Girl's name turns out to be Halashernasta or something to that extent. You're not sure. She speaks really fast. You're just going to call her Hala.
She says she's capable of enchanting weapons (which you see already on your sword. So sparkly!) and punching stuff to death with "the shadow of Death itself", whatever it means. She doesn't really seem that reliable, but she's a nice gal. Even though you may feel dangerous around her.
She's from that college, she says. Where they teach people to enchant stuff, including your own hands. "You got any enchanting wire on you," she asks. "I can try to make something with it while I'm feeling a bit less exhausted."
Setta happens to have. Well, hopefully they won't blow anything up.
Meanwhile, Cogi looks at a door.
"Seems like a puzzle lock", he says. "One of those ferryman puzzles. Symbolic for such a door, I guess."
"What's it about?" you enquire.
"Well, you got stuff on one side and you want to drag it onto the other side. By some rules. I'll toy around with it."
(HIDDEN 1d20 → Critical Success! (of some sort.))"Well, seems really easy to me. The caret won't move without an arrow-shaped stone in it. Also it won't move if I leave one of the stones with three runes on the side where they meet with one of the secondary runes but not the primary one. Seems to be like each of those is guarded by a big rune against other big runes."
He toys around some more.
"Well, I kind of got stuck on it. If you press this wavey rune on the caret, it does all you did in reverse. Wanna try your hand at it?"
Meanwhile, Setta and Hala return from the north. The road seems to be old; it leads to nowhere. It's just you, The Wall, and the bus that is coming somewhat later.
Well, unless you want to ravage the wastes or something.
What will you do?