Showing posts with label dragon age. Show all posts
Showing posts with label dragon age. Show all posts

Friday, 3 February 2012

review: kobold quarterly 20

Metric: Kobolds.  They've proven their worth even in these straitened times.  One of nature's survivors and what's this - next issue they can go into a tavern?  Must be doing something right.
DISCLAIMER: Review based on a PDF copy provided by Open Design.
Overall: 4.5 kobolds (the Kobold goes from strength to strength)
This issue shows the Kobold entering it's sixth year.  Next issue it gets to drink and given it's performance, I suspect that champagne may be the order of the day.  In this time it's managed to carve a niche out and surpass it's predecessors through quality and by moving with the times.  As a new edition of D&D hoves into view, the future is looking rosy for this small but fierce predator who appears large and in charge compared to other RPG-zines out there.

Contents: 4.5 kobolds (a mix of excellent and complimentary themed content)
After last issue's challenging content, this issue has things much more to my taste.  A mixture of archers, fun things to do with ooze, planar allies, nightmarish monsters and... fish supper too?  The advent of 5th edition has elicited a flurry of 4E articles it seems.  AGE support is still going strong and as KQ enters it's sixth year, it seems the quality of articles aren't slowing down and neither are the quantity!

Now, it's time for detail.

The Elven Archer by John E. Ling, Jr. (5 kobolds, Pathfinder) - This class is very well-designed, distinctive from a ranger and doesn't obviate the arcane archer prestige class.  The article is also well-written, concise yet expressive. Ideas to hack the class are well-thought out.  Elf-loving players will be rubbing their hands in glee, GMs won't find this class game-breaking.  Much to like.
Arrows of the Arbonesse by Jarrod Camiré (5 kobolds, Pathfinder) - This collection of magical and non-magical arrows offers a variety of options; from silent fletching through razor wire and acid tips to battlefield options needing multiple archers.  GMs will find plenty of new ideas for arrow traps or assassins.  Something for everyone here.
Derro Ooze Magic by Nicholas L. Milasich (4.5 kobolds, Pathfinder) - For those with Juiblex-cultists, degenerate drow or derro savants, this is terrific.  While billed as alchemist options, the spells cover numerous classes including witch and sorceror/wizard.  The miniature ooze familiars are wonderful.  While it's a bit niche, the content is excellent. 
Servants from Beyond by Mario Podeschi (5 kobolds, Pathfinder) - Four possible allies for those casting lesser planar ally.  This article offers allies players can call upon - providing individualised motifs and roleplaying guides as well as stats.  There's a real need for articles that can speed up play like this.  More would be a good thing..
Night Terrors by Jack Graham (4 kobolds, Pathfinder) - This quartet of monsters are distinctive.  The changeling moth offers a Ravenloft-esque horror, the giant naked mole rat will be useful for fans of BBC's Merlin.  The cephalic parasite is classic B-movie and the pishtaco is Stephen King-style horror.  Some tweaks may be needed to suit certain games, they're good stuff.
The Power of the Game Master by Monte Cook (4 kobolds, system neutral) - Monte considers the role of the GM and various points on the continuum of authority in a game.  This may seem obvious but there is nothing wrong with stating the obvious if it's a) true and b) relevant.
Captured in the Cartways by Christina Stiles (4 kobolds, Pathfinder, Midgard) - A subterranean adventure set in Zobeck's Cartways.  Your party needs to do a favour. It's not complex but it's fun and the end-level villain is excellent.  You don't need the Zobeck sourcebooks (though they are excellent) mentioned.
Putting the Band Back Together by Stefen Styrsky (4.5 kobolds, Pathfinder) - Re-uniting former legends back for one last gig is a recurring theme in action movies, now these feats let you wheel out your heroes for an epic showdown.  These may be better suited to traits than feats yet are a nice touch.
Fey Hunters & Shadow Hounds by Christopher Bodan (5 kobolds, Pathfinder, Midgard) - A look at the shadow fey hunts and their hounds.  Those with Tales of The Old Margreve and Court of the Shadow Fey will definitely want this.  The fey hunting hounds are a disturbing twist on the Wild Hunt.  Lycanthropy may almost be preferable.
AGE of Specialization by Randall K. Hurlburt (5 kobolds, AGE) - Some additional options for AGE RPG characters, the battle captain plays well with others, the elementalist channels primal forces but the rogues steal the show with marksman, master thief and skirmisher.  Well-balanced, worth your attention.
Kobold Diplomacy: Bardic Charisma Meets Crunch and Chickens by Jeremy L. C. Jones (4 kobolds) is an in-depth interview with Christine Stiles, whose resume is already impressive.  This interview has good advice if you want to get into the industry.  Also perhaps the silliest title I've seen in a while.
The Bardic Arts by Aaron Infante-Levy (4 kobolds, 4E) - A hack for bards in 4E, some additional options making the bard a social skeleton key.  While useful for courtly games and gathering information, the DM may need to create some situations.
Ask the Kobold by Skip Williams (5 kobolds, Pathfinder) - A breakdown on the effects of poisons and disease - essential reading for GMs.
Small Spirits by Matthew J. Hanson (5 kobolds, 4E/Pathfinder) - A collection of primal nature spirits, magic items and creatures.  Good stuff for those running games with shamanic or druidic influences.
Unearthed Ancestry by Jerry LeNeave (4 kobolds, 4E) - Race-based powers for gnomes, minotaurs and tieflings.  Combat crunch with some subterfuge for the gnomes; balanced and archetypal.
Make Haste! by Ron Lundeen (4.5 kobolds, 4E/AGE/Pathfinder) - Proposing a new mechanic (haste points) to vary the difficulty of encounters where speed is of the essence.  The slow get a harder time of things.  Nice if you've got a party that dawdles horribly.
Fish of Legend by Crystal Frasier (4 kobolds, Pathfinder) - A whimsical take on magical food, with a couple of classic legends and folklore thrown in.  Fishing may become a new preferred past-time.
Book Reviews by William Banks, Ben McFarland, Wade Rockett, and Pierce Watters (4 kobolds) - Fantasy light and dark, a history of roleplaying games and steampunk adventure get analysis.
Free City of Zobeck:The Ruins of Arbonesse by Jeff Grubb (4 kobolds, Midgard) - A look at the ancient kingdoms of the elves in Zobeck and how they have fallen.
Cartoons (4 stars) - Bolt & Quiver celebrates size differences, d20 Monkey wants fun with performance-enhanced snakes and 10x10 Toon cuts the cheese with a groan-inducing pun.  How else can I review them?

