From Dogs to Dragons: Kobold Evolution

Kobolds in Dungeons & Dragons have their roots in mythology, but they have gradually transformed into devious trapmakers capable of routing a high-level party, and for that we can thank a DM named Tucker.
Kobolds in Dungeons & Dragons have their roots in mythology, but they have gradually transformed into devious trapmakers capable of routing a high-level party, and for that we can thank a DM named Tucker.

[h=3]The OG Kobold[/h]Aaron Mahnke's Lore podcast, "Tampered," gives the origin of the kobold as beginning with "goblin," a phrase originating in the Middle Ages -- kobold, gobold, gobolin -- the root word being "kob," which means "beneath the earth" (sharing origin with the word "cove").

Kobolds in folklore were fey-like beings of Germanic mythology about the size of a small child, divided into a variety of types depending on where they lived: house kobolds were more human-like, mine kobolds were hunched and ugly, while ship kobolds smoked pipes and dressed like sailors. Of the three types, D&D draws inspiration from the mining kobold:

Folklorists have proposed that the mine kobold derives from the beliefs of the ancient Germanic people. Scottish historical novelist Walter Scott has suggested that the Proto-Norse based the kobolds on the short-statured Finns, Lapps, and Latvians who fled their invasions and sought shelter in northern European caves and mountains. There they put their skills at smithing to work and, in the beliefs of the proto-Norse, came to be seen as supernatural beings. These beliefs spread, becoming the kobold, the Germanic gnome, the French goblin and the Scottish bogle. In contrast, Humorists William Edmonstoune Aytoun and Theodore Martin (writing as "Bon Gaultier") have proposed that the Norse themselves were the models for the mine kobold and similar creatures, such as dwarfs, goblins, and trolls; Norse miners and smiths "were small in their physical proportions, and usually had their stithies near the mouths of the mines among the hills." This gave rise to myths about small, subterranean creatures, and the stories spread across Europe "as extensively as the military migrations from the same places did".


Of the mine kobolds, they were described as two-foot tall old men dressed like miners with pitch-black skin and ugly features. Their hearts glowed with a light "about the size of a cheese plate."

Mine kobolds were often portrayed as malicious, evil beasts who plagued miners. They were blamed for all sorts of noises in a mine, and were were fond of playing pranks on humans who trespassed in their territory. Mine kobolds would fool errant miners into taking an ore that burned to the touch -- what we now know today as cobalt, which bears their namesake.

It's perhaps no surprise that by the time kobolds debuted in D&D, they were portrayed as another variant of goblin. They wouldn't stay that way for long.
[h=3]Consider the Kobold[/h]D&D's Supplement II: Blackmoor portrayed kobolds as weaker goblins. It wasn't until Advanced Dungeons & Dragons First Editionthat they appeared as distinct from goblins. Their appearance would change with each edition:

Since then, they have been scaly lizards with dog faces, dog creatures with scales, dog creatures that look disturbingly like rats, tiny lizard people, and basically baby dragonborn. They are another one of those things that have been in every edition. Even the original White Box in 1974. And they are steeped in D&D Lore. Every group has thumped their way through a kobold cave at low levels, treating the kobolds as experience point filled pinatas. They dwell in every climate, and they can be found just about anywhere where first level adventurers need an opponent. And as much as the books try to tell us that the kobolds are clever, cunning, and inventive alchemists and trapsmiths, that never seems to be borne out at the table. Unless your DM is named Tucker.


Ah yes, Tucker's Kobolds. Then editor of Dragon Magazine, Roger E. Moore, had quite a bit to say about kobolds and none of it good.
[h=3]"Little Things--Used Well"[/h]Moore's editorial in Dragon Magazine #127 would go down in history. He explained how a DM named Tucker ran a dangerous dungeon when Moore was stationed at Ft. Bragg, NC. The players were in the higher level ranges (6th to 12th, which was considered higher level in First Edition than it would today) and jaded because of a challenge in monster design that faced many gaming groups:

Many high-level characters have little to do because they're not challenged. They yawn at tarrasques and must be forcibly kept awake when a lich appears. The DMs involved don't know what to do, so they stop dealing with the problem and the characters go into Character Limbo. Getting to high level is hard, but doing anything once you get there is worse. One of the key problems in adventure design lies in creating opponents who can challenge powerful characters. Singular monsters like tarrasques and liches are easy to gang up on; the party can concentrate its firepower on the target until the target falls down dead and wiggles its little feet in the air. Designing monsters more powerful than a tarrasque is self-defeating; if the group kills your super-monster, what will you do next--send in its mother? That didn't work on Beowulf, and it probably won't work here.


