Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Golden Orb

JamZilla's page

Pathfinder Society Member. 2,633 posts (5,359 including aliases). No reviews. No lists. No wishlists. 12 aliases.


1 to 50 of 2,633 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

There are the prints of several heavy humanoids still present in the dust of the farmhouse.

From the spattering of blood on the floor and wall, you think it likely that someone was hung from the chain and beaten, though there is no evidence of a body being left behind.

Outside, the prints have been obliterated by your battle with the hangman tree, though a patch of churned up mud some distance from the farmhouse suggests that an earlier fight with the tree took place as well. In fact, now that you have time to look at it up close, the tree bears many ugly gouges and scratches that could only have been made by claws.

Jon discovers sets of hoof prints leading away from the farmhouse to the south east, though oddly the tracks are bipedal and not that of a horse.


Whether wolf or human, the tree's victims had nothing of value.

The scene in the other room still continues to disturb you though. The blood is dry but relatively fresh and the boot shows no sign of degradation over time. Whatever happened here happened recently


True to his word, Morbar smashes into the tree with his hammer. The thing fairly disintegrates beneath his powerful blows before it topples with a great groan and crashes to the ground.

From within the tangled mass of branches, a pale, limp hand flops out.

Combat Over


DMPC for Cara, keep this rolling.

The tree shifts slowly but steadily out of sight and the young woman curses as she sees Davos lowered into the trees' bulk.

We have to do something! she cries. It's going to kill him!

She rushes forward so she can see the trunk the thing, even if it is only through the crack of the door.

Please don't let me miss...

Shot 1: 1d20 + 13 ⇒ (9) + 13 = 22 Hit
Damage: 1d8 + 11 ⇒ (1) + 11 = 12

The shot doesn't hit solidly in the trunk but rather slices wide of centre, but still gouging a deep chunk out of the tree. She can't say for certain but she is sure a shudder runs through the creature.

Round 4 - Enemy

The tree shambles further away from the farmhouse, but three vines lash out at Morbar as it does so.

Vine 1, Morbar: 1d20 + 12 ⇒ (2) + 12 = 14 Miss
Vine 2, Morbar: 1d20 + 12 ⇒ (10) + 12 = 22 Miss
Vine 3, Morbar: 1d20 + 12 ⇒ (8) + 12 = 20 Miss

The vines slash out at Morbar. ONe curls around the handle of his hammer but he wrenches it away while the others lash harmlessly against the steel of his armor.

The rain continues to slam down producing an odd percussion on Morbar's armor. His blood rushes in his ears and he can hear Sebastian and Markus and Cara all screaming at him, all urging him to save their friend. The wind in the branches of the Hangman Tree, blowing through the bones of the skeletons that hang there, whistles a high pitched cry.

But through all that, all he can hear is Davos.

The elf... normally so quiet... so reserved... cries out in agony as the tree's bulk twists and shifts.

Within the trunk Davos is hurled one side and then the other. The walls of the innards convulse around him and he can feel an immense pressure building in his head. His mind begins to roar in agony and revulsion as the thing crushes him and soon his voice joins it. He screams, not knowing if anyone can hear him but with a final twist, his neck snaps at an impossible angle, cutting off his scream forever.

Swallow Whole auto damage, Davos: 2d6 + 7 ⇒ (4, 2) + 7 = 13

Davos ends the round on -15 and Dead

Round 4 - Heroes


Sorry Davos, this is pretty brutal :/


As Jon remains oblivious to the immediate danger his friends are in, Sebastian and Cara take the fight to the huge tree-creature. The monk's second attempt at scorching the creature is successful as several branches catch in a blaze whilst Cara's arrows thud into it's thick trunk, their effectiveness impossible to judge.

Markus does his best to keep Davos alive by bursting forth with positive energy whilst Morbar hurls himself into harm's way in order to save the elf. As he charges in however one of the vines catches him by the throat and he finds himself choking and clawing at it.

Round 3 - Enemy

Standard action = Swallow Whole, Grapple free action constrict on Morbar and Davos, Move action to move back ten feet.

