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The Slayer's Guide to Kobolds
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<blockquote data-quote="Messageboard Golem" data-source="post: 2010451" data-attributes="member: 18387"><p>The Slayer’s Guide to Kobolds</p><p>Format: Full-color soft cover, BW interior, 32 pages</p><p>Genre: Fantasy</p><p>Setting: Generic</p><p>Publisher: Mongoose Publishing</p><p>Authors: Alejandro Melchor and Matthew Sprange</p><p>Rating: 3</p><p></p><p>Clearly descending from the Monstrous Arcana series of books published by TSR in the late 90s, the various Van Richten Guides, and more importantly the Ecology articles from Dragon Magazine, the Slayer’s Guide Series (hereafter SLG) continues the tradition of exploring the intricate workings of a particular race found in the SRD. SLG to Kobolds functions like the majority of the other offerings in the series, excepting Dragons and Undead; it is short, brief and direct. As the title suggests, it promises to detail kobolds definitively, being of use to both “Games Masters and Players.” What follows is a detailed look into the workings of this 32-page sourcebook in an effort to assess the products value to the average gaming group and rated in accordance with the standard 5 star system.</p><p></p><p>On the surface, the book seems all right. The cover features the standard SLG frame with a kobold band spilling out of some type of dungeon corridor. The interior art features illustrations similar to the one on the cover, throughout. In all, it is not bad, average stuff. Paper quality is standard, maybe a touch better than WOTC’s splat books. The book is 32 pages, buy ignoring the content page and the OGL license you have 30 pages of material. At 9.95, you are getting .33 cents a page.</p><p></p><p>The SLG opens with an introduction to the product detailing the scope of the sourcebook in the particular, the nature of Slayer’s Guides and a general introduction to kobolds. This threesome is common to most Mongoose Books and should be familiar to their audience. The authors face a difficult struggle with this book as is clear from the beginning. The condemnation of the kobold as the fodder for adventurers to slay has persisted for as long as any can remember, it is difficult for any reader to accept the kobold as a viable race. Their argument rests on the same set of assumptions as those described in TSRs Dragon Mountain and to a lesser extent Axe of the Dwarvish Lords by Skip Williams (recall this adventure focused on goblins). Essentially, kobolds survive by cunning and numbers, but more importantly, “hate and spite.”</p><p></p><p>The first substantial section in the text is the chapter on Kobold Physiology. Here the author covers such topics as a general overview of what a kobold is, its senses, and a standard survey of a kobold life including—a standard day, their dietary habits and how they handle magic. As a chapter devoted to the functions of an organism and its parts, it seems to cover a lot of the same ground as already in the canon. Sure, one could argue that revising 1st and 2nd edition conceptions of a race, through the 3rd edition lens is important, but where I was expecting a certain level of depth, I, instead, received a survey of material basically accepted in the Dungeons and Dragon canon. </p><p></p><p>Physiology relies mostly on descriptive text to convey the details of the race. For example, in the “Diminutive Warriors” section, the author describes kobolds as having a “perpetual stench of a kind…of wet dog or stagnant water” (4). It goes on to suggest that the odor alerts experienced adventurers to the onset of the attack. While this is an interesting device, there is no mention of how severe the smell is, how far away it can be detected, DCs for alerting the PCs to the nearness of the stench, or penalties to kobolds Hide checks (which according to the SRD there are not any penalties). Instead, it seems that the smell of these creatures is merely window dressing. If this is the case, why is there so much reference to this attribute that has no actual effect in the game? Perhaps a simple comment of this feature would have alleviated any such difficulties arising from this assertion. A quibbling point is in the fact that the author asserts that kobolds have well-developed senses, yet the racial bonuses a kobold receives applies to Search checks, which is an attention to details, where Spot applies to noticing something. Granted, this may be an expression of artistic flair, but kobolds do not have any intrinsic ability better than any other race to notice or hear any better than any other creature with the Alertness feat.</p><p></p><p>On the other hand, what saves this chapter is the author’s discussion on such things involving the life cycles of kobolds, tracing the standard paths of a common kobold’s life. This continues through the remaining sections of the chapter, showing quite well how their natural Lawful tendencies inform the basic structure of kobold societies, even entering a discussion on the possible connection between this race and the dragons. The only real complaint on this mark is that I would have preferred a more concrete “generic” history for the species. Instead of postulating the origins of the race, why not just provide a background? Doing so would have added an authoritative slant to the work.