TEXT: © & TM 2015 Hammerdog Games 
  Inside a Column 
  
  © & TM 2015 Hammerdog Games. Reverse Image: Charro Art. 
  Series 1 
  Card 
  All maps in the Grande Temple of Jing are oriented with North at the top 
  of the map. Each map sports it’s own scale. The actual look of a symbol 
  may vary from map to map, but will be similar to those below. 
  Door/Doorway 
   
  Arch 
   
  Portcullis 
   
  Trap 
   
  Stairs Up 
   
  Stairs Down 
   
  Distance Marker* 
   
  Elevation/Drop 
   
  Storyline Point** 
   
  Concealed Door 
  Jing Statue 
   
  Jing Lever 
   
  Jing Block 
   
  Cloaked Block 
   
  Phased Block 
   
  Trial Block 
   
  Gauntlet Block 
   
  Arena Block 
   
  Vault Block 
   
  Secret Door 
  * Distance Markers are always shown as splitting a section of passage in 
  two. The marker represents the distance between those two sections. 
  This unseen portion of the passage can twist and turn, rise and fall. 
  ** Storyline 5: The Language of the Birds  
  1 
  
  © & TM 2015 Hammerdog Games 
  The Puzzle Solved 
  
  © & TM 2015 Hammerdog Games. Reverse Image: Charro Art. 
  Series 1 
  Card 
  Random CR 
  [dFM] 
  CR 
  0 
  APL +1dFM 
  1 
  APL +2 
  2 
  APL +1 
  3 
  APL 
  4 
  APL - 1 
  5 
  APL - 1dFM 
  [d20] 
  Result 
  1 
  A dungeon door uncloaks on [1d20]  1-17: a 
  wall, 18-19: the floor, 20: somewhere odd 
  (GMs choice) - see Random Doors table. 
  Opening it reveals [1d8] 1: a blank wall, 2: a 
  set of stairs that leads up or down one GL 
  (GMs choice), 3: an open Jing block that leads 
  to a new level beyond (GMs choice), 4-5: a 
  small empty room or cave, 6-8: a large room or 
  cave with an encounter of random CR. 
  2 
  A Jing block opens, with the same results as 
  opening a random door in the entry above. 
  3-4 
  A lever uncloaks near the group (see Random 
  Levers table). Moving the lever in the opposite 
  direction [1d10] 1-3: opens a nearby Jing block 
  as above, 4-6: causes it to disengage,            
  7-8: causes 1d20+APL coins to rain down, 
  then the lever disengages, 9-10: acts as if it 
  were an activated rod of wonder. 
  5-12 
  The sound of bells can be heard in the       
  distance [1d20] 1-10: sleigh bells, 11-16: hand 
  bells, 17-18: church bells, 19-20: temple bells. 
  They fade the closer the PCs get to them. 
  13-17 
  The air fills with a subtle then overpowering 
  smell of [1d10] 1: rotting flesh, 2: burnt flesh,  
  3: perfume, 4: animal musk, 5: the ocean, 6: a 
  sulfur pit, 7: a recently plowed field, 8: a field of 
  flowers, 9: a gourmet meal, 10: ozone. 
  18-19 
  A random Jing statue uncloaks near the   
  group (see table on Card 4). 
  20 
  A magic zone centers itself on the group, and 
  affects only them for the next 1d4 minutes. The 
  zone is [1d4] 1: antimagic, 2: wild magic,        
  3: slowed time (group is slowed, CL 20),         
  4: quickened time (group is hasted, CL 20). 
  Generate random environmental events anywhere in the temple 
  Environmental 
  events reflect the 
  randomness of 
  Jing and his  
  temple.  
  Locks and stuck 
  levers are         
  DC 20+APL to    
  disable. Traps 
  are random and 
  have random CR. 
  Random Doors 
  [dFM] 
  Status 
  0 
  Locked & 
  Trapped 
  1 
  Locked 
  2 
  Stuck 
  3-5 
  Normal 
  Random Levers 
  [d6] 
  Position 
  1-4 
  Down  
  5-6 
  Up  
  [dFM] 
  Status 
  0 
  Trapped 
  1 
  Stuck 
  2-5 
  Normal 
  The GM should   
  decide how    
  often to roll for 
  these events. 
  2 
  
