TEXT: 
  
  K
  obold Alone is a Fifth Edition adventure
  designed for three to six characters of 1st to
  4th level. The adventure is set in a large,
  nameless estate or mansion that can easily be
  placed into any setting. It also works perfectly
  as a one-shot or as a side quest in a larger
  campaign. The adventure intentionally keeps
  many of the details vague so you can place your own named
  NPCs and hooks into the setting without too much effort.
  
  
  The characters hear a rumor that a local villain in the area
  recently set out to travel for a week to a distant city.
  Supposedly, their home is totally empty while they’re gone.
  And beyond a few locks on the doors and windows, there
  aren’t a whole lot of safety precautions. No matter what their
  reasons are for doing so, this is the perfect opportunity for
  the characters to break into the mansion.
  What the characters don’t know, however, is that the villain
  left behind a band of kobolds to protect their estate—the
  villain promised each of them a wheel of cheese as a reward.
  For a kobold, that’s a far greater reward than gold or gems.
  These crafty Draconian buggers are more-than-prepared to
  face burglars, trespassers, and anyone else who dares to
  enter the estate. They’ve set deadly traps and armed
  themselves with all manner of mundane weapons.
  After all, everyone knows that one kobold is a menace, two
  kobolds are a threat, and three or more kobolds are
  downright deadly.
  
  
  As an open-ended one-shot/side quest, there are plenty of
  reasons the characters might need to break into the estate.
  Here are a few suggestions based on the most popular Fifth
  Edition backgrounds:
  Acolyte. The villain is a known fiend or undead creature
  who’s been plaguing the area. You wish to break into the
  house to find proof of their evil ways.
  Criminal. You’re a criminal. Breaking into places and
  stealing things that aren’t yours is kinda what you do.
  Charlatan. As a charlatan, you can see beyond petty theft.
  You have your eyes on the bigger prize—blackmail. There’s
  gotta be something in that manor you can use to exploit the
  villain for even greater reward.
  Entertainer. Although the heist sounds dangerous and
  illegal, it’s sure to make a great story to share with others—
  the others can count you in!
  Folk Hero. Many locals have approached you sharing their
  common fears of the lady/lord of the manor. They won’t be
  able to rest easy until you enter the home, find proof that the
  villain is, in fact, a villain, and ultimately rid the area of the
  foe.
  Guild Artisan. Members of your guild recently performed
  work for the villain but weren’t fairly compensated for their
  work. They turn to you to make matters right. Break into the
  house and take back what’s rightfully theirs. This should also
  leave a clear message to the villain that the local artisans’
  guild is not one to be trifled with.
  Hermit. Maybe if you’ll help your friends break into the
  villain’s manor, they’ll finally leave you alone? Then you can
  go back to peace and quiet. Won’t that be nice?
  Outlander. You heard around the campfire—literally—that
  there’s a big, rich, civilized jerk who recently left for a trip and
  left their big, fancy house unguarded. Inside, you will likely
  find plenty to steal and—as a bonus—smash.
  Noble. An opportunity to check out how another wealthy
  citizen lives? You wouldn’t miss it for the world. After all, they
  can’t possibly be living better than you and your family does!
  Sailor. While in port, you overheard that there was a villain
  in the area whose impressive mansion might hold great
  wealth. Whether or not you agree with stealing from a villain,
  the job sounds exciting and, frankly, you don’t have much else
  to do until your ship sets sail.
  Sage. Supposedly, an ancient book of immense value is
  hidden somewhere in the villain’s home. That book was
  stolen long ago from a group of sages whom you admire. You
  hope to break into the villain’s home and reclaim the book.
  1
  
      Soldier. The villain wronged an old war friend or colleague
  of yours in the past. You now wish to get vengeance. The first
  step is to break into their home and find something that you
  can use against them.
  Urchin. For too long, this villain has put their wealth on
  display to the community while offering very little back. You
  hope to break into their home to take from them so you can
  give to those who need it more.
  
  
  The villain’s house is an impressive, two-story manor house
  with dozens of bedrooms, plenty of bathrooms, multiple
  fireplaces, and luxuries and comforts of all sorts. The
  nameless villain in this adventure prefers to keep his security
  system relatively mundane. After all, they know that a few
  kobolds can put far more fear into the heart of adventurers
  than a glyph of warding ever could. Besides, he’s insured, and
  if burglars do manage to break into his home, it’s unlikely
  they’ll ever find the secret basement and treasure vault.
  
  
  Instead of exhaustively detailing every room in the house and
  all of its features, below is a list of the common features
  found throughout the home.
  
  
  The outside walls and a vast majority of the interior walls,
  especially on the ground floor, are made of thick stone bricks
  mortared into place. Wooden walls are also common
  throughout the house. Most of the floors throughout the
  house are made out of hardwood, although certain rooms,
  such as the kitchen and bathrooms have stone tiles instead,
  and the great hall’s floors are made from polished marble.
  
  
  Overall, the ceilings on the second and first floor are 12-feet
  high. Exceptions to this include the great hall and libraries,
  which have mezzanines.
  
  
  There are three types of doors in the home.
  Exterior Doors. The exterior doors are heavy oak-plank
  doors hung on iron hinges and dressed with iron hardware.
  These doors have AC 15, 18 hp, and immunity to poison and
  psychic damage. All of these doors have locking mechanisms
  and can also be barred. A locked door requires a DC 15
  Dexterity check using thieves’ tools to pick or a DC 15
  Strength check to break open. A barred door can’t be picked,
  and only a DC 20 Strength check will break the door down.
  The bar also adds 10 hp to the door’s total hp. Assume that
  all of the exterior doors at the start of this adventure are both
  locked and barred.
  Interior Doors. The interior doors are wooden, but a little
  lighter than the exterior doors. These doors have AC 15, 12
  hp, and immunity to poison and psychic damage. Most of
  these doors have locking mechanisms. A locked door
  requires a DC 15 Dexterity check using thieves’ tools to pick
  or a DC 15 Strength check to break open. Creatures who run
  through such doors can shut the door as part of their move,
  then lock it with an action or bonus action (creature’s choice).
  Most of the interior doors are unlocked at the start of this
  adventure.
  Secret Doors. The absent villain has hidden their vault
  behind two secret doors. The first door is in the study (area
  20b). The second door is just before the vault itself (area 43).
  Finding these doors requires successful DC 20 Wisdom
  (Perception) checks for each. The two doors have their own
  conditions to open, but consider both doors to be magically
  locked by the arcane lock spell. With the spell in place, they
  are impervious to all forms of damage. A DC 25 Dexterity
  check using proficiency in thieves’ tools is required to pick
  the locks and a DC 25 Strength check is necessary to force
  the doors open.
  
