Frank, at least in that era, was a rules guy. In both the profile of him as winner of the "Best DM" title in Dragon #43 (Nov. 1980) and the preface to his module R1: To the Aid of Falx he touts how he runs a strictly "by the book" game that eschews rule variations or additions and feels that is the superior approach. That attitude can be seen in his other adventures, and in the two rules-oriented columns ("Dispel Confusion" and "Spelling Bee") that he regularly wrote for Polyhedron. To Frank the rules were a fixed system, and were effectively the physics of the imaginary game-world. This led him, in my opinion, to extend the "logic" of the game-engine beyond where it was intended to go and draw some rules-conclusions and extrapolations that I don't agree with and feel shift the tone of the game away from its fantasy roots into a more sci-fi-flavored direction. The key to success in Frank's adventures is often having sufficient mastery of the rules to recognize when to use a particular spell or magic item in a novel way in order to save the day. That sort of literal-minded, system-hacking approach feels, to me, like it diminishes and cheapens the spirit of the game.
Gary was certainly impressed with Frank's rules acumen. But my guess is that a big part of what he liked about Frank's rules-centric approach was that it was so different than, and he presumably felt complementary to, his own more situational, descriptive, and instinctive approach to rules-design. That's pretty much exactly what Gary says in his dedication to Frank in Unearthed Arcana: "To stalwart Frank Mentzer for always spurring me on and making me be more precise and logical."
And that, to finally circle back after a very long detour to the ostensible point of this post, is where most of the trouble lies for me in the published T1-4: that too much of it feels more to me like a Frank Mentzer adventure than a Gary Gygax one.
Now on the one hand, we know that Gary delivered approx. 300 manuscript pages to Frank, so there must be a lot of Gary in the final product. But we also know that Frank is credited as co-author on that product, which we can surmise means he did more than just edit and polish Gary's work. In an interview on the Random Wizard blog Frank describes his process on turning Gary's T2 manuscript into T1-4 like so:
[O]ne day he dropped off what he had typed (he didn't use a computer until the later NIPI days), and I rewrote it as I entered it into TSR's mainframe computer, thereby becoming proficient in High Gygaxian and able to finish the lower levels in his style.This explains why it feels (at least to me) like there are "Mentzerisms" (places where the text feels more like Frank's authorial style than Gary's) scattered throughout almost the entire text, while also confirming that Frank actually wrote, not just edited, some parts. Based on my subjective gut feelings (based on the style of the encounters and also, for instance, the fact that those are the only two sections of the adventure that include content from Unearthed Arcana), the two sections I'm most confident were written by Frank are Falrinth's lair (rooms 335-338, pp. 86-90) and the entire Elemental Nodes section (pp. 107-119). This seems to suggest Frank likely also created the Orb of Golden Death (pp. 127-128) and the whole plot surrounding it, as summarized on pp. 29 and 44 (since the Orb is found in the former section and the keys to destroying it are found in the latter). The Orb is, of course, the linchpin that ties the entire adventure-as-published together. If Frank contributed the whole idea of the Orb of Golden Death and the Elemental Nodes then he absolutely deserved his co-writer credit because that's a very large and significant part of the published adventure - the difference between something TSR was able to release and something that probably never would have made it out of Gary's desk-drawer.
And yet, it's also the part of the adventure that I like least. Not just because the Nodes are unfinished and are a boring slog (both times I've run the adventure we've ended up severely shortening that phase), but because making everything center around the Orb - finding it, then destroying it - makes the whole thing feels very tidy and mundane. T1 hinted at a large scale conspiracy of layers-within-layers, and T1-4 doesn't really deliver on that - instead it just presents a grindy dungeon-crawl with way too many similar encounters (endless bugbears!) that becomes a formulaic macguffin-hunt.
Probably just about all of us have played this adventure, and probably just about all of us ended up being disappointed by it and felt it didn't live up to its initial promise. I'd like to think at this point we have the capability (experience and understanding of the game) to rectify that. I think the best route towards that is to remove Frank's additions, go back towards something like what Gary delivered to him in 1984, and devise an alternate resolution. So the Orb is gone and Falrinth is gone (possibly to resurface in an expanded S4). I'm not sure if Iuz's involvement was one of Frank's contributions or not, but either way it's so firmly entrenched in the canon by way of Artifact of Evil that it stays. In order to try to make this all hang together and not just seem like a random dungeon-crawl, we need a new (or at least modified) backstory. I propose this:
The cult of elemental evil was born on the shores of Nyr Dyv as worshipers of the sleeping Elder Elemental God - that very same mysterious deity venerated by the Eilservs in the Giant-Drow series. In one or more post-TSR interviews Gary mentioned how his original plans for both that series and the Temple of Elemental Evil centered around this eldritch figure and attempts to cause (or prevent) his awakening, which is why he mentioned in the introduction to module Q1 that he handed it off to David Sutherland because his own ideas for it were too similar to what he was doing with T2, but the irony is that he ended up eventually handing off T2 as well, so the idea was dropped from the published versions of both adventures. Gary never got to write his Elder Elemental God adventure, which means it's up to us to do it in his place.
