By all means go for it!
I have never run ToEE myself as a DM, but I have been a player of it (in a 3.0 campaign), so I don't actually know stats and mechanics behind ToEE but at least I've experienced the outcome...
And with your thread you just made me want to run this as my first tabletop 5e campaign
I knew about the new elemental evil line. but since I didn't live the first and second ed era and converting this adventure to 3rd ed or pathfinder will take lot of works, 5th ed serves well to run this gem I have in my library since years. It's just seems an adventure that I "have to" run. It's something historical for gamers. I want to taste it, and share that experience with some friends.
Ill certainly use adventurer's Handbook to improve my experience.
thanks. 1-2 years seems too much. I know it's a live dungeon that is what call me the most. I'll figure out how to run it in one year. thanks a lot for sharing your experience with me.
Given bounded accuracy, I think you will have much less problems converting ToEE to 5e than you would be in 3e and 4e.
For monsters, just use the 5e version of them straight out of the Monster Manual when it exists. It shouldn't matter if the same monster is a few levels lower or higher than in the original AD&D.
For non-combat challenges, use the guidelines in Basic (or DMG) to pick a reasonable DC. But I wouldn't worry much about this either, because there are so many ways to proceed in the adventure, that an unbeatable obstacle or monster shouldn't make the adventure stuck.
I ran it during the D&D Next playtest and had no problems with conversion. You will want to tone down the treasure quite a bit as the Temple is pretty rich with gold and gems and such and 5E assumes a much lower rate of treasure gain.
I wouldn't worry about too much treasure. Treasure means
nothing if you can't convert it into magic equipment, spellcasting services, or mercenaries.
Just put a little bit more realism into the campaign: the nearest villages of Hommlet and Nulb are where you can go shopping within the day. How much can they have on sale? Just don't foolishly offer unlimited purchases.
Once the PCs can't spend too much in too short time, you'll also get rid of behaviours like looting every single penny, going back and forth every 2 encounters to carry the loot, or pretending you are sneaking around a dungeon with 300k of gold coins and an elven +1 grandpiano in your backpack.
Using the MM stats you can keep most of the monsters the same. NPCs are a bit tricky, but I suggest heavy use of Guards and Bandits, with Thugs and Bandit Captains for Leaders, with a Veteran or 2 thrown in periodically. Use Cult Leaders for lesser clerics, and Priests for the temple leaders. Important NPCs, such as Lareath should be custom made, however, and their CR determined using the DMG.
These are great suggestions! In a nutshell:
- custom-make only the really important NPCs
- default all others to stock NPCs
- use the MM 5e versions of all monster you can find
- replace missing monsters with something similar by theme and/or re-fluff
- if something is still not satisfying, try the DMG monster creation guidelines, or start with a fairly generic monster and add appropriate special abilities borrowed from others