Artwork/Layout: 4.5 kobolds (excellent cover, strong interior art enhances articles)
The cover by Richard Clark shows The Snow Queen bringing seasonal chill to the proceedings.  Rick Hershey and Blake Henrikson provide excellent interior art, the elven archer firing sprays of magical arrows, the fey hunting hounds look horribly unnatural.  Jason Rainville, Storn Cook and Michael Jaecks provide excellent colour pieces.  Black & white pieces are good quality and less woodcuts or classic art appear.  Adverts haven't become too obtrusive yet though the smaller blocks make some articles page-turners - this is a minor gripe at best.  Overall, the magazine is a great example of how to do this right.

In conclusion, KQ20 shows no sign of slowing down.  It's bringing quality content, supporting 4E, AGE RPG and Pathfinder with equal facility.  Six years is a long time in the industry and to see a magazine supporting multiple systems without being a house organ for any of them is testament to it's quality.  If you haven't yet succumbed to the lure of the kobold, you can grab a free copy of KQ 14 (reviewed here) until 14 February 2012 by visiting the Kobold Quarterly store and using the voucher Kobold Welcome.

Friday, 11 November 2011

review: kobold quarterly 19

Metric: Kobolds.  The little guys deserve your respect - this is year four and they've survived and prospered.
DISCLAIMER: Review based on PDF copy provided by Open Design
Overall: 4.5 kobolds
This issue is a challenge.  It picks areas I've got instinctive and experiential biases against and delivers considered, playable articles on those subjects.  In addition, there's some really good Pathfinder and AGE stuff here.  The layout is good as ever and growing increasingly colourful.  With expansion in mind, the kobold goes from strength to strength.

Contents: 4.5 kobolds (a varied feast of magic, horror and adventure)
This month's editorial announces an expanding magazine.  More stuff?!  This can only bode well.
The White Necromancer (Mark Radle; Pathfinder, 4.5 kobolds)
A niche class for the connoisseur - challenging and done with finesse.  While the spell list and removal of evil spell descriptor ability makes me twitch, considered mechanics and new spells make this fit for odd-ball players without entirely disenfranchising clerics.  Potential campaign arc material.
Bottled Hubris (Jerall Toi, Pathfinder, 5 kobolds)
A serious expansion to the alchemist class, building on Advanced Players' Guide and Ultimate Magic. The new specialists offer interesting directions.  My particular favourite is the calligraphist archetype, which just begs to be introduced into a game.
Magic Shops, What's In Store (Christina Stiles/Spike Y. Jones, Pathfinder, 4 kobolds).
Getting past my misgivings on this subject, this is a good article arguing for why they exist (and the magical missile weapon argument is a fair point.  I'm less convinced about Kieran's or Melysium's shop or the table at the end of the article which suggests population centres have plenty of magic.
Welcome to the Dragon Empires (James Jacobs, Pathfinder, 4 kobolds)
A preview of the lands of Tian Xia and the Dragon Empires Gazetteer.  This whistle-stop tour gives you a flavour of what's coming up.  Exotic lands and strange races provide intriguing glimpses into an excellent setting - shame it shares a name with a bit of Midgard.
Làu Kiritsu (Richard Pett, Pathfinder, 5 kobolds)
The absolute obedience and hierarchical customs demanded by this archdevil and his servants offers a different, exotic flavour to the traditional hellish foe.  Adventure hooks, magical torture items and a puzzle box round out this intriguing article.  Pett at his best, a mix of whimsy and horror.
Archetypes of Death (Phillip Larwood, Pathfinder, 4.5 kobolds)
Something a bit Hallowe'en-worthy, a death-themed archetype each for barbarians, monks, druids and summoners gives a twist on the traditional.  Of particular interest is the grave druid (suitable choice for a battlefield) and the master of worms (a monk inspired to fight undead).
Courting Adventure (Rick Hudson, system neutral, 5 kobolds)
A tour of the noble titles and the courtly figures who keep vigil over the kingdom.  These aristocrats do more than just attend balls, they perform functions.  A useful map for end-games where the high-level characters looking to carve out a barony of their own. 
Land of Horse and Bow (Simon English, AGE/Midgard, 5 kobolds)The Rothenian Plains in Midgard offer a mix of steppe warrior, gypsy tribes, shamans, centaurs and kite-riding elves.  Background options for these characters and variant rules for Arcane Lance spells provide more flavour for Open Design's Midgard setting.
Balance-Free Bonuses (Monte Cook, system neutral, 4 kobolds)
The new lead in Dungeons & Dragons offers some thoughts on how to make the traditional races and  classes stand out with some simple traits without having to worry about bonuses or modifiers.
Morningstar, Monkey Marrow and Ice Cream For Dinner (Jeremy L.C.Jones, interview, 4 kobolds)
An insightful interview with indie designer Jason Morningstar, brain behind Fiasco and The Shab-al-Hiri Roach.  If you don't have these games, check them out. 
10 Ways to Turn Dull Traps into High-Stakes Encounters (Britian Oates, Pathfinder/4E, 4 kobolds)
A list for trapsmiths to consider when placing their engines of destruction.  Introducing complexity in it's execution and/or disarming is only the beginning.
The Gordian Knot (Mario Podeschi, Pathfinder, 5 kobolds)
The winning entry of the Relics of Power competition, an extradimensional knot from the tapestry of the universe which offers magical insight and the ability to evade detection and scrying.
Scions of Terror (Josh Jarman, AGE/Midgard, 5 kobolds)
Four more background options for Midgard in AGE, this time for the Western Wastes, which earns a mention in the Midgard Bestiary.  Players may choose arcanist, nobleman, goblin trader or hellborn.
Aneela, Human Cleric (Matthew J. Hanson, Solo player, 4 kobolds)
A novice cleric faces some difficult choices against undead.  This is a simple introductory adventure for a solo player, requiring battle skill, savvy and some luck.
Bark At The Moon (Brian Liberge, 4E, 4 kobolds)
Another Hallowe'en-themed article, allowing characters to gain useful powers from lycanthropy and becoming a shapeshifter.  A theme and various attack powers provide intriguing options.
Book Reviews (various, 4 kobolds)
Gearing up for the primary gifting period reviews of Heaven's Needle by Liane Mercel, Low Town by Daniel Polansky and the latest Pathfinder Tales, Death's Heretic by James L. Sutter.
Order of the Undying Sun (Wolfgang Baur, Pathfinder/Midgard, 5 kobolds)
A thumbnail sketch of a knightly order of Khors, a solar deity that is slipped from courtly favour but serving the Magdar Kingdom with loyalty and links to Divine Favor: The Paladin.