</p><p></p><p>Habitat is the next section of this SLG, and again it covers a lot of the same ground as seen in the first chapter by expanding the Climate section on the Monster Stat Block and offering justifications for the races versatility as outlined in the preceding chapter. A nice aspect of this chapter is a small sidebar about kobold hordes, which are described in some greater detail in the next chapter.</p><p></p><p>Kobold society takes a deeper look into the lawfulness of kobold society investigating such things as gauntlets (challenges between kobolds to advance in position) and castes. A sidebar introduces a new caste, perhaps subrace here is interchangeable, the winged kobold. Though the idea is interesting, by applying the half-dragon template and giving the creature wings yielding almost the same result without the introduction of an entirely new species. This chapter continues with a look at kobold families and the extrapolated groupings from clutches to nations, all of which the author does fairly well in deepening the nature of this race.</p><p></p><p>“Captives, Slaves and Pets” feels like a survey of the subject without the detail I would have expected. Questions on why kobolds would risk capturing slaves is quickly touched upon, but more attention was focused on what a preventative steps a kobold would employ before taking these slaves. Furthermore, the duties slaves fulfill in kobold society are conspicuously absent, and in the case of Medium or Large captives, who do kobolds sell them too? Finally, in the last paragraph, there is a mention of kobold pets, but strangely no mention of dire weasels (note the Kobold entry in the MM under Organization, where dire weasels are the only non-kobold mentioned accompanying this race).</p><p></p><p>Chromatic kobolds are a weird template in this chapter, insofar as the author intends them to be “throwbacks” (16). Essentially the template confers the ability to cast spells as a 1st level sorcerer that stacks with levels attained by the class. In addition, the class gains many, if not all, of the benefits of being a half-dragon without the breath weapon and locks the character into advancing only as a Sorcerer. Perhaps a more interesting option would be to apply the half-dragon template and call it a recessive trait rearing its ugly head.</p><p></p><p>Of all parts of this book, Methods of Warfare should be the centerpiece. Larger humanoids and injudicious DMs consistently use these creatures as fodder. The chapter does fairly well at living up to the standards of the vicious kobold clan in Dragon Mountain analyzing weaponry, discussing tactics and making use of their terrain. The book adds 1 sorcerer for every gang of 10 regular kobolds, which is interesting but not standard as depicted in the Organization entry in the MM. Following the battle tactics is a very brief look at some kobold traps grouped into categories: Decoys, Alarms, Delaying, Incapacitating and Battle. I would rather have had some more examples of the traps given that kobolds rely on indirect fighting over other more direct combat methods.</p><p></p><p>The biggest complaint in this chapter is in the following line “When they are forced to fight, kobolds are ferocious and relentless” (20). Yet, the MM uses two key terms to describe these creatures: cowardly and sadistic. The expansion of the grapple rules work well for the species, but again, I think the difficulty is in the flavor. It is in the fact that kobolds are so cowardly, they attack en masse, refusing to fight fairly or with even odds.</p><p></p><p>Role-playing with Kobolds is a one-page tip sheet for running kobolds as a character or as an NPC. While there is a great amount of information on how cowardly and spiteful they are, there is relatively little mention of their penchant for evil and sadism. “Scenario Hooks and Ideas” follows with good suggestions for adventures combating these creatures. </p><p></p><p>Aside from the non-mechanical quibbles found in the whole of the book, it is in “Kobolds as Player Characters” that I have the greatest difficulty. The author establishes that role-playing these characters is challenging given the personality characteristics common amongst their species (25). Mechanically speaking, kobolds by themselves are a difficult batch to play. The difficulty here is not in the class opportunities described but in the racial traits listed. SLG Kobold’s racial traits differ from the MM’s Kobold, where these creatures gain an additional +2 Con, extra class skills and a bonus feat. I assume that the race is “tweaked” to provide functionality. However, the race as listed in the MM is substantially weak when compared to similar threats. As it stands (pre 3.5) kobolds, in their weakest most common state, do not have a class as listed in the MM. Part of the inherent drawback to playing such a race is the fact that they are fodder. Players desiring to play such a character ought to realize the nature of their race without revising the race to accommodate characters, at least without good reason. Essentially, the core of this argument is in the comparison between the stats presented here and those presented in the index of WOTC’s Savage Species. While SS is not in the SRD, the mechanics derived to get the kobold race source directly out of the MM. Hence, those same stats should have been used in the SLG Kobolds. To compensate for the weaknesses, perhaps the SLG could have provided tips for kobolds to overcome their species flaws, maybe in the form of some racial feats, prestige classes, and equipment and so on.