The End - The Coming Cold
It's been very interesting to kind of "restart" this campaign. But
first, let me explain why I stopped.
This adventure started March of 2011 and ran for 6 months. The
previous adventure where they rescued the forest was fun but it
didn't really challenge them as much as I wanted. There was only the
very occasional battle where they were fearing for their lives!
I made this adventure to be one that was almost (emphasis on almost)
impossible! One that would challenge the almost god like powers of a
group who didn't really see their importance to the area. It turned
out to be too tough in a way.
The basics:
Keh'eahmana
the Xixrcal who was the son of Auril the Frostmaiden and a frost
giant.
@speed 60-48 mi per day or 4mph so @Speed 90 +1/3 call it 1/4 = +1
mph or 5mph
Xixecal - Keh'eahmana moves at 140' or 125 mi per day. This will
take him to the edge of the Mere of Dead Men
This will take him past Leilon
I won't take full responsibility for the difficulty with running an
adventure so hard. It was partially that the group was unwilling to
put their best characters to be run as NPCs in this really killer
adventure which when combined with an increasingly full schedule of
events made it hard. Eventually I realized that they would rather
play a different campaign than risk their chars on this adventure.
AND 2 YEARS PASS......
I continued to hate the fact that the party never finished their
last adventure. It is difficule (and getting harder) to schedule
game time where everyone can play. But I kind of made it a big deal
to pull it together and this weekend 5/4&5/2013 is the time. It
is very important to make the rest of this adventure less about the
rules and more about the story. I will try not to miss a single
opportunity to jog their memory, pull at their heartstrings and
otherwise wallow in remembrance of day (and characters) gone by.
The story brought forward:
"The Local 509 and their allies Aladria and Malchor surged into the
great globe of white blizzard. Inside they were attacked by all
manor of terrible creatures. The
battle lasted around 10 minutes.
The party whites-out for a moment. They awaken a moment later to
find themselves in the snow to the E. of the creature just outside
the globe of frost. As they awaken the see an apparition of a
man dressed in black with a black staff. His voice comes to them
from a long distance away it is echoy and silibant but clearly
understandable
"You have fought valiantly and have been successful at removing
the allies of the creature for which you will receive thanks. But
you must know now that you can not prevail against this foe
without allies of your own.I am gathering our forces as you see
this. We must sacrifice the city of Neverwinter to gain time to
face this creature again. The clerics and farmers of Goldenfield
along with the elves of the Neverwinter Wood have brought all the
people of that city into the safety of the trees. I have called a
great muster in the city of Leilon. Join us there as soon as you
can. You shall see old friends and strength enough to restore your
hope."
What god was Keh's father or mother) - Auril NE Air, Evil, Storm,
Water - Ice Axe named Icemaiden's Caress (As a Battleaxe) -
portfolio is Cold, winter and his father was a Frost Giant.
Kelban casts his Magnificant Manison spell and they rest for 24
hours and get the benefit of a Hero's Rest spell.
They exit and talk about their plans.
Divination - "When will Keh' go into his low activity phase".
"His hour will come at the darkest part of night before the sun will
rise over the mere"
Leader: Tobin
It is 10:00am when they exit the mansion.
At 10:30 Phantose gets there with the Lucky Lady.
At 11:00 they head out in the Lady and get to the monster in an hour
1/2 mile away.
They want to do a reconnoiter perhaps. - Timber-Goes
Falcon/CapeofCamelion, Kelban-StoneStag, Phanto, Tobin, Stallen
Spells - Telempathic bond, Status, Ring of Camelion, Falcon, Phantom
Stag, Phantom Steed, Greater Inivis They all move 220' Keh' moves at
140.
They get 500' high.
Kelban swoops down and casts gust of wind to see inside the cloud. A
Frost drake comes out to attack them
file:///C:/Dungeons_And_Dragons/AllMonsters/drake.html#_drake,-frost
Frost Drake hp 94 (8d12+32) -33 -19-12-17-28
Init: Gal-32, Ino-28, Fant-25, Aril, Amol, Alad-22, Pi, Des-23,
Alust,Tob,Tim-19, Krom, Vict-17, Lodin, Malcor-16, Kilana-15, Tol,
Kel-13 Frost Drake-10, Stalen-8
Round 1 - Sign, Nerve Skitter @1400' Fireball by Kelvan
Round 2 - Gal-Rod of Emposerment/Meteor Swarm
The drake dies!
