Quick recap

The party finalized their travel arrangements and departed for Ferriero by carriage, courtesy of the Contessa. A mechanical issue with the coach required a detour through Valdambra Hollow, where they stopped overnight at the Bentwillow Inn. The village concealed an unusual anti-magic phenomenon centered on an ancient well, and mysterious tree markings hinted at a connection to frog people and crustacean creatures. The following morning, the party was ambushed by cultist brigands, whom they defeated and captured for questioning.

Summary

Travel Planning

The party discussed their next move — either through the mountain pass (with basilisks) or overland via Ponteretto — and confirmed arrangements to travel by carriage. The innkeeper suggested using a carriage paid for by the Contessa to save costs and reduce reputational risk. Frankie Drake’s cloak would not yet be ready in time for departure.

Journey to Ferriero

The party set off toward Ferriero by coach, with Halvor Woodsinger and Frankie Drake sitting on the back while the others rode inside. The journey was estimated to take about 6 days along the North Highway. A squeaking on the left side of the coach required a stop at Valdambra Hollow for repairs.

Arrival at Valdambra Hollow

The party arrived at the small village of Valdambra Hollow and arranged lodging at the Bentwillow Inn — three rooms for 2 gold, including stable space for their axebeaks. At the center of the village stood an ancient stone well banded in iron, which the locals called the Quiet Well — said to have been quiet for as long as anyone could remember. A workshop run by a dwarven family of wheelwrights rounded out the village’s modest amenities.

Before the magic strangeness began, there was still time for mischief: Gore Blimey attempted to entertain the table with his flute, to decidedly mixed results, and Frankie Drake tried to use minor alchemy to turn the flute to gold — only to find the spell fizzled inexplicably. Rock used his herbalism kit to craft potions of healing, and later fashioned a crude leather pouch to keep his night vision stone close during meditation.

Inn Accommodation and Town Customs

The inn rooms lacked locks and were basic. Frankie Drake set up a simple door trap, while others kept their valuables close. Over dinner, Marza — the innkeeper — explained the quiet nature of the village: mostly frequented by travelers with broken wagons and occasional caravans, rarely seeing much excitement beyond the annual Fall Horse Fair, now about six weeks away.

Magical Phenomena Around the Well

From the moment they arrived, Halvor Woodsinger and Frankie Drake felt something was off — the village had a dull, muted quality to it. Testing confirmed their instincts. Frankie’s illusions came out washed out and insubstantial. His minor alchemy spell failed outright near the well. Rock’s night vision stone still worked, but with noticeably reduced range. Non-magical abilities — like Rock’s innate darkvision — were unaffected entirely.

Vyth and Gore Blimey walked away from the well to test the boundary, and found the effect faded gradually, disappearing about two-thirds of the way up the hill toward the highway.

Frankie noted something troubling about the pattern: this was the opposite of what a ley line should do. Ley lines concentrate magical energy — this well was somehow draining it.

To underline the point, someone dropped a copper coin into the Quiet Well. It made no sound at all.

Mysterious Tree Markings Investigation

While investigating the magic boundary, Vyth discovered fresh markings carved into a tree at the edge of the affected area: three squiggly lines and three circles. The party recognized the symbol immediately — they’d seen it before. It had appeared on the back of a dead body at the Eel and Lantern Inn. It had appeared on the crustacean creatures that tried to kidnap a girl in Zagora. It was connected to frog people, underwater cultists, and a thread of violence that had followed the party for months.

The symbol was also tattooed on the cultists who attacked them the next morning.

Tree Marking and Ley Line Investigation

The party pieced together what they could: the markings were likely connected to whatever anti-magic force was pooling around the well — something that had been accumulating for a long time. The group set watches and turned in, planning to leave at first light. Frankie Drake took first watch. Gore Blimey offered to take the second.

Cultist Ambush at Valdambra Hollow

They didn’t make it out quietly. The following morning, Rock was ambushed by two cultists with short swords while retrieving the axebeaks from behind the inn. Frankie Drake took a crossbow bolt to the back for 9 damage. Gore Blimey rolled a 21 for initiative and moved to engage, while Vyth tracked the bolt’s trajectory and returned fire with his longbow. Halvor Woodsinger and Rock drove into the melee.

The party eliminated all but one attacker, who was knocked unconscious and taken alive for questioning. Among the bodies: light crossbows, around 40 bolts distributed among those who could use them, and silver coins showing heavy corrosion from salt water — yet another hint of underwater origins. Each carried the same three-line, three-circle tattoo.

Next steps

  • Question the captured cultist about the attack and their connection to the underwater cult
  • Investigate the source of the magic-dampening effect around the Quiet Well
  • Continue the journey to Ponteretto once carriage repairs are complete