TEXT: Gargoyle Gulch 
  C&C Adventure 
  For 4-6 Characters, Levels 6-8 
  ©2006, Brian Miller. All Rights Reserved. 
  Gargoyle Gulch 
  A C&C Adventure  
  For 4-6 Characters, Levels 6-8 
  By Brian Miller 
   
  Background 
  Gargoyle gulch is a deep V-shaped boulder-filled 
  valley formed by erosion which contains a dry 
  creek bed. Occasionally, rain clouds transform 
  the dried up creek bed into a thin, shallow 
  stream while prolonged torrential downpours can 
  lead to a flash flood. The jagged walls of the 
  gulch contain caves which serve as the lair of of 
  gelatinous slimes. When the gulch becomes 
  muddy, the slimes exit the cave and make their 
  way to the only humanoid settlement near the 
  gulch, 
  a 
  tiny 
  hovel 
  known 
  simply 
  as 
  “Statuetown”. Statuetown is inhabited by a 
  small number of artists who specialize in 
  sculpting both beautiful and hideous statues 
  from the ring of ten-foot boulders which 
  surround the few homes in the community.  The 
  slimes hollow out the statues then animate them 
  to attack the townsfolk.  
   
  “Protagonist Thunderbolt”, the elder cleric of the 
  chapel of Zeus in Statuetown has convinced the 
  townsfolk that the gargoyles are statues that 
  Zeus animates with magic rain to punish the evil 
  hearted people in town and those who refuse to 
  worship him. To prevent that from happening 
  again, he’s swayed the townfolk into hang 
  artists who refuse to worship Zeus or whose 
  sculptures resemble gargoyles, accusing them of 
  being evil because of their ungodly ways or 
  sinister-looking artwork. The only way for the 
  party to save the innocent artists is by proving 
  the gargoyles aren’t their works come to life to 
  punish non-believers and evil doers, which can 
  only be accomplished by revealing the influence 
  of the gelatinous slimes and then only stopped 
  by traveling to gargoyle gulch and invading the 
  caves to destroy the gelatinous slimes and their 
  mother slime and the hollow gargoyles they’ve 
  animated. 
   
  Introduction 
  Just after nightfall you arrive in a strange hovel 
  surrounded by many stone statues. The statues 
  depict animals, common people, gods and even 
  some famous adventurers. The center of the 
  town is filled with many gallows, arranged in a 
  circle in preparation for a mass-hanging. The 
  windows are lit in only half the buildings in town. 
  The inn is clearly marked by a statue of bearded 
  man holding a sign over his head that says 
  “Respite of the Weary Traveler”. Inside, the 
  fireplace is warm and dry and empty tables 
  await. There’s a tiny statue in the center of each 
  table and tiny statues that hold napkins or 
  bottles of condiments and one that holds a 
  menu. The innkeeper behind the bar resembles 
  the statue you saw outside. Behind him a half-
  dozen wooden pegs extend from the wall. Three 
  of them still hold keys. 
  He looks in your direction and says, “Tonight is 
  not fit for travel. If I were you I’d stay indoors 
  where it’s safe. A hard rain is comin’. And when 
  it rains the gargoyles come home to feed.”   
   
  Rumors 
  The party begins with the following rumors. The 
  facts of each rumor are provided for the CK after 
  each rumor listed and should not be shared with 
  the party members. 
  1. 
  Gargoyles always roost on rooftops. (False, 
  that’s a myth spread by clerics.) 
  2. 
  Gargoyles are attracted to light. (True since 
  it indicates the presence of humanoids.) 
  3. 
  Some artists in town can bring their statues 
  to life. (False.) 
  4. 
  An evil cleric has been animating the 
  statues. (True, but only in some cases.) 
  5. 
  The cleric in the chapel secretly worships an 
  Elder Elemental God. (False.) 
  6. 
  There’s 
  a 
  boulder 
  filled 
  valley 
  near 
  Statuetown. (True.) 
  7. 
  Gargoyles aren’t actually made of stone. 
  (True in most cases, but false for this 
  adventure.) 
  8. 
  Where there’s wet caves, thee are slimy 
  creatures. (True.)  
  9. 
  Gargoyles are highly intelligent and cunning 
  creatures. 
  (False, 
  they 
  have 
  low 
  intelligence.) 
  10. Gargoyles defeat stronger opponents by 
  dropping them from high places. (Oh, so 
  true.) 
  11. Gargoyles only come to life at night. (False, 
  the gelatinous slimes avoid sunlight which 
  dries them out, but once hidden inside a 
  gargoyle statues, they can make them come 
  out during the daytime.) 
  12. Gargoyles are animated by magic bands 
  made of precious metals. (False, their horn 
  rings are just magic items they wear.) 
  13. A mad alchemist in town often makes 
  explosive potions by accident. (False, he’s 
  not mad and it’s not by accident.) 
   
  CK Information for Distributing Treasures 
  For each encounter in which the party defeats a 
  hostile enemy, they find 1 random magic item 
  per 4 HD of creatures defeated (see Random 
  Magic Items Table). 
   
  CK information For Determine the Number 
  of Monsters per Encounter 
  The lairs contain mostly variable numbers of 
  creatures and may have a potentially large 
  number of foes. For each encounter other than 
  the the final encounter, the CK should begin 
  with 6 or monsters  facing the party and add 
  more 
  to 
  increase 
  the 
  challenge 
  level 
  as 
  necessary, simply stating that more show up as 
  needed to challenge the party.    
   