The tree lowers Davos' helpless form into a hollow within it's trunk where he is battered by it's internal digestion system and hurled about in sticky sap.

Releasing Morbar from it's grip, it moves slowly backward along the side of the house to the east.

It is now out of sight of everyone except Sebastian. Morbar is no longer grappled.

Constrict damage on Morbar and Davos: 1d6 + 7 ⇒ (1) + 7 = 8

Swallow whole damage on Davos: 2d6 + 7 ⇒ (6, 5) + 7 = 18

Round 3 - Heroes


As Morbar charges in, a second vine from the tree lashes out.

AOO, Morbar, Vine slam: 1d20 + 12 ⇒ (15) + 12 = 27 Hit
Auto grab attempt: 1d20 + 20 ⇒ (8) + 20 = 28 Success
Damage: 1d6 + 7 ⇒ (5) + 7 = 12

Just like Davos, the vine wraps around Morbar's throat, instantly cutting off his air supply and digging into the soft flesh.

Morbar is also now grappled


Davos, read the knowledge check above. You didn’t know anything in addition

Cara looks on in horror as Davos is hauled from his feet and cries out a warning and call to arms to the rest of the team.

Begin Inspire Courage for +2 to hit and Damage

Sebastian unleashes his chi and watches as the roaring dragons wash over the tree but incredibly, it does not even appear singed. He looks down at his hands in disbelief as the attack seemed to have no effect at all!

Markus rushes to Davos’ aid, calling on the power of Desna to grant him a chance at escape. He begins to glow with a pale purple light and manages to slip out of the vine, taking a huge gulp of breath as he does so. He scrambles backward, almost defenceless against the massive thing but does not account for just how long those vines are. As he crawls away, eyes wide and red with burst blood vessels, the thing lashes out again:

AOO, Davos, Vine slam: 1d20 + 12 ⇒ (12) + 12 = 24 Hit
Damage: 1d6 + 7 ⇒ (3) + 7 = 10
Auto grab attempt: 1d20 + 20 ⇒ (2) + 20 = 22 Success

Round 2 – Enemy

With the elf back in it’s clutches, the tree begins once more to reel him in like a fish on a hook, the vine ever tighter around his throat.

Maintain grapple: 1d20 + 20 ⇒ (5) + 20 = 25 Success
Constrict damage: 1d6 + 7 ⇒ (3) + 7 = 10

Standard action = maintain grapple. Free grapple action = pull. Free action = Constrict for damage

Davos is wrenched up off his feet by the vine, hauled in the air to hang besides the skeletons that already decorate the tree’s branches. He kicks uselessly and thrashes to no avail. His vision begins to cloud over as he continues to be savagely strangled to death.

Davos is now ten feet up in the air, hanging from the tree

Round 2 – Heroes


Will be moving on tomorrow morning


still in the same square




Just waiting on Caras action


Markus knowledge:

The hangman tree prefers to lie in wait near remote forest tracks and game trails, waiting for victims to wander by. These carnivorous plants are incredibly patient, and can wait for months in a single location for food to approach. When prey does draw near, the tree's vines lash like striking snakes. The tree often uses its pull ability to hoist grappled foes 10 to 15 feet in the air so that they are out of reach of allies while they slowly strangle. The tree generally only swallows one foe whole at a time, letting its other captured victims dangle and ripen until it is ready to feed on them.

Spell resistance, grab and strangle


Need a grid reference to determine that, Seb. Also, roll Spell Resistance for that attack. 1d20+Caster Level (your level)


Initiative check

Morbar: 1d20 + 2 ⇒ (20) + 2 = 22
Davos: 1d20 + 3 ⇒ (12) + 3 = 15
Markus: 1d20 + 1 ⇒ (17) + 1 = 18
Jon: 1d20 + 2 ⇒ (3) + 2 = 5
Sebastian: 1d20 + 3 ⇒ (11) + 3 = 14
Cara: 1d20 + 4 ⇒ (13) + 4 = 17

Average = 15.1

Hangman Tree: 1d20 + 3 ⇒ (18) + 3 = 21

Enemy acts first

Round 1 - Enemy

Hangman Tree, maintain, Davos: 1d20 + 20 ⇒ (5) + 20 = 25 Success
Auto slam damage: 1d6 + 7 ⇒ (4) + 7 = 11
Constrict damage: 1d6 + 7 ⇒ (6) + 7 = 13

Davos is inexorably pulled along the floor of the farmhouse, He gasps and struggles and digs his finger nails into the floor boards as he is hauled away only to leave deep gouges before the nail on his middle and forefingers snap off with a spurt of blood.

