Having witnessed the expulsion of the demon Malefic by the mightiest of arcane forces, the explorers spend the somber aftermath of that event in deliberation over their next steps. After weighing concerns regarding Nevena’s candle, the need to find respite back in Ten Towns, and the desire to finish exploring the tower, the group resolves to finish what they have started in the tower in hopes of finding the map of which Shannon had spoken.
The first room uncovered is the royal chamber, containing treasures like a large mirror and a pile of gold coins from Dorn’s Deep. Ardemis and Eira each take a few coins as souvenirs, Dheirgryn takes enough to fill a coffer for himself. Next they enter the final room yet unexplored on the third floor, a temple to Aerdrie Fenya, goddess of the wind. A search here leads to a finely preserved horn wrought with exquisite, knot-like ornamental carvings. The foolhardy Nevena, impulsive as ever, bellows into the horn with her companions standing close by. The ensuing explosion of the mishandled magical artifact explodes in the elf’s face, deafening everyone, blowing a hole into the tower wall, and nearly killing Dheirgryn.
Ardemis, having been in another chamber, is the only one uninjured by the blasting horn. He rushes to the commotion and hastily prevents Nevena from bleeding to death, plucking shards of horn from her neck and face. When the dust settles, Dheirgryn storms off in an injured rage to be away from the reckless elf.
Nevena, Eira, Søngberg, and Ardemis move eventually to finish their exploration of the tower’s final floor. There they encounter a second Shield Guardian not unlike the construct that protected the tower’s main gate. A battle with the deadly automaton in the gloom of Ardemis’ spell-light is nearly joined until Nevena notices at the last moment that it bears a sigil on its chest matching that of the amulet she wears—the one recovered from the Mythal Banshee. A dangerous situation is diffused peacefully as it becomes clear Nevena can command the guardian with her mind; she orders it to stand down and follow her.
Much of this final floor of the tower is a ruin of empty dormitories, great halls, a kitchen, and the like. However the door beyond, that was being protected by the guardian, is home to a ‘false turret’ that bears wondrous, ornate carvings and mosaics along the convex walls and floor. The finely laid stonework tracery that forms the walls reveal a pattern that calls attention to certain stars. The group spends hours here combining their knowledge, wits, and gathered lore to unfurl this room’s secrets until at last they realize this chamber is a map to the fabled elven Isle of Evermeet. During their study, Nevena notices that Ardemis, using the same divination magic he already has employed to scout ahead, has already begun taking notes on this chamber with the scrivener materials provided by Shannon of Ten Towns. Nevena demands he hand over his work, seeking to protect this knowledge which is meant only for elvenkind. Faced with exhaustion, injury, severe cold, and a need for reliance and trust to survive this ordeal, he reluctantly agrees to surrender what he has taken down. As a protest for this seizure, however, Ardemis takes this opportunity to visit Dheirgryn below, who also is angry with Nevena.
With Ardemis gone, so too is his mystic light that enables he and Eira to see inside the dark interior of the tower. She and Søngberg improvise a torch and continue exploring the tower while they wait for everyone’s tempers to cool. The first thing they find, in another turret—its roof broken in and collapsed—is a strange and unnatural bridge of ice leading high into the dark mountainscape. Both judge this obstacle far too dangerous and unpredictable, they turn away. The final turret holds what remains of the elven armory. Among the worn chaos of the armory turret they discover fine elven shields, embossed with fabulous devices depicting their ancient hippogriff knights of old and a bright, sturdy hauberk of elven chainmail. Eira doffs these, securing a shield for Dheirgryn as well.
Satisfied that the tower’s secrets are known, its treasures found, and its evil curses purged, the banshee slayers make ready for Ten Towns; there are no plans to rendevous with the Reghedmen since the long dark has set in. On the way out, the wolf carcass and ’Brandish’s’ ever-dripping sword are given a wide berth, left to rot in the cold dark. As they head back down the mountain, Relserevayne’s phantom can be seen at the gate, sternly observing their departure. Nevena easily finds the trail of blood left behind by Brandish’s blade, but they opt not to follow it. She instead is tempted greatly at the trail indicated by her Candle of Auril, but she is wisely talked down from this venture by the others. They need her.
Indeed, Nevena’s wilderness survival knowledge and Ardemis’ magic is all that keeps them alive for the journey back west in the Stygian darkness of Icewind Dale. In the end, it is an ice fisher who discovers them out on Lac Dineshere—half dead from exhaustion, hunger, dehydration, and frostbite. They are brought in to his warm lodging. They are fed, clothed, and warmed, but dizzy and disoriented in their spare waking moments by the rigors of their quest.