Episode 4: Gnomes...."Special" Gnomes

General Summary

Kythorn 10th, 1486; Early Evening...
We pick up with the party, standing in what appears to be a kitchen, where 5 gnomes work to make "something" one might loosely call food. A female stands at the fireplace along the far wall, stoking the fire. Another female stands atop a low table, using a gigantic (for gnome size) steamroller contratption to roll out green "dough". Two male gnomes work, one incesantly and meticulously "scuplts" the green dough into what appears to be bread loves while the other uses an overly complex contraption to "squeeze" oil from a group of red mushrooms into flasks. A third gnome female stands precariously on a stool at the west wall, trying as she may to squish a purple mushroom into a barrel.   The group, lead by Mirater, introduce themselves, finding the female by the fire to be the most "approachable" individual. Greeting them, Joybell inquires with the travelers as to what brings them here. In short order the group is able to determine that all is not well in Gnomengarde; and we're not referring to the "special" gnomes that inhabit it either! Thru their conversation with Joybell, the group finds that there are 20 gnomes who live here, 5 of them being the gnomes in this very room: Dimble, the gnome pressing the red mushrooms. Panana, who is using the "steamroller" to make dough. Uppendown is the "master sculptor", who's tongue wags about outside his mouth uncontrollably, as if suffering the effects of some psychotropic drug. Joybell gestures to the final gnome female, Tervaround, who is the female attempting to mash purple mushrooms in to a barrel to ferment.   Not wanting to be distracted from their work for long, Joybell directs the party to the workshop, where Fibblestib & Dabbledob can help them. The group carefully retreats, leaving these "odd" gnomes to continue their "most important" work. On his way out, Merdon gives over 10 rations to the gnomes, who all become absolutely entranced and intrigued by this new food.   Under the direction of Joybell, the group heads southward, briefly investigating the "barrel crabs", they find on their way.   Continuing south, they stumble into Facktore and her crossbow contraption. Deranged and consumed by her work, she used the chance to test out her auto-repeating ballista on the party. Mirater, Jeph, Namira and Dagda combine their efforts to shut down the ballista. However during the encounter, Merdon had different ideas. He summarized the quickest way to get it to stop shooting the group, is to kill the gnome controlling it. So on queue, Merdon, focusing on the gnome perched atop this contraption, struck a nigh critical shot on the gnome, nearly killing Facktore.   Facktore, spirit broken at the destruction of her creation, looks forelorn at what remains of her creation. Dadga, feeling a bit of pity, spent a moment to fix one of the magazine cartridges, returning it to Facktore, who grasped and cradled it much like mother would with a dear baby. As for Merdon, he used his intimidating presence to absolutely terrify Facktore, scaring her off into a corner until the rest of the party could calm her down.   With a little bit of work, some magic & some conversation Jeph & Dagda were able to talk with Facktore and convince her to rebuild her machine, but maybe this time, attach it to a wagon so that it is mobile and can assist in dealing with the white dragon. Inspired by this suggestion and with the aid of Jeph, she quickly started scribbling out plans for how to rebuild it better and how to attach it to the barrel crabs!   As a part of the magic Jeph expended while he and Dagda worked with Facktore, he magically sprouted vibrant gold butterfly wings, which seemly allow him to fly! Between Dagda's sudden vibrant blue fur and these new wings, there's apparently some type of wild magic that suffuses this place. Unsure as to whether the gnomes live here because of the magic or the magic is here because of the gnomes, the group deciding that since the magic does not "seem" harmful, that there are slightly more important matters at hand. Namely, dealing with a white dragon!   With the situation with Facktore currently mended & Jeph adapting to these new "wings", the group continues south thru the tight, noisy, dank gnome tunnels, toward the roaring waterfall.   Merdon, sneakeing ahead to investigate, found a room with a 10ft high plateau at the south end. Traversing the bending tunnel in the east wall, he made his way up to the plateau to find two gnomes talking and apparently standing guard. In short order the rest of the group made there way south and were halted near immediately by Ulla and Pog, the gnome guards. The group was able to parlay with the two gnomes, who in return gave a little bit of information, but directed the group to Fibblestib and Dabbledob, who would be able to give the group a proper briefing. Merdon, towards the end of the discussion, decided to make himself known. Startling the gnome guards, both turned, immediately casting ray of frost at him. Both struck him, though only doing a little damage as he quickly ducked back down the hall. The group, initially content to let Merdon get his comeuppance, decided it best that their roguish friend be alive and talked with the guards that he'd be kept in check.   Having made friends with two "normal-ish" gnomes, they depart westward, traversing the awkward rope bridge in front of the waterfall. Jeph, with his fairy wings, make easy use of them flying to the west ledge landing.   Prior to making their way to the workshop, the group was confronted with an odd obstacle: a room, containing two turnstiles, set floor to ceiling. These turnstiles had enormously long blades attached to them, floor to ceiling, spaced less that a foot apart. The "north" turnstile rotated counter clockwise, while the south rotated clockwise. Sizing up the situation, Mirater steeling himself for the pain about to befall him, charged thru the whirling blades of death. Barely making it, he lunged at the last moment, hitting the lever at the far side of the room, bringing the turnstiles to a halt.   Dagda rushed to Mirater, in short order helping to his feet and aiding him with one of the health potions they had acquired from Adabra. With a few minutes of a breather under their belt, Mirater and Jeph lead the group to the workshop. Breaking up what appeared to be a disagreement over how best to return the king to sanity, the group introduced themselves. Fibblestib and Dabbledob introduced themselves, inquiring as to why the strangers were here.   During the discussion, Merdon and Namira investigated the throne room, finding a small hidden passage way, 2.5ft wide and approx 4ft tall. Returning to the workshop, they made notice to the group as to what they had found. Interested in this and having come to the conclusion that either a "sanity ray" was needed to fix King Korboz's maddness or finding & killing the shapchanging creature lurking in their midst, the gnomes and group, lead by Mirater, headed to the Throne room. A quick detour was made, to investigate the Treasury, only to find that the gnome "treasury" consists of a jumble of nonfunctional gnomish gizmos, as well as loose gears, twisted bits of metal, and other scraps; all likely used by the gnomes in their "inventions".   Satisfied that no "shapechanger" was lurking in the treasury, the group broke up, suspecting that the small tunnel linked the throne room and royal quarters. Jeph, Fibblestib, Dabbledob and Merdon head to the throne room, while Dagda, Namira & Mirater head towards the main door for the royal quarters. Dagda, casting detect magic, was able to discern three magical items inside the quarters. Two towards the back of the room on the floor and a third small one, slowly moved about the room, radiating a faint transmutation magic. Dadga, feeling the need to talk with the king and queen, introduced himself. Jeph and the gnomes quietly listened in from the small tunnel, as Dagda and King Korboz parlayed thru the door. Queen Gnerkli could clearly be heard lambasting and chastising her husband, and was quite pissed that she had been glued to the chair.   During the discussion, Jeph, using detect thoughts from the small secret hallway, scanned the room to see if any creatures other than the King and Queen were hiding in their midst. Due to the wildmagic that sufuses Gnomengarde, he sprouted yet another pair of fairy wings, this pair being silver in nature. Thru the discussion with King Korboz, it was determined that Orryn, then followed by Warryn, were killed by something. Warryn was last seen in the wine cellar. The king suspects it was the "shapechanger" that nearly killed him before he was able to escape with his life, locking himself and his dear wife, Queen Gnerkli, in their royal quarters 3 days ago.   Sufficiently sure that no shapechanger is in the royal quarters, Mirater, Dagda, Namia, Jeph & Merdon, discussing their next plan of attack. Since the wine cellar is the likely last place this "shapechanger" was, there's no better place to start looking than there.   And with that, we leave our group, heading back east towards the wine cellar, in search of a "shapechanger" that has killed two gnomes and nearly eaten the king, driving him to madness.

