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Temple Of Elemental Evil Modl: Enhance the Graphics, Gameplay, and Story of ToEE with Mods



The player characters must foil the plan of the cultists of Tharizdun who have again occupied the temple. The cultists are attempting to restore each of four elemental nodes and release the Princes of Elemental Evil to bring destruction and chaos to the surrounding area. By doing so, the Princes would weaken Tharizdun's bonds. To summon the Princes, Tharizdun's followers operate within the cult of the Elder Elemental Eye.




Temple Of Elemental Evil Modl




The temple was originally established 25 years prior to the events of the module by worshipers of the gods Lolth, Zuggtmoy, and Iuz. Cultists of Tharizdun manipulated them into constructing it over a source of great power intended to release Tharizdun. Zuggtmoy and Iuz then created the Orb of Golden Death, which could draw power through elemental nodes from the four elemental planes. Three years after construction, however, the temple was sacked for the first time by neighboring armies.


Nine years later, cultists of the Elder Elemental Eye occupied the temple again and began gathering an army, only to be overthrown once again by adventuring bands based out of the nearby town of Hommlet. This time, the adventurers destroyed the Orb of Golden Death, banished Zuggtmoy, and sealed the underground levels of the temple, cutting off access to the cult's elemental nodes.


At the module's beginning, the cult of Tharizdun has begun to gather force once more at a new temple called the Temple of All-Consumption. They aim to excavate the collapsed lower levels of the Temple of Elemental Evil in order to restore the elemental nodes that would release the Princes of Elemental Evil. Their activities have gone almost completely unnoticed by local leaders and military forces, so they have been operating unopposed.


The book is 192 pages long, including four appendices. The main section consists of 3 parts and 8 chapters. Part one covers the town and Hommlet and the surrounding landscape, including the Temple of Elemental Evil while still in a state of disrepair. Part two details the Temple of All-Consumption, including the hamlet of Rastor, Crater Ridge mines, and the inner temple. The third part revolves around the final stages of the cult's plans, set in the Temple of Elemental Evil after the cult restores it, and the fire node where they are attempting to summon an elemental prince.


The original Temple of Elemental Evil module was centered around the gods Zuggtmoy and Iuz, and there was some confusion over their connection to the powers of elemental evil. In order to explain their origins, Monte Cook re-centered the cult around Tharizdun, who was originally created by Gary Gygax in The Forgotten Temple of Tharizdun. Cook's sequel tied the newly introduced god to the gods of the Temple of Elemental Evil by making the Elder Elemental Eye from that module an aspect of Tharizdun. This revelation was inspired by Gygax's original notes on the prequel, which originally included the Elder Elemental Eye as a secret force behind Zuggtmoy's power. Additionally, Cook included the Prince of Evil Fire Elementals, Imix, as another tie to elemental sources of power.[5]


Although I've been to The Moathouse and finished there, it still comes up as a dialogue option with NPCs, which is distracting. Also, I delivered the message from the main protagonist to the guy in Nulb, when I returned to The Mhouse she was instantly hostile, is that meant to happen? Felt like I missed something there. Killed some guy, got Ophilia's ring, but no response from her as far as any quest to find it or get it back in the first place? Final boss battle - I hate almost impossible final battles (reload 30 times, tear hair out, always die within 2 rounds, that sort of thing) and I know you said you would tweak encounters still, but this battle was won before the opposition had chance to think, so you might want to tweak this one. Once done I looted the enemy and got a journal saying " All that remains is for you to" or something like that, but Elder J just comes up with "Target has no items or gold" when I click him and then cannot be selected at all. Also, no way of leaving Inner Sanctum? I used console to jump out to Lvl 6 and then exited back to Hommlet. Rufus couldn't give a damn and his mage buddy just wants to tell me about how something is rotten in the village and the valley has some evil presence but he doesn't know quite what - so precursor to going to the temple stuff. Have I missed something or was that journal entry where it ends at the moment?


-Temple options: When I reached the temple I didnt know what to do (friendly areas that frustrated my instincts of destroying all that people), an dI was quite lost. Perhaps the Journal should be more explicit at that point. Also, it was weird for me having to associate with at least one of the Temple factions having in mind that my party knew that they were not exactly good people and that the quests that were given to us implied lies, assasination, association with evil monsters, etc. Luckily, we were CN, not LG : ) . Perhaps some sort of warning in the module description would be appreciated or, in-game, some sort of warning. (NPCs saying: "OK, you have to infiltrate and there is no other way to progress...", or something like that). Or did I miss something? Is there another way to progress in the main quest that I missed?


Carl Jonard: I'll take a look, I don't remember that part.Larry: It goes like this.. one prophet is killed in the temples, one is killed in the temple of the eye, and the last two are killed in the nodes. That means that, in theory, the PCs might skip two nodes. But remember, the heroes are also looking for the delegates. In your example, the heroes will still want to go in the fire node because one of the delegates is held prisoner in there.So basically the heroes will want to go through each place because they are looking for the delegates. If you aren't using the delegates, you should plant some reasons for the heroes to want to go into those areas - rumors of magic items, their friends are captive, etc. Supposedly characters can survive going into a higher level area. I haven't heard of anyone doing it so I don't know if that's true. I don't know if lower level PCs could take out an elemental prince.. I have noticed that characters are generally pretty powerful, so I'd guess that even a group of level 11 PCs might have a shot at taking out a prince.Thanks!


Also here is a suggestion on what to do about the missing body of the knight since the book lacks an answer to this quest line.When the group gets into sacred stone monastery and saves the shield dwarf, have him mention that the cultists brought the body of the knight back with them (could be one of many reasons, because the delegation pleaded to save the body, because they wanted his fancy armor...). Renwick Caradoon, the Lich in the monastary gets word of the body and confiscates it from the cultists. he places the body in the tomb he made up for his brother. The party certainly wont be able to defeat the Lich and take the body, he is also not hostile, so they will have to negotiate with him. Renwick wants the party to retrieve his brother's body (a legendary knight of Samular) from summit hall, and the knights of Samular are very unwilling to give this up.To continue this plot point the party can do one of several actions. They can steal Caradoon's brother body from the knights of Samular. They can convince the knights to make a trade of bodies. Or they can find clues to uncovering the Lich's phylactery at summit hall, destroying it or using it as a bargaining chip to recover the knights body.the tricky part about this is that all of this can be accomplished without the party ever entering the elemental temples. basically any character with the order of Gauntlet quest line can finish his portion of the delegation mission by level 6. Maybe during this side trek the cultists take the knights body from the lich by force and bring it deeper into the temple. Maybe one of the key bargaining chips for making the trade of bodies is found deeper in the temples. maybe the gauntlet tells you that there was a magical item kept with the body that the cultists now possess, something that posses great danger for the world if left in the wrong hands.


Lord Kelvin: I did this. The passage to the Earth Temple was filled with loose earth. The cultists were passed through by higher level adherents (you know how). The party simply didn't know how long it would take to dig through, so left to deal with another threat. Did not have to use these as the party is now high enough level, but: The river from Rivergard Keep was flooded to the roof and a water elemental seen patrolling ahead; The route to the fire temple would be filled with flame (add elemental if necessary); and the path to the air temple was obviously lacking in oxygen (see dead rats, torches die) and the party would not know how far that went (the air cultists mostly have items or can hold their breath for a long time). By the time the party is ready for each of the temples, the effects would have expired, except the earth, but when ready they could dig. Hope this helps. 2ff7e9595c


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