Region E for me was such a mess, I actually ended my campaign early.
The party defeated seraxes, returned with the charter and a staff, used it to push the inevitables into understanding they've broken the charter, then sent them back to their plane for reprograming. When they returned, the celestials did what any good law abiding society would do when they hear of a high security jail break. They sent overwhelming force to curtail the rebellion. The reenforcements escorted the PC's out, and we got on with our campaign.
My honest suggestion is to take out the celestials, leave hints of thier recent occupation.. have the inevitables completely insane and unrecoverable, and all the wards have failed, but could be restored if the PC's work fast.
It basically requires a large rewrite of E.
I may push the other pieces of the dungeon as solo dungeons in my new campaign, but I won't run it again as a full campaign.
The party defeated seraxes, returned with the charter and a staff, used it to push the inevitables into understanding they've broken the charter, then sent them back to their plane for reprograming. When they returned, the celestials did what any good law abiding society would do when they hear of a high security jail break. They sent overwhelming force to curtail the rebellion. The reenforcements escorted the PC's out, and we got on with our campaign.
My honest suggestion is to take out the celestials, leave hints of thier recent occupation.. have the inevitables completely insane and unrecoverable, and all the wards have failed, but could be restored if the PC's work fast.
It basically requires a large rewrite of E.
I may push the other pieces of the dungeon as solo dungeons in my new campaign, but I won't run it again as a full campaign.