Art & Layout: 4.5 kobolds (an increasingly colourful selection of excellent pieces)
The cover by Malcolm McClinton is an evocative piece, showing an archer with flaming arrow astride a sinuous oriental dragon.  Interior artwork is a mixture, ranging from high-quality, colour pieces like Jason Rainville and Mark Smylie's piece for the White Necromancer and Steven Wood's piece for Bottled Hubris and Matthew Jaecks' piece for Làu Kiritsu.  Colour pieces are more prominent, notably in the Midgard articles by Mark Smylie.  Eva Widerman and N.C. Wyeth also deserve mention for their work.  Monochrome sketches like Hugo Solis' piece for Aneela, Human Cleric stand alongside woodcuts, which are in the significant minority now.  The cartoons are amusing and themed apposite to preceding articles, from the necromantic antics of Stan!'s 10x10 toon to the alchemical ennobling of d20 Monkey and noble aping of Bolt & Quiver.  Legend of Bill resorts to low-brow and falls short(s) because of it.  The layout is crisp and cohesive, something that it's draconic ancestor failed to achieve at year four (and later).

In conclusion, this is a strong issue.  While some articles are challenging because they proposed things I disagree with, there's still plenty of quality content.   Even the ads make you smile while pushing the envelope, Zombie Sky Kickstarter projects appear alongside 3rd party ads and The Kobold Scroll of Holiday Wishes 2011 edition.  Things have changed for the better, and KQ has dominated the niche of  a print zine for tabletop RPG.  Wonder what's next? 

Sunday, 7 August 2011

review: midgard bestiary volume 1 by open design

Metric: Beasts.  This being a bestiary, this seems fairly obvious. 
DISCLAIMER: This review is based on a PDF review copy from Open Design.
Overall: 5 beasts (nicely done, hopefully the first of many...)
A grim grimoire of Midgard monsters.  Open Design fans will see plenty of familiar faces adapted to AGE spread across the settings.  The mechanics provide challenges for characters at varied levels and in varied environments. Entries range from sellswords to young dragons.  AGE game masters are going to find these new monsters welcome additions to their arsenal.

Contents: 5 beasts (a balanced mix of monsters)
This being Midgard, theres's plenty of automata action and the undead are well-represented.  Amazingly more goblins than kobolds as well!  A mixture of terrains gives a GM additional options and monsters for each level which bridges AGE Sets 1 and 2.  From the tempestuous ala to the relentless zobeck legionnaire, there's no shortage of flavour .  Adaptations of familiar monsters (like the kobold slyblade) stand alongside original works  into AGE stats provide a GM with a baseline to work from for other manuals or compendia they own.  This is a surprisingly versatile collection of monsters.