  © & TM 2015 Hammerdog Games 
  The Caretaker 
  
  © & TM 2015 Hammerdog Games. Reverse Image: Charro Art. 
  Series 1 
  Card 
  [d20] 
  Result 
  1 
  A kobold cleaning crew appears. If attacked, they flee. Otherwise 
  they [1d4] 1: ignore the group and go about their business, 2: ask 
  the group if they need anything cleaned, 3: mistake the group for 
  their employers and ask for payment, 4: leave in an angry huff, 
  muttering about how the area was supposed to be empty.B1,J 
  2 
  The ghost merchant appears (H0). This can only happen once per 
  solar day.J If rolled again, this is a random trap instead (Card 7).  
  3 
  A foul horror from the Gravecaves (Level 6.3) bursts onto the 
  scene and attacks the group: Table 7-10 Graveyard/Necropolis.GG 
  4 
  A puff of steamy jungle air blows by, and something from the  
  Great Central Forest appears to challenge the group: Table 7-11 
  Lost Jungle City.GG 
  5 
  Something has escaped a nearby Wizards Lab. It prefers          
  escape to combat, and will not attack the group unless             
  attacked:Table 7-15 Wizard’s Laboratory.GG 
  6 
  With a pop of static and the smell of ozone, something crosses 
  over from another dimension [1d6] 1-2: Table 7-20 Astral Plane,  
  3-4: Table 7-21 Ethereal Plane, 5-6: Table 7-22 Shadow Plane.GG 
  7 
  The smell of the sewer heralds the arrival of                              
  something yucky:  Table 7-45: Sewer.GG 
  8 
  Some unlucky people have gone mad from being trapped in       
  the temple and attack visitors on sight. [d6] 1-2: Table 7-42        
  Castle/Estate, 3-6: Table 7-47 Tavern.GG 
  9 
  A blast of polar air rips through the group, and a polar                 
  creature attacks in it’s wake: Table 7-63: Polar.GG 
  10 
  Swamp gas fills the immediate area, and a swampy                   
  beast attacks—Appendix 14, Swamp.B1 
  11-20 
  A dungeon dwelling creature appears and attacks—see           
  Appendix 14, APL 1-6: Dungeon Low, APL 7-12: Dungeon Mid, 
  APL 13+: Dungeon High Level.B1 
  Generate random encounters anywhere in the temple 
  These events can be used anywhere at any time. In all cases the             
  sudden appearance of creatures can be explained by the existence of 
  phased Jing blocks the creatures can use and the PCs cannot. 
  50% of the time that a combat encounter or trap is rolled, it’s CR is APL +1. 
  50% of the time it is random (see Random CR table on Card 2). 
  B1Pathfinder Bestiary 1, GGGamemastery Guide, JThe Grande Temple of Jing. 
  3 
  
  © & TM 2015 Hammerdog Games 
  Known Jing Statues 
  
  © & TM 2015 Hammerdog Games. Reverse Image: Charro Art. 
  Series 1 
  Card 
  Riddling      Come Hither      Gimmee           Praying         Learned 
  Jing statues are found everywhere throughout the  
  temple. The most common is the greeting Jing which 
  accepts donations. Any statue can trigger a magical 
  effect. Below are some possible alternate actions that 
  a statue might make when triggered. 
  Random Statues 
  [d6] 
  Result 
  1 
  Greeting 
  2 
  Riddling 
  3 
  Come 
  Hither 
  4 
  Gimmee 
  5 
  Praying 
  6 
  Learned 
  Greeting Jing 
  Donation or Action = Statues Reaction 
  1gp = it coughs conspicuously, then wiggles it’s fingers   
  as if to suggest that more should be donated. 
  5gp = it smiles and nods in honest thanks. 
  10gp = it bows respectfully, bends a knee, or curtsies. 
  100gp = it hops off it’s pedestal and dances a jig. 
  A gem = it claps slowly or quickly depending on it’s value. 
  A minor magic item = it says “Woot”, or                    
  “Woohoo!”, or Huzzah!” 
  A medium magic item = it gets down on both knees,        
  and looks skyward, both arms stretched upwards               
  to the sky as if to say “Hallelujah.” 
  A major magic item = it hops off it’s pedestal                      
  and follows the group around the level,                               
  acting as an NPC if the GM desires. 
  Artifact = it opens a doorway out of the temple. 
  Tell a joke to it = it laughs infectiously, then                 
  makes fart noises come out of most elegant, proper,          
  or uptight person within range. 
  Pick a pocket or steal something right in front of it = gain 
  +2 to Bluff for the next 24 hours. 
  4 
  
