Horror Adventure: Cult of Gol’Goroth
Horror Adventure: Cult of Gol’Goroth
Into the Madness:
As the party steps towards the entrance of the cave they are met with a surprisingly
alluring smell. It seems to be coming from a dark-blue slime that coats various portions of the
cave entrance. They recognize it from the deer and from the cultists in town. It certainly seems
like it would be delicious, perhaps it is blueberry jam! One taste certainly couldn’t hurt, right?
Have your players roll a DC 12 Wisdom Saving Throw. On a fail, they get the powerful urge to
reach out and consume some of this slime. On a pass, the players realize this is just a trick of
the tantalizing aroma and resist this primal urge to consume.
As you may have guessed, ingesting this slime is not good for the body. The party
members who failed can be fairly easily snapped out of this daze if someone startles them, be
this a punch or a shout. However, if no one stops them, they scoops up a nice, delicious
handful of the slime and gorge themselves with it. Ten minutes afterwards, these players will
start to feel sick and gain the poisoned status. Five minutes after that, they will begin retching
and choking until they finally vomit up another of the frog creatures (If in combat, this will take
2 rounds in which the players can do nothing but double over and hold their stomach).They are
free of the poisoned status but gain a level of exhaustion as the frog attempts to hop away into
the cave. A player may avoid this by forcing themselves to vomit within 30 seconds of
eating the slime.
[Aroma Cycles]
Deeper in this cavern, the Gol’Goroth waits. It goes through rapid cycles of
consumption and rest. The cave alternates between waves of mania and hysteria, all based on
the current state of the Gol’Goroth. At pseudo-regular intervals, the cave goes from smelling
pleasant and inviting to foul and offensive. This means the Gol’Goroth is awake and feasting.
While the air is sweet, the Gol’Goroth sleeps and digests its meal.
The behaviors of enemies and the events that occur in the cave are all based on these
cycles. Make sure to describe to your players the general feelings that their characters get
when the two different aromas are present. Happiness, optimism, and a deep level of
suggestibility sweet over when the sweet smell is present. When the foul smell is present, they
feel upset, edgy, aggressive, and are prone to violence. Thoughts well up inside them ready to
burst during either of these transitions that strain their minds.
Feel free to run timers to shift the aroma in real time, or choose for the most interesting
moments in game for the cycle to change. Whatever you feel will make for the most exciting
adventure through the Lair of the Gol’Goroth
The path starts out over twenty feet wide, but appears to narrow quickly upon
entrance. Painted on the walls in this opening cavern are various depictions of the monstrosity
- The Gol’Gororth - The bringer of madness - God. These depictions are primarily white paint,
but the void where eyes should be uses blood as ts medium. The pathway ahead appears to
be lit by faintly glowing torches mounted along the walls and whispers seem to echo down the
path with no distinguishable origin.
So Cuddly and Cute:
As the party weaves down the path, they see more of this strange slime coating the
walls. Fortunately, once they get past the first room their minds have adapted and the urge to
consume no longer takes hold. After traveling down a narrow path for twenty feet, the way
opens up into a large room with two large pillars of stone near the center.
The party will immediately notice movement along the walls as dozens of albino
squirrels scatter about, eating from various pools of the slime. They seem calm and docile,
some running across the floor with large red eyes faintly glowing in the torchlight. In the center
of the room is a makeshift stone sculpture of the Gol’Goroth. It is not well made, but it is clear
the emotion that the artist was attempting to capture - madness. The most notable part of this
statue is two massive jet gemstones in the eye sockets for the sculpture. If the party is brave
enough to take these gems, the squirrels will all turn to look at that person, but they will not
attack . . . at least not yet.
The party can look about the room and inspect the squirrel creatures. A few will even
approach the party with some hesitation and give them a quick smell or hop on a shoulder and
begin digging through their hair. They seem sweet and innocent. If the players give them food
of any sort they will start to close in and group up near the party, staring with wide, expecting
eyes as they skitter about.
