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 the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  NYR3-05 
   
   
   
   
   
  Silence of the Gnomes 
   
  A One-Round D&D Living Greyhawk
  ®  
  Nyrond Regional Adventure 
  Version 1 
  by Jeffery C. Harris 
   
  Duke Grevin Damar of Flinthill has spread word far and wide.  His castle in Arndulanth will host it.  Heros of the realm 
  will attend as his personal guests.  A very special gnome will speak to the brave.  The recruitment has begun.  But, are 
  you really ready to attend an event being called The Dragonslayer’s Ball?  And is any party really going to mobilize the 
  realm to face a rampaging dragon bent on killing every gnome in the Flinty Hills? An adventure for characters level 6 - 
  12. 
  
  Gnome Way Out 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and your 
  sense of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as a pad 
  of graph paper and a pencil, as handy as a vinyl grid map 
  and chits, or as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session to be 
  a sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the DM) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. You as the DM can bar the use of even core 
  rulebooks during certain times of play. For example, the 
  players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
  Living Greyhawk 
   
   
   
   
  This is a Living Greyhawk Adventure.  As a Living 
  Greyhawk adventure it is expected that players bring 
  their own characters with them.  If players do not have a 
  Living Greyhawk character generated, get a copy of the 
  current 
  Living 
  Greyhawk 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a Living Greyhawk character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the Living 
  Greyhawk Gazetteer and Living Greyhawk Campaign 
  Sourcebook (LGCS). 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  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 being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  
  Gnome Way Out 
   
  Page 3 
  # 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 
  number of levels you add 
  to the sum above. 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 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. 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will 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 you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: Living Greyhawk adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a Living Greyhawk adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless 
  another check is successful. 
  Time Units and Upkeep 
   
   
   
  This 
  is 
  a 
  standard 
  one-round 
  Regional adventure, set in the 
  Kingdom of Nyrond.  Characters 
  native to Nyrond pay one Time Unit 
  per round, all others pay two Time 
  Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep costs 
  100gp per Time Unit. 
  Adventure Background 
   
   
   
  “Gnome Way Out” is set in Nyrond. It is part two of the 
  Flinthill Saga, a trilogy of Nyrond regional adventures, 
  and is written for APL’s 6, 8, 10, and 12.  
   
  In the first installment of this trilogy, the PC’s 
  answered the call for heroes to help the gnomes of 
  Nyrond’s Duchy of Flinthill.  Entire gnome villages deep 
  within the Duchy had been completely depopulated.  By 
  all reports, on a given day, a given village was bustling 
  with the activity of gnomish life; the next day it was 
  empty and silent like a discarded cocoon. 
   
  Panicked correspondence with the Crown of 
  Nyrond by prominent gnome Houses had placed 
  Lynwerd in a precarious position.  Political wisdom and 
  personal mortification at the incidents suggested a 
  strong, visible course of investigation to end the 
  vanishings.  The families, merchants, and guilds who had 
  appealed to their liege, King Lynwerd, had also sent pleas 
  in desperation to their ancestral lord, Gnomeking 
  Warren ap’Hiller, an autonomous power of the 
  Marklands in the eastern Flinty Hills, beyond the Duchy 
  of Flinthill.  If the Gnomeking took the opportunity to 
  unite the gnomes of Flinthill under his banner, in this 
  mysterious shared racial threat, Nyrond could well have 
  lost the loyalty of the gnomes, which would have spelled 
  disaster for the kingdom. The mining, gem cutting, and 
  artisan revenue from Flinthill’s gnomes was largely 
  responsible for the kingdom’s rebuilding funds, after the 
  Greyhawk wars.  Nyrond would be devastated without its 
  gnomes. 
   
  King Lynwerd appealed to his childhood friend, the 
  recently elevated Duke Grevin Damar of Flinthill, and 
  empowered him to gather licensed adventurers to this 
  cause in the name of the Crown.  This he did, and with 
  
  Gnome Way Out 
   
  Page 4 
  the help of these adventurers, the mystery of the 
  vanishing gnomes was penetrated. 
   
  The force behind the gnome village vanishings was a 
  recently enraged and very old green dragon from the 
  Gamboge Forest, named Sasrakananakmasha.  Content to 
  contemplate the beautiful and horrid plants of her 
  sunken garden until recently, and trying to devise an 
  alchemical formula to accelerate the growth cycle of 
  dragons while she built an army of gnoll and worg 
  followers, this Green master herbalist was intruded upon 
  by a band of gnome adventurers seeking her hoard, and 
  led by a figure of gnomish folklore.  
   
  Zithidimus 
  Seemslinger 
  (Wiz[Ill] 
  17), 
  most 
  notorious of gnome Illusionist adventurers from the 
  Flinty Hills, was getting old, and was mourning the years 
  he had lost to political life, being the spokesman for the 
  gnome villages of Flinthill to Duke Greven Damar’s 
  court.  Still an adventurer in his old heart, he began 
  fanciful reminiscences back to the days when he 
  dreamed of becoming a dragonslayer.  Long had he heard 
  of the Greens of the Gamboge, and long had he 
  assembled rumors of their whereabouts, of their 
  activities, and mostly, of their treasure hoards.  With 
  Divination among his forbidden schools of magic, the 
  Illusionist was forced to rely on these rumors, biding his 
  time against the day when he would add Dragonslayer to 
  the long list of his gnomish epithets.  Throughout his 
  years of adventure which slowly evolved into political 
  life, Zithidimus constructed a magical weapon—a spear 
  of wondrous power—to use against the fell beasts when 
  at last he confronted one.  And, as Zithidimus gained in 
  power, he added magic to the weapon, until it’s 
  refinement became an end unto itself for the Wizard. 
   
  When, at last, Zithidimus had it on reliable rumor 
  that a specific Green was accumulating an army of gnolls 
  and worgs in a specific cavern complex under the 
  Gamboge Forest, and when that rumor went on to say 
  that she had acquired a book of infinite spells for her 
  hoard, Zithidimus was sure his time had come.  He 
  shelved his political duties and assembled a party of 
  gnome adventurers, trekking to confront the Green of 
  the Gamboge.  So sure was he of his success, after all 
  these years of anticipation, that he didn’t take a chance on 
  another adventurer coveting his powerful spear, and he 
  hid it, placing it in a Leomund’s chest on the ethereal 
  plane. 
   
  But, Zithidimus’ overconfidence was the party’s 
  undoing and his hubris has led to the sad state of current 
  affairs in Flinthill.  When the Wizard and his party 
  confronted the Green in her sunken garden, they found 
  more than a match for their abilities.  If she wasn’t raking 
  their bodies open to the bone, or belching clouds of flesh-
  eating gas, she was casting her mighty magics, 
  quickening the plants of her sunken garden to fight on 
  her behalf.  Zithidimus didn’t have a chance to recall his 
  Leomund’s chest; instead he fought back with his most 
  powerful spell.  His Mordenkainen’s disjunction did drop 
  the Green’s spells.  It did stop her quickened plants in 
  their tracks.  But, it also encountered her hoard, and the 
  book of infinite spells. 
   
  Zithidimus reeled at the backlash, as the minor 
  artifact was disjoined.  He could feel all magical power 
  leave his body the way a flame leaves the wick of a candle 
  in a windstorm.  He was snuffed out.  He would never 
  cast another spell again.  And, that was not the worst of it. 
   He lay helpless in the moss of the Green’s Garden as she 
  tore his adventuring friends limb from limb.  Their 
  screams burrowed deep into his gnomish skull, and rent 
  his mind apart. 
   
  Zithidimus fled the caverns, but the screams 
  followed him out, and through the woods, and into the 
  hills.  They accompanied him as he made his way home, 
  on foot.  It wasn’t until he came to an outlying gnome 
  village that Zithidimus discovered the final consequence 
  of his battle with the Green of the Gamboge.  The village 
  was empty, and silent, except for the echoing screams in 
  his own head.  Tools and armor and toys lay in heaps 
  where gnomes had once stood.  There was only the 
  lingering smell of chlorine acid on the wind. 
   
  Zithidimus locked himself in his modest home 
  behind the old permanent illusion and succumbed to 
  madness born of his grief.  But, the Duke had no way of 
  knowing.  Sending the adventurers he gathered in the 
  Crown’s name to the village of Chipinshale, where 
  Zithidimus was usually able to be found, he instructed 
  them to seek out the old Illusionist and see if he could be 
  of any help investigating the mystery of the vanished 
  gnomes.  The PC’s found Zithidimus alone and mad in 
  his home on the outskirts of an empty and silent 
  Chipinshale, and left him even more confused than when 
  they arrived.  But, the old gnome had done one thing for 
  them.  He had given one of them his magical spear, and 
  had accepted an oath that they would one day defeat, 
  “Her,” the cause of all his people’s suffering, although he 
  wasn’t coherent enough to covey that “she” was a very old 
  Green Dragon. 
   
  Following tracks that led north from vanished 
  Chipinshale, the Duke’s adventurers discovered a 
  complex of caverns, filled with a gnoll and worg army, at 
  the center of which was Sasrakananakmasha, the Green 
  of the Gamboge, in a huge crater garden.  Fleeing her 
  horrid garden through fissures in the crater walls too 
  narrow for the gargantuan dragon, and killing a clutch of 
  the Green’s children on the way out, the adventurers 
  
  Gnome Way Out 
   
  Page 5 
  eventually returned with their sad tale to Duke Greven 
  Damar of Flinthill, and watched as the Duchy mobilized 
  to confront the threat of the dragon, sending word of the 
  mystery’s resolution to the Crown of Nyrond, and King 
  Lynwerd himself.   
  Adventure Synopsis  
   
   
  This sequel adventure is comprised of four major parts.  
  In part one the PC’s visit Duke Grevin Damar’s 
  recruitment drive for “Dragonslayers”. PC’s who have 
  played “The Silence of the Gnomes” are given a place of 
  honor at the recruitment drive banquet held at the Ducal 
  palace in Arndulanth.  PC’s who have not played “The 
  Silence of the Gnomes” are adventurers who have come 
  to the banquet to hear more about this need of Flinthill’s 
  for “Dragonslayers”.  During the banquet, a surprise guest 
  arrives, and tells the tale of “Sassy’s” discovery by brave 
  heroes from Nyrond.  This surprise guest is known to the 
  duke. He is floridly announced as The Grand Fool of the 
  Gnomeking’s Court and is shown every political 
  courtesy.  But, the Fool’s robust performance is 
  interrupted by flying horrors, diving right into the 
  middle of the festivities, with the apparent purpose of 
  killing all in sight.  Duke Damar is attacked.  If the PC’s 
  survive the fight, and show bravery, they are personally 
  invited by The Grand Fool to accompany him to 
  Gnomeking Warren ap’Hiller’s court. The Gnomeking 
  will want to personally meet heroes such as these. 
   
  Part two of the adventure sees the PC’s to the court 
  of Gnomeking Warren ap’Hiller.  The heroes are 
  welcomed by a regal gnome, and filled in on the joint 
  efforts of Gnomehome and Flinthill. Together, their 
  resources 
  are 
  completely 
  tapped 
  out 
  trying 
  to 
  manufacture enough acid-protection magic to keep the 
  dragon from laying waste to more villages.  But, they 
  cannot keep up, and some villages are yet being struck 
  with heavy casualties, despite efforts to consolidate the 
  gnome population in the larger settlements.  And, even 
  worse, the dragon has succeeded in bringing forth a 
  virtually impenetrable acid storm to cover her former 
  garden lair and lab.  From within this protected enclave, 
  she has now succeeded in her lifelong goal.  She has a 
  prototype formula to magically age dragons.  The gnomes 
  of the Flinty Hills, both Nyrondese and his own subjects, 
  will lose this war if something can’t be done.  The regal 
  gnome asks for the heroes’ help.  His alchemists and 
  mages need the prototype formula to work a counter 
  magic.  And, they need it before the dragon ages any of 
  her children to the point where they can help her with 
  her flyby acid raids. 
   
  In preparation for the quest, The Grand Fool of The 
  Gnomeking’s Court gives the PC’s a riddle test to gauge 
  their wits, and prepare them all to face the dragon.  This 
  riddle test, and the Grand Fool’s companionship will 
  provide comic relief during the adventure.  The PC’s are 
  allowed to outfit themselves, and they have access to 
  some very special and intricate gnome racial items. 
   
  Part three returns the PC’s to the garden lair of the 
  dragon, where they encounter the acid storm.  It is 
  gargantuan, permanent, and impenetrable, almost as if 
  Sasrakananakmasha has control of the very atmosphere.  
  This barrier will daunt the PC’s until they are approached 
  by a terrifying creature who emerges from the depths of 
  the storm.  It is a plant creature resembling a dragon, but 
  with sap-oozing tendrils instead of wings, and very sharp, 
  oozing thorns in place of talons and teeth.  The monster 
  is naturally immune to acid of all types and in fact 
  requires it the way an amphibian requires moisture.  It is 
  obviously a creature born from the foul manipulation of 
  life that occurs in the Green’s garden.  But, strangely, the 
  creature does not attack immediately.  Heroic PC’s will 
  get a chance to realize that the creature is not evil, and it 
  is actually trying to reach them to help.  Although it 
  cannot talk, the plant monster is intelligent, goodly, and 
  hates the dragon who has created it and tossed it aside as 
  a worthless experiment gone wrong.  This creature has 
  the ability to cast transport via plants on beings in 
  physical contact with it.  This creature’s ability, and its 
  knowledge of the dragon’s lair, is the only safe way past 
  the acid storm.  PC’s who attack and destroy the creature 
  on sight will end the adventure for themselves, 
  committing an evil act in the process. 
   
  Passing through plants, the PC’s emerge at the inner 
  edge of the acid storm, where a bubble of clean air 
  envelops the last remaining part of the dragon’s original 
  garden.  It is a large hedge maze, and the entrance to the 
  maze is before the PC’s.  They must negotiate the maze, 
  and the plant-based traps within.  At the center of this 
  maze, after all traps have been bypassed, the PC’s find an 
  ancient ring of standing stones which predates even the 
  dragon.  Properly activating these stones is a puzzle 
  which, when solved, admits the PC’s to a deeper cavern 
  where Sasrakananakmasha now has her secret lab. 
   
  Part four of the adventure is the battle in the lab.  
  The Green of the Gamboge is there working, and the PC’s 
  surprise her.  It is at this moment that The Grand Fool of 
  the Gnomeking’s Court reveals himself.  He is Warren 
  ap’Hiller, the Gnomeking himself!  The regal figure at his 
  court earlier was actually his chief war aid, who is in 
  charge of the war effort.  As Warren ap’Hiller launches 
  into a terrific tumbling dance and juggling routine to 
  fascinate the dragon (being a bard of no mean skill) he 
  explains the paradox of gnomes to the PC’s.  The grand 
  fool of any king’s court is the king himself, for rulership 
  
  Gnome Way Out 
   
  Page 6 
  is an illusion, life is a joke, and all must dread the end of 
  laughter which is death.  Warren holds the dragon 
  fascinated, and adamantly insists that the PC’s continue 
  deeper into the lab to find the prototype formula without 
  him.  The PC’s must accept Warren ap’Hiller’s sacrifice 
  for his people to continue the quest. 
   
  In the back room of the lab is the prototype formula, 
  along with a new clutch of Sasrakananakmasha’s 
  children, magically aged.  The PC’s must defeat these 
  dragons, retrieve the prototype formula, and make good 
  their escape to the beginning of the hedge maze again, 
  where the creature is waiting to send them home. 
   
  The conclusion of “Gnome Way Out” takes place at 
  Gnomehome again, where Warren ap’Hiller’s chief aid 
  takes the prototype dragon aging formula, and promises 
  to find a counter magic.  The mood is subdued as the 
  gnomes of Gnomehome mourn the loss of their true 
  king, but as the PC’s are leaving, and the gnomes are 
  bidding farewell, an innocent looking dove flies up to 
  them and transforms into a smaller plant creature like the 
  one they encountered at the edge of the acid storm.  
  Shocked, the crowd watches as the plant creature 
  transforms again, this time into The Grand Fool of the 
  Gnomeking’s Court.  Warren ap’Hiller has returned!  He 
  regales the PC’s and his people with the tale of his escape, 
  using his abilities as a Shifter with the help of the plant 
  form he learned along the way.  Gnomehome resounds 
  with laughter again, and we feel that the balance of power 
  in this war may have just shifted.  
  Player Introduction  
   
   
  Please read one of the following player introductions to 
  the players depending on whether or not they have 
  successfully completed, “The Silence of the Gnomes,” 
  part 1 of this trilogy.  If the table is mixed with PC’s who 
  have and who have not completed part 1, then read both 
  introductions, and have them apply separately to each of 
  the two groups. 
   
  For players who have successfully completed “The 
  Silence of the Gnomes”: 
   
  Duke Grevin Damar’s palace in Arndulanth is 
  awhorl 
  with 
  activity. 
   
  Although 
  your 
  guest 
  apartments are far from the kitchens, stables, 
  greathalls, barracks, and servants’ antechambers 
  where preparations are being made for the great 
  Dragonslayers’ Ball, you cannot help but feel the 
  activity in the surrounding castle.  Even the squad of 
  personal honor guard outside your foyer is harried 
  occasionally by the tumult, but their stalwart 
  responses to the occasional interruptions have proven 
  that they were well chosen to their task.  Diplomatic 
  and friendly, they nevertheless turn aside all attempts 
  at visitors to your inner chambers, explaining that the 
  Duke’s honored guests must not be disturbed.  You 
  hear the occasional gentle rebuff, and it brings to 
  mind Damar’s comments to you upon your arrival at 
  the palace. 
   
  “You are most welcome here,” he had said, “and if 
  you have need of any comfort my home has to offer, 
  you have but to ask.  These guards will see you safely 
  to me at need, but I must ask that you accept the 
  comfort of your guest apartments as much as possible 
  until after the Ball.  Word has spread far and wide 
  that you will be my guests of honor tomorrow, and 
  your safety is my utmost concern.  I can’t thank you 
  enough for coming.  Surely every adventurer in the 
  realm will be in attendance to dine and dance and 
  parley in the presence of those who uncovered the 
  draconic threat to our Kingdom!  We will have a 
  legion of Dragonslayers before the week is out, and 
  we will battle this Green of the Gamboge until her 
  plans for our destruction have utterly failed.”  The 
  Duke of Flinthill had paused then, and met your eyes 
  in a moment of approval.  “You hold the key to the 
  success of this campaign, my friends.  Already the 
  heroes of our realm begin to arrive for the Ball 
  tomorrow, and it is due in no small part to your 
  attendance here.  We will stop this dragon, if stop her 
  we can, and the gnomes of Nyrond will survive.  I 
  thank you again.  Remember to alert the guards to 
  your slightest need, and my home will accommodate. 
   Until tomorrow.” 
   
     With that, you had been led to these rooms, and 
  the Duke had not exaggerated their comfort.  From 
  your private balcony onto the Ducal Palace Gardens 
  in the courtyard a hundred feet below, you can see 
  the great pavilions, tables, dance floors, and a large 
  stage for the head table getting the final once over by 
  scores of workers.  At that head table is a large ornate 
  chair with the Duke’s livery emblazoned on its 
  embroidery, and several smaller emblazoned chairs 
  flanking it.  You will sit in one of those chairs 
  tomorrow, and help Duke Grevin Damar recruit 
  dragonslayers for Nyrond.  Dragonslayers!  And the 
  word has spread far and wide...  It’s time to begin 
  thinking about preparing yourself for tomorrow. 
   
  For players who have not played “The Silence of the 
  Gnomes”: 
   
  Dragonslayers! 
   
  The Dragonslayers Ball.  That’s what they are 
  calling this festival.  But, you know what it is, really.  
  No subterfuge or grandiloquence can hide the real 
  
  Gnome Way Out 
   
  Page 7 
  reason for this grand occasion from someone who has 
  seen as many battles as you have.  The Duke needs 
  adventurers.  Of course, he will call them heroes, but 
  it amounts to the same thing.  Northern Nyrond has a 
  dragon problem.  And, the Duke needs to solve it if he 
  wants to have any Duchy left over to rule.  You’ve 
  heard the rumors in more common rooms than you 
  can count, and the details vary as often as any truth 
  found in taverns, but one thing is for sure.  There is a 
  green dragon hiding out in the Gamboge Forest, and 
  trying to kill every last gnome of the Flinty Hills.  A 
  terror for certain.  Now a festival -- to attract 
  adventurers to the Duke’s cause, for certain.  But, 
  where there are dragons, there are also dragon hoards. 
   This, too, is certain.  And, you have decided to attend 
  this Dragonslayer’s Ball. 
   
