Tyranny of Dragons [Anniversary Edition] - Flip eBook Pages 101-150 (2024)

100 and slays Blagothkus, knowing full well that the cloud giant's death will cause the castle to crash (see above). Rath Modar then uses his fly spell to escape. Characters Seize the Castle. If the adventurers befriend Blagothkus and drive off the cultists and the dragon, they may fly it anywhere, though they will certainly attract hostile attention from any dragon. If they are still aboard the castle, Rath Modar and the vampire do their utmost to thwart them. If he remains in control of the castle, Blagothkus decides to visit the giants. He sends Skyreach Castle north to near the Spine of the World. 20. O GRE BARRACKS Read the following text if the characters surprise this chamber's occupants: I This unfurnished chamber contains a horde of ogres I sleeping on piles of fur. Unless they are drawn elsewhere by an alarm or some other disturbance, twelve ogres sleep on the furs heaped about this otherwise featureless structure. TREASURE If the characters spend 30 minutes searching the barracks, they find 800 sp and 300 gp. If one member of the party succeeds at a DC 20 Intelligence (Investigate) check, he or she finds a single pale blue sapphire worth 500 gp wedged into a crevice. DEVELOPMENTS If any ogres are taken prisoner, charmed, or fast-talked, the characters learn relatively little. They serve the cloud giant Blagothkus (whose wife was slain some years ago), they know that the cloud giant has several guests, including "duh wizard in red robes" (Rath Modar), "duh dragon lady" (Rezmir), and "a big white dragon dat lives in duh caves" (Glazhael). Getting more than the basic rundown takes a DC 19 Charisma (Persuasion) check for each of the following three additional items: • A vampire watches the Skyreach Castle at night. It sometimes feeds on the ogres, to their chagrin. • The cult uses the castle to visit important sites without roads or portals. The ogres don't really know where they are other than "the green forests" and "that stretch of the moors" and "the old mountains." • The castle's mists and navigation are all controlled by the cloud giant's magic. Without him, the castle won't fly. The last point is untrue, but it's what Blagothkus told his ogres, and they believe him. 21. ESCLAROTTA'S TOMB This icy cyst has no obvious means of entry or egress. However, a creature can teleport to this buried chamber via area 17. CHAPTER 8 I CASTLE IN THE CLOUDS You appear in an oval cave carved from solid glacial ice, with no passages leading out. The cei ling is 30 feet high and lined with icicles, and bits of broken ice surround a massive white marble sarcophagus situated in the middle of the floor. The lid of the sarcophagus is sculpted into the likeness of a female giant with long flowing hair. The sarcophagus is 20 feet long, 10 feet wide, and 10 feet tall. Dwarvish runes carved into its base spell the name ESCLAROTTA. The lid of the sarcophagus requires a DC 30 Strength check to push aside, and the bones of Blagothkus's deceased cloud giant wife are contained within. There is no treasure buried with her. A creature in this tomb that speaks the name "Blagothkus" is instantly teleported to the ground floor of area 17. 22 . C LOUD GIANT TOWER This 70-foot-tall tower has a parapet rooftop, two unlocked doors at ground level, and no windows. The tower interior is split into two levels, each with a 30-foothigh ceiling. A staircase of chiseled ice hugs the interior wall. Unless the characters take strides to conceal their approach, the ogres on the roof spot them. TOWER ROOFTOP Three ogres guard the tower rooftop, which is furnished with a ballista. See area 6B for details. GROUND FLOOR A chime attached to the inside of each door rings when the door is opened, alerting the tower's inhabitants. A staircase hugs the interior wall of this chamber, leading up to a landing with a door. The room itself contains sturdy wood-carved furnishings of giant proportions, including a table surrounded by four chairs. The walls are sculpted with ice murals depicting an army of hill, frost, fire, stone, and cloud giants. Four ogres guard the lower level. They wear fancy plumed helmets to signify that they are members of Blagothkus's "honor guard." This simple reward keeps the ogres alert and loyal, for they know the giant could give their helms away to someone else at any time. UPPER FLOOR If the ogres above or below him sound the alarm, Blagothkus cannot be surprised. The walls of this room are sculpted with icy murals depicting cloud giants riding giant birds. An enormous bed with a headboard of ice sculpted to resemble clouds dominates the room. Bear furs are heaped upon the bed, and two large wooden chests rest at the bed's foot. A bl ue-skinned giant sits on the floor with his legs crossed while two ogres comb his snowy white hair. The giant's hulking morningstar leans against the bed with in arm's reach.

Blagothkus (see appendix D for statistics) and the two ogres (his stewards) aren't the only inhabitants of this room. As a bonus action on his turn, Blagothkus can summon an air elemental that's been magically bound to the room. The elemental follows the giant's commands but cannot leave the room. It remains until dismissed by its master. The dim-witted ogre stewards are poor conversationalists, but Blagothkus uses them as sounding boards, expressing his concerns that the Cult of the Dragon might try to seize control of the castle. The ogres offer no advice. Clever characters can sow discord by preying on the giant's fears (see "Negotiating with the Cloud Giant" near the beginning of the chapter). An alarm or the characters' sudden appearance startles him, and he reaches for his weapon. If the characters are pretending to be cultists, Blagothkus is furious at their intrusion but does not attack unless they further provoke him. The ogres defend their master to the death. TREASURE The chests are unlocked and loaded with silver and gold coins (12,000 gp total). One of the chests also contains a bag of holding, four bars of solid gold (worth 1,000 gp each), and forty bars of solid silver (worth 100 gp each). Each bar weighs approximately 5 pounds. DEVELOPMENTS If the characters surrender to Blagothkus, he asks about their names, allegiances, and plans. If the characters represent themselves as enemies of the cult, the giant says, "I can take care of them. But just in case, you should know that they are entirely serious about making dragons a power along the coast again. Can you imagine? The nerve." If they sway the giant to their side, he locks himself in area 19 and guides the castle northward while the characters deal with the cultists and the white dragon. Blagothkus's ultimate destination is described in The Rise of Tiamat. If anyone attempts to wrest the castle from him, Blagothkus goes to the steering tower and tries to crash the castle in the Spine of the World; see area 19 for details. If Blagothkus is killed, his spirit takes over the castle, with the same end result. 23. GIANT GUEST CHAMBERS These rooms are set aside for giant-sized guests and have furnishings of the appropriate size. In each room, a large section of the outer wall vanishes for 1 minute when touched, revealing a icy landing platform. Long ago, giants would use these platforms to land their roe mounts. 24. SERVANT BARRACKS Twenty kobolds are trying to sleep here on dozens of small piles of bedding, fur, and clothes. They are exhausted and ignore the characters unless they are in great danger. They have no treasure. Characters questioning the kobold servants may make a DC 12 Charisma (Persuasion) check. If the characters are dressed as cultists and are fairly convincing, no check is required. Each success brings one of the following bits of information to light; the first failure by any character means that the kobolds unite in their terror of the cultists and go completely silent. If questioned further, they start screaming for help and babbling for mercy: completely useless. • An elf vampire lives in the crumbling tower (area 18). • Blagothkus still speaks to his dead wife, and her spirit is the castle's pilot and protector. If the giant dies, all the magic of the castle will be undone. • The human dragon-cult people don't really understand dragons the way that kobolds do. Dragons are fine creatures, but grumpy. They say the treasure here is for the queen of all dragons, to keep her from being grumpy. • A red-robed wizard is working with the cultists, and his room (area 12) is off limits to all kobolds. • The white dragon Cloudchaser loves frozen meat. Toss it into the cavern (area 25) and run! C HAPTER 8 I CASTLE IN THE CLOUDS IOI

102 25. MAIN VAULT The icy "core" of the castle is hollowed out with tunnels that break the surface at multiple points. The white dragon, Glazhael the Cloudchaser, enters and leaves via a wide funnel-shaped passageway that narrows as it draws closer to the main vault, where the Cult of the Dragon stores its treasure. If the characters explore the tunnels, read or paraphrase the following: The walls of blue ice are partly transparent, revealing various things embedded in the ice all around, including coins, helmets, livestock, a handful of kobolds, and an ogre or two. Frost coats the tunnel floors and crunches underfoot. When the characters reach the main vault, read: All tunnels seem to lead to a central core-a glittering cavern of ice with jagged walls and icicles the size of stalactites. This grand vault is split into two levels: an egg-shaped upper level with a sheer ledge overlooking a sunken level 30 feet below, where a massive pile of treasure rests beneath an icy glaze. Cli nging to the cei ling above the hoard, wings tucked in tight along its sides with claws gripping the ice, is a huge white dragon. Glazhael is an adult white dragon that is doing his part to ensure the rise of Tiamat, hopeful that the queen of evil dragons will reward him with untold power. He is, however, a bit on the dim side, thinking of visitors as either servants (who bring him food) or as enemies (who do not bring him food). Mostly, Glazhael is proud to guard this treasure for Tiamat, his most glorious and perfect queen. He rarely talks to any cultists other than Talis and is suspicious of Rezmir and the others. If the characters speak with Glazhael, he responds with a pompous speech about the superiority of dragons over humans, dwarves, and so forth. If the characters flatter him to a ludicrous degree, he listens to anything that sounds like fawning, servile, helpful obedience but offers nothing in return. He will generously spare the lives of those who offer him tribute in the form of treasure or food. Those who challenge him become targets of his breath weapon. When fighting, Glazhael clings to the ceiling whenever possible, using his breath weapon and Frightful Presence to start. If that doesn't scare the characters off, he makes melee attacks until his breath weapon recharges. If dropped to fewer than 40 hit points, he flees. He can navigate even the narrow tunnels by tucking in his wings. Once outside, he alerts the rest of the castle shouting "They're after the treasure!" in Draconic. ' Clever characters can lure the dragon into a narrow tunnel where it is unable to maneuver effectively. Under such circ*mstances, the dragon has disadvantage on its melee attacks. C HAPTER 8 I CASTLE IN THE C LOUDS TREASURE When the characters investigate the hoard, read: The floor of the cavern is carpeted in gold, silver, copper, and jewels, all sealed under a sheet of ice. Dozens of old human skulls and bones are also frozen in the ice. I The treasure hoard is frozen in ice, and it requires either several fire spells or a long wait with bonfires to melt the ice. The hoard includes 500,000 cp, 100,000 sp, and 5,000 gp, a frozen chest containing 800 pp and 21 small blue sapphires worth 300 gp each, a frozen potion of gaseous form, a +l longsword, a +1 longbow, +l leather armor, and bracers of defense. DEVELOPMENTS If the dragon is slain, the cultists are enraged and seek immediate vengeance. The major cult players on Skyreach Castle will call out the ogres, wake the vampire, and ask the Red Wizards to find the intruders. If the characters are still around after the dragon is slain, the entire castle is on high alert until they are found and killed. C ONCLUDING THE ADVENTURE The crash or capture of Skyreach Castle marks the end of Hoard of the Dragon Queen. If you are using the milestone experience rule, the characters reach 8th level for completing the adventure. By uncovering the cult's plans and hijacking a huge hoard of treasure, the characters have slowed and damaged the cult's chances of success. They might also have slain or captured important leaders of the Cult of the Dragon. But there is much more to come. The cult moves forward with its plan to free their five-headed queen out of the Nine Hells, and the mere loss of wealth will not stop the true fanatics. The Rise of Tiamat expands on the final drive to destroy the Cult of the Dragon, and it requires great new powers and new courage. Things grow much more dangerous for the adventurers as they seek help in strange places, from the Sea of Moving Ice to the depths of the Serpent Hills. They might find a great weapon among the giants or uncover an unexpected ally within the cult itself. Unless the characters press on, the Queen of Dragons might yet establish her personal rule over the lands of lesser creatures. The stakes are high when the gates to the Nine Hells open, and scaly doom comes out of its lair, full of fire and fangs. The conflict reaches its apex at the Well of Dragons, where the characters and their hard-won allies face Tiamat and her greatest minions in a fight to the death!

T Y R A N N Y 0 F D R A G 0 N S" THE RISE OF TIAMAT . • BY STEVE WINTER AND ALEXANDER WINTER

� ........ CH TER 9 : COUNCIL OF WATERDEEP ro4 HE RISE OF TiAMAT BEGINS IMMEDIATELY after the conclusion of Hoard of the Dragon Queen, and assumes that the characters have returned to Waterdeep in the aftermath of that adventure. While in the city, the adventurers are summoned to the first meeting of the Council of Waterdeep. While at that gathering, they hear the sounding of the ancient Draakhorn that heralds the next stage of the Cult of the Dragon's plots. (See chapter 17 for more information on the Draakhorn, but be sure to withhold that information until the characters have played through "Chapter 10: The Sea of Moving Ice.") STARTING THE ADVENTURE The Rise of Tiamat begins in Waterdeep. If you played Hoard of the Dragon Queen, the characters might have already made their way back to the City of Splendors after Skyreach Castle crashed at the end of that first adventure. If you didn't play Hoard of the Dragon Queen, if Skyreach Castle wasn't crashed, or if the characters went somewhere other than Waterdeep afterward, you need to get the party back to Waterdeep for the start of this adventure. It's easy enough to simply tell the players that their characters are back in Waterdeep. However, if you susC HAPTER 9 I COUNCIL OF WATERDEEP pect that your group won't find that satisfying, you can avoid playing through a long overland journey by making use of the following scenario. Wherever the characters are when this session begins, a raven flies up to them. The bird is part of an animal messenger relay dispatched by Leosin Erlanthar's allies in the Emerald Enclave. The raven lands a dozen paces from you, then boldly hops closer, a flat parcel wrapped in oilskin strapped to its belly. It eyes you enigmatically for a few moments, then speaks in a familiar voice. " Leosin Erlanthar sends his heartiest congratulations! Please use the gift this bird brings to meet me in Waterdeep as soon as possible." The bird waits patiently while the leather parcel is removed from its harness. The parcel contains a carefully folded spell scroll of teleport and the sigil sequence of a permanent teleportation circle in Waterdeep. The circle can be in a temple, a government building, or any other site of your choice. If the party includes more than six characters, the parcel contains two scrolls. If none of the characters can use a teleport scroll, they'll need to seek out an NPC who can. Just don't make it too difficult.

BACK IN WATERDEEP The most powerful factions of the Sword Coast all recognize the significance of Tiamat's possible return, and they are willing to cooperate with each other to prevent it. Trust doesn't come easily for these dispa�ate groups. But even for orders and organizations that have been in conflict in the past, the "enemy of my enemy" is easily understood. To coordinate their efforts against the Cult of the Dragon, the factions have sent important delegates for secret meetings in Waterdeep. If the adventurers played through Hoard of the Dragon Queen, they now know as much as anyone about the cult's activities, and their heroics have been brought to the attention of powerful leaders and earned them a place at the council table. If you didn't play Hoard of the Dragon Queen, a separate group of heroes assaulted Skyreach Castle and bravely gave their lives to crash the fortress. The characters are then invited to the council simply because of their reputation as powerful adventurers, and because the council expects to need their services. FOUR C OUNCILS When the characters arrive in Waterdeep, they are met by the Harper agent Leosin Erlanthar. The monk explains the purpose of the council and tells the adventurers they are expected to attend the first gathering-both so the council can thank them for their great deeds and to advise the council about the Cult of the Dragon. Four meetings of the council occur at critical points throughout the crisis, right up to the final chapter of the adventure at the Well of Dragons. During the first session of the council, all the Sword Coast becomes aware of how the Cult of the Dragon's plots are advancing when the Draakhorn sounds. In the aftermath, the characters are given leads to chapter 10 or to Varram in chapter 11 and 12. A second session of the council is summoned to address increasingly aggressive dragon activity. The characters are asked to investigate a devastating series of raids in the Misty Forest, leading to Neronvain in · "Chapters 11 and 12: Death to the Wyrmspeakers." The adventurers are also approached by a representative who wishes to bring the party to a secret meeting with the metallic dragons, leading to chapter 14. A third session of the council is called to assess the gains made by the allied factions against the Cult of the Dragon. The party is called on to pursue two leads that might grant even more advantage over the cult-a renegade cultist offering to turn over one of the dragon masks, in chapter 15, and an attempt to undercut the power of the exile Red Wizards in chapter 16. At the fourth session of the Council of Waterdeep, the adventurers learn that the plots of the Cult of the Dragon and the Red Wizards are nearing fruition. The forces of the various factions must gather in preparation for the assault on the Well of Dragons. During each new council, the various factions measure the party's actions and achievements, comparing those actions to their own goals. Characters who further the goals of a faction will find that faction willing to pledge more resources to the fight against the cult. However, gaining the allegiance of one faction might lead to distrust from others. The adventurers must strike a careful balance in their appeal to-and appeasem*nt of-the delegates to gather the strongest force possible to confront Tiamat. · Though it isn't ideal for all attendees, the Lords' Palace in Waterdeep is the designated location of the council meetings. The Lords' Alliance faction is sending the most delegates, and those delegates prefer a civilized gathering place. GATHERING ALLIES Though every faction provides some troops and resources toward the final showdown with the forces of Tiamat, the extent of their support-and how much effect that support will have-is dependent on the respect the adventurers garner from each group for their actions. Before committing irrevocably to the fight, a faction must be convinced that the cult presents a danger surpassing all other concerns-and that the adventurers are the right heroes to lead this fight. Moreover, what is worthy of respect in one faction might lose respect from another. As the adventurers complete chapters of the adventure, you track how they earn or lose respect from each faction on the council scorecard (see appendix B). See "Scoring the Sessions," below, for more information. LEADING DELEGATES Most factions have sent a delegation to the Council of Waterdeep consisting of several important persons and their aides. In general, only the leaders of each delegation are present at the council meetings attended by the adventurers. However, no matter how individual delegates might react to the characters' deeds, they also heed the words of their fellow councilors not present at the council meetings. Brave and heroic feats that individual leaders might approve of could be frowned on by a faction as a whole if those deeds don't line up with the faction's agenda. SES SIONS OF THE C OUNCIL The format of the four council meetings as described below follows the flow of the adventure as set out in the "Campaign Overview" section. If events unfold differently in your campaign, adjust the meetings and their events accordingly. For each council meeting, a brief justification for the different attitudes of the factions is provided. More information on the factions and their delegates is provided under "Allies" in the book's introduction. Each session of the council discusses the setup for chapters meant to be played as a result of that session, and the follow-up for previous chapters whose outcome is resolved in that session. In all cases, see those specific chapters for full details. Two preliminary events help to set up the first session of the council: news of the assassination of Arthagast Ulbrinter, one of the Masked Lords ofWaterdeep, and the sounding of the Draakhorn. CHAPTER 9 I COUNCIL OF WATERDEEP 105

!06 DEATH OF A MASKED LORD Though the leadership of the Cult of the Dragon could not have realized it, one of the key events in the fight to thwart Severin's plans was the cult's assassination of Arthagast Ulbrinter, a Masked Lord ofWaterdeep and husband of Remi Haventree of the Harpers. News of Arthagast's recent murder has spread across the Sword Coast, and has galvanized opposition to the cult in Waterdeep. In her grief, Remi Haventree has sworn to destroy the cult and the threat it presents to the Sword Coast. She has been instrumental in bringing the factions together for this Council of Waterdeep, setting up the potential for alliances that the adventurers must now complete. THE D RAAKHORN S OUNDS Shortly after the crash or capture of Skyreach Castle, operatives of the Cult of the Dragon sounded the Draakhorn at the distant Well of Dragons. An ancient magic relic, the Draakhorn is being used by the cult to summon chromatic dragons to their dark cause. As the characters are arriving in Waterdeep, read or paraphrase the following. A sudden shift in the wind brings with it a strange sense of unease. The feeling is akin to the drop in air pressure before the approach of a deadly storm, or faint tremors felt from a landslide or earthquake far away. You're not the only ones who have noticed. The city around you goes unnaturally quiet suddenly. No dogs bark, no birds squawk. Even the street vendors have gone silent. The silence lasts only a moment before the normal sounds of Waterdeep return to mask the unexplained sensation. If the characters get to a quiet place, they notice the disturbance again, like a rumbling almost too faint to hear. As well, subtle changes in the behavior of animals can be noted. Dogs are nervous and on edge, horses are skittish, cats are more feral than usual, and rats gather in large, bold packs. Sensitive NPCs are also affected, becoming nervous, fearful, and impatient. During the first session of the council (or earlier if the characters make efforts to investigate the strange phenomenon), the adventurers are approached by Dala Silmerhelve-a Waterdhavian noble. Read or paraphrase the following when the characters speak to Dala. "The d isturbance that's been sensed across the Sword Coast is the Draakhorn-an ancient device whose sounding alerts dragons across FaerOn that great events are unfolding. It's impossible to say what the sounding means, but the dragons hear it clearly and will eventually answer its call." Lady Silmerhelve learned this from her family's secret benefactor, an ancient bronze dragon named Nymmurh. C HAPTER 9 I COU. NCIL OF WATERDEEP She knows a little more about the Draakhorn, but she waits to reveal it until she attends the first council meeting. She flatly refuses to tell anyone the source of her knowledge if asked. This makes Ulder Ravengard, King Connerad, and Ontharr Frume suspicious, but others take the secrecy in stride. If Lady Silmerhelve is treated poorly, it might affect how Nymmurh interacts with the characters in chapter 14. FIRST SESSION Having accepted the invitation to the council meeting, the adventurers are received at the Lords' Palace. Make the introduction to the City of Splendors and the Lords' Palace as detailed or as simple as fits your campaign style. Once inside the Lords' Palace, the party is escorted to the secret council chambers by Leosin Erlanthar. The outer galleries are packed with nobles engaged in heated debate, and the guards are wearing livery from city-states across the North. Although Erlanthar is not invited to the council discussions, Remallia Haventree has informed him of the agenda and the reason the party has been summoned. He advises the characters that though the factions are all nominally committed to stopping the Cult of the Dragon, none of the delegates have made substantive pledges yet. Too much mistrust still burdens the factions, and not enough is known about the situation. Erlanthar thinks the leaders need someone to show them the right pathheroes who will lead the forces of the Sword Coast with certainty into the coming darkness. He believes that the adventurers have a chance to be those heroes. However, he explains that each faction will weigh every word the characters say and scrutinize every one of their decisions. What pleases one group might anger another, and it will be incredibly difficult to make all parties happy. FOLLOW-UP: HOARD OF THE DRAGON QUEEN Once introductions are made, Dagult Neverember summarizes the situation if the adventurers did not play through Hoard of the Dragon Queen. This includes the plan to summon Tiamat, increased dragon raids led by the cult, the treasure collection system, the crash or capture of Skyreach Castle, and the importance of the wyrmspeakers and dragon masks to the cult. If the party played through the previous adventure, Dagult explains that the council has heard reports from Ontharr, Leosin, and other witnesses, but that the delegates wish to hear from the heroes at the center of recent events. (At this point, use Neverember to also fill in any information the characters did not gather during Hoard of the Dragon Queen that you deem important.) Most of the factions recognize that Skyreach Castle needed to be stopped, and they are happy if the castle crashed. However, some members of the Lords' Alliance think it unconscionable that such a resource would be destroyed, intentionally or otherwise. These dissidents believe it would have been better for the characters to have waited for reinforcements, then attacked to secure the castle (regardless of how unrealistic that plan might have been).

