10-05-2009, 03:20 AM
(10-03-2009, 02:17 PM)theredknight_x Wrote: ...
The caves were a fresh breath of air from fighting undead and goblins over and over again. The overland travel encounters make me wonder how any trade gets done in Thay with those random monsters @_@ Sheesh
Perhaps some areas where Abberations or even Construct dungeons? And though I know the overland travel system is somewhat random it would be nice to have some more static areas where caves of earth elementals, mephits, troll lairs, things like that. They don't even have to be significantly large. A Blighted Druid grove is one idea for a dungeon that isn't a 'Dungeon', full of dire animals and blighted creatures. Another idea is portals to certain planes. An area where a party could travel say to The Elemental Plane of Fire or the Abyss for some encounters for higher level PC's to fight demons/devils/celestials or something.
I agree with the idea of "random dungeons", even if they're "mini-dungeons" in the outdoors. I like the Blighted Druid Grove idea... and the portal idea... but I'd like to also suggest the idea of occasional outposts of various factions... a Temple of Talona that's gathering forces for... whatever Talona disciples do... maybe even just insert a couple variant outdoor maps with the entrances, and maybe have the encounters on those maps keyed to whatever the "mini-dungeon" is populated with (a Gruumsh temple leads to more orc encounters, and less elf mercs... on that map)...
Add in some manticores &/or gorgons in the vicinity of the entrance... and even the higher level characters will have to be wary.
Some increased rewards to go with the increased danger would be nice. Some sort of implicating documents of ties of the Talona Temple (for instance) with a "rogue priest" of the Bezantur temple, which could lead to the high priest of the temple, upon receipt of the information, sending the players out looking for the "rogue priest" who is usurping the high priest's power by setting up a parallel church... might be complicated... but if a random building or set of outdoor directions could be fixed as a result... it could make for a longer term "quest" from a mere random encounter on an outdoor map...
(Of course... the option of the players being so evil as to then try to join the "rogue priest", or whatever, and then try to turn around and kill the High Priest... who is then replaced by the "rogue priest"... well, such duplicity is probably very difficult to script... but worth a thought.)