Kelban, stallen, Tobin, Phanto go to check out the trail it has
left. They don't see any of the worm tunnels. They see fewer signs
of intentional random damage as most of the dragons and other
creatures are gone. In fact, the Ancient White Dragon is the last of
the creatures brought down from the N. It will take 1/2 hour.
They head out to sea for a while while Phanto feeds them a fish
lunch and the decide to leave the lower level folks back at the
roudoubt.
Mystra will visit them to provide encouragement and major help. Here
is how she might appear to them.
Remote Communication from Mystra appears to all of them saying "
All the spells in the d20 Spell Compendium are usable for this
adventure.
Everyone gets 18000 EXP!
They are dorpping off the follwoing to guard their flank
Kilak, Kilana stay behind
They all return to Leileon and get off.
The next day (cinco de mio!), the game begins!!!
3:30 3 hours before dawn They are on the Lucky Lady flying over head
of Keh
Heros Feast for an hour. +14HP
Gal starts tatooing the folks - +1 level (gal and vict and amol,
ariel, phanto) +2 to attacks( Tim, Pi, Krom, Tobin), Greater Mage
armor (Gal. and Tobin) Forgsight, moment of presience, nerve
skitter,
Summon Elemental Greater Plainer Binding by Kelban
Kelban summons Drachoole
Des - Bulls strength Staff, Message,
Ino-Spell Resis, Prayer, Shield, Mage Armor
Phanto-Rest. Enery mass cold and fire, Showshoes mass, Enlarge
person mass, Bless, Death ward mass
Timber - barkskins, bull strengths
Vuictorex- Status, conviction mass, Right.Wrath of the faithful
There is talk about flaming oil on the creatures head There are a
dozen bottles on the ship.
They summon Saint Slacu who take 1/2 hour to get to them. He says he
can't activly help in their violent act, but he give each of the 509
a Bottle of smashing that activates a cure serious wound mass spell
at 18th level.
They do a bunch of spells on themselves and wait for word that the
creature has gone to sleep.
They wait for word he has stopped and they will begin casting
spells, then Kelban will use a wish to take them all down to the
position around the creature.
Kelban gets the word that Keh is asleep.
Kelban casts a wish spell to "I wish for me and my aliies to be in
position around our foe Keh". They cast a bunch of spells that will
last for 19 to 20 rounds.
Presents of Mystra
Summon Flame Elemental - Druid
Scroll
Ring of Assay Spell Resistance Potion - +10 to spell resist rolls
Blades of Fire Oil - +8 to dam
Scroll Summon Natures Ally Kahhhhhkahk the Fire Elemental - 9th
Level, Cast as Miliki (max HP)
Holy Pipe of Smiting - As a Holy Smite spell, but range is "Long"
and No Spell resistance - Save DC 30
Ioun Stone Orange +1 Caster Level
Beads
Carpet of flying
Robe of the Archmagi
Winged Boots
Belt Of Giant Strength
Amulet of Natural Armor
Strand of Prayer Beads
Tobin-16,
"It only takes seconds to see, but it is something you all agree
later will never be forgotten. Near the >pick something< you
see an area of empty air about 10' square suddenly seem to turn to
hundreds of shining sliver strands of energy. The twist around each
other and see to pulse with every sound and every movement in the
room. The gasps of the onlookers make some of the strands shine
brighter. 7 of the large strands break off of the skein and being to
twist themselves into globes. The 7 globes turn into 7 stars that
shine so brightly you can barely stand to look at them and yet you
can't look away either. They arrange themselves into the shape of an
arch and some strands of the silver strands begin to writhe and turn
red. They form themselves into a red river the flows upward to the
center of the star at the top. The arch of stars turns into sliver
hair and the red river of energy withes again and assumes a human
shape. The shape resolves itself into a woman 12' tall with black
hair, a dress of black and blue silk and high black leather boots.
You've seen her before. It is the goddess."
Mystra Effects
Divine Aura@ Rank 18 - Resolve +4 to all within 18 miles - Speak to
all w/in 1 mile - Speak to anyone specifically
Time Stop as they take stock of what they saw.
Next Day in real time a few moments of game time.