Round 1 - Heroes

Jon and Morbar:

At the end of your turn, you may attempt another Will save vs DC 20 to shrug off the spores


Jon pushes into the next room with the others close behind. Like the living area, this second room, probably at one time a kitchen, has fallen long since to degradation.

There is no furniture remaining, only a length of rusted chain that hangs looped around an exposed ceiling beam. Beneath the chain a spattering of blood here and there and a single boot of soft leather. It looks like it was high quality but now split and torn. Though certainly not new, it doesn't appear to be of the same age as the house.

As Jon and Markus investigate, you suddenly hear a wrenching sound like that of a tree falling.

From the other room, you hear Davos suddenly gasp and choke and spin around to see a length of vine twisted and viscously digging into his neck.

Surprise Round - Enemy

Partial charge and vine slam

Vine slam, Dvaos: 1d20 + 12 ⇒ (7) + 12 = 19
Grab: 1d20 + 20 ⇒ (16) + 20 = 36 Success
Damage: 1d6 + 7 ⇒ (2) + 7 = 9

The vine whips around Davos' neck and hauls him from his feet. Choking and grasping at it, he is pulled slowly toward the doorway!

Davos is now grappled, prone and strangled. Strangled means he cannot breathe whilst being grappled and cannot cast any spell that requires a verbal component

Davos: 1d20 + 8 + 4 ⇒ (11) + 8 + 4 = 23 Pass
Cara: 1d20 + 6 ⇒ (20) + 6 = 26 Pass
Jon: 1d20 + 6 ⇒ (3) + 6 = 9 Fail
Morbar: 1d20 + 6 ⇒ (12) + 6 = 18 Fail

Sebastian, Markus and Cara spin around at the sound and see the massive tree from beside the farmhouse has shifted position. It has pulled itself out of the ground and moved on root-like legs to the doorway where it's vines whip out to slash at the party. water sprays from it's branches as it does so, the bodies swinging ever more furiously.

Incredibly, Jon and Morbar do not pay any heed, but continue investigating the old kitchen.

Jon and Morbar:
You are both hallucinating. This plant emits invisible spores that cause you to perceive reality differently. This is why you saw the bodies as wolves and not skeletons and why you also simply do not register that the fight is happening. This effect lasts for 2d6 ⇒ (1, 1) = 2 minutes and during that time you are completely passive toward the tree, believing it to be normal and that no one is in danger. Every round it attacks an ally however you can roll another save to shake off the effects of the hallucinogen and if you are attacked you get a +4 to this save


You make your way round to the front of the house and find that the front door, though well worn, still hangs on its hinges.

It open s with a reluctant creak and you find yourself in what was once the main living area. A stone hearth lies cold to the east while a further exit leads west.


The cellar door practically falls apart in Markus' hands. Beneath is a congested tangle of weeds and filth, probably accumulated from years of run off from the field. It does not look passable


The party begins to move up cautiously but are met with nothing but the plinkplinkplink of the rain on your armor.


Need grid references


So what's happening? Are you leaving the farmhouse or investigating further? You are about half a day's ride from Feldgrau so would get there in the middle of the night if you continue.


You cannot detect any magic on the tree or bodies


The scene is as it is. The bodies sway from the tree and the house stands like a lone sentinel in a fields of bare land.

And all the while, the rain lashes down.


Jon wrote:
What kind of disgusting creature has hooves for feet?

Your horse looks upset.


The farmhouse leans uneasily, it's weathered planks straining to keep the fragile shell of peeling paint and crackled shingles upright.

