The gargoyle is supposed to be a trap trigger in quest 1. However, you can also unleash those three rooms at whim. Had I given up the lure of invincibility by not moving, I probably could have divided the heroes with the goblins and the gargoyle. Instead, the gargoyle was predictable and easy as usual, with the old "hey you can't hurt me until I move" thing. The heroes were fully prepared and disarmed the trap. If I had moved the gargoyle ahead of this, the trap would have been disarmed for them...
What did y'all do? The heroes actually found this quest really fun to my surprise. I thought it was going to be an easy quest with nothing game breaking or new, if not boring. I had planned to run it with quest 2, but they took the whole game time playing the first one.