Wednesday, April 15, 2020

OSR: Kobolds

                                                       source unknown

Kobolds are small, lizard-like creatures who yap and squeal.  They are pathetic and loathsome, the servants of Dragons.  They are crafty, but can be fooled by riddles and clever maids and frightened by children.  And while dangerous in packs, individually, they are no threat.

Or so they say.  But like most stories, most of what is said about Kobolds isn't true.

Kobolds are hateful creatures.  They despise most other species for being taller, stronger and more gifted than they. 

The reason for this, according to legend, is that at the beginning of History, after the Dragon-Goddess Isfet was slain and her body was used to create the world, her surviving children snatched away her power, so the Gods of LAW could not use it.  The children of Isfet decided that the best thing to do was to divide the power amongst themselves, until they could figure out a way to resurrect their Mother. 

However, there was some dispute.  Dragon, who would have taken the lion's share of her power, had been broken into dozens of colors, all of them pale shadows of Dragon's original grandeur.  Some of the other children felt that the Dragons no longer deserved the vast portion he had been previously alloted in Mother's will.  But then, Kobold, the Dragon-Goddess' most clever child, said that the Dragons should keep their original share.  However, the share should be divided into fragments and each Dragon should receive an equal share.  This was hailed as a good and fair measure and while the Dragons did not want to share, they decided it would be better than only one of them receiving the power. 

However, Kobold was not doing this out of benevolence.  He was jealous of the other children, who all received a greater share of Mother's power than him.  He felt it unfair that he, the most brilliant of all Mother's children, would be deprived of his fair share.  But he kept quiet.  So when the day came when the negotiations were finished, Mother's power was divided among her children, Kobold took his share and then snuck away.  Once hidden, he transformed into one of the Dragons and presented himself as one of the fragments of the original, to receive a share of Dragon's inheritance.

But Kobold was undone, for as he was granted his stolen share, the children realized there would not be enough power for all the Dragons, which didn't make any sense, as they had been certain to divide Dragon's inheritance fairly between them.  So they began to investigate, but no one had any idea why they had made such a silly mistake.  So they decided to use their magic to locate Kobold, so that he could come help them solve this mystery.  But when this happened, instead of Kobold suddenly arriving, one of Dragon's fragments was suddenly illuminated by light.  The children investigated this and found out this fragment was not one of Dragon's fragments, but Kobold in disguise. 

This so angered the children that they stripped Kobold not only of his stolen share, but of the vast majority of his original portion, then cast him out into the wilderness.  Since then, Kobold and his children have been small and frail, possessing only the sharp mind of their Father.           

The Kobolds themselves tell a similar story, but they claim that Kobold did not steal one of Dragon's share, but the Dragons manipulated his siblings into taking their Father's share.  This is why Kobolds are so small and weak, because they were only given crumbs as inheritance.  This is often used as a reason why they resent Dragons and seek to undermine or harm them, when they can.     

His Mortal Children       
Kobolds are small creatures and their language seems primitive, but they aren't stupid.  They possess a cunning that belies their appearances and a savagery that rivals most warriors.  Kobolds fight intelligently and deceitfully.  They use every trick in the book and have added quite a few pages to that tome themselves.  "Quick as a Kobold, and twice as clever," is the description often applied to elusive criminals.  For Kobolds are not only quick, but they are remorseless as well.

                                                              by chochi

Kobold Combatant
HD 1
AC none
Atk Shortsword (1d6) or Shortbow (1d6)
Mor 7
Saves 7 or less

Pack Tactics: If two Kobold warriors wish to target the same creature, instead of making two attacks, only roll 1d20 and add the damage of both attacks.  For example, if two wish to make a Shortsword attack against the same target, roll 1d20 and add +2d6 to the attack roll.

Sneaky: Kobolds have a +4 bonus to stealth, unless some factor would otherwise interfere with that.  For example, the Kobold is painted a neon hue, he is staggeringly drunk, or he is illuminated by bright light. 

