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98 Sentences With "kobolds"

How to use kobolds in a sentence? Find typical usage patterns (collocations)/phrases/context for "kobolds" and check conjugation/comparative form for "kobolds". Mastering all the usages of "kobolds" from sentence examples published by news publications.

Hearthstone: Kobolds and Catacombs was revealed at BlizzCon today, and will dive into the subterranean world of the kobolds and the things they find (and run away from) while digging and scavenging underground.
Destroying the kobolds now and taking their tactically advantageous tiles might allow you to stockpile more food and wood later in the game against the enemies who would, almost certainly, destroy those kobolds anyway.
The other viking factions are going to kill these kobolds anyway.
Throughout BlizzCon and leading up to the release of Kobolds and Catacombs in December, more cards will be revealed, peeling back the curtain on what to expect when we venture into the tunnels of the kobolds.
There is no possible alliance with the neutral kobolds or standoffish giants.
The empathy is with the kobolds hiding and scurrying, the gelatinous cubes crawling the corridors.
There's no major bonus for flushing out the giants, no big boon for destroying the kobolds.
Another card coming in Kobolds and Catacombs is Crushing Walls, a Hunter card that takes the idea of Hunters setting traps and dungeon-ifies it.
Only a few new cards have been revealed thus far but they give a good glimpse at some of the larger themes of Kobolds and Catacombs.
But alongside and around this real scandal you have the other Russian efforts to influence the election and its aftermath, the outlines of which have been apparent for some time, but which have earned a new wave of agitated attention thanks to Mueller's battery of indictments against a Russian troll farm and the various goblins, kobolds and boggarts it employed.
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.
Urds are a subrace of winged kobolds, who otherwise maintained separate societies from standard kobolds. Urds worship the deity Kuraulyek.Sargent, Carl. Monster Mythology (TSR, 1992) In third edition, urds seem to have been replaced with a subset of kobolds known as the dragonwrought kobolds, who occasionally have wings or other draconic qualities, and hold an elevated status in kobold society.
Kobolds are a fictional species featured in the Dungeons & Dragons roleplaying game. Aggressive, xenophobic, yet industrious small humanoid creatures, kobolds are noted for their skill at building traps and preparing ambushes. In the original Dungeons & Dragons game, kobolds were goblinoids, but they have been depicted as reptilian humanoids in later editions of the game.
Similar creatures include brownies, dwarfs, duendes, gnomes, imps, and kobolds.
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.
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.
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.
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. Xvarts often act as intermediaries between kobolds and goblins, usually dominating and taking out their aggression on the kobolds.
The tabletop role-playing game Kobolds Ate My Baby! takes its title from the quote.
In the 3rd edition of the game, kobolds are distantly related to dragons,Kestrel, Gwendolyn F.M., Wilkes, Jennifer Clarke, Liquette, Kolja Raven. Races of the Dragon (Wizards of the Coast, 2006). and are often found serving them as minions. Kobolds speak a version of the Draconic tongue, with a yipping accent.
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 kobold appears in the first edition Monster Manual (1977), where it is described as a tribal creature with war bands, found in dank, dark places. The mythology and attitudes of the kobolds are described in detail in Dragon #63 (July 1982), in Roger E. Moore's article, "The Humanoids". A few years later, in Roger Moore's editorial "Tucker's kobolds" in Dragon #127 (November 1987), a scenario is described where a band of well-prepared kobolds uses guerrilla tactics to significantly challenge a far more powerful party of adventurers. In the article "Hey, Wanna Be a Kobold?" by Joseph Clay in Dragon #141 (January 1989), kobolds, xvarts, goblins, and orcs were presented as player character races along with two new character classes the "Shaman" and the "Witch Doctor".
Kobolds are usually lawful evil. Exceptions are more likely to be non-evil than non-lawful. In the 4th edition of the game, their alignment is given simply as evil, though this implies orderliness in the 4th edition alignment system. Neutral (unaligned) kobolds also exist, usually the servants of good or unaligned metallic dragons.
Masters Edition III has a minor tribal theme of Faeries, Kobolds, and Minotaurs. Masters Edition III also reprints six World Enchantments.
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.
There are no Orcs or Half-Orcs. Kobolds and Gnomes are listed as existent monsters, but are not available as character races.
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.