Tucker's solution? Kobolds of course:

This dungeon had corridors that changed all of your donkeys into huge flaming demons or dropped the whole party into acid baths, but the demons were wienies compared to the kobolds on Level One. These kobolds were just regular kobolds, with 1-4 hp and all that, but they were mean. When I say they were mean, I mean they were bad, Jim. They graduated magna cum laude from the Sauron Institute for the Criminally Vicious.


Tucker's kobolds used every dirty trick in the book, including locking doors, setting corridors on fire, using crossbows and murder holes, Molotov cocktails, and creating a honeycomb of small tunnels they could traverse easily to harry the PCs.

DMs and designers took note. But it would take six years before Moore's tale was put into practice in an official D&D product.
[h=3]Kobolds & Dragons[/h]Paul Arden Lidberg, Colin McComb, and Thomas M. Reid were taking notes when they designed Dragon Mountain, as described by Rick Swan in Dragon Magazine #200's review:

It’s a funhouse of foul-tempered monsters and convoluted traps, designed for characters with the stamina of Greek gods and an appetite for abuse. Best of all, it boasts one of the nastiest, sneakiest surprises I'’ve ever seen in a fantasy adventure. I won’t spill the beans, but I’ll give you a hint: The surprise involves one of the game’s most underused and underappreciated adversaries--hundreds of them, in fact.


Swan's talking about kobolds, of course:

The kobolds of Dragon Mountain have adapted to their surroundings so well that they have learned to use many of the old dwarven weapons and traps that were left after the dragon took power. They utilize their resources to the fullest extent possible, and they acquire additional supplies and so forth from the various villages and towns that they raid and plunder. The kobolds understand that they are heavily overmatched in toe-to-toe fights, so they almost never combat enemies this way if they can avoid it. Instead, they try to lure invaders into specially prepared traps where they can bombard the enemy with flaming oil, deadfalls, poisonous arrows, and so forth.


Their tactics include a witch doctor casting a web on PCs followed by arrows and spears; being lured into a pit trap with a stinking cloud cast into it; heat metal cast by a shaman on warriors while kobolds attack; casting silence on spellcasters; using charm or hold on PCs; snaring them with nets and ropes; and when all that fails, using surprise to attempt to overbear PCs with sheer numbers.

MTlGuy explains the connection between Tucker's kobolds and the Dragon Mountain kobolds:

Long story short, 'Dragon Mountain' is a fallen Dwarf Fortress shared between a Red Dragon and a dozen Kobold clans that has been extensively renovated according to the Kobolds preferences. The mountain planeshifts to another world every few months or so at the behest of its resident Red Dragon. The Kobolds then raid the surrounding settlements for food, materiel, and treasure...The notes suggest that the DM play the Kobolds as though they were on a learning curve. Tactics that work the first time, the second and the third start to provoke responses from the Kobolds that result in diminishing returns or responses that defeat the tactic utterly.


By the time Third Edition was published, kobolds had decidedly changed. They were scaly, crocodile-like beings who worshiped dragons and were known for their ability to create traps. Tucker's demonstration -- thanks to Moore's retelling -- gave DMs everywhere some wicked ideas on how "little things, used well" could be deadly no matter what they looked like.

Mike "Talien" Tresca is a freelance game columnist, author, communicator, and a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to http://amazon.com. You can follow him at Patreon.
 

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Michael Tresca

Michael Tresca

Tucker's Kobolds tricks (often)= DM Fiat.

"I can't believe your 10th level characters got whooped by a couple of simple 1 hit point kobolds.....who set 5 traps that were really hard to detect and did 5-50 damage each! 2 Kobolds huh? Beaten by 2 kobolds. Suckers!"

DM beats players, go figure.

That is miss-stating the scenario isn't? They were not beaten by 2 kobolds. It was dozens if not more, that had the advantages of terrain, strategy, and tactics. Whether it was DM fiat or not I can't be sure, but it seems odd the DM (aka Tucker) would decided to fiat the battles with the kobolds, but not the demons.
 