  © & TM 2015 HAMMERDOG GAMES 
  Harpytown 
  
  © & TM 2015 Hammerdog Games. Reverse Image: Charro Art. 
  Series 1 
  Card 
  30 Ways to Open a Jing Block 
  1 
  Touch it. 
  2 
  Approach it. 
  3 
  Trace it’s outline. 
  4 
  Spit on it. 
  5 
  Urinate on it. 
  6 
  Approach it backwards. 
  7 
  Approach it with eyes closed. 
  8 
  Hold your breath in front of it. 
  9 
  Play or sing a musical note. 
  10 
  Play or sing a particular song. 
  11 
  Ask the block to open. 
  12 
  Move a lever. 
  13 
  Move multiple levers. 
  14 
  Cast any spell in it’s area. 
  15 
  Cast a specific spell in it’s area. 
  16 
  Perform a task or series of tasks. 
  17 
  Touch it with a key. 
  18 
  Simply discover it. 
  19 Unlock it with a key or many keys. 
  20 
  Splash water on it. 
  21 
  Throw dirt, sand, or dust on it. 
  22 
  Blow on it. 
  23 
  Touch it with fire. 
  24 
  Pray to Jing in front of it. 
  25 
  Say the proper password. 
  26 
  Answer it’s riddle. 
  27 
  Dance in front of it. 
  28 
  Splash blood on it. 
  29 
  Cook or prepare food near it. 
  30 
  Sharpen a weapon or  
  polish armor near it. 
  Jing Blocks are cubes of enchanted stone that are both doorways and portals. 
  They connect various areas and levels of the temple together. They are      
  normally opened with a lever, but almost anything could open a block. 
  Phased Jing blocks are keyed to very 
  specific things. They cannot be detected 
  and do not open. Anything keyed to the 
  block passes through it. Everything else is 
  blocked by it. The Wizard below is not 
  keyed to the block, but his enemies are. To 
  them, the block does not exist. 
  Jing blocks are detected as secret doors. 
  They typically open like a portcullis does. 
  Cloaked Jing Blocks cannot be detected 
  by any means. 
  5 
  
  © & TM 2015 Hammerdog Games 
  The Council of Trees 
  
  © & TM 2015 Hammerdog Games. Reverse Image: Charro Art. 
  Series 1 
  Card 
  SIZE and MATERIAL 
   
   
   
