TEXT: KOBOLDS,
  GOBLINS, &
  BUGBEARS
  VOLUME
  1 
  JUST ANOTHER MONSTER QUEST
  NOT
  
  Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other countries. This work contains material that 
  is copyright Wizards of the Coast and/or other authors. Such material is used with permission under 
  the Community Content Agreement for Dungeon Masters Guild. All other original material in this 
  work is copyright 2021 by Brittney Hay and published under the Community Content Agreement for 
  Dungeon Masters Guild.
  Credits
  Lead Designers: Brittney Hay and Cameron Day
  Designers: Alex Niederberger, Anthony Joyce, 
  Bob Carnicom, Erin Tierney, Fabby Garza, 
  Ginger, Grady Wang, H.R. Bumga, Jacob Slone, 
  Katie Van Munster, Lydia Van Hoy, Sebina 
  Calkins, Sven Truckenbrodt, Thai Williams, 
  Tineke Bolleman, and Tully R. Gibney 
  Editors: Ashton Duncan, Brittney Hay, 
  Dare Hickman, David Markiwsky, Noah Grand, 
  and Sam Hope
  Copy Editor: Kathleen Harrington
  Art Direction & Graphic Design: Gordon McAlpin 
  Cover Art: Sariel Snowings
  Interior Art: Brittany Lindstrom, Cindy Butor, Kael 
  McDonald, Katie Van Munster, Lessie Nieves-
  Paugh, Paola Harris, Sariel Snowings, and Ymia
  Cartography: Alex Niederberger and 
  Elven Tower Cartography
  Sensitivity Readers: Dare Hickman, Lydia Van Hoy, 
  and Tsunami Mage
  Playtesters: Alex Calgaro and Ness Kohl
  A kobold runs around the corner, pausing a moment to catch 
  his breath, glancing behind him surreptitiously. Hands on knees, 
  he takes a few more deep breaths before darting off again. 
  After a few more twists and turns, he stops again, taking out 
  a piece of copper wire and, whispering an incantation, mutters, 
  “They’re coming.”
  His tone is frantic and, on that note, few more eyes, all 
  kobolds, peer out of various hiding places. They nod in under-
  standing and hunker back down to wait. A minute goes by; five 
  minutes; ten … 
  The air is palpable with tension before a door creaks open and a 
  torch is lit, flooding the interior with light.
  “SURPRISE!” they all shout in unison, jumping out from their 
  hiding places, “HAPPY BIRTHDAY!!”
  A cake is wheeled out on a cart as all the kobolds joyfully come 
  to greet their friend, a very befuddled and blushing bugbear, who 
  smiles in wide admiration at this wondrous surprise. 
  2
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Foreword
  T
  he world of Dungeons & Dragons has 
  so many fascinating creatures to explore 
  and interact with, but more often than not, 
  those creatures labeled as “monstrous” 
  are seen as nothing more than a bag of experience 
  points for adventurers to carve through in their 
  quest to further expand and explore the world 
  around them. Very rarely are these creatures 
  presented in a positive light, and even more rarely 
  as individuals with their own stories to tell. This 
  disconnect is further widened by the ability for 
  players to create characters from these so called 
  “monstrous” races, often labeling player charac-
  ters as “outcasts” or individuals who were able to 
  “break free” of their monstrous origins and find a 
  more civilized way of being.
  With Not Another Monster Quest, we seek 
  to showcase these “monstrous” races in a wide 
  spectrum of colors and personality types, not just 
  automatically quantifying them as evil because of 
  how they look or their background. “Evil” is not 
  something that should be prescribed to an entire 
  race of beings with a handful of them, usually 
  player characters, being quantified as “good.” Just 
  as in our world, theirs is filled with people of every 
  size, shape, color, class, and creed, and that should 
  not be dictated by the ancestry that they were 
  born into. In these pages you will find cozy kobold 
  merchants, goofy goblin miners, and a whole host 
  of bugbear buddies to help enrich your world and 
  stories.So, we invite you to turn the page, and step 
  into a world filled with possibilities and wonder, 
  as we break the mold, delving further into how we 
  define these “monstrous” characters.
  — Brittney Hay, 
  Lead Designer
  Table of Contents
  Introduction  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .4
  Chapter 1: Monstrous Adventures   .  .  .  .  .  .  .  .  .  .  .  .5
  The Gems are Mine! . . . . . . . . . . . . . . . . . . . . . . . . . . .5
  A Mound of Trouble  . . . . . . . . . . . . . . . . . . . . . . . . . .13
  Gobbo Yaga’s Missing Hut . . . . . . . . . . . . . . . . . . . . .21
  Klarg vs. Evil Undead . . . . . . . . . . . . . . . . . . . . . . . . .29
  Chapter 2: Monstrous Encounters  .  .  .  .  .  .  .  .  .  .  .39
  A Bugbear’s Dream . . . . . . . . . . . . . . . . . . . . . . . . . . .39
  Dragon Dance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
  Dragon Daycare . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42
  Dropsy and the Haunted Dresses . . . . . . . . . . . . . .43
  Dungeon of the Year . . . . . . . . . . . . . . . . . . . . . . . . . .43
  Falketh’s Cure-Alls . . . . . . . . . . . . . . . . . . . . . . . . . . .44
  Gold Teeth  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45
  Have You Come To Make A Bargain?  . . . . . . . . . .46
  Knit’s Traveling Stockings  . . . . . . . . . . . . . . . . . . . .48
  Lair Feedback  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
  Local 404 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .50
  Only You Can Fight Forest Fires . . . . . . . . . . . . . . .51
  Snazzy’s Satchel of Surprises  . . . . . . . . . . . . . . . . .52
  Temptation Den . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .53
  Toymaker Troubles . . . . . . . . . . . . . . . . . . . . . . . . . . .56
  Wings for Wanderer . . . . . . . . . . . . . . . . . . . . . . . . . .57
  Chapter 3: Monstrous NPCs  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .58
  Abbot Dana Kobanne . . . . . . . . . . . . . . . . . . . . . . . . .58
  Barry Bouncefeather  . . . . . . . . . . . . . . . . . . . . . . . . .61
  Burning Majesty . . . . . . . . . . . . . . . . . . . . . . . . . . . . .64
  General Tucker  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
  Joost . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .68
  Knit Stockings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70
  Smoot & Kitty  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
  Sunshine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75
  Appendix A: Creature Stat Blocks  .  .  .  .  .  .  .  .  .  .  .77
  Appendix B: Magic Spells  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .85
  Appendix C: About the Creators  .  .  .  .  .  .  .  .  .  .  .  .  .86
  3
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Introduction
  W
  elcome to Volume 1 of Not Another 
  Monster Quest. In this supplement, 
  we will be spotlighting kobolds, 
  goblins, and bugbears in a variety 
  of ways. It is our goal with this anthology to give 
  both Dungeon Masters and players fun, engaging, 
  and imaginative stories to interact with, and to 
  showcase the versatility of these so-called “mon-
  strous” races. 
  Using This Book
  This book is separated into three chapters, each 
  dealing with fully fledged adventures that include 
  NPCs and encounters. This supplement can be 
  played using the Player’s Handbook, Monster 
  Manual, and Dungeon Master’s Guide. The Monster 
  Manual contains stat blocks for some creatures 
  found in this book. When a creature’s name appears 
  in bold type, that is a visual cue pointing you to 
  the creature’s stat block in the MM or elsewhere. 
  Spells and magic items appear in italics, referring 
  to listings in the Player’s Handbook and Dungeon 
  Master’s Guide, respectively. Original creatures, 
  NPCs, spells, and magic items are included in their 
  own appendices at the end of the supplement.
  Chapter 1 contains four adventures intended to be 
  run either as one-shots or as part of an ongoing 
  campaign. They are organized by tier.
  Chapter 2 is a collection of 16 encounters meant to 
  be inserted into any level play session. They are 
  organized alphabetically by title.
  Chapter 3 contains eight NPCs that Dungeon 
  Masters can use to flesh out their worlds and 
  have players interact with. They are orga-
  nized by name. 
  Read-Aloud Text 
  and Sidebars
  Text that appears indented like this should be 
  read aloud or paraphrased for the players when 
  their characters first arrive at a location or under 
  a specific circumstance, as described in the text.
  SIDEBARS
  Additional information that gives a Dungeon 
  Master more guidance on how to run a section 
  looks like this. This can include game mechan-
  ics, additional content, or stat blocks.
  4
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Chapter 1: Monstrous Adventures
  C
  hapter 1 contains four adventures intended 
  to be run as one-shots or inserted into 
  existing campaigns. They are organized by 
  tier and level, indicated by the table below. 
  Average Party Level (APL)
  Average party level or APL denotes the level 
  that an adventure or encounter was written for. 
  Some adventures/encounters have APL adjust-
  ments if your player characters do not meet 
  the recommended level requirement for said 
  adventure. 
  ADVENTURES
  Title
  Tier
  Level
  “The Gems Are Mine!” 
  by Ginger 
  (a.k.a. Laura Armstrong) 
  1
  Level 1–4 
  (APL 1)
  “A Mound of Trouble” 
  by Alex Niederberger
  1
  Level 1–4 
  (APL 1)
  “Gobbo-Yaga’s Missing Hut” 
  by Lydia Van Hoy
  2
  Level 5 
  (APL 5)
  “Klarg vs. Evil Undead” 
  by Anthony Joyce
  3
  Level 11–16 
  (APL 13)
  The Gems are Mine!
  by Ginger (a.k.a. Laura Armstrong)
  Content Warnings: Spiders, manipulation
  This adventure is designed for three to five 
  characters of levels 1–4 and is optimized for 
  four characters with an average party level 
  (APL) of 1. Suggestions for adjusting combat 
  encounters are included. 
  A 
  jeweler’s apprentice goes missing and 
  the Mayor blames a group of goblins who 
  recently moved to the area—except the 
  goblins are not the problem. Investigation 
  reveals a tangled web of misinformation, hidden 
  agendas, and greed, and no one is sure whom they 
  can trust.
  Adventure Summary
  The party is tasked to help clear out a cursed mine 
  full of goblins and rescue a local’s missing daugh-
  ter, the jeweler’s apprentice Erryn (human, she/
  her). Through their investigations, the characters 
  have the opportunity to question what they’ve been 
  told, which leads to them discover that it’s not the 
  goblins who are the problem, but the greedy Mayor, 
  Elros Galdor (elf, he/him). In fact, the goblins ask 
  for the party’s help in clearing their names and the 
  name of their mining operation, the Hidden Gem 
  Mining Company, of any wrongdoing.
  The goblins explain what really happened to 
  Erryn, surmising that she has fallen victim to the 
  giant spiders that make their home in the deeper 
  parts of the mine. They task the characters with 
  defeating the spiders in order to try to rescue her 
  so that the truth can come to light. 
  Adventure Background
  This adventure is intended to be setting neutral, 
  so you can easily slide it into any campaign. 
  A group of goblins, the Hidden Gem Mining 
  Company, opened an abandoned mine with 
  permission of the landowner, the Duchess. The 
  neighboring village sealed it 50 years ago because 
  it was rumored to be “cursed.” While unearthing 
  this forgotten place, the goblins found no signs of 
  a curse, but lots of giant spiders. Negotiating their 
  way past the spiders, the goblins have been mining 
  iron ore here for half a year. As the goblins mined 
  further underground, they recently uncovered a 
  vein rich in gemstones.
  The local jeweler, Jas (goblin, they/them), and 
  their human apprentice, Erryn, were called in 
  to appraise the gems. Krort (goblin, he/him), the 
  leader of the Hidden Gem Mining Company, and 
  Jas are hopeful that this will help improve and 
  expand trade relations with the neighboring towns.
  Erryn was caught apparently stealing gems—
  but she was compelled to do so by the Mayor, who 
  heard of the goblins’ good fortune and wanted it 
  for himself. The Hidden Gem Mining Company 
  personnel do not know the reason behind the theft 
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  and were about to let Erryn go, when she ran off 
  deeper into the mines. She became lost and was 
  captured by the spiders, dragged back to their lair 
  as a tasty snack. 
  Meanwhile, Elros is trying to use Erryn’s disap-
  pearance as an excuse to seize control of the mine 
  and take the newly discovered gems for himself. 
  He started spreading stories of these “violent gob-
  lins” kidnapping Erryn and set up a job offer to rid 
  the town of the “goblin menace” for good.
  Dramatis Personae
  The following notable NPCs are encountered in 
  this adventure.
  Jas
  Chaotic good goblin commoner, they/them
  Jas is a local goblin jeweler who is very practical 
  and levelheaded about their work, a confidence 
  that they wear proudly. They own the Magpie’s 
  Nest, a jewelry shop that is very well known 
  throughout the area. Jas enjoys wearing long 
  flowing skirts, along with a variety of interesting 
  jewelry of their own making. Their long purple 
  hair is often up in a neat bun, and they can be often 
  found fidgeting with a microscopic eye piece as 
  they examine gemstones of every kind. 
  Personality Traits: I’m confident in my own 
  abilities and do what I can to instill confidence 
  in others.
  Ideal: Creativity. The world is in need of new ideas 
  and bold action.
  Bond: My tools are symbols of my past life, and I 
  carry them so that I will never forget my roots.
  Flaw: I have trouble keeping my true feelings 
  hidden. My sharp tongue lands me in trouble.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Erryn
  Neutral good human commoner, she/her
  Erryn is an apprentice jeweler and lives in the local 
  village. She is around 16 years old. She is a bit 
  naive from lack of worldly experience and under-
  standing, but she possesses a creative and dreamy 
  mind that Jas is trying to harness into their work. 
  She is gangly and lean, dressing in simple shirts 
  and brown trousers, and has long brown hair tied 
  back into a messy bun. 
  Personality Traits: I often get lost in my own 
  thoughts and contemplations, becoming 
  oblivious to my surroundings.
  Ideal: Aspiration. I’m determined to make 
  something of myself.
  Bond: Nothing is more important than my family.
  Flaw: I turn tail and run when things go bad.
  Elros Galodor
  Lawful evil elf noble, he/him
  Elros is Mayor of the town and comes across as 
  both charming and pompous, with a large, wel-
  coming smile. He has opulent taste and dresses 
  very well, with fancy suits and livery collars. He 
  has blond hair streaked with gray, which he wears 
  pulled back into a tight ponytail.
  Personality Traits: Flattery is my preferred trick 
  for getting what I want.
  Ideal: Greed. I will do whatever it takes to 
  become wealthy.
  Bond: My alliance with other noble families must 
  be sustained at all costs.
  Flaw: I’ll do anything to get my hands on some-
  thing rare or priceless.
  Krort
  Lawful good goblin boss, he/him
  Krort is the leader of the goblins of The Hidden 
  Gem Mining Company. He runs a tight ship and 
  prioritizes the clan’s prosperity above all else. 
  He wears simple clothing, though he never goes 
  anywhere without his armor, denoting his station. 
  Proud but stoic, Krort has a deep, thoughtful voice.
  Personality Traits: I have a strong sense of fair 
  play and always try to find the most equitable 
  solution to arguments.
  Ideal: Respect. Respect is due to me because of 
  my position, but all people regardless of station 
  deserve to be treated with dignity.
  Bond: Nothing is more important than the other 
  members of my clan and company.
  Flaw: My pride will probably lead to my 
  destruction.
  Adventure Hook
  The party are out shopping or at a local tavern 
  enjoying a drink. On the notice board they see a 
  help wanted poster seeking adventurers to help 
  find a missing person and directing them to speak 
  with the Mayor at the townhall for more informa-
  tion. As the party walks toward the townhall, they 
  notice a few more of these posters, as well as some 
  warning about a dangerous group of goblins.
  Part One: Goblin Kidnap
  The party meets Mayor Elros at his office. Here he 
  asks the party to clear out the goblins, and see if 
  they can rescue Erryn, the apprentice jeweler, who 
  he claims has been kidnapped by them. 
  The Mayor’s office is opulent; the walls are of 
  rich shades of blue with silver detailing and 
  are lined with portraits of previous Mayors. A 
  portrait of the current Mayor hangs on the wall 
  behind a large plush desk chair and a heavy, 
  well-made desk, which is littered with various 
  pieces of official-looking paperwork.
  FEATURES OF THE AREA
  This area has the following features:
  Portrait . The portrait of the Mayor almost 
  stares down at anyone who stands opposite the 
  desk the Mayor sits at, and despite his welcoming 
  demeanor, it is unsettling.
  Opulent Decor . Every surface has some sort of 
  gemstone encrusted art pieces or weaponry.
  Luxurious . In comparison to the rest of the 
  town outside, the Mayor obviously lives in the lap 
  of luxury.
  This is what Elros shares with the characters:
  • He wants to help the family, as they are very 
  poor and can’t hire their own adventurers, and 
  the people in the town are not generally fighters.
  • He advises that the priority should of course be 
  to return Erryn to her family, but he also wants 
  to ensure the safety of the town by removing the 
  goblins, as they are violent and dangerous. 
  • He also suspects that the local jeweler, Jas, is 
  their leader, as Jas has gone missing as well, or 
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  at the very least, that the jeweler is in cahoots 
  with the goblin menace, so he wants them 
  brought to justice.
  • The mine was closed off for 50 years or so and 
  is said to be cursed. The goblins reopened it and 
  he is worried that whatever is down there might 
  be unleashed again.
  • He offers the reward of 100 gp to the party for 
  a successful mission.
  If the party is trying to get a read on Elros’s 
  intentions:
  • A successful DC 12 Wisdom (Insight) check 
  reveals that he isn’t as concerned about the 
  missing daughter as he pretends to be.
  • If a character succeeds on a DC 15 Wisdom 
  (Insight) check, they discern a greedy look in 
  his eyes, and despite his cool demeanor, he 
  seems anxious to get the characters to start 
  their mission. If the characters question this, 
  he denies it, insisting that he is just eager to 
  save Erryn and deal with this goblin menace.
  The Mayor directs the characters to go talk to 
  Erryn’s family, giving them directions on how to 
  reach their house.
  Erryn’s Family
  Following the directions the Mayor provided, 
  you move into a different neighborhood where 
  the streets and buildings here have seen better 
  days. Eventually, you find a small, rickety-look-
  ing house. At your knock, a pale human woman 
  in her middle years opens the door. 
  Erryn’s parents introduce themselves as Rosemary 
  and Maurice. Rosemary is obviously quite unwell, 
  as she is coughing constantly, and her husband, 
  who is of a similar age, looks as if he has been 
  crying. They are both thin and frail-looking and 
  are visibly distraught that their daughter hasn’t 
  returned home. 
  This is what Erryn’s parents freely tell the party:
  • They tell the adventurers all about Erryn being 
  a great kid whose talent and creativity have 
  earned her an apprenticeship to a local jeweler, 
  Jas, who owns a small shop in town. They 
  provide directions to the shop if asked.
  • Erryn advised her parents that the Hidden Gem 
  Mining Company had called for Jas to come to 
  appraise some gems, and that she was going to 
  accompany them.
  • Jas has treated Erryn very well, and they trust 
  the goblin to look after their daughter. They are 
  now concerned for both Jas and Erryn, as they 
  have been missing for a couple of days.
  • If the characters mention violent goblins as 
  depicted by the Mayor, the family advise that 
  as far as they are aware, the goblins have been 
  working peacefully in the mine for the better 
  part of a year and have done business with the 
  town selling iron ore.
  • If the subject of the Mayor comes up, they say 
  they are glad he is willing to assist in finding 
  their daughter. However, the family is obviously 
  quite scared of the Mayor and are trying their 
  best not to speak ill of him in front of the party.
  This is what the family admits to the characters 
  if they succeed on a DC 15 Charisma (Persua-
  sion) check:
  • The Mayor is taxing them so harshly they can 
  barely keep a roof over their head. Things have 
  been getting worse in town since he’s been 
  in power; more people than ever are out on 
  the streets. 
  • He is self-centered and pompous. He is only 
  willing to help people if it serves his direct 
  interests. 
  The party may feel they have enough informa-
  tion from the family and may head out to the mine. 
  If so, then proceed to part 2, “The Hidden Gem 
  Mining Company.” Optionally, they can go to Jas’s 
  shop, The Magpie’s Nest, to further ask questions 
  of Erryn’s employer.
  The Magpie’s Nest
  The Magpie’s Nest is a simple but elegant 
  storefront in the center of town, with a variety 
  of elaborately designed necklaces in the front 
  window. As you enter, a small wind chime jan-
  gles gently, and you spot two younger goblins 
  behind the glass display cases, one in her late 
  teens and one still a child.
  Avoiding Negative Stereotypes
  When running this adventure, you should 
  avoid goblins behaving in ways that parallel 
  Jewish people, as this can perpetuate tropes of 
  anti-Semitism. 
  8
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  The shop is open, and the interior is beautiful and 
  has amazing pieces. If the party is looking to pick 
  up any gems for spell components and the like, 
  they would be able to do so here.
  The counter is manned by Jas’s children; the 
  teen will introduce herself as Kihi (she/her), and 
  the child as Lenk (he/him). They provide the 
  following information:
  • Their parent (Jas) took Erryn out of town to 
  evaluate gems procured from the mine.
  • They have some distant relatives in the Mining 
  Company and are told that the miners are very 
  friendly and welcoming people. 
  • They are worried that Jas and Erryn haven’t 
  returned and wonder if something has 
  happened. If asked, they gladly write a note to 
  the Hidden Gem Mining Company confirming 
  that the characters are here to help and stamp 
  it with the jeweler’s seal.
  Part 2: The Hidden Gem 
  Mining Company
  The party travels for around a day to the mine 
  where they make first contact with the goblins 
  of the Hidden Gem Mining Company and talk to 
  Krort and Jas. The journey is fairly easy, and they 
  don’t encounter any danger along the way. Eventu-
  ally, the adventurers head deeper into the mine in 
  search of Erryn.
  Expanding this Adventure
  You may wish to include travel encounters 
  if you are using this adventure as a part of a 
  longer campaign, but if you are running it as a 
  one-shot, you can have the party arrive safely at 
  their destination. 
  As your party arrives on the outskirts of the 
  mine, you see crudely made posters pinned to 
  trees with arrow heads and sharpened stones, 
  asking for assistance in finding a missing girl. 
  The opening to the mine comes into view: a 
  wide cave mouth patrolled by six goblins, with 
  four more standing guard by the entrance. 
  Above the entrance hangs a sign, which reads 
  “The Hidden Gem Mining Company.”
  The sentries aren’t hostile toward the party as they 
  approach. The goblin guards by the entrance are 
  well-armed and armored, holding crossbows, and 
  certainly look as if they know how to use them. 
  The guards point their weapons downwards away 
  from the party as they get closer, and curiously ask 
  about their business.
  After some discussion, one of the goblins runs 
  to get the foreman, who introduces herself as 
  Thrili (hobgoblin, she/her). She directs two of the 
  patrolling guards to come over to conduct the char-
  acters down to their boss.
  In the unlikely event that the party decides to 
  attack, the guards defend themselves immediately 
  by using tranquilizer darts (see below) and tie up 
  the characters to be taken to Krort.
  Tranquilizer Dart
  Ranged Weapon Attack: +4 to hit, range 20/60 
  ft., one target. On a successful hit, creatures 
  take no damage, but must make a DC 18 
  Constitution saving throw or fall unconscious 
  for one hour.
  Inside the Mine
  The guards warm up to the party quickly and 
  introduce themselves as the brothers Drisz (gob-
  lin, he/him) and Droilk (goblin, they/he); the latter 
  does most of the talking, the former nodding along. 
  They both stop the characters abruptly to point out 
  a rope across part of the entryway—a security trap 
  that would send rocks tumbling down. The broth-
  ers direct the party over the simple, yet clever trap. 
  As you are led down winding tunnels, the broth-
  ers chat casually about the mining operation, 
  sometimes pointing out features of interest, 
  like their sleeping quarters or the giant rock 
  crushing mechanisms. The cave is dark except 
  for an occasional oil lamp which brings out the 
  shimmer of iron ore veins along the walls.
  A1. Large Clearing 
  Tunnels littered with tools branch off this area, 
  and the sound of pickaxes against stone echo as 
  the goblins work. The workers don’t seem to pay 
  the party any mind if they enter peacefully, but 
  they do give a slight nod to Drisz and Droilk. The 
  brothers choose one specific tunnel that winds 
  eastward and lead the party down the passage 
  for some time.
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  A2. Storage
  The characters pass by a large area which appears 
  to be storage for tools, and the far wall is stacked 
  ceiling-high with crates and supplies.
  A3. Bedrooms
  This makeshift sleeping area is full of bedrolls 
  and partitions made by hanging sheets for privacy; 
  some workers are sleeping here. Signs of more 
  permanent housing, partially finished, can be seen 
  further inward.
  A4. Living Area
  The largest space is a communal kitchen with a 
  large cooking pot and an area for food preparation. 
  A trio of goblins are in the process of preparing a 
  meal, slicing up vegetables and sliding them into 
  a large cauldron. Along the far wall is an area for 
  relaxing: there is a well-appointed fireplace and 
  several modest but comfy looking pieces of furni-
  ture arranged in a semicircle. One femme goblin is 
  cradling a baby in her arms, while a fancier-clothed 
  goblin is speaking to a larger, more armored one in 
  their own language.
  Drisz and Droilk lead the characters over to the 
  two goblins who are conferring to one side. They 
  introduce the more elegant goblin as Jas, and the 
  armored one as their leader Krort (goblin boss, 
  he/him). The latter displays a bit more suspicion 
  toward the characters, though no hostility.
  Interacting with the two of them, the party 
  learns the following:
  • Krort explains that the landowner, the Duchess, 
  allows the goblins to work the mines for a 
  percentage of the profits. It is very hard work, 
  but a good deal, and they are hoping to be able 
  to hire a few more hands, thanks to the gems 
  they have found.
  • Krort tells the characters that they found 
  a journal from the original owner, who 
  intentionally spread rumors about the mine 
  being “cursed” in order to protect his interests. 
  When he passed away, the landowners decided 
  to seal it off, just in case. 
  • The main danger is some very large spiders that 
  lair deeper in the mine. The spiders don’t bother 
  the goblins, as they reside deeper in the mine, 
  and Krort explains they have been keeping the 
  spiders happy by feeding them small game such 
  as rabbits or birds. Since they don’t have many 
  warriors, up until recently appeasement was 
  easier than confrontation.
  • Jas took Erryn to the mine to teach her how to 
  identify gems so that she could assist the jeweler 
  in carrying out the assessment.
  • Erryn was caught stealing some of the gems; as 
  Jas and Krort were deciding what to do about 
  this, she fled deeper into the mine. This was 
  extremely unusual behavior for Erryn, and she 
  looked very scared. They suspect that Erryn is 
  in some sort of financial trouble and don’t want 
  to punish her.
  • They are worried she might have gotten lost or 
  trapped and have even put up posters in case 
  she got out and someone found her.
  • Krort would appreciate help in rescuing Erryn, 
  and if possible, clearing out the spiders. He 
  offers up 20 gp of gems per person as payment, 
  and the characters can keep anything they find 
  that isn’t mining equipment, ores, or gems. To 
  help with this endeavor, Krort gives them two 
  potions of healing.
  A5. The Spiders’ Den
  Past cave-ins and partially collapsed tunnels, 
  over mounds of rubble, the passages lead 
  deeper into the mine. The tunnels are dark, and 
  no light filters in from anywhere; the scent of 
  iron and sweet yeast fills the air. Finally, ahead is 
  a long narrow tunnel filled with spider webs.
  FEATURES OF THE AREA
  This area has the following features:
  Tiny Spiders . Hundreds of tiny spiders scut-
  tle away as the characters progress deeper 
  into the cave.
  Tracks . There are some small humanoid foot-
  prints on the ground leading further into the cave. 
  These can be noticed with a passive Perception of 
  12 or higher, or a successful DC 15 Wisdom (Per-
  ception) check.
  Glittering Walls . Any light source that shines 
  on the walls reveals deep layers of more gemstones 
  that glitter and shine; it is easy to see why the pre-
  vious owner wanted to keep it protected.
  The spider webs are large and fill most of the 
  cave. The party can traverse this area, but they 
  will have to be careful. The giant spider’s Web 
  Sense will warn it of anyone encroaching upon its 
  lair. The characters each must roll a successful 
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  contested Dexterity (Stealth or Acrobatics) check 
  against the giant spider’s passive Perception to 
  pass safely. Any character who rolls lower than 
  a 10 will misstep and be caught in the webs. If 
  the party decides to use blades or fire to clear 
  the webs, they alert the spiders, who attempt to 
  ambush the characters from above as they enter 
  the larger cavern.
  A6. The Cavern
  Finally making your way through the webbing, 
  the tunnel opens into a large cavern with a 
  few sizable rocks and some rubble scattered 
  about. The center of the chamber is a delicate 
  pattern of spider webs suspended above a dark 
  chasm. Near the far wall you see several smaller 
  shapes, wrapped in webs, hanging down from 
  the ceiling.
  FEATURES OF THE AREA
  The cavern is 30 feet high and 60 feet wide, with 
  no natural light source.
  Spider Web . The center of the cavern is filled 
  with a huge spider web, 60 feet in diameter, 
  suspended above a dark chasm. The web is con-
  sidered difficult terrain. Any creature who wants 
  to traverse the web must make a DC 10 Dexterity 
  (Acrobatics) check. Those who fail are grappled 
  and must use their action to free themselves. The 
  web has AC 10 and if it takes more than 5 damage 
  per turn, it begins to break. After 5 successful hits, 
  the web collapses, threatening to plunge those 
  traversing it into the dark chasm below.
  Chasm . The chasm beneath the webbing is 30 
  feet deep. Its walls are sticky with old webbing and 
  the sides are jagged and sharp. If a character falls 
  in, they must succeed on a DC 15 Dexterity saving 
  throw or take 2d6 bludgeoning damage, half on 
  a success. 
  Walkway . There is a 5-foot-wide walkway 
  around the sides of this cavern; it is considered 
  difficult terrain. Characters who try to traverse it 
  at full speed must succeed on a DC 12 Dexterity 
  (Acrobatics) or Strength (Athletics) check or fall 
  onto the webs and are considered grappled. 
  Web Cocoons . At the far end of the room are 
  seven humanoid-shaped cocoons. From the door it 
  is hard to make out which cocoon contains Erryn.
  Event: But What Big 
  Mandibles You Have
  The giant spider is lurking in its lair when the 
  party enters. If they triggered the webs in the previ-
  ous room, the giant spider is hiding on the ceiling, 
  making a Dexterity (Stealth) check with advantage 
  against the party’s Wisdom (Perception), ready to 
  strike down on them. 
  Above you, you see a huge spider with dark 
  stone-colored skin and metallic stripes on its 
  bulging egg sac; gem-like speckles glimmer 
  on its belly. Its large fangs drip with venom as 
  it shrieks a challenge that echoes through the 
  chamber. As it prepares to shoot its webbing 
  toward you, you notice more movement as 
  many rat-sized spiders start to crawl out of the 
  chasm in the center of the room.
  Suggested Level Adjustments
  Level 1: 1 giant spider and 3 spiders
  Level 2: 1 giant spider and 5 spiders
  Level 3: 1 giant spider and 
  1 swarm of insects (spiders) 
  Level 4: 1 giant spider and 
  2 swarm of insects (spiders) 
  Development: Locating Erryn
  In order to locate the correct web cocoon that 
  contains Erryn, they must succeed on a DC 12 
  Intelligence (Investigation) check. Alternatively, 
  they could just cut down each of the cocoons, but 
  aside from Erryn, all the other occupants are dead. 
  To free her without damage, a character must 
  succeed on a DC 12 Dexterity (Sleight of Hand) 
  check. When freed, Erryn is unconscious, but she 
  can be revived with healing, either by the party or 
  by returning her to the goblin clan. 
  Erryn wakes up with a start, and is panicked, 
  but she keeps quietly to herself and thanks the 
  characters for her rescue. She is putting on a brave 
  face, but characters can tell that she is holding 
  back tears. If the party tries to question her about 
  what happened, she seems a bit disoriented and 
  asks to be taken to Jas.
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  Treasure
  The party can collect the following treasure after a 
  few minutes of searching:
  • Five square yards of spider silk worth 50 gp
  • 1d4 giant spider eggs, which could be sold as a 
  delicacy to the right buyer for 10 gp each.
  • If they spend time harvesting from the spider 
  and succeed on a DC 15 Intelligence (Nature) 
  check, they can also get 1d4 vials of basic poison 
  (PHB, chapter 5).
  Part 3: Reunion
  The characters reunite Erryn with Jas and learn 
  Erryn’s side of the story.
  As you trudge back the way you came, covered 
  in webs, venom, and dirt, Erryn is still looking 
  ashamed and upset. You find your way back to 
  the main area where many goblins sit by the 
  fire, the aroma of rabbit stew thick in the air. As 
  you enter, a few heads turn toward you and the 
  air grows still with tension.
  When they see Erryn, Jas rushes over and hugs 
  her tightly, fussing over her. Erryn gives in to this, 
  crying into Jas, apologizing between sobs. After a 
  few moments, Creef, the goblin who was chopping 
  vegetables earlier, offers each character a bowl of 
  stew and a seat by the fire as they all settle down. 
  Erryn eventually calms down, apologizes to 
  everyone present, and explains herself.
  • She didn’t want to steal the gems, but the Mayor 
  threatened that her family would lose their 
  house if she didn’t bring him evidence of what 
  was in the mines. He said something about 
  seeing if it was “worth his while.”
  • She was foolish to run off like that, it was wrong 
  of her to assume that they would hurt her, and 
  she is sorry. She hopes Jas will forgive her.
  Jas tells Erryn that she should have come to 
  them with this, as the Mayor knows that the Duch-
  ess sold this part of her land to the Hidden Gem 
  Mining Company, and that the Duchess is also 
  their patron.
  There is a little bit of merriment as the brothers 
  Drisz and Droilk come up and offer the party cider 
  that they have brewed themselves and congratulate 
  them on clearing out the spiders. Even the Guard 
  Captain Thilri seems to be impressed despite her 
  stony expression. 
