A new Kobold Quarterly is here, this time with
more game systems! This issue’s Editorial highlights the moment of our hobby,
mentioning not only D&D 5th,
but also other exciting games like 13th
Age and even retroclones, like Lamentations
of the Flame Princess. It really seems that we’re seen some kind of
resurgence, like in the good old days of D&D
3rd (11 years just flew by).
The first article is about Barbatos, the
Gatekeeper of Golarion’s Nine Hells (Pathfinder). The Bearded Lord is very
different from your typical devil and has a great vibe for a witch patron, in
the best Salem-like (or Lovecraft-like) style. Barbatos view of chaos and
nature also provides ample game hooks. The article also presents us with a cool
new infernal bloodhound, although what really stands out are the new infernal
manifestations – haunt-like mechanics that capture, with simplicity, the flavor
of infernal and heretical rituals easily accessible to any sinner (or player
character).
The next article is for D&D 4th and details the Dragonkin, a variant of
dragonborn for the Midgard Campaign Setting, together with new powers and
feats.
Monsters of Morphoi is a Sneak Peek of the Pathfinder
patronage product Journey to the West.
The entire setting of the Isle of the Morphoi has a fascinating and mythic
Greek vibe to it, with trapped goddess, cursed priests, ancient prophecies and
lots of monsters. The article details not only the shapeshifting (and delicious
weird) morphoi, but also provides stats for other monsters. However, the
coolest part is that these stats are for Castles
& Crusades (being easily adaptable to AD&D 1st, 2nd
and almost any retroclone out there). Kobold Quarterly indeed is the Switzerland
of RPG these days – and I’m very glad for that.
Blood Brothers, our next article, provides a new
rogue archetype for Pathfinder,
representing classical heroes, like Fafrhd and the Grey Mouser. The cool part
is that this is an archetype that must be taken by two characters.
Monte Cook’s article – The GM’s Influence on Character – raises a very interesting and
often overlooked point: how characters built after the campaign started are
different (considerably) from those PCs that manage to stay alive since the
first levels. This usually comes up when a PC dies in the middle of a campaign
and the player builds a new one from scratch – rarely this new character is as
interesting or unique as those that survived so far. While this may sounds
obvious to some, the question of how to insert and better “personalize” this
new PC is an important and useful subject. Unfortunately, Monte doesn’t go that
far with his article.
The Escalation Die marks the first presence of 13th
Age at the pages Kobold Quarterly and it couldn’t have picked a better topic.
Basically, the Escalation Die is a d6 that measures dramatic tension – it
starts at 0 and increases by 1 each round. The number on the dice is added to
the PCs actions (and in 13th Age it also indicates when some special
abilities are used or activated). The greatest aspect of this mechanic is that
it simulates flawlessly the dramatic trait of movies and novels where the main
hero only use his most powerful moves at the end of the combat (can you
remember the last time it happened at the game table?). The article provides
advices on using the Escalation Die in Pathfinder, D&D 4th (and
previous editions), the AGE system… even Feng Shui.
This Quarterly’s Howling Tower addresses total party kills (the famous TPK) and how
to deal/avoid them. It’s short but very useful and refreshing, listing not only
the most common reasons, but providing solid and good advices for actually
taking advantage of TPK situations. One the best GM’s advice articles that I’ve
read.
Weapons for a New Age brings firearms rules for the AGE system,
together with new talents and magic items. Articles like these are making each Kobold
Quarterly into an (official?) AGE supplement and really expanding the game’s
horizons. Another ‘must have’.
What’s right for the
game is an interview
with Paizo’s luminary Jason Bulmahn.
Hold’em for
Questioning is all
about PCs trying to extract information from NPC, particularly those you (the
GM) didn’t expected. The cool bit here is the various tables with NPC reactions
– excellent if you love improvisation. Although aimed at Pathfinder and D&D
4th, it’s practically system-less.
Dwarven Magical Rings brings 15 new magic items for
Pathfinder. There’re conventional rings here, but these days I’m a little tired
of bonus and spell-like abilities. Thankfully, we also have unconventional ones
– and these are a blast! – like the band
of second chances, the corpse’s peace
and specialist’s band.
The Scaled Steamhouse, for D&D 4th, is a
mix of a location, a few additional “terrain” powers and a series of game hooks
for (Paragon or Epic) adventures in the region of the Mharoti Sultanate (in the
Midgard Campaign Setting). However, the location is easily adapted to any
setting.
A Pathfinder Society
Guide to Varisia is
a primer to Golarion’s most famous wild region, home to the first three
Pathfinder Adventure Paths (including the all-time classic Rise of the
Runelords).
The Void of Veles is our obligatory 1-page of new
material for the Midgard Campaign Setting. As usual, Wolfgang doesn’t disappoint.
In this short essay he addresses some cosmological traits of Midgard and the
dangers that inhabit the Void. Excellent stuff!
Kobold Quarterly #22 is now clearly becoming a full RPG
magazine, not only a d20-specific magazine. I can only hope that this approach
is kept in the future (and that, maybe, we can see one or two article for
really different games in each quarterly). I can’t wait for the next issues.
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