The Grande Temple of Jing Bonus Block 2

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Gauntlet of the Jing Ring

An adventure for characters level 4-6.

Though it's origin is shrouded in myth, the Jing Ring was forged in the hopes that it would incite it's users to trust and cooperate with each other. As such, Jing has designed this area of the Grande Temple with the concept of "teamwork" in mind. Each room has been developed to ensure that players must assist each other to get through the various trials. Sometimes this required teamwork is not initially apparent. For example, in the Hall of Lucky Numbers (room 4) players must travel across the room individually. However, the group might easily cross it simultaneously using their various abilities to help each other jump or step from tile to tile. In the Arena (room 8), the group has an entire round to equip their mate with the proper items or spells to combat the monster each will fight.

To maximize the cooperative spirit of this adventure (and to illustrate the chaotic nature of Jing and his Grande Temple!) have the players switch characters in a clockwise direction each time they enter a new challenge room (rooms 3-8). This will cause them to learn each other's characters "on-the-fly" and virtually guarantee teamwork. The trust and companionship the group is forced to develop will serve them when they finally claim the Jing Ring and realize that to maximize it's potential, they will have to share it as a group.

 

Introduction to the Grande Temple

The Grande Temple of Jing is, at it's heart, an homage to the classic days of dungeon-crawling. The magical home of a trickster god named Jing, it is filled with every imaginable monster, trap, and magical effect. New levels are discovered constantly, adding to the vastness and complexity of the Grand Temple, and making it an ever-growing dungeon of epic proportions. The Grande Temple of Jing is available commercially, and this free add-on scenario is brought to you by hammerdog.com! You can visit the home page of the Grande Temple of Jing Here.


Introduction to the Gauntlet of The Jing Ring

The Jing Ring is wondrous ancient artifact that the trickster god Jing stole from a competitive deity long ages ago. For reasons of his own, Jing hid the ring within his Grande Temple in a series of magical rooms known as the Gauntlet of the Jing Ring. He has been waiting for millennia for a worthy group to conquer the gauntlet and claim the ring.

Adventure Hook

It is left to the DM to determine how the group has come across the magical Jing shrine that leads to the Gauntlet. If they are already adventuring within the Grande Temple of Jing it is a simple matter to tuck the statue into some nook or cranny of Jing's magical labyrinth. Otherwise the GM may drop the statue virtually anywhere it is needed to entice the group to enter the gauntlet.

 

Lost Level 2: Gauntlet of the Jing Ring

 

Click on any room to link to that room's description. Use the <map> link at each room to return to this map.

Room 1: Jing Shrine of Entry <map>

This is a basic shrine dedicated to the trickster god Jing. A plain statue of the god stands on a round pedestal in the center of a round room. A bell hangs above the statues head. Written around the base of the pedestal are the words “You are invited to seek the mighty Jing Ring. To find this powerful ancient artifact, seek a ring within a ring within a ring. If anyone enters the room and rings the bell, the entire group is teleported to the spot marked ‘X’ in Room 2.

 

Room 2: The Walk of the Endless Ring <map>

The characters always begin in this hall at the point marked ‘X’. At the point marked ‘M’ a minotaur immediately picks up their scent and starts moving towards them (see ABC 1). The group can fight and slay the minotaur but will eventually discover that they are trapped in a closed loop hall. To escape the hall they must enter each of the six rooms within the ring and solve them each in turn. Once a room is solved the group returns to the spot marked ‘X’ but each time they return to this spot in this manner a fully healed minotaur appears at ‘M’. For each room the group has solved one additional minotaur also appears to a maximum of six creatures. The minotaurs will always chase the group clockwise, so if the group moves quickly they can stay ahead of their pursuers. To enter a room the characters must run around the entire hall once before the entry to a room is revealed. Only the entrance to the next unsolved room will ever appear in this manner. The minotaurs will not enter a room for any reason, and will wait outside for anyone trying to leave the room without solving it.