The kobolds are fairy creatures that had come out of the mists surrounding Landover and have pledged their lives to the service of the throne of Landover.
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.
The kobolds of Dungeons & Dragons were inspired by the Kobold sprites of German folklore, but, aside from their shared association with mining and their small stature, the creatures have little in common.
Kobolds may also revere her as their progenitor. Prayers to the Dragon Queen focus on the promise of filling the world with evil dragons and either destroying it or dominating it utterly.
Dark Folk is a supplement describing the behavior and cultures of the five main "humanoid" races: orcs, goblins, kobolds, gnolls, and trolls. It includes five scenario for character levels 5-9, each involving one humanoid type.
Monster Manual (Wizards of the Coast, 2008) In addition, the article "Creature Incarnations: Kobolds" in Dragon issue 364 contains a variety of additional kobolds, including the kobold chieftain (level 5 soldier [leader]), kobold wild mage (controller), kobold piker (level 2 brute), kobold spiker (level 3 controller), kobold vermin handler (level 3 artillery), kobold rat master (level 4 elite soldier), kobold horde (level 6 skirmisher), and kobold war priest (level 5 controller). This article also describes kobold lairs, and the kobold reaction if they (unexpectedly) fell one of their player-character opponents. Finally, Kobolds reappear in Monster Vault (2010), including the kobold tunneler (minion), the kobold skirmisher, the kobold dragonshield and the kobold quickblade. The lore in this book emphasizes the kobold predilection for traps and stealthy theft, as well as their often suicidal reverences for dragons.
A drawing of kobolds, reptilian humanoid beings that appear in Dungeons & Dragons. Examples of reptilian races in fantasy games are the Lizardfolk, Dragonborn and Kobolds of the Dungeons & Dragons tabletop role- playing game. The Dragonborn in particular - based on the Draconians of Dragonlance, which in that game were uniformly evil - were originally introduced in the Dungeons & Dragons 3.5 supplement book Races of the Dragon, published by Wizards of the Coast in 2006. In 4th Edition, dragonborn are available as one of the core player character races in the Player's Handbook.
Currently, 9th Level Games is transitioning out publishing to focus primarily on design. In December 2005, Dork Storm Press (DSP) released Kobolds Ate My Baby! Super Deluxx Edition, a game that was designed by 9LG and published by DSP.
The BEER Engine! is a role-playing game system created by 9th Level Games for Kobolds Ate My Baby! and other games. This is the basic engine used to determine if a character succeeds at an action they have attempted in the game.
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.
The Wellman characterized the first version of the RPG as "more of a complex boardgame than an RPG." This edition of the game was published by 9th Level Games using a variant of the BEER Engine used in their Kobolds Ate My Baby! game.
In their original appearance in the canon, kobolds were described as dog-like humanoids with ratlike tails, horns and hairless scaly skin, and were not associated with dragons. They were called goblinoids, although the word had a broader sense than it was later to acquire; in the Monstrous Compendium series and Monster Mythology the goblinoid category included not only goblins, hobgoblins and bugbears but also orcs, xvarts and gremlins. From the third edition, the term "goblinoid" has been reserved for goblins, hobgoblins, norkers, and similar creatures. Kobolds are much more explicitly reptilian in current editions, though they were egg-layers as far back as first edition AD&D.
The players assume the roles of kobolds, creatures who are often used as weak but numerous "cannon fodder" characters in fantasy role-playing games such as Dungeons & Dragons. KAMB supposedly refutes this role, while at the same time playing up this and other stereotypes of fantasy role-playing. The game takes a generally humorous look at the genre and encourages joking and ludicrous, boisterous behavior among the players, the chief of which is the rule that whenever the name of the kobolds' king, Torg (All Hail King Torg!), is mentioned, all present are required to loudly proclaim, "ALL HAIL KING TORG!" KAMB is played using the dice rolling mechanism called the Beer Engine.
He dreams of the marble lady, that she alone has an empty pedestal among the statues. He later finds this pedestal and sings to it. The marble lady materialises on the pedestal, but flees him. Anodos follows, going into a strange subterranean world with gnome-like Kobolds that mock him.
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.
Needless to say, they weren't pleased with the treasure." Gygax: "Later in the long session of exploration, the two intrepid adventurers came upon the lair of several kobolds, slew two and the rest fled. They found an iron chest filled with coins...several thousand copper pieces--that was too heavy to move. A big disappointment.