Then comes the first of the aroma transitions. The air turns foul, the room seems to
darken, violent tendencies arise. The players feel their stomachs drop. A gut-wrenching feeling
takes hold and the shadows deepen again. The light emitting from the torches seems to retreat
closer to the flame.
The squirrels go mad. Use the stats of a Swarm of Rats [MM Pg. 339]. Four of them in
total. Or use two Swarm of Squirrels from StoneStrix’s Monster-A-Day. If the players took the
gemstones from the statue, those who are holding them will be focused by their assault.
The squirrels bite, claw, and snarl as they attack the party. The once seemingly sweet
creatures show no remorse and will not leave those who fall unconscious alone in favor of
other threats. If the party attempts to run, the squirrels will follow until the party actually leaves
the cave. Once they are past the threshold of the entrance, the squirrels will stop and snarl, but
will not continue their advance.
Once all the squirrels are defeated, the party can continue. On the far side of the room
is an exit roughly five feet wide and eight feet high. Immediately after they enter this tunnel
there is a solid iron door on the left and a path that disappears around the corner to the right.
An attempt at the door reveals it is locked, but there is a round slot beneath the handle roughly
an inch in diameter. Normal lockpicking methods are no good on this door and trying to knock
it down seems impossible.
The Keymaster:
[Harsh DM? ]
Two pesky Darkmantles [MM Pg. 46] hang from the ceiling of the path. They will fall and
latch on to your poor players as they try to make their way to the Keymaster.
The party is forced to take the path to the right which follows a tunnel for another thirty
feet before opening up into a medium-sized area. It almost appears to be a living area as it
contains a rotting bed with a nightstand nearby and a treasure chest at its base. A little further
off is a pile of mostly decayed scrolls, at least twenty of them in total. On the nightstand is a
candle and a small Green Dragon statue. There is also a broom propped in the corner and
scraps of cloth scattered around the room.
To the left of the entrance is a cultist sitting against the wall and gazing up at the
ceiling as if it were filled with stars. He has a long, white beard and brittle hands. He does not
appear to be sliced up like many of the other cultists, but there is madness behind his gaze.
When the players make any sort of noise or catch his attention his head snaps down and his
bloodshot eyes go wide.
[Aromas]
If the air is sweet, the Keymaster will greet the players with a sort of wide eyed
excitement. “Guests!” he will gasp. “Here to see the master, no doubt?” he asks. “You have
heard his call and seek to give yourself to him?” The man is clearly insane, but a very manic
sort of insane. He has a deep love for the Gol’Goroth and often trails off about his
magnificence.
Otherwise if the air is foul, he is a bit more hostile. “New worshippers for his Lord? I
smell the Primordial Ooze upon you. Good, good. The Lord will be pleased with his new pets.”
Either way, his eyes are constantly open wide and occasionally licks of flame will burst
from his fingertips, indicating that he was once a spellcaster.
This man will introduce himself as The Keyholder - Syrith. At first he seems perfectly
normal in comparison to the others they have encountered, but as he speaks he pulls a tome
out of his robes that seems to be bound by flesh. He opens it and begins to read. Relay the
next bit of information to the party in a fashion that corresponds to the aroma.
There is a key to reach the inner sanctum. The Gol’Goroth has placed the Keymaster in
charge of making sure only those worthy of his presence may pass. To do this he has created a
puzzle of sorts to test the strength of mind of the party. The Gol’Goroth only wishes to have
those who are strong of mind, those who will not crumble so easily in his glorious presence.
This room contains all of the clues needed to get through the door behind him. Just say the
password and it will open with ease. Down in the pit, amongst his children, is the key to the
sanctum. He smiles wide and reveals sharply filed teeth.
Numerical Ciphers:
The players are in the room with the Keymaster. He smiled expectantly at the players
and gestures to the door which has the following numbers glowing upon it: ‘5612469 2 23015’
This is just gibberish for now, but the room contains clues to help them find the answer. Make
sure you give in depth details of the items in the room and allow the players to explore and
drive the discovery.
The small green dragon statue a top the nightstand has the numbers ‘412 7142’
scrawled on the bottom of it. As soon as the players pick it up, the Keymaster will note, “The
inspiration for the cipher . . . where it all began. The clever Green Dragon.”
