Have one to sell? Sell yours here
Return to the Temple of Elemental Evil (Dungeons & Dragons)
 
See larger image
 
Tell the Publisher!
I’d like to read this book on Kindle

Don't have a Kindle? Get your Kindle here, or download a FREE Kindle Reading App.

Return to the Temple of Elemental Evil (Dungeons & Dragons) [Paperback]

Monte Cook
5.0 out of 5 stars  See all reviews (1 customer review)

Available from these sellers.


Amazon.co.uk Trade-In Store
Did you know you can trade in your old books for an Amazon.co.uk Gift Card to spend on the things you want? Plus, get an extra £5 Gift Certificate when you trade in books worth £10 or more before June 30, 2012. Visit the Books Trade-In Store for more details.

Product details

  • Paperback: 192 pages
  • Publisher: Wizards of the Coast (27 Jun 2001)
  • Language English
  • ISBN-10: 0786918438
  • ISBN-13: 978-0786918430
  • Product Dimensions: 27 x 21 x 1.4 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Bestsellers Rank: 329,083 in Books (See Top 100 in Books)

More About the Author

Monte Cook
Discover books, learn about writers, and more.

Visit Amazon's Monte Cook Page

Tag this product

 (What's this?)
Think of a tag as a keyword or label you consider is strongly related to this product.
Tags will help all customers organise and find favourite items.
Your tags: Add your first tag
 

Sell a Digital Version of This Book in the Kindle Store

If you are a publisher or author and hold the digital rights to a book, you can sell a digital version of it in our Kindle Store. Learn more

What Other Items Do Customers Buy After Viewing This Item?


Customer Reviews

4 star
0
3 star
0
2 star
0
1 star
0
Most Helpful Customer Reviews
47 of 47 people found the following review helpful
Wow. 30 Jun 2001
Format:Paperback
I've only had this book a few days, but I'm already looking forward to running it. Several years ago I took a group through the original module and I have fond memories of it, in particular their spectacular failure at the end! This module revisits the same locations in epic style, now updated and with an obvious respect for both the theme and style of the original. Hommlet is now a thriving town, with many of the original NPCs in positions of authority, and the characters are initially sent to investigate the Moathouse that formed the backbone of T1... but things have changed dramatically. From here, the Temple once again beckons, but before that there's the small matter of a new, massive location, the Temple of All-Consumption, to spend several months exploring.

I love the way that small clues in the early parts seem to lead to major plot points and huge discoveries later, so that there's a lot more to this than a simple dungeon-bash. Everything about it feels epic and - at least from an initial read-through - it's an adventure that the players can really get involved in and feel that they are achieving something.

The attention to detail is particularly impressive, obviously gained from extensive playtesting. For example, all the creatures have a motivation or a reason for being where they are, and they have contingency plans based on the players' actions. This makes decision-making on the characters' part essential to the way the story is told and makes the whole thing a lot less linear. Also, the appendixes are comprehensive, with over 40 pages of NPC stats to make DMing stress-free.

A lot of imagination has been put into this adventure, giving it a real "wow" factor - and I recommend it, even if you've never played through the original campaign, as it manages to recapture the spirit while updating the level of detail and realism. But if you've been there before, then this is a good excuse to convert your old PCs to 3rd edition (for part 2, in particular) or roll up a completely new group and get stuck in - you won't be disappointed.

Comment | 
Was this review helpful to you?
Most Helpful Customer Reviews on Amazon.com (beta)
Amazon.com:  17 reviews
34 of 34 people found the following review helpful
Evil is Back, and Badder than Ever! 2 July 2001
By Arthur Milliken - Published on Amazon.com
Format:Paperback
Ah, memories...

I ran the original Temple of Elemental Evil back in the eighties, and never was I more pleased with how badly a game can crash my school grades and keep me up until the wee hours of the morning. The Temple of Evil was one of the most popular and lauded adventures ever for the popular Advanced Dungeons and Dragons (AD&D) game.