Race of Ether of Chaos The Chaots are a tribal race of brutish warriors. Their connection to fire and lightning is represented by a multitude of spells that cause direct damage to creatures. Common Chaos creature types include kobolds, orcs, rats and bats. Some say the Chaots are the most powerful heroes of all.
Yikyik is a kobold ranger who was prejudiced against halflings, in contrast to fellow ranger Belkar Bitterleaf's prejudice against kobolds. The intense hatred the two had for each other culminated at the Order vs. Guild battle, where Yikyik was defeated. Belkar appears later wearing what he refers to as a "swanky new leather hat" made from Yikyik's hide.
A bluecap is a mythical fairy or ghost in English folklore that inhabits mines and appears as a small blue flame. If miners treat them with respect, the bluecaps lead them to rich deposits of minerals. Like knockers or kobolds, bluecaps can also forewarn miners of cave-ins. They are mostly associated with the Anglo-Scottish borders.
The kobold was one of the first monsters introduced in the earliest edition of the game, in the Dungeons & Dragons "white box" set (1974),Gygax, Gary, and Dave Arneson. Dungeons & Dragons (3-Volume Set) (TSR, 1974) where they were described simply as similar to goblins, but weaker. Kobolds were further detailed in Supplement II: Blackmoor (1975).
Dragons also have some innate powers over the element they are linked to. For example, a red dragon (fire) will have some control over fires. Like all other draconic powers, they gain more as they grow older. Lesser dragons, for example wyverns, halfdragons or dragonwrought kobolds may lack innate magical abilities, while still counting as dragons for purpose of all other effects.
Bunion and Parsnip are two kobolds who live in the castle and carry out the day-to-day chores. They act as groundskeeper and cook respectively, and are also very competent fighters and bodyguards. Their appearance is similar to a large-eared monkey with a mouth full of sharp teeth. They do not speak, but instead communicate through gestures, hisses and other vocalizations.
As the presence of bandits, kobolds, and goblins increased, a local militia led by Waldgraf of Ostverk was raised to defend Hommlet. This only served to check the evil forces, however. Six miles from Hommlet, a group of hovels formed a center for the evil activity. The locals ignored this threat since it was in the marshes, and Nulb began growing.
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 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.
"The Origin of Krampus, Europe's Evil Twist on Santa", Smithsonian.com, December 4, 2015 Traditionally, young men dress up as the Krampus in the first two weeks of December, particularly in the evening of December 5, and roam the streets frightening children and women with rusty chains, hammers and bells. This figure is believed to originate from stories of house spirits such as kobolds or elves.
Dungeons & Dragons Set 1: Basic Rules (TSR, 1983) The kobold was featured as a player character race in the Orcs of Thar gazetteer (1989). Kobolds were also later featured in the Dungeons & Dragons Game set (1991), the Dungeons & Dragons Rules Cyclopedia (1991),Allston, Aaron, Steven E. Schend, Jon Pickens, and Dori Watry. Dungeons & Dragons Rules Cyclopedia (TSR, 1991) the Classic Dungeons & Dragons Game set (1994), and the Dungeons & Dragons Adventure Game set (1999).Slavicsek, Bill.
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.
Kobolds Ate My Baby! (also known as KAMB) is an independently published role- playing game from 9th Level Games, a small-press publisher and designer of humorous role-playing games (RPGs) based in Pennsylvania. The name is a derivative reference to the Azaria Chamberlain disappearance and the famous misquote, "A dingo ate my baby!". The Super Deluxx Edition was still designed by 9th Level Games but is published by Dork Storm Press.
This defense can be utilized at will and is capable of blocking almost any assault. In addition, Isaak created artificial demons that he can summon into battle to aid him. He has two kinds of demons: dwarfs called the "Schatten Kobolds" that appear to be little devils concealing their forms in Kämpfer's shadow, and knomes, monstrous worm-like creatures with the ability to tunnel through the ground at amazing speeds. The latter only appear in the novels.
Retrieved March 14, 2016. An alternate hero for Shaman, Morgl the Oracle, is available through Hearthstone's "Recruit A Friend" program after the recruited friend reaches level 20. Players that connected their Amazon Prime subscription to Twitch Prime in late 2016 earned the alternate Priest hero Tyrande Whisperwind. Other Twitch Prime promotions have included a golden pack, which is a Classic card pack that only contains golden versions of cards, two exclusive card backs, and two Kobolds and Catacombs packs.
