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MikeNorkes
Here for a while
(4/15/03 5:55 pm)
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About to start the temple of elemental evil....
Hello,

So, I picked up the module a while back and I've read through it a few times and I've started to adapt it to my own campaign world. I'm also learning the 3e rules... I've just come off a 5 year hiatus from roleplaying... and am about to finish the Sunless Citadel and an adventure of my own making. It's giving me a chance to get comfortable with the rules and, since the PC party only has three members (for now), will give them a chance to power up slightly. They ought to be about 5th or 6th level beginning the module/campaign. I'm hoping it won't be too big of a deal.

But... there seems to be a lot of veteran RttToEE DMs and players on here... so I was wondering if anybody's got some major hints, must-do suggestions, or warnings for subtle pitfalls I might stumble into. What can I do from the very get-go to help ensure this goes as a truly stunning and memorable campaign?

Help appreciated!
-Mike

ZansForCans 
Here for a while
(4/15/03 7:54 pm)
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Re: About to start the temple of elemental evil....
Many of the great ideas are summed up in the BoB sticky post on this forum. I would definitely start there for ideas to spruce up the great framework Monte has for us. The FAQ sticky also has a lot of good things to go over before you start. You might find a few pitfalls to avoid in there, you know, those things you never think of in your 100's of hours of planning that the players ask about 30 minutes into your first session ;)

From the prep side, probably the biggest things to be aware of are that you will most likely need a well-developed Rastor since many parties like to base their CRM forays from there. The other is deciding what to do about loot conversions from the CRM. You'll need to give the group at least one good pointer to a place or a someone (see the BoB for many interesting ideas) where they can take their findings and to buy new things from. Verbobonc is mentioned in the adventure, which could require more development (although there is not a lot to pull from on it from this board), but it is a long trek. With your own world, you can add whatever flexibility there you want, of course, so maybe this won't be as big of a deal.

The last thing to do is lurk here. There are always at least a few active logs right around where you are running your game. We shamelessly steal from each other, and it's been a ton of fun sharing ideas. Our poor players... they never know what hit them... :evil


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