- Split the enemy up
- Attack in groups
- If victory is not certain, retreat

The standard Kobold warrior.  Individually quite weak, especially in a fair fight.  For this reason, Kobolds never fight fair.  They have dozens of strategies meant to even the odds against stronger opponents.  Kobolds like this will rarely wear armor, as its simply not worth the effort.  A swordswing from most larger opponents will still cut a Kobold in twain, even if he's wearing some kind of armor.  Of course, sometimes they still will wear armor, but that depends on circumstances. 

To see how these Kobolds plan on fighting you, roll on the table below:

Kobold Tactics

1- Two or more Kobolds carry large tower shields.  They use them to block the path, or a hallway, and have their archers fire over the shields.  Anyone who tries to approach the shields will have firebombs flung at them, to create a pool of burning oil in front of the shields.
2- A single Kobold fires at you from the end of a path or hallway, then retreats around a corner or behind a tree.  You run after him and hit the tripwires set up earlier.  Alternatively or perhaps additionally, the floor beneath the tripwire was greased.  This causes you to slip.  A bunch more Kobolds then jump out of hiding and stab you to death while you're prone and vulnerable.
3- Two lines of Kobolds form, one with shields, the ones behind them with swords.  They form a shield wall.  As you go to charge them, they open a gap in the shield wall to let one person through, then reclose it.  The Kobolds in the second line pounce on the first person and cut them to shreds while the rest of them maintain the shield wall. 
4- As above, except as an additional measure, the Kobolds have a second group sneak up from behind with bows and fire at your backs.
5- Two Kobolds with shields attach a length of wire between them, leaving it slack.  When you try to move between them, they both loop around you, binding you in the wire.  Then their friends stab you to death.  
6- A group of Kobolds approach and demand you leave- if you refuse, one will challenge you to single combat or demand you fight their champion.  If you agree, they lure the strongest person into single combat and then, while you're watching, the ten Kobolds hiding nearby throw firebombs at you. 

Common Kobold Weapons and Equipment:

- Firebomb.  Made of pottery, wax, a candle and oil.  Shatters and does 2d6 fire damage, plus 1d6 fire damage a round until the flames are extinguished.
- Shield.  Kobolds use Shields for Medium creatures, meaning a Kobold who holds one cannot attack and must use both hands to hold it.  However, this means that the Kobold cannot be directly targeted from the front, unless you can smash through the shield.  The shield can still blunt an attack of 1d12 damage (unless certain conditions apply) and Shields will be Splintered (shatter the shield to reduce the damage by 12) still applies.
- Slings.  Some Kobolds use slings, which do 1d6 on a hit.  They also use these to fling globs of acid or hallucinogens at people, flammable substances, a de-activated Ooze base encased in glass, etc.     

Kobold Traps

1- Tiger Pit.  A pit, concealed with leaves or twigs, occasionally with sharpened spikes at the bottom.  You fall in and get skewered.  If you don't because they're no spikes, the Kobolds nearby will be coming over to throw firebombs down into the pit and burn you alive.
2- Twitch-up Snare.  You accidentally step in it and just like that, you're dangling from a tree by your ankle.  The Kobolds hiding close by hear the sound of it going off, come over, and cut your throat. 
3- Ground Net.  This time, the net grabs you and anyone immediately next to you.  You can cut through it, but it's an absolute pain.   
4- Horse-sock.  A small pit, occasionally with a spike at the bottom.  If a horse steps in this, it will probably break a leg and have to be put down.  Even if it doesn't, it will still spill you onto the ground. 
5- Deadly Lane.  A long, narrow trail, usually sloped.  The Kobolds wait until you are a good ways up it, then they roll a boulder down at you, or drop a tree on you. 
6- Hanging Tree.  The Kobolds are hiding up in a tree.  They wait until you pass under it, then throw a noose around your neck and rappel down the other side of the branch, using you as a counter-weight.  You choke and die, they remove one more enemy. 