  As you approach Arndulanth, and wind through 
  its streets, the Ducal palace looms before you.  
  Streaming banners in Flinthill colors flow from the 
  turrets of the castle, and proclaim the ball tomorrow.  
  Servants, functionaries, guards, and the curious 
  swarm about the castle drawbridge like ants to the 
  mound.  Already a smallish village of tents and 
  pavilions has been raised outside the castle gates, and 
  the whole area is readying for the morrow.  At worst, 
  a diversion from the road.  At best, opportunity.  
   
   But, there will be all sorts of unknown and 
  unknowable folks to the castle on the new day, and 
  this day is nearly spent. A quick check of several 
  sheets of parchment nailed to one of many signposts 
  at a crossroads near the castle shows The Swan’s 
  Gizzard still has vacancies, and this would be a good 
  time to prepare for tomorrow. 
   
  PC’s of either status have an opportunity to prepare 
  as they wish for the Dragonslayer’s Ball tomorrow.  This 
  includes changing spells, buying anything currently 
  available for purchase in Nyrond per the Living 
  Greyhawk Campaign Sourcebook, or other campaign 
  documentation, visiting with people in the city of 
  Arndulanth or the Ducal palace courtyard, checking out 
  the site of the festival, etc. 
  Guests of the Duke: PC’s who are guests of the Duke 
  have any necessary merchant or functionary personally 
  fetched and delivered to them in their rooms by their 
  honor guard, and the guard will caution against 
  venturing out in public.  Adamant PC’s may leave their 
  rooms, but unless they manage stealth, they will be 
  accompanied by an honor guard of two fighters 
  equivalent to the APL in level at all times.  The full squad 
  outside their chambers consists of two fighters per PC, 
  each of a level equivalent to the APL being played.  
  Attacking these guards will, of course, immediately end 
  this adventure for any PC, and may result in the removal 
  of the PC from campaign play (judge’s option), per the 
  rules spelled out in the Living Greyhawk Campaign 
  Sourcebook.  The guards are all LG in alignment, and 
  conform to the fighters found in the Dungeon Masters 
  Guide under NPC Fighters, pg. 52. 
  � Ehlinni Togal (female human Exp2; Profession 
  (Innkeeper) +8) runs The Swan’s Gizzard, a typical 
  adventurers’ inn and tavern, and they have just enough 
  room for adventurer PC’s tonight at 5 gp each, including 
  good meals.  Other adventurers can be found in the 
  common room here, and all are gabbing about the 
  Dragonslayer’s Ball tomorrow.   
   
  Adventurer PC’s who have not met yet may do so in 
  the common room of the Swan’s Gizzard.  
   
  Guest PC’s who have not met yet will do so in the 
  common foyer of their shared apartments, which gives 
  out onto separate rooms for each PC.  The foyer has a 
  private balcony that overlooks the courtyard garden of 
  the palace, 100 feet below, where the ball will be held 
  tomorrow. 
  Encounter 1 
  Dragonslayer’s Ball 
  This encounter begins at the Dragonslayer’s Ball, a 
  festival being held around the Duke’s palace with a 
  banquet in the courtyard of the palace itself that evening. 
   At the banquet, where the PC’s are sitting at or near the 
  Duke’s table, Damar personally introduces The Grand 
  Fool of the Gnomeking’s Court, and this gnomish figure 
  begins an oration to please the diners.  His performance 
  is interrupted, however, as minions of The Green of the 
  Gamboge fly in and attack. 
   
  The judge is encouraged to embellish the 
  Dragonslayer’s Ball up to the moment when the banquet 
  is to begin.  It is an all-day festival with vendors, contests, 
  dancing, gambling, and general revelry to help raise 
  spirits in these troubling times for the Duchy of Flinthill. 
   The evening banquet itself is really a recruitment drive 
  to gather adventurers from the realm in one place, and 
  tell them of the Kingdom’s need against the dragon.  
  Gnomes are in greater attendance here than even the 
  normal population of Arndulanth would indicate, as 
  many have traveled to the city for the festivities. 
  Dragonslayer’s Banquet 
   
   
   
  Once evening arrives, obvious adventurers, those who 
  have done well at contests of arms, and those with silver 
  tongues to get them past guards who keep commoners 
  
  Gnome Way Out 
   
  Page 8 
  out, begin moving toward the Ducal palace courtyard 
  which has been decorated for the banquet.  There are 
  rows and rows of tables in the courtyard, and a stage has 
  been set up against a prominent wall which supports the 
  head table of the Duke, and a small performance area 
  from which a speaker could address the whole 
  assemblage. 
   
  The banquet itself is a sumptuous repast at the 
  Duke’s table, well attended by servants who never let a 
  cup go empty.  The fare at the lower tables is also quite 
  good, but the servants are less available and the service is 
  only adequate, as most servants are wary of the strange 
  collection of adventurers all around them. 
   
  PC’s will either be at Duke Grevin Damar’s table, or 
  will have been conveniently seated near the stage, 
  depending on whether or not they have played “The 
  Silence of the Gnomes”.  See Judge’s Aid #1 for the 
  placement of PC’s and NPC’s during the banquet and 
  imminent attack. 
   
  After the first course, and a few pleasantries 
  exchanged with members of his table, Duke Grevin 
  Damar stands and introduces eloquently The Grand Fool 
  of the Gnomeking’s Court. 
   
  Sense Motive Checks (DC 20) reveal that Damar is 
  familiar with this figure, and comfortable in his presence. 
   Read the following aloud as The Grand Fool takes the 
  stage:  
   
  As Duke Grevin Damar begins the welcoming 
  applause himself, and sits once again at his table, a 
  door into the castle flings wide, and a resplendent 
  gnome comes hurtling onto the stage.  He vaults over 
  a servant carrying a tray of steamed asparagus in 
  lemon-herb sauce, does a tumble between two wine 
  stewards, pantomiming pouring himself a cup, and 
  does a backflip to land in the exact center of the 
  performance stage next to the Duke’s table.  His 
  costume is all silk and tassels, gold slashed with 
  purple, and he wears a floppy tri-horned jester’s cap 
  of the same colors.  With a wave of his hand and a few 
  arcane words, he is suddenly juggling three purple 
  balls of light which leave his hands and swirl over his 
  head, finally exploding in little showers of golden 
  sparks. 
   
  “From Warren ap’Hiller, Gnomeking, I am,” the 
  little figure spouts with cadence and projection that 
  easily reaches over the banquet sounds, “come to 
  Flinthill, to the duke of this land.  For heroes we toast 
  with wine and with song, to tell the sad tale of life 
  gone so wrong.” 
   
  The gnome begins to twirl one side of his huge, 
  golden, waxed handlebar mustache, and he fixes the 
  crowd with a penetrating gaze that is focused 
  expressively under his bushy golden brows. 
   
  “For gnomes of this land, asleep in their beds, or 
  tilling the soil with sweat on their heads, or wooing 
  and singing to loves instead, have been gobbled up by 
  creatures of dread. 
   
  “From hum-drum and then some, their lives go 
  dark, with terror and sadness, they have not art, to 
  battle this foe, and so they do part, with cries from 
  above our end it does start. 
   
  “Proud heroes from Nyrond don’t let us die, send 
  help Protector we plea to the sky, a dragon named 
  Sassy is our new woe, these heroes from Nyrond ‘twas 
  they did show, how Sassy the dragon swooped down 
  o’er head, and vowed not to leave ‘till each gnome was 
  dead.” 
   
  With a spin on his heel and another wave of his 
  hand, The Grand Fool gestures to the air, and an 
  image appears above the stage.  It seems to be a rural 
  gnomish village, asleep for the night under the stars.  
  But, from out of nowhere a green dragon swoops 
  down and belches a cloud of roiling noxious gas over 
  the unsuspecting village.  Gnome villagers run from 
  their tiny homes, engulfed in the cloud. With hands 
  clawing at their faces,  they melt into the ground, 
  leaving not a trace.  Then the whole image melts, and 
  nothing is left but the lonely sound of a reed 
  instrument playing a mournful dirge. 
   
  With a deep sigh, the Grand Fool puffs himself 
  up, and gestures to the head table.  “His Grace, Duke 
  Grevin Damar, faithful servant of Nyrond, and good 
  friend to Warren ap’Hiller, Gnomeking, has gathered 
  you here to no small end.  Together, our lands must 
  fight --” 
   
  “Dragons!” a shout pierces the relative calm of the 
  Grand Fool’s oration.  Then another shout, “Dragons!” 
   
  Above the courtyard, from the night sky 
  overhead, several dark shapes on darker wings are 
  diving into the middle of the banquet.  A horn from 
  somewhere begins to sound a warning, and the 
  Dragonslayer’s Ball is thrown into chaos.  
  APL 6 (EL 7) 
  � Duke Grevin Damar: male human Ari9; hp 61; See 
  Appendix A. 
  
  Gnome Way Out 
   
  Page 9 
  � The Grand Fool of the Gnomeking’s Court (aka 
  Gnomeking Warren ap’Hiller): male gnome Brd9 / 
  Sor4 / Shftr3; hp 83; See Appendix A. 
  � Half-Dragon (Green) / Half-Monstrous-Scorpions 
  (3): hp 39 (each); See Appendix A.  
  Tactics: Because their creature type is “Dragon” these 
  bizarre 
  misbegotten 
  would-be 
  vermin 
  of 
  Sasrakananakmasha’s are not mindless.  Rather, they have 
  been trained to focus all attacks on Duke Grevin Damar 
  until he is dead, then kill everyone in sight.  The 
  monsters will focus all their flyby attacks on the duke, 
  trying to poison and incapacitate him.  The Grand Fool 
  will use his dust of disappearance on himself (and the 
  duke) when he gets a chance.  If the duke vanishes, this 
  will throw the monsters into disarray, and they will begin 
  attacking anyone else on the stage, using flyby tactics and 
  breath weapons.  They attack until slain.  
  APL 8 (EL 9) 
  � Duke Grevin Damar: male human Ari9; hp 61; See 
  Appendix B. 
  � The Grand Fool of the Gnomeking’s Court (aka 
  Gnomeking Warren ap’Hiller): male gnome Brd9 / 
  Sor4 / Shftr3; hp 83; See Appendix B. 
  � Half-Dragon (Green) / Half-Monstrous-Scorpions 
  (6): hp 39 (each); See Appendix B.  
  Tactics: Because their creature type is “Dragon” these 
  bizarre 
  misbegotten 
  would-be 
  vermin 
  of 
  Sasrakananakmasha’s are not mindless.  Rather, they have 
  been trained to focus all attacks on Duke Grevin Damar 
  until he is dead, then kill everyone in sight.  The 
  monsters will focus all their flyby attacks on the duke, 
  trying to poison and incapacitate him.  The Grand Fool 
  will use his dust of disappearance on himself (and the 
  duke) when he gets a chance.  If the duke vanishes, this 
  will throw the monsters into disarray, and they will begin 
  attacking anyone else on the stage, using flyby tactics and 
  breath weapons.  They attack until slain.  
  APL 10 (EL 11) 
  � Duke Grevin Damar: male human Ari9; hp 61; See 
  Appendix C. 
  � The Grand Fool of the Gnomeking’s Court (aka 
  Gnomeking Warren ap’Hiller): male gnome Brd9 / 
  Sor4 / Shftr3; hp 83; See Appendix C. 
  � Half-Dragon (Green) / Half-Monstrous-Scorpions 
  (3): hp 156 (each); See Appendix C.  
  Tactics: Because their creature type is “Dragon” these 
  bizarre 
  misbegotten 
  would-be 
  vermin 
  of 
  Sasrakananakmasha’s are not mindless.  Rather, they have 
  been trained to focus all attacks on Duke Grevin Damar 
  until he is dead, then kill everyone in sight.  The 
  monsters will focus all their flyby attacks on the duke, 
  trying to poison and incapacitate him.  The Grand Fool 
  will use his dust of disappearance on himself (and the 
  duke) when he gets a chance.  If the duke vanishes, this 
  will throw the monsters into disarray, and they will begin 
  attacking anyone else on the stage, using flyby tactics and 
  breath weapons.  They attack until slain.  
  APL 12 (EL 13) 
  � Duke Grevin Damar: male human Ari9; hp 61; See 
  Appendix D. 
  � The Grand Fool of the Gnomeking’s Court (aka 
  Gnomeking Warren ap’Hiller): male gnome Brd9 / 
  Sor4 / Shftr3; hp 83; See Appendix D. 
  � Half-Dragon (Green) / Half-Monstrous-Scorpions 
  (6): hp 156 (each); See Appendix D.  
  Tactics: Because their creature type is “Dragon” these 
  bizarre 
  misbegotten 
  would-be 
  vermin 
  of 
  Sasrakananakmasha’s are not mindless.  Rather, they have 
  been trained to focus all attacks on Duke Grevin Damar 
  until he is dead, then kill everyone in sight.  The 
  monsters will focus all their flyby attacks on the duke, 
  trying to poison and incapacitate him.  The Grand Fool 
  will use his dust of disappearance on himself (and the 
  duke) when he gets a chance.  If the duke vanishes, this 
  will throw the monsters into disarray, and they will begin 
  attacking anyone else on the stage, using flyby tactics and 
  breath weapons.  They attack until slain.  
  Upgrading “Thorn” or “Drakesthorn” 
   
  An item of legend, the spear “Thorn” (and its upgrade 
  “Drakesthorn”), was handed out in the first part of this 
  trilogy.  Only one of these spears is allowed to be present 
  during this scenario at each table, and if a PC wields it in 
  this battle, the item will upgrade, provided it hits and 
  causes damage to a foe of the “Dragon” classification.  
  These foes qualify to grant that upgrade, as do other foes 
  from later in this scenario.  If the weapon is present, and 
  qualifies to upgrade, please see Appendix E: New Rules 
  Items, and read the appropriate text below to the relevant 
  PC, depending on which upgrade occurs.  Note that the 
  weapon can only upgrade once per scenario.  The PC is 
  granted full knowledge of the weapon’s abilities and is 
  immediately allowed to use the new version upon 
  transformation. 
   
  If “Thorn” becomes “Drakesthorn”:   
  
  Gnome Way Out 
   
  Page 10 
   
  As the scrollwork head of the weapon, “Thorn”, 
  bites into the dragon’s hide, and is bathed with 
  dragon blood, the dragon screams -- its piercing 
  shriek far more savage than the wound would seem to 
  call for. 
   
  There is a moment of stillness, and the light 
  seems to dim all around “Thorn”.  Then, suddenly, the 
  dragon blood is absorbed into the spear head as if it 
  were a sponge, and a shower of sparks every color of 
  the rainbow plays down the entire length of the 
  spear, starting at the tip of its head, and stopping at 
  the butt of its shaft. 
   
  The dragon struck by the weapon recoils as if 
  from a feared enemy, and as you pull the weapon back 
  you see that sparks are still swirling about the 
  filigreed name upon the weapon’s shaft.  Finally they 
  fade, and “Thorn” is no more. 
   
  What you hold now is “Drakesthorn”.  It is the 
  same spear, and yet it is not, as you now feel a warm 
  ebb of magic humming to you deep within the heart 
  of the wooden shaft. 
   
  If “Drakesthorn” becomes “Drakeseeker”: 
   
  As the scrollwork head of “Drakesthorn” plunges 
  once again through the hide of a dragon, the creature 
  screams -- its piercing shriek as savage as the one you 
  remember from your past -- the last time poor 
  Zithidimus’ spear tasted dragon blood.  This dragon 
  recoils from the weapon, too, and there is a moment 
  of stillness, all light seeming to dim around 
  “Drakesthorn”. 
   
  Then a shower of sparks all colors of the rainbow 
  explodes from the mithril head of the spear, and plays 
  down its length, only extinguishing once they have 
  bathed the whole of the shaft.  Before your eyes, the 
  filigree 
  changes, 
  rewriting 
  itself 
  again, 
  and 
  “Drakesthorn” is no more. 
   
  What you hold now is “Drakeseeker”, and the 
  hum of magic from its rosewood heart is stronger 
  than before.  The spear almost hovers in your grasp, 
  and seems to want to fly toward the dragon heart 
  whose blood it has just tasted.  You can’t tell if the 
  feeling is truly the volition of the weapon, or just a 
  fanciful feeling, but somehow you know that this 
  spear is ready to fly.  
  Encounter 2 
  Gnomehome 
  After the tumult of the Dragonslayer’s Banquet, priests of 
  Pholtus ride into the ducal palace courtyard, and begin 
  ministering to the wounded or the dead.  They are led by 
  a stony political rival of Damar’s in Arndulanth: Knight 
  Valorous Carindrel of the Valorous League of Blindness.  
  If Damar is slain, Carindrel will have the body taken to 
  the temple of Pholtus for possible resuscitation.  If Damar 
  is wounded or poisoned, Carindrel will have priests 
  escort him to a sickbed in the palace.  If Damar is unhurt, 
  he will still be unable to refuse the “kindness” of 
  Carindrel’s men. 
   
  Sense Motive Checks (DC 20) reveal that Damar is 
  abashed at the ruin of his banquet.  A similar check will 
  reveal that Carindrel is using his quick response to the 
  crisis toward his own political ends, and he is excited 
  over this seeming tactical blunder of Damar’s.  He is 
  obviously milking the situation for as much political gain 
  as it’s worth. 
   
  Gather Information Checks (DC 10) among the 
  uninjured guests reveal that Carindrel was once a major 
  political force in the region, along with the Valorous 
  League of Blindness.  But, the League’s LN intolerance of 
  those who don’t fit Pholtus’ faith, especially gnomes, has 
  seen him lose much of his political clout to Duke Damar 
  since the gnomish tragedies. 
   
  � Knight Valorous Carindrell, male human 
  Ftr6/Pal3 (Bluff +10, Diplomacy +10, Intimidate +10, 
  Knowledge (Flinthill) +13, Knowledge (religion) +5, 
  Leadership) takes charge of the scene. 
   
  Rather than let the PC’s get swallowed up in the 
  politics and cleanup from this fiasco, The Grand Fool of 
  the Gnomeking’s Court will reappear, swooping down 
  from a palace window on his carpet of flying (6ft. by 9ft.), 
  and ask them to come with him to Gnomehome.  
  Gnomeking Warren ap’Hiller will surely want to learn 
  more of the heroes of the day, and even now 
  Gnomehome prepares to do battle against the dragon, 
  Sassy.  If the PC’s are this good in a fight, the Gnomeking 
  will want to reward them for their bravery against Sassy’s 
  minions, and beg their help. 
   
  PC’s who express reluctance to leave should be 
  reassured that Carindrel is looking after the needs of 
  everyone here, and remaining much longer will just 
  entangle them in his investigation. 
   
  If the PC’s climb aboard with The Grand Fool, read 
  the following aloud. 
  
  Gnome Way Out 
   
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  The elegantly stitched purple and gold carpet 
  hovers for a moment over the bloodstained wreckage 
  of the Dragonslayer’s Ball as everyone climbs aboard.  
  The Grand Fool capers a bit at the fringed border, 
  impatiently.  But, as the last rider scrambles over the 
  edge of the carpet, the Grand Fool makes a 
  challenging gesture to the clouds and shouts, “Up, up, 
  up to the sky.  Over walls and parapets and towers on 
  high.  Over cities, and rivers, and crops in a row.  
  Look to the sky, to Gnomehome we go!” 
   
  And true to his word, the carpet launches itself 
  out of the disheveled courtyard,  which immediately 
  grows small behind you, along with the Ducal palace, 
  along with Arndulanth.  The carpet flies, hundreds of 
  feet off the ground, into the evening air, then banks 
  and begins to fly east.  Far below, the Duntinde River 
  meanders lazily south of you between the Flinty 
  Hills, glimmering in the setting sun.  And, north of 
  you, the canopy of the Gamboge Forest holds tight 
  and green, revealing not a patch of earth, as if 
  clutching its secrets close to its breast. 
   