  Encounter 1 
  As you enjoy your beverages and or food you 
  hear raindrops against the roof. The sound gets 
  louder and louder. The innkeeper suggests you 
  
  Gargoyle Gulch 
  C&C Adventure 
  For 4-6 Characters, Levels 6-8 
  ©2006, Brian Miller. All Rights Reserved. 
  rent your rooms then go to them and keep the 
  lights out until morning, then he douses the fire 
  and puts out all the lanterns. 
  The slimes come into town and animate some 
  statues while the gargoyles land on the roof, 
  then attack the party, breaking through their 
  windows if they’re in their rooms. 1d6 Gargoyles 
  enter through each window at a maximum rate 
  of 2 per round (with 3 windows for a maximum 
  total of 3d6 gargoyles). Once defeated, they 
  shatter and the gelatinous slimes inhabiting 
  their hollow bodies try to escape back out the 
  window. 
  Hollow Gargoyles (Their vital stats are hd 5d8, 
  hp 30 each, ac 16, mv 45 ft. or 75 ft. flying, 
  chaotic evil. Their prime attributes are physical. 
  They attack with a 2 claws causing 1d6 damage 
  each and a bite inflicting 1d6 damage and a 
  horn doing 1d4 damage. If both claws hit, then 
  the bite automatically hits each round until the 
  target makes a strength check of 18. They can 
  breath a gush of slime causing 1d4 acid damage 
  and the target must make a strength save of 16 
  or be paralyzed for 1 round. They aren’t affected 
  by normal non-magic weapons though siege 
  weapons do harm them. They have darkvision 
  up to 60 ft. When killed, they shatter releasing a 
  gelatinous slime.)  
  Gelatinous Slime (Their vital stats are hd 
  2d10, hp 16 each, ac 3, mv 20 ft., neutral. Their 
  prime attributes are physical. They attack with a 
  bash causing 1d4 damage and 1d4 acid damage. 
  On a successful hit, the target must make a 
  strength save of 16 or be paralyzed for 1 round. 
  They aren’t affected by lightning and cold causes 
  no damage if they make their save or 1d4 
  damage and acts as a slow spell if they miss 
  their save. They have blindsense up to 60 ft. 
  detecting creatures by changes in air pressure. 
  Upon death, they turn into water. Exposure to 
  direct sunlight causes 1d4 evaporation damage 
  per round.)  
   
  Encounter 2 
  The next morning you step outside to see an 
  angry mob ready to hang what looks like a 
  number of artists dressed in sculpting smocks. 
  The party must convince this large crowd of 90 
  people that the sculptors are innocent to prevent 
  them from being hanged. They can do this by 
  describing the events of the previous night. 
  “Protagonist Thunderbolt”, the cleric from the 
  chapel of Zeus demands actual proof or the 
  artists will be hung the next day at noon. The 
  party has until then to visit the gulch and return 
  with hard evidence.  
   
  Encounter 3 
  Suddenly 
  a 
  bright 
  flash 
  and 
  loud 
  boom 
  interrupts the proceedings.  
  Whether the party was convincing or not, the 
  crowd is dispersed when Nuke Sunburst lobs 2 
  potions of sunburst into the crowd, then turns 
  invisible and makes a quick escape to his 
  alchemy shop. Thereafter, the party is told they 
  can earn the trust of the town by apprehending 
  Nuke who they believe has gone insane and is 
  potentially dangerous. Thereafter, Protagonist 
  returns to his chapel. 
  “Nuke Sunburst” (Male Human Alchemist, 6th 
  level Cleric and 6th level Wizard. (His vital stats 
  are hp 33, ac 10, mv 30 ft., chaotic good. His 
  prime attributes are intelligence, constitution 
  and wisdom. His attributes are strength 7, 
  dexterity 12, constitution 16, intelligence 13, 
  Wisdom 13 and charisma 8.  
  He attacks with a spell or 2 sunburst potions – 
  see New Magic Items – which, for 1 round, stuns 
  all creatures with 20 ft. who fail a wisdom save 
  of 16 and blinds all creatures within 60 ft. who 
  fail a dexterity save of 16. he has a spell 
  resistance of 10. He wears a ring which can cast 
  mirror image 3 times per day and carries a bag 
  of holding (10000gp capacity containing his 
  potion ingredients which only he can mix) and 
  has 1 random magic item – see Treasure Table.  
  PRIEST SPELLS 
  0th – Light, Detect Magic, Detect Poison, Purify 
  Food and Drink    
  1st – Command, Cure Light Wounds, Detect 
  Secret Doors, Sound Burst  
  2nd – Darkness, Silence, Lesser Restoration 
  3rd – Glyph of Warding (Explosive for 6d8 
  damage), Dispel Magic 
  WIZARD SPELLS 
  0th – Read Magic, Endure Elements, Ghost 
  Sound, Light, Mage Hand 
  1st – Change Self, Charm Person, Comprehend 
  Languages, Sleep, Spider Climb 
  2nd – Darkness, Invisibility, Web 
  3rd – Hold Gargoyle (see New Spells), Explosive 
  Runes (5d6 damage) 
  Nuke is perfectly sane. He will not sell any 
  potions but will mix 1 random potion for each 
  party member in exchange for his release. 
  Characters may request a potion of sunburst 
  (see New Magic Items) rather than a random 
  potion. If asked, Nuke informs the party that he 
  saw the gargoyles fly west towards the gulch not 
  too far out of town. He offers to lead them there 
  in exchange for their assistance in defeating 
  Protagonist, the insane priest who wants to hang 
  all non-believers and makers of strange statues.  
   
