The Gauntlet GM thread *SPOILERS!*


GM Discussion

4/5 *

I did not see this anywhere, so if this is another section of the website I apologize. But if not let's get this party started.

Spoiler:

Shifting Cells (Area 6)
The cells are not labelled. What cell is which? From the text I deduce that the PCs start in the area that's supposed to be F, but not sure.

Area 7
What is the DC for a grease covered floor?

Void's Relic (Area 12)
If by some miracle, the PCs get the forbidden knowledge to destroy the Wraithstone, but it managed to dominate a PC before that happens, what is the effect of the dominated person? I know it forces the person to leave the dungeon but what happens if it is destroyed when a player is already dominated? Does the dominate end?

The Final Battle (Area 16)
It says the bridge rotates once every 2 rounds on it's triangular expanse. The room is rectangular, so how does it rotate?

If I think of anymore questions, I'll post them here.

Dark Archive 4/5 5/5 **

Flagged to move this to the GM Discussion forum.

A6:
I would assume they are arranged:
E F
C D
A B
As that puts to motes as far as possible away from them and gives them a chance to learn.

A7 (Maybe A8?):
I'd assume it would go by the passive grease rules:
A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

A16:
I think you're thinking of a vertical axis through the center, so it's spinning like a top? But I think it's like a long triangle shaped bridge, so it starts with the bottom facing up as the walking platform. Every two rounds, it rotates on its length, moving the top to the side and a side to the top.

Dark Archive 4/5 5/5 *

Product Description thread gave an update on that one:

Iammars wrote:
So Area 6 refers to switched A-F and a boxed area A, but none of those seem to be marked on the map. I can kinda piece together the encounter, but I'm not 100% sure what's going on.
Yeah, that is my mistake.

The map was originally drawn horizontally, so with the way it is oriented in the adventure it goes like this...

C | F
-----
B | E
-----
A | D

I hope that solves it up...

4/5 *

Is there any other affect of:

Spoiler:

The poison gas in the first room? It says it's a poison gas but I can't see where the poison entry is.

4/5 *

In area 7 it mentions:

Spoiler:

The two giant spheres, and if the creature don't get the offering of a magic item, they will the spheres into motion, but there doesn't seem to be any mechanical effect.

Silver Crusade 3/5

Ross Tait wrote:

Is there any other affect of:

** spoiler omitted **

It's "Burnt othur fumes" which is a CRB poison:

Type poison, inhaled; Save Fortitude DC 18

Frequency 1/round for 6 rounds

Initial Effect 1 Con drain; Secondary Effect 1d3 Con damage; Cure 2 consecutive saves

Silver Crusade 3/5

Ross Tait wrote:

In area 7 it mentions:

** spoiler omitted **

The effect of the spheres moving is described at the very beginning of this room's description, right before the "Creatures" heading.

"The giant stone spheres roll at a
pace of 15 feet per round (meaning it takes them 2 rounds
to move from one corner to the next). If this occurs during
combat, the stones move at the end of each round.
Anyone struck by a stone must succeed at a DC 20 Reflex save or
take 10d6 points of damage as the stone rolls over them. A
character who succeeds is pushed to the next open space in
front of the stone’s implacable advance."

Grand Lodge 2/5

So, has anyone else noticed that you can't get past the Statue/gas room unless someone has disable device? It seems like this could be an issue for Organized Play.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Jurassic Pratt wrote:
So, has anyone else noticed that you can't get past the Statue/gas room unless someone has disable device? It seems like this could be an issue for Organized Play.

I have noticed that a lot of this scenario is missing "alternate means of solving"

Would destroying the face completely (Adamantine warhammer?) work?

5/5 **** Venture-Agent, Netherlands—Utrecht

My GM allowed us to destroy the faces as an alternate means, but luckily we had someone with Disable Device with us. But yeah, I assume all traps have an alternate means of bypassing it. Trap rules are so rigidly written that some application of common sense should be able to be used in "solving" them.

Sovereign Court 5/5 5/55/5

Aryel and Aryeth are Int 4. How can they carry on an intelligent conversation?

Sovereign Court 5/5 5/55/5

Also:

Spoiler:
Area A10 mentions that it "automatically counters any light spell or supernatural effect cast or used within this chamber, causing
that light to sputter and end if it is already in effect." But it also mentions that the kurobozu have specific tactics in place if the PCs cast daylight. How would a party do that successfully?

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Illeist wrote:
Aryel and Aryeth are Int 4. How can they carry on an intelligent conversation?

They are only a little less intelligent than an Otyguh. Int 4 creatures can speak, they just don't know very much.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

We seem to have two threads going for this. Is there a way to merge them?

Also:
Has anyone thought about what the knowledge local rolls should be for this? Some of the background seems like it should be known

Specifically:

When the Pathfinder Society cleared out the ruins of
this single-floor structure hundreds of years ago, the
Decemvirate flooded the site with resources to transform
it into a ready-made training dungeon for use by new
recruits. Wizards affiliated with Absalom’s House of Secrets
[were employed] to create a truly deadly environment. Too deadly.

the Decemvirate shifted it to a test of
mid-career agents, whom they reasoned ought to be more
prepared after a steady career of dungeoneering.
[It is] positioned as a test and “re-set” for each
group of adventurers that attempts it,

Not all Pathfinder agents are called to run the Gauntlet, and it is whispered within the Society that those who successfully complete the test are more likely to receive prestigious assignments from the Decemvirate moving forward. Nearly all of the organization’s venture-captains passed the Gauntlet before receiving their promotions, a pattern well noticed by the Society’s most ambitious agents.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Missing Checks and my guesses:

Room 2:
What is the Craft(Alchemy) or Knowledge(Dungeoneering) to identify the gas (DC 20?)

Room 3:
What is the Craft(Alchemy) or Knowledge(Dungeoneering) to identify the acid (DC 15?)

Room 4:
"The door opens automatically if the trap in this room is disarmed or destroyed." How many hitpoints does a 10 foot tall stone statue have? (it looks like it should be 500-1000) What is it's Break DC?

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

More errors:

TOJANIDA (3) CR 5
XP 1,600 each
hp 51 each (Pathfinder RPG Bestiary 3 270)
TACTICS
During Combat Desperate for a meal, the tojanida attack anyone swimming down the shaft. They do not strike with any particular coordination other than to swarm the first creature down the shaft.
Morale The tojanida are starving and fight to the death, but they do not leave the water under any circumstances.

Bestiary:
While tojanidas adore eating, as they find flavor and texture to be two of the most fascinating senses, they don’t actually need to consume food, instead drawing sustenance directly from the currents of arcane energy all around them via the magic of their shells.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Missing rolls:

Room 8
Perception and Disable device numbers on the grease trap at the entrance
Reflex Save DC for the grease from the grease trap.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

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My slot 0 group bluffed their way past the first set of twins by claiming a mundane item possessed powerful magic. They have no appraise, no sense motive, no detect magic. And a 12 wisdom.

2/5

How many times can a PFS group rest inside the gauntlet?

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

As often as they want. No time limit is set.

But if they rest more than once, I would have the three "proctors" make snatky comments at the end. Remember they are trying to impress people.

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