The Temple of Elemental Evil is an adventure module for the fantasyrole-playing game Dungeons & Dragons, set in the game's World of Greyhawkcampaign setting.The module was published by TSR, Inc. In 1985 for the first edition Advanced Dungeons & Dragons rules. It was written by Gary Gygax and Frank Mentzer, and is an expansion of an earlier Gygax module, The Village of Hommlet (TSR, 1979). Temple of Elemental Evil 3.5 conversion help requested (too old to reply) DM70 2004-12-11 03:16:05 UTC. I am having trouble downloading this conversion at. Temple of Elemental Evil and The Temple of Elemental Evil discussed in this document are copyright by Wizards of the Coast, Inc. Requires the use of the Dungeons & Dragons, Third Edition Core Books and Return to the Temple of Elemental Evil, published by Wizards of the Coast, Inc. This document utilizes updated material from the v.3.5 revision. Hey hey people, does anyone know if they made a 3.5 adaptation of the original Temple of Elemental Evil module? I know they made a 'return to the temple.' But i want the O.G. our group plays 3.5 though. Even if there isn't an official one, if anyone knows of a decent player-made one online or anything it would be incredibly helpful. For The Temple of Elemental Evil on the PC, GameFAQs has 4 guides and walkthroughs, 39 cheat codes and secrets, 13 reviews, 36 critic reviews, and 49 user screenshots.
- 6Current Events
Temple of Elemental Evil[edit]
This is the Wiki page for Jesse Heinig's game of The Temple of Elemental Evil played in the Play-by-Post forums of RPGnet.
The Player Characters[edit]
- Erwilian 'Wil' Fletcher: Human Factotum played by John_C
- Harlan Deephunter: Dwarf Ranger played by Shantak
- Lia Kuryana: Human Psion played by Ferrus Animus
- Petorin Droverson: Human Cleric played by tobygrandjean
- Spareth: Elven Soulknife played by Mr Adventurer(formerly played by Psiborg)
Named NPCs[edit]
- Calmert, acolyte in the service of St. Cuthbert
- Burne, resident mage and protector of Hommlet, partner of Rufus
- Rufus, warrior partner of Burne
- Ostler Gundigoot, barkeep (and owner) of the Inn of the Welcome Wench
- Jaroo, druid and keeper of the Old Faith in Hommlet
- Rannos, tradesman, friendly but stingy
Locations[edit]
- Village of Hommlet - small, quiet village full of decent people
- Temple of St. Cuthbert
- Inn of the Welcome Wench
- Guard tower
- Keep (under construction)
- Trading post
- Moathouse - abandoned building that might have bandits or monsters within
- Village of Nulb - fishing village of ill repute, full of river pirates and assorted villains
- Gnarley Forest - monsters lurk there
Threads[edit]
In-Character
Out Of Character
Recruitment
Current Events[edit]
Near the moathouse, in battle with giant frogs!
Initiative Order[edit]
- Spareth
- Harlan
- Medium frog 1
- Wil
- Medium frog 2
- Large frog
- Petorin
- Lia
Resources[edit]
SRD
Invisible Castle (dice roller)
Jesse's Recruitment Notes[edit]
Five players, a post a day. That's it. You must commit to a schedule of a post per day. I want to keep this game hoppin'. If you don't post or your character dies, I go to the next person on the waitlist.
Invisible Castle. Use Invisible Castle for die rolls. Always use your character's name and action. That way, if I have to search rolls, I can look back at the listing. (Also, this makes sure nobody cheats by rolling a bunch of times and sending the best link, but you wouldn't do that, right?)
25-point standard buy with Greyhawk setting. Greyhawk is not an especially dangerous setting, nor is the Temple module terribly bad if you're properly cautious. The world of Greyhawk is used for sample stuff in the Player's Handbook, so there's plenty there to give character inspiration. Don't use materials (such as sourcebooks) specific to Eberron, Forgotten Realms, Ravenloft, or other settings. You may consult the RPGA materials for additional background and deities in Greyhawk, if you wish, and as I am conversant with Greyhawk as a setting, you may certainly use elements from its 'classic flavor' (such as a cleric of Heironeous with the War domain using a battle axe instead of a longsword). Your characters are exceptional in their mettle, their decision to pursue adventure, and their class abilities. It's not the 14 strength that sets you apart from commoners, it's the fact that you're willing to take the risks of adventure.
