0% found this document useful (0 votes)
49 views4 pages

Lair of The Gorgon

The document describes an underground ruin area with multiple rooms and encounters. Key points include: - The surface ruins contain two entrances, one guarded by living iron statues and one trapped. Prince Erin's Folly above holds hobgoblins. - The entrance chambers hold troglodytes, an orcish temple, and troglodyte ghouls guarding barricaded stairs. - The main ruins have rooms with gnomes, oozes, cursed statues and tapestries, a cockatrice, well, and giant weasels. - The depths' rooms include more iron statues, an iron bull, and shadows attacking in a pit holding treasure and a cursed remains.

Uploaded by

Eddy Fielding
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
49 views4 pages

Lair of The Gorgon

The document describes an underground ruin area with multiple rooms and encounters. Key points include: - The surface ruins contain two entrances, one guarded by living iron statues and one trapped. Prince Erin's Folly above holds hobgoblins. - The entrance chambers hold troglodytes, an orcish temple, and troglodyte ghouls guarding barricaded stairs. - The main ruins have rooms with gnomes, oozes, cursed statues and tapestries, a cockatrice, well, and giant weasels. - The depths' rooms include more iron statues, an iron bull, and shadows attacking in a pit holding treasure and a cursed remains.

Uploaded by

Eddy Fielding
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
You are on page 1/ 4

AREA A – THE SURFACE RUINS

The ruins can be found by looking for Prince Erin’s Folly, a small fortress on a hilltop.
Just below the fortress are the ruins of a few buildings and part of a structure built into
the hillside. There are two entrances into the ruins from here – one is a very well
concealed secret door in the ruins built into the hillside,the other being a trap door
concealed beneath leaves and litter in the southern portion of the ruined buildings (the
one without the tree).

1. The Guarded Entrance – A pair of Iron Living Statues (AC: 2, HD: 4, hp: 24, 21,
Mv: 30’ (10’), Att: 2, Dmg: 1d8/1d8, Sv: F4, M: 11, special: absorbs non-magic metal
weapons) guard this entrance and will not leave the room. Anyone passing through the
archway to the stairs without saying “gorgon”in orcish must save versus spells or be
rendered unconscious for d6+1 turns. These stairs lead to areas 8 and 15.
2. Prince Erin’s Folly – 12 Hobgoblins (AC: 6, HD: 1+1, hp: 9, 8, 8, 8, 7, 6, 6, 6, 5, 5,
4, 3, Mv: 90’ (30’), Att: 1, Dmg: 1d8, Sv: F1, M: 8 ) have set up here while tryingto
figure out where their prey went. They are split between the rooms, with a few on guard
on the roof. In a locked and poison needle-trapped cofferthey have 3,000 gp. The 8 hp
hobgoblins each have a 100 gp emerald.

AREA B – ENTRANCE CHAMBERS


3. The Escaped Prey – 5 Troglodytes (AC: 5, HD: 2*, Mv: 120’ (40’), Att: 3, Dmg: 1d4
(x3), Sv: F2, M: 9) are resting and preparing to return to the surface.
4. Orcish Temple – remains of mosaics on the wall hint that this was once a temple to
one or more orc gods. It is being used as a latrine by the trogs.
5. Barricaded Stairs – the door to this room is barricaded with remnants of furniture
from room 4. A pair of Troglodyte Ghouls (AC: 6, HD: 3**, hp: 15, 16, Mv: 90’ (30’),
Att: 3, Dmg: 1d3 (x3) + paralysis, Sv: F3, M: 9, Special: paralysis, camouflage (surprise
on 1-4) and troglodyte stink) wait for their companions to free them again. The stairs
lead to room 6.

