Did anyone play Gorgoland's Gauntlet?

Baumi

Adventurer
I will GM this Saturday and I want to try the free Adventure "Gorgoland's Gauntlet" but I would like to know if anyone of you already played it and what you think of it.

THX & ...
 

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I absolutely love this module. I ran it a few months ago in my Parent-Kid game. The kids still talk about it - that
every third step trap was great. The 13 year old barbarian set it off, disappears in a column of flame and reappears bald & naked later. Naked barbarian has become a group joke.

On a serious side, what was nice about this module is that the puzzles were not so difficult that a group of 11 year olds (average age) couldn't solve them with some thought. However, those traps were engaging enough to make the session entertaining. (The mindsweeper trap just about took out the whole group of six kids.) It was a four hour (give or take) session.

In short, I would run this again.
 

Fun little adventure. If you have the time, do a couple of props. Do the weapon plaques and the sign for 'put fut her'.

If the adventure was relatively easy for the group, use the encounter as they are leaving to roughen things up a bit. A bull rush off the bluff down into the lake might make things really tense.
 

I played through it with a group of people above the age of 25. We liked it though we screwed up the minesweeper on paper, but the DM ruled it passed it successfully since it was obvious if we hadn't mapped one square incorrectly at the beginning it would have been perfect.

Also the treasure and treasure guardian are pretty interesting, at least to me.
 

I ran it a while back when it first came out, and my group seemed to hate solving puzzles, and worked out ways to bypass them without actually solving them.

They still remember the coin dragon, and mention it occasionally.

Geoff.
 

My group enjoyed playing this adventure. Our DM used the suggestion of having Hoardmaster point towards the place where Gorgoldand was imprisoned, but it wasn't very accurate, so it took us a long time to find him. Now our campaign is called "Gorgoldand's Folly". We finally located Gorgoldand recently and freed him.
 

I liked certain aspects of the module, but my group was a little frustrated by the endless puzzles. On the whole, I think it would have gone over a little better if I'd removed the obvious minesweeper puzzle and toned down the combat encounter in the pool a little.

The ending is very cool though.
 

The puzzle-dungeon theme is something I'd like to see heaps more of, and I applaud the module for that. But like some other comments in this thread, the minesweeper and perhaps a couple of the other puzzles were cliches, and had my players rolling their eyes, so to speak.

So...fun premise, slightly flawed execution. Good module nonetheless.
 

Minesweeper trap (no spoiler tag, as people already exposed it... :\) is long, annoying, and un-fun for half the group while the other half takes a half-hour to solve it.

-Final Enemy[ies]- needs some beefing; too easy for the CR. Also, iirc s/he needs some correcting for 3.5.

-the mooks- were great, and so were the traps. My PCs remember the mooks more than the traps.

I gave that -weapon- a new ability, since I scaled the adventure up. True Seeing on the reflection off the blade, nothing powerful.

Overall, an above average published adventure. I've played better.
 

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