Artwork/Layout: 5 beasts (simple, uncluttered, decorative)
The cover is a wonderful piece by Aaron Miller.  Interior pieces by various artists showcase the monsters. Statblocks are intuitive and where needed, additional options for weapons are set out for use by players or GM.  Each monster fits onto a page which makes for quick use and layout is uncluttered.  A mix of colour and monochrome art avoids the blandness of pure monochrome.  More interior colour would have made this book perfect and in keeping with Green Ronin's own presentation.  The art is very good and some pieces really evoke the danger of some of these monsters or provide a suitable whimsy for certain entries.

In conclusion, this is an excellent source of monsters for an AGE games master.  The price is good and this offers a flavour of how AGE will be supported in Midgard.  It's encouraging to see this is the first volume, it looks like there will be more coming along.

Thursday, 28 July 2011

review: kobold quarterly 18

Metric: Kobolds.  It's tradition now.  Plus you don't *want* to be a dragon in this issue.  Too many dragonslayers for it and with editorial support no less.
DISCLAIMER: Review based on a PDF copy provided by Open Design.
Overall: 5 kobolds.  Jam-packed with content, looks excellent.
So. Much. Stuff.  This is a special summer special, relentlessly focussed on content.  Support for AGE, 4th edition D&D and Pathfinder is equally represented.  System neutral stuff is high quality and there is even room for a gritty, urban choose-your-own adventure.  This one will be tough to follow.

Contents: 5 kobolds (a veritable cornucopia)

