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762252-Kobold Nightmare - Drew Dawes and CCP PDF

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100% found this document useful (2 votes)
406 views77 pages

762252-Kobold Nightmare - Drew Dawes and CCP PDF

Uploaded by

Calvin Thompson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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You are on page 1/ 77

Kobold

Nightmare

By Drew Dawes
Credits
Written by: Drew Dawes
Story by: Garl Glittergold
Edited by: Brent M. Jans
Layout: Francita Soto
Interior and Cover Art: Héctor Rodríguez

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 2020 by Drew
Dawes and published under the Community Content Agreement for
Dungeon Masters Guild.

This project was finished with the help of


tabletop roleplaying games community
donations to Creator’s Catalyst Project.

2
“How do you stop a kobold from barking in your front yard?
Put them in the backyard!”

—Classic Gnome Joke

3
Introduction to the Player
Kobold Nightmare is a solo adventure in which you are both player and
Dungeon Master. This story takes place in your character’s dreams
showcasing a legendary tale in gnomish lore: Garl Glittergold, gnomish god
of protection, trickery, and luck facing off against Kurtulmak, the prime
kobold deity. As you uncover more of the story the lines between fantasy
and reality blur. Is it really just a dream?
While it may be a dream, your character is not merely a passive observer.
At certain moments you will make choices that impact the rest of the story.
These distinct choices are marked as a QUESTion. The outcome of your
answer to the QUESTions may be decided by the results of a skill check
or saving throw. Ultimately, you control the outcome. Nobody knows your
character better than you do.
Throughout the adventure you may gain magic items, unlock new abilities,
and uncover powerful treasure. Keep a separate sheet to track these
upgrades and use them wisely. As well, at several points in the story you
can choose to take UNspiration, giving yourself disadvantage on a roll. If
you succeed on the roll, all to the good. But if you fail the roll you gain
Inspiration, which can be used for advantage on a d20 roll of your choice.
There are many endings to this quest, and the ultimate ending is only the
beginning... Can you survive this Kobold Nightmare?

4
QUESTion

Are you a gnome?

Yes

Wonderful! Keep an eye open for Gnome Power


moments throughout the story!

No

That’s okay!

Time for bed; have a nice night...

5
6
Chapter 1: The Dream
“There are bad dreams for those who sleep unwisely.”

-Bram Stoker

After a long day of hard-fought combat, tiring exploration,


and harrowing social dilemmas, you spread your bedroll and
settle in for a well-deserved long rest. Your adventuring
party continues to make camp. Thankfully, someone else
drew the short straw to take watch this evening.
You stretch your arms and release a satisfying yawn. Your
head sinks into your pillow--OUCH! With a rude jolt your skull
strikes something solid. Who put a rock in your bedroll?
You dig around and feel a rough, lumpy stone under your
pillow. As you hold it above your face, light from the
campfire gleams across the rock. A dazzling golden glow
blinds you momentarily. This is no ordinary rock. You found a
gold nugget! It must be your lucky day.
You imagine a nugget of gold ore this size could fetch at
least 500 gp at the market. You tuck the nugget back under
your pillow before anyone notices. It’s been a long day and
you don’t need any more excitement right now. When you
awaken you plan to tell your party...

7
QUESTion

...about your good luck and offer to split the coin


between them.

You and the party make a great team. Why be selfish


with your dumb luck? You gain Inspiration!

...we need to stop at the next temple we pass so you


can make an offering.

You recall that a golden nugget is some god’s holy


symbol.. But which deity could it be?

Make a DC 13 Intelligence (Religion) check. You


automatically succeed if you are a gnome. If
you fail, probably some dwarvish mining god.
If you succeed, it’s Garl Glittergold, of course!
Gnomish god of trickery, protection, and luck.
Head of the gnomish pantheon. Lover of pranks.
Hated by kobolds and their god Kurtulmak.

...nothing at all.

Finders, keepers. Besides, it was your skull that


got cracked, not theirs. You gain UNspiration! (Use
UNspiration to give yourself disadvantage on a roll. If
you fail that roll, you gain Inspiration.

8
With the gold nugget safely tucked away, your eyes relax
and you drift off into a deep slumber...
You’re startled awake by draconic barks echoing off jagged
rock walls. Dank, humid air fills your lungs. Your vision is
limited. You can see in the darkness but everything is grey.
A cave? How did you wake up in a cave?
No time to figure it out! The voices grow louder as shadows
dance on the earthen wall in the rapidly approaching
torchlight. They’re getting closer. To your feet! Prepare
yourself! You can only imagine what dangerous creatures
draw near...

9
QUESTion

What is your proficiency bonus?

+2

Two kobolds

+3

Three kobold inventors

+4

Four winged kobolds

+5

Three kobold dragonshields

+6

Five kobold scale sorcerers

10
As you ready yourself for an ambush, the kobolds turn an
opposite corner and continue their conversation. In their
haste they didn’t see you! Maybe if you can hear what
they’re saying you can figure out where you are.

11
QUESTion

Do you speak Draconic?

No

It’s mostly guttural gibberish. The unsettling


snarls mashed together sound like
“darastrixhurthi”. You catch the phrases
“Faster!” and “... guest of honor has arrived”
barked out in Common.

Yes

“Faster! Our lord Kurtulmak’s divine guest of


honor has arrived in Netheril at a-fortress-fit-
for-dragons. We must prepare the gnomish gem
souls for sacrifice!”

12
You peer into the cavernous landing the kobolds entered.
They are righting an old minecart and placing it onto tracks.
Tracks! Mine tracks should eventually lead outside. You must
get past these kobolds, but how?

13
Chapter 2: Infiltrate and
Escape

QUESTion

How will you get past the kobolds?

Sneak past the kobolds.

You press your back flat against the rocky cave


wall and creep towards the cavern. You close
your eyes. Taking a deep breath you imagine
yourself blending in perfectly with the rugged
grey rock.

Make a DC 9 Dexterity (Stealth) check with


advantage.

Failure. The kobolds see right through your


sneaky attempt. Roll initiative!

Success. When you open your eyes you


stifle a gasp of amazement! It worked! Your
skin is now a deep, mottled grey, the same
tone as the cave walls. You easily sneak
past the kobolds and follow the tracks out
of the cavern, into a tunnel. You now have
advantage on Stealth checks to hide in
rocky terrain.

