3.2 Gauntlet
Overview
Emperor Calus leads the party to his sporting arena, outfitted for feats of teamwork and athleticism more so than the blood sport of the old Cabal Praetorate. In this arena, Calus says that his Shadows have dazzled him with machine-like precision and athletic achievement of galactic proportions. He hopes that Fireteam Crescendo can live up to their reputation and provide a spectacle fit for royalty. He stresses communication and cunning as keys to success in solving the puzzle of his Gauntlet.Encounter
Arena
Players enter the arena by elevator from the Castellum. The Gauntlet arena is divided into two main areas, the inner and outer rings. The inner ring is portioned into four quadrants, each designated by one of the same four symbols that have been recurring since the party started working for Calus. Each of the symbols sits high on the wall of the inner ring, above three green buttons that are spread out horizontally. At the foot of each symbol is a golden transporter device, as well as a large golden plate. In the center of the inner ring is the elevator, which has a fountain in the middle.The outer ring is a narrow hallway with metal flooring and laser beams dividing each quadrant into three sections. Where the two quadrants meet stands a wall with three circular apertures, each sealed by a colored laser. One of these lasers is always colored red, the other two are always blue.
Mechanics
The Gauntlet is a combination of puzzle-solving and skill checks for all participants. To start the puzzle, four players must stand on all the arena plates simultaneously to raise them off the ground to their maximum height of 10 feet. This creates a Psionic Orb at the Cup and Dog transporter, which can be picked up by each of the remaining players. The main mechanics revolve around Plates or Running.Plates
The Plate mechanics are housed in the inner ring. While standing on the plates, players will be able to shoot at the three buttons on the wall (they are immune to all forms of damage if the source is not standing on the plate). Based on the Runner communications, the Plates players will shoot the two buttons that correspond with the Blue circles to successfully provide additional charge to the Psionic Orb. The buttons have an AC of 12. Failing to shoot the correct buttons will not provide an extra charge. Failing to shoot any buttons will not allow the Runner to progress past that set of rings.After the Runner has passed by a plate, a single Counselor will appear at the foot of the plate. By the end of the Runner's next turn, the Plate person must defeat the Counselor with an Unarmed Strike or other melee weapon attack. Failing to do so will result in the Counselor returning the Runner to the inner ring, and their Psionic Orb will be lost for that run.
Runners
The Running mechanics are housed in the outer ring. After picking up a Psionic Orb, the Runners will be teleported to the outer ring of the arena. They will see a wall with one of the Cup/Dog/Axe/Sun symbols on top of it, as well as three rings. One ring is sealed by a red laser and two are sealed by blue lasers. The runner communicates to the Plates team the location of each colored laser and waits for the rings to become passable. If the Runner is unable to pass through a set of rings after two turns, their Psionic Orb dissipates and they are teleported back to the inner ring. If the rings do open and the Runner proceeds, they will be made aware of whether or not their Psionic Orb received a charge. If the Psionic Orb fails to be recharged through two consecutive sets of rings, the Runner is teleported back to the inner ring, and that Orb disappears.Once a Runner has completed a full lap of the outer ring without losing their Psionic Orb, they are teleported back to the inner ring with their Orb in hand. The fountain in the elevator has 3 golden War Beast pedestals, and 3 purple gem pedestals in the shape of a kneeling Cabal. The Runners may place their charged Orb in any one of these 6 pedistals. Upon doing so, they receive a Psionic Resistance debuff that prevents them from Running again for the remainder of the encounter.
Psionic Orbs
The Psionic Orbs are 15-inch pearl-like objects that spawn when all four plates are activated by players standing on them simultaneously. The orbs are milky white in color and emit tendrils of whispy pink psychic energy that wrap themselves around the creature carrying them. The orbs levitate until picked up, at which point they rapidly increase in weight. While holding an Orb, a creature's maximum movement speed becomes 30 feet regardless of any perks or class features that may increase movement speed. The Dash action cannot be used while carrying the Orb. While carrying the Orb, a creature is unable to make ability jumps.When fully charged, the Psionic Orb can be released by the Runner into one of the 6 pedestals around the fountain inside the elevator. A minimum of 3 fully charged orbs must be placed on the fountain in order for Calus to be satisfied with their performance. When 3 have been placed, the participants will be asked if they wish to continue for a greater reward, at the risk of forfeiting the rewards they have gained should they fail.
Hazards
Emperor Calus believes that sport with risk is more entertaining than without. Therefore, the Gauntlet arena comes equipped with several types of hazards to increase the difficulty of the encounter.Lasers
The Runners will need to hurdle over 2 sets of laser barriers between each set of recharge rings. To successfully hurdle, the Runner must succeed on a DC 15 Acrobatics skill check. Should the runner fail, they take 1d6 fire damage.Pitfalls
After an Orb has been successfully deposited into the fountain, portions of the floor in the outer ring will be removed. In order to traverse these pitfalls, the Runner must succeed on a DC 15 Athletics skill check. If the Runner fails, they fall into the pit and are teleported back to the inner ring. Their Psionic Orb is lost for the remainder of the active run.Pistons
If the participants decide to partake in the double-or-nothing challenge mode, the mechanism that raises the platforms is toggled randomly between up and down. This causes unstable footing for the Plate team, and they make their attack rolls to hit their buttons at disadvantage.Ideal Flow
After entering the elevator, the party will ride up while speaking with Calus and one another about the joy of working together as a team. Calus will single out Ari and Zelle as really taking to the idea of teamwork, having been so independent for so long. When the elevator reaches the top, Calus will give his speech about the purpose of the area & how he desires to see the empty fountain adorned with pearls before turning the party loose to solve the puzzle.The party will first discover the plates moving up and down when they are stepped on, ultimately leading to all four being depressed simultaneously and the Psionic Orbs appearing. When they are picked up and the first Runners are transported, the party will begin solving the puzzle. No party members should die during this puzzle, with the worst thing being a failed laser hurdle leading to 6 damage at most. If the party gets stuck, Calus has the right to chime in to express his displeasure and provide a hint:
"Such mighty warriors of your Traveler's tribes, hung up on trivial reasoning? I had higher expectations of you all - especially you, my Champion - with the storied accomplishments that preceded your arrival. In my benevolence, I offer you this wisdom..."
- Standing on the plates at the same time: "Complex mechanisms require all parts to move simultaneously. When presented with the ability to affect this movement, let your unity serve as the engine."
- Shooting the wrong buttons: "Oftentimes streamlining your decision making will detract from the efficacy of your actions. Take the time to consider all options, as the most lucrative choice does not always readily present itself."
- Failing to defeat Counselors: "There will always be detractors and obstacles that try to deflect your course away from the goal. It is the responsibility of any working unit to delegate the removal of those obstacles to those with access to the means of disposal, and for those chosen to remove said obstacle swiftly and without remorse."
Rewards
3 Orbs
- 1 chalice of Royal Wine
- 4,200 glimmer
- 1 Auto Rifle (Firing Line)
6 Orbs
- All "3 Orb" rewards
- 4,000 glimmer
- 1 chalice of Royal Wine
- 1 Pulse Rifle (Firing Line)
Parent Plot
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