  
  During the day, the house is well lit thanks to a bevvy of large
  windows. Only rooms lacking windows and the basement lair
  are dark. At night, the house has plenty of lamps, lanterns,
  and other lights to keep the place lit. It’s worth noting that
  kobolds do not require light to see, and may put out all of the
  lights. In areas of dim light, creatures have disadvantage on
  Wisdom (Perception) and Intelligence (Investigation) checks
  that rely on sight.
  The secret basement downstairs is almost completely dark
  save for area 43.
  
  
  Plenty of windows surround the estate. A window has AC 12
  and 5 hp. They are vulnerable to bludgeoning damage and
  immune to poison and psychic damage. The windows can be
  locked using latches inside. A locked window requires a
  successful DC 10 Dexterity check using thieves’ tools to open
  or a successful DC 10 Strength check to break. Assume that
  all of the windows are locked at the start of the adventure.
  
  
  Instead of detailing each and every little item contained in the
  44+ rooms of the house, assume that the characters have a
  reasonable chance of finding valuable objects in each room.
  Below are special rules you can use to randomly determine
  the contents of a room based on how thoroughly a character
  searches a room.
  Resources. A character can search a room by spending 1
  minute looking through drawers, wardrobes, and under beds.
  Alternatively, the character may also choose to search at a
  slow pace or a fast pace. A character who searches at a slow
  pace takes 10 times as long to search the area (10 minutes),
  but has advantage on their check to do so. And a character
  who searches at a fast pace only takes 1 round (6 seconds) to
  search the room, but has disadvantage on the check. At the
  end of the duration, the character must make an Intelligence
  (Investigation) check. The character may add +1 to the check
  for each minute they spend searching beyond the original
  duration up to a maximum of +5.
  Resolution. Use the Valuables tables below to determine
  what the character finds in a given room. First, use the
  Treasure Table by Room table to determine the type of
  treasure that might be present. Then compare the check total
  on the appropriate Treasure Table. Area 44 does not have a
  treasure table, and instead has its own specific treasure
  detailed below. For a result of coins, roll the given number of
  coins. For a result of art objects, roll to determine the number
  of art objects of the given value are found. For results of
  2
  
  magic items or intrigues, roll on the respective table to
  determine what the characters find.
  Subsequent Searches. Once a room has been searched
  by a character and looted of its valuables, all subsequent
  search check results of 20 or better find additional items as
  shown on the Subsequent Search table below.
  Complications. Burglary is a messy thing. Sometimes,
  something gets knocked over and causes a huge mess. Other
  times, the characters leave evidence that may incriminate
  them. When a roll of a natural 1 comes up during a search—
  even if the check was a success—a complication occurs. Roll
  on the Search Complications table below to determine what
  happens.
  Search Complications
      d6    Complication
  1
  The characters accidentally damage the valuables
  they found.
  2
  The characters leave evidence that may lead the
  villain or the local authorities to them.
  3
  One of the valuables that the characters discover
  is cursed.
  4
  The characters accidentally knock an item over,
  causing a loud crash, alerting creatures in the
  house to their presence.
  5
  The characters set off a trap—even if the room
  they were searching through wasn't trapped.
  6
  The characters discover that the house they're
  raiding is related to any ally of theirs, and might
  hurt them as well as the villain.
  
  
  Like a lot of the details of this adventure, the actual location
  of the eponymous kobolds varies from play to play. Use the
  How Many Kobolds? table below to determine the quantity of
  the kobolds the characters find in the house. Assume that
  half of the kobolds are upstairs and the other half are
  downstairs.
  How Many Kobolds?
  Average Party Level
  Number of Kobolds
  1
  1d6 + 4 (7) kobolds
  2
  2d6 + 4 (11) kobolds
  3-4
  4d6 + 4 (18) kobolds
  
  
  Before you run this adventure, it’s important to understand
  that kobolds are not natural born fighters. They possess poor
  Strength and poor Constitution. They don’t have much of a
  mind for tactics and discipline either, as they have low
  Intelligence scores and Wisdom scores. And they rarely, if
  ever, parley, since they also have low Charisma scores.
  Instead, kobolds take advantage of the three things they’re
  best at:
  
  
  With a Dexterity score of 15, they’re pros when it comes to
  ranged weapons, finesse weapons, and even ability checks
  and saving throws using their Dexterity. Therefore, it’s likely
  they will always try to keep space between themselves and
  their foes, ideally 30+ feet. Even though their dagger and
  sling attacks will have disadvantage at these ranges, they
  would rather suffer a poor shot then risk a close hit by a
  strong combatant.
  
  
  A kobold will never enter a fight (especially a melee fight)
  unless it feels it has advantage in numbers, at least two
  kobolds per every foe, and three or more if they can get it. Not
  only does this create multiple targets for their foes, but it also
  allows the kobolds to use their Pack Tactics feature, granting
  them advantage on their attacks. Keep in mind that a kobold
  can also use its Pack Tactics with its ranged weapons—the
  only requirement is that it has an ally within 5 feet of its
  target.
  
  
  Ultimately, a kobold is not so much a foe in a fight as it is a
  button-pusher for the closest trap it can find. Kobold traps
  aren’t expertly designed like a gnome's or goblin’s trap would
  be. They’re simple. Therefore, many of these traps will need
  an actual kobold present to trigger its effects.
  As the characters move through the household, remember
  to always keep kobolds 35 feet or more from the characters.
  Remember that they can close doors behind them and use
  their action or bonus action to quickly lock a door behind
  themselves. Kobolds can see in the dark up to 60 ft., so they
  will prefer the cover of darkness, especially since it masks
  the location of their traps. They know all the best hiding
  spots in the manor, too. Make sure to familiarize yourself with
  the map so you can plot the best escape routes for the
  kobolds. This adventure includes maps with escape routes,
  too.
  