</p><p></p><p>The SLG Kobolds concludes with a look at a kobold’s lair and a Reference List for kobold characters. Both of these sections are good, the latter being of more use than the former. In a book of generalities, it seems strange to have a specific lair, but on the other hand, the kobold stat blocks are indeed useful as a quick reference guide or as pillage for use in your own lairs.</p><p></p><p>Conclusion: The back cover claims “…offers insight to all adventurers in the culture and society of this vicious race, enabling them to track down, engage and wipe out dozens of these murderous beasts” and latter adds “… redresses this imbalance [that is, they exist to provide cannon fodder for PCs] by giving Games Masters the information they need to make kobolds a solid and coherent part of their campaign” The question is, does this book meet these goals. Insofar as the first claim goes, the book does indeed give insight into combating these creatures. Aside from some descriptive concerns, the SLG provides a compelling look into an oft-overlooked race and elevates it onto a culture of its own. However, I find that the book falls somewhat short on providing DMs the tools to elevate the race into a credible threat. To supplement their weaknesses, the kobold race is revamped for PC use, giving the kobold PC a greater advantage over its brethren, two subraces are introduced, both of which are variations on the half-dragon template, and the only real aspect is the variant rule covering ‘latching’ whereby kobolds attack in overwhelming numbers. At the end of the day, kobolds remain kobolds.</p><p></p><p>This book can be useful if coupled with WOTC’s Savage Species, FFG’s Monster’s Handbook or even AEG Monster. Furthermore, the book would have been better served if it contained more crunchy tools for kobolds to use, such as specific equipment, feats and PrCs. Nevertheless, for 10 bucks, it is not too bad of a read.</p><p></p><p>Grade: 3 stars (average)</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2010451, member: 18387"] The Slayer’s Guide to Kobolds Format: Full-color soft cover, BW interior, 32 pages Genre: Fantasy Setting: Generic Publisher: Mongoose Publishing Authors: Alejandro Melchor and Matthew Sprange Rating: 3 Clearly descending from the Monstrous Arcana series of books published by TSR in the late 90s, the various Van Richten Guides, and more importantly the Ecology articles from Dragon Magazine, the Slayer’s Guide Series (hereafter SLG) continues the tradition of exploring the intricate workings of a particular race found in the SRD. SLG to Kobolds functions like the majority of the other offerings in the series, excepting Dragons and Undead; it is short, brief and direct. As the title suggests, it promises to detail kobolds definitively, being of use to both “Games Masters and Players.” What follows is a detailed look into the workings of this 32-page sourcebook in an effort to assess the products value to the average gaming group and rated in accordance with the standard 5 star system. On the surface, the book seems all right. The cover features the standard SLG frame with a kobold band spilling out of some type of dungeon corridor. The interior art features illustrations similar to the one on the cover, throughout. In all, it is not bad, average stuff. Paper quality is standard, maybe a touch better than WOTC’s splat books. The book is 32 pages, buy ignoring the content page and the OGL license you have 30 pages of material. At 9.95, you are getting .33 cents a page. The SLG opens with an introduction to the product detailing the scope of the sourcebook in the particular, the nature of Slayer’s Guides and a general introduction to kobolds. This threesome is common to most Mongoose Books and should be familiar to their audience. The authors face a difficult struggle with this book as is clear from the beginning. The condemnation of the kobold as the fodder for adventurers to slay has persisted for as long as any can remember, it is difficult for any reader to accept the kobold as a viable race. Their argument rests on the same set of assumptions as those described in TSRs Dragon Mountain and to a lesser extent Axe of the Dwarvish Lords by Skip Williams (recall this adventure focused on goblins). Essentially, kobolds survive by cunning and numbers, but more