TEXT: By Jason Bulmahn, Erik Mona, Jessica Price, and Stephen Radney-MacFarland
  THE GAUNTLET
  THE GAUNTLET
  
  Authors • Jason Bulmahn, Erik Mona, Jessica Price, and Stephen Radney-MacFarland
  Development Lead • Jason Bulmahn
  Cover Artist • Damien Mammoliti
  Interior Artists • Christopher Burdett, Matt Dixon, Miguel Regodón Harkness, 
  Dion Harris, and Kieran Yanner
  Cartographer • Jason Bulmahn
  Editor-in-Chief • F. Wesley Schneider
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Senior Developer • Robert G. McCreary
  Organized Play Lead Developer • John Compton
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  Owen K.C. Stephens, and Linda Zayas-Palmer 
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  Senior Editor • Christopher Carey
  Editors • Jason Keeley, Lyz Liddell, Elisa Mader, Brad Matteson, Adrian Ng, Joe Pasini, Lacy Pellazar, and Josh Vogt
  Lead Designer • Jason Bulmahn
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Art Director • Sonja Morris
  Senior Graphic Designers • Emily Crowell and Adam Vick
  Project Manager • Jessica Price
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  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest 
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  3
  doors, they have entered the Gauntlet, and that honor 
  demands that they not leave until they have successfully 
  navigated its many dangers. When you are ready to begin, 
  read or summarize the following:
  From atop the high bluff, the sprawling city of Absalom at your 
  back, your destination looks like nothing so much as an errant pile 
  of rocks and loose boulders. A Siege Castle, they call it, one of an 
  endless number of ruins surrounding the City at the Center of the 
  World, time-lost fortresses of would-be conquerors. In thousands of 
  years, Absalom has never fallen, leaving a scattering of forgotten 
  towers, castles, and keeps strewn at odd intervals like corpses on 
  a battlefield. As you near, the structure’s irregular contours take 
  form. Huge monoliths of old stone form a squat platform about a 
  hundred feet square. Centuries of rubble and debris litter the top 
  of the platform, which levels out twenty feet from the ground. A 
  fallen tower or crumbling rampart rises from the rubble here and 
  there, but the ruin looks beyond hope of restoration, its run-down 
  architecture more a part of the natural landscape than an edifice 
  crafted by the hands of men. But there, at the center of the southern 
  wall, lies the landmark spoken of in your summons—sturdy double 
  doors of bright red metal. The time to test your adventuring skills is 
  at hand. It’s your turn to face the Gauntlet!
  Until the heroes open the unlocked red metal doors, 
  their test has not yet begun, and they are free to conduct 
  themselves as they wish. A successful DC 15 Perception 
  check in the vicinity of the structure’s single entrance 
  reveals the remnants of burnt incense cones; a character 
  who succeeds at a DC 15 Spellcraft check identifies these as 
  the material components for several divination spells. A tour 
  of the surrounding area confirms the dimensions above, 
  and reveals no additional means of entrance or exit from the 
  Siege Castle beyond the red metal doors. Any connections 
  from the top of the platform to the spaces below collapsed 
  generations ago, sealing the structure tight. 
  1. ENTRANCE CHAMBER
  The red metal doors open to reveal a richly appointed room lit 
  by lanterns along all four walls. A wide carpet of regal blue hue 
  stretches thirty-five feet across the floor to a pair of deep green 
  BACKGROUND
  Sooner or later, successful and increasingly influential 
  agents of the Pathfinder Society come to the attention 
  of the leadership of Absalom’s Grand Lodge. This results 
  in a written summons, bearing the seal of the Society’s 
  Decemvirate masters, directing them to a specific Siege 
  Castle in the foothills north of the city of Absalom for an 
  important test known as the Gauntlet. 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. 
  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 
  wove powerful illusions to add to the challenge, and bound 
  elementals, complex mechanical traps, and clever puzzles 
  combined to create a truly deadly environment. Too deadly. 
  The Gauntlet ravaged almost a whole generation of would-
  be Pathfinders before 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.
  Today, the Gauntlet still claims the lives of even 
  experienced adventurers. Although positioned as a test and 
  “re-set” for each group of adventurers that attempts it, there 
  are no do-overs or easy escapes once the heroes have opened 
  the dungeon’s imposing red metal double doors. Those 
  who enter the Gauntlet accept the lethal consequences of 
  failure. Only by presenting deadly threats can the Society 
  be sure that special agents are approaching the challenges 
  seriously and can endure the hardships that accompany the 
  Decemvirates’ most dangerous missions.
  Before you begin, tell your players that each of their 
  characters recently received a written letter delivered by 
  messenger ordering them to report together to the Gauntlet 
  Siege Castle in the hills north of Absalom on the current 
  date. The letter states that once they open the red metal 
  By Jason Bulmahn, Erik Mona, Jessica Price, 
  and Stephen Radney-MacFarland
  THE GAUNTLET
  THE GAUNTLET
  