  Conclusion 
  Jas and Krort request that the party travel back to 
  the town and help protect them, should things go 
  south. They are also asked to stand as witnesses 
  as the goblins negotiate with the Mayor and subtly 
  let him know that the Duchess wouldn’t be happy if 
  anything happened to her investment. 
  On their way back, Jas and Krort, with the help 
  of Erryn, discuss how to deal with the Mayor’s 
  greediness and blackmail.
  • They want the Mayor to stop harassing Erryn’s 
  family, as well as setting them up in a nicer 
  house as payment for keeping quiet about the 
  Mayor’s blackmail attempt.
  • They want assurances that the Mayor will stop 
  nosing into the goblins’ business dealings with 
  the Duchess. In exchange, the town will get 
  first pick of the gemstones, after the goblins and 
  Duchess, of course.
  In order to convince the Mayor that this is a 
  much better deal than simply being run out of 
  town, characters must make two successful DC 
  15 Charisma (Persuasion or Intimidation) checks 
  before three failures.
  Jas is an impressive negotiator, and when they 
  are finished, the Mayor’s face is pale with concern, 
  and he begrudgingly accepts the deal presented to 
  save face.
  Continuing the Adventure
  Though the adventure may be over, there are more 
  story threads the characters could explore if they 
  so choose: 
  Political Intrigue
  With Erryn’s testimony, the characters could help 
  to overthrow the Mayor, force a new election, or 
  abolish the leadership in the area. 
  A Mine Full of Secrets
  Now that the spiders have been taken care of 
  properly, the goblins can explore the mine to its 
  fullest. Burning away the remains of the spider 
  webs reveals several new tunnels, including some 
  leading off the chasm. What possible other dan-
  gers could await in those deep, dark tunnels? Is 
  there more to the journal written by the person 
  who came before the goblins?
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  Friends in High Places
  The Duchess could send for the party after she 
  hears what they have done to help the goblins. She 
  could reward the party for the dirt on the Mayor 
  and/or this could lead into some new adventure 
  hooks and leave the characters with a pow-
  erful ally.
  About the Author
  Ginger, a.k.a. Laura Armstrong (they/them), is a 
  Queer TTRPG writer and cartographer. They live 
  in rainy Edinburgh with their partner and cat. 
  When they are not writing about goblins, they 
  mainly write games about ghosts. You can find 
  all their games and maps through their Twitter 
  @inkyginge.
  A Mound of Trouble
  By Alex Niederberger
  Content Warnings: Genre-specific death and 
  violence, in addition to insects (termites), labor 
  inequality, and manipulation
  This adventure is designed for three to five 
  characters of levels 1–4 and is optimized for 
  four characters with an average party level 
  (APL) of 1.
  G
  iant termites are slowly devouring a town. 
  A citrus-loving kobold is asking for help. 
  No one has seen a dragon, but the rumors 
  are growing. Only those who delve into 
  the towering red mound outside of town will be 
  able to untangle these mysteries.
  Adventure Summary
  A kobold is concerned for the dragon her tribe 
  worships: it’s secretive and demands strange 
  items. She escorts the characters to their 
  home—a termite mound—where they discover 
  that the dragon is fake, a fabrication created by a 
  band of gnomes in order to trick the kobolds into 
  aiding their research. They hope to synthesize a 
  substance that can dissolve wood as the termites 
  do. The characters might help the gnomes, reveal 
  their deception, or find a compromise. Whatever 
  choice they make sends them into the depths 
  of the mound to kidnap the termite king, save a 
  kidnapped kobold, or explore a lost lumber mill.
  Adventure Background
  Several decades ago, a deadly battle between lum-
  ber mill workers and strike busters left the build-
  ing abandoned. Shortly afterward, a colony of giant 
  termites built a mound over it. Three months ago, 
  a tribe of kobolds moved into the mound’s upper 
  chambers. A band of gnome alchemists poked 
  around the mound a tenday ago, interested in the 
  termites’ wood-dissolving abilities. They devised a 
  plan, sneaked into the mound, and set up a number 
  of machines that mimic a dragon presence. The 
  kobolds began worshipping the “dragon” and gath-
  ering supplies for it. The gnomes’ regular killing 
  of the termites has upset the colony and they’ve 
  begun reproducing faster. As a result, they’ve 
  moved past eating dead trees and have begun 
  attacking the town. They even kidnapped a kobold, 
  which pushed Skervi—their leader—to seek help..
  Dramatis Personae
  The following NPCs are encountered in this 
  adventure.
  Skervi
  Lawful neutral kobold commoner, she/her
  Skervi wears a thick black coat and a tall stove-
  pipe hat when in town, and a simple smock when 
  among kobolds. She’s almost always eating an 
  orange; she overheard and severely misunderstood 
  some sailors’ discussions about scurvy. She’s the 
  de facto leader of the kobolds and is worried about 
  what the dragon is doing.
  Personality Trait: I want to solve problems out of 
  a deep care for others.
  Ideal: Learning is the best way of 
  bettering yourself!
  Bond: Lyam is my girlfriend; she’s silly and 
  I love her.
  Flaw: Sometimes, I have a hard time listening. 
  I’m working on that with Lyam.
  Lyam
  Neutral good kobold commoner, she/her
  Lyam wears an eyepatch and a simple yellow 
  dress. Lyam is a shy kobold but gets excited when 
  talking about Skervi or animals.
  Personality Trait: Um … yeah, sorry. I’ve been 
  told I’m too quiet.
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  Ideal: Every animal is to be treasured and 
  befriended.
  Bond: Skervi’s … well, she’s pretty great.
  Flaw: I can get distracted and make 
  others worried.
  Scabblenack
  Chaotic neutral gnome alchemist, they/them
  Scabblenack has bright red hair and wears a dirty 
  worker’s uniform. They’re a fast-talking entrepre-
  neur who’s always on the lookout for how to make 
  a score, or at least how to come out on top.
  Personality Trait: I always need to end up on top. 
  That requires flexibility.
  Ideal: If you’re always moving to another scheme, 
  you won’t get hurt by the last.
  Bond: Coin, babyyy!
  Flaw: I don’t care who I step on along the way 
  to success.
  Hooks
  One of the following hooks can be used to intro-
  duce this adventure to the characters:
  Dragon Drama . The characters find a poorly 
  drawn poster asking for help with a dragon 
  problem and directions to the town.
  Exterminator Needed . The village sends out calls 
  for help with a termite problem. A giant ter-
  mite problem.
  Wandering Through . The characters could just 
  be traveling through this village.
  Part 1: Kobold (So Bold)
  The characters arrive in a small town. Most of the 
  wooden buildings are damaged; sections appeared 
  to have been carved out of them. Any townsfolk 
  will tell the characters that giant termites attacked 
  the town two nights back.
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  Skervi the Clever
  A kobold wearing a coat and stovepipe hat 
  approaches the party and introduces herself as 
  Skervi (LN kobold she/her), a member of a nearby 
  kobold tribe. She’s eating an orange, and when she 
  finishes with one, she pulls another out of a sack 
  full of them that she carries.
  SKERVI’S STORY
  Skervi shares the following:
  • Her tribe moved into the giant termite mound 
  three months ago. The termites let them be.
  • A few days ago, a dragon dug into the mound, 
  and the tribe began worshipping him.
  • The dragon has asked for strange things: 
  vegetables, felled trees, and alchemical supplies.
  • They’ve never seen the dragon in full, only a tail 
  disappearing down a tunnel, a clawed hand, jets 
  of flame, etc.
  • The kobolds are worried this behavior might 
  mean the dragon is sick, but don’t want to risk 
  angering him by asking.
  • Perhaps he’ll talk to adventurers.
  FURTHER INFORMATION
  If pressed for information, Skervi might share 
  the following:
  • A group of gnomes was poking around the 
  mound a few days before the dragon came.
  • Skervi’s faith in the dragon was already 
  wavering, but yesterday some termites 
  kidnapped a kobold—Skervi’s girlfriend, Lyam—
  and the dragon won’t help her.
  • If the characters seem frightened of the dragon, 
  Skervi assures them he seems passive, and if 
  worse comes to worst, they can always run.
  On the Way
  Skervi offers to guide the characters to the mound. 
  It is a mile outside of town, across a dry field that 
  borders a forest. Dead trees within the forest have 
  damage similar to that seen in town.
  Sinkhole
  Unbeknownst to the characters, there are termite 
  tunnels beneath their feet; the ground buckles and 
  collapses. Have the characters make a DC 10 Dex-
  terity saving throw. On a failure, they are knocked 
  prone. Read or summarize:
  A 20-foot-long stretch of red earth has col-
  lapsed into a 3-foot-deep tunnel. Two long, 
  striped antennae stick out of a pile of dirt at 
  the far end of the tunnel. After a moment, an 
  extraordinarily large termite—its head the size 
  of a watermelon—pushes its way out of the pile. 
  It looks up at the bright sky, hisses, and quickly 
  begins to burrow back the way it came.
  The giant termite (see appendix A) will quickly 
  burrow away. The characters might realize that the 
  termites dislike bright sunlight. If they’re confused, 
  a successful DC 15 Intelligence (Nature) check will 
  provide that information directly.
  Part 2: Around the Mound
  As Skervi and the characters approach the giant 
  termite mound, read or summarize:
  The termite mound resembles what might 
  happen if the ground erupted upwards but 
  was then frozen in time: dozens of rough, red-
  dirt tubes stretching toward the sky, huddled 
  together and pock-marked with holes. Together 
  they form a massive, artificial hill that stands 
  solitary near the edge of the forest.
  A cave-like entrance at the base, guarded by a 
  kobold, leads to area A1.
  The Termite Mound
  A band of gnomes tricked the termite mound’s 
  kobolds into thinking there is a dragon in the 
  tunnels. The gnomes are trying to figure out how 
  to replicate the termites’ wood-dissolving abilities, 
  and the kobolds just want to live in peace, but the 
  gnomes’ experiments have made the termites 
  aggressive.
  GENERAL FEATURES
  This area has the following features:
  Ceilings . Ceilings are 10 to 15 feet high in 
  caverns, about 7 feet high in large tunnels, and the 
  small termite tunnels are 2 feet in diameter.
  Ceiling Shutters . Several areas have ceiling 
  shutters that open with simple pulley mechanisms. 
  Creatures can toggle the mechanism as a free 
  action, bathing the area in bright light.
  Lighting . All areas are dark unless a ceiling 
  shutter is open.
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  A1. Kobold Community
  Upon entering, Skervi will apologize for the dark-
  ness and quickly open this area’s ceiling shutter. 
  Over a dozen kobolds bustle around this cavern. 
  They’re awkward and avoid the characters; Skervi 
  can answer any questions. Some kobolds prepare 
  an offering of felled trees, fruits, and vegetables in 
  the cavern’s northwest corner. Several others cook 
  in the southeast corner.
  Skervi invites the characters to look around but 
  points out the door to area 3 and suggests that 
  they enter through here, move through the offering 
  room, and continue to the northeast to find the 
  dragon. If the characters haven’t learned about 
  Lyam yet, Skervi will ask them to keep an eye out 
  for a kobold with an eyepatch. She was taken by 
  some termites yesterday.
  A2. Sleeping Quarters
  Several piles of kobolds are sleeping on bedding 
  strewn throughout this cavern. Hung up on a wall 
  are several trophies, including:
  • A painting of a dragon
  • A termite head
  • An old axe head
  • A cool rock
  A3. Offering Room
  The kobolds deposit the offerings for the dragon in 
  this room, then leave. The dirt in the center of the 
  room is darker than the rest of the dirt. A 10-foot-
  tall overlook looms over the chamber. There’s 
  a ceiling shutter—currently closed—set into the 
  chamber’s ceiling.
  As the characters enter, 3 giant termites plus 
  an additional 2 per character APL above level 1 
  burrow out of the ground and attack, attempting 
  to scare off the characters. They will focus on any 
  gnome or other short characters. If half of the ter-
  mites are defeated, the rest burrow away.
  A successful DC 10 Intelligence (Nature) check 
  identifies the dark discoloration as being hardened 
  spittle. A successful DC 20 Intelligence (Nature) 
  check suggests it’s for reinforcement, perhaps to 
  keep a thin layer of dirt in place.
  Ceiling Shutter . Opening the ceiling shutter 
  will scare away any remaining giant termites.
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  Ambush . Clever characters may realize they 
  could ambush the “dragon” here when the kobolds’ 
  next offering is ready. The kobolds are too afraid 
  to join in. Once the offering is in place, the gnomes 
  will check to make sure no one’s in the room by 
  using the arcane eye in area A4, then sneak in to 
  grab the materials. If confronted, they’ll shush the 
  characters, say they can explain, then escort them 
  to area A8.
  A4. Arcane Eye
  A permanent arcane eye has been cast on this 
  intersection, alerting the gnomes in area A8 that 
  the characters are coming.
  A5. Dragon Tail
  As the characters walk toward this intersection, 
  they see a large, red-scaled tail quickly slip up the 
  passage to the north. It’s a fake tail connected by a 
  long line to area A8, with a minor illusion cast on 
  it to make it look real. A character who makes a 
  successful DC 13 Intelligence (Investigation) sees 
  the illusion for what it is, as do any quick spells like 
  detect magic.
  Shortly afterward, a gnome will use one of the 
  flamethrowers in area A8 to send a blast of fire 
  down the passageway.
  A6. Dragon Claw
  As the characters approach, they see several claws 
  slip around the corner toward area A8. It’s a fake 
  dragon arm connected by a long line to area A8, 
  with a minor illusion cast on it to make it look real. 
  A successful DC 13 Intelligence (Investigation) 
  check reveals the illusion, as do any quick spells 
  like detect magic.
  Shortly afterward, a gnome will use one of the 
  flamethrowers in area A8 to send a blast of fire 
  down the passageway.
  A7. Dragon Shout
  While in this cavern, the characters hear a boom-
  ing voice coming from the passageway to the 
  north. It warns, “Come any closer, and I will roast 
  you for this disrespect!” The words are coming 
  from a magic mouth triggered by movement in the 
  area. If the characters rush north, they’ll catch a 
  mouth disappearing from the dirt wall.
  Shortly after the mouth sends the warning, a 
  gnome will use one of the flamethrowers in area 
  A8 to send a blast of fire down the passageway.
  The east wall is stone, and the letters “Jensen’s 
  Lum—” are engraved into it, but the rest of the 
  phrase has been subsumed by the mound.
  A8. Gnome Workshop
  The gnomes have set up a workshop in this cavern. 
  Various pieces of wood and alchemical experi-
  ments are scattered on the tables in the lower half 
  of the room. There’s a makeshift bedroom on the 
  upper level.
  The gnomes are led by Scabblenack (CN gnome 
  alchemist [see appendix A], they/them), a chronic 
  entrepreneur and exploiter. They don’t really see 
  what they’re doing to the kobolds as a bad thing, 
  as the kobolds seemed happy to worship the fake 
  dragon. Scabblenack is joined by an additional 
  gnome alchemist per character APL.
  When confronted, Scabblenack will explain 
  that they needed help finding an innovative way to 
  dispose of wood, and the kobolds seemed happy 
  to help. They ask for help capturing the termite 
  king alive, as they believe a sample of its stomach 
  culture is the key to their research. The king will 
  be a darker-shelled, bloated termite. The section 
  Gnome Approaches in Part 3 explores how the 
  adventure will go depending on how the characters 
  react to this conversation.
  Flamethrowers . The gnomes have set up 
  devices to scare away errant kobolds and giant ter-
  mites. A gnome can use an action to send a burst 
  of flame 30 feet down the hallway. Any creature in 
  its path must succeed on a DC 12 Dexterity saving 
  throw or take 1d10 fire damage.
  Ceiling Shutter . Opening the ceiling shutter 
  could be helpful in part 3.
  A9. Pit
  This pit leads 10 feet down to the area B1 of the 
  Subterranean Complex (see Part 3). There’s a hefty 
  elevator that can be operated easily by any creature 
  in area A9.
  The dirt around the pit’s edges is dark with 
  termite spittle as in area A3, and the edges of the 
  pit are jagged.
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  Part 3: Tangled Tunnels
  Part 3 could go several ways. The characters might 
  want to run the gnomes out immediately, try to 
  forge a truce, or perhaps even help the gnomes. 
  No matter which path they take, it is likely they’ll 
  travel down to the Subterranean Complex.
  Gnome Approaches
  When interacting with the gnomes, Scabblenack 
  will try to barter for the gnomes’ best possible 
  option. That may include relenting to compro-
  mise if they realize the characters will not be on 
  their side.
  NO GNOMES
  The characters might want to reveal the gnomes to 
  the kobolds or rout the gnomes themselves. If the 
  kobolds learn of the ruse and aren’t calmed down, 
  they’ll chase the gnomes out. If the characters 
  wish to scare off the gnomes themselves, either 
  combat or a successful DC 15 Charisma (Intimi-
  dation) check will do the job. Either way, remind 
  the characters that Skervi’s girlfriend Lyam was 
  kidnapped, a quest that will require the characters 
  to descend into the Subterranean Complex.
  UNEASY TRUCE
  The characters might negotiate some truce or 
  compromise. The gnomes will ask for help captur-
  ing the termite king, and the kobolds will ask for 
  the gnomes to leave after the harvest and for the 
  characters to rescue Lyam. Both of these quests 
  require the characters to descend into the Subter-
  ranean Complex.
  PRO-GNOME
  The characters might help the gnomes keep the 
  secret. The gnomes ask for the characters’ help 
  with a number of tasks including capturing the ter-
  mite king, saving Lyam to calm down the kobolds, 
  and helping them concoct a story to keep their ruse 
  going. These quests will first require the charac-
  ters to descend into the Subterranean Complex.
  Subterranean Complex
  The termites predominantly live beneath the 
  mound’s surface in a network of tunnels and the 
  old basement to Jensen’s Lumber Mill, which was 
  abandoned after a union bust went wrong. The ter-
  mite king and queen reside in this area’s southern-
  most chamber. The kobold Lyam, who has begun 
  to understand the termites’ problems, can be 
  found in a cavern nearby.
  GENERAL FEATURES
  This area has the following features:
  Ceilings . Ceilings are 7 to 10 feet high in cav-
  erns, about 5 feet high in large tunnels, and the 
  small termite tunnels are 2 feet in diameter.
  Doors . All remaining doors are made of metal.
  Lighting . All areas are dark unless stated 
  otherwise.
  Materials . Most areas are cut out of the red dirt, 
  except for areas B3–6, which are cut stone.
  B1. Pit Landing
  Four columns, now broken, used to support the 
  dirt between areas A9 and B1. The spittle-hard-
  ened pieces that used to be the ceiling have been 
  swept aside. Several bear traps have caught giant 
  termites, which now lie dead around the chamber.
  B2. Union Busters
  This room used to be the landing for the basement 
  of Jensen’s Lumber Mill. The termites have con-
  sumed everything wooden in this room. Seven 
  humanoid skeletons are sprawled throughout the 
  room, the results of an attempted union bust years 
  ago. Three skeletons wear tattered leather armor, 
  and the remains of crossbows are nearby, as are 
  3d6 red metal crossbow bolts. The other three 
  wear the remains of lumberjack outfits, and rusted 
  axe heads are found nearby.
  The final skeleton is that of George Jensen 
  and bears a rotting cowboy hat; a pristine axe 
  of the workers (see sidebar) is embedded in its 
  ribcage. A key to area B4 can be found among 
  Jensen’s bones.
  Axe of the Workers 
  Weapon (battleaxe), uncommon
  You gain a +1 bonus to attack and damage rolls 
  made with this magic axe. In addition, you have 
  advantage on attack rolls if an ally is within 5 
  feet of you and they aren’t unconscious.
  B3. Storage Room
  The termites never breached this room, so it’s 
  intact. A rack of woodcutter’s axes (which can 
  be used as battleaxes) are hung on the wall, and 
  there’s an open-topped barrel of treated wooden 
  staves that can be used as quarterstaffs or as bait 
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  for termites. There are several boxes of spoiled 
  rations and a wardrobe with several sets of rotting 
  lumberjack outfits.
  B4. Jensen’s Office
  The door to this room is locked (characters can 
  find the key on Jensen’s body in area B2) but can 
  be forced open by a character who makes a suc-
  cessful DC 15 Strength (Athletics) check or can 
  be unlocked with a successful DC 10 Dexterity 
  check using thieves’ tools. The termites never 
  breached this room, so it’s intact. A large wooden 
  desk adorns the center of this once-exquisite office. 
  Hanging on the wall is a portrait labeled “George 
  Jensen” that depicts a portly human man in a cow-
  boy hat. If brought back to town, the characters can 
  sell it for 10 gp.
  If the characters search the desk, they find a 
  note and an unlocked lockbox. The note is a copy 
  of a letter sent to Dinker & Sons Hired Muscle that 
  asks for union-busting services. Inside the lockbox 
  are 25 gp and a ring of evasion.
  B5. Common Room
  This room was once the lumber mill’s common 
  room. Metal joints and nails are all that remain of 
  wooden furniture. Roughly carved into the western 
  wall is the phrase “Love Yourself—Join the Union.” 
  There’s a single skeleton wearing lumberjack 
  clothes lying on the floor near the hallway to area 
  B2. It has a red metal crossbow bolt in its skull.
  B6. A Bright Opportunity
  Three slender pillars (AC 15; hp 7 each) support a 
  ceiling that is noticeably dark with termite spittle. 
  Observant characters may realize this chamber is 
  directly under area A3. If two out of three of the 
  pillars are destroyed, the ceiling collapses. Any 
  characters in area B6 must make a successful 
  DC 10 Dexterity saving throw or take 1d6 blud-
  geoning damage. If the ceiling shutter in area A3 
  was opened, this area will now be bathed in sun-
  light, allowing for a space safe from the termites.
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  B7. Graveyard
  A good number of dirt mounds fill the east end of 
  this room. A few antennae and legs of dead giant 
  termites stick out of the graves. Digging them 
  up will confirm them as graves, but if any giant 
  termites realize what the characters did, they’ll 
  attack. There are some pieces of orange peel scat-
  tered across the ground.
  B8. Lyam and Splinter
  Lyam (NG kobold, she/her) is teaching a giant 
  termite she’s nicknamed Splinter how to play fetch 
  with an axe head. Lyam is shy but loves animals. 
  Years ago, she found a ring of animal influence, 
  which has helped her make a number of ani-
  mal friends.
  Lyam was initially captured by the termites, but 
  they didn’t hurt her, so, naturally, she befriended 
  them. She comes to the defense of the termites, 
  explaining that they’re aggravated because some-
  thing keeps kidnapping and killing their kind. She 
  thinks the termites and kobolds could easily get 
  along if the problem was dealt with and wants to 
  help restore the peace. She commands Splinter to 
  roll over to demonstrate, which it does with just a 
  bit of hesitation.
  If the characters mention capturing the king, 
  Lyam confirms the king is in a chamber just south 
  of here but that the termites will not let them just 
  take the king without a fight. She offers to use her 
  ring of animal influence to try to negotiate, if they 
  promise that the king will not be harmed.
  B9. Queen’s Chamber
  This large chamber is a flurry of movement. There 
  are 6 giant termites, plus an additional 3 per char-
  acter APL above 1, milling about providing food 
  for the massive queen, a noncombatant (AC 13; hp 
  50). Killing the queen could be a particularly cruel 
  way to deal with the giant termite threat, although 
  all termites in the area will immediately swarm 
  anyone who harms her.
  The king termite, a giant termite with a speed 
  of 5 feet, mills about the west end of the room. 
  Multiple characters can attempt to carry the king 
  termite; a combined 15 Strength score will allow 
  the carriers to move with a speed of 5 feet and a 
  combined 20 Strength score or above will allow 
  them to move at normal speed. The other termites 
  will not immediately attack, but if the king is 
  removed from area B9, they’ll pursue.
  Parley . The characters can attempt to commu-
  nicate with the queen using a speak with animals 
  spell or other similar magic. If they met Lyam in 
  area B8, she can serve as a translator. If the char-
  acters succeed on a Charisma (Persuasion) check 
  (DC determined by the conditions below), the 
  queen will allow them to take the king as long as 
  they promise he will not be hurt, and the kidnap-
  pings and killings will stop immediately afterward.
  • The DC starts at 10.
  • Add 1 to the DC for every giant termite the 
  characters have killed.
  • Subtract 3 from the DC if Lyam is acting as 
  a middleman.
  • Subtract 1 from the DC for any wooden items 
  that the characters offer to the termites.
  If the characters seem intent on negotiating but 
  fail in the roll, the termite queen sends them to 
  areas B3 and B4, asking them to bring back any 
  wood hidden behind the metal doors.
  Returning to the Surface
  The characters can only return the way they came 
  unless they find a clever way to ascend in area B6. 
  If the characters grab the termite king, the giant 
  termites will begin to chase them once they leave 
  area B9. Characters might use the various ceiling 
  shutters to slow the termites, or enter combat if 
  worse comes to worst.
  After the characters and termite king are 
  hoisted up via the elevator in area B1, the gnomes’ 
  extraction will only take 3 rounds. It will not 
  harm the termite king, and the rest of the termites 
  will help him back to the queen when the pro-
  cess is done.
  Concluding the Adventure
  Depending on how the characters reacted to each 
  faction, the results will differ dramatically. If the 
  characters rescue Lyam, Skervi will give them 
  two potions of healing she had hidden away. If the 
  characters reveal the gnomes to the kobolds, the 
  kobolds will give them food and lodging and the 
  gift of friendship. If the characters help the gnomes 
  get the termite king’s culture, they’ll reward them 
  with 30 gp. If the characters allow the gnomes to 
  stay and keep the ruse going (it’ll be easier to start 
  mass production when you don’t have to worry 
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  about food or supplies), they’ll add another 30 gp. 
  If the characters are on great terms with the ter-
  mites when they leave, give them inspiration.
  Continuing the Adventure
  Skervi and Lyam could ask the characters to help 
  them complete various quests to help the kobolds 
  set up a more self-sufficient society. Scabblenack 
  can function as a returning villain, using other peo-
  ple for their own benefit, or even as a tenuous ally. 
  The loss of Jensen’s Lumber Mill could even spur a 
  quest, perhaps an old struggle between families.
  Author’s Notes
  This adventure tries to push players to be more 
  mindful of the world around their characters in 
  their roleplaying. The adventure can be fun on its 
  own, but if the player characters pay attention to 
  different creatures’ habits, dig into environmen-
  tal details, and even pay attention to the physical 
  layout of the areas, they’ll be rewarded for their 
  care. What’s most important is fun, though, so 
  don’t dwell too much on “missed opportunities.” 
  Keep the energy moving forward, and don’t forget 
  to have fun yourself!
  About the Author
  Alex Niederberger (@soundsofbones on Twitter 
  and Bandcamp) is a composer and TTRPG 
  designer who strives to create experiences that 
  experiment with story and form. Dungeon design 
  and non-violent conflict resolution have been of 
  recent interest, but—in the end—getting to work 
  with cool folks has been the most rewarding part 
  of joining the TTRPG community.
  Gobbo Yaga’s 
  Missing Hut
  By Lydia Van Hoy
  This adventure is optimized for four characters 
  of 5th level.
  G
  obbo Yaga’s mysterious hut has gone 
  missing and may or may not be terror-
  izing the farmers of a small village. Can 
  you control the hut long enough to return 
  it, or will there be more missing posters to hang?
  Adventure Summary
  The woods on the edge of town have long been 
  rumored to contain unspeakable creatures and are 
  only ventured into by the desperate and the brave. 
  Regardless of how they are recruited, the charac-
  ters must journey into these woods to locate the 
  mysterious missing hut. It won’t be long, however, 
  until they learn that the real challenge isn’t surviv-
  ing the forest—it’s outsmarting the hut, which has 
  taken itself for a joyride. Characters can defeat the 
  hut, return it, or even keep it for themselves. Well, 
  at least they can try to keep it for themselves … 
  Adventure Background
  Gobbo Yaga and her mysterious hut have lived 
  quietly in their idyllic forest clearing for decades. 
  Every now and then, when it becomes restless, 
  the mysterious hut has been known to take itself 
  on an outing. Gotta stretch them legs, you know? 
  Recently it has taken off on another one of its 
  “adventures,” but this time something is different. 
  It’s been several months; the hut has yet to return 
  and Gobbo Yaga is growing tired of camping. 
  Overnight, missing posters have appeared in every 
  tavern for miles around the hut’s suspected loca-
  tion. These posters promise an outrageous reward 
  of gold and magical secrets in return for the hut’s 
  being brought safely home. The hut, however, has 
  other ideas; it has found a small village to terrorize, 
  and has been having a blast. The village, however, 
  isn’t too happy with their newest resident. 
  Hooks
  One of the following hooks can be used to intro-
  duce this adventure to the characters:
  Have You Seen This Hut? Posters have 
  appeared overnight in every tavern and inn for 
  miles sporting a crude drawing of a hut, the prom-
  ise of a substantial reward, and the last known loca-
  tion of the hut. But … how do you return a building?
  Gobbo Yaga’s Mysterious Tent . The characters 
  come across an elderly female goblin living out of 
  a tent in a forest clearing. She tells them that her 
  home has run away and promises them they can 
  take anything inside as long as they return the hut 
  safely to her. 
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  Dramatis Personae
  The following notable NPCs are encountered in 
  this adventure.
  Gobbo Yaga
  Chaotic good goblin, she/her
  Gobbo Yaga is an elderly goblin with an affinity 
  for all things magical or mystical. Her attire is 
  a mix of bones, pelts, and finely tailored custom 
  garments. She has gotten tired of living out of a 
  tent and would like for her hut to return; whether it 
  wants to or not isn’t her problem. 
  Gobbo Yaga uses the Baba Lysaga stat block 
  from Curse of Strahd (see appendix A) with the 
  following changes:
  • She is a “small humanoid (goblinoid), 
  chaotic good.”
  • She can speak Goblin.
  • Nimble Escape . She can take the Disengage 
  or Hide action as a bonus action on each of 
  her turns.
  Morgan Granfield
  Neutral good human veteran, they/them
  Morgan is a middle-aged merchant who occasion-
  ally picks up odd jobs at local farms. They have 
  seen the reported “giant chicken” and believe it 
  to be some sort of elaborate hoax. Being the only 
  person in the village who has survived a journey 
  through the neighboring woods, characters look-
  ing for a guide will be directed to Morgan by the 
  village’s farmers. 
  Zachrius Smith
  Neutral good human commoner, he/him
  Zachrius is the son of one of the local farmers and 
  is the leader of the group who claims to have seen 
  the giant chicken. His father is one of the most 
  vocal skeptics of the sightings, so Zachrius has 
  been living at the village’s small inn. He is eager 
  to answer any questions the characters have about 
  the sightings but cannot join them out of fear of 
  retaliation from his father. 
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  Part 1: The Hunt for the Hut 
  The hunt for the hut begins in the small village it 
  has been terrorizing. Regardless of which adven-
  ture hook you start with, characters should be 
  directed to this village as the last known location 
  of the hut. 
  Enter the Heroes
  The people of this village are used to adventurers 
  coming through and can spot one a mile away. 
  Recently, they’ve even been on the lookout for them 
  in hopes that a party of adventurers might be able 
  to solve their … “chicken” problem. 
  As you enter the village, you find a group of 
  farmers along the roadside who have been 
  eagerly watching you from a distance and 
  awaiting your arrival. The flow of villagers going 
  about their daily lives seems to move around 
  them, however, ignoring their existence and 
  paying you no mind.
  If the characters attempt to ride or walk past the 
  farmers, the leader, Zachrius Smith, will step 
  out from the group and introduce himself. He 
  explains that they have been waiting for a group 
  of adventurers to pass through, and that they can 
  pay a month’s wages if the party helps them with a 
  problem. When questioned, Zachrius can provide 
  the following information:
  • The farmers have been seeing what look like 
  giant chicken legs through the trees near their 
  farms late at night for the last month and have 
  found their fields trampled by giant chicken-
  shaped footprints. 
  • They’ve also seen smoke rising from the trees, 
  leading them to conclude that whatever it is 
  breathes fire. 
  • No one has gotten close enough to see more 
  than legs. Only one farmer has attempted to go 
  after the giant chicken, and they never returned. 
  • There is only one person who is known to have 
  survived traveling through the woods since 
  the chicken arrived, and that is the merchant, 
  Morgan Granfield. 
  If asked, the farmers will happily lead the 
  characters to Morgan Granfield, who can be found 
  packing up their wares near the center of town. 
  When the characters find them, whether through 
  the farmers’ help or on their own, Morgan is 
  preparing to journey through the woods a second 
  time to continue their route. They can provide 
  little information about the chicken, as they didn’t 
  encounter it themselves, but will offer to guide the 
  party through the woods as long as the characters 
  aren’t hostile. 
  Whether or not the party accepts Morgan’s help, 
  they will let the characters know to meet them at 
  the start of a nearby overgrown trail at noon the 
  next day if they wish to have a guide. 
  Into the Woods
  If the party accepts Morgan Granfield’s offer, they 
  can be found camping near the overgrown trail 
  that same night and remain there until the party 
  is ready to venture into the woods. If the party 
  declined Morgan’s offer, they spend only a few 
  hours at the meeting site before going about their 
  usual routine. 
  If the characters accepted Morgan’s help and 
  enter the woods with them as their guide, read the 
  following text aloud:
  The source of the farmers’ fear resides in what 
  appears to be a perfectly normal forest. Flecks 
  of light filter through the canopy above in mes-
  merizing patterns, seeming to light your way 
  along the overgrown path. 
  If the characters didn’t accept Morgan’s help, and 
  instead chose to enter the woods alone, read the 
  following text aloud:
  As you enter the forest, it is eerily dark, though 
  you can almost feel the sun on your back—or is 
  that the feeling of being watched? Everywhere 
  you move, brambles seem to close in behind 
  you and block the way from which you came.
  Upon entering the forest, characters who have a 
  passive Perception of 17 or higher can hear the 
  crash of large footsteps in the distance, along with 
  the occasional crushing of trees. If Morgan is 
  accompanying the party, they will bring the noise 
  to the party’s attention, which will allow them to 
  identify it by making a successful DC 15 Wisdom 
  (Perception) check. 
