Soliciting Advice & Stories pertaining to RttToEE

WARNING!!!----SPOILERS TO PLAYERS!!--DM INFO ONLY

I didnt DM the adventure, but I have the advantage of having been through it, and also looking through a copy of the module afterward. Our group started this monster in the early summer of 2001, and we didnt finish until about 3 months ago, and we still have loose ends to tie up (I began DMing my campaign as a break at that time, and the entire group agreed we would wait to get back to RTTTOEE).

A couple of things to consider from my experience (albeit from the players side of the screen):

1). As others said before be sure to check out Monte Cooks website (dont have the link handy), and also Dragon Magazine issue #285(the Halflings issue). it contains the Elemental Grues, a Demonic Template, and several spells ideal for the followers of Elemental Evil.

2). From my own experience, we found it extremely deadly for the first few forays into the Moathouse, Nulb, and the Crater Mines. Our party mix was, how shall I say, a little weak. Our party consisted of:
Dwarven Fighter/ Cleric
Human Cleric/Radiant Servant of Pelor (me)
Elven Wizard
Human Ranger/Rogue/Fighter/Assassin
Human Monk
Human ex-Bard/Paladin
Human Fighter/Lasher

Our teamwork was really horrible for the majority of our forays into the Crater Ridge Mines, and we did alot of running and dying. After 2 climactic encounters with DeGran, we finally defeated him and started to mesh a little bit. Getting rid of the Monk and the Assassin helped a lot also. Those players ended up bringing in a Bard and a CG Rogue, respectively. Not a great improvement, but at least our party alignment shifted to predominately good. And we got rid of some cancers.
If you want to minimize the # of bodybags, maybe it wouldnt hurt to stress to the players that teamwork will be important. Even with powerful characters we still got our A$$es handed to us regularly. I am not endorsing railroading players into playing certain types of characters or affecting their role-playing at all, but a few words of advice wouldnt hurt to keep them on the right track. Our DM exulted in our infighting and disharmony while we were wandering through the Crater Mines without a clue. It turned into a hackfest for sure, with most of the party only concerned with staying alive and amassing their own personal treasures. Which leads to my next point:

3). The entire module doesnt have to be a hackfest. It only turns out that way if A) the DM plays every NPC or monster as a religious zealot that never parleys and always fights to the death, and B) the PCs act the same way. Granted there are many encounters that fall under situation A, but not all of them. Monte presents many opportunities in the heirarchy of the Temple that characters can exploit to create friction, faction against faction. With some diplomacy and some silver tongues, a charismatic party can avoid fighting some of the denizens and even turn them against each other, if YOU give them the open door. Again, dont railroad them, but leave that door open a crack.

4) One of the things I loved that my DM did do (and i have to note that he really didnt give us the opportunity I noted in #3 above, or maybe none of us saw it as such), our DM kept some recurring villians along the entire storyline and fleshed them out as WE got more powerful. For example: Xaod the Slayer began the adventure as an NPC helping our party, but our DM at some point had him turn to the Dark Side, and join forces with the Temple. He became a major nemesis for us throughout. And the Duergar Omarathis (sp?), who we encountered in the Crater Mines when we were around 7th or 8th level, he later became kind of a champion of Elemental Evil (not the Champion, but powerful nevertheless), and when we finally reached the Old Temple, where we tried to stop Imix, we encountered Omarathis again and he was "transformed" into a supervillian at that point that could challenge a 13th level party(which we were at that time).....wow that was horrible run-on sentence!!

5) Try to let the players use the knowledge that is at their disposal, if they are but aware of it: i am speaking of Canoness Idey(sp?) and others from the old Temple party, that might have useful info for the party....this has already been mentioned by others, but i second it.

I guess the single most important piece of advice I could give is do not be deceived by anyone that says this module is just a simple hackfest: Monte Cook provides plenty of opportunities for diplomacy and intrigue within the Temple of All-Consumption that the party can take advantage of, if they are but given the chance. Again, that depends on your presentation of it, and their reaction to the NPCs.
 

