D&D 5E Temple of elemental Evil

Ezequielramone

Explorer
I'm planning to run toee using 5th ed.
but I'm worried about some things...
can I run it straight?
will it need work to convert?
How many sessions or time will it take us? playing 6-7 hs every two weeks.
how will it improve the gaming having knowledge about Greyhawk?
 

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I'm planning to run toee using 5th ed.
but I'm worried about some things...
Sounds like fun! Although you know they are coming out with a elemental evil adventure in a few months, right? Its not ToEE redone, but it might serve your purposes. The Adventurer Handbook might be a handy resource for you and players regardless.
can I run it straight? will it need work to convert?
Most 1E stuff converts easily enough. I wouldn't say run it straight, as some things don't translate well, but conversion on the fly is certainly possible. Just use 5E mm stat blocks. The hardest is the NPCs, and for the most part, you could run them straight, but A little conversion work goes a long way. ToEE works best if its not treated as mega-dungeon crawl (which it is, I know, but getting heavy NPC involvement only improves)
How many sessions or time will it take us? playing 6-7 hs every two weeks.
Good God! 1-2 years, less if hack-n-slash, more if RP heavy.
how will it improve the gaming having knowledge about Greyhawk?
not much. There is some references to emridy fields and such (the old battle of good vs evil) and a lost prince of good, but all that can be handwaved away.

I can't stress enough how playing it hack-n-slash leads to a grind of boring proportions. Get into the minds of the temple leaders, make it a living, dynamic complex, and the adventure shines. I've ran it 1E, 2E, and 3E and really enjoy it. Its my go to for brand new to the hobby players (at least Homlett and the Moathouse anyway)
 

I knew about the new elemental evil line. but since I didn't live the first and second ed era and converting this adventure to 3rd ed or pathfinder will take lot of works, 5th ed serves well to run this gem I have in my library since years. It's just seems an adventure that I "have to" run. It's something historical for gamers. I want to taste it, and share that experience with some friends.
Ill certainly use adventurer's Handbook to improve my experience.
thanks. 1-2 years seems too much. I know it's a live dungeon that is what call me the most. I'll figure out how to run it in one year. thanks a lot for sharing your experience with me.
 

I ran it during the D&D Next playtest and had no problems with conversion. You will want to tone down the treasure quite a bit as the Temple is pretty rich with gold and gems and such and 5E assumes a much lower rate of treasure gain. The moathouse will also be a bit tough for 1st level characters unless you have a decent size party. I second the idea of making it live through the NPCs. There are a lot of intriguing subplots and such to play with via the NPCs if you want to go that route.

My group spent about 4 months or so in the Temple, but we also skipped the entire 2nd and 3rd levels and most of the 4th due to the machinations of NPC villains.
 

I remember that moathouse was tough in the pc game. I always completed all the quests in homlet before going out on order to get 3rd lvl or so.
I'd love to use the npcs in that way.
 

As was said, you can run pretty straight, just replacing monster stat blocks, but you'll want to tone down the treasure. I've run it too, but I can't say how long it will take because there are so many different ways to tackle it. Keep in mind AD&D was built expecting that most parties were 6-8 PCs, with some henchmen as well. So a party of 4-5 will probably have a hard time in the moathouse unless you tweak that a bit.
 

If I ran it again I'd expand it geographically like Scourge of the Sword Coast or Lost Mines of Phandelver could be seen as Keep on the Borderlands but separated into separate locales.

Break some of the temple into separate but not too far apart locations. Tower and temple ruins, air, fire, earth, water temples, the HQ and the prison. The nodes and moathouse already do this. Hommlet and Nulb act as the home base.
 

The Moathouse is a little rough for 1st level groups, but the conversion for it is fairly easy. The temple itself gets very, very grindy. So, you may want to do some small bit of converting to improve.

Are you doing this as an online game?
 

1-2 years seems too much. I know it's a live dungeon that is what call me the most. I'll figure out how to run it in one year. thanks a lot for sharing your experience with me.

As others have said, you'll want to tweak a few things. I'd leave the moathouse alone and prep your players to have a "spare character or two" and let it really shine as a death trap. Gives them the right attitude to approach the main temple (cautiously, although once they have a few levels its not so bad).

If I were running it now, I'd probably turn the various temples into a "delve" (borrowing a 4E term) of 3-4 encounters each. On the fly, this simply means combining rooms into a larger encounter such as 1) water temple 2) priest area 3) guards area and treat each of those a single encounter.

Other tweaks: Level 3 (basically the lower half, non-zuggtmoy portion) I'd let player move rather freely, avoiding encounters and play up it's ruined nature a bit more. I'd keep the undead encounters and include work gangs of humanoids "clearing" an area of undead or repairing a room, etc kind of vibe. Remove the extraneous encounters or make them all mostly avoidable.

Level 4: Greater Temple: It's best played as one giant encounter in the Main Temple and the other side stuff (gates to nodes) as something to do later, so this can be foreshortened.

Main Temple (surface area). I keep the grand evilness in heavy descriptions, but I usually re-populate with undead and/or critters. I've never liked the humanoids being in there. The bandits in the tower are ok. Play up its ruined state and the sense of "the armies killed people, sealed and fled...everything is like was 30 years ago" with banners of good mixed with the war banners of evil, broken weapons, skeletal bodies littering the floors, chopped up pews, etc. On more than one running I've included a spectral "ghosts" (not MM monsters....more like a visual) of elves fighting cultists etc. It's a haunted place, a cursed place, and it should give the PCs the willies. Maybe use the fear/terror rules in the DMG for it.

Falrinth: He's the evil wizard on level 3 ( I think). I like to use him as a "patron" of sorts...he meets the PCs in Nulb. Most PCs won't trust him, he is clearly not one of the "good guys", but he does help them with intel. Basically, he wants the PCs to get the various gems from the nodes to power the Orb of Golden Death, he doesn't say that, of course (and barely knows what he wants himself, its the orbs influence really). I have found his more direct involvement makes it easier for PCs to finally get the orb and move forward, otherwise, in a fast forward and hurried approach to ToEE it can easily be missed (which is what it sounds like you want to do). 1E was much more keen on hiding things a little too well.
 

I approached it differently (the cool thing about these old adventures is that you can take multiple approaches) - I played it as an active fortress with the various elemental temple leaders in near open warfare with each other, vying to gain the approval of Hedrack and Zuggtmoy. Active patrols, PCs arriving mid-battle between two opposing forces, and plenty of opportunity to manipulate one side against another. Also an emphasis on - once the in-fighting stops and the temple is unified, they will be a major threat to the surrounding area.
 

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