You may copy or print this page and play the adventure with your favorite fantasy Role-playing game!

  • The adventure presented on this page is FREE and is presented for the d20 System (TM) under the Open Gaming License. It may be copied, saved, and printed for your private use. Legal Stuff
  • This adventure originally appeared in Game Trade Magazine #6, and differes slightly from it's presentation there, and it's final presentation in the Grande Temple of Jing #1, available in March 2001!
  • This adventure is part of a mini-series and is best played in sequence with others from the same mini-series. Altogether, this mini-series will present the beginning adventure of The Grande Temple of Jing

Now updated with stats for the d20 System and presented under the Open Gaming License!

GTOJ #1 | GTOJ #2 | GTOJ #3 | GTOJ #4 | GTOJ #5 | NEXT PAGE


 

Adventure Hook

The group is hunting in a [GM chosen] forest for a group of missing elves. Two hunting parties (26 elves) went missing near the site of an ancient battle between humans and elves that the elves will not speak of, save that both races suffered enormous losses. The group has been paid 50gp in advance with promises of magical treasures should they return with the missing elves. The group has followed the trail of one group of elves to the site of the famous battle. Here the trail goes cold, and searching finds naught but 2d6 ancient arrowheads and spear tips (which they may be surprised to find are still in useable condition). Soon after they begin their search, a white fog rises from the ground, blocking vision to a mere five feet. In the mist they hear the sound of jingling bells which slowly fade to the unmistakeable sounds of battle. All around them, the sound of steel clashing and the cries of elves and men dying assail their ears. In a few moments, there is only the sound of the clashing steel which seems to be right next to them. The mist fades and the group find themselves in the Grande Temple (See Map).

 

Seven Legged Spiders [1d2]: M Vermin, HD 2d8+2; hp 11; Init +3 (Dex); Spd 30, climb 20; AC 12 (+1 Dex, +1 natural; Atk: bite +2 melee (1d6+poison); Face 5ft x 5ft; Reach 5ft; SA Poison, Web; SQ Vermin; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2; AL N. Skills: Climb +12, Hide +10, Spot +7. Feats: Weapon Finesse (bite).

This spider has been cursed by Jing and has only 7 legs which make it walk ungainly and somewhat funny, affecting it's ability to attack and defend itself. It’s poison is lethal after three bites and like all poison within the Grande Temple of Jing, causes the victim to giggle uncontrollably while it runs it’s course.

 

The Grande Temple of Jing is a Building Block Adventure

Room 1: Entryway of the Grande Temple of Jing

The group has been transported to a long hall leading to the Entryway of the Grande Temple of Jing. Feeling dizzy and disoriented they stand in pitch darkness next to a wall of slashing and clashing blades. At least 40 ancient swords, some elven cutlasses and some human longswords whirl about, slashing at each other as if in mock battle, sometimes sending a shower of sparks to the floor when blades lock. There is little hope of passing this barrier, and any who try receive [7d6] attacks from magical swords (Slash +20, 1d8+3) as they pass through. Travel in the other direction reveals a dead end with one curiosity. A mechanical lever [L1] of some sort is set into the west wall. The lever is in the “down” position and can be pushed up by anyone of average or better Strength. Doing so causes Block 1 [B1] to slowly rise into the roof, allowing passage into the main chamber. Pulling the lever down causing the block to slowly descend, blocking passage once more. This and all Blocks within the Grande Temple of Jing are of magical construction and blend so well as to be nigh-undetectable when in place. They are seamless and resistant to most magical charms of unlocking and spells of passing.

The room inside is large and high, with a ceiling hidden in darkness above. Nine square columns divide the room evenly into a neat grid. A lever identical to [L1] lies on the north wall which rises and lowers in synch with it’s double. Levers [L3] [L4] are attached similarly to blocks [B2] [B3] and [B4]. However these levers only work for “citizens” of the Grande Temple, or those who have passed the Right of Initiation in the Welcoming Chamber. Others who flip the levers open a secret door in the roof 80 feet above them (Spot/Listen DC 25) for a few moments before it slides back shut. This releases [1d2] Seven Legged Spiders from a nest on the other side of the ceiling, which quickly climb down the walls and columns of the room to attack anyone or anything living within. (see Sidebar).

Examining the columns in the room will uncover several things of interest. First, they do not rise to the roof, but have flat roofs 60 feet up. They are somewhat sticky to the touch (the result of ages of spider drool dripping on them) and enhance the Climb skill of anyone so attempting by +1. Standing on the roof allows one to see the secret door 20 feet above open and close when [L2-4] are flipped. If the group can enter the nest somehow, they will find [3d6] Seven Legged Spiders as well as the dead bodies of three of the elves they seek wrapped dead in coccoons of webbing.

Column [I] has words scrawled into each face which although strange of appearance, are magical and can by anyone who can read their native language. The words read “The Grande Temple of Jing. Enter Here.” Ironically, each column except [I] has a door in one face of it. The doors are stuck fast with spider spit but can be torn open (Strength check DC 15). Inside each column is a small chamber with low roof that holds a three foot tall dais. Atop each dais is inset a bowl with magical words carved arount it. Players need to decipher the clues left by the words to place the proper object in each bowl. Only then will the entrance to the Grande Temple reveal itself.

Bowls A, C, E, and G represent the Base Elements. Each is made of steel and begins to hum when the proper object is placed within it.

[A] “I am of the body of mother Denoa, and I am unmoving but strong”. Object: something of the earth, such as a stone, dust, or mud.

[C] “ I am of the heart of mother Denoa, and I dance with eternal hunger.” Object: something which is currently aflame, such as a torch, candle, or cloth.

[E] “I am of the breath and spirit of mother Denoa and I am unseen.” Object: nothing but air. The bowl hums when touched or breathed upon.

[G] “I am of the blood and tears of mother Denoa, and I may kill or cure.” Object: any amount of water.

When each bowl is humming, the objects are consumed and a blue beam of light appears to connect the eight outer columns. Bowls B, D, F, and H are made of gold, silver, copper, and glass respectively. Together they represent treasure. Each has the same simple writing which reads “Donations heartily accepted.” Bowls B, D, and F will accept any amount of gold, silver or copper respectively, causing the “donation” to disappear and the bowl to hum. The glass bowl will take any object of value in like fashion. When each bowl is humming, a red beam of light appears to connect these four columns. When all bowls are humming, a door appears in each wall of column [I]. Any door can be opened easily to reveal a 20 foot by 20 foot room with doors matching those of column [l]. Anyone entering the room and closing all doors is instantly transported to the Welcoming Chamber of the Grande Temple of Jing.

   

The Grande Temple of Jing and Building Block Adventures are Trademarks owned by Hammerdog Games.

'd20 System' and the d20 System logo are Trademarks owned by Wizards of the Coast and are used with permission


GTOJ #1 | GTOJ #2 | GTOJ #3 | GTOJ #4 | GTOJ #5 | PAGE FORWARD

Return to Main Page

Return to Top