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(Mongoose) The Slayer's Guide to Kobolds

Mongoose_Matt

Hero
Publisher
Hi guys,

We have received a lot of letters and emails asking for this one - it is finally here!

If you, like me, are a fan of Meepo, then The Slayer's Guide to Kobolds is just the ticket for kicking new life into a favourite monster race. Starting with a chapter on Physiology, this 32 page supplement covers the superior senses of the Kobolds and their life cycle from egg to grave. It also details the links between dragons and Kobolds, as well as their racial ability to harness sorcerous magicks. The Habitat chapter covers the domains Kobolds tend to seek out whether in the surface world or far beneath in the deep dark, as well as introducing the concept of hordes to the rules given in Core Rulebook III.

Kobold Society gives insights into how these creatures are actually arranged within their own domains, and their divisions into clans, castes and tribes. Full rules are given for an old favourite of mine, the Winged Kobolds who are powerful magic users found only in the depths of the most heavily fortified Kobold settlements. Kobold Society is founded on mining, industry (such as it is) and the capture of slaves, though religion plays a heavy part for many too. Rules are provided for the Chromatic template, covering Kobolds who show a greater lineage to dragons than their fellows, and the chapter winds up with a discussion on their attitudes to other races - an attitude dictated mainly by hate and spite.

The average Kobold is barely a challenge in close combat to a 1st level wizard, so Games Masters may take a great interest in the next chapter, Methods of Warfare. This is a study of how Kobolds routinely even the odds and if you want these tiny creatures to challenge a relatively high level party, all the tools are here. Rules are given for new Kobold traps, of both the mundane and magical variety, as well as how to use overwhelming numbers against strong party fighters.

Roleplaying with Kobolds is an instruction on how to portray these creatures to your players in a manner that should get them thinking twice about low Challenge Rating monsters, as well as how to characterise one who actually opens up a dialogue with adventurers. This leads straight into Scenario Hooks and Ideas - no Games Master worth his salt will have trouble placing Kobolds in a scenario, but doing so in a manner that keeps them interesting can become a strain. Here, we have eight fleshed out ideas that can keep Kobolds fresh and challenging even to characters of 6th-8th level.

For players looking for a change, a small chapter is included on using Kobolds as Player Characters - a challenge if there ever was one. No longer will Half-Orcs conmplain about being marginalised by society! Full rules are provided, as well as guidelines on how the various character classes appear when taken by a Kobold.

The Slayer's Guide to Kobolds winds up with Ki'Chkeeshla's Lair, a full scenario ready to be plugged into an existing campaign and the Kobold Reference List. The latter includes Warband Leaders, Sorcerers, Sergeants, Taskmasters, Trapmakers and Hatchlings, all ready for Games Masters to use in their games.

The Slayer's Guide to Kobolds retails for $9.95 and will be available in your local stores in less than two weeks.
 

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Does it have rules for medium sized characters entering kobold sized (four foot high?) tunnels?

Glad to see there is a section on kobold traps, how many new traps are there?
 

Voadam said:
Does it have rules for medium sized characters entering kobold sized (four foot high?) tunnels?

Glad to see there is a section on kobold traps, how many new traps are there?

My sincerest apologies to Matt for a brief hijack, but I just want to point out that such rules can be found in The Hero Snare from MonkeyGod Enterprises.

Of course, they can probably be found in the SGtKobolds too, and they're probably quite different in both places, but hey, that's D20 for ya. :D
 

There are also some low roof rules in Book of Challenges for a beastie lair.

I did a nasty kobold lair with four foot ceilings years ago in my 2e campaign and I always thought it was particularly appropriate for kobold tactics. Low ceilings and murder holes for pouring oil onto hampered human PCs carrying torches, plus holes between rooms for shooting with light crossbows or jabbing with small spears.
 



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