The Temple of Elemental Evil


3.5/d20/OGL


Wanting nonspecific feedback.

I play very close to the rules when it comes to combat (1st edition), the module and treasure, yet more forgiving and generous with things outside this (i.e. character background, building of strongholds and destiny of the character.) Basically, when you in the dungeon... you’re in the dungeon... when you’re not you tell me (within the limits of your resources gained by adventuring.)

I keep them poor, keep them modestly equipped and keep them on the ropes.

I have played TEE more then a few times, however running a very small group this time... only three characters. I know my style of DMing; I know their style of playing. This is going to be very very tough for them to do.

More then a few ways to handle this... I have my own thoughts; however I would like to hear what others have to say.


Can you give us an idea as to what PC's you will have to work this custom job around?

-Roth

P.S. ToEE with just three players? (shudder) They are braver than me! :-)


Rothandalantearic wrote:

Can you give us an idea as to what PC's you will have to work this custom job around?

-Roth

P.S. ToEE with just three players? (shudder) They are braver than me! :-)

(All Still in Hommlet)

F/M 1/1
B 1
R/C 1/1


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Aunor wrote:
Rothandalantearic wrote:
Can you give us an idea as to what PC's you will have to work this custom job around?

(All Still in Hommlet)

F/M 1/1
B 1
R/C 1/1

That's Fighter/Magic User 1/1, Barbarian 1, and Ranger/Cleric 1/1 (1st Ed.)? Aside from the fact that traps will slaughter them, you may want to run several side adventures to bring their levels up. 1st Ed tended to be designed around parties of 6-8 characters, so a party of three will need to be tougher to survive.

Dark Archive

I might consider having each player roll up about six characters as back ups for when each one they are temporarily playing with dies.


Yes, side adventures to get them leveled up will be the key I think. If it is a part of your DM'ing style you may want to consider running just one "sidekick" NPC of a rogueish nature. Sneaky Sam (or whatever) that they meet at the Welcome Wench.

Moathouse at 3rd lvl or second? I can't remember off the top of my head, but I would make sure they are one lvl higher than normal. This makes them a little tougher, but doesn't make the encounters a pushover.

just my two coppers,
-Roth

good luck! :-)


Yes, I think you are correct... I will have to level them up. I am not one to allow more then one character becasue they never really seem to develope much as far as RP. However, I am thinking that with some side quests I could do this.

Player one, character one... with player two character one.

Next...

Player one, character one... with player two character two.

Next...

Player one, character two... with player two character one.

Next...

Player one, character two... with player two character two.

Then on to the moathouse... all for (and my character in tow.)

It will take time, yet it's the investment of time that makes the best adventures and if they aren't playing both well... one has to go.

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