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 Waterdeep’s harbor. Leilon’s 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. Leilon’s 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 Otiluke’s 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.