Making their way out of Scornubal, our heroes ventured North to the small town of Subar. There they were informed that a dwarf matching Veram's description had ventured into the Serpent Hills with a dozen or so companions. This was welcome news to our little band. They traveled hastily toward the Serpent Hills, where they came across what appeared to be a ruin of an old town.
In the abandoned area, several graves were found. After digging two of them up, the group discovered the bodies of two of Veram's companions - one lacerated with a thousand magical cuts and the other burned to a crisp. More searching and the party discovered two giant stone colossi. When approached, one of the stone collosi asked the party if they sought wisdom or knowledge. Caught off gaurd, Killian whispered a suggestion to Dain, "Wisdom." For better or for worse, the colossus took Killian's covert proposal as the final answer. So, with the permission of the colossi, the party made it's way forward into a narrow crevasse. Perhaps this "wisdom", should they find it, would lead them to Veram.
The passageway led to a series of rooms in which they ecountered many strange obstacles, including a magical mosaic chimera, trolls, a large white-bearded humanoid on an oversized throne, and a table populated by otherworldly devils.
When they came to what appeared to be the last room, the party noticed a divination pool filled with some kind of liquid. Could it hold the wisdom they sought? Would it give them insight into the whereabouts of Veram the White? Well, at the suggestion of Mullyn and Dain, Killian peered downward into the shimmering depths - this was not good. For, as soon as he did so, he became seemingly possessed, attacking the party and floating through the air. Quite the spectacle.
Thankfully, Mullyn dispelled whatever foul nonsense controlled the barbarian. The pool was clearly not the answer . . . but what was?