  Marcos 
  Farabellus
  PATHFINDER ROLEPLAYING GAME
  4
  metal doors set into the north wall opposite you. Halfway across 
  the room, the carpet branches to the west, where it ends at the 
  foot of a golden door with bright silver hinges. Two man-sized 
  statues of sumptuously armored figures in elaborate masks flank 
  the golden door, the glass lenses of their helmets glimmering 
  in the lantern-light as they stand silent vigil. Along the eastern 
  wall, four broad stairs lead to a wide dais on which rests a 
  long banquet table overlooking the room. Behind 
  the table sit three well-composed figures: a 
  long-haired elf in robes wearing a wistful 
  look, a middle-aged human seated 
  before an open book, and a gregarious 
  bald human with a clipped dark beard 
  and a glint in his eye. 
  The player characters immediately 
  recognize the seated figures as the 
  three powerful deans of the Pathfinder 
  Society’s 
  academy 
  in 
  Absalom, 
  the 
  honored 
  instructors 
  responsible 
  for 
  training young Pathfinders prior to 
  their Confirmation as formal field 
  agents. From north to south, they 
  are the elf Kreighton Shaine (CG 
  male elf diviner 7/loremaster 3), the 
  Society’s Master of Scrolls; Sorrina 
  Westyr (N female oreadB2 cleric of 
  Nethys), its Master of Spells; and Marcos Farabellus (CG 
  male human fighter 6/rogue 4), its Master of Swords. All 
  of these characters likely played a role in the PCs’ training, 
  but it has been a long time since the heroes have had reason 
  to spend time with their former mentors. Once all of the 
  player characters have entered the Entrance Chamber, 
  proceed with the following.
  The red metal doors clang shut behind you, echoing against 
  the sturdy stone walls of the lantern-lit chamber. The woman 
  at the center of the table turns to the massive book before her 
  and reads each of your names, pausing for a moment to look 
  straight into the eyes of each hero as his or her name is called. 
  “Able agents,” she says, “the Decemvirate itself has taken 
  notice of your exploits and adventures, and believes that you are 
  called to further greatness on behalf of the Pathfinder Society. 
  To prove that their trust in your abilities is well founded, they 
  have called upon we three deans of the Pathfinder Society, your 
  former trainers, to administer one final test to you. Your task is 
  to venture north, through the green metal doors, and face the 
  Gauntlet’s challenges and eventually emerge through the gold 
  door to the west. Before you proceed, you may each ask each 
  of your old instructors a single yes-or-no question about the 
  dangers to come, which we are obliged to answer as honestly 
  as possible.” 
  Shaine, Westyr, and Farabellus attempt to honestly 
  answer any questions the PCs put to them. In a way, the 
  Decemvirate’s test of the player characters is also a test of 
  their abilities as trainers, and the three deans would prefer 
  that all of their students make it through the Gauntlet alive. 
  Use your own foreknowledge as Game Master to answer 
  the PCs’ questions truthfully, but do not go out of the way 
  to provide more information than a “yes” or “no.” Canny 
  players will be able to learn important information 
  about the Gauntlet. They might even double-back 
  to this room and ask their questions later—
  although the deans do not offer this information, 
  there is no time limit on when they must answer 
  the PCs’ questions, meaning they may be used 
  to resolve puzzles and questions the PCs 
  do not yet know. 
  The gold door along the west wall is 
  magically locked and cannot be opened 
  from this side.
  Development: A successful DC 15 
  Knowledge (local) check reveals that the 
  two statues flanking the gold door are 
  meant to represent members of the 
  Decemvirate, the 10 secretive masked 
  figures who lead the Pathfinder 
  Society. Close examination reveals 
  that the figures are not sculptures at 
  all, and that the costumes can be carefully removed from 
  the plain stone mannequins on which they rest. Wearing 
  one of these costumes reduces a character’s speed by 
  10 and conveys a –4 penalty on Perception checks, but 
  otherwise renders the wearer immune to the poisonous 
  gas in area 2 (as well as all other inhaled poisons), provided 
  the suit remains sealed. Each time a wearer is struck by a 
  critical hit, he must attempt a Reflex saving throw with a 
  DC equal to 10 + the damage dealt to avoid harming the 
  suit. Once damaged, the suit confers no benefit against 
  inhaled poisons, but continues to limit movement and 
  Perception. At the conclusion of the adventure, the Society 
  demands the return of the suits, which are then repaired 
  and returned to their place on the mannequins.
  2. THE CHAMBER OF FACES
  The green metal doors open to reveal a short hallway extending 
  five feet to the north before ending in a billowing curtain of 
  opaque, multi-colored gas. Every few seconds, the gas glows 
  with an inner, largely obscured radiance—first red, then blue, 
  and finally white before the cycle begins anew. The swirling 
  gas makes distance difficult to determine, but perhaps eighty 
  feet away, a wide column of dull green light casts a lugubrious 
  radiance over the chamber.
  
  Sorrina Westyr
  5
  THE GAUNTLET
  An unseen magical barrier keeps the multi-colored gas 
  from leaking into area 1. Player characters may freely pass 
  through this invisible plane, but the gas cannot. Beyond the 
  barrier, the floor drops 30 feet to another stone floor upon 
  which a ragged, mustard-colored carpet spreads north past 
  a series of six alcoves—three on either side—leading toward 
  the pillar of green energy that extends from the room’s floor 
  to its ceiling. 
  At the end of each alcove, 30 feet below the floor 
  (on the same level as area 1), is a large, stylized 
  bas-relief face, complete with staring eyes and 
  a howling mouth large enough to fit a human. 
  From the southwest alcove moving counter-
  clockwise, the large stone faces are red, 
  orange, yellow, blue, indigo, and violet. 
  Each face’s mouth spews billowing gas 
  of the same color, contributing to the 
  room’s multi-colored gas trap. 
  Traps: The gas in this chamber is 
  highly flammable. If exposed to any 
  fire effect other than that of the room’s 
  eye blast trap, the entire room goes up 
  in a massive explosion, dealing 5d6 
  points of fire damage to everyone in 
  the room. This burns off the gas, and 
  is the only way to get a clear view of 
  the room. Otherwise, the cloying 
  gas impairs vision within the room, 
  granting concealment to all within it. 
  Once burned off, it takes 10 rounds for 
  the gas to re-fill the room.
  MULTI-COLORED GAS 
  CR 10
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset automatic (10 rounds)
  Effect poison gas (burnt othur fumes); never miss; multiple 
  targets (all targets in room)
  The three ranks of carven faces glare across the central 
  hall toward one another. Bright beams of colorful energy 
  shoot from one set of eyes to the other; progressing from 
  south to north, the beams are red (fire), blue (electricity), and 
  white (cold). Any character who approaches within 10 feet of 
  these beams (which are themselves 30 feet from the floor) 
  risks triggering a trap.
  The eyelids of each face close with a successful DC 15 
  Disable Device check. Closing the eyelids of any face 
  immediately disrupts the eye beams in the associated 
  alcoves, ending the threat of that eye beam trap. Once a 
  face’s eyelids are closed, its mouth no longer serves as a 
  potential teleportation target of the room’s pillar of light 
  trap. Closing all of the eyelids changes the pillar of light to 
  serve as a teleporter to the next chamber of the challenge.
  EYE BEAMS 
  CR 4
  Type magic; Perception DC 20; Disable Device DC 15
  EFFECTS
  Trigger proximity (within 10 feet of eye beams); Reset 
  automatic (immediate)
  Effect energy blast (4d6 fire, electricity, or cold 
  damage; Reflex DC 20 half); multiple targets (all 
  targets in proximity)
  30 feet below the faces, the mustard-
  colored, moldering magical carpet upon 
  the floor poses a challenge of its own. 
  Those who step upon it risk its corrosive, 
  acidic touch. This caustic substance 
  is easily capable of damaging sealed 
  environment suits, thus rendering 
  their wearers susceptible to the 
  room’s multi-colored gas trap.
  THE SHABBY CARPET 
  CR 4
  Type magic; Perception DC 20; 
  Disable Device DC 20
  EFFECTS
  Trigger touch; Reset automatic 
  (immediate)
  Effect acidic burn (4d6 acid damage, 
  Reflex DC 20 half); multiple targets (all 
  targets on carpet)
  Pillar of Light: At the far northern 
  end of the chamber, a 5-foot-wide pillar of green energy 
  extends from floor to ceiling. Those who step within the 
  pillar are teleported into the mouth of one of the room’s 
  stone faces (determined randomly), and risk a deadly fall to 
  the stone floor below. Those who are teleported can attempt 
  a DC 16 Reflex save to grab onto the lip of the mouth and 
  avoid the 30-foot fall (although they must still find a way 
  down). The walls can be climbed with a successful DC 25 
  Climb skill check.
  Creatures: Four adamantine cobras (variant iron cobras) 
  lurk on the floor of the chamber, slithering toward interlopers 
  and attacking with their poisonous bites. The creatures are 
  immune to the acidic damage of the shabby carpet, and their 
  glowing red eyes easily see through the concealment effect of 
  the burnt othur fumes clouding the room.
  ADAMANTINE COBRAS (4) 
  CR 7
  XP 800 each
  hp 20 (Pathfinder RPG Bestiary 182)
  Development: Closing the eyelids of all six faces disarms 
  
