Desnova 15
The PCs examine the empty clearing now that the vampiric castle Bloodwalls has withered, recovering their Gravers' Guild cache and checking out the old, broken architecture that lies about the place. They decide to travel a bit west into the Tzarswald before resting to regain the health that they lost to the castle's curse. Several of them notice a rush of breeze or wind across the canopy of the woods, leading back to where they came, and this seems to persist for miles. They set up camp in a secured copse of trees with a leomund's shelter and notice some animals rooting around.
Desnova 16
They return to the Flailing Marsh and decide to recover Old Marrow's claw from the Crumblemoor, since Aldren wants to solve the riddle of the huntress's shrine. A cloud of giant flies has taken residence, feasting on the corpses of the disfigured giants and the crayfish itself. They are 'surprised' by a bumpkin local hunter intent on catching and eating one of the flies, but he is frightened off by Bjork's magic. The PCs carefully approach around the south of the keep, not wanting to provoke the flies, and they make it to the moldering corpse of the colossal crayfish. While they saw away to get the claw, Nebol'shoy communicates with the flies, who are protecting the maggots that are now growing in the corpses of the fallen fomori! They have a rather limited vocabulary...
The PCs next decide to return to Omutny where they can pick up Condor at the Herring House, and cross the Jaggerhead Lake. They have some difficulty getting to shore, but as they do, they meet up with Brother Beandip and decide to leave Marrow's claw on display for the time being (while Aldren tracks down the other two legendary quarry for the riddle). After their business, they decide to head out to Arkany where they can sell or trade off items and report back to the Guild. En route, while Aldren is steering Rucia's folding boat, the ship is attacked by some tentacled monstrosity that resembles an octopus with a human face. It is quickly dispatched by magic once the other PCs awaken and come out to assist the ranger.
They arrive late at night and 'parking' is limited in the Arkany harbor until they transform the folding boat, surprising the guards on duty. They trek back to the Gravers' Guild, using the flickering lantern combo to give the right password and enter. Here they spend the evening after reporting to Sir Arkimedes Oldwater.
Desnova 17
In the morning, they head out into the city to use the money exchange, where they set up an account that can be accessed through the various city banks throughout Brazoskov, and they swap a bunch of the more valuable magic items with the goblin Orglo in the Skolareum. Aldren has a run in with Rembolt Fuddlemuzz, one of the rogues that had kidnapped him in their last stint within the city walls, and they return the burnt out 'candle' they found in the cellar prison at Bloodwalls, though the gnome still tries to deny that he has anything to do with the Brothers Dimm. After settling their business, the PCs decide their next move.
PCs: Aldren, Bjork, Nebol'shoy, Rucia