Looking in through the window, Sebastian can see the house appears bare save for some old, rotten furniture. A hearth on the east wall doesn't look to have been lit in years and though he sees no sign of occupation, there is a persistent scratching from somewhere in the house.

1d20 + 11 ⇒ (17) + 11 = 28
1d20 + 12 ⇒ (12) + 12 = 24
1d20 + 8 ⇒ (2) + 8 = 10
1d20 + 6 ⇒ (11) + 6 = 17
1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (10) + 6 = 16

Jon, Cara, Davos, Morbar:
The wolves hanging from the tree are twisted and monstrous looking things, with overlong arms and patches of ragged red fur. They have row upon row of razor sharp teeth, as might a shark, and cloven hooves where their rear claws should be.

Markus and Sebastian:
As you get closer to the farmhouse, you realise that the bodies hanging in the tree are not wolves at all, or at least not any more. They are humanoid skeletons and the wind whistles slightly as it blows through their exposed bones


As you approach you can see that the bodies are indeed that of werewolves, though from which tribe, it is impossible to tell.

The bodies twist and sway gently from ropes tied to the tree, tongues lolling from their decomposing heads.

You approach the farmhouse from the rear, there doesn't appear to be an entrance on this side.


After the fraught discussion, the party awakens the next day to find the weather has not improved. If anything, it has grown worse as the rain has now been joined by a shroud of low mist that hangs over everything and hampers your vision to just a few hundred feet

Never the less, you press on, the horses by now filthy with mud and none of you faring much better as you slop through large tracks of sodden field.

Some way in the distance, just at the edge of your vision in the mist, you see the outline of a solitary farmhouse with an enormous tree growing beside it.

Perception DC 20:
There appears to be about half a dozen bodies hanging from the tree, listing gently in the breeze


Then I shall bid you farewell. he says simply with a small bow and slinks back into the darkness. The torch his companion carrying, suddenly extinguished.


The necklaces do not register as magic

I sent six of my brothers after the Heart. Enough to be a force to be reckoned with but small enough to travel at speed. I cannot tell you how many of the Demons there will be but a force of similar numbers seems likely.


It's from a terrible, terrible god-awful mess of a movie


Of course. Though be assured that would only happen if you lived. Most don't. he replies, matter-of-factly. The Prince's Wolves are natural lycanthropes. We are born of parents who were born of parents that themselves were children of the moon. We do not create others like ourselves outside of mating.


We have heard nothing back as yet. We are warriors, not magicians, so have no means of communicating with them. I expect them to return with the heart, or not at all.

He takes the monk's hand and demonstrates a very firm grip.

An accord. As you say. Take these.

One of his men steps forward with necklaces. Each bears a long, yellow fang.

They belonged to the Demon Wolves. My men will smell them before they see them and know the significance. As will the Demon Wolves though, so be mindful, they may not be as ingratiating as my men.

And I can only reitterate. Be wary of Adimarus Ionocu. That... creature has a black heart, one I would not seek to eat under any circumstances, and he is a mighty and terrible warrior.


Trust me. he says with a smile. You will know the Demons when you see them. They are twisted, horrific things. They say the blood of evil outsiders runs through their veins and I am inclined to believe it.


No. I am needed in the Shudderwood to bring the other packs into line. But I have sent several of my tribe to Feldgrau to deal with the Demon Wolves and also recover the heart. I can give you tokens that show that you are friends of the Princes Wolves but they will mean nothing to the Demons, they are foul things, far stronger than any of the other tribes. But it is their inherent cruelty and disorganisation that has stopped them seizing power previously.

Adimarus is far stronger than Malthus and a terrible Enemy should you have to face him.


We know of the dark sorcerer. His goals are of no interest to us but we want the Heart. With Malthus dead, I have eaten his heart and taken the position of Packlord. You certainly did me a favour there but with Sains heart still in their possession, the Demon Wolves have pursued the Way, hoping to obtain it and stake their claim fir the title. It is now the only thing between me and my rightful place as Packlord. So perhaps we can help eachother?