  While traveling deeper into the forest, charac-
  ters can notice the following clues that might lead 
  them to the hut:
  • A strong scent of smoke as if from a fireplace 
  (passive Perception 15). The smell can be 
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  followed to the hut with a successful DC 17 
  Intelligence (Investigation) check.
  • Large, deep chicken-shaped footprints. These 
  can be noticed by anyone with a passive 
  Perception 12 or higher, or who makes a 
  successful DC 10 Wisdom (Perception) check. 
  The tracks can be followed to the hut by making 
  a successful DC 15 Wisdom (Survival) or 
  Intelligence (Nature) check. A successful Nature 
  check also reveals that they were indeed made 
  by chicken feet, although supersized ones. 
  • The occasional contented clucking noise. If the 
  characters have failed to track the hut through 
  the other clues, and have brought Morgan with 
  them, Morgan will point out this clucking to the 
  party and lead them to its source (the hut). If 
  characters have failed to track the hut through 
  the other clues, and have not brought Morgan 
  with them, assign each character a number and 
  roll randomly to decide who hears the clucking. 
  Regardless of which direction they move in an 
  attempt to follow it, they will move deeper into 
  the forest and closer to the hut. 
  As the party looks for clues, randomly ask each 
  individual player for a Wisdom (Perception) check. 
  On a roll of 15 or higher, they notice lights flicker-
  ing in the trees that seem to follow the party. On a 
  roll of 18 or higher, they can identify these lights as 
  will-o’-wisps. As the party moves closer to the hut, 
  two to three will-o’-wisps emerge from the trees to 
  stop them from moving any further. If Morgan is 
  accompanying the party, they will point out these 
  wisps before they can attack, preventing the party 
  from being surprised. If Morgan is not accompany-
  ing the party, any characters who failed their check 
  to spot the wisps earlier are surprised at the start 
  of combat. 
  Part 2: A Dancing Dungeon
  Soon after defeating or escaping the wisps, all 
  characters can notice the strong smell of wood 
  smoke. Morgan and any character with a passive 
  Perception of 12 or higher can follow the smell to 
  the meadow the hut has been occupying. 
  When the characters enter the meadow, the 
  hut rises to its full height. From two 5-foot-wide 
  chicken feet, spaced 10 feet apart, sprout 10-foot-
  high legs. Supported by these legs, and a feathery 
  backside, is a modest 20 × 20-foot cottage with a 
  modest porch. The hut struts around the meadow, 
  seemingly indifferent to the party’s presence for as 
  long as they leave it alone. 
  The Climb
  If Morgan is with the party at this point, they sug-
  gest an elaborate plan using ropes to immobilize 
  the hut and get inside. This plan requires at least 
  two party members, who are assisting Morgan, 
  to succeed on a DC 16 Wisdom (Survival) check 
  to immobilize the hut for 10 minutes. During this 
  time, the knees of the hut buckle, allowing char-
  acters to climb onto the porch. If the party goes 
  through with Morgan’s plan, Morgan must stay 
  behind to release the ropes so that the party can 
  return the hut to Gobbo Yaga.
  For parties that did not bring Morgan, or who 
  don’t follow Morgan’s plan, there are several ways 
  to gain access to the hut: 
  • Dealing 10 or more piercing or slashing damage 
  with a single strike to the hut’s legs, which 
  have AC 15, will cause that leg to buckle and 
  the hut to lower until the end of that character’s 
  next turn. 
  • Dealing more than 30 piercing or slashing 
  damage in total to one of the hut’s legs will 
  seriously injure it, preventing it from walking.
  • If one or both of the hut’s legs are restrained, 
  it will either take a knee or bend over as if 
  attempting to peck itself free with its non-
  existent beak. If the hut has one leg free, it will 
  alternate between attacking with its free leg and 
  attempting to free itself. 
  • The hut cannot be killed and will flee from the 
  party once they’ve dealt a total of 50 points 
  of damage. 
  At this stage, players should be rewarded for 
  creative ideas on how to get onto the porch of the 
  hut. They may come up with spells to do the job, 
  grappling hooks, or any number of other plans. 
  All these plans can work and checks to do so 
  (within reason) should be only moderately difficult.
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  Fighting the Hut
  Characters who choose to attack the hut won’t 
  be able to do so freely. Once attacked, the hut 
  makes the following attack up to twice per turn:
  Stomp. Melee Weapon Attack: One target, 
  reach up to 10 ft., +6 to hit. Hit: 15 (4d6) 
  magical bludgeoning damage. Targets must 
  make a DC 15 Dexterity saving throw or also 
  be knocked prone. 
  At this stage, the hut also has the follow-
  ing features:
  Speed. The hut can move up to 35 feet per turn.
  Magical Resistance. The hut has resistance to 
  non-physical damage types dealt by spells.
  Condition Immunity. The hut is immune to 
  the following conditions: blinded, charmed, 
  deafened, exhaustion, frightened, paralyzed, 
  petrified. 
  Senses. The hut has blindsight out to 120 feet, 
  and a passive Perception of 10.
  Inside Job
  Once characters make it onto the hut’s porch, they 
  can simply walk inside. Players who successfully 
  make a DC 16 Intelligence (Arcana) check know 
  this isn’t normal for constructs like this, and those 
  who’ve met Gobbo Yaga or found a missing poster 
  for the hut can deduce that this is not the first time 
  she’s had to send adventurers to retrieve her home. 
  Those with a passive Perception of 17 or higher 
  notice that the edges of the cottage look as if it has 
  been “parked” for a substantial amount of time. 
  A1. Living Room
  Upon entering the hut, characters can immediately 
  tell that the interior is far more expansive than it 
  first appears. The first room the party enters is a 
  quaint, heavily cluttered living room, with a door 
  on each wall and a spiral staircase leading to a 
  lower floor. Immediately, they are confronted by a 
  broom of animated attack (see appendix A) with 50 
  hit points. After defeating the broom, characters 
  are mostly free to roam the hut. 
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  The door directly opposite the entrance goes to 
  A2. Gobbo Yaga’s Bedroom and is locked with the 
  arcane lock spell. The DC to break or force it open 
  is 22 (including the +10 from arcane lock). The left 
  door enters into A3. Kitchen, and is slightly ajar. 
  The right door leads into A4. Dragon’s Lair; it is 
  locked and requires a successful DC 15 Dexterity 
  check to using thieves’ tools to unlock or a success-
  ful DC 15 Strength (Athletics) check to force open. 
  It is immune to all magical damage. The spiral 
  staircase descends into B1. Workshop.
  A2. Gobbo Yaga’s Bedroom
  Gobbo Yaga’s bedroom rivals even the most lavish 
  of inns. Against the back wall is a large canopy bed 
  shrouded with dark curtains and flanked by elab-
  orately carved bedside tables that echo the look of 
  the hut itself. On either side of the door is a large 
  desk, and an ornate full-body mirror. Players who 
  stare into the mirror see their reflection twist and 
  shift until it reflects their ideal self. In the middle 
  of the room is a rug of smothering that remains 
  motionless until a creature attempts to leave the 
  room with any items from within. 
  Gobbo Yaga has the following additional won-
  drous items stored in her room:
  • 1 rust bag of tricks, located on top of her desk 
  • 1 broom of flying, left leaning against the door 
  frame. The command word to activate it is 
  “fly” in either Goblin or Orcish. The broom can 
  be distinguished from a mundane one with a 
  successful DC 15 Intelligence (Arcana) check. 
  • 1 deck of illusions inside a bedside table, 
  which requires a successful DC 13 Intelligence 
  (Investigation) check to find; it is missing the ace 
  of hearts, 8 of hearts, 10 of diamonds, queen of 
  clubs, and jack of spades.
  • 1 stone of good luck under a pillow on the bed, 
  which requires a successful DC 17 Intelligence 
  (Investigation) check to find. 
  A3. Kitchen
  The door to the right of the entrance opens onto 
  an extremely cluttered kitchen, which contains the 
  controls for the hut. Players who have a passive 
  Perception of 16 or higher notice that, although the 
  room is full of junk and dirt, there is a suspiciously 
  clean spot near a large, suspended cauldron. The 
  fire under this cauldron burns continuously, and 
  the characters cannot put it out. A successful DC 
  14 Intelligence (Investigation) check reveals noth-
  ing of value in the kitchen, but it allows characters 
  to notice the clean floor near the cauldron and a 
  large pantry hidden behind a 4-foot-tall doorway. 
  Gobbo Yaga’s Journal
  Inside this journal are written instructions on the 
  creation of these strange hut constructs, written in 
  Goblin, and a cryptic list written in Common. The 
  list reads as follows:
  SUCCESSES  
  Rice + potato = Deep
  Honeysuckle + bird bones = Wild
  Pomegranate + blood = Abyss 
  (ACCIDENTAL DISCOVERY, DO NOT REPEAT)
  Wine + apple = Home
  Garlic + hazelnut = Mists
  Beet + honey = Ice
  Eye of newt + holy water = Manual 
  Cauldron, Stir × 10 sec 
  NO MORE EXPERIMENTS
  While each recipe corresponds to a location, it 
  doesn’t always list that location’s full name. Use 
  the included legend to determine where the 
  characters might end up after attempting these 
  recipes or substitute your own similar locations. 
  Deep. The hut walks or teleports to Waterdeep, 
  depending on where you set this adventure. 
  Wild. The hut teleports to The Feywild. 
  Abyss. The hut teleports to The Abyss.
  Home. The hut returns at a fast pace to the grove 
  in which Gobbo Yaga is waiting. 
  Mists. The hut teleports to the Svalich Woods 
  in Barovia.
  Ice. The hut walks or teleports to a small settle-
  ment in Icewind Dale. 
  Manual. The player gains temporary, telepathic 
  control of the hut and can direct it to any loca-
  tion they have previously visited. 
  If the party damaged one of the hut’s legs, it 
  teleports rather than walks to any listed location. 
  Attempting to use the “manual” recipe while one 
  or both of the hut’s legs is seriously injured will 
  result in the cauldron boiling over and the com-
  mand failing. 
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  Inside this pantry is Gobbo Yaga’s journal (see 
  sidebar), which can be sensed with detect magic or 
  found with a successful DC 15 Intelligence (Inves-
  tigation) check of the pantry. 
  Putting two ingredients in the cauldron and 
  stirring it for one full round will force the hut to 
  change its route, causing it to set off on foot (if 
  reachable) or teleport to its destination. Gobbo 
  Yaga’s journal contains recipes for transporting the 
  hut to several locations, but characters who mix 
  random ingredients may find themselves trans-
  ported to any number of unexpected locations. 
  Combining random ingredients not included in 
  Gobbo Yaga’s journal has a 25 percent chance of 
  producing a recipe for a new location. Adding more 
  than the two required ingredients to move the hut 
  causes it to spew fiery debris in a 5-foot radius for 
  1d4 hours, after which characters can attempt to 
  use it again. Dealing damage to the cauldron with 
  any spell activates an anti-magic field, suppressing 
  all creatures’ abilities to cast spells in the area for 
  1d4 hours. 
  A4. Dragon’s Lair
  If party can unlock or otherwise pass the door to 
  this room, they are met by an imitation of a beau-
  tiful Feywild forest that measures 30 feet on each 
  wall. At the center of this forest is a pond, roughly 
  10 feet in diameter, and an ornate pop-up tent. 
  Players with a passive Perception of 16 or higher 
  can hear a faint snoring as they move closer to the 
  tent, with the distinct whistle that usually accom-
  panies the snoring of dragons. 
  Beyond the door lies a grove of trees that goes 
  on for at least 30 feet, and which shines with 
  the mystical glimmer of the Feywild. Each 
  tree bears the same fruit, even those of dis-
  tinctly different types, and soft music can be 
  heard all around you as you move deeper into 
  the room.  
   
  The trees in this room all bear a red and green 
  spiky fruit which, when eaten, produce the same 
  effects as the goodberry spell. If this fruit is taken 
  out of the hut, it immediately rots and instead has 
  a 25 percent chance to inflict a random disease on 
  anyone who eats it. 
  Inside the tent is a sleeping pseudodragon 
  named Precious (she/her, see sidebar). Despite 
  the heavy snoring, Precious is an especially light 
  sleeper, and disturbing either the pond or the tent 
  will wake her. Once awake, Precious’s only objec-
  tive is to create as much mischief as possible, using 
  the spells and objects at her disposal. If the charac-
  ters leave this room without re-locking the door, or 
  if they broke the door down to enter, Precious will 
  sneak out of the room to spread her mischief to the 
  rest of the house.
  B1. Workshop
  As characters descend the stairs into the work-
  shop, they must avoid the tripwire Gobbo Yaga 
  has installed in the last step. This tripwire can be 
  spotted by characters with a passive Perception 
  of 18 or higher, or with a successful DC 16 Wis-
  dom (Perception) check. If spotted, the wire can 
  be disarmed with a successful DC 15 Dexterity 
  Meeting Precious
  Precious uses the pseudodragon stat block, with 
  the following changes:
  • Hit Points: 65 (10d8 + 20)
  • Ability Scores: STR 8 (−1), DEX 17 (+3), CON 14 
  (+2), INT 12 (+1), WIS 16 (+3), CHA 19 (+4)
  • Innate Spellcasting. Precious’s spellcasting 
  ability is Charisma (spell save DC 14, +6 to 
  hit with spell attacks). She can innately cast 
  the following spells, requiring no material 
  components:
  At Will: minor illusion, chaos bolt, silent image
  3/day each: hallucinatory terrain, 
  magic mouth, creation
  1/day each: illusory dragon, programmed 
  illusion, weird
  • Multiattack. Precious makes two attacks: one 
  with her bite and one sting attack.
  Precious’s only goal is to make mischief, and 
  she wouldn’t mind too terribly if that mischief 
  got the strangers out of her house. She will not 
  fight the party directly, knowing she would never 
  stand a chance, but instead has set her mind to 
  making their stay as unpleasant as possible if 
  she escapes her room. To do so, she may fly by to 
  sting a character before finding a place to hide, 
  or she might simply create a host of unpleasant 
  illusions. Important items in the house may also 
  be picked up and rehidden by Precious, requiring 
  a successful DC 16 Investigation (Intelligence) 
  check to find them again.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  (Sleight of Hand) check. If characters do not spot 
  and disarm—or navigate around—the trap, 1d6 fly-
  ing swords free themselves from their mounts and 
  attack the players as they enter the workshop. 
  Once inside, characters find that the entire floor 
  is coated in a thick, gooey substance, making it 
  difficult terrain. One wall of the workshop sports 
  a large, glass aquarium full of random broken 
  objects and failed potions, all suspended in a 
  murky green substance. A successful DC 17 Intel-
  ligence (Nature) or DC 15 Intelligence (Arcana) 
  check reveals that the murky substance is, in fact, 
  a gelatinous cube, which is released into the room 
  if the glass is broken. 
  Players who wish to dig through the muck and 
  the tables piled high with potentially dangerous 
  clutter can find the following items:
  • 5 flasks of alchemist’s fire (PHB, chapter 5) 
  in a basket, which require a successful DC 13 
  Intelligence (Investigation) check to spot. 
  • A parchment bearing a recipe for the creation 
  of alchemist’s fire, which requires a successful 
  DC 15 Dexterity (Sleight of Hand) check to free 
  it from the table without disrupting anything. 
  On a failure, a vial of acid is dislodged, ruining 
  the recipe and dealing 1d4 acid damage to the 
  player attempting to retrieve it. 
  • A jar of Keoghtom’s ointment, which requires 
  a successful DC 13 Strength check to pull free 
  from the strange, dried substance that has 
  accumulated on top of the table. 
  Concluding the Adventure
  Once characters have discovered the cauldron 
  and found Gobbo Yaga’s journal, they must decide 
  how to conclude their adventure. If they choose 
  to return the hut to Gobbo Yaga and it is still able 
  to walk, it will take roughly 8 hours for the hut to 
  make the journey back to its home. If the charac-
  ters return the hut successfully, Gobbo Yaga will 
  consider the following criteria before doling out 
  any rewards:
  • Is the hut still able to walk? If not, the 
  characters will receive only a monetary reward.
  • Is Precious alive? If not, the players will receive 
  no reward.
  • In what state is the interior of the hut? If 
  characters have broken into locked rooms and 
  destroyed furniture or other valuables, Gobbo 
  Yaga will inform them that that which they have 
  already taken is their reward.
  If there is major damage to the inside of the 
  hut, the characters will receive only a lesser 
  monetary reward. 
  If the hut passes her inspection and she deems the 
  party worthy of a reward, Gobbo Yaga gifts them 
  with the following:
  • 100 platinum pieces (or 50 electrum 
  pieces) each
  • Goggles of night
  • Oil of slipperiness
  • Pipes of the sewers
  • Rope of climbing
  • Wand of magic detection
  Characters who receive items from Gobbo Yaga 
  get the feeling that she is merely using them to off-
  load things she finds useless; saying so, however, 
  insults Gobbo Yaga and causes her to keep her 
  items instead. 
  If characters return the hut directly from the 
  clearing where they found it, it will pass in full 
  view of the town where the characters’ hunt began, 
  proving that there was indeed something harass-
  ing the farmers. Even if they can’t prove the hut’s 
  existence to the rest of the town, the farmers will 
  reward a party that returns to the town with a 
  bag of 100 gold pieces, their combined monthly 
  earnings. 
  If characters wish to attempt to keep the hut, 
  they can do so by teleporting elsewhere or utilizing 
  the “manual” control recipe. This, however, only 
  works for 3d4 days, after which the hut will attack 
  the party and attempt to return to Gobbo Yaga. 
  For this fight, the hut uses the stat block for Baba 
  Lysaga’s Creeping Hut from Curse of Strahd (see 
  appendix A) but replaces the root attack with the 
  stomp attack found in the “Fighting the Hut” side-
  bar. If Precious has been let out of her room, she 
  will outright attack the party after only 1d4 days. 
  Continuing the Adventure
  This adventure can be used as a hook to start any 
  adventure that needs characters to be in any of the 
  areas the hut can travel to, and even ones that it 
  can’t! Characters combining the wrong ingredients 
  could find a combination that takes them exactly 
  where you need them, or an escaped Precious can 
  deviously combine ingredients while the players 
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  explore the rest of the hut. Gobbo Yaga can also 
  act as a quest giver, requesting that characters help 
  her gather items to repair the damage to her hut or 
  take Precious for a chaotic walk in the Feywild. 
  About the Author
  Lydia Van Hoy (@lydiavanhoy1 on Twitter) is a 
  best-selling TTRPG creative who strives to inspire 
  appreciation for the strange and unusual, and to 
  expand the ways we interact with fifth edition. 
  They approach design from a “roleplay first, com-
  bat last” standpoint, and this is their first published 
  adventure.
  Klarg vs. Evil Undead
  Lead Designer: Anthony Joyce 
  Editing by: Noah Grand 
  Cartography by: Elven Tower
  Content warning: Gore, violence, blood, 
  bodily fluids
  This adventure is designed for five characters 
  of levels 11–16 and is optimized for five charac-
  ters with an average party level (APL) of 13.
  Y
  ou find yourself taken by the Mists to 
  the core domain of Ravenloft, Falkovnia. 
  These lands are overrun by a nightmarish 
  zombie apocalypse. Do not fear, for there 
  is hope yet … you must search for Klarg, the chain-
  saw wielding, cigar-smoking bugbear, and seek 
  answers in his encampment for a way to return 
  home or to help free Falkovnia from the endless 
  waves of zombies and its darklord Vladeska Dra-
  kov. The overall tone of this adventure is inspired 
  by zombie movies such as Army of Darkness. 
  Adventure Summary
  This adventure is meant as a one-shot to introduce 
  characters to the zombie filled Ravenloft domain 
  of dread, Falkovnia. It also reintroduces the 
  iconic “Klarg the Bugbear” from the fifth edition 
  Dungeons & Dragons starter set, Lost Mine of 
  Phandelver.
  Narratively, the Dark Powers used the Mists 
  to bring the characters to Falkovnia because they 
  are curious to see how capable the characters are; 
  they have grown tired of Vladeska Drakov’s rule 
  and are looking for a capable replacement. If the 
  characters prove worthy, the Dark Powers tempt 
  them with promises of making them a darklord.
  The adventure begins with characters waking 
  up in a pool of black ooze surrounded by Talons, 
  humanoid servants of the darklord of this domain. 
  Demitri, leader of the Talons, has led his soldiers 
  to investigate the ooze, then takes it to Klarg for 
  further examination. Although the Talons do not 
  threaten the characters, a zombie horde attacks 
  the party after they interact with the Talons, and a 
  narrative combat event occurs.
  Following the zombie attack, the characters 
  travel to find Klarg and his encampment. During 
  their journey, the characters will have to deal with 
  a random encounter before arriving at Klarg’s 
  base. Once there, the characters must gain an 
  audience with the bugbear to discuss the black 
  ooze, which reveals that the noxious substance is a 
  powerful weapon against undead creatures.
  After entering Klarg’s camp, a powerful mummy 
  lord and its dracolich mount lead a massive zombie 
  horde to attack the characters. The Dark Powers 
  use this as a test to see how the characters fare 
  against overwhelming odds. The adventure con-
  cludes once the final battle is over. Characters can 
  continue helping Klarg and Demitri in Falkovnia 
  or return back to their home. The choice is theirs!
  Adventure Background
  The Dark Powers grow tired of Vladeska Drakov’s 
  rule, so they seek to find a new leader to arise as 
  the darklord of Falkovnia. During their search they 
  learned of the characters. They used the Mists to 
  summon them here and challenge them to see if 
  any of them are worthy of one day overthrowing 
  Vladeska and ruling Falkovnia as its new darklord.
  Dramatis Personae
  The following NPCs are encountered in this 
  adventure.
  Demitri 
  Lawful evil human champion, he/him 
  Demitri is the leader of the Talons; he is stoic, bald, 
  and is missing his right eye and ear, the result of a 
  zombie incursion long ago. He has recently begun 
  questioning Vladeska Drakov’s brutal rule. Demitri 
  is a potential ally for the characters.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Klarg
  Chaotic good bugbear champion, he/him 
  The Mists brought Klarg to Falkovnia where he 
  established an encampment to safeguard others 
  against the endless zombie hordes and to seek 
  out a solution to end the horrible undead apoca-
  lypse that has befallen these lands. Klarg is gruff, 
  short-tempered, and extremely aware of his ten-
  dency to act in anger, so he tries very hard to calm 
  himself and do the right thing for those he consid-
  ers friends or allies (see Klarg the Bugbear sidebar 
  for more details).
  Barry Bouncefeather
  Lawful good bugbear paladin, he/him 
  Although a powerful warrior with many years of 
  experience, Barry loves to carve toys for others 
  and is willing to do anything he can to help a friend 
  in need. See chapter 3, “Monstrous NPCs,” for 
  Barry’s stat block.
  Sunshine 
  Chaotic good bugbear fighter, she/her 
  Sunshine is physically intimidating but is shy 
  and afraid of others. She has finely trimmed and 
  painted claws and wears a disheveled blue sum-
  mer dress with a flower print and a pair of cute 
  but comfortable shoes. See chapter 3, “Monstrous 
  NPCs,” for Sunshine’s stat block.
  Hooks
  One of the following hooks can be used to intro-
  duce this adventure to the characters:
  A Dream of Darkness . Before the characters 
  wake up in the pool of black ooze they have a 
  dream. In this dream, a dark shapeless entity 
  promises them power, glory, and riches if they 
  prove themselves worthy. The entity tells the char-
  acters that their only chance to prove themselves 
  is to seek out the bugbear who has a bladed hand 
  and face the test that awaits them.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Unusual Hermit . The last thing the characters 
  recall before awaking in Falkovnia is seeing a dirty 
  hermit wearing brown tattered clothes who was 
  walking a frog on a leash. The hermit was talking 
  to the frog about endless zombie hordes and a 
  glorious bugbear with a bladed hand who saved 
  him. The hermit repeats, “Find the bugbear, save 
  the day!” several times before wandering off and 
  disappearing. 
  Part 1: Welcome to Falkovnia 
  The characters begin this adventure transported 
  by the Mists into a small pool of black ooze in 
  the wreckage of Stavoid, an abandoned village in 
  Falkovnia, one of the domains in the Demiplane 
  of Dread. 
  The Ruins of Stavoid
  The once-quaint village of Stavoid now lies in 
  ruins; several destroyed structures surround a 
  small fountain filled with black ooze that stands 
  in the middle of what had been the village square. 
  The sky is dark, no moon or stars are visible, and 
  the air is cool and chilly. Characters begin this 
  adventure sitting in the odoriferous black ooze of 
  the fountain, as this is where the Mists of Raven-
  loft decided to transport them inside Falkovnia. 
  A group of twenty knights wearing black plate 
  armor bearing a dark red sigil of a hawk stand in 
  a defensive square formation around the fountain. 
  A towering warrior named Demitri (LE human 
  champion [see appendix A], he/him) leads the 
  knights; he is stoic, bald, and is missing his right 
  eye and ear. Demitri has come to the ruins of 
  Stavoid to collect a sample of the strange black 
  ooze in the fountain to study its properties. If the 
  characters are visible, Demitri is shocked as he 
  witnesses them spontaneously appear in the foun-
  tain before him. Read or paraphrase the following 
  to begin this adventure:
  Mists surround you as a warm, slimy, thick black 
  ooze drips down your body and the pungent 
  odor of rotten eggs fills the air. The Mists draw 
  back to reveal a hulking bald man wearing 
  crimson and black armor, with a dark red sigil of 
  a hawk emblazoned upon his chest. He is hold-
  ing a chalice and stands near the ooze-filled 
  fountain in which you now sit. Behind the man 
  is a formation of knights standing in a square, 
  shoulder to shoulder, around the fountain, their 
  weapons at the ready. As you look around, you 
  see that the fountain is in the center of an aban-
  doned village square.
  FEATURES OF THE AREA
  This area has the following features:
  Fountain . This fountain is made of stone and 
  filled with a mysterious black ooze. 
  Black Ooze . The liquid slowly bubbles; it smells 
  of rotten eggs and is as thick as molasses. 
  Ruined Buildings . The buildings surrounding 
  the small village are over a hundred years old and 
  in ruins. If a character searches and succeeds on a 
  DC 15 Wisdom (Perception) check, they can gain 
  one trinket by rolling once on the trinkets table in 
  chapter 5 of the Player’s Handbook.
  Rocks . Scattered about the village square are 
  several large rocks. These rocks can provide char-
  acters with half cover.
  CREATURES
  Twenty knights led by Demitri are initially sur-
  prised to see the characters in the fountain. These 
  soldiers call themselves “Talons” and serve 
  Vladeska Drakov, the darklord of Falkovnia. The 
  Talons are grim, mean-spirited soldiers hardened 
  by countless years of fighting off an endless zombie 
  apocalypse that plagues Falkovnia. However, since 
  the characters appeared via the Mists, the Talons 
  respect them for having been chosen by the Dark 
  Powers to enter Falkovnia, and attempt to win 
  their favor as allies in the fight against the zombie 
  hordes plaguing their lands.
  The Talons came to the fountain for a single pur-
  pose: to protect Demitri as he recovers a sample of 
  the black ooze. They do not wish to fight the char-
  acters but defend themselves if attacked. Demitri 
  makes it clear he is collecting the black ooze since 
  he believes he can take it to Klarg the bugbear 
  to unlock a solution to end the zombie attacks. If 
  the characters offer to inspect the ooze, Demitri 
  excitedly waits for them to do so and report their 
  findings to him. Klarg built a small encampment 
  dedicated to safeguarding people from the zombie 
  attacks and is dedicated to finding a solution to this 
  problem. Demitri believes Klarg might help stop 
  the zombie attacks; Demitri has begun losing faith 
  in his dark master who is callously ignoring the 
  urgency of the zombie apocalypse in Falkovnia. 
  The Talons willingly converse with the charac-
  ters, inquiring where they are from, what they are 
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  doing, and asking the characters if they’ve encoun-
  tered any zombies. It is important to note that if 
  killed, Demitri is always brought back to life by the 
  Dark Powers, although each time he looks less and 
  less human. If the characters kill him, he runs off 
  toward Klarg’s encampment, afraid of the charac-
  ters and their treatment of him. 
  Once Demitri collects the black ooze, he intends 
  to travel to Klarg’s headquarters (see part 2, “Nice 
  to Meet You. I’m Klarg, Now Let’s Kill Zombies!”), 
  but before this happens, the “Zombie Attack” 
  event occurs. 
  The Black Ooze
  The black ooze was created by the Dark Pow-
  ers to bestow great power upon individuals 
  who drink it. Characters who succeed on a DC 
  15 Intelligence (History) check recall stories of 
  powerful black ooze consumed by darklords in 
  strange demiplanes as a means of increasing 
  their power. Characters who succeed on a DC 
  15 Intelligence (Nature) check conclude that 
  the black ooze can have both detrimental or 
  beneficial properties, depending on the physi-
  cal resiliency of the creature consuming it. Any 
  character who consumes the black ooze must 
  make a DC 15 Constitution saving throw. On a 
  failed save, the character ages 1d6 years. On a 
  success, the character’s attacks deal an extra 
  4d8 necrotic damage to undead creatures for 
  the next minute.
  EVENT—ZOMBIE ATTACK
  In this event, a massive horde of 200 zombies 
  attack the characters and the Talons. This event 
  plays out as a narrative cinematic battle resolved 
  with several group ability checks. Draw inspiration 
  from your favorite zombie movies, comics, or video 
  games to describe the zombie horde approaching 
  the ruins of Stavoid. 
  Running this Event . Characters make a group 
  ability check to defeat the horde of zombies. To 
  make a group ability check, each character makes 
  an ability check using a skill of their choice. Char-
  acters who use class features or expend a spell slot 
  during this narrative scene gain advantage on their 
  ability check. If at least half the group succeeds, 
  the whole group succeeds, otherwise they fail. 
  Have fun with this scene and allow characters to 
  feel heroic by narrating epic combat scenes using 
  their ability checks. If characters fail their ability 
  checks, let them have fun by describing entertain-
  ing ways they might fail. 
  There are four outcomes for this event based on 
  the group ability check (see Epic Victory, Victory, 
  Pyrrhic Victory, and Defeat below for details). In 
  all outcomes, reference the Dark Powers’ Prom-
  ise sidebar.
  Difficulty . This is a DC 18 group ability check. 
  Dark Powers’ Promise
  During this event, the Dark Powers sense 
  the characters who succeed on their ability 
  checks and converse with them telepathically 
  in a voice/manner that appeals to them. For 
  example, the voice of the Dark Powers sounds 
  pleasant and kind to good characters; likewise, 
  it sounds powerful and menacing to evil char-
  acters. The Dark Powers know how to appeal 
  to characters since they inherently sense the 
  inner desires of creatures within the Domains 
  of Dread. They inform characters who succeed 
  in their ability check that they are pleased with 
  their abilities and think that the character might 
  one day make a suitable ruler for these lands if 
  they continue to prove themselves. 
  The Dark Powers also communicate with 
  the characters who fail their ability check. They 
  blame the characters’ failures on those around 
  them and ask that the characters consider 
  sacrificing one of their companions when the 
  time is right so that they may prove themselves 
  worthy to one day rule this domain.
  The Dark Powers promise to contact all the 
  characters again if they continue on their jour-
  ney. Characters who make a successful DC 20 
  Wisdom (Insight) check feel that the Dark Pow-
  ers truly want them to succeed in their endeav-
  ors in this domain. The Dark Powers see mortals 
  as pawns and enjoy watching them fight for 
  power, thus the Dark Powers hope to see the 
  characters grow in strength so that they can 
  challenge Vladeska for her position as darklord 
  of Falkovnia. 
  Epic Victory . Zero failed ability checks. The 
  characters valiantly defeat the horde of zombies! 
  No Talons die and the characters take no dam-
  age. Demitri and the Talons stand in awe of the 
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  characters’ impressive power. All characters gain 
  inspiration! 
  Victory . At least half the group succeeds on their 
  ability checks but at least one character fails. The 
  characters defeat the horde of zombies during their 
  hard-fought battle. Each character, the Talons, and 
  Demitri loses one third of their hit points during 
  the course of the battle. Additionally, 1d8 Talons 
  are killed during the course of the zombie attack. 
  Pyrrhic Victory . Fewer than half the group suc-
  ceeds on their ability checks but there is at least 
  one successful ability check. The characters are 
  overwhelmed by the horde of zombies during their 
  hard-fought battle. Each character, the Talons, and 
  Demitri loses two thirds of their health during the 
  course of the battle. Additionally, 3d8 Talons are 
  killed during the zombie attack. 
  Defeat . Zero successful ability checks. The 
  characters suffer an embarrassing defeat during 
  their hard-fought battle against the zombie horde. 
  The characters, the Talons, and Demitri all die 
  during the course of the battle. The Dark Powers 
  resurrect the characters and Demitri, while also 
  binding their souls to Falkovnia.
  Development
  After the Zombie Attack event, Demitri asks the 
  characters to accompany him to the encampment 
  of a renowned individual who goes by the name of 
  “Klarg the Bugbear.” Demitri claims that Klarg is a 
  bugbear who is new to these lands and is a bastion 
  of hope against the zombies plaguing the lands. 
  Demitri believes that Klarg might be able to dis-
  cern what the black ooze is and see if it holds the 
  key to ending the zombie apocalypse in Falkovnia. 
  If the characters are hesitant to follow Demitri, he 
  tells them that with their help, after this mission 
  is complete, he will take them to meet his master, 
  Vladeska, to see what can be done about sending 
  the characters back to wherever they came from.
  Rewards. Demitri thanks the characters for their 
  help and offers each character a red ruby in the 
  shape of a talon worth 200 gp.
  Part 2: Nice to Meet You. I’m 
  Klarg, Now Let’s Kill Zombies!
