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uncdevil
Looking around
(2/22/03 6:00 pm)
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Help on a new node
Hey all,

This is my first post here. Wish I'd found this place sooner.

Anyway, my players have taken forever getting through the module. That's cool. I've put in sidequest, and they've gone to town lots. I got a little annoyed with them/thought they needed a reminder that the cult is EVIL, so I wiped out Rastor with a modified ritual/poisonous rain borrowed from the Book of Vile Darkness.

Anyway, they've taken so long that I'm sure the cult has found the second node and activated it. I picked earth. This seems a likely topic to have been discussed before. Can anyone point me to helpful advice or give it afresh. The players already have a hint of this from a commune spell.

Do you have advice on getting the players from the Inner Fane and pointing them in the right direction to the Recovered Temple? They spend a ridiculously long time on puzzle situations. That can be fun, but I figure the world's about to end, and they need a little nudge.

Also, they really, really wiped out Lareth the first time around, and I think it's going to have more impact if I use a different villain for the Champion. Looks like Hedrack and Satau were wrong after all. I know who it is (from my own campaign) and all that jazz, but do you have any advice on working that in?

As of today's session, they're standing outside the dark spike about to try to deal with the door.

Caedrel
Here for a while
(2/22/03 11:57 pm)
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Re: Help on a new node
Hey, welcome to the boards! Yes, this is a great place to ask questions about the module, float ideas, etc. I particularly recommend the Best of the Boards and the Errata (important note - the Rod of Force only has a 3' blade, [b]not[b] a 30' blade! :) ) If you're willing to spend $5-$10 USD, you can get the ESD of the original Temple of Elemental Evil - I highly recommend it if you want to develop the other nodes. It's got maps of all the nodes, and some ideas about what you could put in them. Wiping out Rastor was pretty brave - the cult seems to have co-existed with them for quite some time and must get a fair bit of their mundane supplies from them, so they'd need a decent reason for doing so. Of course, the impending return of Tharizdun may be just such a trigger... see the Best of the Boards entry about why the doomdreamers might not mind all of the temples getting wiped out... I intend on emphasising the evil nature of the cult in the "negotiations" between the Water Temple and my players - they'll be making rather unsavoury and explicit offers that make clear their evil nature...

uncdevil
Looking around
(2/23/03 12:14 pm)
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Re: Help on a new node
Well, yes, I know it was drastic, but we'd just gotten the Book of Vile Darkness, and the players needed a nudge. My ToEE has been relocated into the Forgotten Realms, and the players had gone elsewhere for a week or two. They'd left things fermenting and had wiped out two temples in the CRM. With some of their prodding, Fire and Earth basically took each other out.

Then, Tessimon went on the warpath, seeing my players' deception. Rerrid Hammersong and the other Rastorians had begun to be wise to the destructive potential of the cult...with my players' encouragement. They'd also wiped out the Tanbrosh problems in town (after suffering addiction in two of their own members...later, one purposefully addicted himself for the associated benefits).

Anyway, the Temple pushed to cut a destructive swath in hopes of generating high amounts of evil and in a blood sacrifice. It worked, and Rastor was destroyed. My players, all very religious and elementally aligned themselves, were given visions of the village's end. They hunted down and killed all the principle players.

The CRM were in turmoil in their absence and are almost entirely abandoned. Kobolds and other small humanoids, along with freed slaves and other adventuring parties looted the area in their absence. My party had already made forays into the Outer Fane and had begun to wipe out the forces there. The cult stepped up its plans and abandoned everything out of the Inner Fane as a loss. Only the independent monsters there retained any foothold, and they started to follow their own agendas.

Some got drunk and foolishly took on Chymon. Chymon was ultimately a very exciting battle for my pc's. She used her armband of reduction and fled into the library and started a fire around the invading pcs.

Unfortunately, they made very short work of Thrommel (some good planning and incredible rolling). Hedrack was a little tougher when he shot a nasty Slay Living right in the face of the liberated Vister. As they watched her die, my well-healed mage trapped him in his own room with a bunch of Evard's Black Tentacles. They eventaully ripped him to pieces.

So basically, the doomdreamers are counting on the half dragon beasties downstairs to slow the party and have given up on anything but their remote operations. The party has taken long enough that at least one additional node has been uncovered. They have a hint of this from their last use of Divination.

In other interesting news, Satau is loose somewhere in the Thunderpeaks since he got out when the party cleared his path out. He knew the cult, at least his part of it, was doomed. He "spoke" to the party and let them into his lair as he fled past a number of traps (the Undead Faces from the Book of Challenges) that they had cleared for him. They just loved the psychic statuary.

Two of them are really enjoying having inanimate objects laugh at them after failing their saves in the Greater Temple. One of them is slowly becoming more evil after a brush with the railings in the dark. All in all, it's lots of fun.

In fact, it's going to get worse for them. They think the most terrible thing waiting for them are the "dino-ragons" that a Speak With Dead with a half-orc's head told them about. They're wrong. My old character, a good aasimar cleric of Sune has been perverted, made partially demonic, and become the Champion.

Now I just need to figure out how to lead them back to the Recovered Temple and to the elemental gems. Thanks for the advice on the old module. I've found a copy of the earth node map, but it would probably be wise to find helpful hints on populating it.

Caedrel
Here for a while
(2/23/03 3:39 pm)
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Re: Help on a new node
Wow, your guys are further along in the module than mine - it sounds like you've given them the "nudge" they needed! :)

If you've already got a map for the earth node, populating itself probably isn't too hard - open up the Monster Manual and look for anything with the "Earth" descriptor :)

uncdevil
Looking around
(2/23/03 4:45 pm)
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Re: Help on a new node
Your advice provoked me to get on with it.

I went and found a nice merchant who was selling a copy, and I downloaded it. I now have a nice electronic version (hard copy in the mail) of the old module. Sigh.

Ain't the internet great? It's got populated nodes, alright. It also has fun modifications on spell effects while in the nodes.

uncdevil
Looking around
(2/24/03 4:28 pm)
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Re: Help on a new node
Next question:
Okay, I looked at the old module, and I found all the critters, etc of the earth node.

However, many of them don't exist in 3e or are much different. That's fine. I don't need conversions.

What I do need is advice on where to find a list or chart of earth subtype critters. The DMG charts on 122-126 aren't exactly what I want. Neither are the charts for Monsters of Faerun.

Any advice? Does Savage Species's master chart contain info that would help me?

Infiniti2000
Here quite a while
(2/24/03 5:18 pm)
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ezSupporter
Re: Help on a new node
MM pg. 4:
(Earth): blue dragon, coper dragon, gargoyle, stone giant.
Elemental (Earth): earth elementals, thoqqua.
Outsider (Earth): earth mephit, salt mephit, xorns.

I also suggest you apply the earth elemental template to anything else that piques your interest, like troll, beholder, rust monster, umber hulk, roper, etc. The MMII has a few more creatures, though no Outsider (Earth).

uncdevil
Looking around
(2/24/03 5:31 pm)
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Re: Help on a new node
Great, thanks!

I'd only thought of about half those monsters.

I just took my old character, made him half-fiendish, and slapped a few more levels on him (he left months ago and got perverted to Tharizdun worship).

I am printing him right now. He's nasty. Throw in some Vile spells, and he's prolly gonna take out one or two of the party.

Sigh. I'm so proud of him.

Siobharek 
Still here? Wow.
(2/25/03 2:33 am)
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Re: Help on a new node
For unofficial conversions of a lot of monsters, check out The Creature Catalog.

Siobharek
...it is a tale
Told by an idiot, full of sound and fury,
Signifying nothing.

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