After clearing the cairn superficially of the undead creatures and vermin we found, we spend the night in a nearby empty miner’s office. We decided to go back to the cairn in the morrow and remove all potentially dangerous traps and magic tricks as adventurers and youngsters might still come there.
Of interest was a room filled with magic in one of the below spaces. The room was bare save for a few stone slabs and a golem in the middle of the room. We found out the room was filled with enchantment magic, so one who entered would feel sleepy and want to lay down on the stone slabs. However, the golem was programmed to kill anyone laying down on the slabs. Horrifying that such an elaborate trap was set for anyone, we destroyed the golem so this room was no longer a threat. Of interest was that every stone slab bore the same non-magical compass-like symbol.
We then tried to remove another trap: Razièl and Voren climbed up the long rope towards a secret passage, which was blocked by a magic trap. Razièl tried removing the trap, but found out this trap was both ruthless as too powerful for all of us: first paralyzing anyone coming near and then blowing such strong winds they would fall to their demise while being conscious all the time.
Finally, we checked the elevator shafts again. The one leading to the old bathhouse was already destroyed by us, while the third shaft was a trap.
The first shaft seemed to lead to a dead end as a giant rock slab blocked our way, but we fortunately could push the slab out of the way, revealing another corridor, filled with amazing sculpted statues. Made by exquisite craftsmanship, the statues resembled very graceful beings, making us aware this tomb has been created for a Wind Duke.
Following the corridor to a lonely room, we found the last lantern. Of interest was a bed with a painting hung above it, picturing a figure on it spreading its arms, like leaning in to brace the one on the bed.
Another lonely room on the opposite side of the corridor revealed a ceiling with faint light and a pedestral with a very strange magical egg on it; symbols of Ogrimog were found on the egg. We decided to not touch the egg until we researched it, as this might be very dangerous to remove such an item.
Placing the missing lantern in the Unremarkable Room, my dear friends heard the sound of stone-on-stone sliding above us; the horrible trap had disappeared!
All climbing up (save for Temperance) we explored the next bit of the cairn. A room with a big hole filled with lead cannonballs, with a narrow beam above it, and holes in the wall as to shoot people off the beam, was obviously a test. Razièl smartly climbed across while secured by a rope rather than walking over the beam. Yet the door to the other room wouldn’t open as we encountered a spirit of a dead young boy. We quickly identified the child as ‘Land’, a boy who disappeared +/- 30 years ago. He told us he fell down in this room and was brutally eaten by some monster down below.
Razièl promised the spirit to retrieve his fallen body and bury it at his own home. In return, the spirit would grant us entry to the other room. All of us agreed, as this spirit is in need of our help.
We temporarily defeated the Grick monster inside the ball-filled hole, and Razièl retrieved the boy’s body. We then returned to Diamond Lake where we split up. Razièl and I went to the boy’s farmhouse to bury him, while Lumen and Voren would stay in the city and try to investigate the truth behind the fallen adventurers who each bared a seven star symbol on their clothing.
Razièl and I found the farmhouse with relative ease, yet when we found a small family grave side, we were shocked to learn the graves had been robbed about two days ago. As this is heresy and a most despicable crime, we will deal with this before burying the body of the Land boy. The graves read the names Bemissa (mother), Anders (father), Colderan and Alander (children).
The house had been long empty, yet a wild mother Owlbear housed there. Razièl dealt with the angry and murderous animal, leaving behind a small helpless cub which Razièl took with him for now. We also found a torn off arm, which caught my interest as a very uncommon tattoo was branded on the skin: later I was reminded of an entrance of a mine in Diamond Lake, bearing the same symbols.
Razièl then tracked the bootprints of the grave robbers all the way back to town, where we found out the robbers cross the main road almost daily. Meanwhile, Lumen and Voren found out (via a smithy) that the leader Kellog of the adventuring gang wore a ring with a seven pointed star.
We spend the night inside the church of Ilmatar, scheduling to pay a visit to Kellog tomorrow.