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The Slayers Guide to Kobolds
The Slayers Guide to Kobolds
Date: 19 January 2011, 07:10

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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 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. 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 characterize 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. No longer will Half-Orcs complain about being marginalized 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.

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