D&D 5E - The Rise of Tiamat
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During this interaction, allow the characters to
attempt D C 20 Wisdom (Perception) checks. A character
who succeeds notices several villagers slipping away
one by one and disappearing into the meeting hall.
From the hall, the villagers descend into the ice caves to
warn Arauthator’s servants that strangers have come,
then quickly slip back up to the surface.
Encounters in the ice caves assume that the presence
of intruders on the iceberg is already known. If the party
has maintained stealth since they arrived, they have a
chance to surprise creatures in the ice caves.
dialect. The Ice Hunters have two main interests:
finding out why strangers have come to Oyaviggaton,
and getting them to leave. They lie freely and well,
telling tales of sea monsters and ravaging scrags in
the area. If the characters ask about Arauthator or
other dragons, the shaman claims a dragon known as
Old White Death was killed a year ago by frost giants.
She describes the heap of whale and seal bones on
the waterside ice shelf as all that’s left of the monster.
Otherwise, the bones are described as evidence of
monstrous predators in the area.
W hile Barking Seal and Bonecarver speak with
the adventurers, the other members of the tribe circle
around the party, frowning and muttering as the dogs
growl. Eight warriors lope off with their weapons
toward the icy staircase and the ice shelf below, where
they keep a cautious eye on Frostskimmr. Wizards,
sorcerers, and warlocks among the party attract
scornful looks. Do your best to communicate an
atmosphere of tense hostility to the players.
Any crew member accompanying the characters can
point out that this behavior is highly unusual. Though
the Ice Hunters avoid contact with outsiders, they are
almost never hostile.
A n H o n o r a b l e D u e l
The Ice Hunters are determined not to allow the
strangers inside the village hall, where they might
discover the entrance to the ice caves. They know that
letting powerful adventurers get past them into the
dragon’s lair means torture or death for every adult and
child of the tribe.
As they stall for time, Barking Seal, Bonecarver, and
Orcaheart are also sizing up the adventurers’ strength.
If the characters refuse to leave the iceberg, Barking
Seal proposes a contest: the village’s champion against
any warrior among the strangers. If the champion wins,
the characters must hand over some of their fine steel
weapons and sail away immediately, never to return.
If the adventurer wins, the strangers w ill have earned
their place among the villagers. They can spend the
night in the village, after which Bonecarver w ill answer
their questions to the best of her ability.
If the characters agree to the duel, one of them must
fight Orcaheart one-on-one. No magic is allowed, but
if the character possesses a magic weapon or magic
armor with no obvious effects, the villagers are unlikely
to notice. The fight continues until one contestant is
unconscious and dying. (Allow Orcaheart to make death
saving throws if he drops to 0 hit points.) At that point,
the match ends and each combatant’s allies can step in
to provide healing and assistance.
During the fight, a combatant forfeits if he or she gains
assistance of any kind from allies. Despite this, however,
Bonecarver aids Orcaheart during the fight if she can.
She positions herself so that when he is struck, he can
fall backward and land in front of her. When she helps
him back onto his feet, she surreptitiously casts cure
wounds. If a player states specifically that a character
is watching the crowd for signs of interference, that
character can attempt a DC 15 Wisdom (Perception)
check. Success means that Bonecarver was spotted
in the act, though she denies providing assistance if
accused of cheating.
I c e H u n t e r H o s p i t a l i t y
If Orcaheart loses the match, the Ice Hunters go
through the motions of honoring their pledge. They
offer to let the characters sleep in the village storage
hut, which barely qualifies as shelter. Bonecarver brings
them a platter of slightly spoiled raw fish, explaining
(truthfully) that her people prefer the tanginess of meat
that’s gone past its prime. The fish won’t hurt characters
who eat it—but the poison Bonecarver added to it will.
The sharp tang of the fish covers the bitter poison so