The Temple of Elemental Evil Revisited

V 1.1 changelog -The Hag in the troll fens now drops her eye on death. -Fixed dialog bugs with Rufus and Canoness Y’dey convos. -Either method of completing “Spies among us” now correctly mark the quest as completed.

Quick Tips for Easier Dungeoneering -Use Improved Disarm / Knockdown on high-damage output enemies -Craft your own weapons and armor -Use Bandages with a character that has the “Heal” skill - Use “Vigor” spells when out of combat -Boost your AC with Stoneskin / Barkskin / Elephant’s Hide -Don’t play an ECL race

Installation:

Place the .mod file in your {My Documents/Neverwinter Nights 2/modules/} directory, place the campaign folder in {My Documents/Neverwinter Nights

2/Campaigns/}. (Note that in Vista, “My Documents” is “$USER/Documents” Load up the Campaign to play.

Description:

It’s impossible to imagine the mod being produced without Troika’s The Temple of Elemental Evil. There aren’t many games were I was so bitterly divided between the things I liked about the game and the things I disliked. As much as I enjoyed the combat system, I found the actual encounters simplistic and repetitive and as much as I liked the idea of a huge, balkanized pentagon-sized fortress filled with bugbears, the lack of storytelling left me cold. The Temple of Elemental Evil Revisited is my own little attempt to create a game with the basic ToEE set-up that a) gives the player choices about how he/she wants to deal with the temple, b) has an enjoyable story without railroading the player into it and c) has gameplay that people enjoy. There are a lot of different elements that I had to weigh to try to make all of this happen, but I’m pleased with the final result. The three basic principles that I tried to keep in mind in design were to keep try to design encounters that would take advantage of the ruleset, to allow choices about the progression of the plot and to make the player feel involved in the story of the temple, both in terms of exposition and background and in terms of some connection to the PC.

There are also a number of things that I’ve changed from the original module (and by extension from Troika’s very faithful remake), some of these are minor (It’s set in

Forgotten Realms, not Greyhawk, the geography of the temple has changed), some aren’t

(Lareth and Lolth…) and I’m certain that many loyal fans aren’t going to like the changes

(particularly since Gary Gygax died yesterday, I’m writing this on 3/5/08). To those people, I’d just like to say that I understand. Please give the module a try anyway; you might find something you like.

Tips and Tricks:

There are many little things that are different from the NWN2 OC and most mods, but most of them are pretty easy to keep track of.

Experience Points: ToEE Revisited is an ECL=8 module. That means whatever character you load into the module will be leveled up to ECL=8 and that’s all the experience points that character will get. That’s right, no XP from quests, no XP from killing monsters, no XP period, you get 8 levels, use them wisely. This is because a) I hate skinner boxes and b) it makes things easier to balance.

Resting: There are two areas in the game where you can always rest, The Welcome

Wench in Hommlet and the Waterside Hostel in Nulb. Aside from that, you will periodically encounter fireplaces or beds where you can rest (the elemental temples for example). This means that most of the time when dungeoneering (and there’s a lot of it in this mod), you won’t be able to rest. I recommend having one character with the Heal skill and buying bandages (Healing Kits) whenever practical (almost all merchants sell them)

Companions: You’ll play through the mod with a party of six characters, your pc and five companions forced on you at the start. The race, alignment and deity of these characters are determined by the race, alignment and deity of your character. You can choose their class (within certain bounds based on your alignment) at the start of the game but cannot change it afterward. These companions are forced because they occasionally have something useful to say and you need some kind of party to get through the game in any case.

Fast Travel: There are two “world maps” in the game. One shows the river valley where the game takes place. The other is a schematic of the temple, it can be accessed by using the little scrolls near the beginning of floors 2-6 in the temple.

Enjoy the game and feel free to leave feedback on the vault.