1- Ogres.  The big dumb brutes can sometimes be bribed or sweet-talked into helping.  They make an excellent wall to hide behind and are often sacrificed, though the Ogre rarely understands that until it is too late. 
2- Worgs.  When a Wolf eats too many mortals, it grows larger, hungrier and more intelligent.  It comes to be able to speak, albeit not very well.  Kobolds often partner with Worgs, one or two clinging to their fur as the Worg runs.  They fling javelins and fire arrows from the Worg's back, occasionally making a leap from the Worg to an enemy's horse.
3- Trolls.  A Troll will follow anyone who promises to feed them.  Kobolds do this, occasionally.  And while such partnerships often end poorly for the Kobolds, that doesn't stop them from trying. 
4- Hags.  Most of the time, if a Hag is there, the Kobolds will be working for her.  But she probably admires their creativity and intense self-loathing.  As such, she lets them believe they are getting the better deal.  A Hag who comes to aid the Kobolds will usually do so to provide them with magical knowledge, working with potions or poisons, or to act as a spy and infiltrator for them.  Most Hags are too smart to do their own fighting. 
5- Ghouls.  Kobolds tend to make corpses quite readily.  As long as a Ghoul doesn't mind the chewy texture, they can remain well-fed following a group of Kobolds.
6- Werewolf.  Kobolds loathe themselves and so do many Werewolves.  It's a natural fit, really.

                                                     source unknown

Kobold Champion
HD 4
AC Boiled Leather (Sharp 1d6, Blunt 1d6) or Boiled Leather + Shield (see above)
Atk Club (if unshielded) (1d8+2) or Broadsword (if shielded) (1d6+2)
Mor 10
Saves 11 or less

Walking Cover: A Kobold Champion functions as walking cover from missiles.  If the Kobold Champion is between you and a Kobold you are targeting, the Kobold gets a +4 bonus to their save or defense roll against the missile.

- Charge the strongest enemy
- Cripple him, then move on to the others
- Retreat if seriously injured or you don't have back-up

Kobolds are often hated by most as nuisances who steal livestock and occasionally burn a farm to the ground.  They generally aren't thought of as that dangerous.  This is because very few people actually live through a Kobold raid.  You can tell if someone is from the frontier through the Kobold test; if they shrug, they aren't.  But if they spit or tell some blood-curdling tale about how Jon Hammond and his whole family were roasted alive in their barn and then eaten by a murderous pack of Kobolds, then they are.

However, among the Reptilian species, Kobolds are loathed with a blistering passion that surpasses all others.  For Kobolds commit a unique sin against these species.  For when the Kobolds attack the Lizarians or the Crocolings, they come not only for the livestock and the larder, but they also come for the wives and daughters of their victims.  Kobolds kidnap the fertile females of these cold-blooded communities and drag them back to their hovels.  They do this to breed Champions.

Most of the time, these matings result in either a semi-normal member of the Mother's species, occasionally a mostly ordinary Kobold child and rarest of all, a Half-Breed.  This is the goal.  

A Kobold Champion is the offspring of a Reptilian woman and a Kobold Father.  (The opposite sometimes occurs, but this is often fatal to the Kobold mother, with her child often dying shortly after her.)  From the Father, the Champion gains the Kobold's savagery and cold cunning, from his Mother he gains prodigious size and strength.  Unlike most Kobolds, who are little taller than a grown man's waist, Kobold Champions can easily be as tall as most species, only being rivaled by the taller species, such as the Oxmen or the Elephantmen.

Kobold Champions lead the way for their lesser brethren, charging in, armed with enormous blades or massive lengths of hardwood.  They often act as distractions for the clever tactics of their smaller kinsmen, pre-occupying the enemy while the others surround them.  As such, let this be a lesson to you.  A Kobold Champion is as smart as any of his brethren and occasionally, more so. 