First level characters. Standard rules apply: Maximum hit points at first level. You may take the average gold (from the PHB), or roll on Invisible Castle for starting funds. Don't forget to decide on appearance, height, weight, age, and background.
Cite your sources. I don't mind other WotC sources such as the Complete books or the Book of Nine Swords, but for characters with such nonstandard options, you must cite book and page number for any feat, skill, power, class, race, item, or other fiddly bit that comes from such. Always use the most recently-published version as updated by WotC errata. Some elements may be barred outright: the Greyhawk setting as envisioned for the Temple era does not have goliaths, raptorans, or elans, for instance. In general, unusual classes are OK, unusual races are not, but if you're wondering, just ask. Note that Greyhawk does implicitly have psionics, despite what the RPGA might say (see: Zuoken; mind flayers; 1st edition Player's Handbook). I will allow characters from Tome of Magic, Book of Nine Swords, Dungeonscape (factotum), and Heroes of Horror (archivist and dread necromancer), but I reserve the right to pick and choose rules that I may not want or may decide are unbalanced. I probably won't take away class abilities but I may limit access to certain feats or choices of powers. If you are worried about it, give me an idea of your prospective build and I will tell you in advance.
Level adjustments are a special case. If you choose a legal level-adjusted race, such as a half-ogre or aarakocra (not recommended for an adventure largely indoors and underground), I will amortize the level adjustment and give you a special racial progression. This will give you some racial abilities at level 1, and you will gain the remaining abilities as you gain class levels. This way, you are never 'behind' the party, you don't worry about losing caster levels or hit dice, and you start close to par with core races and gain your additional abilities when they are not unbalancing.
Evil beware. Characters from races that are widely known to be evil, such as orcs or dark elves, will suffer extreme prejudice and possibly hostility from the common folk and their leaders. This could backlash on the party as a whole, especially if nobody has good Disguise or Diplomacy skills. Characters of evil alignment will probably be approached by the Temple and asked to betray the party. Since an evil character betraying and killing the party would effectively end the game (and that's not fun for the players who don't get to play any more), siding with the Temple makes you an NPC. If you are dead-set on being evil, you should have a reason to work with the rest of the group and to oppose the Temple, such as being from a competing religion or organization (like the Scarlet Brotherhood or church of Wee Jas). I also reserve the right to refuse evil characters that I don't want, or to arbitrarily limit the amount, just based on how I feel. Additionally, any character who is becoming disruptive to the group may be politely asked to 'fit in' a bit more. 'I was just playing my character' is not a valid defense for ruining the group's fun. Repeated trouble-making means I go to the next waitlister.
Roll yer hit points! At each level, you may choose either to roll your hit die with Invisible Castle, or to take half the hit die. If you take half the hit die, you gain half at odd levels, and half +1 at even levels (this moderates the fact that the average roll will generally be something like 2.5, 3.5, 4.5, 5.5, or 6.5). You can switch it up at each level, but once you've chosen it, it's done for that level.
Build smart. Play smart. I'm all for good role-playing and telling a story with your character, but you know going into D&D that the Temple is built on a bedrock of game tropes and niche protection. If the party doesn't have anyone with trapfinding, I'm not going to remove all the traps - I'll just let them kill people until someone on the waitlist brings in some Disable Device. If nobody in the group has healing magic, well, you'll be spending a lot of downtime in the inn, hopefully not giving the Temple forces too much opportunity for reinforcements and assassination attempts.
Where do we go from here? If this game really bogs down, nobody has fun, or everyone dies, I'll probably just throw in the towel. Conversely, if it goes really well, we may keep playing after the Temple.
