Orc blood in the orc cave

Discussion in 'The Temple of Elemental Evil' started by zuluwarrior94, Oct 7, 2007.

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  1. Dragonreborn567

    Dragonreborn567 Member

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    let people put in their mods with permission, and if they don't get a response within a specified timeframe (i think a month is a bit too long, but i read that you have reasons to believe otherwise, its your choice) then add it to a thread as a "junk mod", seperate from the original mod they are overlapping, but toss it if anyone doesn't agree with them. that way if there is a problem it'll be taken care of quick and quiet, and if there isn't, we don't have to wait months to see someone's shining (and hopefully helpful) talents at work. Besides, just imagine if Troika gave you the official toolset, but then said you guys couldn't make public mods. It's all great for those of you who can and will mod, but what about us lazy, good-for-nothings who would rather apreciate the work others have generously offered than attempt to make a laughable attempt at seeming to try to think about making one ourselves? and it will take off some of the workload if you can give off some of the updates to more people who you found through submitted their own updates. After all, are you here to fix a potentially great, but horribly made game, or are you here to make mods that fix it to an extent, but end there because you haven't visited in a little while, or are close-minded towards outside assistance?
     
  2. matmaisan

    matmaisan Kobold lurker

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    Just my two cents:

    There are plenty of people in Homlett (and in Nulb) that could be given more interesting roles, quest-wise or not. I think we all agree on that.

    With regards to MW items, there are two things: first, IIRC, the original module had a limited purchase list for items, and they could only be bought, at inflated prices, from the traders. No Brother Smith, no Armario, no Jakk Borton. Just the traders. The items were over-priced and of standard to sub-standard quality. In T1, getting on the wrong side of the traders was equal to a death sentence: they were level 8 and 10, and in AD&D 1st ed. that meant a lot.

    Atari's ToEE is an adaptation to a different rules-set. It is true that in 3.5, a 2nd level character is expected to have 900gp equivalent in gear. At the same time, a village (as Homlett is) is supposed to have a gold limit of 200gp: no fancy armor available (not to speak of MW items!), no jeweller with a shady background to buy expensive jewelry, etc.

    I think the current situation is a very good compromise between the pnp, 1st ed. version of the adventure, and the 3.5 version.

    Regarding unexploited plots, I was just thinking why there is no active evil-infiltrates-Homlett quest structure available; why can't Lareth heal Bing in exchange for his submission, and becoming a further pawn of the temple in the peaceful city? Why can't some of Burne's Badgers be corrupted? Why can't evil characters actually be the bullies that make a certain teamster's son plant belladona in a certain pasture? Why is there no evil plot to find out who is the agent of balance in the greater temple? I just feel that evil in Homlett is purely on the defensive, and can't employ evil minded characters to further its ends in the village...

    Dunno, just tossing some ideas around.
     
  3. Shiningted

    Shiningted I want my goat back Global Moderator

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    Actually, Brother Smythe and the shady jeweller were in the original, but otherwise I agree with you.

    There is no extended evil subplots because the folks who start creating them never seem to finish. I can think of a few "I'm gonna write a whole long evil plot-line for evil parties!" claims over the years, but they never came to fruition. Those folks seem to have gotten bored and moved on - too chaotic in nature, perhaps ;)
     
  4. matmaisan

    matmaisan Kobold lurker

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    Well, apparently its been a long time I haven't read the module... I'll have a look at it. I do remember the jeweller/moneylender, now that you've mentioned it... I didn't remember Smyth

    Hehehe... good one!
     
  5. Rodzaju

    Rodzaju Member

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    Perhaps we should be looking for some Lawful Evil modders:transform
     
  6. Basil the Timid

    Basil the Timid Dont Mention the War

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    LE party deals with Turuko
    Evil parties can cooperate with the Traders and put Evil on the offensive (but is there any response from the forces of Good?)
    In Sitra's Traders&Reactive Temple Mod (hopefully to be incorporated into future CMF) there are corrupted Badgers.

    I'm not sure what you mean by putting the characters at the center of some of the other quests/situations you mentioned. The town has stuff going on before the party gets involved (e.g. Corl, Jayfie).
     
  7. kingcrowley6969

    kingcrowley6969 Member

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    I go in the cave and it is completely empty of monsters.....no orcs or ogres. When i travel away and come back its called ogre cave but no ogres... any idea what is wrong? Did i take to long to go on the quest or something?
     
  8. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Did you choose the option "Travel immediately" in the dialog?

    7.5NC has a known bug of the links in most dialogs taking you to the wrong place.

    Exit the dialog and go there via the list to the right of the world map.

    This issue should be resolved in 7.6 is what Gaear said, and I believe him. :)
     
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