Kobolds usually make Champions opportunistically- if they see a young Reptilian woman while out raiding, they might snatch her up if possible.  Sometimes however, they will try to kidnap certain specific creatures, such as a Reptilian woman of a specific blood-line or one blessed with prodigious skill, in the hopes that the Champion will inherit some of that skill.  However, the grand prize of any such stock to create a Champion with would be a Dragon.  It would have to be a young Dragon, on the cusp of adolescence, as it would need to be sexually mature enough to reproduce, but it couldn't be too old, as otherwise it would be all but impossible to overpower and keep captive.  The Champions produced from such a mother are glorious beings, terribly powerfully, inheriting some of the Dragon's majestic grace.  These creatures are revered as The Exemplars, windows into the ancient, mythic past of the Kobolds: a promise of the glory that was theirs and will be once again, one day.         

                                                  by Deriaz

Kobold Sage

A Kobold Sage has the same stats as a normal Kobold, except for armor and weapons.

For protection, this Kobold Sage wears...

1- A tiny breastplate (Sharp 1d6, Blunt 1d6). 
2- A set of armor sized for a Kobold or a small creature (Sharp 1d8, 1d6 Blunt).
3- A silk shirt (Sharp 1d8, but only works once).
4- An outfit of dark blue cloth.  Grants a reroll on all stealth checks.
5- A Wizard's robe.  Grants 1 spellcasting dice to the wearer. 
6- A magical ring.  Magically protects the user, gives the wearer (Sharp 1d8) or (Blunt 1d8) or (Magical 1d8), but only one, at the start of each encounter, with the wearer getting to choose one. 

The Kobold Sage is armed with a...

1- A Shortsword and Shortbow.  As normal Kobold.
2- A barbed whip.  1d4 damage, can also be used to grapple opponents. 
3- A javelin.  1d6 damage, can be thrown.
4- A sling.  1d6 damage.  The Kobold has miniature firebombs which he flings along with smooth stones.
5- A Wand.
6- A Gun.

Kobolds have no known homeland and no permanent political institutions.  They are a landless people, wandering from place to place, hiding in the wilderness and in unsettled regions, occasionally emerging to plunder civilized lands, sometimes by themselves, or as the auxilaries of a larger coalition of savage men.  As such, Kobolds often lack in knowledge.  They are intelligent creatures, but many of the innovations of civilized man are unknown to them.  And if they are known, they are often ignored or neglected.

This is a problem that intelligent Kobolds realized, and so a solution was devised.  Certain Kobolds were taught to read and to remember bits of information, acting as living libraries of vital information.  These Kobolds Sages' job is to uplift Kobolds, to aid them in their goals and to help the Kobolds continually educate themselves, to learn from the mistakes and successes of other groups.  Once a group has been sufficiently aided, the Kobold Sage will continue on his way, traveling to the next group of Kobolds to share information and continue the process.

Sometimes Kobold Sages carry out other duties as well, such as acting as negotiators with more learned or civilized folk or providing advice to a Kobold King as a permanent advisor. 

What Knowledge does the Sage bring?

1- Metal armor and how to forge it.  If the Kobolds have the supplies, even the lowliest of their number will have decent armor.  This may require kidnapping some blacksmiths and taking over an iron mine.
2- Calvary.  These Kobolds now have Worg calvary, or if no wolves are available, they just steal horses or other ridable beasts.  Alternatively, they may Worgs by killing sentient creatures and feeding them to the local wolf-pack.
3- Acid bombs.  As firebombs, but they do acid damage.  The Kobolds also will incorporate some of these into their traps.
4- Oozes.  The Kobolds now have an Ooze that they can control. 
5- Potions.  The Kobolds now know how to make a random potion.  Roll on your favorite table or consult my post on Alchemists here.
6- Poisons.  These Kobolds now have a poison that they can produce that they rub on their swords or arrowheads that 1d6 [1= Makes you hallucinate; 2= Paralyzes you; 3= Blinds you; 4= Makes everything hurt more (+1 extra damage from all sources); 5= Makes you overheat; 6= makes you sleepy.]

This Sage also teaches them a Ritual that allows the Kobolds to...