So my version of the story is that instead of inventing the cult of elemental evil as a "false flag" cover for her true ambitions, Zuggtmoy instead co-opted the real existing cult, or at least this particular branch of it. Her initial reason for doing so was presumably the same as that of the Eilservs - as a check against her rival demoness, Lolth. But gradually Zuggtmoy fell under the spell of the Elder Elemental God, and dedicated herself to awakening it. In pursuit of that effort, she built the temple, and deep within its dungeons opened gates to isolated pocket areas within the four elemental planes where she learned that keys to awakening the Elder Elemental God were hidden. These are the iron pyramid representing earth, the silver sphere representing air, the bronze eight-pointed star representing fire, and the pale blue crystal cube representing water. However, to her chagrin, Zuggtmoy realized that these keys alone are not enough to accomplish her task and two more sets are required: one of which is in the possession of Lolth herself (see module D3) and the other of which is currently unknown (and will form the heart of an eventual remake of Q1 if I ever get around to it).
Iuz in this conception plays the same role as in the published adventure - he opportunistically attached himself to Zuggtmoy but shares none of her interest in the Elder Elemental God and is not privy to, or interested in, the secrets surrounding it. Because, with Zuggtmoy imprisoned, Iuz has been directing most of the cult's activities, they have mostly floundered since the kidnapping of Prince Thrommel. Lolth, however, takes a more active role. She has learned that the temple is connected to the same trouble she is facing among her drow followers and is thus desirous of obtaining the second set of keys for herself, to keep them out of the hands of the Eilservs. Therefore, since the original temple fell she has tried to infiltrate her own agents into its resurgent hierarchy, most successfully to date her protege Lareth the Beautiful.
The Elemental Nodes thus are not separate mini-sized demi-planes, but isolated pockets within the actual elemental planes. Theoretically they could be reached by other means, but the gates within the temple dungeons provide the easiest and most direct access. The gems of power are replaced with the key-tokens as described above. The gates on dungeon level four that send traffic to the Nodes (areas 421, 424, 427, and 431) send to these areas. The gates that previously sent traffic to the elemental planes (areas 422, 425, 428, and 432) instead become receiving portals: anyone in possession of the appropriate key can transport from the plane to the corresponding location at will, or a being from that plane (including, theoretically, a character) can be summoned by means of the cult's rituals.
When the temple was active, there was a place for each key in the altar of the respective temple (areas 145, 201, 212, and 213), which are now empty depressions of the corresponding shape. If the appropriate key is inserted into the altar it transports the party to area 339. None of the current temple hierarchy are aware of this function. The gates in area 339 also allow transport to the planes as in the published version. These depressions should be a sufficient lure to cause players to start searching for items of the appropriate size and shape. Once they find one (or more) of the keys and place it in the appropriate altar, they will be transported to Zuggtmoy's lair (assuming they haven't been there already).
And, of course, since rooms 335-338 have been deleted, the secret tunnel from the Broken Tower just leads straight to room 313.
It's entirely possible that a group of players might "defeat" the temple (by decimating the forces of the Greater Temple on dungeon level four) and leave the area without solving this mystery, leaving Zuggtmoy still bound and forgotten. Potentially that same group could later find the second set of keys within the Vault of the Drow and then return here to employ them. If so, they're likely to find the results a bit disappointing (since any party capable of reaching the Vault of the Drow and defeating Lolth isn't likely to have much trouble defeating Zuggtmoy too) - though perhaps if Zuggtmoy, once freed, summons her allies Iuz and Iggwilv things might become more interesting :)
And that, at long last, is my large-scale modification to Temple of Elemental Evil, to make it feel more "Gygaxian" and of a piece with his other adventures and the larger World of Greyhawk setting. I have further, smaller-scale thoughts on how to make the dungeons themselves feel more dynamic and less grindy (by reducing the number of humanoids milling about the dungeons and moving more of the human cultists out of the dungeons and into Nulb) that I'd intended to also cover, and which may still form an eventual part three of this series, but probably not anytime soon. This adventure is so oversized that even just writing about it is exhausting!