Gifts of the Gods (5 kobolds, AGE system, Steve Kenson)
Bringing god-given gifts to AGE, this article illustrates how to do priests and domains in AGE using the Midgard setting as example.  An option written by the AGE system designer that allows you traditional fantasy buffs access to the AGE system?  I can see how that might be relevant to our interests...
The Savant (4 kobolds, Pathfinder, Ryan Costello Jr.)
A workable scholarly jack-of-all-trades.  I like this class, the concept is for the Renaissance Man (or woman) who isn't a bard, more a medieval Macguyver or Joe90.  While I have plenty of core classes to pick from in Pathfinder already, this one suits a particular flavour of game.
Silus and the Red Dogs (5 kobolds, adventure Matthew J. Hanson)
A gritty urban choose-your-own-adventure.  Excellently put together, sharp and smart.  This is great if travelling and just the right length for short journeys.  Wonder if there's mileage in a collection of these?
Ecology of the Minotaur (5 kobolds, 4th edition, Tracy Hurley)
The minotaurs of Midgard get some wonderful background information as well as a handful of boons for the roles in Triolo society.  What I like about Tracy's article is how well-rounded minotaur society is presented here and that there is a place for the kill-crazed Baphomet worshippers among them.
The Exorcists (5 kobolds, Pathfinder, Tim & Eileen Connors)
You wake up resurrected minor clerics facing a possessed dragon.  Rolling for initiative is going to get you killed.  So what do you do?  A neat twist on the treasure first, now think your way out.
The Dragon Hunter (5 kobolds, Pathfinder, Mike Welham and Adam Daigle)
The dragon hunter is a prestige class which provides PCs with the tools to go toe-to-toe with the big time.  A great fit for a big dragon campaign or where dragons are a threat and useful in other games as well.
Tools of War (5 kobolds, 4E, Matt James)
A companion piece to the excellent 4E sourcebook Soldiers of Fortune.  Siege engines give terrific set-piece encounters and this article has trebuchets.   That alone is worth the price of admission.
Elementary, my Dear Wizard (5 kobolds, 4E, Paul Baalham)
Murder mystery is something many scenario writers aspire to and Paul breaks it down excellently.  Considerations of method, motive and opportunity, structure and an example skill challenge.  More please!
Soul Broker (4 kobolds, 4E, Anthony W. Eichenlaub)
An interesting take on the Faustian deal using glib sales patter and infernal magic.  Probably best as a DM's hook; this trade is something that will burn a party.
Synergistic Magic (4 kobolds, Pathfinder, Phillip Larwood)
Some crunch to give wizards some extra kick.  Useful in justifying why low-level wizards hang around mid-level adventures, though examples are a bit limited.
Explaining the Inexplicable (5 kobolds, any, Monte Cook)
Monte breaks down the dichotomy between what's believable and what's not.  Invaluable in developing a GM's craft and worth reading if your players are inclined to quibble.
Battle Wizards and Sword Maidens (4 kobolds, any, Dave Gross)
A tour of Asian fantasy cinema.  I haven't seen many of these but those I have, I liked. Potted summaries offer possible gaming hooks.  As suggested brain fuel for Oriental games, this is nice.
10 Reasons Why Your Characters Should Be in Jail (5 kobolds, 4e/Pathfinder/AGE, Russell Jones)