And I am glad of it for I saw what you did to my brothers.

He doesn't come closer but begins to pace back and forth before you, never taking his eyes from you, as might a hound as it examines the kill.

But all brothers fight and squabble of course. The Princes Wolves have fought and opposed the Whispering Way since before the Tyrant himself. But I admit it was my curiosity as to why you should hunt them that led me to seek you out. They say that curiosity kills the cat. So I should feel quite safe, no? he says, flashing a sharp smile


We don't need lights to see in the dark. the leader replies to Jon's whispered words form a hundred feet away. The oracle's jaw dropping open in surprise.

The man steps forward with arms outstretched to his sides, as if he were preparing to wrap them around someone in warm embrace.

Once again he stops short of the group, about twenty feet away and says.

We are no threat to you lest you pose threat to us. he says calmly.

At this distance you can now see that the man is dark and handsome, with a closely cropped beard and piercing blue eyes that move quickly between the party, appraising each of you.

My name is Rakis Szadro, leader of the Prince's Wolves. We have tracked you since you left Highthrone, though we dared not approach you in Ardis. You killed many of my kind at the Temple. Will you parley with me instead?


After a solemn breakfast the party gathers their things and the last of their purchases before saddling up and beginning the trek to Feldgrau.

The events of the previous night weigh heavy on their mind, particularly Jon and Markus who, though they don't know it, deal with the near loss of one of their friends in a similar, quiet way. It also hasn't escaped the party that if nothing else, the events have yet delayed them further in their ultimate pursuit of Vrood. Before embarking to Ardis they knew Feldgrau was his destination, and are left hoping that is still the case else the trail run cold.

The day is cold, the bleak autumn colds are rolling in and bring with them a grey drizzle that quickly soaks you to the skin. Despite this you know you have a long journey ahead to the village and press on with only a single stop for a cold lunch of dried fruits and even drier meat.

The rest of the day continues in the same way, conversation as sparse as the plains you now travel in. This region of Lozerai is marked by long tracks of uninhabited plains that lead to hour upon hour of dreary travel.

Eventually, having seen no sign of habitation for miles around, you set up camp beside the road and try to light a fire in the dismal conditions. However, without dry firewood, it proves a long and frustrating task without success.


1d6 ⇒ 1

During his watch, Jon reminds himself to cast a light every hour. With the overcast conditions and the persistent rain, his night vision is even more reduced than usual.

Muttering curses to himself, he buttons his coat up tight against the chill. Every time he reaches the top however, he finds that the mischievous spirits that haunt him have undone the bottom ones and he has to start again. He continues with this for a few minutes before giving up, their sounds of tittering laughter in his ears.

Then, he notices a light near by, some hundred yards away. It is a torch, and illuminates a group of about 8 or 10 men and women, it's difficult to tell for certain. He wonders how the men managed to navigate in the dark to be able to approach so close before lighting their torch and as he does so a loud and clear voice calls out;

Ho, the camp! Friends approach!

The shout will wake everyone and assuming you don't just attack on sight, they approach a little closer, until they are about 100 feet away.

As they get closer you see that there are in fact ten men and women. All are armed and armored in a variety of styles. They seem no strangers to battle. The one who steps forward furthest, and by that you take to the leader, is a man of average height that you would place at around 30 years old. He is dressed in studded leather armor over which he wears a woollen greatcoat of grey wool and a wide-brimmed hat. A colourful, Varisian-style, scarf can be seen poking out over the collar. A rapier and dagger hang at his belt.


Let me know if you are leaving the next day for Feldgrau.


If you are ready to move on I will leave it to one of you to post to that effect. I don't want to just say "Ok that's over with, lets go" because I imagine that was quite an ordeal for everyone.


The flustered innkeeper seems to calm somewhat at Sebastian's well-reasoned word and simply says;

No need to apologise sir. Girl was screaming blue murder about some wolf. Probly just a dog chasing rats in the cellar. Thanks for chasing it away though.


I'll step back and let you play this out and your intended next steps.