Init: Aurel-38,
Gal-30, Des, Vict-28,
Phant-27,
Keh, Scar, PisheoP-26,
AlustrielP, Malchor, FShhah,-22, Lilana -21, Fuhh-20,
LodinP, Ariel-19 , Stallen, Timber-18, TolgarP, KromP-17,
Frost criters, Amol, Kelban-13,
Inoyash, Drachole-10
Immune to all drain spells
Round 1 - They teleport down in position around Keh
They see the ancient white dragon lying invisible right in front of
Keh. Kelban sends a message to Drachoole of this and Drachoole roars
"Scarvexion, it it time for a reckoning!" The head of the white
dragon looks to the sky and you see Drachoole turn and begin
swooping down toward the battle.
Keh
2,226 - 33-Vict, -22 Pi, -20 Fshahh, -26 Lodin, -42 Ariel, -40 Tim,
-20 Krom, Kelvan-11-7-10-17, Gal-32-12,18 = 310
Marp -40, Ariel-28, -23 Stallen,
Round 2
-63 Des, -Vict-15-20-36-57, Phant-11 str, Malchor-10 to dex,
Lodin-17, Ariel-33, Stallen - 1/2 all HP down to 602, Tim-11,
Tolgar-42, Kel-19, Amol-73, Krom-62 + 30
Round 3
Gal-34,38,42,30 Des-27, Vict.-27, Pi-22,14, Alad-37,
Melch-2,15,12,13, Fshhhah-8-6,Lodin-6, Ariel-32, Stallen-31,
Tim-3,4,4, tolgar-33, Krom-16-20,2, Amol-79, Kelban-60,Ino-65
Round 4 - 962 Left +30=992 left
Gal 12, 19, 12, Des-60, Vict-36, Phant-39, Pi-7, Mal-140, Lodin-3,
Ariel-F.Ball-44, Stallen -1/2 Total HP, Timber -6, Tol-38, amol-30,
-9 kel, Inoy-14 HP - 212 left
Round 5 - 212 Left
Gal Rock2Lava-21Inc Cloud-12,28,11,11, 20--, Des-120,
Vict-FStorm-64, phant-F. Of Purity, Fahh-8 Fak-,7, Ariel-Avasculate
-1/2 Has 40 HP left. -3 TIm
Round 6 - HP 75
Aurel-Heal critical (45HP)=120 HP, Heavenly host - 8 lantern
archons, Godly Bless on Keh, -21 Gal, Disinteg,-20, Des-40, Vict-47,
Phant-12, Tim-28, Next hit will kill him!, Ariel -17 It goes down!!!
, Stallen - 57
Round 7
Malchor-F. Ball
Aurel the frost maiden appears with 4 snow devils in tow. Her
godlike visage is not enough to harm the party. She then cases
Clutch of Orcus -1 HP st VS 45 or paralize.Malchor banishes 3,
Frost Demons - SR=10, AC 28, HD 16+40, =HP 87 2 att -
D8+10 - BAB 18
A
87
B 99 Kelban banishes it
-10-6 Flame
Scarvexion 475 - Vict-67, Phan-45, Pi-15, Phan-14,
28 Krom 61+24+43+33+5=166 HP - 86 HP left from Drachole. -28 Phant,
Dracool is killed and is down 23 pts
-32 Des
-36 Bal
-18 Archer
-21 Stallen
Time Stop
5/11/13
The next game is starting at 1:00
Gal 12, 19, 12- 2 to attack saves and AC
Round 1 - Gal. Spell enhance then spell vulnerability,
Des-Blink Greater, Vict-Spell Assay Resis, Destruction,
Phant-Mud2roc, Scar breathes from in the stone and Keh frees himself
from the stone and throw at Lodin - pish arrows, Alust-Shout no dam,
malchor-imprisonment, Ariel-Orb of force, Stallen-Stag flying and
Improv., Tolgar-earthquake, Amol-Miracle no Spell Res. on Keh,
Inoyash-flys carpet, Kel-Commet swarm
Round 2 - Gal-Time Stop, Transmute rock to lava X2, sphere of
distruction, True strike on Krom, Vict-Time Stop,Energy drain-5
levels, Destruction-Flame strike-Firestorm-Phant-bombardment,
ariel-orb of acid, Stallen-Assay, Avasculate, Tolban-flame strike,
Kelban-Incendary cloud, Ino-flies the carpet, Amol-Firestorm
Round 3 - Gal-TimeStopx3,meteor swarm, Krom Weapon of energy,