This is an absolute gem.  The rule of law is something often flouted in games by gung-ho players and these hooks remind the GM of the order of things.  Just so those adventuring types have something to play off.
Into the Dragon's Den (3 kobolds, 4E/Pathfinder, David Schwartz)
Magical lair dressing for dragon encounters.  Some nice touches (heat mirages for red dragons), yet assigning feats to these seem a needless buff.  I like yet the execution seems feats for feats' sake.
The Heroic Flaw (5 kobolds, any, Phillipe-Antoine Menard)
The Chatty DM takes a look at giving heroes something more interesting than generic obligation.  Accessible indie game design concepts for those who haven't tried them.  This encourages people to stretch their gaming wings, often a good thing.  
Who Watches the Watch Fires (5 kobolds, 4E, Jonathan Roberts)
When mercenaries go bad, the party must raise the alarm.  Not as simple as it sounds, a good mix of skill challenge and combat in a confined location.  A good scenario for raising the stakes in a heroic tier game.
Beast Masters (5 kobolds, Pathfinder, Marc Radle)
A nice change to the Leadership feat which gives more options for your cohorts.  Perfect for druids, rangers and the other nature-lovers out there.  Or those who love their animals more than people. 
Ask The Kobold (4 kobolds, Pathfinder, Skip Williams)
Waxing sage on illusions and experience point costs for various things.
Cavaliers of Flame & Fury (4 kobolds, Pathfinder, Adam W. Roy)
There is definitely a niche for cavalier orders in Pathfinder and this article provides two for Midgard.  One fierce, one fiery and both make excellent opponents.  Great examples of how to create your own orders.
Book Reviews (4 kobolds, William Banks, Wolfgang Baur, Piece Watters)
Books for gamers, including the latest Pathfinder and Forgotten Realms novels and Ari Marmell's Goblin Corps.  Reviews and solid analysis.  Once again, I find myself tempted.
Wing, Scale, and Claws (4 kobolds, Wolfgang Baur)
The exploits of a dragon haunting the Rothenian Steppes and how a degenerate among a society of dragons can conduct a campaign of terror.

The editorial shows a rebellious streak by the kobold-in-chief against dragons.  The loss of a letters page this issue.  While I enjoy the Letters page (precisely because it's so old-school Dragon) this issue is not diminished by it's absence.  The addition of Legend of Bill to the roster of Bolt & Quiver, 10x10 Toon and d20 Monkey who all bring the funny.

Artwork/Layout: 5 kobolds (pretty and shiny)
The cover of two clashing dragons courtesy of Kieron Yanner makes a statement.  Interior use of colour and black & white art is good, with fewer pieces of classical art.  The statblocks are well managed and the advertising is within the usual limits. The map of the Watchfire gives the DM of Who Watches the Watch Fires an instant quality map.

In conclusion, Kobold Quarterly has come of age.  With more content than any two issues of it's draconic ancestor, it's not just about emulating it's forebears, it's now beating them.  Synergies between articles exist which is awesome.  Pathfinder GMs can use the Savant and Dragon Hunter prestige class with the Order of the Firedrake and In the Lair of for a dragon-chasing campaign.  4E DMs have the seed of a war campaign being sponsored by a soul broker against the minotaurs of Triolo.  AGE players may find themselves inspired by the gods under the rule of a tyrant.  This isn't even considering the actual scenarios themselves.  This one will be a tough act to follow.