A small treasure chest sits at the foot of the bed. If they open it up they will see
‘6151 8956’ written in blood. It contains a few small treasures - Frog skeletons, human flesh,
bone dice - the usual. When the players open it, the Keymaster will say, “Yes, my treasures. My
collection. Please make sure they remain within my treasure chest”
The final clue is upon a simple broom propped against the wall. The numbers ‘013’ are
carved along the handle.
Additionally, the scrolls have massive lines of numbers that are clearly meant to
represent words. It is clear that he has spent a great deal of effort coming up with his code.
These clues together will allow the players to build the reference table below:
B R N M G S T D C H
0 1 2 3 4 5 6 7 8 9
Rules of the Code:
The code is simple. It is a one-to-one mapping of letters to numbers of the objects on which
they are inscribed. However, only the consonants actually map to a number and the vowels are
just there for filler. See the words and their corresponding letters below for the example
Clues to build the Code:
Broom
Brm
013
Green Dragon
Grn Drgn
412 7142
Treasure Chest
Trsr Chst
6151 8956
Answer:
5612469 2 23015
Strngth n nmbrs
‘Strength In Numbers’
As soon as the players speak the passcode, the door will swing open and allow the group to
pass. The Keymaster will clearly be pleased when the players solve his puzzle. There is a
glimmer of true happiness behind the madness as the new pathway is revealed.
[Harsh DM?]
If you wish to up the difficulty of this particular puzzle, remove the spacing from the
numbers on the objects. That will make it much harder to realize it is a 1-to-1 mapping.
[Murder Hobos?]
If the players would rather not deal with all of this puzzle nonsense, they can just try and
murder the Keymaster. If they attack, give him the stats of a Mage [DMG Pg. 347]. As soon as
he is killed, the runes stop glowing and the door audibly unlocks.
Beyond the Door:
On the other side of the door is a stairwell descending another twenty feet. Once the
party reaches the bottom, they find themselves on a platform but the room opens up another
thirty feet ahead of them. If the continue to the edge of the platform they see a twenty foot
drop into darkness. From within the pit they can hear the croaking of hundreds of frogs and the
sounds of them hopping and crawling across the stone.
This is not normal darkness, however, it is magical darkness. Any torchlight or ordinary
spell that attempts to pierce it is immediately extinguished. Only a Daylight spell or stronger
can pierce the permanent darkness that is in place here.
So what is in the pit? Well, frogs. Lots of frogs. And a glass eye, roughly the size of the
round slot in the door. One of the players will need to go in and find it amongst the small horde
of amphibians. The party will need to wait until the air is sweet though, for if someone
descends while the air is foul, the frogs will latch on and take the sight from that player
permanently. When the air is sweet the frogs will roam and squirm, but they will not attack.
They will still climb on the player, but they will not actively attack.
The player in the pit will need to search amongst the frogs for the glass eye. To do so
they will need to make a successful investigation roll of DC 17, but each time they fail a roll it
wastes a minute and the aromas grow ever closer to shifting once again.
Once the players have retrieved the key, they can move past the Keymaster and back
to the locked door once again. Placing the eye in the slot results in a click and the door
opening ever so slightly. Immediately afterwards, the eye blinks at the players and disappears,
back to the possession of the Keymaster until his next guests have arrived.
The Inner Sanctum:
On the other side of the door is a stairwell that descends twenty-five feet before
opening into an area much larger than the others they have visited. A small lake of dark water
fills the center of the room with a much smaller pool off to the left. There are two other routes
out of this room, one almost directly ahead across the water, and the other off to the right. The
one directly ahead is covered by a heavy iron door while the other seems to dip off into
darkness.
Sitting in the central pool of water are two separate pairs of eye sockets on dark green
skin. Use the stats of Giant Toads [MM Pg. 329] for these creatures. They appear to be much
larger versions of the one they followed to the cave. When the party reaches the bottom of the
stairs, one of the frogs will give a loud croak that calls the attention of a group of four nearby
cultists.
