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The Temple of Elemental Evil - your experiences?
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<blockquote data-quote="billd91" data-source="post: 1690319" data-attributes="member: 3400"><p>I ran ToEE for a while in collge and have mixed feelings about it. I could definitely stand significant pruning and were I to run it again, I'd cut the dungeon down in size. </p><p>The trouble with this adventure is that it degenerates into a fairly boring dungeon crawl pretty easily unless the DM really plays up the animosity between the elemental sub-cults to the point where the PCs really can't miss it. Without that to liven things up, it can get really, really boring. </p><p>The story behind the temple is interesting but references to Lolth can be cut out of it entirely. I found the elemental nodes part of it fairly tediuous. And it's not really clear exactly what these cult groups are even doing down in the dungeons in the first place and why they aren't the ones trying to free Zuggtomy. So what I would do is adjust the plot a little. Hedrack and his boys are trying to free the demoness of mushrooms but having little success because of the powerful wardings on the sealed doors. I would also put in clues that's what they're up to and completely ditch the lowest level and nodes (the lowest level has a cheezy temple dug out to look like an icon of Iuz, silly) that seems to have little bearing on developing the story.</p><p>Not only would you make the module a bit shorter, you'd also tighten up what's going on so that it can make a more coherent whole.</p><p>It was a module with a lot of potential, it just needed some work.</p></blockquote><p></p>
[QUOTE="billd91, post: 1690319, member: 3400"] I ran ToEE for a while in collge and have mixed feelings about it. I could definitely stand significant pruning and were I to run it again, I'd cut the dungeon down in size. The trouble with this adventure is that it degenerates into a fairly boring dungeon crawl pretty easily unless the DM really plays up the animosity between the elemental sub-cults to the point where the PCs really can't miss it. Without that to liven things up, it can get really, really boring. The story behind the temple is interesting but references to Lolth can be cut out of it entirely. I found the elemental nodes part of it fairly tediuous. And it's not really clear exactly what these cult groups are even doing down in the dungeons in the first place and why they aren't the ones trying to free Zuggtomy. So what I would do is adjust the plot a little. Hedrack and his boys are trying to free the demoness of mushrooms but having little success because of the powerful wardings on the sealed doors. I would also put in clues that's what they're up to and completely ditch the lowest level and nodes (the lowest level has a cheezy temple dug out to look like an icon of Iuz, silly) that seems to have little bearing on developing the story. Not only would you make the module a bit shorter, you'd also tighten up what's going on so that it can make a more coherent whole. It was a module with a lot of potential, it just needed some work. [/QUOTE]
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