  
  Finally, what would a “Home Alone” inspired adventure be
  without a vast assortment of traps with which you can
  torment your players? Like the kobolds, the number of traps
  you place within the manor largely depends on the strength
  of the party that enters the manor. Use the How Many Traps?
  Table below to determine the number of recommended traps
  to place in the manor.
  How Many Traps?
  Party Average Level
  Number of Traps
  1
  1d4 + 1 (3) traps
  2
  2d6 (7) traps
  3
  3d6 (10) traps
  4
  4d6 (14) traps
  Next, choose the traps you wish to place in the manor from
  the Kobold Traps list below, or if you can’t decide, roll a d100
  to choose.
  3
  
  
  
  The valuables tables for this adventure are detailed below.
  Treasure Tables by Room
  Area Room Name
  Treasure Type
  1
  Front steps
  A
  2
  Servants' entrance
  A
  3
  Back door
  A
  4
  Wood shed
  A
  5
  Northeast patio entrance
  A
  6
  Side door
  A
  7
  Great hall
  C
  8
  Kitchen
  B
  9
  Pantry
  B
  10 Servants' dining
  B
  11 Servants' quarters (each room)
  B
  12 Servants' bathroom
  B
  13 Workshop
  A
  14 Storage
  A
  15 Rear hall
  B
  16 Private dining room
  C
  17 Withdrawing room
  C
  18 Main dining hall
  C
  19 Library (lower)
  D
  Area Room Name
  Treasure Type
  20
  Study
  D
  21
  Parlor
  C
  22
  Mezzanine
  C
  23
  Master suite
  D
  24
  Master bathroom
  C
  25
  Laundry
  B
  26
  Servants' stairs/storage
  B
  27
  Guest room
  C
  28
  Guest room
  C
  29
  Guest room
  C
  30
  Family room
  C
  31
  Bedroom
  C
  32
  Balcony
  A
  33
  Bedroom
  C
  34
  Balcony
  A
  35
  Library (upper)
  D
  36
  Master suite
  D
  37
  Master bathroom
  C
  38
  Balcony
  A
  Treasure Table A
  Check Total
  Coins    Art Objects
  Magic Items
  Items of Intrigue
  1-5
  —    —
  —
  —
  6-10
  —    —
  —
  —
  11-20
  —    1 art object worth 25 gp
  —
  —
  21+
  —    1d4 (2) art objects worth 25 gp each
  —
  Roll once on the intrigue table
  Treasure Table B
  Check Total
  Coins    Art Objects
  Magic Items
  Items of Intrigue
  1-5
  —    —
  —
  —
  6-10
  5d6 (17) cp    —
  —
  —
  11-20
  4d6 (14) sp    1 art object worth 25 gp
  —
  —
  21+
  3d6 (10) gp    1d4 (2) art objects worth 25 gp each 
  —
  Roll once on the intrigue table
  4
  
  Magic Items
  d20
  Magic Item
  1-10
  Potion of healing
  11-12
  Spell scroll (cantrip)
  13-14
  Potion of climbing
  15-16
  Spell scroll (1st level)
  17
  Spell scroll (2nd level)
  18
  Potion of greater healing
  19
  Bag of holding
  20
  Weapon, +1
   
  Items of Intrigue
  d20
  Item of Intrigue
     1-10   A journal or papers with details that may
  incriminate the villain.
  11-15 A key or secret password that grants access to a
  special area in the home.
  16-17 A map of the manor that details all of its secrets
  (including the basement).
  18
  A bit of information that ties another important
  person (such as a politician or celebrated hero)
  to the villain.
  19
  A map detailing important treasures or artifacts
  hid somewhere off site.
  20
  Files or controversial images the villain uses to
  blackmail an important noble.
      The following Kobold traps and weapons can be added to
  the Kobold Alone game using the rules provided. The traps
  are organized by trigger.
  
  
  Held weapons are traps wielded by the kobolds themselves.
  Unless noted otherwise, the weapons presented below
  replace the weapons normal for the kobold stat block.
  Air Gun. An air gun is a simple ranged weapon with a
  range of 30/60 ft. that fires non-lethal pellets. A target hit by
  the gun’s pellet must make a DC 10 Constitution saving
  throw, or it can’t take reactions until the start of its next turn.
  The air gun has only 5 shots before it must be reloaded. The
  gun’s wielder can use its action or bonus action to reload the
  weapon.
  Bag o’ Bugs. The kobold throws a bag, box, or even a nest
  of insects at a point that it can see within 20 feet of it. When
  the object hits, it breaks open, and a swarm of insects spills
  out and attacks the nearest creature.
  Dumped Bucket. The kobolds dump the contents of a
  bucket from a great height, targeting a creature that they can
  see within 5 feet of the square directly below them. The
  target must make a DC 12 Dexterity saving throw, or have the
  object land on them.
  Blood. The kobolds drop blood on the target. On a failed
  saving throw, the target is completely drenched. This has
  no effect, but it might awaken the character’s powerful
  telekinetic abilities (but probably not).
  Gray ooze. The kobolds drop a gray ooze on the target.
  On a failed saving throw, the target takes 7 (2d6) acid
  damage. The gray ooze then attacks.
  Spiders. The kobolds drop a swarm of spiders on the
  target. The spiders attack, gaining surprise against the
  target.
  Feathers to the Face. This weapon blasts sticky feathers
  in a 15-foot cone. Each creature in the area becomes covered
  in the sticky feathers. Until the creature spends 1 hour
  Treasure Table C
  Check
  Total
  Coins    Art Objects
  Magic Items
  Items of Intrigue
  1-5
  —    —
  —
  —
  6-10
  4d6 (14) sp    1d4 (2) art objects worth 25 gp
  —
  —
  11-20
  4d6 (14) sp    2d4 (5) art objects worth 25 gp
  —
  —
  21+
  1d6 x 100 (350) gp    1d4 (2) art objects worth 250 gp each      Roll once on the magic
  items table
  Roll once on the
  intrigue table
  Treasure Table D
  Check
  Total
  Coins    Art Objects
  Magic Items
  Items of Intrigue
  1-5
  3d6 (10) gp    1d4 (2) art objects worth 25 gp each
  —
  6-10
  2d6 x 10 (70) gp    2d4 (5) art objects worth 25 gp each
  —
  —
  11-20 4d6 x 10 (140) gp    1d4 (2) art objects worth 250 gp each        Roll once on the magic
  item table
  Roll once on the
  intrigues table
  21+
  8d6 x 10 (280) gp    1d4 (2) art objects worth 750 gp each
  Roll 1d4 times on the
  magic items table
  Roll 1d4 times on the
  intrigue table
  5
  
