/Roll 20 dice used for the first roll,  if the qualifying roll for a section is not met a /Roll 10 dice is used for a SAVE; only one save per section allowed. Roll of die is done after the approach to a section and before emote so you can roleplay it accordingly. Be creative. A section must be completed successfully to gain points. Those watching can make comments, taunt, sneer, cheer, toss confetti, toss haggis, nothing harmful,  have fun with those doing the Gauntlet. Rules are condensed here so it prints on one page.

One person at a time to go through the Gauntlet * Padding is Required and Provided:  Chest, Hands, Legs Shoulders, and Head.

Only ONE TRY an event. * Each toon has one try if you have more than one. If one makes it completely through the Fourth Section, it qualifies them for Third Prize. If one makes it completely through the Fifth Section, it qualifies them for Second Prize. If one makes it completely through the Fifth Section, it qualifies them for First Prize. Qualifying rolls will be counted (successful completion of a section) in the die rolled in case of any ties. If it bumps one from down from 3rd place there will be a consolation prize for getting that far. Note: It is possible that no one will complete all the sections so no prizes won. It is not actually easy to make it all the way through, then again, more than one could too. If during the time allotted for the event cannot cover all those who signed up, time will be scheduled for each until all have had their chance.

First Section:  5+ DIE ROLL to manage the Shifting Platform. Planks move up and down, dipping forward, backwards and side to side. While you are concentrated on the moving floor watch out for the swinging padded arm willing to knock you off into the piles of hay if the uneven floor doesn't send you there first. SAVE needs a 4+ to be successful in avoiding being sent off the side.

Second Section:  7+ DIE ROLL to manage the Ejection Traps. Sections of floorboards can give way at any time, shooting up into the air a good six feet on giant springs. To add to the difficulty, pebbles and acorns shower down from a bin above, making the foot hold more precarious still. Will you slip and fall, be ejected in the next step or manage to hold on keeping your footing to the next section. If ejected you'll most likely land in the thick, deep piles of stinky kelp. SAVE needs a 5+ to be successful in hanging in there.

Third Section:  9+ DIE ROLL to manage the Bumper Spindles with large padded bumpers. You will need to dart, duck jump and turn quickly to avoid the arms with the large bumpers of two spindles at one point overlapping. If you get hit, you'll get launched onto deep piles of wet feathers along the sides unless you can hold onto the spindle's arm taking you to the other side. SAVE needs a 6+ to be successful in holding on.

Fourth Section:  12+ DIE ROLL to manage the Large Balls.  Oversized balls made of steel as they swing around at random, no pattern. On top of that, some of the floor slats are not fastened down in a way,  you step on it just right it can flip up behind or in front of you. Can you managed not being whacked and thrown off the side? Sides are full of wet black sticky wool, baa baa black sheep. SAVE needs a 7+ to be successful in managing to stay grounded if hit and make it to the next section.

Fifth Section:  15+ DIE ROLL to manage the Floor Spikes. Poles with blunt ends will shoot up randomly through the floor. Notice those holes? Don't get your foot caught let alone your chin hit in a punch knocking you off the platform and into troughs of swamp water to soften your fall. What was that thing that just slithered by? SAVE needs a 8+ to be successful in keeping from getting knocked off.

Final Section:  18+ DIE ROLL to manage the Pendulum Blades. You are lastly greeted with the sound of rhythmic swishing of very large wooden blades hung on pendulums. There are eight in total and all timed differently, some swinging from left to right and some swinging from right to left. The timing between is crucial to coordinate. Your timing and protective gear worn, will take the brunt of it if hit. Trenches of mud await you otherwise if you fall to avoid getting hit. SAVE needs a 9+ to be successful. If successful, you only get bumped good as you step out onto the finish platform with steps leading down.