Danny O'Neill with Jonathan Tweet, Monte Cook, Skip Williams, Ed Greenwood, Jim Ward, Chris Pramas, Stan!, Grimtooth, Matt Mayhew, Dave Gross, Kevin Andrew Murphy and more.
Come on in! Jing has been preparing for your arrival for quite some time. First he built a temple to himself, a magical labyrinth, that he placed somewhere between space and time. Next he stole countless treasures from kings and men, gods and emperors - even the plants and animals. These he placed inside his temple so that any visitor could discover and take them. To challenge the bold, he surrounded those treasures with tricks, traps, and an array of deadly monsters. And finally he sent invitations to people everywhere, entreating them to visit his temple - and take whatever treasures they can carry. You are reading one of Jing's invitations right now. Do you accept it? Do you dare enter the Grande Temple of Jing?
The Grande Temple of Jing is a megadungeon designed in the spirit of old school RPG adventures - but with modern rules and sensibilities. It is no-holds-barred dungeoncrawl of truly epic proportions, where almost anything can be found. There are *65* themed dungeon levels - ranging from character level 1 to 20 - so there is something for every group and style of play. Some levels are heavy in combat and tactics, while some are filled with riddles, puzzles, or other challenges. Some levels are quick, others are huge sprawls that harken back to the dungeon days of old. Some levels are deadly serious, and some are almost frivolous. Best of all the levels are completely modular, meaning they can be torn apart and arranged any way you see fit. Plus, there are rules for adding your own content easily, and even for connecting the temple to your favorite 3rd party dungeons.
The *500* pages that make up the Grande Temple of Jing contain more dungeon goodness than you can shake a +1 stick at. Strange creatures, powerful weapons, and wondrous magic are just the start. Riddles, poems, quests, and campaigns make this more than just a megadungeon - it's also a sourcebook, a toolbox, and one heck of a paperweight. And with levels and fiction from celebrity contributors, there is sure to be something for EVERYONE within its fabled halls.
The goal of this Kickstarter is to update and reprint the Grande Temple of Jing to be compatible with 5th Edition. It will remain compatible with Pathfinder, and will work with Pathfinder 2.0. Also it will still be easy to modify for systems like 13th Age and all other versions of the world's most popular roleplaying game. Layout and design will be improved. Miniatures and electronic player-friendly maps will be produced to improve options for gameplay and immersion.
For this we are asking for $15,000 in pledges from our backers. This is the bare minimum needed to cover the layout and reprint of the book as well as the molds for some miniatures. Stretch goals will allow us to develop more miniatures and other rewards.
- 500 pages of epic dungeon crawl adventures.
- 65 levels from tiny to huge. Each level is themed, with challenges keyed to that theme (adventure, comedy, horror, etc.). Levels include classic dungeon style, wilderness levels, and "meta" levels.
- Celebrity Contributors - Levels by RPG masters Jonathan Tweet, Monte Cook, Skip Williams, Ed Greenwood, Jim Ward, Chris Pramas, Stan!, Grimtooth, and Matt Mayhew. Fiction by Dave Gross and Kevin Andrew Murphy.
- Dozens of adventure hooks, stories and quests that allow you to experience the temple in whatever way the DM wishes - anything from a one-shot to an entire campaign. Internal quests that create motivations to explore even the most dangerous and strange parts of the temple.
- Amazing art, cool maps, and everything else you would expect - strange monsters, fantastic treasures, new spells, and so on.
- A toolbox approach to megadungeons that allows the DM to construct and present the temple in any way they desire. Rules are provided for DMs to add their own content and to shows ways to link to their favorite published adventures!
- Wonder on every page, around every corner, and behind every door. The kind of wonder that can only be brought to you by a trickster god.
Your torch burns red against the darkness, illuminating the strange door in front of you. A thousand times you have passed this way - how did you not notice it before? Round doors are rare enough, but this one is painted gold, so shiny that you can see your reflection in the torchlight. Your torch flickers - and for a long moment it seems as if your reflection reaches towards you, beckoning you to come inside. You realize it's just a trick of the light but notice for the first time - the door is cracked open. You step closer to peer inside when a familiar voice calls out your name. "Come on in! I've been waiting for you." Disarmed, you walk through the door and into pure darkness. The door closes behind you, and you are elsewhere.