  Kobold Traps
  d00
  Trap
    01-02  
  Air gun
  03-04
  Bag o' bugs
  05-06
  Dumped bucket
  07-08
  Feathers to the face
  09-10
  Insult rock
  11-12
  Murder holes
  13-14
  Paint can on a string
  15-16
  Rust monster antenna
  17-18
  Smoke trap
  19-20
  Snow shovel
  21-22
  Stinky fish
  23-24
  Stuffed kobolds
  25-26
  Tarantula toss
  27-28
  Air horn
  29-30
  Blowtorch
  31-32
  Collapsible furniture
  33-34
  Flour drop
  35-36
  Ice water bucket over door
  37-38
  Hidden ooze
  39-40
  Honey and bugs
  41-42
  Hot doorknob/metal object
  43-44
  Hunter's trap with prize
  45-46
  Iron on a string
  47-48
  Nested chests
  49-50
  Purple potion
   
  washing the feathers away or cleans themselves with a spell
  like prestidigitation, they have disadvantage on Wisdom
  (Perception) checks made to see as well as all Charisma
  ability checks made to interact with other creatures.
  Insult Rock. A kobold writes an insult on a rock and
  throws it at a creature that it can see within 20 feet of it (+0
  to hit). On a hit, the rock deals 1 bludgeoning damage.
  So long as the target has a passive Perception score of 10
  or better, they notice something written on the underside of
  the rock. The target must use its action or bonus action to
  pick up the rock (creature’s choice). There is an insult on the
  bottom, probably written in bad Common. The insult has no
  effect other than to temporarily distract the creature.
  Murder Holes. The kobolds drilled small holes in a wall,
  ceiling, or floor. Whenever a character moves through an area
  opposite murder holes, the kobolds jam sharpened sticks,
  javelins, or spears through the holes. The character must
  make a DC 12 Dexterity saving throw, taking 2 (1d4) piercing
  damage for each kobold present (maximum of 3) on a failed
  saving throw, or half as much damage on a
  d00
  Trap
    51-52  
  Scroll surprise
  53-54
  Trapped boots
  55-56
  Upside down poison vial
  57-58
  Zipline trap
  59-60
  Animal waste pit
  61-62
  Drop into an aquarium
  63-64
  Faulty steps
  65-66
  Fake teleporter
  67-68
  Fart gag
  69-70
  Hidden cricket bat
  71-72
  Glass wall
  73-74
  Greased log
  75-76
  Incline hallway
  77-78
  Rakes
  79-80
  Snare-a-pult
  81-82
  Sharp floor objects
  83-84
  Slippery floor objects
  85-86
  Slippery ice
  87-88
  Sticky tar
  89-90
  Stop hitting yourself
  91-92
  Tripwire
  93-94
  Tripwire/weight combination
  95-96
  Chickens and cockatrices
  97-98
  Hot slime in a tea kettle
  99-00
  Skunk swarm
   
  successful saving throw. Spotting the murder holes in
  advance requires a successful DC 13 Wisdom (Perception)
  check.
  Paint Can on a String. This weapon involves attaching an
  object such as a metal can of paint, rock, or weight to a string
  or length of rope. A creature can then target another creature
  within 10 feet of it that is also on a surface at least 5 feet
  lower than itself. The attacker makes a melee weapon attack
  (the object counts as a finesse weapon). Kobolds have a +4 to
  the attack. On a hit, the target takes bludgeoning damage
  equal to 2 (1d4) plus the creature’s Strength/Dexterity
  modifier and must make a DC 10 Strength check or fall
  prone.
  Rust Monster Antenna. The kobolds tie severed rust
  monster antennae at the end of 10-foot-long poles. The
  kobold corrodes a nonmagical ferrous metal object it can see
  within 10 feet of it. If the object isn't being worn or carried,
  the touch destroys a 1-foot cube of it. If the object is being
  worn or carried by a creature, the creature can make a DC 12
  Dexterity saving throw to avoid the kobold’s antennae
  6
  
  weapon. If the object touched is either metal armor or a
  metal shield being worn or carried, it takes a permanent and
  cumulative -1 penalty to the AC it offers. Armor reduced to an
  AC of 10 or a shield that drops to a +0 bonus is destroyed. If
  the object touched is a held metal weapon, the weapon takes
  a permanent and cumulative -1 penalty to damage rolls. If its
  penalty drops to -5, the weapon is destroyed. Non-magical
  ammunition made of metal that the kobold touches is
  destroyed.
  Smoke Trap. The kobolds create a smokey fire by filling a
  fireplace or brazier with wet leaves or other accelerants that
  produce thick smoke. The smoke heavily obscures a 20-foot-
  cube area from the point in which the fireplace burns. Small
  creatures (like kobolds) and Medium or larger creatures that
  drop prone do not have their vision obscured by the smoke.
  The smoke lasts for 10 minutes, until the fire is extinguished,
  or until a wind of moderate or greater speed (at least 10
  miles per hour) disperses it.
  Snow Shovel. A creature arms itself with a wide-bladed
  shovel. A Medium snow shovel has the same statistics as a
  greatclub. A Small snow shovel has the same statistics as a
  mace.
  Stinky Fish. The kobold throws a rotting fish at the
  characters, with a +0 to hit. On a hit, the fish doesn’t deal
  damage, but it does require the target to make a DC 10
  Constitution saving throw from the stench. On a failed saving
  throw, the target is poisoned until the end of its next turn.
  Stuffed Kobolds. The kobolds fill a room with 11 (2d10)
  stuffed kobold toys. The toys look so realistic that it’s hard to
  notice the real kobold among them. Spotting the real kobold
  requires a successful DC 15 Intelligence (Investigation)
  check.
  Tarantula Toss. A creature throws a tarantula (spider) at a
  target that it can see within 10 feet of it (kobolds make this
  check with a +4 to hit). If the tarantula hits, the target must
  make a DC 10 Wisdom saving throw or become frightened
  until the end of its next turn. While the target is frightened, it
  can’t move.
  