1- Summoning Rituals.  This band of Kobolds has an Outsider helping them. 
2- Necromancy.  This band of Kobolds knows how to raise the Dead as servants. 
3- Magical Healing.  This band of Kobolds knows a ritual to transfer wounds from one person to another. 
4- Turn people into monsters and control them.  It's horrific.
5- Disguising themselves as the dead.  If these Kobolds kill someone, they can perform a ritual where they cut the face off the dead and wear it like a mask.  Those that do resemble the dead perfectly, including sound or smell.      
6- Give them a second pool of HP.  Kobolds of this band have a 2-in-6 chance of having a charm on their body.  If reduced to 0 HP while the charm is in their position, they heal back to full health.  The leaders of this band automatically have such charms.

                                                          by StefanoMarinetti

Kobold Sorcerer
HD 2
AC none
Atk Shortbow (1d6)
Mor 12
Saves 9 or less

Pack Tactics: If two Kobold warriors wish to target the same creature, instead of making two attacks, only roll 1d20 and add the damage of both attacks.  For example, if two wish to make a Shortsword attack against the same target, roll 1d20 and add +2d6 to the attack roll.

Sneaky: Kobolds have a +4 bonus to stealth, unless some factor would otherwise interfere with that.  For example, the Kobold is painted a neon hue, he is staggeringly drunk, or he is illuminated by bright light. 

Spellcasting: A Kobold Sorcerer knows 1d6 spells and has 1d6 spellcasting dice.  Kobolds generally gain their spells from the brains of captured Wizards or from the spellbooks of the same.  As such, roll randomly to determine what spells they have.

Chaos: If a Kobold Sorcerer casts a spell that uses 2 spellcasting dice, the Sorcerer has a 2-in-6 chance of invoking Chaos. If the Kobold Sorcerer rolls Chaos, roll on the table below.

Chaos of the Kobold Sorcerer

1- Instead of the spell being cast, 1d10 fireballs fly from the Kobold Sorcerer's hand and strike random targets, doing 1d6 damage to whoever they strike.
2- Instead of casting the spell, the Kobold Sorcerer starts laughing.  Everyone who hears the laughter must save or start laughing as well.
3- One random creature within 100' turns invisible.
4- A cloud of pink, strawberry-smelling smoke surrounds the Kobold Sorcerer.
5- The Kobold Sorcerer starts glowing as bright as a torch.  He continues to do this for 1d10 minutes.
6- One random creature within 100' turns into a small dog.  This lasts for 1d10 minutes, then the creature changes back. 

- Provide support for your allies
- Be reckless if you have offensive spells
- Don't start worrying until too late

Some Common Spells the Kobold Sorcerer might have:

1- Finger Gun- from a Chaos Sorcerer.  This band has some extra magical firepower.  Also, if the Sorcerer is powerful enough, walled towns or cities are not safe anymore.
2- Called Attack- from a Muscle Wizard.  The Kobolds in this band are very cocky and very accurate.  They have a habit of telling you where they're going to shoot you, then putting an arrow exactly through that spot.
3- Friendly Fire- from a Muscle Wizard.  This Kobold Sorcerer is almost impossible to hit. 
4- Contact Outer Sphere- from a Cosmomancer.  This band of Kobolds has much better intelligence.  Unless you can sneak towards them under cloud cover or underground, they will know you are coming.
5- Heat Metal- from a Calcomancer.  This band of Kobolds is especially effective against men in metal armor.
6- Soul of Things- from a Jazz Wizard.  You will find this band of Kobold much harder to fight when your weapons start talking and agreeing with them.
7- Summon Plague- from a Mad Scientist.  This band of Kobold always seems to attack right after a population has been ravaged by diseases. 
8- Replacement Clause- from a Handsome Wizard.  None of the Kobolds in this band are missing limbs.  Meanwhile, their captives have their arms cut off and replaced with legs. 
9- All Journeys being and End with a Single Step- from a Monk.  The Kobold Sorcerer takes hit and run to a new level. 
10- Explode Corpse- from a Necromancer.  Walled cities, men on walls and adventurers will learn to beware of corpses.
11- Defribulate- from an Electromancer.  This Kobold Sorcerer can give creatures heart attacks by touching them.
12- Spell Collapse- from a Metamancer.  This band of Kobolds has an advantage against Mages. 