The fate of the dragon hatchery divides opinion as well. Most delegates respect a decision to destroy the hatchery, accepting that having fewer dragons to deal with later on is an advantage. However, the Harpers would have preferred the eggs to be kept for ransoming back to their parents, potentially keeping those dragons from cooperating with the cult. Dagult would have sold the valuable eggs to "responsible buyers," then used that gold to hire more mercenaries. The Emerald Enclave is firmly against any dragon eggs being destroyed, believing that the chromatic dragons are a part of the natural order and that killing their young upsets the balance of that order. Taern Hornblade and Lady Laeral Silverhand think there might have been a way to leverage the eggs as ransom, but both recognize that they would have been dangerous to hold onto-and even more dangerous to return. When the discussion around the events from Hoard of the Dragon Queen is concluded, the council moves on to current matters. It's obvious to all that the adventurers have taken a firm hand in addressing this crisis, and that they have proven their worth. The council deputizes the characters with emergency investigative powers and a writ demonstrating such. This grants the characters access to resources and sites they deem necessary for their investigation, but carries with it the burden of oversight from the council. If the adventurers misbehave or abuse their powers, their actions will be reviewed and the writ will be revoked. Once the characters have been vested with their powers, the first stages of the adventure await. SETUP: VARRAM THE WHITE One of Remallia Haven tree's first acts in her fight against the Cult of the Dragon was to encourage the Harpers to focus all their resources on the cult's activities and its most powerful members. Those efforts have been successful, and Leosin Erlanthar reports to the adventurers of the movements of Varram, the cult's White Wyrmspeaker. This leads to "Varram the White," part of "Chapters 11 and 12: Death to the Wyrmspeakers." SETUP: THE SEA OF MOVING ICE The sounding of the Draakhorn weighs heavily on all the leaders of the Sword Coast. Seeking more information on the horn and its whereabouts leads the party on an expedition to the frozen North, and chapter 10. SECOND SESSION At the Second Council of Waterdeep, the adventurers see two new faces. Lord Neverember has been replaced as Open Lord ofWaterdeep by Lady Laeral Silverhand, who now sits at the head of the council table. Dagult sits to her right, alongside a human female introduced as Elia (see below). The delegates discuss the raids in their various domains after receiving the characters' report, providing flavor for the ongoing activities of the cult and giving a clear impression that the situation is escalating. FOLLOW-UP: VARRAM THE WHITE In response to the fate of Wyrmspeaker Varram, the Harpers and Taern are upset if the dwarf was slain without being interrogated, and Connerad is upset that Varram was not captured and made an example of in a court of dwarven law. Though most are pleased with capturing Varram, the Emerald Enclave is nonplussed, believing that capturing him only complicates matters. Varram has already demonstrated a willingness to corrupt the natural order, making a trial excessive-and potentially opening the door to a rescue attempt. FOLLOW-UP: THE SEA OF MOVING ICE The Arcane Brotherhood are powerful allies, and all are pleased if the party wins their allegiance-with the exception of the Order of the Gauntlet. Ontharr Frume knows that the Arcane Brotherhood does not police its members in what kinds of knowledge they pursue, and that they tolerate many evil wizards in their company. Bringing the Arcane Brotherhood into the alliance doesn't lose Frume's respect, but neither does it earn it. SETUP: NERONVAIN Delaan Winterhound of the Emerald Enclave is involved with investigations into recent dragon attacks in the Misty Forest. King Melandrach waves away Delaan's concerns, saying that dragon attacks in the area have stopped since his elves increased their patrols and fortified their positions. Discovering the truth will lead the adventurers to "Neronvain," part of "Chapters 11 and 12: Death to the Wyrmspeakers.". SETUP: METALLIC DRAGONS, ARISE During the council, the adventurers are introduced to the silver dragon Otaaryliakkarnos, in her human guise as Elia. She bears an invitation from the metallic dragons to a council of their own, and the council delegates ask the adventurers to attend. This leads into chapter 14. THIRD SESSION The third council features another new face-the tiefiing Rian Nightshade, introduced as a special adviser to Lord Neverember. Characters who pay attention notice that some at the meeting-including Sir Isteval, Ontharr Frume, and Ambassador Brawnanvil-are doing their best to ignore the secret Zhentarim delegate, who makes no statements unless addressed by the party. FOLLOW-UP: NERONVAIN News that the dragon attacks in the elven forest have ended is gratefully received by all on the council. However, King Melandrach responds with cold fury to news of his son Neronvain's betrayal. He remains hesitant to put elves in the front lines of combat, but no longer acts as a roadblock to negotiations. His pragmatism means that he no longer has any qualms against the adventurers' securing the allegiance of Red Wizards, giants, or even devils in the fight against the Cult of the Dragonas long as such allies are conveniently arrayed in front of his elves in battle. C HAPTER 9 I C OUNCIL OF WATERDEEP ro7

108 FOLLOW-UP: METALLIC DRAGONS, ARISE All the delegates are impressed if the party has gained the support of the metallic dragons, even if their own faction was asked to make concessions. The good dragons are wise and just creatures, and their acceptance of the party greatly boosts the adventurers' standing in everyone's eyes. King Melandrach is furious if the characters agreed to an apology for the Dracorage mythal. He makes the apology because honor demands it, but he resents the party for forcing his hand. Connerad Brawnanvil is similarly unhappy if a concession was made in response to the ancient dragonmoots of the dwarves. The traditions of the dragonmoot saved many lives in their time, and the fact that one metallic dragon was injured indicates that it was probably misbehaving. Dwarves have no patience for tolerating misbehaving dragons, no matter what their color. Bartering away portions of the hoard that the cult stole is the only way some factions can make concessions. For every concession that was made for a share, circle a negative (-) icon in the following order: Dagult Neverember, Connerad, Melandrach, Lady Laeral, Ulder Ravengard, Taern Hornblade, the Harpers, Sir Isteval, and the Order of the Gauntlet. The Emerald Enclave is not affected by such concessions, since the order has not been overly affected by the dragon raids. As an effect of the way in which the adventurers have impressed the dragon council, it now falls to them to allocate the dragons that have pledged their service to the factions. Dragons allocated to a delegate of the Lords' Alliance are assigned to protect the capital city of the delegate's territory. A dragon assigned to the Harpers will be used for intelligence gathering. The Order of the Gauntlet sends any dragons to the city of Elturel, while the Emerald Enclave sends dragons to guard the ancient treant known as the Grandfather Tree. The party can also distribute dragons to specific regions. In such a scenario, a dragon protects a 100-mile-radius area around the point where it is assigned, stopping draconic raids in that area. SETUP: XONTHALS TOWER At the summit, information comes to the characters revealing that a senior member of the Cult of the Dragon seeks to defect from the group, and that the cultist is offering a dragon mask as part of his plea for aid. Though the offer could be a trap, the council delegates believe that the risk is worth it. The defector is holed up in a fortress known as Xonthal's Tower, recently taken over by the cult. Because a small team has a better chance to successfully infiltrate the tower than a larger force, the adventurers are asked to investigate. This leads to chapter 15. CHAPTER 9 I COUNCIL OF WATERDEEP SETUP: MISSION TO THAY The Red Wizards are integral to the cult's plans for summoning Tiamat, but the Red Wizards allied with the Cult of the Dragon are exiles with no connection to Thay. The Thayan Red Wizards approach the Council of Waterdeep asking for an envoy to be sent to Thay, where they must convince the most reviled wizards in Faen1n to join with the forces of the Sword Coast for the common good. This paves the way for chapter 16. FOURTH SESSION The fourth council is the final meeting between the faction leaders and the adventurers. Hundreds of chromatic dragons have been sighted near the Well of Dragons, and the time has come to strike. At the end of this council, the delegates make their final decisions of support for the adventurers and their cause, if they haven't done so already. FOLLOW-UP: XoNTHAL's TowER At an appropriate point in the council meetings, Rian Nightshade approaches the characters and asks for a private audience. She explains her position as an emissary of the Zhentarim, and of the Zhentarim's interest in current affairs. She bemoans the dithering of the other factions, stating that the Black Network is willing to act immediately and unflinchingly-if the party can help arrange agreeable terms for the Zhentarim's support. Rian points out that the Zhentarim have a keen interest in Xonthal's Tower. Ownership of the tower is under discussion by the council, but the tiefling wants to deal directly with the adventurers, who have claim to the tower by right of conquest. The Zhentarim are willing to purchase the adventurers' interest in the tower for 50,000 gp, and Rian can throw in a potion of greater healing, a potion of frost giant strength, and a spell scroll . of earthquake to sweeten the deal. This price could go up considerably if the party negotiates agreeable terms from the other factions for the Zhentarim's support-up to an additional 25,000 gp, at your discretion. FOLLOW-UP: MISSION TO THAY Any alliance with the Red Wizards is a mixed blessing. More pragmatic factions and delegates-including the Harpers, King Melandrach, Dagult Neverember, and Taern Hornblade-are impressed by the diplomacy such an arrangement demonstrates, and know that regardless of the Red Wizards' character and previous plots against the Sword Coast, they are a significant asset. Sir lsteval, Ambassador Brawnanvil, and the Order of the Gauntlet object to the idea of even opening dialogue with the Red Wizards, and believe that the Thayans would agree to an alliance only if it furthered their own plots to rule the Sword Coast and all Faerun. Lady Laeral and Ulder Ravengard both think the Red Wizards unpredictable but necessary, believing that the only important factor is how the Thayans influence the outcome of the final battle.

FOLLOW-UP: METALLIC DRAGONS, ARISE The outcome of the support of the metallic dragons (as allocated in the third council) is accounted for in this fourth council. Factions that did not receive draconic aid suffer terribly in the cult's raids, and some delegates resent the adventurers for withholding the service of their dragon allies. Only lsteval, Connerad, and the Harpers maintain their respect for the adventurers regardless of how the dragons were assigned. Cormyr remains largely untouched by the cult, whose operations remain focused on the Sword Coast. The Harpers have no strongholds, and so suffer less than other factions. Ambassador Brawnanvil appreciates the value of dragon guards, but his strongholds are deep underground and hard for the cult to reach-and all dwarves know how even good dragons covet dwarven gems and gold. SCORING THE SESSIONS Every faction will donate troops and resources to the struggle against the Cult of the Dragon. However, to win the battle requires the full, unconditional support of multiple factions. The outcome of the Council of Waterdeep is tracked on the council scorecard in appendix B, which determines what resources are available to oppose the Cult of the Dragon during the final confrontation at the Well of Dragons. Which way a faction leans is determined by the adventurers' actions and accomplishments during the adventure. Successfully completing a chapter of the adventure will usually gain support from multiple factions. However, each faction has its own priorities, and sometimes a heroic deed that pleases one faction can anger or disappoint another. In some cases, a faction might even prefer that the characters engage in antiheroic acts-by executing certain enemies rather than taking prisoners, for example. The adventurers might also be seen to be favoring certain factions, if metallic dragon allies are sent to defend the interests and settlements of one faction over another. Each faction has its own column on the scorecard. Important events that occur during The Rise ofTiamat are noted along the side of the scorecard, beginning with events that could have occurred in the previous adventure, Hoard of the Dragon Queen. If you didn't play Hoard of the Dragon Queen, assume that events marked with an asterisk (*) occurred and that other events did not. A plus sign (+) for a particular faction and event indicates that the faction approves of the successful outcome of that event, and that the characters gain respect for that outcome. Each + counts as + 1 in the final tally. A negative icon (-) indicates that a faction disapproves of an outcome and the characters lose respect for it. Each - counts as -1 in the final tally. A blank means that the faction either doesn't consider the event significant or that there's no consensus within the faction. Some events are especially important to certain factions, and are marked double plus (+/+) or double minus (-/-). They count as +2 or -2, respectively, in the tally. Whenever an event occurs as noted in the list, circle or highlight the appropriate icons. You can usually mark all the icons in a row at once. Icons that are marked off are counted to determine each faction's attitude, while unmarked icons are ignored. Three rows on the table have icons that can't be marked all at once. These are the decisions about which factions receive metallic dragon guardians, which factions had to make concessions to secure the metallic dragons' aid, and who takes possession of Xonthal's Tower. Only the factions that are affected have their icons marked. For example, if King Melandrach and Ulder Ravengard had to make concessions to win the support of the metallic dragons, only their entries on that line should be circled or highlighted. Some attendees are easier to sway toward pledging their full support, including Dagult Neverember. Others are more difficult, such as Connerad Brawnanvil. Additionally, securing Sir Isteval or Laeral Silverhand's full support provides one additional respect for certain of the other factions, since both those senior delegates hold great influence on the council. The scorecard covers the events and outcomes that are likely to occur over the course of the adventure. However, The Rise of Tiamat is an open-ended scenario, such that decisions by the players might trigger events that aren't noted on the scorecard. Excellent diplomacy, good roleplaying, and creative handling of events that have the potential to impress or anger certain delegates can be rewarded with additional respect, at your discretion. Likewise, if the characters tackle chapters in a different order from this list, just mark off icons for events as they happen, then keep track of the subtotals as you see fit. At the end of each council, add up all the pluses and minuses from that stage of the adventure and write the subtotal in the provided space. At the end of the fourth council, add up the subtotals. You can use the subtotals as feedback to give the players an idea of how the factions are reacting to their exploits and whether the delegates treat them with respect, disdain, or something between. The scorecard is meant to be used only by the DM, but there's nothing wrong with sharing it with your players if that suits the style of your game. If you don't reveal the specifics of the scorecard, convey the players' and adventurers' goals through description and roleplaying, providing good indications of how effectively the adventurers are winning over the factions. If a faction's final tally equals or exceeds the "Score Needed For Support," the characters have won that faction's full support in the final battle. If the tally is below the score required, that faction sends only minimal support that won't help in the final confrontation. The benefits of each faction's support are determined in chapter 17. C HAPTER 9 / COUNCIL OF WATERDEEP 109

no A R T O THE NORTH, BEYOND THE SPINE OF r the World and above even Icewind Dale, lies the Sea of Moving Ice. Gigantic icebergs wander listlessly through this glasslike sea, or are sent smashing and grinding against each other by bitterly cold winds, the sea spray transformed into fantastic frozen shapes around them. Only creatures adapted to severe cold can survive such frigid extremes, but many beasts-and even people-make their homes in the Sea of Moving Ice. One such creature is the white dragon Arauthator, known as "Old White Death" by those he stalks and terrorizes. In this section of the adventure, the heroes' battle against the cult leads them to one of Arauthator's iceberg lairs. THE D RAAKHORN'S CALL Each time the Draakhorn sounds out, its unearthly call echoes across the Sword Coast. Dragons hear it plainly, even as other creatures hear it only as an indistinct moaning when their surroundings are quiet and the wind blows just right. Creatures that cannot hear the Draakhorn can still sense it, like a faint vibration felt subconsciously and interpreted as a sense of dread. The adventurers were introduced to the Draakhorn by Dala Silmerhelve during the first session of the Council CHAPTER 10 I THE SEA OF MOVING ICE ofWaterdeep. When they are ready to seek more information on the ancient relic, Dala provides it. "The Sea of Moving Ice was the last known location of the Draakhorn. No one can pinpoint its present location from the sound, or even verify with certainty that the relic is sti ll in the northern sea, but the search must start there. "The one person who could tell us more is a tiefling sorcerer cal led Maccath the Crimson. No one al ive knows more about the Draakhorn than her, but the Arcane Brotherhood, of which she is also a member, hasn't seen her for three years. She was investigating the Sea of Moving Ice when she disappeared." "OLD WHITE D EATH" The white dragon Arauthator haunts the Sea of Moving Ice like an avenging wind. Personifying the brutality and savagery of his kind, Arauthator is a solid ally of the Cult of the Dragon, and can be counted on to be present at the Well of Dragons when Tiamat makes her triumphant return from the Nine Hells.

Arauthator's chief lair is beneath a remote peak known as Lonefang Mountain, but he maintains a number of smaller lairs among the icebergs that drift with the seasonal tides in the Sea of Moving Ice. One of these is known as Oyaviggaton ("island of eternity") by the local tribes known as the Ice Hunters, because of the many enemies Arauthator has frozen into the icy walls of the berg's hollowed interior. In addition to his size, cunning, and ferocity, Arauthator wields spellcasting power that makes him a particularly dangerous foe. More than a century ago, during one of the cyclical periods of draconic violence known as the Rage of Dragons, Arauthator joined with a dozen other dragons in attacking the Hosttower of the Arcane in Luskan. Their assault toppled the west arm of the tower, and Arauthator was seen scooping up numerous items of great magical importance and power, including at least three tomes of rare spells. The possibility of recovering those books is part of what drew Maccath the Crimson to the Sea of Moving Ice. Arauthator's iceberg lair serves primarily as a meeting ground for him and his mate, the ancient white dragon Arveiaturace ("the White Wyrm"). She is aware of the cult's activity but has been reluctant to join forces with it, and Arauthator seeks a way to gain her commitment. At one time, Arveiaturace served a wizard named Meltharond, whose corpse remains strapped to a saddle on the dragon's back. She has never accepted his death, and still speaks to him as if he were alive. Arauthator hopes that if he provides Arveiaturace with a new wizard to serve, she will recover from her grief and join him in wholeheartedly supporting the Cult of the Dragon. When the proud, ambitious Maccath the Crimson arrived in Arauthator's lair, the dragon enticed her with the prospect of becoming Arveiaturace's master and rider. MACCATH THE C RIMSON The Arcane Brotherhood is a league of mages based in the city of Luskan at the fabled Hosttower of the Arcane. The Hosttower is an academy for the best and brightest mages of Faerun. Only the most promising are accepted as members in the Arcane Brotherhood, and only members of the order can study at the Hosttower. Maccath the Crimson was one of those best and brightest when she journeyed to the Hosttower seeking admission. Her knowledge of dragon lore and draconic relics was already vast, but she wanted to know more about the dragons' magic. Even though she gained access to the accumulated lore of the Arcane Brotherhood, Maccath concluded that some questions could be answered only by dragons-and that questions about the magic stolen from the Hosttower during the last Rage of Dragons could be answered only by Arauthator. Maccath set sail on an expedition to learn those answers three years ago and hasn't been heard from since. Dala Silmerhelve provides the characters with all that is known of Maccath's fate. " Maccath reported her progress to the Hosttower by way of sending spells. Her last report spoke of seeing Ice Hu nters paddling their sealskin boats toward a huge iceberg, flattened like a plateau across its su rface, but ringed by icy peaks. She had intended to fol low the Ice Hu nters and investigate the iceberg. After that, no more reports came. "Attempts to find Maccath using scrying and other magical means located only her ship, adrift and heavily damaged. Some of the ship's crew were seen dead, but no sign of the tiefling sorcerer was ever found. However, the lair of a dragon as powerful as Arauthator is no doubt protected against scrying magic. If Maccath is alive, in addition to the lore she can share regarding the Draakhorn, the Arcane Brotherhood would be most grateful to get her back." SETTING SAIL In Waterdeep, the characters are outfitted with cold weather gear, including snowshoes suitable for traversing deep drifts, and have passage north arranged on a ship specially built for plying the waters of the Sea of Moving Ice. Frostskimmr is captained by a human male known as Lerustah Half-face. The right half of his face was left a scarred ruin from severe frostbite suffered years ago on the Sea of Moving Ice. He keeps a leather hood drawn across his face most of the time, both for warmth and so as not to frighten children. Lerustah is a brave explorer and a skilled sailor. Frostskimmr is a light longship with a shallow draft, driven by a single sail or by oars when necessary. The combination of wind and oar power is needed for picking a course through close-packed ice. Despite the ship's length of nearly sixty feet, it is still light enough to be lifted by its forty crew members if it becomes hemmed in by ice. The ship is open to the air, but the crew rig sailcloth shelters across the deck to keep away the wind and sleet and hold in some warmth. THE SEA OF MOVING ICE The journey up the Sword Coast isn't the focus of this chapter, so you don't need to dwell on it in detail. With favorable winds, Frostskimmr reaches the Sea of Moving Ice in a few days. From that point, the ship must slow down and proceed cautiously. Captain Lerustah has no strong feelings one way or the other about whether the crew should pull Frostskimmr onto an ice floe at night or spend the night on the water. An ice floe is more comfortable and offers safety from certain aquatic creatures. On the open water, the ship is safer from creatures that hunt only on the ice, but sleeping on the deck is colder and less comfortable than in an easily built snow shelter. The decision of where to spend the night is up to the characters. CHAPTER 10 I THE SEA OF MOVING ICE III

