Post by Head Moderator on Jun 23, 2014 18:33:39 GMT -5
In any Adventuring Company, the measure of it's wealth, is found in their members. Over the centuries, the citizens have found a way that allows for them to witness the Adventuring Company's members display their finest......or find humor when they fail to do so. The Gauntlet Run is a long and demanding obstacle course. One where those wishing to participate have to enter and try their best to defeat the hardships they face.
Only Moderators may run Gauntlet Runs. Only one Gauntlet Run per day, per person.
No magical items.
No spells.
No skills.
No armor or weapons.
Trait bonuses are allowed. A character may wear whatever clothing they wish, though it is encouraged they wear either the padded armor offered by those hosting the run, or clothing they do not mind getting ruined. The tests are just ability checks, with set DC's for the stage. They are done as they are in any other situation, you roll a 1d20, add the respective modifier (trait) for the statistic being challenged and the sum is your total.
Stage One: 2 Ability checks of 1d20, 5+ needed
Stage Two: 2 Ability checks of 1d20, 10+ needed
Stage Three: 2 Ability checks of 1d20, 15+ needed
Stage Four: 2 Ability checks of 1d20, 20+ needed
You are allowed three straight saves (no modifier allowed), 18+ needed, but may only use one save per stage.
Rewards
Each phase (2 per room) you passed you get 1 xp.
Each player run through, the proctor gets 1 xp.
If all 4 stages are completed you gain entry into the Hall of Fame, and earn 2 reputation (per week allowed)!
Roll 4d25 to randomly put together a gauntlet...or choose which rooms you'd like based on the traits they represent!
1. Spiked Floor (Quickness)
A flat surface, when pressure is applied spikes slide upwards out of the floor. They shoot up in different places every time, so one cannot memorize where they will appear, as it is different every time.
2. Balance Beam (Quickness)
A simple wooden beam that one must navigate, over a trench of water (or other such good or liquid). Very good training for balance.
3. Hall of Mirrors (Intelligence)
Exactly as it sounds. A hall of mirrors that one must make their way through. The mirrors slide around, making it a different path each crawl.
4. Blade Trap (Quickness)
Two blades hover across the top of this dungeon, chopping downwards one, then the other. You must make your way under both without being hit.
5. Pits of Darkness (Endurance)
This dungeon is pitch black, magically dark. No racial abilities or skills to see in the dark work, it nullifies it all. You must navigate through the darkness without falling into pits of mud, slime, pudding, etc (you may choose what it is).
6. Stepping Stones (Quickness)
There is a path of small stones that one must jump to make it across a thick tar pit.
7. Jungle Vines (Quickness)
In this dungeon, you must swing across the area from numerous vines that hang from posts across the top. Be careful though, some vines aren't fastened to the timbers! Falling lands you with a thud onto a hard, stony floor.
8. Sliding Walls (Quickness)
This dungeon is made of various walls that slide from side to side, and slam down from above at various intervals. You must make your way through the openings as they occur.
9. Stone Doors(Strength)
Several large stone doors stand in your way. You must make your way through by lifting the heavy doors to make your way out.
10. Arrow Shot (Quickness)
As you make your way through this dungeon, arrows are shot at you from both walls. You must duck and roll, and jump and move your way through without being hit.
11. Ticking Bomb (Quickness)
There are two locked boxes within the dungeon. You must pick the locks and turn off the mechanism inside both of them, without springing the trap. If you fail, a landslide of stones erupt from the sides of the dungeon.
12. Dark Crawl (Intelligence)
You must navigate though a series of tunnels that go up, down, around, back and forth through the thick rock dungeon bathed in pitch blackness on hands and knees. If you get lost, the way out instantly lights up so you may get out of it when you fail.
13. Sleeping Poison (Endurance)
As you move through this room, jets of sleeping poison shoot out at you. Resist the urge to curl up and fall asleep and get through the dungeon!
14. Pits of Despair (Willpower)
Like heavy mist, sorrow settles upon you as you enter this room. Can you make your way through this dungeon without breaking down into a fit of tears?
15. Puzzle Trap (Intelligence)
Quickly use your wits to piece together the puzzle, if you aren't fast enough you'll feel quite a zap of electricity!
16. Tripwire Trap (Willpower)
Lines of very thin tripwires line this dungeon, make your way across without tripping a wire! Trip a wire, get a shocking blast!
17. Secret Door (Perception)
Can you find the secret doors needed to get out of this series of rooms?
18. The Lazy Susan (Endurance)
This room's circular floor spins, jump onto the spinning floor and make your way across the room without falling or getting dizzy.
19. Whirling Dervish (Strength)
Step into this dungeon and the room begins to spin, you are caught in a tornado and must use sheer force to make it to the door on the other side of the dungeon.
20. Monkey Bars (Quickness)
There is a set of bars going across the dungeon, jump up and monkey your way across. Falling lands you in a leech filled pit of water.
21. Doorkeeper (Charisma)
Convince the doorkeeper you deserve to pass through to the next dungeon!
22. Where's Waldorf (Perception)
A little fellow in a bright red cap is hiding in a large painting on the wall. Find Waldorf before the floor drops out beneath you!
23. Illusionary Floor (Willpower)
Figure out which part of the floor is actually solid, and which is illusionary! Choose wrong, and end up in a filthy cess pool of water.
