![]() They are not controlled by players and follow fairly simple move rules. Lastly, the rock tunnel cards allow kobolds to escape when a fighter enters their space.Īfter all the kobolds take their turns, the fighters activate and move. Yes, moss slides can chain into more moss slides. If a fighter slams into a wall or stalactite during this slide they lose one pride point. Moss also drops onto a kobold’s current space and when a fighter enters that space they immediately slide two spaces forward in the same direction. They also start their next turn with two less movement points. Spoiled food drops onto the kobold’s current space and when fighters enter this space they end their turn and lose one pride. Otherwise, the stalactite sticks around and provides cover for the kobolds. Upon landing on a fighter, they lose one pride point and skip their next turn. Stalactites drop a stalactite token onto a kobold’s adjacent space. With the exception of rock tunnel, all treasures place tokens on the board. When a kobold takes cover, they are not targeted by the fighters, but they still die if a fighter enters their space.Īs for the kobold treasures, there are four different kinds: stalactite, spoiled food, moss, and rock tunnel. Ferocity tokens are used to either gain one movement point or take cover. They may also spend a movement point to search a junk token they are on to gain two ferocity tokens or one treasure before removing the junk token. On each turn, they have two movement points, can move in any direction, and are free to use as many ferocity tokens and treasures as they wish. To start, each kobold has three ferocity tokens and two kobold treasures. First, the kobolds scamper around, rummage through junk, hide, or lay traps, then the fighter(s) move towards the closest kobold in sight and immediately slay any kobold upon entering their space on the board. Pathfinder: Level 20 bounces between two phases until either the fighters run away in shame or all the kobolds are slain. Of course, kobolds have no chance at injuring, let alone defeating, a level 19 fighter, but they can damage their pride. Pathfinder: Level 20 envisions 2-6 players as little kobolds in their dungeon, defending themselves against one to two level 19 fighters who only need a few xp to reach level 20. The reason I’m mentioning Tucker’s kobolds is because the game of the hour draws much inspiration from them. The full story is hilarious and I highly recommend you check it out. ![]() Through sheer cunning and preparation, his kobolds posed a serious threat to entire parties of 6th-12th level players and instilled more fear than demons. His little kobolds, each with 1-4 hp, would set traps, shoot crossbows from sniper holes, construct networks of tiny escape tunnels, and much more. ![]() Back in the 80’s, a DM named Tucker jollied in tormenting his players with mere kobolds. They’re one of the greatest legends in all of tabletop gaming. Ever heard of Tucker’s kobolds? You should. ![]()
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