  
  The traps presented below are triggered when a character
  opens a door or window, touches or lifts a particular object,
  or otherwise interacts with something on its own volition.
  Air Horn. The kobolds attach a device that creates loud
  noise to a door, chest, or something else that the characters
  might open. When triggered, it creates a thunderous sound
  audible for 150 feet. Each creature within 30 feet of the
  sound that can hear it must succeed on a DC 10 Constitution
  saving throw, or become deafened by the blast for 1 minute. A
  target can repeat its saving throw at the end of each of its
  turns, ending the effect on itself with a success. Spotting the
  trap requires a DC 10 Intelligence (Investigation) check. It
  takes a DC 10 Dexterity check using proficiency in thieves’
  tools to remove the trap.
  Blowtorch. A creature who enters the same space as this
  trap must make a DC 10 Dexterity saving throw, taking 2
  (1d4) fire damage on a failed saving throw, or half as much
  damage on a successful one. Spotting the trap requires a DC
  10 Intelligence (Investigation) check. It takes a DC 10
  Dexterity check using proficiency in thieves’ tools to remove
  the trap.
      Collapsible Furniture. The kobolds disable one or more
  legs of a large piece of furniture. If a creature searches the
  unstable piece of furniture, it topples. The target must make a
  DC 12 Dexterity saving throw or take 2 (1d4) bludgeoning
  and become pinned under the furniture. As long as the
  creature is pinned, it is restrained and prone. The creature
  can escape the object by using its action to make a DC 12
  Strength check, escaping with a success. Noticing the faulty
  furniture requires a DC 14 Wisdom (Perception) check.
  Flour Drop. The kobolds place a bag of flour over a
  doorway. When a creature opens the door, the flour tumbles
  down on them. The creature must make a DC 8 Constitution
  saving throw. On a failed saving throw, the creature’s skin is
  irritated by the flour in their clothing, fur, etc. Until the
  creature cleans the flour away, they have disadvantage on
  Strength and Dexterity ability checks. Noticing the trap
  requires a successful DC 13 Intelligence (Investigation)
  check.
  Hidden Ooze. While making a search through cabinets,
  drawers, chests, etc. the characters stumble upon a gray
  ooze. The ooze gains surprise unless one of the party
  members noticed it with a successful DC 12 Wisdom
  (Perception) check. If the ooze was hidden in an area made of
  stone, it can’t be detected due to its false appearance feature.
  Honey and Bugs. The kobolds place a bucket of honey
  over a door. When a creature opens the door, the honey
  tumbles down on them. The kobolds then release a swarm of
  insects in the area (see Bag o’ Bugs above). Until the creature
  cleans the honey from their clothing, the insects have
  advantage on attack rolls against that creature. Noticing the
  trap requires a successful DC 13 Intelligence (Investigation)
  check.
  Hot Doorknob/Metal Object. A creature who touches the
  doorknob (or similar metallic object) takes 1 fire damage.
  Until the damage heals, they have disadvantage on attacks
  made with two-handed weapons. Spotting the trap requires a
  DC 10 Intelligence (Investigation) check. It takes a DC 12
  Dexterity check using proficiency in thieves’ tools to remove
  the trap.
  Hunter’s Trap with a Prize. The kobolds place a single
  coin, gem, or some other valuable (maybe cheese?) in the
  middle of an obvious hunter’s trap. A character can try to
  grab the coin with a successful DC 15 Dexterity (Sleight of
  Hand) check. On a failure, the character triggers the trap and
  takes the damage normal for a hunter’s trap. A character may
  also try to disarm the trap with a successful DC 10 Strength
  check.
  Ice Water Bucket Over Door. The kobolds place a bucket
  of chilly water over a door. When a creature opens the door,
  the cold water tumbles down on them. Until the creature
  dries themself and their clothing, they have disadvantage on
  Constitution saving throws made to avoid spells and effects
  that deal cold damage, including the effects of extreme cold.
  Noticing the trap requires a successful DC 13 Intelligence
  (Investigation) check.
  Iron on a String. This trap involves attaching a heavy
  object such as a hot iron, rock, or weight to a string or rope.
  When a creature pulls the string or rope, the object falls. The
  target must make a DC 10 Dexterity saving throw, or take 2
  (1d4) bludgeoning damage from the falling object. If the
  object is also hot, it deals an additional 1 fire damage.
  Spotting the trap requires a DC 10 Intelligence
  7
  
  (Investigation) check. It takes a DC 10 Dexterity check using
  proficiency in thieves’ tools to remove the trap.
  Nested Chests. The characters discover a chest
  measuring 5-feet on all sides. The chest is locked, requiring a
  DC 10 Dexterity check using thieves’ tools to open. Inside the
  chest is a smaller chest, also locked (same DC). And in that
  chest, there’s another chest. And so on for four more chests
  until they reach the 6th chest which fits in the palm of their
  hand. Of course, that chest is locked, too (same DC). Inside
  that chest is a single copper piece.
  Purple Potion. The kobolds place a bucket filled with
  purple potion above a door. When a creature opens the door,
  the purple potion tumbles down on them and dyes their skin,
  hair, clothing, and anything else they are wearing or carrying
  purple. The purple potion’s effects last for 1d6 days. Until the
  effects end, the character has disadvantage Charisma checks
  made to interact with other creatures. It can only be removed
  with a remove curse spell or similar magic. Noticing the trap
  requires a successful DC 13 Intelligence (Investigation)
  check.
  Scroll Surprise. The kobolds stuff a scroll into a collection
  of valuable items. When unfurled, the scroll hides a piece of
  manure, a dead rat, or some other disgusting surprise. This
  trap does no damage. It’s just gross.
  Trapped Boots. The kobold places a mouse trap into a
  boot. Unless the creature uses its action or bonus action to
  inspect the boot before they put it on, the creature triggers
  the trap. The trap doesn’t deal any permanent damage, but
  until the creature breaks free of the trap, their movement
  speed is reduced by 10 feet. A creature can use its action to
  make a DC 10 Strength check, freeing itself or another
  creature within its reach on a success.
  Upside Down Poison Vial. The kobolds place a vial of
  stoppered poison upside down on a spot of glue on a
  countertop. The vial is clearly marked “POIZUN.” When the
  character lifts the vial, they accidentally remove the stopper
  and spill the poison. The poison is oil of taggit, which
  requires the character to make a DC 13 Constitution saving
  throw or become poisoned for 24 hours. The poisoned
  creature is unconscious. It wakes up if it takes damage.
  Noticing the tricky stopper requires a DC 10 Intelligence
  (Investigation) check.
  Zipline Trap. This trap requires one or more creatures to
  be climbing along a length of rope or zipline over a great
  height (10 feet or higher). The trapsetter cuts the rope,
  causing the creatures to fall. A falling creature can make a
  DC 10 Dexterity saving throw. A target takes the damage
  normal for a fall on a failed saving throw, or half as much
  damage on a successful one. The zipline has AC 13, 3 hp, and
  immunity to poison and psychic damage.
  
