TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of 
  Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at smh.lvg@gmail.com.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  GEO6-04 
   
   
   
   
  Delusions of Grandeur 
  A One-Round D&D® LIVING GREYHAWKTM  
  Geoff Regional Adventure 
  Version 1.0 
   
  by Bill Kronick 
  Reviewer: Geoff Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Tim Hill, Chrism Kronick, Jose Ortiz, Byron Roberts, Matt Tyler, Jim Robb, Brian Mahoney, 
  John Pieper, Kent Chen, and John Levine 
   
   
   
  Word comes from the Stark Mounds that all is not well.  Strange happenings force the gnomes to accept 
  help from the outside world.  A few brave adventurers are chosen to solve the problems and perhaps find 
  more than they bargained for.   A Geoff regional adventure for APLs 2-8, and Part 1 of the Stark 
  Contrasts series. 
   
  Note: This adventure will be of particular interest to members of the Ambassador’s Step Children and the 
  Evro Llygadi. 
   
   
  
  GEO6-04 Delusions of Grandeur 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. 
  You’ll 
  also 
  find 
  a 
  LIVING 
  GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add 
  each character’s animals separately. A single 
  PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 2 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round Regional adventure, 
  set in Geoff.  Characters native to Geoff pay one 
  Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  During the war against the giants, the gnomes 
  were as helpful as they could be.  During the 
  Battle of Bloody Ridge, the gnomish wolf riders 
  were able to hold the line long enough for the 
  human troops to come take the ridge.  However, 
  because they lost so many men during that battle, 
  the gnomes were very reluctant to provide further 
  numbers of troops for the war. 
  Using their talent for illusions to their favor, the 
  gnomes were able to hide in their cities in the 
  Stark Mounds.  Until recently, they were not heard 
  from.  Now, rumors abound about the mysterious 
  gnomes. 
  “The Golden Gnome” is a mysterious persona first 
  identified by a group of Quikbucon Gnomes when 
  they were freed from their lives as slaves to the 
  giants. They referred to this “Golden Gnome” as 
  their betrayer and one who had sold them out to 
  the giants to be used as slaves. This legend was 
  furthered several years later, when during an 
  incident in Hochoch, a portal was created to the 
  lower levels of the Abyss. A creature from beyond 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
  
  GEO6-04 Delusions of Grandeur 
   
  Page 3 
  the portal spoke of one “Golden Gnome” who had 
  conspired with the former High Mage Abinar to 
  forge a deal with an outer planar entity. 
  ArchMage Ingommar “Ingot” Quikbucon is a 
  supreme master of the arcane arts. While his 
  focus is mainly in divinations and the study of 
  earth, his arcane talents widely vary. 
  Ingot, as he is known to his friends, is a Gyri 
  patriot, and very liberal in his actions. He is 
  strongly against any sort of political outside 
  influence coming into Geoff and threatening to 
  warp its identity. He greatly dislikes the Gran 
  March and the Knights of the Watch for the extent 
  of Geoff that has come under their control or 
  occupation. Ingot and his elemental familiar often 
  spend their time traveling through the earth, 
  exploring caverns, or traveling through the planes. 
  During CY595, the “traitor” Ingot went looking for 
  the High Mage of Geoff, Abinar who went missing. 
    
  ADVENTURE SUMMARY 
  Introduction:  While in Aberglain, the PCs are 
  directed to approach the Stark Mounds and make 
  contact with Field-Marshall Cobblemill, head of the 
  Gnomish Army. They are given warning to use 
  diplomacy and watch out for the gnomish wolf 
  riders. 
  Encounter One:  On the way to the Stark 
  Mounds, the PCs run into a traveling gnome 
  merchant.  They also find some odd creatures that 
  they have to get around one way or another. 
  Encounter Two:  The PCs are intercepted by the 
  gnomish wolf riders. 
  Encounter Three:  The PCs finally meet Field-
  Marhsall Cobblemill.  She provides much needed 
  information about the odd events that are 
  happening.  Specifically, she sends them to the 
  Illusionary College. 
  Encounter Four:  The PCs arrive at the College 
  and make their way to the Dean’s Office. 
  Encounter Five:  Once in the reception area of 
  the Dean’s Office, the PCs are greeted by the not 
  so friendly guardians. 
  Encounter Six: Once inside the Dean’s Office, 
  the PCs meet Garl Glittergold himself.  Or is he? 
  Encounter Seven: 
  Here the PCs find and deactivate the Gnome 
  Battle Simulator, and end the “incursion” of 
  giantkin. 
  PREPARATION FOR PLAY 
  Prior to beginning play, have each player provide 
  the following on an index card: 
  • 
  Character Name 
  • 
  Initiative modifier 
  • 
  Saves 
  • 
  Any and all meta-orgs that the PC belongs to 
  (including rank and level within that org) 
  • 
  4 random D20 rolls 
  INTRODUCTION 
  The adventure begins in Aberglain, the new Gyric 
  seat of power. 
  Judge’s Note: Take note of the meta-orgs that 
  each PC belongs to, and use the appropriate 
  handout. Please do NOT read any of this aloud, 
  and, if necessary, pull players aside, based on the 
  information you collected about the meta-orgs they 
  belong to, and provide them the appropriate 
  handout. The handout(s) have been detailed 
  below in the following groupings 
  Geoff-based military PCs:  
  Give the player(s) Player Handout 2.  Do not 
  allow players to read these out loud.  Instead, they 
  should be passed around the table to others in the 
  same group. 
  Military PCs from other regions: 
  Give the player(s) Player Handout 3.  Do not 
  allow players to read these out loud.  Instead, they 
  should be passed around the table to others in the 
  same group. 
  Ambassador’s Stepchildren : 
  Give the player(s) Player Handout 4.  Do not 
  allow players to read these out loud.  Instead, they 
  should be passed around the table to others in the 
  same group. 
  Evro Llygadi : 
  Give the player(s) Player Handout 5.  Do not 
  allow players to read these out loud.  Instead, they 
  should be passed around the table to others in the 
  same group. 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 4 
  A MEETING OF THE MINDS 
  Summer in Aberglain is hot - hot and humid.  
  Although the occasional breeze blows off the 
  river, a cold mug of seidr would hit the spot 
  and the Wild Hunt is the perfect place to go for 
  such a treat. 
  Inside, the tables are nearly full with both 
  locals and a few travelers that are here to stop 
  along the Javan.  The serving wenches are all 
  quite attractive and wearing outfits that leave 
  little to the imagination.   
  The short skirts and tight bodices are probably 
  uncomfortable, but the male patrons seem to 
  enjoy the view, especially when the wenches 
  bend over to place the mugs of seidr on tables. 
   A few well-placed pinches get the response of 
  a giggle and a gentle slap on the hand.   
  The PCs can wiggle their way to a table in a 
  corner.  The six seats at the table are the only 
  ones left in the place.  This is a good time for 
  introductions to be made and descriptions given.  
  They can get one order for food or drink in before 
  the following: 
  Suddenly, a woman climbs on top of the main 
  bar. “May I have your attention!”  All around, 
  mugs are pounded onto the tables as the 
  wenches all gather around the bar.  “I see our 
  regulars know what time it is!”  Clapping and 
  laughter erupt all around 
  In unison, all the women dance on and around 
  the bar.  The music is provided by two rather 
  handsome gentlemen next to the bar.  Their 
  bright smiles and muscled chests belie their 
  gentle nature.  One lightly beats out a rhythm 
  on a set of drums.  The other plays a recorder.  
  The dance is lively and the women seem to 
  enjoy it almost as much as the patrons.  When 
  the song is done, the serving wenches hop 
  down from the bar. Each cheerfully kisses one 
  of the musicians on the cheek before returning 
  to their work among the tables. 
  This is a relatively new inn in a new town.  Clearly, 
  the business is booming and in no small part to 
  the attractive staff. 
  Jasper plays the recorder and Topaz plays the 
  drums. They refuse talk with anyone wielding any 
  sort of cold iron. 
  If anyone wants to talk with the wenches, Jasper 
  or Topaz, use the points from the Gather 
  Information section below. 
  Those that are members of the groups listed in the 
  introduction should have a reason to investigate 
  already.  However, for those that are not members 
  of those groups and as an additional incentive, 
  read the following: 
  While sitting in the Wild Hunt in Aberglain, you 
  spot a gnome clad in earth-toned clothes that 
  cover his thin frame. He seems to have an 
  interest in your group, but he hasn’t moved 
  towards you or spoken to you. For a moment, 
  your eyes meet before he turns away, and 
  absentmindedly rubs his eye. 
  If the PCs go over to his table, or ask him over to 
  theirs, continue with the following; 
  “Hello, I am Lumkor Zookwick. I couldn’t help 
  but notice you carry the look of adventurers 
  about you. Do I have that right?” 
  Adapt the following as necessary. 
  Q: Why do you ask? 
  A. “There are strange goings on in the Stark 
  Mounds. I thought if you were looking to gain 
  some gold or bolster a reputation you might seek 
  your fortune there.” 
  Q: Explain ‘strange goings on’… 
  A. “Well,even though, as you are no doubt aware, 
  the war with the giants is over, many giant kin and 
  other abhorrent creatures have been sighted in the 
  Stark Mounds, near the city of Tallbare.”  
  Q: Tallbare? Never heard of it. Do you have 
  directions? 
  A. “So, you’re saying you’ll go?” 
  Q: Why us? 
  A. “I’m just a single gnome, of limited resources.” 
  Q: Sounds fishy. How do we know you aren’t 
  setting us up? 
  A. “Truthfully, you don’t. The best assurance I can 
  give to you is this. If something isn’t done to 
  disrupt the gathering forces, the Duchy will find 
  itself again at war, and this time, our former allies 
  may have neither the resources nor the inclination 
  to provide us with aid.” 
  Q: Eh, I’m still not convinced. 
  A. “Very well then. It shall be on your head when 
  the Gran March annexes more of the Duchy under 
  the ‘right of conquest’. Thankfully, at least the 
  Stark Mounds will be safe. I know the Wolf Riders 
  will defend them.  Oh well, I *tried* to do 
  something.” 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 5 
  Q: Wolf Riders? Who are they? 
  A. “They are among the fiercest mounted warriors 
  in all of the Sheldomar. Without the Wolf Riders, 
  the Gyri would have lost the Battle of Bloody 
  Ridge. They are not to be trifled with, and if you 
  ever encounter them, be sure to be respectful.” 
  Q: And, if we’re not respectful to the Wolf 
  Riders? 
  A. “Then you’ll have a unique opportunity to 
  familiarize yourself with the inner workings of Wolf 
  digestion.” 
  Q: O.K. We’ll go to the Stark Mounds. Is there 
  anything else we should know? 
  A. “Yes. Seek out Field-Marshall Cobblemill,  She 
  may be able to provide you with additional 
  information about the incursions.” 
  With a successful Sense Motive (DC APL + 5), the 
  PCs realize that this is the gnome’s way of 
  encouraging them to explore the Stark Mounds. 
  The PCs are now faced with the option of 
  continuing on with the adventure, or not going at 
  all. 
  Should they ask around, the distance from 
  Aberglain to the Stark mounds (just south of 
  Gorna) is approximately 150 miles. 
  In game terms, the travel times are as follows; 
  Walking = 
  7 days 
  Riding  
  = 
  5 days 
  Phantom Steed = 
  3 hours 
  Note that players can fly or take other forms of 
  transportation, but they may miss the first 
  encounter and the XP that goes with it. 
  GATHERING INFORMATION: 
  Should the PCs decide to gather information prior 
  to leaving, here is what they will find, based on DC 
  of their Gather Information check; 
  DC 10: 
  • 
  The Gnomish ruler, King Garnet isn’t a gnome 
  at all. He’s some sort of wizard with an 
  elemental twist to him. 
  • 
  Garnet is also de facto Dean of the Illusory 
  College 
  • 
  The gnomish Riders and Tunnel fighters 
  nearly lost us the Battle of Bloody Ridge. 
  DC 15 
  • 
  Garnet is a practical joker of great talent. He 
  favors jokes that get people to make silly 
  noises. 
  • 
  Garnet rules with an iron fist, and keeps his 
  subjects in line with “dark magics” 
  • 
  The Stark Mounds are home to the famed 
  Wolf Riders and Tunnel Fighters who saved 
  the assembled forces from complete disaster 
  at Bloody Ridge. 
  DC 20+ 
  • 
  Garnet favors practical jokes that get people to 
  run head first into things. 
  • 
  Garnet personally saw to the training and 
  course work of the Brennin. 
  • 
  Garnet is a kind and benevolent ruler, beloved 
  by all within the Stark Mounds. 
  • 
  Garnet is a wizard of great distinction. Few 
  can hold a candle to him. 
  KNOWLEDGE CHECKS: 
  Those 
  wishing 
  to 
  prepare 
  themselves 
  by 
  familiarizing 
  themselves 
  with 
  gnomes 
  and 
  gnomish culture will determine the following based 
  on the DC of their Knowledge (Local - Sheldomar) 
  check: 
  DC 10: 
  • 
  The gnomes are ruled by a King 
  • 
  The gnomes run the Gnomish College of 
  Illusions and the Performing Arts 
  • 
  The Dean of the College is NOT the King 
   