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I think that this is all very contingent.

What resources to these kobolds (or other humanoids) have access to? We know that PCs of 6th to 12th level have an effectively infinite supply of resources that were originally invented to allow modern wargaming with a fantasy feel (so fireballs = artillery, cloudkill = poison gas, lightning bolt = rocket launcher, etc). But how many arrow heads to the kobolds have? What is their source of metal? Of oil? Etc. Not only do these modules not give them death traps, they don't tend to give them extensive minds, smithies, goods to trade, etc.

There are also non-material factors. Is the humanoid lair a fortress? (Like a military trench with machine gun emplacements, barbed wire, etc.) Is it a home? An attempt at both, like a castle?

Dragon Mountain's kobolds essentially provides Tucker's kobolds logical resources you mention. They've taken over a dwarven fortress, so they have all the defenses that dwarves created for the fortress.

The point of Tucker's kobolds isn't that they're undefeatable. It's that players accustomed to many-on-one melee tactics will be challenged by opponents who use those same tactics against them. A prepared party can defeat anything with the right amount of planning, but hack-and-slash players who were more about running up to monsters and hitting them definitely would be taken by surprise by kobold guerilla tactics.

There's an encounter in Dragon Mountain where the PCs fall hip-deep in something (it might have been gold, can't remember) due to their armor, but the kobolds run along the surface of it. The 12th-level fighter in the party fell down a shift into this sort of trap and the kobolds nearly harried him to death. He ended up using a ring of spell storing to cast fireball on himself to finally clear them out, preferring to risk killing himself rather than slow death-by-kobold!
 

Well, I do get 1st ed AD&D. That's why I don't get Tucker's kobolds. If you have a mage of double-digit levels, you go away, spend a day or so resting and memorising, and come back with the spell load-out to destroy them. (The more I think about it, the more I think that an earth elemental would really be a good way to do it.)
That appears to be your point of disconnect. It's an answer detached from the scenario in-play. And if you did read read the article on Tucker's kobolds, which does not actually appear to be the case given your "suggestion" for how they could have overcome them, then you would know that they did attempt to leave. "Why didn't they just retreat and come back later?" Answer: Because they couldn't. This is detailed in the article. I'm kinda surprised that this is something glaringly obvious that you missed in your reading. The kobolds locked and blocked the corridor behind them, and set the corridor they were in - including their pack animals, porters, and supplies - on fire. The author indicates that the party he joined did attempt to avoid the kobolds, because they knew from priorhand knowledge how dangerous they were in the hands of Tucker. This note suggests to me that the party did have prior attempts of 'double-digit level mages,' fighters, and such attempting to spell prep only to fail repeatedly against them.
 

Dragon Mountain's kobolds essentially provides Tucker's kobolds logical resources you mention. They've taken over a dwarven fortress, so they have all the defenses that dwarves created for the fortress.

The point of Tucker's kobolds isn't that they're undefeatable. It's that players accustomed to many-on-one melee tactics will be challenged by opponents who use those same tactics against them. A prepared party can defeat anything with the right amount of planning, but hack-and-slash players who were more about running up to monsters and hitting them definitely would be taken by surprise by kobold guerilla tactics.

There's an encounter in Dragon Mountain where the PCs fall hip-deep in something (it might have been gold, can't remember) due to their armor, but the kobolds run along the surface of it. The 12th-level fighter in the party fell down a shift into this sort of trap and the kobolds nearly harried him to death. He ended up using a ring of spell storing to cast fireball on himself to finally clear them out, preferring to risk killing himself rather than slow death-by-kobold!
I've heard of Dragon Mountain but never read it or played in it.

Personally, I don't find the trap you describe that engaging as a piece of AD&D play. It seems more like an exploit of a gap in the rules - we have saving throws to avoid posion and petrification, and we have hit points to avoid dying from falling damage, but because these are all somewhat ad hoc mechanics rather than systematised, there is no robust and level-based mechanic to avoid or escape from quicksand (or similar).

But the self-fireball to get rid of kobolds is the same as what I proposed in the post just upthread of yours, only I think it is more effective done proactively (to clear the first level of the dungeon of kobolds) rather than reactively, which does create a higher degree of vulnerability to killing oneself.