  Encounter 4 
  The doors of the chapel read “Open 8am to 
  5pm, but Zeus is here 24/7.” The chapel is dim 
  and filled with shadows except where bullseye 
  lanterns illuminate a 20 ft. tall statue of Zeus 
  behind the altar. The statue stands between two 
  blue velvet tapestries which stretch from ceiling 
  to floor. Protagonist, the cleric floats in front of 
  the statue with his feet 15 ft. off the ground. He 
  looks at your curiously and says, “I didn’t know 
  you were believers. Welcome to the sanctum of 
  Zeus. My  spells are for…er…at your disposal.” 
  Here, the party must battle and defeat the mad 
  cleric 
  “Protagonist 
  Thunderbolt” 
  who’s 
  determined 
  to 
  go 
  on 
  with 
  the 
  hangings 
  regardless of whether any proof of the accused 
  sculptors’ innocence is provided or not. His 
  chapel holds a magic 20 ft. statue of Zeus which 
  
  Gargoyle Gulch 
  C&C Adventure 
  For 4-6 Characters, Levels 6-8 
  ©2006, Brian Miller. All Rights Reserved. 
  grants an attribute point to anyone who 
  sacrifices a magic item on the altar. The 
  attribute is granted by a lightning bolt that leaps 
  from the statues eyes causing 6d6 damage to 
  the target. 
  “Protagonist Thunderbolt” (Male Human 10th 
  level Cleric. (His vital stats are hp 80, ac 19, mv 
  30 ft., lawful evil. His prime attributes are 
  wisdom, dexterity and charisma. His attributes 
  are strength 10, dexterity 13, constitution 16, 
  intelligence 12, Wisdom 13 and charisma 15.  
  He attacks with a spell or weapon causing 
  1d6+3 damage. He has a spell resistance of 10. 
  He wears +3 chainmail  and carries a +3 mace 
  and has a gargoyle figurine of wondrous power - 
  – see New Magic Items.  
  PRIEST SPELLS 
  0th – Light, Create Water, Detect Magic, Detect 
  Poison, Purify Food and Drink    
  1st – Command, Cause Light Wounds, Fear, 
  Sanctuary, Sound Burst  
  2nd – Darkness, Silence, Hold Person, Spiritual 
  Weapon 
  3rd – Cause Serious Wounds, Glyph of Warding 
  (Explosive for 10d8 damage), Summon Gargoyle 
  (see New Spells)  
  4th – Hallow (holding Sanctuary), Un-discernable 
  Lies, Air Walk  
  5th – Atonement, Lightning Strike (see New 
  Spells) 
  When the party enters, Protagonist has already 
  cast an airwalk and is standing in front of the 
  statue with the bottom of his feet 15 ft. in the 
  air (out of the range of most combat weapons 
  when 
  swung 
  from 
  the 
  ground). 
  He 
  also 
  previously cast a hallow spell on the chapel 
  which grants him a sanctuary spell the moment 
  a non-believer enters the chapel. He has 2 
  gargoyle statues hidden behind a tapestry near 
  the front of the chapel (which he uses when 
  casting Summon Gargoyle (see New Spells).  
  Protagonist has been casting summon gargoyle 
  on statues from town and using undiscernable 
  lies to fool the townsfolk. Every night he casts 
  atonement on himself to prevent the loss of his 
  spells for his evil misdeeds including his current 
  “witch hunt” of non-believers. 
   
  Encounter 5 
  On your trip to gargoyle gulch, just outside of 
  Statuetown your come across a small stream 
  flowing westward. The stream is mere inches 
  deep and the current is not very strong. 
  A little ways along the creek the party will 
  encounter 3 Xorns panning for gold in a dried up 
  section of the creek bed. If informed that they’re 
  not doing it right, they will insist that party 
  prove their intelligence before being willing to 
  take their advice. The characters may do so by 
  answering a riddle.  
  Riddle of the Xorn: “What always grows bigger 
  every time you touch it? ” Answer: A puddle or 
  water. 
  Each character gets one guess. If nobody 
  guesses correctly, the Xorns attack out of anger 
  for having their intelligence insulted. Otherwise, 
  they reward the party with a magic gem that 
  detects gold 3 times per day. They love to eat 
  precious metals and for each coin their given, 
  they spit out a gem (formed from their saliva) 
  worth twice the amount they were given. Each 
  Xorn can eat up to 1000 coins worth of precious 
  metals. They don’t eat gems so they don’t care 
  if the party takes them, nor do they have any 
  interest in eating the parties gems. 
  3 Xorn (Their vital stats are hd 8d8, hp 48, ac 
  23, mv 20 ft. or 20 ft. burrowing, neutral. They 
  attack with 3 claws causing 1d8 damage each 
  and a bite that does 2d8 damage. They’re 
  immune to cold and fire and petrification and 
  only take half damage from electricity. They’re 
  made of stone and can phase through earth at 
  normal movement rate without leaving a tunnel.  
  A move earth spell knocks them back 30 ft. and 
  stuns them for 1 round. A phase door kills them 
  if phasing through the ground. Move earth, 
  transmute rock to mud and stone to flesh soften 
  a xorn, causing it great pain and reducing it to 
  ac 15 for 1 round while preventing it from 
  phasing through earth for that round. They have 
  full 360 degree darkvision up to 60 ft. due to 
  having 3 eyes.) 
   
