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D&D 5E - The Rise of Tiamat

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caves. The coughing villager is named Mend-nets

(tribal warrior).

Mend-nets is naturally suspicious of strangers, but

if any character can use lesser restoration to cure his

disease, he becomes a trustworthy ally. He won’t do

anything to hurt the village or the tribe, but he hates the

kobolds who live in the caves. The ice toads likewise

repulse him, though they also ignore him. The ice trolls

terrify him, and he has awoken several times to find a

troll hungrily peering at him from the tunnel leading

to the trolls’ lair (area 12). He tells the characters that

the creatures of the caves have been warned of their

presence, but the only chambers he knows anything

about besides this one are areas 1, 3, and 7.

3. L a r d e r

The supplies that the villagers provide for Arauthator

and his minions are stored here—mostly dried and

frozen fish, whale, seal, walrus, and giant squid, plus

furs that the kobolds fashion into protective clothing.

Fish organs, shells, bones, soft stone, and other

sundries are stored in smaller quantities, and are used

by the ice toads to make ink, brushes, parchment, and

other items for their work. A few seemingly inexplicable

items are stored away from the other supplies, including

a single steel gauntlet, a silver brooch containing a

cameo, the brass hilt of a dueling knife, and a decorative

belt buckle—bits and pieces that the villagers have

pulled from the stomachs of sharks or giant octopi that

have fed on explorers lost to the Sea of Moving Ice.

Also stockpiled in this chamber are coils of rope,

spikes, and a few pulleys. It’s clear at a glance that this

gear has come from the south and was not made by

the Ice Hunters. The kobolds use this equipment when

something—or someone—needs to be lowered down

into Arauthator’s lair through area 6. The pulley is

attached to the iron hook in the ceiling of that chamber.

4 . K o b o ld s ’ D e n

Arauthator’s kobold servants live in this chamber.

A dozen kobolds occupy this disheveled and filthy

chamber. Half-eaten fish heads and gnawed seal flippers

are tossed into corners or carelessly strewn around

matted heaps o f furs, which would undoubtedly smell as

bad as they look if not for the cold.

The chamber holds 12 kobolds when the characters

enter. A few are sleeping but most are tossing

knucklebones, sharpening blades, sewing clothing,

carving whalebone, or picking on each other. See

“Random Encounters” (above) for guidelines on how the

kobolds respond to intruders.

If the characters spend a few minutes searching the

area, a successful D C 12 Intelligence (Investigation)

check suggests that approximately two dozen kobolds

live in this chamber. Their only possessions of value are

a number of walrus tusks carved with draconic imagery,

six of which are of sufficient artistry to fetch 200 gp each

from a suitable collector.

5 J u n k R o o m

The kobolds throw their litter, food scraps, waste, wornout

boots, and other useless junk into this cavernous

chamber. Its pit-like floor is filled to a depth of several

feet, courtesy of minions that have been serving

Arauthator in this iceberg for centuries. The trash floor

of the chamber can be safely traversed, but there is

nothing of value here.

6. T h e C h u t e

This narrow cavern is the access point to the lair of

Arauthator below.

This chamber feels far colder than any area o f the ice

caves you’ve explored so far. The cold issues from a

yawning pit in the floor that twists down into darkness,

and above which a heavy iron hook is anchored in the ice

o f the ceiling. A five-foot-wide walkway extends around

both sides o f the pit, connecting this entrance to an exit

across the room. Carved into the ice o f the walls are

images o f white dragons in flight.

A visual inspection from either doorway indicates that

the walkway looks safe enough—aside from being icy,

narrow, and adjacent to an apparently bottomless pit.

The walkway that crosses the east and north sides of

the chamber is, in fact, safe, and characters can walk

along it without difficulty. The walkway that crosses

the west and south walls is weakened and dangerous.

When a character reaches the bend in the walkway,

have the player roll any die. If an odd number is rolled,

a portion of the wall crumbles, and any creature on the

walkway must attempt a D C 17 Dexterity saving throw.

On a failed save, the creature is pushed off the walkway

into the chute.

The chute drops 60 feet to the top of the ice platform

in area 16 in Arauthator’s lair. A creature tipped into

the chute slides as much as falls, taking only 10 (3d6)

bludgeoning damage when hitting bottom. The creature

must then attempt a Dexterity saving throw or fall off

the ice platform; see area 16 for more information. A

creature that jumps into the chute on purpose takes

half damage from the descent and has advantage on the

saving throw to stay on the ice platform.

7. H a l l o f G i a n t s

The bodies of some of the frost giants Arauthator has

fought and killed over the centuries are on display

in this chamber, frozen into crystal-clear ice walls.

Visibility at this level is only 45 feet, so characters

won’t be able to see much from the doorway. As they

move into the chamber, the shape of the first frost giant

becomes dimly visible at a distance of 60 feet. At 45

feet, the figure is easily mistakable for a living frost

giant standing perfectly still. At 30 feet, the characters

recognize that the giant is dead and frozen, seeing its

torn armor and the awful claw wounds in its pale blue

flesh. The hall displays the bodies of eight frost giants,

one fire giant, and one cloud giant.

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