In 2018, the Kobolds and Catacombs expansion pack was nominated for "Best Sound Design in a Casual/Social Game", while the game itself won the award for "Best Original Song" with "Hearth and Home" at the 16th Annual Game Audio Network Guild Awards. In 2019, The Boomsday Project won the awards for "Best Music in a Casual/Social Game" and "Best Sound Design in a Casual/Social Game" at the 17th Annual Game Audio Network Guild Awards.
Landover is a rural kingdom, populated by humans, gnomes, kobolds, and various other fantasy creatures, all of whom speak a language called "Landoverian" – which the protagonist can speak through magical means – and who often form separate societies. Their rulers, while answerable to the king, are allowed a certain degree of autonomy. Also inhabiting the land are the dragon Strabo and the witch Nightshade. Landover is protected by the Paladin, a magical knight who is a projection of its rulers.
The kobold is fully detailed in Paizo Publishing's book Classic Monsters Revisited (2008), on pages 28–33.Baur, Wolfgang, Jason Bulmahn, Joshua J. Frost, James Jacobs, Nicolas Logue, Mike McArtor, James L. Sutter, Greg A. Vaughan, Jeremy Walker. Classic Monsters Revisited (Paizo, 2008) Paizo also published Kobolds of Golarion a 32-page booklet detailing Kobold sociology, physiology and psychology, along with several variant traits, feats and class archetypes, while also introducing several new spells, traps and items.
The Dragon Crown is a scenario that was used as the 1978 Pacific Encounters D&D; tournament dungeon. The heroes are captured by a red dragon, but are offered their freedom if they will retrieve the Dragon Crown from some thieving kobolds. The Dragon Crown is an adventure suitable for 6 characters of experience level 1st-4th. The quest is the recovery of a crown belonging to a Red Dragon which threatens the player characters if they fail.
Court dwarfs enjoyed specific placement right next to the king or queen in a royal court during public appearances and ceremonies, because they were so small, the king appeared much larger and visually enhanced his powerful position. Other than court jesters who were professional entertainers and clowns, court dwarfs were also used as "natural fools" to create amusement due to their unusual bodies. Their appearance also created allusions of mythology and magic like kobolds and wights.
It is precisely the fact that the workshop is untidy which seals Pumuckl's fate. He gets stuck on an overflowing pot of glue. It is a rule among Kobolds that whenever one of his kind gets stuck to something manmade, they become visible, and according to the rules of their ancestors, must stay with the human who sees them, in this case Meister Eder. On the show and in the books, Pumuckl is always visible if nobody other than Meister Eder is present.
The court wizard is a hack named Questor Thews, who is also Meeks' half-brother. Abernathy is the court scribe, who was unfortunately transformed into a large dog by one of Questor's spells gone awry. Finally, two creatures called Kobolds, Bunion and Parsnip, serve Ben as caretakers of the castle and as protection against the wild creatures of the kingdom. Ben's coronation is barely attended, so he decides to travel the land to gain the pledges of the local rulers.
Menzoberranzan is an underground city populated by the drow, and ruled over by Lolth. The city has 20,000 drow inhabitants and hundreds of thousands of humanoid slaves such as goblins, kobolds, bugbears, duergar, svirfnebli, orcs, ogres, minotaurs, and giants, as well as herds of rothé kept as livestock. The city trades poisons, mushrooms, riding lizards, spell scrolls, wine, and water. The worship of Lolth is prevalent, and the city has the clerical academy Arach-Tinilith, a spider-shaped building where priestesses are trained.
To promote the Journey to Un'Goro set, Blizzard made a web series called "Wonders Of Un'Goro" featuring an adventurer exploring the area. Before releasing the Knights of the Frozen Throne set, Blizzard worked with Dark Horse Comics to publish a three-issue comic book series based on the set's Death Knight theme. To promote the Kobolds & Catacombs set, Blizzard released "The Light Candle", a live-action short spoofing films from Jim Henson of the 1980s while its characters are exploring a dungeon.