14
Distract the kobolds.

You look around the cave for something to catch


the kobolds attention and find... nothing. You
check your pockets for something useful and
find... a bit of fleece? You sigh. Twirling the bit
of fleece between your fingers you close your
eyes, smile, and imagine the most impossibly
absurd distraction. What is it?

When you open your eyes the vision from your


mind is right before you! Is this real? You reach
out but feel nothing, your fingers passing clear
through. An illusion! You cast it again near the
kobolds and easily slip past them. You quickly
follow the tracks through the cavern and into
a tunnel. You can now cast the minor illusion
cantrip at will.

Trap the kobolds.

You notice a trail of oil on the floor leading into


the cavern. One of the kobolds has a leaky flask
and doesn't realize it. Lighting the oil trail on
fire would trap the kobolds in the cavern long
enough for you to get through. But how will you
set the oil on fire?

Evocation spell.

WOOSH! Effective, but flashy. They see


you! Roll initiative!

15
Grab the torch off the sconce and toss it
directly into the room.

A bold move! WOOSH! They see you! Roll


initiative!

Try a subtle approach.

You instinctively pull a clockwork fire


starter from your pack. You don't
remember crafting this but in an instant
you recognize your handiwork. From
a safe distance you quietly set the oil
trail ablaze. WOOSH! The kobolds cower
in the far corner of the cavern as you
casually stroll past the flames and follow
the tracks to a tunnel. You now have
access to a clockwork toy, fire starter,
and music box.

Destroy the kobolds.

You size them up and decide on the direct


approach. Roll initiative!

16
Gnome Power Activate!

"Psst!" Just before you rush in, you hear a whispering voice.
"Psst! Over here!" The feminine voice is behind you. You turn
and scan your surroundings but don't see anyone.
"Down here!" All you see is a collapsed kobold skeleton, an
axe buried in its ribcage. Talking skeletons? Great.

"Pick me up, Forgotten Folk. You are not safe here. Wield me
with determination and I shall lead you home."

You realize it isn't the skeleton talking. It's the axe! The
curved, double-bladed silver and gold battleaxe glows with
a warm, comforting aura. You lift her from the bones and in
an instant you are attuned. You know her and she knows you.

"Well met, old friend. I am Arumdina the Justifier."

17
QUESTion

Did you survive?

No

Turn to Page 71

Yes

Continue to Page 19

18
You follow the minecart tracks into a dark tunnel. The sharp
rocks above close in, getting closer to your head with each
step.

19
QUESTion

Are you Small?

No

You duck your head. You hunch your back.


You crouch your legs. It's no use. Whomever
laid these tracks didn’t intend the tunnel for
someone your size. You must crawl to continue.
As you slowly trek onward, you notice sparkling
dust on the rails.

After what seems like an eternity, the tunnel


empties atop a cliff overlooking a vast
underground clearing. It is pitch black and
expands far beyond your darkvision. You don’t
hear anything. Mark “slow” on your tracking
sheet.

Yes

As you travel onward, the rocks take over more


and more of the tunnel. It doesn’t bother you
though. Whomever laid these tracks is likely
your size. There would be just enough room for
you and a small mine cart.

After dashing along the tracks, the tunnel


empties atop a cliff overlooking a vast
underground clearing. It is pitch black and
expands far beyond your darkvision. You hear
the echoing of pickaxes working vigorously
below. TINK! TINK! TINK! Mark “fast” on your
tracking sheet.

20
You see a small overturned minecart on its side,edging off
the cliff. Shiny rubble litters the cliff’s edge near the cart.
You look closer and see shimmering sand and pebble-sized
gemstones! You can probably grab a handful of one or the
other. But be careful! One wrong move could send the cart
crashing over the edge.

21
QUESTion

What do you take from the minecart?

Shimmering Sand

You pocket some shimmering sand. So shiny! As


an action, you can throw the shimmering sand
at a creature within 5 feet. The creature must
succeed on a DC 13 Dexterity saving throw or be
blinded for 1 minute.

Gemstone Pebbles

You pocket some gemstone pebbles. So sparkly!


As an action, you can spill the gemstone pebbles
on the ground to cover a level, square area 10
feet on a side. A creature moving across the
covered area must succeed on a DC 13 Dexterity
saving throw or fall prone.

Nothing

You waste no time. How can some pretty


garbage possibly help you? You gain UNspiration.

22
A treacherously narrow stone walkway hugs the cave wall,
descending to the cavern below. The mine tracks veer
over the cliff and continue off into the endless darkness.
Following these tracks got you this far, but are they leading
you in the right direction? The walkway looks well-traveled,
but where does it go?

23
QUESTion

Do you follow the walkway or the mine tracks?

Narrow stone walkway down the cliff perimeter

You hug the cave wall and carefully descend the


walkway. You feel the cold rock walls rake your
cheek. You peek over your shoulder into the
darkness. Nothingness!

Your next step catches loose rubble. You lose


your balance! Make a DC 16 Dexterity saving
throw.

Failure! You fall over the gap and barely


regain your footing. You continue down the
walkway with timid steps at half the pace.
Mark “slow” on your tracking sheet.

Success! You swiftly spin over the gap and


avoid a certain plunge. You continue down
the walkway at a rapid pace. Mark “fast”
on your tracking sheet.

Mine cart tracks down over the cliff edge.

You carefully drag the cart towards the edge of


the cliff and place it on the tracks. You get one
foot inside and the cart starts to roll! Make a DC
16 Strength saving throw.

24
Failure! You barely grasp the back of the
mine cart as it plummets down the tracks,
dragging your body along for the ride. You
take bludgeoning damage. Roll a number
of d6 equal to your Proficiency Bonus to
see how bad it hurt. Mark “slow” on your
tracking sheet.

Success! You pull yourself inside the cart


and hang on tight. You plummet down the
track at top speed, twisting and turning as
sparks fly from the wheels. Mark “fast” on
your tracking sheet.

The cart slams to a halt as you reach the end of the tracks.
What a ride!

25
Gnome Power!

Arumdina shares a secret with you as her warmth soothes


your soul. “The spirit of the trickster is alive in your soul,
Forgotten Folk. I can help you harness this energy, but only
once. Be patient and wait for your moment to shine. I shall
be by your side.” You may cast freedom of movement but
only once per day. Choose your time wisely.

