When I first ran Oyaviggaton in 5th edition’s infancy, I found the dungeon a bit repetitive and unchallenging. In my opinion, a party of 8th-level heroes have well-outgrown combat encounters with kobolds, and trolls have shifted more toward minion-tier than being challenging on their own (though, it looks like now the module references the Ice Troll statblock added in Rime of the Frost Maiden, which looks a bit better). Its saving grace was Arauthator, with a challenge rating of 13 he’d be a challenging fight for many tables at 8th level, but with the other encounters proving so trivial, they might arrive with most of their resources intact and dispatch the dragon easily. (After all, dragons in base 5th edition dealt a lot of damage but couldn’t sustain much themselves.)
With my adjustments to the plot of the module, my party was arriving to Oyaviggaton at 11th or 12th level rather than 8th, and they were covered in powerful magical items. One CR 13 dragon and several kobold encounters weren’t going to cut it. A duel with one CR 5 gladiator wasn’t going to cut it.
We had to make some sweeping adjustments here to address both of these issues.
Resetting the Scenario
In the module, Oyaviggaton is home to the white dragon and the tribal Ice Hunters. The former is a deadly foe known as Old White Death, and the latter are unwelcoming and unkind, with their people having been enslaved by Arauthator for generations. Additionally, the Draakhorn was last seen on Oyaviggaton, and it has been taken away to the Well of Dragons, which isn’t the first or final time that an item our heroes are sent to collect is already out of their hands.
So, first up, we gave Arauthator a promotion into an ancient dragon. My party would’ve mopped the floor with an adult dragon at their level, so he got a valuable elevation (and he still died shockingly fast, more on that later).
Second, I wanted to change the Ice Hunters pretty substantially, too. One of the players at my table is the guy who ran Rime of the Forstmaiden previously, and one of his regrets was he didn’t use the werebear very much during his run. I’m also fond of werebears, so I decided that the tribe on Oyaviggaton were lycanthropes living in self-imposed exile. They were in control of themselves, but they remained away from civilization all the same. They visited Oyaviggaton yearly for a coming-of-age ritual, and Arauthator pressed them into his service. Rather than having laired on the iceberg for generations, I decided he’d come at the behest of the Cult of the Dragon, who wanted to place the Draakenhorn there (more on why in a moment). These warriors, the Urrasa tribe, were unwelcoming not because they served the dragon faithfully, but because they witnessed what became of Maccath the Crimson’s allies and they wish to spare our heroes from that gruesome fate.
Lastly, the Draakenhorn is here on the iceberg, but it is well defended. The purpose for its stationing here is that an artifact on the stolen Hosttower of the Arcane in Arauthator’s lair is adversely affecting magic. Prolonged exposure is completely muting one’s connection to the weave. It’s why no one has heard from Maccath the Crimson; it’s why the Urrasa tribe has grown somber from the silence of the ancestors.
Now, this last adjustment wasn’t as necessary as some of the others as fallout from the restructuring of the module. However, I really enjoyed the episodes of Critical Role exploring Eiselcross and dealing with the weirdness of magic there, and I had a fun idea for a puzzle-based dangerous encounter that’d help break up the monotony of fighting dragons and dragon servants all the time.
So, altogether, we have a pretty decent dungeon of 4 encounters: a trial of strength by the Urrasa tribe, the ancient white dragon, the Netheril Accumulator I invented, and the defenders of the Draakehnhorn.
Arriving at Oyaviggaton
After the council reconvened and set them on their new task, our heroes were teleported to Oyaviggaton by the apprentice of on the wizards on the council, Taern Thunderspells. This apprentice was a new NPC, an orcish woman named Tsorina. Through this NPC I was able to give an in-character reaction to the weirdness of magic and provide a new tension: the heroes could not teleport away from the island until they dealt with the accumulator (not that they knew why magic was so strange here, yet). Tsorina, not a wizard for battling in the field, started freaking out. They calmed her down and made their way to a distant firelight on the horizon.
These fires were those of the Urrasa tribe. After a brief social encounter, the three leaders of the tribe invited the heroes up to the Ridge of the Lost. Here, they tested our party’s strength, then revealed the gruesome reminder the White Death had installed here: the frozen corpses of their tribesmen who tried to flee and Maccath’s allies, the only other outsiders to have come to Oyaviggaton in many years. With their fortitude proven, the chieftain gave them a heading for Arauthator’s lair.