II2 ICE HUNTERS The Ice Hunters are nomads that have Jived in the North far longer than any other humans. Short, dark-haired, broad-faced, and with light brown skin, they cling stolidly to their culture and their traditions of fishing and whaling on the Sea of Moving Ice, and of hunting for seal, walrus, and polar bears among the ice floes. They travel by dogsled on land and ice, and paddle seal-hide boats called khyeks or oumyeks across the frigid water. They worship totems of animals from the world around them, such as Clever Oomio the gray seal, Grandfather Walrus, Great White Bear, and Pindalpau-pau the Reindeer Mother. The Ice Hunters came unaware to the dragon's iceberg generations ago. Desiring servants to guard his lair during his long absences, the dragon killed just enough of the tribesfolk to force the rest to obey him out of terror. Using their unsurpassed ability as scouts, they act now as Arauthator's eyes and ears on the Sea of Moving Ice. Living as thralls, they have no doubt that if they ever leave the iceberg, Arauthator will hunt them down and take horrific revenge. RANDOM ENCOUNTERS Searching the Sea of Moving Ice for the plateau-like iceberg described by Maccath is a time-consuming process. Roll a d6 each morning, afternoon, and night. On a roll of l, an encounter occurs. Roll on the table to determine the specifics, adding +1 for each previous table roll made while the characters were searching from the ship on water by day. Searching by night or searching by day while Frostskimmr is on an ice floe doesn't improve the odds of finding Oyaviggaton. SEA OF MOVI NC I CE ENCOU NTERS d6 Encounter 1 Giant octopi 2 Merrow 3 Polar bear 4 Scrags* 5 Ice Hunters 6 Ice Hu nters in fishing boats 7+ Oyaviggaton sighted If combat becomes necessary, Captain Lerustah fights as a knight and his crew fight as 40 guards. If fighting aboard Frostskimmr, the characters must be cautious while using area spells that deal fire or force damage. One such spell does minimal damage that can be fixed by the crew at sea after the fight ends. If two such spells are used, Frostskimmr must be hauled onto an ice floe for repairs that take half a day. Roll normally for events during that time, but reroll any total of 7 or higher. Giant Octopi. This event can occur by day or night, but only on water. Two giant octopi attack simultaneously, trying to drag characters and crew off the ship into the freezing water. When one octopus is killed, the other withdraws underwater and escapes. C HAPTER 10 I THE SEA OF MOVING ICE Merrow. This event can occur by day or night, on ice or water. Five merrow move as close as possible to Frostskimmr before attacking. If the characters are on the ship, the merrow try to swamp it by making a DC 25 Strength check, with a +2 bonus to the check for each additional merrow involved in the attempt. Success means that Frostskimmr lurches dangerously and each creature on board must make a DC 15 Dexterity saving throw. On a failed saving throw, a creature is dumped overboard. A creature that falls into the frigid water is swimming and must make a DC 12 Constitution saving throw at the start of each turn that it is in the water. On each failed saving throw, the creature suffers one level of exhaustion. Characters in the water are preferred targets for monsters in the water. Polar Bear. This event can occur day or night, but only on the ice. A crew member aboard Frostskimmr spots a polar bear stalking a wounded Ice Hunter on an ice floe. If the characters intervene and save the hunter, he is grateful, and converses with them in his own tongue. (If the characters have no means to communicate with him, one of Frostskimmr's crew can translate.) Though he is not from the tribe that lives on Oyaviggaton, the hunter knows the iceberg. In response to any questions about Oyaviggaton, he advises the characters as to its distance and direction from their current position, but warns them to keep away from it. Armed with this information, the characters gain a +l bonus to their next two daytime event rolls. Scrags. This event occurs only at night, and only on the ice. While Frostskimmr sits on an ice floe to wait for morning, three aquatic trolls, known as scrags (swimming speed 30 ft., can breathe underwater), attack the ship. If the characters and crew don't intend to haul Frostskimmr onto an ice floe for the night, one of the scrags swims beneath the ship and wrenches a plank loose, causing a serious leak that requires the ship to be pulled onto the ice for repairs. Ice Hunters. This event can occur only by day. A hunting party from Oyaviggaton (12 tribal warriors) is spotted pursuing seals on an ice floe, whether Frostskimmr is on the water or on an adjacent ice floe. The hunters are surly and uncommunicative if approached, knowing that they must return to the iceberg before nightfall or their kin will be punished. Captain Lerustah is puzzled by their behavior, knowing that the Ice Hunter people are shy but never hostile. The hunters quickly paddle their khyeks away to the northeast. If the characters follow the hunters or use that bearing for the next stage of their journey, they gain a +l bonus to their next daytime event roll. Ice Hunters in Fishing Boats. This event occurs only during the day. A group of fishers from Oyaviggaton (12 tribal warriors) are spotted in their characteristic boats, whether Frostskimmr is in the water or on a nearby ice floe. They are unfriendly and uncommunicative if approached, paddling away to the northeast as soon as they are able. If the characters follow the hunters or use that bearing for the next stage of their journey, they gain a +l bonus to their next daytime event roll.

Oyavi§§aton Sighted. This event can occur by day or night. There's no mistaking the silhouette of this massive iceberg as matching the description given by Maccath the Crimson. With a flattened expanse at one end rising to jagged peaks at the other, the characters' objective is at hand. 0YAVIGGATON Arauthator's iceberg lair rises from the sea to form a floating island. The portion of the berg above the water appears.roughly triangular, with rounded corners. The plateau portion of the iceberg rises more than a hundred feet above the water, and the jagged ice peaks add another two hundred feet above that. The Ice Hunter village is a collection of snow shelters and tents sitting at the center of the island. The village can't be seen from the sea because of the berg's height, but a large shelf of ice where the Ice Hunters beach their boats is clearly visible from the water. Approximately 60 feet across, the shelf rises a few feet above sea level and is littered with enormous, cracked bones-including ribs that arch taller than a human. A character proficient in Nature recognizes that the bones are mostly from whales and huge seals (or Captain Lerustah can supply that information). Any character who spends a few minutes examining the bones discovers tooth marks with a monstrous bite radius-evidence that a gigantic predator (Arauthator) ate at least some of these creatures. Examining the bones reveals smaller human bones in the pile as well, all of which show the same bite marks. An ice chasm splits the cliff face above the ice shelf, rising to the top of the plateau. The chasm is 20 feet wide near the bottom but narrows to 5 feet wide at the top. Steps are cut into the ice, making for an easy climb to the top of the plateau. Captain Lerustah would like to keep his crew members aboard Frostskimmr rather than marching them up to the plateau. He's not at all comfortable with the idea of leaving his ship without the strongest possible complement of guards. If the characters are unable to communicate with the Ice Hunters (who speak only their own language, Uluik), one of the crew members speaks enough Uluik to get by. The translator will accompany the characters onto the iceberg if he's paid a bonus of at least 50 gp, but he returns to the ship as soon as the characters descend into the ice caves. THE VILLAGE The top of Oyaviggaton is a plateau, but it's not level. The ground is uneven, fractured by narrow ice chasms and divided by rills, snowdrifts, and ice ridges taller than a human, sculpted by sea spray and wind. The ridges block the view of the village until characters are 200 feet from the nearest shelter. The first sight that greets the adventurers when they emerge onto the plateau is a row of ten corpses frozen into a wall of ice: three Luskar warriors, a dwarf, and six Ice Hunters. The bodies have been preserved in the ice, making it impossible to tell how long they've been here. The southerners and the dwarf were some of Maccath the Crimson's companions, killed by Arauthator. The Ice Hunters used the bodies to put up this grisly warning, in the hope that other intruders might fear the same fate and turn back. The dead Ice Hunters tried to flee from the iceberg but were hunted and killed by Arauthator, who forced their kin to add them to the horrid display. LAYOUT The village sits in a sheltered spot near the center of the iceberg. When the wind blows-which is most of the time-snow whips off the surrounding drifts and surrounds the settlement in a swirling shroud of white. Twenty structures make up the village, divided between snow-block shelters similar to igloos and double-walled yurts made from sealskin stretched over whalebone frames. Sixteen of these structures are small, one-room family dwellings. One ice-block shelter is a storeroom used for gear owned in common by the tribesfolk, including fishing nets and heavy ropes used for whaling. One yurt near the center of the village is slightly larger than the others, and is home to the Ice Hunter chieftain, Barking Seal. A yurt standing apart from the rest of the shelters is home to the shaman Bonecarver, as indicated by the many animal totems and whalebone carvings around the hut. The shaman's hut features a lesser-used entrance to the ice caves. The largest structure in the village is the meeting hall, heavily decorated with whalebone and the skulls of fish and mammals. Consisting of one large room, the hall has a wooden floor made of planks salvaged from ships caught and crushed in the Sea of Moving Ice. Beneath the planks in a back corner is an entrance to the ice caves under the village, which lead to Arauthator's grotto. A long coil of rope hangs on the wall near that corner, and a large iron pulley has been left suspended from a beam above the hole. No columns of smoke rise above the village to give away its location, since the Sea of Moving Ice features no wood or peat to burn. The only artificial heat comes from lamps and tiny stoves burning whale oil. The villagers live on fish, whale meat, and seal meat, eaten raw or dried on racks scattered around the village. With a successful DC 10 Intelligence (Survival) check, a character examining the racks realizes that the village must produce far more food than the number of villagers alone would require. VILLAGERS If the characters approach by the obvious path up the chasm from the ice ledge, they are noticed by the village's 12 sled dogs (treat as wolves). As soon as the dogs begin barking and growling, the whole village turns out armed and alert-25 tribal warriors (males and females; including the chieftain, Barking Seal), 30 commoners (children), 1 druid (Bonecarver, tribal shaman, female), and 1 gladiator (Orcaheart, village champion, male). The chieftain and shaman do all the talking for the villagers, who speak only their own language, Uluik. The chieftain also knows a little of a rough Illuskan dialect. The Ice Hunters have two main interests: finding out why strangers have come to Oyaviggaton, and getting CHAPTER 10 I THE SEA OF MOVING ICE rr3

II4 M11<:CllTH THE CRIMSON them to leave. They lie freely and well, telling tales of sea monsters and ravaging scrags in the area. If the characters ask about Arauthator or other dragons, the shaman claims a dragon known as Old White Death was killed a year ago by frost giants. She describes the heap of whale and seal bones on the waterside ice shelf as all that's left of the monster. Otherwise, the bones are described as evidence of monstrous predators in the area. While Barking Seal and Bonecarver speak with the adventurers, the other members of the tribe circle around the party, frowning and muttering as the dogs growl. Eight warriors lope off with their weapons toward the icy staircase and the ice shelf below, where they keep a cautious eye on Frostskimmr. Wizards, sorcerers, and warlocks among the party attract scornful looks. Do your best to communicate an atmosphere of tense hostility to the players. Any crew member accompanying the characters can point out that this behavior is highly unusual. Though the Ice Hunters avoid contact with outsiders, they are almost never hostile. During this interaction, allow the characters to attempt DC 20 Wisdom (Perception) checks. A character CHAPTER 10 I THE SEA OF MOVING ICE who succeeds notices several villagers slipping away one by one and disappearing into the meeting hall. From the hall, the villagers descend into the ice caves to warn Arauthator's servants that strangers have come, then quickly slip back up to the surface. Encounters in the ice caves assume that the presence of intruders on the iceberg is already known. If the party has maintained stealth since they arrived, they have a chance to surprise creatures in the ice caves. AN HONORABLE DUEL The Ice Hunters are determined not to allow the strangers inside the village hall, where they might discover the entrance to the ice caves. They know that letting powerful adventurers get past them into the dragon's lair means torture or death for every adult and child of the tribe. As they stall for time, Barking Seal, Bonecarver, and Orcaheart are also sizing up the adventurers' strength. If the characters refuse to leave the iceberg, Barking Seal proposes a contest: the village's champion against any warrior among the strangers. If the champion wins, the characters must hand over some of their fine steel weapons and sail away immediately, never to return. If the adventurer wins, the strangers will have earned their place among the villagers. They can spend the night in the village, after which Bonecarver will answer their questions to the best of her ability. If the characters agree to the duel, one of them must fight Orcaheart one-on-one. No magic is allowed, but if the character possesses a magic weapon or magic armor with no obvious effects, the villagers are unlikely to notice. The fight continues until one contestant is unconscious and dying. (Allow Orcaheart to make death saving throws if he drops to 0 hit points.) At that point, the match ends and each combatant's allies can step in to provide healing and assistance. During the fight, a combatant forfeits if he or she gains assistance of any kind from allies. Despite this, however, Bonecarver aids Orcaheart during the fight if she can. She positions herself so that when he is struck, he can fall backward and land in front of her. When she helps him back onto his feet, she surreptitiously casts cure wounds. If a player states specifically that a character is watching the crowd for signs of interference, that character can attempt a DC 15 Wisdom (Perception) check. Success means that Bonecarver was spotted in the act, though she denies providing assistance if accused of cheating. ICE HUNTER HOSPITALITY If Orcaheart loses the match, the Ice Hunters go through the motions of honoring their pledge. They offer to let the characters sleep in the village storage hut, which barely qualifies as shelter. Bonecarver brings them a platter of slightly spoiled raw fish, explaining (truthfully) that her people prefer the tanginess of meat that's gone past its prime. The fish won't hurt characters who eat it-but the poison Bonecarver added to it will. The sharp tang of the fish covers the bitter poison so well that a successful DC 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. Failure 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 D for statistics) examining their belongings. CONVINCING THE SHAMAN 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 will eventually perish under Arauthator's wrath, and she has long dreamed that the totem spirits will send heroes with the strength to best the dragon. With effective roleplaying and a DC 15 Charisma (Persuasion) check, Bonecarver will 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 willing 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). ICE CAVES 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. GENERAL FEATURES With its caverns carved out of the glacial depths of the iceberg, every surface in Oyaviggaton is made of ice. Ceilings and Walls. 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. The dragon's kobold servants wear 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 ICE TOADS Arauthator has attracted a number of 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 intell igent 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 of the Ice Hunters), but their accents are thick and their pronu nciation atrocious. Marfulb is fluent in Draconic thanks to many hours spent conversing with Arauthator. When the characters encou nter 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. 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 DC 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 DC 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 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 proper cold weather gear, they are at no risk from the cold while in the ice caves. Visibility. The ice caves are open to the sea, creating banks of vapor that roll constantly through Oyaviggaton's corridors and chambers. This fog is more common in the low points of the caverns. In areas noted as + 10 feet on the map, visibility is unrestricted unless a patch of random fog is encountered. In areas noted as 0 feet, visibility is limited to 75 feet. In areas noted as -10 feet or -20 feet, visibility is limited to 45 feet. C HAPTER 10 I THE SEA OF MOVING ICE II5

II6 RANDOM ENCOUNTERS In addition to the inhabitants noted in specific areas, the adventurers might run into Arauthator's minions in any corridor or empty chamber. Whenever the characters move from a chamber into the circular corridor, or from the corridor into a chamber with no occupants, roll a d6. On a roll of 1, an encounter occurs. Then roll on the table to determine the specifics. I CE CAVES ENCOU NTERS dlO Encounter or Event 1 -2 Fog 3-5 Kobolds (3d6) 6-8 Ice toads (l d6) 9 Maccath the Crimson 10 Ice trolls (ld2) Fog. The air is suddenly filled with roiling vapor. Visibility is reduced to 5 feet for 2 minutes or until the characters move 90 feet away. Kobolds. Arauthator brought a pack of unwitting kobolds to Oyaviggaton generations ago, and the creatures have been serving him in the frigid cold ever since. In the event of an encounter, a squad of 3d6 kobolds is working in or passing through the area. If the characters are dressed as Ice Hunter villagers or are wearing some other appropriate disguise, the kobolds eye them warily but don't immediately sound an alarm. Make a single Wisdom check for the kobolds with a DC equal to the lowest of the characters' checks to disguise themselves. The kobolds' Wisdom modifier is -2, but they have advantage on this check because of their numbers. If the check is successful (or if the characters aren't disguised), the kobolds launch a single volley of sling stones at the intruders, then flee in as many directions as possible to report the intrusion to the ice toads or ice trolls. Ice Toads. A crew of ld6 ice toads (see appendix D of statistics) is working in this area or passing along the corridor. Disguises are ineffective against the ice toads, which know what creatures live in Oyaviggaton at any given time. If they see anything unexpected-even Ice Hunter villagers entering the caves without permission-they stop what they're doing and observe the characters' actions, asking questions if they can. The ice toads flee to the ice trolls if threatened, fighting only if they must. The ice toads speak their own language, plus enough Draconic and Uluik to communicate with Arauthator the kobolds, and the Ice Hunters. They work for Ara�­ thator but have no special devotion to the dragon. If a fight is coming, their loyalty goes to whomever they expect to win. That means the dragon, unless the characters somehow impress them. Maccath the Crimson. Maccath often wanders the ice caves, deep in thought. On meeting strangers, her reaction is oddly subdued. See area 10 for more details on Maccath's situation. C HAPTER 10 I THE SEA OF MOVING ICE Ice TroJJs. Encountered singly or in small roving gangs, ice trolls are ordinary trolls with bluish skin and immunity to cold damage. Unless any ice toads are nearby to intervene, the ice trolls treats any creature not a kobold, an ice toad, Maccath, or an Ice Hunter as an intruder. For more information on the ice trolls working for Arauthator, see area 12. 1. ENTRANCE FROM HUT Inside the hut of the shaman Bonecarver, old furs heaped atop poles are laid across an opening leading down to the ice caves. Steps are cut into the wall of the chute, creating steep, icy stairs that drop down 100 feet in a tight spiral. Because this entrance is seldom used, the steps become increasingly obscured by frost as the characters descend. At the 40-foot mark, a character must attempt a DC 12 Dexterity (Acrobatics) check to maintain a grip on the dangerously uneven footholds. Failure means the character loses his or her footing, sliding and tumbling 60 feet to the bottom and taking 21 (6d6) bludgeoning damage. Characters can mitigate this danger by roping themselves together or using a climber's kit. Past the 40-foot mark, the steps improve again so that no further checks are necessary. The chute and its icy stairs end at the ceiling. A sturdy ladder then descends into the approximate center of a rectangular chamber. The exit to the corridor is an icy, 15-foot-wide passageway sloping downward. The chamber is empty except for a dozen baskets woven from leather strips and walrus ribs, stacked in the north corner. These contain frozen fish and a few skin-wrapped bundles of rotting shark meat that the Ice Hunters consider a delicacy. 2. ENTRANCE FROM THE VILLAGE HALL Hidden beneath the planks in the back corner of the village hall, this entrance to the ice caves consists of a chute carved with icy stairs descending 100 feet in a tight spiral. This route is used regularly to bring supplies to Arauthator's minions, so the steps are clear and easy to climb. Supplies are carried down strapped to villagers' backs, or lowered in baskets with the pulley and rope in the village hall. This chamber is empty except for three bundles of rolled sealskins sitting where the ladder descends from the chute above to the approximate center of the room. Additionally, a bed of piled furs has been arranged in the southwest corner, from which the sound of loud coughing can be heard when the characters enter the chamber. Villagers who suffer disease or injury beyond Bonecarver's limited healing ability are quarantined here in the relative warmth of the 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