24. Flooded Room (Endurance)
The room fills with water, hold your breath until the water rushes out and you can breathe again!
25. Dazzler (Willpower)
Hypnotic lights dance around the room, can you make it across the room or will you be dazzled by the light show?
Only Moderators may run Gauntlet Runs. Only one Gauntlet Run per day, per person.
No magical items.
No spells.
No skills.
No armor or weapons.
Trait bonuses are allowed. A character may wear whatever clothing they wish, though it is encouraged they wear either the padded armor offered by those hosting the run, or clothing they do not mind getting ruined. The tests are just ability checks, with set DC's for the stage. They are done as they are in any other situation, you roll a 1d20, add the respective modifier (trait) for the statistic being challenged and the sum is your total.
Stage One: 2 Ability checks of 1d20, 5+ needed
Stage Two: 2 Ability checks of 1d20, 10+ needed
Stage Three: 2 Ability checks of 1d20, 15+ needed
Stage Four: 2 Ability checks of 1d20, 20+ needed
You are allowed three straight saves (no modifier allowed), 18+ needed, but may only use one save per stage.
Rewards
Each phase (2 per room) you passed you get 1 xp.
Each player run through, the proctor gets 1 xp.
If all 4 stages are completed you gain entry into the Hall of Fame, and earn 2 reputation (per week allowed)!
Roll 4d25 to randomly put together a gauntlet...or choose which rooms you'd like based on the traits they represent!
1. Spiked Floor (Quickness)
A flat surface, when pressure is applied spikes slide upwards out of the floor. They shoot up in different places every time, so one cannot memorize where they will appear, as it is different every time.
2. Balance Beam (Quickness)
A simple wooden beam that one must navigate, over a trench of water (or other such good or liquid). Very good training for balance.
3. Hall of Mirrors (Intelligence)
Exactly as it sounds. A hall of mirrors that one must make their way through. The mirrors slide around, making it a different path each crawl.
4. Blade Trap (Quickness)
Two blades hover across the top of this dungeon, chopping downwards one, then the other. You must make your way under both without being hit.
5. Pits of Darkness (Endurance)
This dungeon is pitch black, magically dark. No racial abilities or skills to see in the dark work, it nullifies it all. You must navigate through the darkness without falling into pits of mud, slime, pudding, etc (you may choose what it is).
6. Stepping Stones (Quickness)
There is a path of small stones that one must jump to make it across a thick tar pit.
7. Jungle Vines (Quickness)
In this dungeon, you must swing across the area from numerous vines that hang from posts across the top. Be careful though, some vines aren't fastened to the timbers! Falling lands you with a thud onto a hard, stony floor.
8. Sliding Walls (Quickness)
This dungeon is made of various walls that slide from side to side, and slam down from above at various intervals. You must make your way through the openings as they occur.
9. Stone Doors(Strength)
Several large stone doors stand in your way. You must make your way through by lifting the heavy doors to make your way out.
10. Arrow Shot (Quickness)
As you make your way through this dungeon, arrows are shot at you from both walls. You must duck and roll, and jump and move your way through without being hit.
11. Ticking Bomb (Quickness)
There are two locked boxes within the dungeon. You must pick the locks and turn off the mechanism inside both of them, without springing the trap. If you fail, a landslide of stones erupt from the sides of the dungeon.
12. Dark Crawl (Intelligence)
You must navigate though a series of tunnels that go up, down, around, back and forth through the thick rock dungeon bathed in pitch blackness on hands and knees. If you get lost, the way out instantly lights up so you may get out of it when you fail.
13. Sleeping Poison (Endurance)
As you move through this room, jets of sleeping poison shoot out at you. Resist the urge to curl up and fall asleep and get through the dungeon!
14. Pits of Despair (Willpower)
Like heavy mist, sorrow settles upon you as you enter this room. Can you make your way through this dungeon without breaking down into a fit of tears?
15. Puzzle Trap (Intelligence)
Quickly use your wits to piece together the puzzle, if you aren't fast enough you'll feel quite a zap of electricity!
16. Tripwire Trap (Willpower)
Lines of very thin tripwires line this dungeon, make your way across without tripping a wire! Trip a wire, get a shocking blast!
17. Secret Door (Perception)
Can you find the secret doors needed to get out of this series of rooms?
18. The Lazy Susan (Endurance)
This room's circular floor spins, jump onto the spinning floor and make your way across the room without falling or getting dizzy.
19. Whirling Dervish (Strength)
Step into this dungeon and the room begins to spin, you are caught in a tornado and must use sheer force to make it to the door on the other side of the dungeon.
20. Monkey Bars (Quickness)
There is a set of bars going across the dungeon, jump up and monkey your way across. Falling lands you in a leech filled pit of water.
21. Doorkeeper (Charisma)
Convince the doorkeeper you deserve to pass through to the next dungeon!
22. Where's Waldorf (Perception)
A little fellow in a bright red cap is hiding in a large painting on the wall. Find Waldorf before the floor drops out beneath you!
23. Illusionary Floor (Willpower)
Figure out which part of the floor is actually solid, and which is illusionary! Choose wrong, and end up in a filthy cess pool of water.
24. Flooded Room (Endurance)
The room fills with water, hold your breath until the water rushes out and you can breathe again!
25. Dazzler (Willpower)
Hypnotic lights dance around the room, can you make it across the room or will you be dazzled by the light show?