Wednesday, 4 May 2011

villainy springs forth - review: kobold quarterly 17

Metric: Shrunken kobold heads.  Having done kobolds for the last few issues and given this issue is about villainy and getting ahead, it was time for a change.  Anywho...
DISCLAIMER: Review based on PDF copy provided by Open Design
Overall: 5 shrunken kobold heads (little touches elevate it).KQ has always looked good but this issue has little flourishes.  Labels to show the game systems that the articles relate to.  Consistently high standards of artwork including Open Design's use of classical artists.  While there's less of a theme than usual, the variety is consistently good and quality system neutral articles lets KQ offer something for everyone. At risk of repeating myself, if you want to produce a PDF zine, this is the standard to aspire to.

Articles: 4.5 shrunken kobold heads (villainy, shrunken heads, fireworks, food and more...)
So We Meet Again (Michael Kortes) - 3.5 shrunken kobold heads (Pathfinder).   This suggests mutually-agreed abilities for NPCs and PCs based on antagonism.  An interesting idea, some GMs may make cards for these rules.  Others may work out situations where the abilities make sense.  Different strokes for different folks and adaptable to superhero games using d20 I reckon.
The Right Way To Do Wrong (Brandon Hodge) - 4.5 shrunken kobold heads (Pathfinder).  Scams and grift for rogues of all stripes.  Handy flavour for big city encounters and suggested costs for items which PC rogues may want to try out.  Of course, your GM may want to try these on your party first.  And bonus drinking games which will be tried at conventions and LARPs I'm sure.
The Scourges of Vael Turog (Stefan Styrsky) - 5 shrunken kobold heads (4E/Midgard).  Magical plagues have always occupied a valued place in a DM's arsenal.  Here are several takes on disease (as disease, hazard, ritual and even creature) showcasing 4E's versatility and provides some very interesting opponents and encounters for 4E players who have been there, done that...
Ambush in Absalom (Mark Moreland) - 4 shrunken kobold heads (Pathfinder/Golarion) is an Official Pathfinder Society Quest.  A recovery job in Absalom's sewers?  Can't be that bad surely?  Well maybe the sewer-dwelling kobolds might feel differently.  Those going in gung-ho are in for unpleasant surprises.  Looks like plenty of fun.
On The Streets and In The Books (Quinn Murphy) - 5 shrunken kobold heads (Dragon AGE) deals with chase scenes and research.  The mechanics look interesting and the results are distinctive, entertaining and varied. This makes a major difference to some systems which allow limited variation in success.
Elf Needs Food Badly (Matthew J. Hanson) - 4.5 shrunken kobold heads (4E).  Humour has it's place in games and these magical foods help.  +1 for Gauntlet reference title.  Some would work with the feasts in Courts of the Shadow Fey.  From dire bacon to poysenberry pie, the jokes fly thick and fast.
Secrets of the Four Golden Gates (David Adams) - 4 shrunken kobold heads (4E).  Societies and magical items for the much-neglected monk class.  Each mystical items has flavour and the associated societies provide limited supporting fluff.  As for the Golden Gates?  That mystery needs greater contemplation.
Value of the Monster (Monte Cook) - 5 shrunken heads (System Neutral).   Monte waxes sage on how to make monsters monstrous.  Taking a look through lenses of threat, fear and revulsion he provides concise insight into what makes for memorable monsters.
Magical Squibs, Crackers and Fireworks (Jonathan McAnulty) - 5 shrunken kobold heads (Pathfinder).  Since Lord of The Rings was written there's been a shortage of magical fireworks.  This article goes some way to repairing this woeful state of affairs.  Some are less obvious than others.  There are plenty of ideas for a GM to unleash on their players and accidental misfires are always fun.
The Black Goat (Richard L. Smith II) - 5 shrunken kobold heads (Pathfinder/Midgard).  A tavern with a magic show, dancing Kariv gypsies and an eldritch secret.  There's always room for taverns, particularly those redolent of Hammer Horror and certain New England authors.   A map of the Black Goat lurks on page 75 to ensnare the unwary.
Feats of Stunning Might & Brilliance (Jeff Tidball) - 5 shrunken kobold heads (Dragon AGE/others). This is a breakdown of the stunt mechanic used in AGE and considers how it can be adopted to other systems. An interesting concept, thought-provoking and treated well.
Lackeys, Hirelings and Henchmen (Tom Allman) - 4 shrunken kobold heads (System Neutral).  Where the great lead, others must follow.  The common-sense approach differentiating between these makes it easy for new GMs to use.  An excellent counterpoint to last issue's articles about minions.
Group Concept (Mario Podeschi) - 5 shrunken kobold heads (System Neutral/Midgard).  Examples of how the band get together provide useful hooks not only for player character parties but also for NPC groups with a common purpose.
Getting Ahead (Ben McFarland) - 5 shrunken kobold heads (Pathfinder/3.xE).  This is one set of magic items that players will remember for some time.  The create shrunken head feat is a nice twist on those who think that Create Wondrous Item ought to cover every eventuality and there's inspiration galore...
It's Not Supposed To End This Way (Scott A Murray) - 4 shrunken kobold heads (System Neutral) offers suggestions for when the badly-timed death derails a plot.  Options abound and while some players will likely balk at experiencing these fates, there's always the alternative.
Seven Secrets of the Seven Cities (Wolfgang Baur) - 4 shrunken kobold heads (Midgard) reminded me of the classic Minarian Legends articles from Dragon Magazine.  Snippets of intrigues and plots to inspire GMs offers more flavour on the different parts of Midgard.

