D&D 5E - The Rise of Tiamat
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A r a u t h a t o r ’s L a i r
The dragon’s lair is a single, cavernous chamber with
many nooks, crannies, and icy outcroppings.
G e n e r a l F e a t u r e s
Like the caverns above it, Arauthator’s lair is composed
entirely of ice.
Ceiling. The rough ceiling of the open cavern rises 40
feet above the varying height of the uneven floor.
Floors. The floor of the cavern is worn smooth and
is highly slippery. Arauthator and the scrags move
across the slick ice with ease thanks to their claws, but
characters without crampons or the ability to walk on
ice treat all areas of the lair cavern as difficult terrain.
See the “General Features” of the ice caves (above) for
information on crampons. Snowshoes are of no help
in the lair.
The terrain levels represented on the map of the
cavern show increments of 8 feet. The elevation of the
floor results from the ice splitting and splintering, so
the ledges are abrupt and have a distinctly step-like
appearance. Characters can drop down a level without
difficulty. Scrambling up a level requires a successful
D C 15 Strength (Athletics) check; the climber has
advantage on the check if equipped with crampons or
climbing gear.
Light. The lair cavern is normally dark. A ll
description assumes that the characters have a light
source or darkvision.
Temperature. The lair cavern is colder than the
tunnels and chambers above it. The cavern is a bonechilling
0 degrees Fahrenheit. Area 20 is even colder.
Visibility. Banks of vapor roll through the cavern,
limiting visibility to 60 feet for characters with light.
15._Sc r a g s ’ L a i r
This corner of the cavern is home to 2 scrags that
Arauthator allows to live in his lair, provided they guard
it in his absence. These aquatic trolls can breathe
underwater and have a swim speed of 30 feet.
If the characters approach, the scrags duck into hiding
places, then attempt to attack from ambush and claim
an unexpected meal.
16. Ice P i l l a r s
Pillars and platforms of ice jut up from the floor in this
area of the cavern. Climbing an ice pillar more than 8
feet tall requires a climber’s kit and a successful DC 15
Strength (Athletics) check.
A creature dropping down the chute from area 6 lands
on the top level of the large ice platform in the southeast
part of the cavern, 16 feet above the cavern floor. The
creature must then succeed on a DC 15 Dexterity
saving throw to stay on the platform. (A creature that
intentionally jumps down the chute takes half damage
from the descent and has advantage on this saving
throw.) If the saving throw fails, the creature slides off
the top level of the icy platform and hits the second level,
taking 3 (ld6) bludgeoning damage and falling prone.
Any creature falling to the cavern floor attracts the
attention of the scrags in area 15.
17. T h e Ic e w o l f ’s Sp i n e
This jagged ridge of ice divides the cavern into sections.
Climbing up to at least the 8-foot level and moving along
the ridge is the only safe way to get from area 15 or 16
into area 19 or 20 without encountering the traps in
areas 18a and 18b.
Unlike other ledges in the cavern, the horizontal
surfaces of the Icewolf’s Spine aren’t level. The denizens
of the lair can traverse the ledges without difficulty, but
any other creature that moves more than 15 feet during
a round must make a DC 12 Dexterity (Acrobatics)
check. Failure indicates that the creature loses its
footing and falls to the next level below, taking 3 (ld6)
bludgeoning damage and landing prone. Wearing
crampons grants advantage on this check.
18a . T h e G u l l e t
This narrow passage is rigged with a magic trap. When
the first character passes through the narrowest point
of the passage, the entire area of the passage fills with a
stinking cloud for 1 minute.
Arauthator immediately becomes aware of intruders if
the stinking cloud is triggered. The dragon does not set
off the trap if it moves through the area.
18b . T h e T h r o a t
This narrow passage is rigged with a magic trap. When
the first character moves through the narrowest point
of the passage, a slow spell is triggered, targeting every
creature in the area. Creatures affected by the spell
suffer its effects for 1 minute.
Arauthator immediately becomes aware of intruders
if the slow spell is triggered. The dragon does not set off
the trap if it moves through the area.
19. T h e P e r c h
Arauthator sometimes sleeps on this vast ice shelf, but
more often he spends his time lounging in area 20.
Much of the treasure the dragon keeps at Oyaviggaton is
stashed here and on the ledges above. See “Arauthator’s
Treasure,” below.
20. A r a u t h a t o r ’s A b yss
The western end of the lair cavern is where Arauthator
(an adult white dragon) spends most of his time at
Oyaviggaton. Gold, jewels, and other treasure lies
scattered on the floor and frozen into the walls of this
vast chamber.
It is noticeably colder here than anywhere else in
the iceberg, reaching -10 degrees Fahrenheit. Any
character in an area where the temperature is below 0
degrees Fahrenheit must make a DC 10 Constitution
saving throw at the end of each hour. Characters
without cold weather gear automatically fail this save.
On a failed saving throw, a character suffers one level of
exhaustion.