D&D 5E - The Rise of Tiamat
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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.