The kobold appears in the Monster Manual for this edition (2014), as well as the winged kobold (or 'urd'). Kobolds in this edition suffer a penalty when exposed to sunlight, but are granted bonuses when they mob up against a single opponent.Mearls, Mike, and James Wyatt. p.195, Monster Manual (Wizards of the Coast, 2014) In addition, Volo's Guide to Monsters (2016) adds the returning kobold dragonshield, the magical kobold scale sorcerer, and the crafty kobold inventor, Mearls, Mike, and James Wyatt. p.
Goblins in Dungeons & Dragons are influenced by the goblins in the works of J.R.R. Tolkien. In turn, D&D;'s goblins influenced later portrayals in games and fiction, such as the tabletop wargame Warhammer Fantasy Battle. They have also been compared to German kobolds. Unlike the goblins in Tolkien's works, the goblins of D&D; are a separate race from orcs; instead, they are a part of the related species collectively referred to as goblinoids, which includes hobgoblins, bugbears, and others.
Some of the hallmark fantasy races were each given different twists to make them more suitable to the settings darker themes. Athasian elves are not benevolent forest dwellers but hostile tribal nomads with savage dispositions and a deep distrust of outsiders. Halfings are largely cannibals living in shaman-ruled settlements in the jungles beyond civilization. Other standard fantasy races such as ogres, kobolds, or trolls, for examples, are all assumed to have been destroyed during the Cleansing Wars or simply passed from the world in previous ages.
There is also a new campaign setting offered by ICE which is called Gryphon World and has set its main focus on the continent of Cyradon. It offers a variation on the standard fantasy races, with the Dwarves becoming the Mablung, the Arali and Sithi replacing the normal elves, the Rhona a wise gnomish race, Nagazi a civilized lizard race, and Gryphons as a flying quadruped race. Notably it excludes Halflings, orcs, goblins, kobolds and many other standard fantasy races and creatures by default.
The glint of coins was mentioned to lure the incautious hand into attack proximity, but Elise's PC used a dagger to poke around, and the scorpions were spotted. Eventually one managed to sting, but the poison saving throw was made." During the same session, Ernie and Elise also found the first treasure, a chest of 3,000 copper coins which was too heavy to carry, much to the children's chagrin.Gygax: "They next encountered and defeated a gang of kobolds with a chest of 3,000 copper pieces.
Various races are also available, with definitions somewhat different from other RPGs, as well as completely new races; races in Lejendary Adventure include Dwarves, Ilves, Wylves (Ilves and Wylves are two of many Fair Alfar, i.e. what are usually called elves in other RPGs), Gnomes, Kobolds, and Veshoge. As for character advancement, instead of levels, Lejendary Adventure characters receive Merits - points that can be used to increase their Abilities or Base Ratings, as well as buy new Abilities. The standard campaign setting is Lejendary Earth or Learth.
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 angelic Aasimar are more fleshed out here than in the Dungeon Master's Guide, and the huge, mountain-dwelling Goliaths are no longer relegated solely to the downloadable Elemental Evil Player's Campaign. [...] Monster races aren't quite as in- depth, lacking history and storytelling hooks, but still include enough information to be playable. Bugbears, goblins, hobgoblins, kobolds, orcs, and yuan-ti purebloods are all ready to be played now. An all-monster campaign could be a fun, if I ever have the time to run it.
The kobold appears in the Monster Manual for this edition (2008), including the kobold minion, the kobold skirmisher, the kobold slinger armed with a variety deadly thrown pots, the armored kobold dragonshield, and the roguish kobold slyblade. The rules for this edition allow kobolds to shift easily around enemies and grant them bonuses when they mob together against a single target. The backgrounds states they tend to form cults that worship local dragons, and sometimes serve them if the dragon deigns to take notice.Mearls, Mike, Stephen Schubert, and James Wyatt.
He even goes as far as kissing some of her friends, revealing a major case of bad breath, causing them to avoid him. Errol Fisk helps Kendra and Seth get rid of the kobold by having Seth steal a statue that he says is sacred to kobolds. Supposedly, when Case received the statue, he immediately left, under a compulsion to return it to a kobold shrine in the Himalayan Mountains. Olloch the Glutton Olloch the Glutton is a demon who spends most of his time in a state of dormancy.