  Encounter 6 
  Directly ahead is “Fat man’s lament”, a narrow 
  pass that enters the gulch while tall stone walls 
  on both sides. The pass varies between 2 and 5 
  feet in width. Overhead, some large flat rocks 
  lean against each other, forming numerous 
  arches which you must pass under to get to the 
  other side. 
  While the party is passing through, 2 stone 
  arches give way and collapse. The first character 
  in the party must make a dexterity save of 20 to 
  avoid the falling stones (with such a high 
  number being required because there’s so little 
  room to maneuver). If a stone hits a party 
  member, that characters takes 10d6 damage 
  and breaks a random limb (roll a d4 where 1= 
  left arm, 2=right arm, 3=left leg and 4=right 
  leg). Broken limbs must be set (requiring a 
  successful wisdom check of 12 by the setter and 
  a constitution check of 20 by the character to 
  avoid screaming from the pain). Thereafter, 8 
  points of healing must be applied before the 
  limb can be used again and those healing points 
  do not return lost hit points. 
   
  Encounter 7 
  Aside from the shallow creek running through 
  the middle of the gulch, it’s also filled with many 
  boulders, many of which have holes in at least 
  one side. They boulders greatly increase in 
  number and concentration on the west side of 
  the creek. Some resemble large rectangular 
  stones like you’d see in a castle wall. 
  The boulders are the remains of the Temple of 
  Jubilex where an evil cleric sacrificed herself to 
  become 
  the 
  mother 
  mucous 
  (see 
  New 
  Monsters). 
  For 
  each 
  round 
  a 
  character 
  investigates the ruins they have a 1 in 20 
  chance of finding 1 of 3 random magic items 
  
  Gargoyle Gulch 
  C&C Adventure 
  For 4-6 Characters, Levels 6-8 
  ©2006, Brian Miller. All Rights Reserved. 
  (see Treasure Table) hidden among the rubble 
  as well as a stone from the base of a statue that 
  reads “Jubilex, Lord of oozes, jellies, slimes and 
  puddings”. 
   
  If the party lingers more than 20 rounds, a 20  
  ft. tall 20 hit dice earth elemental in the shape 
  of a statue of Jubilex rises from the ground, 
  tumbling a pile of boulders aside to attack, 
  surprising on a 1-4 on a d6. 
  Earth Elemental (Its vital stats are hd 20d8, 
  hp 120, ac 24, mv 20 ft. or 20 ft. burrowing, 
  neutral. It attacks with 2 fists causing 2d10 
  damage each. On a successful hit, it’s attacks 
  inflict maximum damage to targets who are 
  touching the ground, and cause -4 damage to 
  airborne targets. It’s immune to petrification and 
  only takes half damage from electricity. It 
  regenerates 2 hit points per round while 
  touching the ground. It’s made of stone and can 
  phase through earth at normal movement rate 
  without leaving a tunnel.  A move earth spell 
  knocks it back 30 ft. and stuns it for 1 round. A 
  phase door kills it if phasing through the ground. 
  Move earth, transmute rock to mud and stone to 
  flesh soften it, causing it great pain and reducing 
  it to ac 15 for 1 round while preventing it from 
  phasing through earth for that round. It has 
  darkvision up to 60 ft. and can detect anything 
  standing on the ground within 60 ft.) 
   
  Encounter 8 
  There are many caves in the rocky slopes 
  surrounding the V-shaped gulch, but only 1 has 
  a trail of dried up slime which leads from the 
  shallow creek up the eastward slope and into a 
  low but wide mouthed cavern opening. 
  The party must explore the caves to find the 
  source of the gelatinous slimes and destroy it 
  (see Encounter 9). Along the way they stumble 
  across a dying NPC sculptor (see Pre-generated 
  characters and roll a random non-spell caster or 
  pick one). The NPC claims a statue they created 
  came to life in town and stole a treasure chest 
  from the chapel then ran out of town, heading 
  towards the gulch. The NPC tracked the statue 
  back to the gulch and the cave, but was 
  ambushed by gargoyles. The NPC has 1 hit point 
  left and claims the statue and it’s treasure chest 
  are just a little bit further down the same 
  tunnel. 
  The party must travel through several caves and 
  defeat 20 hollow gargoyles (with each one 
  hosting a slime and wearing a Gargoyle Horn 
  ring - see New Magic Items) and 20 Gelatinous 
  Slimes. After defeating the gargoyles, they 
  discover a 60 ft. wide chasm leading straight 
  down 200 ft. to a vast chamber where the 
  mother slime lives (see Encounter 9).  
  Hollow Gargoyles (Their vital stats are hd 5d8, 
  hp 30 each, ac 16, mv 45 ft. or 75 ft. flying, 
  chaotic evil. Their prime attributes are physical. 
  They attack with a 2 claws causing 1d6 damage 
  each and a bite inflicting 1d6 damage and a 
  horn doing 1d4 damage. If both claws hit, then 
  the bite automatically hits each round until the 
  target makes a strength check of 18. They can 
  breath a gush of slime causing 1d4 acid damage 
  and the target must make a strength save of 16 
  or be paralyzed for 1 round. They aren’t affected 
  by normal non-magic weapons though siege 
  weapons do harm them. They have darkvision 
  up to 60 ft. When killed, they shatter releasing a 
  gelatinous slime.)  
  Gelatinous Slime (Their vital stats are hd 
  2d10, hp 16 each, ac 3, mv 20 ft., neutral. Their 
  prime attributes are physical. They attack with a 
  bash causing 1d4 damage and 1d4 acid damage. 
  On a successful hit, the target must make a 
  strength save of 16 or be paralyzed for 1 round. 
  They aren’t affected by lightning and cold causes 
  no damage if they make their save or 1d4 
  damage and acts as a slow spell if they miss 
  their save. They have blindsense up to 60 ft. 
  detecting creatures by changes in air pressure. 
  Upon death, they turn into water. Exposure to 
  direct sunlight causes 1d4 evaporation damage 
  per round.)  
   