As far as Tucker's kobolds are concerned, there now seem to be three suggestions in this thread as to what they're for:

* An amusing nuisance for high level PCs, which might be surprsingly effective given they're only kobolds;

* A serious challenge to higher level PCs;

* A punishment or "moral education" for hack and slashers.​

The first is my understanding of what dave2008 is saying - you turn up to the dungeon, the first level is "only kobolds", and it turns out they're a much bigger headache than you figured. Personally, it is also the flavour I get from Roger E Moore's original editorial (with his comic descriptions of the party leader, etc).

The second is what Roger E Moore seems to actually assert in his article. (Although it's different from the implicit flavour of what he writes.) This is what I have trouble making sense of - as I've already posted, I think there's many effective strategies available to a high(-ish) level party to clear that first level of kobolds if they actually turn their minds to it, and the primary challenge wil be logicistical (ie choosing a spell load out and applying it systematically while blockading the kobolds).

The third is something different again, and I don't really get this from what Roger E Moore wrote. I guess if someone wants to use Tucker's kobolds as a teaching tool, they might work for that.

That appears to be your point of disconnect. It's an answer detached from the scenario in-play. And if you did read read the article on Tucker's kobolds, which does not actually appear to be the case given your "suggestion" for how they could have overcome them, then you would know that they did attempt to leave. "Why didn't they just retreat and come back later?" Answer: Because they couldn't. This is detailed in the article. I'm kinda surprised that this is something glaringly obvious that you missed in your reading. The kobolds locked and blocked the corridor behind them, and set the corridor they were in - including their pack animals, porters, and supplies - on fire. The author indicates that the party he joined did attempt to avoid the kobolds, because they knew from priorhand knowledge how dangerous they were in the hands of Tucker. This note suggests to me that the party did have prior attempts of 'double-digit level mages,' fighters, and such attempting to spell prep only to fail repeatedly against them.
I've read the editorial. The PCs enter the 1st level knowing the kobolds are there. They have a 12th level MU with them. The article discusses his non-use of fireball but doesn't discuss why he didn't just summon an earth elemental and clear out all the kobolds before the PCs enter the dungeon at all. (Or if the kobolds are that bad, why can't the PCs Passwall themselves an emergency exit; etc.)

Roger E Moore is a good writer, and it seems fairly clear that the editorial involves a degree of dramatic licence (eg in his descriptions of the party leader, and more generally in his description of Tucker's dungeon). I've got no doubt that Tucker ran a dungeon which had challenging kobolds on the first level, but I still don't think they pose a serious challenge to a high level party that actually sets out to eliminate them.

Maybe the point of the essay is that the solution to high-level play isn't more monsters but to pose logistical challenges that will require clever spell load-out (plus ancillary palnning around that). In which case it wouldn't be a unique suggestion - ToH is essentially the same thing.
 

Without going over-the-top, I've been thinking about altering the Caves of Chaos kobold lair to include things like multiple traps at the entrance, tiny corridors, zig-zag halls, armed with bows, led by an Inventor - just so the place will feel different from all the nearby caves full of "big-guy" monster tribes. I'll be removing some of the kobolds to account for the extra difficulty.
 

I've heard of Dragon Mountain but never read it or played in it.

Personally, I don't find the trap you describe that engaging as a piece of AD&D play. It seems more like an exploit of a gap in the rules - we have saving throws to avoid posion and petrification, and we have hit points to avoid dying from falling damage, but because these are all somewhat ad hoc mechanics rather than systematised, there is no robust and level-based mechanic to avoid or escape from quicksand (or similar).

But the self-fireball to get rid of kobolds is the same as what I proposed in the post just upthread of yours, only I think it is more effective done proactively (to clear the first level of the dungeon of kobolds) rather than reactively, which does create a higher degree of vulnerability to killing oneself.

AD&D play was like that though, with new rules regularly invented to suit the situation. It used to bug me a lot, because it was open to DM abuse in some cases. To your point, there were definitely unique rules stating that kobolds "didn't sink" and the fighter in armor did. I get the logic, but it's not something that most players would normally prepare for. Dragon Mountain wanted to challenge PCs who were high level with low level monsters (your #2 point above).

Maybe the point of the essay is that the solution to high-level play isn't more monsters but to pose logistical challenges that will require clever spell load-out (plus ancillary palnning around that). In which case it wouldn't be a unique suggestion - ToH is essentially the same thing.

