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RttToEE any good?
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<blockquote data-quote="blakwind" data-source="post: 998016" data-attributes="member: 11962"><p>I consider Return to the Temple of Elemental Evil to be *the* quintessential 3E adventure.  I believe that gamers will someday reflect back on RttToEE with the same sense of fond nostalgia that they reserve for their favourite 1E edition classics.</p><p></p><p>I'll try to add a few points that cover new ground.</p><p></p><p>1) RttToEE can support many different play styles.  If your players like lots of roleplay and subterfuge, the adventure can be played as a Byzantine political drama where the PCs manipulate various evil factions, forging and breaking aliances to achieve their goals.  If your players like lots of combat, it can be played as a kick-down-the-door hackfest.  PCs can switch freely between these modes in different sections.</p><p></p><p>2) The tone is very dark, similar to that of the Book of Vile Darkness or Call of Cthulhu.  The villains are, well, vile.</p><p></p><p>3) RttToEE is easily portable.  Many DMs have transported the adventure to homebrew campaign worlds, or even the Forgotten Realms.  While Greyhawk is the default setting, this is easy to change.</p><p></p><p>4) One section of the module includes a HUGE 300+ room dungeon, chock full of unique NPCs and creative encounters.  However, once PCs complete certain goals, they're ready to move on to the next section.  They can complete these goals in many different ways -- contrary to what others may imply, PCs do not need to explore the whole dungeon.</p><p></p><p>5) Some DMs run this adventure with a high body count.  In my campaign, despite MANY close calls, I had only two PCs die.</p><p></p><p>As others have said, definitely check out Monte's RttToEE message forums.  The quantity and quality of fan material is staggering.</p><p></p><p>EDIT:  fixed typo</p></blockquote><p></p>
[QUOTE="blakwind, post: 998016, member: 11962"] I consider Return to the Temple of Elemental Evil to be *the* quintessential 3E adventure. I believe that gamers will someday reflect back on RttToEE with the same sense of fond nostalgia that they reserve for their favourite 1E edition classics. I'll try to add a few points that cover new ground. 1) RttToEE can support many different play styles. If your players like lots of roleplay and subterfuge, the adventure can be played as a Byzantine political drama where the PCs manipulate various evil factions, forging and breaking aliances to achieve their goals. If your players like lots of combat, it can be played as a kick-down-the-door hackfest. PCs can switch freely between these modes in different sections. 2) The tone is very dark, similar to that of the Book of Vile Darkness or Call of Cthulhu. The villains are, well, vile. 3) RttToEE is easily portable. Many DMs have transported the adventure to homebrew campaign worlds, or even the Forgotten Realms. While Greyhawk is the default setting, this is easy to change. 4) One section of the module includes a HUGE 300+ room dungeon, chock full of unique NPCs and creative encounters. However, once PCs complete certain goals, they're ready to move on to the next section. They can complete these goals in many different ways -- contrary to what others may imply, PCs do not need to explore the whole dungeon. 5) Some DMs run this adventure with a high body count. In my campaign, despite MANY close calls, I had only two PCs die. As others have said, definitely check out Monte's RttToEE message forums. The quantity and quality of fan material is staggering. EDIT: fixed typo [/QUOTE]
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