A group of three cultists have a small fire going and have set up what appears to be
some sort of disturbing laboratory. There are a number of frogs hopping around in what
appears to be an aquarium, vials filled with the dark-blue substance, human flesh and human
bones soaking in the slime, and a dozen books stacked up and scattered. There is also a
weapon rack filled with weapons crafted from human bone reinforced with iron.
Depending on the aroma in the aroma in the air, the cultists will have drastically differing
attitudes towards the players. If the aroma is foul, jump to the Combat section. If the aroma is
sweet jump to Conversation.
Conversation:
If the aroma is sweet, both the frogs and the cultists are far less aggressive. One of the
cultists will shout out to the party, asking who they are and what their business is here. Their
minds are so ravaged by the constant mood swings of the lair and from the corruption of the
Gol’Goroth’s presence that they are essentially under hypnosis. They will believe just about any
lie the party tells and will go along with most plans as long as none of them involve harming the
Gol’Goroth. If the party mentions anything about hurting/killing the Gol’Goroth, they will
immediately turn aggressive and you can jump to Combat.
While highly suggestible, the cultists will even go so far as to harm themselves or each
other if they believe it is the Gol’Goroth’s wishes, but they will not dare harm his spawn (the
frogs). They will also refuse to destroy their lab, as it is work they promised to the Gol’Goroth
and they will not disobey a direct request unless it is from The Great One himself.
The players can ask the cultists to simply leave, to kill themselves, to take them to the
Gol’Goroth, or any other number of requests, but as soon as the aroma turns foul again they
will go savage and attack. They each have a bone dagger hidden on them somewhere and will
draw and use them if the weapon rack is too far away.
During all of this, the frogs continue to stare out at the party silently. They give an
occasional croak, but until the aroma changes or they are attacked, they remain docile.
If a player tries to enter the water, see The Water, below.
Info for Potential Questions:
● How do we get into the room across the water?
○ The key is kept with the Gol’Goroth’s most loyal servant - Speaker Kythel
- who remains with the Gol’Goroth at all times unless he needs to relay
messages to the others
● Where is the Gol’Goroth
○ Down the stairs behind them, down in the darkness. To look upon the
Gol’Goroth is too much for most to handle so they must keep him down
in the dark. Speaker Kythel tends to his immediate needs. They say the
Keymaster once gazed upon the Gol’Goroth as well, that his arcane
magics prevented him from going mad.
● What is the Gol’Goroth / Why do you follow the Gol’Goroth
○ Gol’Goroth is God. He is the way to true happiness. He has no eyes, but
can see into all realms. He sees the path to enlightenment. We bow
before his power and his wisdom.
● What is this blue slime?
○ That is the Primordial Ooze of the Gol’Goroth. With it, the world shall be
reborn. To consume it is to be one with the Gol’Goroth. Once they have
enough, the forests, the lakes, the world will all fall under the influence of
the Gol’Goroth. Speaker Kythel brings them the ooze and they have been
tasked with finding ways to better utilize it in their quest. Many tests
require live human subjects, however.
● Can the Gol’Goroth be killed / How do we kill it?
○ See Combat
Combat:
Once the frogs give out their croaks, the cultists will immediately grab weapons from
the weapon rack. The cultists will shout and demand sacrifice for the Gol’Goroth. More test
subjects! The frogs will jump aggressively towards the players, their tentacles whipping around
violently.
[Too Easy?]
If your players seem to be breezing through this dungeon thus far, consider using
Thugs (CR ½) [MM Pg. 350] rather than the stats of a typical Cultist (CR ⅛)
Roll for Initiative.
During combat, the cultists will yell out threats and promises to the party. “You shall be
reborn in the Gol’Goroth’s cleansing pools! Give in to your urges, praise Gol’Goroth. Your eyes
shall give birth to his children!”
One of the cultists stay in the back and simply throws large glass vials filled with the
dark-blue slime at the party members. He makes this attack at a +4 bonus to hit. On a
successful attack, the glass shatters and coats the target with the Gol’Goroth’s slime. The
target makes a DC 12 Constitution Saving Throw. On a fail, that character becomes paralyzed
and at the beginning of their next turn they make a DC 12 Wisdom Saving Throw. On a second
fail, they begin walking towards one of the Giant Toads, offering themselves up as sacrifice
without resistance. The toads have advantage on all attacks against that player.