26
QUESTion

Did you mark more “fast” than “slow” on your tracking


sheet?

No

You finally reach the end of the tracks. You went


as fast as you could, but it wasn’t fast enough.
An entire crew of kobolds with pickaxes is
waiting for you at the bottom of this cavern.
You are captured! Go to Page 33.

Yes

You quickly reach the end of the tracks and


observe your surroundings. Oh no! These tracks
led you deeper into the cave! The TINK! TINK!
TINK! echoing throughout this chamber is the
sound of kobolds mining glittering gems. You are
surrounded by an entire crew of kobolds with
pickaxes but they haven’t noticed you. Yet.

27
QUESTion

Quick! What’s your next move?

Hide!

You sneak off into a crevasse away from the


crowd. Make a DC 18 Dexterity (Stealth) check.

Failure! The kobold crew notices you


and corners you in the crevasse. You are
captured! Go to Page 33.

Success! You squeeze into the crevasse


undetected. While hiding, you pick up
shimmering sand and gemstone pebbles
from the loose earth. After what feels like
an eternity, you look up to see snarling
dragon dogs peering down at you. You are
captured! Go to Page 33.

Run!

You take to your heals without a moment’s


thought. You sprint as fast as you can but
there’s nowhere to go! After a frantic chase,
the snarling dragon dogs overwhelm you. They
beat you up a bit and bind your hands and
feet in shackles. You are captured! You take
bludgeoning damage. Roll a number of d6 equal
to your Proficiency Bonus and know that it could
have been a lot worse. Go to Page 33.

28
Fight!

You instinctively square up, ready to take on


the world. You ignore the odds as you see the
snarling dragon dogs closing in. Roll initiative!

Each round, a number of kobolds equal to your


proficiency bonus enter the combat. There are
101 kobolds in the cavern. The kobolds deal non-
lethal damage with their pickaxes and attempt
to subdue you. If you spend two consecutive
rounds grappled, you are captured.

QUESTion

Did you single-handedly defeat 101 kobolds?

No, I was captured

You fought a good fight but the odds were just


too much to handle. Your hands and feet are
locked in shackles. You are captured! Go to Page
33.

No, I was reduced to 0 hit points

You fought a good fight but the odds were just


too much to handle. The kobold crew knocked
you unconscious, but you are not dying. You are
captured! Go to Page 33.

29
Yes!

You did it! Somehow, some way, you managed to


slaughter your way through 101 kobold miners
that were just doing their jobs and didn’t even
have proper weapons and were taking special
care not to kill you even as you massacred their
coworkers, friends, family, everyone they ever
knew and loved. Well done.

QUESTion

Are you pleased with yourself?

No, I guess not

You wake up back at your campsite in a cold sweat, the gold


nugget clenched firmly in your fist. Everytime you touch
gold or see a kobold, you have a flashback of this nightmare.

THE END

30
Yup!

You wake up back at your campsite in a fever sweat, wildly


punching the night air, gold nugget clenched firmly in your
fist. Your entire party is standing around you. After a beat
of awkward silence, they all burst into laughter! You try
to explain, but nobody likes hearing about other people’s
dreams. Everytime you touch gold or see a kobold, you have
a flashback of this awesome dream.

THE END

31
32
Chapter 3: Shackle Shuffle

How did you end up like this? The kobolds took all your gear,
armor, and weapons. Your wrists and ankles are bound by
iron shackles attached to a thick chain. As a small kobold
army marches you through the mining cavern towards your
fate, you catch a glimpse of what they were mining: brilliant
gemstones with glowing, swirling centers! You hear rubies,
emeralds, and diamonds actually humming a melodic tone.
The walls are absolutely covered in these gemstones. You
think you can reach out and pluck one without anyone
noticing.

QUESTion

Which gemstone catches your eye?

Ruby

As your fingers press the glowing red gem you


feel a voice in your mind. “Close your mind.
Don’t let them in. Don’t let them see you.”

Make a DC 15 Strength (Athletics) check to free


the gemstone from the rock. On a failure, the
ruby doesn’t budge. The chain yanks hard and
you are pulled away. On a success, the ruby
breaks free and rolls into your palm!

33
Did the kobolds notice? Make a DC 12 Dexterity
(Sleight of Hand) check with disadvantage. On
a failure, a miserable old kobold snatches the
ruby and barks in your face. Everything goes
black as a hood is pulled down over your head
On a success, you manage to conceal the ruby,
safely tucked away. The gem mysteriously stops
glowing and humming, as if it doesn’t want to be
found. You know in your heart this magical gem
holds the soul of the deep gnomes. You gain the
ability to cast the nondetection spell at will; such
casting does not require a material component.
You may also cast blindness/deafness, blur, and
disguise self onc per day.

Emerald

As your fingers press the glowing green gem,


you feel a voice in your mind. “Friends are all
around where you cannot see. Trust and call
on them when you need friends.” You gain the
ability to Speak with Animals at will.

Make a DC 15 Strength (Athletics) check to free


the gemstone from the rock. On a failure, the
emerald doesn’t budge. The chain yanks hard
and you are pulled away. On a success, the
emerald breaks free and rolls into your palm!

Did the kobolds notice? Make a DC 12 Dexterity


(Sleight of Hand) check with disadvantage. On
a failure, a miserable old kobold snatches the
emerald and barks in your face. Everything
goes black as a hood is pulled down over your
head. On a success, you manage to conceal
the emerald, safely tucked away. The gem
mysteriously stops glowing and humming, as if
it doesn’t want to be found. You know in your
heart this magical gem holds the soul of the
forest gnomes. You can cast conjure animals
once, as if you possessed a 5th-level spell slot.

34
Diamond

As your fingers press the glowing white gem,


you feel a voice in your mind. “This mountain is
a machine. Remove the right cog and the whole
engine fails.” You gain Artificers Lore and the
ability to cast the mending cantrip at will.

Make a DC 15 Strength (Athletics) check to free


the gemstone from the rock. On a failure, the
diamond doesn’t budge. The chain yanks hard
and you are pulled away. On a success, the
diamond breaks free and rolls into your palm!

