D&D 5E Please help with suggestions for a dungeon crawl in the Plane of Earth

Gwarok

Explorer
Hey guys, so I'm putting together a dungeon crawl for my party, and before I did I was wondering if any of the creative types have any cool ideas.

Party - Only 2 players in this one. Was a solo campaign for my brother, which I like because you can tailor the storyline in a more epic "You are the chosen one" type way without hurting other players feelings, but his new roommate who'd never played DND wanted to join, and he's hooked now. Both are 13th level, a Paladin and a Warlock. Both have strong stats(especially the paladin guys got 2 x 20's and 2 x 18's naturally, what can I say, the man can roll dice) and are what I would consider noticeably stronger than normal 13th level guys. Gear is +2's on most items.

Scenario - Some Azer nobility residing on the Plane of Air contacted the players while they were in a big cosmopolitan city there on the previous adventure. Basically if you're familiar with Sepulchrave's "Tales of Wyre", I ripped off the name and city of Magaethei(sp?). The Azer wish to recover a MacGuffin called the "Heart of Fire" that was stolen from them by a Dao noble and being kept by him. Considering the dangerous nature of the mission, the Azer promised the characters the loan of 2 Rings of Earth Elemental Command for the mission. Upon completion, they eagerly accepted the reward of a team of 6 Azer smiths who would willingly constuct or build things for the characters for a period of one year. I was trying to come up with an out of the box reward. The last adventure in Magethei was largely a book keeping one, resolving loose ends and setting up the next adventure. It ended with the party being Plane Shifted to a chamber near the stronghold of the Dao noble. As it is a likely ingress point from other planes, there were 2 Dao stationed there to guard it, also conveniently providing a nice fight for the players after 4 hours of non violent interaction, however enjoyable that was. They defeated them both, which is nice since according to the XP Challenge tables it was well above both of them even set to "Deadly", but they did well. Now the party is in a room with a tunnel leading out to the stronghold. I have ruled that the Dao noble's realm is somewhat under his control, and magical flight does not work there unless it is one of his own people, putting the PC's at a bit of a movement disadvantage as the Warlock has a broom of flying. Non magical or innate flight abilities work fine.

That's where we left things. Any ideas you folks have will be read with great enjoyment!

P.S. - The Warlock took as his 7th level spell "Etherealness", which pretty much allows the warlock to scout out things to his hearts content unless there is a valid reason for me to provide a guard against that. I tend to allow him a lot of leeway so far with it as he could have picked a lot of other spells, and I like when PC's make an effort to be sneaky. But I'd also not like to have to basically hand him a map of the dungeon since he can scout at will almost. Thanks!
 

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