* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Temple of Elemental Evil Started at 11-28-06 02:16 AM by GoriceXII Visit at http://forums.gleemax.com/showthread.php?t=746637 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : GoriceXII Date : 11-28-06 02:16 AM Thread Title : Temple of Elemental Evil I'm running a campaign that I've planned to have the Temple of Elemental evil module featured in. (I'm using 2nd Ed) I have a few questions: 1. Has anyone on here run this module before, and do they have any tips or advice? 2. My players are still only about 3rd level but have some soldiers, henchmen and the like to accompany them. I know that they are eager to pursue rumors I've laid out about the Temple but I'm thinking of delaying them with other adventures leading up to it--possibly looking for lore about it and the like. Does this seem reasonable or have others run low level characters (with help) through it successfully? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Agathokles Date : 11-28-06 03:18 AM Thread Title : Re: Temple of Elemental Evil 2. My players are still only about 3rd level but have some soldiers, henchmen and the like to accompany them. I know that they are eager to pursue rumors I've laid out about the Temple but I'm thinking of delaying them with other adventures leading up to it--possibly looking for lore about it and the like. Does this seem reasonable or have others run low level characters (with help) through it successfully? I haven't played ToEE, but as a general advice I'd say that low level followers are only useful against large numbers of low level opponents -- then an encounter can turn into a small scale battle. Higher level opponents will likely have area attacks that will take the soldiers out of the battle quickly (fireball, web, pyrotechnics and similar spells can easily remove the soldiers from a battle). This is especially true in a dungeon or other enclosed area. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : diaglo Date : 11-28-06 12:44 PM Thread Title : Re: Temple of Elemental Evil the first part of the module is meant for lvl 1 pcs. The Village of Hommlet. they should be around 2nd lvl to almost 3rd by the time they finish that part. when they head to Nulb they need to have a few clues about the problems they will face. otherwise Nulb could mean death while they sleep. and they should almost certainly be at least 4th lvl before any forays into the Temple proper. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : GoriceXII Date : 11-28-06 01:32 PM Thread Title : Re: Temple of Elemental Evil Thanks for the advice. I guess I was mostly leery about them even being fourth level, since they almost have enough experience for that, but I mean the dungeon/temple is full of some really tough monsters and opponents. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : diaglo Date : 11-28-06 01:55 PM Thread Title : Re: Temple of Elemental Evil oh the temple is definitely a killer. heck, the secret entrance in guarded by the bandits is too. at lvl 4. and if the pcs aren't careful covering their tracks in and out of the temple they could find themselves overwhelmed in a hurry... without a chance to rest, heal, and recover spells -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : GoriceXII Date : 11-30-06 03:43 PM Thread Title : Re: Temple of Elemental Evil In my campaign the situation is not exactly as in the module. Basically the temple is set in a wild borderland area called Belerion, where the players' native Republic of New Edom is fighting a border war with the forces of the Duke of Aday which are working alongside a number of humanoid tribes. The New Edomites are aligned with the Wood Elves of the Forest of Carnmag, a Lizardfolk tribe, and are contemplating alliance with some hill and forest tribes and villages. (the area is partly settled by traditional tribesfolk and also by settlers) So the Temple is basically like a secret base/weapon staging area for evil priests working along with the Duke and his allies. The Duke and the humanoid warlords don't really know the full extent of what is in the Temple. My players are directly in the service of a Ranger Lord and are therefore less clueless than in the module. (though the players and their Captain still don't know that much about the Temple yet other than that it is in the forest somewhere and that it exists and has something to do with demons) They have taken the moathouse and it is garrisoned by about 30 soldiers, a LG cleric and support people. (these are ex-captives from an earlier adventure who are personally indebted and grateful to the players) Nulb I actually made a tougher adventure, using it as a staging and supply area for the Temple much more openly. They're going up against that in the next game session. While Nulb still looks like a regular village and in fact I've made it less obviously seedy it is teeming with people working directly for the Temple as factors, quartermasters, and guards for supplies. I've kept the ship there, I see the ship as being more of a riverine privateering venture than as simple pirates. I replaced Rufus and Burne with senior commanders from their own Republic. Basically they found some cryptic verses (the poem about the Temple) and handed them over to the Mage, so I've used that as a kind of delay till I feel they've gotten some more experience while they wait for his interpretation. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:22 AM.