  During this part of the adventure, the characters 
  travel to find Klarg and give him the black ooze 
  to see if it can help in the fight against the zombie 
  apocalypse in Falkovnia. If for whatever reason the 
  TRAVEL EVENT TABLE
  d4
  Event 
  1
  A courageous 10-year-old named Lenara (CG bugbear, she/her), approaches the characters while 
  pulling a zombie with a rope. Lenara claims the zombie is her father. The zombie appears placid but 
  licks its lips when getting close to other humanoids. Lenara asks for help finding Klarg’s encampment 
  since she heard Klarg might be able to cure her father.
  2
  Characters with a passive Perception score of 15 of higher hear what sounds like people screaming 
  for their lives some distance north of their location. If the characters rush toward that location, in 150 
  feet they spot four zombies about to eat two bugbear teenagers, Xenja and Nilog. Characters have 
  one combat round to intervene before the zombies eat the two teenagers. Once rescued, the teen-
  agers ask to accompany the characters to Klarg’s encampment; they’ve heard it is safe there. For fun, 
  have these two bugbears resemble overly exaggerated personalities of two players at your table, or of 
  famous celebrities. This should be in good fun and is meant to generate enjoyment between you and 
  the players at the table.
  3
  If the characters are not traveling stealthily, a group of five Talons (use the knight stat block) 
  approaches them. If Demitri is with the characters, the Talons join the party on their journey toward 
  Klarg’s encampment. If Demitri is not with the characters, the Talons question what their purpose 
  is in the area. The Talons warn the characters that a drow wizard was spotted in the area controlling 
  zombies and sending them after local villagers.
  4
  The characters come across Nylox (LG bugbear, they/them) lying on the ground in a pool of blood 
  surrounded by two decapitated zombies. Nylox has 1 hit point and three levels of exhaustion. They 
  were headed toward Klarg’s encampment when they were attacked by zombies. Although they aren’t 
  sure …they thought they heard a dragon roaring as the zombies attacked them.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  characters do not bring the black ooze to Klarg, 
  all is not lost. Klarg and his forces make powerful 
  allies against the zombies. If the characters reject 
  Demitri’s offer to accompany them, then the Dark 
  Powers use the Mists to guide the characters 
  toward Klarg’s encampment.
  Showcase the bleak zombie apocalypse plagu-
  ing the realm of Falkovnia by rolling once on the 
  “Travel Event Table” below during the characters’ 
  travels to Klarg’s encampment. Each event is 
  connected to traveling to Klarg’s base. Once you 
  complete an event from below, proceed to the next 
  section, “Klarg’s Encampment.”
  Klarg’s Encampment
  The characters approach Klarg’s headquarters 
  from area 1 on the map, “Klarg’s Encampment” 
  (see appendix B). Natural rocks and a wooden 
  palisade provide a defensive perimeter around 
  this area.
  This scene begins as a social encounter with 
  Klarg and then leads to a combat encounter with 
  powerful undead creatures leading a zombie horde 
  to destroy Klarg and all living creatures under his 
  protection.
  Light from a small encampment illuminates 
  the darkness of this ancient forest. The smell 
  of cooked meats and the sound of children’s 
  laughter come from behind the wooden pali-
  sades. A foreboding bugbear stands guard atop 
  a large boulder near the gates; the bugbear’s 
  left arm shines in the moonlight as a faint red 
  glow and smoke emanates from his mouth.
  If Demitri is with the characters, he informs them 
  that this is Klarg’s encampment and that the 
  bugbear standing guard atop the boulder is Klarg 
  (CG bugbear champion, he/him).
  FEATURES OF THE AREA
  Reference the “Klarg’s Encampment” map above 
  for the following locations and features.
  Main Road to Klarg’s Encampment (Area 1) . 
  This dirt road snakes through the thick forest and 
  ends at Klarg’s encampment. A character who 
  succeeds on a DC 12 Wisdom (Survival) check 
  notices bugbear footprints in the dirt road that 
  leads toward the site.
  Evacuation Routes (Areas 2 and 3) . Klarg 
  made these evacuation routes that lead deeper 
  into the forest in case the encampment was ever 
  overrun by a zombie attack. The two escape routes 
  link up at a small pond in the forest one mile away.
  Wooden Gate (Area 4) . The wooden gate is 15 
  feet tall and has AC 15 and 100 hit points.
  Main Encampment (Area 5) . Scattered about 
  the village square are several large rocks. These 
  rocks can provide characters with half cover.
  Evacuation Points (Area 6 and 7) . These are 
  pre-established locations where the people rally in 
  preparation for an evacuation. Nearby, there are 
  secret locked escape hatches in the palisades that 
  lead out into the forest. A character who succeeds 
  on a DC 15 Dexterity check using thieves’ tools 
  can unlock these escape hatches from either side 
  of the palisades and may enter or exit freely.
  Sleep Quarters (Area 8) . The buildings sur-
  rounding the small village are over a hundred 
  years old and in ruins. If a character searches 
  and succeeds on a DC 15 Intelligence (Investiga-
  tion) check, they can find one trinket (roll once 
  on the trinkets table in chapter 5 of the Player’s 
  Handbook).
  Natural Rocks . Klarg used these natural rocks 
  to complement his encampment’s defensive perim-
  eter. The rocks are 25 feet tall, have AC 17 and 100 
  hit points.
  Wooden Palisades . These wooden palisades 
  provide the area with a defensive perimeter and 
  are 15 feet tall, have AC 15 and 50 hit points.
  CREATURES
  Klarg the bugbear is guarding his camp from atop 
  one of the large boulders near the gates. Klarg’s 
  right arm is made of steel with a magically pow-
  ered chainsaw attached at the end. He is smoking 
  a cigar that creates a faint red glow around his 
  mouth, and he stands guard, shirtless, wearing 
  khaki breeches, and waiting for the zombie apoc-
  alypse to find his encampment. All Klarg wants in 
  life is to protect the bugbears who shelter here and 
  to help stop the zombie onslaught in Falkovnia.
  Inside the encampment are 2d12 + 20 bugbears 
  of mixed ages, ranging from cute furry babies 
  to wise elders, all of them are trying to survive 
  amidst the zombie hordes terrorizing Falkovnia. 
  Base descriptions of the bugbears inside the 
  encampment on personal or famous personali-
  ties that the characters can relate to, so that they 
  have reason to feel personally connected to these 
  bugbears. This helps create unique bonds between 
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  the characters and the bugbears present, such as 
  cute little furry bugbears that tug on their legs for 
  attention or candy! Share your unique bugbears on 
  social media using #NJAMQBugbears.
  The bugbears are cooking, knitting, playing 
  with toys, brewing craft beers, and playing dragon 
  chess, as little ones frolic throughout the encamp-
  ment giggling and playing pranks on their elders. 
  Additionally, two other bugbears assist Klarg in 
  running this camp and looking after the others: 
  Barry Bouncefeather and Sunshine (see chapter 
  3, “Monstrous NPCs” for stat blocks and infor-
  mation on roleplaying these NPCs). Sunshine 
  and Barry were both brought to Falkovnia by the 
  Mists and have become trusted leaders alongside 
  Klarg to care for and protect the bugbears here in 
  Falkovnia.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Klarg the Bugbear
  Klarg is originally from the fifth edition Dun-
  geons & Dragons starter set, Lost Mine of Phan-
  delver, and is the first mini-boss characters 
  face in the dungeon “Cragmaw Hideout.” It is 
  possible that the characters in your game have 
  faced Klarg in the past; if so, ask your characters 
  what they remember about that experience 
  and weave it into this adventure and how Klarg 
  interacts with the characters.
  Klarg has lost his arm after the events in 
  Lost Mine of Phandelver. After his life-changing 
  defeat, he decided to dedicate his life to helping 
  others and proving to the world that bugbears 
  were more than “cruel monsters.” Shortly after 
  turning his life around, the Mists brought him 
  to Falkovnia, where he established an encamp-
  ment to safeguard others against the endless 
  zombie hordes and to seek out a solution to 
  end the horrible zombie apocalypse that has 
  befallen these lands. Klarg is gruff, short-tem-
  pered, and extremely aware of his tendency to 
  act in anger, so he tries very hard to calm him-
  self and do the right thing for those he consid-
  ers friends or allies.
  Klarg’s stat block is the same as in Lost Mine 
  of Phandelver, with the following modifications: 
  Klarg uses a magical chainsaw instead of a 
  greatsword. Melee Weapon Attack: +9 to hit, 
  reach 10 ft., one target. Hit: 15 (3d6+5) slashing 
  damage, plus 10 (3d6) slashing damage if Klarg 
  has more than half of his hit points remaining.
  Entering Klarg’s Encampment
  There are multiple ways to enter Klarg’s encamp-
  ment. If the characters are with Demitri, he 
  recommends hailing Klarg and asking for entry 
  so that he can show Klarg the black ooze. Klarg 
  is cautious about letting anyone in, questioning 
  their motives. Convincing Klarg to grant charac-
  ters access to the camp requires succeeding on a 
  DC 15 Charisma (Persuasion) group check. If the 
  group fails this check, Klarg grants them access 
  to the area only after they disarm and leave their 
  weapons with Barry Bouncefeather and Sunshine. 
  Consider granting advantage if players roleplay 
  well or explain how their characters would try to 
  convince Klarg to let them in; cater to each player’s 
  unique playstyle to give them the best chance to 
  earn advantage here while encouraging creative 
  approaches! 
  If the characters prefer stealthier methods, they 
  can climb over the wooden palisades or enter via 
  the evacuation points. A character who succeeds 
  on a DC 15 Dexterity check using thieves’ tools 
  can unlock escape hatches near the evacuation 
  points from either side of the palisades and may 
  enter or exit freely. If the characters are caught 
  entering stealthily, Klarg and the other bugbears 
  confront them. They only attack in self-defense or 
  if the characters try to bully or harass those who 
  live in the camp.
  Development
  Klarg is interested in the black ooze if the charac-
  ters brought it to him. During his time in Falkovnia 
  he’s found the black ooze only once and in a 
  small quantity. Klarg studied the black ooze and 
  uncovered its true power: if consumed, the black 
  ooze fills the individual with the essence of the 
  Dark Powers and grants them the ability to cause 
  immense damage to undead creatures. He warns 
  that the powers of the ooze might also negatively 
  affect the lifespan of living creatures, so he cau-
  tions against overusing it. 
  When you feel it is appropriate, after the 
  characters spend some time here exploring and 
  interacting with the bugbears, the Dark Powers 
  telepathically contact each character to cryptically 
  warn them of a “final test.” At this time, proceed 
  to Part 3.
  Part 3: The Final Test
  After the Dark Powers warn the characters of a 
  “final test” read or paraphrase the following:
  Vile howls and moans shatter the night air from 
  the forest surrounding the encampment. A 
  terrified bugbear shouts, “ZOMBIES!” A decom-
  posing dragon with fiery blue eyes roars as it 
  flies overhead. Mounted on the dragon is a fear-
  some rider in ornate jeweled garb who points 
  toward Klarg’s encampment and shouts in a 
  cackling voice, “It’s time to die!”
  A massive horde of 500 zombies, led by Xleopen-
  tra (CE mummy lord, she/her) flying on Kranos 
  (LE adult blue dracolich, he/him), attacks Klarg’s 
  encampment. Xleopentra controls the zombie 
  horde with her magic. She intends to destroy the 
  characters and wipe out Klarg’s stronghold. 
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  In actuality, the Dark Powers informed Xleopen-
  tra of the characters’ presence and convinced her 
  to kill them in order to prove herself worthy of their 
  blessing when Xlenopentra challenges Vladeska 
  Drakov for her position as darklord of Falkovnia. 
  The Dark Powers grow weary of Vladeska’s incom-
  petent rule over Falkovnia and secretly seek a new, 
  more powerful darklord for this domain. The Dark 
  Powers are using this confrontation between Xle-
  opentra and the characters to see who among them 
  might actually be worthy of challenging Vladeska 
  in the future. This encounter is a cinematic climax 
  of the adventure; it’s part narrative massive battle 
  with the bugbears (and Talons if they are present) 
  fighting off the zombie horde, while the characters 
  personally fight Xleopentra and Kranos.
  CREATURES
  Xleopentra is mounted on Kranos. Both attack 
  spellcasters first, believing that they are the great-
  est threat. They do not bother attacking characters 
  without ranged attacks until all other targets are 
  dead. The 500 zombies attack Klarg’s encamp-
  ment, devouring anything alive. The zombies are 
  meant to have narrative effect and not individual 
  combat turns; they are in the “background” of this 
  cinematic fight between the characters and Xleop-
  entra and Kranos.
  Battle—The Final Test
  During this encounter, the characters combat Xle-
  opentra and Kranos. Klarg, Barry Bouncefeather, 
  and Sunshine enter combat if the characters at 
  your table are underpowered in this final encoun-
  ter; use them at your discretion to aid the charac-
  ters, but do not use them initially as they narra-
  tively lead the overall defense against the horde of 
  500 zombies attacking the encampment.
  At the end of each round of combat, describe the 
  state of the battle by choosing a player to roll 1d20 
  for a battle check. For the battle check, the player 
  rolling the die always adds +1 to the roll for each of 
  these statements that is true:
  1. Are any Talons present?
  2. Is Klarg helping the characters?
  3.  Did the characters successfully escort anyone 
  to Klarg’s encampment during the travel event 
  in part 2?
  A player may gain up to +3 on their battle check 
  if all the statements above are true. During the bat-
  tle check, if a player rolls 10 or less, the zombies 
  are winning the battle; on a roll of 11 or more, the 
  characters and their allies are winning the battle. 
  While the characters might be focused on Xleop-
  entra, like any good action movie scene, zombies 
  and other threats attack the characters during this 
  cinematic moment but are easily defeated by the 
  characters.
  If the zombies are winning the battle, 1d6 + 2 
  bugbears and 1d6 + 2 Talons are eaten by zom-
  bies that round and the player who rolled the 
  battle check rolls 4d20 on their turn to narratively 
  describe the number of zombies the characters, 
  bugbears, and Talons kill. If the characters are 
  winning the battle, 1d4 bugbears and 1d4 Talons 
  are eaten by zombies that and the character who 
  rolled the battle check rolls 8d20 on their turn to 
  narratively describe the number of zombies the 
  characters, bugbears, and Talons kill. These rolls 
  are meant to foster a cinematic feel during the bat-
  tle and do not mechanically affect combat initiative, 
  spell slots, or other character resources. Encour-
  age players to be creative with their descriptions; 
  do not limit the descriptions based on mechanics. 
  For example, if a wizard describes themselves as 
  casting fireball to narratively kill zombies, it has no 
  effect on their spell slots, it is purely narrative.
  The battle ends when the characters defeat 
  Xleopentra and Kranos; all the zombies’ heads 
  explode if Xleopentra dies, as her magical connec-
  tion to them is severed.
  DIFFICULTY ADJUSTMENTS
  Make the following adjustments to increase or 
  decrease the difficulty of this combat encounter:
  • If there are only three characters, Klarg, 
  Barry Bouncefeather, and Sunshine join the 
  characters in the final combat.
  • If there are only four characters, Klarg joins the 
  characters in the final combat.
  • If there are five or six characters, Xleopentra 
  starts combat with 143 hit points and Kranos 
  starts combat with 324 hit points.
  • If there are more than six characters, or if the 
  players really want a challenge, Xleopentra uses 
  the lich statistics and Kranos starts combat 
  with 324 hit points.
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  DEVELOPMENT
  Once the battle ends, if any bugbears remain, they 
  account for their dead and hold a ritual to respect-
  fully bury them. If any Talons remain, they burn 
  their dead with military honors on a funeral pyre. 
  Proceed to Concluding the Adventure or Continu-
  ing the Adventure sections below to finish this 
  adventure.
  REWARDS
  If the characters defeat Xleopentra and Kranos, 
  the Dark Powers grant each character one magic 
  item of their choice with a rarity equal to or less 
  than very rare.
  Concluding the Adventure
  The black ooze turns out to be an effective weapon 
  against the undead zombie hordes. Klarg and 
  Demetri work together to weaponize the ooze 
  and beat back the zombie hordes. They thank the 
  characters for their assistance and wish them well. 
  Klarg offers to work with Demitri to seek ways 
  to free themselves and this domain of Vladeska’s 
  dark rule. The Mists transport the characters back 
  to whence they came; their motives are fickle, 
  and the characters have served their purpose in 
  Falkovnia … for now.
  Continuing the Adventure
  Klarg and Demetri ask the characters to help 
  them weaponize the ooze to beat back the zom-
  bie hordes. If Klarg or Demetri died in battle, the 
  Dark Powers bring them back to life, although the 
  experience takes a heavy toll on their bodies and 
  appearance. Klarg tries to convince the charac-
  ters to help free Falkovnia from Vladeska’s dark 
  rule. The Dark Powers also offer the characters 
  great power and riches if they continue to stay in 
  Falkovnia and prove themselves worthy of becom-
  ing darklords.
  Author’s Notes
  This adventure is meant to highlight Klarg and his 
  attempts to help willing allies in the fight against 
  zombies and tyranny in Falkovnia. There are 
  several cinematic events meant to inspire char-
  acters to shine in an otherwise dark and dreary 
  Domain of Dread.
  About the Author
  Anthony Joyce is a Hispanic, ENnie-nominated 
  game designer, husband, father of three boys, and 
  U.S. Army Strategist. You can find him on Twit-
  ter @Thrawn589 or at anthonydreams.com. His 
  works include: Elminster’s Candlekeep Compan-
  ion, Darkhold: Secrets of the Zhentarim, Baldur’s 
  Gate: The Fall of Elturel, Weekend at Strahd’s, The 
  Heir of Orcus: Verse I, II, III, & IV and more!
  38
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  Chapter 2: Monstrous Encounters
  T
  his chapter contains sixteen individual 
  encounters to add into your play session. 
  Some encounters have specific level 
  ranges, while others will have adjust-
  ments (APL) depending on the level of party you 
  are running. 
  ENCOUNTERS
  Title
  Tier (Level)
  “A Bugbear’s Dream”
  by H.R. Bumga
  Tier 1 
  (level 1–3)
  “Dragon Dance”
  by Grady Wang
  Tier 1/
  Tier 2 
  (level 3–6)
  “Dragon Daycare”
  by Tully R. Gibney
  Tier 2 
  (level 5)
  “Dropsy And the Haunted Dresses”
  by Katie Van Munster
  Tier 1 
  (level 2)
  “Dungeon of the Year”
  by Erin Tierney
  Tier 2 
  (level 10)
  “Falketh’s Cure-Alls”
  by Tully R. Gibney
  Tier 2 
  (level 5)
  “Gold Teeth”
  by Bob Carnicom
  Any Tier 
  (any level)
  “Have You Come to Make 
  a Bargain?”
  by Sebrina Calkins
  Any Tier 
  (any level)
  “Knit’s Traveling Stockings”
  by Bob Carnicom
  Tier 1 
  (level 1 –4)
  “Lair Feedback”
  by Thai Williams
  Tier 1/
  Tier 2 
  (level 2–7)
  “Local 404”
  by Erin Tierney
  Any Tier 
  (any level)
  “Only You Can Fight Forest Fires”
  by Tully R. Gibney
  Tier 2 
  (level 6)
  “Snazzy’s Satchel of Surprises” 
  by Sven Truckebrodt
  Any Tier 
  (level 3–7)
  “Temptation Den”
  by Ginger, a.k.a. Laura Armstrong
  Any Tier 
  (any level)
  “Toymaker Troubles”
  by Thai Williams
  Tier 1/Tier 
  2 (level 1–5)
  “Wings for Wanderer”
  by Sven Truckenbrodt
  Tier 1 
  (level 1-4)
  A Bugbear’s Dream
  By H.R. Bumga
  Content Warnings: isolation, loneliness, 
  and societal ostracization
  An encounter optimized for three to five char-
  acters of levels 1–3
  W
  hile traveling on their journey, the 
  characters reach a ravine, with or 
  without a river, depending on the 
  setting. There’s a bridge over the 
  ravine. As they approach it, someone to the side 
  yells, “Hey!” and, turning, they see an exception-
  ally large and burly bugbear barreling toward the 
  group. If the characters do not react, skip to the 
  “Help Wanted” section below. If the characters 
  begin readying themselves for combat, he’ll imme-
  diately halt in his tracks, hold up his hands, and 
  shout something along the lines of, “Wait, wait! No, 
  ugh, there I go again. I don’t wanna fight ya!” If the 
  characters insist on fighting, he’ll flee, and the 
  encounter will end. There is no reward for killing 
  this bugbear.
  If the party stops and lets the bugbear approach, 
  he’ll sheepishly step forward this time and intro-
  duce himself. His name is Gharr (he/him). He 
  speaks gruffly, but he’s embarrassed at how 
  intimidating he is. He’ll apologize for scaring them 
  initially.
  Help Wanted
  Gharr is the guard for the bridge. He also patrols 
  the nearby area for lost travelers off the path and 
  tries to assist them with directions when he can 
  (this is difficult to do, being a bugbear). He lives 
  in a little hut tucked in a slope along the side of 
  the ravine.
  Gharr has a dream: he wants to build and oper-
  ate an inn next to the bridge for weary travelers to 
  stop, have a hot meal, rest, and get directions. He 
  might even get a little wistful telling the charac-
  ters this. He knows the region and its paths well, 
  and he wants to help. There’s a problem, though: 
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  being a bugbear, travelers either run screaming 
  from him or attempt to slay him. Gharr regularly 
  runs into this issue trying to guide lost travelers. 
  He implores the characters to help him learn 
  how to be more approachable. He doesn’t even 
  want to start construction until he’s sure he’s able 
  to do this.
  Work In Progress
  In this encounter, creativity is encouraged to come 
  up with ways to make Gharr more approachable, 
  and character-driven ideas are more than wel-
  come. Success in this encounter requires three 
  successful skill checks. The DM should set the 
  difficulty of these checks based on player creativity 
  and problem-solving or see below.
  Some ideas for the encounter:
  • Vocal Coaching . On a successful DC 10 
  Charisma (Performance) check, the characters 
  teach Gharr to speak a little softer and with less 
  intensity to his voice.
  • Hair Braiding . On a successful DC 16 Dexterity 
  (Sleight of Hand) check, the characters plait 
  some of Gharr’s wild locks into cool new braids.
  • Repeat After Me . On a successful DC 18 
  Charisma (Performance) check, the characters 
  work with Gharr through some roleplay 
  scenarios where they walk him through 
  approaching adventurers and travelers. Gharr 
  might require some practice, so if characters try 
  additional times, the DC will decrease by 2 for 
  each attempt.
  • Floral Touch . On a successful DC 12 
  Intelligence (Nature) check, Gharr and the 
  characters gather local flowers and plant life 
  to weave into his hair or wear on his lapel 
  for a fashionable touch. Gharr will especially 
  appreciate this, as he happens to enjoy flowers. 
  Depending on the setting, he might have a little 
  flower and herb garden nearby too. Adjust the 
  DC as needed if the surroundings would likely 
  have more or less plant life.
  • Makeover Montage . Using a disguise check and 
  on a successful DC 18 Charisma (Deception) 
  check, the characters can give Gharr a fabulous 
  new makeover. 
  Dragon Dance
  By Grady Wang
  An encounter designed for four to six charac-
  ters of levels 3–6 and optimized for four charac-
  ters with an average party level (APL) of 5
  M
  ost creatures fear birthdays served 
  with flights of fire and fury, but 
  kobolds aren’t like most. Kobolds 
  know that life isn’t something you 
  bury, and that each egg brings new chances.
  Background
  Ten years ago, a rival red dragon murdered the 
  adult red dragon Volgrathanar. Among the 
  kobolds who served Volgrathanar, three unusu-
  ally warm eggs were laid exactly as she died. 
  The warren believes her soul split and reincar-
  nated in them:
  • Vol (N winged kobold modified with +20 hit 
  points, she/her)
  • Gratha (N kobold scale sorcerer 
  [see appendix A], they/them)
  • Nar (N kobold inventor [see appendix 
  A], she/her)
  Once a year, the trio leads the warren in a 
  ritual researched by Gratha to transform back 
  into a dragon.
  Setting
  This encounter can occur in any wilderness setting 
  where kobolds are found. Volgrathanar’s complete 
  skeleton stands guard at the entrance of their lair.
  The dragon’s skeleton towers above its sur-
  roundings despite standing in a crouched 
  posture. It’s unclear how the bones are held 
  together, but heat emanates from them and the 
  air sizzles with magic.
  Hook
  Characters may spot the looming dragon skeleton 
  from afar or hear cheers as the ritual begins.
  How to Raise a Dragon
  The three kobolds dance together under a cloth 
  dragon outfit, each controlling a segment of the 
  dragon (Vol is the middle section and wings, 
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Gratha is the head, and Nar is the hindquarters 
  and tail).
  The rest of the warren is cheering or drumming 
  but lack rhythm, causing the dancers to trip. If the 
  party isn’t hostile, the warren welcomes them and 
  shares their story.
  If characters want to help, keep score to deter-
  mine the ritual’s outcome.
  The three kobolds must dance up four segments 
  of Volgrathanar’s spine to reach her skull.
  For each segment, a character can make a DC 
  16 Charisma (Performance) skill check to play the 
  drums to gain +1 points for each success. If they 
  succeed, they can’t take other actions for that seg-
  ment. Alternatively, players at the table can strike 
  up a beat in real life.
  Segments
  If characters fail to gain any points from any of the 
  following segments, the ritual ends immediately in 
  failure and the kobolds give up for the night.
  When the kobolds reach:
  • The Tail . A dragon’s roar terrifies the assembly. 
  Three DC 12 skill check successes appropriate 
  for the situation calm the crowd. Each success 
  gains +1 points. Each failure causes some 
  kobolds to flee, and the entire crowd disperses 
  if all three checks fail. Characters who succeed 
  on a DC 16 Intelligence (Nature or Arcana) 
  check realize that the ritual is conjuring ethereal 
  moments from Volgrathanar’s death.
  • The Lower Back . A ghostly red dragon 
  swoops out of the sky to strafe Volgrathanar’s 
  spine. Characters have three combat rounds 
  to keep the dancers from losing their 
  balance. Succeeding on a DC 12 Charisma 
  (Performance) check keeps them from falling 
  but they stumble, gaining +1 points; succeeding 
  a DC 16 Dexterity (Acrobatics) check keeps 
  them steady, gaining +2 points.
  • The Upper Back . A transparent heart appears 
  inside Volgrathanar’s rib cage, beating loudly 
  in time with the drums. Blood spurts from 
  a wound, and the skeleton shakes. Healing 
  the heart for 20 hit points or succeeding on a 
  DC 18 Charisma (Persuasion) check to calm the 
  spirit of the dragon gains +1 points.
  • The Neck . The ethereal adult red dragon 
  returns, biting Volgrathanar’s neck, but it uses 
  the stats of a red dragon wyrmling. After 
  one round, it attacks the dancing trio unless 
  engaged by the characters, in which case it 
  ignores the kobolds unless there is no character 
  within range. If any of the dancing kobolds 
  drops to 0 hit points, the ritual fails. Otherwise, 
  gain +1 points for each of the three dancers who 
  didn’t lose more than half their hit points during 
  the fight.
  Endings
  If the dancers don’t reach the skull, the kobolds 
  thank the adventurers for their help and provide 
  food, water, and a safe place to rest for the night.
  Otherwise, the total points gained determines the 
  outcome. Rewards stack:
  • 1–6 Points: The kobolds leap from the skull 
  and fall out of the sky, taking 1d4 bludgeoning 
  damage—the ritual failed. The disappointed 
  kobolds give the characters 30 gp for helping.
  • 7–10 Points: The kobolds take flight, moving 
  more gracefully than if only held aloft by Vol’s 
  wings. They circle a few times before landing, 
  exhilarated. All characters gain inspiration, an 
  additional 20 gp, and a magic item from Magic 
  Item Table A in the Dungeon Master’s Guide.
  • 11–12 Points: Red lightning engulfs the kobolds 
  and at the apex of their flight, they form a 
  dragon’s silhouette against the sky. The kobolds 
  are thrilled to try again next year. Characters 
  also gain a magic item from Magic Item Table B 
  in the Dungeon Master’s Guide.
  • 13 Points: When the kobolds jump, an immense 
  fireball engulfs them, transforming them 
  into a young red dragon. The characters gain 
  Volgrathanar and the warren as potential allies 
  and an extra 50 gp. The kobolds offer to teach 
  the party their ways, giving characters the Pack 
  Tactics feature when in a fight with at least one 
  kobold ally.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Dragon Daycare
  By Tully R. Gibney
  An encounter optimized for four to five charac-
  ters of 5th level
  Walking through the forest path, the smell of 
  fresh ash lingers in the air. A charred trail of 
  flora juts off course before disappearing into 
  the trees; above the tree line, a cloud of smoke 
  begins to billow a few hundred feet away.
  A 
  group of adventurers are in hot pursuit 
  behind the characters, chasing down 
  the origin of the charring—a red dragon 
  wyrmling. These adventurers had taken 
  the wyrmling from its lair a few days ago, hoping 
  to gain a reward for its capture. However, a group 
  of kobolds ambushed their campsite this morn-
  ing and rescued the wyrmling, taking significant 
  losses to their numbers in the struggle. They 
  would do anything to return the wyrmling to its 
  parents, to whom they have dedicated their lives.
  The Fire Rises . A character who succeeds on a 
  DC 12 Wisdom (Survival) check is able to pick up 
  the trail of footprints, charred spots, and broken 
  foliage that the kobolds and wyrmling have left 
  behind them in their haste. Should a character 
  fail this check, another character may attempt to 
  make a DC 16 Intelligence (Investigation) check. If 
  they succeed, they can locate the kobolds in time; 
  otherwise, the characters will not be able to find 
  the kobolds before the adventurers do.
  Kobold Caretakers . Should the characters suc-
  ceed in tracking down the kobolds, they find them 
  in a clearing calming down the wyrmling. The 
  kobolds recoil from the party on sight, knowing 
  that the five of them are no match. Zator (he/him)—
  an elderly and especially leathery-skinned kobold 
  in tattered red silk robes—cautiously approaches 
  the characters, ready to plead. “Please assist us! 
  We only wish to reunite the child with its parents. 
  They will be home from their horde-gathering 
  any moment now, and I do not wish this whole 
  region to feel the wrath that finding their wyrmling 
  missing would bring.” Zator is exhausted, but his 
  genuine soul and worry shine through. He will 
  patiently explain the situation to the characters in 
  hopes of currying their favor to save them from 
  the adventurers who are hunting them down and 
  promises that the wyrmling’s parents would not let 
  the deed go unrewarded.
  Adventurers Wanted . Should the characters 
  agree to help, the other adventurers catch up to 
  their kobold prey soon after. The adventurers’ 
  party is one spy, one knight, one acolyte, and one 
  druid. The knight will step forward and toss a 
  small pouch with 100 gp inside toward the char-
  acters. “Finder’s fee, 100 gold. Plenty fair. Parents 
  will be back soon, not worth your trouble. We 
  know these woods; we won’t be found.” The adven-
  turers will not back down—nor offer a sweeter 
  deal to the characters—days of little sleep have left 
  them on edge and ready to fight.
  Form of Dragon . Should the characters defeat 
  or otherwise dispatch the other group of adven-
  turers, they are shortly thereafter approached by 
  a black-haired woman with piercing brown eyes 
  who is wearing a flowing red dress. Zator and the 
  other kobolds fall to their knees upon sight of the 
  woman, asking for her forgiveness. Zayna (she/her) 
  waves them up and asks Zator if the characters are 
  to thank for felling the fiends who stole her babe. 
  Upon confirmation, Zayna reaches into her bag 
  of holding and tosses a pouch of 100 gp to each 
  character. “Thank you, but you should take your 
  payment and leave. The blood of these fiends has 
  desecrated this grove, and I would hate for you to 
  be caught in my cleansing flames.”
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Dropsy and the 
  Haunted Dresses
  By Katie Van Munster
  Content Warnings: genre-specific death 
  and violence, in addition to haunting and 
  loss of home
  An encounter optimized for a party of three to 
  four characters of 2nd level
  T
  he characters come upon a colorfully 
  painted wagon on the side of the road. A 
  goblin (Dropsy, he/him) wearing a pretty 
  pink dress is sitting on the ground about 
  30 feet away from it, crying. His pony is standing 
  nearby, cropping grass. 
  When the goblin sees the adventurers, he dries 
  his eyes and introduces himself as Dropsy, a trav-
  eling bard who loves singing, dancing, and pretty 
  dresses. He explains that after he camped near a 
  burial mound, the dresses in his wagon have been 
  moving on their own and throwing objects around. 
  He’s terrified of his wagon now and doesn’t know 
  what to do. He asks the adventurers if they can 
  scare off whatever is haunting the dresses (which 
  turns out to be a poltergeist).
  The Wagon
  Dropsy’s wagon is a covered wagon with wooden 
  walls and a door in the back. It is roughly five feet 
  wide and ten feet long.
  Figure Out What’s Wrong
  By making a successful DC 12 Intelligence 
  (Arcana) or (Religion), or Wisdom (Nature) check, 
  the adventurers can discern that the haunt-
  ing is not the result of a spell or curse, but an 
  undead creature.
  Poltergeist
  When the characters approach within ten feet of 
  the wagon, the doors fly open, and a hostile polter-
  geist begins throwing random objects and dresses.
  Treasure
  After they deal with the poltergeist, Dropsy thanks 
  the adventurers and gives each adventurer 5 
  gp. He also performs a song and dance for the 
  adventurers, which gives each adventurer the 
  Charm of Goblin Inspiration. The charm gives 
  adventurers the benefit of a 1d6 Bardic Inspiration 
  die. Once the Bardic Inspiration die is rolled, the 
  charm vanishes.
  Dungeon of the Year
  By Erin Tierney
  An encounter designed for characters of 
  10th level or lower
  At the crossroads, a kobold in a waistcoat and 
  straw hat barks his pitch to passersby. “Step 
  right up! Just one silver to test out the world’s 
  greatest dungeon puzzle! If you pass through, 
  you win the pot!” Beside him is a brightly-
  painted enclosed wagon, with stairs leading 
  up to the door.
  I
  f the characters are curious, Gis Snirko (CG 
  kobold, he/him) will explain that he is hoping 
  to compete in this year’s Dungeon of the Year 
  Awards and needs help from passersby to 
  refine his designs. This kobold contest aims to find 
  the best ways to protect their holy sites and tombs 
  from meddling adventurers. 
