Hooked on Gnomes Part 6

A Collection of Gnome Encounters
You'll Not Soon Forget

Yep, more gnome adventure hooks are here! While they were written with Dungeons and Dragons in mind, they can be used in any gnome-friendly setting. These encounters can be used either as side quests or as full story arcs.

This is the sixth set of ten encounters. Check out my previous posts for the earlier hooks.



The Encounters (51-60)

51. A scraggly gnome in heavy work clothes stumbles toward a member of the party. The goggles he or she wears whir as the lenses periscope in and out. "You're the one," they say. "And you appear to be real. Quickly now. We must act quickly if this is to work."


52. A small fishing village is abuzz with stories of a metallic sea monster that hunts its fleet and destroys vessels with beams of light and fire that shoot from its eyes. It is said a sea gnome rides its back with devilish glee.


53. The party startles a gnome who is fussing with an object attached to a door. The gnome disappears in a pop of magic, leaving behind the object


54. An upstart bandit captain has been devastating rivals and authorities alike with gnome weaponry of a kind never before seen. If the source of these weapons is not eliminated, there will be nothing to stop him or her from destroying the countryside and enslaving its inhabitants.  


55. A gnome outside the entrance of a subterranean passage is renting out constructs to protect anyone foolish enough to go inside. He or she also has maps and revivifying mushrooms of courage for sale.


56. A pack of orcs harass and taunt a trio of trussed gnomes. Nearby, more orcs pick through the ruins of clockwork wagon and the chests it carries.


57. The party finds a mushroom the size of a small cabin with windows and a door built into its stem and a stove pipe poking out of its cap. A sign above the door written in Gnomish reads, "Solicitors welcome. All others move along."


58. An aggrieved gnome very publicly lays an unusual challenge upon a member of the party in a bid to recover his or her honor from a recent slight. Turning down the challenge threatens to ruin the reputation of the entire party.


59. A badly wounded gnome artificer stumbles toward the party. "Deliver this to Relafreida," he or she says before dying. In the artificer's hand is a small clockwork toy frog that gently ribbits.


60. Seven sets of gnome clothes are neatly laid out in a triangle on the ground. At the center of the formation is a set of seven dice with differing number of faces (d4, d6, d8, etc). The dice radiate magical energy.





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