Tucker's kobolds were #3 above. It's worth placing the editorial in the context of RPG evolution, in which case this was still something of a new idea. Nowadays trapmaking and collaborative tactics is part of the kobold lore, as the kobolds in Volo's Guide demonstrated: http://themonstersknow.com/kobolds-revisited/
 

I've read the editorial. The PCs enter the 1st level knowing the kobolds are there. They have a 12th level MU with them. The article discusses his non-use of fireball but doesn't discuss why he didn't just summon an earth elemental and clear out all the kobolds before the PCs enter the dungeon at all.

Maybe because, unless you were a druid, conjuring elementals kind of sucked. They were powerful, but the spell took 10 minutes to cast and though it lasts a long time (10 min/level) there's a 5% chance every round after the first it breaks control and turns on the magic user (that chance will be tested 119 during the duration of that spell for the sample 12th level MU - do you feel lucky?). It will definitely do so if the magic user's concentration is broken and he has to be in some moderate proximity to it to keep it in control. All it takes is a single kobold doing 1 hp of damage to the magic user and that earth elemental is backfiring.
 

And, remember, flaming oil is not a normal missile. Sure, Protection from Normal Missiles blocks darts, but, not those burning bombs. Never minding that it only protects one person as well.

But, as far as doing away with the Caves of Chaos style adventure, AFAIC, GOOD!. Going into the lair/home of these creatures, IMO, SHOULD be a death trap. Yes, it's a home, but, it's also going to be a very defensible place. It has to be. Humanoids have too many enemies to ever just have "Ye olde village", Ren Faire style.

As far as "Where do they get their arrowheads" goes, well, come on. Let's not get too carried away here. You don't really need a functioning mine to have arrows. But, since they are digging in the ground, finding iron shouldn't be too much of a challenge. Never minding what they can gather from raiding and whatnot.

It's funny. I tell the players that there is a haunted necropolis over there and they are rightfully scared. They are cautious and worried and whatnot. Tell them that there is a cave of goblins over there and it's "Wahoo, xp piñatas." Because, frankly, that's pretty much how humanoids are presented in the game.
 

Maybe because, unless you were a druid, conjuring elementals kind of sucked. They were powerful, but the spell took 10 minutes to cast and though it lasts a long time (10 min/level) there's a 5% chance every round after the first it breaks control and turns on the magic user (that chance will be tested 119 during the duration of that spell for the sample 12th level MU - do you feel lucky?). It will definitely do so if the magic user's concentration is broken and he has to be in some moderate proximity to it to keep it in control. All it takes is a single kobold doing 1 hp of damage to the magic user and that earth elemental is backfiring.
Elementals were indeed dangerous and difficult to summon, but one huge benefit of an earth elemental, even the lesser ones that a MU could summon, is that they are essentially unbothered by kobold attacks. So maybe.

My understanding of Tucker's kobolds was that he had the "classic" dungeon design and the kobolds were on the top level. Presumably they restocked between visits and freshened their traps. So to get to the lower dungeon levels, it was necessary to pass through them. Cloudkill or auto-Fireball---remember that 1E Fireballs were space-filling!---would be very worthwhile given that they were just ordinary kobolds. Web spell would also be very good because it did 2d4 damage when burned, making it near certain death for ordinary kobolds but only a minor annoyance for PCs.

I think the general principle was "well-played and well-prepared low power monsters can challenge even the toughest adventurers". And indeed many of the classic dungeons had pretty substantial hordes of such guys---pretty much every room was stocked and the incentive was to put a room in nearly every corner of the precious graph paper!
 

Elementals were indeed dangerous and difficult to summon, but one huge benefit of an earth elemental, even the lesser ones that a MU could summon, is that they are essentially unbothered by kobold attacks. So maybe.

My understanding of Tucker's kobolds was that he had the "classic" dungeon design and the kobolds were on the top level. Presumably they restocked between visits and freshened their traps. So to get to the lower dungeon levels, it was necessary to pass through them. Cloudkill or auto-Fireball---remember that 1E Fireballs were space-filling!---would be very worthwhile given that they were just ordinary kobolds. Web spell would also be very good because it did 2d4 damage when burned, making it near certain death for ordinary kobolds but only a minor annoyance for PCs.
This is the sort of thing I have in mind!
 

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