  [d20] 1-16 Wood 
  20 Iron 
  [d20] 
  Size 
  AC Hard HP 
  BDC Hard 
  HP 
  BDC Hard 
  HP 
  BDC 
  1 
  Miniature 
  5 
  3 
  1 
  10 
  6 
  2 
  17 
  8 
  3 
  20 
  2-4 
  Small 
  4 
  4 
  7 
  17 
  7 
  10 
  20 
  9 
  20 
  24 
  5-16 
  Average 
  3 
  5 
  15 
  23 
  8 
  22 
  25 
  10 
  45 
  28 
  17-19 
  Large 
  2 
  6 
  20 
  25 
  9 
  30 
  27 
  11 
  60 
  30 
  20 
  Huge 
  1 
  7 
  25 
  27 
  10 
  38 
  29 
  12 
  75 
  32 
  17-19 Stone  
  CHEST TYPE 
  [d6] 
  Result 
  1 
  [d6] 1-3 Trapped, 4-6 Locked 
  and Trapped 
  2-4 
  Locked 
  5-6 
  Unlocked 
  CONTENTS 
  [d8] 
  Result 
  1-3 
  Empty 
  4 
  Worthless 
  Object 
  5 
  Usable 
  Object 
  6-8 
  Treasure 
  TRAP & LOCK DCs—Perceive/Disable 
  [d20] 
  Result 
  1-10 
  15 + APL / 20 + APL 
  11-16 
  20 + APL / 20 + APL 
  17-18 
  25 + APL / 25 + APL 
  19-20 
  30 + APL / 25 + APL 
  Roll d6, d8, d20 together on the first 
  3 tables to generate a chest. 
  Treasure 
   [d20] 
  Result 
  1-6 
  APL x (100cp, 50sp) 
  7-9 
  APL x (50 cp, 100sp, 10gp) 
  10-12 
  APL x (10cp, 20sp, 100gp) 
  13-15 
  APL x 500gp 
  16-17 
  2d4+APL gemstones x100gp  
  18 
  Cano Wupass. Roll again.J 
  19 
  1d4 Jing Potions. Roll again.J 
  20 
  Jing Enchanted Item: APL 1-5 = 
  Minor item, APL 6-10 = Medium, 
  APL 11+ = Major. Roll again.J 
  TRAP TYPE  
  [d10] 
  Result 
  1-4 
  Poison Needle Trap in Lock 
  (ATK +20 melee, 1 damage + 
  Black Adder Venom).CR  
  5-6 
  2d4 Poison Darts.CR  
  7 
  Poison Gas hits all targets within 
  30’. [d6] 1-2 Chlorine gas does 
  1d6 x APL damage, 3-6: Blue 
  Whinnis sleep gas.CR  
  8 
  APL Magic Missiles. 
  9 
  The chest explodes as fireball, 
  CL APL+3/APL x d6 damage but 
  preserving the contents. 
  10 
  A random trap is sprung.C7  
  Roll on these tables as required. 
  Usable Objects 
  [d20] 
  Result 
  1-8 
  Ammunition 
  9-12 
  Bandages 
  13-18 
  Dungeon 
  Dressing 
  19-20 Quest Item 
  Worthless Objects 
  [d20] 
  Result 
  1-10 
  Rags 
  11-14 Rotted Food 
  15-18 
  Garbage 
  and Refuse 
  19-20 
  Sawdust 
  CRCore Rulebook, C7Card 7. 
  6 
  Jing chests regenerate each Jing day. 
  