AREA C – THE MAIN RUINS


6. Torchlight – This chamber has spiral stairs leading up to room 5. Sconces in the
north and south walls contain torches that light magically when someone enters the
room. Any torch will work in the sconces, and the torch burns down as normal.
7. An Infestation of Gnomes – The orcs once kept a slave population of gnomes that
still thrive in the darkness, eating mushrooms, slimes and each other. Each of the three
rooms along this hall is home to d8+1 Feral Gnomes (AC: 5, HD: 1+1, Mv: 60’ (20’),
Att: 1, Dmg: 1d6, Sv: D1, M: 9). Between the three rooms there is a potion of healing, a
potion of growth, and 4 gems (50, 100, 100 and 500 gp values).
8. Warlord’s Respite – The stairs to the north of this room go up to area 1 and down
to area 15. The pillars are carved with representations of orcish warlords and the
tapestry on the south wall shows an orc in black armour standing over a mass of gnome
slaves. Anyone touching this tapestry must save versus spells or be struck by a feeble
curse (from the random curse table).
9. Slime – A mass of mushrooms fill this moist room, and the floor is covered in slime
mold. A Gray Ooze (AC: 8, HD: 3*, hp: 15, Mv: 10’ (3’), Att: 1, Dmg: 2d8, Sv: F2, M:
12) is lurking on the floor waiting for tasty gnomes.
10. Slime Redux – The floor of this room is covered in an immense Gray Ooze (AC: 8,
HD: 5*, hp: 26, Mv: 10’ (3’), Att: 1, Dmg: 2d8+2, Sv: F3, M: 12) that has eaten the
other mushrooms and is encroaching on the dais in the corner. The only other living
thing is the mass of Green Slime on the ceiling (AC: n/a, HD: 2, hp: 7, Mv: 3’ (1’), Att:
1, Dmg: special, Sv: F1, M: 12). On the dais is an iron throne. Anyone sitting on the
throne must save versus magic. If the save succeeds, they gain +1 Strength for 12
hours. If they fail, they suffer a curse (roll on the random curse table).
11. Displayed Stone – The room at the top of these stairs contains a raised platform
with two statues of orcs in combat poses. They could definitely be mistaken for orcs
turned to stone by a gorgon or something similar.
12. Premonitions – This room is full of statuary of various things, including many small
animals, a few gnomes, and a few that were evidently adventurers. One is an actual
statue of an orc warrior which contains a secret compartment containing a wand of cold
with 5 charges. Opening the compartment releases a poisonous dust (save versus poison
or suffer 3d12 damage).
13. The Cockatrice – this was once home to a cockatrice which was slain by the
gnomes when it got out of hand. Now 4 Gnomes (AC: 5, HD: 1+1, hp: 9, 8, 7, 5, Mv:
60’ (20’), Att: 1, Dmg: 1d6, Sv: D1, M: 9) and a Gnomish Sorcerer (AC: 5, HD: 4, hp:
12, Mv: 60’ (20’), Att: 1, Dmg: 1d6, Sv: D1, M: 9, Special: sleep, charm person, mirror
image, web) live here with the dead cockatrice set up on wires to distract attackers. The
sorcerer has the key to the well room south of room 14.
14. Well Chamber – The room to the south of this chamber contains a fresh water well.
The door to that room is locked. This room contains several barrels of water drawn from
the well, a few buckets and old water-logged rope. A pair of Giant Weasels guard the
room for the gnomes (AC: 7, HD: 4+4, hp: 30, 16, Mv: 150’ (50’), Att: 1, Dmg: 2d4,
Sv: F3, M: 8 )

AREA D – THE DEPTHS


15. Antechamber – A pair of Iron Living Statues (AC: 2, HD: 4, hp: 24, 21, Mv: 30’
(10’), Att: 2, Dmg: 1d8/1d8, Sv: F4, M: 11, special: absorbs non-magic metal weapons)
guard this antechamber and will not leave the room, nor will they attack the iron bull
from area 16 if it comes through here.
16. The Iron Bull – This room is decorated with tattered tapestries and is home to the
Iron Bull (AC: 3, HD: 4*, Move: 90’ (30’), Att: 1, Dmg: 1d12, Sv: F4, M: 10) The iron
bull is a massive undead bull covered in metal plates. Upon first coming into contact with
the iron bull, all characters must save versus paralysis or be paralyzed in fear for 1d6+1
rounds. The iron bull regenerates 3 hp per round. On the west wall is a ruined bookshelf
and scattered among the wrecked books are two scrolls – a scroll of protection from
lycanthropes and a cursed scroll (roll on the random curse table).
17. The Lost Pit – This secret chamber contains a deep (20’) central pit with stairs
leading down around the periphery. 5 Shadows of long-dead elves attack any who enter
the room (AC: 7, HD: 2+2*, hp: 15, 10, 9, 9, 8, Mv: 90’ (30’), Att: 1, Dmg: 1d4 +
strength drain, Sv: F2, M: 12). At the bottom of the pit is the dried remains of a once-
massive ooze of some kind. Anyone touching the dried remains must save versus poison
or become very ill and die within 1d3 turns. Mixed in with the remains of the ooze are
3,000 gp, a gold crown worth 1,200 gp, and a Sword +1, +3 versus lycanthropes.

You might also like