   
  Encounter 9 
  In a vast cavern, you discover the pool of 
  “Mother mucous”, the greater gelatinous slime. 
   “Mother 
  Mucous”, 
  Greater 
  Gelatinous 
  Slime (Her vital stats are hd 100d10, hp 800, 
  ac 3, mv 20 ft., neutral. Her prime attributes are 
  physical. She attacks with a bash causing 5d4 
  damage and 10d4 acid damage. On a successful 
  hit, the target must make a strength save of 16 
  or be paralyzed for 1 round and a dexterity save 
  of 16 or be engulfed. Engulfed creatures 
  automatically take bash and acid damage each 
  round until making a successful dexterity check 
  of 16 to escape imprisonment. She isn’t affected 
  by lightning and cold causes no damage if she 
  makes her save or 1d4 damage and acts as a 
  slow spell if she misses her save. She has 
  blindsense up to 60 ft. detecting creatures by 
  changes in air pressure. Upon death, she turns 
  into water. Exposure to direct sunlight causes 
  1d4 evaporation damage per round.)  
  The mother slime’s body contains a Gargoyle 
  Horn (see New Magic Items), Gargoyle Head 
  Staff +3 (se New Magic Items), a Cloak of 
  Gargoyle Wings (see New Magic Items) and 3 
  random magic items (see Treasure Table). Upon 
  her defeat, the 20 ft. deep pool of slime turns 
  into water and the items sink to the bottom 
  where the party can swim down to retrieve 
  them.  
   
  Ending the Adventure 
  Once the party has and saved the artists in 
  town, defeated the mad cleric Protagonist and 
  destroyed the gargoyles and slimes, they can 
  rest up in town for their next adventure or train 
  for their next level. Ironically, The residents of 
  the local bar don’t believe their stories without 
  proof (which will be difficult to provide unless 
  the party somehow managed to capture a live 
  slime.) 
   
  
  Gargoyle Gulch 
  C&C Adventure 
  For 4-6 Characters, Levels 6-8 
  ©2006, Brian Miller. All Rights Reserved. 
   
  New Magic Items 
  Gargoyle Horn 
  When placed on the head, this horn permanently 
  grafts itself to the head of the target conferring 
  1 horn attack for 1d4 damage (requires 1 
  action) and rendering the wearer immune to 
  normal non-magical weapons (not including 
  siege weapons). 
  EPP value: 10000, GP value: 40000 
   
  Gargoyle Horn Ring 
  Each of these rings is identical to a random 
  magic ring but only works when worn on a 
  gargoyle horn.   
  EPP value: 2500, GP value: 10000 
   
  Gargoyle Figurine of Wondrous Power 
  The command word (its name) is carved on the 
  bottom side of the base of this small stone 
  statuette. When its name is spoken, the statue 
  becomes a 1d6 ft. gargoyle, functioning as a 
  normal gargoyle.  
  EPP value 5000, G.P. value 20000 
    
  Gargoyle Head Staff +3  
  This staff can cast Summon Gargoyle (2 
  charges), Hold Gargoyle (1 charge), Gargoyle 
  Petrification (3 charges) or Gargoyle Fear (2 
  charges). The staff has 10-20 charges and each 
  spell costs 1 charge.    
  EPP value 1500, GP value 6000 
   
  Cloak of Gargoyle Wings  
  When the gem clasp of this cloak is clasped, the 
  cloak turns to batwings with a stone texture and 
  appearance which confer flight at a movement 
  rate of 75 ft. per round.   
  EPP value 5000, GP value 20000 
   
  Potion of Sunburst  
  Comes in a corked glass vial. When shattered or 
  uncorked, the liquid reacts violently with air to 
  instantly evaporate with loud boom and a 
  brilliant flash of light. The causes all creatures 
  within 20 ft. to make a wisdom save of 16 or be 
  stunned for 1 round. The light flash causes 6d6 
  damage to any creature within 60 ft. which is 
  harmed by exposure to sunlight, and blinds all 
  creatures within 60 ft. for 1 round unless a 
  dexterity save of 16 is made. The explosion is 
  sound 
  and 
  light-based 
  with 
  only 
  enough 
  concussive damage to break the bottle.  
  EPP value 250, GP value 1000 
   
  New Spells 
  Summon Gargoyle, 3rd Level Wizard 
  CT 1 
   
  R touch    D 1 round/level  
  SV none  
  SR yes   Comp V, S, M 
  This spell turns a man-size or smaller statue into 
  a free-willed gargoyle for 1 round per level of 
  the caster. The material component is a 
  fragment of a gargoyle. Note that the gargoyle 
  isn’t under the control of the caster and may 
  attack its creator.  
   