Behold the Grande Temple of Jing. An adventure like no other. This megadungeon is the temple home of a trickster god. And he’s feeling very tricky indeed.
Come on in! Try your hand at Jing’s deadly labyrinth. You are more than welcome to enter the temple, explore its vast halls and twisted dungeons and take whatever loot you can carry.
Who knows? You might even find your way out…
The Grande Temple of Jing is the dungeon home of a trickster god. It is the ultimate deathtrap dungeon, capable of hosting anything a DM could possibly desire from the epic to the ludicrous. Jing is the archetypal trickster - the first of his kind - and he spent a millennium adventuring, pranking, and plundering at will. Everyone tried to stop him. They placed guards. They made locks. They devised traps. They created vaults. Nothing stopped him. Jing took anything he wanted, even stealing life itself from the gods of creation.
Eventually he tired of the game, as none could defeat him. And then he struck upon an amazing idea. A creatively wondrous idea. Yet a troublesome and deadly idea.
He flipped the script.
In short order Jing created his own palace - a temple dedicated to himself. He filled it with all the treasure he had stolen. And then he protected them with the same things he had seen on his journeys - guards, locks, traps, even vaults. He began to send out invitations, beseeching heroes and commoners alike to come to his temple and raid it. To this day anyone, who can find the temple is welcome to enter and plunder it's magical halls. To this day few manage to do so and escape.
Over time Jing's temple and it's fabulous treasures passed from fact to legend. It became a story, then a set of tales that parents told to scare their children. To this day few believe they will ever find the temple - or return from it, if they do. Most knowledge of Jing and his amazing temple have been reduced to a poem - a canticle - that some children know by heart.
Now that you know the Canticle of Jing, you are well prepared to enter the temple. Please prepare yourself accordingly and notify your next of kin. We are looking forward to your visit.
Since the book is primarily a reprint, some rewards are already completed, and our stretch goals are somewhat limited. When stretch goals are hit, they will do any of the following: (1) Unlock one or more miniatures in one of the sets, increasing the value of that set, (2) add content to the DM Treasure Box for free or (3) improve the Deluxe Version of the book.
Two stretch goals are driven by the number of backers. If we get 100 backers, we'll add a free set of invitations to the DM Treasure Box. If we get 200, we'll add a free set of Bookmarks. Please help spread the word, so we can get as many backers as possible. Thank you so much!
Freight will be added in Backerkit. These are estimates only, as add-ons can significantly alter the cost of freight.
There is so much to the Grande Temple of Jing, that it's hard to describe in a few paragraphs. For those of you who like to know more, we present several sections to allow you to dive as deep as you like. If there is anything you would like to see us add to this section, please don't hesitate to ask.
The Grande Temple of Jing features several celebrity contributors. Their contributions alone make the book a unique must-have for any serious dungeon lover.
Jonathan Tweet - veteran game designer. Lead design of Dungeons and Dragons 3rd Edition. Creator of 13th Age, Ars Magica, Over the Edge, and more. Author of Grandmother Fish, a child's first book of evolution.
Monte Cook - prolific RPG author. Designer of Dungeons and Dragons 3rd Edition. Creator of Numenara, The Strange, and more.
Skip Williams - sage RPG designer. Designer of Dungeons and Dragons 3rd Edition. Author of several RPG books, and columnist for Dungeon Magazine's "Sage Advice."
Ed Greenwood - author, editor, legend. The Original Elminster. Creator of the Forgotten Realms. Author of hundreds of articles and over two dozen books including Elminster Enraged.
Jim Ward - legendary TSR designer, owner of Eldrtitch Entertainment, author of Pools of Radiance, Deities & Demigods (1st edition), Metamorphosis Alpha, and more!
Chris Pramas - award-winning game designer, writer, and publisher. Founder and President of Green Ronin Publishing. Best known as the designer of the Dragon Age RPG and Warhammer Fantasy Roleplay, 2nd Edition.
Stan! - writer, cartoonist, game designer, and raconteur par excellence. Co-founder of Super Genius Games and The Game Mechanics, formerly Creative Director for Dragonlance, Ravenloft, and many other D&D Worlds.
