T 1-4

Post/Author/DateTimePost
#1

OleOneEye

Jun 17, 2004 6:48:25
I just picked up the Temple of Elemental Evil, and started a new campaign there last night. Longsince having the Village of Hommlet, I easily ran the first game, with PCs getting to know the village and personages there and a few sidetracks. They were poised to enter the Moathouse as the night ended, set for our next game. However, I have never read through the Temple, and figure it will take a bit to digest the plethora of material. This will be likely impossible to wade through before our next session. Are there any connections to T1 that I should worry about yet that is not detailed in T1, or can such things wait until I have a chance to read through things? What trickier things should I look out for in Temple that aren't apparant?
#2

Mortepierre

Jun 17, 2004 7:47:43
At this point, you should be concerned mainly by:

a) making sure your players get a few friends within Hommlet. Not only will it help them in the long run, it will also convince them that helping those friends rather than searching for easier targets is a worthy endeavor.

b) being aware of a few ToEE's spies within the village (names kept secret in case players look here)

c) understanding the Moathouse isn't "just" another dungeon but an advanced base for ToEE's minions, and their commanders is arrogant but not a moron.

Beyond that, don't worry. It's only by the end of the Moathouse part that your players should start to get hints the ToEE isn't as "ruined" as it should be...
#3

bdunn91

Jun 17, 2004 9:01:26
Definitely read through the whole of T1-4 before you run any more of it. Come up with something brief to stall your players if you have to. At the very least, be sure you know your way around the surface temple area and the encounters up there.
One thing about T1-4, if you're not up on the dynamics of the groups in the dungeon and how they react to each other, the module is in danger of becoming nothing but a dungeon crawl. But once you're at least roughly familiar with the rest and the rivalries between the elemental cults, you can then try to emphasize that aspect so that it doesn't become just another dungeon crawl full of smashing in doors and creating a body count with no real story.
#4

zombiegleemax

Jun 17, 2004 9:03:09
Gary was forced to rethink his original idea for the temple between the release of T1 and T1-4.
His original idea was for Lolth to be involved with the temple, but changed his mind after Q1, so he came up with Zuggtmoy instead. I'd reccomend removing all of the Lolth references theroughout the adventure, and make Lareth in the moathouse a cleric of Zuggtmoy.
Scott
#5

Mortepierre

Jun 17, 2004 11:58:44
Wouldn't the Elder Eye (aka Tharizdun) work better for Lareth given his role in RttToEE?
#6

zombiegleemax

Jun 17, 2004 18:02:25
I think it would be better if everybody pretended RttToEE never happened.
Scott
#7

j_elric_smith

Jun 17, 2004 18:04:02
Originally posted by ScottyG
I think it would be better if everybody pretended RttToEE never happened.
Scott

What never happend?
Ken
#8

Darth_Kjeran

Jun 17, 2004 19:45:36
Chello!

I second the motion to delay the action long enough to get yourself well-versed on the Temple and its factions. Get the PCs involved in the town, develop some side treks based off of Hommelet.

ToEE is most assuredly more than a dungeon crawl....

Tony
#9

zombiegleemax

Jun 18, 2004 0:58:56
I am also currently running my players through the grand old temple. They're rather cautious and chatty though, so they're still slogging through the moathouse and talking up people in town. Our last session we only had one combat in a four hour game! Not that there's anything wrong with that.

One thing I like about this module are the rules for recruitment of new troops by the Temple if the PCs are slow to press their attack. I also recommend redrawing all the maps yourself and marking where all the monsters/characters are located. It helped me pseudo memorize the general layout of the place.

To help myself keep track of it all, I also made out a list of all the factions within the Temple and the commanders and troops allied with each. It helps to see exactly who has how much power within the Temple's hierarchy, and who might react given the PC's actions.

I didn't find Lolth's involvement that unusual, given that the religion of Elemental Evil stole away her worshippers in the Against the Giants campaign. I just figured she wanted to spy on Zuggtmoy's plans. I merely found it strange that a Male Human could become one of her clerics.

I also want to know if Lareth had to go through the process of belonging to one of the Elements before being posted at the Moathouse, or was he exempt because of his great skills?