  If the characters agree to participate, they must 
  each pay a silver piece. You can choose which of 
  the three following puzzles is in the wagon. The 
  characters enter the room described in each event, 
  and the door closes behind them. If the characters 
  solve the puzzle successfully, the party receives 
  10d10 silver pieces per level of the party’s APL.
  Event: Blood Sacrifice
  Inside the wagon is a dais, etched with concen-
  tric designs, with a small concavity in the center. 
  A character who succeeds on a DC 14 Arcana 
  (Intelligence) check can tell that the dais is used for 
  blood magic.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Five silver statues are mounted on the wall 
  above the dais: a naga with sharpened fangs, a 
  pseudodragon with a sharpened stinger, an owl-
  bear with sharpened claws, a grung with a sharp-
  ened spear, and an imp with a sharpened sting. 
  A successful DC 16 Intelligence (Nature) check 
  reveals that all these creatures are venomous 
  except the owlbear.
  Solving the Puzzle . One of the characters 
  must prick their finger or otherwise use one of the 
  statues to draw blood and then wipe the blood in 
  the concavity on the dais. Doing this causes the 
  wall behind it to open up an exit out the back of 
  the wagon. If a creature pricks itself on any of the 
  statues other than the owlbear, it must succeed 
  at a DC 24 Constitution saving throw or be poi-
  soned for one hour. While poisoned in this way, the 
  creature is paralyzed. Snirko has antidotes for the 
  poison available upon exit for 10 gp each.
  Event: Diametric Magic 
  Inside the wagon is a seal carved onto the floor. 
  The seal has two halves, each engraved with sym-
  bols used to inscribe spells. A successful DC 12 
  Intelligence (Arcana) check reveals that the two 
  halves represent the schools of Evocation and 
  Abjuration, respectively.
  Solving the Puzzle . The characters must cast 
  an abjuration spell on one of themselves, then cast 
  an evocation spell that targets or damages them. 
  The seal will glow, and the back wall of the wagon 
  will open up. Snirko is amused that they were so 
  willing to fight each other.
  Event: Overthinking 
  Inside the wagon is an empty room, with two 
  things painted on the back wall: a crude painting of 
  a door, and the word “overthinking” above it.
  Solving the Puzzle . The characters must liter-
  ally break through the back wall, which has AC 15 
  and 27 hit points. However, if they use any spell 
  above a cantrip, the floor opens into a trap door 
  and dumps the characters under the wagon. If they 
  successfully break through the wall, it magically 
  reforms behind them after they exit.
  Falketh’s Cure-Alls
  By Tully R. Gibney
  An encounter optimized for four to 
  five characters of 5th level, set in Eberron
  A high-pitched whirring noise accompanied 
  by the stomping of hooves calls from behind. A 
  large, covered wagon zooms past, screeching to 
  a stop nearby. The goblin wagoner jumps from 
  her position monitoring her mechanical horses 
  and waves you down.
  F
  alketh (N goblin, she/her) is a retired 
  combat medic who travels across Eberron 
  to help people get back on their feet after 
  The Last War. Unfortunately, her travels in 
  recent days have started to become problematic, as 
  her wagon keeps being attacked by flying abomi-
  nations from the Mournland. Falketh hopes that 
  she may be able to barter with the hardy-looking 
  group of adventurers for their protection at night in 
  exchange for a ride to wherever they need to go. 
  The Wagon . The wagon’s wood is black in 
  color, with a bed that is 20 feet by 30 feet. Herbs 
  line one half, spare parts and tools on the other. 
  The entirety of the bed is shielded by a covering 
  of lilac-colored cloth; emblazoned on the back in 
  Common are the words “Falketh’s Cure-Alls.” 
  On a successful DC 14 Wisdom (Perception) 
  check, a character can notice that the covering 
  has been repaired many times, the stitch repairs 
  matching the size of the gashes in the wagon’s 
  wooden frame.
  The Horses . The horses shimmer in the hot 
  sun, their bronze shapes thin and elegant. A light-
  ning elemental is bound to each frame. A character 
  making a successful DC 12 Intelligence (Arcana) 
  check can deduce these horses were the source 
  of the whirring noise they heard before Falketh 
  zoomed past.
  Falketh . Falketh is a down-to-earth goblin who 
  is trying to make things right after The Last War. 
  She is talented in both herbs and metal, crafting 
  medicines and prosthetics for those in need. She 
  wears a lilac sundress that appears to be made 
  from the same material as the wagon covering, its 
  simplicity in contrast to the intricately decorated 
  prosthetic golden right arm she crafted for herself.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  A Deal’s a Deal
  If the characters agree to accompany Falketh, 
  they immediately head off toward the destination. 
  Falketh tells the characters to rest up now, as it’ll 
  be dark in just a few hours, and they’ll need to be 
  on high alert. The attacks have grown more vicious 
  with each passing night, and Falketh worries that 
  this could be the end tonight if these beasts are not 
  brought down.
  If the characters don’t agree to go with 
  Falketh, she will be dejected as she leaves off into 
  the sunset.
  A Bump in the Night
  Once the sun goes down, three perytons descend 
  on the wagon, slicing open the covering along the 
  top in the process. Their general tactic is to isolate 
  the characters by shoving them off the cart, then 
  circle back to finish them. 
  Falling off the Wagon . If a character falls off the 
  wagon, they take 1d6 (3) bludgeoning damage. The 
  wagon advances 40 feet every round on initia-
  tive count 20.
  Emergency Brake . The horses are startled by 
  the monsters and won’t slow down unless man-
  aged. A character who succeeds on a DC 15 Wis-
  dom (Animal Handling) check can get the horses 
  to respond to their command and keep them from 
  advancing forward in the next round. During the 
  next round in which the horses have stopped, 
  a character must succeed on a DC 12 Wisdom 
  (Animal Handling) check, or the horses will start 
  moving again during the next round.
  All’s Well that Ends Well
  Once the perytons are defeated, Falketh and the 
  characters make it to their destination without fur-
  ther trouble. As they part, Falketh tells the charac-
  ters she hopes their paths cross again soon.
  Gold Teeth
  By Bob Carnicom
  An encounter designed for characters 
  of any level 
  B
  ark (N bugbear, he/him) forages in the 
  wilderness in search of “teeth.” Bark is 
  actually referring to walnuts. When Bark 
  was young, he looked up to a bugbear 
  named Klarg who always had golden teeth around 
  his neck. To emulate Klarg, Bark discovered a wal-
  nut tree near his village and found golden paint at 
  the general store. He painted the walnuts he found 
  and called them “gold teeth.” Bark’s quest is to find 
  as many “teeth” as he can to add to his collection. 
  A few tendays ago, Bark met a traveling trans-
  muter (see appendix A) wizard who admired him 
  and his quest for “teeth.” The wizard gifted Bark 
  an alchemy jar that turns any small organic matter 
  into pure gold, so his walnuts are now truly gold 
  (albeit not truly teeth). 
  Alchemy Jar 
  Wondrous item, rare (requires attunement)
  This ceramic jar is able to hold 4 ounces of 
  organic matter. When the jar is shaken, the 
  matter turns into solid gold. The jar can only be 
  used once per day and resets at dawn.
  Bark can be found in any forest in Faerûn that 
  the characters may be traveling through. Bark 
  carries no weapons. He is equipped with a cloth 
  backpack, a leather belt with the alchemy jar and 
  a large leather pouch, and a wooden staff he uses 
  as a walking stick. When the characters approach 
  Bark, read the following text:
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  You enter a clearing in the woods with clumps 
  of wide trees with black bark scattered around 
  the clearing. Songbirds trill overhead as the sun 
  shines on the clearing, and wildflowers peek 
  through the tall grass. Hunched over and dili-
  gently scanning the ground near the cluster of 
  trees is a broad-backed bugbear.
  Encounter
  Characters may interact with Bark and may ask 
  what he is doing in the clearing. Bark explains that 
  he is looking for teeth. If the characters are willing 
  to help or have any questions, Bark will happily 
  show the characters an example of the “teeth” he 
  is looking for by pulling a walnut out of his large 
  pouch. The character may search the clearing for 
  any teeth. Use the table below to determine how 
  many teeth a character finds based on a Wisdom 
  (Survival) check. 
  Ability Score
  Quantity
  5 or under
  1
  6–10
  2
  11–15
  3
  16–20
  4
  21+
  5
  Treasure
  If Bark receives a total of 15 or fewer walnuts, 
  he rewards the party one gold “tooth” (25 gp). If 
  he receives a total of more than 15 walnuts, he 
  rewards the party five gold teeth (25 gp each). 
  Have You Come To 
  Make A Bargain? 
  By Sebrina Calkins
  An encounter for any level adventuring party; 
  setting-neutral
  A clear, joyous whistling tune drifts lazily over 
  the morning dewdrop-covered ground. Round-
  ing the bend is a large, ornately decorated 
  wagon with an arched wooden roof and pulled 
  by two axe beaks. It is driven by a dapperly 
  dressed hobgoblin sitting on a high seat. He 
  lazily brings his caravan to a halt, before waving 
  a cheerful greeting.
  A
  kram Ekrem (LN hobgoblin artificer, he/
  him) is a salesman, philanthropist, and 
  budding musician. He travels throughout 
  Faerûn, redistributing leftover wealth and 
  equipment from dungeons of fallen adventurers. 
  He dresses flamboyantly with a purple waistcoat 
  and matching purple top hat. Akram cheerfully 
  offers characters a bite to eat and a cup of tea, 
  asking about their journeys, listening eagerly to 
  their tales.
  At any time, Akram has a dozen or so magical 
  items on his person (roll as follows on the Random 
  Magic Items tables in chapter 7 of the Dungeon 
  Master’s Guide: three times on Magic Item Table 
  B, twice on Magic Item Table D, twice on Magic 
  Item Table E, twice on Magic Item Table F, twice 
  on Magic Item Table G, and once on Magic Item 
  Table H). He is willing to sell, trade, or exchange 
  (rarity for like rarity) the items in his care, as well 
  as purchase items from characters. 
  MAGIC ITEM BASE PRICE
  Rarity
  Base Price*
  Common
  100 gp
  Uncommon
  400 gp
  Rare
  4,000 gp
  Very Rare
  40,000 gp
  Legendary
  200,000 gp
  *Halved for a consumable item like a potion or scroll 
  (prices from Xanathar’s Guide to Everything)
  46
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Event: Highway Robbery
  Alternatively, characters can encounter Akram on 
  the side of the road, his caravan overturned and 
  ransacked. The axe beaks are in the distance, 
  having been scared off in the altercation. They can 
  be coaxed back with a successful DC 15 Wisdom 
  (Animal Handling) check. Akram asks the char-
  acters for help in tracking down the bandits who 
  attacked him and recovering his goods, promising 
  one magic item of their choosing to the party if 
  they are successful. 
  Characters can track down the bandits with 
  three successful DC 15 Wisdom (Perception or 
  Survival) or Intelligence (Investigation) checks. 
  The bandits are camped about half a day’s journey 
  away. They have a sentry posted, as well as an owl 
  familiar on lookout in the nearby trees. The area is 
  also trapped with an alarm spell. 
  Creatures
  There are three bandits, and an apprentice wiz-
  ard (see appendix A) sitting around a campfire, as 
  well as a scout on lookout 20 feet away. 
  Combat Adjustments
  For higher-leveled parties, use the following 
  combinations: 
  Levels 5–10: 3 bandit captains, 1 mage, 
  and 1 spy
  Levels 11–16: 3 champions (see appendix A), 
  1 war priest (see appendix A), and 1 assassin
  47
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Knit’s Traveling 
  Stockings
  by Bob Carnicom
  An encounter designed for characters of level 
  1–4; optimized for four characters with an aver-
  age party level (APL) of 2. Designed for Faerûn, 
  but appropriate for most settings.
  K
  nit’s Traveling Stockings is a mobile 
  store for knitting expert Knit Stockings 
  (NG goblin, she/her). A medium-sized 
  cart that stores Knit’s various colored 
  yarn and knitting tools, it also doubles as her store 
  where she sells knitted clothing and gear. 
  This encounter can be flexible in location. Knit 
  is well traveled and could be found anywhere in 
  Faerûn. She frequents trade routes for convenience 
  and has many friends in larger cities, especially on 
  the Sword Coast, who she could be visiting. As the 
  characters approach the cart, read the following 
  text aloud:
  The scent of wool and herbal essence fills your 
  nose as you approach a medium-sized cart 
  that is overflowing with skeins of yarn in vari-
  ous colors. A small goblin is diligently sorting 
  through an array of green yarn and talking to 
  herself while a pot of tea is brewing on a tiny 
  fire nearby.
  This area has the following features:
  Knit Stockings . See her stat block in chapter 3, 
  “Monstrous NPCs,” for more information on Knit 
  Stockings.
  The Cart . The cart is medium in size and is 
  overloaded with yarn and knitting tools. A coun-
  tertop folds down from the cart to serve as the 
  store front.
  Encounter
  The characters may ask if Knit needs any assis-
  tance or she might mention she needs help. 
  The wheels of Knit’s cart could need repair 
  because of the wear and tear of traveling. A char-
  acter who is proficient with carpenter’s tools can 
  make a DC 13 Strength check to align and fix the 
  wheels. A character may also assist by using magi-
  cal means, such as a mending spell.
  Treasure . If the characters help Knit, she offers 
  a reward of 10 gp and any piece from her wares.
  Trade
  Knit is happy to open her wares to anyone who will 
  look at her collection of yarn! Before opening the 
  cart, she will describe the various colors of green 
  she has found. See “Knit Stockings” in chapter 3 
  for a list of her wares. 
  Optional Encounter
  Instead of the encounter above, if the players are 
  more combat oriented, Knit could be on a trade 
  route and is being attacked by five bandits as the 
  characters approach. For a party below APL 2, 
  reduce the bandit count to three. For a party above 
  APL 2, add a bandit captain. Read the following 
  text as the characters approach:
  The scent of wool and herbal essence fills your 
  nose as you approach a medium-sized cart that 
  is overflowing with skeins of yarn in various 
  colors. A small goblin is standing on top of the 
  cart trying to evade several humanoids wearing 
  cloth over their mouths who brandish scimitars 
  at the goblin.
  Treasure . For helping to defend against the 
  bandits, she offers a reward of 10 gp and any piece 
  from her wares.
  Knit in Combat
  Knit is not aggressive toward any character or 
  creature. However, she has needed to fend off 
  skeletons, thieves, and wild beasts, so she is not 
  helpless. If Knit is needed in combat, refer to 
  her entry in chapter 3, “Monstrous NPCs.”
  48
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Lair Feedback
  By Thai Williams
  An encounter designed for one to six characters 
  of levels 2–7 and optimized for four characters 
  with an average party level (APL) of 4
  F
  requent bandit raids and no help from local 
  guards have caused a family of bugbears 
  to create defenses to protect their home. 
  Advertisements on local notice boards 
  promise gems and a magic item in exchange for 
  feedback on these defenses.
  Alternatively, during the party’s travels, they 
  may come across Yzmari (NG bugbear, she/her), 
  the head of the family, pacing at the end of the path 
  to their home, waiting for a group to arrive.
  Location
  After a march down a barely trodden path, 
  the forest clears to reveal a partially rebuilt 
  stone temple. Yzmari gestures to the large 
  double doors.
  The characters must test all three challenges. 
  If they fail one, Yzmari will allow them to move 
  on to test the next. 
  Handling the Doors
  A successful DC 12 Intelligence (Investigation) 
  or DC 14 Wisdom (Perception) check reveals that 
  both door handles hide mechanisms. If only one is 
  pulled, a 10-foot-square trapdoor gives way to a pit. 
  Characters must make a successful DC 12 Dex-
  terity saving throw or fall, taking 1d6 bludgeoning 
  damage. Both levers must be pulled at the same 
  time to open the doors.
  Through the Vinework
  The first chamber is a hallway lit by torches on 
  either side of the entryway and whose path is 
  obscured by vines hanging down from the ceiling.
  • A successful DC 12 Wisdom (Nature) check 
  reveals the vines are swamp tongues, a 
  corrosive plant that eats away at anything 
  non-magical. 
  • If they score a 14 or higher, they learn that the 
  vines only come out when it is light.
  Extinguishing all light causes the vines to curl 
  up and open a safe path. Alternatively, a path can 
  be carved using a blade, though the weapon’s 
  damage is permanently reduced by 1d4 + 1 if it is 
  non-magical. Otherwise, passing through the vines 
  deals 2d4 acid damage to unarmored creatures or 
  reduces the AC of any non-magical armor worn by 
  1d4 + 1. If the armor or weapons reach a penalty of 
  −5 or more, they are destroyed.
  Balancing Act
  This once-great hall is now missing its floor. 
  Instead, logs hang in a spaced grid pattern and 
  must be leapt to in order to reach the other side. 
  Characters take 1d4 bludgeoning damage if 
  they fall.
  • A successful DC 16 Strength (Athletics) 
  check allows a creature to pass over the 
  platforms quickly.
  • Two successful DC 13 Dexterity (Acrobatics) 
  checks mean a slower, more careful approach to 
  crossing with balance.
  • A character with a passive Wisdom (Perception) 
  score of 18, or who succeeds on a DC 15 
  Wisdom (Perception) check notices a safe 
  path, where specific platforms are subtly 
  fixed in place.
  Treasure
  Yzmari rewards the party with a bag of jewels with 
  a gold value of 200 times their APL, as well as an 
  item retrieved from a would-be looter, the rings of 
  many hands.
  If the party is amiable and provides meaningful 
  feedback, they are invited to stay the evening and 
  join in a communal dinner.
  Rings of Many Hands
  Wondrous Item, common (requires attunement 
  by a spellcaster)
  This item is four rings loosely connected by 
  a gold chain. The wearer can use an action 
  to cast a modified mage hand spell once per 
  day, in which four hands are created instead 
  of just one.
  49
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Local 404
  By Erin Tierney
  An encounter designed for characters of all 
  levels. Suitable for any setting with cities and 
  commonplace magical research, such as 
  Eberron or Ravnica.
  As you walk down the street, you can hear the 
  sounds of crashing and yelling. The sounds 
  emanate from a small door crammed between 
  two larger buildings. Above the door is a steel 
  sign, neatly lettered, that reads Laboratory Gob-
  lins Union Local 404.
  I
  nside is a cramped room, mostly filled with 
  cabinets and stacks of paper. There are 
  four desks among the clutter, and a framed 
  glass pane hangs down from a jointed arm 
  attached to the ceiling. When the characters enter, 
  three goblins are trying to lift one of the cabinets, 
  which has fallen on a fourth. The goblins call out 
  for help when they hear the characters enter.
  Event: Buried in Paperwork
  A cabinet full of papers has toppled sideways and 
  pinned one of the goblins who works in the union 
  office. The cabinet can be lifted with a successful 
  DC 17 Strength check. Alternatively, the charac-
  ters can remove the drawers and papers in the 
  cabinet to make it easy to lift, not requiring a 
  check. With a successful DC 18 Intelligence (Inves-
  tigation) check, the characters can organize the 
  papers that have spilled from the cabinet, helping 
  the goblins clean up after the cabinet is righted. 
  Any healing that the characters provide will also 
  be appreciated. The more the characters do to 
  help, the more grateful the goblins will be and the 
  more services they will provide from the Services 
  section below.
  Services
  After the characters lift the cabinet off the trapped 
  goblin, all four goblins thank them and introduce 
  themselves. Their names are Magrak (she/her), 
  Jenri (he/him), Bonyun (she/her), and Heel (he/
  him), the latter of whom was trapped under the 
  cabinet. They are organizers for the Laboratory 
  Goblins Union, an organization that advocates for 
  the safety and good treatment of the goblin lab-
  oratory assistants that are so often employed by 
  wizards, artificers, and other mages. They offer a 
  few services to the characters as thanks:
  Local Knowledge . Local 404 has files on all 
  nearby facilities where laboratory goblins 
  are employed. The goblins here can give you 
  information on their locations, specializations, 
  and what services they offer.
  Investigation Account . The Laboratory Goblins 
  Union hires adventurers to document and 
  sometimes even forcefully shut down unsafe 
  labs. They will pay a level-appropriate amount 
  from their investigation account, depending on 
  the service performed.
  Scrying Screen . The glass pane attached to 
  the jointed arm hanging from the ceiling is a 
  scrying screen usually used for surprise safety 
  inspections. Magrak can use it to cast the 
  scrying spell (save DC 17). When she casts the 
  spell in this way, the view through the sensor 
  appears in the glass. She will let you use it 
  once as thanks for your help and can scry on 
  any place she has seen (such as one of the local 
  laboratories) or a creature, provided that the 
  characters can produce a decent description 
  and a possession of the target creature’s. Future 
  uses may be earned through donations, favors, 
  or joining the union. Characters must prove 
  that they have worked as laboratory technicians 
  to join; having a background that grants 
  proficiency in alchemist’s supplies is sufficient.
  50
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Only You Can Fight 
  Forest Fires
  By Tully R. Gibney
  Content Warnings: Genre-specific death and 
  violence, in addition to fire, loss of housing, and 
  smoke inhalation
  An encounter optimized for four to five 
  characters of 6th level
  The smell of soot and a flash of heat catches 
  you before you can make out the smoke, 
  flames, and screams in the surrounding for-
  est. Just past the treeline to the west, you can 
  make out the burning halfling treehouses and 
  the large, hairy creatures seemingly batting 
  up at them.
  T
  he forest has been set aflame by a wan-
  dering fire elemental and its mephit 
  mischief-makers. A small halfling con-
  clave that had built their homes in the 
  trees are frantically trying to escape the deadly fire 
  engulfing their homes, aided by a druidic circle of 
  bugbears who had luckily been walking by when 
  the trees first caught flame. The druids are led by 
  an elderly and silver-haired bugbear by the name 
  of Skalga (she/her).
  The Smoke
  The smoke from the fire is heavily obscuring the 
  area, making it difficult to see. Any character mak-
  ing an ability check that relies on sight or a ranged 
  attack has disadvantage if the target is not within 
  30 feet of the character.
  The Druids
  The bugbears are trying to free a group of halfling 
  commoners trapped in the trees by using their 
  extraordinary reach. A character who succeeds 
  on a DC 12 Wisdom (Perception) check can hear 
  Skalga call out, “Hurry, we must leave this place!” 
  A character making a successful DC 16 Wisdom 
  (Insight) check can see that the halflings look 
  relieved. If a character tries to fight any of the bug-
  bears, that bugbear spends their action to Shove 
  them away and demand their help.
  Saving the Halflings
  If the characters choose to help save the halflings, 
  have each character describe how they are helping 
  and have them make an appropriate DC 14 ability 
  check. After each character has resolved a check, 
  if more characters succeeded than failed, then they 
  can get out of the forest with the bugbears and the 
  halflings safely. Otherwise, the characters come 
  face to face with the fire elemental, along with a 
  smoke mephit and a magma mephit . The crea-
  tures attack the characters on sight and must be 
  defeated if the characters hope to give the bug-
  bears and halflings enough time to escape.
  Treasure
  Once the halflings and bugbears have safely 
  escaped the forest with the help of the characters, 
  Skalga finds the characters and gives them a 
  diamond worth 300 gp, saying, “You saved many 
  lives today. May this one day do the same for one 
  of yours.”
  51
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Snazzy’s Satchel 
  of Surprises
  By Sven Truckenbrodt
  An encounter designed for any number and 
  level of characters; optimized for characters of 
  levels 3–7
  Out of nowhere, a tiny kobold tumbles straight 
  into your lap! She shakes her head as if to 
  clear it as she looks you over. “Oh, unexpected 
  customers!” she exclaims in a thin but excited 
  voice. “Do you want to make a draw?” She holds 
  out the enormous, patchy sack she’s carrying.
  S
  nazzy is a simple kobold (she/her), who 
  can be encountered practically anywhere: 
  on the road asking to share the party’s 
  campfire, drinking herself senseless 
  in a tavern, or scavenging deep in the lair of a 
  mummy lord.
  Treasure Hunter
  Snazzy travels the land with a sack, which she 
  calls her “satchel of surprises.” This magic item 
  (see sidebar) is stuffed with all kinds of useless 
  junk, invaluable artifacts, and cursed items she 
  “picked up” along the way. Snazzy might pick up 
  an “unattended” item from the characters—any-
  thing from a magical dagger in its sheath at their 
  belt to a piece of string that fell from their pocket. 
  Snazzy’s reaction to being caught typically is a 
  laconic “Well, you weren’t using it …” and an offer 
  to pull from her satchel—she even regularly tries to 
  sell a pull from the satchel to someone immediately 
  after she stole something from them! If she took 
  something from a character, they notice that the 
  item is missing when they want to use it or 1 hour 
  after it has disappeared.
  Pulling from Snazzy’s Satchel
  Snazzy encourages anyone she meets to pull from 
  her satchel of surprises (limit one per person). 
  Each pull costs 15 gp. The result of a draw from 
  her satchel can be massively beneficial as well as 
  dangerous (see sidebar). As Snazzy always says, 
  “You might not find what you want, but sometimes 
  it’s just what you need!”
  Looking for Something?
  Retrieving any particular item that has been 
  dropped into the satchel requires a successful DC 
  17 Intelligence (Investigation) check. A particular 
  item can only be retrieved in this way within 24 
  hours after dropping it into the satchel. Snazzy 
  can pull any item from the satchel without a check 
  within 24 hours after dropping it in, but she has 
  to be convinced to do so with a successful DC 14 
  Charisma (Persuasion) check, as she considers 
  this “cheating.”
  Snazzy’s Satchel of Surprises
  Wondrous item, very rare (requires attunement)
  This formless and unwieldy sack has been 
  patched so many times that it is unclear which 
  color it had originally. As an action, Snazzy can 
  reach into the satchel and retrieve a random 
  item by rolling on the Surprise table below.
  No other creature can make a pull unless 
  Snazzy allows it, with all the same rules that 
  apply to Snazzy. No other creature can attune to 
  this item unless Snazzy allows it. If Snazzy dies 
  before she allows someone else to attune to her 
  satchel of surprises, it loses its magic, becomes 
  a mundane bag, and all items stored within it 
  disappear into a pocket dimension that can 
  only be accessed via a wish spell.
  SURPRISE TABLE
  1d100
  Result
  1–40
  A random trinket from the Sample Trin-
  kets table (PHB, chapter 5)
  41–60
  A random magic item from Magic Item 
  Table B (DMG, chapter 7)
  61–67
  A random magic item from Magic Item 
  Table C (DMG, chapter 7)
  68–70
  A random magic item from Magic Item 
  Table D (DMG, chapter 7)
  71–90
  A random magic item from Magic 
  Item Table B (DMG, chapter 7), but it’s 
  cursed in some way
  91–97
  A random magic item from Magic 
  Item Table C (DMG, chapter 7), but it’s 
  cursed in some way
  98–100
  A random magic item from Magic 
  Item Table D (DMG, chapter 7), but it’s 
  cursed in some way
  52
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Temptation Den
  By Ginger (inkyginge) aka Laura 
  Armstrong 
  Content Warnings: genre-specific death and 
  violence, in addition to gambling and pit fight-
  ing (humanoid and beast)
  An encounter optimized for any number and 
  level characters.
  T
  he Temptation Den is an underground 
  fighting pit and casino. If you are looking 
  for work of a more unsavory flavor or 
  need to hire or have a meeting with some 
  of the more underground operators, this is the 
  place to come. 
  The Den is setting-neutral and can be easily 
  placed in the backroom or under a trap door of a 
  business establishment. The party could get a tip-
  off from a local bartender or an ally NPC, or they 
  might already know about it from their background.
  Cheers and the sounds of pounding fists and 
  steel against steel echo around the Temptation 
  Den. While taking in the rowdy patrons, the sul-
  len gang members, and the bellowing laughter 
  of mercenaries, you see a goblin standing on 
  top of a table, who exclaims, “Welcome to the 
  Temptation Den, where there are delights for 
  everybody, sordid to serene! Brutal to bubbly! I 
  am your host for the evening’s entertainment: 
  Zilk Scratch!”
  Zilk (he/him) is a masculine goblin. He wears a 
  red turtleneck sweater, a gold medallion, a flat cap, 
  and black-and-white checked trousers. He grins 
  widely, showing a gold tooth, and always seems 
  to have a thick cigar jutting out of one side of his 
  mouth. He seems supremely charming and has a 
  good rapport with the crowd.
  The Wheel of Fate . The Temptation Den Wheel 
  of Fate flashes and sparkles. Weird organ music 
  echoes around. There is a cabinet crammed with 
  all kinds of oddities. Four very large guards stand 
  close by in case of theft of items or to stop folks 
  trying to escape a consequence.
  Fighting Pits . There are several fighting pits, 
  where the party can fight for coin or bet on the 
  current fights. Occasionally a goblin shouts over 
  the crowds announcing the next match. (As this is 
  designed for various levels, please use DM discre-
  tion to design these encounters.)
  Dark Dealings . Mercenaries and gang mem-
  bers crowd around small tables playing card and 
  dice games. Some huddle in hushed conversation 
  or slip coin purses between themselves.
  53
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Event: The Wheel of Fate
  Playing costs 100 gp per spin. the DM may decide 
  to adjust the cost based on party level, but the idea 
  is for it to feel like a risk-versus-reward situation 
  where they could get something amazing, useless, 
  or harmful. On approaching the Wheel of Fate, 
  Zilk beckons the party toward him. “Step right up, 
  step right up, 100 gold a spin! Glorious prizes or 
  ghastly penalties!” 
  The party might ask what the worst things are 
  that could possibly happen, and Zilk will gesture 
  to his hand with a missing finger with a grin. 
  When they pull the lever, the wheel spins like two 
  hands of a clock spinning opposite directions. If an 
  adventurer chooses to pay, the player can roll twice 
  and get two prizes. After a moment, the prizes 
  magically materialize out of thin air in front of 
  the “winner.”
  THE WHEEL OF FATE PRIZES TABLE
  d100
  Prize
  1–2
  A telescopic eyepiece made of gold and 
  emeralds worth 500 gp
  2–4
  A map leading to buried treasure
  5–6
  A large single coin with a goblin face on 
  it. It was enchanted by a group of local 
  bandits who know the holder’s loca-
  tion and will ambush them at an inop-
  portune time.
  7–8
  A quiver that dispenses bright 
  green beer.
  9–10
  A map with the location of a portal to 
  some unknown land.
  11–12
  Oil of slipperiness; it’s green.
  13–14
  A potion of invisibility. When you drink it, 
  you not only become invisible but also 
  emit a constant low screaming sound for 
  the duration.
  15–16
  Dwarven cigars and a box of snuff 
  worth 10 gp.
  17–18
  A box of fireworks, all in different 
  shades of green.
  19–20
  An automaton bodyguard (use stats for 
  animated armor), loyal to the death. It 
  has a shield with Filk’s face on it.
  d100
  Prize
  21–22
  A dark, opaque ball of jelly that seems to 
  undulate. It is drawn to absorb any food 
  and drink in bags and sacks, and, if given 
  food for 10 days, it becomes a friendly 
  black pudding.
  23–24
  A dark green velvet bag of beans with 
  gold embroidery of a goblin face.
  25–26
  A grumpy-looking pet owl.
  27-28
  A magical basket of endless breadsticks.
  29–30
  A bright green robe of useful items that 
  has an embroidered picture of Zilk on the 
  back, smiling.
  31–32
  A goblin skull that they are told is an heir-
  loom of Zilk’s. The skull is called Boney; it 
  speaks and will provide moral support.
  33–34
  A large brown sack of gems worth … wait, 
  these are regular rocks that were painted 
  to look like gems.
  35–36
  The buckle gleams on this belt of giant 
  strength. The design is that of bared 
  goblin teeth.
  37–38
  A freshly-baked pie. The filling is green. If 
  eaten, the creature will have the poisoned 
  condition and vomit for a whole day. 
  However, the creature is then resistant to 
  poison damage and cannot be poisoned 
  for 2d6 days.
  39–40
  A laurel wreath placed upon the win-
  ner’s head.
  41–42
  A goblin-shaped trophy engraved with 
  the winner’s name.
  43–44
  A caricature of the winner painted by an 
  old goblin with round bottle spectacles.
  45–46
  New mounts for all! A selection of mounts 
  for the winner including a mastiff, camel, 
  mule, riding horse, and an elephant.
  47–48
  A glittering rock of untold power. It is just 
  a shiny rock.
  49–50
  A 50 gp voucher for shops in the 
  local area.
  54
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  d100
  Prize
  51–52
  An ordinary looking greatsword that 
  is haunted by the ghost of a half-elf 
  called Deliah (she/her). She is generally 
  condescending. If the party tries to get 
  rid of the sword, it appears again the 
  next dawn.
  53–54
  A potion of levitation that smells fine, but 
  tastes like old fish.
  55–56
  A gem of mist. Light blue smoke bil-
  lows inside of it, and it allows the user to 
  cast misty step once per day. The gem 
  recharges at dawn.
  57–58
  An elaborately designed small wooden 
  box that summons one biscuit/cookie 
  once per dawn. It is very filling and 
  counts as 1 food ration.
  59–60
  A folded note that reads, “The real 
  treasure is the friends you made 
  along the way.”
  61–62
  A damaged and grounded sailing ship 
  called The Itchy Feet. The ship requires 
  10 days of repairs at 20 gp per day and 
  the cost of the hirelings to be made fit. 
  63–64
  An alchemy jug intricately painted with a 
  goblin pattern.
  65–66
  A carpet of flying with a design of a gob-
  lin giving a thumbs-up on it.
  67–68
  A bag of devouring that looks like a bag 
  with a grimace, except this one has a 
  grimacing goblin face. 
  69–70
  An unhatched dragon egg; DM can 
  select color.
  71–72
  A candle that will stay lit underwater.
  73–74
  A set of matching cloaks for the party; 
  one is a cloak of billowing. 