Grimtooth the Troll - the infamous trap obsessed troll! Star of his own insanely creative trap articles and manuals for over 30 years. A natural for the temple.
Matt Mayfield - riddlemaster and trickster. President of Cloud Kingdom Games, and author of several riddle themed books, including Riddle Rooms #1, Riddle of the Unicorn, Lair of the Sphinx, and more!
Dave Gross - writer and editor, formerly of Dragon and Dungeon magazines and Baldur's Gate: Enhanced Edition. Author of the Pathfinder Tales novels Prince of Wolves, Master of Devils, and Queen of Thorns--and co-author with Elaine Cunningham of Winter Witch.
Kevin Andrew Murphy (Author). One of George R.R. Martin's Wild Cards authors and a writer for Pathfinder Tales. He has previously written fiction for White Wolf's World of Darkness, and contributed to Hammerdog Games "The Dread House."
John Popson (Sculptor). Founder and head sculptor at Effin Cool Miniatures. Sculptor of the GaryCon 2019 special convention figure, and more!
For players, The Grande Temple of Jing represents the ultimate dungeoncrawling experience. Magic permeates the temple and being a trickster deity, Jing weaves it for his own purposes and merriment. He is a major god and wields supreme power in his home. As a result, a room or area can contain virtually anything - and often does.
Do your players like caves full of orcs, and classic dungeons filled with mythological monsters? The Grande Temple's got that. Do they like labyrinths set in sewers, forests, and maybe even a coral reef? The Grande Temple's got that too. Do they like adventures set in taverns, towns, and deep dark forests? Got it. Do they like gauntlets filled with traps, an entire level based on board games, or an arena where they can fight to the death? Check. Maybe they like dragons sitting on huge hoards of treasure, undead rising from their graves, and artifacts that fill them with awe. The Grande Temple's got that and more.
Players will be enthralled by the many wonders of the Grande Temple and challenged by its many clever tricks. Magical puzzles, devious riddles and wondrous magical effects will keep them entertained for hours and allow them to experience the height of dungeoncrawling fun.
Perhaps the best example of Jing's trickery is the resurrection mechanic. You see, Jing draws great amusement from the trials of his guests. So much so, that if they entertain him… but die in the process… he will typically resurrect them so that they can continue. What does this mean to the average player? It means they can seek and find incredible treasures and artifacts - things, which they normally only see in their dreams. And if they die in the search - but amuse Jing in the process - he just might grant them a do-over.
For the DM, the grande temple represents the ultimate expression in dungeon design. Levels are modular, so DMs can pull them apart, rearrange them, and add their own content easily. They can even connect the temple to their favorite 3rd party dungeons!
Despite its size, linked quests keep players moving along, so that the adventure is not just a series of endless rooms. The Grande Temple of Jing can be run as an epic dungeon campaign, as a group of themed dungeon levels, or even as a series of one shots. And since it's the home of a trickster god, the DM is freed up to run the game any way they choose - and even add content that would not be appropriate in any other dungeon.
Perhaps most importantly, DMs are free to tweak the rules to suit the play style of their group. For example they can modify the dungeon to make it more or less deadly. If the resurrection mechanic is considered too broken, it can be ignored or altered. Also, the treasure level can be set to low, medium, or high. At the high level, the game can be run "Monty Haul" style, allowing groups to blow away rooms full of creatures with ease. At the low level it becomes a deadly grind, that will challenge even the most experienced players.
And finally, the DM can set the mood of the game simply by choosing to play levels of a certain theme. Some levels are filled with beasts, others with undead. Some levels host villages and towns, and others are little more than a gauntlet filled with traps. Whatever the mood of the group and the GM, there is a world of adventure waiting for them in the Grande Temple of Jing.
The format of the book is another thing that sets it apart from the everyday megadungeon. We try hard to eliminate filler text and get right to the heart of a dungeon adventure. Detailed maps, concise writing, and informative icons allow us to pack a lot of information into a small space, without losing the details you need to run the game. Many rooms have their own map near their description, so the DM can see important details at a glance, including scale, terrain, hidden objects and initial position of creatures.
