Alternate Earth Campaign
For this visit to the infamous Temple of Elemental Evil, I am planning a marathon single session foray by a party of pregenerated characters. I am using the first edition mega-module for this event. As you will see from your pregenerated characters each of you has some specific goals, and, given the size and scope of the Temple, a regular room-by-room door kicking of the place is likely inadvisable. In fact that is almost always inadvisable. You may find that your recent experiences, as players, in thinking about how to ‘run’ at a target may be of value here.
There are likely some minor modifications within the module itself, a few mechanical changes of certain boss-type monsters, but the rest of the module will be unchanged. The characters for this module are substantially higher level than a normal starting party. No single-class character starts with a level lower than six. Even so, the temple is historically very dangerous. And these characters are primarily built on first edition rules. This means that they do have a tendency to be fragile. I believe the highest number of hit points in the party in 70, while there are two characters who are, I believe, under 30. Remember please that first edition was the edition of ‘save or die.’
While the characters are primarily first edition, there have been some modifications. THAC0 will not be used. Each character will get a straight attack bonus based on level, strength, etc., more in line with third edition. Likewise character saving throws are Fort, Ref, Wil similar to third edition. I have also added a few special attacks, some types of at will spell powers and defenses similar to certain fourth edition powers for flavor. Shields for instance do not add to your armor class – they represent at-will interrupt defenses. They will increase armor class to specific attacks as well as damage resistance. In addition each character’s armor will provide a certain amount of damage reduction.
I will also be using ‘edge’ and a similar mechanic for those with magical abilities, ‘power.’ In the most basic usage edge can be spent to modify a die roll by five, either up or down. Additional points of edge can be spent but they will only gain one point of modification per additional point spent. Power can be used to modify a die roll, stemming from magic, up or down eight. Edge has no upper limit and can be gained throughout the adventure by coming up with cool ideas, performing well in combat, defeating boss type monsters and just generally doing cool shit that I like. Power does have an upper limit depending on the character and is clearly more powerful than edge. It may also lead to certain ‘unlockables’ to further increase the power of character. Power can also be purchased from edge at a cost of 2-1.
Another note, there are NPC’s who may be of use to the party during this adventure, and the adventure itself was designed under first edition rules which presumed that players bring with them hirelings and henchmen. There are quite a few of these available throughout the adventure. Some rather lame, some actually quite cool, and they do make a ready supply of backup characters in the case of first edition attrition.
I think it should be a good time and I’m pretty excited about.