Ascendants Rising - A Forgotten Realms Campaign
Kobold. Few can say the word with anything but disgust and disdain-few except for the proud and proliferate kobolds, of course. These primitive reptilian humanoids pose a threat to civilized people who allow the scaly monsters to encroach on their settlements. Although kobolds are cowardly and somewhat dim, many braver and smarter foes have fallen to their cunning after underestimating the diminutive savages.
Kobold tribes seek out the shelter of a warren. Like rats, they think nothing of tunneling through the ground to make a maze of crisscrossing passages and stacked chambers. A warren’s complex structure gives the kobolds multiple routes for escape or ambush, and the passages provide ample room for traps and murder holes in case anything tries to root out the creatures. Nomadic kobolds litter their camps with snares, deadfalls, and trip wires. Once an area is trapped, they dig shallow pits in which to sleep, or else drag together hollow logs that work as makeshift warrens.
Mines, abandoned or otherwise, are favorite kobold haunts. The sites offer only a small number of entrances but provide vast interior spaces. If a mine isn’t depleted, kobolds might continue to dig ore in order to gain wealth or make weapons. When a mine isn’t available, a tribe of kobolds might inhabit a cave, a ruin, or a city sewer. Any place that puts a roof over their heads and can accommodate new passages can become a stronghold.
Kobolds prefer to live in the vicinity of communities from which they can steal goods and consumables. Although they are vicious foes if confronted, kobolds work to avoid notice. They can steal from fields and storehouses for months before their presence is discovered. They rarely reveal their true numbers, and they don’t set traps outside their strongholds until after the surrounding inhabitants realize the kobolds are in residence.
Communities that declare war on an established kobold tribe often face destruction. When kobolds know the jig is up. they go on the offensive, booby trapping buildings and ambushing residents in their homes. Overnight. Settlements can become battlegrounds. If a militia tries to take the fight to the kobold warren, the crafty fiends make themselves scarce, allowing the hapless invaders to stumble into the tribe’s deadly traps and pets.
Types of Kobolds Encountered
Kobold Skirmisher – Typically armed with little more than a spear or short sword, you have found that these frontline skirmishers are poorly armored and are likely the weakest of a given Kobold tribe. They rarely survive being struck just once in combat. Kobold Skirmishers gang up on a single target to gain the benefit of an ability called Mob Attack, which gives them a bonus to hit in combat. Kobold Skirmishers can Shift as a Minor Action, and do so frequently, trying to gain Combat Advantage. They retreat when the fight turns against them, leading pursuers through passages and rooms riddled with traps, if possible.
Kobold Dragonshield – You have found that Dragonshields have been, by far, the most capable fighters of the warren(s) you’ve encountered. They are often well equipped, typically wielding short swords, bearing shields, and wearing chain or scale armor. Kobold Dragonshields are capable frontline combatants, keeping enemies away from their weaker kobold allies with their swords and shields. They like to gang up on single targets.
Kobold Slingers – Kobold slingers avoid melee combat. They prefer to stay behind cover and bombard foes with special shot and sling stones.
Kobold Wyrmpriest – A wyrmpriest keeps lots of kobold underlings between it and its enemies, using Incite Faith to embolden them. It prefers to make ranged attacks using Energy Orb, and enemies that get too close are blasted with their Dragon Breath spell, which is much like Zekknar’s Burning Hands spell.