This Quest serves as a log of the main events throughout the game.
You start off at 1 in the first level of Korlasz's Tomb. Imoen assigns you the task of tracking down one of Sarevok's last remaining minions, Korlasz.
Porios at 2 will taunt you from here across the chasm about how "it's too late" and "it's gone". He'll reveal that it's Sarevok's sword if you press him before teleporting away.
A large group of Followers of Sarevok and Iron Throne Soldiers will be at 9, but you can avoid hostilities with them if you quickly bring Porios (at 10) into view and secure his agreement to leave the area willingly. Or you can fight all of them if you prefer. Porios will either way leave behind the Cloak of Minor Arcana and the Tomb Key that opens the door at 11.
You will end up at 1 in the second level of Korlasz's Tomb. There are a few other Quests you can do, so this page describes the most straight-line path to fulfilling this Quest.
There will be several Tattered Skeletons, Skeleton Archers and Armored Skeletons in the room at 2. They are led by a Shadowed Soul that can both protect itself with Improved Invisibility and attack with Larloch's Minor Drain. The Skeleton Archers leave behind Arrows of Ice.
The room at 6 has a lot of Ghasts, Wights and Zombies. Be mindful of traps as you make your way southwest.
There will be a large group of Shadows at 15, along with an Unyielding Guardian. They aren't particularly difficult, especially if you get the jump on them with something like a Fireball. The real annoyance is a Wraith that will attack from Invisibility, and can Level Drain. The Flaming Fist Healer that comes to this level with Imoen will be willing to undo that after the battle.
Continue northwest. There will be a few Mercenaries at 25.
There will be two Mercenaries at 32. It's actually pretty easy to talk them into leaving. Or you can kill them. The dial at 34 opens the door at 35.
Korlasz and her minions will be at 36. You can talk her into surrendering willingly to the Flaming Fist, and she and her minions will leave all of their loot for you. Or you can attack her. The battle won't actually be that difficult, since you can place a spell like Web from behind the narrow opening leading to her, and then blast away with offensive spells. Korlasz, if she's taken enough damage in a battle, will herself bring up the possibility of surrender which provides another opportunity to talk her into submitting to arrest. Arresting her instead of killing her here and now opens up a greater number of possibilities for The Fist Restrained Quest during Chapter 7.
Everyone in the party will get 5,000xp at the conclusion of the encounter, however it went.
Imoen will announce that she's returning to the first level of Korlasz's Tomb by way of the rope at 27 (watch for the trap). You can go with her now, which is not recommended since it loses an opportunity to keep the equipment you've imported from Baldur's Gate 1. That opportunity is explained in the note for 1 for the first level of Korlasz's Tomb, and begins by telling her you'd like to explore a little more. Going with Imoen, whether now or afterwards, leads to starting Chapter 7 in the Ducal Palace.
You'll fight a few Assassins who are chasing after Imoen at 3. One of them will leave behind a Parchment that indicates you were their intended target. Imoen will fall sick, but not dead, to their poison. Corwin and Liia Jannath will arrive and implore you to root out the rest of the Assassins in the Palace.
Imoen will remain at 1 after you have fought your way through the rest of the Ducal Palace, and after you've explored the rest of Baldur's Gate as much as you feel the need to.
The stairs at points marked 5 connect to stairs at points marked 6 on the map of the second level, but not until you've dealt with the Assassins targeting Imoen.
You'll have to fight a few more Assassins at 7, but you'll be helped out by Corwin and a couple of Flaming Fist Enforcers.
You'll get attacked by three more Assassins in the room at 9, and you'll have to fight them by yourself.
The stairs at points marked 11 connect to stairs at points marked 12 on the map of the first level.
You will have a conference at 13 with Liia Jannath, Duke Silvershield, Duke Eltan and Corwin. Caelar Argent and her Shining Crusade have apparently marked you for assassination. Having cleared the Assassins out of the Ducal Palace is one of the events that progresses this Quest. They urge you to find allies for your party to lead against the Crusade. That search for party members is the focus of the Recruitment Drive Quest.