Actually I have my own questions:

1: If you were trying to revive the Temple of Elemental Evil, how would you deal with a group of adventurers who were systematically wiping out entire arms of your organization? If you woke up one day and found out that the entire Earth Temple was wiped out by six or seven people, what would your next move be? Certainly if the players are staying near Nulb one might try to kill them as they rested. But if that failed why would you stick around waiting for them to blunder into the Greater Temple? I imagine Hedrack and Senshock would wish to out of fear of their masters, but what about the rank and file? Why not just desert a lost cause?

2: Who is really in the know about the reality behind the religion of "Elemental Evil?" I assume that most people in the temple's employ don't realize that they are worshipping Zuggtmoy, but who does? Hedrack, Senshock and possibly Falrinth seem like good candidates, but what about the head priests of the Element Themed Temples? What about Commander Barkinar or Deggum? If the PC's ask Lareth what "Elemental Evil" is all about: How much does Lareth really know? Anyone have any suggestions on this?
#10

Mortepierre

Jun 18, 2004 1:21:17
Originally posted by Burgoyne
1: If you were trying to revive the Temple of Elemental Evil, how would you deal with a group of adventurers who were systematically wiping out entire arms of your organization? If you woke up one day and found out that the entire Earth Temple was wiped out by six or seven people, what would your next move be? Certainly if the players are staying near Nulb one might try to kill them as they rested. But if that failed why would you stick around waiting for them to blunder into the Greater Temple? I imagine Hedrack and Senshock would wish to out of fear of their masters, but what about the rank and file? Why not just desert a lost cause?

The rank and file of the different elemental cults are told what they need to know by their "high priest". Given all those cults are in direct competition, once one disappears chances are the leaders of its allied cults will say it was done by their enemy, while the enemy cults will claim they did it (thereby demonstrating their great power).

That's in the event ONE cult is wiped out. If a second, and then a third follow, the survivors will start to react differently. But even then, it depends on the paranoia of their leader(s). Will they dare tell Hedrack about it, which could mean a painful one-way trip to the nodes? Or will they try to solve the situation by themselves, perhaps by allying with another cult they called "enemy" just the day before?

IMHO, it will depend mainly on how fast things happen. If one cult or dungeon level is wiped out every day, they will have trouble coming up with a plan to counter the threat. If, on the other hand, the adventurers take their time (say, a few room cleared out per day or week), then the response will be much more organized and deadly.

Clearly, people aren't going to wait in one room to be slaughtered!
#11

OleOneEye

Jun 18, 2004 10:11:32
Good ideas one and all. The PCs are currently in the employee of Rufus and Burne (whom I gave a cajun accent for no apparent reason) to clear outlying bandits. The moathouse seems a bit hard for first level folks, so they had a few side treks, gathering some hints to the growing evils of the land. I'm not sure I like the idea of the moathouse being an advance base for the Temple, but rather Lareth's base to spy on the growing power of the Temple. I would like to have the PCs come to work for Lareth, using them to weaken the Temple's power base. As they are not the most "heroic" of folks, this shouldn't be too much of a problem. I would like to save confrontation with the spies in Hommlet for later development, they are currently merely watching what the PCs are up to, not taking any actions against them yet.
#12

Mortepierre

Jun 18, 2004 11:27:30
Originally posted by OleOneEye
I would like to save confrontation with the spies in Hommlet for later development, they are currently merely watching what the PCs are up to, not taking any actions against them yet.

That's exactly the point. Those spies are there to spy, not murder (well, not right away .. ). Besides, their job makes it very easy to interact with the PCs. IMHO, it's only when the PC become a pain in the *** for the ToEE's leaders that the spies will be told to take direct action. Nothing as frustrating to a player as watching someone they considered a long-time ally turn into a deadly enemy.
#13

zombiegleemax

Jun 18, 2004 12:12:05
Oh, and bear in mind that a "certain sword" found therein actually should have an alignment of lawful good. It was misprinted as being chaotic good. Substitute "any chaotic creature ..." for "any lawful creature... " also, and the whole weapon begins to make more sense. BTW, originally, Gary intended to have a lower level wherein was the odd altar to the Elder Elemental God (heavily influenced by A. Merritt's Kraken), the summoning of which would have countered Zuggtmoy, as the deity angrily wreaked havoc upon the interlopers (including Zuggtmoy)--as the temple was in the beginning built over the EEG's shrine! This was all left out in the rush to get this overdue product out. The deity would also have played a role in the G-D-Q series conclusion, and all would have tied together... All lost in the mix now, I'm afraid! Tharizdun had NOTHING to do with the Temple, and "Return To The Temple Of Elemental Evil" turned me on Monte. The Pun Demon
#14