  DC 15: 
  • 
  Gnomes believe in individual responsibility 
  and a Gnome's word is his bond. 
  • 
  The clan is considered more important than 
  the kingdom. Yet, a clan's honor is partially 
  bound up in how well they serve their 
  community and their kingdom. 
  • 
  There were 13 clans in the Stark Mounds. 
  DC 20 and above: 
  • 
  A new clan has formed around the dynamic 
  war-leader 
  Kemp 
  Consum. 
  Any 
  of 
  his 
  followers who wanted to, and were accepted, 
  could be "adopted" into his clan. 
  • 
  King Garnet won the position of heir in one of 
  the most hard-fought joke wars of all time. 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 6 
   
  ENCOUNTER 1: SMOKE 
  GETS IN YOUR EYES 
  Judge’s Note: 
  Adjust the travel days 
  as 
  necessary, depending on the mode of travel used 
  by the PCs. 
  TRAVEL DAY ONE: 
  The heat of the summer makes for dusty 
  traveling.  Any small copse of trees provides 
  much needed shade from the hot sun.  The 
  first day of travel passes uneventfully. You 
  pass many travelers, some heading your way, 
  others going where you’ve been. 
  Looking for a place to make camp, you come 
  upon a gnome who is burdened with several 
  boxes 
  and 
  parcels. 
  Spying 
  you, 
  he 
  approaches. 
  “Good evening fair travelers! My name is 
  Fallenon Toymaker. Might I interest you in 
  some finely crafted merchandise?” 
  Q: Why are you out here? 
  A. “I’m merely a humble merchant trying to make 
  my own way in these dark times. Can I interest 
  you in my wares?” 
  Q: Have you seen anything unusual? 
  A. “Unusual? I couldn’t say really. I’ve been 
  somewhat focused on moving this merchandise. I 
  haven’t paid much mind to anything else since 
  leaving from Richmound a few days ago.” 
  Q: So you haven’t been attacked? 
  A. “Goodness no! Is that a concern? Should I have 
  employed some sort of guard? I haven’t the coin 
  for such an endeavor… Unless you’d like to see 
  some of the fine wares I offer for sale?” 
  Q: What wares are you selling? 
  A. “I’m selling the finest in souvenir merchandise 
  of the Legendary Ashwood Avengers! I have 
  necklaces, 
  nightshirts, 
  armbands, 
  hats 
  and 
  tabards. All sized for medium beings. Actually, I’m 
  running a bit of a sale, two for one. How many of 
  each would you like? Every item a gold, 2 for 1!” 
  Q: Tell us about these ‘Ashwood Avengers’. 
  A.  “The Ashwood Avengers are the Gnome’s 
  greatest heroes. They constantly fight the good 
  fight against the goblin hordes that threaten not 
  only gnomish existence but our very way of life!”  
  Allow the players to make sense motive checks 
  (DC 15), if they perceive that Fallenon is not being 
  truthful, AND if they challenge him on his 
  truthfulness, he will break down and continue with 
  the following; 
  A. 
  “Actually, 
  the 
  Ashwood 
  Avengers 
  are 
  something of a prank that got out of hand. We 
  were trying to teach some over-zealous tallfolk a 
  lesson, and before we knew it, everyone and their 
  cousin (well except for any self respecting gnome) 
  was claiming to be an Ashwood Avenger. I’m 
  simply trying to move some merchandise and 
  make a little coin before anyone discovers the 
  truth.” 
  Q:  Do you know anything about Tallbare? 
  A. “Tallbare? Yes, yes I do know a thing or two 
  about Tallbare. The main campus of the College of 
  Illusions and Performing Arts is in Tallbare.” 
  Q: Is there anything else you can tell us? 
  A. “No. Not really, I’m afraid” 
  After the conversation ends, Fallenon Toymaker 
  moves on toward Aberglain. If anyone has 
  purchased and is wearing any Ashwood Avenger 
  souveniers, ALL gnomes they encounter in this 
  adventure will snicker quietly when dealing with 
  that PC. 
  You find an area suitable for making camp, just 
  as the sun goes to its resting place beyond the 
  mountains. 
  TRAVEL DAY TWO: 
  During the second day, there are fewer and 
  fewer travelers, and more and more animals 
  than yesterday.  The roads are mostly empty, 
  but it’s not uncommon to have to push your 
  way through a herd of sheep or goats as they 
  cross your path. 
  The further you go, the more stark the contrast 
  becomes between Aberglain and the road you 
  travel. Trees have become few and far 
  between. The lush greenery you had been 
  used to has given way to hills and mounds 
  where vegetation is sparse. 
  The weather, never a traveler’s friend, has 
  decided that a light mist shall be the order of 
  the day. 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 7 
  At the end of the day, the mist gives way to 
  clear night. The ground may be damp, but the 
  stars are bright. 
  TRAVEL DAY THREE: 
  Day three of your travel sees the landscape 
  change even further. Even the occasional tree 
  has given way to hills and mounds covered 
  with short stubby weeds and grasses. Rocks, 
  once large enough to hide behind have 
  disappeared altogether. 
  The morning has passed in to midday, and 
  midday in to twilight.  
  On the 3rd travel day (or 3rd travel hour if riding a 
  Phantom Steed), have the party make Spot 
  checks (DC 10) to determine if they see the 
  creatures. 
  Once seen, use the first D20 roll, collected on the 
  cards noted in the section “Preparation for Play” 
  earlier in this document for their Will save. 
  If the PC makes his/her Spot check, read the 
  following; 
  Not too far in the distance, you see some 
  creatures. They don’t seem out of place - or 
  they wouldn’t if you were still at war. 
  Inform the PC/Party that they have a single round 
  to prepare before they enter melee range. 
  Should the PCs fail to make the Spot check, read 
  the following; 
  As you crest a small rise nearby you see the 
  creatures, and they see you. 
  These encounters are illusory. Judges are strongly 
  encouraged to familiarize themselves with page 
  173 of the PHB for information on saves against 
  illusions. The Will Save DC’s are 14 + APL. If 
  alerted by others who have made their saves, the 
  PC will get a +4 on their save for the next round 
  against the illusion. The PCs do NOT get a save 
  until they physically interact with the illusions. 
  APL 2 (EL 3) 
  Troll skeleton: hp 39; see Monster Manual, 
  page 227. 
  APL 4 (EL 5) 
  Bugbear (3): hp 16; see Monster Manual, 
  page 29. 
  APL 6 (EL 7) 
  Ebeta, vampire; Gnome Sor7 hp 52; see 
  Appendix 3. 
  APL 8 (EL 9) 
  Ebeta, vampire; Gnome Sor7: hp 52; see 
  Appendix 4  
  Zombie, Minotaur (3) : hp 81; see Monster 
  Manual, page 267. 
  Tactics:  
  APL 2 or 4 – As mindless creatures, the 
  skeleton or bugbears (depending on APL) 
  attack(s) whoever is closest. 
  APL 6 - If she wins initiative, Ebeta casts 
  Haste. Next round, she tries to dominate the 
  nearest PC and have the PC defend her. Then 
  she casts fly. After that, she continues 
  dominating and creating children of the night. 
  APL 8 – Same as APL 6, but she uses the 
  Zombie Minotaurs to keep a buffer between 
  her and the PCs who have not been 
  dominated. 
  Environment: 
  The PCs crest a rise as they spot the creatures.  If 
  they made the spot check, the PCs have one 
  round to make any preparations or movements 
  they wish. 
  The monsters are walking between two hills when 
  the PCs encounter/spot them.  The PCs can use 
  the hills to hide behind or they can charge down 
  the hills to the monsters.  The small “valley” 
  between the hills is 30 feet wide and the hills top 
  out at about 20 feet above the flat area between 
  them.  The PCs cannot charge up either hill 
  because of the slope. 
  Because this is the stark mounds, there really isn’t 
  much vegetation.  Small scrub brushes and desert 
  grasses comprise the majority of the plants in this 
  area.  There are no trees or large plants of any 
  size in the area. 
  As soon as the PCs have either dispatched or 
  successfully disbelieved the illusions proceed to 
  Encounter 2. 
  ENCOUNTER 2: SMALL 
  PEOPLE GOT BIG REASONS 
  A detachment Gnome Riders crests the rise 
  opposite you. They move swiftly, upon wolves 
  and dire wolves heading towards you. Their 
  expressions are alert, focused and serious. 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 8 
  The Riders consider you for a moment or two 
  before the captain dismounts his dire wolf and 
  speaks. 
  “Who are you? What brings you here? This is 
  a dangerous time to be traveling the Stark 
  Mounds. State your business.” 
  It almost seems as if you’ve encountered a 
  humorless gnome.  
  Slowly, the phalanx of mounted wolves and 
  dire wolves seems to get closer, and with a 
  swift hand motion from the captain, all the 
  wolves go quiet and lay down, as if silently 
  scolded by the gnome before you. 
  This encounter is a diplomatic encounter. The 
  Riders are generally friendly, but have also grown 
  suspicious 
  in 
  recent 
  times. 
  The 
  diplomatic 
  encounter begins as unfriendly (they won’t attack 
  unless attacked), and needs to be moved to 
  friendly so that they will render aid. 
  Each successful Diplomacy check (DC12 + APL) 
  moves their reaction one step closer to friendly. 
  Each failed check moves them one step away 
  from friendly. 
  Three special circumstances moves the Riders 
  reaction two steps closer to friendly. 
  • 
  a mention of The Ambassador’s Step 
  Children, or if one of the PCs is a member,  
  • 
  a positive mention of Gnomish battle 
  prowess  
  • 
  mentioning Field-Marshall Cobblemill 
  Conversely, only one special circumstance will 
  move the Riders reaction two steps away from 
  friendly. 
  • 
  Mentioning 
  in 
  a 
  negative 
  context, 
  Gnomish Battle Prowess. This penalty is 
  cumulative 
  with 
  each 
  such 
  negative 
  mention. 
  If the PCs choose not to answer the questions 
  asked, all of their queries are met with the 
  following: 
  “You are treading on dangerous ground, 
  stranger. You’d be well advised to watch your 
  step.” 
  After the initial questions (“Who are you? What 
  brings you here? And State your business.”) are 
  answered, the PCs likely have questions of their 
  own. Use or adapt the following: 
  Q: Who are you? 
  A. “I am Seeger Consum. Captain of the Gnome 
  Riders.” 
  Q: Consum? Any relation to Kemp Consum? 
  A. “Patriarch Consum is my Clan Chief, clansman 
  and friend. When presented with the opportunity to 
  join his clan, I did so at my first opportunity. I’m 
  glad he thought me worthy.” 
  Q: Who are the Gnome Riders? 
  A. “Don’t they teach you anything anymore? You 
  know nothing of the Gnome Riders? We were at 