  75–76
  This bag of holding looks like a bag with 
  a smile, except this one has a grinning 
  goblin face.
  d100
  Prize
  77–78
  A trap door opens, and the party is 
  dropped into the fighting pit against 1d4 
  berserkers. Use DM discretion to change 
  and adjust this encounter to suit level, 
  but it should be a fight against human-
  oids. The humanoids fight until uncon-
  sciousness, and a goblin cleric stands by 
  to heal them.
  79–80
  A trap door opens, and the party is 
  dropped into the fighting pit against 1d4 
  wolves. Use DM discretion to change and 
  adjust this encounter to suit level, but it 
  should be a fight against beasts.
  81–82
  The winner loses a finger of their choice; 
  the guards will restrain them if they try 
  to run away.
  83–84
  A goblin bard will create an epic saga 
  of your exploits; DM discretion on if 
  they start to follow the party around 
  as an NPC.
  85–86
  Get your money back.
  87–88
  A robot butler (use stats for homuncu-
  lus servant) with slight malfunctions. 
  The butler will try to follow simple 
  commands, but always get an element 
  wrong. Zilk describes it as the finest and 
  most dutiful of servants.
  89–90
  A chime of opening that sounds just like 
  the tune played over the Wheel of Fate.
  91–92
  A piano. Yes, a whole piano painted a rich, 
  dark green, and worth 400 gp. Good luck 
  moving it.
  93–94
  A potion of greater healing with “The 
  Temptation Den” and Zilk’s winking face 
  on the label.
  95–96
  A humanoid jawbone studded with 
  jewels and gold. This item will cast the 
  spell teleport once and then crumble 
  into uselessness.
  97–98
  Green and shimmery dust of 
  disappearance.
  99–100 A pat on the back from Zilk.
  55
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Toymaker Troubles
  By Thai Williams
  An encounter designed for two to five charac-
  ters of levels 1–5 and optimized for four charac-
  ters with an average party level (APL) of 3
  Crashing, clattering, and sounds of mayhem 
  bubble and blast from one of the buildings 
  along the road. An animated wind-powered 
  sign advertises the building as “Teshew’s 
  Toys.” A small voice screams from within; “No 
  no no no, don’t touch that! Put that down! 
  STOP! HELP!”
  T
  he voice is that of Teshew Greymaw (LG 
  goblin commoner, they/them), a skilled 
  toymaker who has transformed their 
  home into a large workspace and store-
  front. As they set about their business today, some 
  of the toys unexpectedly sprang to life and began 
  attacking everything in sight. Teshew was able to 
  find a place of safety but can now only watch as 
  their creations slowly turn all of their passions 
  into rubble.
  Workshop Interior
  A large workbench acts as the interior’s focal 
  point, with the walls lined in crafting supplies and 
  partially completed toys. At the rear is a small 
  mountain of mostly empty crates and a door lead-
  ing to whatever is left of the home’s living space. 
  From atop the crates, a goblin wearing the garb 
  of a master crafter pleads with the party to end 
  the destruction of their livelihood and, if possible, 
  not destroy the toys, which cost time, passion, and 
  coin to make.
  Creatures
  The number of animated toys (see appendix A) is 
  equal to one more than the number of characters, 
  and their primary goal is to destroy items around 
  the shop. The animated toys only attack the party if 
  provoked or once their current target is destroyed, 
  at which point they turn on the next closest object 
  or creature—including each other!
  Gems of Puppetry
  An envious competitor has hidden four glowing 
  gems in the workshop (one in each corner) that 
  have animated the toys to wreak havoc. A charac-
  ter with a passive Wisdom (Perception) score of 15 
  or higher will notice one on their first turn. Other-
  wise, characters will have to succeed on a DC 12 
  Wisdom (Perception) check to find each one hid-
  den amidst the supplies. Characters not engaged in 
  combat have advantage on these checks. 
  Teshew may prompt the party by commenting, 
  “Something or someone must have caused this!”
  Each gem is AC 12; has 15 hp and is resistant 
  to piercing damage. Destroying them all ends the 
  spell on the toys.
  Development
  The animated toys can be restrained with a suc-
  cessful grapple check. However, until the gems are 
  either removed or destroyed, they will continue to 
  try to escape. If held by something such as a rope 
  or crate, they succeed in escaping after 1d6 + 1 
  hours. Should the characters use a crate to trap the 
  toys, one of the gems becomes visible.
  Treasure
  If the party saves the toys and prevents too much 
  damage to the workshop, Teshew will happily 
  reward them with a sum of gold equal to 200 times 
  their average party level and offer to craft their 
  likeness into toys.
  Should the party destroy the toys but save the 
  workshop, Teshew will be distraught but content 
  with a functioning workshop. The party receives 
  a sum of gold equal to 100 times their average 
  party level.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Wings for Wanderer
  By Sven Truckenbrodt
  An encounter designed for any number of char-
  acters of levels 1–4
  Is that a bird? Or a dragon? Whatever it is, look 
  out, it’s going to—CRASH! In a tiny heap of 
  broken rods and torn fabric lies a young kobold 
  wearing a long red scarf and flying goggles. 
  “Not again … so sorry, really,” she mutters, as she 
  struggles to stand, rubbing her back.
  W
  anderer was born, like most kobolds, 
  without wings. There is nothing she 
  craves more than flying—so she has 
  built her own! Her contraption is not 
  finished (or safe), however, and she could really use 
  some help testing her prototype.
  Crashing Kobold!
  To avoid Wanderer crashing into them, all charac-
  ters have to succeed on a DC 13 Dexterity saving 
  throw, taking 7 (2d6) bludgeoning damage on a 
  failure. After her crash, Wanderer is at 1 hit point 
  and has one level of exhaustion. If the characters 
  can bring her back to full hit points (5) or succeed 
  at a DC 14 Wisdom (Medicine) check to mend her 
  injuries, Wanderer can help in fixing her wings. 
  Otherwise, she is too shaken to do any of the deli-
  cate work required.
  Wing Fix
  Wanderer is dejected and reluctant to share her 
  story, but she opens up if the characters show her 
  any kindness. She thinks she is so close to get-
  ting her wings to work, but she could really need 
  some help. There are so many gears to adjust 
  independently and so many little enchantments 
  to balance against each other …  She asks the 
  characters to help. Fixing the wings requires at 
  least three characters to work on it as a team, as 
  it immediately becomes apparent that Wanderer 
  simply doesn’t have enough hands to make all 
  necessary adjustments in parallel. This is a skill 
  challenge with a total of three successful skill 
  checks needed to complete it. The skill checks 
  can be anything that the characters think might 
  help, from a Dexterity (Sleight of Hand) check to 
  adjust the gears to an Intelligence (Arcana) check 
  to change some of the enchanting runes or a 
  Strength (Athletics) check to bend the rods holding 
  the wings back into shape. The base DC for each 
  check is 15. If a total of three skill checks fail, the 
  wings are beyond repair and the skill challenge 
  fails. If the characters managed to heal Wanderer, 
  she can negate one fail.
  Taking Flight
  If the characters succeed in fixing her wings, Wan-
  derer takes off for another flight—and this time 
  it works, finally! Jubilantly, she swoops around 
  and then lands to thank the characters. She is 
  eternally grateful and happily leaves them with 
  an older prototype of her wings, which acts like 
  a pair of winged boots but looks like a rucksack 
  with mechanical wings. Wanderer’s wings grant 
  her a permanent flying speed of 30 feet, which 
  she’s happy to use to the characters’ advantage if 
  they need her.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Chapter 3: Monstrous NPCs
  I
  n this chapter you will be introduced to eight 
  different NPCs to use in your settings and 
  stories. Each NPC comes with a background, 
  stat block, and rich history, with guidance on 
  how characters could come about meeting them, 
  either by befriending them or by earning their 
  ire. They are organized alphabetically, with a key 
  below for easy identification.
  NPC Name
  Race (CR)
  Abbot Dana Kobanne  
  by Tineke Bolleman
  Goblin (CR 5)
  Barry Bouncefeather  
  by Jacob Slone
  Bugbear (CR 9)
  Burning Majesty  
  by Fabby Garza
  Kobold (CR 1)
  General Tucker  
  by Sven Truckenbrodt
  Kobold (CR 5)
  Joost 
  by Tineke Bolleman
  Goblin (CR 2)
  Knit Stockings 
  by Bob Carnicom
  Goblin (CR 1)
  Smoot & Kitty 
  by Jacob Slone
  Goblin (CR6) 
  & Cat (CR 1)
  Sunshine 
  by Fabby Garza
  Bugbear (CR 1)
  Abbot Dana Kobanne
  Content Warnings: Depression and suffering 
  from prejudices
  “Be at ease, for the Order of Saint Usziongia wel-
  comes you with open arms.”
  —Abbot Dana Kobanne
  T
  he abbot is an old female goblin with 
  close-cropped gray hair. When she smiles, 
  her wrinkled face lights up. She wears a 
  dark blue robe with white accents.
  Traits
  Abbot Dana Kobanne (NG goblin cleric, she/her) 
  has the following traits:
  Personality Trait: Determined . Dana is deter-
  mined and devoted in everything she does and 
  will make sure any plan comes to fruition.
  Ideal: Leave the World a Better Place . She acts 
  through her Order to make their small part of 
  the world better, hoping that their influence 
  will spread.
  Bond: The Order of Saint Usziongia . Dana is 
  extremely devoted to her Order, living by its 
  ideals and trying to help as many as she can 
  through it.
  Flaw: Headstrong . Once Dana goes down a path, 
  she needs overwhelming evidence to make her 
  change course.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Background
  Dana Kobanne grew up in the Order of Saint 
  Usziongia. Her mother was the assistant to the 
  then-abbot, and her father was one of the monas-
  tery’s monks. The Order has no problem with its 
  members starting a family, and Dana grew up with 
  children of various ages. 
  Dana loved the monastery. The old building had 
  plenty of nooks and crannies to hide in and have 
  imaginary adventures with all manner of fantasti-
  cal creatures. Yet, she often felt stifled by the Order 
  itself. Why stay here and wait for the world to come 
  to you when you can go out and make the world a 
  better place? As she grew older, she would fre-
  quently clash with her parents for being too pacifis-
  tic and placid. 
  As a teenager, she ran away from the monastery, 
  convinced she was old, wise, and self-sufficient 
  enough to go out into the world and change it. At 
  first, her journey went very well. The lands sur-
  rounding the monastery are generally peaceful, 
  and the various villages are welcoming to travel-
  ers of all kinds. Helping others got her a hot meal 
  and a place to sleep most of the time and doing 
  some chores or menial labor would earn her a few 
  coins or food.
  But things got harder the further from home 
  she went. At first, she pushed on, figuring this was 
  precisely why she left the monastery and con-
  vinced that she was going to change all of this for 
  the better. Instead of sitting comfortably behind 
  stone walls, she was going to put her back into 
  it! But changing the world is no easy task, even if 
  those around you are receptive to it. Eventually, 
  Dana ended up in one of the big, human-centric 
  cities, where she had to live in a slum with a lot of 
  other non-humans. No one would employ a small 
  goblin with a lot of conviction but little skill. Still, 
  Dana tried to make the best of it, trying to improve 
  things for those around her. She learned many 
  harsh lessons. About being unwanted. About being 
  hated. About racism and classism. Most impor-
  tantly, about not being able to help others if you 
  first cannot help yourself. She realized that mak-
  ing the world a better place starts with yourself. 
  But if you’re stuck just surviving, concerned with 
  where your next meal and a safe place to sleep will 
  come from, there is no room for anything else.
  Disillusioned, she began the long and arduous 
  journey home. She was scared about returning, 
  and about what others would think or say or do. 
  Would she still be welcome? But when, wet, thin, 
  The Order of Saint Usziongia
  The Order of Saint Usziongia, or Usz for short, 
  follows the teachings of its patron saint. Many 
  goblin generations ago, she led part of her clan 
  away from an ongoing conflict with humans. Her 
  clan and the humans had been at war for decades, 
  each side blaming the other for mishap, misfor-
  tune, or malice, and it would often come to blows 
  and bloodshed when one side sought retribution 
  against the other.
  After trying to resolve the conflict multiple 
  times by getting both sides to talk and being 
  rebuffed, ridiculed, or even attacked, she real-
  ized that the conflict would not be resolved. Both 
  sides were too blinded by their hatred. Refusing 
  to suffer from others’ choices, she decided to give 
  up her ancestral lands. She and others traveled 
  far and set up a new community, determined to 
  learn from the past. She led the other goblins and 
  devoted herself to helping all those she could.
  She was said to have formidable magic pow-
  ers, and after she passed, the remaining goblins 
  started calling her a saint. Usziongia’s story drew 
  other goblins, and the small community kept 
  growing and building.
  Today there is a monastery on the spot where 
  Usziongia’s house had been. The order accepts 
  members of any race who are willing to put aside 
  their differences and dedicate their lives to those 
  in need. The monastery functions independently 
  and grows its own food, raises livestock, and even 
  has a small orchard. There is an expansive herb 
  garden within its walls to help with their healing 
  efforts, and many monks take time to travel and 
  seek out new plants that have a beneficial nature.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Abbot Dana Kobanne
  Small humanoid (goblinoid), neutral good
  Armor Class 11  
  Hit Points 71 (13d6 + 26)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2)  12 (+1)  14 (+2)  12 (+1)  16 (+3)  10 (+0)
  Saving Throws Wis +6
  Skills Insight +6, Perception +6, Stealth +5
  Senses darkvision 30 ft., passive Perception 16
  Languages Common, Goblin
  Challenge 5 (1800 XP) Proficiency Bonus +3
  Nimble Escape. As a goblin, Abbot Kobanne can 
  take the Disengage or Hide action as a bonus 
  action on each of her turns.
  Spellcasting. Abbot Kobanne is a 7th-level 
  spellcaster. Her spellcasting ability is Wisdom 
  (spell save DC 14, +6 to hit with spell attacks). 
  She has the following cleric spells prepared:
  Cantrips (at will): guidance, mending, resistance, 
  thaumaturgy
  1st level (4 slots): bless, detect magic, guiding bolt, 
  sanctuary 
  2nd level (3 slots): calm emotions, hold person, 
  prayer of healing
  3rd level (3 slots): fear, mass healing word, 
  tongues
  4th level (1 slot): guardian of faith
  ACTIONS
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d6 + 2) bludgeoning damage.
  and filthy, she knocked at the monastery doors, she 
  was welcomed back with open arms. Many tears 
  were shed, as she had been away for five years and 
  was a teenager no longer, but a young adult.
  It took Dana a long time to get used to mon-
  astery life again. For a time, she was depressed 
  and lost her motivation and joy in the world. Dana 
  could not forget her experiences away from the 
  monastery. They filled her mind and supported the 
  walls she had put up around her heart. She had 
  almost forgotten how people treated each other 
  and that, here, she did not have to be suspicious of 
  their words or intentions.
  It took Dana longer to overcome her experi-
  ences then it had taken her to live through them. 
  However, being loved again, and getting guidance 
  and therapy eventually got her back to loving life. 
  In time, she could see that in her bad experiences, 
  there had also been good ones … the little acts of 
  kindness and generosity that she had been feeling 
  too down to see at that time came back to her. She 
  still wanted to make the world a better place, but 
  her drive was now tempered by experience. She 
  dedicated herself fully to learning the ways of Saint 
  Usziongia: how to care for others, both physically 
  and mentally, and learning how much it takes to 
  keep a community like this going. After years of 
  dedication, she was chosen by the other monks as 
  the new Abbot of the Order of Saint Usziongia.
  As An Ally
  At her age, Dana is not likely to venture far from 
  the monastery, but she provides food and shelter to 
  anyone visiting the monastery and willing to abide 
  by its rules. If anyone is in need of further aid, 
  whether physical or spiritual, she makes sure they 
  are provided for. Having had a long and fulfilling 
  life, she is always ready to lend an ear, use a spell 
  to heal, or to be a steadying rock in turbulent emo-
  tional waters. 
  As An Adversary
  Dana will not allow any harm to befall those under 
  her care. If someone enters the monastery under 
  false pretenses, or would seek to attack it, she will 
  bring her considerable magical might to bear. She 
  will incapacitate her adversaries, and bolster and 
  heal her allies.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Barry 
  Bouncefeather
  Content Warnings: Genre-specific death, 
  violence, ostracization, guilt, and grief
  “The difference between a thief and a king is the 
  place they were born, the amount of coin they 
  were given, and the family they had. Different cir-
  cumstances, same hurt. Same person.” 
  — Barry Bouncefeather
  W
  eaving in and out of the crowd and 
  surrounded by small children, with 
  the smallest riding on his shoulders, 
  is a bugbear. His armor is dented, 
  rusted, seems to be cobbled together from several 
  different sources, and is caked with mud. A large, 
  well-used but well-maintained sword hangs on his 
  belt, which is girded to keep his tunic closed as 
  much as to keep the hunger out. 
  Traits
  Barry Bouncefeather (LG bugbear paladin, 
  he/him) has the following traits:
  Personality Trait: Measured . Slow to 
  anger. Ever Patient. Loves to laugh. 
  Unquestionably generous.
  Ideal: Generous . Everyone deserves a second 
  chance, and children deserve a world 
  without pain.
  Bond: Redeemer . Illmater redeemed him, so he 
  lives to ease the suffering of others.
  Flaw: Gullible . Barry is inherently trusting, even 
  to his own detriment.
  Background
  Barry is now a paladin who has taken the Oath 
  of Redemption, but he wasn’t always so nice. He 
  spent most of his adolescent years as part of a 
  mercenary group called the Bonecrushers, taking 
  what he could and giving back nothing but sorrow. 
  He delighted in being cruel and was wholly with-
  out mercy. 
  The Bonecrushers had been hired to clear out 
  a village of gnomes that stood in the way of the 
  construction of a noble’s vineyard. As he murdered 
  and pillaged, he encountered a child, much smaller 
  than he ever thought possible. The little one stared 
  up at him with the same expression that Barry had 
  so often looked at his own father—with fear. 
  Thoughts began to swirl in Barry’s head. How 
  many children had he made orphans? How many 
  were left on their own or worse? Wracked by guilt, 
  Barry knew what he had to do. He screamed for 
  the child to run, while he turned on his compatri-
  ots. At first, they thought that he was kidding, toy-
  ing with the kid to make the kill that much sweeter. 
  When Barry sunk his axe into a companion’s skull, 
  the Bonecrushers fell into a bloodthirsty rage. 
  Barry’s compatriots beat him, stripped him, 
  and left him for dead in the smoking ruins of the 
  gnome village. He had failed to do anything mean-
  ingful to protect the village. He wandered for forty 
  days and forty nights, sticking to back roads and 
  ducking out of sight in shame, refusing to look at 
  or speak with anyone until he came upon a monas-
  tery to the broken god, Illmater. There, he worked 
  for the cloister, learning to build instead of destroy-
  ing and how to love instead of hate. 
  After nearly a year of self-flagellation, fasting, 
  and prayers for absolving him of his pain and trans-
  gressions, on his twenty-first birthday, Illmater 
  responded. Barry’s body was hit with excruciating 
  agony as he experienced every pain, physical and 
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  emotional, that he had ever wrought. He endured 
  this pain, crying, but not screaming. Accepting that 
  this was the punishment for his actions, he asked 
  for the chance to make it right. A soothing, fatherly 
  voice in his ear said, “If you want, then you shall 
  have. Give freely, as I have given to you.”
  And with that he was released. His fur was 
  matted with sweat and blood, but he was free. He 
  was broken, and then made new. Barry vowed to 
  stop harm where he found it. To uplift the poor, 
  shame the rich, and to bring low the haughty to 
  raise the humble were his new goals. He became 
  Illmater’s paladin. 
  Barry moved to the Field Ward of Waterdeep, 
  setting up a small toy shop in the place that he felt 
  had the most pain. His toys are clockwork marvels 
  made from repurposed metal found around the 
  ward, and of driftwood from the sea. Word spread 
  of the artisan of the Field Ward and soon folk of 
  all walks of life were clamoring for his toys. Yet 
  he kept his shop in the ward. If the nobles wanted 
  to see and experience the fruits of his labor, 
  they would have to walk the muddy, sewage-strewn 
  streets. He charged the rich a fair sum for his 
  wares and used the coin he took from them to 
  improve the lives of those around him. 
  Barry Bouncefeather
  Medium humanoid (bugbear), lawful good
  Armor Class 18 (+2 shield)  
  Hit Points 130 (20d10 + 20)
  Speed 30 ft.
   STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2)  16 (+3)  13 (+1)  10 (+0)  14 (+2)  20 (+5)
  Saving Throws Wis +7, Cha +10
  Skills Insight +7, Medicine +7, Persuasion +10, 
  Religion +7, Stealth +8
  Senses darkvision 30 ft., passive Perception 15
  Languages Common, Goblin
  Challenge 9 (5,000 XP) Proficiency Bonus +5
  Fighting Style: Protection. Barry can use his 
  reaction to impose disadvantage when a creature 
  he can see attacks a target other than himself that 
  is within 5 feet of him while wielding a shield.
  Aura of the Guardian. When a creature within 
  30 ft feet of Barry takes damage, he can use 
  his reaction to magically take that damage, 
  instead of that creature taking it. This feature 
  doesn’t transfer any other effects that might 
  accompany the damage, and this damage can’t be 
  reduced in any way.
  Rebuke the Violent. Immediately after an attacker 
  within 30 feet of him deals damage with an attack 
  against a creature other than himself, Barry can 
  use his reaction to force the attacker to make a 
  Wisdom saving throw against his spell save DC. 
  On a failed save the attacker takes radiant damage 
  equal to the damage it just dealt, half as much on 
  a successful save.
  Spellcasting. Barry is a 20th-level spellcaster. 
  His spellcasting ability is Charisma (spell save DC 
  18, +10 to hit with spell attacks). Barry has the 
  following paladin spells prepared:
  1st level (4 slots): ceremony, compelled duel, 
  protection from evil and good, purify food 
  and drink, sanctuary, sleep
  2nd level (3 slots): calm emotions, hold person, 
  lesser restoration, warding bond, zone of truth
  3rd level (3 slots): counterspell, create food and 
  water, daylight, hypnotic pattern, magic circle
  4th level (3 slot): aura of life, banishment, Otiluke’s 
  resilient sphere, staggering smite, stoneskin
  5th level (2 slot): dispel evil and good, 
  hold monster, raise dead, wall of force
  ACTIONS
  Multiattack. On his turn, Barry can take two 
  greatsword attacks with his action.
  Greatsword. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing 
  damage + 4 (1d8) radiant damage.
  Lay On Hands (100 hp/day). As an action, Barry 
  can touch a creature restore a number of hit 
  points to that creature up to the maximum 
  amount. Alternatively, he can expend 5 hit points 
  to cure the target of one disease or neutralize one 
  poison affecting it. He can cure multiple diseases 
  and neutralize multiple poisons with a single use 
  of Lay on Hands, expending hit points separately 
  for each one.
  Cleansing Touch (5/Day). Barry can use his action 
  to end one spell on himself or on one willing 
  creature that he touches.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Barry takes delight in making people smile and 
  laugh. No child leaves his hovel without a stick 
  of candy or a toy. Every spring at Caravance, he 
  dresses as old Caravas and brings toys to all the 
  homes in the Field Ward. When there are disputes, 
  Barry steps in and helps, and when there is pun-
  ishment to be dealt to children for stealing, Barry 
  steps in and takes it in the name of Illmater. For 
  the first time in his life, Barry is truly happy. 
  As An Ally
  Barry is often willing to help adventurers with 
  extra muscle if it means setting things right, 
  bringing people to justice, or making things better 
  for the folks in the Field Ward. This is especially 
  true if it is without the involvement of the City 
  Watch (which he feels is corrupt), though Barry 
  will insist that the quarreling individuals do things 
  his way through talking first and, if it does come 
  to violence, that they seek to incapacitate rather 
  than kill. Barry is against violence, knowing first-
  hand how it feeds itself in a never-ending cycle. 
  That being said, turning the other cheek does not 
  mean being a doormat. Barry will defend himself 
  with violence, killing if he must. This is height-
  ened when defending children, or people that he 
  cares about. 
  Barry often has a supply of healing potions he 
  has purchased for use in the Field Ward, and he 
  will heal the injured and sick as best as he can. 
  As a devotee of Ilmater, he also volunteers himself 
  to suffer any physical punishments that are levied 
  against adventurers by the government of Water-
  deep, particularly if he feels they are being unfairly 
  targeted. 
  He will also carve toys for the party. Most he 
  will provide at cost, but if one of the party has 
  the urchin or haunted one background, they will 
  receive theirs for free. He charges nobles two or 
  three times the normal asking price. 
  As An Adversary 
  Although it is extremely hard, if not impossible, to 
  make Barry Bouncefeather angry, as he even tends 
  to let personal slights slide, he doesn’t take abuse. 
  If the characters rob anyone in the Field Ward, 
  or cause harm to those he cares about, Barry 
  will track them down himself to get them to set 
  things right. 
  If the party decides to escalate to violence, Barry 
  will oblige them. He will not kill them, but will 
  seek to render them unconscious, take all of their 
  items, armor, and sell them for coin to help the folk 
  of the Field Ward or those whom the characters 
  have wronged. He will warn others who he trusts 
  to help him keep the peace about the Ward, and 
  the characters will find that the residents, mer-
  chants, and people are unwilling to help, or may 
  even be hostile to the party. If Barry says that the 
  party is not to be trusted, the residents of the ward 
  will shun them. 
  If they are a continued nuisance, Barry will try 
  to thwart any plans that they have in the future 
  until the party takes steps to make amends. He 
  will mention to the City Watch that the adventurers 
  have proven themselves to be troublemakers and 
  that they should be watched at all times. He will 
  also send word to members of various criminal 
  networks that these people are not to be trusted. 
  While the Xanathar and other crime lords don’t 
  like Barry, they respect him as an adversary and 
  the party will find it difficult, or impossible to 
  find work.
  The merchants outside the ward won’t really 
  care, as most don’t care about the ward. Yet they 
  do recognize Barry as an honest man, and the 
  characters may find that the prices for items that 
  they wish to purchase have increased, or that the 
  things they sell bring significantly less.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Burning Majesty
  Content Warnings: Gender dysphoria
  “HALT, all who hear me! I, the great Burning Maj-
  esty, will amaze and impress you with my athletic 
  ability! You will laugh, you will cry, you will be in 
  awe!!! … Feel free to applaud.”  
  — Burning Majesty
  T
  hough their stature might be small, they 
  stand as if they were 8 feet tall, their tail 
  wagging excitedly at all times. Their skin, 
  a mix of reddish-brown tones, is matched 
  with a black mask with orange flames covering 
  the top of their face, with the bottom of their jaw 
  revealing their sly smile. A stylish but flexible 
  blouse and a pair of trousers complete their outfit, 
  along with a flowing cape. 
  Traits
  Burning Majesty (LN kobold performer, they/them) 
  has the following traits:
  Personality Trait: Flamboyant . Burning is loud, 
  both in volume and personality, making sure 
  everyone in the room knows who they are. 
  They do not stand still they strut back and forth, 
  arms moving as they talk, tail constantly swing-
  ing, their mouth and mind keeping pace.
  Ideal: Spotlight . The world’s a stage and accord-
  ing to Burning Majesty, they are its star! Every-
  one’s eyes must always be on them and if they 
  aren’t, Burning will think of a new act or scheme 
  to get themselves in the spotlight.
  Bond: All About Me . If Burning sees an opportu-
  nity to grab the spotlight they will take it. They 
  try to be the hero, the star, and ALWAYS want to 
  be the distraction. 
  Flaw: Cunning . Burning Majesty is opportunistic 
  and throws their lot with whoever has a better 
  chance of bringing them adoration. Of course, 
  you are more likely to be adored by performing 
  heroics and saving people, less so if you join the 
  evil tyrant in imprisoning everyone.
  Background
  Burning Majesty grew up around people who 
  didn’t understand them, calling them by a name 
  that they never had a connection with, and expect-
  ing them to conform to the life their parents and 
  grandparents had: Grow up, take your place in the 
  community, act the same way as everyone else, 
  find a partner, have offspring, grow old, die, be 
  buried in a tomb … with a name that never felt quite 
  theirs. Burning always knew two things: they were 
  destined for the spotlight, and they had no use for a 
  binary system of gender. 
  When Burning was young, they saw a travelling 
  troupe of performers. They had never seen any-
  thing quite like it. So loud, so colorful—everyone 
  in the troupe was incredibly unique and incredibly 
  themselves, no one was conforming, no one was 
  trapped by societal expectations. This was every-
  thing Burning had always dreamt of but could 
  never imagine to be true. It changed them forever. 
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  In particular, the Great Lion, a masked nonbinary 
  performer who tumbled and flew across the stage, 
  left a huge impression on them. After the show, 
  Burning sneaked into the back to try to meet the 
  Great Lion. A tall and muscular human found 
  them skulking around and, after some nervous 
  stammering, Burning explained they just wanted 
  to meet The Great Lion. The human smiled a big 
  happy smile and pulled the Great Lion mask from 
  their pocket.
  After that day, Burning practiced every day, 
  honing their body until it was the perfect tool for 
  their performances. That day, they left home with 
  their homemade performing outfit and the first 
  of what would be a long line of masks. Burning’s 
  parents never really understood them, but as long 
  as performing and traveling brought happiness to 
  Burning, they would support and wish them luck.
  Burning has been on the road for years, per-
  forming displays of tumbling, acrobatics, juggling, 
  and sometimes, if they can get a volunteer or two, 
  displays of their fighting abilities.
  As An Ally
  If the adventurers can convince Burning to join 
  them in their quest, or if Burning overhears 
  the adventurers talking about the glory a quest 
  could bring, they’ll try to join in—and join in the 
  spotlight.
  As An Adversary
  If the adventurers’ plans would take away the spot-
  light from Burning, or if the adventurers refuse to 
  let Burning join, Burning will either try to com-
  plete the quest first to claim the glory, or confront 
  the adventurers in a loud, public way to prove that 
  Burning is the true hero in the story.
  Burning Majesty
  Small humanoid (kobold), lawful neutral
  Armor Class 12  
  Hit Points 15 (6d6 − 6)
  Speed 30 ft.
   STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA
   15 (+2)  15 (+2)  9 (−1)  
  8 (−1)  
  7 (−2)  13 (+1)
  Skills Athletics +5, Acrobatics +5, Performance +4
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Draconic
  Challenge 1 (200 XP) 
  Proficiency Bonus +3
  Sunlight Sensitivity. While in sunlight, Burning 
  Majesty has disadvantage on attack rolls, as 
  well as on Wisdom (Perception) checks that 
  rely on sight.
  Evasion. If Burning Majesty is subjected to an 
  effect that allows them to make a Dexterity 
  saving throw to take only half damage, they 
  instead take no damage if they succeed on the 
  saving throw, and only half damage if they fail.
  ACTIONS
  Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 2) bludgeoning damage.
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  General Tucker
  “He’s a TACTICAL GENIUS!”  
  —Kintyap, 
  kobold flying cavalry
  T
  he small figure has his back to you, scaly 
  feet protruding from a billowing black 
  cloak. He spins around on his heel, 
  impressive cigar protruding from a con-
  fident grin, lapels heavy with medals. He stands 
  barely more than two feet tall, but it feels like he is 
  towering above you all.
  Traits
  General Tucker (LG kobold legendary commander, 
  he/him) has the following traits:
  Personality Trait: Tactical Genius . General 
  Tucker is a born military leader, beloved by his 
  troops, calm under pressure, and famous for 
  salvaging even the direst of situations.
  Ideal: Bahamut’s Plan . General Tucker trusts his 
  patron Bahamut implicitly and follows his grand 
  scheme to free the kobold race from Tiamat’s 
  subjugation.
  Bond: Compassion . General Tucker doesn’t see 
  his soldiers as expendable and the responsibility 
  for their lives weighs heavy on him.
  Flaw: Overconfidence . General Tucker has grown 
  a bit too accustomed to winning. 
  Background
  General Tucker grew up in a kobold tribe that 
  was firmly under the claw of the evil dragon god 
  Tiamat. Her priests kept the lower castes in 
  subjugation and threw away their lives point-
  lessly in suicidal charges against much more 
  powerful adventurers and heroes.
  Tucker’s units, however, always miracu-
  lously survived these encounters! They did not 
  exactly return victorious—but they did return. 
  At first, this earned him recommendations 
  and praise from the priests of Tiamat—but 
  soon they began to wonder if he was just 
  skirting his assignments, instead. They sent him 
  and his unit on ever more suicidal missions—but he 
  brought his soldiers back, every time!
  Tucker had started to use his missions away 
  from the tribe to look for ways out. The bond 
  between the soldiers in his unit had grown with 
  each mission, and they collectively realized that 
  there must be more to life than fulfilling Tiamat’s 
  ever more ridiculous requests. Being able to sur-
  vive their missions and live their lives gave them 
  this new perspective.
  But what could they change? Where could they 
  turn? Was there any alternative to life under Tia-
  mat’s claw? Tucker found their way out when his 
  unit was tasked with stealing a holy artifact from a 
  temple of Bahamut. It was an egg, allegedly sired 
  by the good dragon god himself, and protected by 
  a conclave of platinum dragons. The mission went 
  awry when new soldiers added to his unit last min-
  ute by Tiamat’s priests mutinied, and a desperate 
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  struggle broke out—kobold against kobold, 
  amongst enraged dragons!
  Tucker escaped, somehow, with the egg in his 
  clutches. And the egg started to speak to him, 
  whispering the instructions of Bahamut. His old 
  tribe still hunts General Tucker and his soldiers, 
  to this day. Tucker’s group have made all who 
  worship Tiamat their enemies, but the Platinum 
  Conclave that protected Bahamut’s egg is not 
  exactly on their good side, either. General Tucker 
  would love to fix this—he did steal the egg, but only 
  to preserve it from being taken to Tiamat—but all 
  his attempts have ended in storms of fire … maybe 
  an outside negotiator could help?
  As An Ally
  General Tucker shines in desperate situations. He 
  can make the impossible happen and extricate his 
  allies from seemingly unwinnable scenarios. He is 
  not likely to just squash the problem for them (he 
  works best with oblique tactics; head-on assaults 
  that are likely to throw away his soldiers’ lives are 
  not his style), but he can give the party the chance 
  to live another day and attack the problem again, 
  after better preparation.
