Ruins of The Gorgon
Ruins of The Gorgon
These ruins of an ancient elven workstation have had a small watch structure built above them to keep an eye on
them over the years since the collapse of the Elven Empire. But since nothing has come out of them in years, the
watch has been dropped and the small structure, like the ruins down the hill, sits quiet and abandoned.
But as always, things change. A group of hobgoblins have just arrived here
Mutations following an old treasure map, and are trying to find one of the secret doors
1. Hyperactive – vibrate slightly into the ruins while basing their own operations out of the watch structure.
at all times, +2 DEX, -2 STR They have found the secret door built into the side of the hill, but haven’t
2. Retractable Claws – Gain a figured out how to open it yet.
1d6 claw attack, -2 DEX on
Underneath, however, things aren’t
Wandering Monsters
fine motor checks 1-in-6 chance every 20 min
quite as quiet as hoped. The elves
3. Long Tongue – Can grab
may have abandoned their research 1. 1 Gelatinous Cube on the
small objects from 5’ away
facility, but some of their servants hunt for prey (only
4. Snail Shell – +2 AC, can hide
remain (a clan of mutant, encountered once)
in shell, can’t wear armor
cannibalistic gnomes), and the 2. 1d8 elven Shadows
5. Third Arm – Weak, can hold
devolved remnants of failed 3. 1d8 mutant Gnomes
one more thing, makes most
experiments still lurk here in the 4. 1d3 Carrion Crawlers
folks uncomfortable
form of various oozes and slimes.
6. Crazy Metabolism – +5 foot
speed, must eat double food The ruins can be found by looking for Prince Erin’s Folly, a small fortress on
7. Third Eye – Advantage on a hilltop. Just below the fortress are the ruins of a few buildings and part of
visual perception, a structure built into the hillside. There are two entrances into the ruins
disadvantage on persuasion from here – one is a secret door in the ruins built into the hillside, the other
8. Extra Arm Joint – Melee is a trap door concealed beneath leaves and litter in the southern portion of
attacks have +5’ reach, but the ruined buildings (the one without the tree).
disadvantage to hit
1. Guarded Entrance | Stone doors with Elvish script -> “Whom do you seek?” -> Doors will open for
“gorgon” spoken in Elvish
a. Inside | 2 Suits of armor flank a spiral staircase down -> 2 guardian statues attack on sight
2. The Keep | An old, but standing stone keep -> DC 15 perception to notice 2 hobgoblin guards atop it
a. 10 more hobgoblins inside -> 75% chance each to be awake -> coffer with DC 13 to notice poison needle
trap (gives poisoned condition) and DC 15 unlock contains 3000gp and 3x 100gp emeralds
3. Escaped Prey | 5 Troglodytes resting -> Call for companions from room 4 and try to release ghouls from
room 5 -> Were chased here by the hobgoblins, waiting for a good time to escape -> Hobgoblins are not aware
of trapdoor | Ruined furniture indicative of simple barracks
4. Elven Shrine | Remains of mosaics on walls -> mosaics indicate shrine to Elven deity |2 Troglodytes are
using this room as a latrine
5. Barricaded Stairs | Door barricaded from outside with ruined furniture -> contains 2 troglodyte
ghouls (as ghouls plus troglodyte stench) that the troglodytes hope will prefer the taste of hobgoblin when the
time comes
6. Torchlight | Torch sconces on north and south walls -> automatically light torches placed within
7. Gnome Infestation | Primitive, degenerate sleeping chambers for 14 mutant gnomes -> scattered
amongst the nests are 1 potion of healing, 1 potion of growth, and 4 gems worth 50g, 100g, 100g, and 500g
8. Grand Foyer | Massive tapestry on south wall depicting elven conqueror atop pile of bodies -> pile
of bodies consists of gnomes, humans, orcs, all in manacles -> touching tapestry causes hair to fall out
9. Slimy | Moist, smelly air -> floor covered in mushrooms and slime mold -> remnants of
worktables and broken flasks -> a grey ooze is disguised as a puddle in the NW corner
10. Slimier | Moist, smelly air -> floor has almost no mushrooms -> massive grey ooze (double HP) on
floor -> remnants of worktables and broken flasks
a. Raised dais | wooden chair, wires and tubes sticking out -> headpiece swings down from top, big
switch on near wall -> green slime drops from ceiling above chair (DMG p. 105) -> chair is treated to not
corrode -> if headpiece worn while switch thrown, make DC 15 CON save as electricity jolts through wearer
– on success, gain +2 STR for 12 hrs, on fail, gain mutation from table
11. Display in Stone | 2 statues of an elf and an orc in combat poses -> perfect detail, DC 20 investigate
check to realize they are statues, not petrified creatures
12. Premonitions | Various statuary of small creatures -> gnomes, many small animals, a couple of
adventurers -> one of the statues is identical to the orc in 11 -> contains DC 20 secret compartment disguised
as sheath -> DC 15 CON save to avoid poison gas trap -> wand of Cone of Cold (lvl 5, DC 13 save, 5 charges, no
recharge)
13. The Cockatrice | A cockatrice standing still in the middle of the room -> dead, held up by thin wires ->
4 mutant gnomes and a gnome sorcerer (as gnome plus 2/day: sleep, burning hands) either arguing loudly in
gibberish or, if aware of adventurers, waiting in closet to ambush -> sorcerer has key to well in 14
14. Well Chamber | Outer room is disgusting pantry -> sacks of mold, mushrooms, and body parts, much of it
rotten -> Door to south -> locked DC 15 -> inside is fresh-water well with buckets and rope
15. Antechamber | 2 suits of armor stand at far edges of this room -> guardian statues attack when
someone passes into 16, will not attack bull -> slow, rhythmic, metallic grinding noise from 16
16. The Iron Bull | Massive bull-shaped figure covered in plates of armor paces this room endlessly ->
See “Gorgon” stat block -> Bull is not a gorgon ,but in fact an undead construct, similar to a flesh golem ->
Every wall full of bookshelves -> all are dry-rotted except 1 book (pristine condition, because it is actually
a painted wooden block that opens the secret door) and 1 scroll (scroll of confusion - secretly cursed, DC 17
arcana check to discover – effect always centered on caster, 90’ radius, save DC 15)
17. Lost Pit | 20’ deep central pit guarded by 5 elven shadows -> bottom covered in crusty purple residue -
> 3000gp, a gold crown (1200gp), and boots of elvenkind -> disturbing the residue releases clouds of dust into
entire room, treat as Burnt Othur Fumes (DMG p. 258)
Monsters
Gnomes – As goblins, but ½ have mutations from table
Guardian Statues – As animated armor, but whenever they are hit by a metal weapon, attacker makes a DC
12 STR check or else the weapon is absorbed into the body of the armor and stuck there
The “Gorgon” – As gorgon, but replace Petrifying Breath with Frightful Presence, as an Adult Black Dragon