Martenin the 28th.
The PCs put Oatmeal to work sifting through the bone-pile in the hook horrors' lair, while Finian and Indrid watch the baby hook horrors to make sure they don't cause any trouble. At one point, the porter stumbles across a steel-jawed dwarven trap that was also hidden in the bonepile, but manages to avoid getting snagged within it. They find a number of curious objects, some coin, and most importantly, a small coffer with the final entrance rune on the lid. Gary detects magic on the piles of goodies they have acquired in the last few areas. Then the group decides to rest for a day to get Gary back in working order. On Indrid's watch, he notices familiar blue glows coming from the wall of a nearby cavern, and thus Mel casts up another illusionary wall to obscure the group while they rest up.
Martenin the 29th.
The Guild rises and the awakened Gary casts a round of healing to help get the group back to the entrance, and they all decide what it is left they'd like to check out. They agree to avoid the chamber with the silver dust ward and vibrating obsidian urns, but they want to take a closer look at the natural cavern with the glass webs. As they get closer, the PCs notice there are other glassed sections deeper into the cave, but ultimately decide its not worth it to pursue searching the web itself. They continue on to the entrance area of the Rest, where they are once more confronted by the three blue-limned undead dwarves they had already defeated! The fell things get some good hits in on Indrid, but are unable to defeat the PCs who are now higher level and better armed.
At the entrance, the group decides to skip the rune placement, holding on to the dozen stone runes, and Gary uses stone shape to get around the entrance, sealing it up behind them. When they emerge, it is evening on the Crown Pasture. Url Gnarlbottom still waits for them, but he has been joined by a priestess from the Hall of Mercies. They speak briefly with the Guild, then load them into a covered wagon to take them back to Floivin Keep. Url tips off some soldiers and exchanges words, assumedly giving them the go-ahead to re-establish their watch tent near the Rest, and they roll off to the Guild. Oskar is elated to see them all again, embracing Sir Stratton, and the whole company enjoys a toast at their success before getting down to dividing their spoils...
The Gnarlbottom/Hall of Mercies contingent takes a few important religious relics and items of historical value, but doesn't argue much with giving the Guild much of the wealth. Oskar does warn the PCs that several rough-looking representatives of the Hosspotch family have been around inquiring about their whereabouts. Soon Url departs, and Indrid counts the remainder of the wealth, half of which will go straight to Mel, Tess and the Guild vaults, and the rest to the three PCs. At the request of the PCs, Stratton generously tips Crethrien and Oatmeal an additional 100gp, more wealth than they've owned in their lives, and they are quite happy. The Guild retires for the night, preparing for their shopping on the morrow.
Martenin the 30th.
The PCs awake to a nice breakfast cooked by Oskar. Sir Stratton has gone off for the day to discuss further expeditions for the Guild, one of which might be from the Skirkwhistle Mining Co. that are responsible for building the highway route beneath the Vernal Wall East to better connect Floivin Province and Melethesz for trading purposes. It appears that there are saboteurs and other dangers the engineers have come across that they can't handle themselves. The group heads outside to head off to Teven the Worm, and while they don't notice any Hosspotches nearby, Finian spies a group of rugged looking humans holding a conversation nearby that cast him some curious glances.
At Teven the Worm, the PCs begin the long process of identifying the properties of their magical haul from the Rest. There are too many for the Worm to handle in a single day, so they will return on the morrow, and they also trade him enough that he'll animate Tess again the following morning.
PCs: Finian Redfoot, Gary Greasewax, Indrid Hosspotch
Runcee (dwarf female): This stout dwarven woman wears a deep green cloak with a brass tinted trim of rune-shapes, and keeps the hood drawn over much of her face. There are similar runes, blue tattoos that are visible on her chin and cheeks, and she has surprisingly soft, wide eyes when revealed.