At the END OF THE CAMPAIGN... the logic falls apart entirely. This material is from a thread from Justin Alexander - he says it really well
Ending Option #1
One way the PCs can end the campaign is to
activate the 'Reset Obelisk and save Ythryn' ending of the campaign.
How do they do this:
1. They take Iriolarthas' staff of power (within Ythryn).
2. They use it to activate the obelisk.
Seems simples!!
However - there is a problem here!
Since Iriolarthas (the demilich) has spent 1800+ years trying to solve this problem. Despite his "best efforts" he's been unable to do so, despite having access to everything he needs.
A - the text states he is only a demilich since he cannot access his phylactery (its trapped under ice) -but this is a misreading of the rules about the phylactery - since it only has to be on the same plane as the demi-lich.....thus...??!!
B. But the problem here is that:
(i) The city is stuck because X needs to be done. (X = get staff)
(ii) X could have been done at any time. (Since Iriolarthas has his staff - although in the adventure it is not on his person but hidden in the rubbish in his library...??)
And this doesn't make sense. Nor will it make sense to any of my players who all are smart (one incredibly so) and experienced gamers... and I am sure this is the case for many gaming tables......
Thus the only solution seems to be - and an easy one here to boot: the GM needs to add an out-of-context element - ie: the staff of power is outside of the city (not in the demi-lich's library) - in a ruin such as that sole Spire of Netherill - which would force the PCs to leave the city, get the thing they need, and then come back. Which would also help with some of the timeline issues the finale struggles with.
Activating the Obelisk creates other problems too.... (going back in time - so you may want to change that too!)
Ending Option #2
The Pcs use the Ythryn mythallar to cast control weather and end Auril's winter!
Problem: This doesn't actually work.




Like WTF!
1. it can only change the temperature from "arctic cold" to "cold". For 8 hours. As long as the user concentrates.
2. PCs have to do this 3 times per day for it to work, whilst concentrating.
3. It only effects a 50 miles radius, which isn't far enough to reach all of Ten-Towns.
On the other hand, as JA points out, it's nice to have an alternative resolution to the Auril's winter plot than killing Auril... except not really. Because the adventure says that using the mythallar immediately causes Auril to show up and fight them to the death.
So it's all pointless.


[I like the idea of this working - so it needs some work to be changed!]
Ending Option #3
24 hours after the PCs enter Ythryn, Auril shows up & then she fights to the death.
Mostly I/ JA & others I have chatted with don't understand the timeline here.
- The PCs reach Ythryn.
- 12 hours later, competing archaeological teams arrive in the city.
- 12 hours after that, Auril shows up, summarily executes the competing archaeological teams, and triggers the endgame.
Which really misses the point of this awesome city Ythryn and what you can do with it.
Instead JA encourages us (& I wholeheartedly concur):
Ending Option #3 solution:
- Roleplay the arrival and interaction of different Arcane Brotherhood teams - led by Avarice & Vellynne. Get the PCs in conflict/ negotiating with these groups as they search the ruins for magical goodies/ lore/ etc. Roleplay the Big Bads & their minions to the hilt.
- Use Monte Cook Games' Arcana of the Ancients for 5e (it is awesome) and use it to seed up some "sifting through the ruins" combined with neighbourhood/ zone explorations
- Load it all up into your campaign status document. Push some internecine espionage as the teams spy on each other's efforts, steal their field notes, etc.
Despite doing all of that, it still does not solve the issues of #1 and #2....