Temple Elemental Evil 3.5

  1. Temple Of Elemental Evil Download
  2. Temple Elemental Evil

Gary Gygax

In Artifact of Evil, Gary Gygax summarizes an important chapter in the career of “Iggwilv, the Mother of Evil.” She races against a band of adventurers on a quest in the depths of the Temple of Elemental Evil. Iggwilv is there on a mission to win the loyalty of a powerful new ally: Zuggtmoy. The Fiend of Fungus, after all, is more-or-less her daughter-in-law.

Here’s how Gygax told the tale:

At the northern edge of the Kron Hills, where the fringe of the great Gnarley Forest sent no more of its briars and oaks toward the setting sun, stand the ruins of a large building. Once active, the place is now generally shunned, for another battle was fought near it and its builders slain or gone in defeat. The place is, of course, the Temple of Elemental Evil – its ruin, rather – as any local serf or peasant farm-boy from the neighborhood could tell you. Other than an occasional group of adventurous explorers seeking forgotten treasure, nobody goes to the temple. Bad, evil things haunt the place still.

Jul 25, 2005 According to 3.5, burst weapons function like the non-burst weapons of the same element, except on a critical hit, which seems to imply that a flaming burst weapon will not benefit from the addition of the flaming enhancement (the damage should not stack), but in ToEE, the effects do stack. I am just a lurker around here, but am having trouble redownloading the 3.5 conversion of T1-4 Temple of Elemental Evil. I am planning on starting it tomorrow, and thought I had it, but evidently it was lost in a hard drive crash I suffered last month (and it may have only been a 3E conversion I lost anyway). Temple of Elemental Evil is the first CRPG to use the new 3.5 rules that fix some of the problems that people had with the last iteration. Was this article informative?

One party of adventurous explorers poses a threat to Iggwilv’s plans. Some prognostication or prophecy has warned them of her mission. Who will enter the Temple of Elemental Evil and thwart the release of the “great evil” imprisoned within it’s depths? A brave party of adventurers undertakes the quest. If they should reach Zuggtmoy first, they might prevent the prison break. Gygax’s description of the adventurers sounds like a typical D&D party undertaking the classic adventure Temple of Elemental Evil. They are high-level “arch-clerics” and doughty fighters.”

To this very place came a company of another sort – goodly clerics, stout cavaliers and soldiers too, and a magic-user or two as well. They came because a dire warning said that some being of great evil still lurked there, imprisoned in the temple but about to be loosed. They traveled quickly and with grim purpose.

The adventurers don’t even make it to the Temple before they are beset by an ambush. It’s almost as if someone knew they were coming. The party is crippled in the battle, and they must recuperate before attempting to enter the dungeons.

They were greeted by a mass of fugitives. These evil men and malign humanoids were spoiling for revenge, and they lay in wait for the company. These outlaws had strong and fearsome leaders now, folk from the hidden places beneath the temple and others too. They thought to kill the clerics and knights and all the rest. The evil leaders left them, though, and as most of their fellows had done earlier, these survivors did now. They were killed on the field. The battle, small and brief as it actually was, comparatively speaking, took its toll on the company. There was a delay for meditation and prayer, for healing and rest, to prepare for the entry into the Temple of Elemental Evil.

Who was behind the ambush that waylaid and so grievously injured the party of adventurers? Surely this could be no coincidence. Nay, an “ancient magus” described as “a mighty one of eld” has come to the Temple of Elemental Evil and now manipulates the forces within to perform her will.

Time had been purchased at a price held cheap and meaningless by those within the place. A great personage, an ancient magus, a feared and mighty one of eld, had come among the few who still remained within the precincts of the ruin. She it was who set the ambush, brought the delay, and gained the time for her ends.

It’s none other than Iggwilv herself. Free at last from the shackles of Graz’zt, she has returned to Oerth, and she intends to return to power over the Flanaess.

D&d temple of elemental evil

Her new plot begins with a mission into the Temple of Elemental Evil. She must free Zuggtmoy before the adventurers reach her and banish her. Or perhaps the adventurers themselves unwittingly serve her diabolical purposes in the temple. They might be merely pawns in Iggwilv’s game, breaking the wards and seals that hold Zuggtmoy’s chains as they delve into the lower levels.

After recovering spells and strength, the would-be heroes enter the Temple and fight their way into the lower levels.

The company came, ready again to face any foe of evil nature. Into the temple they came, driving all before them. Downward they plunged, sending undead things back to the pits from which they came, destroying the lurking monsters who would otherwise prey upon mankind. Deep and deeper they went, seeking what they knew they must find.

The adventurers successfully penetrate the lowest depth, but they arrive too late. The delay created by the ambush that beset them outside the temple accomplished its purposes. Before they can complete their mission, Iggwilv sets Zuggtmoy free. Perhaps the adventurers themselves inadvertently assisted her efforts as they plunged into the depths.

Even as they finally discovered the confining place and readied for the great confrontation, a pair of ghastly figures sprang upward, passing through stone and earth as if it were air. Too late had these archclerics and doughty fighters come. Iggwilv, Mother of Evil, had come before them and freed the demoness Zuggtmoy.

Iggwilv and Zuggtmoy escape together to form a new alliance of evil. The adventurers decry their failure to rid the world of such a powerful menace. But not everyone wants to rid the world of evil. Mordenkainen watched the entire episode unfold. He knew what Iggwilv was up to the entire time, and he assisted her efforts in the name of keeping the “balance” on Oerth:

But as these minions of Good lamented their failure, there were those not allied to Evil who rejoiced at Iggwilv’s success. Mordenkainen, one who had secretly aided the plan to free the monstrous demoness, was among them.

Excerpts from Gary Gygax, Artifact of Evil© 1986 TSR
Featured Art: Zuggtmoy in The Temple of Elemental Evil
Read more stories about Iggwilv in the ongoing series “Mother of Witches.”


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  • 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?)

Temple Elemental Evil 3.5

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.

Temple Elemental Evil 3.5

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.

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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.

Temple Elemental Evil

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