Dice of Doom and the Temple of Elemental Evil

Welcome to the Dice of Doom Temple of Elemental Evil Campaign
Thirty years after its release we decide to run through a classic

As mentioned in a post on our website, we’re in the process of deciding what RPGs we should play this year. Normally everyone in the group picks a game they will run, and we go with it for one to two months depending on how much we enjoy it.

Last week I was having a discussion with one of our gaming group (Duncan) about WotC releasing a PDF version of the original Temple of Elemental Evil. He mentioned that he had inherited all of the original books from his dad and had actually started going through the campaign a few years ago.

At this point a thought struck me. We have been so focused on playing the shiny new games – what if we went super retro… What if we went back to a game that was published before I was born (and I’m not young…). The Temple of Elemental Evil is one of the all time classics. Written by the man himself, Gary Gygax, it has befuddled, confounded, frustrated and killed more PCs than almost any other printed campaign. On top of all of that, it was originally written for the RPG that brought it all together.

So, later this year, we’re going to play The Temple of Elemental Evil using the AD&D 1e rules…

Session 00: The Quest Gets Organised
Wait, you have to roll what for which?

The first session of this campaign was completely filled up with rolling characters. Duncan’s father had made significant changes to the way the rules were organised and used and Duncan went over the changes that would affect us.

Most of us were encouraged to multiclass as a way to compensate for some of the shortcomings in the way the rules are written. Characters and players are listed below.


Session 01: Our arrival at Hommlet and a Trouble with Orcs
In which our heroes arrive at Hommlet and save some pretty local girls who are very friendly thereafter

It had been weeks on the coach to Hommlet. Boring long weeks with nothing but ourselves and some annoying adventurer types for company. On the evening that we arrive, we note the warm glow of the village, the smoke rising from the chimneys, and the screams of people in distress.

Rushing forward we discover a band of Orcs have captured some of the local maidens and are proceeding to carry them off. We charge forth with little care for ourselves, or much understanding of the lethality of AD&D 1st Edition. Quickly Olaf and Filbert take nasty blows. Lemmentu leaps into action with little effect. Fortunately a wizard who had been travelling with us, Inka, had memorised a Sleep spell. Without her efforts we would have been lost. Olaf and Filbert bravely apply their blades to the sleeping Orcs while Cerys and Lemmentu finish up the others.

After the bloodshed is over, our mighty heroes escort the maidens back to their homes and grateful parents who shower us with praise. Also, free board and food for whenever we are in town. Much huzzahs at that, as it turns out adventuring is expensive.


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