After defeating the ice trolls in one corner of the lower cavern, the party begins to move across the ice to confront Arauthator. There's no sign of the dragon as they move up to a huge ridge of ice, but then a stinking cloud of poison gas suddenly explodes from below! Everyone is able to maneuver around this trap, but within moments the temperature falls even further as the dragon launches himself over the ridge and attacks! The initiative is with Arauthator, and his initial blast of freezing cold breath hammers the adventurers. A quick follow-up attack fells the monk, and everyone else is hard-pressed to navigate the ice and close to attack. To make matters worse, Induris and Shazz'm fall prey to fear and are unable to even approach the enemy. The situation looks dire, but the party rallies with inspiration from George the bard and some truly divine healing magic from Shazz'm. After a hard-fought battle with many more injuries, the dragon flees, diving into a hole in the ice into icy waters. Arauthator was not alone, though, and three more ice trolls attack as the dragon makes his escape. George convinces one of the trolls to attack his fellows while the rest of the party defeats another. The downed troll regenerates, though, and the party desperately searches for a source of fire to finish the job. Once again the bard comes to the rescue by pulling out his metal lute strings and heating them with a spell, setting the troll on fire! The remaining trolls are quickly defeated, once their regeneration is overcome. Badly wounded, the party chooses to leave the cavern and return to their ship to rest. On the way, they encounter the Ice Hunters and inform them that the dragon has fled. Fearing that Arauthator may return, they decide to take the opportunity to flee. The entire village packs up and leaves, sailing off through the icebergs. After a night spent recovering from the battle, the adventurers return to the ice cavern. But everything is gone! All treasure has been removed, the dragon's trophies are gone or destroyed, and there is no sign of Maccath the Crimson. The dragon may have fled, but his remaining minions were very busy during the night and took everything of value as they fled. The party has no choice but to return to Waterdeep. Leosin the Harper monk and the paladin Frume meet the adventurers in Waterdeep and hear their report. Though disappointed that neither Maccath nor any sign of the Draakhorn were found, they are pleased to hear that Arauthator has been driven away. The party is given a few days to rest, recover, and shop before the Council will meet again to discuss next steps against the cult.