  Kreighton Shaine
  PATHFINDER ROLEPLAYING GAME
  6
  the eye beams and multi-colored gas traps. Thereafter, 
  player characters who step within the green pillar of light 
  are teleported to area 3.
  3. DEADLY SWIM (CR 8)
  The light fades away and you find yourself standing in a different 
  room. The curved walls of this 
  chamber are covered in a 
  wavy pattern made up of tiny 
  blue stones. Opposite you is a 
  large, oblong pool of liquid from 
  which emanates an acrid stench.
  The pillar of light in area 2 
  deposits the characters here 
  once they have completed 
  the 
  challenge 
  in 
  that 
  chamber (although they 
  can use the pillar of light 
  to return to area 2 at any 
  time). Here the difficulty is 
  a bit more obvious. The only 
  apparent way out of the chamber 
  is through a large pool opposite the 
  entrance. The pool sits inside a 1-foot-
  tall stone wall, but its liquid goes right up to the rim. There 
  is a small gutter around the edge of the pool that catches any 
  liquid that overflows the short wall.
  The pool itself is 10 feet deep, but characters standing at 
  the edge of the pool can attempt a DC 20 Perception skill 
  check to notice that on the far side of the calm pool, there 
  appears to be a passageway at the bottom, leading down into 
  darkness. This passageway drops down 50 feet before turning 
  to head to area 4. The liquid in the pool is quite calm and can 
  be navigated with a successful DC 10 Swim skill check. 
  Pool Hazard: The top of the pool is covered in a layer of 
  powerful acid that happens to be lighter than water, causing 
  it to float. Anyone looking at the pool notices that it seems 
  to have an oily sheen. Touching the acid deals 1d6 points 
  of acid damage, but becoming submerged in it deals 4d6 
  points of acid damage per round the creature remains at the 
  surface. The acid layer is only 2 inches deep, but it does cover 
  the entire surface of the pool. Casting create water into the 
  pool does cause the acid to flow up over the wall and into the 
  drain. Due to the large surface area, there are approximately 
  165 cubic feet of acid that need to be displaced in this way, 
  although after about 100 the acid becomes so sparse that 
  it is no longer a threat. For a 7th level caster, this would 
  require approximately 50 castings of create water.
  Creature: Down at the bottom of the passageway, between 
  this chamber and the next, resides a trio of hungry tojanida 
  that swim up to attack anyone that gets halfway down the 
  shaft. They avoid going up the surface in this room because 
  of the acid, but will lurk just below and attack anyone 
  swimming in the pool.
  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.
  4. SPINNING 
  GAUNTLET (CR 8)
  Rising to the surface of the pool, you 
  find yourself in a chamber bathed in red 
  and blue flickering light. Above you, on 
  a pedestal well above the water, is a 
  enormous statue of an armor-clad knight cast in stone. Each of its 
  outstretched arms ends in a massive stone gauntlet. The gauntlet 
  on the right hand radiates a flickering red flame, while a nimbus 
  of blue frost surrounds the gauntlet on the left hand.
  The pool in this chamber is 10 feet deep, and can be 
  navigated with a successful DC 10 Swim check. Unlike the 
  pool in area 3, this one contains entirely fresh, clean water. 
  The tojanida from the tunnel below will pursue characters 
  into this chamber, but they will retreat to the tunnel if the 
  characters climb out of the pool. The tunnel in the center of 
  the room goes down 50 feet before turning to head to area 3. 
  The door leading to area 5 is made of iron and is locked. 
  There is no keyhole in the door and it cannot be opened 
  using Disable Device. The door opens automatically if the 
  trap in this room is disarmed or destroyed.
  The statue in this chamber is actually a dangerous trap. 
  It is 10 feet tall and made entirely out of stone. Those 
  inspecting the statue can attempt a DC 20 Perception skill 
  check to notice that there is a seam around the waist of the 
  statue and the arms look like they might pivot. Anyone who 
  beats this check by 10 or more can notice that on the back of 
  each gauntlet, shrouded by energy is a matching gemstone 
  that looks almost like a button. The trap is triggered by 
  anyone who climbs to the top of the stairs.
  Trap: When triggered, the giant statue begins to spin in 
  place while its arms rise up and down. On the first round, 
  
  Tojanida
  7
  THE GAUNTLET
  it strikes anyone adjacent to the statue (although those 
  down in the pool are safe from its deadly gauntlets). On the 
  following round, the gauntlets detach on 5-foot-long chains 
  and the statue strikes characters 10 feet away (ignoring 
  those adjacent to the statue). This pattern repeats itself 
  for 1 minute after which time the trap resets (and might 
  immediately retrigger if a character is still in the room).
  Whenever a character is struck by a fist, they can attempt a 
  DC 15 Perception skill check to notice the gemstone button 
  on the back of the gauntlet that hit them. Characters aware 
  of the buttons can attempt a DC 15 Acrobatics skill check to 
  hit the button when they are struck by it. Making this check 
  causes the gauntlet to lose its energy aura for 1 round. If 
  both gauntlets are deactivated at the same time, the trap is 
  disarmed and the door to area 5 silently swings open.
  SPINNING STATUE TRAP 
  CR 7
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger location; Duration 1 minute; Reset automatic
  Effect Spinning gauntlets hit all creatures adjacent to the statue 
  on the first round, then 10 feet away on the second round, 
  repeating the pattern in subsequent rounds; Atk +15 melee 
  (3d6+10), hits also deal 2d6 points of cold or fire damage 
  (determined randomly)
  5. WIND AND STONE (CR 5)
  Opening the door, you are assaulted by the sound of howling 
  wind. This chamber is cut in half by a gigantic pit, with only a 
  thin ledge making up the far side. There are two exits from this 
  chamber: one on your side and one on the other. Although you 
  can feel a stiff breeze, the loud sound of rushing air seems to be 
  coming from the gap.
  The center of this chamber contains a 10-foot-wide pit that 
  drops down 100 feet. While it would 
  normally be relatively easy to cross 
  this span, the gulf is also home to 
  a howling wall of wind. Anyone 
  attempting to jump or fly over the 
  pit is thrown back against the west 
  wall, taking 2d6 points of damage 
  (DC 15 Reflex save negates). This 
  wall also deflects any physical 
  object thrown or fired across the 
  pit. Energy and rays can cross 
  normally, as can any spell effect 
  that does not have a physical 
  manifestation or can originate from 
  the other side.
  The wind wall can only be disabled by lighting up 
  all of the chambers in area 6.
  Creature: On the far side of the pit is a basilisk. While it 
  cannot attack characters on the far side with its bite, its gaze 
  attack is perfectly capable of crossing the pit and turning 
  characters to stone. 
  BASILISK 
  CR 5
  XP 1,600 each
  hp 52 (Pathfinder RPG Bestiary 29)
  TACTICS
  Before Combat Each round a character is on the far side of the 
  pit, the basilisk uses its gaze to try and turn one of them to 
  stone at random.
  During Combat The basilisk uses its gaze to petrify foes and 
  block their advance on the narrow ledge, turning to its bite 
  only when foes close to melee.
  Morale The basilisk has nowhere to flee and fights to the death.
  6. SHIFTING CELLS (CR 6)
  This rectangular chamber is divided up into three smaller cells. 
  The cell containing the entrance and the far cell both hold a short 
  wall of steel bars in the center on the outside. The walls dividing 
  the cells are solid at the center, but are also made of similar steel 
  bars close to the outer walls. An electrical buzzing can be heard 
  coming from the far cell.
  This chamber contains a puzzle that the PCs must solve if 
  they want to bring down the wind wall in area 5 and progress 
  deeper into the dungeon. To solve the puzzle, the PCs must 
  light up every cell in the room while 
  avoiding being in the same cell as the 
  electric motes.
  The 
  layout 
  of 
  this 
  puzzle is simple. In the 
  
