Running Noble Ambitions Inside Temple of Elemental Evil: The Suel Pantheon Toolkit for DMs

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  If you’re threading Living Greyhawk’s Noble Ambitions through Temple of Elemental Evil (ToEE), the Suel ruins and gods aren’t just wallpaper—they’re switches and levers your players can read and pull. This post is my behind-the-screen guide to using my Suel Pantheon article as a practical, table-ready engine for side quests, clues, and atmosphere. TL;DR: This supplement gives you a readable Suel myth-map, visual keys for ruin symbols, fast DCs for “reading” rooms, and plug-in side quests—all built to snap directly into Noble Ambitions scenes inside the ToEE sandbox. Why I wrote this (and why it helps you run NA in ToEE) I’m 3orcs . I’ve spent years building the Verbobonc Campaign Guide 576cy —adventures, NPCs, art, and maps for running ToEE at epic, lived-in scale. My players weren’t satisfied with “a dusty mosaic and some orcs.” They wanted to decode the place. So I distilled the Suel mythos into table tools: A clear Elder Order list with symbols you can drop into ...

Everburning Lantern - unique non-magic item for Greyhawk DND campaign

Rare Non-Magical Item • Price: 200 gp
Powered by lumina essence, a bioluminescent compound distilled from subterranean fungi


Description

The Everburning Lantern is a masterfully crafted piece of frontier ingenuity—an ornate, iron-and-bronze lantern whose pale blue-green flame never dims, flickers, or consumes fuel. Unlike magically enchanted items, this light source owes its eternal glow to a rare and volatile alchemical fuel called lumina essence.

Each lantern is carefully assembled with heat-resistant glass, etched brass runes (purely decorative), and a containment vial that holds the essence safely in place. The lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet. It produces no heat, smoke, or scent, making it especially favored by miners, night caravans, forest rangers, and wealthy collectors alike.


Rarity and Value

Everburning Lanterns are rarely seen outside of major trade hubs like Dyvers or Verbobonc, and are highly sought after in frontier settlements like Twilight Falls. While not magical by classification, they command a price as if they were, due to the extreme difficulty of harvesting lumina essence from bioluminescent fungi found only in deep, dangerous caverns.

  • Price: 200 gp

  • Weight: 2 lbs

  • Availability: Only a few known merchants (like Torlson’s General Shop) stock them, and even then, only occasionally.


Adventurer's Notes

  • The lumina essence is stable in its sealed core but highly reactive if disturbed—if the vial is shattered, it glows for 1d4 days before fading entirely.

  • Though not magical, some scholars speculate the fungi may grow near ley-line tears or subterranean fey rifts, hinting at unknown origins.

  • Some smugglers and spies tint the lantern glass to alter its glow, making it useful for coded messages or clandestine operations.

     

     

    Everburning Lantern

    Rare Non-Magical Item
    Price: 200 gpWeight: 2 lbs


    Description:
    A beautifully forged lantern of aged bronze and iron, etched with arcane flourishes and fitted with thick, heatproof glass. Inside glows a pale blue-green flame, powered not by magic, but by a rare alchemical fuel known as lumina essence, harvested from deep-cavern fungi. The flame emits no heat or smoke, yet burns indefinitely without need of refueling.

  • Light Radius: Bright light in a 30 ft radius, dim light for another 30 ft

  • Stealth Advantage: Emits no heat or scent; ideal for explorers, spies, and night travelers

  • Exotic Fuel Source: Fueled by lumina essence – extremely rare and volatile


Lore & Rarity:
Everburning Lanterns are a prized commodity in frontier towns and among high-end traders. Though non-magical, their reliability and craftsmanship make them status symbols and practical tools alike. Few shops carry them—Torlson’s General Shop in Twilight Falls being one such exception.

  • Harvested fuel from glowing cave fungi in deep Gnarley caverns

  • Stable when sealed, but glowing vial can be shattered (glows for 1d4 days)

  • Price reflects rarity, not enchantment


Adventurer’s Tip:
Some seasoned rogues swap out the lens glass with tinted panes to signal allies or mark waypoints in the dark. The flame will always burn, but only the clever know how to read its glow.

 


📖 Want More TOEE Content?

📖 Read the full Falls Keep article in the Verbobonc Campaign Guide 576CY: Falls Keep
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💬 Would YOU defend Falls Keep, or let it fall to chaos? Let me know in the comments!

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