  the Battle of Bloody Ridge. Ask someone who was 
  there.” 
  Q. Why are you so dour (serious, humorless, 
  etc.)? 
  A. “We have our moments of humor. In dangerous 
  situations, we rely on military prowess to defeat 
  our foes. That and a well-placed Tasha’s.” 
  Q: What was that back there? 
  A. “The illusions? They started maybe a month 
  ago. I hadn’t realized they had moved this far out.” 
  Q: You seem to know something about them. 
  What can you tell us? 
  A. “It seems almost like one of the battle 
  simulations, but the simulators aren’t portable, and 
  don’t have the power to create the ‘simulations’ 
  more than a fixed distance from their location.” 
  Q: Well it seems that whoever told you that 
  was mistaken. 
  A. “Doubtful, but it does suggest that something 
  more is going on than the norm.” 
  Q. 
  Will 
  you 
  take 
  us 
  to 
  Field-Marshall 
  Cobblemill? 
  A. (If they have moved the encounter to friendly, 
  then yes. If not, then no) 
  Q. We have questions about King Garnet… 
  A. “You must be new. Wait, let me get my book of 
  Duchy secrets and read it aloud right here in the 
  open.”  He frowns and peers at you. 
  Q. Are we close to Tallbare? 
  A. “Yes, very close to Tallbare. What business 
  have you in Tallbare?” 
  Once the PCs have asked their questions, and 
  succeeded at their Diplomacy check(s), read the 
  following: 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 9 
  The Gnome Wolf Riders remount and wait 
  somewhat impatiently for you to get your 
  things together.  “Let’s get you to Field-
  Marshall Cobblemill.  Hurry up.  Haven’t got all 
  day.” 
  If the PCs are not mounted, they are allowed to 
  ride with the Wolf Riders, but it is done out of 
  necessity, not out of fondness. 
  Proceed to Encounter 3. 
  ENCOUNTER 3: TOO MUCH 
  INFORMATION 
  The entrance to the underhalls of Tallbare are 
  expertly hidden and would require a successful 
  Spot check (DC 25 + APL) to notice and a 
  successful Search check (DC 30 + APL) to find, 
  unaided. If you are being assisted by someone 
  who knows that the tunnels are there, they seem 
  easy to see/spot. 
  The Gnome Riders escort the PCs to the Office of 
  the Field-Marshall. Field Marshall Cobblemill is a 
  fine female gnome. She is smart, articulate, a 
  military genius and has the luxury of a sense of 
  humor. Read or adapt the following; 
  As the Gnome Riders charge through the Stark 
  Mounds, they take a sharp left just past the 
  next hillock. While a turn of this severity 
  seems as though it will drive you and/or your 
  mount right into the hillside, the hillside opens 
  up to you and you ride inside. 
  The tunnel into the Stark Mounds is lit by 
  sconces. You are barely inside the hill, maybe 
  20 yards, when you stop - quickly. Ahead of 
  you, the Gnome Riders dismount and lead 
  their mounts to the stables, a large side tunnel 
  off to the left. They invite you to do the same. 
  “Follow me,” says Seeger Consum. 
  As you follow down the passage, you see 
  subtle hand movements from your guide, but 
  cannot see what or who they are directed at. 
  Then, from the very walls comes a voice, high 
  and squeaky, “What’s the password?” 
  “Cyryl. I can’t tell you the password. We have 
  guests, that’s why I gave the hand gesture,” 
  says Seeger. 
  “Give the password!” insists the petulant 
  voice. 
  Consternation drips from every pore as the 
  response comes back, “FINE! I am the lowly 
  Rider, without my mount I am useless. I bow 
  before the combat prowess and military 
  acumen of the Tunnel Fighter. You are more 
  than I will ever hope to be.” 
  By the end of the recitation, it is obvious that it 
  has taken a lot out of the gnome. Mostly pride. 
  “Thank you,” says the voice of Cyryl. “You 
  have moved me with your words and sincerity. 
  But that was last week’s password…” 
  “CYRYL!!!” 
  “O.K. O.K. Just kidding, Dad.” 
  If asked about the Wolf Riders, Seeger’s pride is in 
  need of inflating, so he’ll happily talk. 
  “The true Wolf Rider is born into it. He or she 
  is paired with a wolf cub or dire wolf cub just 
  after learning to talk. Together they bond. 
  They sleep together, they eat together, they 
  hunt together. 
  In this way, the wolf knows his rider, and the 
  rider, his wolf.  
  When the rider becomes a young adult, they 
  take up arms and begin training in earnest.  
  While it can happen, it is rare that a rider will 
  join us as an adult. That gnome is always of 
  exceptional ability. 
  I wish I could explain to you, the joy of riding 
  the wolf in battle, the bond between the mount 
  and me. Words fail me.” 
  In all cases, continue with the following; 
  In short order, he gestures for you to sit on a 
  set of overstuffed chairs in a waiting room just 
  outside a door. 
  After a brief moment, the door opens, and what 
  can only be a female gnome pops her head out 
  of the room. 
  “Come in, won’t you?” 
  The room is well lit, almost as if the sun was 
  out and you were above ground. The woman is 
  attractive, and her hat is festooned with all 
  manner 
  of 
  what 
  seems 
  to 
  be 
  military 
  decorations. 
   “Well, you have traveled far. I am Field-
  Marshall Cobblemill. What can I do for you?” 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 10 
  Q:  I was in Aberglain and some gnome came 
  up and told us  to come seek you out.  What’s 
  going on? 
  A:  “It sounds like Lumkor. Poor fellow, lost his 
  mount in one of the last giant attacks. His mind 
  hasn’t been the same since. In fact, he left the 
  Stark Mounds to seek his happiness above 
  ground. I hope he’s well. If you see him again, give 
  him my regards.” 
  Q. 
  What 
  can 
  you 
  tell 
  us 
  about 
  the 
  disturbances/attacks? 
  A. “The attacks began a month ago with an 
  incursion from within, near the Dean’s office. Since 
  then, they’ve grown in strength and size. I fear the 
  remnants of the giant forces are becoming more 
  emboldened. This is a bad time for us. First the 
  King goes on sabbatical, then the Dean of the 
  College goes missing and then the attacks...” 
  Q: The giants/giantkin attacks are illusions.  
  Don’t you gnomes have something to do with 
  that? 
  A. “That makes no sense to me. Why would we 
  fake attacks against our own people? I can see no 
  reason for it.” 
  Q: Seegur Consum mentioned something 
  about the ‘Simulator’. What did that mean? 
  A.”Seegur mentioned the simulator? That too 
  makes little sense to me. None of our simulators 
  are close enough to where you say you 
  encountered the illusions to have been behind it. 
  They simply have neither the power nor the range 
  to have produced simulations that far out.” 
  Q. Where *is* the nearest simulator? 
  A. “The nearest one that I know of would be in the 
  Administration Building of the College. They use it 
  for exams.” 
  Q. From within the Dean’s office? Has no one 
  investigated? 
  A. “No one who has investigated has been able to 
  breech the Dean’s defenses. Quite frankly, the 
  thought that someone could get in means one of 
  three things. Either they were known and invited 
  by the Dean, or they broke through the defenses 
  and set up defenses of their own (in which case 
  they are very powerful indeed).  Or, lastly, they did 
  not come from outside, but rather had lain in wait 
  for a very, very long time.” 
  Q. What of King Garnet? 
  A. She looks around, to see if any unwelcome 
  ears may be listening and says, “We’ve not heard 
  anything of the King since shortly before the 
  attacks began. We can’t seem to contact him, and 
  it has many of us on edge.” 
  Q. How long ago was Garnet last heard from? 
  A. “One month ago was the last time I heard from 
  the King.” 
  Q. What did he say at that time? 
  A. “Congratulations on your promotion, well 
  deserved. That sort of thing.” 
  Q. What’s with the Riders? I thought Gnomes 
  had a sense of humor? 
  A. “They have a sense of humor when it’s 
  appropriate.  It’s just that in times like these the 
  opportunity for humor doesn’t come up that often. 
  I try to share my men’s sensibilities. That’s why I 
  had the whoopee cushions removed from the 
  chairs in the waiting room last week.” 
  Just then, a young gnome with far fewer 
  decorations atop his hat, bursts in and bows.  
  He reaches up to keep his hat from slipping off 
  his 
  head. 
  “Begging 
  your 
  pardon, 
  Field-
  Marshall, but the Chancellor needs to speak 
  with you.” 
  “Gentlefolk, excuse me. I will return shortly. 
  Please do not go anywhere.” With that she 
  rises and leaves the room, closing the door 
  behind her. 
  Have the PCs make Sense Motive checks (DC12 
  + APL) and Knowledge (Local – Sheldomar 
  Valley) checks (DC12 + APL) at this point.  
  Successful Sense Motive checks reveal that the 
  Field Marshall tensed at the mention of the 
  Chancellor. 
  Successful Knowledge checks reveal that there is 
  no position of Chancellor within either Gnomish 
  government 
  or 
  Gnomish 
  military 
  hierarchy.  
  Anyone 
  within 
  any 
  of 
  the 
  gnome 
  meta 
  organizations would automatically know this 
  information. 
  True to her word, moments later, she returns. 
  “It appears that if you are to further your 
  investigation, you will need to go to place the 
  disturbances started. You will need to go to 
  the Dean’s office.” 
  Allow the PCs to ask follow up questions at this 
  point. 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 11 
  Q. Why did you tense when “the Chancellor” 
  was mentioned? 
  A. “I have no idea what you mean.” 
  Q. The gnomes haven’t got a Chancellor. What 
  Chancellor needed to speak with you? 
  A. “I have no idea what you are talking about. I’m 
  terribly busy. Is there anything else?” 
  Q. Why don’t you handle this yourself? What 
  do you need us for? 
  A. “Politically speaking, my hands are tied. Even 
  though my Riders and Tunnel fighters have a 
  history of taking our direction from the King 
  himself, absent his direction, we are bound by the 
  directives of the assistant dean, and of the Master 
  Visionaries. You have been authorized. Me and 
  mine have not.” 
  Q. Why not? What did you do? 
  A. “Nothing that I know of. I can only imagine that 
  I’ve not been asked because I’m not needed, or, 
  I’m needed elsewhere.” 
  Q. Is there anything you can do to help us? 
  A. “Officially, no. But in my desk, third drawer 
  down, towards the back, you’ll find a map. I’ve 
  disabled the traps on the drawer. That should help 
  you.”  
  Hand the PCs Player Handout #1. 
   