  PATHFINDER ROLEPLAYING GAME
  8
  center of the room are two walls, set on a pivot. There are 
  levers that cause these walls to turn. The levers in B, D, and 
  F cause the walls to rotate 90 degrees (on their central pivot), 
  so that they touch at the center in a horizontal orientation 
  (as viewed by looking down at the map), creating two cells, 
  a north and a south cell. The levers in A, C, and E cause the 
  walls to rotate back to their starting position (referred to as 
  their vertical orientation). Pulling a lever that corresponds 
  to the position the walls are already in has no effect (so when 
  the PCs enter the chamber, pulling the lever in C has no 
  effect since the walls start in the vertical orientation).
  When the PCs enter the room, there are dancing motes of 
  electricity in the 10-foot square area marked A on the map. 
  Whenever a lever is pulled that causes the walls to rotate, the 
  motes vanish, leaving behind a nimbus of light and appear 
  in the 10-foot-square area closest to the lever that was pulled 
  without traveling through any of the walls (they stay in the 
  cell that they started in). For example, when the PCs first 
  enter the chamber, the only lever they can pull is lever F, 
  which causes the walls to rotate to the horizontal orientation 
  and the motes to vanish, reappearing in C. 
  The motes move only once the walls have rotated. The 
  walls rotate too quickly for anyone to jump between cells. If 
  anyone is caught in a cell where they motes appear, they take 
  10d6 points of electricity damage and are teleported back to 
  area 5. A successful DC 20 Reflex save halves this damage, but 
  it does not negate the teleportation.
  When the motes leave an area they create a nimbus of 
  light. While this is harmless, the nimbus serves a valuable 
  purpose. Once there is a nimbus of light in all six areas 
  on the map, the wind wall in area 5 is dispelled for 1 hour, 
  allowing the PCs to easily traverse the pit. If the PCs leave 
  this area and remain outside the room for 1 minute or more, 
  the room resets to its initial configuration. 
  7. THE LAIR OF THE TWINS
  The center of this large chamber contains a large pit that drops 
  down into darkness. Around the outside, the walkway is concave 
  and curved, almost like a giant track. Two huge stone spheres are 
  set into this track, in opposite corners of the room.
  The giant stone spheres are 10 feet in diameter and they 
  block the way, making it very difficult to get around them. 
  Although they are stationary when the PCs enter the chamber, 
  they can be commanded to move by the inhabitants of the 
  room. Once called to move, 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. The stones begin in 
  the northwest and southeast corners of the room. The only 
  exit from this chamber is a door set into the west wall.
  Creatures: If anyone enters the room, a deep, growling 
  voice of indeterminate gender cries out, “Halt! You 
  trespass upon the domain…” and a second voice, slightly 
  higher, continues, “of the Ruby Sphinxes. There is a price 
  for passage.”
  A few seconds later, the twins Aryel and Aryeth fly up from 
  the bottom of the pit and perch atop the stone spheres. The 
  two are polite but implacable, and complete one another’s 
  sentences. The twins believe they are sphinxes, and will be 
  satisfied by only a specific gift as tribute: a magic item worth 
  at least 5,000 gp.
  If the PCs offer them an item, they seize it and return 
  to their nest at the bottom of the pit, leaving the PCs to 
  clamber over the spheres. If they are refused, they alight 
  from the spheres, willing them into motion and attack 
  using their breath weapons whenever the PCs are in a 
  convenient formation.
  ARYEL AND ARYETH 
  CR 7
  XP 3,200 each
  Male and female brass half-dragon dire lions (Pathfinder RPG 
  Bestiary 102, 170, 193)
  N Large Dragon
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
  DEFENSE
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 84 each (8d8+48)
  Fort +12, Ref +8, Will +3
  Immune fire, paralysis, sleep
  OFFENSE
  Speed 40 ft., fly 80 ft. (average)
  Melee bite +16 (1d8+11 plus grab), 2 claws +17 (1d6+11)
  Space 10 ft.; Reach 5 ft.
  Special Attacks breath weapon (1/day, 60 ft. line, 8d6 fire, 
  Reflex DC 20), pounce, rake (2 claws +17, 1d6+11)
  STATISTICS
  Str 33, Dex 15, Con 23, Int 4, Wis 12, Cha 12
  Base Atk +6; CMB +18 (+22 grapple); CMD 30 (34 vs. trip)
  Feats Improved Initiative, Run, Skill Focus (Perception), Weapon 
  Focus (claw)
  Skills Acrobatics +17, Perception +11, Stealth +9 (+13 in 
  undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth 
  (+8 in undergrowth)
  8. MARZA AND THE PUGWAMPIS
  The narrow passageway opens up into a hallway that ends in a 
  pair of doors. Narrow slits line the walls on both sides of the hall.
  