C HAPTER 10 I THE SEA OF MOVING ICE

u8 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 . LARDER 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. KOBOLDS' DEN Arauthator's kobold servants live in this chamber. A dozen kobolds occupy this disheveled and filthy chamber. Half-eaten fish heads and gnawed seal fli ppers are tossed i nto corners or carelessly strewn around matted heaps offurs, 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" (earlier in the chapter) for guidelines on how the kobolds respond to intruders. If the characters spend a few minutes searching the area, a successful DC 12 Intelligence (Investigation) check suggests that approximately two dozen kobolds live in this chamber. TREASURE 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. UNK ROOM The kobolds throw their litter, food scraps, waste, wornout boots, and other useless junk into this cavernous CHAPTER 10 I THE SEA OF MOVING ICE 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. THE CHUTE This narrow cavern is the access point to the lair of Arauthator below. This chamber feels far colder than any area of the ice caves you've explored so far. The cold issues from a yawn ing pit in the floor that twists down into darkness, and above which a heavy iron hook is anchored in the ice of the ceiling. A five-foot-wide wal kway extends around both sides of the pit, connecting this entrance to an exit across the room. Carved into the ice of the walls are images of white dragons in fl ight. 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 DC 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. HALL OF GIANTS 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. When the characters arrive in this area, 8 kobolds are working in the chamber, polishing and maintaining the ice. If they recognize the characters as intruders, they

try to keep away from them in the fog, then slip out of the chamber when they can. 8. TROPHY HALL Trophies of Arauthator's many battles are displayed in this chamber. Visibility is 45 feet, so the characters won't be able to see much from the doorway. Among the creatures frozen here in death are two remorhazes, a trio of behirs, five abominable yetis, and a giant squid of jaw-dropping size. A complete longship with sail raised is also on display here. The ship clearly will not fit through any of the iceberg's entrances; it was painstakingly disassembled outside and reassembled here by the kobolds. Characters who know ships can see mistakes in the rigging and hull planking, but it's passably good work for a display. TREASURE Of more immediate interest is the open chest of gold and jewels sitting on the ship's deck. The chest contains 375 gp, 1,480 ep, and 495 sp, plus jewelry and precious objects worth another 225 gp. A character examining the chest without disturbing it or the contents can estimate its value at between 1,000 and 1,500 gp with a successful DC 10 Intelligence check. If the chest or any of the treasure it contains-even a single coin-is removed from the ship, Arauthator senses it immediately and dispatches 2 ice trolls (see area 1 2) to investigate. 9. UNUSED C HAMBER This chamber is empty, awaiting the day when Arauthator's collection of trophies overflows areas 7 and 8. 10. MACCATH THE CRIMSON If Maccath the Crimson hasn't been encountered elsewhere in Oyaviggaton, the characters meet her here. At the top of the ramp from area 9, an ice troll (see area 12) stands guard over this cavern. It positions itself around the corner so it can't be seen until intruders reach the top of the ramp. The empty ice floor of this chamber holds a most unexpected sight. A large shelter is seemingly built of scraps, and in the style of the tents used by the desert nomads of Calimshan, some two thousand miles to the south. Maccath's shelter is made from huge tapestries and carpets draped across a frame of whale ribs, and stands 8 feet tall, 20 feet wide, and 30 feet long. The bottoms of the walls drape down onto the ground, leaving no gaps underneath. The tent has no obvious entrance, but a character can slide between any two overlapping tapestries to emerge inside the shelter. When the characters step inside, read or paraphrase the following. The interior of the shelter is surprisingly warm, thanks to a small stove and simple lamps burning aromatic whale oil. Carpets are heaped on the floor in thick layers, and tapestries from every culture in FaerOn hang suspended from a sturdy frame of whale ribs. Books and scrolls are stacked neatly on tables and reading stands made of hide and whalebone. The only furnishings in the shelter not made from these natural materials are the carpets and tapestries, and a portable writing desk that appears to have been taken from a sailing ship. If this is the characters' first meeting with Maccath the Crimson, add: Seated at the writing desk is a female tiefling wearing a blazing crimson cloak over tailored furs. The cloak is fastened with a silver-and-ivory brooch bearing a design reminiscent of a stylized, branching tree-the symbol of the Arcane Brotherhood. Two kobold attendants stand nearby, glancing nervously between you and the tiefling. After a few moments, the tiefling looks up with an expression of pale disi nterest and asks, "Have you come to save me or kill me? Not that there will be m uch difference between the two." When Maccath arrived at Oyaviggaton three years ago, Arauthator would normally have killed her without a second thought. However, the brooch of the Arcane Brotherhood she wore suggested to Arauthator that the tiefling might present a solution to two problems. First, the dragon possessed numerous items stolen from the Arcane Brotherhood, some of which defied his understanding even after decades of study. Second, Arauthator had long sought to help his mate Arveiaturace overcome her grief over the death of the wizard she once served. Replacing that wizard with a member of the Arcane Brotherhood seemed a perfect solution. Maccath was smart enough to convince the dragon that his offer had won her over, expecting that she would eventually be able to seek a means of escape from the iceberg. However, she has so far been thwarted by Arauthator's potent magic-including spells and rituals stolen from the Arcane Brotherhood-which have kept her sealed and helpless in Oyaviggaton, invisible to scrying and unable to use sending to call for help. Before he turns Maccath over to Arveiaturace, Arauthator has had the tiefling deciphering his stolen writings, though the work has gone slowly thanks to the inherent complexity and danger of the material. Maccath is studying one of the stolen scrolls when the characters walk in. If the characters announced their presence by fighting the ice troll, the 2 kobolds will be visibly agitated, even though Maccath shows little concern. The kobolds have been directed to stay with the tiefling and follow her orders, which mostly means undertaking errands C HAPTER 10 I THE SEA OF MOVING ICE II9

120 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'S BARGAIN 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 will 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 1 1). • 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 chapter.) • 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 chapter 17. • 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 will 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 will come looking for her and whoever helped her escape. Maccath knows that surprise is the characters' best weapon for challenging the dragon, and that he will 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 will flee to one of his other lairs. TREASURE If the party seems intent on fighting Arauthator, Maccath offers them a ring of resistance (cold) and two CHAPTER 10 I THE SEA OF MOVING ICE arrows of slaying (dragons) 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. 11. SCRIPTORIUM 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 of salvaged wood, whale bone, pieces of giants' armor, and even the frozen limbs of yetis. A number of scrolls, books, parchments, and folios are carefully arranged on the shelves, all bearing the markings of 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. While 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. TREASURE 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 spell scrolls: gaseous form, haste, protection from energy, water breathing, Evard's black tentacles, fire shield, wall of fire, hold monster, chain lightning, and disintegrate. ACCESS TO ARAUTHATOR'S LAIR 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 proficient 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.

Before the characters head down into the cavern, Maccath tells them they have no easy way back up to these chambers. Old White Death doesn't want anyone-intruders or guests-to be able to easily leave his lair. 12. ICE TROLLS The ice trolls that Arauthator has gathered to his service use this hall as their residence, and no other creatures are permitted here. An ice troll has bluish, translucent skin and immunity to cold damage; it otherwise has the statistics of an ordinary troll. A minimum of 2 ice trolls are here when characters first enter, but 3 or more can be placed in this area at your discretion (and depending on whether the adventurers meet conditions that might lead to fighting; see below). This cavernous chamber is filled with drifting mist that shrouds a field of ice pillars rising from floor to cei ling. The muffled silence beyond is broken only by the sound of ru nning water. Ice pillars and pressure ridges form razor-sharp crags that loom out of the roiling fog. Streams of crackling water, magically flowing even at subzero temperatures, course thickly through the hollows beneath winddriven, icy snow. From the entrance, only swirling fog can be seen and only the wind can be heard. If Maccath or any ice toad is with the party, they advise the characters in the strongest possible terms to stay out of this chamber. Those who venture here are silently surrounded and ambushed by the ice trolls. The trolls hungrily pursue the adventurers if they flee, but they heed the ice toads and refrain from attacking if the toads command them to. The trolls speak Giant and understand a little bit of the Draconic tongue. They are willing to trade or bargain with characters who prove too difficult to kill. Only the verifiable offer of food and treasure can convince the trolls to turn against Arauthator. 13. ICE TOAD WORKPLACE Giant ice toads serve Arauthator as overseers at Oyaviggaton. They manage the labor of the kobolds, direct the Ice Hunter villagers to provide the lair with food and other supplies, and have the patience required to deal with the ornery ice trolls. A bizarre sight greets you in this rough·walled chamber. About a dozen giant toads with thick, mottled white h ides are at work here, scribing strange writing into the ice of the walls, or onto weathered parchment and stone tablets. A few toads transfer parchments and tablets into and out of floor-to-cei ling cubbyholes cut into the ice along the entire southern wal l. A total of 11 ice toads (see appendix D for statistics) work in this chamber, scribing records and tallies into the ice using sharpened antlers or their own claws. They also maintain rough maps of the Sea of Moving Ice based on reports from the Ice Hunter villagers. At regular intervals, their temporary records are transferred to more permanent form. See "Random Encounters" (earlier in this chapter) for guidelines on how the giant ice toads respond to intruders. The characters' best chance to avoid a fight in this area-and to keep the toads from alerting the ice trolls-is to win the ice toads to their cause by treating with their leader, Marfulb. The average ice toad is smart, but their leader Marfulb is exceptional (Intelligence 13). Her knack for organization and governance had no outlet until her path crossed Arauthator's on the Sea of Moving Ice, and she has served as the seneschal of Oyaviggaton for the four decades since. Not even Arauthator understands the workings of Oyaviggaton as well as Marfulb, who knows the contents and value of every pack, chest, and heap of coins in the iceberg down to the last copper piece. MARFULB's LORE In addition to data about Arauthator-his treasures, mating habits, and epic battles with frost giants and other monsters-the information amassed by the ice toads includes exhaustive details on the ever-changing Sea of Moving Ice, the weather north of the Spine of the World, and the culture of the elusive Ice Hunters. Marfulb feels great satisfaction in her life's work, but she knows too little about society south of the Spine of the World to sense its full importance. Characters equipped with a bag of holding could take all the parchments and stone slabs with them when they leave Oyaviggaton. The Arcane Brotherhood would regard the lore as one of the most amazing works of natural philosophy in existence (once it is painstakingly translated from the ice toads' unique language), and they would clamor to meet and praise Marfulb. Without a bag of holding, the collection is too large to move. 14. ICE TOAD LAIR This freezing, miserable chamber makes a perfect home for the ice toads, but is presently empty. None of the toads' belongings here has value as loot, but they make a strange and curious collection. Such objects include walrus-tooth wart scrapers, spears fashioned from narwhal horn, oddly shaped furniture sculpted into the icy floor instead of rising above it, writing implements carved from baleen and shaped for a webbed hand, and art objects that combine carved whalebone, driftwood, and mundane items such as silverware and glass stoppers salvaged from shipwrecks. C HAPTER 10 I THE SEA OF MOVING ICE 121

122 ARAUTHATOR's LAIR The dragon's lair is a single, cavernous chamber with many nooks, crannies, and icy outcroppings. GENERAL FEATURES 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 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 DC 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. All 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 bone-chilling 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. SCRAGS' LAIR 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 swimming 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 PILLARS Pillars of ice jut from the floor in this area. 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. C HAPTER 10 I THE SEA OF MOVING ICE 17. THE IcEWOLF's SPINE 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. THE GULLET 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 . THE THROAT 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. THE PERCH 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. ARAUTHATOR'S ABYSS The western end of the lair cavern is where Arauthator (an adult white dragon) spends most of his time. 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. When the characters face off against Arauthator, the dragon roars so loudly that the whole iceberg reverberates with his rage. This calls the ice trolls from area 12, which arrive 5 rounds later.

Pools of slush spread across the floor of the cavern, prevented from freezing by the seawater's high salt content. One such pool, in the westernmost angle of the cavern, conceals a flooded passage connecting to the Sea of Moving Ice. This is Arauthator's customary entrance and exit. When the dragon is reduced to 100 hit points or fewer and facing three or more foes, he dives for this exit and escapes into the frozen sea. If the dragon flees, the ice trolls retreat as well. DEVELOPMENTS If the characters defeat Arauthator, the reactions of Oyaviggaton's other inhabitants are dependent on whether the dragon is killed or driven off. If Arauthator is killed, the ice toads grieve, but they won't take any action against the characters. In contrast, the kobolds are furious with grief, throwing themselves at the characters in frenzied, suicidal attacks. The ice trolls' reaction will likely be influenced by whatever interaction the characters had with them earlier. The trolls might flee without a word, or they might decide they like Oyaviggaton and make it their permanent home. The Ice Hunters are elated over the dragon's death. When the characters emerge from the iceberg, the normally reserved villagers greet them with cheers and offers of the choicest fermented fish. The villagers then begin packing their few belongings into their hide boats and prepare to leave immediately. If Arauthator is wounded and driven off, Maccath or Marfulb know enough of the dragon to predict that he will spend months recovering at one of his other lairs before returning to Oyaviggaton. The Ice Hunters believe that this gives them enough time to lose themselves in the vast expanse of the Sea of Moving Ice and find a new home where Arauthator can't track them. The dragon is vengeful, but with everything else going on, Maccath believes Arauthator won't put any real effort into seeking out his former thralls. The Ice Hunters have no contact with civilization, so they can't possibly spread word of his humiliating defeat. With the dragon's disappearance, the kobolds hide if they can, while the ice toads demonstrate the same impassive stoicism they show if the dragon is killed. The ice trolls shy away from Arauthator's treasure as long as he is alive, knowing better than to come between a dragon and its hoard. They don't really care if someone else plunders items from the dragon's hoard, and they're too stupid to think they might be blamed for any such thefts. LEAVING 0YAVIGGATON The characters have no chance to sail away from the iceberg aboard Frostskimmr while Arauthator is free to attack. The dragon can strike just as easily from the sky or from beneath the water, freezing or capsizing the ship, then picking off the crew at his leisure. If the adventurers try to sneak away with Maccath, the sorcerer's absence is noticed by the kobolds and ice toads within a day. If Arauthator was beaten in combat and forced to retreat, he will not pursue Frostskimmr as the characters sail away. The adventurers and the crew might see the dragon shadowing them in the far distance, but Arauthator is too proud and fearful to face the party again. ARAUTHATOR'S TREASURE If Old White Death is killed or driven away, he leaves his iceberg lair's treasure hoard behind. (Because Oyaviggaton is just one of a number of minor lairs maintained by the dragon, the treasure here represents only the smallest part of his total wealth.) Areas 19 and 20 contain a total of 700 gp, 1,000 sp, and 20 precious stones (five each worth 200 gp, 400 gp, 600 gp, and 800 gp). In addition, add potions, scrolls, and magic items at your discretion. Alternatively, use the treasure tables in the Dungeon Master's Guide to generate a hoard whose value is in line with your campaign. To claim this treasure, it must be hacked out of the ice in the lair cavern. Doing so takes half a day (and is thus impossible if Arauthator is still in the lair). Marfulb's four decades of data on Arauthator is priceless to the Arcane Brotherhood (a fact Maccath will recognize if the characters don't) or to other collectors of draconic lore. If the dragon is dead, Marfulb can be talked into letting this material be transported south, provided she gets to come along. If Arauthator still lives, the ice toad would prefer to stay and continue her work with her records intact. C ONCLUSION Arauthator is a strong ally of the Cult of the Dragon, and the adventurers deal a solid blow to the cult by defeating him. Additionally, by returning Maccath and the stolen lore of the Hosttower, the characters can earn the allegiance of the Arcane Brotherhood in the fight against the cult's plans. The characters gain a level at the end of this chapter. C HAPTER 10 I THE SEA OF MOVING ICE 123

CHAPTERS 11 AND 12 : DE H TO THE WYRMSPEAKERS 124 ROM THEIR FIRST DISCOVERY OF THE r dragon masks, the characters likely recognized the importance of the masks to the Cult of the Dragon. Over the course of the adventure, the heroes have two chances to come face to face with the wyrmspeakers of Severin's inner circle, perhaps claiming their dragon masks and hindering Severin's plans. This section comprises two distinct but interrelated chapters. In the first chapter, the characters track Varram, keeper of the White Dragon Mask, to an ancient crypt overrun by yuan-ti in the Serpent Hills. In the second chapter, the adventurers go up against Neronvain, the wyrmspeaker with the Green Dragon Mask, in a hidden stronghold and dragon lair in the Misty Forest. These chapters play out at different points during the first and second sessions of the Council ofWaterdeep, but are presented together because they form two halves of a single mission-taking the fight to the wyrmspeakers as a means of thwarting Severin's plots. Three of the five wyrmspeakers of the cult-Galvan the Blue, Rezmir the Black, and Severin himself, who wears the Red Dragon Mask-are already at the Well of Dragons and beyond the party's reach. However, CHAPTERS 11 AND 12 I DEATH TO THE WY.RMSPEAKERS the white wyrmspeaker Varram is forced to leave the security of his stronghold after losing possession of the White Dragon Mask, while the green wyrmspeaker Neronvain engages in raids against the elves of the Misty Forest with his draconic ally, Chuth. When word comes to the Council of Waterdeep that two of the five wyrmspeakers might be at large, the adventurers seize the opportunity to strike. VARRAM THE WHITE Varram the White is a close ally and confidant of Severin, but the Cult of the Dragon leader is unaware of how his old friend's actions have threatened the cult's plans. Varram's White Dragon Mask has gone missing, stolen by a thief allied with the Zhentarim and now hidden from normal scrying magic. Varram is desperate to retrieve the mask before Severin discovers it is missing, so he has created the pretense of taking a group of trusted followers to seek out a site of ancient magic in the Serpent Hills, which he claims will help the cult in its plans to summon Tiamat. In truth, Varram is seeking the Tomb of Diderius-site of an ancient divination pool that he hopes will show him the location of the lost mask.

Harper agents have heard rumors of the theft of the White Dragon Mask, and Leosin Erlanthar has recently learned that the dwarfVarram was seen in the trade settlement of Boareskyr Bridge, near the Serpent Hills. With the Harpers already spread far and wide on their intelligence-gathering missions, the adventurers are a perfect choice to pursue the wyrmspeaker. FOLLOWING THE TRAIL Leosin Erlanthar contacts the party during a council session in Waterdeep. After filling them in on the rumors that Varram has lost the White Dragon Mask and gone abroad in search of it, he sends the characters to Boareskyr Bridge, instructing them to seek information on Varram's recent movements and probable destination. This chapter sees the characters journey from Boareskyr Bridge to a forgotten Anaurian ruin in the Serpent Hills. The divination pool that Varram seeks is therebut so too is a clan of yuan-ti that are a threat to the wyrmspeaker and the adventurers alike. BOARESKYR BRIDGE Boareskyr Bridge bears the name of a now-vanished realm north and east of the Trade Way. The bridge spans the Winding Water and is a major landmark. Constructed of black granite, it bears sculpted images of the deities Cyric and Bhaal, commemorating the legendary battle they fought on the bridge during the Time of Troubles. This way station settlement is little more than a collection of tents, wagons, and caravans providing food, fresh mounts, and other services to travelers. A contingent of paladins from the theocracy of Elturgard maintains watch over the bridge in a newly built keep. BOLO'S TENTSIDE INN Bolo's Tentside Inn is a rough-and-tumble establishment set up in a large pavilion near the center of Boareskyr's tent city. When the characters make inquiries about Varram, they are directed to Bolo's and its female halfling proprietor. "A dwarf in purple robes? Oh, I saw him. He was asking about escorts into the hills, when this hooded fellow starts asking him his business. The dwarf looked him straight in the eye, then pulled out his dagger and stabbed the tall fellow dead! He was one of the scaled folk of the Serpent Hi lls, come down to spy on us! That dwarf's a hero, make no mistake. But he and his entourage took off straight away for the hills then, quick as cats!" Varram's only goal in killing the yuan-ti spy was stopping word of his movements from reaching the Serpent Hills before he got there, but it has made him something of a local hero. Bolo is happy to share what she knows as long as the characters don't let on that they intend to harm the dwarf. Varram traveled with more than a dozen other companions, including a handful of cloaked and hooded warriors. She assumed them to be barbarian mercenaries, but Varram is actually traveling under the protection of a force of bearded devils. The dwarf headed into the Serpent Hills after killing the yuan-ti. THE SERPENT HILLS Good weather and the fact that Varram and his large party were moving with haste makes their trail into the hills easy to follow. From Boareskyr Bridge, the adventurers pursue the dwarf into the Serpent Hills-a swath of badlands, mesas, and rocky plateaus sprinkled with trees and tall grass. Varram's trail leads some sixty-five miles n01�.th-northeast. Lizardfolk and nagas, trolls and giants, and the treacherous yuan-ti all lurk in the Serpent Hills, amid the tombs and ruined settlements of more than one fallen civilization. As the characters pursue Varram, roll a d20 every 6 hours of travel; an encounter occurs on a roll of 17-20. Determine the encounter by rolling on the table below. SERPENT H I LLS ENCOU NTERS d8 Encounter Humanoids (ld6) 2 Herd mammals (5d6) 3 Hill giants (ld2) 4 Unmarked grave 5 Shrine 6 Vultures (3d6) 7 Ruined settlement 8 Lizardfolk (2d8) Humanoids. Humanoids ranging into the Serpent Hills might be treasure hunters, escaped slaves from the monstrous land of Najara, or scouts from Elturgard keeping watch on yuan-ti activity. Herd Mammals. Packs of goats, antelope, and other herd mammals range across the Serpent Hills. They avoid other creatures, but can become fierce if threatened or cornered. Hill Giants. The party comes across one or two hill giants gorging on a fallen herd animal. When the giants notice the adventurers, they see the opportunity for another meal. A hill giant retreats when reduced to half its hit points or fewer, preferring prey that does not fight back. Unmarked Grave. A low rise covered in hastily collected rocks marks the resting place of one of the many explorers to have fallen in the Serpent Hills. At your discretion, an unmarked grave at night could become an encounter with a ghost or other restless undead. Shrine. An isolated shrine to one of the many lost gods of Netheril or Anauria rises up out of the desert. Many such sites show signs of having been used as campsites by travelers in the hills. Vultures. Flocks of vultures might be seen circling at a distance, or could harass the characters if they mistake them for lost travelers on their last legs. C HAPTERS 11 AND 12 I DEATH TO THE WYRMSPEAKERS 125

126 Ruined Settlement. Crumbling stones and dry wells are all that remain of the many lost settlements of the Serpent Hills. Lizardfolk. Lizardfolk regularly hunt and gather food for their yuan-ti masters, grabbing humanoid settlers along the fringes of the hills when they can. TOMB OF DIDERIUS The Tomb of Diderius and its magic pool are hidden within a complex of chambers carved into a towering cliff. Originally part of the manse the wizard Diderius built around the mystical divination pool, the complex was converted to a crypt only after his death. The crypt looks down over the ruins of the town that grew up around the magic pool to cater to those who came seeking Diderius's wisdom. The town once nestled into a canyon between two bluffs, but only a few ruined stone structures and the slab foundations of administrative and temple buildings now remain. Cave entrances dot the bluffs, marking former residences and simple tombs. None of the ruins hold anything of value or interest, but the caves offer safe places for the party to rest. Knowledge of the settlement that once stood here has been lost to all except Ilda, a ghostly librarian in area 9 of the crypt, who has answers to many forgotten CHAPTERS 1 1 AND 12 I D EATH TO THE WYRMSPEAKERS questions. As well, though few seek the pool these days, a small yuan-ti colony known as Ss'tck'al has arisen behind the crypt. The yuan-ti use humanoid sacrifices to power the divination pool's magic, learning dark secrets that fuel their insidious plots. GENERAL FEATURES Unless otherwise specified, the floor and walls of the dungeon are sandstone blocks and flagstones. The walls are cool to the touch, and the air is cold. Ceilings. The tomb's ceilings are 10 feet high unless otherwise noted. Light. Unless specified otherwise, there is no light inside the tomb. Regional Effects. When Diderius died, those who honored him in life transformed him into a special mummy lord whose magic pervades his tomb. Since Diderius is neutral rather than evil, the area lacks dark magic common to other mummy lord tombs. A few chambers of the tomb have the appearance of opulent and well-kept rooms suitable for a noble archmage. This effect is an illusion, however, failing to cover the rank scent of dust and decay.

