Slayer's Guide to Kobolds
This book is a supplement for D&D, focusing on those small reptilian humanoids that everyone loves to disdain, the kobolds. Cowardly, sadistic, and full of trickery, kobolds are the bottom of the monster food chain in many a fantasy setting. Their voices sound like the yapping of dogs. They have a non-prehensile tail like a rat. They have a racial hatred towards gnomes and sprites. In short, they are rather pathetic little beasts, rightfully mocked at gaming tables for over two decades.
So, why do the folks at Mongoose want you to buy this book? How will it enhance your gaming experience?
"No race in any campaign world exists solely to provide cannon fodder for allegedly heroic adventurers. The purpose of this supplement is to redress this imbalance somewhat by giving Games Masters the information they need to make kobolds a solid and coherent part of their campaign. No longer will players merely scoff and draw their swords when they meet a group of kobolds within some ancient ruin. Finally, kobolds will have the respect they always deserved." (p.2)
That's an uphill challenge. This goal is to be met be detailing the kobold's physiology, habitat, society, and methods of warfare. By offering mechanics and techniques of implementation the premise is to be met; kobolds will be enemies worthy of fear and respect for your D&D characters.
Mechanics
So, if the premise is an exploration into the challenges presented by kobolds, how do the mechanics enable it? There are three areas where mechanical implementation could facilitate this premise: individual ability, habitat/society, and warfare.
Individual ability regards elements of physiology and talent. Although the text provides interesting tidbits on the biological factors of the kobold, it gives no mechanics. Their scales are helpful in resisting disease, so what does this mean in game terms? They have a strong, repugnant body odor, but does this have an in-game effect? Kobold eyes are important components in enchanting items due to their reflective qualities; so what does this mean in terms of fulfilling the crafting expenses? No answers are given just empty fluff of no help in implementation.
Unfortunately, the book does give a decent amount of mechanics on the "draconic" heritage of the kobolds. We are offered two new takes on the "draconic" kobold, the "winged caste" kobold, a medium sized dragon, and the chromatic kobolds, a template to beef up the kobold sorcerers. The mechanics for both types are overpowered, with a host of goodies like superior range to their darkvision, innate sorcery, improved natural armor, and resistances towards specific energy attacks. Both offerings are prime examples of power creep in rpg supplements; "Don't play that drow sorcerer, when you can be a chromatic kobold at the same cost!" I wonder when we'll get to see the "shadow ninja vampiric kobold archmage" template.
While the draconic concepts may be interesting to some, regardless of their mechanical imbalance, I found them to be off the main premise. We are supposed to be exploring kobolds, not wannabe dragons. I want mechanics to make my normal kobolds more interesting; if I wanted wimpy dragons, I'd go buy a dragon supplement!
Speaking of power creep, the rules for generating a PC kobold are also a treat to creative powergaming. Some would consider that the kobold's racial traits, such as the dexterity bonus, natural armor, improved speed, skill bonuses, and darkvision, to be sufficient mechanical perks. Not here. Instead, kobolds also get a constitution bonus, the Alertness feat, and a bevy of the most important adventuring skills as class skills, in addition to those offered by the PC's actual class. Kobold fighters with ranged combat feats just got a bit tougher.
Habitat and society are the next areas of interest in our exploration of kobold-kind. In a straight up encounter, kobolds are pathetic opponents, but, in their narrow and twisting warrens, they suddenly get a bit scary. A good exploration to kobold habitat would offer rules for designing a "typical" warren. There would be mechanics for squeezing through narrow passes using Escape Artist, traveling on ledges designed for small creatures using Balance, guidelines for "encounter distances" within various types of tunnel structures, and rules for altering "threatened" area according to weapon type and available space. Unfortunately, this book does none of this.
How about the social elements of the kobold? How is the tendency towards cowardice, cruelty, and trickery modeled in game terms? Given that kobolds are usually lawful, what are the mechanical ramifications of alignment in terms of encounter design? What of their animosity towards gnomes and sprites; how do the rules facilitate this trait? Heck, where are the dire weasels?!!
Again, a solid exploration of the kobold would have addressed these questions with mechanical options. There should be racial feats or skill applications to simulate "playing dead," groveling, or sadism, such as deriving a morale bonus from the glee of inflicting pain upon the opposition. There should be rules on implementing a rigid and paranoid "alert" or "watch" system in a typical kobold controlled area, including recommended encounter tables according to APL. Racial feats or skill applications could have rounded out their hatred of gnomes and sprites. Perhaps even a "gnome killer" prestige class could have been offered as a specific foil to challenge gnomish PCs. A "weasel master" prestige class would have been fun too. The opportunities missed in this book are numerous.
Warfare is the heart of this exploration. Most kobold encounters in actual play will revolve around combat, so it makes sense to give this area a heavy treatment. There are three significant areas of warfare under consideration: guerrilla tactic, traps, and overwhelming odds.
Guerrilla tactics involve issues like setting ambushes, using tactical elements of familiar terrain, setting "fields of fire" for disorienting volleys, fighting on the run, and "baiting" the opposition into reckless aggression. This section could have been included in discussing the habitat. Unfortunately, like the mechanical exploration of habitat, this section contains no useful rules or guidelines to implement guerrilla tactics. Kobolds are lawful and treacherous; methods of gaining a tactical advantage should have been addressed or else the whole project becomes meaningless.
Given that kobolds are weak combatants, how do I make them into a viable threat? This book suggests the utilization of guerrilla tactics. What are the mechanical applications of sample tactics? This book gives no answer. This is a big disappointment.