  With wind whistling past him, and making a 
  pennant of his silk and tassels, The Grand Fool of the 
  Gnomeking’s Court stands less than a span from an 
  edging of fringe, and directs the carpet with his 
  rhymes and sweeping gestures from his small arms.  
  Sunset comes and goes, and still you are flying far 
  above Nyrond.  In the darkness below, not a sign of 
  civilization can be seen in the hills.  The gnomes have 
  learned to hide well from eyes in the night sky it 
  would seem. 
   
  Then suddenly, below you, a bright light among 
  the hills.  A stony keep of some kind defiantly raises 
  watch fires to the heavens from its battlements. 
   
  “Mistwatch Citadel,” the gnome says in a voice 
  pitched above the wind as the carpet flies over the 
  keep, “Even Sassy would not lightly challenge that 
  stronghold, although the dwarves there would gladly 
  join battle with her if she did.  But, look to the east, 
  we reach the border of Nyrond!  Soon you will be 
  welcomed by the court of the Gnomeking.  Now 
  forgive me this small discourtesy, heroes, for the 
  Gnomeking has secrets yet to keep.” 
   
  The Grand Fool waves his arms and speaks a few 
  words.  Suddenly, all about you the image of feathers 
  is all you can see.  The wind still whips past, and it’s 
  clear the carpet is still flying, for it is there beneath 
  you, but in the air all around, an image of feathers 
  blocks sight of the carpet’s final destination.  The last 
  thing you saw were the Flinty Hills beyond Nyrond, 
  as they grew jagged and taller, beginning to give way 
  to the sharp thrusting peaks of the Rakers in the 
  distance. 
   
  The Grand Fool has cast a silent image of a giant 
  eagle on the carpet to hide its landing from any possible 
  unfriendly observers below, and also to hide the actual 
  location of his court from the PC’s.  He will tell the PC’s 
  what he has done if they ask, and it is not really possible 
  to disbelieve the illusion from atop the carpet, as the 
  image surrounds the carpet at a distance of 12 feet, so the 
  PC’s can’t easily interact with it.  However, adamant  and 
  clever PC’s who find a way to interact with the image 
  (with missile weapons, for example), are allowed a Will 
  save [DC 17] to disbelieve the figment.  If this happens, 
  the Grand Fool will not be offended, and will only laugh, 
  like a playmate whose secret has been found out. 
   
  Gnomehome is located north of Glandevin, where 
  the Flinty Hills give way to the Rakers, east of Nyrond.  
  The carpet gently settles here, amid a gathering of 
  gnomes in a cliffside city.  The silent image disappears.  
  When this happens, read the following aloud. 
   
  The image of feathers vanishes as the carpet 
  settles gently to earth again.  It has done so in a grand 
  hall of sorts.  Fifty foot ceilings carved from bare rock 
  surround you in a huge hall, lavishly decorated with 
  long colorful tapestries depicting gnomes in daily 
  life.  Nor are the woven gnomes the only ones about, 
  for the hall is bustling with activity. 
   
  Although it seems at first that the crowd is 
  gathered 
  leisurely, 
  because 
  of 
  the 
  opulent 
  surroundings of plush colorful cushions and finely 
  wrought furniture, a closer look reveals that this hall 
  is currently a war room.  Racks of special weapons, 
  some looking rather bizarre, are being tested by stout 
  gnomes in one corner.  An alchemical lab has been 
  brought in, and gnomes bustle about it, like chefs to a 
  stove, hooting and humming amid the strange smells 
  and clouds conjured there.  Behind the lab, a tapestry 
  has been swept aside to reveal a bare rock wall, which 
  is currently pockmarked and smoldering slightly.  
  Several gnomes examine the wall with measuring 
  stares, scribbling little notes in their notebooks.  Yet 
  another section of the hall sports a row of gnomish 
  mannequins 
  wearing 
  armor, 
  some 
  dull 
  some 
  gleaming, and a perimeter of the stout gnomes 
  continually takes weapons to them, testing their 
  metal against various attacks.  And, everywhere, in 
  small circles of gathered furniture, or atop a spray of 
  pillows, gnomes have maps and notes and little 
  figurines representing troops laid out, discussing 
  strategy.  
  
  Gnome Way Out 
   
  Page 12 
   
  Walking purposefully between these gatherings a 
  rotund graying gnome in a brilliant green waistcoat 
  and yellow breeches is followed a pace behind by a 
  flock of fellow gnomes, some in armor, some in 
  flowing robes, some in vestments, and some with 
  shadier looks.  A golden circlet encrusted with 
  emeralds and yellow topazes rests above the graying 
  gnome’s bushy brows.  He stops his stroll through the 
  hall as The Grand Fool leaps off the hovering carpet, 
  and runs up to him, sharing a few low words.  
   
   The carpet settles finally to the ground, in a 
  space that looked strangely barren a moment ago, 
  matching perfectly a divan, table, and chairs 
  overflowing with gnomes. 
   
  The PC’s have a moment to themselves, as the Grand 
  Fool and the crowned gnome begin a hushed 
  conversation across the room.  The Grand Fool waves the 
  flock of advisors closer, and an animated, whispered 
  discussion goes on for a while.  
   
  Sense Motive Checks (DC 15) reveal that everyone 
  in the room is quite unsurprised to see the carpet’s flashy 
  arrival. 
   
  Sense Motive Checks (DC 20) reveal that many of 
  the gathered gnomes are hiding the fact that they are 
  trying to overhear the conversation between the Grand 
  Fool and the crowned gnome’s advisors.  A few raise 
  eyebrows at the PC’s standing awkwardly in their midst, 
  but none are worried or surprised. 
   
  Gather Information Checks (DC 15) are allowed 
  for PC’s who interact with the gnomes closest to them 
  while they wait.  These gnomes are preparing for war 
  against the Green of the Gamboge.  It is well known that 
  the Grand Fool of the Gnomeking’s Court went to the 
  Dragonslayer’s Ball to parley with Duke Damar about 
  their lands’ joint efforts against the dragon.  So far, most 
  resources are engaged raising and training an army, and 
  in the production of acid protection magics.  Also, they 
  know that there is a major tactical barrier of acid that 
  must be surmounted if their war is to have any hope of 
  success. 
   
  Read Lips Checks (DC 15) will only succeed if the 
  attempting PC speaks gnomish.  If so, then the judge 
  should roll the check.  The crowned gnome, advisors, and 
  Grand Fool are 30 feet away.  Success reveals that the 
  Grand Fool is describing the events at the Dragonslayer’s 
  Ball, and expressing hope that these adventurers might 
  be able to penetrate Sassy’s lair and bring back “the 
  prototype”.  He also expresses a desire to take them to the 
  lair himself.  The crowned gnome and the advisors are 
  trying to talk him out of personally taking them there.  If 
  an attempting PC fails this check by 5 or more, he or she 
  believes that the conversation is a reproach on the Grand 
  Fool for bringing the PC’s here. 
   
  The discussion across the room resolves itself after a 
  while, and when it is done, read the following aloud. 
   
  The crowned gnomish figure turns abruptly, 
  away from his advisors, and begins to walk toward 
  you.  The others follow on his heels as he approaches, 
  and from over his shoulder, you see the Grand Fool 
  wink at you, and lay a finger aside his ample nose. 
   
  “You must forgive me, brave citizens of Nyrond, 
  but I am not as much given to words as some gnomes 
  you have met this day,” the crowned gnome greets 
  you as he approaches.  His look would seem stern if 
  not for the kindness in his words.  “My Fool tells me 
  of your success against the minions of the dragon.  
  You are staunch, and deserve reward for this day’s 
  business.  Chamberlain.” 
   
  At this word, one of the gnomes from the 
  entourage steps forward, and reaches inside his 
  embroidered jerkin, retrieving a small velvet bag with 
  a drawstring.  He steps to a nearby table and sets the 
  bag down, loosing it’s drawstring.  Inside, a pile of 
  gems gleams in the firelight of the hall. 
   
  “Take this token of our thanks, and take ease with 
  us this night.  I regret that we cannot make you more 
  welcome with ceremony, but as you can see, the 
  entire court is preparing for war.  Our enemy the 
  dragon has raised an impenetrable storm of acid over 
  her former lair, and from within it, she has succeeded 
  at her poison heart’s desire, a goal most foul to our 
  efforts.  With skill we cannot match, she has created a 
  formula -- a potion, alchemy, infusion, we know not 
  what -- which has the power to age her kind.  Even 
  now she breeds within her acid storm, and raises her 
  children on this foul milk, aging them so they can 
  accompany her on her campaign of destruction.  Our 
  diviners have seen this, just as they have seen our 
  destruction at her hands, unless we can capture this 
  formula and work a counter magic. 
   
  “My Fool seems to think a reconnaissance 
  mission led by proven heroes might stand a chance of 
  capturing this formula from her lair for us.  But, I 
  have my doubts.” 
   
  The crowned gnome pauses, looking you over, 
  and the Grand Fool suddenly speaks up from behind 
  him. 
   
  “What say the heroes of the Dragonslayers Ball?” 
  � Shill of the Gnomeking (Senior Warcraft Advisor), 
  male gnome Exp10 (Profession (soldier) +15, Profession 
  
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  (officer) +10, Profession (tactician) +10, Bluff +15, 
  Diplomacy +5, Gather Information +15, Innuendo +8, 
  Intimidate +10, Knowledge (warcraft) +13, Ride +5, Sense 
  Motive +10, Leadership) masquerades as the Gnomeking, 
  at the insistence of Warren ap’Hiller, who would rather 
  take a hand against Sasrakananakmasha directly. 
   
   
  Development: Between the two of them, the true 
  Gnomeking and his shill will try to maneuver the PC’s 
  into helping the gnomes of the Flinty Hills.  They are not 
  above using flattery, diplomacy, intimidation, or 
  anything short of outright begging to secure the PC’s 
  help.  If the PC’s agree to help the gnomes with the 
  reconnaissance mission, they will gain their reward, and 
  continue.  If they will not help, they will still gain their 
  reward and will be flown home tomorrow by a saddened 
  Fool. 
  APL 6 
  Treasure: (C) 10 red spinels (100 gp each). 
  APL 8 
  Treasure: (C) 10 red spinels (100 gp each), 5 tourmalines 
  (100 gp each). 
  APL 10 
  Treasure: (C) 10 red spinels (100 gp each), 3 golden 
  yellow topazes (500 gp each). 
  APL 12 
  Treasure: (C) 10 red spinels (100 gp each). 6 tourmalines 
  (100 gp each), 2 golden yellow topazes (500 gp each), 1 
  blue sapphire (1,000 gp). 
  The Grand Fool’s Riddle-Test 
   
   
  If the PC’s agree to help the gnomes with a 
  reconnaissance mission, the crowned gnome will nod 
  succinctly, as if he expected no less from them, and will 
  retire to survey the warcraft efforts with his advisors 
  again.  The Grand Fool of the Gnomeking’s Court will 
  stay with the PC’s and keep them company until 
  tomorrow.  The PC’s are free to prepare for the next day 
  as they see fit, and the Grand Fool will even help them. 
   
  Gnomeking Warren ap’Hiller considers wits to be 
  the means of truly defeating evil.  For him, it’s all about 
  attitude.  Joy is key.  To defeat a foe by becoming the 
  thing you despise about your foe is to lose at the outset.  
  So, to this end, he is willing to reward the PC’s an 
  additional way.  Read the following aloud at some point 
  while the PC’s are preparing for tomorrow. 
   
  As you prepare for tomorrow in one corner of the 
  greathall, The Grand Fool of the Gnomeking’s Court 
  finds you, and gathers your party together. 
   
  “We gnomes do not give our craft lightly to the 
  world, but nor do we let it be spread that we are 
  ungenerous.  Perhaps a little practice to sharpen our 
  wits for the test tomorrow.  We will riddle together, 
  and if you best me, then the secrets of the gnomes are 
  yours for the barter!” 
   
  The small man gives each of you a large, winning 
  smile underneath his enormous mustache, and slowly 
  pulls ten folded and sealed parchments from a secret 
  pocket somewhere in his raiment. 
   
  “Riddle me these,” he says, holding the folded 
  letters aloft, “and each time you best me, you will 
  have 
  the 
  Gnomeking’s 
  leave 
  to 
  purchase 
  a 
  wonderment of gnomish ingenuity from our fine 
  artisans.  These letters with his seal will allow it, and 
  you may redeem them this very night, or any day in 
  future, if the gods send that future we have.  Come, 
  we will sharpen our wits that tomorrow will not find 
  us lacking.” 
   
  Each of the following riddles corresponds to an item 
  access of Regional frequency.  This riddling should be 
  role-played between the Grand Fool and the party.  
  Correctly answered riddles will grant the PC’s one of the 
  Grand Fools letters, which allows the PC’s access to 
  purchase the corresponding item.  Unsolved riddles 
  should have the corresponding item crossed off this 
  scenario’s AR. 
   
  1.  What belongs to you, but others use it more than you 
  do? 
  Answer: Your name. 
  Suregrip (Regional; 20 gp; Tome and Blood) 
   
  2.  What is it that you can keep after giving it to someone 
  else? 
  Answer: Your word. 
  +1 spell storing gnomish battlepick (Regional; 8,310 gp; 
  Sword and Fist, DMG) 
   
  3.  The more you take, the more you leave behind. What 
  do I speak of? 
  Answer: Footsteps. 
  Automated Footpad (Regional; 30 gp; Song and Silence) 
  
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  4.  The man who made it doesn’t want it.  The man who 
  bought it doesn’t need it.  The man who needs it doesn’t 
  know it.  What is it? 
  Answer: A coffin. 
  Arm of Nyr (Regional; 12,800 gp; Defenders of the Faith) 
   
  5.  I can run but not walk.  Wherever I go, thought 
  follows close behind.  What am I? 
  Answer: A nose. 
  Potion of false life (Regional; 300 gp; Sword and Fist) 
   
  6.  My house is not quiet; I am not loud.  I am the swifter, 
  at times the stronger.  But, my house is more enduring, 
  and longer to last.  At times I rest, but my house still runs. 
   Within it I lodge as long as I live.  Should we two be 
  severed, my death is ensured.  What am I and where do I 
  live? 
  Answer: A fish in a river. 
  Gnomish Staff of Illusion: Made of special fluted metals 
  which gleam all colors of the rainbow under light, this 
  staff is sized for a small character (Medium-size simple 
  weapon; 1d4/1d4 points of damage when used as a 
  quarterstaff, or 1d6 points of damage as a club), and 
  allows the use of the following spells: 
  Minor image (1 charge) 
  Shadow Evocation (2 charges) 
  Caster Level: 9th; Prerequisites: Craft Staff, minor image, 
  shadow evocation; Market Price: 20,000 gp. (Regional) 
   
  7.  At night they come without being fetched.  And by 
  day they are lost without being stolen.  What are they? 
  Answer: Stars. 
  Serpentine Owl Figurine of Wondrous Power (Regional; 
  9,100 gp; DMG) 
   
  8.  I never was, am always to be.  No one ever saw me, nor 
  ever will.  And, yet I am the confidence of all, who live 
  and breathe on this terrestrial ball.  What am I? 
  Answer: Tomorrow. 
  Golden Apron (Regional; 22,200 gp; Defenders of the 
  Faith) 
   
  9.  What is ... The beginning of eternity.  The end of time 
  and space.  The beginning of every end.  And, the end of 
  every place? 
  Answer: The letter “e”. 
  Robe of Scintillating Colors (Regional; 27,000 gp; DMG) 
   
  10.  When you don’t know what I am, I am something.  
  But, when you know what I am, then I am nothing.  
  What am I? 
  Answer: A riddle. 
  Mechanical Burglar (type III) (Regional; 3,000 gp; Song 
  and Silence) 
  Encounter 3 
  Back to the Garden 
  The night passes uneventfully after the Grand Fool’s 
  riddle-test, and the PC’s return to the greathall from a 
  private room in the cliffside city of Gnomehome, which 
  was provided by the Gnomeking’s Court.  In the 
  greathall, the Grand Fool is already atop his hovering 
  carpet, and the party is off without delay.  Read the 
  following aloud. 
   
  Once again you climb atop the ornate flying 
  carpet, and with a few rhymes, the Grand Fool of the 
  Gnomeking’s Court directs the magical transport 
  toward a lofty window.  Feathers engulf your vision 
  again as wind begins to whistle past.  Moments later, 
  the feathers vanish to reveal that you are heading 
  northwest, toward the heart of the Gamboge Forest 
  far below. 
   
  As you reach the treeline, suddenly the carpet 
  dives to treetop level, and slows down a bit. 
   
  “Can’t take a chance on being seen,” the Grand 
  Fool says, as he directs the carpet even lower. 
   
  Now you are skimming just below the canopy of 
  the Gamboge, weaving between high reaching 
  branches, and occasionally brushing through clumps 
  of twigs.  Birds squawk and take flight in the wake of 
  your ungainly passage, and clumps of sheared foliage 
  drift to the forest floor behind you.  The grand fool 
  capers on the leading edge of the carpet, occasionally 
  spitting out a mouthful of leaves to continue his 
  directorial rhyme.  There is only a moment to ponder 
  his sanity, however, as an incredibly acrid smell 
  suddenly assaults your nose.  The carpet slows even 
  
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  more, and begins to wind it’s way down amid the 
  trees’ trunks, flying closer and closer to the ground.  
  At last it breaks into a clearing of sorts, and you can 
  see the cause of the horrid stench before you.   
   
  A roiling greenish cloud of thickest gas has 
  parked itself over a large patch of the forest.  It seems 
  to swirl with lambent voracity, rolling out from some 
  deeply hidden source, only to rush back in on itself, 
  containing its potency.  All around, the smell of 
  rotting vegetation is so palpable, you can almost feel 
  it staining your skin, and even at this distance your 
  eyes sting and water. 
   
  “This is the lair of the dragon,” the Grand Fool 
  says simply, subdued for the first time since your 
  meeting.  He lands the carpet in a small copse of 
  dense trees, just out of sight range from the cloud. 
  “Now we must figure out how to get inside.” 
   
  The Grand Fool will begin to set up a small campsite 
  here, and will explain the particulars of his previous 
  attempts at penetrating the cloud.  He has led other 
  gnomish scouting forays to this location, and has lost 
  friends here.  The cloud seems to be permanent, or 
  continually renewing, and no one has any idea how the 
  dragon maintains it.  It is acid of the most corrosive sort, 
  and no one has been able to withstand it.  Acid protection 
  magics are simply overwhelmed or outlasted by the 
  cloud, and those who venture in typically run out 
  screaming again as their spells wear off, or they are never 
  seen again.  The cloud is a mile in diameter, and 
  surrounds the crater of the dragon’s ancient lair, which 
  the PC’s may have previously penetrated in “The Silence 
  of the Gnomes”. 
   
  Once a small camp is set up, the Grand Fool will 
  simply plop himself down to rest, and ask the PC’s if they 
  have any ideas. 
   
  Hazard:  Acid cloud: CR --; elemental phenomenon; 
  location trigger; spell effect (acid fog, 12th level Sor).  
  Note: Unlike the typical acid fog spell, this phenomenon 
  is not wholly magical, and does not allow SR to avoid, it 
  has a duration of permanent, cannot be dispelled or 
  disjoined, and has a half mile radius, centered somewhere 
  in the dragon’s lair.  The fog is a dome with an apex of 50 
  feet at center, 10 feet at the edge. 
   
  PC’s who have played “The Silence of the Gnomes” 
  will remember Sasrakananakmasha’s lair as a deep crater 
  with a vast garden on the crater floor.  A cavern complex 
  led past her army to the bottom of the crater.  That crater 
  and cavern complex is still here, filled by the cloud, 
  although most of the dragon’s garden has been sacrificed 
  to this elemental defense.  The former cavern entrance is 
  one-quarter mile into the fog, and virtually impossible to 
  find, but PC’s who discover a way to do so also discover 
  that the cavern is full of the same fog.  The crater edge is 
  just over a quarter-mile into the fog, and PC’s who 
  discover a way to make it that far, unless taking special 
  precautions, must make a Reflex save [DC 18] or stumble 
  over the edge of the crater, falling 300 feet to the floor 
  below. 
   