1. E NTRANCE P LAZA The entrance to Diderius's tomb stands in what was once a large paved plaza. The remains of a fountain are now little more than a stone circle set around a crumbling hole in the ground leading to a well deep below. Two stone statues stand in the courtyard, rising twenty feet high. Behind them, a forty-foot high edifice is carved into the cliff side, dominated by relief columns carved with strange, otherworldly scenes. The left-hand colossus is a bearded human male wearing exotic clothes, but its face is smashed beyond recognition. It holds a balance in its right hand and a cudgel at its side, its left hand raised as if in warning. The colossus to the right of the entrance is a young human male wearing similarly exotic clothing, the left half of its head cracked off and lying at its feet. The statue holds a shepherd's crook in its left hand, its right hand raised in warning as well. The relief-carved scenes around the entrance depict things Diderius glimpsed in the divination pool, including other worlds and planes that never came to be. Use your imagination when describing these scenes. The entrance to the crypt is 30 feet up atop a stone stairwell that stops 10 feet short of a platform jutting out from the cliff face. Varram's cultists (see below) have left a ladder leaning against the edifice that allows characters to climb up to the entrance. APPROACHING THE STATUES When the party approaches the statues, read the following. As you approach the statues, you hear the sudden sound of grinding stone. The colossal figures turn their massive heads, their shattered features staring down at you. Two voices issue forth in unison, booming out as though erupting from the deep earth. "Halt. You come before Diderius, ether walker and conduit of clairvoyance. Behold ye now his wondrous triumphs. Diderius extends wisdom, and Diderius offers knowledge. Which do you seek?" If a response of "We seek wisdom," or "We desire knowledge" is given, or the characters roleplay an obsequious or self-deprecating response that might please an egotistical wizard, the statues respond. They say, "Diderius shall grant you what you seek, but only if you heed him and continue to show proper respect!" They then revert to their original positions. The adventurers' positive response earns them beneficial warnings, courtesy of the magic of Diderius. Warnings are detailed in the areas to which they apply. Any response other than "knowledge" or "wisdom" that is not in some way flattering to Diderius-including questions for clarification-results in the statues reverting to their initial positions. The characters are free to continue on into the complex, but they receive no benefit from this interaction. CULTIST CAMPSITE AND RUINED FOUNTAIN Varram's cultists have made camp in the plaza near the ruined fountain. A campfire is burning next to the fountain, and three bedrolls show where the rearguard cultists are camped. Seven shallow graves have been dug east of the campsite-casualties from the cultists' exploration. The guards are dead, having been dragged off and eaten by trolls living in the tunnels beneath the well. Those sewers remain largely intact, and the 3 trolls that dwell there have discovered that using them to move between the crypt and the plaza makes for good foraging in the area. If the party rests here or in area 5, the trolls attack in the night. A troll fights until reduced to onethird or fewer of its hit points before retreating to the safety of the well. The entrance to the tunnels is too narrow for even a Small character to squeeze through. The trolls dislocate their hips and shoulders to pass through, taking 10 bludgeoning damage that they quickly regenerate. 2. ANTECHAMBER While an illusion still shows a tomb with gilded carvings and silver censers, these are mere shadows. Looters have defaced and ruined the relief-carved walls, and the censers are long gone. Set between the carvings are a dozen alcoves recognizable as funerary niches, though these contain only splinters of bone. At the far end of the chamber, a stone door hangs ajar. Marks on the door and frame indicate that it was recently forced. 3. WATCHFUL STATUES Six statues stand here, all of cowled wizards leaning on staffs, their faces obscured by deep hoods. The hollows the hoods form are particulalry dark. Niches between the statues once held skeletal guardians that fought the cultists. The bones of more than a dozen humanoids now litter the ground. Characters who chose well when speaking with the statues in area 1 are struck by a sudden thought when they enter this area: "Some secrets are not meant for mortal minds to know. Look away from the darkness in which such knowledge hides." STATUE TRAP When the first adventurer passes the halfway point of the room, the sound of grinding stone announces the statues turning their cowled heads to follow the characters' movements. The characters must not look into the darkness in the statues' hoods. Any character who does must make a DC 15 Wisdom saving throw against a suggestion spell. Success indicates that the character shrugs off the statue's magic, while failure indicates the character is held by the dark gaze within the stony cowl for 1 round. During this time, the statue whispers impossible secrets to the character, which carry both benefit and burden. CHAPTERS 11 AND 12 I DEATH TO THE WYRMSPEAKERS 127

128 CUSTOM IZATION: ANI M ATED TI LE CREATURE An animated tile creature acts like the creature it resembles, except it is a construct that doesn't breathe, dri nk, eat, or sleep. The creature also gains the following features. Damage Resistances piercing Damage Immunities poison, psychic Condition I mmunities charmed, frightened, paralyzed, petrified, poisoned A tile creature gains the following trait. Reju11enation. If destroyed, the tile creature regains all its hit points and becomes active again in 24 hours unless at least half its tiles are collected and kept separate from the rest of the creature's tiles. A tile creature gains the following reaction. Narrow Dodge. When targeted by a melee attack, the tile creature can take a reaction to turn its narrowest aspect toward the attacker. The attacker has disadvantage on the attack roll. A character who failed the initial save must then make a DC 15 Intelligence saving throw. On a failed save, the character cannot grasp the secrets it was shown, and there is no effect. On a success, the character understands the world more accurately, gaining advantage on Intelligence checks for the next 24 hours. However, the character is also driven temporarily insane for 1 minute. An insane creature can't take actions or reactions, can't understand what other creatures say, can't read, and speaks only in gibberish. You control the creature's movement, which is erratic. 4. MOSAIC C HAMBER This chamber is a high vaulted dome with a deep inset ledge circling the room, 10 feet wide and 15 feet up. The floor here is set with a beautiful tile mosaic showing a knight in plate armor wielding a glowing sword against a chimera. The word "SAFE" is written in chalk on the door leading to area 5, marking that chamber as a resting place used by the cultists. When the first character enters this room, the tile chimera begins to slowly shift. With a successful DC 14 Wisdom (Perception) check, a character notices this movement and is not surprised as the tiles shoot up and the chimera seemingly claws its way out of the mosaic. The tile chimera acts as a normal chimera magically animated and customized per the sidebar. It makes a clacking noise as it moves, and when injured, it sprays tiles instead of bleeding. It is thin in one dimension and can use that fact to its advantage in combat. The creature flies up to the ledge to use its fire breath at range, flying down to attack in melee until it can breathe again. MOSAIC SUN The sun is depicted in the mosaic near the hallway that is area 6-and is actually a sliding circular plate that reveals the bone boulder trap in that area. The plate is only apparent with a successful DC 24 Wisdom (Perception) check or a DC 18 Intelligence (Investigation) check. C HAPTERS 11 AND 12 I D EATH TO THE WYRMSPEAKERS DooR HAzARD The double doors leading to area 12 are plated in corroded copper engraved to depict a group of wizards peering over a pool of water. The oversized figure of a male wizard at the top of the image raises his hands as if summoning a creature from the pool. The doors bulge out noticeably from their frame, pushed out by the weight of stone where the ceiling of the corridor between area 4 and area 12 has collapsed. Pulling on either door unleashes enough force to break the hinges and send the doors and a wall of rubble crashing into the room. Any creature within 10 feet of the doors must make a DC 18 Dexterity saving throw to jump out of the way. On a failure, the creature takes 28 (8d6) bludgeoning damage, or half as much damage on a successful save. The fall of rubble leaves the hallway filled with stone and impassable. 5. WELL CHAMBER The divination pool used water to create a mirror-like surface for its powerful rituals, which was replenished from this well. The well holds water still, but the regional effects Diderius imposes on his lair causes it to evaporate within a few rounds of being hauled up into this area. A bronze bucket on a rope sits near the well, while an empty basin stands 8 feet up along the north wall, with stone steps leading up to it. A brass lever protrudes from the wall near the basin. When water is poured into the basin and the lever pulled, it feeds the sluice in area 12. The sides of the well and the floor next to it are covered in bright red mushrooms. They are slick with a watery sheen that resembles blood, and have the taste and texture of raw liver if picked and eaten before the lair effects spoil them. They are safe to consume, however. The cultists used this room as a forward campsite during their short expedition. Sleeping rolls and camping gear are scattered around. As with the door leading into this area, "SAFE" is scribed on the wall in chalk in case anyone became lost or disoriented. TROLLS The well here connects to the reservoir that feeds the fountain in the plaza outside. The trolls in that area sometimes come here when their hunting goes poorly and feed on the liver mushrooms. Though the cultists did not encounter them before being taken by the yuan-ti, the trolls attack in the middle of the night if the party uses this area for resting. As on the plaza, the trolls flee down the well if badly injured. 6. HALLWAY This hallway slants down sharply toward area 7, dropping 15 feet over its full length. Any character who takes a moment to poke around and succeeds on a DC 17 Intelligence (Investigation) check notices a secret panel halfway down the hallway, large enough for a Small creature to fit through, or a Medium creature that is squeezing. The panel reveals a narrow shaft that once housed a dumbwaiter, which drops down 30 feet to the stairwell leading to area 11. (The cultists discovered

this shaft and used it to enter areas 10 and 11, though no sign can be found of their passage.) BONE BOULDER TRAP At 15 feet beyond the shaft entrance, a mechanical plate installed in the floor triggers a rolling boulder trap. A successful DC 22 Wisdom (Perception) check by one of the characters in the first rank of the marching order is required to notice this trigger without activating the pressure plate. If the plate is activated, the circular mosaic pattern that appears as the sun on the floor in area 4 slides back and a 7-foot-diameter sphere made of hundreds of skeletal bodies rises magically from the floor. This bone boulder tilts toward area 6 and rolls down the sloping hallway before crashing against the wall in area 7. As it rolls through, the bone boulder crushes and slashes at any creature in area 6, dealing 18 (4d8) bludgeoning damage and 18 (4d8) slashing damage, or half as much damage with a successful DC 17 Dexterity saving throw. Any creature that fails this save is grabbed by skeletal hands and pulled into the sphere, which continues to roll over any other creatures in the hallway. A creature trapped in the bone boulder can attempt a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check to break free before the boulder slams into the wall in area 7. Any creature that fails to escape is inside the boulder when it hits, and is caught in an explosion of bones and stone, taking 14 (4d6) bludgeoning damage and 14 (4d6) slashing damage. 7. THRONE ROOM ANTECHAMBER The smell of incense fills this room, and rich tapestries cover the walls. On the south wall, a chute large enough only for a Small character to squeeze through lets in light from outside. If the characters spoke properly to the statues in area l, an unfamiliar voice is heard to whisper as they enter this area: "Humility proffered in the manner of Mystril shelters those opening the way to seeking knowledge." A successful DC 15 Intelligence (Religion) check reminds a character of a holy gesture among adherents of the fallen goddess Mystril, involving turning the head downward and raising the hands as if holding a lamp. Characters who make this gesture while opening the double doors to the north can pass without difficulty. SARCOPHAGI Six sarcophagi are embedded in the walls behind the tapestries, holding the mummified remains of Diderius's household guards. A character who opens the north double doors without making the proper gesture, or who tampers with a sarcophagus, awakens the 6 mummies, which lurch forth and attack. 8. THRONE ROOM A throne on a massive dais resembles a floating cloud concealing a golden sun. Seated on the throne is a twelve-foot-tall, regal and well-muscled humanoid male with a flowing white beard and purple toga-in reality, a clay golem that Diderius used to receive favored guests in this area. The golem has been imbued with castings of magic mouth. When any character first approaches it, the creature speaks in a soothing, magnificent voice, saying, "Ye who seek Diderius's insight must first furnish tribute, that Diderius might work his mighty magic. Lay such tribute at my feet or depart." Diderius was not a greedy wizard, and he accepted even meek offerings from the poor in the town. As long as each party member places something more valuable than a clay cup in the treasure pile, the characters are allowed to pass. If the adventurers attempt to steal any of the treasure or to use the door to area 10 without leaving treasure, the golem attacks. TREASURE At the foot of the throne is a pile of treasure containing 250 sp, six fine silver necklaces worth 50 gp each, and a potion of fire breath. Even with a quick glance, characters can see that the pile also contains hundreds of copper pieces and worthless bits of jewelry and pottery. 9. STUDY AND LIBRARY This room was Diderius's study and library, in which he would meet with sages and travelers. Its dusty shelves and tables are now empty, the scrolls and tomes once held here having been looted long ago. However, the area's unwitting guardian remains. Ilda is a neutral good ghost who was once one of Diderius's apprentices. She worshiped her master, but was mistakenly banished as a thief when one of his prize tomes was misplaced. Ilda died not long after Diderius, and her spirit returned here to act as caretaker to his great stores of knowledge. Ilda is not violent except to those who would steal from Diderius. She manifests when the characters enter this area, demanding to know why they have come and threatening them if they plan to loot the library. If the characters point out that there's nothing left in the library to steal, Ilda is overcome by a fit of misery as she agonizes over her failures. A successful DC 14 Intelligence (Religion) check reveals that Ilda can be released from her sojourn here if any volumes from the lost library are returned (see area 11). Although Ilda is not evil, the confrontation with her should still be harrowing. This is a creature whose spirit is tied to the world out of anguish, and any interaction with Ilda should be a precarious process of talking to a character who might fly off the handle at any moment. She might vanish into thin air for no reason, then return in a fury if the characters try to call her back. If the party manages to converse with Ilda, they might learn that yuan-ti dwell in the innermost parts of the complex. Ilda knows nothing about the cultists, who have not entered this area. If the characters gain her confidence, Ilda can also offer the following information: • Diderius's passion was powerful divination magic, which is how he discovered the mysterious pool in this cavern complex. He excavated these chambers around the pool, and kings and wizards came bearing tribute. When he died after many centuries of life, this underground manse became his crypt. C HAPTERS 11 AND 12 I D EATH TO THE WYRMSPEAKERS 129

• The divination pool allows those using it to peer past many magical protections that block lesser divination magic. • The pool's revelations could drive a user insane unless the questions asked were specific and dealt only with the physical world, avoiding metaphysical concerns. Gazing into the pool without first offering a sacrifice was exceedingly dangerous. • Using the divination pool required a personal sacrifice, but over time, the pool's demands grew steeper. If others have been using the pool since Diderius died, as Ilda suspects the yuan-ti do, its current price must be dark indeed. 10. DINI NG HALL Two long tables of plain stone stand at the south end of this dining hall, while a long marble table stands to the north. The door up the stairs leading to area 8 has "? DANGER" written in chalk on it. The door down the southern stairs is spiked shut, and has "DANGER" scrawled on it in chalk. Five bearded devils are seated at the marble tablethe last survivors of Varram's expedition. When his cultist followers were routed investigating area 11, Varram left the devils here with instructions to guard against any creatures coming out of that area. The devils take their orders seriously, which means they all but ignore the adventurers unless the characters attack. If the devils are questioned politely, they tell the characters only that they were ordered to remain here. They admit that their master is Varram, and speak of great treasure down the stairs to the south. The dwarf has been gone for some time, but they have no idea what happened to him. If the devils are offered 100 gp or more in gems, they also tell the characters that they have fought and killed undead in the complex; that the dwarf lost something important to his cult and needs the divination pool to get it back; and that they are working for the cult on the orders of their lord Zariel, Archduch*ess of Avernus, who wants Tiamat out of the Nine Hells. The characters are free to pass through this room, including entering area 11-but they will be attacked with glee by the devils when they leave that area. 11. TREASURE VAULT While Diderius lived, this area was his bedchamber, and it still contains an elegant bed, sets of bookshelves, a large wooden chest, and a side table set with ewer and goblets. The cultists sealed this room after a disastrous run-in with its undead guardians. ON THE STAIRS The dumbwaiter shaft from area 6 to the stairwell in front of the vault was once used to bypass the long walk from the bedchamber to the upper parts of the complex for Diderius's servants. The dumbwaiter's ropes and rotted wooden platform are strewn across the stairs. This area is guarded by 3 wraiths and 3 specters. The wraiths are the spirits of warriors who pledged their souls to Diderius in exchange for the wizard's exotic knowledge. They can be defeated in combat, but CHAPTERS 11 AN D 12 \ D EATH TO THE WYRMSPEAKERS their spirits are bound to the room by ancient magic, causing them to manifest again 24 hours after being destroyed. The undead are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring the ruins. They do not manifest again if destroyed. TREASURE The bookshelves contain magical treatises and notes on divination that have withstood the ravages of time. They detail the spellcasting practices of ancient Netheril, and will fetch 750 gp if sold. If the characters search the room, they find a crumbling book titled Transubstantiality across Potentialities stuck between the bed and the wall. If it is returned to the library (area 9), the ghost there is free to move on from this world. The silver ewer and four goblets next to the bed are magical. If a character pours from the empty ewer into an empty goblet, a fuming gas flows between both vessels. A character who "drinks" from a gas-filled goblet receives advantage on saving throws against poison and resistance to poison damage for 3 hours. Each of the goblets can be used to produce this effect once per seven days. The airtight chest holds seven silk robes kept free from rot, and worth 50 gp each if sold. The chest also holds an amethyst-set ring of resistance (poison) and two spell scrolls of protection from energy. 12 . DIVINATION POOL This long gallery holds the magic pool that was the source of Diderius's power. The double doors to the south have no markings on them, but they feature the same hazard as the doors in area 4. Broken arrows, bloodstains, and a dead cultist are strewn across the floor of the chamber. A DC 12 Intelligence (Investigation) check reveals that the arrows were shot from the north doorway leading into area 13. The arrows are carved of stone and their heads are in the shape of fangs, set with the symbol of a cobra with a crown above it. A DC 18 Intelligence (Religion) check recognizes the symbol of the yuan-ti god Merrshaulk. If a character inspects the body, it is revealed that the cultist died not from arrows but from a dagger wound. A successful DC 15 Intelligence (Investigation) check reveals that a dragon tooth dagger (see appendix C) was the killing weapon. This was the unlucky cultist the duplicitous Varram sacrificed when he used the pool. POOL The pool is currently empty. Varram had only just completed the pool's divination ritual when the yuan-ti attacked and hauled him off. A stone sluice runs from the southern wall to empty into the pool. If the characters can fill the basin in area 5 and release the sluice quickly enough, the water pours into the pool before it has a chance to evaporate. Alternatively, the pool can be activated with a flask of holy water, which is not subject to the mummy lord's lair effects. When any water hits the pool, it spreads out and flares with a black light. Any character who received Ilda's

warning (or who remembers the statues words in area 3) will hopefully declare that he or she looks away from the pool. Otherwise, a character must make a DC 20 Wisdom saving throw against a suggestion spell. On a failed save, the character is compelled to gaze into the divination pool unless another character immediately pulls the curious victim away from the pool (and avoids gazing into it as he or she does so). If not pulled away, a gazing character is driven temporarily insane for 1 minute (see area 3). A character pulled away from the pool does not suffer insanity but is stunned for 1 minute. Using the Pool. The divination pool has always required that a user make a personal sacrifice to gain its secrets. However, the pool's magic has grown considerably hungrier over the long years of its isolation. In response to the cruelty of the yuan-ti, using the pool requires the sacrifice of a sentient creature. 13. CRYPT OF DIDERIUS Diderius's final resting place is a 20-foot-high chamber lit by braziers imbued with continual flame. A massive stone sarcophagus sits atop a stepped stone dais at center. The walls are decorated with life-sized frescoes showing the lost gods of Netheril and Anauria. If the party benefits from the boon granted in area l, all the characters sense it would be disrespectful to disturb anything here-everything should remain as it is. FRESCOES Characters who examine the frescoes can attempt a DC 15 Intelligence (Investigation) check to discover thin plaster on four of them. If any such fresco is broken open, a mummy hidden behind it attacks. The other three hidden mummies, all once Diderius's advisers, smash free to attack thereafter. SARCOPHAGUS Diderius, the mummy lord, rests within the sarcophagus. When the characters approach within a few paces of it, a deep, clear voice issues from the coffin, saying, "You approach Diderius in repose. I know what you seek." If the adventurers spoke well to the statues in area 1, the voice says, "Yuan-ti have taken the one called Varram beyond their portal in the northern wall. Be prepared, for I shall open the way to peril." Unless the characters ask Diderius to wait, a moment later, with a chiming sound, the secret door opens to area 14. The party gains a surprise round to act against the guards there. Those who didn't speak well in area 1 must ask Diderius about Varram to gain information about his whereabouts. Failure to do so respectfully causes Diderius to say, "Leave me to my rest or face your doom." Diderius opens the way only for those who are particularly decorous in this exchange. If the adventurers try to open the sarcophagus, Diderius warns them. If they persist, he attacks. The mummies behind the frescoes also smash free and attack. None of the monsters pursue those who flee this room, which soon returns to its original state. Diderius can use mummy lord legendary actions, but he is unusual because he casts wizard spells. He uses his 18 Intelligence as his spellcasting ability (his Wisdom remains 18) and, rather than those a mummy lord usually possesses, he has the following wizard spells: Cantrips (at will): minor illusion, ray of frost 1 st level (4 slots): charm person, detect magic, shield, thunderwave 2nd level (3 slots): cloud of daggers, hold person, see invisibility 3rd level (3 slots): animate dead, dispel magic 4th level (3 slots): fire shield, greater invisibility 5th level (2 slots): cloud kill, wall of stone A canopic jar in the sarcophagus contains Diderius's withered heart. SECRET DOOR In the northern wall is a secret door that requires a successful DC 20 Wisdom (Perception) check to find. Knocking on the stone wall reveals a hollow echo beyond, but the mechanism for opening the door is on the other side. A knock or stone shape spell can open it, or the door can be forced with a successful DC 20 Strength check. Ss'TcK'AL Long after Diderius's death, the yuan-ti discovered the crypt and claimed it as their own. A small group of yuan-ti now lives here, backed up by lizardfolk slaves. C HAPTERS 11 AND 12 I DEATH TO THE WYRMSPEAKERS