There will come a time where you've done all that is possible to do or want to do in Baldur's Gate. Proceeding to Chapter 8 requires indicating to Corwin that you're ready to march to Dragonspear after you've made enough progress with the Recruitment Drive Quest. She'll indicate that you should speak to Imoen and rest up before setting off. Returning to the Level Three will result in your first encounter with the Hooded Man, who indicates that he will be watching your progress and evaluating you. That encounter starts the Disturbing Implications Quest.
Speak to Imoen near 1 on the Third Level after that. That will prompt a rest, leading to Skie waking you up. The dialogue with Skie starts the Quest called Skie's Grand Plan.
You will have a second conference with the Dukes at 13 after you made progress by starting the Disturbing Implications and Skie's Grand Plan Quests. You are to join the Coalition forces and lead the siege against Dragonspear Castle.
Corwin will be waiting for you outside the Palace at 31. She'll have parting words with her daughter, Rhoma, and then head over to the gate at 26 but without stepping through the gate and entering the Palace.
Speak with Corwin again at the gate at 26, and she'll ask if you're ready. Do so if you're ready to move on. Corwin and yourself and several Flaming Fist soldiers will march through the crowd that has gathered near the gate.
That leads to a cutscene of you and the troops marching in between the Sorcerous Sundries and the Elfsong Tavern. Some members of the crowd will heckle you for being a child of Bhaal no better than Sarevok. Corwin gives them a piece of her mind. You can tell her you're going to ignore the heckling, which will have no repercussions in terms of reputation. Or you can take the opportunity to respond to the crowd. You can rally the crowd behind the cause of the Coalition, which leads to +1 reputation. Or you can tell the crowd they need to fear your wrath, which leads to -1 reputation.
You'll be at 1 in the Coast Way Crossing to start Chapter 8. Corwin will be at 5 and is now a joinable NPC.
Going to the bridge at 24 results in an encounter with several of Caelar Argent's minions. A Wizard named Jayvis will blow the bridge itself so that it becomes unpassable. You'll have to fight those that are left on your side of the river. You don't have to win. You just have to survive long enough for Caelar Argent and her right hand, Hephernaan, to arrive. You and Caelar will then have a brief discussion.
Those enemies who survive the earlier battle will submit to capture by the Coalition forces. You can if you want force-attack them before they fade from view. That means you can collect all their gear, and the xp for killing them as long as you land the killing blows instead of the Coalition soldiers.
It is after this event occurs that you can speak to Corwin and Bence Duncan at 5. They conclude that another way across the river will need to be found. And that's when Troll Claw Woods and Boareskyr Bridge will be on the World Map. You can only reach the Troll Claw Forest for the time being to start Chapter 9. This sequence progresses the Quest.
A focus for Chapter 9 is how to resolve the siege of Bridgefort near Boareskyr Bridge, whether you convince the defenders of Bridgefort to attack the Crusaders or to surrender Bridgefort to the Crusaders. Details for various pathways for bringing about either the surrender of Bridgefort or driving off the Crusaders are provided in the Quest pages for Down With The Drawbridge, The Desperate Defenders and The Battle For Bridgefort.
Make your way to the middle of the Crusader camp, near 10, where you will be greeted by members of the Flaming Fist including Bence Duncan and Skie. You will next be informed by a Flaming Fist Battlemage that the Crusade is setting up explosive barrels at the middle the bridge.
You will be urged to hurry, but in fact there's no rush to reach the bridge. You can do as you please, even go to other areas, and attempt to prevent the destruction of the bridge when you're ready for it.
It is only when you approach the Crusaders and their barrels at 31 that a clock starts to run, and even then it's a pretty generous clock. A Mage will open a portal to the Elemental Plane of Fire, and teleport herself and several Crusade soldiers away. The portal will bring in creatures like Fire Elementals and Fire Salamanders and Fire Mephits. Your goal is to kill them and prevent them from igniting the explosive barrels until the portal closes. The damage, especially from the Fire Salamanders, can add up after a while. A reliable method is for a Cleric or Druid to cast Protection from Fire spells on your warriors, and let them take out the fire creatures.
Your game will come to an end should the fire creatures succeed in igniting the barrels. Winning the battle and closing the portal clears the way to the northwest corner of the map.
An alternative method is to try and kill the Mage before he opens the portal. It is risky since the other Crusaders will be getting in a lot of free shots on your party, but it also means that the creatures from the Elemental Plane of Fire will not be summoned. The barrels will still form a solid line across the bridge, and you can't get across it. All you need to do is inform Bence Duncan near 10 and some of the barrels will be cleared out of your way.