  Hold Gargoyle, 3rd Level Cleric 
  CT 1 
   
  R Touch D 1 round/level  
  SV none  
  SR yes   Comp V,S,M 
  This spell acts like a hold person but affects a 
  single gargoyle. The target gargoyle’s save is at 
  -1 per 2 levels of the caster. The material 
  component is a small stone fragment from the 
  roof of a temple.   
   
  Gargoyle Petrification, 5th Level Wizard 
  CT 1 
   
  R 50 ft. D 1 hour/level  
  SV wis neg 
  SR yes   Comp V, S,M 
  This spell causes the target to turn into an 
  inanimate hideous stone gargoyle unless the 
  target makes a wisdom versus petrification. The 
  material component is a small stone statuette 
  worth 1000 gold pieces. 
   
  Gargoyle Fear, 3rd Level Illusionist 
  CT 1 
   
  R 50 ft.  D 1 round/level  
  SV str neg 
  SR yes   Comp V, S, M 
  When cast, the target is covered with an illusion 
  of a gargoyle and their eyes glow with a sinister 
  red aura. While the illusion persists, they gain 
  the ability to paralyze with fear 1 creature of up 
  to 4 hit dice per round (with a charisma save 
  versus fear permitted). The material component 
  is the gem eye of a gargoyle. 
   
  Lightning Strike, 5th Level Cleric 
  CT 1 
   
  R 150 ft.  D instantaneous  
  SV dex half 
  SR yes   Comp V, S, DF 
  This spell is identical to Flame Strike except that 
  the column is a pillar of lightning instead of fire. 
  The material component is the lightning bolt 
  holy symbol of a priest of Zeus. 
   
  New Monsters 
  HOLLOW GARGOYLES 
  NO. ENCOUNT. 8-32  
  SAVES: P 
  SIZE: Medium (6 ft.) 
  INT: Low 
  HD: 5 (d8) 
   
  ALIGNMENT: CE 
  MOVE: 45 ft.  
   
  TYPE: Automaton 
   
  Or 75 ft. flying  TREASURE: 5 
  AC: 16  
   
  XP: 25+5 
  ATTACKS: claw x 2 (1d3) and bite (1d6) 
  and gore (1d4) 
  SPECIAL: Darkvision 60 ft., Improved Grab, 
  Host, Breath Weapon, Immunity, Shatter 
  Improved Grab – If a gargoyle successfully hits 
  a single victim with both claws then the bite 
  automatically hits for each round the grasp is 
  maintained. Breaking the grasp requires a 
  strength save of 18. 
  Host – Each contains and is animated by a 
  gelatinous slime.  
  Breath Weapon – Can breathe a gush of slime 
  causing 1d4 damage and dissolves flesh and 
  wood. Any creature struck by the breath weapon 
  must also make a strength save or be paralyzed 
  for 1 round. 
  Immunity – Unaffected by normal non-magic 
  weapons (not including siege weapons). 
  Shatter – Upon death, a hollow gargoyle 
  shatters, releasing the gelatinous slime within.  
   
  
  Gargoyle Gulch 
  C&C Adventure 
  For 4-6 Characters, Levels 6-8 
  ©2006, Brian Miller. All Rights Reserved. 
  GELATONOUS SLIME 
  NO. ENCOUNT. 1-100  
  SAVES: P 
  SIZE: Large (5 ft.) 
  INT: Plant 
  HD: 2 (d10) 
   
  ALIGNMENT: N 
  MOVE: 20 ft.  
   
  TYPE: Ooze 
  AC: 3 
   
   
  TREASURE: 5 
  ATTACKS: slam (1d4) 
   
   
   
   
  XP: 10+2 
   
  SPECIAL: Acid, Paralysis, Blindsight 60 ft., 
  Immunity, 
  Vulnerability, 
  Transparent, 
  Hollow Stone, Animate Statue, Dissolve  
  Acid – Causes 1d4 damage and dissolves flesh 
  or wood. 
  Paralysis – On contact, target must make a 
  strength save or be paralyzed for 1 round. 
  Blindsight 60 ft. – Can detect creatures within 
  60 ft. by changes in air pressure. 
  Immunity – Unaffected by electricity. Cold does 
  no damage if save is made and only causes 1d4 
  damage and acts as a slow spell when save is 
  failed. 
  Vulnerability – Exposure to direct sunlight 
  causes 1d4 evaporation damage per round.  
  Transparent – Undetectable unless within 5 ft. 
  in which case a successful wisdom check is 
  required to detect their presence. 
  Hollow stone – Using their acid, they borrow 
  inside an object made of stone (preferably a 
  statue) and hollow it out. Once they have carved 
  out their hideaway, they stop excreting acid. 
  Animate statue – After forming a nook in a 
  statue, they exude a slime that animates and 
  controls the statue, then use it to hunt for living 
  material which serves as their food.  
  Dissolve – Upon death, turns into water. 
   