  
  The traps below are placed into the floor or ground and
  usually concealed.
  Animal Waste Pit. The kobold digs a 5-foot-cubed hole
  and fills it with animal waste (or its own). It then conceals the
  pit. Any creature that moves through the area falls into the
  waste. A character can find the edge of the pit with a
  successful DC 15 Wisdom (Perception) check. Until the
  target washes itself and cleans its clothing, it emits a horrible
  odor; the target suffers disadvantage on all
  Charisma (Deception and Persuasion) checks, and it leaves a
  trail of filth behind, granting all creatures advantage on
  Wisdom (Survival) checks made to track the target.
  Drop Into an Aquarium. The kobolds position a large tank
  filled with water directly below a concealed pit trap or a few
  faulty floor boards. A character can spot the trap with a
  passive Perception of 15 or better. Otherwise, the character
  falls into the water tank and the lid shuts and locks. Unless
  the character can breathe underwater, they start to drown.
  The aquarium has AC 12, 10 hp, and immunity to poison and
  psychic damage. If the aquarium is destroyed, its contents
  spill into the area. Any creature within 5 feet of the aquarium
  when this happens (including the creature inside the
  aquarium) must make a DC 10 Strength check, or fall prone.
  A character can use its action to make a DC 20 Strength
  check to break the aquarium lid open from within. A
  character outside of the aquarium can make a DC 13
  Dexterity check using thieves’ tools to unlock the aquarium’s
  lid.
  Faulty Steps. The kobold damages the structure of a set of
  steps. If 50 pounds of weight or more are placed on the steps,
  they collapse. The creature who triggered the steps must
  make a DC 12 Dexterity saving throw or fall, taking the
  normal damage for a fall. Noticing the faulty steps requires a
  DC 13 Wisdom (Perception) check. Kobolds are lightweight
  and can easily run past these steps without triggering the
  trap.
  
  
  The following traps involve the characters stepping on, or
  moving through a spot with a trap.
  Fake Teleporter. The kobolds paint a square on the floor
  and write the word “TELAPORTUR” within it. If a character
  steps on the square, they trigger a fart gag (see Fart Gag
  below).
  Fart Gag. The kobolds place a device under a seat cushion,
  floor board, or some other area a character is likely to put
  their weight. The device emits a loud farting noise and a
  horrible stench. Each creature within 5 feet of the trap must
  make a DC 10 Constitution saving throw. On a failed saving
  throw, a creature is poisoned until the end of its next turn.
  Also, its peers may think that it’s the one responsible for the
  passing-of-gas.
  Hidden Cricket Bat. The kobolds place a cricket bat in a
  strategic location and attach it to a tripwire. When a
  character hits the tripwire, the bat swings out and paddles
  the character on the bum. The character must make a DC 10
  Constitution saving throw, or have its movement reduced by
  10 feet for 1 minute. Noticing the tripwire requires a passive
  Wisdom (Perception) score of 14 or better.
  Glass Wall. The kobolds place a glass wall in a high-traffic
  area. The glass is so clean, it’s impossible to spot without a
  successful DC 15 Wisdom (Perception) check. A character
  who fails to spot the glass before walking into the area
  shatters the glass and takes 3 (1d6) slashing damage as a
  result.
  Greased Log. The kobolds paint a log with grease, then
  use the log as a bridge between two high points. Any creature
  that moves across the log must make a DC 12 Dexterity
  (Acrobatics) check, or slip and take falling damage. Noticing
  the greasy surface requires a successful DC 12 Wisdom
  (Perception) check.
  8
  
      Incline Hallway. The kobolds cover the floors of a hallway
  with a subtle incline in grease or slippery ice. Any creature
  that moves through the hallway must make a DC 12
  Dexterity (Athletics) check or fall prone. A creature that falls
  prone slides 10 feet back toward the bottom of the incline.
  Noticing the incline and trap requires a successful DC 12
  Wisdom (Perception) check.
  Rakes. The kobolds fill a room with rakes. A character that
  moves through the room must make a DC 10 Dexterity
  (Acrobatics) check. Small or smaller creatures have
  advantage on this check, and a creature moving through the
  area at half speed doesn't need to make the check. On a failed
  check, the character steps on a rake’s teeth which causes the
  handle of the rake to swing upward and hit the character in
  the face; the character takes 1 bludgeoning damage. If this
  damage reduces the character to 0 hit points, they fall
  unconscious, but are stable.
  Snare-a-pult. The kobolds pull a flexible tree such as a
  young pine or palm tree to the ground; then, they attach a
  snare to the end of it. When a creature steps into the snare,
  the snare grabs their leg and the bonds holding the tree in
  place let loose, flinging the creature away. The target lands in
  a spot 20 feet away from the snare and takes 7 (2d6)
  bludgeoning damage. Spotting the snare requires a passive
  Perception score of 14 or better. Removing the trap requires
  a successful DC 10 Dexterity check using proficiency in
  thieves’ tools.
  Sharp Floor Objects. Glass ornaments, metal spikes, and
  similar objects function the same way caltrops do. Any
  creature that enters an area with these objects must succeed
  on a DC 15 Dexterity saving throw or stop moving this turn
  and take 1 piercing damage. Taking this damage reduces the
  creature’s walking speed by 10 feet until the creature regains
  at least 1 hit point. Noticing the sharp objects requires a
  passive Wisdom (Perception) score of 12 or better. A creature
  moving through the area at half speed doesn’t need to make
  the save.
  Slippery Floor Objects. Small wheeled toys, marbles, or
  other objects function the same way as ball bearings do. A
  creature moving the area must succeed on a DC 10 Dexterity
  saving throw or fall prone. A creature notices the small
  objects with a successful DC 13 Wisdom (Perception) check.
  Once discovered, a creature moving through the area at half
  speed doesn’t need to make the save.
  Slippery Ice. A creature that moves through an area with
  slippery ice must succeed on a DC 10 Dexterity saving throw
  or fall prone. If the slippery ice is on a staircase or other
  height, the target also takes 3 (1d6) bludgeoning damage
  from the fall. Spotting slippery ice requires a DC 13 Wisdom
  (Perception) check. A creature moving through the area at
  half speed doesn’t need to make the save.
  Sticky Tar. The kobolds paint sticky tar on the floor. A
  space covered in sticky tar is considered difficult terrain. A
  creature notices the sticky tar with a successful DC 12
  Wisdom (Perception) check.
  Stop Hitting Yourself. The kobolds place a thin wire in a
  corridor, doorway, or some other high-traffic point in the
  manor. The wire is attached to a pressure plate and a pulley.
  When the pressure plate is stepped on, the wire lifts up and
  hits the character’s elbow, forcing them to punch themselves
  in the face. The character takes 1 bludgeoning damage from
  the attack. Spotting any of the components that make
  up the trap requires a passive Wisdom (Perception) score of
  13 or better. The trap can be removed with a successful DC
  10 Dexterity check using thieves’ tools.
  Tripwire. A creature who moves through an area with a
  tripwire must make a DC 10 Dexterity saving throw or fall
  prone. A creature notices the tripwire with a successful DC
  13 Wisdom (Perception) check. A tripwire has AC 12, 1 hp,
  and immunity to poison and psychic damage.
  Tripwire/Weight Combination. This trap works the same
  as the tripwire mentioned above. However, the tripwire holds
  a weight overhead in place. If the wire is cut, the weight falls
  and lands on the creature who cut the wire. The target must
  make a DC 12 Dexterity saving throw, taking 2 (1d4)
  bludgeoning damage on a failed saving throw, or half as much
  damage on a successful one. Noticing the secondary trap
  requires the character to make a successful DC 10
  Intelligence (Investigation) check.
  