Did the kobolds notice? Make a DC 12 Dexterity


(Sleight of Hand) check with disadvantage. On
a failure, a miserable old kobold snatches the
diamond and barks in your face. Everything
goes black as a hood is pulled down over your
head. On a success, you manage to conceal
the diamond, safely tucked away. The gem
mysteriously stops glowing and humming, as if
it doesn’t want to be found. You know in your
heart this magical gem holds the soul of the
rock gnomes. You can cast the stone shape
spell three times per day, without the need for
material components.

35
GNOME POWER!

Among the twinkling red, green, and crystal clear gems,


you notice something even more colorful: a smooth opal
shimmering with all the colors of the rainbow!

Rainbow Opal

As your fingers press the glowing rainbow


gem, you feel a voice in your mind. “Help
meeeeeeeee!”

Make a DC 15 Strength (Athletics) check to free


the gemstone from the rock. On a failure, the
rainbow opal doesn’t budge. The chain yanks
hard and you are pulled away. On a success,
the rainbow opal breaks free and rolls into your
palm!

Did the kobolds notice? Make a DC 12 Dexterity


(Sleight of Hand) check with disadvantage. On
a failure, a miserable old kobold snatches the
rainbow opal and barks in your face. Everything
goes black as a hood is pulled down over your
head. On a success, you manage to conceal the
rainbow opal, safely tucked away. The gem
mysteriously stops glowing and humming, as if it
doesn’t want to be found. You know in your heart
this magical gem holds the soul of something,
but you have never felt anything like it.

36
Up ahead you see a kobold clutching Arumdina. You hear her
alarmed voice in your mind.

“That rainbow stone? The opal? Did you hear it? Each of
these precious stones contains the soul of a gnome. The
deep rubies. The forest emeralds. The rock diamonds. And
the glitter opals! They are trapped in this mountain, hoarded
by a detestable god. Forgotten Folk, you now know why you
are here and why I am at your side. You must free the glitter
gnomes!”

37
Chapter 4: In the Captor’s
Clutches

You are dragged into a grand feast hall with a massive table
fit for giants. You spot small, spectral figures hunched over,
scouring every surface pristine clean. You can’t quite tell
what they are, but they definitely aren't kobolds.
At the head of the towering table, a small mountain of tiny
skulls takes the place of a dining chair. At the summit of
skulls, you see it. The biggest kobold you’ve ever seen!
Barking orders. Feared by minions. Magical pendant swirling
with every color light. This one is clearly in charge.
Your captor snaps its claws. You are dragged forward and
forced to kneel. It snarls at you in Common:
“I am Kurtulmak, god of kobolds. You are now my prisoner.
The master will be pleased!”

QUESTion

Who is Kurtulmak’s master? Which gemstone did you


touch?

Ruby

Kurtulmak is working for Ilsensine the Tentacle


Lord, patron deity of the illithids. “Ilsensine
will reward me for building the great maze
connecting its realm in the Deep Caverns to my
kobold nation of Darastrixhurthi. It will empower
me to dominate the minds of my gnomish slaves.
Together we will dominate Faerûn! Tonight we
celebrate by dining on your brains.”

38
Emerald

Kurtulmak is working for Caesinjach, the


original green dragon, creator of the kobold
race. “Caesinjach will reward me for ruling
my kobold nation of Darastrixhurthi. She will
empower me to build an army of my gnomish
slaves and expand her draconic kingdom of
Darastriverthicha. Together we will rule Faerûn!
Tonight we celebrate by devouring your bones.”

Diamond

Kurtulmak is working for Zariel, archdevil of


the Nine Hells and the ruler of Avernus. “Zariel
will reward me for offering my kobold nation
of Darastrixhurthi to serve as her the outpost
defending Avernus. She will empower me with
the full force of her cult in exchange for the
souls of my gnomish slaves. Together we will
demolish Faerûn! Tonight we celebrate by
drinking your soul.”

Rainbow Opal

Kurtulmak is working for Tiamat, queen of evil


dragons. “Tiamat will reward me for building
my kobold nation of Darastrixhurthi as her
back-door escape route from Avernus. She will
empower me with passion as her consort when
I offer her a treasure trove of gems filled with
the souls of my gnomish slaves. Together we
will oppress Faerûn! Tonight we celebrate by
consuming your flesh.”

39
The power hungry kobold master barks out a command.
You are dragged into the far corner of the feast hall and
thrown into a small cage.The cage is shackled to a heavy
chain, attached to some kind of crank mechanism. Three of
the small spectres--one red, one green, one white--strain to
crank the lever wheel. Slowly, the chain draws up towards
the expansive, arched ceiling, pulling your cramped prison
ever higher.

When you swing fifty feet above the ground the mechanism
stops. Another fifty feet of chain stretches above you to a
pulley, leaving you twisting in the air.

40
QUESTion

What can you see from up here? Make a Wisdom


(Perception) check. What is your result?

5 or lower

The small spectres are each tethered to a


glowing gemstone, weighing them down like a
ball and chain.

6 to 12

The small spectres are each tethered to a


glowing gemstone, weighing them down like a
ball and chain. You see all your gear under the
table being divided up by three kobolds.

13 or higher

The small spectres are each magically tethered


to a glowing gemstone, weighing them down
like a ball and chain. You see all your gear under
the table being divided up by three kobolds.
The long, massive table is set for two. Opposite
the skull pile is an ornate dining chair. It almost
looks like a throne.

41
GNOME POWER!

You also notice the arched ceiling beams of this freshly-


excavated room are straining under the sheer weight of the
mountain above. The entire archway is held precariously in
place by one central keystone directly above the throne.

42
Chapter 5: The Brave Escape

You sway perilously in the cramped cage, plotting your


escape. The sad, spectral servants have nearly completed
setting the table for the massive feast. A well-dressed
kobold enters the room through large, wooden double doors
and makes an announcement.

QUESTion

Do you speak Draconic?

No.

This kobold speaks with an air of sophistication


in their voice. You manage to pick out the words
“guest” and “arrived”.

Yes.

This kobold speaks with an air of sophistication


in their voice. “My lord Gnomesmasher, our
guest of honor has arrived. As your vizier, I
advise you, great Horned Sorcerer, greet our
guests personally and win their respect.”

43
Kobold soldiers snap to attention as Kurtulmak rises from
his throne of tiny skulls. The kobold god exits the room,
slamming the wooden doors with an echoing thud. The well-
dressed kobold saunters towards the throne. They delicately
drag their claws across the tiny skulls, staring upwards with
a smirk on their snout. Using some kind of incantation, they
float a small potion bottle filled with milky white substance
up towards the throne seat.

