The party pays for passage down the coast from the pirates and arrive outside Baldur's Gate. Grumbel has a dream on the voyage and sees an aged temple. Inside a great beast lies restrained. Grumbel knows she has to go to the Fields of the Dead to confront the beast. Carpet, Marcon, and Grumbel decide to head into Baldur's Gate to buy Potions of Climbing. Grumbel tries to intimidate the guards into letting them in, leading to Marcon slapping Grumbel, leading to Grumbel setting Marcon on fire. Carpet sneaks into town and takes in potions before they all flee.
Once the party reaches the Fields of the Dead, there's a burial ground with a large wooden door. Marcon and Carpet observe that the guards are tougher than average but not by much. A design on their shields is a crystal ball contain many forms of eyeballs. This is the sign of Savras, the god of divination and fate, LN aligned. The guards are part of a specific holy order dealing with dreams, the Knights of Naptime. Grumbel tells them her dream and they say there is a beast inside that's been restrained for a long time. The beast is protected from physical and magic properties.
The party enters the temple and see a beast with the body of a bear, the head of a wolf, the legs of a lion, and tusks of a boar. Dusk knows that there was a tale of beast that rampaged the land long ago and was sealed away. Dusk steps over the magic circle and releases the beast. Once the beast is defeated, it rises as a skeleton of a deer 20ft tall. The deer bows and Carpet discerns that everyone should bow back. Grumbel discovers that this is Malar, the god of the hunt. Malar explains that a cult became angry with him and sealed him in a body. He granted the party each a favor. Grumbel asks for her hunting abilities to be amplified and Malar brands her on the forehead with his symbol and names her a herald of Malar. Dusk gains influence and Marcon and Carpet will receive their favors later.
The party returns to Amaag's Ruin and returns Ironfang to the crystal. The cave starts closing in and the party escapes to realize they have exited from a large beast's nose. Amaag, the great hunter of old, has been resurrected. Flumph says Amaag is very grateful to be awakened and needs to expose and destroy the one who put him to sleep, the Elder Evil Elemental Eye. The Eye stole Amaag's power so it could destroy everything itself.
Jormungandr, avatar of water, is west of the Korinn Archipelago. Gwynbleidd, avatar of air, in the Spine of the World. Vulthuryol, avatar of fire, in the Plain of Standing Stones.
The party decides to head to Waterdeep to research where the elemental weapons would be hidden so that the rest of the beasts can be awakened.