
1. Combat Length
2. 1e PCs can dish it out but they can’t take it
3. I had to resort to a lot of ability rolls



For this installment of NaClaMomo, I'll tackle a favorite of mine (alright, yes, they all are) ... that uber-dungeon, The Temple of Elemental Evil. (I'll refer to it as TOEE going forward.) I've already covered The Village of Hommlet here last November, so I'll stick to the additional material. The Temple was the long-awaited—and I do mean loooong—sequel/continuation to T1 The Village of Hommlet. TOEE has gotten both heaps of praise as well as some criticism over the years, both with good reason. This adventure has had more printings than any other TSR/Wizards adventure before or since, so there must be some "beef" there. Let's take a closer look.
1. Atmosphere
Holy smoke is there atmosphere here! Loevcraftian imagery abounds. Here is a mere part of the initial Temple description:
The myriad leering faces and twisting, contorted forms writhing and posturing on every face of the Temple seem to jape at the obscenities they depict. The growth in the compound is rank and noisome. Thorns clutch, burrs stick, and crushed stems either emit foul stench or raise angry weals on exposed flesh. Worst of all, however, is the pervading fear which seems to hang over the whole area—a smothering, clinging, almost tangible cloud of vileness and horror. Sounds seem distorted, either muffled and shrill or unnaturally loud and grating.
Your eyes play tricks. You see darting movements out of the corner of your eye, just at the edge of vision; but when you shift your gaze towards such, of course, there is nothing there at all. You cannot help but wonder who or what made the maze of narrow paths through the weedy courtyard. What sort of thing would wander here and there around the ghastly edifice of Evil without shrieking and gibbering and going completely mad?
The whole description is, to date, the most evocative description I've seen in an RPG adventure, period. And I've been reading these things for 30 years. Characters entering these ruins can expect a green light to smite the evil within (largely) without mercy.
2. Great backstory
In TOEE, the DM really gets the good stuff. In that I mean the secret history of the Temple makes for a great read, and presents a fully realized background in which the bad guys are evil, strategic, and play things to their own advantage. Iuz and Zuggtmoy are equally insidious, and they compete between themselves, yet each presents a challenge to good-aligned characters
3. It’s almost a complete ecosystem.
Somehow this dungeon combines some six competing factions into what feels to be a living breathing place. Clever players will play those factions against each other.
4. It has some great set pieces.
I love the “zoo” section of the third level. The leucrotta and umber hulk areas, as well as the laboratory and chapel areas are very cool. In fact, I’d easily name the third level as my favorite part of the whole affair, due to the number of unique and memorable rooms.

1. Production values
Production values were a little lacking in this TSR offering. The book is 128 pages long, but sports a mere 23 pieces of art (about a fourth of them repeats from T1). Some of the maps are also crude; after the great maps in T1 the Nulb and upper Temple maps are a disappointment and the other level maps also feature doors that look scribbled in. I will however give credit to Keith Parkinson for an outstanding cover that faithfully serves me as the best player handout ever (see below)!

2. It’s ponderous.
Enter small room. Defeat humanoids with meager treasure. Rinse, wash, repeat. The seemingly endless rooms of humanoids, especially on the upper levels, can get old fast. Today’s DM is advised to take a black marker to the map and simply strike a number of rooms on the two upper levels for sake of faster, more entertaining play.
Interestingly enough, I think the biggest flaw in Monte Cook’s remake, Return to the Temple of Elemental Evil, was a similar endless similar rooms approach.
3. It’s damn tough
No really. Some clues can prove maddeningly hard. The attrition factor is wicked, and there are a few encounters that are very deadly for their level (such as the earth elementals on Level One). The bad guys are clever. It’s the combination of all three that can prove very deadly indeed. Zuggtmoy’s tactics are very clever, and Gygax, in typical 1st Edition style, isn’t afraid to make use of illusion or charm effects in helping the PCs find their way to an early demise.
One chamber contains a cloak of poisonousness, a super-nasty little item that resembles a black cloak, but if tried on instantly slays the wearer … with no saving throw! Ah, the First Edition days…
4. The Nulb section is lacking.
I’m guessing Nulb would have been T2, had T1-4 actually been released in four parts instead of two. I wish it had been, because perhaps—assuming the existing material were not simply divided up differently—we might have gotten a bit more Nulb.
The Nulb encounter key provides a mere four keyed encounters. And a crude Nulb map. That’s all. The rest is left to the DM to create. I’m all in favor in giving the DM a bit to develop and a hand in shaping the village, especially after the hyper-detailed Hommlet, but after having so very much of the rather tame Hommet described building-to-building and at times with expanded building maps, not getting more out of Hommet’s evil sibling Nulb seems a waste. At least one inner building map (for the waterside hostel for example) would have been much appreciated.
The Temple of Elemental Evil isn’t for everyone, but if your DM is up to the task of filling out things and editing a tad, and the players have a patient for a long haul of a dungeon, the rewards are there to be had. This very old-school gem contains lots of atmosphere, numerous dangerous and interesting encounters, cool magic items, and more villains than you can shake a stick at. All in all, a worthy investment and something that belongs on every DM’s shelf, if only for inspiration.

I think this year I’ll start off NaClaMomo with a bang, by giving my humble take on a very unique Gygax classic: S3 Expedition to the Barrier Peaks. We’ll call it Expedition for short. The origins of this adventure harken back to Origins II and 1976(?) and the influence of James Ward's Metamorphosis Alpha, and TSR eventually published it in 1980.


