Ok, here it goes on...I have a bit more time now, but had to improvise the yesterday session somewhat.
The party was making a plan about what to do next. Instead of going to the cloister, they decided to go to Ashanath (an unclaimed area north of Two Stars, where some Thayan farmers herd cattle and horses). There, they would search those Thayans who may have worked together with the Shadow Masters (the party has no clue where to search those guys and who exactly those guys are, the dwarf proposed to destroy all farms in Ashanath

).
The dwarf knows a wizard in Phsant quite well and asked the hathran to cast a
sending to arrange a secret meeting (to get some spells). While the hathran was casting the spell, the Green Dragon appeared (improved invisible and buffed). Due to the magic chain around his neck, he was forced to fulfill the Aspect of Tiamat's orders. He attacked the hathran first, because she was casting a spell and could be a dangerous foe. He grabbed her and kept a distance to the party (ca. 30 ft. in the air).
The alienist cast a quickened
Glitterdust to mark the dragon, then summoned a monster (SM IX), the rest of the party behaved quite non-agressive. In round two, a roc appeared and unsuccessfully attacked the dragon. The rest of the party still tried to talk to the dragon or readied some weapons. The dragon attacked both the hathran and the roc. The hathran tried to escape via
Word of Recall but she failed her concentration check (I rolled a 2...). In the third round, the dragon used his breath weapon. The alienist was at 19 hp (due to Con 3) before the attack and luckily dropped to -9 hp because of his acid resistance 10. Then the rest of the party hastily tried to save the alienist. The ranger cast a cure spell, and the alienist was concious again. The monk tried to jump on the dragon's back (see OotS

) and he made it! The hathran tried another
Word of Recall, but again I rolled too low for concentration (now a 3!).
Next round, the alienist tried another SM IX, but now the dragon hammered him with
Magic Missiles, rendering the alienist unconcious again...And again the ranger saved the alienist's life...The monk tried to get to the chain around the dragon's neck. He made all balance checks necessary but failed a tumble check. The dragon used his tail slap as an AoO and swept him away. Almost dead, the hathran cast a
Holy Word when the dragon was about to finish her off...it was her last word. She and the dragon vanished in a blinding light. The party didn't know what exactly has happened since the spell normally wouldn't affect such a powerful creature. The adventurers know that the hathran is most likely dead.
Background for the DM

: I bent the rules a bit here for story flavour. Since it was clear that the hathran wouldn't make it to escape, she tried to save her friends even if it would cost her life. She silently prayed to Mystra to help her friends and she offered her life for that. Jasmina instantly learned that the dragon is a fiendish creature. So she hoped that a
Holy Word may sent the dragon to that plane where a part of his blood comes from. So it happened: Mystra raised Jasmina's CL so that the spell could affect the dragon, but the hathran is now dead, her body gone.
I plan to let her reappear as a telthor later as an ally for her friends, but I have to work out the details.
Hastily the party gathered the stuff, the alienist summoned some
phantom steeds and the group headed east, still sticking to the plan of attacking the Thayan farms in Ashanth *sigh*
The adventurers camped in the prairie during the night, but were attacked by a group of displacer beasts led by a pack lord. It was a bloody battle, due to tactical errors, the tempest, the monk and the dwarf nearly got killed. The alienist summoned some dire bears who easily handled the displacer beasts or at least blocked them.
The players had the idea to follow the track of the beasts. Maybe the monsters lived in a cave and some of their victims left useful items behind... The track led back to Lake Murthil, into a hill area north of the lake. There, the party found a cave with the remnants of earlier victims of the displacer beasts. A few weapons (a +1 great sword and non-magical weapons), a leather armor (+1 wild), bracers of armor (+2), an amulet (natural armor +1), a belt (str +2), a backpack, worn boots, 3 rings (2x protection +1, 1 resist fire 10), coins and gems were the treasure.
Not far from the cave, the party noticed some smoke rising into the sky. They checked the area and found out that the smoke comes from a fire place within a small castle. The monk and the ranger were made invisible and had a closer look. The castle was inhabited by a bunch of hobgoblin warriors and some human slaves.
The two scouts returned and plans for an assault were made. Two children surprised the party amidst the discussion. The kids told about the hobgoblins that took command some weeks ago and enslaved the humans that lived in the castle before. About 20 hobgoblins (all war 5, plus the leader, a TWF fighter 10) are within the castle.
The monk proposed to use one of his tattoos to take the form of one of the kids to get into the castle. The hobgoblins sent the kids to collect berries and hunt rabbits. The plan was accepted, the rest of the party was made invisible, and everybody went into position.
The monk bluffed the guard at the gate. The gate was opened and the battle began. The alienist summoned two girallons, the ranger shot the hobgoblins on the wall (but he was very low on arrows!), the dwarf cleared another part on the wall (and happily used the newly found great sword), the monk and the tempest cleared the gate.
Then the party splitted: the tempest and one girallon attacked the castle house, the monk climbed the castle tower and attacked the hobgoblin archer there, and the rest focused on the two small entrances of the castle tower, were most of the resistance was put up. The dwarf tried to force his way into the tower but was knocked out after a short fight with the hobgoblin leader and three of his servants. As the entrance into the tower was quite narrow and the hobgoblins had put up a good defensive line within the tower, no one was able to assist the dwarf. When the dwarf went down, one hobgoblin aimed his crossbow at the unconcious dwarf and ordered the party to leave the castle. The alienist cast a silent still
telekinesis and tried to disarm the hobgoblin (I told the player that, if the attempt fails, the hobgoblin most likely will kill the dwarf). It worked and after the second girallon was sent into the tower and the monk has made his way downstairs, the last opposition was crushed quickly...
Now the adventurers can equip themselves better and have a little stronghold for recover. A big problem is the alienist's low Con (I ruled that it is a drain effect due to his special power), so he needs a cleric to get cured. The green dragon will return soon.