Grotto of Golden Gargoyle
- Grotto of Golden Gargoyle by Brendan Barnett
- Conversion by Yochai Gal
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)