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GROUT’S GRITTY

GAUNTLET
Welcome, brave travelers! I am Morgrout, and
this is Grout’s Gritty Gauntlet!

Complete my gauntlet and you’ll have earned my


respect, a world renowned gift, and access to my
prize chest filled with my clever stony creations.

The gauntlet works thusly:


1. ENTER a chamber.
2. CLEAR the chamber to PROGRESS.
3. PROGRESS 6 times to enter the GOLEM’S ARENA.
4. Defeat the GOLEM.
5. Exit and receive your rewards!

Simple, yes?

Should you need to exit prematurely, there is a


Panic Button in each chamber. When pressed,
your accrued progress will be lost and you will
be transported back before me, defeated and
embarrassed, I’m sure.

If you are ready to begin, step through and ENTER


your first chamber!
GAUNTLET NAVIGATION
Elect one party member to roll 3d6 to ENTER a
new chamber.

When a 6 is rolled: the chamber is empty and the


party may PROGRESS.

When a 1 is rolled: the chamber has a CHALLENGE.

When both a 1 and 6 is rolled: the chamber has


a CHALLENGE, and the party has advantage for
1d4 turns.

When neither a 1 or 6 is rolled: the chamber has


a CHALLENGE, and the party has disadvantage
for 1d4 turns.

Only count one 1 or 6 per roll. Multiples do not


result in additional CHALLENGES or PROGRESS.

Once a chamber is CLEARED, it remains CLEARED


for the rest of the gauntlet and no additional
PROGRESS can be earned from it.

The Panic Button disappears once a chamber is


CLEARED. Enter a new chamber to find another.

Each chamber must be entered and exited fully.


Parties may not split up or leave indiviually. All
parties who enter together, move together until
they exit, be it through success or panic.
CHAMBER CHALLENGES
Either roll 1d6 or choose a challange.

1. 1d4 ghosts crawl out from the many cracks in


the walls. CLEAR: Defeat in combat OR lend an
ear to their post-mortal woes.

2. Two goblin wizards bicker about who is the


superior Chamber Defender. Scattered around
the floor are many scorched skeletons. CLEAR:
Defeat in combat OR help mediate a healthy
conversation between the two.

3. A massive two headed bear slumbers on the


door to the next chamber. Both of its heads snore
peacefully, boasting rows of razor sharp teeth.
Will not awake until attacked or a loud noise is
made. CLEAR: Defeat in combat OR play them a
song that will wake them peacefully, and they
move out of the way.
4. A glowing orb sits at the center of the room on
an ornate pedastle. Touching or moving it at all
spawns a hostile shadowy drake. CLEAR: Defeat
in combat OR simply ignore the orb and enter the
next chamber.

5. The chamber is entirely dark, save for the


thousands of tiny red eyes staring back. The
spiders move and react to the adventurers
and only wish to play a game of charades! The
critters use their glowing eyes as a means of
creating shapes. CLEAR: Defeat in combat OR win
a round of charades.

6. Large slots in the walls shoot out revolving


axes and spinning blades. A tiny kobold works
gears and levers across a bridge, cackling with
delight. CLEAR: Defeat in combat OR convince the
kobold to give up his mischievous ways.
GOLEM’S ARENA

Finely crafted from blackened stone, a large


Golem paces in the arena. Its singular flaming
eye follows the party, waiting for them to engage.

HP: 80 ARMOR: 18
RAM: attmepts to trample over a target. Golem
and target roll 2d6. Double Golem’s damage if
the results are adjacent.
FIRE SHOWER: With a raspy roar, 2d6 fireballs rain
from above in a 30ft circle around the Golem.
GRAPPLE SLAM: Grabbing a target within a 5ft
reach, it slams them down into the arena floor.
INFERNAL SCREAM: When close to defeat, lets
out a scream that fills the chamber. Golem and
party roll 2d6. Any rolls adjacent to the Golem’s
have disadvantage on their next attack roll.

Upon defeating the Golem (bringing it to 0HP), it


will kneel before the party. It can not speak, but
is friendly after defeat. A section of wall slides
down into the earth, revealing the exit.
RESOLOOTION
Morgrout congratulates the party on a successful
run through its gauntlet. “As promised, access to
the chest, and my respect. Well done.”

1. CRACKED STONE SWORD:


Though the blade is dull, it
still lands a heavy blow. On
a critical hit, it explodes into
5+d10 chunks of shrapnel
dealing extra damage to the
target. Reforms after 1 day.

2. MORGROUT’S RESPECT:
Present this badge to most
craftsmen in the region and
receive a discount on their
services and products.

3. GOLEM’S STONE HELMET:


Surprisingly lightweight and
durable. Can be used to ram
into a target, knocking them
prone on a successful hit.

4. SCREAMIN’ GOLEM TORCH:


Significantly brighter than a
normal torch, and can cast
the infernam scream attack.
EXTRA RULES
TOO LONG OR TOO SHORT?
Control the length of the dungeon by increasing/
decreasing the number of PROGRESS needed to
get to the GOLEM.

NEED MORE OF A CHALLENGE?


Use stronger, more elaborate monsters for the
CHALLENGES or even replace the GOLEM!

WANT IT MAKE IT MORE DIFFICULT STILL?


Require a 6 be rolled to PROGRESS. CLEARING a
chamber no longer provides PROGRESS and the
chambers do not stay CLEARED. Instead, they
become more difficult each time they are entered.

TOO DIFFICULT TO BEGIN WITH?


When a 6 is rolled, allow the party to choose
between healing for a small amount of HP OR
weakening the GOLEM. This choice must be
made unanimously.

NEED MORE COMPLEXITY?


Try incorporating a morality score system within
the gauntlet! The CHALLENGES all have a VIOLENT
and PACIFIST solution. Grant 10 points for VIOLENT
solutions, and 20 for PACIFIST ones. Tally points
after defeating the GOLEM, and limit the amount
of loot inside the prize chest depending on how
the players did. You can also make the GOLEM
more difficult depending on their score prior to
the battle.

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