It is called Beer after the four stats that make each character: Brawn, Ego, Extraneous, and Reflexes. Essentially, players are given a difficulty in numbers of dice, and they must roll under the appropriate value on their sheet. Kobolds being poorly suited to adventuring have low numbers, which keeps the humour alive in the game. KAMB is part of an annual event at the Origins Game Fair called the Midnight Massacre, in which large numbers of people customarily play multiple simultaneous games of KAMB and make significant amounts of noise.
But she has a sweet side which she tries to hide, when they went to Underworld when the Kobolds welcomed them, and eventually becomes very close friends with Yucie (perhaps, even overly protective of her), even though she denies to admit it. Throughout her friendship with her new friends, she changes to more honestly enjoy friendship and have fun with her friends. She is seventeen, but like the others, has the body of a ten-year-old, although she looks rather developed. She desires to be the platinum princess because she wishes to become an adult.
They founded the company A.I. Design to port and market the game. Though Toy's source code was necessary for the porting, Lane had to redevelop many of the routines for the game's interface. Lane took advantage of the more graphical Code page 437 character set on PC to expand the number of symbols to represent the dungeon, such as using a happy- face `☺` for the player-character. They also took steps to avoid potential copyright issues with TSR, the company that owned Dungeons & Dragons at that time, by changing the names of monsters like kobolds that were unique to that game.
'Cofgod' (plural Cofgodas ("cove-gods")) was an Old English term for a household god in Anglo-Saxon paganism. The Classicist Ken Dowden opined that the cofgodas were the equivalent of the Penates found in Ancient Rome. Dowden also compared them to the Kobolds of later German folklore, arguing that they had both originated from the kofewalt, a spirit that had power over a room. If it is true that such beings were known to the early English, later legendary beings such as the English hob and Anglo-Celtic brownie would be the modern survival of the cofgod.
The story is set in a world called Résurrection, which is often called Hell (however, it seems more like a mixture of Hell and Purgatory, as everyone seems to land in there – even "innocent victims" and the only known way to leave it is through purification or redemption, by being "expired" or "expiring" one's tormentor). In Résurrection people are re-incarnated into monsters according to the sins – or lack thereof – of their life. The lowest ranks are formed by zombies and Kobolds whilst vampires form the elite of the society and the ruling class. The more cruel one was in life, the better he is rewarded on Résurrection.
In one kobold creation myth, Kurtulmak owes his existence to an assault launched on Tiamat by an army of thieves shortly after she had laid a clutch of eggs. Badly injured and with her lair heavily damaged, she caused one of her eggs to hatch, thus creating Kurtulmak. The newly hatched godling quickly began creating a defensive perimeter of traps and restoring the caverns. During the process, Kurtulmak found an egg of Tiamat's that had fallen away from the nest and, deeming it had been away for too long to ever hatch naturally, used his magic to cause it to hatch, thus producing miniature versions of himself: the first kobolds.
The expansion "Kobolds & Catacombs" was announced in November 2017 during BlizzCon 2017 and was released on December 7, 2017. The general concept of the expansion was around the idea of dungeon crawls from role-playing games. Its 135 cards are themed around exploring old catacombs under Azeroth and uncovering valuable treasures. Among the cards include Legendary weapons for each class that includes classes that have never had weapons before, Spellstone cards that require the player to achieve certain objectives in-game to upgrade the card, "Unidentified" item cards that offer a random effect alongside a known effect, and cards with a "Recruit" keyword that allow the player to summon minions directly from their deck that meet the card's requirements.
All players received the Legendary minion Marin the Fox a month ahead of time and after the set was released, one random Legendary weapon card. Earlier in 2017, Blizzard had planned for this set's theme to be around Warcrafts Blingtron robots and would have been known as "Blingtron's Lootapolooza". While this theme still centered around dungeons and loot, they decided that the set would have better flavor and easier art to design by switching the theme to kobolds; however, this decision came after they started some of the promotional material, so some of the art includes Blingtrons. The expansion introduces a new single-player mode called a "Dungeon Run", a roguelike-style format.
The expansion adds a single-player mode called "Monster Hunt", an evolved version of Kobolds & Catacombss "Dungeon Run", which became available to play two weeks after the expansion was released. In the "Monster Hunt", players pick between four unique heroes that have a unique hero power and unique cards. After defeating each encounter, players pick between three sets of cards to improve their deck and occasionally earn special cards or an ability to improve their hero power; there are over 45 encounters. Players can earn a unique card back, which requires defeating eight bosses of increasing difficulty, with each of the four heroes, and then defeating the final boss, Hagatha the Witch.