  “MOTHER 
  MUCOUS” 
  (GREATER 
  GELATONOUS SLIME) 
  NO. ENCOUNT. 1  
  SAVES: P 
  SIZE: Large (100 ft.) 
  INT: Plant 
  HD: 100 (d10)  
  ALIGNMENT: N 
  MOVE: 20 ft.  
   
  TYPE: Ooze 
  AC: 3 
   
   
  TREASURE: 10 
  XP: 500+100 
   
  ATTACKS: slam (5d4) or engulf (see below) 
  SPECIAL: Acid, Engulf, Paralysis, Blindsight 
  60 ft., Immunity, Transparent , Hollow 
  Stone, Animate Statue  
  Acid – Causes 10d4 damage and dissolves flesh 
  or wood. 
  Engulf – Target must make a dexterity save or 
  be 
  drawn 
  inside 
  the 
  slime, 
  automatically 
  suffering slam and acid damage each round 
  thereafter, until dead or successfully making a 
  dexterity check to escape. 
  Paralysis – On contact, target must make a 
  strength save or be paralyzed for 1 round. 
  Blindsight 60 ft. – Can detect creatures within 
  60 ft. by changes in air pressure. 
  Immunity – Unaffected by electricity. Cold does 
  no damage if save is made and only causes 1d4 
  damage and acts as a slow spell when save is 
  failed. 
  Vulnerability – Exposure to direct sunlight 
  causes 1d4 evaporation damage per round.  
  Transparent – Undetectable unless within 5 ft. 
  in which case a successful wisdom check is 
  required to detect their presence. 
  Hollow stone – Using their acid, they borrow 
  inside an object made of stone (preferably a 
  statue) and hollow it out. Once they have carved 
  out their hideaway, they stop excreting acid. 
  Animate statue – After forming a hideaway 
  nook in a statue, they exude a slime that 
  animates and controls the statue, then use it to 
  hunt for living material which serves as their 
  food.  
  Dissolve – Upon death, turns into water. 
  
  Gargoyle Gulch 
  C&C Adventure 
  For 4-6 Characters, Levels 6-8 
  ©2006, Brian Miller. All Rights Reserved. 
  Random Magic Item Table 
  1. Potion of Spider Climb 
  2. Wizard Scroll (1 spell Levels 2-4) 3. Short Staff +2 with 1 random spell 
  4. Pouch of Caltrops 
  5. Ring of Feather Falling 
  6. Scroll Of Protection From Odors 
  7. Potion of Loudness (always yell) 
  8. Chain mail +2 with 1 random spell9. Leather +2 with 1 random spell 
  10. Boots of Jumping 
  11. Priest Scroll (3 spells Levels 1-3) 12. Flail +2 with 1 random spell 
  13. Scroll of Protection from Birds 
  14. Sling +2 with 1 random spell 
  15. Oil of Disenchantment 
  16. Reversible Cloak (+1 Prot. or Blending)17. Ogre Fire Skull 
  18. Scroll of Protection from Arrows 
  19. Chain mail +2 with 1 random spell 
  20. Jewelry worth 850 GP 
  21. Potion Of Skunk Control 
  22. Bag of Holding (10000 GP capacity) 
  23. Chain mail +2 with random spell 24. Bracers of Protection AC 13 
  25. Backpack of 0th level Spell Components 26. Potion of Goblin Control 
  27. Scroll Of Protection From Bees 
  28. Backpack of 1st level Spell Components 29. 3 Arrows +2 with 1 random spell 30. Leather +2 with 1 random spell 
  31. Backpack of 2nd level Spell Components32. Staff +2 with Continual Flame 
  33. Potion of Sweet Water 
  34. Backpack of 3rd level Spell Components 35. Ring of Swimming 
  36. Helmet +2 
  37. Mace +2 with 1 random spell 
  38. Sword -1 with 1 random spell 
  39. Gem worth 1000 GP 
  40. Oil of Slipperiness 
  41. Wizard Scroll (1 spell Levels 2-4) 42. Potion of Gaseous Form 
  43. Sword +2 with 1 random spell ability 
  44. Bag of 250 GP and a 100 GP gem 45. Sword +2 int 10 speaks 1ability 
  46. Potion of Cure Serious Wounds 
  47. Studded Leather +2 
  48. Leather +2 with 1 random spell 
  49. Wand of Enemy Detection (20 ch.) 
  50. Potion Of Cure Light Wounds  
  51. Scroll of Protection from Poison 
  52. Wizard Scroll (4 spells of Levels 0-2) 
  53. Chain mail +2 
  54. Cursed Sword +2 with detect gems
  55. Leather +2 with 1 random spell 
  56. Potion of Bird Attraction 
  57. Scroll of Protection from Ants 
  58. Sword +2 with 1 random spell 
  59. Robe of Odors (any smell) 
  60. Priest Scroll (2 spells Levels 0-3) 
  61. Spear +2 with 1 random spell 
  62. Cursed Potion, Turn into a Goblin 63. Ring of Water Breathing  
  64. Potion of Invisibility with Inaudibility 
  65. Chain mail+2 with 1 random spell 66. Ring of Water Walking 
  67. Potion of Gaseous Form 
  68. Shield +2 with 1 random spell 
  69. Potion of Cure Insanity 
  70. Sword +2 with 1 random spell 
  71. Gem with Continual Flame  
  72. Cursed Scroll, Turn into an Orc 
  73. Potion Of Neutralize Poison 
  74. 3 Darts +2 with 1 random spell 
  75. Potion of Ogre Strength 
  76. Wizard Scroll (3 spells of Levels 0-2) 
  77. Potion of Pass without Trace 
  78. Scroll of Protection from Rats 
  79. Two gems worth 500 GP each 
  80. Leather +2 with 1 random spell 
  81. Bag of 500 GP 
  82. Leather +2 with 1 random spell 
  83. Sword +2 with 1 random spell 
  84. Potion of Remove Curse 
  85. Priest Scroll (5 spells of Levels 0-2) 
  86. Boots of Ogre Tracks 
  87. Potion of Cure Disease 
  88. Silver Plated Sword worth 1500 GP 
  89. Gold Plated Shield worth 500 GP 90. Potion of Growth 
  91. Necklace worth 1250 GP 
  92. Priest Scroll (1 spell of Levels 2-4)93. Priest Scroll (3 spells of Levels 1-3)
  94. Robe of Protection +2 
  95. Ring of Regeneration 1 hp/round 96. Potion of Diminution 
  97. Axe +2 with 1 random spell 
  98. Potion of Poison 
  99. Scroll of Protection from Spiders 
  100. 
  CK’s choice (or create an item) 
   
