Two Dee Bee

Pursuing the plunder and peril mentioned in the last episode, the group resumes traversing the halls, seeking and finding an aminated pile of assorted limbs topped with a crocodile head. Sickened, the group blasts it to bloody shrapnel using Laddington’s javelin of lightning and seizes the hammer it was using to play some magical chimes.
The group retreats to the central stair and rope tricks into a resting spot. When they emerge, they are refreshed and also a bit weaker, losing some strength and constitution to the ill environment. This spurs them to renewed action and within an hour’s time they have battled a four-armed bear-man-bear for a drum mallet and all the loot they can carry,and stolen the last striker from the unguarded kettle drums found in a nearby chamber. They retreat outside to wait for the vibrations of the instruments to die away and then proceed to open the final door in the tower – deep in the basement,
There they meet Frosty’s brother – the Earthy one. They chat and he seems amiable enough. He tells them a bit more about the horn, and they decide a return to Ludensheim is in order. First, a teleport to Impiltur, where the group settles accounts with the church and provides more information about their actions. Blessings are obtained and the group tries to parley fortune into magical weapons and accoutrements. A trip to Baytown and Sarshel are also undertaken – and discrete inquiries are undertaken enroute to Botkinburg – to make nice with the wizard – and then Ludensheim. Once in Ludensheim the group sets about marking out and exploring the maze of sewers and passages that lie under Mile’s seat of power. Eventually, they find a series of rooms and passages that lie under the old SIlk Merchant’s Guild headquarters. From there they set out and discover a sub-level of older passages that lie along the sewers, The exploration begins in earnest…

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