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RTWHEE is a great module, but it does tend to become kind of boring at times, unless you give the players things to do besides killl stuff. I set up a mentor/magic item trader for them in Verbobonc, threw a bunch of different not-so-random encounters at them every time they went places, and generally tried to make sure each character had something to do with the plot, if at all possible (though I mostly failed at this last one).

The Crater Ridge Mines will become boring after a while, if it's only run as a hackfest. At the time, I thought it was what the players wanted, so I gamely threw bugbear after umber hulk at them until I got horribly bored. The next time they left to go rest up and create items in Verbobonc, they came back to a gutted Temple of All-Consumption, with a bunch of low-level adventuring parties running around nabbing everything in sight, engaging the various temples in combat, and running for their little newbie lives away from the Champion of Elemental Evil, who was charged with "cleaning house." The secret was out. I knew it meant the PCs were going to miss out on some XP and treasure, but I made it up to them in other ways. They thanked me afterward, as the CRM had been boring the heck out of them, too.

You don't have to take such drastic steps as I did, but go ahead and have cackling cultists of opposing elements run past the party every so often, hacking away at each other for the "Glory of the Fire Temple!" and whatnot. Keeps things interesting, and if your players are sneaky and diplomacy-minded, they can get a good mercenary thing going (ala Clint Eastwood in A Fistful of Dollars, where he works for both sides and kills everyone).

In any case, liven the damn volcano up a little.
 

There's some flaws but what module doesn't have them?

But what gets my goat is that it's set in the World of Greyhawk and composed of ripped up Greyhawk elements thrown together in a bowl (Crater Ridge Mines?) and tossed like a salad regardless of previous written works.

The reason it wasn't initially discussed was that the secret of the module is one of the biggest continuity flaws (gods combined with alignment changes).

Fantasy takes a left turn into "whatever-ville" here folks.

If your a new player who is interested in Greyhawk this may be a bad start as the module doesn't wash with the coolest parts of Greyhawk.

It isn't even a reflection of the sad state of Greyhawk today known as Living Greyhawk.

So if you're a "return" player (hence the reason for the "return" series) like me this module should be avoided.

But even if you don't give a flying whazzoo about the World of Greyhawk keep in mind there is still a lot of variables left unfinished (like the ending) and it may be more of a burden to flesh out than just picking up something else.

;)
 

Alejandro said:
We spent almost a year with this module, and, looking back in hindsight, I'd advise placing the elemental altars far and wide around the Flanaess. Put the fire temple in White Plume Mountain, put the water temple in Saltmarsh, the earth temple in the Underdark, and the air temple somewhere windy. Sure, that would result in some travel, but it would alleviate the pain that comes from assaulting the CRM again and again. It would give your players a chance to see the countryside, give them some downtime when necessary, and give them time to talk a bit with each temple.

I ran the Temple for Alejandro and his group. I had fun doing so, but in the end, I got insanely bored with the hackfest it bacame. The logic of the Temple of All-Consumption really breaks down after the players defeat one or two temples. I would suggest what Alejandro said above. It allows for a lot more room for negotiation and intrigue, as well as allowing the players to travel the breadth of Greyhawk.

Also, it keeps you from having to ask yourself, why doesn't the Army of Verbobonc simply destroy the temple once the players make them aware? The people of Verbobonc know the danger the Temple reawakening presents, as told by thier huge battle with the original Temple. It makes no sense for them to ignore the PCs when they have proof of its danger. Spreading out the different temples over the Flaeness allows you to add interesting locales, in different nations.

Your mileage may vary, but I found that seperate temples is a little more realistic than ones cloistered together while at war.
 

Zenon:
Thanks for the link and the advice. I have no concerns whatsoever about the module being a "hackfest," because that's not how I intend to run things...the soon-to-be-previous DM was doing this, but I won't. As you (and several others herein) have noted, the campaign is set up with loads of info provided by Monte specifically designed to avoid a pure meatgrinder. I'm just trying to unearth some coll stories and clever ideas that might not have dawned on me yet. That's where I'm sure the link will come in handy :)!!

Alejandro:
Cool suggestion regarding the change in location for the various temples...I like it!