Successfully preserving the bridge for the passage of the Coalition forces progresses the Quest.
Go to the exit at 34, and travel to the Coalition Camp which is now accessible on the world map. That will start Chapter 10.
You will arrive at 1. Approach the tent at 21, which starts a conference with Marshall Nederlok, General Stonehand and Torsin de Lancie. They want you to find a way to somehow undermine the network of caverns underneath Dragonspear Castle. On that point Torsin suggests speaking with someone named Phossey Dugdeep. They also suggest being on the lookout for a priest named Hephernaan who has the ear of Caelar Argent.
Torsin de Lancie and Phossey Dugdeep will be at 33 after the conference. They'll give you two items that are relevant to the Quest. One is the Barrel of Bwoosh! which is intended to blow a hole in the caverns beneath Dragonspear Castle. The other is a Stone Dowser which is meant to guide you to the best spot to plant the Barrel of Bwoosh!.
Phossey will take her leave. Torsin will want to give you an additional item, the Poison of Terror that is intended to weaken the troops of the Crusade. Whether you accept it is up to you. *NOTE* Refusing the Poison of Terror amounts to a Heroic Deed for purposes of Disturbing Implications.
Two objectives must be completed to progress Siege of Dragonspear to the next chapter. One is to confront Hephernaan inside Dragonspear Castle. The other is to undermine Dragonspear Castle, either with the Barrel of Bwoosh! or with the Poison of Terror or both.
The party will at some point reach the surface of the Underground River in Chapter 10, starting at 1. The entrance to the Underground River is at 15. Chances are you'll have to fight your way through the Crusaders guarding the gate at 12 to reach it.
You'll now be at 1. For present purposes you'll want to reach 19. You are likely at a minimum to do the Gurgle and Floss Quest at 7 and the Strunk's Elementals Quest at 15 along the way. You will also have an encounter with the spirit of an Ettin at 18, although not necessarily a hostile one, as part of The Lost Quest.
A character wearing the Stone Dowser when you get to 19 will be able to detect the precise spot for planting the Barrel of Bwoosh! with the mouse clicker here. Planting it is one of two ways to progress the Quest, although you will still need to confront Hephernaan.
Now you'll want to reach the entrance to the Warrens at 17, which is guarded by Turin Brassbreaker. How to get past her and through the gate is the objective of the Accessing The Warrens Quest.
You'll start off at 1. Two Ogres named Betror and Einer operate the lift at 17, so that you can reach the basement of Dragonspear Castle. It isn't hard to convince them.
That brings you to 1. Belben and his squad of Crusaders will be at 2, and there's no way to avoid fighting them. After that there are two objectives. One is to confront Hephernaan and the other is to compromise the Crusaders' supplies. There's multiple ways of going about it.
You can use the Poison of Terror on the barrel at 3 to poison the Crusaders' water supply. An Ice Mephit will teleport in and sound the alarm, but you can kill him easily enough. Every individual party member also gets a 4,000xp reward. The problem is that Hephernaan and his minions will gather in the room to the south at 2, although that fight is inevitable sooner or later. Doing it here has the point of allowing you to set up crowd-control and cloud spells on the room to the south from this room. Damage Hephernaan enough, and he will flee. The fight includes a few more Crusaders, two Mages named Esserin and Olvenaun, and a Crusader Sergeant.
You can also use the Poison of Terror on the sacks of food at 5. Only one is necessary to fulfil Torsin de Lancie's request, but you can poison both the food and the water if you wish. Every individual party member also gets a 4,000xp reward. It won't attract a Mephit to sound an alarm. But there's a chance that hostile Crusader forces, including Hephernaan and his minions, will gather in the room at 2.
Hephernaan will be in conversation with his master in the room at 13 along with his two minion Wizards, Esserin and Olvenaun. Nearby foes like the Crusaders at 9 and the Stone Golems at 11 may join in. Hephernaan will himself flee once he takes enough damage.
Going back down the lift at 1 means that the Ogres operating the lift will have heard the commotion from your fight with Belben, and will sound an alarm that will turn all Crusaders in the Warrens hostile against you.
