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.
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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.
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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.
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Minotaurs
of the Endless Loop
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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. |
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Design:
Danny O'Neill
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Image:
Profantasy
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ABC
#0030
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CR
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4
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AC
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15
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HP
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45
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Init
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+5
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Sz
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L
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Sp
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30
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AL
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CE
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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.
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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!
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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).
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Blinkbats
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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. |
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Design:
Danny O'Neill
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Image:
Marcio Fiorito
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ABC
#0031
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CR
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1/2
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AC
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16
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HP
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4
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Init
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+4
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Sz
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T
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Sp
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40
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AL
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N
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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.
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Jing
Enchanted Rings
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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! |
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Design:
Danny O'Neill
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Image:
Marcio Fiorito
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ABC
#0032
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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.
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Magic
Mirror Devil
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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. |
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Design:
Danny O'Neill
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Image:
Marcio Fiorito
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ABC
#0033
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CR
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8
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AC
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20
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HP
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48
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Init
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+3
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Sz
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M
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Sp
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60
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AL
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LE
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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).
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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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