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How Villains TRACK Your Party | Cleric Divination DM Guide - Temple of Elemental Evil DND Campaign

What happens AFTER your party clears the Moathouse? In this video I walk through my new DM Reference for the Verbobonc Campaign Guide 576cy — a complete 1st Edition AD&D rules-and-lore breakdown of how the senior Temple of Elemental Evil clerics actually learn what the party has done, and what they do about it.
This is the missing piece for any DM running an epic-sandbox version of T1–4 Temple of Elemental Evil. No more handwaving "the bad guys somehow know." This document gives you the actual divination spells, the cleric levels required, the canonical TOEE villain matrix, and two minute-by-minute tracking timelines you can drop straight onto the table.
What you'll get in this guide:
✦ The 1E AD&D cleric divination spell progression — Augury through Gate, what each spell tells the caster about your party
✦ The TOEE villain matrix: Hedrack (Cleric 9), Romag (8), Belsornig (8), Tharvok Stonehand (8), Barkinar (7), Lucius Graeme (7), Alrrem (5), Kelno (5), Lareth (5) — what spells each can actually cast
✦ What Iuz, Lolth, and the Elder Elemental God personally give their priests — Boneheart fiends, yochlol Handmaidens, altar-shard scrying, the Crook of Rao restriction
✦ The "When Does the God Answer?" rulings table — frequencies, reliabilities, offerings, and the cost of asking a god
✦ Tracking Timeline #1: What happens after the Moathouse falls — hour by hour, day by day
✦ Tracking Timeline #2: What happens after the Sepulchre-Priory of the Azure Oath falls
✦ Practical DM implementation rules: roll secretly, stagger the reactions, let players disrupt the divination chain

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