"Special" doesn't begin to describe these gnomes. Words that come to mind to describe them are frowned upon in civilized society...much like these gnomes are. Their king is "mad". Their queen glued to a chair. And you're in search of a "shapechanger"...this was definitely NOT in the "Acq Inc Beginners Guide to Adventuring".
Well...the orcs went down pretty easily. And after being put down, a couple of the party put their heads on pikes. Now that's making a statement and if Acqusition Inc. franchises know anything, it's how to make a statement! After getting some rest the part set forth to Gnomengarde. There was a small hiccup with some bees on the way (aka Giant Wasps), but all in all the travels were uneventful, minus the dreary, moist, weather. Arriving at Gnomengarde around dusk, you're greeted by a river leading from a cavern and waterfall in the mountain face. Two small islands, covered in "odd" mushrooms sit in the center of the river and not a soul abounds. After a cursory investigation of the islands, you made your way up an embankment on the east side and find yourselves at the door to what appears to be a kitchen. Upon entering, you're greeted by 5 gnomes and an overly complex set of pulleys & ropes on the ceiling for storing "things". A gnome female stands against the far wall, holding a poker and stoking the fire. A second, a male, appears to use an overly complex press-like contraption to squeeze a liquid out of a red mushroom, into what appear to be flasks. A third gnome, also female, stands atop a low table in the center of the room, using a giant mechanical contraption rolling pin type thingy, to roll out green bread-like dough. A fourth stands at the end of the same table, focusing unwavering as it "sculpts" the dough into perfect bread shapes. It's facial expression and tongue hang out it's mouth, looking as if it suffers from some mental or psychological illness. Finally, a fifth teeters precariously on a stool, trying to mash some purple mushroom into a barrel. Clearly "special" doesn't adequately describe these gnomes. A fleeting thought crosses your minds: "Maybe we should just forget we came here and head back to town". But no, the town master needs to know if these gnomes have anything that might be of use against the white dragon. With an exasperated "sigh", you step in to the kitchen and greet the gnomes...
What could go wrong? What could really go wrong? First a manticore, then a white dragon. Now a horde of orcs. The dwarves were easy enough to deal with, even if a bit salty. But Orcs...why orcs. They just had to show up while trying to camp for the evening. And they're not friendly... not in the least.
As new adventurers, what could go wrong? Well apparently a whole lot! Nobody said there would be dragons, much less in the first week of adventuring! Maybe that basic funerary cost from Acquisitions Inc will be used sooner rather than later. With a Manticore head in hand and a greeting with your first dragon, you stand at the old windmill, ready to find the dwarf prospectors and some autistic rock gnomes. You dare think "what else could go wrong"...but then think "better not jinx yourselves".
Down on your luck and in some po-dunk, know-nothing town, you're up against a wall to make it or break it for your very own Acquisitions Inc. franchise. What could go wrong?