  The tactical genius of General Tucker can come 
  in handy when planning difficult missions. His 
  specialization in battlefield infiltration and stealth 
  means that he can scout out areas for the char-
  acters or help insert them into areas they would 
  otherwise have to fight their way into at great cost.
  General Tucker
  Small humanoid (kobold), lawful good
  Armor Class 14 (chain shirt; 19 with 
  Tactical Genius) 
  Hit Points 67 (15d6 + 15)
  Speed 30 ft.
   STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (−1)  13 (+1)  12 (+1)  18 (+4)  13 (+1)  16 (+3)
  Saving Throws Int +7
  Skills History +7, Insight +4, Nature +7
  Condition Immunities frightened
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Draconic
  Challenge 5 (1800 XP) Proficiency Bonus +3
  Surprise! General Tucker and any ally within 10 
  feet of him can take the Hide action as a bonus 
  action on their turns. They also gain a +10 bonus 
  to the roll.
  Tactical Genius. General Tucker and any of his 
  allies within 60 feet of him cannot be surprised. 
  General Tucker adds his Intelligence bonus to his 
  AC and all of his saving throws if he has an ally 
  within 10 feet of him. Any of his allies within 10 
  feet of him add his Intelligence bonus to their 
  saving throws.
  ACTIONS
  Dagger. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Sling. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 4 (1d4 + 2) 
  bludgeoning damage.
  Field Command. General Tucker issues a 
  command to one of his allies who can hear him 
  within 60 feet of him. As a reaction, the ally can 
  immediately take the Attack, Dash, Disengage, 
  or Hide action. The ally can only make one attack 
  when taking the Attack action in this way.
  LEGENDARY ACTIONS
  General Tucker can take 2 legendary actions, 
  choosing from the options below. Only one leg-
  endary action can be used at a time and only at 
  the end of another creature’s turn. General Tucker 
  regains spent legendary actions at the start 
  of his turn.
  Outflanked! (1 Action). General Tucker calls in 
  reinforcements. Seemingly out of nowhere, 1d4 
  kobolds and 1 winged kobold appear within 30 
  feet of the general. They can all act immediately 
  and act immediately after General Tucker on 
  subsequent turns.
  Outmaneuvered! (1 Action). General Tucker and 
  any other creature of his choice within 30 feet 
  of him can use their reaction to move up to 
  their movement speed. This movement does 
  not provoke opportunity attacks.
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  As An Adversary
  General Tucker’s missions sometimes don’t leave 
  him much margin for errors, and he is forced to 
  adopt a “shoot first, ask questions later” stance. It’s 
  not that he doesn’t want to resolve matters peace-
  fully, but that he cannot take the risk. Such situa-
  tions pain the general and he tries to avoid them 
  whenever possible. Unfortunately, misunderstand-
  ings do happen, especially if, in his absence, some 
  of his soldiers execute an order a little too much to 
  the letter. 
  For example, should the characters be after an 
  artifact in a dungeon that the general is there to 
  retrieve as well, the party might run into sentries 
  before encountering Tucker himself. Or the general 
  might see himself forced to wrest the artifact from 
  the party’s grasp to prevent them from potentially 
  misusing it.
  Such clashes don’t involve unnecessary blood-
  shed, as the general is not interested in killing 
  where it is not needed, and he also wants to spare 
  his own troops.
  Inspiration
  General Tucker is inspired by two pieces of 
  pop culture:
  “Tucker’s Kobolds” is an infamous article 
  in Dragon Magazine No. 127, about how one 
  Game Master used kobolds to make high-level 
  parties run in panic. It’s an example of how 
  even the most insignificant and most generic-
  seeming creatures can be empowered and 
  imbued with agenda. 
  The Tactical Genius Meme goes back to a 
  ridiculous rule in the Warhammer 40k tabletop 
  game, where the famous General Creed unit 
  could surprise opponents by springing units 
  onto the battlefield that should be impossi-
  ble to hide, such as tanks the size of a hous-
  ing block. 
  Kobolds are awesome, but they shouldn’t 
  really make sense—the perfect combination!
  Joost
  Content Warnings: Anger management issues
  “Hello, fellow traveler. Do you need a hand?” 
  — Joost
  A 
  spry three feet tall, Joost wears simple 
  brown robes with grass stains at the 
  knees. He carries a bucket filled with 
  gardening tools, and a pair of gardening 
  gloves are tucked in his belt. A few stray leaves 
  stick out of his unruly mop of hair.
  Traits
  Joost (NG goblin druid, he/him) has the 
  following traits:
  Personality Trait: Can-do Mentality . He is always 
  willing to try something or lend a hand, even if 
  he is unfamiliar with it.
  Ideal: Make the World a Better Place . He 
  believes that when we work together and do our 
  best, we can make the world a better place, one 
  small step at a time.
  Bond: Devoted to the Order of Saint Usziongia . 
  Feeling that the order of Saint Usz saved him 
  and gave him a place in life, Joost is exception-
  ally devoted to it.
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  Flaw: Quick to Anger . While usually able to con-
  trol his outbursts, Joost has a short fuse when 
  pushed and needs to withdraw to calm down.
  Background
  Joost grew up on a farm just outside a tiny goblin 
  village. He liked the peace and quiet of nature. 
  From a young age, he showed a real knack for 
  tending to both plants and animals. 
  However, as he grew older and other aspects 
  of life gained more prominence, he had a disquiet 
  in his head that he couldn’t stop. He was some-
  times angry for no apparent reason and destroyed 
  things out of feelings of helplessness. To prevent 
  those he loved from suffering, he felt he needed to 
  leave his home.
  Joost wandered around for a few years, taking 
  odd jobs, never fitting in or being in one place long 
  enough to bring his talents to bear. Eventually, he 
  ran into a trader at a tavern who had just delivered a 
  load of beer. The trader told him of a monastery, two 
  days’ travel away. The monastery was run by goblins 
  who followed Saint Usziongia’s teachings and took 
  in those who needed a place to stay and recover.
  Unsure but tired of wandering, Joost set off for 
  the monastery, where he was welcomed with open 
  arms by the Order of Saint Usz. The monks first 
  made sure he was well fed and rested, then started 
  to work with him on his anger issues. Progress 
  was slow, and many a time, Joost was frustrated, 
  sometimes to the point of leaving for a few days or 
  even tendays. But he always came back. The mon-
  astery and its inhabitants gave him peace.
  Joost has been part of the Order of Saint Usz 
  for years now. He has learned to control his anger 
  and even tap into some magical abilities. He 
  greatly enjoys working in the monastery’s gardens 
  and with the beehives and loves helping out with 
  brewing the beer the monastery sells to help with 
  its upkeep. He feels that he has found a place and 
  a purpose. And while he is not the most socially 
  adept monk, he is always willing to lend an ear.
  As An Ally
  Joost helps any wanderer who comes to the mon-
  astery. He has minor magical powers that he often 
  uses to help grow things, but he can also use them 
  for healing. He and the other monks are proficient 
  in long-term care for the wounded, and other 
  monks can provide mental care counseling.
  Joost also gladly helps anyone he encounters 
  along the road when making a beer delivery and 
  will let people hitch a ride on his cart (if it does not 
  become too heavy for the ponies), deliver messages 
  along his route, or provide an animal messenger 
  if needed.
  As An Adversary 
  Joost will not attack anyone, humanoid, animal, or 
  plant, but he will defend himself or others if they 
  are attacked. He prefers non-lethal options, seeking 
  to delay or incapacitate, using magic like entangle. 
  However, those actively seeking to harm others, 
  or the Order of Saint Usz, can count on heavy resis-
  tance. The monks will defend themselves and those 
  in their care with lethal force if necessary. Being a 
  diverse lot, these skilled goblins employ both magi-
  cal defenses and mundane traps for protection. 
  Joost
  Medium humanoid (goblinoid), neutral good
  Armor Class 11  
  Hit Points 27 (5d8 + 5)
  Speed 30 ft.
   STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0)  12 (+1)  13 (+1)  12 (+1)  15 (+2)  11 (+0)
  Skills Nature +3, Perception +4, Stealth +5
  Senses darkvision 60 ft., passive Perception 14
  Languages Common, Druidic, Goblin
  Challenge 2 (450 XP) 
  Proficiency Bonus +2
  Nimble Escape. Joost can take the Disengage or 
  Hide action as a bonus action on each of his turns.
  Spellcasting. Joost is a 4th-level spellcaster. His 
  spellcasting ability is Wisdom (spell save DC 12, 
  +4 to hit with spell attacks). He has the following 
  druid spells prepared:
  Cantrips (at will): druidcraft, guidance, mold earth
  1st level (4 slots): create water, longstrider, 
  healing word, speak with animals
  2nd level (3 slots): animal messenger, 
  lesser restoration
  ACTIONS
  Quarterstaff. Melee Weapon Attack: +2 to hit, 
  reach 5 ft., one target. Hit: 3 (1d6) bludgeoning 
  damage, or 4 (1d8) bludgeoning damage if used 
  with two hands.
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  Knit Stockings
  “Now, where did I put the Coquelicot and Smarag-
  dine yarn?”
  — Knit Stockings
  K
  nit is a small goblin who has wrinkled 
  green skin and large black eyes that are 
  magnified through oversized glasses. 
  Knit is likely wearing an assortment of 
  knitted clothing and accessories in bright colors 
  that go well with her skin tone. The smell of herbal 
  tea and wool fills the air around her. With exper-
  tise in knitting caps, socks, mittens, blankets, and 
  the like, Knit always has her needles at the ready, 
  strapped to her knitting utility belt.
  Traits
  Knit Stockings (NG goblin merchant, she/her) has 
  the following traits:
  Personality Trait: Chatty . Knit can spend hours 
  telling passersby about all the shades of green 
  yarn that she owns. She will not forget to men-
  tion the many odd and rare colors of yarn in the 
  back of her cart!
  Ideal: Collector . It doesn’t matter how far 
  Knit travels, there is always more yarn to be 
  discovered.
  Bond: Dedicated . Where there is a will, there is 
  something to knit.
  Flaw: Leporiphobia . Knit has a fear of rabbits, for 
  reasons that cannot be explained.
  Background
  Knit has travelled far and wide, all over the conti-
  nent of Faerûn. She left her home in The High For-
  est a long time ago and aspires to find every color 
  of yarn there is. Her clan of goblins, bugbears, 
  and an ogre named Grog, fully supported Knit’s 
  journey and she still sends home knitted goods 
  from time to time. Knit’s largest project has been 
  stockings for Grog, which took her several months 
  to knit and had to be delivered by a giant eagle. 
  Knit began her journey through the lands of 
  the Sword Coast, from Neverwinter all the way to 
  beyond Candlekeep. From there she continued her 
  travels to the east and southern parts of Faerûn. 
  She has traveled nearly the whole continent, except 
  for the Far North, which will be the last places she 
  travels because of the weather. Knit is working on 
  a cold weather suit but hasn’t quite perfected the 
  insulation needed for the deadly temperatures of 
  the Far North.
  Knit does not have any immediate family but 
  has made many friends on her travels. Adventurers 
  may notice some of her works across the world, 
  most famously Mordenkainen’s Marvelous Mit-
  tens. She always finds strangers to meet and hear 
  their stories. Knit has been able to trade lodging 
  for knitted goods or her own stories of her travels. 
  Her favorite story to tell is when she came face to 
  face with a green dragon! Knit tells the tale of how 
  a dragon spotted her cart overturned on the side 
  of a trail, with no one in sight to assist. The dragon 
  swooped down and landed with a loud thump on 
  the ground next to her, its eyes focused on the 
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  small goblin. Then, the dragon effortlessly flipped 
  the cart upright and didn’t even damage any of her 
  yarn! In return for the dragon’s help, Knit crafted 
  clawed mittens specially made to keep the dragon’s 
  paws warm during the winter.
  Knit’s quest for yarn has been fruitful. The 
  common colors were quite easy to find, but the 
  real challenge has been with finding the rare or 
  mysterious colors of yarn. Some colors of yarn, 
  such as “The Great Pale” or “Tethyr Turquoise,” 
  only exist in certain regions of Faerûn. Some yarn 
  has a history of how it came to be, and others were 
  made by accident through mysterious events. Most 
  notable in Knit’s collection is the yarn acquired 
  from the dwarves of The Great Rift. “Lighter than 
  Gold” is made of solid gold but is the same weight 
  as any other yarn. Knit conserves this yarn, as it is 
  the rarest one in her collection, and she only has 
  one skein.
  Knit may be small in stature, but her heart has 
  no boundaries. Knit loves to sit and chat over a 
  cup of herbal tea with travelers. She learns their 
  stories and is known to dance to any ballad sung. 
  She also offers comfort in the form of knitting 
  gear and accessories. Her most popular knitted 
  item is Knit’s Utility Belt, a finely knit belt that 
  can hold just about any tool or small weapon. 
  Fitted and sized perfectly for the wearer, it is a 
  comfortable accessory for any adventurer! Knit is 
  delighted to accessorize all sorts of folks with her 
  knitted goods.
  Knit’s Utility Belt
  Wondrous Item, common
  This knit fitted belt can hold an such as “The 
  Great Pale” or “Tethyr Turquoise” tools or small 
  weapons snugly on the wearer. Commonly 
  worn draped on the shoulder across the chest, 
  each belt is individually fitted by Knit Stockings 
  for maximum comfort and convenience.
  As An Ally
  Knit is more than willing to help travelers navigate 
  and give directions, as she has likely been to wher-
  ever the adventurers are going. All Knit wants in 
  exchange is a story about a character or about the 
  group. While the story is told, Knit will brew a pot 
  of tea and listens intently while knitting.
  Knit is happy to open her wares to anyone who 
  will look at her collection of yarn! Knit sells an 
  assortment of knitted clothing and equipment in a 
  wide range of colors. Knit can also custom make 
  any of her accessories for an additional cost of 
  5 gp. They can be delivered by courier if the buyer 
  cannot wait. Knit has the following items in stock:
  KNIT’S TRAVELING STOCKINGS
  Item
  Cost
  Knit’s Utility Belt
  10 gp
  Mittens
  5 sp
  Scarf
  1 gp
  Cap
  1 gp
  Coin pouch
  2 gp
  Stockings
  5 gp
  Backpack
  8 gp
  Potion koozie
  1 gp
  Knit Stockings
  Small humanoid (goblinoid), neutral good
  Armor Class 11 (knitted clothing)
  Hit Points 21 (6d6)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   8 (−1)  14 (+2)  10 (+0)  10 (+0)  12 (+1)  14 (+2)
  Skills Sleight of Hand +6, Stealth +6, 
  Persuasion +4
  Senses darkvision 30 ft., passive Perception 13
  Languages Common, Goblin
  Challenge 1 (200 XP) 
  Proficiency Bonus +4
  Nimble Escape. Knit can take the Disengage 
  or Hide acion as a bonus action on each 
  of her turns.
  ACTIONS
  Multiattack. Knit can use both of her needles 
  to attack twice.
  Knit’s Needles. Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) 
  piercing damage.
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  Smoot & Kitty
  “Some call him brilliant, others a menace. I call 
  Smoot a friend… None of us are wrong.”
   
  — Barry Bouncefeather 
  T
  he interior of the shop is bigger than 
  expected, with long rows of packages and 
  nicknacks that smell strongly of gun-
  powder. Perched precariously on top of 
  a maple wood counter is a goblin, about three feet 
  in height, with messy, spiky white and black hair, 
  welder’s goggles, and a soot-covered leather apron. 
  He is arguing loudly with what appears to be either 
  a small panther or quite a large black house cat 
  with glowing yellow eyes. He’s attempting to coax 
  the animal into a very rickety-looking rocket pack.
  Traits
  Smoot (CG goblin wizard, he/him) has the 
  following traits:
  Personality Trait: Excitable . Smoot can’t stay 
  still. He refers to himself in the third person and 
  delights in explosions.
  Ideal: A Hunger for Learning . There is no greater 
  pursuit than the search for more knowledge; 
  how to apply that knowledge is up to others. 
  To see someone smile from being helped is its 
  own reward. 
  Bond: More Knowledge . Smoot has an intense 
  desire for knowledge. He sells fireworks to pur-
  chase books to continue his education. 
  Flaw: Impulsive . Smoot acts on impulse, without 
  regard for safety. He refuses to learn names and 
  has a hard time telling people no because he is 
  afraid they will hate him. 
  Background
  Smoot can’t tell you much about what he had for 
  breakfast this morning, or even if he had break-
  fast this morning, but he can tell you stories of his 
  goblin family. He’ll tell you that his father was a 
  tinkerer and his mother made fantastic fermented 
  foods. He’ll tell long-winded tales of his grand-
  father, the wizard of the family, who taught him 
  about components and how to bend the fabric 
  of reality to his will. How much of it is real, how 
  much of it is showmanship, and how much of it 
  is to cover up what really happened to that family 
  is moot, as all of Smoot’s tales end abruptly. 
  “Smoot is Smoot, and Smoot no here to talk about 
  past! Here to sell boom!” he will say with an over 
  excited smile. 
  Smoot studied at most of the magical academies 
  in Waterdeep. He was a brilliant student, surpris-
  ing many of his fellow students. However, despite 
  his aptitude, he could be forgetful, evidenced by the 
  time he almost blew up Blackstaff Tower because 
  he confused the incantation for fire bolt with fire-
  ball, or the time he forgot to set the protective cir-
  cle for containment while summoning a bone devil.
  The Watchful Order of Magists and Protectors, 
  while generally amused by Smoot, banned him 
  from further study; this led to Smoot establishing 
  his fireworks shop, which the order allowed him 
  to set up in Waterdeep, providing he didn’t “make 
  anything too heinous.” 
  Smoot had only one problem: he had no funds, 
  and no one was willing to loan him the gold to start 
  the shop. It is unclear where Smoot received the 
  coin to start Smoot & Kitty’s Emporium of Fine 
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  Boom and Kitty Num-Nums. Some claim that he 
  received the gold from the Xanathar. Others claim 
  that he sold his soul for coin. Smoot himself claims 
  that his familiar, Kitty, gave him most of the funds 
  to start the business, and that is why there is a 
  whole section dedicated in his shop to luxury cat 
  items, such as self-filling bowls, high-end cat-
  nip, and self-moving toys. However he did it, the 
  small rocket-shaped tower stands in Waterdeep. 
  It catches attention hourly, as it shoots out steam 
  and harmless sparks as if it is about to blast off 
  into the sky.
  Familiar: Kitty
  “1,001 days in the Pit of Baator is nothing com-
  pared to this.” 
  — Kitty (translated), 
  on being put in a tuxedo for the grand 
  opening of Smoot & Kitty’s Emporium 
  of Fine Boom and Kitty Num-Nums 
  Aggaz once had power and fame in the Nine Hells. 
  He was one of the best dealmakers in the business 
  and could swindle you out of your soul and you’d 
  thank him for it. 
  How he found himself as a familiar for the hap-
  less Smoot as punishment is a story for another 
  time. But over the years, as he has been blown up, 
  shot, set on fire, and forced to go into the theatre, 
  Smoot
  Small humanoid (goblinoid), chaotic good
  Armor Class 12
  Hit Points 49 (9d6 + 9)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0)  14 (+2)  12 (+1)  19 (+4)  8 (−1)  16 (+3)
  Saving Throws Int +8, Wis +3
  Skills Arcana +8, Investigation +8
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Goblin
  Challenge 6 (2300 XP) Proficiency Bonus +4
  Nimble Escape. Smoot can take the Disengage or 
  Hide action as a bonus action on each of his turns.
  Sculpt Spells. When Smoot casts an evocation 
  spell that affects other creatures that he can see, 
  he can choose a number of them equal to 1 + the 
  spell’s level. The chosen creatures automatically 
  succeed on their saving throws against the spell, 
  and they take no damage if they would normally 
  take half damage on a successful save.
  Potent Cantrip. When a creature succeeds on a 
  saving throw against one of Smoot’s cantrips, the 
  creature takes half the cantrip’s damage (if any) 
  but suffers no additional effect from the cantrip.
  Spellcasting. Smoot is a 9th-level spellcaster. 
  His spellcasting ability is Intelligence (spell save 
  DC 15, +8 to hit with spell attacks). He has the 
  following wizard spells prepared:
  Cantrips (at will): fire bolt, shocking grasp, 
  mage hand, prestidigitation
  1st level (4 slots): burning hands, detect magic, 
  find familiar, magic missile
  2nd level (3 slots): Snilloc’s snowball storm*, 
  Aganazzar’s scorcher*
  3rd level (3 slots): counterspell, fireball, 
  Melf’s minute meteors
  4th level (3 slots): fire shield, 
  Mordenkainen’s private sanctum
  5th level (1 slot): mislead
  * See appendix B, “Magic Spells”
  ACTIONS
  Cherry Bomb. Ranged Weapon Attack: +5 to hit, 
  reach 5 ft. or range 20/30 ft., one target. Hit: 4 
  (1d8 fire damage.)
  Firecrackers. Choose a point within 50 feet. 
  Creatures within a 5-foot radius of the chosen 
  point must make a DC 15 Dexterity saving throw 
  or take 3d4 fire damage.
  Dwarven Candle. A dwarven candle is a long, 
  brightly colored tube with a fuse. As an action, you 
  can ignite the fuse, firing four balls of colored light. 
  Make a ranged attack at a target within 30 feet 
  for each ball of light. On a hit, the target takes 1d4 
  fire damage.
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  Aggaz has come to accept this role. If you could 
  understand his sarcastic meows, he would tell you 
  he only stays because of the spell, his sentence, 
  and a sense of responsibility. In reality, the black 
  cat loves Smoot in the same way that most people 
  love their adorable, overexcited lap dogs. 
  As An Ally
  Smoot will go out of his way to help anyone that 
  comes into his shop. On one hand, Smoot is truly 
  a caring individual who delights in helping oth-
  ers and seeing them happy. On the other hand, 
  because of rejection anxiety, Smoot is also a 
  people-pleaser, afraid that others will absolutely 
  hate him, which sometimes causes less scrupulous 
  people to take advantage of him, much to Kitty’s 
  chagrin. Smoot sells gunpowder by the keg, horn, 
  and barrel, and will often make deals for fireworks 
  sold in bulk. Smoot will also craft any common or 
  uncommon magic item at a 25 percent markup.
  Smoot sells the following nonmagical, 
  single-use items:
  FIREWORKS
  Item
  Cost
  Weight
  Cherry Bomb (20)
  1 gp
  1lb
  Firecrackers (10)
  1 gp
  1lb
  Sparklers (30)
  1 gp
  1lb
  Skyrockets (5)
  10 gp
  1lb
  Dwarven Candle (3)
  1 gp
  1lb
  Novelties (10)
  1sp
  1lb
  Smoke Bombs (20)
  1 sp
  1lb
  Cherrybomb (Range 20/30 ft .) . A small bomb 
  the size and color of a cherry. When thrown, make 
  a ranged attack against a creature or object. On a 
  hit, the target takes 1d4 fire damage. 
  Firecrackers . Twenty small cylinders braided 
  into a strip to fire in rapid succession. Choose a 
  point within 20 feet. All creatures within a 5-foot 
  radius centered on the point must make a DC 15 
  Dexterity saving throw or take 3d4 fire damage.
  Sparklers . A metal stick coated in gunpow-
  der. Once lit, the sparkler emits dim light and a 
  shower of sparks in a 5-foot radius for 30 seconds. 
  Kitty
  Tiny fiend (cat), lawful evil 
  Armor Class 12
  Hit Points 2 (1d4)
  Speed 40 ft., climb 30 ft.
    
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  3 (−4) 15 (+2) 10 (+0) 22 (+6) 18 (+4) 24 (+7)
  Skills Perception +8, Stealth +4
  Senses darkvision 30 ft., truesight 120 ft., 
  passive Perception 14
  Challenge 1 (200 XP) 
  Proficiency Bonus +4
  Keen Smell. Kitty has advantage on Wisdom 
  (Perception) checks that rely on smell.
  Devil’s Sight. Magical darkness doesn’t impede 
  Kitty’s darkvision.
  Shapechanger (1/Day). As a bonus action on his 
  turn, Kitty can Shapechange into a panther.
  ACTIONS
  Claws. Melee Weapon Attack: +4 to hit, reach 
  5 ft., one target. Hit: 1 slashing damage.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
  The target must make a DC 11 Constitution 
  saving throw, taking 10 (3d6) poison damage 
  on a failed save, or half as much damage on a 
  successful one.
  Why Did Smoot Name 
  Kitty “Kitty”? 
  Smoot has a hard time remembering names. He 
  also has trouble with fine details and remember-
  ing how past events flow together. Many a cus-
  tomer has ended up in the wrong ward because 
  they had the misfortune of asking directions of 
  Smoot. It’s just how his brain works.
  As such, Smoot refuses to learn names and 
  off-handedly names things —and people—after 
  descriptions of what they look like or what 
  function they serve. It’s much easier to remem-
  ber “Big Beard Guy” than “D’waleth, the Second 
  Son of Dwevenor, First Stonemason of the Great 
  Dwarven Kings” … much to D’waleth’s dismay. 
  Though if you happen to cause Smoot great pain, 
  fear, or he generally doesn’t like you, he has no 
  problem recalling your name. 
  Thus, no matter how much Kitty protests, 
  hisses, spits, and growls that his name is most 
  certainly not Kitty, Kitty is what Smoot calls him.
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  A creature touched with a lit sparkler takes 1d4 
  fire damage.
  Skyrocket (Range 75/300 ft .) . A large rocket 
  that shoots into the sky showering the area with 
  sparks, or at a group of creatures in range. Each 
  creature in a 20-foot-radius sphere centered on 
  that point must make a Dexterity saving throw. 
  A target takes 4d6 fire damage and 4d6 thunder 
  damage on a failed save, or half as much damage 
  on a successful one. The fire spreads around cor-
  ners. It ignites flammable objects in the area that 
  aren’t being worn or carried.
  Dwarven Candle . A long, brightly colored tube 
  with a fuse. As an action, you can ignite the fuse, 
  firing four balls of colored light. Make a ranged 
  attack at a target within 30 feet for each ball of 
  light. On a hit, the target takes 4d4 fire damage.
  Novelty Fireworks (Range 5/10 ft .) . Small 
  packages of mostly harmless effects, usually 
  designed to look like a papier-mache creature or 
  weapon. If thrown, on a successful hit the creature 
  takes 1d4 fire damage and is set on fire. The target 
  takes 1d4 fire damage at the start of each of its 
  turns. A creature can end this damage by using its 
  action to make a DC 10 Dexterity check to extin-
  guish the flames.
  Smoke Bombs (Range 20/30 ft .) . Small bombs 
  the size of a cherry that emits a cloud of thick, 
  colored smoke. Choose a point within 30 feet and 
  throw the bomb. It emits a cloud of smoke in a 
  10-foot radius, centered on the point. Creatures 
  in the radius have half cover and creatures fir-
  ing into the smoke or out of it have disadvantage 
  on their attacks. 
  As An Adversary
  Smoot is genuinely a good-hearted individual, and 
  a people pleaser. He will never, under any circum-
  stances, attempt to consciously start a fight. 
  If the party attempts to harm Smoot, Smoot will 
  attempt to flee, and will fight only to protect him-
  self. He will utilize stock on the shelves to put as 
  much distance between himself and the offending 
  party as possible. He is also not afraid to torch the 
  place and let it explode as he runs out the door.
   If Smoot escapes, he will avoid guards (who 
  tend to not quite understand how good-hearted 
  Smoot is) and he will go straight to his friend 
  Barry Bouncefeather, a bugbear redeemer paladin 
  who lives in the city’s slums. 
  If Kitty sees anyone shoplift, he will alert 
  Smoot, who will gently admonish the person and 
  offer to cut them a deal if they don’t have enough 
  gold … much to Kitty’s chagrin. Kitty will then 
  proceed to harass the characters in other ways. 
  The characters may notice that the town’s mice 
  tend to swarm around them, giving them disadvan-
  tage on Stealth. Lesser devils that owe Kitty favors 
  will also work to impede any good rapport that the 
  characters have around the city, generally fram-
  ing them for nuisances and aggravating pranks. 
  This ends as long as the characters make it up to 
  Smoot, generally by apologizing. If the characters 
  do not make things right with Smoot, Kitty will 
  call in greater and greater favors with more pow-
  erful devils to make the characters’ lives, quite 
  literally, a living hell. 
  Sunshine
  “She is a sweetheart who would not hurt a fly, but 
  the whole town WILL hunt you down if you make 
  her cry.” 
   
  — Patience, local priest
  A 
  physically intimidating presence at first 
  blush, Sunshine’s body language reveals 
  that she’s more scared of you than you 
  are of her. Her shy brown eyes constantly 
  glance away, as if terrified of making contact. She 
  anxiously twines her short, curly black hair with 
  fingers adorned with finely trimmed and painted 
  claws. She wears a disheveled blue summer dress 
  with a floral print and a pair of cute but comfort-
  able shoes.
  Traits
  Sunshine (CG bugbear fighter, she/her) has the 
  following traits:
  Personality Trait: Quiet Smiles . Sunshine is shy 
  and awkward. She constantly looks away and 
  fumbles her words, but if someone responds 
  positively to something she says, her face lights 
  up with a huge smile.
  Ideal: Cautious . To Sunshine, the world is scary 
  and dangerous, but sometimes there are kind 
  people who don’t judge you on appearances.
  Bond: Mediator . If Sunshine sees someone being 
  hurt or attacked, she will intercede. She cannot 
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  Sunshine
  Medium humanoid (goblinoid), chaotic good
  Armor Class 14
  Hit Points 32 (5d8 + 10)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  16 (+3)  14 (+2)  13 (+1)  8 (−1)  11 (+0)  9 (−1)
  Skills Stealth +5, Survival +5
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Goblin
  Challenge 1 (200 XP) 
  Proficiency Bonus +3
  Brute. Sunshine’s melee attacks deal one extra 
  die of damage when she hits with an attack.
  Surprise Attack. If Sunshine surprises a creature 
  and hits with an attack during the first round 
  of combat, the target takes an extra 7 (2d6) 
  damage from the attack.
  ACTIONS
  Multiattack. Sunshine makes two attacks 
  on her turn. 
  Fist. Melee Weapon Attack: +6 to hit, 
  reach 5 ft., one target. Hit: 8 (2d4 + 3) 
  bludgeoning damage.
  tolerate seeing others bullied or harassed; she 
  has been where they are.
  Flaw: Too Trusting . She is incredibly eager 
  and willing to trust if anyone treats her 
  with kindness.
  Background
  Sunshine was raised as a male and was an effec-
  tive and brutal soldier—a wall of meat and muscle 
  to be sent to war. She hated this. She hated the 
  constant pressure to be the loudest, biggest, most 
  masculine bugbear around. After years of training 
  and fighting, she decided something had to change 
  and fled her band in the middle of the night. She 
  went to some witches and alchemists she had 
  heard about in rumors and whispers; they helped 
  her start the slow journey of becoming herself. 
  Sunshine chose her name as a reminder 
  that sunshine can clear away even the darkest 
  moments. She started to do odd jobs for the people 
  in town, such as construction, cleaning, cooking, 
  fieldwork, deliveries, and quickly endeared herself 
  to the townsfolk with her kindness and hard work. 
  When not working odd jobs, Sunshine likes sew-
  ing and creating her own clothes; flowing dresses 
  are her favorites. 
  As An Ally
  If the adventurers earn Sunshine’s trust and 
  friendship, she will fight alongside them as long as 
  they aren’t hurting innocents. She would never vol-
  unteer, for fear of not being good enough, but if an 
  adventurer were to treat her kindly and ask about 
  her clothing, she might agree to make them some.
  As An Adversary
  Sunshine will attack the adventurers if she sees 
  or learns of them hurting innocent folk. She will 
  jump in headfirst, regardless of whether she has 
  weapons or armor, and try to provide distraction 
  to allow the innocents to escape.
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  Appendix A: Creature Stat Blocks
  T
  his appendix contains all the stat blocks 
  not found in the Monster Manual or 
  Player’s Handbook, for your reference. 
  The Creature Stat Blocks table indicates 
  which adventure(s) or encounter(s) each crea-
  ture appears in. The source for each creature 
  is included as well.
  Animated Toy
  Tiny construct, unaligned
  Armor Class 12
  Hit Points 6 (2d6)
  Speed 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (−2)  14 (+2)  10 (+0)  4 (−3)  
  4 (−3)  
  4 (−3)
  Damage Immunities Psychic, Poison
  Condition Immunities Blinded, Charmed, 
  Deafened, Poisoned
  Senses passive Perception 7
  Languages — 
  Challenge 1/8 (25 XP) 
  Proficiency Bonus +2
  Nimble Frame. The small and sleek frame of the 
  toy allows it to dodge precision strikes more easily. 
  Attacks made against it, that deal piercing damage, 
  are made at disadvantage.
  ACTIONS
  Vicious Attack. Melee Weapon Attack: +0 
  to hit, reach 5 ft., one target. Hit: 1 (1d6 − 2) 
  bludgeoning damage.