                                             by FiskpinneRudderbutt

Kobold Prophet
HD 2
AC none
Atk Falchion (1d6) or Accusation
Mor 14
Saves 14 or less

Foretell: The Kobold Prophet can, as an action, cause the next attack against a specific target to miss.  For example, if the Fighter attacks a Kobold, the Prophet can yell advice to that Kobold to cause the attack to miss.  However, a Kobold Prophet's insight is limited, he can only see 1d10 rounds into the future. 

Accusation: The Kobold Prophet can, as an action, inflict upon someone horrific visions of one of the outcomes of this current battle.  This does 1d6 COG damage to the creature.  If this reduces the creature's COG to 0, the creature flees in a panic, utterly overwhelmed by visions of terror.  The creature will flee until it has reached safety and will not approach anything dangerous.  A pep-talk or a tender moment with someone the creature likes will restore 1d6 COG, at which point the COG will return at a rate of 1 point per day.        

Curse: The Kobold Prophet can, 1/Day, curse someone.  The Prophet will only do this if he is near death and suspects he will die.  He can also curse groups, as long as he addresses the whole group in his curse. 

- Use Accusation to remove the person most troublesome
- Use Foretell to protect yourself if in danger
- Curse the most dangerous person if your side is losing

I curse you with...

1- "Ravenous Hunger!"  The Cursed will quickly become hungry.  They must eat 4x the normal amount of food they must normally eat or starve.  This curse is broken by eating nothing but unleavened bread and water for seven days.  This should require occasional tests of willpower as the Cursed is tempted by tasty food.   
2- "Grave Touch!"  The Cursed develops a Ghoul's deadly touch.  Anyone they touch takes 1d6 necrotic damage, each time they touch them.  Continuous contact does not do damage beyond the first time.  This curse is broken by conceiving a child. 
3- "Being devoured!"  Fate will ensure that the Cursed is devoured by someone or something.  This curse is broken by cutting off a piece of your body and feeding it to someone. 
4- "Drowning!"  Fate will ensure the Cursed drowns.  This curse is broken by slaying, or serving, a Water Elemental.
5- "Shame and Disgrace!"  Fate will ensure the Cursed either does something terrible and is humiliated and shamed for it, or is accused of something with enough credible evidence.  This curse is broken by publicly confessing one of your sins or crimes.
6- "To destroy what you love!"  Fate will ensure that the Cursed will end up being deprived of whatever they love most, whether that is their family, their power, or etc.  This curse is broken by sacrificing* whatever it is that you love most.

*The Cursed should then have what they loved returned to them, but in a greater way.  However, the Referee should not tell the Cursed that.

                                                 by Wargrin

Kobold King
HD 3
AC Breastplate (Sharp 1d6, Blunt 1d8)
Atk Sword (1d6+1/1d6+1)
Mor 10
Saves 10 or less

Parry: A Kobold King can reduce the damage of one attack by his weapon dice once per round.

Tactical Acumen: While a Kobold King is leading a group of Kobolds, even if he is not physically present, the Kobolds benefit from his leadership.  While he is alive and leading them, the Kobolds know the approximate amount of damage all the weapons their opponents wield, as well as who is best protected in terms of armor.

- Have a plan
- Never commit all your forces to a foolish attack
- Target an enemy where they are weak

Kobold Kings are only born under specific circumstances, such as when a Kobold Mother is blessed by one of their reclusive Gods.  When this occurs, the child she bears is seemingly normal, but as he grows, he will reveal himself to be a natural leader and genius, even among a people as clever as his own.  His physical stature will also grow as well, until he is the height of a Medium creature.

