Crafty: Kobolds gain a +2 racial bonus on Craft (traps), Perception, and Profession (miner) This Pathfinder Player Companion refers to several other Pathfinder. (based on 2 ratings). Pathfinder Player Companion: Kobolds of Golarion (PFRPG ) Show Description For: Non-Mint. Add Print Edition $ $ Add PDF. D Revenge of the Kobold King is a Pathfinder Module designed for four 5th- level characters. This module is designed for play in the Pathfinder Chroniclestm campaign setting, but can you'll receive a free electronic PDF version.
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They will plan and dig mines industriously, while laying cruel traps for interlopers. If they must confront an enemy, they will mass their troops for an ambush. Among the monstrous humanoids, they are known for cunning plans; unlike many, they also share those plans among the tribe.
General plans and goals are common knowledge, and detailed plans are shared with all who ask, to allow them to work fruitfully for the good of the tribe. Kobolds have a natural hatred of other non-draconic creatures because of mistreatment of their race. Kobolds have specialized laborers, yet the majority of kobolds are miners. The most coveted careers are trapmaker, sorcerer, caretaker, and warrior.
Kobolds typically apprentice in their chosen profession at the age of three. A kobold's job may change over the years based on the needs of the tribe. Kobold tribes are gerontocracies , ruled by their eldest member, who is known as the All-Watcher. Often this leader is a powerful sorcerer. Kobold laws may change along with their leaders. Kobolds prefer exile to execution, and in some disputes, kobolds tribes will split in order to spread their kind over a larger region.
Kobolds often lay eggs in a common nest, with specialized foster parents to watch over the eggs and wyrmlings young under one year. Kobold society is tribal with war bands based on clans.
As many as ten families can be part of a clan. Each clan is responsible for patrolling a ten-mile radius. The most numerous kobold tribes include the Torturers, the Impalers, the Gougers, the Cripplers, and the Mutilators. Religion[ edit ] The main deity of the kobolds is Kurtulmak , the god of war and mining.
The other main god worshipped by kobolds is Gaknulak , the god of protection, stealth, trickery, and traps.
A lesser-known kobold demigod is Dakarnok. Individual kobolds and kobold tribes may worship other deities of the draconic pantheon; Tiamat and Io often play a significant role in their creation myths. Kobolds and gnomes have an instinctual hate of each other because of a "prank" played upon Kurtulmak by the gnomish deity Garl Glittergold.
According to some kobold myths, Garl collapsed Kurtulmak's cave because the gnome god saw that they were likely to become the dominant race in the world. The draconic god Io offered Kurtulmak the chance to become the god of his race or to give him the strength to clear the mine.
Kurtulmak chose to lead his race in the form of a god. The gnomes, naturally, have their own version of the myth which casts their god in a considerably better light. Clerics of Kurtulmak are known as the Eyes of Kurtulmak. They rarely live long enough to become chieftains, but they have a great deal of power and influence, serving as mine supervisors and directing the tribe toward "divinely inspired" goals.
Organized worship services are almost nonexistent, but most kobolds recite small prayers throughout the day. Many kobolds believe in reincarnation, which Kurtulmak may use as either reward or punishment depending on one's service to one's tribe.
One of the duties of a cleric is to watch over eggs and hatchlings thought to be the reincarnation of a distinguished kobold.
Language[ edit ] Kobolds speak a version of the Draconic tongue, with a yipping accent their voices are said to resemble the sound of small dogs barking. Some also learn to speak Common, Goblin, Orcish, and Undercommon.
The written form of Draconic was originally developed by kobolds in the service of dragons, as dragons themselves see little reason to write. He can be found next to the Seven Suns Coster Market. Born Constantin Diocletius, he inherited his rulership from his parents.
As a skilled politician he prevented the domination of Kol by King Thar making Kol an ally of Thar's. After the Wrath of the Immortals he became the prince of New Kolland in Glantri , the first humanoid to become a prince in that country.
Kol XIV is middle aged and stands at four and a half. He has a thin white mustache. Usually he wears a red Toga and a crown made of fungi.
Tucker's kobolds were a tribe of kobolds featured in Roger E. Moore 's editorial in Dragon issue In Eye of the Beholder , the kobolds are led by an undead kobold named Albrik.
Urds[ edit ] Urds are a subrace of winged kobolds, who otherwise maintained separate societies from standard kobolds. Urds worship the deity Kuraulyek. Other subraces[ edit ] The aquatic kobold, the arctic kobold, the desert kobold, the earth kobold, and the jungle kobold were all introduced in Unearthed Arcana History[ edit ] Kobolds have a scattered history, turning up in isolated regions with no apparent connection to one another.
Even given the often nomadic nature of kobolds, divine agency is often evoked to explain how kobolds spread so far. Kobolds are thought to have begun their existence as the servants of dragons. Unlike goblins, hobgoblins , and orcs , no Suel name for kobolds is given in The Scarlet Brotherhood , suggesting they were not known in the ancient Suel Imperium.
Together these were our first glimpse at what Paizo was building: a new campaign setting, defined through these early adventures, and eventually, of course, an entirely new RPG.
You can now get it as a free pdf. The pdf which I have and will review is 20 pages, including the cover and maps. My original copy had the back cover inserted in the middle of the book for some reason, but they have since updated the pdf. It reappeared much later in Pathfinder Stolen Land , updated to stats for the Pathfinder Roleplaying Game 1st Edition and with much expanded flavor text.
One of my favorite touches in the adventure is a little sidebar detailing the real-world mythology of the tatzlwyrm. Specifically, the free adventure provides some details for the surrounding wilderness and the surface ruins above the dungeon. There are several later adventures in the same setting, Falcon's Hollow , plus a setting book, Guide to Darkmoon Vale.
The PCs care for…some reason, left to the GM. Fortunately, an herbalist in town has a cure, if only she could find the three key ingredients! That, of course, is where the PCs come in.
The plague provides a pacing mechanism to push the PCs onward: villagers will die each day, at an increasing rate, until much of the town is dead. However, the PCs can hit up a woodsman at the nearby lumber camp for the info, which provides a bit of an opportunity for role-playing. Past that, the PCs need to travel through the small forest to these three locations. Another nice touch to the adventure is a sidebar with some unusual fauna to place in the wood — these are just re-skinned animals but help make the place feel distinctive.
There are three short encounter areas within the woods: A hobgoblin hunter provides an opportunity for the PCs to earn a cute little fox friend.