If you survive and make your way back to the Underground River, a Crusader will likely show up to sound a general alarm that will turn all Crusaders hostile against you. That means having to fight your way past any more Crusaders who get in your way. That also means you won't be able to complete any quests in the courtyard of Dragonspear Castle.
Returning to the Coalition Camp afterwards will result in a Waterhavian Guard informing you that Torsin de Lancie, General Stonehand and Marshall Nederlok have gone to the Dead Man's Pass to parley with Caelar Argent. Take care of whatever business you might want to in the camp (selling loot, reputation boosts with Mizhena, etc.) and then travel to the Dead Man's Pass. You'll participate in the parley with Caelar Argent, who makes clear that she'll end her occupation of Dragonspear Castle if you hand yourself over. It inevitably ends with your refusal and Caelar marching away to prepare for a siege (or her own attack). Everyone in the party gets 5,000xp. Now return to the Coalition Camp to defend it against an attack by the Crusaders.
Andrus is at 6 and she explains that the explosive residue that Phossey used for the Barrel of Bwoosh! is now a danger that can destroy the entire Camp should the Crusade ignite it with fire. Andrus needs you to hold off several waves of Crusade attacks until she can stabilize the residue and prevent the explosion. You may have units available that you can choose with each wave, depending on your prior choices during the game:
Archers
War Mages
Wizard Slayers
"Special Operations", i.e. Rogues from the fencing operation in the Camp.
If you sided with the Dwarves Of Dumathoin during Chapter 8, then several Dwarves will also be available as allies.
If you sided with the Coldhearth Lich and against the Dwarves Of Dumathoin during Chapter 8, then several undead will show up as allies. That also results in a -1 loss of reputation.
A priestess of Ilmater named Dosia will arrive shortly after you speak to Andrus, and then stay next to Andrus. She can offer two types of healing, both before the first attack wave starts, and in between each successive attack wave. Regular healing restores hit points, while special healing restores spells that were expended. You can only choose one or the other before a new attack starts. She'll also die if you use her three times.
You'll now have to fight off four waves of attack. You'll have significant (but not unlimited) time after each wave to loot the dead bodies. The next wave won't trigger until you head back to Andrus, or you take too long looting the dead, and when she speaks to you again. Speaking to Andrus before a wave starts also gives you a choice of allies who will participate in the battle, one of the groups listed above. Speaking to Andrus also gives you a limited amount of time to take advantage of Dosia's healing. *NOTE* One strategy is to let loose with any offensive spells at your disposal that will give you the advantage. Spells like Chaos and Slow in particular can minimize how much damage enemies can do to your party members. Once the battle is over, take your time to loot the dead bodies. Now also take the time to cast any healing spells you may have on wounded party members. And if you conducted the battle effectively enough, it should be enough. Go back to Andrus to get the next wave started. Speak to Dosia and choose the special rejuvenating option, which will recoup your offensive spells and healing spells alike. Another possibility is to try to win the battle in restraint in order to avoid Dosia overtaxing and killing herself. That means she'll be available as a healer for the next stage of the game. Most of the Crusaders will have a Potion of Healing.
The first wave will be against Ogres and Trolls, along with a few mercenaries, led by Yarok at 7. The archers are good allies for this fight, as their flaming arrows can permanently kill the Trolls.
The next wave will be against several War Mages led by Cuvieronius. The Wizard Slayers will make good allies for this attack.
The third wave will be against Cavaliers, Crusader Elites and Crusader Clerics led by Rhayla. Crowd-control spells, like Web, will do wonders if you place it well and get it off fast enough. War Mages who keep their distance will also fit in with that strategy.
The last wave will be against a varied assortment of enemies led by an Orog Cleric named Grimgor. Unlike the previous waves, you'll have to directly walk to 6 instead of being teleported there. It is best to go straight north and past 8, as there will be blockades near 7 and 9.
Once all the waves are finished, Marshall Nederlok will arrive and inform you that the siege of Dragonspear Castle is about to begin, and that you'll need to meet up with the other commanders there.
You initia;ly arrive at 1 for the siege of Dragonspear Castle. You'll also get 20,000xp on arrival. A cutscene ensues whereby Caelar and Hephernaan fall back into the Castle itself, but apparently still hope to get your blood to open a portal. Your party will now meet up with the Coalition forces led by Torsin de Lancie.