  Marza
  9
  THE GAUNTLET
  This room at first appears to be a long, 10-foot-wide corridor 
  with double doors at the northern end, though observers 
  with a sufficient light source may notice 2-foot-wide arrow 
  slits in the walls. The 10-foot by 10-foot area at the southern 
  end is a pressure plate. Any weight over 5 lbs. causes it to 
  depress, releasing grease from containers at the bottom of 
  the arrow slits, coating the entire floor. The wooden doors 
  are locked, and require a successful DC 25 Disable Device 
  check to open them.
  Behind the walls is a corridor, which is 5 feet wide on the 
  east and west sides, and 10 feet wide behind the northern 
  doors. Lurking beyond the doors is Marza, a gnoll bound by 
  a geas not to let anyone through. She wants nothing more 
  than to leave this place, but unless the PCs can find a way to 
  release her from the geas, she is forced to bar their passage 
  and kill them if they press the issue. Marza is accompanied 
  by a gaggle of pugwampis, who worship her as their warrior 
  queen, though she despises the creatures and continually 
  attempts to get them to leave her alone. The pugwampis 
  attempt to pick off anyone who enters the rooms, firing with 
  their shortbows through the arrow slits and giggling as their 
  unluck aura makes it more difficult for intruders to remain 
  upright atop the grease-coated floor. The long-suffering 
  Marza does nothing unless the PCs manage to reach the 
  doors, at which point she moves to a nearby arrow slit and 
  engages with her longbow.
  MARZA 
  CR 8
  XP 3,200
  Gnoll ranger 7(Pathfinder RPG 
  Bestiary 155)
  CN female humanoid (gnoll) 
  Init +6; Senses darkvision 60 
  ft.; Perception +12
  DEFENSE
  AC 18, touch 12, flat-footed 
  16 (+5 armor, +2 Dex, +1 
  natural)
  hp 74 (9 HD; 
  2d8+7d10+27)
  Fort +11, Ref +7, 
  Will +5
  OFFENSE
  Speed 20 ft.
  Melee scimitar +12/+7 
  (1d6+4/18–20)
  Ranged +1 composite longbow 
  +10/+10/+5 (1d8+5/×3)
  Special Attacks combat style 
  (archery), favored enemy 
  (humans +4, elves +2)
  Ranger Spells Prepared (CL 4th, 
  concentration +5)
  1st-longstrider, resist energy
  STATISTICS
  Str 19, Dex 14, Con 16, Int 8, Wis 13, Cha 6
  Base Atk +8; CMB +12; CMD 24
  Feats Endurance, Improved Initiative, Iron Will, Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
  Skills Climb +14, Handle Animal +5, Heal +6, Knowledge 
  (nature) +6, Perception +12, Stealth +11, Survival +12
  SQ favored terrain (desert +2), hunter’s bond (companions), 
  track +3, wild empathy +5, woodland stride
  Combat Gear potion of barkskin, potion of cure moderate 
  wounds, tanglefoot bag; Other Gear scale mail, +1 composite 
  longbow (+4 Str) with 30 arrows, 127 gp
  PUGWAMPIS (4) 
  CR 1/2
  XP 200 each
  hp 6 each (Pathfinder RPG Bestiary 2 144)
  9. RESPITE AND A WARNING
  The doors open to reveal a small chamber, ruined by the 
  passage of time. Four crumbling pillars support a domed ceiling 
  high above. The western wall has all but collapsed, revealing 
  a narrow passage that winds off into an unsettling darkness. 
  Directly across from you, there seems to be something scrawled 
  on the wall in chalk.
  This chamber is one of the few safe places in 
  the Gauntlet. The Pathfinders placed 
  it here so that explorers might get 
  a moment of respite before facing 
  even greater challenges in the 
  rooms beyond. No monsters will 
  enter this room or attack anyone 
  resting inside.
  On the opposite wall is a simple 
  message. Written in common, it 
  reads: “Rest and fortify yourself 
  against the horrors that await you 
  in the foul caverns that lie beyond. 
  Temptation is the ruin of many 
  Pathfinders.”
  Any 
  PCs 
  who 
  investigate 
  the 
  passageway upon leaving this room 
  smell a foul vapor and feels a 
  clammy, moist breeze, almost 
  like a dead breath, wash 
  over them. However, 
  they 
  hear 
  and 
  see 
  nothing 
  that would give 
  them a clue as to what lies in the next 
  chamber.
  
  Kurobozu
  PATHFINDER ROLEPLAYING GAME
  10
  10. EBON MONASTERY (CR 8)
  Deeper into the cavern, its walls fade to the color of pitch black 
  night. The darkness drips down the walls, like an oily resin coating 
  the place from some unknown source. The air is oppressive and 
  pungent. Whatever lines the cavern emits a strong alchemical 
  smell.
  The following chambers were created to tempt the 
  Pathfinders who traverse the Gauntlet into acts of evil, 
  while giving them the possibility to serve the greater good 
  if they are willing to pay the price. To that end, they placed 
  a powerful evil relic here (the Wraithsoul Stone), in hopes that 
  the teams might find a way to destroy it. Although none 
  have succeeded, as long as they avoid corruption, they are 
  not considered to have failed their trial.
  The surface of this chamber, as well as those of the Void’s 
  Relic (area 12) are lined with a viscous, unholy alchemical 
  substance, dulling light and thwarting some forms of 
  divination. While this ebon resin is harmful to living 
  creatures, its corruption takes days rather than minutes to 
  take hold and manifest. 
  Any flame—whether open, contained in a lantern, and 
  even continuous flame—sputters in this room, causing it 
  to emit only dim light within its normal bright light radius. 
  The ebon goo also 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. Lastly, 
  the goo radiates strong evil and is so pervasive that it 
  tends to mask auras of equal or less strength than itself. If 
  detect evil is cast, on the 2nd round, the caster can attempt a 
  DC 15 Spellcraft check to determine there are three distinct 
  evil auras in this place. Failing the check detects only the 
  strong evil aura of the ebon goo. Even on a successful 
  check, the pervasive nature of the goo bars the caster from 
  determining the location of the pair of creatures lurking in 
  this cavern. 
  Creatures: Clinging to the sticking walls of this chamber 
  is a pair of kurobozu, undead monks starving for life 
  force. While their hunger is wracking, their remembered 
  discipline keeps them from striking until the time is right. 
  They’ll wait to attack until they are spotted (the strange 
  properties of this chamber grant them ideal circumstances 
  for Stealth, unless the PCs cast daylight or some other high-
  level light effect illuminating the darkness) or until the PCs 
  approach the Chamber of Blasphemies (area 11) or Void’s Relic 
  (area 12). If the PCs head toward the Chamber of Blasphemies, 
  the kurobozu allow them to slip through. They know the 
  dangers of the chamber and hope that it will weaken the 
  interlopers, making them easier prey upon their return. Any 
  approach toward the Void’s Relic provokes an immediate 
  attack, as the monks are sworn to protect the unholy relic. 
  KUROBOZU (2) 
  CR 6
  XP 2,400 each
  hp 76 each (Pathfinder RPG Bestiary 5 153)
  TACTICS
  During Combat The kurobozu fight in concert, focusing on 
  spellcasters, especially those who tout a holy symbol first. 
  One attempts to stun their foe, while the other uses his steal 
  breath ability, further weakening the target and robbing 
  them of some spellcasting power. 
  Morale The monks are bound to this chamber, the 
  Chamber of Blasphemies, and the Void’s Relic, and 
  do not follow the PCs if they leave those areas. They 
  will also tend to avoid the Chamber of Blasphemies, 
  as they find that chamber’s strange properties to be 
  unpleasant. 
  11. CHAMBER OF BLASPHEMIES 
  (CR 6)
  A small side passage opens out to a worked room covered 
  with sandstone tiles. The tiles are scrawled with writing, 
  diagrams, and pictograms. The writing and pictures are a 
  scrambled mess. While chunks of writing seem to detail 
  some complex messages or ideas, the chaos of the 
  room’s decor disorients the senses. And then some of 
  the writing moves. 
  Where the Wraithsoul Stone goes, so goes the Chamber of 
  Blasphemies. These two occult objects are linked essentially, 
  