QUESTion

What do you think this vizier is up to? Make a Wisdom


(Insight) check. What is your result?

5 or lower

They want every detail perfect so this meeting


goes smoothly. The bottle is a health potion.

6 to 12

They want every detail perfect so this meeting


goes smoothly and they can take all the credit.
The bottle is a potion of heroism.

13 or higher

They want every detail perfect so this meeting


goes smoothly and they can take all the credit,
then dispatch Kurtulmak and take all the power.
The bottle is a drow sleeping poison.

44
Gnome Power!

This kobold is actually muttering under their breath in


gnomish!“Ten foot skull pile throne, check. Greatest magic
item ever, check. Trillion ton mountain, check. Poorly
designed ceiling, check. Every detail has got to be perfect!
I’ve been stuck down here dressed like a kobold way too
long for it to all go wrong now. This is going to be the best.
Prank. Ever!”
Kurtulmak is gone for now but could return at any minute.
The other kobolds are watching the doors intently. The
spectral spirits are drudging away at their tasks. You spy a
few scraps of metal that could make do as lockpicks for this
simple lock. This could be your only chance to escape.

QUESTion

How will you try to get out of this hanging cage?

Through the door

Pick the lock.

Make a DC 14 Dexterity (Sleight of Hand)


check. On a failure, you jam the lock. It
doesn’t look like it will open now, even
with the key. On a success, the lock pops
open and the cage door swings outward.

45
Smash the door.

Make a DC 14 Strength (Athletics) check.


On a failure, you angrily stomp the iron bar
door. The cage begins shaking wildly, but
the door doesn’t budge. On a success, you
defiantly stomp the iron bar door. The cage
shakes wildly and the door swings outward.

Magic

Use the right tool for the job. Cast knock.

Success! The lock pops open and the


cage door swings outward.

Improvise. Cast any other spell you think would


work.

Did your spell work? Be honest.

Yes. Success! Either the cage door is


open or you are outside the cage. Either
way, nice job! You gain Inspiration.

No.You know what? That’s ok. There’s


no shame in trying.

46
Was your spell loud? Be honest.

No. Ok. Whew!

Yes. The sound of your spell echoes


throughout the chamber, alerting
every kobold soldier in the vicinity. The
soldiers all fix their crossbows on you.
Roll init-- too late! A swarm of bolts
hisses towards you--

You wake up in a panic, covering your face and cowering


in fear. Your party members on the second watch of the
night burst into uncontrollable laughter. Everytime you
see a kobold or see someone with a crossbow, you have a
flashback of this nightmare.

THE END

47
QUESTion

Did you get the door open?

Yes.

Nice! You got the cage open! But you’re still


hanging in the middle of this 100-foot-tall
chamber.

No.

Keep your eyes open and your wits sharp. Your


opportunity just hasn’t come up yet. Until then,
you wait.

It's a long way down to the ground, but just as far up to the
ceiling.

48
QUESTion

Which way do you go from here?

Up

You climb up the chain, planning to follow it all


the way back down to the ground. Make a DC 16
Strength (Athletics) check.

On a failure, you make it twenty feet up


the chain but can hold on no longer. Looks
like you’re going down the hard way! Go to
Page ## and add 2d6 to the damage.

On a success, you climb the chain straight


up to the first pulley. You’re at the top of
this 100-foot chamber!

From here, you’ll have to climb horizontally


over to the second pulley. Make a DC 18 Strength
(Athletics) check.

On a failure, you make it halfway over


but lose your grip. Looks like you’re
going down the hard way! Go to Page 53
and add 5d6 to the damage

On a success, you reach the second


pulley! From here you’re able to hug
the chain firmly and let gravity do most
of the work. You slide your way to the
ground!

49
Down

The easy way.

Do you have a spell or ability letting you


drop 50 feet without taking damage?

Yes. Nice! You land safely on the ground.


Go to Page 53.

The hard way.

You drop 50 feet to the hard ground below.


Take 5d6 bludgeoning damage.

Are you at 0 hp?

No. Nice! You land on the ground,


somehow still in one piece. Go to Page
53.

Yes. You brace for impact, jolting awake


just as you are about to splatter on the
ground. Everytime you see a kobold or
find yourself at great heights, you have
a flashback of this nightmare.

THE END

50
Nowhere

Stuck in your tiny cage, you watch the double


doors intently, knowing that when they open
Kurtulmak and their guest of honor will eat that
exquisite meal and have you for dessert. The
spread of food on that massive table smells so
tasty. Maybe they’ll be too full for dessert? You
wonder what delicacies are down there that
smell so good. Unable to see you close your eyes
and take a big sniff. Mmmmm, yummy...

You wake up back at camp in a puddle of cold drool (yours,


thankfully). Your party members on the second watch are
roasting something on the campfire. Everytime you see
a kobold or catch a whiff of roasting food, you have a
flashback of this nightmare.

THE END

51
52
Chapter 6: Guest of Honor

As you hit the ground, the kobold vizier glares at you in


shock. The kobold soldiers begin to advance, but the vizier
barks an order. They maintain their positions facing front
towards the door. You see three kobold dragonshields in
possession of your belongings standing near the doors.
The well-dressed and objectively attractive kobold vizier
approaches you hesitantly, arms outstretched, claws
gesticulating in arcane motions. The air wobbles visibly
around you both. It is clear that you are on the other side of
an illusion, hidden from the soldiers.
You notice this kobold wears a glittering gold nugget around
its neck on a leather cord. Exactly like the one you found in
your bedroll! Wait. When was that? Was that a dream? Is this
a dream??
“You were not supposed to be here,” the kobold hisses in
Common, “but you may be useful anyway! Kurtulmak is out
of control. Darastrixhurthi is an abomination and I am going
to take it all down. Are you with me or against me?”

53
QUESTion

Will you help the kobold vizier?

No way!

Roll initiative!

The vizier rolled a 26 on initiative, which seems


exceptionally high for a kobold.

On the kobold vizier’s turns, it waives a stick


with a dead frog tied to it. A wand of polymorph!
Make a DC 15 Wisdom saving throw.

On a success, the combat continues.