  ENCOUNTER 4: CHEAP 
  TRICK 
  The journey towards the Dean’s Office takes 
  you through the heart of the Stark Mounds. 
  Although the complex is underground, it is 
  well lit. As you pass though, you are greeted 
  by all in generally happy tones. 
  As you move through the gnomish homelands, 
  at least in this region, you pass ladders, and 
  slides that seem to be used for moving 
  between levels and areas of the complex. 
  Following the map you received, you find 
  yourself at the edge of a large slide that seems 
  as though it can accommodate a medium sized 
  creature. As you look down the slide, there 
  does not appear to be an end to it, it seems to 
  simply disappear into the blackness. 
  The map does not indicate any other way to get to 
  the Administration Building or the Dean’s Office. In 
  fact, there is no other way to get there. The PCs 
  will have to take the slide. 
  Judge’s Note:  Animals as large as a horse won’t 
  be able to go down this slide.  Also, some larger 
  animal companions may not be able to be 
  persuaded down the slide.  Use your discretion. 
  As you begin your descent down the slide, you 
  move swiftly to the point where it disappeared 
  in to the blackness. Then you move beyond 
  that. 
  Accelerating, you slow briefly as you begin a 
  slight ascent, and then there is the feeling of 
  weightlessness, followed briefly by a sharp 
  pain, as you land on the slide again. Then the 
  process repeats. 
  Dizzying colored lights pass by, slowly at first, 
  and then more rapidly. Almost as swiftly as 
  your acceleration began, your deceleration 
  begins.  You land on your feet, none the worse 
  for wear, and a few moments later, your 
  stomach arrives. 
  Taking another look at the map, you wind your 
  way to the next marker. 
  Strangely, where the marker indicates, there is 
  only a ladder. It’s time to climb! 
  Take a moment to let the PCs figure out what 
  order they’re going to go up the ladder.  Also, 
  allow them to take any precautions they want as 
  far as hoisting themselves up. 
  After 2 more slides and 1 more climb, you 
  finally reach the gates to the Gnomish College 
  of Illusions and the Performing Arts. Large 
  wrought iron gates, finely crafted to include 
  the name of the institution separate the 
  corridors with shops and housing, and the 
  campus. 
  Beyond the gates you can see a paved road 
  leading to one of the largest structures within 
  the campus. 
  The gates are locked, but will open for any of the 
  PCs as they have been given clearance. The road 
  ahead 
  of 
  the 
  PCs 
  leads 
  directly 
  to 
  the 
  Administration Building, home of the Dean’s 
  Office. The PCs must stay on the paved road. 
  Attempts to step off of the main road will result in 
  their gentle placement back on the road. Only 
  current students, faculty and alumnus may stray 
  off the path. They are identified by their rings, and 
  thus “recognized” by the campus. In fact, all 
  accesses for students and alumni are magically 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 12 
  keyed to their “class rings”. Different rings allow 
  different access to different areas. 
  If they try to stray from the path, read the 
  following; 
  As your footfalls on to the well kept grounds, 
  forces unseen firmly but gently deposit you 
  back on to the paved road. 
  It 
  is 
  100 
  yards 
  to 
  the 
  entrance 
  of 
  the 
  Administration Building. 
  The 
  Administration 
  building, 
  although 
  underground, 
  is 
  an 
  ivy-covered 
  stately 
  building of brick and marble. The large double 
  banded ironwood doors stand open before 
  you. 
  The ivy is real ivy, and it really grows. It appears 
  as though there has been some sort of magically 
  created weather system. 
  Another part of the artificial ecosystem includes 
  the sunlight and rain that feed and nourish the 
  plants on the grounds. 
  If the PCs go inside, the central corridor leads to 
  the rear of the building and down deeper in to the 
  Stark Mounds. Although doors are situated on 
  either side of the hallway, they do not open at this 
  time. The doors bear such labels as “Registrar’s 
  Office”, “Records office”, “Office of Alumni Affairs” 
  and “Exam Rooms 1 through 4”, for example.  
  They are Arcane Locked (by a 20th level caster) 
  doors with door knobs of Counterspell:Knock.  
  Should a PC find a way to get around this, while 
  they should be congratulated for their ingenuity, 
  they also find their “clearance” revoked. 
  The passage way to the Dean’s Office contains a 
  trap, marked on the map by the symbol TT. 
  APL 2 (EL 1) 
  Scything Blade Trap: CR1; mechanical; 
  location trigger; automatic reset; Atk +8 melee 
  (1d8 x3); Search DC 21;Disable Device DC20. 
  Cost 1,700gp 
  APL 4 (EL 2) 
  Tripping Chain: CR 2; mechanical; location 
  trigger; automatic reset; multiple traps (tripping 
  and melee attack); Atk +15 melee touch (trip), 
  Atk +15 melee (2d4+2 spiked chain); Search 
  DC 15; Disable Device DC 18. Cost 3,800gp 
  APL 6 (EL 3) 
  Stone 
  Blocks 
  from 
  Ceiling: 
  CR 
  3; 
  mechanical; location trigger; automatic reset; 
  Atk +10 melee (4d6, stone blocks); Search DC 
  25; Disable Device DC 20. Cost 5,400gp. 
  APL 8 (EL 6) 
  Spiked Stone Blocks from Ceiling: CR 6; 
  mechanical; location trigger; automatic reset; 
  Atk +20 melee (6d6, stone blocks); multiple 
  targets (all targets in a 10’ x 10’ area); Search 
  DC 24; Disable Device DC 20. Cost 21,600gp. 
  Just beyond is a door. On the door in 
  shimmering gold is a plaque which reads 
  “Office of the Dean”. 
  ENCOUNTER 5: MEET THE 
  NEW BOSS 
  The Dean’s reception area is the buffer zone 
  between the Dean and the rest of the faculty and 
  staff. 
  The 
  reception 
  area 
  is 
  richly 
  appointed, 
  containing many overstuffed chairs, none of 
  which seem to go together stylistically.  
  A large (for gnome-sized creatures) desk faces 
  you as you enter, there is a stately door to the 
  left of the desk. To either side of the door 
  stands a suit of armor, dressed in a school boy 
  uniform. 
  Once one or more of the party enters, the 
  creature(s) attack(s). 
  APL 2 (EL 3) 
  Boggle : hp 18 see Appendix 1. 
  Note: Hiding in the upper corner of the room 
  near the ceiling. 
  APL 4 (EL 5) 
  Boggles (2) : hp 18 see Appendix 2. 
  Note: Hiding in the upper corners of the room 
  near the ceiling. 
  APL 6 (EL 7) 
  Nimblewright: hp 75; see Appendix 3. 
  Note: One of the two full suits of armor by the 
  door. 
  APL 8 (EL 9) 
  Nimblewrights (2): hp 75; see Appendix 4. 
  Note: The two full suits of armor by the door. 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 13 
  A Search check (DC 6 + APL) reveals that the 
  whoopee cushions have not been removed from 
  these chairs. 
  Once the PCs have defeated the guardians and 
  are ready to go through the door, read the 
  following: 
  You open the door to see a small antechamber 
  with a spiral staircase going up.  Nothing else 
  is in the room and there are no other visible 
  exits. 
  A DC 12 + APL Will Save or DC 12 + APL Search 
  Check reveals that the staircase instead goes 
  down. However, they do not get a save unless 
  they explicitly study it, or physically interact with it. 
   Anyone stepping onto it falls ten feet down the 
  stairs for 1d6 Subdual Damage.  The noise alerts 
  the golden gnome. 
  The stairs go a good forty feet before ending at 
  a solid oak door.  On one side a sign appears 
  that says “The Dean is In”. The sign is made of 
  some kind of glass and is lit from the backside. 
  Beneath it is a sign that reads “The Dean is 
  Out.” It is not backlit. The door appears to 
  stick a bit if you try and open it. 
  The door is made of stout oak and requires a 
  Strength Check of DC 20 to force open.  
  Once the PCs have the door open, go to 
  Encounter 6. 
  ENCOUNTER 6: OLD 
  SCHOOL 
  The Dean’s office is in disarray. In the room, 
  seated on the large chair is a golden-skinned 
  gnome. It seems he was expecting you. 
  Judge’s Note: This is NOT Garl Glittergold, 
  although he fervently believes he is. He is not 
  surprised, as he has heard the commotion outside. 
  It should be noted that he is completely insane. 
  He speaks with the party for as long as they’d like, 
  but the moment he discerns that a spell is being 
  cast (without his permission), or the moment 
  someone says, out loud, that he is NOT Garl 
  Glittergold, then he will start the offensive. 
  He is, in fact, red herring of sorts. It should 
  become apparent after the fight that there is just 
  no way possible that this creature could have 
  overpowered King Garnet.  
  Q. Who are you? 
  A. “Obviously you have been too long from the 
  temples. I’m Garl Glittergold.” 
  Q. How did you get here? 
  A. “I go where I will. I am a god! Kneel before me 
  and worship my might!” 
  Q. If you are a god why don’t you prove it? 
  A. “You are an unbeliever! I need prove nothing to 
  you, but you must prove fealty to me! Prove it! 
  Prove it now!” 
  Q. Where is the Battle Simulator? 
  A. “I know where it is. I am omnipotent! I am Garl 
  Glittergold, father of the gnomish pantheon. Kneel! 
  Kneel before me!” 
  Q. What happened to King Garnet? 
  A. “The unbeliever has been dealt with. I am here 
  to lead my people from the Seat of Power in the 
  Stark Mounds! Kneel! Kneel before me!” 
  APL 2 (EL 3) 
  Golden Gnome; Gnome Sor3: hp 12; see 
  Appendix 1. 
  Tactics: Begin melee with magic missiles, and 
  keep distance, focusing on taking down the 
  fighters first, then spell casters. 
  APL 4 (EL 5) 
  Golden Gnome; Gnome Sor5: hp 20; see 
  Appendix 2. 
  Tactics: Pre-cast Mirror Image. Begin melee 
  webbing (from the wand) the obvious fighters, 
  then focus on the spell casters with magic 
  missiles and scorching rays. 
  APL 6 (EL 7) 
  Golden Gnome; Gnome Sor7: hp 28; see 
  Appendix 3. 
  Tactics: Pre-cast Mirror Image to provide 
  extra targets, Bear’s Endurance for extra HP. 
  (None of the encounter’s stat blocks take into 
  account the buff spells, since it is not 
  guaranteed that he will have time to cast 
  them.)  First round cast displacement for the 
  miss chance, second round target the obvious 
  spell caster for a Blindness/Deafness. Then let 
  loose with the fireballs, scorching rays and/or 
  magic missiles. 
  APL 8 (EL 9) 
  Golden Gnome; Gnome Sor9: hp 36; see 
  Appendix 4. 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 14 
  Tactics: Pre-cast Mirror Image to provide 
  extra targets, Bear’s Endurance for extra 
  HP,Displacement for the concealment and 
  Stoneskin for the protection. (None of the 
  encounter’s stat blocks take into account the 
  buff spells, since it is not guaranteed that he 
  will have time to cast them.) First round, target 
  the 
  obvious 
  spell 
  caster 
  with 
  Blindness/Deafness. 
  Second 
  round, 
  cast 
  Fireshield. After that, let loose with the Ice 
  Storm, Fireballs and Scorching Rays. 
  ENCOUNTER 7: THE GRAND 
  ILLUSION 
  The PCs have handled the Golden Gnome, but 
  still haven’t discovered the cause of the illusionary 
  incursions. However, they hadn’t had time to 
  search the room yet either.  
  If the PCs have searched the body of the “Golden 
  Gnome”, they recover a Wand of Secret Door 
  Detection. 
  Either by searching the room (DC 15 + APL) or by 
  using the wand, they discover the secret closet 
  that houses the Gnome Battle Simulator.  Once 
  found, they need to open the door. The door is not 
  trapped, but it has an odd means of opening. 
  Once found, read the following; 
  You have located a secret door. Oddly there is 
  no discernable lock or opening mechanism, 
  although there is an indentation approximately 
  2 and a half feet up the door, and the 
  indentation looks about the size of a small 
  melon. 
  The door may only be opened by having one 
  person run head first into it. This is representative 
  of King Garnet’s sense of humor. 
  Once opened, read the following; 
  The 
  open 
  door 
  reveals 
  a 
  complex 
  amalgamation of gears, wires, levers and 
  pulleys, all operating like clockwork, but all 
  perfectly silent. 
  Seated in the center of the closet, perhaps 3 
  feet up from the floor, on a velvet cushion sits 
  a large gem. Surrounding the gem in constant 
  motion are 4 scythe like blades. At random 
  times, miniature giants, seemingly incorporeal, 
  float outward from the gem in all directions, 
  disappearing from view when they reach the 
  boundaries of the closet. 
  Above the mechanism is a metal plaque which 
  reads “Gnomish Battle Simulator, Wizards 
  Offense Probability Reactor (WOPR)”. 
  For those with the Appraise (DC12) (or other 
  reasonable Knowledge or Profession skill), the 
  gem can be identified as an Imperial Garnet. It’s 
  also 
  a 
  very 
  large 
  specimen 
  weighing 
  approximately 6 pounds. 
  All attempts to push the gem, or knock it from its 
  resting place with an object fail, the keen 
  adamantine scythes slicing through wooden hafted 
  items like sausage. Metal objects used in this 
  fashion run the risk of being sundered by being 
  caught in the mechanism (using the same effect 
  as a shatterspike). 
  Those wishing to retrieve the gem need to make a 
  Dexterity check or escape artist check of DC 12 to 
  retrieve the gem without getting cut by the 
  scythes. 
  If they retrieve the gem, read the following; 
  The gem pulses faintly with a pinkish glow as 
  it is lifted from its velvet bed, and instantly, the 
  machine housing it stops. Silently. Abruptly. 
  The miniature scythes cease their movement, 
  and 
  the 
  incorporeal 
  creatures 
  fade 
  to 
  nothingness. 
  Read the following to the first PC that touches the 
  gem with bare skin. 
  A spark arcs from the gem to your skin. The 
  pain lasts only seconds, but the mark made by 
  it looks to last longer. The gem is warm to the 
  touch, and there is a sensation of power 
  radiating softly from it. 
  The first character that physically touches the gem 
  with bare skin receives a shock of electrical 
  damage (1d4). Note which character has done so. 
  They will receive the “Garnet Mark” on their AR. 
   