importantly, “hate and spite.” The first substantial section in the text is the chapter on Kobold Physiology. Here the author covers such topics as a general overview of what a kobold is, its senses, and a standard survey of a kobold life including—a standard day, their dietary habits and how they handle magic. As a chapter devoted to the functions of an organism and its parts, it seems to cover a lot of the same ground as already in the canon. Sure, one could argue that revising 1st and 2nd edition conceptions of a race, through the 3rd edition lens is important, but where I was expecting a certain level of depth, I, instead, received a survey of material basically accepted in the Dungeons and Dragon canon. Physiology relies mostly on descriptive text to convey the details of the race. For example, in the “Diminutive Warriors” section, the author describes kobolds as having a “perpetual stench of a kind…of wet dog or stagnant water” (4). It goes on to suggest that the odor alerts experienced adventurers to the onset of the attack. While this is an interesting device, there is no mention of how severe the smell is, how far away it can be detected, DCs for alerting the PCs to the nearness of the stench, or penalties to kobolds Hide checks (which according to the SRD there are not any penalties). Instead, it seems that the smell of these creatures is merely window dressing. If this is the case, why is there so much reference to this attribute that has no actual effect in the game? Perhaps a simple comment of this feature would have alleviated any such difficulties arising from this assertion. A quibbling point is in the fact that the author asserts that kobolds have well-developed senses, yet the racial bonuses a kobold receives applies to Search checks, which is an attention to details, where Spot applies to noticing something. Granted, this may be an expression of artistic flair, but kobolds do not have any intrinsic ability better than any other race to notice or hear any better than any other creature with the Alertness feat. On the other hand, what saves this chapter is the author’s discussion on such things involving the life cycles of kobolds, tracing the standard paths of a common kobold’s life. This continues through the remaining sections of the chapter, showing quite well how their natural Lawful tendencies inform the basic structure of kobold societies, even entering a discussion on the possible connection between this race and the dragons. The only real complaint on this mark is that I would have preferred a more concrete “generic” history for the species. Instead of postulating the origins of the race, why not just provide a background? Doing so would have added an authoritative slant to the work. Habitat is the next section of this SLG, and again it covers a lot of the same ground as seen in the first chapter by expanding the Climate section on the Monster Stat Block and offering justifications for the races versatility as outlined in the preceding chapter. A nice aspect of this chapter is a small sidebar about kobold hordes, which are described in some greater detail in the next chapter. Kobold society takes a deeper look into the lawfulness of kobold society investigating such things as gauntlets (challenges between kobolds to advance in position) and castes. A sidebar introduces a new caste, perhaps subrace here is interchangeable, the winged kobold. Though the idea is interesting, by applying the half-dragon template and giving the creature wings yielding almost the same result without the introduction of an entirely new species. This chapter continues with a look at kobold families and the extrapolated groupings from clutches to nations, all of which the author does fairly well in deepening the nature of this race. “Captives, Slaves and Pets” feels like a survey of the subject without the detail I would have expected. Questions on why kobolds would risk capturing slaves is quickly touched upon, but more attention was focused on what a preventative steps a kobold would employ before taking these slaves. Furthermore, the duties slaves fulfill in kobold society are conspicuously absent, and in the case of Medium or Large captives, who do kobolds sell them too? Finally, in the last paragraph, there is a mention of kobold pets, but strangely no mention of dire weasels (note the Kobold entry in the MM under Organization, where dire weasels are the only non-kobold mentioned accompanying this race). Chromatic kobolds are a weird template in this chapter, insofar as the author intends them to be “throwbacks” (16). Essentially the template confers the ability to cast spells as a 1st level sorcerer that stacks with levels attained by the class. In addition, the class gains many, if not all, of the benefits of being a half-dragon without the breath weapon and locks the character into advancing only as a Sorcerer. Perhaps a more interesting option would be to apply the half-dragon template and call it a recessive trait rearing its ugly head. Of all parts of this book, Methods of Warfare should be the centerpiece. Larger humanoids