Well, Monte Cook is sure to make the "Module Hall of Fame" with this new epic set in the original lands of the evil elemental cult. Unlike some of the previous "return-to" modules, "Return to the Temple of Elemental Evil" is not a simple re-hashing of old material. Rather, it is a true sequel, and a worthy successor to the Elemental Evil legacy.

Set about fifteen years after the original adventure, "Return to the Temple of Elemental Evil" contains descriptions of several of the original people and places, so those familiar with the original material will find much to reminisce over. However, the tiny Village of Hommlet and its bulwark of heroes and villains have "grown up" now, and Monte Cook does an excellent job portraying the passage of time and fleshing out the new order of things in the quiet, wooded hills at the edge of the Viscounty of Verbobonc.

Furthermore, Monte Cook provides a compelling, rich history of the past events in the area, serving to bring new Dungeon Masters "up to speed" with the cult of Elemental Evil, but also providing new material and insight into events and forces only hinted at in the original work. After about fifteen minutes of reading, the prospective Dungeon Master, even if new to the game, can rest assured that she will not be missing any information vital to running this epic adventure.

The adventure itself is a truly monstrous undertaking, beginning with players retracing the steps of the original adventurers of fifteen years ago, but quickly taking them off the beaten path into an entirely new edifice of Evil, where they will find themselves pitted against several rival cults in a massive, several-hundred-keyed-locations dungeon that should provide hours and hours (if not months and months) of entertainment for all. To be fair, though, this is not a simple hack 'n' slash dungeon - rather, it is a complex, dynamic community, and Dungeon Masters are warned to prepare thoroughly before attempting to run players through this complex.

The climax to this grand adventure truly befits the monumental work which precedes it, and characters who begin play as 4th level characters can finish as high as level 14!!

The presentation and artwork are consistent with other products published by Wizards of the Coast, that is, superb. A 16-page full-color map booklet brings the many locations to life vibrantly, while settings, encounters, creatures, and magic items are organized in a consistent, logical manner. Major villains are separated from the keyed locations and placed into their own section, to remind Dungeon Masters that they do not simply stay put and wait for players to discover and slay them.

In conclusion, why are you still reading this review?? BUY THIS BOOK NOW!! "Return to the Temple of Elemental Evil" is arguably the best adventure ever written for any fantasy role-playing game. You won't be disappointed.

37 of 39 people found the following review helpful
The Evil Rises Again 28 Jun 2001
By Dustin Rector - Published on Amazon.com
Format:Paperback
(This review is 90% spoiler safe -- maybe a couple of minor details revealed.)

It has been 15 long years since a party of adventurers last destroyed the Temple of Elemental... yet something stirs in its shadows once again.

This is not a 3rd edition gloss-over of the original -- It is an entirely new plot with lots of new territory to explore.

The old favorites are there, but different: Hommlet is growing, the moathouse is still standing in it's old, crumbly way, Burne and Rufus are leading the town, and of course, the old walls of the Temple of Elemental Evil still stand.

To keep the players on there toes a host of new magic items, monsters, races, and spells are scattered throughout the adventure (and collected nicely in the appendix).

But whereas the original adventure was a dungeon-crawl of epic scale, this product is "the backbone of a full campaign". Instead of trudging through endless dungeon hallways, this adventure will actually involve a bit more traveling, npc interaction, and imagine, just possibly, role playing.

Descriptions are good and solid. Most monsters are listed by hit points and page number in the Monster Manual with little variants noted as needed. Use of the 3rd edition templates have taken advantage of to provide interesting new surprises. The plot and story line is logical. NPCs are often listed with their own personal goals and motivations in addition to the plans of their cult. Splashed about are tips for handling parties that go astray, dally, or take things in an unexpected order. Suggestions are included for how The Temple reacts to attack, both immediate and long term recovery if the players wander afar.

