Anyone here adapted the Return to the Temple of Elemental Evil to FR? [Archive] - Wizards Community

Post/Author/DateTimePost
Azar_of_Faerun

01-01-07, 09:31 AM
I want to springboard right after the Twilight Tomb adventure (nearly perfect levelwise) and wondering what tips, such as deity changes would you recommend? :)
Lord Karsus

01-01-07, 05:03 PM
-I've never used the module, but I know that Zuggtmoy the Queen of Fungi is a name commonly mentioned. She isn't really known in the Realms. Maybe you could replace her with Ghaunadaur. Slimes aren't exactly molds, but they are similar enough. There is the Myconid deity, Psyflor, or something along those lines, but he is not evil.
MarkusTay63

01-02-07, 11:48 AM
This is one of the first adventures I ran in the Realms, back in the early 90's. At the time, my players and I didn't know much Realmslore so I just used it as is. I figure they were supposed to be old forgotten Gods anyway, but I don't think I would be able to pull that off now.

There is some guidlines for converting that over at Candlekeep, (http://candlekeep.com/) in the 'Realms FAQ' under the section for converting generic modules. Besides God conversions they tell you where to place it.
Melblen_Cairn

01-03-07, 10:32 AM
You can easily convert it to the realms. Homlet can be any small village in the realms that is growing. It does need to be one that is out of the way yet close enough to a medium or large city.

The gods do need some conversion since they play a role in the stories telling. The greyhawk version of Lolth was involved in the story so she can stay. In my version (this is going back a little ways hehe) I replaced Zuggtmoy with the possibilty of another return of Moander. But also had Gaunadaur and Lolth pretending to be Moander at various points in the story.

It is absolutely workable into FR. Infact I would love to hear more on how you end up doing it.
MarkusTay63

01-03-07, 03:02 PM
Funny thing is, when I ran it way back I placed Homlett in that large clearing to the East of Shadowdale, near the edge of the forest of Cormanthor. Without knowing it back then, I placed it in close proximity to Moander's Road (and Moander himself, actually). It was also not that far from Myth Drannor, which would explain some high-level (arch-fiend?) Demonic activity as well. Then the Temple was off into the forest a little bit; not bad for not knowing about Moander back then.

Knowing as much as I do now about the Realms, I still like that spot. The Elven court, Shadowdale, and maybe even one or two of the Moonsea cities could have been the alliance that took down the temple in the first place.

I also placed The Valley of the mage just NW of Sessrendale (the dead Dale) near the The Bloodhorn (mountain). Because it was an oft avoided locale with rumors of hauntings and other evil nearby, and it also turned out to be an ideal choice. The mage had his own Elves (Cormanthyr nearby) and a Drow as his lieutenant (surface Drow of Cormanthyr).

Since I've found locations for most of my old Greyhawk modules I'm sort of the 'idiot savant' of this niche specialty. ;)
Grumgarr

01-11-07, 09:38 AM
If you're going to run this adventure at all, let alone in the Realms, you could do worse than check out this forum (http://p222.ezboard.com/Return-to-the-Temple-of-Elemental-Evil/fokayyourturnfrm17).
It's less busy now than in the first couple of years since the adventure was published, but it still gets a fair bit of traffic. Many, many DMs have posted their questions and evil ideas for RttToEE here. It is intended as a DM-only forum, though, so if you intend to play the adventure you'll spoil many of the best bits by reading here. Censor mode off. :)

A good place to start is with the stickied 'FAQ', 'Best of the Boards' and 'Errata' threads. The FAQ includes (among lots of other goodies) several suggestions for how to integrate the adventure into the FR.
Halidan

01-11-07, 02:25 PM
I want to springboard right after the Twilight Tomb adventure (nearly perfect levelwise) and wondering what tips, such as deity changes would you recommend? :)

I've also converted both ToEE and RtToEE to the Realms in two seperate campaigns. In gthe first campaign, I began the module in Harrowdale. Homlett was a new village in northern Harrowdale - located where the River Lis comes closest to the Elven Court.