On a failure, you are polymorphed into a


squirmy, chubby caterpillar. The kobold
plucks you from the ground and holds you
above its face. “Choose better next time.”
The kobold winks, then flings you into the
air and opens its snout wide. Its jaws snap
shut as you startle awake in your bedroll.
Your party members on the second watch
notice and ask if you’re ok. Everytime you
see a kobold or see the polymorph spell
in action, you have a flashback of this
nightmare.

THE END
54
The enemy of my enemy is my friend, so... I guess so?

“Great choice! This is going to be fun.” The


kobold vizier produces a stick with a dead frog
tied to it. A wand of polymorph! With a waive
of the wand, the kobold transforms into... YOU!
“Ah not too shabby,” the vizier says, inspecting
its new body. “Now your turn.”

QUESTion

Do you resist the wand of polymorph?

Yes.

Make a DC 15 Wisdom saving throw.

On a failure, you are polymorphed into an


attractive kobold in fine attire.

On a success, nothing happens. The vizier tries


again. You gain UNspiration.

55
“It's all up to you now. They’re all counting on you. Just
play the part. Wait until Kurtulmak seated on the throne.
I’ll handle the rest. And when I say run, you RUN. Got it?”
The vizier removes the glittering gold nugget necklace
and ceremoniously drapes it around your scaly neck. “For
emergency use only.” The vizier in your body leans in and
whispers “Don’t wake up.”

You gain the sparkling snoozestone. As a reaction


to waking up before the dream is complete, you
tap the gold nugget and go 5 minutes back in
time. Once the snoozestone is used in this way
it loses its luster and magic ability.

GNOME POWER!

The snoozestone has 3 charges. Once all charges are


expelled, it loses its luster and magic ability.
A thunderous boom echoes through the chamber as the large
doors crack open. The vizier, polymorphed as you, utters an
incantation and in an instant is teleported up into the hanging
cage. You see the small spectres stop their tasks and look
upon you with hope and desperation. Every kobold soldier
stands at attention in nervous anticipation. Showtime!

56
QUESTion

How do you greet Kurtulmak’s guest of honor?

With bold defiance

Make a Charisma (Intimidation) check. What is


your result?

It doesn’t matter what you rolled! Kurtulmak senses your


insolence and immediately skewers your skull on a pike. You
wake up with your teeth clenched, staring at the stars above
camp. Everytime you see a kobold or a polearm that does
piercing damage, you have a flashback of this nightmare.

THE END

57
With obsequious humility

Make a Charisma (Persuasion) check. What is


your result?

10 or lower

Kurtulmak slashes your face with his steel


claws. “Blithering fool! That is no way to
speak to our most honorable and powerful
guest! Be gone!” You take 4d4 slashing
damage.

11 to 19

Kurtulmak nods in approval. “Thank you


vizier. That is all.” You gain inspiration. Go
to Page 61

20 or higher

Kurtulmak’s guest is delighted and insists


you join them at the feast. Kurtulmak glares
daggers at you but forcefully escorts you up
the mountain of tiny skulls to sit at his right
side.

You hear a palm smacking a forehead


from the hanging cage above. You gain
UNspiration. Go to Page 61

58
With proper kobold etiquette

Make a Charisma (Performance) check. What is


your result?

15 or lower

Kurtulmak glares daggers at you. You


obviously did something not in keeping
with kobold customs. The guest of honor
doesn’t seem to notice and Kurtulmak
continues on towards the table. But ith a
subtle nod, Kurtulmak motions the three
kobold dragonshields carrying your gear to
firmly escort you out of the room through
the large doors. Once outside the room the
dragonshields turn on you. Roll initiative!

Did you survive?

Yes. You regain all your possessions. Go


to Page 61

No.

You wake up at camp, the smell of campfire filling the air.


Everytime you see a kobold or are surrounded by a pack of
hostile creatures, you have a flashback of this nightmare.

THE END

59
16 or higher

Kurtulmak nods in approval. “Thank you


vizier. That is all.” You gain inspiration. Go
to Page 61

60
Chapter 7: The Prisoner’s
Punchline

As the guest of honor and Kurtulmak settle in for their


feast, you peer up to the hanging cage and see your body,
casually reclined in the cage, whistling a merry tune. Who is
this vizier? What is their plan? Why are these small spectres
looking at you?
The guest of honor finishes the feast and rises from their
seat, heading toward the hanging cage. Kurtulmak begins to
rise, but cannot move from the throne. The powerful kobold
strains his muscles but make no progress. His rear end and
tail appear to be glued to the seat of his boney throne!
If you rolled a 20 or higher on your Charisma (Persuasion)
check, you are also glued to the throne!
“Such insolence. You do not rise when your guest leaves the
table?” the guest of honor scorns.
“Your excellency, please, I beg you. This is not my doing!”
Kurtulmak whimpers. He manically rubs the pendant of
swirling colors, but nothing happens.
“That’s right! This is OUR doing!” the vizier exclaims. With a
spectacular leap, they dive out of the hanging cage headfirst
towards the hard ground. Moments before impact, they
make eye contact with you and yell “NOW!”

61
QUESTion

NOW?!? What in the world does that mean???

Attack Kurtulmak

Kurtulmak has the combined stat blocks of


a kobold dragonshield and a kobold scale
sorcerer with the maximum hit points of both
creatures. His size is Medium. He is currently
Restrained. Roll initiative!

After 2 rounds of combat, are you still alive?

Yes.

You realize this is not what “NOW!”


meant! Go to Page 65.

No.

You wake up back at camp, adrenaline


surging through your body. You do
not gain the benefits of a long rest.
Everytime you see a kobold or go first
in initiative, you have a flashback of this
nightmare.

THE END
62
Attack the Guest of Honor

Refer to the appropriate stat block for your


particular Guest of Honor: Ilsensine, Zariel,
Caesinjach, or Tiamat. Roll initiative!

After 2 rounds of combat, are you still alive?

Yes

You realize this is not what “NOW!”


meant! Go to Page 65

No

You wake up back at camp, warm liquid


soaking your pants. You do not gain the
benefits of a long rest. Everytime you
see a kobold or (Illithid/Devil/Dragon),
you have a flashback of this nightmare.

THE END

63
Run out the doors

The three kobold dragonshields carrying your


gear stand between you and the large doors.
Roll initiative!

