Temple of Elemental Evil- Afterwards?

Post/Author/DateTimePost
#1

zombiegleemax

Jul 08, 2004 10:23:28
I am running the original temple of elemental evil right now and I am wondering what 1st edition modules would be good to use a tie in after they are done, we are playing 3.5 and I am doing conversions myself and from various sources. asuming the end around 10-12th level I am looking for higher level campains Any sugestions would be great please include the module number. Thanks

PS I will not be doing return to temple since my group has already played it including me.
#2

Mortepierre

Jul 08, 2004 11:25:42
Back in 1E, once you had finished ToEE you were supposed to take on Scourge of the Slavelords and then Queen of the Spiders. However, even back then the players would have been too powerful by the time they took on the Slavelords.

If your team has already a 12th level average, go for Queen of the Spiders. Should be fun for the players to kick Giants around before ending up in the Underdark.

You'll need to raise most of the NPC levels though...

OR

You could put them through City of Skulls or Vecna Lives! . Both are 2E but easy to secure in pdf. Futhermore, they are easy enough to convert.
#3

zombiegleemax

Jul 08, 2004 13:48:37
Have them stumble (not literally, of course) a triangular plate on their way somewhere else, then have them inquire what it might be by contacting powerful folk in Greyhawk, Hardby, or somewhere else. Finally, lead them to Maure Castle. . . . Not only can they attempt the castle itself, but determining that there are similar pieces to recover may lead to other dungeons (can place one in White Plume Mountain, Tomb of Horrors, etc). It would give the group a reason to go all over the Flanness. Just a thought. . .
#4

zombiegleemax

Jul 08, 2004 22:47:06
Originally posted by Mortepierre
Back in 1E, once you had finished ToEE you were supposed to take on Scourge of the Slavelords and then Queen of the Spiders. However, even back then the players would have been too powerful by the time they took on the Slavelords.

If your team has already a 12th level average, go for Queen of the Spiders. Should be fun for the players to kick Giants around before ending up in the Underdark.

You'll need to raise most of the NPC levels though...

OR

You could put them through City of Skulls or Vecna Lives! . Both are 2E but easy to secure in pdf. Futhermore, they are easy enough to convert.

Ditto
#5

faraer

Jul 09, 2004 11:11:14
Based on the events of T1-4, you have the possible consequences of the freed Thrommel and united Furyondy-Veluna, and the continued schemes of Iuz and Zuggtmoy (see Dragon #56 and the Gord books), Lolth, and the Elder Elemental God.

Based on character levels, S4 The Lost Caverns of Tsojcanth and WG4 The Forgotten Temple of Tharizdun are a good follow-up.

I think the T1-4 to A1-4 connection added in the 'supermodules' is pretty spurious.
#6

zombiegleemax

Jul 09, 2004 16:23:50
Lost temple of Tharizdun/Lost Caverns sounds good cant find a conversion for Norkers however. Anyone know if they are in a MM or some source I am missing? thanks for the help so far it gives me alot of options
#7

Mortepierre

Jul 09, 2004 19:17:25
Norkers were updated to 3.0E in the LGJ issue #3.

I wonder if they are in the Tome of Horror though ..
#8

falconer

Jul 16, 2004 15:54:40
This was my plan, and indeed, it is a logical order (S4 and WG4 rather than A1-4 to bridge T1-4 and GDQ):

B2 The Keep on the Borderlands
T1 [WG1] The Village of Hommlet
T1-4 [WG2] The Temple of Elemental Evil
S4 [WG3] The Lost Caverns of Tsojcanth
WG4 The Forgotten Temple of Tharizdun
G1-2-3 Against the Giants
D1-2 Descent Into the Depths of the Earth
D3 Vault of the Drow
Q1 Queen of the Demonweb Pits

However, I personally found my party at the end of T1-4 to be so powerful (partly because it is so large, partly because they have so much magical protection and items) and (perhaps most importantly) smart, that I went straight on to G1-2-3 in order to hopefully provide a true challenge. They are weaker in levels than the tournament characters, but they are doing okay. And if they start to find it too tough, they can retreat and save it for some other day.

Just goes to show you, you have to be flexible. They bulled through S2 White Plume Mountain with no casualties in two sessions. There's no way A1 Slave Pits of the Undercity would have been a sufficient challenge in my case. Regards.
--

Michael Falconer - http://ulmo.mux.net/
"Because by fate even the gods are cast down, weep ye all with me."
#9

qstor

Jul 18, 2004 8:43:34
Norkers are unofficially converted on the Creature Catalog web page.

Mike
#10

Greyson

Jul 18, 2004 13:28:19
Norkers are also in Dungeon/Polyhedron #98 (May 2003). I do not imagine there is much difference between a v.3.0 Norker and a v.3.5 Norker.

#11

Medriev

Aug 11, 2004 16:45:17
Having just run through the original ToEE as a solo game that I used to create a 21 chapter campaign journal story, the PCs finish up between 9th and 12th level purely due to the higher level encounters in 3E/3.5E. Personally, I would go on with the "classic" campaign by running A1-4 Scourge of the Slavelords and scaling it according to current party level.

One of the (many) beauties of 3/3.5E IMHO is the ability to scale encounters so easily. I would anticipate the PCs ending up about 16th to 18th level by the end and ready to take on the hoards of giants in Queen of the Spiders.