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Gauntlet Road (Fantasy Grounds)

Gauntlet Road (Fantasy Grounds)

MOD (Virtual Tabletop)

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Gauntlet Road

levels 1 through 20th

Life magic imbues this forest with fertility—healing and fertility potions produced from the forest are prized throughout the realms for their potency. The fertility does not just affect the various races; it is also causing monsters to breed and overrun the forest. Adventures seeking fame and riches have forged a road through this gauntlet of enemies. Fortune and blood flow freely on the path they’ve carved, birthing four towns, some barely hanging on as they struggle to repel the hoards of monstrosities. Do you have what it takes to run the gauntlet and emerge victoriously?

Ameliorates are a new race of imperialistic zealots bent on enslaving everyone in the prime material plane with those not worthy of servitude purged from this world with immediate smite. Baptized in chaos magic as infants, those who survive are the chosen ones by God, and they shall lead the universe. The races of men are inferior and little more than chattel. Domination in all things is their ultimate goal. Ameliorates will build their future on top of the corpses of those who stand in the way of their beliefs. Do you dare to oppose them?

This model is a hex crawl of random encounters for any size group from Level 1 through 20. Included in this module:

  1. Random Encounter Generator - An easy to use scalable random forest encounter generator for any size party from Level 1 through 20
  2. NPCs - 3 new NPCs from the Ameliorate race with statistic blocks and images from CR 1 to CR 20
  3. Maps - 12 large (200 ft x 200 ft) forest battle maps, 9 boss fight maps for even levels 4th through 20th, 4 town maps, and 1 area map, all with LoS and sized under 1Mb for FGC backward compatibility
  4. Premades – 6 ready to play PCs from 1st to 20th level that your players can immediately pick up and start playing - tweaked out with all the coding from Rob2e’s bundles.
  5. Loot tables your players can drag and drop from to build PCs quickly, and much more.

You can stop reading here if you just want to know what this adventure is about, the rest of this is expanding more detail about the above bullet points for those of you who are interested in more information. (spoiler alert it’ll be a lot of reading)

1) Random Encounter Generator

There are around 250 NPCs from the essentials bundle books used to create these random forest encounters. (enough to level your players without them having to fight the same random NPC twice) The generator uses the Fantasy Grounds variable “$PC” to randomly build an encounter based on the number of players currently in the party sheet when you click the button. As a DM, all you need to do is click the level table to random the creature, and then click the random encounter to generate the number of those creatures. Click 2 buttons, and you have an encounter for your players, no math, no copy and paste, no muss - no fuss. Once the encounter is over, award XP and loot using Olog’s Random Treasure module if you have it, then rinse and repeat.

2) NPC

Full stat blocks, images, and tokens for 60 NPCs. A new race of aberrations mutated by wild magic cast on their infants and come from another plane of existence. These religious soldiers of evil seek total domination over the prime material plane. The Ameliorates race were modeled after the crusaders of old who conquer most of the known world at the time. They come in 3 flavors Tank, Melee DPS, and Wild Magic Sorcerer range from CR 1 to 20, allowing DMs to mix and match encounters with a range of CRs and still create a cohesive group. Many of the boss fights in this adventure feature the Ameliorate with incremental 3D highly detailed artwork from Jose Ramirez.

3) Maps

At 200 by 200, the forest battle maps are large enough that monks have to dash, range matters, and speeds of 20 make a difference. (spiritual weapon chases NPCs around without being able to attack every round) Every map has many LoS obstacles for tactics the party (and the monsters) can use. Boss fight maps every even level starting at 4th provide various maps for your players to fight on and different obstacles to encounter. All maps are coded for Unity. Here is an example of a battle map and a boss fight map.

4) Premades

For players new to Fantasy Grounds or new to 5e, I’ve created 6 PCs from Level 1 through 20 that a player can pick up and start playing very quickly. I generally give players new to 5e the tank as there are fewer buttons to push, but all the premades use Rob2es coding to allow for easy automation. They can also use the premades as a base to customize to their own style of play. As time goes on, I expect that I will increase the number of premades, so there is an option for each class/role. This will remove the need for players to spend hours creating and leveling up a character to try out a different class or role in the party. This allows players the experience of kicking the tires on different characters in 5e without having to go through all the work of creating them! Once they find one they like, they can personalize it or use the pre-made as a reference point to make their own.

5) Everything else

Easy of use – With premades and random encounter tables this adventure is a piece of cake for any DM running it. 3 clicks and you have the encounter, throw the PCs and NPCs on one of the battle maps, and your off the races. It doesn’t matter if players drop, you get new players, or even if you have half the players miss that week, you can still run. The dynamic flexibility to scale based on the number of players in the party sheet at the time you click the generate encounter button means that as a DM you don’t need to prep or figure anything out to keep going. It’s there and it’ll be easy. I have run this for weeks now, my party size and composition changes every week (and between fights), and there is still no prep time for me as a DM.

Swapping toons - One of the coolest features of this adventure is its ability to adapt on the fly. If a player cannot make it, it is not a problem to adapt. Players can freely swap their PCs out if they are not enjoying one or if they want to try something different. In the campaign I run of this adventure, I have players swapping PCs between fights, and more than one of them is leveling up multiple PCs so they can fill party roles as needed. Players enjoy the freedom to create new characters on the fly, making a very dynamic play session.