Success. Morbar will live and has beaten the affliction


Round 5 constitution damage: 1d4 ⇒ 1

Morbar's muscles seize, his eyes bulging and tendons standing our on his neck like cords. The vessels in his eyes burst from the spasms, flooding with blood. His coughing has now become nothing more than a constant wheeze.

For good or ill, you sense the end is near.

Round 6 constitution damage: 1d4 ⇒ 2

His back arches with extertion, jaws bulging with such force that you hear his teeth crack. There is a final retch he hacks up a disgusting mass of bile and blood before slumping into unconsciousness.

The poison works it's way through his body. Morbar is currently on 3/16 constitution.

Morbar, you may roll another fortitude save with your adjusted constitution and have another try with the Bit of Luck Markus granted you.


Morbar sinks the sticky substance in one. Despite it's thick, congealed texture, the flavour is actual surprisingly pleasant, a rich earthy blend not completely unlike of some of the mushroom liquors brewed in the caverns of the Dark Lands.

That is where the similarities end however.

Within moments, Morbar's vision blurs and his head begins to spin. He tried to make some joke about the drink going to his head but finds his tongue is swelling to almost double it's size.

He collapses back on to the bed, a feverish sweat breaking out on his brow.

Round 1, constitution damage: 1d4 ⇒ 2

He begins to cough. A spluttering, wheezing bark that starts to bring up thick, green strings of bile that he spits weakly to one side.

Round 2, constitution damage: 1d4 ⇒ 3

The sweating becomes more profuse. By now, it is pouring from his forehead and what remains of his shirt is plastered to his body.

Round 3, constitution damage: 1d4 ⇒ 2

Morbar is dying. His body is wracked with shakes. A persistent moan is emanating from his lips and his eyes roll back in his head. It is clear he has no idea where he is and the poison is eating him alive!

Some of you can barely watch. His body is emanating a sickly, revolting stench, like that of dead flesh and his skin is burning up.

Round 4, constitution damage: 1d4 ⇒ 3

I'm going to pause here and so things in rounds with your actions in between. Morbar is on 6/16 constitution currently with two rounds remaining. Either you can see this through or one of you can intervene if seeing your friend in such pain is too much.

Round 5 - Heroes


Kill or cure.

Lycanthropy is no joke. If you catch it within three days, a 12th level caster can cure it with break enchantment. Alas, that option is no longer available for Morbar.


Yeah, it would have been even more interesting if you were still there when the watch arrived.

Morbar isn't out of the woods. Drinking the alchemically treated wolfsbane from the temple will deal 1d4 points of constitution damage per round for six rounds

This damage damage cannot be interrupted by healing for the cure to work because it burns away the infection as it destroys the system. Nearly as many have died from this cure as the infection itself.


Previously.... On Carrion Crown

The gushing blood is immediate and sends the werewolf into a frenzy. He hauls Morbar to his feet by the blades and with a hungry grin tears a chunk of flesh from his throat before discarding the warrior like a chewed bone...


Nice Morbar. The DC was 20 so you remember everything.


Reflex: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 Success, (and saved Morbars life!)

Jons eyes blaze with eldritch fire and hos mind is screaming with the souls of the damned that plague his every step.

The wolf is suddenly engulfed by terrible, wracking flame. It's fur catches immediately and in seconds it is ablaze, flesh blistering amd bursting, a horrid scream emanating from its maw.

It thrashes helplessly as the flames take it and collapses to the cobbled street where it burns for a few moments more before it is mercifully still once more.

Combat Over

The party gathers around the fallen creature and watch in horror as it shrinks and reforms, scorched fur dissolving away and giving way to charred and disfigured flesh. What was once a proud, red beard is now a blackened patch of hair surrounding lipless teeth below a pair of eyes, one melted to a jelly-like mess on what is now clearly a dwarfs cheek.

With horror, you see that this foul creature... Was Morbar Dwinhak all along.


At the end of the street, unbeknownst to our heroes, a tall figure in a dark hood smiles, and shrinks back into the shadows......

1 to 50 of 2,633 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.