   
   
  Pre-generated Characters  
  The stats in this section are provided  to assist 
  players in quickly generating characters for the 
  adventure or the help the CK to quickly whip up 
  NPCs for use in an encounter. Aside from the 
  statistics provided below, each character also 
  receives 3 roles from the Treasure Table and 3 
  rolls from the Trinkets Table as well as items 
  listed in the “Standard Adventurers Pack” and 
  any miscellaneous items needed (such as 
  thieves tools or spell components) or desired by 
  the character. Each character begins with 3000 
  gp (2900gp of it in gems of the players choice 
  and the remaining 100gp in any portable 
  denomination of coins – i.e. not all in copper). 
  Each character may also select one armor and 
  one weapon type of their choice from the C&C 
  Players Guide and consider them both +3 items. 
  Players should also consult the Players Guide for  
  specifics pertaining to class and abilities. 
   
  The characters listed are considered to be 
  goblins, yes, goblins, but any race may be 
  substituted as the CK permits. Characters may 
  be either male or female (though some names 
  are more appropriate for a particular gender). If 
  the players wish to rename their characters, 
  they may. These names are just provided for 
  starters. 
  BtH includes strength bonus. 
   
   
   
  Name 
  Class 
  Level 
  Hp 
  BtH 
  1. 
  Mogue 
  Fighter 
  8 
  81 
  11 
  2. 
  Zynth 
  Priest 
  8 
  57 
  4 
  3. 
  Kellian 
  Wizard 
  9 
  28 
  2 
  4. 
  Lefty 
  Rogue 
  9 
  55 
  3 
  5. 
  Xania 
  Ranger 
  7 
  71 
  9 
  6. 
  Droll 
  Druid 
  7 
  50 
  4 
  7. 
  Lester 
  Illusionist 
  7 
  29 
  2 
  8. 
  Price 
  Bard 
  8 
  81 
  8 
  9. 
  Bryce 
  Knight 
  8 
  72 
  8 
  10. Chuck 
  Monk 
  9 
  83 
  9 
  11. Nog 
  Barbarian 
  7 
  77 
  8 
  12. Angel 
  Paladin 
  9 
  73 
  9 
   
  Name 
  S 
  I 
  W 
  D 
  C 
  Ch 
  AL 
  1. 
  Mogue 
  18 
  8 
  11 
  13 
  16 
  12 
  CG 
  2. 
  Zynth 
  9 
  14 
  17 
  9 
  14 
  18 
  LG 
  3. 
  Kellian 
  8 
  17 
  12 
  11 
  9 
  13 
  NG 
  4. 
  Lefty 
  11 
  13 
  9 
  18 
  16 
  11 
  N 
  5. 
  Xania 
  18 
  8 
  11 
  13 
  16 
  12 
  LN 
  6. 
  Droll 
  14 
  10 
  18 
  10 
  13 
  10 
  NG 
  7. 
  Lester 
  12 
  16 
  13 
  13 
  13 
  9 
  LN 
  8. 
  Price 
  13 
  8 
  11 
  17 
  16 
  12 
  CG 
  9. 
  Bryce 
  15 
  12 
  12 
  17 
  13 
  15 
  LG 
  10. Chuck 
  15 
  11 
  15 
  15 
  11 
  14 
  LN 
  11. Nog 
  17 
  10 
  11 
  13 
  18 
  12 
  N 
  12. Angel 
  15 
  12 
  13 
  14 
  10 
  18 
  LG 
   
  Standard Adventurers Pack 
  Contents: Backpack, 2 belt pouches, 1 week 
  rations, tinder box, torch, silver dagger, water 
  skin (full), wineskin (oil), boots, spare clothes, 
  wooden stake, small mallet, small bag, rain-
  cloak. Optional: 20 ft. rope, sprig of wolvesbane, 
  sprig of garlic.   
  
SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Castles & Crusades Adventures & Settings/Gargoyle Gulch (C&C).pdf