The adventure starts with player characters hearing rumors about the citadel while staying in the nearby small town of Oakhurst. The majority of the adventure then focuses on the characters exploring the citadel and encountering the malign creatures that have taken up residence within, such as kobolds and goblins. The characters eventually come upon the Twilight Grove and its blighted foliage, where they find the Gulthias Tree and encounter the druid Belak. He explains that the tree grew from a yet- green wooden stake that had been used to kill a vampire on that very spot, and the tree accepts humanoids bound to its bole as "supplicants", making the victims completely subservient to its will.
The Orcs of Thar covers the fictional Broken Lands that are inhabited by humanoids such as orcs, goblins, and bugbears. The "Player's Guide" is written for those who want to play orc player characters, and includes a description of the orcish view of the world, an overview of the Broken Lands, character creation rules, and "Thar's Manual of Good Conduct". The "Players' Guide" provides the history of the various humanoid races as seen through their own eyes, and describes the situation in the Broken Lands with an account of the ten tribes, their beliefs, and the areas they inhabit. It includes rules for generating humanoid player characters such as kobolds, goblins, orcs, hobgoblins, gnolls, bugbears, ogres, and trolls.
An example is Andrew Lang's fairy tale Princess Nobody (1884), illustrated by Richard Doyle, where fairies are tiny people with butterfly wings, whereas elves are tiny people with red stocking caps. These conceptions remained prominent in twentieth-century children's literature, for example Enid Blyton's The Faraway Tree series, and were influenced by German Romantic literature. Accordingly, in the Brothers Grimm fairy tale Die Wichtelmänner (literally, "the little men"), the title protagonists are two tiny naked men who help a shoemaker in his work. Even though Wichtelmänner are akin to beings such as kobolds, dwarves and brownies, the tale was translated into English by Margaret Hunt in 1884 as The Elves and the Shoemaker.
Like many fantasy games, the Palladium Fantasy Role-Playing Game includes many different sentient races as playable characters. In addition to humans and the aforementioned elves and dwarves, there are gnomes (small humanoids who once had a republic), kobolds (wiry, subterranean humanoids who tend to be evil), goblins (small, ugly, stupid humanoids, some of whom have remnants of faerie magic), ogres (large, strong, primitive humans), orcs, trolls, changelings (who are capable of assuming many humanoid forms), and Wolfen. The Wolfen are large, humanoid wolves who have, in the past century, established their own Empire in the extreme north of the continent. Unlike many other fantasy games, there is very little interbreeding between the races.
Born in Manchester, England, Kovalic is best known for his Dork Tower comic book, comic strip, and webcomic, and other humorous work set in and about the fantasy role-playing game genre, such as The Unspeakable Oaf. He has illustrated board and card games for several companies, including Steve Jackson Games (notably the Munchkin card game, plus its many expansions and derivatives, and Chez Geek and its derivatives), Cumberland Games & Diversions (Pokéthulhu), and the third edition of Fantasy Flight Games's Mag Blast. He was also the sole illustrator for the "Super Deluxx" edition of Kobolds Ate My Baby! and has subsequently occasionally featured supplemental KAMB material in the Dork Tower comic book.
At first, sales of what was at the time a completely unknown appliance in Germany were very poor, despite the relatively modest price of 20 Reichsmarks. Only when direct sales were launched in 1930 – the brainchild of Werner Mittelsten Scheid (1904-1953), a son of the company founder – did the product meet with success. By 1935, 100,000 “Kobolds” had been sold, by 1937 half a million and by 1953 one million. Already before the Second World War, in 1938, the first foreign sales organization was established: Vorwerk Folletto in Italy. During World War II, the main plant in Wuppertal-Barmen was severely damaged in a May 1943 bombing, after which August Mittelsten Scheid’s sons, Werner and Erich Mittelsten Scheid, jointly took over management of the firm.
In 2017, Blizzard changed their approach, and plan to only release Expansions in the future, through at least 2018. Blizzard moved away from Adventures as they found that because Adventures gated the set's cards until the challenges were completed, these cards did not readily enter the meta-game, and when they did, they would be used more by expert players who could easily complete the Adventures' challenges compared to amateur players. Blizzard recognized that players do enjoy the single-player narrative events and have worked in quests and missions around the new card sets for those players. Examples of these quests and missions include facing the bosses of Icecrown Citadel with Knights of the Frozen Throne's release, and the new dungeon run feature which appeared in the Kobolds and Catacombs expansion.