The Temple of Elemental Evil is the second Troika game and the most faithful adaptation of a pen and paper RPG to a video game I’ve ever come across. There’s still something lost in the translation, mind you, but playing ToEE taught me some things about the game system I never knew about, and that’s got to count for something. The Temple of Elemental Evil is a computer RPG adaptation of a D&D 3.5 module which is itself an adaptation of a 1st edition D&D module. The game takes place in Grayhawk, the original setting of D&D, but that’s hardly important. ToEE is pretty light on plot aside from some vague “go kill the Evil Elemental Prince of Something (or free it, whatev’)” objective that only appears a third of the way into the game. It’s basically a linear sandbox, as odd as that sounds.
Still, for all that, the game is pretty fun, and it shows why third edition D&D did so much to revive the franchise after TSR basically dug itself into a grave. You might find my approach…unorthodox, but I’d say it’s appropriate for all that.
Oh, and one last thing: NO EDITION WARS. This means you may discuss game mechanics within their own context regardless of system, you may praise or critique game mechanics within their own context, you may discuss the history of any game system, and you may share stories about your experiences with any game system (although D&D would definitely be more on-topic), but you may NOT compare game mechanics between systems, favorably or unfavorably, and you may NOT insult any game system or edition regardless of how well it’s deserved. Except for FATAL. That one deserves all the scorn you can muster. While there may be reason to carry on the arguments about edition changes, this is not the place to do so. Thank you for your cooperation.
P. S. if you don’t know much about 3.5 rules, they are both free and online. Here, have an intro movie:
Tomb of Horrors Pre-Game Concept Test Tutorial Session
Part 1: | Youtube | (Polsy) | Blip (Polsy) |
Part 2: | Youtube | (Polsy) | Blip (Polsy) |
Tomb of Horrors Session 1
Part 1: | Youtube | (Polsy) | Blip (Polsy) |
Part 2: | Youtube | (Polsy) | Blip (Polsy) |
Part 3: | Youtube | (Polsy) | Blip (Polsy) |
Part 4: | Youtube | (Polsy) | Blip (Polsy) |
Tomb of Horrors Session 2 (video capture failed, so audio only)
Part 1: In which three chests are discovered and Doc Strange makes a new friend | Tindeck |
Part 2: In which a gargoyle is slain and many gems are had | Tindeck |
Part 3: In which the party thinks with portals and is punished utterly for it | Tindeck |
Part 4: In which Snakey is sacrificed and all involved are punished | Tindeck |
Part 5: In which a Hallway of Doom is discovered | Tindeck |
Part 6: In which vats and liches explode kind of | Tindeck |
Part 7: In which pits are crossed and mold frozen | Tindeck |
Part 8: In which RandomNinja is a giant asshole and Xander doesn't help | Tindeck |
Part 9: In which the party finds a huge-ass room | Tindeck |
Part 10: In which an entirely avoidable combat happens | Tindeck |
Part 11: Ending A | Tindeck |
Part 12: Ending B | Tindeck |
The Rogue's Gallery
(With thanks to radintorov)
The GM named Bob, he's the one running this campaign. He doesn't get a portrait because he's supposed to be narrating, except when he's playing an NPC.
Garrett (human multiclass Rogue/Ranger)
played by Suzie (multiclass Otaku Artist/DM's Girlfriend), Bob's girlfriend. The 'new guy' of the group, but learned the ropes during a solo campaign. Fortunately for the others, she took the Defend Group from DM class options instead of the other way around.
Hammerdown Hardboot (dwarven Wizard)
played by Hal (Ass Kicker). He likes playing as a dwarf and like most of the group prefers the game aspect of RPGs (as in killing stuff and looting it). He's also a cop.
Big McLargeHuge (gnome Barbarian)
played by William (Lurker (Apatheticer)). He played in the previous campaign mostly because he had nothing better to do and didn't want to spend time with his 'crazy girlfriend'. He's not a roleplayer by any means, and has been known to sleep during exposition and town exploration. Oh, and he's gay.
Josephus (half-elf Bard)
played by Paul (Roleplayer). Unlike the majority of the group, he tries to act and think in-character. Has played female characters previously, to his fellow gamers' chagrin.
Alistor Keystone (dwarven Cleric)
played by Lewis (Powergamer). Player knowledgeable in various role-playing games and (mainly) their rules. He spent some time studying in Germany.
Alex