I think this is a very good point, and consensus was probably unattainable from the beginning, simply because of widely varying play styles.
I did enjoy looking over your characters to see what was going on there, and what choices you'd made. Did you ever post a wizard spell list? It would be pretty cool to puzzle over the spell choices you've made.
A spell I had good fun with was animate objects. I had a bunch of small metal darts made in packs of 10. I would use animate objects to turn them into vicious attackers while casting spells. Not so great against things with magical resistance, but fun and can do a lot of damage in the right circumstances.
[MENTION=6788736]Flamestrike[/MENTION] And this for 5, 13th level PCs, what was the magic item limits again?
I think I may run this with the level 14 characters I used for a one shot against a demi-lich, since my players are semi familiar with them, adjust them to level 13 of course
Fire Genasi Evoker
Human Battlemaster
Wood Elf Cleric of Mystra (Arcane)
Mountain Dwarf Paladin of Gorm (Oath of the Crown)
Forest Gnome Arcane Trickster
no MC
I'd say they are probably not up to maximum optimal specs, but the players playing them have been at this for 30+ years, and I'd like to test that aspect...+'s versus player ingenuity
I will knock up a party of 5 and give it a go. Better yet my group meets up tomorrow night(first time in a month yay) I may roll up some pre-Gens and see if they want to give it a go(disclaimer they are a 6man).Encounter 1:
Use large cavern map: 80' by 40'. The main chamber has a large gaping hole in the roof, about 80’ up that leads outside, which lets in considerable natural light. PC’s appear in south eastern side in a teleportation circle. The main room is otherwise empty aside from some rubble in the western section of the chamber. The whole lair has been thoroughly looted, but a PC who spends time searching this chamber finds a scroll of telekinesis in a scroll case that was left behind under the rubble (Perception DC 18). Award advantage to any PC specifically searching the rubble.
The dracolichs lair has been long abandoned by Dragotha and is currently inhabited by a hunting party of 2 Frost Giants and 4 Winter wolves that have taken shelter from the devastation outside. The winter wolves den in the south eastern side of the chamber where the PCs arrive. When the PC’s arrive the giants are to the NW quietly debating what to do next. They are spooked by the caverns and the recent goings on in the area (and by the fact they are in a dracolichs lair), and are alert when the PCs arrive. Any PC who speaks giant can make out what is being said (they are currently debating if the dracolich is going to return or not, and are extremely hungry, they are very concerned with what happened to white plume mountain outside).
If the giants or the wolves are alerted, they instantly attack (they are on edge). The wolves always seek to catch as many PCs in cold breath attacks, and then attempt to gang up on a single PC at a time if possible. Gorbarth (see below) directs his companion to engage any obvious enemy spell casters or dwarves (in giant). On subsequent turns he then directs the wolves to assist him fighting his target (they understand giant).
One of the Giants (Gorbarth) is noticeably bigger than his companion (add +2 to his Str and Con score, and increase his HP to 150). He carries a family heirloom frost giant sized axe called Frostreaver (magical Greataxe that requires attunement and deals an extra 1d12 cold damage on a successful hit) that looks as if it’s been carved out of a single piece of jagged ice. Increase his CR by 1 to reflect these changes.
Gorbarth is the leader of this warparty and while he has no interest in parlay initially (he’s hungry and sees the PCs as food) he’s spooked and wary by the recent events in the area. Any PC that speaks giant can break off hostilities and attempt to negotiate with him as an action (Persuasion DC 15 to let them pass; under no circumstances will he join the PCs on an expedition). He can also be intimidated to back down and let the PCs pass (DC 15 charisma intimidation, adjust the DC according to circumstances of the battle and the apparent strength of the PCs). Any PC that bluffs the giants by representing to be working for Dragotha as part of this negotiation or intimidation gets advantage on this check (Gorbarth is terrified of the dracolich) as do any PCs that offer the giant sufficient food for him and his warband. He automatically stands down and lets the PCs pass if his companion is killed and he is reduced to less than 50 HP.
Adjusted XP difficulty = MEDIUM (the winter wolves have a CR of 10 less than the PCs, so do not count in the XP multiplier for encounter difficulty).
Treasure: The Giants carry 250gp each and Gorbarth wears a family ring valued at 500gp. The axe is likely too big for the PCs to use. It would be worth up to 10,000gp to a collector. It is huge (15’ long) and weighs 250lbs.
DM Notes: This encounter is designed to drain resources from the party, and should require the party to consider a short rest at its conclusion, although smart/ social/ face type PCs could be able to negotiate with the giants and conserve party resources appropriately. The party should have 4 hours and 45ish minutes to complete this quest at the conclusion of the encounter. It is a 2 hour journey to WPM from this cave, leaving the party with anywhere from 2-4 short rests (depending on how swiftly they can manage to travel the 2 hours to the next encounter location, possibly expending more resources to do so).
Notes: I'll leave this open for discussion for some time and then move onto encounter 2.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.