  
  The following animals are used by kobolds to act as
  obstacles, guardians, or just pests.
  Chickens and Cockatrices. The kobolds spread bird seed
  all over the floor of a room and then fill it with chickens. The
  chickens use the swarm of rats stat block. The chickens
  create difficult terrain for the characters and might even act
  aggressive if provoked. In addition to the chickens, there is a
  cockatrice hidden among them. Spotting the cockatrice
  among the chickens requires a successful DC 10 Intelligence
  (Nature) check. As an added bonus, the kobolds may place
  ball bearings throughout the room. The chickens are too
  small to slip on the ball bearings, but the characters aren’t.
  Hot Slime in a Tea Kettle. The kobolds stuffed a small
  ochre jelly into a tea kettle, then turned on the burner. After
  1d4 rounds, the ooze explodes out of the tea kettle, landing
  on a random creature within 10 feet of it. The target must
  make a DC 10 Dexterity saving throw. On a failed saving
  throw, the target takes 3 (1d6) acid damage and falls prone.
  The small ochre jelly then attacks the nearest creature it can
  sense. The ooze only has 9 hit points and it is Small.
  Skunk Swarm. The kobolds release a surfeit of skunks
  into the area. The skunks use the swarm of rats stat block,
  except they gain the following action:
  Spray Musk. The skunks spray a creature within 5 feet of it.
  The target must succeed on a DC 9 Constitution saving
  throw or become poisoned until the end of its next turn. The
  target also stinks. Until the target cleans the skunks' musk
  from itself, it has disadvantage on all Charisma checks made
  to interact with other creatures.
  
  
  The secret basement is the manor owner’s best kept secret.
  However, it is just as well guarded as the upper levels of the
  house. And the traps and puzzles here are a little more clever
  than a few kobold traps. Of course, characters who
  successfully navigate the maze of traps will discover an
  incredible hoard of treasure in its secret vault.
  
  
  The only way into the vault is through the secret passage in
  area 20b. Characters who descend the stairs find themselves
  9
  
  in this area. Not even the kobolds know about this location.
  The door that leads to area 40a is locked, requiring a DC 20
  Dexterity check using proficiency in thieves’ tools to unlock,
  or a DC 20 Strength check to break down. Otherwise, the
  door has AC 20, 25 hp (damage threshold 10), and immunity
  to fire, poison, and psychic damage. The key might also be
  found on one of the treasure tables (see the section on
  “Treasure” above) as a item of intrigue. If the characters
  exhaustively search the house and fail to find the key, assume
  the manor’s owner has it on their person.
  
  
  Probably the most intimidating part of the secret basement is
  its labyrinthine maze. Characters will need to use plenty of
  smarts to navigate this section, lest they find themselves
  permanently trapped within this dangerous section of the
  basement.
  
  
  To open the doors to the vault’s antechamber (area 43), the
  characters must trigger two switches and their respective
  pressure plates. One of the switches is located on the wall
  next to the doors to area 43 (marked area 40m on the map)
  The other switch is hidden at one of twelve dead ends within
  the maze. Those dead ends are at: 40a, 40b, 40d, 40f, 40g,
  40h, 40i, 40j, 40k, 40l, and 40n. There is also a switch in area
  41. To determine which of the other twelve switches is the
  real switch, roll a d12 and consult the switch table below.
  Switches
  d12
  Switch Location
  1
  40a
  2
  40b
  3
  40d
  4
  40f
  5
  40g
  6
  40h
  7
  40i
  8
  40j
  9
  40k
  10
  40l
  11
  40n
  12
  41
  The characters might learn the location of the real switch
  by finding an item of intrigue on one of the treasure tables
  (see the section on “Treasure” for details). Otherwise, the
  characters will have to figure out which switch is the true
  switch through trial and error.
  Each switch is made from solid stone and weighs 12 lbs.
  Therefore, spells such as mage hand aren’t strong enough to
  shift them upward. In addition, each switch has a subtle
  pressure plate directly in front of it. Unless a creature
  searches the floor below a switch and succeeds on a DC 15
  Intelligence (Investigation) check, they won’t notice the
  pressure plate. It takes a minimum of 75 lbs to depress a
  pressure plate. Once the weight is lifted off the plate, the
  plate returns to its default position.
  Not all of the switch/pressure plates open the door, but all
  of them are trapped. When a switch and its respective
  pressure plate is triggered, a door slides up from the floor and
  seals the person who triggered the trap in a cell measuring 5-
  feet on a side and 10-feet high. Water then starts to pour from
  small holes piped in through the walls at a rate of 6 inches
  per round. In 2 minutes (20 rounds), the cell completely fills
  with water, potentially suffocating the character trapped
  inside. Area 41’s trap has a similar but different function (see
  below).
  Stepping off the pressure plate or returning the switch to
  its “off” position stops the flow of water and opens its door,
  spilling the water out into the hallway. Drains placed at
  regular intervals in the hallway allow the water to escape
  without dealing long term damage. Additionally, triggering
  the correct switches opens the doors and stops the flow of
  water so long as the doors to area 43 remain open.
  Spotting the holes in the walls requires a DC 12 Wisdom
  (Perception) check. A character can find a sliding door in the
  floor with a successful DC 15 Intelligence (Investigation)
  check. Although there are too many holes to plug to stop the
  flow of water once it occurs, jamming a piton or similar
  object into the door’s slot and succeeding on a DC 15
  Strength (Athletics) check will prevent it from rising when it
  is triggered.
  Once the correct switches are placed into the up position
  and their respective pressure plates are depressed, the door
  to area 43 opens for 1 hour. Additionally, all of the trap doors
  open and the water stops pouring out.
  
