you got, let's see how you approach this place...

I'm content to handwave the next convo as it is mostly about checking in with the town leadership and exchanging reports. Is there anything else folks want to address in the town? If not where to next?

The guard nods at Kithian as he turns to report to Cristiel, A rider from the patrol to the southern farms reported bodies and an attack. Being prepared they were able to defeat the creature but are still not returned. Another patrol suffered one wounded and he is under strict observation at the cathedral. Otherwise Ms. Kaijutsu has secured a temporary induction to the town guard and has been seeing to wrangling the town's more experienced folks. Curfew is in effect. Mayor and Sheriff have been waiting on you folks. Ma'am

A middle aged guard continues to wave at the party. Beckoning you to approach from the road...

Vidar, Rullis, Kithian, not sure if you saw the discussion thread but I had a bit of a wobble but am trying to keep up the game even at this slower pace. I know you guys are around on the boards but wasn't sure if the Disco thread hit your radar.


The group picks its way through the building gingerly, taking more than enough time to be sure that what remains in Habe's odd off color shrine is scooped up and examined. Similarly a review of the other rooms and surrounding area offers little more in the way of items of note save the personal belongings of the tieflings that remain in Sandpoint.

Confident that you have squeezed every last piece of information from the area the group returns to Sandpoint. On the way the group is able to look through the last remaining journal of Habe's. Apparently the man had more guilt then he let on.

Over time the doctor became consumed with grief over his actions. The necromancer had bound him in a spell that made Habe's movements and disposition known to the necormancer at all time. Using this magic and threatening to expose Habe should he ever choose to resist their work, Habe was made, in a way, a hostage to the necromancer's agenda.

Habe was a doctor though and began a slow process of study. His study led him to theories of peaceful meditation and psychological techniques to keep his emotions placid. Constantly fearful of discovery, however, Habe eventually managed to convince the necromancer to travel to Magnimar on business. While in the city Caizarlu met with figures of some group while Habe sought out magical aid. An enterprising wizard by the name of Erith Winehome enchanted Habe and fractured his mind. (In essence giving Habe multiple personalities) Habe would not remember what he did or said so he had to keep meticulous notes as he worked on trying to release himself from the necromancer's control.

Habe apparently had gone so far as to get his hands on a rare form of dagger that, when plunged into a creature that was dead, guaranteed that the creature would not return. Habe reasoned that even if he had managed to strike Caizarlu down, the old man probably had some means to return himself to life in some capacity. This dagger would seal the man's fate, but Habe lacked the physical disposition to do the initial work.

Enter the tieflings. Habe intended to build a relationship with them and alienate them from the necromancer. He hoped, in time, they would agree to help strike the necromancer down and then Habe would use the dagger to guarantee the matter was done with. Habe thought he was slowly building to a moment this would happen but then Caizarlu escalated his experiments and had many more undead around. This simple *were* from a while until Grayst showed up talking about the Skinsaw Man. Habe noted that this "Skinsaw Man" unnerved the necromancer so he looked to examine Grayst in earnest, having his unhidden self continue to indulge in the more perverse aspects of Habe's personality in hopes that Grayst might reveal more that would aid Habe in killing Caizarlu.

And then you guys showed up.


The journey back to Sandpoint is fast and uneventful. Nothing on the road today indicates any trouble whatsoever though this changes as you ride closer to the town and see many guards asking folks to get into their homes. Many of the townsfolk seem stunned but obey. A handful of guards stands near the entrance to the town from the coast road and wave you down to talk...

This isn't the fastest game, and I honestly feel like, in part, that is my bad because I got slower and slower to post. But if we all are on the same page that it might look like every *other* day with mostly slow weekends for the next while then I feel like we are not on "hiatus" or D-E-D {dead}.

I will be around and on the boards and I will need my "hit" and that was my issue yesterday was realizing that I really don't want to walk away from the game. I would rather do it slowly than give it up. Not my baby!

Everyone is around so I am going to post in the main. Sometimes it seems like discussion threads don't *pop* for folks. So I will update the game, mention this ongoing convo and push on...

Okay. Honestly? I can't let this one go. It might be slower going for a while but I really want to keep going I have a major attachment to it and I want to keep it going. It sucks to drop my other GMing game but this one means more because I have been at it for years now.

If folks want the pace to get picked up then we can look at going GM shopping. If you guys are okay with it I would love to hold on, this AP is well known to me and isn't the same time sink as my other game.

This is my proverbial first PbP GM love. I want to keep it going if you guys think you can put up with me being a bit slower for the next little while.

Been thinking about it all day and it bothers the hell out of me.

Kno Local DC 15:
Foxglove manor sits on the coast. Jut sayin.

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