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Deadly Harmony: Not Your Average Herd

The practice of domestication is older than civilization. To date, mankind has tamed what your adventuring group would consider to be rather tame creatures. In the Pathfinder Roleplaying Game, however, those with talent, interest, or need can domesticate much more dangerous creatures. Factor in exotic races with unusual dietary and cultural needs, and you could

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Magic Shops: Flights of Fancy (Part 2 of 2)

If you open issue #19 of Kobold Quarterly, you’ll find an article called “Magic Shops: What’s in Store?” by Christina Stiles and Spike Y Jones (the very same authors of this article!). That article explores the topic of how you can turn the experience of shopping for magic items into a useful GM tool, plus shows

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Bedorken’s Big, Bad Bag of Bones

Bedorken was never a very good necromancer. Schooled by his father, the reviled Necromancer Ezekhan, he could not stomach the ghouls and zombies that were a fixture of his father’s work. Bedorken was, however, extremely talented. He excelled at conjuration and transmutation, especially the fabrication of extradimensional spaces. He also had a love of skeletons

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Darkwater

A pool of oily black water ripples as you approach. Darkwater can be both an unexpected terrain hazard and a potential story hook for assassination plots. If your adventurers are moving through a dark and dank cavern system, they might walk right into a puddle of darkwater. If they’re mixing among the social elite in

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Familiar Roles: Practical Ideas for Animal Familiars (Part 2 of 2)

The empathic connection between a master and familiar has a way of shaping the behavior of both… [previously] __ Lennox pleaded with the grey-bearded man in the park. “C’mon… I know you know the old woman in the swamp outside the city. You told a nobleman she could raise animals from the dead. Now please,

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