Lodin weapon of energy, Des-Orb of force, Vixct-f.strike, Keh brings
the storm!, Allustrial-F.Ball, Malchor-M.Swarm, A riel-Orb of acid,
Stallen-Orb of acid,
tolgar-f.strike, Amol, Firestorm,Kelban-D.Blast F.Ball, Ino-
Round 4 - Gal-Scor.Ray-, Des-Emp. Fireball, Malchor-M.Storm,
Vict-F.Strike, Phant-F.Strike, Alust-Dimensional Anchor,
Stallen-Avasculate, Amol-F. Strike, Kel-G. Banishment, Inoy-Destru
Round 5- Gal - Rock 2 Lava, Des-E.F.Ball, Aurel appears
and heals him 150hp., Amol-Miracle-Remove Aurel, Kelban wand of
banishment,
Round 6
Vict-FStrike, Phant-Sunbeam, Ariel-M.Missle, Stallen - Orb of Acid,
Amol-F.Strike, Kelban-Banishes
Round 7
Aurel does Divine Storm, Heal son 45 he gets 30 heal and is up 75,
MMissle one on each, Gal-Whisper Wind to Kilana "Come!", Des flys
down and says "To me! To Me!" Prot. Evil, Vict-heads off toward
drachoole, Phanto heads off and f.strike on the white dragon.
Stallen Orb of Acid, Vict-Heal on Krom
Round 8
Vict-Heal on Dracool but it is dead, Phant Dagger Stance and Stag
attacks,
They end up back in Waterdeep in the Jade Jug
They take a bunch of dragon scales and then bury Drachole and burn
the White dragon
5-212
Dice indicators - d6=Enlarged, d8=Invis, d12 Flying
LANTERN ARCHON
Small Outsider (Archon, Extraplanar, Good, Lawful) Hit Dice: 1d8 (4 hp) Initiative: +4 Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 15 (+1 size, +4
natural), touch 11, flat-footed 15 Base Attack/Grapple: +1/–8 Attack: Light ray +2 ranged touch (1d6)
Full Attack: 2 light rays +2 ranged
touch (1d6) Space/Reach: 5
ft./5 ft. Special Attacks:
Spell-like abilities Special
Qualities: Aura of menace, damage reduction 10/evil
and magic, darkvision 60 ft., immunity to electricity and
petrification, magic circle against evil,
teleport, tongues Saves: Fort +2 (+6 against poison), Ref
+2, Will +2 Abilities: Str
1, Dex 11, Con 10, Int 6, Wis 11, Cha 10 Skills: Concentration +4, Diplomacy +4, Knowledge (the planes) +2,
Listen +4, Sense Motive +4, Spot +4 Feats: Improved Initiative
Environment: A lawful good-aligned
plane Organization:
Solitary, pair, or squad (3–5) Challenge
Rating: 2 Treasure:
None Alignment: Always
lawful good Advancement:
2–4 HD (Small) Level
Adjustment: —
Lantern archons appear as floating balls of light that glow about
as brightly as a torch. Only their destruction can extinguish the
glow, though they can try to hide it.
Combat
A lantern archon has little reason to get within
melee range. It usually hovers just close enough to bring the
enemy within its aura of menace, then blasts away with its light
rays. Lantern archons prefer to concentrate on a single opponent,
seeking to reduce enemy numbers quickly.
Aura of Menace (Su): Will DC 12 negates.
Light Ray (Ex): A lantern archon’s light rays have a range
of 30 feet. This attack overcomes damage reduction of any type.
Spell-Like Abilities: At will—aid, detect evil, continual flame. Caster
level 3rd.
DRAGON ALLY, GREATER
Conjuration (Calling) Kelban calls Drachoole
Level: Sorcerer/wizard 9
Effect: One called dragon of 22 HD or less
This spell functions like lesser dragon ally, except you can call a
single dragon of up to 22 HD.
XP Cost: 500 XP.
