My recent original D&D sessions (as opposed to the AP games I'm running) have been set in a dungeon. The PCs have been diverted into a branch of the dungeon that actually doesn't have much to do with their quest, but they've been enjoying the old-school feel of the "meet monster, kill it" with variations. Like the Vitreous Drinker that was happy to let them into the "secret" part of the dungeon, in exchange for them killing a Horned Devil somewhere below. And the Spirit Hags, Agnes and Esmerelda who plied the party with cordial and chocolate cake (poisoned, of course!).
When preparing these dungeons, I made up a list of all monsters in the proper EL range (11-14) from the MM, MoF, MM2, MM3, MM4 and FF - as my own computer went ka-boom back a month or so ago, this is all on paper. Effectively, I've got a bunch of random encounter tables for levels 11-14, which I've been using.
I get some really weird monsters, but - hey - these dungeon levels are connected not only to the Underdark, but also the Abyss and Hell by a couple of portals. So, the party get to fight such strange monsters as Shrieking Terrors, Ghour demons and Knell Beetles.
All of which are giving the party a really great time.
Added to this are the new magic items from the Magic Item Compendium. What's really nice about the MIC are the random generation tables: they smooth out item creation. Instead of occasionally finding a horde with 4-6 items in it, normally they get 1 item per treasure encounter. Some of the items are really cool; others would be cool for a different group.
At the beginning of last Sunday's session, I decided I'd begin the session with a "Roll for Initiative" encounter - the nagas, annoyed that the party hadn't succumbed to the poisoned treats, came with a horde of orcs and ogres to have their revenge. Well, 6 orcs and 1 ogre.
I hadn't actually planned this. I was just looking at my notes (very minimal, I assure you), and decided that as the party had camped at the end of the previous session, this was the time to attack. Normal orcs would be too weak, of course.
MM4 to the rescue! Suddenly those Orc Barbarians and the Ogre Tempest entry turned out to be very, very useful. Attack!! The result was a really enjoyable combat, for the orcs were a credible threat, even to this experienced party of heroes, and the PCs got to use a variety of manuevers and special abilities to win the battle.
We used D&D miniatures and Dungeon Tiles to help show all of this; although we didn't worry so much with using the right miniatures. Orc Skeletons, and Ogre and some other large minis for the Nagas. Oh well. Better if they're right, but there are times when proxies work fine.
Now, the Knell Beetles, later in the session... they were fun!
Cheers!
When preparing these dungeons, I made up a list of all monsters in the proper EL range (11-14) from the MM, MoF, MM2, MM3, MM4 and FF - as my own computer went ka-boom back a month or so ago, this is all on paper. Effectively, I've got a bunch of random encounter tables for levels 11-14, which I've been using.
I get some really weird monsters, but - hey - these dungeon levels are connected not only to the Underdark, but also the Abyss and Hell by a couple of portals. So, the party get to fight such strange monsters as Shrieking Terrors, Ghour demons and Knell Beetles.
All of which are giving the party a really great time.
Added to this are the new magic items from the Magic Item Compendium. What's really nice about the MIC are the random generation tables: they smooth out item creation. Instead of occasionally finding a horde with 4-6 items in it, normally they get 1 item per treasure encounter. Some of the items are really cool; others would be cool for a different group.
At the beginning of last Sunday's session, I decided I'd begin the session with a "Roll for Initiative" encounter - the nagas, annoyed that the party hadn't succumbed to the poisoned treats, came with a horde of orcs and ogres to have their revenge. Well, 6 orcs and 1 ogre.
I hadn't actually planned this. I was just looking at my notes (very minimal, I assure you), and decided that as the party had camped at the end of the previous session, this was the time to attack. Normal orcs would be too weak, of course.
MM4 to the rescue! Suddenly those Orc Barbarians and the Ogre Tempest entry turned out to be very, very useful. Attack!! The result was a really enjoyable combat, for the orcs were a credible threat, even to this experienced party of heroes, and the PCs got to use a variety of manuevers and special abilities to win the battle.
We used D&D miniatures and Dungeon Tiles to help show all of this; although we didn't worry so much with using the right miniatures. Orc Skeletons, and Ogre and some other large minis for the Nagas. Oh well. Better if they're right, but there are times when proxies work fine.
Now, the Knell Beetles, later in the session... they were fun!
Cheers!