132 They are the caretakers of the divination pool, which high-ranking yuan-ti use to seek magical insight for their far-reaching plots. The yuan-ti have avoided moving into the original chambers of the complex, fearing the undead there. Instead, they have expanded the complex by excavating deeper into the cliff side. The yuan-ti capture and sacrifice those who visit the tomb of Diderius. They are not above cutting a deal to save themselves, however. GENERAL FEATURES It is noticeably warmer here than in the crypt, and the air is uncomfortably humid throughout. Walls. The walls of the yuan-ti enclave are worked slabs of dark green stone, slick with slime and moisture. Ceiling. The crypt's ceiling is 10 feet high unless otherwise noted. Light. Unless otherwise specified, there is no light inside the crypt. 14. ENTRYWAY This rough natural cavern holds the winch system for raising the stone slab secret door between area 13 and area 14. The doorway is guarded by 6 lizardfolk, which attack at the first sign of the door rising between this area and area 13. One lizardfolk runs to warn the yuan-ti while the others move near the door. If it takes the characters more than 10 rounds to open the door, 4 more lizardfolk and 3 yuan-ti malisons (type 1) show up. The door is then opened from this area and the enemy forces attack. The malisons retreat if one of them is killed. The lizardfolk retreat when half of them are dead. The eastern stairs descend 30 feet before coming to the bridge in area 15. 15. BRIDGE The steep stairs from area 14 lead to a 40-foot-long stone bridge extending over a dark pit. The west end of the bridge is 10 feet higher than the eastern edge. Moisture drips down from the high ceiling, covering the bridge in slick moss that hangs over the edge in green curtains. Any creature moving along of the bridge must succeed on a DC 14 Dexterity saving throw or fall. On a failed saving throw, a creature can attempt a DC 10 Dexterity (Acrobatics) check to cling to the bridge rather than fall off into the darkness. The pit over which the bridge extends is 60 feet deep at the top of the bridge (to the west) and 50 feet deep at the foot of the bridge (to the east). The area below the bridge is a feeding chamber for the snakelike yuan-ti young (see area 19), which crawl between the two areas through holes in the wall. Any characters or lizardfolk that fall off the bridge take appropriate falling damage, then are attacked by the yuan-ti young. Climbing back up to where the bridge meets either set of stairs requires three successful DC 15 Strength (Athletics) checks. Any lizardfolk that retreated from area 14 attempt to hold the party off here. In addition, 6 more lizardfolk crouch on the bridge to reinforce the area, hoping that characters trying to fight their way past fall off into the C HAPTERS 11 AND 12 I DEATH TO TH E WYRMSPEAKERS darkness below. They are supported by 2 yuan-ti malisons (type 1) armed with bows, which attack from the eastern stairs. The malisons also use suggestion spells to tell characters that a fellow party member has been replaced by a yuan-ti spy and should be attacked. 16. MEDITATION C HAMBER In this large chamber, the yuan-ti meditate in the name of their dark gods and discuss their own plans and schemes. The northeast and southwest walls of this chamber feature statue shrines to the yuan-ti deities Merrshaulk and Sseth. The other two walls have statues of yuan-ti high priests carved into them, with suits of plate armor arranged as offerings at their feet. When the characters arrive here, hundreds of snakes begin to slither out of holes in the statues and the corners of the room. Though they are not a threat by themselves, the snakes fill the suits of armor, which rise up to attack as 2 helmed horrors with poisoned longswords. The target of a snake horror's successful longsword attack must make a DC 12 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. The horrors won't leave this room. 'TREASURE Four rubies worth 1,000 gp each are set in the eyes of the statues and can be pried out. 17. YUAN-TI UARTERS A dozen cylindrical shafts 3 feet wide and 7 feet deep are cut into the stone floor here, and are used as sleeping holes by the lesser yuan-ti. Two stone totems stand here, both in the form of asps rising up with their mouths open. These totems radiate magic that negates some of the regional effects of a mummy lord's lair in this area, allowing the yuan-ti to store food and water here that does not evaporate or spoil. This room is presently guarded by 3 lizardfolk and 1 yuan-ti pureblood, unless those creatures have already been encountered in area 18. DART 'TRAP The secret door in the hallway leading to area 21 is marked by an archway scribed into the wall. However, a pressure plate is set 10 feet before the archway, revealed by a successful DC 15 Intelligence (Investigation) check. When any creature steps on the pressure plate, darts shoot out from the walls along the length of the hallway, targeting all creatures in the area: +8 to hit, 3 (ld6) piercing damage, and a creature hit by the trap must succeed on a DC 14 Constitution saving throw or take 10 (3d6) poison damage and be paralyzed for 1 minute. 'TREASURE Characters who search the sleeping holes can find 600 cp, 200 sp, and 150 gp, as well as a potion of poison. 18. LONG HALLWAY The walls of this long hallway seem to undulate, moving back and forth as though the corridor is slithering in the

manner of a giant snake. This effect is illusory, but it is unsettling all the same. When the characters reach the turn in the hallway, 4 lizardfolk charge from the direction of area 22, followed by 2 yuan-ti malisons (type 1). If the characters moved past the door to area 17 without checking that room, the 3 lizardfolk and 1 yuan-ti pureblood in that area come charging out. 19. HATCHERY The floor of this room is 20 feet below the floor of the adjoining hallways, which are reached by tall ladders. The walls of this yuan-ti hatchery drip with slime, and the floor literally writhes with the room's occupants. Yuan-ti produce copious young, which are consumed by their siblings so that only the strongest survive. A swarm of these young (use the swarm of poisonous snakes statistics) crawl through piles of eggs and crushed egg shells littering the floor, and are watched over by 1 yuan-ti abomination and 3 yuan-ti purebloods. At the first sign of the party, the yuan-ti use suggestion as they apologize for any previous strife, stating that their kin meant no harm to the characters. As a show of good faith, the abomination invites the characters to descend the ladders and join the yuan-ti for a feast. If the characters are completely swayed, the yuan-ti wait until they descend, then they and the swarms attack. If the characters flee, the yuan-ti pursue. If they are attacked from above, the yuan-ti ascend the ladders to fight. The abomination flees any fight if reduced to half its hit points or fewer. 20. LIZARDFOLK DEN This foul-smelling chamber is piled high with trash and filth. The yuan-ti's lizardfolk slaves are kept here. The area is presently unoccupied, with all its residents accounted for in other areas. ThEASURE Hidden throughout the lizardfolk's filthy nests are 22 gp and 125 sp in loose coin. 21 . PRISON The yuan-ti use humanoid sacrifice to power the magic of the divination pool. Their unfortunate victims are held here until needed, but the prison is presently empty. 22. TEM PLE The heart of the yuan-ti settlement, this huge chamber features giant stone statues of serpents along the east and west walls, their open mouths guttering green flames. The leaders of the yuan-ti are here-3 yuan-ti purebloods, 2 yuan-ti malisons (type 2), and 1 yuan-ti abomination priestess-along with any yuan-ti and lizardfolk that retreated from previous encounters. The yuan-ti and lizardfolk stand in the shadows of the flickering green flames, ready to attack but understanding that the adventurers are a serious threat if they've made it this far. At the back of the room, near an altar carved with the form of a giant openmouthed cobra, the comatose Varram has been beaten and bound. DEALING FOR THE DWARF If the characters have made any mention of their search for Varram during their previous battles with the yuan-ti or lizardfolk, the yuan-ti abomination priestess holds Varram's dragon tooth dagger to the dwarf's neck. The priestess has heard of the characters' mission, though she does not know or care why they seek the dwarf. If the yuan-ti have no idea why the characters have attacked, the priestess knows only that Varram has been begging for his life by promising the yuan-ti great wealth if he is freed. The priestess plans to bargain with the characters by offering them the hypothetical wealth the dwarf has promised her. Either way, if the characters want Varram alive, the priestess demands that the party leave the complex without killing any more yuan-ti. She is willing to turn over the dwarf, but explains that his soul has been temporarily drawn from his body by powerful yuan-ti magic. When the characters have left the enclave, it will be returned. (The priestess is lying-Varram is in his present semiconscious state because of the brutal treatment he's received at the hands of the yuan-ti.) If the characters refuse her offer, the priestess attempts to use suggestion to sway whomever she perceives as the party's leader. If that fails and combat breaks out, she slays Varram (he has only 3 hit points remaining), then attacks with her followers. D EVELOPMENTS A successful DC 15 Intelligence (Investigation) check reveals a secret space and a passage beneath one of the serpent statues in the temple. Within the space is the enclave's treasure hoard, comprising 800 gp, 100 pp, 2 cloudy emeralds worth 500 gp each, a necklace of 22 crysoprase beads worth 20 gp each, and 2 spell scrolls, one of levitation and the other of call lightning. The passage leads to the exit the yuan-ti use to leave the complex without passing through the crypt. The exit is carefully hidden behind a screen of rocks and scrub trees a hundred yards away from the plaza entrance to the ruins. C ONCLUSION If the characters rescue him, Varram remains incoherent until he receives healing magic or finishes a long rest. Once his health is restored, the fallen wyrmspeaker is quick to accept his status as the party's prisoner-if only because he knows that Severin will kill him if he makes any attempt to return to the cult. Varram can offer detailed insight into the cult's hierarchy and plans, and can reveal secret sympathizers and traitors within the factions of the Council of Waterdeep, at your discretion. Taking the dwarf alive earns the party significant respect among the factions, though bringing back word of his death is nearly as impressive. If he is asked about the White Dragon Mask, Varram grudgingly admits that he saw it in the pool-and that it has already been found and reclaimed by the cult, and is presently at the Well of Dragons. The characters gain a level at the end of this chapter. C HAPTERS 1 1 AND 12 I D EATH TO THE WYRMSPEAKERS 133

134 NERONVAIN With the loss of Skyreach Castle at the end of Hoard of the Dragon Queen, the Cult of the Dragon's efforts to gather Tiamat's tribute were badly compromised. To compensate, the cultists launched several raids against the elves of the Misty Forest, led by Wyrmspeaker Neronvain and his companion, the green dragon Chuth. Having fulfilled their quota for the cult, wyrmspeaker and dragon retreated deeper into the Misty Forest, leaving the elven enclaves ruined behind them. However, the survivors of those cult raids would have been astonished to learn that the green wyrmspeaker is NeronvainKing Melandrach's exiled son, believed to have died many years before. On one of his raids, Neronvain won the fealty of an elf named Galin-a warden of the forest who pledged his service to the wyrmspeaker in exchange for ending the attack on his home village. Neronvain accepted, using Galin's knowledge of the Misty Forest to help plan raids against other settlements. Galin has so far kept secret his oath to Neronvain, though he feels tremendous guilt over his actions. Under King Melandrach's command, the elves of the Misty Forest have stepped up their defenses, and the cult attacks have ceased. Melandrach believes the threat has ended, though his son Alagarthas disagrees. Prince Alagarthas used the Emerald Enclave to search for clues to the source of the raids, and they have learned that an elf seen with the green dragon appeared to command the beast. Both Prince Alagarthas and Delaan Winterhound of the Emerald Enclave believe that more attacks are imminent, and that the green dragon's master might be one of the cult's wyrmspeakers. But what neither realize is that the Green Wyrmspeaker is actually Alagarthas's own half-brother Neronvain-the disgraced second son of King Melandrach, exiled by his people and long thought dead. They now seek the adventurers' help to find this dragon master. CALL FOR AID Delaan Winterhound comes to the adventurers during the Council ofWaterdeep or while they are returning to the city after completing another chapter. He speaks of the draconic incursions in the Misty Forest mentioned at the council, and says that the Emerald Enclave's agents have been working with the support of Prince Alagarthas to prevent a new round of attacks. With his agents already scattered throughout the Misty Forest, he wants the adventurers to travel to one of the few dragon-raided settlements left standing in the aftermath-a village called Altand. If Delaan's belief that the mysterious master of the green dragon was one of the cult's wyrmspeakers is true, the survivors of Altand might know something that will help find him. THE M ISTY FOREST This chapter takes place within the Misty Forest-a vast woodland concealed by thick mist and rain. Enormous spruce trees dominate the northern end of the forest CHAPTERS 11 AND 12 I D EATH TO THE WYRMSPEAKERS where Altand is found-and where Neronvain and Chuth have established their stronghold. The mist in the forest is omnipresent. Though it can be ignored inside buildings, all outdoor areas of the forest are lightly obscured. INVESTIGATION AT ALTAND Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular walkways around the trees. Like many other settlements raided by the dragon, pulley-operated platforms connect the two levels of the village, and provide an excellent defense against the ores that occasionally enter the forest as an alternative to raiding human settlements along the Trade Way. However, those defenses proved a deathtrap against the flying green dragon, leaving many elves unable to reach the ground quickly enough to escape. SURVIVORS' TALES Of the three hundred residents of the village, more than half survived the raid-a different outcome than at other raided settlements, where the dragon hunted and killed the elves to the last adult and child. Many of the residents of Altand were on the ground when the attack came. Of the elves in the upper level of the village, many died of the dragon's poisonous breath while waiting to descend, or fell to their deaths as bridges and walkways collapsed under the weight of panic. Most survivors fled and saw little of what ensued. However, by asking careful questions of a number of villagers, the characters can learn the following: • The dragon swooped down and attacked on the ground first. Nearly half of the village's victims died during that first assault. • Humans in the regalia of the Cult of the Dragon followed the dragon, killing all those they found. The village's priest stepped out to lead others in fighting the dragon, but the beast swallowed him whole. • Some survivors claim to have seen a cultist riding atop the dragon. Most of those refer to the dragon rider as human, like the other cultists. However, a few people report that the figure moved with the grace of an elf. • With the priest dead, the village's warden, Galin, has become the leader of Altand. Though he was in the thick of the fight, he survived unscathed, and has been a potent force for rallying the survivors. • The attack lasted only a short while, then the dragon unexpectedly retreated. The cultists followed, but as they fled, they took nothing of value from the village. This is a stark contrast to the dragon's other raids, which were focused on capturing treasure.

THE WARDEN'S STORY Galin the warden is a nervous-looking elf with a dark secret. The folk of the village describe him as suffering from the weight of his new leadership role and the deaths of more than a hundred villagers-including his own wife. In response to any question about Galin, the characters are directed to his residence in the upper boughs of the village. Stepping i nto a modest dwel ling suspended among ironstrong boughs, you enter a cozy sitting room. A slim elf sits at a desk, standing to greet you with a forced smile as a raven perched in a nearby cage caws h ideously. "Welcome to our village," the elf says. " How can I be of service?" Galin answers any questions the characters put to him, but his responses echo only what the other survivors know. He claims to have not seen the dragon rider and disbelieves those who say they did, dismissing such reports as the result of fear and chaos during the raid. A successful DC 18 Wisdom (Insight) check reveals that the elf warden is withholding information. If he is pressed on this, he admits that he saw the dragon kill his wife and is wracked by guilt that he could not save her. A follow-up successful DC 16 Wisdom (Insight) check reveals that even this isn't the whole truth, but Galin takes umbrage if the character ply him with any more questions. SILENT WITNESSES Where the humanoid witnesses to the attack are limited in their knowledge, the characters have other potential resources to draw on. By using speak with plants, the characters can draw on the impressions and memories of the trees themselves. Though the spell allows only for impressions of the previous 24 hours to be recalled by its subjects, the trees of Altand can report that late the previous night, they witnessed Galin sneaking out of the village and disappearing into the woods, accompanied by his pet raven. Galin has been making this sojourn most nights since the attack, giving Neronvain information on other elven settlements, which the wyrmspeaker is using to plan his next round of assaults. If the characters use speak with animals to question the raven, they learn that Galin walked a mile or more into the woods and came face to face with the green dragon Chuth and his rider the previous night. Remember that an animal intelligence is not as articulate as a humanoid, and it might take subtle coaxing to get the raven to describe a scene that likely frightened it. The characters might also choose to watch and follow Galin on one of his late night excursions. Neronvain does not show up that night, but the warden's prearranged meeting place is a spot of flattened brush where a dragon has clearly landed more than once. C ONFRONTING GALIN If confronted with evidence against him, Galin accuses the adventurers (publicly if necessary) of being in league with the cult and attempting to break the resolve of Altand's survivors. If the characters have access to zone of truth or similar magic, he flatly refuses to take part in any further questioning. Galin will not respond to intimidation. However, effective roleplaying can be used to tap into his guilt. If he is offered commiseration for his wife's death-as opposed to accusations-the warden eventually breaks down. He confesses that after seeing his wife killed, he found himself face to face with Neronvain in the thick of battle and begged for his life, offering anything in return. Neronvain took the warden up on his offer, agreeing to spare Galin and leave Altand intact in exchange for information on other settlements that would become the targets of the cult's next round of raids. Galin does not know the identity of the green wyrmspeaker, or the location of Neronvain and Chuth's lair. However, from the meeting place, he has watched the dragon flying off on a course due southeast and noticed that the wyrmspeaker's clothes are often wet. C HAPTERS 11 AND 12 I D EATH TO THE WYRMSPEAKERS 135

INTO THE FOREST ����������- Neronvain's stronghold lies thirty miles from Altand through dense, fog-filled forest. As they seek the wyrmspeaker and his dragon, the characters meet an old druid and must deal with spidery sentries. A IlMELY RESCUE As the characters travel through the forest, they hear the crunch of a large tree breaking, followed by a female voice crying out. If they investigate, they see a venerable woman with her leg trapped under a heavy fallen tree. She calls out for help when she sees the party. This druid is the caretaker of this part of the forest. Three awakened trees are hidden among the other trees nearby-one of which has harmlessly fallen across the druid, allowing her to feign injury and draw the characters to her. She guesses correctly that the group are seeking the dragon, and wishes to give them a boon to aid their fight against this scourge of her forest, but she wishes to test their strength of character first. She will not help those who do not help others. If the characters help the druid without reservation, read the following. It takes all your effort to lift the tree, knowing that you put yourselves at risk if it shifts against you. But then even as you are close to freeing the woman, the tree begins to rise on its own. Two other trees standing nearby shift back along the ground as the elf stands and smi les, showing no sign of injury. "Heroes at last!" she says. "How many might fall back in fear at the sight of a stranger in the woods, or th ink first of their own safety before helping another? I grant you my blessi ng. May your hearts prove true where others fear to tread." The woman picks flowers from her hair that you swear were not there a moment ago, then twists her fingers to weave them into garlands as if by magic. She lays a garland around each of your necks, then suddenly transforms into an owl. Her awakened tree servants stomp after her into the forest. As long as the characters wear these garlands, they are invisible to Chuth's animal spies (part of the magic imbued into the area around the dragon's lair) as they approach Neronvain's stronghold. In addition, the first time a character wearing a garland is confronted by Chuth, he or she feels a stirring warmth from the garland and automatically succeeds on the saving throw against the dragon's Frightful Presence. If the characters ignore the druid, she calls out pitifully for help as they move away, offering a last lament against their cowardice as they disappear. If the adventurers attack the druid, the awakened trees attack. They fight to the death as the druid turns into an owl and flies away. CHAPTERS 11 AND 12 DEATH TO THE WYRMSPEAKERS SPIDERS' HAUNT A quarter of a mile from Chuth's lair, thin strands of spiderweb begin to be seen, hanging nearly invisible in the misty air. The webs mark the overlap between the dragon's lair and the hunting grounds of a brood of spiders. The webbing combines with the dense mist of the forest to make the area around the lair heavily obscured and difficult terrain, up to when the party reaches the pool (area 1). Because the webs are moist, they do not burn away easily. The direct application of fire destroys webs, but fire doesn't spread among them. A character with a torch can use an action to clear the webs within reach. As the characters advance, the webbing becomes thicker and shows birds and animals trapped within it. Any movement through the webbing alerts the 3 ettercaps and 7 giant spiders lurking nearby. The ettercaps attack with web garrotes, while the spiders use the webs to drop into the party's midst. If two ettercaps or five spiders are slain, the rest flee. NERONVAIN'S STRONGHOLD The Green Wyrmspeaker has established a stronghold for himself and Chuth within a cave complex in the Misty Forest, its entrance hidden behind a waterfall that tumbles down a high cliff. The green dragon has taken over the largest cavern of the stronghold as one of its many lairs. Neronvain is served by a group of cultist bodyguards, while Chuth has won the service of a number of ettins to help guard the stronghold. The dragon also controls a terrified group of elf prisoners Neronvain brought back from one of their raids, who fight for the dragon and the wyrmspeaker unless they can be convinced to flee. Chuth is an adult green dragon. Statistics for Neronvain can be found in appendix D. GENERAL FEATURES Secret Doors. Secret doors inside the stronghold are little more than cracks between chambers, just large enough for Medium creatures to squeeze through. They are obscured behind loose rocks or other cover, and require a DC 14 Wisdom (Perception) check to notice. Light. The stronghold is dark unless otherwise noted. 1. POOL The pool at the foot of the waterfall is 20 feet deep at its center, its surface obscured by an emerald haze that marks this place as a green dragon's lair. A steep slope descends from the cave behind the waterfall to the entrance to area 2, its surface slick from billowing mist. A character must succeed on a DC 12 Dexterity (Acrobatics) check or a DC 12 Strength (Athletics) check to climb or crawl down the slope. Failure indicates that the character tumbles 40 feet down the slope, taking 9 (2d8) bludgeoning damage. Characters using a rope to descend the slope can do so safely. DRAGON ATTACK If the characters wear the garlands given to them by the druid, Chuth has no idea of their approach, allowing them to safely pass through this area and into the caves.

