Quick Recap

The party traveled by carriage from Ponteretto toward Ferriero. Near a stone bridge over a swamp, they discovered glowing blue-green runes etched into the underside of the bridge. Halvor Woodsinger attempted to Dispel Magic on the runes but was rebuffed. The party was then ambushed by shambling mounds emerging from the swamp and fought them off, with Frankie Drake’s Magic Missile dealing decisive damage. After the battle, they continued on to the town of Ferriero, where they took rooms at the Iron Bow Inn and learned of a caravan guard job heading to Feymont.

Summary

Game Journey and Cultist Encounter

The party is traveling by carriage after a quiet night in Ponteretto. They reflect on their encounter with cultists in the previous town — controlled by a mind-controlling entity in water — which had led to an assassination attempt. Now on the road, they are approaching a stone bridge over a river. Their carriage driver Enzo suggested stopping for the night near the bridge, with the option to make an offering at a roadside shrine.

Shrine Discovery on Swamp Bridge

The group discovered a shrine on a bridge over a swamp. Halvor Woodsinger and Frankie Drake went to investigate while the others remained with the wagon. They noticed a faint salt smell and a blue-green glow coming from under the bridge, prompting the party to prepare for danger. Splinter spotted the glow, and Halvor Woodsinger suggested moving to safety rather than investigating further.

Mysterious Bridge Glow Investigation

Despite initial caution, the group investigated the glow under the bridge. Splinter and Gore Blimey approached the riverbank for a closer look. Frankie Drake, being proficient in arcane matters, examined the magical writing on the underside of the bridge. The writing appeared arcane in nature but was unfamiliar to Frankie Drake, who could not determine its meaning or purpose.

Glowing Runes Discovery in Swamp

Frankie Drake noted the runes had an occult and possibly aquatic character. Halvor Woodsinger cast Dispel Magic on the runes — the spell was rebuffed, and the runes briefly intensified in glow. With a faint smell of death drifting from the north, the party decided to move to the next rest stop rather than press their luck.

Bridge Ambush — Shambling Mound Combat

Before the party could leave, they were attacked by shambling mounds rising from the swamp. The battle was fierce, with Enzo turning the carriage around while the party fought from the road. Frankie Drake’s Magic Missile proved decisive, dealing significant damage and turning the tide of the encounter. Several critical hits landed throughout the fight, and the shambling mounds were defeated.

Continuing the Journey to Ferriero

After the battle, the party cleaned up the area, retrieved some crossbow bolts, and chose not to investigate a second suspicious bridge further along the road. They pressed on, eventually reaching more settled lands — farms, houses, and a distant castle — before arriving at the town of Ferriero.

Iron Bow Inn Accommodations

The group arranged accommodations at the Iron Bow Inn — 15 silver for a bunk room and meals for 6 people. Frankie Drake asked the innkeeper Hada about parchment to copy the shadow road codex fragment for the library; she directed them to Pretto the customs officer or to Vela and Kin Sundries and Trades Goods. The group also reported the shambling mound encounter to the customs officer, who promised to pass word along to caravan masters.

Inn Notices and Job Opportunities

The group found several notices posted at the Iron Bow Inn:

  • A call for caravan guards heading to Feymont in 4 days — 10 silver per person, minimum 4 guards; speak to Durin in the yard
  • An offer to carry a sealed package to Feymont for 5 silver pieces
  • A reward for information on a missing gray mule
  • A Milana Dwarven Heritage Society meeting the following night (second Torsday of the month)

The group is seriously considering the guard position as a way to pass through the mountains, though they worry someone might claim the package job before they confirm their plans.

Next Steps

  • Frankie Drake: Purchase parchment to copy the shadow road codex fragment before delivering it to the library
  • Rock: Purchase 12 crossbow bolts to replenish ammunition
  • Rock: Look for potion-crafting supplies in Ferriero
  • Party: Speak with Durin in the yard about the caravan guard job to Feymont (departing in 4 days, 10 silver per person)
  • Party: Check whether the sealed Feymont package has been claimed; consider taking it for 5 silver
  • Party: Secure rooms at the Iron Bow Inn for 4 days if taking the guard job