The party ventures into the other wing of the dwarven mine and runs into what appear to be a group of clones. A pitched battle happens after a series of sneaky maneuvers. They manage to gather some coin and gear.
The party continues through the veins of the earth and finds a few things they wish they did not.
This week the party sets their hobgoblin companion free of her mind control with interesting effect. They then choose to travel the path under the swamps to get to Helix. After that they attempt to rescue some lost patrons of Helix in an extremely dangerous undertaking.