  The judge should let the PC’s ponder this obstacle 
  for a while, but what the PC’s don’t know is that they are 
  being observed.  When it seems that all hope of getting 
  into this lair is lost, the observer will finally act.  Read the 
  following aloud. 
   
  The cloud is daunting.  The reconnaissance 
  almost fruitless.  Nothing could survive that 
  billowing acid, and even the wildlife of the forest 
  does not approach within scent range of this place. 
  There seems to be few options left open. 
   
  Then suddenly a sound from the direction of the 
  cloud.  Could that be snapping branches?  Heavy 
  footfalls?   
   
  From within the cloud itself, a strange form 
  emerges.  It is huge and fibrous, like a moving tree, 
  but it has the shape of a dragon.  It is oozing sap like 
  ichor from every inch of its body.  It has no eyes on 
  its dragon-head of plant tissue, but long, sharp thorns 
  line its gaping maw, and similar thorns protrude from 
  the ends of its four legs.  Wing and tail structures of 
  the same plant fiber undulate purposefully from it’s 
  bulk, and the slime it oozes puddles on the ground 
  under its feet. 
   
  As the thing finally wins free of the cloud, it 
  picks up speed, and begins rushing your way full 
  bore! 
  All APL’s (EL 10) 
  � Shambler Dragon: hp 98; See Appendix E. 
   
  Tactics:  This fearsome-looking creature cannot 
  speak, and is not rushing to attack the PC’s, but rather to 
  offer help.  It will not make a move against the PC’s if 
  allowed to approach, but will simply stop near them and 
  wait for an attempt at communication.  It observes using 
  it’s Woodsense ability, so it may not even seem to be 
  looking in the PC’s direction at any given time, but it 
  desperately wants to offer help, having observed their 
  desire to penetrate the dragon’s lair and do battle with its 
  nefarious creator.  It will gladly accept a speak with plants 
  or similar communicative spell. 
   
  Development:  The creature’s headlong rush toward 
  the PC’s may be taken as an attack rather than the 
  enthusiasm and summoned courage it really is.  If this 
  
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  happens, and the PC’s attack the creature in earnest 
  immediately, it will fight back with its full capabilities, 
  looking for an opportunity to get away. If the PC’s attack 
  the creature from a distance, it will stop heading toward 
  them, and will retreat into the cloud.  As long as the 
  attack was not too severe, the creature will emerge again 
  1d10 rounds later, and timidly try approaching again. 
  This creature’s knowledge and abilities are the only way 
  to get beyond the acid cloud, and parties who butcher it 
  or run it off have ended the adventure for themselves, 
  and have committed an evil act (judge’s option).  
   
  This creature is a leader among its small race, which 
  has been created and tossed aside by Sasrakananakmasha. 
   It despises the tortured existence that the dragon has 
  created it to endure, and it wants to help the PC’s defeat 
  her evil.  The creature knows about the dragon’s secret 
  lab, and the hedge maze surrounding it.  Using its 
  transport via plants ability, the creature will gladly take 
  the PC’s through a tree in the Gamboge to emerge from a 
  similar species of tree in the dragon’s hedge maze. 
   
  Properly interacting with this creature will earn the 
  PC’s a role-playing reward, and the opportunity to 
  continue the adventure.  Attacking the creature will 
  instead earn it’s EL reward, and end the adventure for the 
  party. 
   
  Note:  The Grand Fool of the Gnomeking’s Court 
  leaves his carpet in the forest, under a covering of leaves.  
  He makes sure the party knows where it is, and how to 
  operate it.  The rhyme he used in Arndulanth will serve 
  to make the carpet fly home to Gnomehome 
  automatically. 
  Encounter 4 
  The Hedge Maze 
  Once the PC’s have befriended the shambler dragon, and 
  secured its help, the creature will transport them to the 
  only part of Sassy’s former garden which is still intact.  
  This part of her garden predates even her, and was the 
  original reason she decided to lair here.  An ancient 
  standing stone ring, surrounded by a hedge maze, has 
  been on the floor of this crater for untold ages.  
  Currently, it is the only thing within the crater 
  untouched by the acid cloud from Encounter 3.  The 
  hedge is ten feet tall at all points, and the acid cloud boils 
  around it at a distance of two inches above the hedge, and 
  two inches from its outermost wall.  The air within the 
  maze is clean, and somehow ambient light still 
  penetrates, but any creature leaving the relative safety of 
  this perimeter will suffer the effects of the acid cloud.  
  Please see Judge’s Aid #2 for the layout of the hedge maze, 
  and for the location where the shambler dragon delivers 
  the PC’s via its transport via plants ability. 
   
  The shambler dragon will not accompany the PC’s 
  any farther than the beginning of the maze, but it will 
  wait patiently for them here to take them home safely 
  again.  At the center of the hedge maze is the ancient 
  standing stone ring, and within that are four altars of 
  stone carved in the likeness of wreathing flame, swirling 
  air, crashing waves, and earthen strata.  Four specific 
  locations within the maze (A, B, C, and D on the map) 
  each have a blooming rosebush guarded by an elemental 
  trap.  If a rose from each of these bushes is placed on the 
  altars at the center of the maze, on the altar of the 
  corresponding element, then the stone ring will give up 
  its secret, and allow the PC’s to proceed into a hidden 
  cavern where Sasrakananakmasha is currently working in 
  the secret laboratory she has set up here.  The dragon 
  keeps roses from the four bushes with her at all times, 
  and doesn’t need to pick new ones to access the hidden 
  cavern.  PC’s are not so lucky. 
   
  As the party arrives with the shambler dragon, read 
  the following aloud. 
   
   
  With a sound like a small animal rushing 
  headlong through a thicket of shrubs, you emerge 
  from the foliage itself into a bubble of clean air.  All 
  around you a mighty hedge of thorny verdancy lives 
  within this bubble, towering ten feet high at all 
  points.  You can’t see through the hedge, but for some 
  reason that defies explanation, ambient daylight 
  passes through the boiling cloud surrounding this 
  place, and the hedge seems untouched by the 
  corrosive mist above and around it. 
   
  The dragon plant which brought you here steps 
  to one side, revealing a long corridor with hedging on 
  either flank, and some distance ahead that corridor 
  seems to open into a larger space with some kind of 
  stone structure at its center.  The creature goes still, 
  looking not unlike a bizarre topiary.  It makes no 
  move to lead you farther along, but there seems only 
  one direction to go from here. 
   
  Hazard: Hedge: CR --; magical natural phenomenon; 
  location trigger; spell effect (wall of thorns, 9th level 
  Drd).  Note: Unlike the typical wall of thorns spell, this 
  phenomenon is permanent, cannot be dispelled or 
  disjoined, and has an area defined by the hedge maze.  
  The hedge walls are all 10 feet high and five feet thick, 
  and otherwise impede movement through them as the 
  spell. 
  
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  APL 6 (EL 9) 
  A) Rosebush of red roses (fire): 
  � Fireball trap: CR 5; magical device; touch trigger; 
  automatic resets; spell effect (fireball, 6th level Wiz, Ref 
  save [DC 14] half); Search (DC 28); Disable Device (DC 
  28).  Note: The bush and its roses are immune to fire and 
  fire effects.  The blast is too instantaneous to harm the 
  wall of thorns hedge.  This trap can be bypassed by 
  speaking the Ignan word for “life” as a rose is plucked. 
  B) Rosebush of white roses (air): 
  � Harrier trap: CR 5; magical device; touch trigger; 
  automatic resets; spell effect (harrier, 7th level Clr, no 
  save); Search (DC 28); Disable Device (DC 28).  Note: The 
  harrier will focus all attacks on anyone touching the 
  rosebush. This trap can be bypassed by speaking the 
  Auran word for “life” as a rose is plucked. 
  C) Rosebush of yellow roses (earth): 
  � Spiked Pit trap (80 ft. deep): CR 5; no attack roll 
  necessary (8d6), +10 melee (1d4 spikes for 1d4+5 points 
  of damage per successful hit); Ref save (DC 20) avoids; 
  Search (DC 20); Disable Device (DC 20).  Note: The pit is 
  covered by an illusionary floor, and occupies the entire 
  space just in front of the rosebush.  The spikes are 
  actually yellow quartz stalagmites. This trap can be 
  bypassed by speaking the Terran word for “life” as the pit 
  is crossed, which forms an earthen bridge to the 
  rosebush. 
  D) Rosebush of lavender roses (water): 
  � Waterball trap: CR 5; magical device; touch trigger; 
  automatic resets; spell effect (waterball, 7th level Drd, Ref 
  save [DC 16] half); Search (DC 29); Disable Device (DC 
  29). Note: This trap can be bypassed by speaking the 
  Aquan word for “life” as a rose is plucked. 
  APL 8 (EL 11) 
  A) Rosebush of red roses (fire): 
  � Fireball trap: CR 7; magical device; touch trigger; 
  automatic resets; spell effect (fireball, 10th level Wiz, Ref 
  save [DC 14] half); Search (DC 28); Disable Device (DC 
  28).  Note: The bush and its roses are immune to fire and 
  fire effects.  The blast is too instantaneous to harm the 
  wall of thorns hedge. This trap can be bypassed by 
  speaking the Ignan word for “life” as a rose is plucked. 
  B) Rosebush of white roses (air): 
  � Harrier trap [x2]: CR 7; magical device; touch trigger; 
  automatic resets; spell effect (2 harriers, 7th level Clr, no 
  save); Search (DC 28); Disable Device (DC 28).  Note: The 
  harriers will focus all attacks on anyone touching the 
  rosebush. This trap can be bypassed by speaking the 
  Auran word for “life” as a rose is plucked. 
  C) Rosebush of yellow roses (earth): 
  � Spiked Pit trap (120 ft. deep): CR 7; no attack roll 
  necessary (12d6), +10 melee (1d4 spikes for 1d4+5 points 
  of damage per successful hit); Ref save (DC 20) avoids; 
  Search (DC 20); Disable Device (DC 20).  Note: The pit is 
  covered by an illusionary floor, and occupies the entire 
  space just in front of the rosebush.  The spikes are 
  actually yellow quartz stalagmites. This trap can be 
  bypassed by speaking the Terran word for “life” as the pit 
  is crossed, which forms an earthen bridge to the 
  rosebush. 
  D) Rosebush of lavender roses (water): 
  � Waterball trap: CR 7; magical device; touch trigger; 
  automatic resets; spell effect (waterball, 10th level Drd, 
  Ref save [DC 16] half); Search (DC 29); Disable Device 
  (DC 29). Note: This trap can be bypassed by speaking the 
  Aquan word for “life” as a rose is plucked. 
  APL 10 (EL 13) 
  A) Rosebush of red roses (fire): 
  � Delayed Blast Fireball trap: CR 9; magical device; 
  touch trigger; automatic resets; spell effect (delayed blast 
  fireball, 14th level Wiz, Ref save [DC 20] half); Search 
  (DC 32); Disable Device (DC 32).  Note: The bush and its 
  roses are immune to fire and fire effects.  The blast is too 
  instantaneous to harm the wall of thorns hedge. This trap 
  can be bypassed by speaking the Ignan word for “life” as a 
  rose is plucked. 
  B) Rosebush of white roses (air): 
  � Summon Monster VIII trap: CR 9; magical device; 
  touch trigger; automatic resets; spell effect (summon 
  monster VIII, 15th level Clr, no save); Search (DC 33); 
  Disable Device (DC 33).  Note: The spell summons a 
  greater air elemental (see Monster Manual), which will 
  focus all attacks on anyone touching the rosebush. This 
  trap can be bypassed by speaking the Auran word for 
  “life” as a rose is plucked. 
  C) Rosebush of yellow roses (earth): 
  � Spiked Pit trap (120 ft. deep): CR 9; no attack roll 
  necessary (12d6), +15 melee (2d4 spikes for 1d4+5 points 
  of damage per successful hit); Ref save (DC 25) avoids; 
  Search (DC 20); Disable Device (DC 20).  Note: The pit is 
  covered by an illusionary floor, and occupies the entire 
  space just in front of the rosebush.  The spikes are 
  actually yellow quartz stalagmites. This trap can be 
  bypassed by speaking the Terran word for “life” as the pit 
  
  Gnome Way Out 
   
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  is crossed, which forms an earthen bridge to the 
  rosebush. 
  D) Rosebush of lavender roses (water): 
  � Waterball trap [x2]: CR 9; magical device; touch 
  trigger; automatic resets; spell effect (2 waterballs, 7th 
  level Drd each, Ref save [DC 16] half); Search (DC 29); 
  Disable Device (DC 29). Note: This trap can be bypassed 
  by speaking the Aquan word for “life” as a rose is plucked. 
  APL 12 (EL 15) 
  A) Rosebush of red roses (fire): 
  � Delayed Blast Fireball trap: CR 11; magical device; 
  touch trigger; automatic resets; spell effect (delayed blast 
  fireball, 18th level Wiz, Ref save [DC 20] half); Search 
  (DC 32); Disable Device (DC 32).  Note: The bush and its 
  roses are immune to fire and fire effects.  The blast is too 
  instantaneous to harm the wall of thorns hedge. This trap 
  can be bypassed by speaking the Ignan word for “life” as a 
  rose is plucked. 
  B) Rosebush of white roses (air): 
  � Summon Monster VIII trap [x2]: CR 11; magical 
  device; touch trigger; automatic resets; spell effect (2 
  summon monster VIII, 15th level Clr, no save); Search 
  (DC 33); Disable Device (DC 33).  Note: The spell 
  summons two greater air elementals (see Monster 
  Manual), which will focus all attacks on anyone touching 
  the rosebush. This trap can be bypassed by speaking the 
  Auran word for “life” as a rose is plucked. 
  C) Rosebush of yellow roses (earth): 
  � Pit trap with crushing walls (10 ft. deep): CR 11; no 
  attack roll necessary (1d6, falling; 20d6, crushing); Ref 
  save (DC 28) avoids; Search (DC 20); Disable Device (DC 
  25).  Note: The pit is covered by an illusionary floor, and 
  occupies the entire space in front of the rosebush.  The 
  crushing walls are covered with yellow quartz spikes. 
  This trap can be bypassed by speaking the Terran word 
  for “life” as the pit is crossed, which forms an earthen 
  bridge to the rosebush. 
  D) Rosebush of lavender roses (water): 
  � Waterball trap [x2]: CR 11; magical device; touch 
  trigger; automatic resets; spell effect (2 waterballs, 9th 
  level Drd each, Ref save [DC 16] half); Search (DC 29); 
  Disable Device (DC 29). Note: This trap can be bypassed 
  by speaking the Aquan word for “life” as a rose is plucked. 
  The Altars of the Elements  
   
  Placing a red rose gathered from the maze upon the stone 
  altar carved to look like wreathing flames, in the center of 
  the standing stone ring, will make the altar seem to 
  transform into fire.  The effect is illusionary.  Doing the 
  same with a white rose upon the air altar, a yellow rose 
  upon the earth altar, and a lavender rose upon the water 
  altar, will likewise transform those alters into illusions of 
  their respective elements. 
   
  When all four altars have active illusions upon them, 
  the space in the center of the standing stone ring 
  vanishes to reveal huge, roughly carved, cavernous steps 
  spiraling down into the earth.  There is no acid fog going 
  down these steps, and they lead to an ancient, securely 
  hidden cavern, which could have served any number of 
  purposes to the original users of the standing stone ring.  
  But, now, the Green of the Gamboge has her laboratory 
  secreted down here. 
   
  At the judge’s option, powerful divinations such as 
  commune or commune with nature may reveal the trap 
  bypasses listed above, but only cryptically.  For example, 
  “Speak of life with elemental tongues” is permissible. 
  Encounter 5 
  The Dragon’s Lab 
  Please see Judge’s Aid #3 for the layout of the hidden 
  cavern under the standing stone ring, and for the 
  placement of NPC’s and foes during this encounter.  As 
  the PC’s complete the placement of roses upon altars in 
  Encounter 4, read the following aloud. 
   
  The final rose placed, each of the elemental altars 
  is now transformed: a bonfire, its center white-hot as 
  the sun, a cyclone of air, gyrating with debris from a 
  forest floor, crashing waves, swelling and foaming 
  without leaving their spot, and the strata of the earth, 
  like a layered pastry with gems and crystals growing 
  before your eyes. 
   
  For a moment the altars dance in elemental 
  revelry, then seemingly each stretches out toward the 
  other: a tendril of flame, a waft of air, a rivulet of 
  water, and a spill of sand.  When these forces come 
  together at the central point of the standing stone 
  ring, there is a flash of light, and each draws back to 
  its parent, gripping the edge of a hole leading down 
  into the ground, pulling the hole open like the iris of 
  an eye.  When they have finished, there is a vast 
  opening, a cavern with roughly-hewn gigantic stone 
  stairs spiraling down to unknown depths. 
   
  Suddenly, the Grand Fool of the Gnomeking’s 
  Court leaps into motion, and runs down the stairs, 
  tumbling to absorb step-falls not meant for his small 
  legs.  At the edge of sight, before the steps force him 
  
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  to spiral beyond you, he looks over his shoulder for a 
  moment and smiles.  Then he is gone. 
   
  The PC’s have the option to follow the Grand Fool or 
  not.  Five rounds after he has gone, the hole in the center 
  of the standing stone ring will begin to slowly spiral shut 
  again.  The altars will grow less violent, and fade back 
  into stone, their roses gone.  If the PC’s do not follow at 
  this point, before the hole closes, they will have to secure 
  more roses to open the hole again.  If the PC’s decide to 
  follow, read the following aloud. 
   
  The jagged stone stairs spiral down upon 
  themselves for what seems like a hundred feet or 
  more in falls that could accommodate a much larger 
  stride than your own.  An enormous creature could 
  navigate this passage, which makes the scrambling 
  gnome ahead of you look a bit ridiculous flying down 
  the steps like a madman.  But he does not slow. 
   
  “Quickly!” the gnome says over his shoulder, 
  “Surprise is our only chance.  I can smell her lab.” 
   
  Although faster PC’s could conceivably maneuver 
  past the Grand Fool, or even hinder him, the judge 
  should not allow this.  If necessary, Warren ap’Hiller will 
  use Tumbling checks, Escape Artist checks, or even his 
  blink or expeditious retreat spell to get past PC’s who try 
  to slow him down.  To this end, roll his checks secretly, 
  and he will simply succeed against PC’s.  In his mind, the 
  Gnomeking came here to delay the Green of the 
  Gamboge while the PC heroes retrieve her dragon aging 
  formula, and he is ready to sacrifice himself to make that 
  happen.  At the bottom of the spiral stair, read the 
  following aloud. 
   
  Suddenly, the end of the stair shaft comes into 
  view, and the Grand Fool leaps through the cavernous 
  archway at its base into a huge cave. 
   
  In the middle of that cave, Sasrakananakmasha, 
  the Green of the Gamboge, rests patiently on her 
  enormous scaly haunches facing a huge wall of 
  shelves containing bottles, bowls, jugs, gourds, boxes, 
  apothecaries, and a host of stranger vessels.  She holds 
  one earthenware jug between the sharp talons of her 
  right claw, and is reaching for a bowl with the other.  
  Both the jug and the bowl hit the floor with a crash 
  and she swivels her serpentine head in the direction 
  of the stairwell, her eyes burning with hate as she 
  detects an interruption. 
   
  The Grand Fool of the Gnomeking’s Court vaults 
  into the cave and stands before the dragon with a 
  flourish.  She screams her rage to the stalactites 
  hanging overhead, and begins to draw a deep breath, 
  but the Fool has the jump on her, and starts to dance 
  of all things.  He whirls on his heel, seems to trip 
  himself up, goes down in a billow of gold and purple 
  silk, then does a handspring and a backflip to land 
  even closer to the dragon, his feet flying in a little jig. 
   
  The Green of the Gamboge stops drawing breath, 
  and the flame of hate in her monstrous, huge eyes is 
  banked for a moment.  She blinks once, and those 
  reptilian eyes glaze over.  She is fascinated with the 
  Grand Fool’s dance.  But, for how long? 
   
  “From Gnomehome afar, the fool capers down.  
  Into the dragon-hole deep under ground.  His feet 
  they do fly, his voice makes a sound.  And Sassy the 
  dragon sees not his crown. 
   
  “Fly my good friends to the passage at right.  
  Through it I smell our rescue from plight.  The 
  formula is there, I pray in sight.  But  Gnomeking 
  holds Sassy not day and night. 
   
