After a few days in Waterdeep, the Council meets again to discuss the next steps against the Cult. There still remains the threat of the Draakhorn and the rousing effect it has on chromatic dragons across the land. A tiefling sorceress, Maccath the Crimson, was the last to search for it, but has not been heard from in several years. The Council provides the party with passage aboard a ship and cold-weather gear. After an uneventful few days of sailing, they arrive at the Sea of Moving Ice and begin their search. They know that Maccath the Crimson had gone in search of a distinctive iceberg where a white dragon was rumored to lair, so they focus their search on finding that same iceberg. Soon after beginning their search, they spot an injured Ice Hunter on an ice floe being stalked by a polar bear. After Tom pacifies the hungry bear, Noram heals the hunter and the grateful man provides directions to the iceberg. By the end of the day, the iceberg has been spotted. After a night spent on the ship, the party goes ashore. Many bones littering the ground and a display of frozen humans - and one dwarf - make it clear that a dragon does indeed reside in these parts! Mella makes use of her familiar to scout the area, and finds a small village on the iceberg's central plateau. The adventurers choose to approach peacefully in the open, not wishing to be seen as a danger by the inhabitants. The Ice Hunters of the village come out in force to meet the party. Their chieftain is distinctly unfriendly, and demands first to know their business, and then that they leave immediately. When the adventurers refuse, he proposes a duel - his champion will wrestle one of the party. If the champion wins, they must leave immediately; if they win, they can stay overnight. Noram accepts the challenge and the contest begins...and two of the first three falls go to the champion! A third would mean defeat, but Tom has noticed that the village shaman is standing near the battle and performing some suspicious movements. He accuses her of cheating, which angers the chieftain, but nonetheless he sends the shaman away to prove that the match is fair. With the champion no longer benefiting from outside help, Noram is able to use his own magic to momentarily paralyze his opponent and win the bout. The chieftain is apoplectic with rage, but he has given his word and the village would not follow one who breaks faith. He gives his permission for the party to stay in the smallest hut, and stomps away in a huff. The village shaman, ashamed that she was involved in cheating, offers her hospitality. They accept, and the party plies her with questions about the village, the iceberg, and the dragon. After some discussion, she provides information about the ice caves below the village, where the dragon and his minions lurk. She also remembers seeing a "horned lady" several years past, which sounds like a tiefling sorceress! The adventurers make plans to investigate the caves after a short rest.