  If the PCs have disabled the Gnomish Battle 
  Simulator, go to Conclusion A 
   
  If the PCs have not disabled the Gnomish Battle 
  Simulator, go to Conclusion B 
   
  If the PCs have all died, go to Conclusion C 
   
  
  GEO6-04 Delusions of Grandeur 
   
  Page 15 
  CONCLUSION A 
  At this point, the Golden Gnome, if he had been 
  subdued begins shaking and foaming at the 
  mouth, going into convulsions. His mind snaps, 
  rendering him incapable of speech or rational 
  thought. Read the following; 
  Your captive begins to go into convulsions, 
  foaming from the mouth. His head lolls to one 
  side in an oddly disturbing way. 
  The captive’s mind has snapped, and he is no 
  longer capable of rational thought. For all practical 
  intents, he is feebleminded, but he is not curable 
  at this time. 
  There is a minor rumbling from below. 
  Earthwalking 
  up 
  from 
  the 
  floor 
  comes 
  Ingomarr “Ingot” Quikbucon with his elemental 
  cohort. 
  “Hello? King Garnet? Where are you? No time 
  for Hide and Go Seek…” 
  He takes notice of you and asks, “What has 
  happened? Where’s King Garnet?” 
  His eyes move to the gem and widen 
  noticeably. He looks to the closet and back at 
  you, with a slight tinge of sadness in his voice 
  he asks, “What’s happened?” 
  Allow the players to tell their story, offer their 
  theories and speculations. During the telling he will 
  ask to see the gem, and will take it in his hand. If it 
  is not given freely, or without reservation, adjust 
  the text below to fit; 
  “It sounds as if someone had the King in a 
  very bad position.” 
  Holding the gem up appraisingly, he adds, 
  “Only a few know how to channel their life 
  energy in to an object, and the King was one of 
  them. He must have been desperate to 
  sacrifice himself in such a manner.” 
  He looks back at you, and you can see the 
  traces of a tear rolling down his cheek. 
  Looking back to the gem, he raises his face to 
  the ceiling and says, 
  “You have called, and I have come. I accept the 
  honor and duty of succession! I take the title of 
  King and Protector of Our People until such 
  time as you may be restored to your rightful 
  place!” 
  Looking back to the party, he asks, “What?!? 
  Did you expect me to pull a sword out of a 
  rock?” 
  Q: What did you mean when you said ‘you 
  have called’? Called how? 
  A. “Clearly, he channeled his life energy into the 
  gem, the power source of the simulator, in order to 
  cause others to come to investigate. He called, 
  and I came. I just did not know how dire the 
  situation is. “ 
  Q. What gives you the right to claim the 
  throne? 
  A. “First, I am not claiming the throne, I’m merely 
  assuming the duties of monarch until such time as 
  King Garnet returns. Second, who better? I am a 
  gnome, I am both wise and intelligent. I am also a 
  master of things arcane and I am therefore the 
  best suited to take this position.” 
  Q. 
  Doesn’t 
  that 
  violate 
  the 
  rules 
  of 
  succession? Shouldn’t there be a contest? 
  A. “Ha ha ha! Surely if anyone feels that they 
  *could* defeat me in a contest, they would be 
  welcome to try. That would be foolish, but I’ll 
  respond to any challenge should one arise.” 
  CONCLUSION B 
  At this point, the Golden Gnome, if he had been 
  subdued begins shaking and foaming at the 
  mouth, going into convulsions. His mind snaps, 
  rendering him incapable of speech or rational 
  thought. Read the following; 
  Your captive begins to go into convulsions, 
  foaming from the mouth. His head lolls to one 
  side in an oddly disturbing way. 
  The captive’s mind has snapped, and he is no 
  longer capable of rational thought. For all practical 
  intents, he is feebleminded, but he is not curable 
  at this time. 
  There is a minor rumbling from below. 
  Earthwalking 
  up 
  from 
  the 
  floor 
  comes 
  Ingomarr “Ingot” Quikbucon with his elemental 
  cohort. 
  “Hello? King Garnet? Where are you? No time 
  for Hide and Go Seek…” 
  He takes notice of you and asks, “What has 
  happened? Where’s King Garnet?” 
  Allow the players to tell their story, offer their 
  theories and speculations.  
  
  GEO6-04 Delusions of Grandeur 
   
  Page 16 
  “It sounds as if the King has deserted his post. 
  For the good of the citizens of the Stark 
  Mounds, there’s only one thing to do.” 
  He looks back at you, and you can see the 
  traces of a tear rolling down his cheek.  
  “I have come. I accept the honor and duty of 
  succession! I take the title of King and 
  Protector of Our People!” 
  Looking back to the party, he asks, “What?!? 
  Did you expect me to pull a sword out of a 
  rock?” 
  Q: What did you mean when you said ‘you 
  have called’? Called how? 
  A. “Clearly, he channeled his life energy into the 
  gem, the power source of the simulator, in order to 
  cause others to come to investigate. He called, 
  and I came. I just did not know how dire the 
  situation is. “ 
  Q. What gives you the right to claim the 
  throne? 
  A. First, I am not claiming the throne, I’m merely 
  assuming the duties of monarch until such time as 
  King Garnet returns. Second, who better? I am a 
  gnome, I am both wise and intelligent. I am also a 
  master of things arcane and I am therefore the 
  best suited to take this position.” 
  Q. 
  Doesn’t 
  that 
  violate 
  the 
  rules 
  of 
  succession? Shouldn’t there be a contest? 
  A. “Ha ha ha! Surely if anyone feels that they 
  *could* defeat me in a contest, they would be 
  welcome to try. That would be foolish, but I’ll 
  respond to any challenge should one arise.” 
  CONCLUSION C 
  Read the following; 
  Your remains are found by the students 
  assembling for class the next day.  After 
  asking around, your next of kin are located and 
  advised of your demise. 
  In honorarium, your names will be inscribed on 
  plaques that will be hung in the Administration 
  Building. Additionally, a series of whoopee 
  cushions will bear your names, honoring you 
  and your families forever. 
   
  CONCLUSIONS A AND B 
  WRAP UP 
  The disposition of the Imperial Garnet must be 
  decided. 
  If the PCs report back to Field-Marshall Cobblemill 
  and return the Imperial Garnet read the following; 
  You wend your way back up ladders and down 
  slides (or was that down ladders and up 
  slides?) 
  to 
  the 
  office 
  of 
  Field-Marshall 
  Cobblemill. 
  The Field Marshall listens intently while you 
  recount the days adventure. She seems visibly 
  less stressed than she did when you spoke 
  earlier today. 
  “Ingomarr Quickbucon you say? That is 
  interesting. To some he was a traitor, to others 
  a patriot. Now, for the time being anyway, he is 
  King.” 
  “And this ‘Golden Gnome’ claiming to be Garl 
  Glittergold. Is he still alive? Is he with you?” 
  If the PCs deliver the captive, read the following. If 
  the ‘Golden Gnome’ was killed, adapt the 
  following; 
  “Hedrik?!? What has happened to you?” 
  <drool> 
  “I will look after him and see to his healing. I 
  apologize for my outburst. Hedrik is the 
  custodian of the College. If you say he thought 
  he was Garl Glittergold, something must have 
  gone wrong in his head.” 
  “But back to your adventure… You say this 
  gem contains the essence of King Garnet? I 
  shall contact some friends I have who are 
  arcanists of exceptional skill. I will have them 
  look into how we might see to the return of 
  King Garnet.” 
  “Thank you. Thank you all!” 
  If the PCs report back to Field-Marshall Cobblemill 
  and do not return the Imperial Garnet read the 
  following; 
  You wend your way back up ladders and down 
  slides (or was that down ladders and up 
  slides?) 
  to 
  the 
  office 
  of 
  Field-Marshall 
  Cobblemill. 
  The Field Marshall listens intently while you 
  recount the days adventure. She seems visibly 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 17 
  less stressed than she did when you spoke 
  earlier today. 
  “Ingomarr Quickbucon you say? That is 
  interesting. To some he was a traitor, to others 
  a patriot. Now, for the time being anyway, he is 
  King.” 
  “And this ‘Golden Gnome’ claiming to be Garl 
  Glittergold. Is he still alive? Is he with you?” 
  If the PCs deliver the captive, read the following. If 
  the ‘Golden Gnome’ was killed, adapt the 
  following; 
   “Hedrik?!? What has happened to you?” 
  <drool> 
  “I will look after him and see to his healing. I 
  apologize for my outburst. Hedrik is the 
  custodian of the College. If you say he thought 
  he was Garl Glittergold, something must have 
  gone wrong in his head.” 
  “Thank you. Thank you all for helping to 
  restore stability!” 
   
  The End 
  POC Contacts: 
  Evro Llygadi: 
  evryollygadi@yahoo.com 
  Ambassador’s Stepchildren: 
  Geoff_Stepchildren_POC@yahoo.com 
  Gnomish College of Illusions and the Performing 
  Arts: illusioncollege@yahoo.com 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives 
  plus roleplaying) 
  to each 
  character. 
  Encounter 1 
  Objective. Defeat the illusory giant kin. 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
  Encounter 5 
  Objective. Defeat the welcoming committee 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
  Encounter 6 
  Objective. The Golden Gnome 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
  Story Award 
  Story Objective. Find and disable the Battle 
  Simulator 
   
  APL 2: 90 xp. 
   
  APL 4: 105 xp. 
   
  APL 6: 120 xp. 
   
  APL 8: 150 xp. 
   
  Discretionary Roleplaying Award 
   
  APL 2: 90 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 120 xp. 
   
  APL 8: 165 xp. 
   
