Based on the Greyhawk world, this module, The Temple of Elemental Evil is quite large. You start in Hommlet, travel to Nulb after several quests, and finally arrive at the Temple. You can win your own Barony, travel the underdark and win fame and fortune. The evil is pervasive, and rooting it out takes strength and perserverence. Well met.
SCORE OUT OF 10 (@ the old NWVault, 2014-07-16):
7.75
8 votes
Submitted / Updated: 01-16-2004 / 11-15-2005
Category: Classic PnP Conversion
Expansions: Requires All Expansions (SoU & HotU - 1.66 & CEP - 1.50)
Setting: Greyhawk
Gameplay Length: 30+ hours
Language: English
Level Range: 1-40
Races: Any
Tricks & Traps: Medium
Roleplay: Medium
Hack & Slash: Medium
Classes: Any
Scope: Epic
DMNeeded: No DM Required
Single or Multiplayer: Single Player or Multiplayer
Max Character Level: 40
Max # Players: 04
Min # Players: 01
Min Character Level: 01
Content Rating: Everyone
Alignments: Good aligned works best
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Contents of the uploaded file:
temple_of_elemental_evil_final_v9.7z - the module, readme (txt).
Attachment | Size |
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Great story, but ending quests are flawed.
Flawed how? Like just poorly written, or uncompletable?
At this moment in time I don't remember.
Do you at least remember if you were able to finish it or not?
Playing through and having a great time! Unfortunately, Talking to Burne/opening up his shop crashes the game.
If it indeed has CEP 1.x and your game is 1.69 then there is conflict with grenade-like weapons causing crashes upon loading inventory of either merchant or container/remains.
Solution is to overwrite your CEP 1.x files with fix: http://neverwintervault.org/project/nwn1/hakpak/cep1-complete
FP!
Went throught the Module, it seems it was a conflict with The guide to the Temple of Elemental Evil book that Burne has in his inventory. Removed the item and the game was fine.
I have a problem. It seems that Sir William got killed in a bar room brawl and now I need to see him to continue (or get a) quest.
I tried using spawncreature, but that doesn't seem to work (becomes a party member with no conversation).
Can anyone tell me how I can ressurect him so that I am able to talk to him.
Many thanks for any help.
Maybe there is more than blueprint of him saved?
If not then load previous save :(
Many thanks for responding.
How can I tell if there is more than one blueprint of him?
Previous save that has him alive was at least 10 level-ups ago :(
Check creature blueprints in toolset by opening this module, opening any area, on the right side choosing creatures, custom.
Many thanks.
There is a second Sir William, but he has a different conversation associated with him (according to the toolset), so assuming I could get to him (don't know how), I still woudn't be able to get the original quest (which seems to give meaning to the game).
There does seem to be an issue with the game allowing you to find things for quests that have not been given yet and creating entries in the journal, which make no sense. Seems there is an order to do things, but no direction as to the sequence you should follow. Perhaps I am doomed to have to start the game over, which has been a bit of fun spoiled by the lack of direction and NPCs attacking each other for no apparent reason.
This is one of those games that really needs some kind of walkthrough to ensure you at least get the quests you need at the start to make the game have sense and a story.
Pending any wonderful suggestions, advice or recommedations, I will shelve this game and perhaps try again at later date.
I meant that you were to spawn it with dm_spawncreature, but if the dialogue is wrong still.. nothing reallly can be done. You could restart the module with your current character. It won't save progress though.. unless progress was tracked by plot items and not variables.
Thanks for explaining.
Tried it just in case, but I got the wrong conversation.
Starting from the begining with a level 17 character doesn't seem right - so I guess it will be a restart with a different approach to try and get quests in the right order.
Many thanks for your help - very much appreciated
You could skip low-level areas and jump through(running+invisibilty) necessary quests killing only bosses etc. .
Well, it was kind of quaint I guess. Not sure why they went to all the trouble to map it accurately, and then not actually populate the areas with anything from the original module though.
First, areas are way too big, and there is nothing to do.
Second, it is huge, and while there were ways to quickly travel around, still was way to big and not the very pretty to look at.
So, I got incredibly bored with it.
Huge areas, broken quests, and too many quests still do not kill this thing! The map pins are few and far between and the is minimalist and sometimes incorrect. The temple itself was really tough due to constantly respawning enemies of various types and the gear that you found was not great. some that was dropped was better and the henchman interface was very good, as well as an excellent leveling function.
I would say try it, play for many hours, and do not expect to finish all quests. I cannot list all the difficulties with all the quests, but they are many. The main one allows for completion, but not for verification from the giver. I am not a fan of this happening. No crashes and this was a very large and complicated work.
Thank for great effort!
a little broken for me too but I'm still having a lot of fun with it!
quick question. SPOILER. what was the dragon malachite near the moathouse supposed to give u to fight the evil? he disappeared and I got nothing from him.
9 stars. Played on EE Android version. Game is a bit broken as some quests and dialogue are a little weird. Still, huge world, lots of hack n slash at a very high quality level, with random encounters that eventually run dry, but great scripted encounters and very true to the pen and paper campaign. Gets a very solid 9 despite being a bit wonky.
You can watch my playthrough of this module and others at my YouTube channel, here - https://youtu.be/vFUw1Pzq8z4