  “Is not the Grand Fool of every court bound, by 
  love for his people, he hates so the sound, of mothers’ 
  sad tears which fall on the ground.  Every king’s a fool 
  who only loves crowns. 
   
  “ap’Hiller am I, this one deed I give!  I’ll hold off 
  the dragon so gnomes may live.  Into her hatred I 
  throw my small jokes.  Now take heed my word, and 
  save my small folks!” 
   
  The final word of Gnomeking Warren ap’Hiller, 
  the Grand Fool of the Gnomeking’s Court, is not a 
  request.  Still dancing, he gestures again to a 
  passageway on the right.  The foul stench of alchemy 
  is obvious from that direction.  Sasrakananakmasha’s 
  laboratory must lie beyond, but to go on, you must 
  leave Warren ap’Hiller to face the Green of the 
  Gamboge alone. 
   
  The PC’s have nine full rounds to enter the dragon’s 
  alchemy laboratory at right.  The Gnomeking is currently 
  fascinating the dragon with a bardic music performance.  
  It is imperative that he have at least this one performance 
  left from his allotment of bardic music performances per 
  day.  He knew it might come down to this sacrifice on his 
  part, and he will never use all of his performances in one 
  day until he meets the dragon.  
   
  Again, Judge’s Aid #3 gives the location of 
  Sasrakananakmasha’s alchemy lab.  Currently, a clutch of 
  aged dragons lies within the lab on a pile of treasure (toys 
  for the brood).  The PC’s must fight this clutch, secure 
  the prototype formula prominently resting in an alchemy 
  beaker on the lab table, gather the treasure if they wish, 
  and make good their escape. 
  
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  If the battle with the dragon clutch in Sassy’s lab 
  takes more than 9 rounds, Warren ap’Hiller will attempt 
  to renew his fascination of the dragon for as many uses of 
  bardic music performances as he has left.  After the first 
  use, however, the judge should roll normally for their 
  outcome.  Warren ap’Hiller uses bardic music at a 
  Perform Check of 1d20+23.  This roll will set the DC for 
  Sasrakananakmasha’s Will save.  She makes Will saves at 
  +20.  When Warren runs out of bardic music 
  performances for the day, or if the dragon makes her 
  save, the Gnomeking will transform into a rampager (see 
  Monster Manual II), which will give him acid immunity, 
  and he will attack in that form, electing to keep his armor 
  unmelded and functional. 
   
  The judge should encourage the PC’s to escape up 
  the stairs after they have completed their quest.  The 
  Gnomeking has elected to make this sacrifice for his 
  people to secure their escape, and staying behind to help 
  him would only jeopardize the mission’s success, and 
  would be rather unheroic, given the importance of their 
  mission. 
  APL 6 (EL 8) 
  � Sasrakananakmasha, The Green of the Gamboge, 
  very old green dragon: hp 392; See Appendix A.  Only 
  the Gnomeking should fight this creature. 
  � Young green dragons (4): hp 116 (each); See 
  Appendix A.  
  Treasure: 
  (C) 10 pp, 500 gp, 2,000 sp, 2,500 cp. 
  (M) Prototype dragon aging formula (see Appendix E), 
  ring of warmth, scroll of flame strike.  
  APL 8 (EL 10) 
  � Sasrakananakmasha, The Green of the Gamboge, 
  very old green dragon: hp 392; See Appendix B.  Only 
  the Gnomeking should fight this creature. 
  � Juvenile green dragons (3): hp 158 (each); See 
  Appendix B.  
  Treasure: 
  (C) 10 pp, 700 gp, 2,000 sp, 2,500 cp.  
  (M) Prototype dragon aging formula (see Appendix E), 
  ring of warmth, scroll of flame strike, pearl of power 
  (2nd). 
  APL 10 (EL 12) 
  � Sasrakananakmasha, The Green of the Gamboge, 
  very old green dragon: hp 392; See Appendix C.  Only 
  the Gnomeking should fight this creature. 
  � Young adult green dragons (2): hp 204 (each); See 
  Appendix C.  
  Treasure: 
  (C) 40 pp, 750 gp, 2,000 sp, 2,500 cp. 
  (M) Prototype dragon aging formula (see Appendix E), 
  ring of warmth, scroll of flame strike, pearl of power 
  (2nd), boots of levitation. 
  APL 12 (EL 14) 
  � Sasrakananakmasha, The Green of the Gamboge, 
  very old green dragon: hp 392; See Appendix D.  Only 
  the Gnomeking should fight this creature. 
  � Adult green dragons (2): hp 255 (each); See 
  Appendix D.  
  Treasure: 
  (C) 60 pp, 793 gp, 2,000 sp, 2,500 cp. 
  (M) Prototype dragon aging formula (see Appendix E), 
  ring of warmth, scroll of flame strike, pearl of power 
  (2nd), boots of levitation, greater slaying arrow (evil 
  outsiders), greater slaying arrow (humans). 
  Conclusion 
  The PC’s encounter no resistance escaping up the stairs.  
  As they draw near the top of the stairwell, the hole opens 
  up again, automatically from this side.  It is a short run to 
  the hiding place of the Grand Fools flying carpet, and his 
  rhyme activates the item, causing it to take the party back 
  to Gnomehome overnight.  The carpet will not respond 
  to other instructions.  The PC’s arrive at Gnomehome at 
  dawn the following day.  Read the following aloud as 
  they do. 
   
  The Gnomeking’s senior warcraft advisor takes 
  the gem encrusted circlet from his brow as he listens 
  to your sad tale.  All around the greathall of 
  Ghomehome, there is a stunned silence, broken only 
  by a muffled sob or two. 
   
  Laying the crown on a nearby table, the shill of 
  the Gnomeking sighs deeply and considers your party 
  silently for a moment.  “Still, you have brought the 
  formula.  Our king has given himself for his people, 
  and you must lay no blame for this upon yourselves.  
  Warren ap’Hiller was the best of us, King and Fool.  Is 
  
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  not the grand fool of every king’s court the king 
  himself?  For life is laughter.  And all must dread the 
  end of the joke, which is silence.  Or, so it is with 
  gnomish hearts, at least.”  The warcraft advisor stands 
  and takes the dragon aging formula in his hand.  “We 
  have much to do.  There is still a dragon to stop!” he 
  shouts over the silence of the greathall.  Slowly, the 
  gnomes go back to what they were doing, and the war 
  effort continues.  The senior warcraft advisor takes 
  the formula to his alchemists and mages, and they 
  buzz over it eagerly in a huddle. 
   
  You stand a bit awkwardly for a moment, then 
  suddenly a dove swoops in from a high window in the 
  hall.  It glides on white wings to your party, and lands 
  at your feet, transforming instantly into a smaller 
  version of the plant creature who helped you through 
  the 
  acid 
  storm. 
   
  Balking 
  at 
  this 
  strange 
  transformation, you and the gnomes around you have 
  only a moment to gather yourselves before the plant 
  creature transforms again, this time into The Grand 
  Fool of the Gnomeking’s Court.  He is covered with 
  wounds, but the bleeding slows as he takes his own, 
  final form.  After a stunned silent beat, the greathall 
  erupts in a huge shout of joy.  Healers rush toward 
  the Gnomeking, and he turns to you, smiling. 
   
  “That acid storm really had me stumped until we 
  met that delightful plant-dragon fellow,” he says, then 
  slumps into the care of his healers.  He looks toward 
  his senior warcraft advisor amid the mages, and the 
  gnome holds aloft the formula you brought back.  
  Warren ap’Hiller smiles broadly, and you know the 
  tide of this war has turned. 
   
  “Rest up.  We have a party to throw,” the 
  Gnomeking says to you as someone brings him his 
  crown, “then we must get you safely home.” 
  
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  Experience Point Summary 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished.  Then assign the 
  experience reward.  Award the total value to each 
  character. 
   
  Encounter 1 
  Defeating the emissaries of the dragon 
   
   
  APL 6 
  210 XP 
   
   
  APL 8 
  270 XP 
   
   
  APL 10 
  330 XP 
   
   
  APL 12 
  390 XP 
   
  Encounter 3 
  Defeating the shambler dragon.  (This award is 
  only to be given out if the PC’s fought the 
  shambler dragon, and ended the adventure at 
  this point.  Otherwise, award the role-playing 
  amount for securing the shambler dragon’s 
  help) 
   
   
  APL 6 
  300 XP 
   
   
  APL 8 
  300 XP 
   
   
  APL 10 
  300 XP 
   
   
  APL 12 
  300 XP 
   
  Encounter 4 
  Surviving the hedge maze traps. 
   
   
  APL 6 
  270 XP 
   
   
  APL 8 
  330 XP 
   
   
  APL 10 
  390 XP 
   
   
  APL 12 
  450 XP 
   
  Encounter 5 
  Defeating the aged dragon clutch. 
   
   
  APL 6 
  240 XP 
   
   
  APL 8 
  300 XP 
   
   
  APL 10 
  360 XP 
   
   
  APL 12 
  420 XP 
   
  Roleplaying Reward #1 
  For good roleplaying during the Grand Fool’s 
  Riddle-Test, and attempting to solve his riddles 
   
   
  APL 6 
  100 XP 
   
   
  APL 8 
  125 XP 
   
   
  APL 10 
  150 XP 
   
   
  APL 12 
  175 XP 
   
  Roleplaying Reward #2 
  For good roleplaying with the shambler dragon in 
  encounter 3, and securing its help 
   
   
  APL 6 
  80 XP 
   
   
  APL 8 
  100 XP 
   
   
  APL 10 
  120 XP 
   
   
  APL 12 
  140 XP 
   
   
  Total Possible Experience 
  For completing all goals, retrieving the prototype 
  dragon aging formula, and properly role-
  playing scenes with the Grand Fool and the 
  shambler dragon 
   
   
  APL 6 
  900 XP 
   
   
  APL 8 
  1,125 XP 
   
   
  APL 10 
  1,350 XP 
   
   
  APL 12 
  1,575 XP 
   
  Treasure Summary 
   
  Following is a listing of all possible treasure that can 
  be recovered for this adventure. 
  Treasure Key 
  (L) = Looted gear from enemy; (C) = Coin, Gems, Jewelry, 
  and other valuables; (M) = Magic Items. 
  Encounter 2 
  The Gnomeking’s hero reward 
   
  APL 6 
  1,000 gp (C) 
   
  APL 8 
  1,500 gp (C) 
   
  APL 10 
  2,550 gp (C) 
   
  APL 12 
  3,600 gp (C) 
   
  Encounter 5 
  The aged dragon clutch’s toys. 
   
  APL 6 
  825 gp (C) 
   
   
   
  5,950 gp (
   
  Ring of Warmth (Adventure; 2,100 gp; 
  DMG); Scroll of Flame Strike (Adventure; 4th 
  lvl caster; 700 gp; DMG); Prototype Dragon 
  Aging Formula (N/A; 3,150 gp; see Appendix 
  E).  
   
   
  APL 8 
  1.025 gp (C) 
   
   
   
  9,950 gp (
   
  Ring of Warmth (Adventure; 2,100 gp; 
  DMG); Scroll of Flame Strike (Adventure; 4th 
  lvl caster; 700 gp; DMG); Pearl of Power (2nd) 
  (Adventure; 4,000 gp; DMG); Prototype Dragon 
  Aging Formula (N/A; 3,150 gp; see Appendix 
  E). 
   
   
  APL 10 
  1,375 gp (C) 
   
   
   
  17,450 gp (
  
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  Ring of Warmth (Adventure; 2,100 gp; 
  DMG); Scroll of Flame Strike (Adventure; 4th 
  lvl caster; 700 gp; DMG); Pearl of Power (2nd) 
  (Adventure; 
  4,000 
  gp; 
  DMG); Boots of 
  Levitation 
  (Adventure; 
  7,500 
  gp; 
  DMG); 
  Prototype Dragon Aging Formula (N/A; 3,150 
  gp; see Appendix E). 
   
   
  APL 12 
  1,618 gp (C) 
   
   
   
  25,564 gp (M) 
   
  Ring of Warmth (Adventure; 2,100 gp; 
  DMG); Scroll of Flame Strike (Adventure; 4th 
  lvl caster; 700 gp; DMG); Pearl of Power (2nd) 
  (Adventure; 
  4,000 
  gp; 
  DMG); Boots of 
  Levitation (Adventure; 7,500 gp; DMG); Greater 
  Slaying Arrow (evil outsiders) (Adventure; 
  4,057 gp; DMG); Greater Slaying Arrow 
  (humans) 
  (Adventure; 
  4,057 
  gp; 
  DMG); 
  Prototype Dragon Aging Formula (N/A; 3,150 
  gp; see Appendix E). 
   
  Total Possible Treasure 
  For recovering all treasure in the adventure 
   
  APL 6 
  4,800 gp 
   
  APL 8 
  7,500 gp 
   
  APL 10 
  12,600 gp 
   
  APL 12 
  18,000 gp 
   
  Item Availability 
   
  In addition to the treasure recovered in this 
  adventure, solving the riddles of the Grand Fool of the 
  Gnomeking’s Court will grant PC’s access to purchase the 
  following items from the gnomes of the Gnomeking.  
  Please mark out those items on the AR which correspond 
  to riddles that the PC’s did not solve. 
   
  Riddle 1 
  Suregrip (Regional; 20 gp; Tome and Blood) 
   
  Riddle 2 
  +1 spell storing gnomish battlepick (Regional; 8,310 gp; 
  Sword and Fist, DMG) 
   
  Riddle 3 
  Automated Footpad (Regional; 30 gp; Song and Silence) 
   
  Riddle 4 
  Arm of Nyr (Regional; 12,800 gp; Defenders of the Faith) 
   
  Riddle 5 
  Potion of false life (Regional; 300 gp; Sword and Fist) 
   
  Riddle 6 
  Gnomish Staff of Illusion (Regional, 20,000 gp; see 
  Appendix E) 
   
  Riddle 7 
  Serpentine Owl Figurine of Wondrous Power (Regional; 
  9,100 gp; DMG) 
   
  Riddle 8 
  Golden Apron (Regional; 22,200 gp; Defenders of the 
  Faith) 
   
  Riddle 9 
  Robe of Scintillating Colors (Regional; 27,000 gp; DMG) 
   
  Riddle 10 
  Mechanical Burglar (type III) (Regional; 3,000 gp; Song 
  and Silence) 
   
   
   
   
  
  Gnome Way Out 
   
  Page 24 
  Appendix A: NPC’s and Foes for APL 6 
  Encounter 1 
  Duke Grevin Damar, male human Ari9: CR 9, HD 
  9d8+9; hp 61; Init +2 (Dex); Spd 30; AC 14 (+2 Dex, +2 
  bracers) [touch 14, flat-footed 12]; Atks +10/+5 melee 
  (1d6+1/crit 18-20, +1 rapier); AL LG; SV Fort +4, Ref +5, 
  Will +6; Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +12, Diplomacy +14, 
  Innuendo +9, Knowledge (Nyrond history) +11, 
  Knowledge (nobility) +13, Sense Motive +9, Knowledge 
  (local Flinthill) +7, Read Lips +6, Listen +4, Ride +6, 
  Wilderness Lore +3, Spot +2, Speak Language (gnomish, 
  draconic, elvish, sylvan), Skill Focus (Diplomacy), Skill 
  Focus (Knowledge-nobility), Weapon Finesse (rapier), 
  Leadership, Weapon Focus (rapier). 
   
  Possessions: +2 Bracers of Armor, +1 rapier with 
  three gems embedded in the handle (500 gp each). 
   
  The Grand Fool of the Gnomeking’s Court (aka 
  Gnomeking Warren ap’Hiller), male gnome Brd9 / 
  Sor4 / Shftr 3: CR 16, HD 9d6+9 (Brd) + 4d4+4 (Sor) + 
  3d8+3 (Shftr); hp 83; Init +6 (Dex, Improved Initiative); 
  Spd 25 (Dash); AC 20 (+6 magical studded leather armor, 
  +2 Dex, +2 ring) [touch 14, flat-footed 18]; Atks 
  +11/+11/+6 melee (1d6+1 subdual, +1 speed sap) or +12 
  ranged touch (1d6 fire, 1 fire to all creatures within 5 feet 
  + 1d6 fire the following round unless smothered, 
  alchemists fire); SQ Gnome Traits, Bardic Music, Bardic 
  Knowledge, Greater Wild Shape; AL NG; SV Fort +8, Ref 
  +12, Will +12; Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 
  18 (22). 
   
  Skills and Feats: Perform +23, Tumble +20, Bluff +17, 
  Diplomacy 
  +15, 
  Escape 
  Artist 
  +9, 
  Balance 
  +9, 
  Concentration +9, Spellcraft +9, Jump +7, Knowledge 
  (Flinty Hills) +6, Knowledge (nobility) +6, Animal 
  Empathy +6, Wilderness Lore +6, Listen +5, Alchemy +4, 
  Spot +3; Alertness, Endurance, Improved Initiative, 
  Leadership, Acrobatic, Dash. 
   
  Sorcerer Spells Known (6/6/3; base DC=16 + spell 
  level): 0 -- mage hand, mending, detect magic, daze, ray of 
  frost, light; 1st -- expeditious retreat, silent image, shield; 
  2nd -- alter self.  
   
  Bard Spells Known: (3/3/3/2; base DC=16 + spell 
  level): 
  0 
  -- 
  easy 
  math, 
  open/close, 
  per-cussion, 
  prestidigitation, read magic, resistance; 1st -- charm 
  person, cure light wounds, grease, joyful noise; 2nd -- 
  bull’s strength, fortissimo, sound burst, Tasha’s Hideous 
  Laughter; 3rd -- blink, charm monster, emotion. 
   
  Gnome Spells (Sp): 1/day -- dancing lights, ghost 
  sound, prestidigitation. 
   
  Bardic Music (Su): 9/day -- Inspire Courage, 
  Countersong, 
  Fascinate, 
  Inspire 
  Competance, 
  Suggestion, Inspire Greatness.  
   
  Bardic Knowledge (Ex):  Warren ap’Hiller can roll 
  a special bardic knowledge check with a bonus of 10 to 
  see whether he knows some relevant information about 
  local notable people, legendary items, or noteworthy 
  places. 
   
  Greater Wild Shape (Sp): 3/day -- Warren ap’Hiller 
  can take the form of any Tiny, Small, Medium, or Large 
  animal, beast, humanoid, monstrous humanoid, or plant, 
  as long as such a form normally has 16 HD or less.  Each 
  time he assumes another form, he heals 16 points of 
  damage.  He can designate at the time of the change 
  which pieces of his equipment meld into his new form, 
  and which do not.  Nonmelded equipment alters its size 
  to match that of his new form, but retains its 
  functionality. 
   
  Possessions: +3 studded leather armor, jester’s baton 
  with a carving of a gnomish face wearing a three horned 
  jester’s cap, which is actually a +1 speed sap, +2 ring of 
  protection, +4 cloak of charisma, circlet of persuasion, 
  dust of disappearance (1 application), carpet of flying (6ft. 
  by 9ft.), belt with sewn loops holding 10 alchemists’ fires. 
   
  Role-Playing 
  Note: 
  Warren 
  ap’Hiller 
  always 
  masquerades as The Grand Fool of the Gnomeking’s 
  Court.  He uses his wits as his primary weapon at all 
  times, helping allies with bardic performances, or the 
  occasional spell.  He will enter combat only as a last 
  resort, and will only take alternate form in the most dire 
  of circumstances, or to complete a resounding jest. 
   
  Half-Dragon (Green) / Half-Monstrous-Scorpions (3): 
  CR 4; Large Dragon (10 ft. long); HD 4d10+12; hp 39 
  (each); Init +0 (Dex); Spd 50, fly 50 (average); AC 18 (-1 
  size, +9 natural) [touch 9, flat-footed 18]; Atks 
  +9/+9/+4/+4 melee (1d6+7 [x2],claws; 1d6+3 and poison, 
  sting; 1d8+3, bite); Face/Reach 5 ft. x 10 ft./5 ft.; SA 
  Improved Grab, Squeeze, Poison, Breath Weapon; SQ 
  Low-light Vision, Darkvision 60 feet, Immunities; AL LE; 
  
  Gnome Way Out 
   
  Page 25 
  SV Fort +7, Ref +1, Will +1; Str 25, Dex 10, Con 16, Int 4, 
  Wis 10, Cha 4. 
   