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 18 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available. 
   A normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional 
  adventure, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 1: 
  APL 4: L: 2 gp, C: 0 gp, M: 0 gp. 
  APL 8: L: 2 gp, C: 0 gp, M: 0 gp. 
  Encounter 6: 
  APL 2: L: 0 gp, C: 0 gp, M: Wand of Magic 
  Missiles (3rd) (188 gp), Ring of Protection +2 
  (667 gp), Wand of Detect Secret Doors (63 
  gp). 
  APL 4: L: 0 gp, C: 0 gp, M: Wand of Magic 
  Missiles (3rd) (188 gp), Ring of Protection +3 
  (1,500 gp), Wand of Detect Secret Doors (63 
  gp). 
  APL 6: L: 0 gp, C: 0 gp, M: Wand of Magic 
  Missiles (5th) (313 gp), Ring of Protection +4 
  (2,667 gp), Wand of Detect Secret Doors (63 
  gp). 
  APL 8: L: 0 gp, C: 0 gp, M: Bracers of Armor 
  +5 (2,083 gp), Ring of Evasion (2,083 gp), 
  Ring of Protection +4 (2,667 gp), Wand of 
  Detect Secret Doors (63 gp). 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 0 gp, C: 0 gp, M: 917 gp – Total: 917 
  gp (450 gp). 
  APL 4: L: 2 gp, C: 0 gp, M: 2,215 gp – Total: 
  2,217 gp (650 gp). 
  APL 6: L: 0 gp, C: 0 gp, M: 3,042 gp – Total: 
  3,042 gp (900 gp). 
  APL 8: L: 2 gp, C: 0 gp, M: 6,896 gp – Total: 
  6,898 gp (1,300 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Garnet’s Mark: This character has received the 
  Mark of the Garnet, a small scar in the shape of a 
  round cut gem. You have answered the call of 
  King Garnet. In return for your selfless sacrifice on 
  behalf of King Garnet and the Gnomes of the 
  Stark Mounds, you are hereby granted a 
  scholarship to the Gnomish College of Illusions 
  and the Performing Arts as either a full time 
  student or part time student. The scholarship puts 
  you on the “fast track”, effectively reducing the TU 
  cost in half. Only one character per table may 
  receive this award. 
  Favor of Ingomarr Quikbucon: For assisting the 
  Grand Duchy in uncovering the source of the new 
  incursion of Giants and Giantkin, the Gyric patriot, 
  Ingomarr Quickbucon will provide you access to 
  any TWO of the following spells: 
  Earth Hammer, Earthen Grasp, Eye of Stone, Fist 
  of Stone, Metal Melt, Hail of Stones 
  (circle the two taken and cross off the rest from the 
  list) 
  Invitation 
  to 
  join 
  the 
  Ambassador’s 
  Stepchildren: Although King Garnet is lost, you 
  have 
  distinguished 
  yourself. 
  Due 
  to 
  your 
  exceptional service, you have been contacted by 
  members of the Ambassador’s Stepchildren. 
  Provided you meet the other pre-requisites, you 
  will be accepted to the Ambassador’s Stepchildren 
  Meta-Org. 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 19 
  Favor of Field Marshall Cobblemill: For helping 
  the Field Marshall to overcome certain “political 
  restrictions” and get to the heart of the matter, she 
  will 
  reward 
  you 
  with 
  a 
  single 
  small-sized 
  masterwork weapon made from ONE of following 
  special materials: 
  Ironwood:  
   
   
   
   
   
  Adamantine: 
   
   
   
   
   
  Write in the name of the weapon in the space 
  above. Cross out the special material not used. 
  Contact with the Evro Llygadi: You have made 
  contact with a member of the Evro Llygadi. This 
  may be used later to facilitate membership. (Cross 
  this off UNLESS Conclusion A was reached) 
  Special to all APL’s: Ashwood Avenger Souvenir 
  merchandise (.5 gp each, fill in quantity); 
  (Adventure) 
  Necklace:  
   
   
  Nightshirt:  
   
   
  Armband:  
   
   
  Hat:  
   
   
   
  Tabard:  
   
   
  Item Access 
  APL 2: 
  • 
  Wand of magic missile (3rd) – 2,250 gp, 
  (Adventure; DMG)  
  • 
  Ring of Climbing – 2,500 gp., (Adventure; 
  DMG)  
  • 
  Wand of Detect Secret Doors 750 gp 
  (Adventure; DMG) 
  • 
  Wand of Cure Light Wounds 750 gp 
  (Adventure; DMG) 
  • 
  Pearl of Power 1st level -  1,000 gp 
  (Adventure; DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Wand of web – 4,500 gp, (Adventure; DMG)  
  • 
  Ring of protection +2 – 8,000 gp(Regional; 
  DMG)  
  • 
  Pearl of Power 2nd level -  4,000 gp 
  (Adventure; DMG) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Wand of magic missile (5th) – 3750 gp  
  (Adventure; DMG) 
  • 
   Ring of protection +3 – 18,000, gp (Regional; 
  DMG) 
  • 
  Glove of Storing – 10,000gp (Adventure; 
  DMG) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Ring of protection +4 – 32,000 gp, (Adventure; 
  DMG)  
  • 
  Ring of evasion – 25,000 gp (Adventure; 
  DMG) 
  • 
  Pearl of Power 4th level -  16,000 gp 
  (Adventure; DMG) 
  Evro Llygadi (Must have access to this through a 
  meta organization)  
  • 
  Mask of Lies – 17,000 gp (Regional; Arms and 
  Equipment Guide)  
  • 
  Nightsong Infiltrator Prestige Class (Complete 
  Adventurer) 
  Ambassador’s Stepchildren (Must have access 
  to this through a meta organization) 
  • 
  Ring of Xray Vision – 25000gp (Regional; 
  DMG)  
  • 
  Nightsong 
  Infiltrator 
  Prestige 
  Class 
  (Complete Adventurer) 
   
   
  
  GEO6-04 Delusions of Grandeur 
   
  Page 20 
  APPENDIX 1 – APL 2 
  ENCOUNTER 1 
   
   
   
   
  EL 3 – Monster (illusion, Will save DC 16 to 
  disbelieve) 
  Skeleton, Troll; Troll skeleton: CR 3; Size L; HD 
  6d12; hp 39; Init +7; Spd 30 ft; AC 14 (+3 Dex, -1 
  size, +2 Natural), touch 12, FF 9; BAB +3; Grapple 
  +13; Melee claws +8/+8 (1d6 + 6), bite +3 (1d6 + 
  3); SA -; SQ Damage reduction 5/bludgeoning, 
  darkvision 60 ft., immunity to cold, undead traits; 
  AL NE; SV Fort +2, Ref +5, Will +5; Str 23, Dex 
  16, Con 0, Int 0, Wis 10, Cha 1. 
   
  Skills and Feats: ; Improved Initiative. 
  ENCOUNTER 5 
   
   
   
   
  Boggle: CR 3; Size S; HD 4d8; hp 18; Init +9; Spd 
  40 ft, ; climb 30 ft.; AC 18, touch 16 (+1 size, +5 
  Dex, +2 natural), FF 13; BAB +4; Grapple +5; 
  Melee claws +5/+5 (1d4), bite +0 (1d4); SA 
  Improved grab, rend 2d4; SQ Darkvision 60 ft., 
  dimension door, fire resistance 5, DR5/magic, 
  grease, scent; AL CN; SV Fort +3, Ref +1, Will -1; 
  Str 10, Dex 21, Con 11, Int 5, Wis 8, Cha 6. 
  Skills and Feats: Climb +8, Escape Artist +16, 
  Hide +13, Sleight of Hand +7, Move Silently +8; 
  Improved Initiative, Stealthy. 
  Special Abilities: Darkvision, Scent. 
  Racial 
  Spells 
  Known: 
  0--Dimension 
  door, 
  Grease. 
  Improved Grab (Ex): If it hits an opponent up top 
  one size category larger than itself with a claw 
  attack, it deals normal damage and can attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity.  If it hits with both claws it 
  can also rend in the same round.  Once it has a 
  hold, it has the option of conducting a grapple 
  normally or taking a -20 penalty and not being 
  considered grappled.  In either case, it 
  automatically deals claw damage with each 
  successful grapple check. 
   
  Dimension Door (Sp): As the spell.  It can be 
  used up to 6 times per day at the 7th level of 
  ability. 
   
  Grease (Su): At will, it can secrete an oily fluid 
  from its skin.  This is like the spell grease, except 
  the range is touch, the duration is 1 round per HD 
  of the creature (typically 4 rounds), and the REF 
  save DC is 12.  This makes a boggle harder to 
  hold onto (see below).  Other boggles are immune 
  to it. 
   
  Rend (Ex): If it hits with both claws, it rends for an 
  additional 2d4. 
  Scent (Ex): It can detect enemies, sniff out 
  foes, and track by scent. 
  Skills: It gains a +10 bonus to escape artist 
  checks. 
  . 
   
  Languages: Boggle. 
   
   
  Description: Boggles are a cowardly lot.  They 
  taunt in their gibbering language from a distance.  
  When forced to fight, it prefers to climb a wall and 
  jump down from above in order to use its rear 
  claws for rending. Boggles are clever, gibbering 
  scavengers that behave much like a species of 
  monkey. They do not value treasure but collect 
  bright objects. They are 3-foot tall, hairless 
  humanoids with large, bulbous, bald heads, huge 
  ears, and disproportionate body parts.  A boggle 
  can stretch and compress its limbs to an 
  impressive degree, accounting for its impressive 
  reach.  
  ENCOUNTER 6 
   
   
   
   
  Golden Gnome; Gnome Sor3: CR 3; Size S; HD 
  3d4+3; hp 12; Init +0; Spd 20 ft; AC 13 (+1 size, 
  +2 deflection), touch 13, FF 13; BAB +1; Grapple 
  +2; Atk: +1 melee (1d2, Unarmed); SA +1 to 
  attacks vs kobolds and goblinoids; SQ Low-light 
  vision, +4 dodge vs giants, Speak with Animals, 
  +2 saves vs illusion, spell-like abilities; AL NG; SV 
  Fort +2, Ref +1, Will +4; Str 10, Dex 10, Con 12, 
  Int 14, Wis 12, Cha 16. 
  Languages spoken: Common and Gnome 
  Skills and Feats: Concentration +7, Knowledge 
  (Arcana) +8, Profession (Herbalist) +7, Spellcraft 
  +10; 
  Eschew 
  Materials, 
  Simple 
  Weapon 
  Proficiency, Spell Focus (Evocation). 
  Special Abilities: Familiar, Low-light Vision. 
  Sor Spells Known (5/5/ DC is 13 + spell level, 
  unless spell has *, then it’s 14 +spell level): 0--Acid 
  splash, Daze, *Flare, *Ray of frost, Touch of 
  fatigue, 1--*Burning hands, *Magic missile (x2), 
  *Shocking grasp. 
   