Zine Stuff: 4.5 shrunken kobold heads (meta is better...)
Editorial (Wolfgang Baur) - 4 shrunken kobold heads.  Evil Willow and Severus Snape at conventions and the lure of rational villainy.  Extremism and ignorance can be as horrific as any rational or insane villainy.
Interview with Jeff Tidball (Jeremy C.L. Jones) - 5 shrunken kobold heads.  Jeff is definitely one to watch and gameplaywright.net is worth your attention.  Sound advice for freelance designers and players alike.
From The Mines (Letters page) - 4 shrunken kobold heads.  Jiro with wings, lively positive discussions and some more stuff on Adopt-A-Soldier.  Did I mention Jiro with wings?
Cartoons (d20 Monkey/Stan!) - 4.5 shrunken kobold heads.  d20 Monkey waxes lyrical on shabby party members (who don't do traps) as Bolt get sizist over Quiver's new look. 
Ask The Kobold (Skip Williams) - 4 shrunken kobold heads.  This month goes to the dogs with questions on guard dogs, riding dogs and magical items.  Does a hat of stupidity mean an upgrade for some?
Book Reviews (Various) - 4 shrunken kobold heads.  The books are interesting though the predominance of game tie-in novels makes me a little wary, as there's no shortage of good fantasy out there.
Advertising: 18%  Convention time is coming around, a good mix of in-house, big and small companies.

Artwork (various) - 5 shrunken kobold heads.  Colour art from the awesome Alison Theus cover to colour panels by Mark Smylie and Pat Loboyko.  Monochrome mayhem is provided by Rick Hershey (goblin with fireworks are scary) and Kevin Crossley while whimsy from Darren Calvert keeps things from becoming too Grr! Argh!!

Kobold Quarterly is matching it's draconic predecessor in the best ways.  Where there are references to Open Design products, these are done in ways that encourage portability into other settings.  It shows the strength of KQ that it appears to offer more support for classic 4E in it's pages than WOTC does without  a paywall.  The support for Green Ronin's AGE and Paizo's Pathfinder show that being the Switzerland of the Edition Wars is working out well.
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