  © & TM 2015 Hammerdog Games 
  Argaru 
  
  © & TM 2015 Hammerdog Games. Reverse Image: Charro Art. 
  Series 1 
  Card 
  Generate random traps anywhere in the Temple 
  The above traps can be found in the Pathfinder Core Rulebook. 
  [d20] 
  RESULT 
  1-2 
  Illusionary Trap: reroll on this table to determine the trap that this 
  illusion mimics (Perception DC 10, Disable Device 30).  
  3-4 
  Alarm Trap: Perception DC 15+APL, Disable Device 20+APL. If 
  sounded there is a 20% chance/round for 10 rounds that a creature 
  will investigate (generate on Random Events card for this GL). 
  5-7 
  Pit Trap: [d10] 1-3: Pit (CR 1), 4-5: Spiked Pit (CR 2),                    
  6-7: Camouflaged Pit (CR 3), 8-9: Camouflaged Spiked Pit (CR 8), 
  10: Poisoned Pit (CR 12). 
  8-10 
  Missile Trap: [d10] 1: 2d4 Arrows (CR 1), 2-3: 1d4 Poisoned   
  Darts  (CR 1),  4-5:1d4 Javelins (CR 2), 6-7: 1d4 Acid Arrows      
  (CR 3), 8: Wyern Arrow (CR 6), 9: Hail of Arrows (CR 9),             
  10: Deadly Spear Trap (CR 18). 
  11 
  Cutting Blades Trap: [d10] 1-6: Swinging Axe Trap (CR 1), 7-9: 
  Wall Scythe Trap (CR 4), 10: Chamber of Blades Trap (CR 10). 
  12-13 
    Poison Trap: [d10] 1-5: Sassone leaf residue—Contact Poison 
  (CR 4), 6-7: Insanity Mist Trap (CR 8), 8-9: Burnt Othor Fumes   
  (CR 8), 10: Black Lotus Extract—Contact Poison (CR 9). 
  14-15 
  Summon Monster Trap: Perception DC x+APL, Disable Device 
  DC x+APL, spell effect—Summon Monster APL/2 (round up). 
  16 
  Spell Trap: [d10] 1-6: Energy Drain Trap (CR 10), 7-8: Harm    
  Trap (CR 14), 9-10: Other (GMs choice).  
  17-19 
  Energy Trap: [d10] 1: Burning Hands (CR 2), 2: Electricity Arc    
  (CR 4), 3: Fireball (CR 5), 4: Flame Strike (CR 6), 5: Frost Fangs 
  (CR 7), 6: Shocking Floor (CR 9), 7: Cone of Cold (CR 11),            
  8: Maximized Fireball (CR 13), 9: Lightning Bolt Gallery (CR 17), 
  10: Meteor Swarm (CR 19). 
  20 
  Obliteration Trap: [d10] 1-5: Falling Block Trap (CR 5),                 
  6-8: Crushing Stone Trap (CR 15), 9: Empowered Disintegrate  
  Trap (CR 16), 10: Destruction Trap (CR 20). 
  7 
  
  © & TM 2015 Hammerdog Games 
  The Forge 
  
  © & TM 2015 Hammerdog Games. Reverse Image: Charro Art. 
  Series 1 
  Card 
  Choose as desired, or roll 1d20 for each column. If the roll is equal to or 
  less than the number in brackets, generate dressing from that column. 
  [d30] 
   Object 1 (1-3) 
  Object 2 (1-2) 
  Characteristic (1) 
  1 
  Empty Sack 
  20’ Coil of Rope 
  Covered in blue powder 
  2 
  Chicken Bones 
  Human Bones 
  +1 to Arcane Spells 
  3 
  Broken Barrel 
  Barrel of Water 
  Jester painted on the floor 
  4 
  Burned incense 
  Burnable Wood 
  Air is extremely dry 
  5 
  Wooden Jing idol Pouch of 3d6 gold 
  Smells of lilacs 
  6 Blank Scroll Paper 
  Shovel 
  Air tastes metallic 
  7 
  Smashed Chest 
  Empty Chest 
  Floor jiggles 
  8 
  Corn Cob Pipe 
  Pouch of tobacco 
  Air is hazy with incense 
  9 
  Wooden Stool 
  Stuffed Armchair 
  Floor stones are cracked 
  10 
  Saddlebag 
  Tiny Flute 
  Walls are water stained 
  11 
  Ring of 6 Keys 
  Blank Spell Book 
  Ceiling drips seawater 
  12 
  Orange candle 
  Usable Pentagram 
  Air is wavy as if hot 
  13 
  Bag of chalk 
  Pick Axe 
  Ceiling covered in red fuzz 
  14 
  Usable Torch 
  Silver Mirror 
  Floor is spongy 
  15 
  Empty Waterskin 
  1 Iron Ration 
  All sound is dulled 
  16 
  Webs and Dust 
  Flask of Oil 
  Smells like a stable 
  17 Signs of a Scuffle 
  Usable Weapon 
  Air stings the eyes 
  18 
  Empty Urn 
  Usable Armor 
  Air is cold 
  19 
  Dried Flowers 
  Hammer+3 Spikes 
  Humidity 110% 
  20 Clean Underwear 
  Bag of birdfeed 
  Sounds echoes as a “jing” 
  21 
  Origami Crane 
  Baby Rattle 
  Floor has a crunchy crust 
  22 Cracked Tankard 
  Saddle 
  Magic silence everywhere 
  23 
  Dull poleaxe 
  Flint and Steel 
  Lit by a strong pink light 
  24 
  Merchant Scale 
  Idol of Jing 
  Pebbles everywhere 
  25 
  Chair 
  Full wineskin 
  Air is electric 
  26 
  Oar 
  Cano Wupass 
  Mist rises from the floor 
  27 
  Bag of coal 
  Silver dagger 
  Floor is covered in grease 
  28 
  Gold coin 
  Lantern and Oil 
  Old tapestries on 1d4 walls 
  29 
  1d6 Gold coins 
  Jing Chest 
  Walls are polished 
  30 
  Jing Chest 
  Jing Chest 
  The walls drip blood 
  8 
  
