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Goblin Slayer makes good on a promise to go on a "proper adventure," but it seems he has a one track mind, as always. He and his companions accept a quest from Sword Maiden that takes them deep into a labyrinthine sewer...
Goblin Slayer and his party head north to the snowy mountains in search of Noble Fencer, a young adventurer who disappeared during a goblin hunt. There, they discover a looming goblin threat more dangerous than anything they've faced before. A new battle for their lives begins-one that will not end until the mountains are blanketed with crimson snow...
A young priestess has formed her first adventuring party, but almost immediately they find themselves in distress. It's the Goblin Slayer who comes to their rescue--a man who's dedicated his life to the extermination of all goblins, by any means necessary. And when rumors of his feats begin to circulate, there's no telling who might come calling next...
Goblins are the weakest of the monsters, with only numbers in their favor. No warrior would dedicate himself to their eradication--except for Goblin Slayer. As his reputation spreads, a quest comes from none other than the Supreme God's own archbishop--Sword Maiden, the Gold-ranked adventurer renowned for defeating a Demon Lord. The former hero brings a report of goblins beneath the flourishing, peaceful water town, followed by a plea for Goblin Slayer and his companions to investigate, since no one else will. Searching the catacombs beneath the town, though, the party discovers that the trouble runs far deeper than any of them realized. How are all these goblins entering the city? And why is Sword Maiden so desperate...?
A young noblewoman has disappeared while out on a goblin hunting quest. When Goblin Slayer and his part set out to find her, they are stunned to discover a horde of goblins have built their nest within an ancient dwarven fortress...and these ones even appear to be followers of some primitive, sadistic cult! But what troubles Goblin Slayer most of all is their leader, who is stronger and more intelligent than any goblin he's faced before...
HE DOES NOT LET ANYONE ROLL THE DICE. Summer is here, and Female Merchant pays Goblin Slayer and his party an unexpected visit at their usual tavern to make them a proposal. Her next trade route will take her through the vast eastern desert where goblins now run rampant, and she would like the party to escort her. They accept her request, and the group promptly sets out for the arid eastern borderlands with its different cultures, vicious traps, harsh climate, and shadowy desert figures. How will our heroes fare in this unforgiving foreign territory...?
Even adventurers want a change of pace every now and then. Priestess stays behind for once, Cow Girl visits town without any work, Guild Girl takes a rare day off, and High Elf Archer reminisces about old adventures instead of looking for a new one. But evil doesn't take vacations. Goblin Slayer, Spearman, and Heavy Warrior are teaming up, but is this irregular party good enough to battle demons?!
A high elf, a dwarf, and a lizardman walk into a bar...with a mission for Goblin Slayer! The revival of the dark gods has brought chaos to the lands, with an army of demons closing in on the horizon! However, Goblin Slayer's here for one job and one job only: slaying goblins. Can the new trio gain his trust and win him to their side before the end of the world as they know it...?
HE DOES NOT LET ANYONE ROLL THE DICE. Spring has arrived, and a new crop of would-be adventurers has turned up at the Guild along with it. Among the newcomers is a haughty young wizard boy whose desire to hunt only goblins has Guild Girl slightly concerned. Meanwhile, there's a new adventurer-training facility being built not far from the frontier town, and Goblin Slayer happens to know the village that used to stand on that spot... The party finds itself teaming up with the wizard boy and heading to an old mausoleum to deal with some goblins-but it looks like this brazen new adventurer might just be more trouble than he's worth!
After protecting a village from a horde of goblins, a certain young man has been called "Goblin Slayer" for the first time. One day, while slaughtering yet another group of goblins, he finds a ring that glows with a mysterious light, which he has appraised by an eccentric magician who lives outside town known as Arc Mage. She, in turn, requests his help in compiling a bestiary for the Guild. He is put in charge of the section on-of course, goblins. With a single ring, and a single light, a brand-new story begins.