Buried in Backwater

Day 14

DAY 14 found Dimmed, Isla, Celd, Dirt, Fenssill, Geldon, and Lindili breaking their fast in the Bull and Bear. Discussion turned to the Abbey of Angels and it was decided it was time to remove this place from the list of things talked about in hushed whispers around the camp fire at night.
On our way we ran into an arcanist of some sort who was searching for a gray wizards tower of some sort. Celd had heard of it and pointed him in the right direction.
We had to camp out in the foothills and head into the Abby in the morning. We found the Abby overgrown and in decline. The first chamber we entered was littered with broken pews and other detritus. We unfortunately did not notice the skeletons till they arose and attacked us. Nine in all we dispatched them in short order afterthought it stressed our party mightily. The alter led us to the knowledge of this Abbey being dedicated to Zivael. As it was late in the day we decided to retreat to the entrance garden and make camp there after the Paladin sensed a great evil in the next chamber. Tis better to encounter such evil when we are at our best.

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Day 13

Day 13 saw Dimmed, Isla, Cell, Dirt, Fenssill, and Geldon wandering around Backwater during the celebration of Rogone and Zelegar. We discovered these two are local heroes of old though no one could tell us how old. We were told that their ancient stronghold exists to this day, their treasures guarded by minions long after their death. Fenssill caught sight of Oromian the necromancer slipping out of the Bull and Bear so the companions decided to trail him and see where he keeps disappearing to.
We tracked him to a clearing with an alter. He informed us he had intention to assault the Land Baron as he opposes his rule. He summoned a bunch of skeletons in response to our questions of how he would carry this out. Oromian demanded we help him with the assault in 7 days time. When we did not accept his proposal soon enough he turned the skeletons on us us saying saying we must be in league with the Baron. We killed his skeletons and nearly killed him before he surrendered to us. We recommended that he wait a while longer to launch his assault. He begged us to help him so we promised to look into the Baron.
Getting back to town we had a letter waiting for us with Elmert. Talking with Elmert I got a distinct felling that he is or was an experienced dungeoneer himself in his younger days. Perhaps before he took an arrow to the knee.
The note recommended that we explore the double doors with the hand prints in them we found out in the rocks if we are interested in exploring the Rogone and Zelegar stronghold rumors. As it was getting late we decided to call it an evening and celebrate our win in combat and discuss the Land Baron.

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Kobolds

KoboldLizard-humanoid averaged around 2’ tall, with a disposition of trickery and thievery.

Encountered:
Gurgling Silver Mine – seem to have some interests in the mine and have tunneled around in it a bit.

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Wererats

Wererat

A disease and a curse, potentially stopped by cure disease potion.

Triggered by contact with blood, bites, claws, and saliva.

Forms:
Human, Rat, and Hybrid (varying based on transformation process, from weak to monsterous forms)

Encounters:
Primal Temple –
Tailors House – Tailors family killed by wererats and found tunnels under estate.

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Abbey of Angels

The Abbey of Angels stands proud above the town of Backwater, beyond a rough climb through the jagged waste. It is said stone angels guard the entrance to the Abbey and that the interior has been overrun with the darkest powers of death. At one time the Abbey was the temple of Zivael, the protector of the living.
Circling the Abbey is a stone angel construct with a mysterious agenda. A stone angel statue is missing from a broken pedestal in front of the Abbey and this may be a clue to the reason this anima is restless.
The interior of the abbey has been ransacked, ruined and desecrated. The congregation room is a dangerous area, strewn with large pieces of broken benches once used for contemplation and worship. The common rooms are also in disarray. The floor of the southeast common room has collapsed into a dangerous sinkhole at least 40’ in depth. There are feint sounds of running water below.

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Tailor's Home

The tailor’s home is a two-story log cabin with exceptional style and security. A locked reinforced front and back door allow entry to the living room and kitchen areas respectively. A recent expedition to the home found some newly constructed tunnels beneath, and a pack of wererats working some diabolical magic beneath the home. The tailor’s guildmaster and his three apprentices were killed in the wererat attack. The wererats ambushed a group of local professionals and were routed. The secrets of the tunnels below persist although no way of further delving was discovered. The professionals turned the home over by writ to Lindili, a local Paladin of the Silver Chalice. The writ was signed from the local land Baron to whatever official of a faction or state would discover this remote property in disarray. The holdings of the home were turned over by the paladin to the local tailors to continue their commerce. The caravan to gain these supplies was successful and returned with the goods unharmed.

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Primal Temple

A stone building with heraldry of the Priests of the White. The inside of the temple is maze-like, with multiple locked doors and circular hallways. The basement is used for storage of “seasonal” items for festivals and celebrations, and foodstuffs. The basement has a patched tunnel that may have been created by local swamp rats. The priests were attacked by a local thug in the temple recently, but the thug remains unidentified and somehow escaped capture.

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Eander's Camp

Nested just 2 hours from Eander’s Ambush, Eander’s camp is a simple worn dirt clearing atop a rough rock outcropping. A sliding stone door with an artifact key inlay of a dragon sternly forbids entry to an iron-laddered shaft at least 60’ in depth. The key is made of obsidian, tested by spellcraft to be far beyond that of any magic encountered in this region. A buried and trapped colander that formerly held the key has been reburied haphazardly near the stone door. The camp has never seen a fire, and shows little use as a camp at all. Some broken light arrows are strewn about the camp and there are signs of a struggle in days past.

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Eander's ambush

At a difficult to discern fork in the road west of Backwater, standing stones, brush, and a curve in the road make for a perfect ambush point. Eander the highwayman notoriously used this spot to waylay carriages that traveled the roads too late at night, or even slightly off-schedule. These attacks have become a thing of legend however due to the recent apprehension of the deft bandit. Still, moss-covered remnants of lost caravans remain here, warning all of the perils of travel in the realm.

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The bleached wagon

A bleached wagon lies broken in the sun. Still, there is something more than meets the eye, dry rot and broken wheels. Standing before the stillness it can’t be helped – the mind conjures images of the tragedy that happened here. Perhaps a simple merchant lost the wares that would feed his family, or a tired farmer was caught unaware on the road back to his fields. What heinous mind brewed this mixture of mayhem, and where is the cargo? Every day, the sun and wind strain to erase the answers.

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