Minotaurs of the Endless Loop

These hopeless creatures are luckless enough to have been born without a minotaur's Natural Cunning ability. Unable to navigate a maze, they are cursed for their stupidity to roam the circular hall that holds the Gauntlet of the Jing Ring.
Design: Danny O'Neill
Image: Profantasy
ABC #0030
CR
4
AC
15
HP
45
Init
+5
Sz
L
Sp
30
AL
CE
 

Room 3: The Slippery Slope of Fiery Doom <map>

This massive cavern holds a magical contradiction. Both ends of the cavern are encased in ice, likely frozen by a magical spell of some kind. A long arching ice bridge connects the two ends of the cavern, crossing a wide chasm. Eighty feet below a pool of molten lava smolders with incredible heat. This heat, although not unbearable, seems to be slowly melting the ice bridge above it, which has grown thin in places. A simple signpost is painted to read “You must cross the bridge as one. The leader must pull the lever on the far side.” A coil of silk rope lies at the base of the signpost. The group must tie themselves together and cross the bridge “as one.” The heat rising from the lava below has made the melting bridge treacherous but crossable. Every 60 feet the group travels, the group “leader” must make a Climb check DC 5. Failure means the group loses 30 feet of travel. Rolling a natural 1 means a random group member slips and falls off the bridge. Anyone tied to the left or right of the slipping character must make an immediate Str check DC 10 or likewise fall. This could conceivably cause a cascade effect that might end the group’s adventure rather quickly as the lava below is real and lethal.

 

Room 4: The Hall of Lucky Numbers <map>

The east wall of this room is covered with a mural depicting every number from one to twenty. A lever is set into the north wall. Words painted below it read “Pull the lever to reveal your lucky number!” If any player pulls the lever they must immediately roll 1d20. A magic mouth instantly appears telling them their “lucky” number. At the entrance to the room words painted on the floor read as follows. “Move across the room by stepping or jumping between tiles and touch the far wall with your naked palm. Each tile is lethally trapped. If you move between two tiles whose total sum equals 20 you won’t get zapped and you can move to a new tile freely. You can also freely move to any tile that bears your lucky number, or which bears a 20. Such a tile does not count towards your sum.” Each character MUST do as instructed to avoid harm. Stepping on any tile out of sequence will cause them to be subjected to blast of positive energy for 5d6 damage (save vs. Will DC 20 for half damage). For example: a character’s lucky number is 12. They could walk the following path safely: 14, 6, 2, 12, 20, 18, 13. The next number in the sequence must be a ‘7’ a ‘12’ or a ‘20’ or they will get zapped. To determine how each tile is numbered, the DM should roll 1d20 for each of the tile only when it is seen for the first time. For extra fun, have the group make the rolls!

 

Room 5: Cavern of the Blinkbats <map>

This convoluted cavern is moist and smells of guano. The low chitter of resting bats echoes throughout the cave. Fiery runes etched in the stone wall of the entrance simply read “Pull EVERY lever.” There are six levers in the room, hidden among the hundreds of Blinkbats that line the ceiling and walls. The group must Search for them (DC 20 each) and pull each without disturbing too many Blinkbats (ABC 2). Sleeping as they are, the Blinkbats will not swarm unless disturbed by excessive light, sound, or action. Generally dim and dull glowing light such as that of a candle or lantern is safe. So is speaking in low voices, the sound of armored people walking carefully, and so on. However, pulling a lever is loud and will cause a clutch of Blinkbats (1d6+4) to suddenly take to the air and attack a member of the party. If the group is careful they can combat a clutch of angry Blinkbats without disturbing the others. If they use area of effect spells or otherwise make excessive noise there is a 50% chance they will disturb 1d4 more clutches, each of which attacks a single member, and a 10% chance that 1d100 clutches will be disturbed. Should the Blinkbats swarm, the group will likely find themselves trapped upon the ethereal plane for a long time (see ABC #2).

Blinkbats

Blinkbats are displaced in time and space "blinking" from place to place by means of short dimensional hops. They are a threat to almost every creature on Denoa for Blinkbats prefer to attach themselves to their prey, causing the victim to "blink" with them to another dimesion - where they can be eaten at the Blinkbats' leisure.
Design: Danny O'Neill
Image: Marcio Fiorito
ABC #0031
CR
1/2
AC
16
HP
4
Init
+4
Sz
T
Sp
40
AL
N
 