If the adventurers did not receive the garlands, or if they took them off for any reason while within a quarter mile of Chuth's lair, the dragon's many animal spies alert him to the party's approach. He waits at the mouth of the cave, clinging to the wall near the entrance. A character who succeeds on a DC 20 Wisdom (Perception) check notices movement inside the cave but can't tell what it is (or how large a creature it might be). Chuth uses his blindsight to detect when the characters are approaching the entrance to the cave. He then dives through the waterfall, soaring above the characters as he uses his Poison Breath, attacking with surprise if no one in the party noticed him. Characters not wearing the garlands are also exposed to the dragon's Frightful Presence. Characters who fail their saving throws against Frightful Presence likely flee back into the woods, where spiders might be waiting. On the dragon's next turn, it retreats back to area 2 to await the heroes' next move. 2. ISLAND CHAMBER This large chamber has a 40-foot-high ceiling set with massive stalactites and smaller stalagmites. A pool with a small island in the southeast corner of the cavern is fed by streams of water dripping down through the rock. The southwest face of the cavern is a 25-foot-high bluff, part of which is area 4. The pool is 50 feet deep, and the island is a column of stone rising from its bottom. To the southeast, 25 feet below the surface of the lake, a 20-foot-wide underwater passageway leads to Chuth's lair in area 10. If the characters did not alert Chuth to their approach, a group of elf guards (3 commoners and 1 noble) stand at the northwest entrance to this area, driven by fear into serving the dragon. They are expecting more cult- ... No ONE HOME When the characters approach the stronghold, there might be a chance that Chuth has left the caves to hunt, or that he and Neronvain are out scouting future raids. You can determine this randomly as you see fit, or allow the characters to hole up within sight of the stronghold and simply wait for the dragon and the wyrmspeaker to leave. Removing Chuth and Neronvain from the stronghold for an initial foray allows the characters to explore and eliminate the guards without the pressure of an imminent dragon attack. This dungeon is a tough adventure even for higher-level characters, especially with the legendary actions Chuth can use in his lair. Attacking head-on if the dragon is aware of the adventurers' approach is likely a suicide mission. ... C HAPTERS 11 AND 12 I DEATH TO THE WYRMSPEAKERS 137

ists to arrive at the lair, and savvy characters might be able to bluff or roleplay past them. The elves demand the characters' names and ask questions they believe only true cultists would know the answers to, including knowing the identities of the cult's leaders and the structure of its ranks. Even if they are fooled initially, the elves become suspicious if the characters begin to ask any questions that cultists should know (including questions about Neronvain, Chuth, or the stronghold). In this event, the elves call out for help and attack at once. Any fight here draws the creatures in areas 3, 4, and 5, which fight as described below. Chuth emerges from the pool and joins the fight 3 rounds later. D RAGON ATTACK If the characters were attacked by Chuth in area 1, the dragon clings to the ceiling in this area, using his breath weapon on the characters as soon as they enter the caves. He then crashes down on the party, focusing on elves over any other humanoids with his melee attacks. Chuth refrains from using his breath weapon if doing so might hurt or hinder his allies. The dragon's roar signals the start of the fight for the servants of Chuth and Neronvain lying in wait for the adventurers. The elves fire bows from atop the bluff of area 4, while the ettins and cultists wade into melee beside their master. See areas 3, 4, and 5 for creature stats and information. Neronvain attacks at range from behind the cultists, staying close to the entrance to areas 5 and 6. If the characters kill or incapacitate all of Neronvain and Chuth's servants, the dragon hides in the pool and emerges each time his breath weapon recharges. While hiding in the water, the dragon is heavily obscured. Chuth is amphibious and can use any of his attacks underwater, as well as his lair actions. Characters swimming through the underwater passage might be suddenly restrained by underwater vines, making them easy targets for the dragon's breath weapon, or putting them at risk of drowning if they cannot free themselves. If Neronvain is reduced to 54 hit points or fewer, he summons Chu th to his side and consumes a potion of healing. If Chuth is reduced to 78 hit points, he likewise seeks out Neronvain in the fight. The two then fall back to area 10 through the pool. 3. ETTIN LAIR This filthy chamber has three huge trash mounds piled against the west walls. This place is home to 3 ettins, all of which hate each other. If the adventurers make it this far undetected, the ettins assume them to be more stupid human cultists doing stupid human things. They ignore the characters as they go back to pushing each other around. With a bit of clever roleplaying, the characters might be able to incite the ettins to fight one another. This costs each ettin 21 hit points and keeps them busy for 10 minutes as they wrestle and shout. The leader of the ettins is a female named Grunda-Gurga. She has a belt of hill giant strength but wears it improperly as a sash, receiving none of its benefits and having no awareness of its magical potential. CHAPTERS 11 AND 12 f D EATH TO THE WYRMSPEAKERS 4. ELF UARTERS The tunnel leading to this area rises 20 feet to end in a rickety wooden door, constructed by the elves to keep some of the ettin smell out. This area sits atop an open bluff, with its northeast edges looking out over area 2. Neronvain and Chuth brought a dozen elves back from their raids in the Misty Forest as prisoners-8 commoners, 3 nobles with whom Neronvain converses on occasion, and a knight and mage who are Chuth's playthings. If the characters have entered the caverns undetected, any elves not on guard duty (see area 2) are here. As long as no alarm has been raised, the elves are hesitant to attack possible guests of Neronvain or Chuth, but they remain suspicious. The elves are terrified of Chuth, and the cunning dragon has convinced them that he will free them in time if they are loyal. It takes convincing roleplaying and a DC 17 Charisma (Persuasion) check to convince the elves to flee rather than wait around for the dragon to eventually tire of and eat them. If the characters received the garlands from the druid and place them on the elves, this automatically convinces them to safely flee. FORGOTTEN SHRINE An ancient shrine stands in the southwest corner of the cavern, showing a young female human holding a basin. A successful DC 15 Intelligence (Religion) check recognizes the shrine of Eldath, goddess of waterfalls. Water flows from cracks in the ceiling and onto the statue's head, then into the basin. The long years have etched thin white lines resembling the tracks of tears across the statue's face. The goddess Eldath still listens at this shrine. Characters who pray for her assistance in fighting the dragon can receive a boon at your discretion, including water breathing, bless, or other useful spells. 5. CULTIST COMMON ROOM This area is brightly lit by torches set into roughly carved wall sconces. Long tables made of split logs are where the cultists sit to eat or entertain themselves. A cooking fire burns in the center of the room, its smoke rising out to the central cavern and then out of the caves. If the alarm hasn't been raised, 5 dragonclaws and 1 dragonfang (see appendix D for statistics) are at leisure here. Unless the characters are wearing cult garb and can roleplay effectively, the cultists immediately recognize them as intruders and attack. 6. CULTIST UARTERS Rough bunks, bedrolls, and backpacks fill this area. If the alarm hasn't yet been raised, 5 dragonclaws and 1 dragonfang (see appendix D for statistics) are asleep here. TREASURE Hidden under the mattresses in the bunks are a total of 30 gp, 120 sp, 23 ep, and 200 cp, plus a single 5 pound silver trade bar from Baldur's Gate (20 gp).

7. STOREROOM The cult keeps considerable quantities of food and alcohol here. Judging by the volume of these stores, Neronvain is planning a long series of assaults against the elves of the Misty Forest. TREASURE The food is mostly common fare, but Neronvain's personal stock includes 8 bottles of Evermead, each worth 100 gp. Since contact with the elven island of Evermeet is so rare, it is easy to find a buyer. 8. NERONVAIN1S C HAMBERS Neronvain has created a lush living space in this rough-walled cavern, decorating it with select art and craftworks from his raids. Rich carpets and tapestries cover the floor and walls of the cavern, which features a hewn-log bed, a large mirror, and a trunk. A secret door is hidden behind a tapestry. The entrance tunnel to this chamber is protected by a glyph of warding attuned to N eronvain. A search for traps accompanied by a successful DC 14 Intelligence (Investigation) check notices the glyph. If any creature but Neronvain steps within 5 feet of the glyph, it erupts. All creatures within 20 feet of the glyph must make a DC 14 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful save. If Neronvain is in the stronghold, he is found in this area only if the characters have managed to come this far without engaging in any combat or causing any alert to be sounded. He is otherwise encountered when he enters the fight against the characters. TREASURE If the characters can collect all the furniture, carpets, tapestries, and art objects from this area, the lot is worth a total of 1,500 gp. However, it should occur to the characters that these goods are the rightful property of the elves they were stolen from. The trunk is protected by a poisoned needle trap, which can be detected with a successful DC 18 Intelligence (Investigation) check. If the trap is triggered, it makes an attack against the character who triggered it: + 10 to hit, 1 piercing damage, and the character is subject to an unusual poison and must attempt a DC 16 Constitution saving throw. On a success, the affected area (usually the hand struck by the needle) becomes numb in 30 minutes, then becomes transparent 1 hour later. After another 2 hours, the affected area painfully returns to normal as the victim takes 27 (6d8) poison damage. On a failed save, the effect progresses as above but the victim takes 54 (12d8) poison damage instead. 9. SECRET PAS SAGE This secret room is for Neronvain's personal use only. A small shrine to Fenmarel Mestarine-the elven god of outcasts, scapegoats, and solitude-resembles a pair of white eyes peering out from the dark wall above a basin. Also present here is a journal that reveals Neronvain's relationship to King Melandrach, whom Neronvain refers to frequently as "my poor father." The journal also reveals that the Green Dragon Mask is already at the Well of Dragons, under Severin's protection and ready to be assembled into the Mask of the Dragon Queen. 10. CHUTH's LAIR No one but the dragon and Neronvain are allowed in this area. Along the east wall is Chuth's portion of the hoard collected from the elves of the Misty Forest, though this pales in comparison to what the cult claimed for Tiamat and what the dragon possesses in his other lairs. The vaulted ceiling is 60 feet high here. If Chuth is in the stronghold, he is initially found here only if the characters have come this far without engaging in any combat or sounding any alarm, or if he and Neronvain have retreated to the lair. If Chuth is encountered here, he uses his breath weapon, legendary actions, and lair actions indiscriminately. He tries to push powerful melee combatants back to the walls, then creates a wall of thorns to fence them in. Because this is only a small portion of his total hoard, Chuth has no interest in dying to protect it. He flees when he is reduced to half his hit points or fewer. Neronvain fights until similarly reduced, then makes his way to Chuth and convinces the dragon to flee the caverns. TREASURE Chuth's small hoard contains ten gold trade bars from Baldur's Gate worth 50 gp each, plus 10 pp, 120 gp, 2,400 sp, and 8,000 cp. Feel free to add a couple useful potions or scrolls to the hoard as well. C ONCLUSION This chapter can end either with one or both of Chuth and Neronvain dead or escaped from the stronghold. If either survives, they retreat to the Well of Dragons and report the adventurers' actions to Severin. (If appropriate, you might let either Chuth or Neronvain seek revenge as part of the force that attacks the adventurers in chapter 13.) In any event, the threat against the Misty Forest is ended. King Melandrach hears of the party's actions and is grateful for the heroes' bravery. However, the discovery that his lost son Neronvain is a wyrmspeaker fills him with shame and rage. The characters gain a level at the end of this chapter. C HAPTERS 1 1 AND 12 I D EATH TO THE WYRMSPEAKERS 139

�HA_:_TER 13 : THE CULT STRIKES BACK 14.0 URING THE COURSE OF THIS ADVENTURE, THE heroes undertake various activities to thwart the plots of the Cult of the Dragon. The cult's awareness of the characters' opposition to their goals will have started even earlier if the characters played Hoard of the Dragon Queen. Either way, it doesn't take long for the cult to target the characters as a threat that must be eliminated. Like "Chapter 9: Council of Waterdeep," this chapter is played out as separate encounters. However, these attacks work best if they are incorporated into other chapters, rather than played out between chapters. Think about the pacing of other chapters and the placement of these encounters so that the cult's attacks can be spaced out over time. In particular, the third attack should be placed for maximum effectiveness. The cult's attacks can happen anywhere, but the characters are at greatest risk while on their home ground. The cult wants its enemies to know that they aren't safe anywhere. If the characters ever split up to pursue separate missions in what seem like safe environments, the cult is almost certain to strike. CHAPTER 13 I THE CULT STRI KES BACK ... CHARACTER D EATH Character death should always be handled carefully, but don't be afraid to kill party members in this adventure. The characters should be high enough level to cast raise dead, or to seek out such magic from their allies. Especially if they played through Hoard of the Dragon Queen, the characters have had ample opportunity to prove their worth to the Harpers, the Order of the Gauntlet, and the other factions. FIRST ATTACK The cult's first attack against the heroes is a measured assault designed to deliver a warning. LOCATION AND TIM ING This attack can occur anywhere. The cult has no concern for innocent bystanders, but the encounter will be easier for you to run without a panicking crowd to deal with. This combat encounter should occur after a previous combat encounter has drained some of the characters' resources, but before they can finish a long rest.

CULT FORCES The assailants the cult throws against the characters should be adjusted for the strength of the party. Using foes from the First Attack Cult Forces table, construct this first attack as a hard encounter using the guidelines in the Dungeon Master's Guide. FI RST ATTACK CU LT FORCES Creature Dragonclaw XP Value 200 Dragonwing 450 Dragonfang 1 ,100 Half-blue dragon gladiator* 1 ,800 Young blue dragon 5,000 *Use the gladiator statistics but add resistance to lightning damage and the breath weapon of a blue dragon wyrmling. PLAN OF ATTACK The cultists try to attack with surprise, using one of two different plans outlined below. Feel free to adapt one of these plans or devise a plan of your own. Assume that the cultists have either observed the characters for a few days or have been briefed about their targets by other spies. OPTION l: ATTACK AT AN INN If the characters are staying at an inn, the cultists might opt for a direct assault, crashing through the front door. A more subtle approach sees them enter the inn a few at a time disguised as customers, then attacking when they have the characters outnumbered and surrounded. The dragon is unlikely to enter the inn building, opting to use its breath weapon through the windows or attacking any characters or bystanders who step outside. OPTION 2: ATTACK ON THE ROAD As the characters are traveling, the cultists can get ahead of them and lay an ambush. Alternatively, cultists might follow the party at a distance by day, then move closer when the characters stop to rest for the night. A surprise attack in the dark or at dawn is particularly dangerous, granting the dragon complete freedom of movement and creating the possibility that some party members will be asleep or unarmored. C ONCLUSION Because the cult has underestimated the heroes' strength, this first assault is doomed to fail. However, try to ensure that at least one cultist escapes to report what happened. If no one gets away alive, leave signs that other cultists were hanging back as reinforcements, but fled when the original force was overwhelmed. Make sure the characters understand what this attack was about. If it makes sense for the circ*mstances of the attack, the cultists will be dressed in full regalia, complete with masks and dragon-wing capes. With their last breaths, dying cultists should curse the characters and exclaim, "The dragons rise! You cannot stop us!" The characters gain a level at the end of this event. SECOND ATTACK The first attack established that the heroes are an even more dangerous threat than the cult believed. In this second encounter, a stronger cult force attacks to kill. LOCATION AND TIM ING Place this encounter at a point when the characters are not at their strongest or most well prepared. Wait until they are scattered, their spells and features are depleted by previous fighting, or they are injured and low on healing. In particular, if the attack comes during a long rest but before the characters have finished that rest, they won't yet have recovered full hit points, spells, and other resources. Such an attack puts the characters at a huge disadvantage, but reinforces that the Cult of the Dragon wants the adventurers dead. A dramatic location works best for this attack. The cultists not only want to eliminate a threat, they want to send a message to all others who oppose them. Attacking at an important public building such as a major temple or a palace declares that no place is safe from the cult, while an assault at a large marketplace or a royal garden guarantees a maximum number of witnesses. CULT FORCES The second attack force comprises a team led by a dragonsoul (see appendix D for statistics). If this is an isolated fight with the characters at or near full strength, choose adversaries that create a deadly encounter. If the adventurers are weakened from earlier encounters, aim for a hard encounter instead. Don't be reluctant to use forces that are likely to kill one or more characters. The destruction of the heroes is the goal of this attack, and if the risk of death doesn't feel real, the players won't take the threat of the cult seriously. SECOND ATTACK CU LT FO RCES Creature Dragonwing Dragonsoul Mezzoloth Nycaloth Adult black dragon XP Value 450 1 ,800 1 ,800 5,000 11,500 PLAN OF ATTACK These attackers know more about their targets than the first group did, thanks to the survivors from that battle. OPTION l: INDOOR ATTACK The attackers launch their assault while the characters are visiting an important location crowded with innocent bystanders. The black dragon begins by tearing off a section of the roof to incite as much terror as possible. While the characters are distracted by that assault, invisible nycaloths move in and attack with surprise. The mezzoloths use cloudkill to surround the characters, unconcerned about NPCs caught up in the attack. C HAPTER 13 I THE CULT STRIKES BACK 141

OPTION 2: OUTDOOR ATTACK An attack in a marketplace, garden, or some other outdoor location opens with the black dragon and one or more flying nycaloths appearing overhead to create a panic. The cultists are hanging on to the dragon, but they drop down to engage the party in melee while the dragon circles above, attacking with its breath weapon and using its Frightful Presence on rounds when its breath is still recharging. While the crowd inhibits the characters' movement, mezzoloths can easily and rapidly teleport through it. DEVELOPME NTS Don't be afraid to engage in some triumphal monologuing by the dragonsoul cultist leading the attack. Whether the attackers are winning or losing, the cultist fights with cries of "The dragons rise!" and "We are unstoppable!" At some point, the leader lets important information slip: "The Masks are joined, the call has sounded! Soon the Gates of the Nine Hells shall swing wide and She shall return!" As with the first assault on the adventurers, try to ensure that if the attackers are defeated, at least one escapes to report the outcome of the battle. Most easily, the dragon can fly away if the battle turns against it. The yugoloths were summoned by Red Wizards and paid by the cult to kill the adventurers, but they have no loyalty to their benefactors. If a yugoloth takes damage from a single attack that deals more than half its remaining hit points, it withdraws from combat on its next turn. If it hasn't already tried to summon another yugoloth, it does so immediately. If it's already used that power, it simply flees, intending to regroup with other survivors later. Because the yugoloths are mercenaries, the characters can attempt to buy them off with a better offer-one that not only exceeds what the cult is paying but covers the damage to reputation that comes from changing sides in the middle of battle. A good starting offer is 10,000 gp, or 2,000 gp per yugoloth if more than five of them are in the fight. In addition to damaging bystanders, this encounter can easily destroy buildings and great landmarks. This formidable assault should provide a sense of the destruction that will wash over the Sword Coast if the Cult of the Dragon is successful in its plans. C ONCLUSION The attackers might win this fight and kill all the characters. However, that doesn't need to end the adventure. Healers in the Order of the Gauntlet, the Harpers, and the Emerald Enclave can restore the characters to life so they can continue waging war for the forces of good. Surprisingly, dying in this battle might give the characters an advantage. When the attackers report to Severin that the meddling adventurers are dead, they'll be written off as a threat. If the raised characters make an effort to keep out of sight of the cult's spies, their next blow against the cult could come as a complete surprise. The characters gain a level at the end of this event. CHAPTER 13 I THE CULT STRIKES BACK THIRD ATTACK The second attack was meant to finish off the heroes. If a third attack proves necessary, the cult escalates to the highest level. If nothing else, the second attack should impress on the characters that the first attack wasn't a fluke or a one-time event. They have a price on their heads. Additionally, the potency of the second attack should make the characters understand that if a third strike is even more powerful than the second, they won't survive. If it doesn't occur to the players that the characters should take steps to protect themselves, a concerned NPC can make the suggestion. LOCATION AND TIMING This attack can occur in any settlement the characters are staying in or passing through. Ideally, use a location where one or more characters have homes or family. After the second cult attack, allow the characters to complete one or two chapters of the adventure before the cult makes this final attempt on their lives. Because this attack is an all-out assault, the characters should have full access to spells, healing, and other resources. CULT FORCES Enough chromatic dragons have responded to the Draakhorn's call that a full flight of young red dragons can be dispatched to deal with the heroes once and for all. For this final assault, the cult bolsters the red dragons with a handful of cultists, half-dragons, and Red Wizards (mages) who are members of Rath Modar's splinter sect. The cultists and Red Wizards arrive on the backs of the red dragons. Make this a deadly encounter-and not just by the numbers prescribed in the Dungeon Master's Guide. By now, the cult knows how the characters fight, and so do you. Sometimes players can make a group of characters tougher than their basic game statistics indicate. If that's the case for your group, take that into account when selecting the attacking force. THIRD ATTACK (U LT FO RCES Creature Dragonwing Dragonfang Half-red dragon gladiator* Mage XP Value 450 1 ,100 2, 300 2,300 Half-green dragon assassin** 3,900 Young red dragon 5,900 *Use the gladiator statistics but add resistance to fire damage and the breath weapon of a red dragon wyrmling. These changes i ncrease the gladiator's challenge rating to 6. **Use the assassin statistics but add the breath weapon of a green dragon wyrmling. This change doesn't affect the assassin's chal lenge rating.