Created Content

Dagda & Jeph in their conversations with Facktore, brought up the idea of recreating or mending the broken Auto-Ballista, so that it might be on a cart for mobility and aid the region in fending off the white dragon that has recently made it's home in the area. Quickly renewed with inventive vigor, Facktore, mind racing with new ideas, thought "why a cart? why not use the barrel crabs! No need for any horse!"
Campaign
Acquisitions Inc - The "D" Team
Protagonists
Namira
Chaotic Neutral Half-Orc (Outlander)
Barbarian 3
35 / 35 HP
STR
19
DEX
12
CON
17
INT
8
WIS
9
CHA
12
Merdon
Jeph Beezos
Lawful Coin-counter Rock Gnome (Sage)
Order of the Scribes Wizard 3
23 / 23 HP
STR
10
DEX
14
CON
17
INT
18
WIS
13
CHA
12
Maelyn Trueaxe
Neutral Good Human (Noble)
Fighter 1
13 / 13 HP
STR
18
DEX
13
CON
16
INT
10
WIS
6
CHA
16
Mirater Ruggedbane
NG Minotaur (Soldier)
Fighter 3
27 / 27 HP
STR
18
DEX
13
CON
15
INT
13
WIS
12
CHA
8
Qunikamizzamyrl
Neutral Lizardfolk (Hermit)
Druid (Circle of Stars) 2
17 / 17 HP
STR
11
DEX
13
CON
14
INT
14
WIS
18
CHA
13
Report Date
06 Mar 2021
Primary Location