This is not a nostalgic rehash. This is a new story, new bad guys and new characters. I never GMed the first adventure, but I played through it. I'm thinking it will be fun to scatter my friends of old in and around Hommlet as retired adventurers; the players can run into them in bars spinning yarns of their glories of old. And possibly dropping some hints and tips to help keep the party on track...

If you play this, you can expect exploration of the plans of an evil cult, encounters with a wide range of creatures and magic, and the occasional gabbing with NPCs of Hommlet, and I would guess a good year's worth of gaming.

Played "out of the box", players should not expect great intriguing NPCs, long dives into the Underdark, nor great armies clashing over territory. But then, if that's what your players want, a creative GM could always work more of that activity into the game. Unlike its predecessor, there are many points where hooks could be added to take the game play in any desired directions.

The maps are stapled into the back of the book. Some may see this as bad, but for me, I think I'll just photo-copy the 40 pages of appendix. This will make it easy for me to give out handouts, add details/scratch out NPCs as events dictate, and scribble notes on maps to keep up with changes as the campaign progresses.

Being an open book on the store shelf, it's easy for players to sneak a peek at what's in store for them. Proper use of shifting monsters, treasure, and traps should do plenty to keep them from overly benefiting from this.

Ratings on a 1 to 5 scale:

GM background: 5 - nice historical snapshot and intro sections

Dungeon notes: 4 - could make it more clear how the adventure is meant to flow from one dungeon/area to the next

Reference Materials: 4 - maps could have better notes to how they link to each other

Monsters: 5 - some may wish full details were in the module, but reprinting such details strikes me as a waste of space

NPCs: 5 - tactics, motivations and plans are a nice touch

Art: n/a - just enough to give a little flavor, most of it I liked, but I'm not going to rate it

Overall: 4.6

25 of 25 people found the following review helpful
Well worth the wait 13 July 2001
By clint - Published on Amazon.com
Format:Paperback
I've been waiting for this release all summer, and I am well pleased. Let me say this, I was against a 3rd. edition of DnD from the beginning. Like many other DMs, I had all ready modified 2nd ed. to my liking and had worked out most of the rough edges on my own; however, like many other gamers, I couldn't resist picking up a copy of 3rd. ed. just to see what changes were made. I found myself liking it and believing that this is where DnD should have been twenty years ago.

That being said, "Return" is a step in the right direction of what made AD&D great to begin with: Compelling Adventures. "Return" is just that. It takes the original module T1-4, uses it as a background and advances the story line into an interesting campaign. I must say, I was skeptic when I received the book in my mailbox and at first peek saw that it has one hell of a massive dungeon crawl. Having read it, I agree with those who've reviewed this before me. Mr. Cook has done an excellent job of making this a dynamic,long, dungeon trek that if run properly will not be your standard, "Kick down door, slay monster, take treasure, repeat". The environment reacts to the characters. Several of the areas could be revisisted, and would not be the same encounter twice.

Overall, the story is solid. Old timers will enjoy finding refrences to several of the classic adventures from 1st ed. AD&D modules. The campaign takes players from 4th to 14th, but I've found that by starting earlier in the time line, and by expanding on the side trek options given in the book, I've been able to expand the adventure to begin at 1st level and go all the way to 14th. It is possible that events started with this campaign could take your players well beyond 14th with a little creativity on the DMs part as well. I all so think it is important to note that even though this is set in Greyhawk, I've adapted it to my own campaign world ("Birthright") with very little effort.

Well worth the money.

Search Customer Reviews
Only search this product's reviews

Customer Discussions

This product's forum
Discussion Replies Latest Post
No discussions yet

Ask questions, Share opinions, Gain insight
Start a new discussion
Topic:
First post:
Prompts for sign-in
 


Active discussions in related forums
Search Customer Discussions
Search all Amazon discussions
   
Related forums


Listmania!

Create a Listmania! list

Look for similar items by category


Look for similar items by subject


Feedback