Kobolds are a very common sight in a great many campaign worlds and most adventurers are, in the very least, familiar with them. The main reason for this proliferation has nothing to do with their battle tactics, breeding rates or resilient culture but more through the pragmatism of Games Masters. Individually, kobolds are physically very weak, with even a first level wizard having a reasonable chance of defeating one in close combat without resorting to his magic abilities. Because of this, they are an ideal race for Games Masters to employ against low level parties, challenging his players without slaughtering their characters, even if relatively large numbers of kobolds bring their weight to bear. As has been pointed out in previous Slayer�s Guides, no race in any campaign world exists solely to provide cannon fodder for allegedly heroic adventurers. The purpose of this supplement is to redress this imbalance somewhat by giving Games Masters the information they need to make kobolds a solid and coherent part of their campaign. No longer will players merely scoff and draw their swords when they meet a group of kobolds within some ancient ruin. Finally, kobolds will have the respect they always deserved. Any competent fighter or ranger may question the need to study kobolds in any great depth but they are likely to have only encountered a few scattered bands here and there, never having braved the full combined might of the kobold clans. The Slayer�s Guide to kobolds instructs adventurers of all creeds in the culture and society of this vicious race, enabling them to track down, engage and wipe out scores of the murderous beasts. It can only be hoped that such efforts will be enough to stall and drive back a race that is almost literally numberless. Kobolds are not stupid and despite their diminutive size, neither are they harmless. Any adventurer prepared to underestimate their capabilities may not live to regret such complacency.