A race to uncover how to reach Garl Glittergold or draw his attention before Steve’s soul is lost forever.
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## **Hook: Steve’s Soul is Missing**
She’s alive but **vacant**, sometimes **muttering in Gnomish** despite never speaking it before. A faint **golden shimmer** lingers around her.
Through investigation or divine magic (_Legend Lore, Commune, or Detect Magic_),
The party learns:
- **Garl Glittergold** has **claimed Steve’s soul**.
- The party must **either find a way to reach Garl** or **force him to notice them**.
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## **Phase 1: Finding Those Who Still Follow Garl**
To learn how to get to Garl, the party must **track down his remaining followers** in the Material Plane.
### **Potential Leads:**
1. **The Goldmask Tricksters**:
A **secret guild of illusionists and pranksters** who still **revere Garl**.
- To gain their help, the party must **prove their cleverness** by:
- Pulling off an impressive **prank**.
- Winning a **game of deception, riddles, or trade**.
- They know **stories of how others have contacted Garl before**.
2. **A Gnome Merchant ("Tippy Goldhat")** :
A traveling trader selling “lucky” charms and trinkets.
- He won’t talk for free, he demands a trade or wager.
- If convinced, he shares rumours of a hidden shrine to Garl.
3. **A Mad Gnome Hermit ("Periwinkle Jinglepot")** :
Once a devoted cleric of Garl, but now cursed to forget everything except jokes.
- Hidden inside his nonsense ramblings are clues to where Garl's influence remains strongest.
- The party must piece together his broken memories to uncover a lost location tied to Garl.
### **Outcome of This Phase:**
- The party either discovers how to physically reach a place where Garl’s presence is strongest
- Or they learn how to force Garl to notice them (_via a legendary prank, wager).
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## **Phase 2: Finding Garl’s Shrine
Through the clues they’ve gathered, the party discovers a forgotten shrine to Garl hidden in an old gnome vault or abandoned gold mine.
### **Inside the Shrine, They Find:**
- **A riddle-inscribed altar**:
"I stand in stone, still and tall,
Yet joy unlocks my hidden call.
A face once stern, now bright with glee
Tell me, traveller, what sets me free?"
To activate the shrine, the party must make the statue Laugh
Once completed, a golden shimmer fills the room, and the party feels Garl’s presence but they still need to convince him to interact directly.
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## **Phase 3: Forcing Garl to Notice Them
If the party cannot find a way to Garl’s shrine, they must
draw his attention through an act so bold he cannot ignore them.
### **Ways to Get Garl’s Attention:**
1. **A Divine-Level Prank**
- If the party pulls off a legendary prank, Garl may appear just for the laugh.
2. **A High-Stakes Gamble**
- If the party wagers something amusing or valuable , Garl might take notice.
3. **Breaking His Rules**
- If they:
- outwit or trick his followers,
- break a sacred gnomish custom, or
- challenge his authority with a cunning deception,
- Garl may appear to “correct” their mistake in the most chaotic way possible.
### **Outcome of This Phase:**
- If successful, Garl manifests whether through a disguised form or a direct appearance
- He laughs at their effort, but refuses to return Steve’s soul without a challenge.
- This sets up the Three Games of Garl, where the party must win Steve’s soul back on Garl’s terms.