Grotto of Golden Gargoyle

Notes

  • Treat “turns” as dungeon cycles, as each PC has only one turn per cycle.
  • Petrification Curse: Victim slowly turns to stone.
    • Each day the player rolls 1d6 to determine which body part turns to stone (reroll duplicates):
    • 1: Nose, 2: Fingers, 3: Ears, 4: Toes, 5: Forehead, 6: Lips.
    • After a week they are fully petrified.

Rooms

1. The Spiked Chamber

  • Save DEX or get impaled and take d6 STR damage. Falling to the floor causes d4 STR damage.

2. The Fungal Cave

Fungi

  • Blood Fungus: Roll 1d6. On a 1-2 the character acquires the _petrification curse.
  • Reapers: 1d4 STR damage, then deals increased damage die (1d6 > 1d8 > 1d10 > 1d12 > 1d20) every 3 dungeon cycles, after which it abates.

3. Bat Saddlery

  • As written.

4. Shrine of the Golden Gargoyle

  • 160sp can be converted to 16gp.
  • See bestiary below.

5. The Crypts

  • Swap out the “spell book” spells for the “Spell Book” entry in Treasure.

6. The Cooking Cave

  • As written.

7. The Pit

  • As written.

8. Tomb of Karthras the Cold

  • Same.

Inside the Sarcophagus

  • Same.

Treasure

If an item isn’t on this list, treat its abilities and value as written.

  • Batwing Potion: Grow wings and fly for 30 minutes. Curse: Roll 1d6. On a 1 the character acquires the petrification curse.
  • Vampire Knight Armor: 1 Armor per set (max total of 3 Armor when completed), bulky. Six pieces total (1 head, 1 torso, 2 arms, 2 legs). Scythe Gauntlet (d8, blast). STR save to wrest control from the armor if activated.
  • Horned Crown: Same.
  • Thirst: d8, on critical damage (death) heal STR damage dealt. WIL save or Raise Dead (as written in the 2e Warden’s Guide).
  • Black Mail: 2 Armor.
  • Spell Book:
    • Talk With Dead: Use the Raise Spirit Spellbook.
    • Neutralize Poison: A nearby poisonous substance becomes inert.
    • Summon A Cockroach Sized Demon: Summons a tiny demonic being onto your plane. It doesn’t care about you.

Monsters and NPCs

Giant Carnivorous Snail

6 HP, 2 Armor, 16 STR, 6 DEX, 12 WIL, bite (d10)

Goblin

4 HP, 8 STR, 12 DEX, 8 WIL, dagger (d6) or sling (d6)

  • Optionally choose: bow (d6), club (d6), or spear (d8)
  • Roll 1d6: on a 1-3 they carry a batwing potion.

Ghostly Knight

  • As written.

Kathras the Cold (Spirit)

  • As written.

Lizard Tail

4 HP, 1 Armor, 8 STR, 12 DEX, 8 WIL, arms (d6+d6)

  • Recovers 1d4 STR at the start of each round.
  • When he takes critical damage with a blade, regrow his limbs (d4):
    • [1.] Club (d8)
    • [2.] Regular arm.
    • [3.] x Bat wings (needs 2 to fly)
    • [4.] 2 limbs (gain the blast property)
  • Cocked: As written.

Noggin “the Alchemist”

4 HP, 6/14 STR, 8 DEX, 11 WIL, Shiv (d6)

  • Shiv: Covered in Reaper Fungus

Servants of Karthras

3 HP, 6 STR, 12 DEX, 5 WIL, dagger (d6)

  • Mist Form: Temporarily convert a creature’s body into living mist - must close your eyes and chant to maintain it.

Seriph

4 HP, 11 STR, 14 DEX, 10 WIL, dagger (d6)

  • Ice Dagger: Ranged attack (d6 damage to STR). Once per combat.

Stone-Toes

2 HP, 2 Armor, 10 STR, 6 DEX, 14 WIL, dual scimitars (d8+d8)

  • Has 12 HP while flying.

Vampire Knight Armor

  • 8 HP, 3 Armor, 16 STR, 10 DEX, 1 WIL, battle axe (d10+d10)