  © & TM 2015 Hammerdog Games 
  The Face of Jing 
  
  © & TM 2015 Hammerdog Games. Reverse Image: Charro Art. 
  Series 1 
  Card 
  Generate random events anywhere on Grande Level 1 
  [d20] 
  Result 
  CR 
  1 
  1d4+2 Common Cats, born in the temple and out mousing.B1 
  1 
  2 
  1d4+2 Lickspit Kobolds have become separated from their    
  cleaning crew. They may ask the group to bring them home.B1,J 
  1 
  3 
  A protean jelly has gone feral, and attacks visitors.J 
  1 
  4 
  A small lightning elemental attacks anyone carrying metal.B2 
  1 
  5 
  Alarm Trap.C7 
  1 
  6 
  A Flumph floats around, chilling and checking things out.B3 
  1 
  7 
  6 Fire Beetles concentrate their attacks on 1 PC.B1 
  2 
  8 
  1d4+4 Gnashteeth Orcs on patrol attack on sight.B1,J 
  2 
  9 
  1d4+2 Stirges appear and attack.B1 
  2 
  10 
  An Axe Beak protects a nest behind a phased Jing block.B3 
  2 
  11 
  1d4 Dayseeker Skeletons attack if the party has a light source.J 2 
  12 A Skeletal Champion demands 1 on 1 combat with any PC to let 
  the group pass. If reduced to 25% of hps, it lets them pass.B1 
  2 
  13 
  2 Cave Scorpions switch attacks to a random PC each round.B2 3 
  14 
  A sly Adherer breaks off the attack as soon as an item sticks  
  to it. It then offers to sell PCs back that item for 10gp.B3 
  3 
  15 
  A Grick appears and attacks.B2 
  3 
  16 
  2d4+2 Human Zombies in hooded robes appear alive from          
  a distance, and initiate combat only if prey is in reach.B1 
  3 
  17 
  A Slicer Beetle blocks the group’s way.B2 
  4 
  18 
  A Korred attacks, babbling about the Kiss of the Fey Queen.B2 
  4 
  19 
  A Tentamort hiding in the ceiling blocks passage.B2 
  4 
  20 
  A hungry Advanced Minotaur longs to eat the group.B1 
  5 
  CXCard # “X”, CRCore Rulebook, B1Pathfinder Bestiary 1, B2Pathfinder Bestiary 2 
  B3Pathfinder Bestiary 3, GGGamemastery Guide, JThe Grande Temple of Jing 
  9 
  
