RangerWickett
Legend
I need some help coming up with future adventures in my game. The party is going to have to go to the elemental planes of earth, water, and fire (air's already taken care of) to open seals on those planes that are keeping the world cut off from other planes. They're 11th level and I am running the game sort of like it's a video game, where each session or two is a different 'level,' with different gimmicks and challenges.
For the elemental plane of air, they had to find a runaway air elementalist at his floating monastery, and fight through his flying monk bodyguards so they could defeat him and take his ring, which connects to the plane of air.
The other three elemental guardian mages are agreeable to the party's goals, so they don't have to fight the mages, just brave the dangers of the plane, find the seal, and open it. The group is 12th level now, and I'm not too picky about balance as long as I can give them a variety of things to do. Can you help me out with some ideas for short adventures on the three planes?
I know on the plane of earth I want things to be more challenging, but they'll be going with the earth mage (their employer) so it won't be as hard. The adventure on the plane of water I might just skip unless I can come up with something supremely cool for it. The plane of fire will be very hard, because other people will be chasing the party trying to stop them, in addition to all the native dangers.
I'm not using the classic D&D elemental planes, though.
The party has 7 PCs.
After the elemental planes, the party will visit:
Any ideas for things to do there, or nifty locations or monsters to include as part of an adventure?
For the elemental plane of air, they had to find a runaway air elementalist at his floating monastery, and fight through his flying monk bodyguards so they could defeat him and take his ring, which connects to the plane of air.
The other three elemental guardian mages are agreeable to the party's goals, so they don't have to fight the mages, just brave the dangers of the plane, find the seal, and open it. The group is 12th level now, and I'm not too picky about balance as long as I can give them a variety of things to do. Can you help me out with some ideas for short adventures on the three planes?
I know on the plane of earth I want things to be more challenging, but they'll be going with the earth mage (their employer) so it won't be as hard. The adventure on the plane of water I might just skip unless I can come up with something supremely cool for it. The plane of fire will be very hard, because other people will be chasing the party trying to stop them, in addition to all the native dangers.
I'm not using the classic D&D elemental planes, though.
- Plane of Fire. Like Mercury, this is a small world so close to the sun that the surface burns with fire, and the air is too hot to breathe without magical defenses. Guarding the seal should be a classic red dragon.
- Plane of Air. This world was like venus, with thick deadly clouds low to the surface, but a high atmosphere that is hospitable enough.
- Plane of Water. Think of a wet Mars, where life can only survive under water because the air is too thin to breathe. Great flooded canyons.
- Plane of Earth. Think the asteroid belt. Millions of stones floating in a vacuum, only with gravity always pulling to the center of each stone. You can't breathe, so you need magic to sustain you, and some form of magical communication because sound won't transmit since there's no air. Some asteroids have giant parasites - rust monsters.
The party has 7 PCs.
- The thresher, a spiked-chain-wielding fighter.
- The hero, a winged demon who fights to defend the innocent.
- The tactician, a smart fighter who mostly handles mooks in combat so others can take on the big bads. The only guy any good with a bow.
- The swordswoman, a kitsune iaijutsu master who defies all attempts to work her character's backstory into the plot.
- The belligerent cleric, a man who attracts attention to himself by being an aszhole, so as to take the heat off the other characters.
- The voodoo priest who communes with spirits of the dead.
- The witch, an old crone whose goal is to confront the creator of dreams, and take her place.
After the elemental planes, the party will visit:
- The plane of space, a mental puzzle of a plane where I'd love to have strange geometries. A perfect excuse for a teleportation dungeon. Imagine a world the size of Jupiter, composed entirely of mazes.
- The plane of ruins, a prison plane where all things remain at an eternal state of near-death. This is like Pluto, the outer-most region of the local group of planes, where the dead linger before they pass on to their afterlife.
- The plane of dreams, a dreamscape created by all the sentient minds of the world, where fear or desire can be reality. This is the world's moon.
- The plane of time, where the game will climax. This plane is a huge ring around the plane of space, inspired by Halo. At the end of the game, the party is going to have to stop the villain from shattering the ring, thus destroying this universe's timeline.
Any ideas for things to do there, or nifty locations or monsters to include as part of an adventure?
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