The Temple of Elemental Evil - your experiences?

Quasqueton

First Post
Twenty-first thread of a series on the old classic Dungeons & Dragons adventure
modules. It is interesting to see how everyone's experiences compared and
differed.

The Temple of Elemental Evil
t1-4.jpg


Did you Play or DM this adventure (or both, as some did)? What were your
experiences? Did you complete it? What were the highlights for your group?


The Village of Hommlet came out in 1979 and 1981, but the continuation of the plot with The Temple of Elemental Evil didn't come out for another ~5 years in 1985. I know this delay in followup annoyed some players and DMs. Did you play ToEE years after playing VoH?

Quasqueton
 
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I ran ToEE for a while in collge and have mixed feelings about it. I could definitely stand significant pruning and were I to run it again, I'd cut the dungeon down in size.
The trouble with this adventure is that it degenerates into a fairly boring dungeon crawl pretty easily unless the DM really plays up the animosity between the elemental sub-cults to the point where the PCs really can't miss it. Without that to liven things up, it can get really, really boring.
The story behind the temple is interesting but references to Lolth can be cut out of it entirely. I found the elemental nodes part of it fairly tediuous. And it's not really clear exactly what these cult groups are even doing down in the dungeons in the first place and why they aren't the ones trying to free Zuggtomy. So what I would do is adjust the plot a little. Hedrack and his boys are trying to free the demoness of mushrooms but having little success because of the powerful wardings on the sealed doors. I would also put in clues that's what they're up to and completely ditch the lowest level and nodes (the lowest level has a cheezy temple dug out to look like an icon of Iuz, silly) that seems to have little bearing on developing the story.
Not only would you make the module a bit shorter, you'd also tighten up what's going on so that it can make a more coherent whole.
It was a module with a lot of potential, it just needed some work.
 
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ToEE was the beginning of the end of all that was good with modules.

i waited so many years for T2 to be released.

and then they released this PoS at Gen Con in 1985. i bought it and tried to run it. but it was so full of errors and the whole idea of a campaign in one module just rubbed me the wrong way.

i broke it up and the PCs ran parts here and there. but as a whole i thot and still do think it was a big waste.
 

PC KILL PC KILL SMASH them, dash, giants bash them, steam roller mash them.
I DM this three times. Third time was an yawn. First time I enjoyed the fact the dungeon restocked and many a time the pcs would decide not to leave until most of group would level up. They got tired of having to reclean up the same level twice or three times.
My brother Thief/fighter nearly gave up being a thief. Every time he failed his search for traps roll he set of a trap. Plus his hobbit got squash well half did by the juggernaunt.
Dms who play this should show no mercy on the pcs.
It is the second module which is locked (never to be played again and no return to being played). When last updated imc the pcs had Sanctified three quarters of it and were paying for the rest to sanctified . I don't remember which good gods they were sanctifying for. Also the npc cleric became the best love townsperson in Hommlet. He arranged after the dungeon was cleared to have a salvage party pick up the left overs. For a brief period Hommlet became the weapon and armour export captiol of the kingdom.
One npc (former pc player moved on) now owns the moathouse. Also the moathouse map had become a standard building in my campaign.
It was icky it was nasty and I liked it.
 

I was a player on this one with two different groups. With the first group we only did the moat house, which was sweet. Before we even made it in giant frogs ate the cavaliers horse and it just got better after that. We had a Cavalier, Elven Fighter Magic User, Half Orc Fighter (Orlando - I don't know why I remember that), Cleric (me - The Bishop!), Ranger, and Thief. One room had a pool of dark water in it so the Elf decided to blast it with his wand of lightning. Unfortunately for him it was actually a wand of wonder that he'd just been lucky with so far. Instead of lightning a fireball came out instead. Killed him and enraged a giant crayfish that had been in the pool.
Long story short, by the time we reached Lareth we were down to the Ranger, the Cleric, and the Half-Orc. Lareth got the ranger with a hold person, and we just couldn't seem to damage him. The Bishop! cast sanctuary on himself and was healing up when Orlando whipped out two wands of wonder (I'm not sure where the other one came from anymore, the DM really liked them). The DM allowed him to use both wands at once. The first thing he did was shrink himself to 2". Then he made purple grass grow all over the room. He hid in the grass while Lareth tried to stomp on him. The ranger came out of the hold person and Lareth decided to make a break for it. As he ran Orlando managed to use one of the wands to open a 10' pit under Lareth's feet. With him trapped in the pit we finished him with missle weapons.
The next group I played with skipped the moat house and went right to the Temple. We did clear it out, but the DM got rid of all the elemental nodes. It was an awesome adventure except that at the end we ended up watching St. Cuthbert and Iuz fight while we couldn't do anything.
 

My DM for this module built the whole campaign around this adventure. We had adventures around the temple as well as in the temple. Unfortunately, we only explored most of the first level, and a small section of I think the third level (got there by using a secret tunnel). We tended to get tied up in things outside the temple adventure.

Years later, I read the adventure (and it sits on my bookshelf now) and was quite excited by it. I really wish our group had concentrated on this adventure and more fully explored it.

Quasqueton
 

I have found that:

I HATE THE DARNED MOATHOUSE. MAY ITS INHABITANTS ROT IN HELL.

The dungeons of the Temple make an excellent layout for a TARDIS in a GURPS campaign.

Lareth the Beautiful wasn't so beautiful when our 1st edition group got done with 'em.

And Nulb stinks. Literally.

I enjoyed it thoroughly. The different inhabitants, the factions, the hidden quests, all of it was cool to explore for the first time. Nowadays, I couldn't run it - it's too darned long for our groups nowadays.
 