  © & TM 2015 Hammerdog Games 
  Chamber of the Rays 
  
  © & TM 2015 Hammerdog Games. Reverse Image: Charro Art. 
  Series 1 
  Card 
  Generate random events anywhere on Grande Level 2 
  CXCard # “X”, CRCore Rulebook, B1Pathfinder Bestiary 1, B2Pathfinder Bestiary 2 
  B3Pathfinder Bestiary 3, GGGamemastery Guide, JThe Grande Temple of Jing 
  [d20] 
  Result 
  CR 
  1 
  1d4 Giant Bees.B2 
  3 
  2 
  3d4 Wolfbite Goblins are out hunting troglodytes. They tolerate 
  visitors, and may try to hire them (see Quest 2.2, Area 3).B1,J 
  3 
  3 
  The way is blocked by a pit trap (covered pit or other) large 
  enough to catch the entire group.CR,C7 
  3 
  4 
  1d3 Blindheim attacks from the shadows (Perception DC 16).B2 
  4 
  5 
  1d2 Spider Swarms rush over the group.B1 
  4 
  6 
  2d4+2 Gourd Leshies appear out of nowhere and attack.B3 
  4 
  7 
  2d4 Stankgrub Troglodytes are scouting the area, looking for a 
  new source of water, or a weapon to fight the Wolfbite Goblins.B1,J 4 
  8 
  1d3 Cacodaemons attack on sight.B2 
  4 
  9 
  A Slithering Tracker picks up the trail of the group.B2 
  4 
  10 
  1d4+1 Ghouls skulk along the passageway, seeking flesh.B1 
  4 
  11 
  A beautiful womanticore that is not immune to flattery.B1 
  5 
  12 
  A one eyed basilisk (victims gain +4 vs. it’s Gaze attacks).B1 
  5 
  13 
  2d4 Jinkin Gremlins steal from the party and flee with                  
  their booty.B2 
  5 
  14 
  A giant owl flies up to the group and asks a riddle (see Appendix). 
  If they get it wrong, it attacks. If they get it right, it introduces them 
  to Storyline 11 “The Ultimate Riddle.”B3,J 
  5 
  15 
  1d3 Gargoyle thugs attack the group on sight.B1 
  5 
  16 
  2d4 Giant Spiders attack from the floor, walls, and ceiling.B1 
  5 
  17 
  A cave giant sleeps in the path of the characters.B3 
  6 
  18 
  1d3 Weretigers in hybrid form begin to stalk the group.B2 
  6 
  19 
   A Giant Crawling Hand with 2d4 Crawling Hands.B2 
  6 
  20 
  A Chuul appears in the distance and charges the group.B1 
  7 
  10 
  
  © & TM 2015 Hammerdog Games 
  Stormwrack Cavern 
  
  © & TM 2015 Hammerdog Games. Reverse Image: Charro Art. 
  Series 1 
  Card 
  Generate random events anywhere on Grande Level 3 
  [d20] 
  Result 
  CR 
  1 
  1d4 Ankheg with earthglide burst from the floor.B1 
  5 
  2 
  A Skaveling Bat attacks the smallest PC in the group.B2 
  5 
  3 
  A Penanggalen. In the day, she is a beautiful female that will try 
  to join the group and destroy them from within. At night she    
  simply tries to destroy them on sight.B3 
  5 
  4 
  1d4 Serpentfolk are slithering off somewhere special to do    
  something sacred, secret, and sinister.B2 
  6 
  5 
  1d3 Satyrs try to charm people into dancing with them.B1 
  6 
  6 3d4 Hobgoblins of the Painted Toad (3.3, Area 45) out hunting.B1,J 6 
  7 
  An Illusionary Trap (Wyvern Arrow or other).C7  
  6 
  8 
  A starving Dire Lion is on the prowl.B1 
  6 
  9 
  8 soldiers from the Kingdom of Laiyay are in search of their 
  Queen Delphine (3.2, Area 23).GG 
  6 
  10 
  1d2 Lunar Naga seek the Celestial Observatory (5.2).B3 
  6 
  11 
  2d4 malfunctioning Clockwork Servants may attack visitors.B3 
  7 
  12 
  1d4+1 Leprechauns steal something from the group and lead 
  them on a merry chase, ending at the music box (3.3, Area 23).B2 7 
  13 
  A Chimera is on a rampage, slaying all lesser creatures in it’s 
  path. It wears a backpack that holds a stash (see appendix).B1 
  7 
  14 
  A rot grub swarm pours out of the ceiling onto the group.B3 
  7 
  15 
  2d4 air breathing bunyips smell the group from afar.B2 
  7 
  16 
  1 Huge Earth Elemental blocks the group.B1 
  7 
  17 
  1d3 Witchwyrds attack on sight.B2 
  8 
  18 
  A Mohrg seeks to devour the living.B1 
  8 
  19 
  A Tenebrous worm bursts from the ground and attacks.B2 
  8 
  20 
  A Shedu seeks to help the righteous.B3 
  9 
  CXCard # “X”, CRCore Rulebook, B1Pathfinder Bestiary 1, B2Pathfinder Bestiary 2 
  B3Pathfinder Bestiary 3, GGGamemastery Guide, JThe Grande Temple of Jing 
  11 
  
