yes and my Emerald key did NOT come from a dragon - so my "Homage to Yorgul, Grundel and Rhindel" theory didnt hold up.
my understanding is the denizens (I wont call them monsters, because who are we to judge? are we not monsters to them?) of the entire level spawn when the party enters that level for the first time. So to get a new laydown, you would have to go to the save before you entered that level for the first time - which you did. That also goes for the loot, so makes sense we are getting different loots and the keys are coming from differing sources.
Has anyone else noticed that Armor Oil isn't working? Lockslip grease appears on the radial dial, but armor oil doesn't. I can't use the item in inventory. Am I doing something wrong, or is it broken? I'm sure it worked in Co8, and I suppose no problem in Temple+ either. Assuming it is broken in this module, does anyone know how to get it to appear in the radial menu? I'm also hoping this fix will help me to get Ray of Clumsiness to appear in the radial menu as well.
Further update: I played through one of my 'alternative timelines' after reloading a save from before my first use of the metal keys, and managed to grind my way through to finding all three gemstone keys. Not without its frustrations (for reasons that your posts indicate you have also experienced - critters spamming save-or-suck spells multiple times a round; countermeasures to this triggering CTDs when the fight is almost won). Can post my winning tactics if you are interested. Descended to a limited version of level 2, and had a similar experience when investigating the various altars as happened with the Earth Altar on level one. Dealt with these threats, destroyed the gems at their respective altars, and thereby initiated a satisfying self-destruct sequence. Dealt with the expected disappointment and tantrum of the priest of Cuthbert-is-actually-Hextor outside. All in all, a very neat and thematically congruent re-use of some of the existing maps. Tough battles, which I think is fine for a cRPG, where you generally respond to a character being unceremoniously slaughtered after being rendered helpless by re-loading, rather than rolling up a new PC as you would in PnP. Most of the frustration was due to limitations of the non-Temple+ TOEE engine: certain spells (Haste) not being properly available; other spells triggering CTDs; invisible wererats getting infinite AoOs until they kill you, and so on. 5stars, would play again. One thing that did seem a bit off-key, and may not be working as intended: Spoiler at the start of the 'return to the TOEE' quest, the random encounter party from the original game is present and gives some additional exposition, including some things that corroborate the belief that the Cuthbert priest proposing to restart the temple is a wrong'un. I really like this: the encounter with them in the original fame is very limited, unless you fight them, which I never want to do, and it's a neat call-back. Good to learn that they must have survived their temple with the idol with the rubies the size of eggs. Anyhow, at some point (perhaps when you have the three metal keys and are about to descend into the temple proper) they wish you luck, give everyone a potion of Heal (very useful) and move out. After I'd dealt with the Temple Restorationists, it turned out that they were back at their campfire. I assumed that they would be pleased to see me, offer congratulations etc, and we'd part again on good terms. In fact, they attacked me on sight, and I was obliged to render them all unconscious with non-lethal damage. I assume that either the re-spawn was unintentional, or they have somehow been allocated the wrong faction when they do reappear. It would be really neat if once this quest is resolved in this way, one could have a comradely, mutually-respectful conversation with these guys before parting ways again. Anyhoo, having completed all the available work at this location, said goodbye to the gypsies, and prepared to return to Pal Cove, it turns out that I can't get beyond a blank screen and some 'hold music' after asking Karma to send me back. It does therefore seem I have come to the end of the current version (ISTR a comment by Marc that it's not yet complete, and perhaps that of 4 planned chapters, most but not all of the first 3 are available). But I also think I saw someone say that the "Who's your daddy?" quest from Ch1 isn't resolved until Ch 4, in a way that implied that they had achieved a solution. My wizard has teleport, so I could try returning home that way, but I have feeling that the world map isn't available from this location, which in TOEE means that you can't teleport either. Will try when I get the chance. If anyone knows if there is anything further at this stage of the mod, I'd love to know. If not, it's a pretty good place to have an extended Long Rest for now.
It is possible Illuvitar85 completed whatever is available, but I dont think there is any of Ch4 in the current beta. I've been hacking and slashing my way through level 1 (one Battle of Stalingrad at a time) and have 2 gem keys. I'll soldier on cleansing the Temple and look forward to sending the dissimulating priest to meet Hextor. This really is an amazing piece of work by Marc. Clever, engaging, entertaining, and designed to be enjoyed multiple times. It will be an even greater module if we can get Temple+ to work with it. Chef's kiss. I hope Marc is able to return and complete his opus, and I hope our playtesting contributes to the final product. If I get a chance, I will ask Meloch to leave a lamp burning at Morningstar's on my way out.
Further further update: While I correctly remembered that I couldn't access the world map from outside the Temple, my Wizard is able to teleport me back, so I'm back in the game and thrust into the role Kingmaker! Back in the game! It may amuse you Kriegdoom to hear that my first road trip out, I was ambushed by a mighty force of 7 lizard folk. Despite reasonably favorable initiative rolls on their part (more than half placed before my Dex 27 rogue in the running order), none of them so much as took an action, with total expenditure of resources on the part of my heroes of 2 crossbow bolts and 1 arrow. So there is respite from the Eastern Front around the corner...
The problem is that the one found during adventuring needed to be identified first even though it already shows as "Armor Oil" before identification. Unfortunately, this does not help with my wish to restore Ray of Clumsiness.