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Expedition 27 - Rarder's Account

With our fortifications completed, we decided to revisit the riddle in the cellars. I was rappelling Alf down the well, while the rest of the gang went down. As it is, nothing escapes dwarfish eyes—Alf found a secret passageway into the chamber with statues. 

Future note to myself: that represents a weak point of our fort, and we should bar the well properly.

Not really knowing what to do, we decided to start prostrating in front of the statues. Lutheric was first to go, throwing himself in front of the hooded figure with a pendant of a mermaid. That dramatic act almost cost him his life, were it not for Alf to pull him away from the poisonous cloud.

Master dwarf was next to prostrate himself, this time in front of the decapitated figure with a pendant of a six-legged feline. Alas, that was for naught as well, since the figure crumbled to dust. After some discussion, we decided to go for the dark night figure. which was in a separate, cavernous, room.

Finally, a breakthrough! A trapdoor opened, leading to a crypt with a number of sarcophagi. There we found blue flame, in front of which Alf prostrated, releasing the ghost named Felinor. He want us to release him, but has absolutely no idea how to accomplish that. Like, no idea at all.

He was more than happy for us to open his kin's graves, since they all betrayed him in one way or the other. And indeed, we found many items of worth, so much in fact that we were able to commission construction of a 20' wide moat and a 20' long drawbridge.

Now to figure out how to release that damn ghost... Or perhaps we should keep him as an entertainer? That might be interesting. Oh, and we found another talking sword. It burned Asher pretty badly. Now, that got a chuckle out of me.