The temple in Hommlet to St. Cuthbert was replaced by a chapel to Torm that also included small shrines to the rest of
his triad. The druid in Hommlet was replaced by a specialty priest of Chauntea.

The evil side required a few more complicated changes. Zuggtmoy and Iuz were both replaced by Moander. Lolth remained, and was investigating the ToEE to regain whatever part of Moander's power was imprisioned there.

From Harrowdale, the adventurers traveled across the Lis to the Flooded Forest where they explored the Moathouse. Later they went to the village of Nulb, which was located on River Dalton. This village of pirates, bandit and other criminals was founded by various bands of Moonsea pirates. Their, the adventurers delved into the slaving and caravan raiding activities the ToEE had sponsored, and found the location of the temple itself - high on the western edge of the Earthspur Mountains.

Here, the party started to find clues about the original ToEE. The original temple was defeated by a combination of the Dwarves of the Vast, the elves of the Cormanthor Woods (pre-Myth Drannor) and the mysterious powers inhabiting Ironfang Keep.

Centuries before the campaign (when the original Temple to Elemental Evil flourished), Moander had contacted the Princes of Evil Elementals (Yan-C-Bin, Ogramach, etc) and entered into an alliance with them. They all established temples in a central location, and attempted to control the area between the earthfast Mountains and the River Lis.

The elves used ancient magic (learned from Ironfang) to trap a small portion of Moander's essence in the lowest level of the temple. (NB - A few decades later, the elves would use this same spell on Moander's Avatar's in the southern Cormanthor and later yet against his last Avatar in Yulash).

The engravings on the main doors of the temple included the wizard sigils of all the casters involved in binding Moander. One of the original caster was still around (as an elven lich) and was alerted to the investigation of the temple by the PC's researching his sigil.

The PC's were summoned by the lich to discuss why they were exploring the ToEE. Once he was convinced that the PC's weren't going to do anything foolish, the lich gave them lots of information about the original temple, moander's trapped avatar, the silver skull, the portals to the elemental mini-planes and the four gems needed to release (and then defeat) Moander for good.
Halidan

01-11-07, 02:40 PM
The second time I ran the campaign, it was the RtToEE version. I was playing with a different group of gamers, so I used a different location. This time things were in the southern dales and the Thunder Peaks.

In the 2E FR Box set, we were told that Archendale was hevily logging the Archwoods. Many, including Elminister himself, tried to discourage this logging - but to no avail. In DR 1371,
Archendale stopped all logging and has moved the lumber camps out of the Archwood. Rumor had it that they've discovered some sort of ancient ruin.

I ran the campaign with the assumption that the ruin discovered by the lumberjacks was the old main temple. My logic was the same as the previous campaign - Moander was the primary power behind the ToEE. This caused problems for the elves of Cormanthor, and that they raised the temple and established the rune barriers that trapped part of Moander's power in the celler.

I adjusted the RtToEE mdule timeline by saying that the ToEE had been destroyed centuries ago - not just a few decades as the Greyhawk version suggests.


The role of the village of Hommlett was played by White Ford. The moathouse was another mnior ruin on the western edge of the Archwoods.

The other huge temple complex (IIRC the Inner and Outer Fane) was located in Thunder Peaks just to the South and West of the Archwood.

I kept Tharizdun as the big baddie for the second module. I assumed that he was a primorial power that struggled with Ao at the dawn of the Realms. Ao won the struggle and thought Tharizdun was destroyed. He wasn't - he's been in the Realms all the time. Dutring the time of Netheril, Tharizdun lent some of his power to Moander. It got locked up by the eves and now he's finally getting around to getting it back.

The campaign went pretty well until my players experienced not one, but two TPK's in short order while trying to get into the Inner Fane. We stopped at that point and started something new.