  11
  THE GAUNTLET
  like night and day, or good and evil. While the stone 
  possesses the power of destruction, this chamber thrums 
  with creative intellectual energy. Some believe it harbors 
  the souls of thousands of mad geniuses attempting to solve 
  the riddles of the multiverse. Others believe it was created 
  to sequester the worst blasphemies of the multiverse. 
  Whatever the case, exposure to the chamber is dangerous. 
  As long as any creature purposely does not read the walls, 
  they can stay in the room for 1 minute without suffering any 
  adverse. Someone who keeps their eyes close and can last for 
  10 minutes, before the voices start, somewhere in the depths 
  of their minds, reading bits and pieces, forcing them to hear 
  forbidden knowledge. Those who start reading the walls, are 
  afflicted with the room’s effect immediately, but also have 
  a 20% chance of gaining a forbidden knowledge boon (see 
  Table 1: Forbidden Knowledge). Those who do not read the 
  walls cannot gain these boons. 
  Chamber’s Effects: Any creature staying in the room, 
  must first decide how they are interacting with the text 
  and then must make Will saving throws based on that 
  interaction. A creature must make the saving throw once per 
  round if reading the text, once per minute if not reading but 
  still have its eyes opened, and once every 10 minutes if the 
  creature is in the room with its eyes closed. The Will saving 
  throw DC is 15 + how many saving throws that creature 
  has made against the Chamber of Blasphemies within the 
  past 24 hours. The room’s strange magic effect occurs on 
  a failed save, and is based on how many saving throws the 
  creature has failed against the room in the past 24 hours. 
  While the Chamber’s effects are mind-affecting, they also 
  affect vermin and undead (and even if those creatures are 
  immune to conditions or effects of the text). The effects are 
  not language dependent. 
  0 Failed Saving Throws: The creature’s senses start to swim. 
  It becomes sickened. 
  1 Failed Saving Throw: The ground frequently seems to 
  lurch and move in waves. The creature’s base land speed 
  is reduced by 5 feet, and it takes a –4 penalty to Acrobatics 
  checks made to move across the ground. It continues to be 
  sickened.
  2 Failed Saving Throws: The shifting insane words dull 
  any sense of distance and proportion. The creature takes a 
  –2 penalty to melee attack rolls and a –6 penalty to ranged 
  attack rolls. 
  3 Failed Saving Throws: The strange blasphemies have 
  devoured all ideas of sense and reason. The creature suffers 
  the effects of feeblemind and all the other effects of the other 
  failed saving throws.
  Saving throws are made at the start of interaction with 
  the room but don’t take effect until after the interaction. For 
  instance, if the creature that is not reading the words, but 
  still has its eyes open, fails the saving throw, it would become 
  sickened 1 minute later, and this occurs whether or not the 
  creature is still in the chamber. The chamber’s effects last for 
  24 hours or until removed by way of break enchantment or a 
  more powerful effect. Dispelling the negative effects of the 
  chambers also dispel any boons gained. 
  12. VOID’S RELIC (CR 9)
  According to the occult scholars, the Wraithsoul Stone was 
  plucked from the endless void by the mad sage Lynothrix, 
  to seed the Material Plane with more negative energy. 
  Others believe that the vessel is timeless, a blight of the 
  void created with the multiverse. Whatever the truth, 
  it is now somewhat contained here, watched over by 
  Enthrauthus, a leukodaemon. Enthrauthus follows the 
  stone wherever it goes and has been meditating over it 
  for centuries. The daemon is waiting for the relic to relay 
  its secrets. The leukodaemon believes that the Wraithsoul 
  Stone will grant the secrets of a great plague that, with 
  Enthrauthus’s coaxing, can reveal the secrets of a disease 
  that will tatter if not fully unwind the forces binding the 
  multiverse together. Enthrauthus is eager to see this done 
  and suffers no interruption lightly.
  Table 1: Forbidden Knowledge
  Those who read the words scrawled on the wall have a 20% 
  chance of gaining one of the following forbidden knowledge 
  boons. Pick or roll from the following chart to determine the 
  boon gained. Characters gain a +1 circumstance bonus to 
  their roll for each failed saving throw they have made. 
   
  1d8 
  Effect
   
  1 
  You gain 1d10 temporary hit points that last  
   
   
  until they are lost or 24 hours, whichever  
   
   
  occurs first. 
   
  2 
  You regain the casting of a 2nd- or 1st-level  
   
   
  spell. (If you’re not a spellcaster, the GM picks  
   
   
  another effect or rolls again.)
   
  3 
  You gain DR 5/— for the next 24 hours. If you  
   
   
  already have DR/—, it increases by 5. 
   
  4 
  Your senses become preternatural. You gain a  
   
   
  +6 bonus on Perception and initiative checks  
   
   
  for the next 24 hours.
   
  5 
  You gain the ability to dodge some touch   
   
   
  attacks. For the next 24 hours, when someone  
   
   
   attempts to attack your touch AC, they must  
   
   
  roll twice and take the worst of the results.
   
  6 
  You gain a +4 insight bonus to a single ability  
   
   
  score of your choice for the next 24 hours. 
   
  7 
  You are affected as if by the haste spell for the  
   
   
  next 24 hours. 
   
  8+ 
  If you are a good-aligned creature, you gain  
   
   
  the power to destroy the Wraithsoul Stone.  
   
   
  You can do so by staying in physical contact  
   
   
  for 3 rounds, while reciting words of power. If  
   
   
  contact is lost, or the words cannot be heard,  
   
   
  you must start this ritual again. (If you’re not a  
   
   
  good-aligned creature, the GM picks another  
   
   
  effect or rolls again.)
  