The Giant Toads also have an additional ability called Gaze of the Gol’Goroth (1/day).
As an action, the frog locks onto a target with their empty eyes, staring through the void and
tearing at their mind. The target makes a DC 13 Wisdom Saving Throw. On a fail, that player
comes under the effects of the Confusion spell [PHB Pg. 224].
If the cultists manage to knock out a player, they will not kill them. They make sure to
keep them alive if possible in fact. So if somehow the entire party is knocked out, they will
begin to wake up to the sounds of one of their own being experimented upon - having the
Primordial Ooze injected into their system or perhaps with the replacement of their eyes for the
Gol’Goroth’s eggs. The cultists are not adept at tying knots and they can be broken out of fairly
easily if the players make an attempt to escape.
If a player tries to enter the water at any point, see The Water, below.
The Water:
If a player enter the dark pools of water in the room they will need to make a DC 12
Wisdom Saving Throw or be afflicted by the same negative effects that the player’s
encountered at the beginning of the cavern upon eating the slime. [After ten minutes, the player
will start to feel sick and gain the poisoned status. Five minutes after that, they will begin
retching and choking until they finally vomit up another of the frog creatures (If in combat, this
will take 3 rounds in which the players can do nothing but double over and hold their
stomach).They are free of the poisoned status but gain a level of exhaustion as the frog
attempts to hop away into the cave.]
[Harsh DM?]
Spike traps are fun, put one or two of those somewhere in the room and have them be
laced with slime. When a player falls they will need to make a DC 12 Constitution Saving Throw
or be immediately affected by the slime and will be vomiting up frogs in no time. Also, 10 (3d6)
piercing damage from those nasty spikes.
Our Lord, The Gol’Goroth:
Once all of the cultists and frogs have been taken down, the party is left with their two
exits. If they try the iron door they find it is locked, and none of the cultists appear to have a
key on them. [A DC 15 lockpicking check can open this one up, however]. That leaves the path
leading down into the darkness - The Lair of the Gol’Goroth. Torches can be used to light the
way, but they seem to only ever extend 10 ft. as some sort of magic suppresses the light. From
down below some strange chants can be heard as well as a sickening, gurgling sound.
Depending on the current aroma in the area, a different event will occur.
Should the players descend while the air is foul, the moment they make it to the corner
in the stairwell the player up front will need to make a Saving throw as the Gol’Goroth
unleashes its Gaze of Madness and the party will need to roll for initiative. If the air is sweet, a
voice will call out. “No visitors! The master is resting!” It is a harsh whisper, but a whisper
nonetheless. “Remain above with the others. I will come get you when there are more
instructions.” The Gol’Goroth is resting and if attacked, the players can get a surprise attack,
but if they try to force their way past Speaker Kythel he will call out for the Gol’Goroth and
wake it from its slumber. Additionally, the Gol’Goroth will be cast in darkness since light is
dampened by the Gol’Goroth’s aura. The air immediately goes foul when the Gol’Goroth
awakes.
[Sneaky, Sneaky]
Due to the nature of the light in this area, it is possible for someone or even the entire
party to sneak down into the Gol’Goroth’s lair undetected, but only if the air is sweet and the
Gol’Goroth is sleeping. They will need to make stealth checks against Kythel and the
Gol’Goroth’s passive perception. While asleep, the Gol’Goroth’s passive perception is lowered
to 6.
[Silver Tongue]
The players can also attempt to talk their way into the Gol’Goroth’s good graces,
claiming to be new followers who wished to gaze upon him (or some other similar, but
believable lie). A DC 15 Deception/Persuasion check will be required to deceive the
Gol’Goroth. He will allow the players to enter his chamber, then perform his Gaze of Madness
on each of them to test their strength of mind. Afterwards, the Gol’Goroth will go back to
feasting or return to sleep at which point the party can get off a sneak attack round.