If you inform Torsin that you placed the Barrel of Bwoosh! below, and did so earlier, that will cause an explosion that blows open the barrier at 2. That will start the massive battle between the Crusaders and Coalition forces at 9.
Otherwise you'll have to take the long way around starting with Phossey at 3. Or even if you did plant the Barrel of Bwoosh! but prefer this way, you can select a dialogue option other than having planted the Barrel of Bwoosh! He'll then direct you to see Phossey. She has another Barrel of Bwoosh! that she wants to use to blow out the gate at 4, but needs you to take out the Crusader Archers guarding it first. There will be a squad of Orcs led by Gnarg Big-Bug at 5. You can use the Troll Pen Key found in the basement of Dragonspear Castle to open the gate at 6 and free three Trolls. They'll fight on your behalf, and immediately begin to rush the nearby gate to the west. The catapult operated by Held Moran is at 8. If you freed the Trolls at 6 then they'll cause him to panic and fire the catapult. If you didn't free the Trolls beforehand, any dialogue option you select will be enough to trick him into firing the catapult all the same. The massive battle between the Crusaders and the Coalition then takes place at 9.
You will next confront one of Caelar's lieutenants, Ashatiel, at 10. Depending on your dialogue choice, you can either engage in a one on one duel with her, or engage in party vs. party battle. If you go for the group battle, she'll teleport to 12 and now enjoy the support of a massive horde of Crusaders supporting her there. She'll leave behind several of her specifically named minions, Balvin Steadyhand, Marius of Tethyr, Sarginson, Small Kimble, Wormgums and Zoe Kryn to fight you. You would then have to fight her and her fresh force of Crusaders at 12. If you elect the one on one duel, it will take place at 11 between the tents. Only your Hero of Baldur's Gate can fight her. She can be beaten fairly easily if you dispel her protections, or if you stun her with a Wand of Paralyzation before she can put her protections up.
The remainder of the Crusader forces will be at 20. It includes a Cleric named Alexandria, an Orc named Axe Poet, a Dwarf named Bluebeard, an Assassin named Chloe, a Mage named Dram and a Wizard Slayer named Thasz. If you convinced the Coalition to surrender Boareskyr Bridge to the Crusade then The Barghest will be here as well.
Approach the gate at 22 after defeating all Crusader forces in the outer ring of the courtyard, including the main battle at 9, Ashatiel at 11 or 12 and the forces led by Alexandria at 20. Caelar will now appear at the top of the gate to make a last plea to join her. All available dialogue options will amount to a rejection of her offer, and she'll teleport away. Phossey Dugdeep will show with another Barrel of Bwoosh! to blow this gate open too.
Torsin de Lancie will be at 23. He'll indicate that the entrance to Dragonspear Castle itself is through its roof, and issue orders to pursue Caelar inside the keep itself. The entrance to the main hall of Dragonspear Castle is at 25.
You will arrive at 1. All that is necessary is to reach the stairs at 11 to descend to the basement of Dragonspear Castle.
That brings you to the stairs at 1.
The doors at points marked 2 had been closed and could not be opened when you may have been here previously. But they are now open and invite the party to the portal at 4. Bence Duncan and a few other Coalition soldiers will be at that door. He'll advise you that a strange aura is behind the door, and that Caelar is waiting behind it. You can postpone going through the door with the choice to speak again to Bence Duncan and go through the door later. But once you go through the door to confront Caelar at 4, there's no going back. Bence Duncan will keep the door locked behind you, and the only way out is to somehow close the portal that forms at 4.
Going to the portal at 4 is the moment Hephernaan betrays Caelar by including everyone, the party, the Crusaders, and Caelar herself, in his spell of paralysis. He also grabs the opportunity to use the Child of Bhaal's blood to open a portal to the Nine Hells on the floor. He himself goes through the portal to prepare the Devils of the Nine Hells for their invasion of the Prime Material Plane. Caelar takes her Crusaders with her through the portal to pursue him. The Portal itself is now available to enter Avernus.