  Possessions: Wand of magic missile (3rd), 
  Ring of protection +2, Wand of Detect Secret 
  Doors 
   
  Description: A Golden Skinned Gnome 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 21 
  APPENDIX 2 – APL 4 
  ENCOUNTER 1 
   
   
   
   
  EL 5 – Monsters (3) (illusion, Will save DC 18 to 
  disbelieve) 
  Bugbear (3): CR 2; Size M; HD 3d8+3; hp 16; Init 
  +1; Spd 30 ft; AC 17 (+1 Dex, +3 natural, +2 
  armor, +1 shield), touch 11, FF 10; BAB +2; 
  Grapple +4; Melee Morningstar +5 (1d8 + 2); 
  Ranged or javelin +3 (1d6 + 4); SA -; SQ 
  Darkvision 60 ft., scent; AL CE; SV Fort +2, Ref 
  +4, Will +1; Str 15, Dex 12, Con 13, Int 10, Wis 10, 
  Cha 9. 
  Skills and Feats: Climb +3, Hide +4, Listen +4, 
  Move Silently +6, Spot +4; Alertness, Weapon 
  Focus. 
  Equipment: Leather armor, Light wooden shield, 
  Morningstar, Javelin. 
  ENCOUNTER 5 
   
   
   
   
  Boggle (2): CR 3; Size S; HD 4d8; hp 18; Init +9; 
  Spd 40 ft, ; climb 30 ft.; AC 18 (+1 size, +5 Dex, 
  +2 natural), touch 16, FF 13; BAB +4; Grapple +5; 
  Melee claws +5/+5 (1d4), bite +0 (1d4); SA 
  Improved grab, rend 2d4; SQ Darkvision 60 ft., 
  dimension door, fire resistance 5, DR5/magic, 
  grease, scent; AL CN; SV Fort +3, Ref +1, Will -1; 
  Str 10, Dex 21, Con 11, Int 5, Wis 8, Cha 6. 
  Skills and Feats: Climb +8, Escape Artist +16, 
  Hide +13, Sleight of Hand +7, Move Silently +8; 
  Improved Initiative, Stealthy. 
  Special Abilities: Darkvision, Scent. 
  Racial 
  Spells 
  Known: 
  0--Dimension 
  door, 
  Grease. 
  Improved Grab (Ex): If it hits an opponent up to 
  one size category larger than itself with a claw 
  attack, it deals normal damage and can attempt to 
  start a grapple as a free action without provoking 
  an attack of opportunity.  If it hits with both claws it 
  can also rend in the same round.  Once it has a 
  hold, it has the option of conducting a grapple 
  normally or taking a -20 penalty and not being 
  considered grappled.  In either case, it 
  automatically deals claw damage with each 
  successful grapple check. 
   
  Dimension Door (Sp): As the spell.  It can be 
  used up to 6 times per day at the 7th level of 
  ability. 
   
  Grease (Su): At will, it can secrete an oily fluid 
  from its skin.  This is like the spell grease, except 
  the range is touch, the duration is 1 round per HD 
  of the creature (typically 4 rounds), and the REF 
  save DC is 12.  This makes a boggle harder to 
  hold onto (see below).  Other boggles are immune 
  to it. 
   
  Rend (Ex): If it hits with both claws, it rends for an 
  additional 2d4. 
  Scent (Ex): It can detect enemies, sniff out 
  foes, and track by scent. 
  Skills: It gains a +10 bonus to escape artist 
  checks. 
  . 
   
  Languages: Boggle. 
   
   
  Description: Boggles are a cowardly lot.  They 
  taunt in their gibbering language from a distance.  
  When forced to fight, it prefers to climb a wall and 
  jump down from above in order to use its rear 
  claws for rending. Boggles are clever, gibbering 
  scavengers that behave much like a species of 
  monkey. They do not value treasure but collect 
  bright objects. They are 3-foot tall, hairless 
  humanoids with large, bulbous, bald heads, huge 
  ears, and disproportionate body parts.  A boggle 
  can stretch and compress its limbs to an 
  impressive degree, accounting for its impressive 
  reach. 
  ENCOUNTER 6 
   
   
   
   
  Golden Gnome; Gnome Sor5: CR 5; Size S; HD 
  5d4+5; hp 20; Init +0; Spd 20 ft; AC 14 (+1 size, 
  +3 deflection), touch 14, FF 14; BAB +2; Grapple 
  +3; Atk: +2 melee (1d2, Unarmed); SA +1 to 
  attacks vs kobolds and goblinoids; SQ Low-light 
  vision, +4 dodge vs giants, Speak with Animals, 
  +2 saves vs illusion, spell-like abilities; AL NG; SV 
  Fort +2, Ref +1, Will +5; Str 10, Dex 10, Con 12, 
  Int 14, Wis 12, Cha 17. 
  Languages spoken: Common and Gnome 
  Skills and Feats: Concentration +9, Knowledge 
  (Arcana) +10, Profession (Herbalist) +9, Spellcraft 
  +12; 
  Eschew 
  Materials, 
  Simple 
  Weapon 
  Proficiency, Spell Focus (Evocation). 
  Special Abilities: Familiar, Low-light Vision. 
  Sor Spells Known (5/6/4/ DC is 13 + spell level, 
  unless spell has *, then it’s 14 +spell level)): 0--
  Acid splash, Daze, *Flare, *Ray of frost, Touch of 
  fatigue, 1--*Burning hands, Cause fear, *Magic 
  missile (x2), Reduce person, *Shocking grasp 2—
  Mirror Image, *Scorching ray (x2), *Shatter. 
   
  Possessions: Wand of magic missile (3rd) –
  Wand of web, Ring of protection +3, Wand of 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 22 
  Detect Secret Doors - 750 gp 
   
  Description: A Golden Skinned Gnome 
   
  
  GEO6-04 Delusions of Grandeur 
   
  Page 23 
  APPENDIX 3 – APL 6 
  ENCOUNTER 1 
   
   
   
   
  EL 7 –(illusion, Will save DC 20 to disbelieve) 
  Ebeta, vampire; Gnome Sor7: CR 7; Size S; HD 
  5d12 + 2d4; hp 52; Init +11; Spd 20 ft; AC 24 (+1 
  size, +7 Dex, +6 natural), touch 18, FF 17; BAB 
  +3; Grapple +6; Melee Unarmed +5 (1d2 + 2), 
  Slam +6 (1d4 + 2); SA +1 to attacks vs kobolds 
  and goblinoids, blood drain, children of the night, 
  dominate, create spawn, Energy Drain; SQ Low-
  light vision, +4 dodge vs giants, Speak with 
  Animals, +2 saves vs illusion, spell-like abilities, 
  alternate form, damage reduction 10/silver and 
  magic, fast healing 5hp/round, resistance to cold 
  10 and electricity 10, spider climb, +4 turn 
  resistance; AL CE; SV Fort +4, Ref +11, Will +8; 
  Str 14, Dex 24, Con 0, Int 16, Wis 16, Cha 25. 
  Skills and Feats: Bluff +25, Concentration +10, 
  Knowledge (Arcana) +13, Profession (Herbalist) 
  +5, Spellcraft +15; Alertness, Combat Reflexes, 
  Dodge, 
  Great 
  Fortitude, 
  Improved 
  Initiative, 
  Lightning Reflexes, Simple Weapon Proficiency. 
  Sor Spells Known (6/8/8/6): 0--Detect magic, 
  Disrupt undead, Ghost sound, Mending, Ray of 
  frost, Read magic, Resistance, 1--Mage armor, 
  Magic 
  missile, 
  Magic 
  weapon, 
  Ray 
  of 
  enfeeblement, Shield, 2--Cat's grace, Glitterdust, 
  Invisibility, 3--Fireball, Fly, Haste. 
  ENCOUNTER 5 
   
   
   
   
  Nimblewright: CR 7; Size M; HD 10d10; hp 75; 
  Init +7; Spd 40 ft; AC 24 (+7 Dex, +7 natural), 
  touch 17, FF 17; BAB +7/+2; Grapple +11; Melee 
  rapier-hands +11/+11 (2d6 + 4); SA Spell-like 
  abilities, tripping thrust; SQ augmented critical, 
  construct traits, vulnerabilities; SR 27; AL CN; SV 
  Fort +3, Ref +10, Will +6; Str 19, Dex 24, Con 0, 
  Int 10, Wis 17, Cha 19. 
  Skills and Feats: Balance +9, Jump +19, Tumble 
  +22; Combat Expertise, Combat Reflexes, Dodge, 
  Improved Disarm, Mobility, Spring Attack. 
  Special Abilities: Spell Resistance. 
  Racial Spells Known: 0--Alter self, Cat's grace, 
  Entropic shield, Feather fall, Haste. 
  Equipment: Rapier-hands, 
   
  Spell-Like Abilities: At will-alter self, cat's grace, 
  entropic shield, feather fall, haste. Caster level 
  10th; save DC 14 + spell level. 
  Tripping Thrust (Ex): A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures its own size or smaller. An opponent 
  who is the target of a successful critical hit from a 
  nimblewright must make a Reflex save (DC 19) or 
  be knocked prone as if tripped. 
  Augmented 
  Critical 
  (Ex): 
  A 
  nimblewright 
  threatens a critical hit on a natural attack roll of 15-
  20. On a successful critical hit, its foe is subject to 
  a tripping thrust attack (see above). 
  Construct Traits: A nimblewright is immune to 
  mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic 
  effects, and any effect that requires a Fortitude 
  save unless it also works on objects. The creature 
  is not subject to critical hits, subdual damage, 
  ability damage, ability drain, energy drain, or death 
  from massive damage. It cannot heal itself but can 
  be healed through repair. It cannot be raised or 
  resurrected. A nimblewright has darkvision (60-
  foot range). 
  Vulnerabilities: A cold effect slows a nimblewright 
  for 3 rounds, and a fire effect stuns it for 1 round.. 
  Languages: Common, Elven, and Dwarven. 
   
  Description: Nimblewrights are rapier-wielding 
  constructs that disguise themselves as living 
  humanoids. 
  They 
  often 
  serve 
  as 
  hired 
  bodyguards, bur many are employed to infiltrate 
  organizations and secret societies or spy on 
  individuals. Unlike most constructs, a nimblewright 
  is created with intelligence and a distinct 
  personality that combines awesome magic with 
  elemental forces. Its animating force is a spirit 
  from the Elemental Plane of Water. The process of 
  creating a nimblewright binds the unwilling spirit to 
  the artificial body and subjects it to the will of the 
  creator. 
  An undisguised nimblewright appears as a 
  nondescript, steel-colored, mechanical human. 
  When disguised, it wears clothes and uses spells 
  to hide its true nature. In this way, it can appear as 
  almost any Medium humanoid it wishes to 
  become. 
  ENCOUNTER 6 
   
   
   
   
  Golden Gnome; Gnome Sor7: CR 7; Size S; HD 
  7d4+7; hp 28; Init +0; Spd 20 ft; AC 15 (+1 size, 
  +4 deflection), touch 15, FF 15; BAB +3; Grapple 
  +4; Atk: +3 melee (1d2, Unarmed); SA +1 to 
  attacks vs kobolds and goblinoids; SQ Low-light 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 24 
  vision, +4 dodge vs giants, Speak with Animals, 
  +2 saves vs illusion, spell-like abilities; AL NG; SV 
  Fort +3, Ref +2, Will +6; Str 10, Dex 10, Con 12, 
  Int 14, Wis 12, Cha 17.  
  Skills & Feats: Concentration +11, Knowledge 
  (Arcana) 
  +12, 
  Profession 
  (Herbalist) 
  +11, 
  Spellcraft +14; Eschew Materials, Greater Spell 
  Focus (Evocation), Simple Weapon Proficiency, 
  Spell Focus (Evocation). 
   
  Languages: Common and Gnome. 
   
  Special Abilities: Familiar - rat, Low-light 
  Vision. 
   
  Sor Spells Known (5/6/6/4 DC is 13 + spell 
  level, unless spell has *, then it’s 15 +spell level): 
  0--Acid splash, Daze, *Flare, *Ray of frost, Touch 
  of fatigue, 1--*Burning hands, Cause fear, *Magic 
  missile (x2), Reduce person, *Shocking grasp, 2--
  Bear's endurance, Blindness/deafness, Mirror 
  Image, 
  *Scorching 
  ray 
  (x2), 
  *Shatter, 
  3--
  Displacement, *Fireball (x3). 
   
  Possessions: Wand of magic missile (5th), 
  Ring of protection +4, gp Wand of Detect Secret 
  Doors. 
   
  Description: 
  A 
  Golden 
  Skinned 
  Gnome.
  
