First, we make our way to Amico’s family manor. For some reason Cezar keeps referring to her as his future wife, not sure what that’s about, but whatever. It’s a place to stay that won’t cost us an arm and a leg. We go past the lord mayor’s place, which is huge. We reach the manor, and we see four town guards standing by the gate.
Cezar walks up to them. Apparently they aren’t allowing anybody in right now. The guard goes off to confer, and we overhear them talking about how there’s already a member of the family staying there and they are being paid extra to be out here. They mentioned some Krogan that they had to talk to, and the main guard goes off , telling the other guards to stall us. Seems like they’re letting Tsuto stay here under “house arrest”. Looks like quite a bit of cash has been changing hands, as a “dark skinned” woman and a warrior have been allowed in to see him. We wander around for an hour and return when the main guy is supposed to occur. Looks like the guard that left is back, but not this Krogan character. A few guards show up a little later and ask us to come meet with a Justice.
They lead us to the Justice’s office to talk with him. He asks about the amulet that Cezar is wearing (the one with the seven-sided star). We mention that Tsuto was being kept in house arrest, and the Justice was very upset, and plans to get to the bottom of it. Apparently the town has had some murders, and at those murders the seven-sided sigil was found. He wants us to continue to investigate these murders on his behalf, under the hope that we are not involved with the murders.
A short while later, more guards arrive and arrest the old guards, the warrior, the wizard chick, as well as Tsuto. We go find an inn for the night. The next day we head up to the manor, and it’s pretty well trashed. We find some burned instructions to walk from a tree, probably something buried, plans to wreak havoc in SandPoint, musings on creative ways to kill Cluddox, etc. We follow the plans and find a chest hidden in the ground. It’s trapped, but we manage to get it open. We find some goodies. We then search the rest of the manor, and find a hidden compartment in one of the desk legs in one of the offices. It’s trapped with a really nasty Destruction trap, which almost killed Cezar. The trap resets.
The next day we head to Foxglove Manor. All the windows of the first floor have been boarded up, and the shrubbery is in poor state, so it’s not being maintained. We knock on the door, and an old butler answers the door. He seems a bit flustered about Cluddox, but invites us in. He goes off to make some tea for us, and we hear talking in the back room. He comes back out, looks at Cezar, morphs into a very strange shape and attacks. We dispatch them after they almost kill Cluddox and Cezar. We search the place, and only find one thing of note: one of the lions on the mantelpiece has a keyhole in one of the throats. We try using the key we found, and it fits. Cezar opens it up, and the mantel opens up to reveal some stuff. We find a ledger that has some curious entries about payments to a Seven Saw Mill, payments for Iesha’s “trip” (she was dead).
We go to checkout the saw mill, which is where the payments were dropped. It seems normal enough activity during the day. We continue looking around. At one point, Cezar notices a person who is out of place, and is casing the sawmill. He is raggedy looking, but he’s definitely moving around in a pattern. Cezar starts to follow him around, while the rest of us continue to mill around while staying close enough. He arranges to meet up with him, but the guy just takes off. Cezar attempts to follow him, leaving us behind. We manage to hang around on the bridge for a while. At about 7:00, there is a delivery at the saw mill. A short while later, Cezar returns and fills us in. He tells us about the guy writing down the notes and mumbling to himself about Father Skinsaw.
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