Crow’s B2+T1+Mike’s World Factions #3: The Kobolds
Crow’s note
I struggle a lot with kobolds, in the same way I always have with gnomes, and in certain contemporary editions of the world’s greatest roleplaying game, dragonborn. These three all sit at junctions of niches that are already filled–in the case of kobolds and gnomes, it’s littleguy-magicguy-tunnelingguy. Recent D&Ds make kobolds draconic, which sits very poorly with me for some reason, and clashes with the equally-confused dragonborn’s bigguy-dragonguy-magicguy.
Earlier editions have the ratguy-dogguy thing going on which I do like--huge fan of pathetic freaks. Having settled on the trembling mangy chihuahua man full of hatred, I decided to plumb the well-worn vernacular of the trap-expert, violate-Geneva-Convention-as-first-resort kobolds and see where I ended up. For once I'm finally happy with my kobolds!
Introduction
From the time Man stored his first harvest came the pests, freeloaders, and vermin. Envious of Man’s bounty, they helped themselves even in the face of traps, poison, and Man’s collaborators–dogs and cats. They fired back with famine and pestilence, but in the end Man’s tools and abundance could not be challenged.
The small and chittering beasts of the world schemed in the dark, studying Man’s ways and adopting them, eager to revenge themselves upon their enemy. They began walking upright and fashioning tools and weapons, and became kobolds: champions of filth and misfortune.
Kobolds relish theft and sabotage. Knowing they are far too weak to confront their foes, they rely on careful sorties and dirty tactics. Where water turns foul, food stores spoil, and disease takes hold, there go kobolds.
Unlike their similarly-sized goblin colleagues, who possess a malicious joie de vivre, kobolds are deadly serious. How else can one survive in a world bigger than you?
Forces and Strategy
Weak and cowardly, it is rare to see a kobold by day. As vermin and creatures of the night, they are susceptible to command by vampires, who often use kobolds as agents and spies.
Kobolds shy away from pitched combat, preferring to retreat and pick a better fight elsewhere than stay to trade blows with a larger foe—most of them. A kobold force never reveals its full strength unless backed into a corner, with small groups of skirmishes screening an enemy ahead of an ambush.
Traps are extensively used by kobolds at war or on raid. Favorites include pits, often lined with punji sticks; hidden bear traps; crude mines and bombs; and rigged crossbows. Lesser pests are often pressed into service as scouts or traps themselves–rats, centipedes, cockroaches, oozes, and so on. Kobolds often use these creatures to infiltrate enemy strongholds to deplete provisions and spread illness.
When attacking from ambush or a defensive position, kobolds use darts and hurlbats slathered in poison and filth (DCC Appendix P and/or d100 Terrible Toxins and Vile Venoms). They also favor firebombs for use against less mobile opponents. They rarely advance even when they have the drop on an enemy, preferring to cause casualties while minimizing their own. Poison and disease also can spread and tie up enemy personnel in treating casualties, making future ambushes easier.
When not in close quarters, kobolds carry long flexible pikes (1d6-1 damage, reach) to keep their enemies at bay and to skewer victims of their pit-traps. Most also carry some type of dirk or dagger for use in tight quarters.
Religion and Magic
Kobolds have a practical attitude toward religion. In a world of predators, bullies, and exterminators, gods are simply another authority one must toady to for survival. Kobolds favor petty gods with strict portfolios–perhaps there is some mutual recognition when the time comes to pray.
Still, they can be swayed to worship most anything that will protect or make them strong. Vampires, dragons, and clerics all readily find kobold followers to be among the most fanatic.
Kobolds have a great interest in magic, seeing it as an impartial mediator in their rivalry with Man–one that can easily stack the deck in their favor. They prefer spells of animal summoning to call upon their fellow pests, as well as spells of illusion, enchantment, and trickery that can aid their ambushes. Hold person, sleep, and ventriloquism are other favorites.
Activities, Encounters, and Territory
The kobolds have gained a foothold in Quasqueton, with three dozen of them garrisoned in the lonely watchtower atop that nameless peak. Supplies and reinforcements travel from the Caves of Chaos via natural and artificial tunnels, some of which were excavated by Zelligar himself. By no means do they dominate the complex, but their traps litter the place to vex the unwary.
Even after the kobolds are run out of the Caves, small groups can be encountered in the Borderlands, preparing traps and ambushes for the weak and unwary.
Relationships with Other Factions
Kobolds hate and fear most other beings regardless of alignment, regarding them as both predators and prey. Like goblins, kobolds have a chance to become an obsequious toady (The Gongfarmer Militia p. 20), but a kobold toady is not to be trusted! They will always jump at the chance to betray their liege.
In the Caves of Chaos, the kobolds are at the bottom of the heap and they know it. Weak as individuals and terrified of open battle, even the lowly goblins know they can push kobolds around. Perhaps their closest friend is the stoic Minotaur, who pays them no heed. While convincing the kobolds to eliminate another faction is a tall order, they can be easily convinced to look the other way.
The Cult of the Eye, however, has been wheedling the kobolds’ leadership for many weeks now. It is only a matter of time before the kobolds take communion and become cultist themselves, consolidating into one of the stronger factions and gaining a privileged position.
Leadership and Notable NPCs
The kobolds’ chieftain is a nasty customer named Belly (4d4+4 HD). Belly is a plump, rattish kobold with long white whiskers and yellow eyes. He is a consummate survivor, but is prone to mad fits of despair and fatalism. The endless cycle of eat-die-eat-die has left him with a sense of ennui, making him a perfect convert to the Cult of the Eye. If the kobold faction still exists at day 100, Belly will join his group with the Cult. He carries the feylight lantern (Wonder & Wickedness p. 66), which makes even the most armored knight vulnerable to the kobold filth-darts.
Rat Master (2d4+2 HD, can cast animal summoning at +4) and Vulture (as harpy, captivating song is a sack of psychoactive powder they scatter at the first opportunity) command the kobolds at Quasqueton. Rat Master is especially adept at cajoling and commanding his verminous comrades; the pests of Quasqueton are his spies and forlorn hopes in one. Vulture on the other hand is that rare breed, with wings, feathers, and the hot blood of a warrior. Left unchecked, these two pose a grave threat to the Keep and its allies.