After 2 rounds of combat, are you still alive?

Yes

The kobolds look in horror at the


scene unfolding behind you. They drop
your gear and flee. You regain all your
possessions.

No

You wake up at camp, the smell of


campfire filling the air. Everytime you
see a kobold or are surrounded by a
pack of hostile creatures, you have a
flashback of this nightmare.

THE END

64
Avalanche!

You race through the large double doors. As you turn back
to close them, you see an arcane portal open on the ground
just before your body can be pulverized by the impact. In
the same instant another portal opens in the air near the
ceiling keystone, directly above Kurtulmak. Your body falls
gracefully into the portal, but what emerges from the other
side is like nothing you’ve ever experienced.
An androgynous gnome with glittering gold skin, mesmerizing
rainbow eyes, and impossibly long glitzy tinsel hair hovers
in the chamber over the throne. Their hair coils around
the keystone, as loose rocks rain down. They pull out four
glowing gemstones - ruby, emerald, diamond, and rainbow
opal - which orbit their head.
“Oh dull little dragon-doggy?” they call out in a smiling sing-
song tone. “Did you miss me?”
“GARL. GLITTERGOLD!” Kurtulmak rages.
“You might want to sit down for this one. Oh you already are!
How marvelous! You’ve enslaved my gnomy-womies for far
too long. It’s time the Forgotten Folk remember our home.”
Garl Glittergold wiggles their fingers and all the small spectres
are sucked into the ruby, emerald, and diamond. Rainbow
light beams from the colorful pendant on Kurtulmak’s neck
shoot towards the Rainbow Opal. The kobold claws at the
beams of light but cannot grasp them.
“That’s all, folks!” Garl kisses each stone as it orbits their
lips.
“Now (Guest of Honor), stop me if you’ve heard this one.”
You see Garl’s long tinsel locks tighten their grip on the
keystone.
“Did you hear the world held a contest to vote for the worst
natural disaster?” Garl makes arcane motions with their
fingertips, slowing to a halt in midair.
“Avalanche won in a landslide!” Garl drops the spell keeping
them aloft, plummeting towards the throne. The tail of
hair pulls the keystone free, dropping a trillion tons of
mountain onto Kurtulmak, still stuck to his morbid throne
with Sovereign Glue.

65
The Guest of Honor exits the cavern using their own
magical means of escape.

Ilsensine

Zariel

Caesinjach

Tiamat

Garl Glittergold finds you in the chaos of raining rocks. “Hey,


You! RUN!” Garl whizzes past Kurtulmak without looking back.
You notice the angry kobold god conjure a floating spectral
claw. As Garl sprints over the long table, Kurtulmak’s mage
hand snatches the rainbow opal orbiting Glittergold’s head,
speeding it to Kurtulmak’s waiting hand.
Before Garl can turn back, a gargantuan boulder smashes
Kurtulmak and his throne of gnome skulls like a meteor.
“NO!!” Garl cries, “Not again!”
“Hey you out there! You! No, not your character. I’m talking
to YOU! The one reading this! You have to save the glitter
gnomes!”

66
QUESTion

Do you have any charges left on the sparkling


snoozestone?

No

You see blurry morning sunlight through


your eyelashes, but immediately shut your
eyes and try to will yourself back to sleep.
“Rise and shine, sleepyhead.” Your party is
already breaking camp and ready to begin
the next day’s travels. You cannot get back
to sleep. Everytime you see a kobold or a
large rock, you have a flashback of this
nightmare.

THE END

Yes

You see blurry morning sunlight through your


eyelashes, but immediately shut your eyes and
will yourself back to sleep. Five more minutes...

67
Chapter 8: Let’s Get Lucid

You find yourself back in the chamber, polymorphed as a


kobold. Kurtulmak and the Guest of Honor are mid-feast. You
see the rainbow stone pendant gleaming around Kurtulmak’s
neck. You crane your neck up towards the hanging cage and
exchange a swift nod with Garl Glittergold polymorphed as
you.
You know what must be done but have no idea how you can
get the rainbow stone away from Kurtulmak. If you just run
up there and snatch it you’ll be killed and wake up. Kurtulmak
and the Guest of Honor must also finish the meal, otherwise
Garl’s big moment may not happen, and the glitter gnomes
will continue to be trapped.

QUESTion

How are you going to get the rainbow stone pendant


from around Kurtulmak’s neck without him noticing for
five minutes?

Stealth (Deep Gnome)

The element of surprise is the greatest


advantage you have. Far up in the hanging cage,
Garl winks and flashes a smile. You notice a ruby
now orbiting your head. You now have every
single ability of an accomplished svirfneblin!
See the Appendix for a link to standard gnome
abilities. Go to Page 71

68
With a little help from your friends (Forest Gnome)

The support of underground animals is the


greatest advantage you have. Far up in the
hanging cage, Garl winks and flashes a smile.
You notice an emerald now orbiting your
head. You now have every single ability of an
accomplished forest gnome! See the Appendix
for a link to standard gnome abilities. Go to Page
71

Mechanical mastery (Rock Gnome)

Your understanding of the machines in this


chamber is the greatest advantage you have. Far
up in the hanging cage, Garl winks and flashes
a smile. You notice a diamond now orbiting your
head. You now have every single ability of an
accomplished rock gnome! See the Appendix for
a link to standard gnome abilities. Go to Page 71

69
Gnome Power! (Arumdina)

Your instant bond with the legendary artifact Arumdina


is the greatest advantage you have. Far up in the hanging
cage, Garl winks and flashes a smile. You feel the gorgeous
battleaxe strapped to your back.
You are reunited with Arumdina the Justifier. The back of
your neck tingles as you hear her smooth voice enter your
mind.
“The spirit of the protector is alive in your soul, Forgotten
Folk. Soon your light will shine bright for all the world to
see.”
You instantly grow a streak of hair that glistens like a million
colorful crystals. When you furrow your eyebrows and
squinch your nose, you swear you can feel the hair moving.

Go to Page 73

70
Open Ending

How did you do it? The world wants to know! Tell your tale in
the Discussions section on the Kobold Nightmare DMs Guild
page.

QUESTion

Did it work?

No

You wake up late, confused by your surroundings.


Your party broke camp and is ready to start
traveling. Just a dream? All of it? Can’t be. It
was so real. So. Real. Surreal.