LEILON
This small human mining town sprawls along the High Road, on the
Sword Coast. It lacks walls (an earthen bank surmounted by a wooden
palisade shields it from the landward side, but where the road
pierces these works there are no gates), and also lacks a proper
harbor. A dozen massive, battered barges are loaded in the shallows
in the spring and summer, and are poled and then rowed out to meet
ships and unload by means of rickety cranes that rise from the stems
of the barges into their holds. Needless to say, this is a
fair-weather operation only, and tricky even then if the wind is
fresh and the seas high. Increasingly,
Waterdhavian entrepreneurs have sent wagons north to buy the copper,
nickel, and silver of Leilon at bargain prices and take it south to
sell at Waterdeeps harbor. Leilons mines are guarded by the
Lances of Leilon, a force of some two hundred fullyarmed, mounted
lancers used to fighting off pirates, orcs, bugbears, and trolls.
Each lancer carries an axe and knife, usually a sword of some sort,
his lance, and a light crossbow which he is experienced in firing
from horseback. Leilons total population is some 3,000; its ruler
is Pelindar Filmarva, Lord of Leilon. Leilon is a firm ally of
Waterdeep, and considered a friend of the Lords Alliance. He will
be warned
The Dire Winter Mist
The Xixecal is surrounded by an Obscuring
Mist that surrounds the entire group extending 1000'
around the Xixecal and 50' high. The creatures do not need this mist
and will leave it to peruse attackers. The Hoary Hunter even has a
mist that travels with him, but the other creatures do not. The
vapor obscures all sight, including darkvision, beyond 5 feet. A
creature 5 feet away has concealment (attacks have a 20% miss
chance). Creatures farther away have total concealment (50% miss
chance, and the attacker cannot use sight to locate the target). A
moderate wind (11+ mph), such as from a gust of wind spell,
disperses the fog in 4 rounds. A strong wind (21+ mph) disperses a
40'x40' area of fog per round. A fireball, flame strike, or similar
spell burns away the fog in the explosive or fiery spell’s area. A
wall of fire burns away the fog in the area into which it deals
damage. However, the mist will return in 5 rounds; emanating from
the Xixecal at the rate of 20x20' per round
Dire Winter (Su): A xixecal always stands at the
center of a permanent dire winter (epic spell) spell
effect. If dispelled, the effect returns 1 minute later- the only
way to permanently remove the effect is to slay the xixecal
that generates it.
Range: 1,000 ft.
Area: 1,000-ft.-radius
emanation
Duration: 20 hours
Saving Throw: None
Spell Resistance: None
To Develop: 2,871,000 gp; 58
days; 114,840 XP. Seed: energy (emanate 2d6 cold in 10-ft. radius)
(DC 19). Factor: 100 times increase in base area (+400 DC).
Mitigating factor: burn 10,000 XP (-100 DC).
The creature or object targeted emanates bitter cold o a radius of
1,000 feet for 20 hours. The emanated cold deals 2d6 points of
damage per round against unprotected creatures (the target is
susceptible if not magically protected or otherwise resistant to the
energy). The intense cold freezes water out of the air, causing
constant snowfall and wind. The snow and wind produce a blizzard
effect within the Area.
AURIL (AWE-rill) - Frostmaiden - Goddess of Cold - NE - Demipower -
Pandemonium
Symbol: A white snowflake painted on a grey diamond, long axis
vertical.
NOTES: This demipower is portrayed as a beautiful blue-skinned
maiden garbed in a mantle of white. Auril is connected to Talos. Her
personal powers include double-strength cold spells such as ice
storm, and Otilukes freezing sphere, and an icy breath (effect of
cone of cold) that kills plants on contact (saving throw if
applicable), and has the effect of a successful crystalbrittle spell
on all metal it touches.
Auril (awe-ril), the goddess of cold and winter, is neutral evil.
Her titles include the Frostmaiden and the Cold Goddess. She is, not
surprisingly, a cold and heartless goddess who would like nothing
more than to bring eternal winter to the face of Toril. Her faith is
strongest in the wintry north of Faerun, where she bids her
followers to quench all warmth and the revel in the cold. They are
to cut down the trees that block the winter wind and to knock holes
in building walls so all can feel the icy breath of the goddess.
BRIAR WEB
Transmutation
Level: Druid 2, ranger 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius spread
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No
The spell’s area becomes difficult terrain, and creatures move at
half speed within the affected area. Any creature moving through the
area also takes 1 point of nonmagical piercing damage for each 5
feet moved. A creature with freedom of movement or the woodland
stride ability is unaffected by this spell.