Loot tables – I have created loot tables that players can pick from that allow them to drag and drop magical items (from the Essentials bundle and beyond) onto their character sheets. This means they know exactly what options they have at what level and can make any level character without asking me what magic items they can have. I’ve even gone so far as to add effects for the action tab and create butt attacks for the polearms to make life easier for the players. This adventure uses Olog’s 5e Random Treasure Generator and the magic item tables from Xanther’s to allow DMs to simply click a button to provide randomized loot. I also use John Waite’s Coin Conversion and PHB Store to make my life easier.

Healing – One of the driving factors in creating this campaign for me was to remove the need for healers. Not only do I give the players a rest after every combat, but I also provide them with a free healing word ring at 2nd level so that everyone can do a small heal once a day. I’ve lowered the cost of potions, and I have made it where they have nothing else to spend their money on. There is no reason that a party shouldn’t be able to make it to 20th level in this campaign without a healer.

Fast-paced – No traps, no role play, no muss, and no fuss. If you had a small group of 4 or fewer players who moved quickly in combat, they could average leveling up once a week. This is based on the combat XP without and bonuses. As a player, I (like most) enjoy advancement; I like to level up. I’ve left campaigns where we spent weeks upon weeks at low levels listening to the face of the party try to persuade someone or watching the repetitive rolls of the rogue checking for or disarming traps. I think everyone should have an equal time in the spotlight, so the need for these required roles has been minimized in this campaign. I’ve had groups as large as 9 players level up in 2 sessions of 4 hours of play. The players are continually getting more powerful, and most of them enjoy that aspect a lot.

Blurp from the artist: Ameliorate artwork done Jose Ramirez. A versatile artist who iscapable of realistic looking characters for players and Game Masters. He's able to bring your fantasies to vivid high resolution color with 3D models. Contact him at for questions or quotes.

Spreadsheets – Lastly, if you are one of those rare individuals who like math I’m including all the spreadsheets I used to create this adventure. You will be able to understand what choices I made on creating encounters and why I made them. With that information, it should be easy for you to expand the random encounter tables with more NPCs, tweak the treasure tables, and really customize the adventure to your personal style.

No frills/advertising section

Ok, now that the advertising is out of the way, here’s the plain-talk, non-fluff version for those of you willing to read through a wall of advertising. (or who just scrolled/scanned) If you’re looking for an adventure to help role-play or provide you with interesting and vivid personalities, this is not the adventure for you. Shocking, I would say that right? If you read everything I created, in every story, it might take you 30 minutes if you read slow (it’s not much more than what you’ve read so far), you don’t need to know how to play anyone because I haven’t created any personalities for you to learn. There’s nothing on anyone in any of the towns; you’ll have to make up what the blacksmith or mayor is like if you want to role-play them. All of the creatures want to kill the party and will attack on-sight. So if your love of the game comes from role-playing, you likely won’t feel like your money was well spent.

I enjoy tactical combat much more than I enjoy role-playing, though, and I created this adventure to fill what I saw as a void in what is offered in Fantasy Grounds. Since I’ve started playing in Fantasy Grounds, I’ve really enjoyed how easy it can be to play with so much automation (you new guys have no idea how much time we wasted discussing what a rule meant or how something worked); however, I didn’t see that in place for creating random encounters. Everything I saw was clunky, copy and paste, and only worked for certain size groups or certain levels of groups. I wanted something broader and easier to use, so I made it myself. Do you want to know how much prep time I spend on each session now? Zero, I spend nothing on prep time running this campaign every week. Go watch the gameplay video, my guys have a blast, and we talk about all sorts of things while we play, and very rarely do they need to tell me what they are doing as Fantasy grounds takes care of almost all of it. It makes DM’ing SO much easier. If you like combat and the tactical aspect of Dungeons and Dragons, this adventure is well worth the $20. I sure would have paid $20 for it to keep from having to do all the work to create it myself! ROFL

I come from the hack and slash era 40 years ago when D&D first came out, and I didn’t play published modules until I’d had been playing for many years. I’m used to making everything up on the fly and everyone taking their turn as DM. I would have loved an adventure like this back then. I think most of the old school DMs will see the appeal in having a framework they can customize with their touches, or that they can use as a fill gap in their creations for some extra combat, or maybe to extend their campaigns past where the official modules end. (like no one plays to 20th; that’s crazy to me) I think they may like the idea of the loot tables but will almost certainly tweak them on the places they disagree with me. (I assume the endless debates on how powerful certain items still happen?) Maybe they think I’m too heavy-handed with the magic and will dial it back; who knows, but that’s not the point. This is a great starting point to work from as a DM because it can stand on its own from 1st through 20th as is. There’s no pressure, If you’re struck by inspiration create a were and vampire hybrid temple to Michael Corvin and then add it to the campaign. (whatever floats your boat) You can use all those little ideas you have without having to worry about the rest of the game, DM the parts you like, use this to coast the rest of the way, building onto it over time.

Thank you for your interest, and if you read all that thank you for that as well!

Mark Coveny

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File Last Updated:
November 20, 2020
This title was added to our catalog on November 20, 2020.