The party finishes up and leaves the complex by the next day. They wait outside for the teamster and the crow to return. As they wait, the wind rises and the trees groan. It gets colder. The crow lands and tells the party that the cart is on its way and should be there by nightfall. As light dies, the cart comes into view and lurches to a stop as it hits a hole. The party approaches and the Nola stands up, helping the cart back on the road.Sir Tirn of Selvos shows the Nola the area under his home in the tree. The Nola will seal up the cave.
The night passes quietly. The weather is bad but it doesn’t rain.
Dawn. The party finds a basket full of fish by the campfire. They bid the Nola goodbye and head back to the ruins. The party searches for an entrance; they find nothing immediately, and head up into the ruins proper to search there. As they wander about, a set of runes appear on a wall in front of Sir Kjarri of Setara. Tirn casts a spell to let him read the letters, and some stairs appear below his feet, descending into the underground area. Tirn takes out a palantir for light, and notes that the item doesn’t shine as bright as usual. The party heads down the stairs into a small entryway. Tirn opens the door before them, and the party smells mustiness and hears creaking chains beyond. The room opens up quickly: gibbets hang from above, each with two bodies in them. They are gulmorven. The party work their way around to a doorway on the other side of the room; the door was removed and placed on the floor. They go forward and enter a room with a south-facing window and a corridor continuing on after. Tirn notices a couple of sparks of light near Kjarri; he believes is a Saveknorian tomb, and the lights represent points. Win enough points, and they can get out.
The party goes through a few traps and end up at a set of stylized statues of themselves; after some mental conflict with relatively benevolent spirits, they make it to the stairs. At the end of this trial, Tirn receives a sword and spellbook, Kjarri receives a helmet, Nina gloves and a lens, and Maketa Seenaë Dyren a cloak and boots. The boots muffle steps, and the cloak hide her shape and sounds.