  
  The doors at areas 40c and 40e are both locked, as are the
  doors that lead to areas 41, 42, and 43. With the exception of
  the door to area 43, the doors are made from solid steel, each
  with AC 20, 25 hp (damage threshold 10), and immunity to
  fire, poison, and psychic damage. Picking a door’s lock
  requires a successful DC 20 Dexterity check using
  proficiency in thieves’ tools or a successful DC 20 Strength to
  break open.
  The double doors that lead to area 43 are magically
  warded. Only by triggering the correct pair of switches (see
  Drowning Switches above) will the doors open. No amount of
  damage or skill will open these doors otherwise.
  
  
  This room appears to be a shrine covered in cobwebs and
  dust. A character who searches the altar against the eastern
  wall and succeeds on a DC 15 Intelligence (Investigation)
  check finds a switch in the area. This switch functions similar
  to the switches described in area 40, except instead of a
  water trap like the one previously described, the door to the
  room shuts and the room starts to fill with toxic gas. Each
  round a creature starts their turn in the room, they must
  make a DC 10 Constitution saving throw. On a failed saving
  throw, the target takes 1 poison damage. If this damage
  reduces the character’s hit points to 0, the character is stable
  but unconscious for 1d4 hours. Like the water traps, the gas
  stops and the door opens as soon as a character steps off the
  pressure plate or returns the switch to its “off’ position.
  10
  
  Spotting the nozzles that deploy the gas requires a DC 15
  Intelligence (Investigation) check. Once discovered, a
  character can disable the nozzles by spending 10 minutes
  and succeeding on a DC 15 Dexterity check using proficiency
  in thieves’ tools.
  
  
  A 15-foot-wide pit stretches from the north and south ends of
  this area. There is nowhere to walk along the sides of the pit,
  thus, the characters will need to find a way over the pit to
  reach the far end of it. The pit is 50-feet deep.
  
  
  At all four corners of this room, large stone dragon heads
  face the center of the room. All of their mouths are open. Two
  torches hang on the north wall. A lone torch hangs on the
  south wall next to a gouge in the wall that looks like another
  torch may have once hung there.
  If a character places their hand into the mouths of the
  northwestern, northeastern, or southwestern dragon, the
  dragon’s mouth bites down. The character must make a DC
  10 Dexterity saving throw, or they take 2 (1d4) piercing
  damage and become restrained by the dragon’s mouth. A
  character who uses their action can make a DC 15 Strength
  check, freeing the trapped character with a success. On a
  failure, the character takes 1 piercing damage. On initiative
  count 10, the other dragon heads—with the exception of the
  southwestern dragon—rotate to face the trapped character.
  Each dragon then breathes a 15-foot cone of fire targeting the
  trapped character. Each creature in that area must succeed
  on two DC 10 Dexterity saving throws, taking 7 (2d6) fire
  damage for each failed saving throw, or half as much damage
  for each successful saving throw.
  If a character places their hand into the mouth of the
  southwestern dragon, they feel a switch inside. If they pull on
  the switch, it opens a secret door in the western wall that
  leads to the true vault.
  
  
  This vault holds wealth beyond the characters’ wildest
  dreams as detailed on the Vault Treasure table below. If these
  figures seem extreme—hey, this is a holiday one-shot, so it’s
  okay to reward your players—feel free to change them to
  better suit your players.
  Vault Treasure
  Type
  Quantity
  Art objects worth 7,500 gp each 1d4 (2)
  Gems worth 5,000 gp each
  1d8 (4)
  Gold pieces
  12d6 x 1,000 (42,000)
  Magic items, rare
  1d4 (2)
  Magic items, very rare
  1d6 (3)
  Magic items, legendary
  1
  Platinum pieces
  8d6 x 1,000 (28,000)
  Choose magic items that you feel best fit the characters.
  After all, it's the holidays!
  
  
  Kobolds, traps, deadly mazes, dragon heads, and
  immeasurable treasure. This will likely be an adventure the
  characters—and their players—won’t soon forget.
  Have a happy holiday! Ω
  Open Gaming License
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast,
  Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open
  Game Content; (b)”Derivative Material” means copyrighted material including derivative works and
  translations (including into other computer languages), potation, modification, correction, addition,
  extension, upgrade, improvement, compilation, abridgment or other forms in which an existing work may
  be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell,
  broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game
  mechanic and includes the methods, procedures, processes and routines to the extent such content does
  not embody the Product Identity and is an enhancement over the prior art and any additional content
  clearly identified as Open Game Content by the Contributor, and means any work covered by this
  License, including translations and derivative works under copyright law, but specifically excludes
  Product Identity. (e) “Product Identity” means product and product line names, logos and identifying
  marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
  themes and graphics, photographic and other visual or audio representations; names and descriptions of
  characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places,
  locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos,
  symbols, or graphic designs; and any other trademark or registered trademark clearly identified as
  Product identity by the owner of the Product Identity, and which specifically excludes the Open Game
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a
  Contributor to identify itself or its products or the associated products contributed to the Open Game
  License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
  modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your”
  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the
  Open Game Content may only be Used under and in terms of this License. You must affix such a notice to
  any Open Game Content that you Use. No terms may be added to or subtracted from this License except
  as described by the License itself. No other terms or conditions may be applied to any Open Game
  Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of
  this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a
  perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the
  Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game
  Content, You represent that Your Contributions are Your original creation and/or You have sufficient
  rights to grant the rights conveyed by this License
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to
  include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
  modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name
  to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
  compatibility, except as expressly licensed in another, independent Agreement with the owner of each
  element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any
  Trademark or Registered Trademark in conjunction with a work containing Open Game Content except
  as expressly licensed in another, independent Agreement with the owner of such Trademark or
  Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
  challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
  Game Content shall retain all rights, title, and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work
  that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License.
  You may use any authorized version of this License to copy, modify and distribute any Open Game
  Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game
  Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of
  any Contributor unless You have written permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect
  to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then
  You may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail
  to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the
  termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
  reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System
  Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
  Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave
  Arneson. Kobold Alone Copyright 2020, Hamrick Brands, LLC. Creators: Tom Cartos, Dave Hamrick,
  Dean Spencer.
  END OF LICENSE
  11
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DmDave/DMDave and Tom Cartos_ Adventure _ Kobold Alone (1st - 4th-Level).pdf