First long adventure I ever ran, and I remember very little of it except for:
1) The frog fight;
2) Ridiculously hidden, ridiculously powerful treasure that I made sure teh PCs would find because of the awesome factor of powerful treasure; and
3) My first-ever innovation in a dungeon: a gnomish assassin who made glass figurines containing Phantasmal Killer spells. Almost resulted in a TPK, before one enterprising player decided to treat the attack as an illusion.
4) More all-night adolescent gaming sessions than you'd've thought possible.

It was fun!
Daniel
 

I got this module I'm pretty sure for a Christmas present in 1985 -- I'd only been playing D&D for about a year at that point and hadn't read or played Village of Hommlet (and in fact it wasn't until much later that I actually got a separately bound copy of VoH). I really fell in love with the module, which seemed to me the closest any module had come to "what D&D should be" (i.e. the single mega-dungeon as the focus of an entire campaign). I first attempted to run it in the summer of 86 as a single marathon session with 1 other player who was visiting from out of town -- obviously we didn't finish the whole thing in 1 session, but we did play through all of Hommlet and the moathouse.

I next ran it about a year later (summer of 1987) as the start of a new campaign with 3 new players (whom I'd met when I went from elementary school to jr. high). The module was in play with this group for over a year, including a TPK and reboot (after the entire party succombed to choking fumes in the Air Temple), lots of miscellaneous PC deaths (one player in particular went through about a half dozen characters), progress so slow that the temple was 'restocking' itself way faster than they were cleaning it out, and several incidents of players obviously having read the module behind my back (which was always met with me changing things in their disfavor -- not only hiding treasures in different places, but removing them entirely; I remember one famous incident of a PC almost dying from fire damage while digging in the firepit in the Fire Temple looking for the +3 sword he KNEW was supposed to be there!). The players generally seemed way more interested in running the trading post in Hommlet (which they'd 'inherited' from the traders) than actually adventuring -- one player drew a detailed floorplan including various additions and renovations, made detailed invenory and stock lists, etc.

Eventually, after well over a year and the PCs not even having cleared the 2nd level (I think they bypassed the 3rd level entirely, and had ventured onto level 4 only once, with predicatbly disastrous results), I took a cue from Gygax's original campaign write-up and had a pair of high-level PCs from my previous campaign raid the place and get all the bad-guys riled up, and then finished it up with a big table-top skirmish (I'm not sure if I used the Battlesystem rules or, more likely, just ran it as a 'free kriegspiel' with no fixed rules). After that the PCs went on to other adventures, but they still maintained the trading post in Hommlet as a home base -- I had a map of Hommlet including a finished keep and several additional buildings, plus all the additions they themselves made to the shop.

A year or two later, one of the players re-read the module and learned about Prince Thrommel and decided he wanted to go back and rescue him. I was annoyed at the player for acting on info he'd gained from reading the module so I put a pair of real vampires into the tomb along with the prince -- the PC and henchman who went after the prince were level-drained from 9th and 7th to 3rd and 1st levels before they beat the vampires and even after Restoration spells and more adventuring never fully regained their former status (by the time we stopped playing this campaign a few months later I believe they were still at 7th and 5th). I punished them further by having the rescued prince stir up trouble by rashly leading an invasion of Iuz which led to a crushing defeat for Furyondy and shifted the balance of power in the World of Greyhawk significantly towards Evil.

I ran the module again (for the third time -- fourth if you count the TPK and reboot with the same set of players) a few years later with yet another set of different players. This ran more smoothly because we were older and wiser and a least a little more competent, but even so it was in play for several months and I eventually grew bored with it -- after a massive slugfest on the 4th level in which all of the friendly NPCs (Otis, Y'dey, Burne, Rufus, etc.) joined with the PCs (who were all around 5th-6th level by this point) and bulldozed into the temple in full frontal assault mode, we ended it prematurely by mutual consent with the PCs giving the Orb of Golden Death to the Good NPCs for safe-keeping and leaving the area, without ever having explored the Nodes or Zuggtmoy's Prison.

Although I know this module better than probably any other (except perhaps for the RuneQuest module Griffin Mountain, which was in play for a similar amount of time -- and with the same group of players) and for many years considered it my absolute all-time favorite, in recent years, having re-read it and learned a little more of the backstory behind it (how EGG essentially abandoned it midstream and much of the published module is actually a Gygax-pastiche by Frank Mentzer -- an author whose material I've never really liked), my opinion has soured somewhat. There are still some parts of the module I really like -- the entirety of T1, Nulb and (especially) the Upper Ruins, and certain encounters in the main dungeon -- but I think the whole Nodes section was very poorly developed and anticlimactic and taints the entire thing by association. I'd be much more interested in seeing how EGG would've developed it himself had circumstances been different.

I've never so much as looked at Monte's "Return to" module or the recent CRPG version, and have no desire to.
 

I ran it for a "spare-time" campaign several years ago. I think we only got as far as a single foray into the Temple itself before that campaign was shelved. The most memorable things from that campaign:

I (since there were only two players, I ran a PC as well as DMing!) & another player abused the 2e dual class rules. We started as fighters & then immediately switched to mu (me) & cleric (him). We figured with only 3 PCs we need a little extra oomph. We tried to convince the player of the thief to do likewise, but he restrained himself.

I remember the thief getting a ring of invisibility off of an NPC they defeated in Hommlet. It seemed so powerful to me at the time that I secretly gave it charges. He was really annoyed when the charges ran out.

We're currently playing it under 3.5e. We've made several forays into the first level of the Temple, but with only mediocre success. We've had a really tough time, but we're beginning to use some smarts & strategy, so things seem to be getting better. My gnomish bard Gnigel died Monday night, though. Sucked dry by stirges while separated from the rest of the party. The annoying thing is that I now realize there were 3 different ways I could probably have survived. Oh, & the stirges got the mage too, after the party found Gnigel's body.
 

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