The next night, you draw the short straw. First


watch. You rub that gold nugget between your
thumb and forefinger during an uneventful
watch.

Go to Page 5

71
Yes

Moments before you are buried in the avalanche, Garl


Glittergold rockets past and hugs you tight. The two of you
blaze out of the collapsing Darastrixhurthi like a burning
comet. You speed beyond planes of existence in flashes of
radiance until you arrive at Bytopia. You bask in the delights
of Glitterhome with Garl and their companion, Arumdina
the Justifier, the gorgeous and intelligent battleaxe. Garl
explains to you the Baker’s Dozen Prophecy
“Thirteen. Our holy, lucky, and most sacred number. And
until recently, an ironic twist in my neverending kobold
nightmare. You see, I’ve been relieving that fateful day
down in Darastrixhurthi every single night for eons. I’ve
recreated that event thirteen million different ways with
the help of every class of hero imaginable. Twelve classes.
Not thirteen.”
“I figured I’d never defeat the nightmare until there were
thirteen class options for heroes to fulfill the prophecy. So
I travelled to other realities looking for the perfect class.
And eventually, some baker baked up the gnomiest class
ever: the Artificer! I brought this class back to the Forgotten
Realms, hoping that one day a new hero would tinker their
way into my dreams and make it to the end with me.”
“And you did! So now I need you. Take this gemstone and
become one with your inner gnome. Return to the Prime
Material plane. Spread the word of the Prophecy. Find twelve
other class heroes and give them a sparkling snoozestone.
Save the glitter gnomes!”

72
Gnome Ending

Moments before you are buried in the avalanche, Garl


Glittergold rockets past and hugs you tight. The two of you
blaze out of the collapsing Darastrixhurthi like a burning
comet.
You speed beyond planes of existence in flashes of radiance
until you arrive at Bytopia. You bask in the delights of
Glitterhome with Garl and their companion, Arumdina the
Justifier, the gorgeous and intelligent battleaxe.
Garl explains to you the Baker’s Dozen Prophecy
“Thirteen. Our holy, lucky, and most sacred number. And
until recently, an ironic twist in my neverending kobold
nightmare. You see, I’ve been relieving that fateful day
down in Darastrixhurthi every single night for eons. I’ve
recreated that event thirteen million different ways with
the help of every class of hero imaginable. Twelve classes.
Not thirteen.”
“I figured I’d never defeat the nightmare until there were
thirteen class options for heroes to fulfill the prophecy. So
I travelled to other realities looking for the perfect class.
And eventually, some Baker baked up the gnomiest class
ever: the Artificer! I brought this class back to the Forgotten
Realms, hoping that one day, a new hero would tinker their
way into my dreams and make it to the end with me.”
“And you did! So now, I need you. Take this gemstone and
become one with your inner gnome. Return to the Prime
Material plane. Spread the word of the Prophecy. Find twelve
other class heroes and give them a sparkling snoozestone.
Save the glitter gnomes!”

73
Wrap Up
Dear Reader,
Thank you so much for daring to embark on this adventure! Your bravery
knows no bounds.
The legendary tale of Garl Glittergold vs. Kurtulmak is always slightly
different with each retelling. Now you know how it really went down. Your
story is the new canon in Forgotten Realms lore.
Please help spread the word of this adventure to all your D&D friends.
Please take a moment to share your version of the story on the Discussions
section of the DMs Guild product page for Kobold Nightmare. While you’re
there, please consider leaving a review. You would really help because the
reviews will help more folks take a chance on the adventure.
If all thirteen player classes complete Kobold Nightmare, Garl Glittergold
will commission a special adventure called Save the Glitter Gnomes!
You can also learn more about the glitter gnomes, a new gnome subrace
player option, in Glittergold’s BIG Book of Gnomes, coming soon to DMs
Guild.
This product was made possible by the Creator’s Catalyst Project - a
crowdfunding accelerator for game developers. Please support this
fantastic group and contribute to future products from marginalized
TTRPG creators! https://creatorscatalystproject.com/
For more gnomish fun and fantasy, please support my other DMs Guild
releases. I donate every dollar of profit I make from TTRPG sales to charity.
https://www.dmsguild.com/browse.php?author=Drew%20Dawes
Great, thanks!
-Drew Dawes

@DrewDwarves on Twitter

74
Appendix I
Stat Blocks

Standard Kobold stat block: https://www.dndbeyond.com/monsters/kobold


Additional stat blocks found in Monster Manual and Volo’s Guide to Monsters

Gnome Features

General information on gnome player options: https://www.dndbeyond.


com/races/gnome
Additional information found in the Player’s Handbook

Appendix II
Magic Items

Gemstone Pebbles

Wondrous Item, common

As an action, you can spill the gemstone


pebbles on the ground to cover a level,
square area 10 feet on a side. A creature
moving across the covered area must
succeed on a DC 13 Dexterity saving throw
or fall prone.

Shimmering Sand

Wondrous Item, common

As an action, you can throw the shimmering


sand at a creature within 5 feet. The
creature must succeed on a DC 13 Dexterity
saving throw or be blinded for 1 minute.

75
Arumdina the Justifier

Artifact, intelligent weapon (battleaxe), requires attunement by a gnome

Arumdina the Justifier is a gorgeous, curvy


battleaxe dripping with golden radiance.
As the soulmate of Garl Glittergold, she
is the embodiment of the gnomish god’s
protective spirit. She will allow herself to
be wielded by a gnome in their hour of
need. If the gnome’s intentions are true,
she will instantly attune with the wielder
and give them proficiency with a battleaxe.

Arumdina is nobody’s fool. Should the


wielder attempt to use her in a manner
deemed an affront to the tenants of
Glittergold, she will break the attunement
and teleport away to her home in Bytopia.

The following are the known abilities of


Arumdina the Justifier:

+3 to attack and damage rolls

Kobold Slayer. Arumdina does an extra


3d6 radiant damage to kobolds

Casts freedom of movement once per


day. Recharges at dawn.

Holy Roller. Attack rolls of ‘13’ on the


d20 are also a critical hit

Sentience. Lawful good, INT 16, WIS 18,


CHA 20. Hearing and darkvision 120 ft.
Communicates telepathically with the
wielder. Can audibly speak gnomish in a
smooth, sultry voice.

76
Kobold
Nightmare

77

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