Sir Whiskers:
I will absolutely keep things from being static, and pay attention to the ramping ECL's. Like you mention, including as much background detail as possible to the party can only help things make sense and seem tangible. To that end, I hope to "gently steer" them into frequent conversations and consultations with important/useful NPC's.

Balrog:
I agree that party teamwork will be vital, and the idea of recurring villains (especially those who were once allies) is great. Thanks for the input!

Everyone else:
Thanks for the feedback...if there's more, I'm all ears :).
 

Looking for help too

Since this thread is here, I'll go ahead and ask for a little info for my RTTTOEE campaign that is set to begin next week, instead of starting another thread. :D

In reading the suggestions here, and from talking to my players, I don't think they will enjoy the hackfest that the CRM can very easily become. Even doing my best I think thats what it would end up as.

So taking someone's suggestion, I'm going to try and move the 4 temples to other locations through out the world. What I would really like know is the following...

What level should the party be before entering the Outer
Fane?

If I move the temples, what should I do the CRM and still
include the 4 seperate entrances into the Outer Fane?


My first thought on how to move the temples, but keep the Fanes where they are, is to have one way portals (ie FR) to the other temples, or atleast close to them. Then once the temple was over thrown, the party would have to find the portal back, or make the trek some other way, depending on level & resources.
My stumbling block here is the second ? from above.

Thanks for any thoughs/ suggestions!

JDragon
 
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well

Flexor the Mighty! said:
Well they do have towers that blast anything flying over the water with lightning bolts.

the towers only have a range of 150ft. fly way up, and drop down in the middle. screw the rest of the stuff.. :) hehehe wights and half/dragon tyranasaurs just be toast to flyers with missle weapons.

personally i didn't like the doors you can't open.. i thought 3e had done away with stuff like that and the towers irked me off so much i hadda find a way around them... :)

joe b.
 

Properly played, the Outer Fane should be a challenge for 11th level parties, with wiggle room and margin for error for 13th level parties.

If I were you, I'd devastate the three bridges and seal the doors to the Outer Fane, but grant entry from the temple to the Fane with the use of portals. When a temple is destroyed, the keys could remain active for further portal use.

Speaking as a player, the "power-down" of the elemental swords sucked big time. Our swords were displayed with little fanfare in trophy cases, because we could never use them after we destroyed the altars.

Building on the portal idea, you could make the guards of the entrances more tolerant of strangers who pass through the mines, and even introduce an element of commerce in the region. To encourage interaction, the guards could be relieved at the sight of the PCs, since dragons and dire apes have recently infested certain parts of the mines, and worship has slowed dramatically.

You can station the bridge complex guards where the temples used to be, to guard the portals. If portals only activate at certains times of the day, it may cut down on hit and run tactics and encourage interaction between PCs and guards (making observation and divination magics quite handy).

Good luck!
 

Quickbeam said:
Zenon:
Thanks for the link and the advice. I have no concerns whatsoever about the module being a "hackfest," because that's not how I intend to run things...the soon-to-be-previous DM was doing this, but I won't. As you (and several others herein) have noted, the campaign is set up with loads of info provided by Monte specifically designed to avoid a pure meatgrinder. I'm just trying to unearth some coll stories and clever ideas that might not have dawned on me yet. That's where I'm sure the link will come in handy :)!!

Alejandro:
Cool suggestion regarding the change in location for the various temples...I like it!

Sir Whiskers:
I will absolutely keep things from being static, and pay attention to the ramping ECL's. Like you mention, including as much background detail as possible to the party can only help things make sense and seem tangible. To that end, I hope to "gently steer" them into frequent conversations and consultations with important/useful NPC's.

Balrog:
I agree that party teamwork will be vital, and the idea of recurring villains (especially those who were once allies) is great. Thanks for the input!

Everyone else:
Thanks for the feedback...if there's more, I'm all ears :).


Sounds like you've got things under control, Quickbeam. Good luck! And post a story hour! :)
 

Meepo:
Thanks for the encouragement...I just may post a Story Hour. The PC I as playing was keeping a journal, so I've got plenty of material to get things started :).

One final question -- what were the elemental swords like before they got scaled back? I've never looked through or played the original ToEE.
 

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