  GEO6-04 Delusions of Grandeur 
   
  Page 25 
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 1 
   
   
   
   
  EL 9 –(illusion, Will save DC 22 to disbelieve) 
  Ebeta, vampire; Gnome Sor7: CR 7; Size S; HD 
  5d12 + 2d4; hp 52; Init +11; Spd 20 ft; AC 24 (+1 
  size, +7 Dex, +6 natural), touch 18, FF 17; BAB 
  +3; Grapple +6; Melee Unarmed +5 (1d2 + 2), 
  Slam +6 (1d4 + 2); SA +1 to attacks vs kobolds 
  and goblinoids, blood drain, children of the night, 
  dominate, create spawn, Energy Drain; SQ Low-
  light vision, +4 dodge vs giants, Speak with 
  Animals, +2 saves vs illusion, spell-like abilities, 
  alternate form, damage reduction 10/silver and 
  magic, fast healing 5hp/round, resistance to cold 
  10 and electricity 10, spider climb, +4 turn 
  resistance; AL CE; SV Fort +4, Ref +11, Will +8; 
  Str 14, Dex 24, Con 0, Int 16, Wis 16, Cha 25. 
  Skills and Feats: Bluff +25, Concentration +10, 
  Knowledge (Arcana) +13, Profession (Herbalist) 
  +5, Spellcraft +15; Alertness, Combat Reflexes, 
  Dodge, 
  Great 
  Fortitude, 
  Improved 
  Initiative, 
  Lightning Reflexes, Simple Weapon Proficiency. 
  Sor Spells Known (6/8/8/6): 0--Detect magic, 
  Disrupt undead, Ghost sound, Mending, Ray of 
  frost, Read magic, Resistance, 1--Mage armor, 
  Magic 
  missile, 
  Magic 
  weapon, 
  Ray 
  of 
  enfeeblement, Shield, 2--Cat's grace, Glitterdust, 
  Invisibility, 3--Fireball, Fly, Haste. 
   
  Zombie, Minotaur (3): CR 4; Size L; HD 12d8; hp 
  81; Init -1; Spd 30 ft; AC 16 ( -1 size, -1 Dex, +8 
  natural), touch 8, FF 16; BAB +6/+1; Grapple +15; 
  Melee Greataxe +10/+5 (3d6 + 7/crit x3), or gore 
  +10 (1d8 + 5), or slam +10 (1d8 + 5); SA -; SQ 
  Single actions only, damage reduction 5/slashing, 
  darkvision 60 ft., undead traits; AL NE; SV Fort +4, 
  Ref +3, Will +8; Str 21, Dex 8, Con 0, Int 0, Wis 
  10, Cha 1. 
  Skills and Feats: ; Toughness. 
  Equipment: Greataxe, . 
   
  ENCOUNTER 5 
   
   
   
   
  Nimblewrights (2): CR 7; Size M; HD 10d10; hp 
  75; Init +7; Spd 40 ft; AC 24 (+7 Dex, +7 natural), 
  touch 17, FF 17; BAB +7/+2; Grapple +11; Melee 
  rapier-hands +11/+11 (2d6 + 4); SA Spell-like 
  abilities, tripping thrust; SQ augmented critical, 
  construct traits, vulnerabilities; SR 27; AL CN; SV 
  Fort +3, Ref +10, Will +6; Str 19, Dex 24, Con 0, 
  Int 10, Wis 17, Cha 19. 
  Skills and Feats: Balance +9, Jump +19, Tumble 
  +22; Combat Expertise, Combat Reflexes, Dodge, 
  Improved Disarm, Mobility, Spring Attack. 
  Special Abilities: Spell Resistance. 
  Racial Spells Known: 0--Alter self, Cat's grace, 
  Entropic shield, Feather fall, Haste. 
  Equipment: Rapier-hands, 
   
  Spell-Like Abilities: At will-alter self, cat's grace, 
  entropic shield, feather fall, haste. Caster level 
  10th; save DC 14 + spell level. 
  Tripping Thrust (Ex): A nimblewright's rapier-
  hand attacks are powerful enough to push over 
  creatures its own size or smaller. An opponent 
  who is the target of a successful critical hit from a 
  nimblewright must make a Reflex save (DC 19) or 
  be knocked prone as if tripped. 
  Augmented 
  Critical 
  (Ex): 
  A 
  nimblewright 
  threatens a critical hit on a natural attack roll of 15-
  20. On a successful critical hit, its foe is subject to 
  a tripping thrust attack (see above). 
  Construct Traits: A nimblewright is immune to 
  mind-affecting effects, poison, sleep, paralysis, 
  stunning, disease, death effects, necromantic 
  effects, and any effect that requires a Fortitude 
  save unless it also works on objects. The creature 
  is not subject to critical hits, subdual damage, 
  ability damage, ability drain, energy drain, or death 
  from massive damage. It cannot heal itself but can 
  be healed through repair. It cannot be raised or 
  resurrected. A nimblewright has darkvision (60-
  foot range). 
  Vulnerabilities: A cold effect slows a nimblewright 
  for 3 rounds, and a fire effect stuns it for 1 round.. 
  Languages: Common, Elven, and Dwarven. 
   
  Description: Nimblewrights are rapier-wielding 
  constructs that disguise themselves as living 
  humanoids. 
  They 
  often 
  serve 
  as 
  hired 
  bodyguards, bur many are employed to infiltrate 
  organizations and secret societies or spy on 
  individuals. Unlike most constructs, a nimblewright 
  is created with intelligence and a distinct 
  personality that combines awesome magic with 
  elemental forces. Its animating force is a spirit 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 26 
  from the Elemental Plane of Water. The process of 
  creating a nimblewright binds the unwilling spirit to 
  the artificial body and subjects it to the will of the 
  creator. 
  An undisguised nimblewright appears as a 
  nondescript, steel-colored, mechanical human. 
  When disguised, it wears clothes and uses spells 
  to hide its true nature. In this way, it can appear as 
  almost any Medium humanoid it wishes to 
  become. 
  ENCOUNTER 6 
   
   
   
   
  Golden Gnome; Gnome Sor9: Size S; CR 9; HD 
  9d4+9; hp 36; Init +0; Spd 20 ft; AC 20  (+1 size, 
  +4 deflection, +5 armor), touch 15, FF 20; BAB +4; 
  Grapple +5; Atk: +4 melee (1d2, Unarmed); SA +1 
  to attacks vs kobolds and goblinoids; SQ Low-light 
  vision, +4 dodge vs giants, Speak with Animals, 
  +2 saves vs illusion, spell-like abilities; AL NG; SV 
  Fort +4, Ref +3, Will +7; Str 10, Dex 10, Con 12, 
  Int 14, Wis 12, Cha 18. 
   
  Skills & Feats: Concentration +13, Knowledge 
  (Arcana) 
  +14, 
  Profession 
  (Herbalist) 
  +13, 
  Spellcraft 
  +16; 
  Combat 
  Casting, 
  Eschew 
  Materials, Greater Spell Focus (Evocation), Simple 
  Weapon Proficiency, Spell Focus (Evocation). 
   
  Special Abilities: Familiar - rat, Low-light 
  Vision. 
   
  Languages: Common and Gnome. 
   
  Sor Spells Known (6/6/6/6/4 DC is 13 + spell 
  level, unless spell has *, then it’s 15 +spell level): 
  0--Acid splash, Daze, *Flare, *Light, *Ray of frost, 
  Touch of fatigue, 1--*Burning hands, Cause fear, 
  *Magic missile (x2), Reduce person, *Shocking 
  grasp, 2--Bear's endurance, Blindness/deafness, 
  Mirror Image, *Scorching ray (x2), *Shatter, 3--
  Blink, Displacement, *Fireball (x3), 4--*Fire shield 
  (x2), *Ice storm (x2). 
   
  Possessions: Bracers of armor +5, Ring of 
  protection +4, Ring of evasion, Wand of Detect 
  Secret Doors. 
   
  Description: 
  A 
  Golden 
  Skinned 
  Gnome
  
  GEO6-04 Delusions of Grandeur 
   
  Page 27 
  DM AID: MAP #1 – ENCOUNTER 1 – ON THE ROAD 
   
  
  GEO6-04 Delusions of Grandeur 
   
  Page 28 
  DM AID: MAP #2 – COLLEGE CAMPUS – PATH TO BUILDING 
   
  
  GEO6-04 Delusions of Grandeur 
   
  Page 29 
  DM AID: MAP #3 – THE ADMINISTRATION BUILDING  
   
  
  GEO6-04 Delusions of Grandeur 
   
  Page 30 
  DM AID: MAP #4 – THE DEAN’S OFFICE  
   
   
  
  GEO6-04 Delusions of Grandeur 
   
  Page 31 
   PLAYER HANDOUT #1 – MAP 
   
   
   
  
  GEO6-04 Delusions of Grandeur 
   
  Page 32 
  PLAYER HANDOUT #2 – GEOFF MILITARY INTRO 
   
  You are summoned to the tent of your superior officer. A cursory glance around the tent and its 
  table shows it strewn with leaves of parchment, some clean, some spattered with blood still 
  others soaked. 
  “Be at your ease. I have a mission for you.”  
  “As you are aware, the main forces of the Sakhut have been routed. Yet even at this late date, it 
  appears that certain elements of that old regime seek to regroup. We’re not sure if they represent 
  just isolated pockets of resistance, or if we are seeing the beginnings of a new offensive”.  
  “Make contact with Field-Marshall Cobblemill, of the gnomish army. She may be able to provide 
  you some assistance. But be warned, if you encounter the Gnome Riders, best to use diplomacy.”  
  “We need you to investigate and report back.” 
   
  
  GEO6-04 Delusions of Grandeur 
   
  Page 33 
  PLAYER HANDOUT #3 – NON - GEOFF MILITARY INTRO 
   
  You are summoned to the tent of your superior officer. 
  “I’m getting reports from Geoff. Nothing official mind you, but reports none the less that the 
  Giants are marshalling their forces again.” 
  “As you know, we don’t have a ‘presence’ in Geoff at the moment that can confirm or deny these 
  reports. I need to send someone in to find out if Geoff is under siege…again, and report back.” 
  “We have few resources left with which to help the Gyri, and I won’t be sending a contingent out 
  on a long expensive deployment for nothing!” 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 34 
  PLAYER HANDOUT #4 – AMBASSADOR’S STEP-CHILDREN 
   
   
   
  A fellow member of the Step-Children approaches you during the evening meal and asks to join 
  you. 
  Before you can respond yea or nay, he leans in and whispers, “Have you had *any* contact? I’ve 
  been trying to get information to his Highness for days now and it feels like shouting down a 
  well.” 
  Now that you take the time to think about it, you cannot recall the last time you made successful 
  contact with the ‘Home Office’ 
  Remember, your best chances are to contact someone high up in the Army. But treat the Riders 
  with care, you don’t want them upset with you. 
  This bears investigating. This has NEVER happened before. 
  
  GEO6-04 Delusions of Grandeur 
   
  Page 35 
  PLAYER HANDOUT #5 – VIGILANT EYES 
   
  You receive instructions from your cell to investigate the situation with King Garnet and report 
  back about the political landscape within the Stark Mounds. 
  Remember, your best chances are to contact someone high up in the Army. But treat the Riders 
  with care, you don’t want them upset with you. 
  Be Ever Vigilant 
   
   
  
  GEO6-04 Delusions of Grandeur 
   
  Page 36 
  CRITICAL EVENT SUMMARY: GEO6-04 DELUSIONS OF 
  GRANDEUR 
  For use only at EVENT or before DATE. 
  1.  Did the PCs find and disable the Battle Simulator?   
  Yes 
   
  No 
   
  If so, list player names/PC names here: 
   
   
   
  2. Did the PCs kill “the Golden Gnome”? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
  3. Did the party have any unrecoverable deaths? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
   
   
   
   
   
   
  Who? 
  4. Did the PCs give up the Imperial Garnet? 
   
   
   
   
   
   
   
  Yes 
   
  No 
   
   
  To whom? 
   
  Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, 
  results that may not fit the above, etc): 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/596/Normal Scenarios/GEO6-04 - Delusions of Grandeur (APL 2-8)/GEO6-04 - Delusions of Grandeur.pdf