  © & TM 2015 Hammerdog Games 
  The Crimson Ribbon 
  
  © & TM 2015 Hammerdog Games. Reverse Image: Charro Art. 
  Series 1 
  Card 
  Generate random events anywhere on Grande Level 4 
  [d20] 
  Result 
  CR 
  1 
  A wary sellsword may join the group for the right price.GG 
  7 
  2 
  1d6+1 stampeding Dire Boars.B1 
  7 
  3 
  A Dragonne roars and attacks.B3 
  7 
  4 
  4d4 Vabata from a long lost tribe seek new lands to conquer.J 
  8 
  5 
  2d4 Otyugh are on their way to parliament (4.2, Area 15). They 
  are Indifferent to visitors, and may speak with them or attack.B1 
  8 
  6 
  A giant tarantula is out looking for food.B2 
  8 
  7 
  2d6 Skullduggruss Ogres are looking for some trolls to kill. They 
  may ask the group to join their battle (see Quest 4.2, Area 6).B1, J 8 
  8 
  1d3 Lamia.B1 
  8 
  9 
  2d4 Rhinoceraptors from the cyclone maker (4.5).J 
  8 
  10 
  A Destrachan attacks the heaviest armored character.B2 
  8 
  11 
  2d4+1 Swampscrag Trolls out hunting ogres. They may ask the 
  group to help find their leader (see Quest 4.4, Area 13).B1, J 
  9 
  12 
  2d4 Wraiths.B1 
  9 
  13 
  1d3 black puddings attack as a unit.B1 
  9 
  14 
  A Nessian Hell Hound picks up the groups scent.B1 
  9 
  15 
  A Missile Trap (Hail of Arrows or other).C7 
  9 
  16 
  A Nuckelavee appears and attacks.B3 
  9 
  17 
  1d6+1 Shambling Mounds.B1 
  10 
  18 
  A giant anaconda drops onto the group through a phased Jing 
  block in the ceiling.B2 
  10 
  19 
  1d4+1 Medusas decked out in expensive jewelry and beautiful 
  gowns are wreaking havoc in the area.B1 
  10 
  20 
  A barbed devil attacks the group with malicious glee.B1 
  11 
  CXCard # “X”, CRCore Rulebook, B1Pathfinder Bestiary 1, B2Pathfinder Bestiary 2 
  B3Pathfinder Bestiary 3, GGGamemastery Guide, JThe Grande Temple of Jing 
  12 
  
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  System Reference Document. Copyright 2000–2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, 
  Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave 
  Arneson. 
   
  The Grande Temple of Jing. © 2015, Hammerdog Games, LLC. Author: Danny O’Neill. 
  Pathfinder Module: Crypt of the Everflame. © 2009, Paizo Publishing, LLC. Author: 
  Jason Bulmahn. 
   
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing; Author: Jason Bul-
  mahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
   
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  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, 
  Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley 
  Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
   
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing; Authors Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
   
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Den-
  nis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, 
  Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, 
  Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and 
  Russ Taylor. 
   
  Pathfinder Roleplaying Game Core Rulebook. © 2010, Paizo Publishing; Author: Jason 
  Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
   
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; 
  Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme 
  Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin 
  Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David 
  Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber 
  Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny 
  Williams, Skip Williams, Teeuwynn Woodruff. 
   
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark 
  Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, 
  and Russ Taylor. 
   
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Hammerdog Games/The Grande Temple of Jing - Mini Screen Inserts Series 1.pdf