There are a fairly large number of monsters that are both iconic and favorites of mine, yet I've never actually used them in an encounter as a DM.
Often this owes to their power; one doesn't pull a Demogorgon figure out of the box every session, after all, and there's a good reason most players have more experience with kobolds than storm giants. I've also run very few campaigns in which characters got above 8th level (especially in the old days when leveling up was a much more arduous affair), so usually facing powerful monsters simply isn't something the PCs can do.
Still, there's a few critters I've always wanted to use but haven't: beholders, catoblepases, umber hulks, su-monsters, to name a few. Other creatures, such as the purple worm, saw use in my 1st Edition games but not afterward in latter editions. The arrival of Second Edition in particular had a big impact, because giants and dragons got a huge boost (and have been powerful foes ever since).
This past weekend, beholders (yeah, two of them) entered one of my campaigns for the first time. No, the PCs were still low-level. It was more of a foreshadowing encounter, a little something to make the players think ahead and to alert them to the challenges ahead. Little fish in a big pond and all. After a little thought, I decided I wasn't going to be shackled every single encounter by that 3e and 4e "CR" mentality. My current group, as mentioned in my last campaign post, is a very sharp group and they're smart enough to know when to hold 'em and when to fold 'em. And in this case, they kept their heads down.
I can't speak for my players, but for me it was fun to finally plunk the figures down on the mat and play these far-from-the-norm uber-baddies. After a while, one gets tired of kobolds and such!
If you're a DM, I suggest you find that never-used favorite, be they high level or low, and find a way to work them into your game. You might just enjoy it.
Now where did I put that purple worm figure of mine?
Next month I'll be starting up a new 4e campaign, and I'm pretty excited. I have an excellent group of players (which include several talented RPG authors, editors, and playtesters) and the group really has a wonderful vibe. Now the work begins ... but it's work of the best kind.
The television show LOST has certainly proved to be a thought-provoking effort, and there's gaming inspiration aplenty to be found there. Indeed, though I haven't read the work, Pagan Publishing's Final Flight seems to owe at least a nod to the show.
I don't think an actual RPG based on the show would work unless the players are unfamiliar with the show—in which case it might make for some great investigative/action gaming. (Future post on this perhaps...)
The heart of LOST, beyond its many mysteries and layered plot threads, was the depth of its characters. We were presented with a bevy of interesting characters, all with their own personal strengths and demons, and as a viewer I found myself rooting for most all of them, even as they disagreed with each other, sometimes made stupid (if very understandable) mistakes, and had conflicts.
POSSIBLE SHOW SPOILERS AHEAD - YOU WERE WARNED
****
The conclusion of LOST left many big unanswered questions, specifically the nature and origin of the island itself. Perhaps this was for the best. Like most, I yearn fort real answers and find out the whole story, but mysteries solved are, well, no longer mysterious.
When I was very young I learned a lot of magic tricks, and I still remember my profound disappointment when I learned the secret (which I won't detail here) of the famous linking rings trick. My reaction was along the lines of, "That's it?!? That's how it's done?" Since then, watching the trick is far less magical, as might be expected. In the case of LOST, I'm probably much better off not knowing how the rings link.
The final episode raised many questions even as it answered others. The final scene behind the credits may prove the most haunting yet, though I suspect it was thrown in just to get folks talking and doesn't really imply what some might think.
In that spirit of mystery, I offer a "dirty dozen" pressing questions:
1. What's up with Walt? Clare's baby? It was implied both were psychic/special. Was the polar bear in the comic a mere coincidence? (And speaking of, how did the polar bear get over to the main island from hydra Island? Swim?)
2. If Locke/Samuel was "evil incarnate" why would he become mortal when the stopper was pulled from the pool of light?

3. Why did the Black Smoke spare Mr. Echo, and then kill him later? Why did it appear as a horse to Kate? (Was a horse ever on the island? If not, how could the Smoke take its shape?)
4. Desmond—with difficultly—was able to remove the stopper because he was immune to electromagnetic events (and how did he get that way?); so how did Jack pull off a similar feat? Was it a power bestowed by Jacob?
5. Who was Jacob's surrogate mother? Who was Jacob's real mother?
6. Why were certain people (Miles, Richard, etc.) missing from the final church scene? Why that dizzy blonde Shannon instead of Nadia? (Was this because Nadia never visited the island? But Penny never set foot on the island either!)
7. Why did Daniel Faraday's mother advise Desmond not to gather everyone in the LAX reality?
8. In the LAX reality, Charlie described having an after-life experience but being "saved" by Jack. Doesn't this imply he was ready to move on from the LAX purgatory? (And why were all the other LAX details needed in purgatory, such as the gangsters, Jack's being married and then divorced from Juliet, etc? For closure?)

9. Who made the Latin annotations on the Hatch blast wall blacklight map?
10. Why was Dogen's presence in the temple supposed to protect everyone from the Black Smoke? What was the ash/powder that formed a barrier against the creature?
11. Why could no women on the island, save perhaps Clare and Russo, give birth? Is this condition connected to Jacob's surrogate mother?

12. What's up with all the Egyptian iconography? Why were members of the Dharma Initiative learning heirogyphics (which they were, based on blackboard notes)? Why the Egyptian characters in the hatch countdown device?
Bonus question(s): Why did poor Hurley suffer such bad luck associated with the numbers? How did the Dharma people know to stamp the numbers into the metal?
And the biggest mystery of them all: HERE.