Traps are the primary trait many players think of when facing a kobold challenge. This book details seven types of traps and gives a sample of their implementation. Decoy traps are a splendid example of psychological warfare, meant to deceive the PCs into thinking that it's an actual trap. Alarms make a lot of noise and give kobold sentries a bonus to their checks in discovering the intrusion of the PCs. Delays are used to slow down pursuers by imposing obstacles between the PCs and the fleeing kobolds. Capture traps are meant to, well, capture the victim. Incapacitating traps, while causing some damage, are actually meant to create a tactical advantage for the kobolds engaging the victim in combat. Battle traps are used to injure the intruders without requiring the kobolds to directly engage them. Finally, there are lethal traps that are detailed in the DMG; they work with no kobold required. All in all, this is a helpful and engaging section.
Furthermore, mechanics are given for manually activated traps, the kind which have a kobold hidden in a nearby alcove waiting for the PCs to step in the right place. It's a good idea, and I'm gratefully that actual rules were made for this classic situation. However, the rules don't work.
First problem is with the unreliability of this tactic. According to the mechanic, a kobold makes a dexterity check against a DC determined by the traps CR to activate it at the proper time. A simple trap of CR 1 presents a forty-five percent chance of failure to the average kobold with a dexterity of 13. This is way too unreliable; the check ought to be a trapmaking skill check to simulate acquired expertise at activating such traps. The second problem is that setting the activation DC by CR doesn't always make sense. For instance, why is a Pit Trap (20 ft. Deep) easier to activate than a Spiked Pit Trap (100 ft. Deep)? It makes no sense. The DC should be gauged by trap complexity, not CR.
Overwhelming odds are another trait of combat with kobolds. How do we implement an encounter with the infamous "kobold horde?" How do the kobold traits of cowardice, cruelty, trickery, and order manifest in large groups of combatants?
"When they are forced to fight, kobolds are ferocious and relentless. They need only remember the abuse they have received at the hands of every race in existence to fire their little hearts into a battle frenzy. When in this state, they can fall by the hundreds and still keep coming in a seemingly endless wave of scaled fury." (p.20)
Well, that subverts the established character of kobold-kind. Seriously, a horde of kobolds worked into battle frenzy, eh? But there's more! The kobolds have a technique of grappling to simulate this situation, called "latching." Basically, a kobold makes a grapple check at a +2 bonus, which, if successful, causes their victim to have a circumstance penalty to attacks, damage and AC. Once four kobolds have "latched" the victim loses their dexterity bonus to AC. Sounds interesting.
So, given that there is only a +2 bonus to implement this tactic, why don't the kobolds use the regular grappling rules instead. If they win the grapple check, they put their foe into a much worse situation than "latching" does. The +2 bonus just isn't worth it. I can understand the purpose of this mechanic, simulating the difficulty of fighting while countless kobolds leap and yap around you, like a pack of angry Chihuahuas. However, this mechanic doesn't do it.
Another point that could have been implemented here which would have been in accordance with establish kobold characterization would have been "morale" or "rout" mechanics. What conditions need to be met to send the "ferocious" and "relentless" horde running back to their odious lairs? If these mechanics had been addressed, then the GM would have been able to design encounters with truly overwhelming odds in terms of CR, yet provide a simulative guideline to maintain a balanced challenge. Unfortunately, we get "latching" instead.
Technique
Technique is how we implement the mechanics and design engaging encounters for the players. This book offers fiction, adventure ideas, and an example lair.
The fiction is decent, but doesn't really add to our understanding of kobolds. It's just typical warnings about underestimating the little beasts. Likewise, the adventure ideas are all adequate, but they are just too brief and conventional to be of use to the typical GM. This is also true of the sample lair. It works just fine in implementation, but it does nothing new.
All in all, this does nothing to further our understanding of the kobold. It's just a fluffy revisit of the same old things. There are missed opportunities here. How can I design a series of encounters that explore kobold challenges? What are the salient traits of kobolds and how do I highlight this in adventure design? If we are going to raise kobolds beyond their status as the ultimate cannon fodder, we need advice on thematic explorative techniques. This book offers no technique of significant utility.
Appraisal
In spite of my harsh criticisms, I feel that the premise of is valid. There is a lot of exploration that can be done into the challenges presented by kobolds. This book has some fine ideas, but very little is developed in a manner that offers value to the reader. That which is developed is plagued by mechanical difficulties. I wanted to like this book, but it fumbles the execution in too many ways. In addition to my complaints above, I have two big issues with the thematic direction of the writer.
First, in the process of making a "ferocious" kobold, this supplement lost sight of established depiction of the kobolds. Kobolds are the ultimate cannon fodder; even goblins look down on them. Kobolds are the weakest of the weak, but, through trickery and organization, they create a level field of challenge. Beefing them up by "dragonizing" them or boosting their stats is simply contrary to their premise as monsters. If the book had focused on implementing them as a joke that suddenly turns deadly, we could have gotten more value for our game.
Second, kobolds are far more alien than most of the traditional humanoid foes faced in fantasy adventure. This book does nothing to establish an alien feel to their reptilian nature or their subterranean worldview. The concept of spite is mentioned plenty, but what does it mean? How does the intrinsic quality of spite pervade the everyday life of the kobold? How does spite influence their relationship with other races? This book doesn't really go into deep exploration of spite and its ramification in terms of adventure design. I get the feeling from this supplement that kobolds are just angry little guys in a silly reptile costume.
In conclusion, I feel that this book fails at meeting its premise. It offers very little of actual utility for a GM to incorporate into her game. The few mechanics detailed are poorly designed. If you're an inexperienced GM, who can't envision an interesting encounter with kobolds, maybe this supplement will help. However, I feel that the advice offered in this book will not add value to the average DM's kobold scenarios.
Therefore, I do not recommend this product.
---OMW