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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

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