Prelude to the Temple of Elemental Evil


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If you have Heroes of Battle (for 3.5) then you may want to steal use the Victory Point approach for the climactic battle - let the heroes be heroes, not generals and wargamers. Give them heroic tasks that can turn the tides of battle. (Sneaking in to the Moat House to open the gates for the army, casting Sanctify on the chapel grounds, etc..)

And the core system of HoB not only does not care what edition you are using, it really does not care what game you are using. :) (It is not all that often that I can point to a book that changed the way I run games, but that was definitely one.)

The Auld Grump
 

The Greyhawk setting is designed to be toyed with. Jumping back before it was overly detailed the concept was to have a skeleton of a setting that the DM could flesh out and make his own.

Have to it with the Temple.

The Village of Hommlett is a favorite of mine and other than adding names and some details I haven't felt the need to change much, but I've always reworked the Temple to suit myself.

The supermodule has the temple developing rather quickly (while I much prefer having the temple as an ancient structure that even predates humanity. I also like tossing the Cthulhu mythos into my Greyhawk campaign which I've felt works like chocolate and peanut butter).

The first defeat of the Temple is loosely described and little directly about the battle of Emridy Meadows. No need to worry much about contradicting the written history (from published material) or, honestly, of worrying about being tied down what little there is of the history as written.

The Temple draws evil to it and I've always felt that regardless of how many times the evil is defeated, evil will return (which allows for an excellent source of future adventures).
 

Some very good ideas, thank you all. I'll grab a copy of Heroes of Battle, which is one of the few 3.x era books I don't have. My initial thoughts about Emridy Meadows (assuming the players actions don't change history dramatically) was to run it similar to the battle of Brindol in the Red Hand of Doom.

The Temple itself doesn't figure until near the end, again unless the players steer the story in a different direction. My intention is that the whole campaign will be finished by lvl 6-8, maybe six to ten months of play.

We have played one game so nothing really to report yet and only the faintest hint of a plot so far (a fungal disease running rampant). Maybe when things get moving I'll post more information.
 
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Could be interesting if the same players are playing in a campaign set 20 years later, hearing an npc tell them the official history as if it was what really happened.

It was that very idea that got me started with this. The original intention was to do the Trilogy. However, I am under no illusions how boring that could get as a player. Maybe spread over the next 20 years between other games :hmm:
 


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