Crusaders led by Darnas will be battling Lemures and Abishai led by a Succubus named Illaruel at 2. Illaruel can cast Dire Charm with a saving throw penalty. So a possible strategy is to send a hard hitting character protected either by Chaotic Commands or a Potion of Clarity to bring her down while her minions are occupied with the Crusaders. Illaruel will leave behind the Bloodsoaked Minutes. You can either let Darnas go, or kill him and the other two Crusaders.
You'll have to fight a few Abishai, Imps and Lemures at 2.
A cutscene begins once you approach the east end of the Bridge. Caelar is an argument with one of her Crusaders, who has become disillusioned with her. She insists on seeing to it that someone in particular is freed from the Nine Hells before proceeding further.
A Cornugon named Thrix the Profane will teleport in at 3 and have several Devils attack you, including Imps, Lemures, Abishai, as well as an Erinyes and a Hamatula. The Erinyes is capable of Dire Charm, and the Hamatula can cast Hold Person. Defeat them and Thrix will entreat you, as he sees in you an opportunity to free himself from his master. If you threaten him at any point despite his efforts, he'll summon more Devils to fight you (similar in composition to the first wave you fought) and then teleport away.
Thrix has a wager to offer if you're less combative. He'll pose a riddle. You can put up your own soul or the soul of one of your companions as your wager. *NOTE* Offering your own soul as part of the wager amounts to a Heroic Deed for purposes of Disturbing Implications while wagering the soul of one of your party members amounts to a Villainous Deed. If you guess "murder" as the correct answer to the riddle, you can choose to receive one of a Helm called The Guardian Devil, a Sword called the Tongue of Acid +3 or a Quarterstaff called the Echo of the Fiend +3.
If you get the riddle wrong, the soul you chose will remain in the party for now but Thrix will have an afterlife claim on it. If you chose a companion other than yourself, that companion will predictably voice their displeasure.
The switch at 3 activates the elevator so as to bring you to the Basalt Tower. You'll have to fight about 3 groups of Devils while you're making your ascent in the Elevator, but they shouldn't be too much trouble. You may need to quaff Potions of Extra Healing to keep your party fully healthy and ready to face the true antagonist of the game.
Caelar will already be in the middle of attacking Belhifet here when the elevator brings you up. Her motives are also explained. She read a passage out loud from a forbidden tome in a Paladins' library as a child in an unguided and spontaneous way to end up in Belhifet's realm, who immediately set his sights on her. Her uncle, Aun, offered his own soul in her stead and has remained imprisoned in Avernus ever since. The entire Crusade has been about liberating Aun's soul. She also has a score to settle with Hephernaan, and possibly you as well, when you arrive. You have three choices:
Convince Caelar to fight with you against Belhifet. This is probably the easiest way to win the game. Take out Hephernaan and Belhifet's other minions first, and then focus on Belhifet himself.
Remain hostile to Caelar, and she'll join Belhifet against you as a Blackguard. She'll also have Belhifet get rid of Hephernaan as a condition of her newfound pledge. This makes things quite tough, since Caelar is herself a formidable warrior.
Remain neutral between Caelar and Belhifet. She'll attack Hephernaan and get killed by Belhifet if your Hero of Baldur's Gate is of good alignment. She'll join Belhifet and replace Hephernaan if your Hero of Baldur's Gate is evil or neutral in alignment.
Belhifet will start off with a Dispel Magic on the closest party member. One trick is to arrange your party member to be a Mage, that party member to have Spell Immunity: Abjuration on him or herself before coming up the elevator, and then running away from the rest of the party so that the party can keep its buffs.
Once you defeat him and whoever sides with him, you'll need to click on Aun's cage at 3 and speak to him, either by himself if you killed Caelar, or with Caelar if she sided with you.
The party will return to the portal at 1 in the basement of Dragonspear Castle. Use the Dragonspear Vault Key to open the door at 2. Bence Duncan, Torsin de Lancie and numerous other members of the Coalition will welcome you as a hero and look forward to celebrating.
Speak to Sergeant Drazzo at 3, which leads to a return to the main hall of Dragonspear Castle. The Hooded Man appears along with Skie Silvershield while you are asleep. He transforms her into an Unknowable Horror that attacks you. You only need to damage the Horror once, which results in Skie's death. Bence Duncan arrives and accuses you of murdering Skie. Speak to Bence Duncan again and he will arrest you for the murder.
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