  Skills and Feats: Climb +15, Escape Artist +6, Hide 
  +3, Spot +7; Fly-by Attack. 
   
  Improved Grab (Ex): If these creatures hit a 
  Medium or smaller creature with a claw attack, they deal 
  normal damage and may attempt to start a grapple as a 
  free action without provoking an attack of opportunity 
  and without the need for a touch attack.  If a hold is 
  achieved, the creature pulls its target into its space, and is 
  not considered grappled.  It will then do squeeze damage 
  with each subsequent successful grapple check, and will 
  also attempt to bite and sting.  These creatures prefer 
  making fly-by attacks, using this ability to hit with one 
  claw, and then carrying their victims into the air for 
  further attacks on subsequent rounds if the hold is 
  successful.   
   
  Squeeze (Ex): When these creatures maintain a hold 
  on a Large or smaller creature, they automatically deal 
  damage with both claws, and attack the same opponent 
  with bite and sting attacks at full value. 
   
  Poison (Ex): Successful stinger attacks deal the 
  listed damage and also deliver injury poison (Fort save 
  [DC 18] resists, 1d6 Str / 1d6 Str). 
   
  Breath Weapon (Su): 1/day -- These creatures can 
  breathe a 30 foot cone of gas (Ref save [DC 17] half, 6d6 
  points of acid damage). 
   
  Immunities (Ex): These creatures are immune to 
  sleep, paralysis, and acid.   
   
  Encounter 3 
  Shambler Dragon: hp 98; See Appendix E. 
   
  Encounter 4 
  Harrier: CR 4; Large magical beast (10 ft. long); HD 4d10; 
  hp 22; Init +5 (Dex); Spd 20, fly 50 (good); AC 19 (-1 size, 
  +5 Dex, +5 natural) [touch 14, flat-footed 9]; Atks +9 
  melee (1d8,energy); Face/Reach 10 ft. x 5 ft./5 ft.; SA 
  Touch attack; SQ Incorporeal; AL N; SV Fort +4, Ref +9, 
  Will +3; Str --, Dex 20, Con --, Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Listen +7, Spot +7; Weapon Finesse 
  (energy). 
   
  Touch Attack (Su): The harrier’s attack is a touch 
  attack for the purpose of determining the AC of its target. 
   
  Incorporeal (Su): Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons, or 
  magic, with a 50% chance to ignore damage from a 
  corporeal source.  Can pass through solid objects at will, 
  and own attacks pass through armor.  Always moves 
  silently. 
   
  Encounter 5 
  Sasrakananakmasha, The Green of the Gamboge, very 
  old green dragon: CR 18, Huge Dragon (28 ft. long); HD 
  29d12+174; hp 392; Init +4 (Improved Init.); Spd 40, fly 
  150 (poor), swim 40; AC 36 (-2 size, +28 natural) [touch 8, 
  flat-footed 36]; Atks +38/+33/+33/ +33/+33/+33 melee 
  (2d8+11, bite; 2d6+5 [x2], claws; 1d8+5 [x2], wing buffets; 
  2d6+16, tail slap); Face/Reach 10 ft. x 20 ft./10 ft; SA 
  Breath Weapon; SQ Acid immunity, Blindsight, 
  Darkvision 900 ft., Keen Senses, Water breathing, 
  Damage Reduction 15/+2, Spell Resistance 25; AL LE; SV 
  Fort +22, Ref +16, Will +20; Str 33, Dex 10, Con 23, Int 18, 
  Wis 19, Cha 18. 
   
  Skills and Feats: Listen +33, Spot +33, Search +33, 
  Bluff +33, Diplomacy +33, Profession (herbalist) +33, 
  Spellcraft +33, Knowledge (nature) +24, Wilderness Lore 
  +24, Alchemy +24, Concentration +26, Intimidate +14, 
  Jump +12, Sense Motive +15; Improved initiative, Flyby 
  attack, Wingover, Hover, Power Attack, Snatch, Create 
  Infusion, Brew Potion. 
   
  Breath Weapon (Su): 1/1d4 rounds - Cone of 
  corrosive (acid) gas 50 ft. long (Ref save [DC 30] half; 
  18d6 points of acid damage). 
   
  Crush (Ex): While flying or jumping, this dragon 
  can land on opponents as a standard action, using her 
  whole body to crush them.  This attack is effective only 
  against opponents of small or smaller size.  It can effect 
  all such creatures in an area equal to its Face of 10 ft. by 
  20 ft.  Creatures in the effected area take 2d8+16 points of 
  damage and must succeed at a Ref save (DC 30) or be 
  pinned until the dragon moves off of them.  If the dragon 
  chooses to maintain the pin, treat it as a normal grapple 
  attack.  Pinned opponents take 2d8+16 points of damage 
  each round if they don’t escape. 
   
  Frightful Presence (Ex): This fear effect takes place 
  whenever the dragon attacks, charges, or flies overhead.  
  Creatures within a radius of 270 ft., who have fewer than 
  29 HD must succeed at a Will save (DC 28) or be 
  panicked (if 4 or fewer HD), or shaken (if 5 or more HD) 
  for 4d6 rounds. 
   
  Expanded Spell List (Sp): This dragon can cast 
  Plant Domain spells as arcane spells. 
   
  Spells Known (6/7/7/7/7/4; base DC = 14 + spell 
  level): 0 lvl - dancing lights. daze, detect magic, flare, 
  
  Gnome Way Out 
   
  Page 26 
  ghost 
  sound. 
  light, 
  ray 
  of 
  frost, 
  mage 
  hand, 
  prestidigitation; 1st lvl -- entangle, charm person, 
  expeditious retreat, hypnotism, magic missile; 2nd lvl -- 
  detect thoughts, invisibility, locate object, mirror 
  image,web; 3rd lvl -- dispel magic, haste, nondetection, 
  stinking cloud; 4th lvl -- control plants, ice storm, 
  improved invisibility; 5th lvl -- wall of thorns, teleport.  
   
  Spell-Like Abilities (Sp): 3/day -- suggestion; 1/day 
  -- plant growth. 
   
  Languages: Common, Draconic, Elvish, Gnoll, 
  Gnomish, Sylvan, Worg. 
  Young Green Dragons (4): CR 4, Medium Dragon (8 ft. 
  long); HD 11d12+22; hp 116 (each); Init +4 (Improved 
  Init.); Spd 40, fly 150 (poor), swim 40; AC 20 (+10 natural) 
  [touch 10, flat-footed 20]; Atks +14/+9/+9/+9/+9 melee 
  (1d8+3, bite; 1d6+1 [x2], claws; 1d4+1 [x2], wing buffets); 
  SA Breath weapon; SQ Acid immunity, Blindsight, 
  Darkvision 300 ft., Keen Senses, Water breathing; AL LE; 
  SV Fort +9, Ref +7, Will +8; Str 17, Dex 10, Con 15, Int 12, 
  Wis 13, Cha 12. 
   
  Skills and Feats: Listen +12, Spot +12, Search +12, 
  Bluff +12, Diplomacy +12, Profession (herbalist) +12; 
  Improved initiative, Flyby attack, Wingover. 
   
  Breath Weapon (Su): 1/1d4 rounds - Cone of 
  corrosive (acid) gas 30 ft. long (Ref save [DC 17] half; 6d6 
  points of acid damage). 
   
  Languages: Draconic, Common. 
  
  Gnome Way Out 
   
  Page 27 
  Appendix B: NPC’s and Foes for APL 8
  Encounter 1 
  Duke Grevin Damar, male human Ari9: CR 9, HD 
  9d8+9; hp 61; Init +2 (Dex); Spd 30; AC 14 (+2 Dex, +2 
  bracers) [touch 14, flat-footed 12]; Atks +10/+5 melee 
  (1d6+1/crit 18-20, +1 rapier); AL LG; SV Fort +4, Ref +5, 
  Will +6; Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +12, Diplomacy +14, 
  Innuendo +9, Knowledge (Nyrond history) +11, 
  Knowledge (nobility) +13, Sense Motive +9, Knowledge 
  (local Flinthill) +7, Read Lips +6, Listen +4, Ride +6, 
  Wilderness Lore +3, Spot +2, Speak Language (gnomish, 
  draconic, elvish, sylvan), Skill Focus (Diplomacy), Skill 
  Focus (Knowledge-nobility), Weapon Finesse (rapier), 
  Leadership, Weapon Focus (rapier). 
   
  Possessions: +2 Bracers of Armor, +1 rapier with 
  three gems embedded in the handle (500 gp each). 
   
  The Grand Fool of the Gnomeking’s Court (aka 
  Gnomeking Warren ap’Hiller), male gnome Brd9 / 
  Sor4 / Shftr 3: CR 16, HD 9d6+9 (Brd) + 4d4+4 (Sor) + 
  3d8+3 (Shftr); hp 83; Init +6 (Dex, Improved Initiative); 
  Spd 25 (Dash); AC 23 (+6 magical studded leather armor, 
  +2 Dex, +3 ring, +2 amulet) [touch 14, flat-footed 21]; Atks 
  +12/+12/+7 melee (1d6+2 subdual, +2 speed sap) or +12 
  ranged touch (1d6 fire, 1 fire to all creatures within 5 feet 
  + 1d6 fire the following round unless smothered, 
  alchemists fire); SQ Gnome Traits, Bardic Music, Bardic 
  Knowledge, Greater Wild Shape; AL NG; SV Fort +8, Ref 
  +12, Will +12; Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 
  18 (22). 
   
  Skills and Feats: Perform +23, Tumble +20, Bluff +17, 
  Diplomacy 
  +15, 
  Escape 
  Artist 
  +9, 
  Balance 
  +9, 
  Concentration +9, Spellcraft +9, Jump +7, Knowledge 
  (Flinty Hills) +6, Knowledge (nobility) +6, Animal 
  Empathy +6, Wilderness Lore +6, Listen +5, Alchemy +4, 
  Spot +3; Alertness, Endurance, Improved Initiative, 
  Leadership, Acrobatic, Dash. 
   
  Sorcerer Spells Known (6/6/3; base DC=16 + spell 
  level): 0 -- mage hand, mending, detect magic, daze, ray of 
  frost, light; 1st -- expeditious retreat, silent image, shield; 
  2nd -- alter self.  
   
  Bard Spells Known: (3/3/3/2; base DC=16 + spell 
  level): 
  0 
  -- 
  easy 
  math, 
  open/close, 
  per-cussion, 
  prestidigitation, read magic, resistance; 1st -- charm 
  person, cure light wounds, grease, joyful noise; 2nd -- 
  bull’s strength, fortissimo, sound burst, Tasha’s Hideous 
  Laughter; 3rd -- blink, charm monster, emotion. 
   
  Gnome Spells (Sp): 1/day -- dancing lights, ghost 
  sound, prestidigitation. 
   
  Bardic Music (Su): 9/day -- Inspire Courage, 
  Countersong, 
  Fascinate, 
  Inspire 
  Competance, 
  Suggestion, Inspire Greatness.  
   
  Bardic Knowledge (Ex):  Warren ap’Hiller can roll 
  a special bardic knowledge check with a bonus of 10 to 
  see whether he knows some relevant information about 
  local notable people, legendary items, or noteworthy 
  places. 
   
  Greater Wild Shape (Sp): 3/day -- Warren ap’Hiller 
  can take the form of any Tiny, Small, Medium, or Large 
  animal, beast, humanoid, monstrous humanoid, or plant, 
  as long as such a form normally has 16 HD or less.  Each 
  time he assumes another form, he heals 16 points of 
  damage.  He can designate at the time of the change 
  which pieces of his equipment meld into his new form, 
  and which do not.  Nonmelded equipment alters its size 
  to match that of his new form, but retains its 
  functionality. 
   
  Possessions: +3 studded leather armor, jester’s baton 
  with a carving of a gnomish face wearing a three horned 
  jester’s cap, which is actually a +2 speed sap, +3 ring of 
  protection, +2 amulet of natural armor, +4 cloak of 
  charisma, circlet of persuasion, dust of disappearance (1 
  application), carpet of flying (6ft. by 9ft.), belt with sewn 
  loops holding 10 alchemists’ fires. 
   
  Role-Playing 
  Note: 
  Warren 
  ap’Hiller 
  always 
  masquerades as The Grand Fool of the Gnomeking’s 
  Court.  He uses his wits as his primary weapon at all 
  times, helping allies with bardic performances, or the 
  occasional spell.  He will enter combat only as a last 
  resort, and will only take alternate form in the most dire 
  of circumstances, or to complete a resounding jest. 
   
  Half-Dragon (Green) / Half-Monstrous-Scorpions (6): 
  CR 4; Large Dragon (10 ft. long); HD 4d10+12; hp 39 
  (each); Init +0 (Dex); Spd 50, fly 50 (average); AC 18 (-1 
  size, +9 natural) [touch 9, flat-footed 18]; Atks 
  +9/+9/+4/+4 melee (1d6+7 [x2],claws; 1d6+3 and poison, 
  sting; 1d8+3, bite); Face/Reach 5 ft. x 10 ft./5 ft.; SA 
  Improved Grab, Squeeze, Poison, Breath Weapon; SQ 
  Low-light Vision, Darkvision 60 feet, Immunities; AL LE; 
  
  Gnome Way Out 
   
  Page 28 
  SV Fort +7, Ref +1, Will +1; Str 25, Dex 10, Con 16, Int 4, 
  Wis 10, Cha 4. 
   
  Skills and Feats: Climb +15, Escape Artist +6, Hide 
  +3, Spot +7; Fly-by Attack. 
   
  Improved Grab (Ex): If these creatures hit a 
  Medium or smaller creature with a claw attack, they deal 
  normal damage and may attempt to start a grapple as a 
  free action without provoking an attack of opportunity 
  and without the need for a touch attack.  If a hold is 
  achieved, the creature pulls its target into its space, and is 
  not considered grappled.  It will then do squeeze damage 
  with each subsequent successful grapple check, and will 
  also attempt to bite and sting.  These creatures prefer 
  making fly-by attacks, using this ability to hit with one 
  claw, and then carrying their victims into the air for 
  further attacks on subsequent rounds if the hold is 
  successful.   
   
  Squeeze (Ex): When these creatures maintain a hold 
  on a Large or smaller creature, they automatically deal 
  damage with both claws, and attack the same opponent 
  with bite and sting attacks at full value. 
   
  Poison (Ex): Successful stinger attacks deal the 
  listed damage and also deliver injury poison (Fort save 
  [DC 18] resists, 1d6 Str / 1d6 Str). 
   
  Breath Weapon (Su): 1/day -- These creatures can 
  breathe a 30 foot cone of gas (Ref save [DC 17] half, 6d6 
  points of acid damage). 
   
  Immunities (Ex): These creatures are immune to 
  sleep, paralysis, and acid.   
   
  Encounter 3 
  Shambler Dragon: hp 98; See Appendix E. 
   
  Encounter 4 
  Harrier (2): CR 4; Large magical beast (10 ft. long); HD 
  4d10; hp 22 (each); Init +5 (Dex); Spd 20, fly 50 (good); 
  AC 19 (-1 size, +5 Dex, +5 natural) [touch 14, flat-footed 
  9]; Atks +9 melee (1d8,energy); Face/Reach 10 ft. x 5 ft./5 
  ft.; SA Touch attack; SQ Incorporeal; AL N; SV Fort +4, 
  Ref +9, Will +3; Str --, Dex 20, Con --, Int 2, Wis 14, Cha 6. 
   
  Skills and Feats: Listen +7, Spot +7; Weapon Finesse 
  (energy). 
   
  Touch Attack (Su): The harrier’s attack is a touch 
  attack for the purpose of determining the AC of its target. 
   
  Incorporeal (Su): Can be harmed only by other 
  incorporeal creatures, +1 or better magic weapons, or 
  magic, with a 50% chance to ignore damage from a 
  corporeal source.  Can pass through solid objects at will, 
  and own attacks pass through armor.  Always moves 
  silently. 
   
  Encounter 5 
  Sasrakananakmasha, The Green of the Gamboge, very 
  old green dragon: CR 18, Huge Dragon (28 ft. long); HD 
  29d12+174; hp 392; Init +4 (Improved Init.); Spd 40, fly 
  150 (poor), swim 40; AC 36 (-2 size, +28 natural) [touch 8, 
  flat-footed 36]; Atks +38/+33/+33/ +33/+33/+33 melee 
  (2d8+11, bite; 2d6+5 [x2], claws; 1d8+5 [x2], wing buffets; 
  2d6+16, tail slap); Face/Reach 10 ft. x 20 ft./10 ft; SA 
  Breath Weapon; SQ Acid immunity, Blindsight, 
  Darkvision 900 ft., Keen Senses, Water breathing, 
  Damage Reduction 15/+2, Spell Resistance 25; AL LE; SV 
  Fort +22, Ref +16, Will +20; Str 33, Dex 10, Con 23, Int 18, 
  Wis 19, Cha 18. 
   
  Skills and Feats: Listen +33, Spot +33, Search +33, 
  Bluff +33, Diplomacy +33, Profession (herbalist) +33, 
  Spellcraft +33, Knowledge (nature) +24, Wilderness Lore 
  +24, Alchemy +24, Concentration +26, Intimidate +14, 
  Jump +12, Sense Motive +15; Improved initiative, Flyby 
  attack, Wingover, Hover, Power Attack, Snatch, Create 
  Infusion, Brew Potion. 
   
  Breath Weapon (Su): 1/1d4 rounds - Cone of 
  corrosive (acid) gas 50 ft. long (Ref save [DC 30] half; 
  18d6 points of acid damage). 
   
  Crush (Ex): While flying or jumping, this dragon 
  can land on opponents as a standard action, using her 
  whole body to crush them.  This attack is effective only 
  against opponents of small or smaller size.  It can effect 
  all such creatures in an area equal to its Face of 10 ft. by 
  20 ft.  Creatures in the effected area take 2d8+16 points of 
  damage and must succeed at a Ref save (DC 30) or be 
  pinned until the dragon moves off of them.  If the dragon 
  chooses to maintain the pin, treat it as a normal grapple 
  attack.  Pinned opponents take 2d8+16 points of damage 
  each round if they don’t escape. 
   
  Frightful Presence (Ex): This fear effect takes place 
  whenever the dragon attacks, charges, or flies overhead.  
  Creatures within a radius of 270 ft., who have fewer than 
  29 HD must succeed at a Will save (DC 28) or be 
  panicked (if 4 or fewer HD), or shaken (if 5 or more HD) 
  for 4d6 rounds. 
   
  Expanded Spell List (Sp): This dragon can cast 
  Plant Domain spells as arcane spells. 
   
  Spells Known (6/7/7/7/7/4; base DC = 14 + spell 
  level): 0 lvl - dancing lights. daze, detect magic, flare, 
  
  Gnome Way Out 
   
  Page 29 
  ghost 
  sound. 
  light, 
  ray 
  of 
  frost, 
  mage 
  hand, 
  prestidigitation; 1st lvl -- entangle, charm person, 
  expeditious retreat, hypnotism, magic missile; 2nd lvl -- 
  detect thoughts, invisibility, locate object, mirror 
  image,web; 3rd lvl -- dispel magic, haste, nondetection, 
  stinking cloud; 4th lvl -- control plants, ice storm, 
  improved invisibility; 5th lvl -- wall of thorns, teleport.  
   
  Spell-Like Abilities (Sp): 3/day -- suggestion; 1/day 
  -- plant growth. 
   
  Languages: Common, Draconic, Elvish, Gnoll, 
  Gnomish, Sylvan, Worg. 
   
  Juvenile green dragons (3): CR 7, Large Dragon (15 ft. 
  long); HD 14d12+42; hp 158 (each); Init +4 (Improved 
  Init.); Spd 40, fly 150 (poor), swim 40; AC 22 (-1 size, +13 
  natural) [touch 9, flat-footed 22]; Atks +17/+12/+12/ 
  +12/+12/+12 melee (2d6+4, bite; 1d8+2 [x2], claws; 1d6+2 
  [x2], wing buffets; 1d8+6, tail slap); FAC 5 ft. x 10 ft./10 
  ft.; SA Breath Weapon; SQ Acid immunity, Blindsight, 
  Darkvision 400 ft., Keen Senses, Water breathing; AL LE; 
  SV Fort +12, Ref +9, Will +11; Str 19, Dex 10, Con 17, Int 
  14, Wis 15, Cha 14. 
   