Room 6: The Hall of Random Rings <map>

Dozens of purple glowing octagonal tiles line the floor of the room, each no more than a few feet across. Floating in the air above each tile is a beautiful magical ring. Each ring slowly, enticingly, turns in the air as if on display for somebody to buy. Words painted on the east wall of the corridor read: “Take a ring. Don’t take two. You can leave a ring to take a ring. Shop all you like but beware ring poisoning.” To solve the room each character must be standing in the corridor leading to this room while wearing a ring from this room. To take a ring they must step on an octagonal tile to grab it, otherwise their hand passes through it as if it were an illusion. They can take one ring without suffering any ill effects but will not know it’s powers until they put it on (generate each ring using ABC 3). If they are not satisfied with it they can switch it with another ring from another octagon by leaving the second ring behind. For each ring that they change out in this manner they must make a Will saving throw DC 15 or be cursed with ring poisoning. From that point on, every time they put on a new magic ring they must make a Will saving throw DC 15 or suffer a cumulative permanent drain of –1 to each of their ability scores. Though lost abilities can be restored as normal, this effect will continue until the ring is disenchanted with a dispel magic or remove curse DC 25. Anyone who leaves the room wearing two rings is similarly poisoned, but the initial drain is –4 points to each ability.

Jing Enchanted Rings

Jing has enchanted countless items in his Grande Temple. This ABC presents a matrix for generating random rings of various powers and levels. Great for GMs who need to generate treasures on the fly, and with all the possible variations, you'll never generate the same ring twice!
Design: Danny O'Neill
Image: Marcio Fiorito
ABC #0032
 

Room 7: The Hall of Mashed Mirrors <map>

This cavern seems featureless save for several piles of broken glass. This is the lair of a Magic Mirror Devil (ABC 4) that is hiding in the shadows in one corner of the room (Spot check vs. Hide +11 to notice). Once the group enters he will use mirage arcana to cover the entire cavern with a mirrored surface. No longer able to hide in shadows, he steps forward hissing “If you wish to pass you must do so through me.” He then casts mirror image on himself and uses his Mirror Mastery ability to begin mending the piles of broken mirrors. In the next round he will attack the group with four mirrors, using his Mirror Mastery and the reflective surface of the cavern to force them to look into them. The first mirror is a mirror of opposition that can duplicate up to four characters. The second mirror has a trap the soul (DC 22) spell in it, the third has a maze (DC 22) spell, and the fourth has a confusion (DC 16) spell. He will continue to interpose these mirrors between himself and the group until their spells are released. If the mirror of opposition is shattered, he simply mends it the following round and attacks with it again. If hard pressed he uses his spells and claws to defend himself as necessary. If defeated he and all mirrors within 120 ft are turned to dust.

Magic Mirror Devil

The Magic Mirror Devil is an evil trickster that uses Mirror Magic to ensnare it's prey. Powers and abilities vary from devil to devil, and each tries to collect magical mirrors in order to enhance it's talents. Some can be found at Darke Carnivals, trolling for innocent souls.
Design: Danny O'Neill
Image: Marcio Fiorito
ABC #0033
CR
8
AC
20
HP
48
Init
+3
Sz
M
Sp
60
AL
LE
 

Room 8: The Arena <map>

This round room seems to be an arena of some kind. The floor is covered in dirt and the walls are stained with blood. An obvious illusion in the center of the room flickers and changes from one horrific monster image to the next. A lever set in the north wall has words painted above it that read “You must defeat a monster in solo combat. Pull the lever to determine which monster you will fight.” If a character pulls the lever roll 1d10. The image of the room becomes the monster rolled. One round later the character is teleported into the center of the room where they must fight a real incarnation of the beast. If a character survives they are immediately transported to Room 7. Consult the following list and the Monster Manual as necessary to determine which creature each character will fight. Roll 1= Allip, 2 = Cockatrice, 3=Dire Ape, 4=Dust Mephit, 5=Ghast, 6=Grick, 7=Hell hound, 8=Howler, 9=Rust Monster, 10= Xorn (minor).

 

Room 9: The Ring Room <map>

This room is a round dais consisting of three levels or platforms. Each platform is 10 feet high. Character who make it to this room need only scale the walls here to reach the final resting place of the Jing Ring. There, hovering in the air, the ring can only be grasped when the entire group stands atop the dais, whether alive or dead. Once grasped the entire group is teleported back to Room 1 with the Jing Ring as their coveted prize. The Jing Ring This ring can only be claimed by a group that completes the Gauntlet of the Jing Ring. Those that do will find that the ring’s magic is based upon their ability to cooperate with each other during the gauntlet’s trials. For each character class the group has, the Jing Ring has that class as well. Once a day each member of the group that found the Jing Ring can wear it to gain one level in any one of the classes that the ring has. The temporary level lasts for up to one hour so long as the ring is worn. This artifact is impossible to make and only works for the group that claims it. Market Value 25,000gp.

 

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Last Updated 31 March, 2002
Email: alphadog@hammerdog.com

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