Then, on a roll of a natural one and an eight on a d8 for a random encounter, they were ambushed by the dragon himself in the snowfields. Despite my intent to escape with Arauthator, the Owlin ranger pursued the beast himself. He nearly died for it, but survived with a mere 2 hit points and managed to take the dragon down. He’d flown far ahead of the party in this chase, too, so it’d have been lights out if he hadn’t secured the kill, perhaps permanently.
The heroes continued on to the dragon’s lair, where they found the kobolds were not reverent followers of the dragon but were slaves themselves who celebrated his demise. Within, they met Maccath the Crimson who’d lost her ability to cast spells from her exposure to the accumulator but was still an expert in arcane matters.
The Netheril Accumulator
Atop the stolen Hosttower of the Arcane was the arcane mechanism exerting pressure upon the weave across Oyaviggaton. This battle consisted of three “Lodestones” that needed to be simultaneously deactivated (within the same round). Each lodestone had 300 hit points, but due to the collected arcana, they had taken on something like a personality and would expend their accumulated magic to defend themselves. To deactivate the lodestones, a character needed to spend their action performing an arcana check whose DC was equal to the lodestone’s current hit point total divided by ten. So, an unharmed lodestone had a DC 30 check, while one with 131 hit points left had a DC 13 check.
These lodestones became much more dangerous the lower their hit point totals were, however. The table below was my reference for the encounter.
| Lodestone Hitpoints | Behavior Mode | Action Adjustments |
| 250 – 300 | Terse | The lodestones use cantrips, and spells of first or second level. |
| 150 – 249 | Angered | The lodestones gain the use of spells of 3rd, 4th, and 5th level. |
| 80 – 149 | Frightened | The lodestones gain the use of spells of 6th and 7th level. |
| 1 – 79 | Panicked | The lodestones gain the use of spells of 8th and 9th level. |
| 0 | Detonating | At 0 hit points, the lodestone explodes. |
The lodestones didn’t roll initiatives, instead they acted on steps 20, 15, and 5.
And their explosion was an apocalyptic threat (at least for Oyaviggaton). If any were reduced to 0 hit points, then after one round (unless stalled by some miracle), it would erupt in a burst of pure arcane energy. All creatures within 30 miles would need to make a DC 15 Intelligence saving throw. On a failed save, they were Stunned and would suffer 30d10 force damage. Any creature reduced to 0 hit points by this damage would be reduced to ash. Creatures that succeed on the save take half damage and are not stunned. Additionally, magic items would’ve had to make a saving throw or cause a secondary detonation based on their rarity (like that moment in EXU: Calamity at the start of the 4th episode).
Luckily, my players heeded Maccath’s warning and did not break any lodestones. One almost got to use a 9th level spell, but they completed their checks right before its turn. Oh, and each time a successful check was made, that lodestone was pacified until the end of the round.
Maccath couldn’t do much to defend herself in this battle, but she added an incredible +13 to her arcana checks and she was willing to aid our heroes. So were a pair of kobolds they’d befriended, but they died pretty much immediately. (They were using the baseline kobold statblock; after the Owlin ranger convinced them to join the battle, they were doomed.)
Attacking the Draakenhorn
With the accumulator fixed and the dragon defeated, our heroes decided to rest overnight to recover before battling over the Draakenhorn. This had its own consequences. An additional enemy joined the retinue defending the horn: a fresh simulacrum of Rath Modar, equipped with knowledge of our heroes and their abilities. With the planned Blue Abishai here, that placed two powerful spellcasters opposed to the heroes. They also had to contend with ice trolls, and the commotion drew an unaligned Remorhaz to the battle.
Our heroes prevailed, though a failed Wisdom saving throw allowed the true Rath Modar to observe them once again, and it was a great opportunity to showcase an abishai’s abilities to them, as one was soon going to be a major threat, but more on that next time.
As always, thank you for reading! I’d meant to get another post out between this and the last one, but. Well. I’ve been playing a ton of Midnight. Even this post was drafted close to last minute! Here’s hoping I find the time between now and next month to get some other posts up.
Good luck out there heroes.