PLAN OF ATTACK This encounter should challenge the adventurers in every way. The characters should be no easy match for the attacking force, such that retreat and escape might be their best option if they hope to survive. However, if the characters haven't made escape plans ahead of time, the attackers will have taken steps to make retreat impossible. The specifics are up to you, but should be based around any obvious features of the encounter area. Standard escape paths such as back doors and known sewer entrances will be watched, and tactics the characters have used before will be known. Only a special escape route-a secret passage known only to a palace's most trusted servants, for example-should come as a surprise to the cultists and Red Wizards. FRONTAL ASSAULT Because clever ruses and ambush have failed in previous attacks, the cult's third assault opts for overwhelming force. The dragons attack the characters from the air, attempting to draw them outside if they are indoors. When they finally face off against the adventurers, the attackers fight to kill. If the characters try to stay inside and under cover, the dragons attack whatever building they hide in, setting it ablaze. Half-dragons, cultists, and mages watch all known exits, including underground ones, to prevent the characters from slipping away. D EVELOPMENTS This battle will likely be a challenge to run. It is designed to create an emotional low spot in the adventure, during which overall defeat for the forces of good looks like a real possibility. Character death-even if temporary-can crush some players' spirits. For those players, don't make this battle just a relentless slog toward death. Give the adventurers opportunities to save innocent townsfolk from being slaughtered and turn dragons away from fleeing crowds. The characters can clear burning buildings, use magic to douse flames or save the dying, and stand up for those who cannot defend themselves. Let their sacrifice during this fight mean something. C ONCLUSION Great heroes rebound from losses to fight even harder for the cause they believe in. Thanks to raise dead, a lost battle is a setback, not a defeat. It's a wake-up call to any players who assumed that the characters' victory was assured. The Cult of the Dragon is committed to its goal and will stop at nothing to achieve it. The characters must be even more committed to theirs. The characters gain a level at the end of this event. SEQUENCE OF EVENTS Depending on how the adventure unfolds, feel free to alter the forces and tactics in the second and third attacks as you see fit. For example, you might want to hold off with the yugoloths until the third attack, or you might want Red Wizards showing up in the second attack rather than the third. DRAGON C ULTIST CHAPTER 13 I THE CULT STRIKES BACK 143

144 HEN THE CULT OF THE DRAGON SOUNDED the Draakhorn, its tremors were felt across the North. In response, many metallic dragons began to investigate what the sounding meant, and to gather what information they could on the cult from nearby humanoid cultures. One of those dragons, an ancient gold wyrm named Protanther, invoked an ancient draconic rite of council, summoning ambassadors from among the metallic dragons. Meeting in the Nether Mountains, the council will determine what metallic dragons should do in the face of the looming threat of Tiamat. The council includes representatives from each of the five metallic dragon races, who will spread word to their fellows of the council's decision. Of specific importance to the factions ofWaterdeep is the question of whether the dragons should aid the civilized humanoid races in their fight against the cult, or whether they will act on their own. During the council, the adventurers have a chance to engage and debate some of Faerfin's wisest and most powerful creatures. They must convince the dragons that the cause of the humanoid folk of the Sword Coast is just, and that dragons and non-dragons need to support each other in this conflict. CHAPTER 14 I M ETALLIC DRAGONS, ARISE To broker such an alliance, the characters might need to promise concessions on behalf of different factionswhether they have those factions' permission to offer concessions or not. If they are successful, the adventurers can gain not only the support of the dragons as a whole but also the specific favor of certain councilors, including valuable magic items from those dragons' own hoards. UNLIKELY AMBASSADORS By ancient tradition, the draconic council includes ambassadors from the diminutive humanoid races. The silver dragon Otaaryliakkarnos-in the guise of the human Elia-comes to the Council of Waterdeep to extend the invitation to the draconic council, at which point, the delegates discuss who should be sent as ambassadors for the humanoid factions of the Sword Coast. As a group not aligned overall with any specific faction or cause, the party is deemed to be the best fit.

j OURNEY TO THE NETHER MOUNTAINS The journey from Waterdeep to the Nether Mountains is more than six hundred miles. Otaaryliakkarnos is willing to grant the characters the special boon of flying them there on her back in only two days. However, this offer is extended only if the adventurers leave directly from the council, rather than first pursuing any other business. The journey takes the characters through areas suffering under the cult's attacks. Whether from horseback or by air, they see the ruins of isolated settlements and smoke hanging on the horizon. If the characters travel overland, they might pass through some of these ruined settlements, or encounter cult marauders, brigands, refugees, and chromatic dragons bent on destruction. Use your own discretion when choosing how many combat encounters the journey should encompass. C OUNCIL OF DRAGONS Five ancient dragons make up the council charged with deciding their metallic kin's response to the cult. Though they are not necessarily the wisest or most powerful specimens of dragonkind, all are well respected. Any decision made by these dragon councilors will be accepted by the metallic dragons as a whole. The dragons have no need to judge the different factions of the Sword Coast, for they know of their reputations and actions already. The dragons' attitudes are effectively fixed in that regard. However, they know also that among all the humanoid races, leaders often determine the character of societies. Though they understand that the adventurers are not the nominal leaders of any faction, the dragons already know that the heroes' actions have set the course of the factions' battle against Tiamat. As such, if the dragons side with the humanoids, it will be as a statement of personal faith in the party-and in the party's ability to bring all the factions into the fight. ATTITUDES Each dragon councilor has one of four attitudes in this chapter, ranging from unfriendly to cautious, neutral, and friendly. To secure the cooperation of the metallic dragons as a whole, the party must conclude this chapter with at least three dragon councilors having a friendly attitude and with none unfriendly. If the characters make a promise or perform an act aimed at a specific dragon, they gain a two-step improvement in the attitude of that dragon (for example, from unfriendly to neutral, or from cautious to friendly). A general concession grants a one-step improvement to a single dragon of your choosing. Metallic dragons are exceedingly wise, but they sometimes have difficulty distinguishing individual humanoids from each other. As such, an individual dragon's initial attitude depends on the party's racial makeup-and on ancient interactions and past wrongs. HAVE WE M ET BEFORE? The dragons on the council have lived for centuries. Given how quickly humanoids build up progeny, it is possible that one of the dragons encountered a particular character's ancestors and recognizes the character by smell. Perhaps the dwarf who killed Otaaryliakkarnos's relative was the long-lost grand-uncle of the party's dwarf cleric. Or perhaps Tazmikella's stolen magic item is not something currently possessed by one of the adventurers, but she recognizes an ancestor of a party member as the sweettalking bard who stole it generations before. The character can recognize the item as a family heirloom, and will need to make arrangements to have it returned. See "Chapter 9: Council of Waterdeep" for information on the effects of the concessions offered by the adventurers to secure the metallic dragons' allegiance. PROTANTHER Male Gold Dragon Protanther is the leader of the council. A former King of Justice-a royal title among the gold dragons-he does not care for humanoids, particularly humans and elves. Though he sees both good and bad in the lesser races, he believes that their capacity for attaining great power despite their physical limitations makes them dangerous. For all their capability, humanoids have little time to learn the wisdom to direct that capability. The gold dragon knows that many of the world's most blighted creatures descend from humans who bargained with dark forces for power, including yuan-ti and tieflings. He considers the cycle of failed human civilizations across FaerO.n as a sign of a quintessential flaw in human nature. Moreover, he is quick to point out that humans make up the majority of evil archmages and liches-including Sammaster, who founded the Cult of the Dragon, and Szass Tam's Red Wizards. Even the current leader of the Cult of the Dragon, Severin, and a majority of the cult's members are human. Protanther can at least appreciate that the crimes of the humanoid races are usually directed against each other. He knows that the short lives of many humanoids means they might not even recognize their own evil. The elves, however, live for long years and possess great knowledge-and have used that knowledge to the detriment of dragonkind in the past. It was the elves who shaped the magic of the Dracorage mythal, causing dragons across FaerO.n to go mad with rage. Convincing Protanther to trust humanoid factions that include elves is a difficult task. Desire. Protanther would prefer that the dragons rally their forces with no regard for the humanoid factions, striking immediately and decisively before the cult and its chromatic dragon allies can muster their full strength. If this puts the humanoids at risk, so be it. Attitude. Neutral. If there are humans or tieflings in the party, Protanther is instead cautious. If there are elves in the party, he is unfriendly. Concession. Protanther wants a formal apology from one who speaks for elvenkind for the abomination that was the Dracorage mythal. He is willing to trust that the adventurers can wring such an apology from King Melandrach on the council. CHAPTER 14 I M ETALLIC DRAGONS, A.RISE 145

lLEUTHRA Male Brass Dragon Ileuthra is an ancient brass dragon who travels the planes in search of knowledge and ever more challenging games. Legend has it that he resides with Oghma, god of knowledge, but the dragon is cagey on that point. Seeing good and bad in equal measure among the lesser races, Ileuthra recognizes that helping the humanoids is less a case of deciding whether they are worthy of aid, and more about deciding whether these adventurer ambassadors can be trusted to properly lead the factions. Desire. Ileuthra has no preconceived sense of what might be the best course, and he is willing to hear all sides of the discussion. Attitude. Neutral. Ileuthra has watched the lesser races for long centuries from the planes, and he understands that every individual humanoid possesses the potential for good or evil in equal measure. He is truly undecided, and will weigh all options for action against the cult. Concession. Ileuthra believes that the dragon masks are too dangerous to remain in the world if the humanoid races are aware of where they are. If the characters agree that all dragon masks will be handed over to the metallic dragons as soon as they are found-including any masks captured after the final battle-his attitude can be improved. C HAPTER 14 I METALLIC DRAGONS, ARISE 0TAARYLIAKKARNOS Female Silver Dragon The representative of the silver dragons believes that among the lesser races, neither good nor bad is ever absolute. The humanoids are in need of protection and guidance, and should be shown Bahamut's righteous way of living rather than ignored and treated as children. If the dragons refuse to engage the humanoids and focus only on their own advancement, the humanoids will persist in making the same mistakes again and again. Otaaryliakkarnos's faith in the potential of humanoids has something of a blind spot when it comes to dwarves, however. She resents the dwarves for their Dragonmoots of old-great hunts during which clans would come together to end the perceived threat of a particular dragon. Centuries before, Otaaryliakkarnos's niece was killed in a Dragonmoot, and with the long ancestral memory of the metallic dragons, she holds all dwarves responsible. Attitude. Neutral. If the party includes one or more dwarves, Otaaryliakkarnos is instead unfriendly. Desire. Otaaryliakkarnos would like the metallic dragons to strike now as Protanther suggests, but she does not know if they can succeed alone. An alliance would reduce casualties for all parties, but the dragons must be certain of the intentions of the factions and their leaders. Concession. Otaaryliakkarnos knows that the skin of her slain kin was used to make armor for the dwarf lord who slew her. She demands the remains be returned and that Ambassador Brawnanvil make an apology on behalf of all dwarves for the wrongful deaths the Dragonmoots have caused. THE DRAAKHORN

NYMMURH Male Bronze Dragon Of all the dragons on the council, Nymmurh disagrees most strongly with Protanther. He knows that the metallic dragons are made in the image of Bahamut, and have no choice in the matter of being good or evil. Thus, how much greater and more precious is good when it is freely chosen by the humanoids, who must consciously turn away from villainy? Nymmurh's belief in the potential of humanoids is partly driven by his affection for and protection of the noble Silmerhelve human family in Waterdeep (including Dala Silmerhelve; see "Chapter 9: Council of Waterdeep"). Desire. Nymmurh would like to help the factions, looking to the Harpers and the Order of the Gauntlet as epitomizing the best traits of humanoid aspiration. Attitude. Unless the party has engaged in problematic behavior in his presence (or where he would hear of it), Nymmurh is friendly. He knows that the characters come to the council on the recommendation of those he respects and loves. Concession. Nymmurh needs no concession unless the characters have somehow offended him. In such a scenario, the adventurers must prove their worth and goodness in a way you deem suitable. TAZMIKELLA Female Copper Dragon Tazmikella is fond of humans and has spent a great deal of time living among them, but she has reservations about supporting the factions. Her lair and hoard have been the target of cunning thieves and fast-talking swindlers more than once, and she perceives betrayal as a humanoid trait. She fears what might happen if one or more factions turn against the metallic dragons to demonstrate loyalty to Tiamat. The copper dragon also believes that unrestricted interaction between humanoids and dragons has been disastrous for both races. The Dracorage mythal serves as a sore reminder of the animosity that has often arisen between the two peoples. Desire. Tazmikella agrees with Protanther that the metallic dragons could strike against the chromatic dragons themselves. However, she is not convinced they would succeed, and having humanoid allies would reduce casualties for both sides. Attitude. Neutral. If any character is a dragonborn, Tazmikella is instead cautious. If the party contains any character with a personal reputation for shady dealings (particularly a rogue or bard), she is unfriendly. Concession. Pick one magic item owned by a member of the party, and which was found during a previous adventure. That item turns out to have once belonged to Tazmikella, and was part of a hoard she took from an ancient black dragon she defeated. (Legend lore or similar magic used on the item confirms this story.) The item holds sentimental value to her-or it did until a thief stole it from her hoard. Returning the item to her with an apology improves Tazmikella's attitude. A RELIC FOR J UST SUCH AN OCCASION Metallic dragons are known to bestow magic and treasure from their hoards to help heroes from time to time. If the characters do an excellent job impressing the dragonsfor example, bringing all five dragons up to an attitude of friendly-or if they roleplayed the encounter well, the council dragons might grant one or more characters with a token of their esteem. This is likely a set of 3 arrows of slaying (dragons) or armor of resistance (lightning). Either proves useful against the cult, especially if the characters have yet to play through chapter 1 5. Tazmikella can even return the item the characters gave to her as a concession. (She does not covet it when it might do others good, but simply resents having had it stolen.) GENERAL C ONCES SIONS The party can make general concessions to the dragons to appease them as a group, rather than make personal concessions to individual dragons. A general concession improves the attitude of a single dragon of your choice by one step. WEALTH Even good dragons love treasure, and bestowing a share of the hoard the cult has collected goes a long way toward improving the attitudes of the council dragons. The party can effectively treat the dragons as another faction receiving an equal portion of the hoard, granting one share of the total treasure divided among eleven factions. Doing so improves the attitude of a single dragon by one step. For every additional share the dragons are promised (two shares among twelve factions, three shares among thirteen factions, and so on), the party improves the attitude of another dragon by one step. The attitude of the dragons is improved by wealth in the following order: Tazmikella, Otaaryliakkarnos, Ileuthra, Protanther, and Nymmurh. Promising onethird (five shares among fifteen factions) or more of the treasure improves the attitude of all five dragons. OTHER PROMISES The dragons do not prompt the party with options, but the characters can potentially sway them with other offers. Reward player ingenuity for options such as the following: • Promise to turn over Severin as a prisoner if captured, or to deliver his body to the dragons if slain • Consecrating a major monastery or temple to Bahamut • Dedicating a historical plot of land as belonging to the dragons C ONCLUSION When the characters have reached a satisfactory agreement with the dragons, Otaaryliakkarnos offers to return to Waterdeep to let the council know an agreement has been reached. The details and terms-including any concessions promised by the characters-can be discussed during the next council session. If the characters do not reach an agreement because they cannot or will not meet the dragons' demands, Otaaryliakkarnos flies them back but departs Waterdeep at once. CHAPTER 14 I M ETALLIC DRAGONS, ARISE 147

HOUGH SEVERIN'S HOLD ON THE CULT OF the Dragon is strong, there remain traditionalist elements within the cult that long for the old ways of reverence for the ,dracoliches. Many such elements center lar..Q®d scholars and academics, for whom the cult's new focus has made their knowledge and research irrelevant. Others think that Severin is being taken in by devils and that Tiamat will play him for a fool-a notion fairly close to the truth. Two of the leading dracolich traditionalists-a dragonsoul namedjorgen Pawl and his trusted lieutenant Iskander-have been most vocal in their objections. As the time of the summoning ritual approaches, Severin understands that he can't risk losing loyal troops to infighting and insurrection. He has thus agreed to give Jorgen Pawl and his followers a dragon mask to examine, allowing them to determine whether Severin's understanding of the masks' power is correct. If Severin is wrong, he will know before risking everything on a door-die gamble. If he is right, the traditionalists will give their support to Severin's plans. Whatjorgen does not know is that Severin asked his Red Wizard allies to create a false mask, supplying the scholar with a duplicate of the Blue Dragon Mask that appears both powerful and inscrutable, though it holds little in the way of real magic. Severin knows the scholC HAPTER 15 f XONTHAL'S TOWER ars will discover the deception eventually, but he hopes that the false mask will keep the traditionalists occupied while he completes his plans. The Cult of the Dragon recently took control of Xonthal's Tower-an ancient and mysterious wizard's tower on the southern slope of Mount Hlim. Although not all the cult members at Xonthal's Tower are dracolich traditionalists, Jorgen Pawl and Iskander are in command there, and they have drawn many like-minded individuals under their sway. lSKANDER The young second-in-command at Xonthal's Tower stands an impressive 6-feet-5-inches tall. Iskander is not overly brave, but he is observant. One fact that hasn't escaped his notice is the number of rising stars in the Cult of the Dragon who meet mysterious ends before reaching their full potential. The suspicion that some cultists practice "advancement through assassination" or eliminate ambitious underlings to safeguard their own positions preys heavily on Iskander's mind. Four tendays past, Iskander came down with a stomach affliction that left him critically weak. During the illness, his suspicions blossomed into full-blown paranoia. He is convinced that someone at Xonthal's Tower poisoned him, and he now trusts no one. To save himself,

Iskander has decided to betray the cult and seek safety elsewhere. Having heard the exploits of the adventurers, he has decided that the cult's most effective enemies are his best bet as allies-and that a dragon mask should be more than enough to attract their attention. AN UNEXPECTED MESSAGE Iskander's message to the party can arrive in any manner you see fit, including through contacts in the Zhentarim. Whether it comes directly to the characters or to an NPC on the Council ofWaterdeep, the message could be a hastily scribbled note, an eloquent appeal delivered by bonded messenger, or a whispered plea in a dark corridor. "You don't know me, but we can help each other immeasurably. My name is lskander, and I made a terrible mistake in joining the Cult of the Dragon. The cult's horrifying plans are sure to bring doom to all, but I can stop those plans with your help. Rescue me from the cult's clutches, and I will del iver to you the prize of prizes: the Blue Dragon Mask. Without it, Severin faces an insurmountable setback in his effort to call Tiamat back to our world. The mask is here in Xonthal's Tower, being studied and guarded by only a handful of wizards, including myself. "The danger of my treason becoming known grows with every passing day, and if I'm discovered, I'll surely be killed. Please hurry, for the sake of everyone and everything you value." The adventurers are likely to be suspicious of Iskander, intuiting that his offer is motivated by concern for his own survival, or that he's luring them into a trap. If divination spells are used to assess the situation, give the characters a strong sense that Iskander is on the level, and that the Blue Dragon Mask is in his possession. If the characters ask the members of the Council of Waterdeep their opinions, the NPCs are unanimous: the risk is enormous, but the potential payoff is even greater. Losing one of the five dragon masks will be a huge setback for Severin's plans. XONTHAL'S TOWER Xonthal's Tower is legendary among the wizards and tale-spinners of Faerun for its unusual magical defenses, including a magical hedge maze that surrounds it. The cultists avoid the hedge maze by accessing a portal inside the tower that they use to travel in and out. The wizard Xonthal was an extraordinary figure. Beginning as a lowly adventurer, he traveled across Faerfin and beyond, reaching distant Zakhara, Kara-Tur, and even Maztica. His work focused on conjuration and elemental evocation, so he often kept elementals and genies for company. Xonthal prized solitude, so he designed his tower and its surrounding hedge maze to deter intruders and unwanted visitors. Over a century ago, the wizard kicked his apprentices out and sealed the tower. No one knows what Xonthal has been up to in the intervening decades, or whether he's even still alive. Some think he must have become a lich, while others believe he's just dead. All that's certain is that the hedge maze remains a frustrating barrier, and the spells and wards protecting the tower against entry remain as powerful as ever. THE VILLAGE Spreading out along the edge of the hedge maze is a village, also called Xonthal's Tower. The settlement began as a place where Xonthal's many apprentices established homes of their own. As years passed, more settlers were drawn to the area as word spread that the wizard and his apprentices offered excellent protection against marauding ores and monsters. The village is smaller now than in the tower's heyday, but about three hundred people still live there. The locals are friendly enough, but they're wary of strangers who ask too many questions about the tower. Things were quiet there for a long time, but for almost a year now, the villagers have seen lights through the windows at night and heard unearthly sounds. A few claim to have seen a blue dragon lingering in the sky high above. Some villagers scoff at that idea, but everyone agrees that the tower has been reoccupied. Once the villagers are satisfied that the adventurers haven't come to lay waste to the tower (fearing that an all-out battle would likely destroy the village too), they're interested in talking of little else besides who could be inside. The most popular theories are that Xonthal has returned or has awakened as a lich, or that one of the genies and elementals he once imprisoned finally broke free of its restraints but remains trapped inside the tower. The villagers warn the characters sternly about the danger of entering the maze. Few who enter it ever come back out, and those who do come out are much worse for wear. Even animals and birds avoid the maze. The tower and the maze are protected by brilliantly crafted wishes cast by Xonthal. The tower is impervious to all scrying and divination, and invulnerable against all forms of attack and alteration. Approaching through the maze and overcoming the puzzles designed by Xonthal is the only way to get inside. THE MAZE The hedge maze surrounding the central tower is an astounding work of magical construction. In certain regards, it's even more impressive than the tower because of the powerful ways it manipulates space. A gently curving path leads into the maze from the edge of the village. The villagers built a low fence across the entrance to keep young children and animals from wandering in. Fear of the maze is hammered into all other residents of the village from the time they're old enough to appreciate its dangers, and they shun it diligently. Seen from above-either by a flying character or from nearby rooftops-the maze appears to be an overgrown, tangled mess with no discernible paths longer than CHAPTER 15 I XONTHAVS TOWER 149


Tyranny of Dragons [Anniversary Edition] - Flip eBook Pages 101-150 (2024)

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