  Skills and Feats: Listen +16, Spot +16, Search +16, 
  Bluff +16, Diplomacy +16, Profession (herbalist) +16; 
  Improved initiative, Flyby attack, Wingover, Hover. 
   
  Breath Weapon (Su): 1/1d4 rounds - Cone of 
  corrosive (acid) gas 40 ft. long (Ref save [DC 20] half; 8d6 
  points of acid damage). 
   
  Spells Known (5/4; base DC = 12 + spell level): 0 lvl -- 
  daze, detect magic, ray of frost, mage hand; 1st lvl -- 
  entangle, charm person.  
   
  Expanded Spell List (Sp): These dragons have 
  learned how to cast Plant Domain spells as arcane spells 
  from their mother. 
   
  Languages: Draconic, Common. 
   
   
  
  Gnome Way Out 
   
  Page 30 
  Appendix C: NPC’s and Foes for APL 10
  Encounter 1 
  Duke Grevin Damar, male human Ari9: CR 9, HD 
  9d8+9; hp 61; Init +2 (Dex); Spd 30; AC 14 (+2 Dex, +2 
  bracers) [touch 14, flat-footed 12]; Atks +10/+5 melee 
  (1d6+1/crit 18-20, +1 rapier); AL LG; SV Fort +4, Ref +5, 
  Will +6; Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +12, Diplomacy +14, 
  Innuendo +9, Knowledge (Nyrond history) +11, 
  Knowledge (nobility) +13, Sense Motive +9, Knowledge 
  (local Flinthill) +7, Read Lips +6, Listen +4, Ride +6, 
  Wilderness Lore +3, Spot +2, Speak Language (gnomish, 
  draconic, elvish, sylvan), Skill Focus (Diplomacy), Skill 
  Focus (Knowledge-nobility), Weapon Finesse (rapier), 
  Leadership, Weapon Focus (rapier). 
   
  Possessions: +2 Bracers of Armor, +1 rapier with 
  three gems embedded in the handle (500 gp each). 
   
  The Grand Fool of the Gnomeking’s Court (aka 
  Gnomeking Warren ap’Hiller), male gnome Brd9 / 
  Sor4 / Shftr 3: CR 16, HD 9d6+9 (Brd) + 4d4+4 (Sor) + 
  3d8+3 (Shftr); hp 83; Init +6 (Dex, Improved Initiative); 
  Spd 25 (Dash); AC 25 (+6 magical studded leather armor, 
  +2 Dex, +4 ring, +3 amulet) [touch 14, flat-footed 21]; Atks 
  +13/+13/+8 melee (1d6+3 subdual, +3 speed sap) or +12 
  ranged touch (1d6 fire, 1 fire to all creatures within 5 feet 
  + 1d6 fire the following round unless smothered, 
  alchemists fire); SQ Gnome Traits, Bardic Music, Bardic 
  Knowledge, Greater Wild Shape; AL NG; SV Fort +8, Ref 
  +12, Will +12; Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 
  18 (22). 
   
  Skills and Feats: Perform +23, Tumble +20, Bluff +17, 
  Diplomacy 
  +15, 
  Escape 
  Artist 
  +9, 
  Balance 
  +9, 
  Concentration +9, Spellcraft +9, Jump +7, Knowledge 
  (Flinty Hills) +6, Knowledge (nobility) +6, Animal 
  Empathy +6, Wilderness Lore +6, Listen +5, Alchemy +4, 
  Spot +3; Alertness, Endurance, Improved Initiative, 
  Leadership, Acrobatic, Dash. 
   
  Sorcerer Spells Known (6/6/3; base DC=16 + spell 
  level): 0 -- mage hand, mending, detect magic, daze, ray of 
  frost, light; 1st -- expeditious retreat, silent image, shield; 
  2nd -- alter self.  
   
  Bard Spells Known: (3/3/3/2; base DC=16 + spell 
  level): 
  0 
  -- 
  easy 
  math, 
  open/close, 
  per-cussion, 
  prestidigitation, read magic, resistance; 1st -- charm 
  person, cure light wounds, grease, joyful noise; 2nd -- 
  bull’s strength, fortissimo, sound burst, Tasha’s Hideous 
  Laughter; 3rd -- blink, charm monster, emotion. 
   
  Gnome Spells (Sp): 1/day -- dancing lights, ghost 
  sound, prestidigitation. 
   
  Bardic Music (Su): 9/day -- Inspire Courage, 
  Countersong, 
  Fascinate, 
  Inspire 
  Competance, 
  Suggestion, Inspire Greatness.  
   
  Bardic Knowledge (Ex):  Warren ap’Hiller can roll 
  a special bardic knowledge check with a bonus of 10 to 
  see whether he knows some relevant information about 
  local notable people, legendary items, or noteworthy 
  places. 
   
  Greater Wild Shape (Sp): 3/day -- Warren ap’Hiller 
  can take the form of any Tiny, Small, Medium, or Large 
  animal, beast, humanoid, monstrous humanoid, or plant, 
  as long as such a form normally has 16 HD or less.  Each 
  time he assumes another form, he heals 16 points of 
  damage.  He can designate at the time of the change 
  which pieces of his equipment meld into his new form, 
  and which do not.  Nonmelded equipment alters its size 
  to match that of his new form, but retains its 
  functionality. 
   
  Possessions: +3 studded leather armor, jester’s baton 
  with a carving of a gnomish face wearing a three horned 
  jester’s cap, which is actually a +3 speed sap, +4 ring of 
  protection, +3 amulet of natural armor, +4 cloak of 
  charisma, circlet of persuasion, dust of disappearance (1 
  application), carpet of flying (6ft. by 9ft.), belt with sewn 
  loops holding 10 alchemists’ fires. 
   
  Role-Playing 
  Note: 
  Warren 
  ap’Hiller 
  always 
  masquerades as The Grand Fool of the Gnomeking’s 
  Court.  He uses his wits as his primary weapon at all 
  times, helping allies with bardic performances, or the 
  occasional spell.  He will enter combat only as a last 
  resort, and will only take alternate form in the most dire 
  of circumstances, or to complete a resounding jest. 
   
  Half-Dragon (Green) / Half-Monstrous-Scorpions (3): 
  CR 8; Huge Dragon (20 ft. long); HD 16d10+48; hp 156 
  (each); Init +0 (Dex); Spd 50, fly 50 (average); AC 20 (-2 
  size, +12 natural) [touch 8, flat-footed 20]; Atks 
  +19/+19/+17/+17 melee (2d8+9 [x2],claws; 2d4+4 and 
  poison, sting; 2d6+4, bite); Face/Reach 10 ft. x 20 ft./10 
  ft.; SA Improved Grab, Squeeze, Poison, Breath Weapon; 
  SQ Low-light Vision, Darkvision 60 feet, Immunities; AL 
  
  Gnome Way Out 
   
  Page 31 
  LE; SV Fort +13, Ref +5, Will +5; Str 29, Dex 10, Con 16, 
  Int 4, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +16, Escape Artist +12, 
  Tumble +12 Hide +0, Spot +7; Fly-by Attack, Hover, 
  Wingover, Multiattack.  
   
  Improved Grab (Ex): If these creatures hit a Large 
  or smaller creature with a claw attack, they deal normal 
  damage and may attempt to start a grapple as a free action 
  without provoking an attack of opportunity and without 
  the need for a touch attack.  If a hold is achieved, the 
  creature pulls its target into its space, and is not 
  considered grappled.  It will then do squeeze damage 
  with each subsequent successful grapple check, and will 
  also attempt to bite and sting.  These creatures prefer 
  making fly-by attacks, using this ability to hit with one 
  claw, and then carrying their victims into the air for 
  further attacks on subsequent rounds if the hold is 
  successful.   
   
  Squeeze (Ex): When these creatures maintain a hold 
  on a Huge or smaller creature, they automatically deal 
  damage with both claws, and attack the same opponent 
  with bite and sting attacks at full value. 
   
  Poison (Ex): Successful stinger attacks deal the 
  listed damage and also deliver injury poison (Fort save 
  [DC 26] resists, 1d8 Str / 1d8 Str). 
   
  Breath Weapon (Su): 1/day -- These creatures can 
  breathe a 30 foot cone of gas (Ref save [DC 17] half, 6d6 
  points of acid damage). 
   
  Immunities (Ex): These creatures are immune to 
  sleep, paralysis, and acid.   
   
  Encounter 3 
  Shambler Dragon: hp 98; See Appendix E. 
   
  Encounter 4 
  Greater Air Elemental: hp 178; See Monster Manual. 
   
  Encounter 5 
  Sasrakananakmasha, The Green of the Gamboge, very 
  old green dragon: CR 18, Huge Dragon (28 ft. long); HD 
  29d12+174; hp 392; Init +4 (Improved Init.); Spd 40, fly 
  150 (poor), swim 40; AC 36 (-2 size, +28 natural) [touch 8, 
  flat-footed 36]; Atks +38/+33/+33/ +33/+33/+33 melee 
  (2d8+11, bite; 2d6+5 [x2], claws; 1d8+5 [x2], wing buffets; 
  2d6+16, tail slap); Face/Reach 10 ft. x 20 ft./10 ft; SA 
  Breath Weapon; SQ Acid immunity, Blindsight, 
  Darkvision 900 ft., Keen Senses, Water breathing, 
  Damage Reduction 15/+2, Spell Resistance 25; AL LE; SV 
  Fort +22, Ref +16, Will +20; Str 33, Dex 10, Con 23, Int 18, 
  Wis 19, Cha 18. 
   
  Skills and Feats: Listen +33, Spot +33, Search +33, 
  Bluff +33, Diplomacy +33, Profession (herbalist) +33, 
  Spellcraft +33, Knowledge (nature) +24, Wilderness Lore 
  +24, Alchemy +24, Concentration +26, Intimidate +14, 
  Jump +12, Sense Motive +15; Improved initiative, Flyby 
  attack, Wingover, Hover, Power Attack, Snatch, Create 
  Infusion, Brew Potion. 
   
  Breath Weapon (Su): 1/1d4 rounds - Cone of 
  corrosive (acid) gas 50 ft. long (Ref save [DC 30] half; 
  18d6 points of acid damage). 
   
  Crush (Ex): While flying or jumping, this dragon 
  can land on opponents as a standard action, using her 
  whole body to crush them.  This attack is effective only 
  against opponents of small or smaller size.  It can effect 
  all such creatures in an area equal to its Face of 10 ft. by 
  20 ft.  Creatures in the effected area take 2d8+16 points of 
  damage and must succeed at a Ref save (DC 30) or be 
  pinned until the dragon moves off of them.  If the dragon 
  chooses to maintain the pin, treat it as a normal grapple 
  attack.  Pinned opponents take 2d8+16 points of damage 
  each round if they don’t escape. 
   
  Frightful Presence (Ex): This fear effect takes place 
  whenever the dragon attacks, charges, or flies overhead.  
  Creatures within a radius of 270 ft., who have fewer than 
  29 HD must succeed at a Will save (DC 28) or be 
  panicked (if 4 or fewer HD), or shaken (if 5 or more HD) 
  for 4d6 rounds. 
   
  Expanded Spell List (Sp): This dragon can cast 
  Plant Domain spells as arcane spells. 
   
  Spells Known (6/7/7/7/7/4; base DC = 14 + spell 
  level): 0 lvl - dancing lights. daze, detect magic, flare, 
  ghost 
  sound. 
  light, 
  ray 
  of 
  frost, 
  mage 
  hand, 
  prestidigitation; 1st lvl -- entangle, charm person, 
  expeditious retreat, hypnotism, magic missile; 2nd lvl -- 
  detect thoughts, invisibility, locate object, mirror 
  image,web; 3rd lvl -- dispel magic, haste, nondetection, 
  stinking cloud; 4th lvl -- control plants, ice storm, 
  improved invisibility; 5th lvl -- wall of thorns, teleport.  
   
  Spell-Like Abilities (Sp): 3/day -- suggestion; 1/day 
  -- plant growth. 
   
  Languages: Common, Draconic, Elvish, Gnoll, 
  Gnomish, Sylvan, Worg. 
   
  Young adult green dragons (2): CR 10, Large Dragon 
  (15 ft. long); HD 17d12+68; hp 204 (each); Init +4 
  
  Gnome Way Out 
   
  Page 32 
  (Improved Init.); Spd 40, fly 150 (poor), swim 40; AC 25 (-
  1 size, +16 natural) [touch 9, flat-footed 25]; Atks 
  +22/+20/+20/ +20/+20/+20 melee (2d6+6, bite; 1d8+3 
  [x2], claws; 1d6+3 [x2], wing buffets; 1d8+9, tail slap); 
  FAC 5 ft. x 10 ft./10 ft.; SA Breath Weapon; SQ Acid 
  immunity, Blindsight, Darkvision 500 ft., Keen Senses, 
  Water breathing, Damage Reduction 5/+1, Spell 
  Resistance 19; AL LE; SV Fort +14, Ref +10, Will +12; Str 
  23, Dex 10, Con 19, Int 14, Wis 15, Cha 14. 
   
  Skills and Feats: Listen +19, Spot +19, Search +19, 
  Bluff +19, Diplomacy +19, Profession (herbalist) +19, 
  Concentration +7; Improved initiative, Flyby attack, 
  Wingover, Hover, Multiattack. 
   
  Breath Weapon (Su): 1/1d4 rounds - Cone of 
  corrosive (acid) gas 40 ft. long (Ref save [DC 22] half; 
  10d6 points of acid damage). 
   
  Frightful Presence (Ex): This fear effect takes place 
  whenever the dragon attacks, charges, or flies overhead.  
  Creatures within a radius of 150 ft., who have fewer than 
  17 HD must succeed at a Will save (DC 20) or be 
  panicked (if 4 or fewer HD), or shaken (if 5 or more HD) 
  for 4d6 rounds. 
   
  Spells Known (6/6; base DC = 12 + spell level): 0 lvl -- 
  daze, detect magic, ray of frost, mage hand, resistance; 1st 
  lvl -- entangle, charm person, magic missile.  
   
  Expanded Spell List (Sp): These dragons have 
  learned how to cast Plant Domain spells as arcane spells 
  from their mother. 
   
  Languages: Draconic, Common. 
   
  
  Gnome Way Out 
   
  Page 33 
  Appendix D: NPC’s and Foes for APL 12
  Encounter 1 
  Duke Grevin Damar, male human Ari9: CR 9, HD 
  9d8+9; hp 61; Init +2 (Dex); Spd 30; AC 14 (+2 Dex, +2 
  bracers) [touch 14, flat-footed 12]; Atks +10/+5 melee 
  (1d6+1/crit 18-20, +1 rapier); AL LG; SV Fort +4, Ref +5, 
  Will +6; Str 10, Dex 14, Con 12, Int 14, Wis 10, Cha 16. 
   
  Skills and Feats: Bluff +12, Diplomacy +14, 
  Innuendo +9, Knowledge (Nyrond history) +11, 
  Knowledge (nobility) +13, Sense Motive +9, Knowledge 
  (local Flinthill) +7, Read Lips +6, Listen +4, Ride +6, 
  Wilderness Lore +3, Spot +2, Speak Language (gnomish, 
  draconic, elvish, sylvan), Skill Focus (Diplomacy), Skill 
  Focus (Knowledge-nobility), Weapon Finesse (rapier), 
  Leadership, Weapon Focus (rapier). 
   
  Possessions: +2 Bracers of Armor, +1 rapier with 
  three gems embedded in the handle (500 gp each). 
   
  The Grand Fool of the Gnomeking’s Court (aka 
  Gnomeking Warren ap’Hiller), male gnome Brd9 / 
  Sor4 / Shftr 3: CR 16, HD 9d6+9 (Brd) + 4d4+4 (Sor) + 
  3d8+3 (Shftr); hp 83; Init +6 (Dex, Improved Initiative); 
  Spd 25 (Dash); AC 25 (+6 magical studded leather armor, 
  +2 Dex, +4 ring, +3 amulet) [touch 14, flat-footed 21]; Atks 
  +13/+13/+8 melee (2d6+3 subdual, +3 merciful speed sap) 
  or +12 ranged touch (1d6 fire, 1 fire to all creatures 
  within 5 feet + 1d6 fire the following round unless 
  smothered, alchemists fire); SQ Gnome Traits, Bardic 
  Music, Bardic Knowledge, Greater Wild Shape; AL NG; 
  SV Fort +8, Ref +12, Will +12; Str 10, Dex 14, Con 12, Int 
  12, Wis 12, Cha 18 (22). 
   
  Skills and Feats: Perform +23, Tumble +20, Bluff +17, 
  Diplomacy 
  +15, 
  Escape 
  Artist 
  +9, 
  Balance 
  +9, 
  Concentration +9, Spellcraft +9, Jump +7, Knowledge 
  (Flinty Hills) +6, Knowledge (nobility) +6, Animal 
  Empathy +6, Wilderness Lore +6, Listen +5, Alchemy +4, 
  Spot +3; Alertness, Endurance, Improved Initiative, 
  Leadership, Acrobatic, Dash. 
   
  Sorcerer Spells Known (6/6/3; base DC=16 + spell 
  level): 0 -- mage hand, mending, detect magic, daze, ray of 
  frost, light; 1st -- expeditious retreat, silent image, shield; 
  2nd -- alter self.  
   
  Bard Spells Known: (3/3/3/2; base DC=16 + spell 
  level): 
  0 
  -- 
  easy 
  math, 
  open/close, 
  per-cussion, 
  prestidigitation, read magic, resistance; 1st -- charm 
  person, cure light wounds, grease, joyful noise; 2nd -- 
  bull’s strength, fortissimo, sound burst, Tasha’s Hideous 
  Laughter; 3rd -- blink, charm monster, emotion. 
   
  Gnome Spells (Sp): 1/day -- dancing lights, ghost 
  sound, prestidigitation. 
   
  Bardic Music (Su): 9/day -- Inspire Courage, 
  Countersong, 
  Fascinate, 
  Inspire 
  Competance, 
  Suggestion, Inspire Greatness.  
   
  Bardic Knowledge (Ex):  Warren ap’Hiller can roll 
  a special bardic knowledge check with a bonus of 10 to 
  see whether he knows some relevant information about 
  local notable people, legendary items, or noteworthy 
  places. 
   
  Greater Wild Shape (Sp): 3/day -- Warren ap’Hiller 
  can take the form of any Tiny, Small, Medium, or Large 
  animal, beast, humanoid, monstrous humanoid, or plant, 
  as long as such a form normally has 16 HD or less.  Each 
  time he assumes another form, he heals 16 points of 
  damage.  He can designate at the time of the change 
  which pieces of his equipment meld into his new form, 
  and which do not.  Nonmelded equipment alters its size 
  to match that of his new form, but retains its 
  functionality. 
   
  Possessions: +3 studded leather armor, jester’s baton 
  with a carving of a gnomish face wearing a three horned 
  jester’s cap, which is actually a +3 merciful speed sap, +4 
  ring of protection, +3 amulet of natural armor, +4 cloak of 
  charisma, circlet of persuasion, dust of disappearance (1 
  application), carpet of flying (6ft. by 9ft.), belt with sewn 
  loops holding 10 alchemists’ fires. 
   
  Role-Playing 
  Note: 
  Warren 
  ap’Hiller 
  always 
  masquerades as The Grand Fool of the Gnomeking’s 
  Court.  He uses his wits as his primary weapon at all 
  times, helping allies with bardic performances, or the 
  occasional spell.  He will enter combat only as a last 
  resort, and will only take alternate form in the most dire 
  of circumstances, or to complete a resounding jest. 
   
  Half-Dragon (Green) / Half-Monstrous-Scorpions (6): 
  CR 8; Huge Dragon (20 ft. long); HD 16d10+48; hp 156 
  (each); Init +0 (Dex); Spd 50, fly 50 (average); AC 20 (-2 
  size, +12 natural) [touch 8, flat-footed 20]; Atks 
  +19/+19/+17/+17 melee (2d8+9 [x2],claws; 2d4+4 and 
  poison, sting; 2d6+4, bite); Face/Reach 10 ft. x 20 ft./10 
  ft.; SA Improved Grab, Squeeze, Poison, Breath Weapon; 
  SQ Low-light Vision, Darkvision 60 feet, Immunities; AL 
  
  Gnome Way Out 
   
  Page 34 
  LE; SV Fort +13, Ref +5, Will +5; Str 29, Dex 10, Con 16, 
  Int 4, Wis 10, Cha 4. 
   
