Yark's squad of guards had been in just the right place at the right time to deal with the goblin incursion. Yark had been torpid, lying dozing in the guard chamber, when the wall collapsed and a goblin tumbled head-first out of the hole. Yark's barks of alarm had brought the rest of his squad running; before they could act the surprised goblin scrambled back into the hole. The kobolds blocked the hole with fallen rocks shored up with scraps of wood.
After a short discussion with his squad Yark sent two back to get help; the rest removed the barricade and cautiously crept into the tunnel. They emerged into an empty chamber and prepared to explore further.
Yark
Q 3+, C 2, 44 points
Short Move, Leader
Kobold warrior
Q 4+, C 2, @15 points
Short Move, Gregarious
Goblin leader Q 4+, C3 Leader @ 45 points
Goblin warrior Q 4+, C2 @ 15 points
Goblin archer Q 4+, C2 Shooter (medium) @ 21 points
Roll per room. +1 if great hall or similar.
1 Nothing
2 Nothing
3 Goblin patrol
4 Goblin patrol
5 Goblin squad
6 Goblin squad
7 Goblin warband
Goblin patrol = 4 x warriors, 2 x archers (102 points)
Goblin squad = 1 x leader, 6 x warriors, 3 x archers (198 points)
Goblin warband = 1 x leader, 8 x warriors, 4 x archers (249 points)
After every kobold turn if there are no goblins on the table a roll of 6 on 1D6 brings a patrol on at a random spot in sight of at least one kobold.
Yark and the survivors burst back into their guardroom breathless and yipping with excitement. They began to block the tunnel again, but before they could a band under the command of a large, battered looking veteran arrived and followed the new tunnel back to the cavern, where they placed a selection of traps and collapsed the tunnel as they retired.
In his report Yark stressed his team's quick response and cleverly suggested, without explicitly saying so, that he had shown great leadership. One thing led to another and Yark soon found himself and his squad promoted and given more responsible duties. One day these involved a raid into the outer world; Yark swelled with pride but deflated when he realised that although he was in charge they were to be accompanied by Grik Blackmace, a huge kobold with a growing reputation in combat who was sure to steal all the glory in any situation.
Sure enough, within half a day of Yark's squad emerging cautiously from their tunnel-fortress into the dark forest that surrounded it, Grik had got them into trouble. A well-hidden trail led from the kobold nest through the forest and met a road which wound through the trees. Yark was the first to peep from the undergrowth to check the road was clear, and saw in the distance a band of soldiers approaching. He quickly ducked back and shared the news. Grik at once stepped from the bushes into the road to challenge them. Fortunately they were still too far away to see, but Yark was obliged to drag Grik back and argue with him. They reached a compromise: that they lie in wait and ambush the soldiers, rather than avoiding them altogether as Yark preferred.
Yark
Q 3+, C 2, 44 points
Short Move, Leader
Grik Blackmace
Q 3+, C 3, 54 points
Short Move, Hero
Kobold warrior
Q 4+, C 2, @15 points
Short Move, Gregarious
Yark, Grik & 12 warriors = 278
Sergeant Q 3+, C 3 60 points
Leader
Crossbowman Q 3+, C 2 34 points
Shooter: Long
Spearman or Swordsman Q 3+ C 3 30 points
Sergeant, 2 crossbowmen, 5 spearmen = 278
Kobolds are omnivores with no scruples about what or whom they eat. They can digest bark, dirt, leather, eggshells, or their own younger siblings if they are desperate enough.
Kobolds are extremely fecund egg-layers, having the highest birth rate (and death rate) of all humanoid species. A female kobold will lay a clutch of hard-shelled eggs two weeks after fertilization; the eggs must be incubated for an additional 60 days before hatching. Kobolds reach maturity by the age of eight or nine and are considered "great wyrms" by the age of 121. They live up to 135 years. While they do bond with one another, they have no concept of monogamy.
Kobolds have an extreme hatred for gnomes, with whom they compete for the same areas and mining rights, as well as pixies, brownies, and sprites. They are often at war with goblins, and the numerous kobold-goblin wars help keep the populations of both races down to a manageable level.
Kobolds are found in all climates. They seem to prefer dark, damp underground lairs and overgrown forests. They are industrious miners and if left to their own devices can carve out massive tunnel complexes, which they quickly fill to capacity thanks to their rapid rate of reproduction – which would explain their use as cannon fodder enemies.
Many kobold lairs are guarded by boars or giant weasels. Their lairs are fluid, with new tunnels continually being excavated and old ones collapsed. Most lairs include a temple or shrine, a kiln, an egg hatchery, and a place for storing food. Larger ones also contain places for cultivating food and livestock.
Kobolds vary in height between 2'-2'8" in 3.5 edition, and 3'6"-4'0" in 4th edition, with scaly, hairless hides, reptilian heads, and tails, and weigh over 30 pounds (14 kg) in 3.5 edition and about 40 pounds (18 kg) in 4th edition. Males are about three inches taller and ten pounds heavier than most females. Their hides are typically a rust-brown or reddish black color, with ivory-colored horns. Their heads are described as dog-like, but in recent editions they are illustrated as looking more like crocodiles. Their eyes glow red, and they can see accurately even in lightless conditions up to 60 feet away. Kobolds are described as smelling like a cross between damp dogs and stagnant water.
Unlike dragons, kobolds are cold-blooded. The scales covering their bodies are like that of an iguana or other large lizard. The scales that cover their tails are very fine, so that they resemble the naked tails of rats. Kobolds lose and gain new teeth throughout their lives, often saving and making necklaces from them. Kobolds favor raggedy-looking red or orange clothing made from leather or the silk of giant spiders. They never wear shoes, but they are fond of jewelry and other ornamentation.
Kobolds shed their skin about once a season, in patches, over the course of a week. They keep themselves well-groomed, regularly polishing their horns, claws, and teeth.
Kobolds 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. They are known for cunning plans; 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 labourers, 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 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. 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.
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.
Adapted from https://en.wikipedia.org/wiki/Kobold_(Dungeons_%26_Dragons)#Society