  Shadow
  PATHFINDER ROLEPLAYING GAME
  12
  Black goo oozes down the walls of this cavern and congeals 
  in pools upon the floor. Much of the stuff lies as a pond in the 
  center of the room. An island toward the center of that pond 
  holds a small plinth, atop which rests an oval stone. Somewhat 
  transparent, an inky blackness roils just under the stone’s surface, 
  darker than the blackest thunderhead. 
  This cavernous chamber reaches up some 50 feet from 
  the floor. The black goo in this room acts the same as the 
  stuff in the Ebon Monastery (area 10). The pool in the center 
  of the room is 4 feet deep, and acts as difficult terrain, but 
  it takes two extra 5-foot squares of movement to enter a 
  square rather than just 1. Furthermore, when a creature 
  first enters the pool, and at any point that it ends its turn in 
  the goo, it must succeed at a DC 18 Fortitude saving throw 
  or be slowed (as per slow) until the end of its next turn. A 
  creature that is currently slowed by the goo and fails this 
  saving throw takes 1d6 points of Constitution damage as 
  the concentration of the evil substance drains the creature’s 
  being. The Constitution damage is a death effect, and thus, 
  Enthrauthus is immune from this part of the goo’s effect.
  Creature: Covered in the inky goo in the southeast corner 
  of the room, Enthrauthus meditates. The leukodaemon has 
  meditated in one place for so long he appears as nothing more 
  than a large lump of black goo. This goo has no effect on his 
  deathwatch or detect good spell-like abilities, allowing him to 
  detect good and dying creatures in the chamber. As soon as he 
  does, or hears some creature’s approach, he bursts into action. 
  ENTHRAUTHUS 
  CR 9
  XP 6,400 each
  hp 115 each (see leukodaemon, Pathfinder RPG Bestiary 
  2 68)
  TACTICS
  During Combat Enthrauthus uses his bow 
  from a distance for as long as possible. 
  When his enemies are close enough, 
  he lets loose his breath of flies. 
  If anyone attempts to take or 
  destroy the Wraithsoul Stone, 
  he concentrates attacks on that 
  creature, engaging in melee 
  if necessary. 
  Development: The Wraithsoul 
  Stone is a powerful relic with 
  a mind and purpose of its 
  own. It doesn’t wish to grant 
  Enthrauthus the secret it desire, 
  and has been successfully 
  keeping the daemon a bay 
  with promises for a long 
  time. The relic would rather 
  be carried away from this place by a deserving champion of 
  evil, or a creature that can be turned toward that purpose. If 
  any nongood PC approaches within 10 feet of the stone, it 
  calls out psychically with a dominate person (CL 7; DC 18) and 
  commands the creature to take it out of the dungeon. While a 
  nongood creature has the Wraithsoul Stone in its possession it 
  gains SR 18 and DR 5/—. If a good creature touches the stone, 
  it must succeed at a DC 18 Fortitude saving throw or take 1d6 
  points of constriction damage, unless it has learned the ritual 
  for destroying the relic from the Chamber of Blasphemies. If it 
  has, the stone has no negative effect on the good creature for 
  as long as that effect lasts. 
  13. SHADOW TOMB (CR 7)
  While puddles of strange black goo run down the walls and pool 
  on the floor of the unworked sections of this chamber, the worked 
  areas stay free from such corruption. Yet shadows play strangely 
  upon the roughly carved granite walls; as if there are unseen 
  objects and light sources elsewhere in the chamber. 
  Except for the effects of the strange goo in the northern 
  reaches of the chamber (see area 10), the room’s only danger 
  is its inhabitants. 
  Creatures: The strange effects of light in the chamber 
  are actually four shadows dwelling here. The shadows were 
  created by the strange ebon goo and the Wraithsoul Stone. The 
  shadows are last dwindling fragments of those who fell to the 
  area’s corruption. The shadows attack those who attack them, 
  attempt to enter Void’s Relic, or attempt to leave that chamber 
  with the stone. The shadows do no need to see the relic; they 
  can sense it, even if it attempts to pass through 
  the chamber while within an extradimensional 
  space, such as a bag of holding or portable hole. 
  In all other cases, the shadows allow other 
  creatures to pass unmolested.
  SHADOWS (4) 
  CR 3
  XP 800 each
  hp 19 each (Pathfinder RPG Bestiary 245)
  14. FALSE EXIT CHAMBER
  The gold door opens inward to reveal a long stone 
  chamber instantly recognizable as the entrance 
  chamber! Across the room, the three deans of 
  the Pathfinder Society look down at you from 
  their table at the top of a raised dais, their faces 
  beaming with pride. “You’ve made it!” 
  exclaims Master of Spells Sorrina Westyr, 
  slamming shut her massive book with 
  a smile. She gestures toward the red 
  metal doors that lead outside. “Once 
  
  13
  THE GAUNTLET
  you step beyond these doors,” she says, “you leave with the 
  approval of the Society’s leaders. Congratulations!”
  Although the room looks nearly identical to area 1, it is 
  in fact a clever decoy. Assuming the PCs tampered with 
  the Decemvirate statues, they immediately notice that 
  the statues in this room look completely undisturbed. 
  A successful Sense Motive check against any of the deans 
  (Bluff +0) reveals that something is amiss, as do divinations 
  such as true sight. Attempting to open the false red double 
  doors along the south wall triggers the room’s door trap. The 
  green double doors to the north lead to area 15.
  DOOR TRAP 
  CR 10
  Type magic; Perception DC 28; Disable Device DC 28
  EFFECTS
  Trigger touch; Reset none
  Effect spell effect (energy drain, Atk +10 ranged touch, 2d4 
  temporary negative levels, Fortitude DC 23 negates after 24 
  hours; multiple targets within 30 feet)
  Creatures: The three deans are imposters, enslaved chaos 
  beasts given the temporary appearance and mannerisms of 
  normal men. Once the PCs become aware of the room’s (or 
  the deans’) false nature, the “Pathfinder” leaders revert to their 
  true forms, taking a full round before the transformation is 
  complete. They are immune to the room’s door trap. 
  CHAOS BEASTS (3) 
  CR 7
  XP 3,200 each
  hp 85 each (Pathfinder RPG Bestiary 2 54)
  15. CHAMBER OF PAIN
  The green metal doors open to reveal an irregular chamber 
  dominated by a massive statue of a leering demon. The figure sits 
  cross-legged upon a small dais along the north wall, its clawed 
  hands holding a wide silver plate covered with burning coals. The 
  statue looms nearly twenty feet tall from its seat to the crown of 
  its head, giving the impression of a giant stooping over to fit in 
  a confined space. Four five-foot-wide columns of glowing energy 
  run from the floor to the ceiling, two to either side of the demonic 
  colossus. From left to right, the columns are bright red and orange, 
  brown, white, and blue. Along the southern wall, twenty-five feet 
  from the double doors you entered, another pair of closed green 
  metal double doors seem to present a potential exit from the room. 
  As soon as three living creatures enter the room, the looming 
  statue opens its mouth to reveal a symbol of pain. This effect 
  is also a clue as to how to disarm the room’s trap and unlock 
  the green double doors along the room’s southeast wall, for 
  pain is both the chamber’s chief threat and the solution to 
  escaping it.
  SYMBOL OF PAIN STATUE 
  CR 12
  Type magic; Perception DC 30; Disable Device DC 30
  EFFECTS
  Trigger proximity (three living creatures enter area 15); Reset 
  none
  Effect spell effect (symbol of pain, –4 penalty on attack rolls, skill 
  checks, and ability checks for 1 hour after target moves more 
  than 60 feet from symbol, Fortitude DC 17 negates; multiple 
  targets within 30 feet)
  From left to right, the four columns are red and orange, 
  representing 
  fire; 
  brown, 
  representing 
  earth; 
  white, 
  representing air; and blue, representing water. A successful DC 
  15 Perception check reveals licking flames and subdued heat 
  coming from the red and orange column, chunks of small, 
  sharp rocks flying around within the brown column, and 
  swirling vapor and the smell of ozone coming from the white 
  column. The blue column appears to be composed of fast-
  flowing water, and gives off an acrid smell. Stepping into one of 
  these columns results in taking damage of the associated type 
  (fire, bludgeoning, electricity, and acid, respectively). 
  ENERGY COLUMN TRAP 
  CR 6
  Type magic; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger location (stepping within the column); Reset none
  Effect energy blast (6d6 points of associated damage [fire, 
  bludgeoning, electricity, and acid])
  When a living creature takes even a single point of damage 
  from a column, everyone looking at the statue notices the 
  image of an elaborately decorated jeweled key begin to 
  fade into existence above the demon statue’s burning silver 
  platter. The key hovers about 6 inches above the surface of 
  the smoldering coals, and is completely illusory. For each 
  character standing within one of the columns on the same 
  round, the key appears to gain a quarter of its substance. 
  Finally, when all four columns are doing damage to living 
  creatures standing within them, the key becomes solid and 
  real, and can be grasped and removed from its place above 
  the silver plate—it is thereafter a “real” key, and may be used 
  to unlock the green doors along the southeast wall.
  Disarming all four energy columns and the symbol of pain 
  trap also opens the southeast doors leading to area 16. The 
  doors are otherwise completely impassable. 
  16. THE FINAL BATTLE
  The green metal doors open to reveal a long platform running 
  north to south along the western edge of a large, rectangular 
  room stretching off to the east. Fifteen feet from the west wall, 
  the floor falls away into a dark pit nearly thirty feet across that 
  ends in an equal-sized ledge along the chamber’s east wall. At 
  