In fact, The Grande Temple of Jing has been specifically designed, so that GMs can just pick a level and jump right into the game with little or no preparation. Maps are detailed appropriately. Sidebars, icons and minimaps help the GM jump right into the adventure with almost no preparation - and keep play going for hours and hours.
Here is a detailed description of what you can find inside the book. Details are here for the first few sections. More will follow as the campaign gets underway.
Entering the Grande Temple
The book opens with a 36 page Introduction that explains the temple, it's history, and it's key features. It also contains 8 pages of storylines, adventure hooks, quests, endgames, rumors, myths, legends and facts.
The Introduction Covers
- Jing and the Temple
- The Temple in a Nutshell
- Core Ideas and Philosophies
- How to Use This Book
- Tithe, Experience, and Gaining Levels
- Architectural and Magical Features
- Special Rules Within the Temple
- Magic in the Temple
- Jing's Favor
- The Die of Fortune and Misfortune
- Life in the Temple
- It's YOUR game
- It also containes 8 pages of
The Entry Chamber
Once inside you will discover the META Levels which include the Central Chambers, These chambers form the infrastructure of the temple. Many players will find their journey starting in The Entry Chamber, where they may learn about Jing and his temple.
The Meta Levels
The Central Chambers are part of the Meta Levels, a number of areas that have no fixed spot in the temple. They can be placed literally anywhere the DM wishes. They often connect to the temple in various ways and there are often several doors in the temple that connect to the same Meta Level.
Meta levels include:
- The Central Chambers (C) - The entrances and welcoming areas of the temple, as well as the Great Central Elevator, which moves between the 10 "Grande Levels" (clusters of levels) that make up the temple.
- The Grande Jing Highway (H) - One of the main arteries by which temple residents move between it's levels and Grande Levels.
- Trials (T) - Short levels with a specific goal that must be completed to escape.
- Gauntlets (G) - Short linear levels used as short cuts to move between "Grande" levels. The challenges of a gauntlet get more difficult with every room and players often have a short amount of time to complete them.
- Arenas (A) - There are 3 arenas in the temple where players can fight to become Jing's Champion - and win their freedom from the temple.
- Vaults (V) - These are special levels where Jing hides his favorite treasures. They are well guarded, and their doors cannot be opened unless the players collect the proper items to use as "keys."
Grande Level 1
Grande Level 1 contains 7 levels (so far). It is dominated by two tribes that exist in a "Balance of Power." The first tribe are the Lickspit Kobolds - the janitors of the temple. The other tribe are the Gnashteeth Orcs, cursed to grind their teeth by the Jing-tainted weapon that their leader wields. The players enter this level with the ability to sway the confrontation one way or the other.
Grande Level 1 Includes
- C1: The Entry Chambers - A wondrous dungeon that teaches key concepts of the temple.
- 1.1: Kobold Caverns - Caverns that host the temples most famous denizens.
- 1.2: Halls of Deep Darkness - Halls of darkness where the undead await the unprepared
- 1.3: Gnashteeth Orc Halls - A tactical assault against a horde of nasty orcs.
- G1: Green Gauntlet - A green themed gauntlet that leads deeper into the temple.
- H1: The Upper Road - An introductory journey down a strange section of road.
- T1: Trial of Copper - A copper themed dungeon and simple introduction to Trials.
Grande Level 2
Grande Level 3
Grande Level 4
Grande Level 5
Grande Level 6
Grande Level 7
Grande Level 8
Grande Level 9
Grande Level 10
Risks and challenges
The Grande Temple of Jing was our first ever Kickstarter project. It had a handful of rewards that were not realized, primarily because a lack of interest in them made them uneconomical to produce. Project creep and bad luck caused delays on the book.
For this Kickstarter we've kept the number of rewards to a minimum so that we can ensure they are all produced. Since the project is a simple conversion of existing materials, there are no anticipated project creep or delays anticipated. Should any delays occur, we'll do our best to be open and honest about them.
The primary risk lies in print times for the book or miniatures taking longer than anticipated. Should this happen we will communicate regularly and often about the status of the printing.Learn about accountability on Kickstarter
- (19 days)