The house's single door can lead to almost any place – from other rooms like the kitchen, to faraway places like the Royal Palace, and even other time periods. In her first days in the magical house she ends up looking after a magical stray dog named Waif, encounters a horrible lubbock, has to share a roof with a confused young apprentice wizard named Peter, tries to work some spells from William's library, and deals with a clan of small blue creatures called Kobolds. When Charmain is caught up in an intense royal search to remedy the kingdom's financial troubles, she encounters Sophie Pendragon, her son Morgan, a beautiful child named Twinkle, and their fire demon Calcifer. One of the messes Twinkle gets Charmain into results in Twinkle climbing onto the roof of the Royal Mansion.
Gorion refuses, and dies in the ensuing battle, while urging his Ward to escape. The next morning, the Ward encounters Imoen, a childhood friend and fellow orphan from Candlekeep, who had followed them in secret. With Candlekeep no longer accessible to them without Gorion's influence to circumvent its admission fee, and the city of Baldur's Gate currently closed off to outsiders due to bandit raids, the Ward resolves to investigate the cause of the region's Iron Crisis. Travelling to the mines of Nashkel, the main source of the region's iron, the Ward's party discovers that the mine's ore is being contaminated by a group of kobolds led by a half-orc, and that they and the bandits plaguing the region are being controlled by an organization known as the Iron Throne, a merchant outfit operating out of Baldur's Gate.
Rise of Shadows was announced in February 2019 before being formally revealed for its April 9, 2019 release as the first expansion in the Year of the Dragon. Rise is themed around numerous villains from previous expansions gathering to form the League of E.V.I.L.: Arch-Thief Rafaam (League of Explorers), Madam Lazul (Whispers of the Old Gods), King Togwaggle (Kobolds & Catacombs), Hagatha the Witch (The Witchwood), and Dr. Boom (The Boomsday Project) and then pulling off a heist in Dalaran. Cards from this expansion will have mechanics that are similar to the past expansions. New card keywords include scheme, spells that increases its effectiveness after each turn that it remains in a player's hand, twinspell, spells that leaves a copy of itself in a player's hand after using it for the first time, and lackeys, a specific set of minions that are generated by other cards that are 1/1 in power with a differing battlecry.
Dungeon Defenders is a mix of tower defense, role-playing, and action-adventure where one to four players work together to protect one or more Eternia Crystals from being destroyed by waves of enemies which include goblins, orcs, kobolds, ogres, and wyverns. The game features a number of levels, consisting of around five total waves, through its campaign mode, or other levels as part of challenges; some of these levels may feature a final wave that includes a boss battle against a unique foe. The player characters defend crystals by either magically creating, maintaining, and upgrading towers or other defensive elements that damage or divert the enemy monsters, or by using melee and ranged attacks to defeat enemies directly. On easier difficulties, players have an indefinite amount of time prior to a wave to study the level's map to see where monsters will come from and the type or number of monsters, to place traps and defenses, and to manage the characters' equipment.
The source is in some cases "oral", with the region where it was collected (as in no. 1, Die drei Bergleute im Kuttenberg "the three miners in Kuttenberg", marked "oral" from Hessen), in other cases with a reference to the tale's previous publication (as in no. 362, Die drei Alten "The three old men", attributed to "Schmidt aus Lübek", im Freimüthigen 1809. Nr. 1.) The tales of the first volume tend to blend common concerns of the poor and working classes with magical realism including the attainment of wealth and status, and includes references to Frau Holle, the Wild Hunt, ghostly apparitions, and magic, the devil, dwarves, giants, kobolds, nixes, etc. Less than a dozen folk tales contain the German word for witch or witchcraft (hexen) but there are many mentions of the devil and one tale (#120) also mentions an old woman that was a magician or sorceress (ein altes Weib, das eine Zauberin war).Grimm, Deutsche Sagen, p 184 The second volume (entries numbered 363-579) focusses on historical legends, including numerous translations from Latin sources pertaining to Germanic antiquity, beginning with Tacitus (no 363. Der heilige Salzfluß "the sacred salt-river", Annales XIII.

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