samwise

Jun 18, 2004 18:56:28
I am currently running a "classic" ToEE campaign. I am using one of my long time quirky additions, that of having PCs determine some of the early Lesser Temple decisions in regards to recruiting and expansion. So far it looks to be working rather well, and I expect things to be even tougher on the players because of it.
Right now they are preparing for their first assault on the temple itself. They cleared out the Moathouse, a timely critical hit from Elmo's axe sending Lareth's head flying. However the cleric of Cuthbert took his armor, and wore it about Hommlett prominently, so an assassin is now hunting him.
I also ran In Search of the Unknown to boost the party up a bit more before taking on the temple, and that resulted in said cleric now being an elf instead of human. (Enough gold for a reincarnate from Jaroo, not enough for a raise dead off in Verbobonc.)

As for RttToEE, I look forward to inflicting that on them at a later time. While it may be a bit "off" from what was originally intended, it is still an excellent module. The real question will be how much of that do I need to change based on how well this group does.
#15

coolraygun_dup

Jun 21, 2004 14:07:34
Was Return to the Temple of EE all that bad? I have almost picked it up a couple of times...

I played the first one in first edition and loved it...
#16

zombiegleemax

Jun 21, 2004 14:15:11
Originally posted by coolraygun
Was Return to the Temple of EE all that bad? I have almost picked it up a couple of times...

I played the first one in first edition and loved it...

As a stand-alone adventure, I really don't think it's that bad. As an actual return to the Temple of Elemental Evil adventure set in the WoG I hated it.
Scott
#17

samwise

Jun 21, 2004 15:53:13
Originally posted by ScottyG
As a stand-alone adventure, I really don't think it's that bad. As an actual return to the Temple of Elemental Evil adventure set in the WoG I hated it.
Scott

The thing is, if you don't know the apocrypha about the EEG, Tharizdun, Tzuggtmoy, and whatever else is relevant to the ToEE, then there is no reason to view it as not being a proper sequel.
Indeed, even if you do know that apocrypha, you may not agree with it, and Return still stands on its own and does not contradict anything.

I would also point out that according to the background text of ToEE, the module was resolved in a particular fashion in Gygax's campaign. Unless you intend to either not run the module at all, or force players to specifically recreate that resolution in some manner then any way you resolve it in your campaign is not going to fit. Since I don't consider a forced resolution to be playing, as with the original DL modules, and certain NPC driven modules for other settings, the changes in RttToEE are minor to irrelevant. Indeed shifting the plot to be completely in accord with the intent of the apocrypha requires only two or three lines of alternative text. It takes more to "fix" the Vault of the Drow in DG, and that is an even better module.
#18

zombiegleemax

Jun 22, 2004 5:02:52
Nonetheless... Equating Tharizdun with the Elder Elemental God in "Return" was too much for me to stomach! I'm not certain what the intent was, but--better luck next time! If you want an example of a good "sequel module", see Bruce Cordell's Return to Tomb of Horrors.
#19

samwise

Jun 22, 2004 11:30:00
Originally posted by GT
Nonetheless... Equating Tharizdun with the Elder Elemental God in "Return" was too much for me to stomach! I'm not certain what the intent was, but--better luck next time! If you want an example of a good "sequel module", see Bruce Cordell's Return to Tomb of Horrors.

Which still has no context for anyone who doesn't know or care about the apocrypha relating to the Temple.
And that's fine - for you. But to tell other people the module is no good because of outside information is unfair to them and their enjoyment of it.
Return to the Tomb of Horrors was good. As was Return to White Plume Mountain. (That second being more amazing as I never liked the original.) Both of course have their little quirks relating to geography and history. And I am sure there are many people who wouldn't give them a chance based purely on that, without regard for the quality of the rest of the module.