The lair is not particularly large, perhaps thirty feet across at its widest. The Gol’Goroth
is tucked against the far corner, easily eight feet in width and five feet high. Corpses of animals
and human lay scattered across the floor of the room, making patches of it into difficult terrain.
To the side, where Kythel waits, is an altar with many small carvings of the Gol’Goroth placed
atop. Next to this are many buckets and vials filled with the Primordial Ooze
As a bonus action, on the first round of combat, the Gol’Goroth gives out a loud, deep
croak. This echoes throughout the entire cavern, shaking the walls and ground. It is answered
by an army of higher pitched croaks from back up the tunnel. Afterwards, Kythel will shout,
“His children come! You shall suffer for your insolence!” As the fight goes on, the croaks grow
louder and louder as the pit of frogs is emptied and make their way for their master. If the
Gol’Goroth is not dead within ten rounds, the frogs arrive and swarm the players, causing them
to go mad almost instantly.
Gol’Goroth
Large monstrosity, chaotic evil
----------------------------------------
Armor Class 13 (natural armor)
Hit Points 76 (8d10 + 32)
Speed 30 ft., swim 50 ft.
----------------------------------------
STR DEX CON INT WIS CHA
With the key in hand, the party may open the last remaining door. There is a small room
with a table in the center stacked with samples of the Primordial Ooze. Amongst this are other
gruesome science experiment results such as the corpses of other creatures that they
attempted to splice, a few dead albino squirrels, and categorized skeletal remains. Luckily, a
tunnel extends to another room a bit further back.
In the second room there are four Potions of Healing, 100 gold pieces, 400 silver
pieces, 1200 copper pieces, and a magical wand amongst a stack of ordinary armor and
weapons.
Wand of Tricks and Treats:
Wand, uncommon
This wand has 5 charges. While holding it, you can use an action to expend 1 charge and speak
the word “Trick” or the word “Treat” while pointing it at a target within 90 ft. If the words “Trick”
was spoken, roll a d6 and consult the Trick table. If the word “Treat” was spoken, roll a d6 and
consult the Treat table below. This wand regains 1d4 + 1 expended charges daily at dawn and
always fully recharges after a full moon.
Trick
1 A ferret shows up on the next night night and steals 1d4 gold from the target and brings
it to you. The ferret then disappears.
2 The target is cursed for the next 24 hours. While under this curse, the target is charged
twice as much for alcoholic beverages.
3 The target is cursed for the next 24 hours. While under this curse, the target somehow
manages to burn any food they try to cook.
4 The target is cursed for the next 24 hours. While under this curse, small wildlife creatures
are afraid of the target.
5 The target is cursed for the next 24 hours. While under this curse, all coins look like
copper to the target.
6 The target is cursed for the next 24 hours. While under this curse, the target is struck by
the overwhelming need to itch in locations that are unreachable by them.
Treat
1 The target is blessed for the next 24 hours. While under this blessing, a small sprite
follows the target and will occasionally point out hidden objects.
2 Five pieces of chocolate appear in their bags. When eaten they restore 1 hit point.
3 The target is blessed for the next 24 hours. While under this blessing, the target has
battle music that accompanies them in any conflict.
4 The target is blessed for the next 24 hours. While under this blessing, they smells great to
members of the opposite sex..
5 The target is blessed for the next 24 hours. While under this blessing, whenever the
target deals a killing blow against an enemy, 10 silver pieces explode from the body.
6 The target is blessed for the next 24 hours. While under this blessing, rain cannot fall on
the target, it simply glances down alongside an invisible shield and they stay nice and
dry.
Back to Town:
The party can swing by and grab Syrith before heading back to town. He will be under
the effects of a long-term madness, but will eventually recover. My Hal will be eternally grateful
of the party’s help and offer them the reward they earned (300 gold and a magical item of your
choosing).
The last thing the party should see before closing out the campaign is Syrith walking
back to his home, and as he closes the door behind him his sleeve falls back ever so slightly
and they see a single frog latched onto his arm and black eyes stare out at them.