04.07.2023 Views

D&D 5E - The Rise of Tiamat

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

orders, which mostly means undertaking errands to

the scriptorium (area 11). She also relies on them for

cooking, housekeeping, and other mundane chores. The

moment the characters make it clear that they are here

to rescue Maccath, the kobolds make a dash for area 12.

They alert the ice trolls unless they are stopped.

Maccath knows that surprise is the characters’ best

weapon for challenging the dragon, and that he w ill not

risk dying over this single lair. Though he hates the idea

of abandoning a home with its treasure and trophies, if

bested by the adventurers, Arauthator w ill flee to one of

his other lairs.

M a c c a t h ’s B a r g a i n

Though she is a prisoner, Maccath has become

obsessed with completing Arauthator’s challenging

magical translations. Like most members of the Arcane

Brotherhood, she is dedicated to the point of arrogance,

believing that even if she is fated to die as a dragon’s

plaything, she w ill have accomplished something

magnificent first.

As such, the tiefling sets out terms for her rescue,

saying that she won’t leave Oyaviggaton without

bringing along as much of the Arcane Brotherhood’s

stolen property as she can. If the characters agree,

Maccath shares the following information:

• Arauthator is currently in area 20 of his lair, close to

the entrance beneath the scriptorium (area 11).

• Most of the material stolen from the Hosttower

is in the scriptorium, but a few items might be in

Arauthator’s lair (see “Arauthator’s Treasure” at the

end of this episode.)

• If the party seems intent on fighting Arauthator,

Maccath offers them a ring o f cold resistance and two

arrows o f dragon slaying that she has crafted during

her captivity. Though these items and her draconic

knowledge give the characters an edge, she warns the

party that Arauthator has devoured almost every hero

he has faced.

• Maccath knows the general layout of the dragon’s cavern

but not its specific dangers. Arauthator has never

allowed her out of his sight in the lair. In particular,

she knows nothing of the scrags in area 15 or the

traps in area 18.

• Two entrances lead to Arauthator’s lair—one in the

adjoining scriptorium and the other in area 6.

• Arauthator moves in and out of the lair using underwater

passages.

• The Draakhorn was here when Maccath came to

Oyaviggaton, but a group of humans wearing distinctive

robes came to the iceberg half a year ago. After

negotiation with Arauthator, they took the device

away. (The characters recognize Cult of the Dragon

regalia in Maccath’s description of the humans.) In

addition to this, Maccath can tell the characters all

the information about the Draakhorn as it’s described

in appendix B.

• Trying to escape from the iceberg on a ship would be

suicidal while Arauthator is able to attack from the

air. The dragon is content to let his minions deal with

intruders, but he w ill be alerted if the characters flee.

• Even if the adventurers have not alerted any of

the dragon’s servants, Maccath’s absence would

be reported within a day. When that happens, the

dragon w ill come looking for her and whoever

helped her escape.

11. S c r i p t o r i u m

Though this chamber is deeper than the adjacent

caverns, no mist hangs in the air here.

Three shelves stand in this otherwise empty cavern,

cobbled together out o f salvaged wood, whale bone,

pieces o f giants’ armor, and even the frozen limbs o f yetis.

A number o f scrolls, books, parchments, and folios are

carefully arranged on the shelves, all bearing the markings

o f magical writing.

If Maccath is with the characters, she can direct them

to the items stolen from the Hosttower of the Arcane.

She cautions the characters not to read or even peruse

the material for their own safety. The writings are laced

with diabolical lore that is anathema to the mortal mind.

Characters unable to read magic can’t make any

headway in the books. A character who can read

magic who examines the writings must make a DC

15 Wisdom saving throw. Success indicates that the

character recognizes the danger and stops reading.

Failure indicates the character absorbs the power of

the fiendish lore and suffers a psychic shock. W hile

suffering this shock, the character has disadvantage

on attack rolls and ability checks, and must attempt a

DC 10 Constitution check to cast a spell. On a failed

check, the spell cannot be cast, though the spell slot is

not expended. The character can make another saving

throw to end the effect each time he or she finishes

a long rest.

Arcane spellcasters can find much of value in

this scriptorium, along with much that’s worthless.

Arauthator has collected many spellbooks from slain

wizards over the centuries. More importantly for the

party’s immediate benefit, he also collected dozens of

scrolls. Though many of those here have deteriorated

from dampness or age, characters who spend a few

minutes searching can find ten scrolls: gaseous form,

haste, protection from energy, water breathing, Evard’s

black tentacles, fire shield, wall o f fire, hold monster,

chain lightning, and disintegrate.

A c c e s s t o A r a u t h a t o r ’s L a i r

Near the western end of the scriptorium, a 15-foot-wide

chute leads down to area 19 of Arauthator’s lair. The

dragon can clamber up and down this passage without

difficulty. Characters trained in Athletics can climb

down the chute using crampons or some other device

to grip the wall. Other characters can climb down only

with ropes, pitons, and other climbing gear. The chute

descends 60 feet to the roof of area 19, after which

characters must drop 15 feet to the ice platform.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!