Hooked on Gnomes Part 10

This is it!

I set out to create a list of 100 gnome encounters and this is the final installment of that collection! I hope you've enjoyed my random musings on possible gnomish adventures. Maybe you've even used a few of them! If you have, I'd love to hear about it. As always, check out my previous posts for the earlier hooks.

From here, I'm planning on presenting a series of NPCs covering a wide range of backgrounds, races, classes, and uses. I'll probably also start posting some NPCs from my own campaigns as well. I've got a couple in mind that I'd like to share. Oh, and in case you are or want to follow me on Instagram, Twitter, or Tumblr, I've changed my profile names so that they are consistent across all three. So, basically, look for hokumsean on any of them and you should find me.

Okay, on to the encounters!



91. An entity claiming to be a gnome deity has taken to visiting a nearby gnome holy site. Opinion is split as to whether the great deeds he or she has performed are true miracles, very good pranks, or both. An investigation by a neutral third party might settle the matter.

92. A gnome in a theatrical dress uniform with a half dozen archaeopteryx in tow bustles up to a member of the party. "You were almost too late," he or she says, flustered. "Come on. You don't want to miss the demonstration! We've been working so hard and we've arrived at something that is far better than you had imagined."

93. An elaborate chain of mechanical devices and fireworks is arranged atop a table at the center of a crowded tavern. With the flourish of a circus ring master, a drunken gnome leaps onto the table and produces a fire starter. The nearest patrons dive for cover or dash for the exit as the gnome promises everyone a spectacular show that will bring down the house.

94. A gnome in plague gear warns the party away from a burrow. Before he or she can go into more detail, dozens of undead gnomes and possessed woodland creatures begin to pour out of the entrance and immediately head for the party.

95. A mechanical bull wildly rushes into the middle of the party, thrashing, bucking, and leaping in every direction. A stylish gnome overcome with panicked laughter straddles the construct's back and clutches its horns. He or she shouts, "Sorry," as the mount turns on one of the party members.

96. A drunken sailor spins a tale of an undersea town filled with gnomes,  mechanical men, fantastical machines, and other wonders beyond description. The sailor has a weathered map marking the exact location and begs the party to take him or her back.

97. A gnome burrow hums with green and purple light. It's populated by hundreds of excitable rabbits, mice, squirrels, hamsters, badgers, ferrets, and similar such animals but is strangely empty of gnomes. The creatures begin to follow the party, wildly chattering at individual members in a bid to get them to enter the burrow.

98. A detachment of goblins is force marching a group of haggard gnome prisoners by a rusty chains. The gnomes are a mix of male and female individuals of all ages with fresh wounds and shredded clothing. One of the elderly gnomes stumbles. The nearest guard is quick to beat him or her.

99. Three large groups of gnomes descend upon a town on a scavenger hunt inspired by divine visions from Garl Glittergold. Their indiscriminate searches are causing complete chaos. They claim they are unable to leave before at least one of the teams finds all the items on their list thereby fulfilling the vision and pleasing their god.

100. The party awakens a construct deep in the heart of a long abandoned gnome burrow. It contains the spirits of many of the burrow's former residents. They are still searching for what killed off the burrow's population centuries ago and need the party's help to solve the mystery.





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