  CREATURE STAT BLOCKS
  Creature
  Appears in…
  Source
  Animated Toy
  Toymaker Troubles (ch 2, “Monstrous Encounters”)
  NAMQ1
  Apprentice Wizard
  Have You Come to Make a Bargain? (ch 2, “Monstrous Encounters”)
  VGTM
  Baba Lysaga
  Gobbo Yaga’s Missing Hut (ch 1, “Monstrous Adventures”)
  CoS
  Baba Lysaga’s Creeping Hut
  Gobbo Yaga’s Missing Hut (ch 1, “Monstrous Adventures”)
  CoS
  Broom of Animated Attack
  Gobbo Yaga’s Missing Hut (ch 1, “Monstrous Adventures”) and 
  Klarg vs. Evil Dead (ch 1, “Monstrous Adventures”)
  CoS
  Champion
  Klarg vs. Evil Dead (ch 1, “Monstrous Adventures”) and
  Have You Come to Make a Bargain? (ch 2, “Monstrous Encounters”)
  VGTM
  Giant Termite
  A Mound of Trouble (ch 1, “Monstrous Adventures“)
  VGTM
  Gnome Alchemist
  A Mound of Trouble (ch 1, “Monstrous Adventures”)
  Kobold Inventor
  Dragon Dance (ch 2, “Monstrous Encounters”)
  VGTM
  Kobold Scale Sorcerer
  Dragon Dance (ch 2, “Monstrous Encounters”)
  VGTM
  Transmuter
  Golden Teeth (ch 2, “Monstrous Encounters”)
  VGTM
  War Priest
  Have You Come to Make a Bargain? (ch 2, “Monstrous Encounters”)
  VGTM
  SOURCES: CoS (Curse of Strahd), NAMQ1 (Not Another Monster Quest, Vol. 1), VGTM (Volo’s Guide to Monsters)
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  Apprentice Wizard
  Medium humanoid (any race), any alignment
  Armor Class 10
  Hit Points 9 (2d8)
  Speed 30 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  10 (+0)  10 (+0)  10 (+0)  14 (+2)  10 (+0)  11 (+0)
  Skills Arcana +4, History +4
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/4 (50 XP) 
  Proficiency Bonus +2
  Spellcasting. The apprentice is a 1st-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 12, +4 to hit with spell attacks). It has 
  the following wizard spells prepared:
  Cantrips (at will): fire bolt, mending, prestidigitation
  1st level (2 slots): burning hands, disguise self, 
  shield
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +2 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) 
  piercing damage.
  Baba Lysaga
  Medium humanoid, chaotic evil 
  Armor Class 15 (natural armor)
  Hit Points 120 (16d8 + 48)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   18 (+4)  10 (+0)  16 (+3)  20 (+5)  17 (+3)  13 (+1)
  Saving Throws Wis +7
  Skills Arcana +13, Religion +13
  Senses passive Perception 13
  Languages Abyssal, Common, Draconic, 
  Dwarvish, Giant
  Challenge 11 (7,200 XP) Proficiency Bonus +4
  Shapechanger. Baba Lysaga can use an action to 
  polymorph into a swarm of insects (flies), or back 
  into her true form. While in swarm form, she has 
  a walking speed of 5 feet and a flying speed of 30 
  feet. Anything she is wearing transforms with her, 
  but nothing she is carrying does.
  Blessing of Mother Night. Baba Lysaga is shielded 
  against divination magic, as though protected by a 
  nondetection spell.
  Spellcasting. Baba Lysaga is a 16th-level 
  spellcaster. Her spellcasting ability is Intelligence 
  (spell save DC 17, +9 to hit with spell attacks). Baba 
  Lysaga has the following wizard spells prepared:
  Cantrips (at will): acid splash, fire bolt, light, 
  mage hand, prestidigitation
  1st level (4 slots): detect magic, magic missile, 
  sleep, witch bolt
  2nd level (3 slots): crown of madness, enlarge/
  reduce, misty step
  3rd level (3 slots): dispel magic, fireball, 
  lightning bolt
  4th level (3 slots): blight, Evard’s black tentacles, 
  polymorph
  5th level (2 slots): cloudkill, geas, scrying
  6th level (1 slot): programmed illusion, true seeing
  7th level (1 slot): finger of death, mirage arcane
  8th level (1 slot): power word stun
  ACTIONS
  Multiattack. Baba Lysaga makes three attacks with 
  her quarterstaff.
  Quarterstaff. Melee Weapon Attack: +8 to hit, 
  reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning 
  damage, or 8 (1d8 + 4) bludgeoning damage if 
  wielded with two hands.
  Summon Swarms of Insects (Recharges after a 
  Short or Long Rest). Baba Lysaga summons 1d4 
  swarms of insects. A summoned swarm appears in 
  an unoccupied space within 60 feet of Baba Lysaga 
  and acts as her ally. It remains until it dies or until 
  Baba Lysaga dismisses it as an action.
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  Baba Lysaga’s Creeping Hut
  Gargantuan construct, unaligned
  Armor Class 16 (natural armor) 
  Hit Points 263 (17d20 + 85)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   26 (+8)  7 (−2)  20 (+5)  1 (−5)  
  3 (−4)  
  3 (−4)
  Saving Throws Con +9, Wis +0, Cha +0
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, 
  deafened, exhaustion, frightened, paralyzed, 
  petrified, prone
  Senses blindsight 120 ft. (blind beyond this radius), 
  passive Perception 6
  Languages —
  Challenge 11 (7,200 XP) Proficiency Bonus +4
  Antimagic Susceptibility. The hut is incapacitated 
  while the magic gem that animates it is in the area 
  of an antimagic field. If targeted by dispel magic, 
  the hut must succeed on a Constitution saving 
  throw against the caster’s spell save DC or fall 
  unconscious for 1 minute.
  Siege Monster. The hut deals double damage to 
  objects and structures.
  ACTIONS
  Multiattack. The hut makes three attacks with its 
  roots. It can replace one of these attacks with a 
  rock attack.
  Root. Melee Weapon Attack: +12 to hit, reach 60 ft., 
  one target. Hit: 30 (4d10 + 8) bludgeoning damage.
  Rock. Ranged Weapon Attack: +12 to hit, 
  range 120 ft., one target. Hit: 21 (3d8 + 8) 
  bludgeoning damage.
  Broom of Animated Attack
  Small construct, unaligned
  Armor Class 15 (natural armor) 
  Hit Points 17 (5d6)
  Speed 0 ft., fly 50 ft. (hover)
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   10 (+0)  17 (+3)  10 (+0)  1 (−5)  
  5 (−3)  
  1 (−5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, 
  deafened, exhaustion, frightened, paralyzed, 
  petrified, prone
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 7
  Languages —
  Challenge ¼ (50 XP) 
  Proficiency Bonus +2
  Antimagic Susceptibility. The broom is 
  incapacitated while in the area of an antimagic 
  field. If targeted by dispel magic, the broom must 
  succeed on a Constitution saving throw against 
  the caster’s spell save DC or fall unconscious 
  for 1 minute.
  False Appearance. While the broom remains 
  motionless and isn’t flying, it is indistinguishable 
  from a normal broom.
  ACTIONS
  Multiattack. The broom makes two melee attacks.
  Broomstick. Melee Weapon Attack: +5 to 
  hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) 
  bludgeoning damage.
  REACTIONS
  Animated Attack. If the broom is motionless 
  and a creature grabs hold of it, the broom makes 
  a Dexterity check contested by the creature’s 
  Strength check. If the broom wins the contest, it 
  flies out of the creature’s grasp and makes a melee 
  attack against it with advantage on the attack roll.
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  Champion
  Medium humanoid (any race), any alignment
  Armor Class 18 (Plate)
  Hit Points 143 (22d8 + 44)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   20 (+5)  15 (+2)  14 (+2)  10 (+0)  14 (+2)  12 (+1)
  Saving Throws Str +9, Con +6
  Skills Athletics +9, Intimidation +5, Perception +6
  Senses passive Perception 16
  Languages any one language (usually Common)
  Challenge 9 (5,000 XP) Proficiency Bonus +4
  Indomitable (2/Day). The champion rerolls a failed 
  saving throw.
  Second Wind (Recharges after a Short or Long 
  Rest). As a bonus action, the champion can regain 
  20 hit points.
  ACTIONS
  Multiattack. The champion makes three attacks 
  with its greatsword or its shortbow.
  Greatsword. Melee Weapon Attack: +9 to hit, reach 
  5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, 
  plus 7 (2d6) slashing damage if the champion has 
  more than half of its total hit points remaining.
  Shortbow. Ranged Weapon Attack: +6 to hit, 
  range 80/320 ft., one target. Hit: 5 (1d6 + 2) 
  piercing damage, plus 7 (2d6) piercing damage 
  if the champion has more than half of its total hit 
  points remaining.
  Giant Termite
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 18 (4d8)
  Speed 30 ft., burrow 20 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   14 (+2)  12 (+1)  11 (+0)  3 (−4)  
  7 (−2)  
  7 (−2)
  Skills Perception +0
  Damage Vulnerabilities cold, fire
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 10
  Languages —
  Challenge 1/4 (50 XP) Proficiency Bonus +2
  Sunlight Sensitivity. While in sunlight, the giant 
  termite has disadvantage on attack rolls.
  ACTIONS
  Digest Wood. The giant termite attempts to bite a 
  non-magical object made from wood. If the object 
  isn’t worn or carried, it consumes approximately 4 
  cubic inches of the wood. If the object is being worn 
  or carried by a creature, that creature can make a 
  DC 12 Dexterity saving throw to avoid the bite.
  If the object bitten is wooden armor or a wooden 
  shield, it takes a permanent and cumulative −1 
  penalty to AC. Armor reduced to AC 10 or a shield 
  that drops to a +0 bonus, is destroyed. If the object 
  touched is a wooden weapon, it takes a perma-
  nent and cumulative −1 penalty to damage. If that 
  reaches −5, the weapon is destroyed.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 5 (1d4 + 2) piercing damage.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Gnome Alchemist
  Small humanoid (gnome), any chaotic alignment
  Armor Class 13 (16 with mage armor)
  Hit Points 23 (5d6 + 5)
  Speed 25 ft.
  STR  
  DEX 
  CON 
  INT 
  WIS 
  CHA
  8 (−1)  
  16 (+3)  12 (+1)  17 (+3)  13 (+1)  15 (+2)
  Skills Arcana +5, Deception +4, History +5, 
  Persuasion +4
  Senses darkvision 60 ft., passive Perception 11
  Languages Common, Gnomish
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Gnome Cunning. The gnome has advantage on 
  Intelligence, Wisdom, and Charisma saving throws 
  against magic.
  Spellcasting. The gnome alchemist is a 2nd-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 13, +5 to hit with spell attacks). It has 
  the following wizard spells prepared:
  Cantrips (at will): mage hand, minor illusion, 
  prestidigitation
  1st level (3 slots): mage armor, magic missile, 
  shield, Tasha’s hideous laughter
  ACTIONS
  Acid Vial. Ranged Weapon Attack: +5 to hit, range 
  20 ft., one target. Hit: 7 (2d6) acid damage.
  Magic Missile (expends a 1st-level spell slot). The 
  gnome creates three magical darts. Each dart hits 
  a creature the gnome chooses within 120 feet of it 
  and deals 3 (1d4 + 1) force damage.
  Tasha’s Hideous Laughter (expends a 1st-level 
  spell slot). The gnome targets a creature with an 
  Intelligence score of 5 or above they can see within 
  30 ft. That creature must succeed on a DC 13 
  Wisdom saving throw or fall prone, becoming 
  incapacitated with laughter. The creature can retry 
  the saving throw on its turn or when injured, which 
  gives it advantage on the saving throw.
  Kobold Inventor
  Small humanoid (kobold, lawful evil)
  Armor Class 12
  Hit Points 13 (3d6 + 3)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  7 (−2)  15 (+2)  12 (+1)  8 (−1)  
  7 (−2)  
  8 (−1)
  Skills Perception +0
  Senses darkvision 60 ft., passive Perception 0
  Languages Common, Draconic
  Challenge ¼ (50 XP) 
  Proficiency Bonus +2
  Pack Tactics. The kobold has advantage on an 
  attack roll against a creature if at least one of the 
  kobold’s allies is within 5 feet of the creature and 
  the ally isn’t incapacitated.
  Sunlight Sensitivity. While in sunlight, the kobold 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 
  + 2) piercing damage.
  Sling. Ranged Weapon Attack: +4 to hit, 
  range 30/120 ft., one target. Hit: 4 (1d4 + 2) 
  bludgeoning damage.
  Weapon Invention. The kobold uses one of 
  the following options (roll a d8 or choose one); 
  the kobold can use each one no more than 
  once per day:
  d8
  Result
  d8
  Result
  1
  Acid
  5
  Rot Grub Pot
  2
  Alchemist’s Fire
  6
  Scorpion on a Stick
  3
  Basket of 
  Centipedes
  7
  Skunk in a Cage
  4
  Green Slime Pot
  8
  Wasp Nest in a Bag
  Acid. The kobold hurls a flask of acid. Ranged 
  Weapon Attack: +4 to hit, range 5/20 ft., 
  one target. Hit: 7 (2d6) acid damage.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Alchemist’s Fire. The kobold throws a flask of 
  alchemist’s fire. Ranged Weapon Attack: +4 
  to hit, range 5/20 ft., one target. Hit: 2 (1d4) 
  fire damage at the start of each of the tar-
  get’s turns. A creature can end this damage 
  by using its action to make a DC 10 Dexterity 
  check to extinguish the flames. 
  Basket of Centipedes. The kobold throws a 
  small basket into a 5-foot-square space within 
  20 feet of it. A swarm of insects (centipedes) 
  with 11 hit points emerges from the basket 
  and rolls initiative. At the end of each of the 
  swarm’s turns, there’s a 50 percent chance 
  that the swarm disperses.
  Green Slime Pot. The kobold throws a clay pot 
  full of green slime at the target, and it breaks 
  open on impact. Ranged Weapon Attack: +4 
  to hit, range 5/20 ft., one target. Hit: The target 
  is covered in a patch of green slime. Miss: A 
  patch of green slime covers a randomly deter-
  mined 5-foot-square section of wall or floor 
  within 5 feet of the target.
  Rot Grub Pot. The kobold throws a clay pot into a 
  5-foot-square space within 20 feet of it, and it 
  breaks open on impact. A swarm of rot grubs 
  emerges from the shattered pot and remains 
  a hazard in that square.
  Scorpion on a Stick. The kobold makes a melee 
  attack with a scorpion tied to the end of a 
  5-foot-long pole. Melee Weapon Attack: +4 
  to hit, reach 5 ft., one target. Hit: 1 piercing 
  damage, and the target must make a DC 9 
  Constitution saving throw, taking 4 (1d8) poi-
  son damage on a failed save, or half as much 
  damage on a successful one. 
  Skunk in a Cage. The kobold releases a skunk 
  into an unoccupied space within 5 feet of it. 
  The skunk has a walking speed of 20 feet, AC 
  10, 1 hit point, and no effective attacks. It rolls 
  initiative and, on its turn, uses its action to 
  spray musk at a random creature within 5 feet 
  of it. The target must make a DC 9 Constitu-
  tion saving throw. On a failed save, the target 
  retches and can’t take actions for 1 minute. 
  The target can repeat the saving throw at the 
  end of each of its turns, ending the effect on 
  itself on a success. A creature that doesn’t 
  need to breathe or is immune to poison auto-
  matically succeeds on the saving throw. Once 
  the skunk has sprayed its musk, it can’t do so 
  again until it finishes a short or long rest.
  Wasp Nest in a Bag. The kobold throws a small 
  bag into a 5-foot-square space within 20 feet 
  of it. A swarm of insects (wasps) with 11 hit 
  points emerges from the bag and rolls initia-
  tive. At the end of each of the swarm’s turns, 
  there’s a 50 percent chance that the swarm 
  disperses.
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  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Kobold Scale Sorcerer
  Small humanoid (kobold), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 27 (5d6 + 10)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  7 (−2)  15 (+2)  14 (+2)  10 (+0)  9 (−1)  14 (+2)
  Skills Arcana +2, Medicine +1
  Senses darkvision 60 ft., passive Perception 9
  Languages Common, Draconic
  Challenge 1 (200 XP) 
  Proficiency Bonus +2
  Spellcasting. The kobold is a 3rd-level spellcaster. 
  Its spellcasting ability is Charisma (spell save DC 
  12, +4 to hit with spell attacks). It has the following 
  sorcerer spells prepared:
  Cantrips (at will): fire bolt, mage hand, mending, 
  poison spray
  1st level (4 slots): charm person, chromatic orb, 
  expeditious retreat
  2nd level (2 slots): scorching ray
  Sorcery Points. The kobold has 3 sorcery points. 
  It can spend 1 or more sorcery points as a bonus 
  action to gain one of the following benefits:
  Heightened Spell. When it casts a spell that 
  forces a creature to make a saving throw to 
  resist the spell’s effects, the kobold can spend 
  3 sorcery points to give one target of the spell 
  disadvantage on its first saving throw against 
  the spell.
  Subtle Spell. When the kobold casts a spell, it 
  can spend 1 sorcery point to cast the spell 
  without any somatic or verbal components.
  Pack Tactics. The kobold has advantage on an 
  attack roll against a creature if at least one of the 
  kobold’s allies is within 5 feet of the creature and 
  the ally isn’t incapacitated.
  Sunlight Sensitivity. While in sunlight, the kobold 
  has disadvantage on attack rolls, as well as on 
  Wisdom (Perception) checks that rely on sight.
  ACTIONS
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, 
  reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 
  + 2) piercing damage.
  83
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Transmuter
  Medium humanoid (any race), any alignment
  Armor Class 12 (15 with mage armor) 
  Hit Points 40 (9d8)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  9 (−1)  14 (+2)  11 (+0)  17 (+3)  12 (+1)  11 (+0)
  Saving Throws Int +6, Wis +4
  Skills Arcana +6, History +6
  Senses passive Perception 11
  Languages any four languages
  Challenge 5 (1,800 XP) Proficiency Bonus +3
  Spellcasting. The transmuter is a 9th-level 
  spellcaster. Its spellcasting ability is Intelligence 
  (spell save DC 14, +6 to hit with spell attacks). 
  The transmuter has the following wizard 
  spells prepared:
  Cantrips (at will): light, mending, prestidigitation, 
  ray of frost 
  1st level (4 slots): chromatic orb, expeditious 
  retreat,* mage armor
  2nd level (3 slots): alter self,* hold person, knock*
  3rd level (3 slots): blink,* fireball, slow*
  4th level (3 slots): polymorph,* stoneskin
  5th level (1 slot): telekinesis*
  Transmuter’s Stone. The transmuter carries a 
  magic stone it crafted that grants its bearer one of 
  the following effects:
  • Darkvision out to a range of 60 feet.
  • An extra 10 feet of speed while the bearer is 
  unencumbered.
  • Proficiency with Constitution saving throws.
  • Resistance to acid, cold, fire, lightning, or thunder 
  damage (transmuter’s choice whenever the trans-
  muter chooses this benefit).
  If the transmuter has the stone and casts a trans-
  mutation spell of 1st level or higher, it can change 
  the effect of the stone.
  ACTIONS
  Quarterstaff. Melee Weapon Attack: +2 to hit, 
  reach 5 ft., one target. Hit: 2 (1d6 − 1) bludgeoning 
  damage, or 3 (1d8 − 1) bludgeoning damage if used 
  with two hands.
  War Priest
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hit Points 117 (18d8 + 36)
  Speed 30 ft.
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   
  16(+3)  10 (+0)  14 (+2)  11 (+0)  17 (+3)  13 (+1)
  Saving Throws Con +6, Wis +7
  Skills Intimidation +5, Religion +4
  Senses passive Perception 13
  Languages any two languages
  Challenge 9 (5,000 XP) Proficiency Bonus +4
  Spellcasting. The priest is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, +7 
  to hit with spell attacks). It has the following cleric 
  spells prepared:
  Cantrips (at will): light, mending, sacred flame, 
  spare the dying
  1st level (4 slots): divine favor, guiding bolt, 
  healing word, shield of faith
  2nd level (3 slots): lesser restoration, magic 
  weapon, prayer of healing, silence, spiritual 
  weapon
  3rd level (3 slots): beacon of hope, crusader’s 
  mantle, dispel magic, revivify, spirit guardians, 
  water walk
  4th level (3 slots): banishment, freedom of 
  movement, guardian of faith, stoneskin
  5th level (1 slot): flame strike, mass cure wounds, 
  hold monster
  ACTIONS
  Multiattack. The priest makes two melee attacks.
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 10 (2d6 + 3) bludgeoning damage.
  REACTIONS
  Guided Strike (Recharges after a Short or Long 
  Rest). The priest grants a +10 bonus to an attack roll 
  made by itself or another creature within 30 feet of 
  it. The priest can make this choice after the roll is 
  made but before it hits or misses.
  84
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Appendix B: Magic Spells
  T
  his appendix contains spells referenced in 
  this book that are not found in the Play-
  er’s Handbook, as well as two new spells. 
  Aganazzar’s scorcher and Snilloc’s snow-
  ball swarm are utilized in stat block for entry for 
  Smoot & Kitty (chapter 3, “Monstrous NPCs”) and 
  appear in the Elemental Evil Player’s Companion. 
  Aganazzar’s Scorcher
  2nd-level evocation 
  Casting Time: 1 action
  Range: 30 ft. (30 ft. line)
  Components: V, S, M (a red dragon’s scale)
  Duration: Instantaneous 
  A line of roaring flame 30 feet long and 5 feet wide 
  emanates from you in a direction you choose. Each 
  creature in the line must make a Dexterity saving 
  throw. A creature takes 3d8 fire damage on a failed 
  save, or half as much damage on a successful one.
  At Higher Levels . When you cast this spell 
  using a spell slot of 3rd level or higher, the damage 
  increases by 1d8 for each slot level above 2nd.
  Illusory Ambush 
  1st-level illusion
  Casting Time: 1 action
  Range: 15 feet
  Components: V, S
  Duration: Instantaneous
  You create an illusion of swirling spectral assail-
  ants that swarm over a creature you can see within 
  range. The target must make an Intelligence 
  saving throw. On a failure, the target takes 1d6 
  psychic damage and has disadvantage on attack 
  rolls until the end of your next turn. 
  At Higher Levels . When you cast this spell 
  using a spell slot of 2nd level or higher, the damage 
  increases by 1d6 for each slot level above 1st. 
  Firefly Swarm
  1st-level conjuration
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a pinch of fire glow moss)
  Duration: Concentration, up to 1 minute
  You conjure a swarm of fireflies in an unoccupied 
  space within range. The swarm occupies a 5-foot 
  square and lasts for one minute. Each enemy that 
  ends their turn in a square adjacent to the swarm 
  must make a successful Dexterity saving throw 
  or take 1d6 fire damage. You can use your bonus 
  action to move the swarm during your turn.
  At Higher Levels . When you cast this spell 
  using a spell slot of 2nd level or higher, the damage 
  increases by 1d6 for each slot level above 1st.
  Snilloc’s Snowball Swarm
  2nd-level evocation 
  Casting Time: 1 action
  Range: 90 ft. (5 ft. radius)
  Components: V, S, M (a piece of ice or 
  a small white rock chip)
  Duration: Instantaneous
  A flurry of magic snowballs erupts from a point 
  you choose within range. Each creature in a 5-foot-
  radius sphere centered on that point must make a 
  Dexterity saving throw. A creature takes 3d6 cold 
  damage on a failed save, or half as much damage 
  on a successful one.
  At Higher Levels . When you cast this spell 
  using a spell slot of 3rd level or higher, the damage 
  increases by 1d6 for each slot level above 2nd.
  85
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Appendix C: About the Creators
  N
  ot Another Monster Quest, Volume 1, 
  was the collaborative effort of a talented 
  group of creators. They are the heart 
  and soul of this project, and without 
  whom none of this would have been possible.
  Alex Niederberger (@soundsofbones on Twitter 
  and Bandcamp) is a composer and TTRPG 
  designer who strives to create experiences 
  that experiment with story and form. Dun-
  geon design and non-violent conflict resolu-
  tion have been of recent interest, but—in the 
  end—getting to work with cool folks has been 
  the most rewarding part of joining the TTRPG 
  community.
  Anthony Joyce is a Hispanic, ENnie-nominated 
  game designer, husband, father of three boys, 
  and U.S. Army Strategist. You can find him on 
  Twitter @Thrawn589 or at anthonydreams.com. 
  His works include: Elminster’s Candlekeep 
  Companion, Darkhold: Secrets of the Zhen-
  tarim, Baldur’s Gate: The Fall of Elturel, Week-
  end at Strahd’s, The Heir of Orcus: Verse I, II, 
  III, & IV and more!
  Ashton Duncan is a freelance editor and writer. 
  You can find her posting pictures of her dog 
  and cooking her way through the Heroes’ Feast 
  cookbook on Twitter @ashtonnduncan. Her 
  recent works include The Glitter Grimoire and 
  Van Richten Dies in Ravenloft.
  Bob Carnicom is a TTRPG writer, husband, and 
  dog dad. He is best known for Warforged or 
  Warforged Unknown, a best-selling duet style 
  adventure written for one Warforged character 
  trying to find their lost memory cells. You can 
  follow him on Twitter @Bob_The_Tree.
  Brittany Lindstrom is a BIPOC traditional media 
  illustrator from the wild Intermountain West in 
  the United States. When not crafting fantasti-
  cal artistic pieces for amazing TTRPG books 
  like this one, Lindstrom finds plenty of ways 
  to keep busy. She’s a budding herbalist, book-
  mancer, and Associate Editor for Zelda Dun-
  geon. You can find more of her art and writing at 
  linktr.ee/spiceandrose.
  Brittney Hay (they/she) is a non-binary, best-sell-
  ing TTRPG creator, wife, mom, and overall 
  geeky nerd person. They have written for several 
  DMsGuild projects such as Animal Sidekicks, 
  Eat the Rich: Volume #1, Eyes Unclouded, and 
  most recently Heart of the House and Playing 
  Possums. In her spare time, she enjoys reading 
  fantasy novels and historical fiction, playing 
  board games with their family, and going hiking 
  in the wilds of Colorado. You can find them on 
  Twitter @FNDungeonMom and check out her 
  portfolio at dungeonmomdesigns.carrd.co. 
  Cameron Day is the copper dragon behind Day-
  light Publications, an RPG company that brings 
  you books, and supplements filled with pop cul-
  ture homages and massive story-shaking ideas, 
  such as his two hits, Supers & Sorcery and 
  Comets & Cockpits. When he is not behind the 
  desk writing for RPGs, he is a full-time history 
  teacher in southern New Hampshire. You can 
  find him on Twitter @daylightpub1066 or go 
  to his website daylightpublciations.com to stay 
  in the loop!
  Cindy Butor (she/her) lives in Kentucky with her 
  partner Sam and their two beautiful monsters 
  (i.e., cats) Dinah and Cicada. By day, she is a 
  reference librarian stressed out about providing 
  adequate services to the public, but by night she 
  is a writer and crafter stressed out about meet-
  ing her deadlines. You can find her other works 
  on the DM’s Guild under her name, listen to her 
  TTRPG shenanigans in the actual play podcast 
  4Ever GM, and follow along with her crafting at 
  twitch.tv/cindy_bee.
  Dare Hickman (@enbydare) is a 25-year-old 
  editor, sensitivity reader, and consultant in the 
  tabletop space. Priding themselves on diversity 
  and inclusivity, they have done panels on build-
  ing community solidarity, and worked alongside 
  creators from Dimension 20.
  David Markiwsky is a writer, artist, and editor 
  in Canada, with an obsession for all things fey. 
  David’s work includes titles such as Gimble’s 
  Guide to the Feywild, Uncaged, Unbridled and 
  the stand-alone game Utopia. You can find David 
  rambling about art and game design on Twitter 
  @DavidMarkiwsky.
  86
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Erin Tierney (@triggy42 on Twitter) is a writer 
  and creator of immersive arts. From murder 
  mysteries to video games, she loves art that 
  makes the viewer a participant. By day she is 
  a bookseller, escape room host/builder, and 
  games journalist.
  Fabby Garza is a Mexican American Trans 
  woman, tabletop writer, and podcaster cur-
  rently living in Austin, Texas, with her gf and 
  their three cats. She has written for Pathfinder, 
  Starfinder, Hard Wired Island, and other games. 
  You can find her in the actual play podcast Eido-
  lon Playtest or on her Twitter @Fabby_Garza. 
  She likes Bears.
  Ginger aka Laura Armstrong (they/them) is a 
  Queer TTRPG writer and cartographer. They 
  live in rainy Edinburgh with their partner and 
  cat. When they are not writing about goblins, 
  they mainly write games about ghosts. You can 
  find all their games and maps through their 
  Twitter @inkyginge.
  Gordon McAlpin is a freelance book designer, 
  illustrator, and animator based in Somer-
  ville, MA, where he lives with his wife Karyn 
  and their two cats, Dipper and Mabel. He 
  has an MFA in Design from the University of 
  Minnesota–Twin Cities. As a TTRPG book 
  designer, he has worked on Elminster’s Can-
  dlekeep Companion and Darkhold: Secrets of 
  the Zhentarim (for designers Anthony Joyce 
  and Justice Arman), Monsters of the City and 
  Monsters of the Wilderness (for Cawood Pub-
  lishing), and Kingdoms & Warfare (for MCDM 
  Productions). You can find more of his work at 
  gordonmcalpin.com.
  Grady Wang is the co-founder of The Gallant 
  Goblin, which produces all manner of TTRPG 
  content from reviews on YouTube to supple-
  ments on DM’s Guild to minis and other merch 
  at gallantgoblin.com/shop. He is best known as 
  the writer of The Gray Merchant of Asphodel: 
  100+ Theros Magic Items and a contributing 
  writer for Sirens: Battle of the Bards. He is on 
  Twitter at @gallantgoblin.
  Hannah Renea “H .R .” Bumga is a TTRPG 
  designer and acts as the Party Support class 
  for the Storytelling Collective and RPG Writer 
  Workshop. When they’re not working on 
  TTRPG things, they can be found playing vid-
  eogames and watching cute rhino videos on the 
  internet. They recently published A Mischievous 
  Mess on the DM’s Guild, and you can find them 
  on Twitter and Instagram @hrbumga.
  Jacob Slone (@BigSquishyDM on Twitter) is a 
  writer, actor, board game enthusiast. and all-
  around nice guy. He advocates for normalization 
  and inclusion of neurodivergence, disability, and 
  mental illness in the greater TTRPG community 
  and lives by the motto that “fun is for everyone.” 
  Has never met a goblin that he didn’t like.
  Kathleen Harrington is a retired university 
  instructor (zoonotic diseases and public 
  health) with extensive experience in writing 
  and editing for academia, but is now happily 
  immersed in doing the same with her long-time 
  passion, D&D. She’s a cat mom, druid, and 
  general geek/nerd. You can find her portfolio at 
  kathleen-harrington.carrd.co.
  Katie Van Munster is a freelance artist, writer, 
  and game designer. She was educated in the 
  sciences but is now pursuing her childhood 
  love of art, stories, and imaginary creatures. 
  In addition to tabletop RPGs, she also illus-
  trates and designs card and board games with 
  Heliosigil. You can find her on her website, 
  katievanmunster.com, and on most social media 
  at @katievanmunster.
  Lessie Nieves-Paugh is a Puerto Rican Illustrator 
  who uses various art styles that evoke the use 
  of colors and textures in her theme of fantasy 
  realism in order to create a vision for the unwrit-
  ten stories. She has worked on several indie 
  projects in the TTRPG which can be found at 
  linktr.ee/ribbonotes.
  Lydia Van Hoy, the Mother of Goblins, is a 
  best-selling TTRPG creative. They’re best 
  known for their work on DMs Guild titles 
  such as The Half-Race Handbook and The 
  Adventures Domestic Handbook. You can 
  find them being chaotically queer on Twitter 
  @lydiavanhoy1, or follow their projects at 
  motherofgoblins.gay.
  Noah Grand (they/he) is best known as the ENnie 
  nominated writer of Jaunt to the Center of 
  Faerûn. They also worked on best-sellers Dark-
  hold: Secrets of the Zhentarim, The Princess 
  Project, and Master of None. As an editor, they 
  are best known for fostering inclusion and men-
  toring new writers on projects like the Eat the 
  Rich zines and Friends, Foes and Other Fine 
  87
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
  Folks. All rumors of Noah looking for excuses to 
  sneak beholders and owlbears into adventures 
  are completely true.
  Paola Harris is a designer and illustrator origi-
  nally from Bolivia. She spends her time design-
  ing geeky D&D-inspired merch for her store 
  Paola’s Pixels, and drawing fanart. You can find 
  her on Twitter as @irrel.
  When Sam Hope (@SamPHope) needs to relax 
  after a high-octane day of being an accountant, 
  he settles down to review, blog about, and occa-
  sionally create TTRPGs and their supplements.
  Sariel Snowings is a non-binary 2D artist and 
  illustrator working primarily on video game 
  and TTRPG content. You can find their 
  work on most social media under the handle 
  @SarielSnowings.
  Sven Truckenbrodt (@TheRubyFeather) is a 
  scientist turned TTRPG writer. His research 
  directions are neurobiology and microscopy, 
  and his creative work focuses on immersive 
  storytelling that is centered somewhere between 
  cute and creepy.
  Thai Williams (he/him) is a half-Filipino, 
  half-English adventurer with a penchant for 
  daydreaming and sharing the excitement of 
  exploring. As it turns out, creating fantasy 
  worlds, stories, and lore is one of the best 
  ways to do both at the same time! You can 
  find the majority of his work on his website, 
  OfMetalAndMagic.com, or posting weekly 
  fantasy noticeboard posters on Twitter under 
  @Metal_And_Magic.
  Tineke Bolleman is a freelance RPG writer who 
  lives in the Netherlands and holds a day job 
  in IT. She loves writing adventures. When not 
  writing, she relaxes by gaming, reading, and 
  cuddling with an assortment of pets. She can be 
  reached on Twitter through @DireOtterGames.
  Tully R . Gibney is a non-binary TTRPG designer, 
  editor, mini painter, and Twitch streamer. Follow 
  them on Twitter @tullavin to keep up with their 
  upcoming TTRPG and mini painting YouTube 
  channel, Twitch stream announcements, and 
  daily mini painting hobby streak posts.
  Ymia is a Belgian-based illustrator, cat mom, and 
  D&D nerd. Her drawings range from detailed 
  animal centered illustrations to TTRPG related 
  drawings. You can find more on her social 
  media here: linktr.ee/ymia.
  ORCS,
  GNOLLS, &
  MINOTAURS
  VOLUME
  2 
  JUST ANOTHER MONSTER QUEST
  NOT
  88
  Not Another Monster Quest, Vol. 1: Kobolds, Goblins, and Bugbears
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Not Another Monster Quest/Not Another Monster Quest Volume 1 - Kobolds, Goblins & Bugbears.pdf