  Copper Dragon
  PATHFINDER ROLEPLAYING GAME
  14
  the center of that wall is a sturdy golden door with silver hinges—
  perhaps leading to the entrance chamber and your final escape 
  from the Gauntlet dungeon! A thin stone bridge, wide enough to 
  cross in single-file, leads from the east ledge to the west. 
  Exiting this room to successfully complete the Gauntlet 
  means more than simply crossing the stone bridge over the 
  chasm. Two young copper dragons, Kevexit and Zhivassh, 
  guard the crossing from their lair at the bottom of the dark 
  pit 60 feet below the bridge. An illusion of a false floor 30 feet 
  below the bridge masks their lair, making the room appear 
  empty upon first glance. When the second PC has crossed 
  the plane demarcated by the edge of the western platform, 
  the dragons swoop out of their hidden lair to attack them. 
  Kevexit positions herself at the eastern end of the bridge, 
  targeting crossers with her acid breath attack, while Zhivassh 
  takes to the air and attacks anyone flying across 
  the gap. If there are no fliers, Zhivassh uses 
  her grease spell to vex PCs attempting to cross 
  the  bridge. The  two dragons 
  use a combination of their 
  spells and their slow breath 
  weapon to harry would-be crossers, increasing the risk of the 
  bridge’s mechanical trap, which rotates its triangular expanse 
  every 2 rounds once triggered. The dragons are good-aligned, 
  but fight to the death, having been promised great rewards 
  and free resurrections by their allies in the Decemvirate. 
  Once the PCs have crossed the bridge, they can freely enter 
  area 1 through the unlocked golden door.
  COPPER DRAGONS (2) 
  CR 10
  XP 4,800 each
  hp 85 (Pathfinder RPG Bestiary 106)
  ROTATING BRIDGE TRAP 
  CR 7
  Type mechanical; Perception DC 25; Disable Device DC 25
  EFFECTS
  Trigger location (stepping on either of the middle two squares 
  of the bridge); Reset automatic (every 2 rounds)
  Effect Rotating bridge (6d6 points falling damage; Reflex DC 23 
  allows PC to grab onto the edge and avoid falling)
  CONCLUDING THE ADVENTURE
  Upon returning to the initial chamber, read or paraphrase 
  the following to the players.
  The gold door opens to reveal a long stone chamber, identical in 
  appearance to the entry chamber! The deans of the Pathfinder 
  Society stand up as you walk into the room, and applaud. “You’ve 
  made it!” exclaims Master of Spells Sorrina Westyr, beaming 
  with pride. “Rest assured, this is truly the end and you have 
  finally succeeded. Step through the doors and to your destiny!”
  This is indeed the exit and if the players have made it 
  here, they are greeted as champions. Any who 
  have fallen along the way can be recovered 
  and raised as normal. The Pathfinders even 
  offer the spellcasting for free, but the heroes 
  must pay for the material components. Each 
  of the champions of the Gauntlet is awarded a 
  small pin made from platinum in the shape of the 
  gauntlet, a symbol of their victory worth 500 gp. In 
  addition, each character is gifted a suitable magic 
  item worth up to 10,000 gp. These should be 
  specifically chosen to suit the needs and abilities 
  of each character.
  Finally, if the heroes have brought the 
  Wraithsoul Stone with them to the exit, the 
  character bearing the foul object is sequestered, 
  his soul in danger from the object’s foul 
  powers. The Pathfinders hold this character 
  until such time as a way is found to destroy the 
  stone. They invite the characters to take part in 
  the search, but such adventures are left for the GM 
  to decide.
  
  The Gauntlet
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  THE GAUNTLET
  
  PATHFINDER ROLEPLAYING GAME
  16
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  The Gauntlet, Charity Adventure © 2017, Paizo Inc.; Authors: Jason Bulmahn, Erik Mona, Jessica Price, and Stephen Radney-MacFarland.
  HELP THE PAIZO TEAM IN 
  THEIR QUEST TO BRING 
  HOME THE GAUNTLET BY 
  MAKING A DONATION!
  HELP THE PAIZO TEAM IN 
  THEIR QUEST TO BRING 
  HOME THE GAUNTLET BY 
  MAKING A DONATION!
  We hope you enjoy this free adventure, 
  which was created as a reward for backing 
  previous Gauntlet teams. This year, your 
  donation supports Treehouse, an organization 
  dedicated to helping kids in foster care 
  graduate from high school.
  THANK YOU 
  FOR YOUR SUPPORT!
  Visit the Paizo team page at
  thegauntlet2017.causevox.com/team/Paizo
  Gauntlet: Infinity poster art by Justin Treadway. 
  Used with permission. Copyright Mox Boarding House 2017
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Modules/The Gauntlet.pdf