D&D 5E - The Rise of Tiamat
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well that a successful D C 20 Wisdom (Perception)
check or DC 15 Intelligence (Investigation) check is
needed to detect it.
Any character who eats the poisoned fish must make
a DC 15 Constitution saving throw. Faihjre means the
character takes 13 (3d8) poison damage and becomes
unconscious for 8 hours. On a successful save, the
character takes 9 (2d8) poison damage. If all the
characters are rendered unconscious by the poison, they
are tied up and carried down to area 1 in the ice caves,
where they awaken to see 5 ice toads (see appendix A)
examining their belongings.
C o n v i n c i n g t h e S h a m a n
Of all the Ice Hunters, Bonecarver is the only one whose
favor the characters have any chance of winning. She
does not initially trust the adventurers, and is as keen to
see them depart Oyaviggaton as the rest of her people.
However, she knows that the Ice Hunters w ill eventually
perish under Arauthator’s wrath, and she has long
dreamed that the totem spirits w ill send heroes with the
strength to best the dragon.
With effective roleplaying and a DC 15 Charisma
(Persuasion) check, Bonecarver w ill meet privately with
the adventurers and speak the truth of her people’s
plight. A druid, ranger, or some other character who can
truthfully express an understanding of the shaman’s
animal totem-based faith has advantage on this check.
Bonecarver is not w illing to risk the lives of her
tribesfolk in a battle against the dragon. However, she
shows the characters the entrance to the ice caves from
her hut and explains what she knows about the caves.
This includes their general layout, occupants, and the
presence of the “horned lady” (Maccath the Crimson).
Ic e T o a d s
Arauthator has attracted a number o f ice toads to
Oyaviggaton, where they help to maintain the iceberg and
the dragon’s many treasures and trophies. The ice toads
are good at this job, thanks to their exceptionally intelligent
leader, Marfulb.
Feeding on seals, sea birds, and fish caught for them by the
Ice Hunters, Oyaviggaton’s ice toads are not automatically
hostile to strangers. Once characters get inside Arauthator’s
lair, they might find that these creatures can be helpful to
their quest. Ice toads normally speak only their own obscure
language. Those in Oyaviggaton know a little Draconic and
Uluik (the language o f the Ice Hunters), but their accents
are thick and their pronunciation atrocious. Marfulb is
fluent in Draconic thanks to many hours spent conversing
with Arauthator.
When the characters encounter ice toads, their intelligence
won’t be apparent until they act or attempt to speak. Even
then, characters might not recognize the ice toads’ croaking
as language. Ice toads move on all fours, but their webbed
front feet are surprisingly dexterous. Some carry tools and
useful items in pouches slung around their necks.
Ic e C a v e s
Beneath the village lies a network of ice caves inhabited
by Arauthator and his minions. Two entrances lead
into the caves from the village: one hidden inside the
meeting hall and the other inside the shaman’s hut. The
dragon enters the caves by way of underwater tunnels
that connect to his lair chamber, but these are too deep
and well hidden to be used by the adventurers.
G e n e r a l F e a t u r e s
With its caverns carved out of the glacial depths of the
iceberg, every surface in Oyaviggaton is made of ice.
Ceilings and Walts. Most passages in the ice caves
are at least 15 feet wide, and ceilings are 20 feet high
unless noted otherwise. The walls are intricately carved
with draconic imagery, pillars, cornices, filigrees,
buttresses, leering dragon faces, and other decorative
flourishes. This work has been done by kobolds in
Arauthator’s service, and its quality varies widely.
Floors. The floors inside the iceberg are worn glasssmooth
from decades of traffic. Arauthator, the ice trolls,
and the ice toads move across the slick ice with ease
thanks to claws and bony spurs on their feet that give
them traction. The dragon’s kobold servants wear spiky
crampons made of animal teeth strapped to their feet.
Characters without crampons or the ability to walk on
ice treat all areas of the ice caves as difficult terrain. A
successful DC 10 Intelligence check allows a character
to rig a set of crampons from items in a climbing kit,
or to convert a pair of kobold-sized crampons to fit a
Medium creature. Snowshoes are of no help inside
the iceberg.
There are no stairs inside the iceberg; the floor slopes
between areas of different elevation. Characters can
slide down a one-level ramp with ease. Sliding down a
two-level ramp (for example, from area 10 to area 9) is
automatic if the character is sitting, but requires a DC
10 Dexterity (Acrobatics) check if the character tries to
slide down while standing. Characters equipped with
crampons cannot stand, but can treat ramps as difficult
terrain. Moving along a two-level ramp with crampons
also requires a successful D C 12 Dexterity (Acrobatics)
check. Characters without crampons can climb a onelevel
ramp with a successful DC 15 Dexterity check,
or can climb a two-level ramp with a successful D C 20
Dexterity check. Acrobatics is of no use to these checks,
but using a climber’s kit grants advantage on the checks.
Any failed Dexterity check to move on a ramp results
in the character sliding to the bottom of the ramp and
falling prone.
Light. The interior of Oyaviggaton is filled with dim
light by whale-oil lamps that are kept filled and lit by the
kobolds. The light is for the benefit of the ice toads, who
are the only residents of the caves who need light to see.
Temperature. The ice caverns are cold, with the
temperature in most chambers hovering around 20
degrees Fahrenheit. The white dragons, the ice trolls,
and the ice toads don’t mind the cold. The kobolds and
Maccath the Crimson bundle up in furs and warm their
living quarters with small stoves that burn whale oil
supplied by the villagers. As long as the characters wear