and injudicious DMs consistently use these creatures as fodder. The chapter does fairly well at living up to the standards of the vicious kobold clan in Dragon Mountain analyzing weaponry, discussing tactics and making use of their terrain. The book adds 1 sorcerer for every gang of 10 regular kobolds, which is interesting but not standard as depicted in the Organization entry in the MM. Following the battle tactics is a very brief look at some kobold traps grouped into categories: Decoys, Alarms, Delaying, Incapacitating and Battle. I would rather have had some more examples of the traps given that kobolds rely on indirect fighting over other more direct combat methods. The biggest complaint in this chapter is in the following line “When they are forced to fight, kobolds are ferocious and relentless” (20). Yet, the MM uses two key terms to describe these creatures: cowardly and sadistic. The expansion of the grapple rules work well for the species, but again, I think the difficulty is in the flavor. It is in the fact that kobolds are so cowardly, they attack en masse, refusing to fight fairly or with even odds. Role-playing with Kobolds is a one-page tip sheet for running kobolds as a character or as an NPC. While there is a great amount of information on how cowardly and spiteful they are, there is relatively little mention of their penchant for evil and sadism. “Scenario Hooks and Ideas” follows with good suggestions for adventures combating these creatures. Aside from the non-mechanical quibbles found in the whole of the book, it is in “Kobolds as Player Characters” that I have the greatest difficulty. The author establishes that role-playing these characters is challenging given the personality characteristics common amongst their species (25). Mechanically speaking, kobolds by themselves are a difficult batch to play. The difficulty here is not in the class opportunities described but in the racial traits listed. SLG Kobold’s racial traits differ from the MM’s Kobold, where these creatures gain an additional +2 Con, extra class skills and a bonus feat. I assume that the race is “tweaked” to provide functionality. However, the race as listed in the MM is substantially weak when compared to similar threats. As it stands (pre 3.5) kobolds, in their weakest most common state, do not have a class as listed in the MM. Part of the inherent drawback to playing such a race is the fact that they are fodder. Players desiring to play such a character ought to realize the nature of their race without revising the race to accommodate characters, at least without good reason. Essentially, the core of this argument is in the comparison between the stats presented here and those presented in the index of WOTC’s Savage Species. While SS is not in the SRD, the mechanics derived to get the kobold race source directly out of the MM. Hence, those same stats should have been used in the SLG Kobolds. To compensate for the weaknesses, perhaps the SLG could have provided tips for kobolds to overcome their species flaws, maybe in the form of some racial feats, prestige classes, and equipment and so on. The SLG Kobolds concludes with a look at a kobold’s lair and a Reference List for kobold characters. Both of these sections are good, the latter being of more use than the former. In a book of generalities, it seems strange to have a specific lair, but on the other hand, the kobold stat blocks are indeed useful as a quick reference guide or as pillage for use in your own lairs. Conclusion: The back cover claims “…offers insight to all adventurers in the culture and society of this vicious race, enabling them to track down, engage and wipe out dozens of these murderous beasts” and latter adds “… redresses this imbalance [that is, they exist to provide cannon fodder for PCs] by giving Games Masters the information they need to make kobolds a solid and coherent part of their campaign” The question is, does this book meet these goals. Insofar as the first claim goes, the book does indeed give insight into combating these creatures. Aside from some descriptive concerns, the SLG provides a compelling look into an oft-overlooked race and elevates it onto a culture of its own. However, I find that the book falls somewhat short on providing DMs the tools to elevate the race into a credible threat. To supplement their weaknesses, the kobold race is revamped for PC use, giving the kobold PC a greater advantage over its brethren, two subraces are introduced, both of which are variations on the half-dragon template, and the only real aspect is the variant rule covering ‘latching’ whereby kobolds attack in overwhelming numbers. At the end of the day, kobolds remain kobolds. This book can be useful if coupled with WOTC’s Savage Species, FFG’s Monster’s Handbook or even AEG Monster. Furthermore, the book would have been better served if it contained more crunchy tools for kobolds to use, such as specific equipment, feats and PrCs. Nevertheless, for 10 bucks, it is not too bad of a read. Grade: 3 stars (average) [/QUOTE]
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