Kobold Kings are clever, ambitious individuals.  Their dreams are full of visions sent by the Gods, meant to inflame them into action.  And to this they spring.  No Kobold King is content to merely live in peace, they are all interested in making a name for themselves, of carving themselves into history.  Kobold Kings sometimes unite many bands of Kobolds into one warband that possesses much greater strength than any individual group, then set about burning the countryside to the ground. Other times, they join with the leaders of other savage groups such as Buffaloboys, Gnolls or Amazons to form large coalitions that can overrun whole kingdoms.  Such coalitions are usually very strong, but often fractious, and dissolve just as quickly as they form.

Just as often however, Kobold Kings have something more clever in mind then mere conquest, which is difficult and risks the band's safety.  Some Kobold Kings feel their best shot at immortality is in helping their band to prosper.  So these Kings set about turning spies to his side to infiltrate non-Kobold organizations for him, allowing him inside information. These spies can then provide the Kobolds with information, such as telling them where a city's defenses will be weak, when the punitive expedition is leaving, etc.  The Kobold Kings will sometimes use these traitors to destroy the city, but just as often, they will use the city as a renewable resource to provide them with food, supplies and slaves- both for breeding and eating.  It is only the fact that such traitors are often unreliable that this rarely results in much.

However, the dream of all Kobolds, but especially of their Kings, the Grand Project that keeps all their would-be Saviors awake at night is the dream of a homeland for their people.  To not be hunted and despised wherever they go, to finally have a place that would be theirs, that is the dream of all Kobolds.  And any Kobold leader who's worth his salt wants to somehow establish this homeland.  If he did so, he would be all but a God, revered for all time.  Such a task would be herculean, to say the least.  No Kobold band is strong enough to take over even a small amount of territory permanently and an alliance of tribes would likely only fare slightly better.  As far as most of the planners are concerned, if the Kobolds are to have a land of their own, they must take, not through force of arms, but through cunning.  But unlike their Father's alleged theft, they hope to get away with it.        

Kobold Plot-Hooks

1- A farm was found looted of every single edible or useful thing, including most of the livestock, then set ablaze.  The only survivor is a child who hid in an outbuilding and keeps muttering about "Scalyboys".  However, when you find the Kobolds, they claim it wasn't them.  They say it was a band of Lizarian bandits.  The Kobolds will try to convince you to go after their competitor.  If there are any female bandits, the Kobolds will try to capture them.    
2- The leader of the Kobold band wants a magical trinket known to be in a city.  Go and steal it and he will give you a great sum in looted valuables.
3- Alternatively, a group of clever Kobolds sneak into a city to attempt to steal a valuable magic item.  The theft is discovered after they have already succeeded.  Stop them from escaping with it!
4- Alternatively, the leader of the Kobold band wants a magical trinket known to be in a city.  Go and steal it and he will give you a great sum in looted valuables.
5- A city has been experiencing a rash of kidnappings.  The destitute and homeless, ladies of the night, old men and their decreipt lovers walking.  In the sewers beneath the city, you can find gnawed corpses and piles of discarded valuables.  Find the nest and remove the beasts from the municipality.
6- A group of Kobolds approach you and declare they want to rob a Dragon.  But they need help.  In exchange, they promise you can have as much of the Dragon's hoard as you can carry.
7- A group of Kobolds want to attack a Reptilian town, but they feel that it is too well protected.  They will not explain why they want to do this, but they will promise you a share of the booty.  The Kobolds obviously want the Reptilian females, to them everything else is secondary.   
8- An Outsider has promised to produce for the Kobold bands a number of extraordinary Champions in exchange for a body that matches its power and magnificence.  The Kobolds will provide this by kidnapping a specific individual, such as a maiden, a minor member of a royal house, a Magic-User, an Adventurer or you.

                                                        by Tomek1000

Note: Just to clarify, don't take the pictures here as guidelines for what Kobolds look like- I just did that because I liked the art and thought it was cool.  The Kobold Sage or the first picture are the ones that I think are the most representative of how Kobolds look in Nukaria.

Note the Second: Kobold women lay eggs, so obviously they do not have breasts.  I just posted the pictures of those females with bountiful bosums because I liked the art, not because it was actually representative of what Kobold women looked like.

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