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Consistency of writing and style are optional here, as the book is made for Pathfinder RPG, but also meant to be adaptable to other game systems. It’s at once an intricately connected megadungeon with a consistent theme-and a mashup of diverse dungeon levels that are completely independent of each other. So, without further ado, I present to you the Grande Temple of Jing. One thing that would make them smile, or gasp, or make their eyes get really big. One thing that players hadn’t seen before. I had only one major request-that every level they design contain at least one thing that was wondrous.
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They were given guidelines, and sometimes a synopsis, but were otherwise free to explore their imaginations. And I’ve tapped the imagination of dozens of others, including several Kickstarter backers who are earning their first writing credit in this book.
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And I wanted it to be collaborative, a product of not just my imagination, but the imaginations of several people.Īs a result, I have gathered some of the most fiercely imaginative writers in the field, some of them legends in their own rights. I wanted it to bend and break rules, so that players and GMs wouldn’t be constrained by them. I wanted it to feel fresh, unpredictable, and above all, wondrous. When my attention ultimately turned to the Grande Temple of Jing, I realized that I wanted it to capture the feeling I had in that car on that hot summer day. It was these ideas that I carried with me when I started creating my own dungeons. When we opened a door, virtually anything could happen. The adventure ran on pure imagination and collaborative story-telling.
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More importantly, we had absolutely no rules to guide us or hold us back. We had no character sheets, no pencils to mark off hit points, and no concept of experience points. We had no dice, or miniatures, or grids to put them on. And in that cave we fought a horrible water monster. We got trapped in wood-en boxes that dropped us into a watery cave. No matter which way we went there was always more adventure waiting for us. I was a thief and my dad was a wizard and we were in a dungeon that seemed endless. The car was filled with the clash of steel and the zap of magic. And within moments the road was forgotten. My friend said, “We could always play Dungeons and Dragons.”Īnd unexpectedly, my dad said, “I’ve heard of that. We were as bored as any two teenagers could be. We stared out the window, our eyes unfocused, having played one too many games of “Last Letter,” “20 Questions,” and “I Spy.” We had exhausted our supply of entertainment ten times over. The car radio offered no help, as its weak AM antenna was unable to pick up the signals of distant cities. We had brought comic books with us, but we had already read them so many times we could quote them. We were budding teens, so we didn’t play with toys and didn’t like to read books.
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It was the dawn of the 1980s, so we had no cell phones, no CD players, no electronics to speak of. My best friend and I were on a summer vacation with my family, and had been traveling for days through endless fields of wheat and barley as we moved from one town or campground to another. The kind of day that makes a person believe in paradise. The kind of day that outdoor folks dream about. It happened in a blue station wagon, somewhere on an empty highway in the middle of rural Saskatchewan. With levels by Jonathan Tweet, Monte Cook, Skip Williams, Ed Greenwood, Jim Ward, Grimtooth, Stan!, Chris Pramas, Larry Wilhelm, and Matt Mayfield, with fiction by Dave Gross and Kevin Andrew Murphy!'įoreword from the publisher: ’The seeds that would grow into the Grande Temple of Jing were planted on the day I learned about Dungeons and Dragons. Included are special rules so GMs can easily rearrange the dungeon or add their own content. Will you accept Jing’s invitation? Are you ready to enter the Grande Temple of Jing?įeaturing more than 60 levels and multiple storylines that can be played separately, or as part of an epic dungeon campaign. Finally, he sent invitations to heroes everywhere. To challenge the bold, he surrounded those treasures with tricks, traps, and an array of deadly monsters-even empowering several of the latter with new abilities. These he placed in his temple so that any visitor could discover and take them. Next, he stole countless treasures from men and kings, queens and emperors, and even the gods themselves. First, he built a temple to himself, a magical labyrinth that he placed somewhere between space and time. Review Summary: The Grande Temple of Jing is for dungeoncrawling what Watchmen is for comics.īlurb from the publisher: 'The Dungeoncrawl that rules them all!Ī Pathfinder Megadungeon for Characters of any level!Įxplore the dungeon home of a trickster god! Jing has been preparing for your arrival.