Over the next several days, Blagothkus flies Skyreach Castle to Waterdeep, and his ogres help the adventurers transfer the captured cult treasure to Ontharr Frume's estate. The paladin is very impressed with everything the party has accomplished and provides rooms in his estate for their use, for as long as they care to stay. He also facilitates a meeting with Chelnadatilar, who reports that things are largely under control back in Murghôm, though the cult is still active. Several days of rest follow, and during this time Leosin the Harper monk visits the party. He tells them of a great Council being gathered in Waterdeep, consisting of many of the great lords of the Sword Coast. This Council intends to take decisive action against the cult, and wishes the party to play a vital role. The cult has sounded the great Draakhorn to wake chromatic dragons across Faerûn, assassinated rival leaders, and continued their pillaging across the land. They must be stopped! At the Council, the great lords compliment the party on their work against the cult thus far. They are particularly pleased with the liberation of Skyreach Castle and defeat of Rezmir, though there is disagreement over whether the destruction of the black dragon eggs was necessary. Then several council members bring forward intelligence on further cult activities. The cult is gathering powerful artifacts known as dragon masks, and entrusting them to powerful cult members known as wyrmspeakers. There is a possible lead on the Draakhorn in the far north. Wyrmspeaker Varram the White has been spotted heading into the Serpent Hills, though without his dragon mask. The council asks the adventurers to investigate these leads. They are entrusted with the Council's authority and given official documents to identify their special status. Given the choice of investigating the Draakhorn or Varram the White, the party chooses to travel to the Serpent Hills in pursuit of the dwarf wyrmspeaker. Tracking Varram is a simple matter, as a purple-robed dwarf stands out in observers' memories. He and about a dozen followers headed into the hills, making no effort to hide their trail. After three days of tracking, the party arrives at their destination: the tomb of Diderius, a powerful divination wizard from ancient times. The tomb's secrets prove little challenge to the adventurers. They avoid traps (mostly), defeat the occasional monster handily, and even befriend the ghost of one of Diderius' assistants. Diderius himself speaks with them from beyond the grave, revealing that Varram has been taken by the yuan-ti (serpentfolk). They also find Diderius' treasure room, though it is being watched for some reason by five bearded devils. The devils make no more to interfere, so the party enters and defeats the undead inside - largely thanks to the wraiths' fear of the cleric's holy symbol.