  Skills and Feats: Climb +16, Escape Artist +12, 
  Tumble +12 Hide +0, Spot +7; Fly-by Attack, Hover, 
  Wingover, Multiattack.  
   
  Improved Grab (Ex): If these creatures hit a Large 
  or smaller creature with a claw attack, they deal normal 
  damage and may attempt to start a grapple as a free action 
  without provoking an attack of opportunity and without 
  the need for a touch attack.  If a hold is achieved, the 
  creature pulls its target into its space, and is not 
  considered grappled.  It will then do squeeze damage 
  with each subsequent successful grapple check, and will 
  also attempt to bite and sting.  These creatures prefer 
  making fly-by attacks, using this ability to hit with one 
  claw, and then carrying their victims into the air for 
  further attacks on subsequent rounds if the hold is 
  successful.   
   
  Squeeze (Ex): When these creatures maintain a hold 
  on a Huge or smaller creature, they automatically deal 
  damage with both claws, and attack the same opponent 
  with bite and sting attacks at full value. 
   
  Poison (Ex): Successful stinger attacks deal the 
  listed damage and also deliver injury poison (Fort save 
  [DC 26] resists, 1d8 Str / 1d8 Str). 
   
  Breath Weapon (Su): 1/day -- These creatures can 
  breathe a 30 foot cone of gas (Ref save [DC 17] half, 6d6 
  points of acid damage). 
   
  Immunities (Ex): These creatures are immune to 
  sleep, paralysis, and acid.   
   
  Encounter 3 
  Shambler Dragon: hp 98; See Appendix E. 
   
  Encounter 4 
  Greater Air Elemental (2): hp 178 (each); See Monster 
  Manual. 
   
  Encounter 5 
  Sasrakananakmasha, The Green of the Gamboge, very 
  old green dragon: CR 18, Huge Dragon (28 ft. long); HD 
  29d12+174; hp 392; Init +4 (Improved Init.); Spd 40, fly 
  150 (poor), swim 40; AC 36 (-2 size, +28 natural) [touch 8, 
  flat-footed 36]; Atks +38/+33/+33/ +33/+33/+33 melee 
  (2d8+11, bite; 2d6+5 [x2], claws; 1d8+5 [x2], wing buffets; 
  2d6+16, tail slap); Face/Reach 10 ft. x 20 ft./10 ft; SA 
  Breath Weapon; SQ Acid immunity, Blindsight, 
  Darkvision 900 ft., Keen Senses, Water breathing, 
  Damage Reduction 15/+2, Spell Resistance 25; AL LE; SV 
  Fort +22, Ref +16, Will +20; Str 33, Dex 10, Con 23, Int 18, 
  Wis 19, Cha 18. 
   
  Skills and Feats: Listen +33, Spot +33, Search +33, 
  Bluff +33, Diplomacy +33, Profession (herbalist) +33, 
  Spellcraft +33, Knowledge (nature) +24, Wilderness Lore 
  +24, Alchemy +24, Concentration +26, Intimidate +14, 
  Jump +12, Sense Motive +15; Improved initiative, Flyby 
  attack, Wingover, Hover, Power Attack, Snatch, Create 
  Infusion, Brew Potion. 
   
  Breath Weapon (Su): 1/1d4 rounds - Cone of 
  corrosive (acid) gas 50 ft. long (Ref save [DC 30] half; 
  18d6 points of acid damage). 
   
  Crush (Ex): While flying or jumping, this dragon 
  can land on opponents as a standard action, using her 
  whole body to crush them.  This attack is effective only 
  against opponents of small or smaller size.  It can effect 
  all such creatures in an area equal to its Face of 10 ft. by 
  20 ft.  Creatures in the effected area take 2d8+16 points of 
  damage and must succeed at a Ref save (DC 30) or be 
  pinned until the dragon moves off of them.  If the dragon 
  chooses to maintain the pin, treat it as a normal grapple 
  attack.  Pinned opponents take 2d8+16 points of damage 
  each round if they don’t escape. 
   
  Frightful Presence (Ex): This fear effect takes place 
  whenever the dragon attacks, charges, or flies overhead.  
  Creatures within a radius of 270 ft., who have fewer than 
  29 HD must succeed at a Will save (DC 28) or be 
  panicked (if 4 or fewer HD), or shaken (if 5 or more HD) 
  for 4d6 rounds. 
   
  Expanded Spell List (Sp): This dragon can cast 
  Plant Domain spells as arcane spells. 
   
  Spells Known (6/7/7/7/7/4; base DC = 14 + spell 
  level): 0 lvl - dancing lights. daze, detect magic, flare, 
  ghost 
  sound. 
  light, 
  ray 
  of 
  frost, 
  mage 
  hand, 
  prestidigitation; 1st lvl -- entangle, charm person, 
  expeditious retreat, hypnotism, magic missile; 2nd lvl -- 
  detect thoughts, invisibility, locate object, mirror 
  image,web; 3rd lvl -- dispel magic, haste, nondetection, 
  stinking cloud; 4th lvl -- control plants, ice storm, 
  improved invisibility; 5th lvl -- wall of thorns, teleport.  
   
  Spell-Like Abilities (Sp): 3/day -- suggestion; 1/day 
  -- plant growth. 
   
  Languages: Common, Draconic, Elvish, Gnoll, 
  Gnomish, Sylvan, Worg. 
   
  
  Gnome Way Out 
   
  Page 35 
  Adult green dragons (2): CR 12, Huge Dragon (20 ft. 
  long); HD 20d12+100; hp 255 (each); Init +4 (Improved 
  Init.); Spd 40, fly 150 (poor), swim 40; AC 27 (-2 size, +19 
  natural) 
  [touch 
  8, 
  flat-footed 
  27]; 
  Atks 
  +26/+24/+24/+24/+24/+24 melee (2d8+8, bite; 2d6+4 [x2], 
  claws; 1d8+4 [x2], wing buffets; 2d6+12, tail slap); FAC 10 
  ft. x 20 ft./10 ft.; SA Breath Weapon, Crush; SQ Acid 
  immunity, Blindsight, Darkvision 600 ft., Keen Senses, 
  Water breathing, Damage Reduction 5/+1, Spell 
  Resistance 21; AL LE; SV Fort +17, Ref +12, Will +15; Str 
  27, Dex 10, Con 21, Int 16, Wis 17, Cha 16. 
   
  Skills and Feats: Listen +23, Spot +23, Search +23, 
  Bluff +23, Diplomacy +23, Profession (herbalist) +23, 
  Concentration +17; Improved initiative, Flyby attack, 
  Wingover, Hover, Multiattack. 
   
  Crush (Ex): While flying or jumping, these dragons 
  can land on opponents as a standard action, using their 
  whole bodies to crush them.  This attack is effective only 
  against opponents of small or smaller size.  It can effect 
  all such creatures in an area equal to its Face of 10 ft. by 
  20 ft.  Creatures in the effected area take 2d8+12 points of 
  damage and must succeed at a Ref save (DC 25) or be 
  pinned until the dragon moves off of them.  If the dragon 
  chooses to maintain the pin, treat it as a normal grapple 
  attack.  Pinned opponents take 2d8+12 points of damage 
  each round if they don’t escape. 
   
  Breath Weapon (Su): 1/1d4 rounds - Cone of 
  corrosive (acid) gas 50 ft. long (Ref save [DC 25] half; 
  12d6 points of acid damage). 
   
  Frightful Presence (Ex): This fear effect takes place 
  whenever the dragon attacks, charges, or flies overhead.  
  Creatures within a radius of 180 ft., who have fewer than 
  20 HD must succeed at a Will save (DC 23) or be 
  panicked (if 4 or fewer HD), or shaken (if 5 or more HD) 
  for 4d6 rounds. 
   
  Spells Known (6/7/5; base DC = 14 + spell level): 0 
  lvl -- daze, detect magic, ray of frost, mage hand, 
  resistance, mending; 1st lvl -- entangle, charm person, 
  magic missile, ray of enfeeblement; 2nd lvl -- protection 
  from arrows, ice knife.  
   
  Expanded Spell List (Sp): These dragons have 
  learned how to cast Plant Domain spells as arcane spells 
  from their mother. 
   
  Spell-Like Abilities (Sp): 3/day -- suggestion. 
   
  Languages: Draconic, Common. 
   
  
  Gnome Way Out 
   
  Page 36 
  Appendix E: New Rules Items
  “Thorn” “Drakesthorn” “Drakeseeker” 
  “Drakesbane” 
   
  The 
  spear 
  of 
  the 
  once-powerful 
  Illusionist 
  Zithidimus Seemslinger was an upgrade item for the 
  region of Nyrond.  It is an item of legend, and was 
  originally handed out in the previous scenario from this 
  trilogy, “The Silence of the Gnomes”.  Information about 
  the spear is repeated here for purposes of upgrading the 
  item, originally documented in “The Silence of the 
  Gnomes”. 
   
  When first encountered, the item was a finely 
  wrought, handsomely ornamented masterwork halfspear, 
  with the word, “Thorn”, worked upon its shaft in filigree. 
   The weapon upgrades if it ever tastes dragon blood 
  (defined as hitting and causing damage to any creature of 
  the dragon classification, except pseudo-dragons or 
  wyverns). 
   
  When Thorn tastes dragon blood, its filigreed name 
  becomes, “Drakesthorn” on the shaft.  Special descriptive 
  boxed text was included in “The Silence of the Gnomes” 
  in the event that this happened during the course of that 
  scenario. The text is also included in this scenario, in the 
  event that the spear tastes dragon blood for the first time 
  here.  But, regardless of when it happens, the first 
  upgraded version of the weapon is a +1 spear of size 
  alteration.  
   
  Drakesthorn 
   
  This 
  +1 
  spear 
  was 
  created 
  by 
  Zithidimus 
  Seemslinger, powerful Illusionist and figure of gnomish 
  folklore in the Flinty Hills.  Its haft is of richly grained 
  and polished rosewood, deeply stained a ruddy hue.  The 
  head of the spear is finely scrollworked mithril, and joins 
  with the haft in delicate filigree that also spells out its 
  name in Draconic: “Drakesthorn”.  The spear has the 
  following powers: 
   
   
  Size alteration (Sp): as a move-equivalent action 
  requiring concentration that does not provoke attacks of 
  opportunity, the wielder of this weapon can make it 
  transform into one of three forms: a halfspear, a 
  shortspear, or a longspear.  The weapon conforms to the 
  statistics appropriate for each weapon type while in that 
  specific form. Market Price: +1 bonus. 
   
   
  Dragon setting (Su): if the wielder of this weapon 
  uses a ready action to set the spear against a dragon’s 
  attack, it will grant a single attack of opportunity against 
  that dragon’s charge, crush, grapple, snatch, tail slap, tail 
  sweep, or wing buffet, and will deal double damage if a 
  hit is scored. Market Price: +1 bonus. 
   
  Drakeseeker 
   
  Like Thorn, Drakesthorn also upgrades if the 
  weapon tastes dragon blood in another battle, although 
  the spear can only upgrade at most once per scenario.  If 
  it upgraded to “Drakesthorn” for the first time in this 
  scenario, it will not upgrade a second time as well.  
  Descriptive text for the second upgrade is included 
  earlier in this scenario, and should be read to the players 
  if a PC succeeded in drawing dragon’s blood with it for 
  the second time in this scenario. This second upgrade 
  version of the weapon, “Drakeseeker”, retains all previous 
  powers, increases to +2 enhancement, and gains the 
  returning ability. 
   
   
  Finally, when Drakeseeker draws blood again from a 
  dragon in a new scenario, its filigreed name will become, 
  “Drakesbane”. That will be the final version of the 
  weapon, and will be detailed in the third part of this 
  trilogy.  If a PC with “Drakeseeker” draws dragon blood 
  with it before that time, the player can contact the 
  Nyrond Triad for details on “Drakesbane”.  
   
  Creation 
   
  Here are the item creation statistics for these new 
  rules items, originally introduced in “The Silence of the 
  Gnomes”. 
   
  Thorn 
   
  Masterwork halfspear. 
   
  
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  Drakesthorn 
   
  Caster Level: 15th; Prerequisites: Craft Magic Arms 
  and Armor, polymorph any object, and sympathy; Market 
  Price: 18,305 gp: Cost to Create: 9,305 gp + 732 XP. 
   
  Drakeseeker 
   
  Caster Level: 16th; Prerequisites: Craft Magic Arms 
  and Armor, polymorph any object, sympathy, and 
  telekinesis; Market Price: 32,305 gp: Cost to Create: 
  16,305 gp + 1,292 XP. 
   
  Note that the Nyrond Triad has determined that it is not 
  possible for PC’s to sell any version of this legendary 
  item. 
  Gnomish Staff of Illusion 
   
  In encounter 2, solving a specific riddle in the Grand 
  Fool’s riddle-test will give PC’s access to purchase the 
  following new item. 
   
  Gnomish Staff of Illusion: Made of special fluted metals 
  which gleam all colors of the rainbow under light, this 
  staff is sized for a Small character (Medium-size simple 
  weapon; 1d4/1d4 points of damage when used as a 
  quarterstaff, or 1d6 points of damage as a club), and 
  allows the use of the following spells: 
   
  Minor image (1 charge) 
  Shadow Evocation (2 charges) 
   
  Caster Level: 9th; Prerequisites: Craft Staff, minor image, 
  shadow evocation; Market Price: 20,000 gp. (Regional) 
   
  Shambler Dragon 
   
  In encounter 3, the PC’s will be approached by a very 
  strange plant being, who is one of a very small race 
  created and discarded by Sasrakananakmasha, The Green 
  of the Gamboge.  She found very little use for them once 
  they awoke to sentience and displayed a tendency toward 
  good that she had no use for.  The green dragon 
  destroyed most of the creatures, and left the rest for dead 
  in the Gamboge Forest, but the creatures have recently 
  found that they can reproduce, and their survival is now 
  open to debate. 
   
  A shambler dragon resembles a Large to Huge 
  dragon in form, although its body is made up of plant 
  fibers which continually ooze a grayish green sap.  Its tail 
  and wing structures are actually very strong tendrils of 
  plant fiber which can whip out to the full extent of its 
  reach, and are used for defense rather than locomotion.  
  The limbs of the creature end in very sharp thorns 
  resembling talons, and the maw of the creature is lined 
  with similar thorns, resembling a dragon’s teeth. 
   
  Shambler dragons do not require food for 
  sustenance, and are not carnivorous.  Their tails and 
  wings can burrow into the earth like roots, and they 
  derive nourishment as plants.  They are asexual and lay 
  seeds as dragons do eggs.  But, the tortured creatures have 
  another environmental requirement.  They require acid 
  to the same degree that an amphibian requires water.  
  Although they can live outside of an acid environment 
  for several hours, they begin to harden and calcify 
  without it.  A shambler dragon who does not have a 
  source of acid anywhere nearby will slow, harden, and 
  become as solid as an oak, eventually transforming 
  completely into petrified wood, and dying. 
   
  Shambler Dragon: CR 10, Huge Plant (20 ft. long); HD 
  10d8+50; hp 98; Init +0 (Dex); Spd 20, swim 40; AC 16 (-2 
  size, +8 natural) [touch 8, flat-footed 16]; Atks 
  +16/+16/+14/+14/ +14/+14 melee (2d6+9 [x2], wing 
  tendril slams; 1d8+13, tail tendril slap; 1d6+4 [x2], claw 
  thorns, 2d6+4, bite); FAC 10 ft x 20 ft./ 10 ft.; SQ Acid 
  environment, 
  Plant 
  traits, 
  Transport 
  via 
  plants, 
  Woodsense; AL NG; SV Fort +13, Ref +4, Will +4; Str 28, 
  Dex 10, Con 20, Int 8, Wis 11, Cha 6. 
   
  Skills and Feats: Multiattack. 
   
  Acid Environment (Ex): This creature is immune to 
  the damaging effects of acid, and in fact requires it.  
  Without regular exposure to acid, the creature begins to 
  die.  It is slow as per the spell, after 3d4 hours without 
  acid, and is immobile 2d6 hours after that.  Once 
  immobile, the creature will petrify and die 2d12 hours 
  later. 
   
  Plant Traits (Ex): A shambler dragon is immune to 
  poison, sleep, paralysis, stunning, and polymorphing.  It 
  is not subject to critical hits or mind-affecting effects.  It 
  has low-light vision.  
   
  Transport Via Plants (Sp): A shambler dragon can 
  transport via plants at will, as the spell cast by a 12th level 
  druid, except that it can take all creatures touching it 
  along with it or not as it chooses. 
   
  Woodsense 
  (Ex): 
  A 
  shambler 
  dragon 
  can 
  automatically sense the location of anything within 60 
  
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  feet that is in contact with vegetation, even objects or 
  creatures that are not in contact with the same vegetation 
  as it is. 
   
  Languages: Shambler dragons cannot speak, except 
  under the effects of a speak with plants spell or similar 
  magic. 
   
  Treasure: None. 
   
  Note: This new creature is advanced, being a leader of its 
  race.  Shambler dragons range from Large (4 HD) to 
  Huge (5 to 16 HD). 
   
  Dragon Aging Formula 
   
  In encounter 5, the PC’s will discover the prototype 
  for Sasrakananakmasha’s allusive dragon aging formula.   
   
  Essentially this formula is an extremely complicated 
  combination of a potion, an alchemical recipe, and an 
  infusion.  No one on Oerth besides the Green of the 
  Gamboge has any clue how to reproduce it, and the 
  formula’s stability is untested as of yet.  It may have 
  harmful, or even fatal side effects over the long run, and 
  the willingness of the green dragon to experiment with 
  the formula on her own clutches only speaks to her 
  overriding evil. 
   
  The formula smells like a cross between decaying 
  vegetation and rotting flesh.  Any creature not of the 
  dragon classification who imbibes the formula must 
  make a Fort save (DC 30) or die instantly, leaving behind 
  an ancient desiccated husk of a corpse. If the Fort save is 
  successful, a drinker will still take 10d6 points of damage. 
   Immunity to poison will not prevent the need for this 
  save, as the formula is much more than a poison.  
  Likewise, the formula is more than a potion, and spell 
  resistence will not wholely protect an imbiber. If a 
  drinker has both immunity to poison and spell 
  resistence, the formula must beat the imbiber’s SR with a 
  roll of 1d20+11 to affect the PC, but even if it fails to kill, 
  the formula will nauseate anyone who drinks it for 2d12 
  hours.  
   
  Creatures of the dragon classification may imbibe a 
  draught of the formula up to once per month.  More 
  frequent applications will cause even a dragon to be 
  affected as a non-dragon, above. Each successfully 
  administered draught of the formula ages a dragon by 50 
  years in a very painful growth spurt that lasts 2d12 hours.  
   
  Creation 
   
  Caster Level: 11th; Prerequisites: Brew Potion, 
  Create Infusion, spellcaster level 11th+, caster must have 
  20+ ranks in both Alchemy and Profession (herbalist), 
  plant growth, control plants; Market Price: 3,150 gp: Cost 
  to Create: 1,575 gp + 125 XP. 
   
  Note that this formula cannot currently be reproduced by 
  anyone except Sasrakananak-masha, and she hoards the 
  knowledge.  The creation statistics above are provided 
  only as reference.  A single draught is all that the PC’s 
  may recover. 
   
   
  
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  Judge’s Aid #1 
   
  
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  Duke
  Performance
  Area
  Grand Fool’s Entrance
  Guest PC
  Guest PC
  Guest PC
  Guest PC
  Guest PC
  Guest PC
  To / From Kitchens
  Palace
  Adventurer
  PC
  PC
  PC
  PC
  PC
  PC
  Adventurer
  Adventurer
  Adventurer
  Adventurer
  Adventurer
  Other Tables
  Stage
  Courtyard
  
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  Judge’s Aid #2 
   
  
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  Judge’s Aid #3 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR3-04 - Gnome Way Out.pdf