As for the question of how to run the Temple when the heroes start slaughtering with abandon, I don't want to give away too much as my group has just finished one assault on the Temple itself, but in general remember the following.
They are Chaotic and in competition, so their response will be disjointed and independent.
They will continue to recruit followers until wiped out, so cleared areas won't stay that way, and existing areas will become tougher.
They will spy on the heroes, and will prepare specific responses to them.
Many encounters are extremely difficult to begin with. Enhance them, and you guarantee the destruction of the party. So don't feel bad letting a few sleeping Temple dogs lie to give the party half a chance.
#20

zombiegleemax

Jun 22, 2004 11:41:19
Actually, if you run Return by itself, it can work; but if you do indeed run it as a sequel it doesn't take a knowledge of apocrypha to spot the inconsistensies. You can choose to ignore them--and that's fine--but having run the original, I said "What's the point?" Another example: A certain vampire in the module...
#21

zombiegleemax

Jun 22, 2004 11:44:00
I did like Return To White Plume Mountain BTW, as well as the original... interesting take on the formerly undetailed lower levels! ^__^
#22

samwise

Jun 22, 2004 11:51:54
Originally posted by GT
Actually, if you run Return by itself, it can work; but if you do indeed run it as a sequel it doesn't take a knowledge of apocrypha to spot the inconsistensies. You can choose to ignore them--and that's fine--but having run the original, I said "What's the point?" Another example: A certain vampire in the module...

Only if you assume said vampire can not exist because of a particular resolution in your previous running. Last I checked, my copy of ToEE didn't include a specific resolution for said vampire. And should he be "resolved" during the current run through, guess what? I'll delete him from the sequel. Just like the reappearance of Lareth in the sequel will feature the axe critting that happened rather than the mace crushing indicated in RttToEE.
Not that difficult at all.

I did like Return To White Plume Mountain BTW, as well as the original... interesting take on the formerly undetailed lower levels! ^__^

I liked the link to Gates of Firestorm Peak. Cordell's work, despite the quirks, works nicely in GH.
Monte Cook's work does too, though the scope of his plots are usually so big as to work better in PS.
#23

zombiegleemax

Jun 22, 2004 11:54:23
Well, I will agree that Cordell's work does function well within Greyhawk! Heh! ^__^
#24

zombiegleemax

Jun 25, 2004 15:35:41
The above advice has been very helpfull to me I am also running TOEE right now my players have just finished the moathouse and are gearing up for a trek to Nulb, It should be said that in influence of the video game I made a "party base alignment" and there are all one step from lawfull good. I hope this works out well I may even change the certain sword to be aligned with my party I have made some of my own small changes to some of the "bad guys" since im running partly off of a mediocre 3.5 conversion I had to make allot of the characters myself. I was a player when we ran RttoEE last year and I notice allot was altered kind of odd but still works. Glad to see other people are running this excellent adventure/
on a side note the Lareth in my adventure WAS killed by a mace quite brutally too.
#25

OleOneEye

Jun 26, 2004 8:37:44
The party of intrepid half-orcs entered the moathouse, seeking fame, fortune, and a hint of loyalty to their leige in Hommlet to clear the lands of danger. Froggies nearly ended the game short for one, but in the world of DnD, 1 hp is as good as 50. A well timed sleep spell managed to decimate the majority of bandits, the leader fleeing through his tunnels for other lands to pillage. Long venomous fangs pierced the flesh of one half-orc searching too closely in the loose rubble - litterally retaining life because of the +1 to poison save. Swarming rats also nearly ended things, and caused great fear of their diseases, but half-orcs are not easily infested with disease. The local bandits had surely done a good job of killing off the indigenous animals, as not a single wandering monster showed its face. The top level was cleared, the party managing to survive, preparing to enter the dungeon depths. And a good time was had, for half-orcs found the moathouse to be the perfect castle to occupy - doesn't even need any fixing up. And the feasts that were had on frog legs and bat wings, its like a home that includes its own dinner menu. Yet, the lower level must be cleared. My guesses are one may not survive the initial slimes, but half-orcs are a invevtive lot and may find a use for that slime.
#26

zombiegleemax

Jun 26, 2004 14:09:03
great module. The return is wonderful as well.
#27

zombiegleemax

Jun 27, 2004 1:04:42
Last night my players made their second foray into the dungeons below the moathouse, and managed to set off the porticulis triggers, which has effectively trapped them in the dungeon. To make matters worse the party's cleric was killed by the gnolls in Lareth's employ, AFTER the gnolls offered a truce and the party rejected it.

At the end of the session they seemed confident that they would be able to head back to town to rest, but now they're going to have to fight their way out of the place without a cleric.

The players are also terribly afraid of Green Slime now, and travel no where without at least two lit torches. Hee hee.
#28

zombiegleemax

Jun 27, 2004 20:29:58
The group I was running the Return in wasnt too bright, too many were dying so I finally had to pull them out. IGNUNT! Some people is just iggnunt!