Now you've done it! You've walked into a cavern controlled by Yuan-Ti. You've even managed to stumble right into their closely guarded hatchery. And you still have no clue where Varram is!
Now that you have the Wrymspeaker known as Varram the White, all you have to do is figure out how to turn him over to the Council and still make it north to find the Draakhorn.
Having turned Varram over to the Order of the Gauntlet in Luskan, you board the Frostskimmr, a light longship built for cutting through the ice and plunge northward in search of Arcane Brotherhood researcher Maccath the Red. Hopefully she knows where to find the Draakhorn.
Finally! After a little over a day in the Sea of Moving Ice you have spotted Oyaviggaton, the giant iceberg and lair of the White Dragon Arauthator and quite possibly the location of the legendary artifact known as the Draakhorn. Hopefully you will also find Maccath the Crimson and she can explain it all as well.
You've found Oyaviggiton. After Pubert having to defeat the tribal champion of the village of Ice Hunters that are enslaved by Arauthator, their shaman, Bonecarver, has agreed to help you enter the caverns, risking the white dragon's wrath for betraying him in the hopes you can free her people from his tyranny. You enter the caverns in search of Maccath, the Draakhorn, and seeking to possibly kill a dragon.
You've defeated Arauthator, "The Great White Death". Now all you have to do is figure out how to get out of Oyaviggaton alive, convince Maccath to come with you and haul all of the treasure, especially the stolen Arcane Brotherood library back to civilzation.
Maccath the Red has agreed to return with you and convince the Arcane Brotherhood to join the fight against the Cult of the Dragon. You have even made a new friend - the Ice Toad Mafulb who has amassed and enormous library of history and data that will prove invaluable to the cause. You've sent for help and ships to come gather the massive trove of books, scrolls, and treasure but first you must clear the Oyaviggaton of the remnants of the dragon's troll and kobold minions.
The treasure hordes of Arahthator have been located and efforts started to get them gathered together. Now all you have to do is report to the Council of Waterdeep.
After weeks of traveling hither and yon, including all the way int0 the extreme cold the Sea of Moving Ice, you return to Waterdeep hoping for somme much needed rest. A second Council of Waterdeep is being convened so you can report what you have found during your most recent travels. Alas, you have been home not even a full day before the Cult of the Dragon sets a trap for you at a local tavern and you are setup upon by an assassin squad!
You thwarted the assassination attempt on your own lives only to discover that the Cult of the Dragon quite boldly has assassinated a Masked Lord of Waterdeep in the streets outside the Palace of Waterdeep and Piergieron's Palace. Now though, you must endure a second Council of Waterdeep session - you'd rather just go after the killers than deal with politics though.
Into the Misty Forest you have gone in search of the village Atland, which somehow survived a Cult of the Dragon attack. But before you can find the village, you have to make it past whatever perils lurk in the woods... like Ettercaps and Giant Spiders for example.
Now that you have an idea of where the Wyrmspeaker and his Green Dragon might be hiding in the Misty Forest, you make plans to seek him out.
You have undoubtedly found the Green Wyrmspeaker's Fortress within the Misty Forest. Now you just need to find him and his Green Dragon while avoiding anymore of his henchmen.
The Green Wyrmspeaker, Neronvain, has been captured and his Green Dragon, Chuth, killed. The elves they enslaved have been freed and the threat to Misty Forest has been eliminated. Now you just need to make your way out of the forest and to the Brass Wain to retrieve your mounts and from there head back to Waterdeep.
The Cult of the Dragon has once again sent an assassin squad after you. Though you survived, The Brass Wain is in shambles, civilians have died, and one of the demons in the Cult's employ escaped. They even tried to kll Neronvain so he couldn't talk, but somehow he survived.
Despite all that, and all of you being fairly wounded and battered yourselves, you still need to get back to Waterdeep, now more than ever, to report all the information you've gathered to the Council.
In the aftermath of the latest assassination attempt by the Cult of the Dragon, you make it back to Waterdeep for the third gathering of the Council of Waterdeep afterwhich you are granted responsiblity of distributing the dragons the Council of Metallic Dragons have provided.
During your planning, you receive a letter from a would be Cult defector who promises a great prize if you help him escape -- the Blue Dragon Mask.
You've entered the infamous Maze that surrounds Xonthal's Tower. So far it's lived up to its mysterious reputation of not having any obvious direction. And now, you find yourself having to deal with sword stealing Chuuls and deep deep pool of water...
You've fought Chuuls, heaved boulders versus Cyclopes, and made cole slaw out of Carnivorous Plants. But you still haven't found the right path to the Tower yet.
This Maze is maddening! The first sundial as easy enough, but these others... (have you encountered two others or many others that have only exhibited two types of shadows?) From the one pointing North, Southeast, and Southwest simultaneously you have tried almost every path and have been met with areas of resistance before returning to a sundial.
At the moment, for the fourth time you find yourselves at an intersection where eight paths converge symmetrically with a sundial pointing North, Southeast, and Southwest simultaneously.
You've finally made it out of the maze and into the tower. Now you need to find the hourglass shaped key so you can follow Iskander into the dungeons but it's not where he said it he would leave it. And as you search the tower for it, you find yourselves being ambushed by a group of Cult of the Dragon members!
You've been invited to Thay of all places. The Red Wizards wish to discuss the possibility of helping in the fight against the Cult of Dragon in order to punish and return the exiled Red Wizards that are helping the Cult. But can Malice's aversion to the undead be set aside long enough to negotiate a treaty?
You've entered the Well of Dragons disguised as Cult of the Dragon members. So far you've managed to bluff your way past one patrol to make to the main treasure horde where you dispatched the guards and helped yourself to a few things. But now you have to figure out where the ritual is taking place so you can stop it before it's too late you end up having to face off with Tiamat Herself!
Severin is dead. The Mask of the Dragon Queen recovered. Now you need to escape the Temple and Well of Dragons and regroup with the Council of Waterdeep and allied forces to drive back the remnants of the Cult of the Dragon and its allies and bring peace to the Sword Coast.
Then there's that score to settle with Thay...