Man, this place has completely gone to the birds....
We have ourselves checked for ghoul fever. We are allowed to stay at the cathedral for the night, so we do. Solomon checks us out and we are all given a clean bill of health. During the day we are visited by the sheriff, and he says that we should go to the farm and start cleaning everything up. We start thinking about Magnamar and Foxglove. He also has a family house that is outside of Magnamar (south of SandPoint), and the manor is about 80 years old and has been the seat of their power, but no one lives there anymore. The manor is known as “The Misgivings”, sightings of strange lights, muffled screams, and a bat-wing devil living in nearby caves. One of the Foxgloves was found dead, dashed on the rocks, and another by his own hand. Aldrin has since moved back into the manor, which was taken care of by a man to air the place out and make minor repairs.
Before we head out, the mayor comes by, and she says that we’ve gained some additional funding from the SandPoint league, as well as other interested parties amongst the nobility. The sheriff show up and we head out of town. He has 4 guards and 2 mules with carts, shovels, and all the wonderful stuff to do the “cleaning”. We are not needed to do the actual cleaning, just help guard and make the others more comfortable. We stay at the farm (except for Cluddox and Camlo going to get Camlo’s horse) until the guards are settled, we search the barn (find nothing), and head out for the Foxglove manor.
We reach the manor just before dark. It’s rainy, and a bit cold. It seems to be in disrepair, as parts of the roof sag in. It’s on a ledge, a 300-foot drop down. There is a building out front of the manor, but it appears to have burned down long ago. Cesar goes up to take a look through the windows, but can’t see much. There is no light on the inside. We go into a parlor of some kind. There are trophies on the wall, it’s damp and moldy. There is a flight of stairs leading up, and two huge stone fireplaces, and a huge creature, with the body of a lion, a scorpion’s tail, and a humanoid face. It also is in bad condition, pretty much falling apart. As soon as Solomon walks into the room, he starts freaking out that the manticore is alive and moving (it’s not). We look around, and everything is pretty much ruined, except for a decapitated monkey head on a wall, with a string coming out of it. Cesar pulls the string, and a ear-splitting monkey squeal comes out of it. (It’s actually a magical wondrous item). Everything around here is emanating a low-level necromantic aura. We explore more of the main floor, and everything is moldy and damp. Cesar goes into the library, and looks at a bright scarf draped over an overturned chair. He suddenly grabs at his neck, as if he were being choked, and goes limp, and falls to the floor, dying. Solomon stabilizes him, and he claims that he was a she, and was being choked by Aldrin. There are bloodstains on the chair, only a few months old.
We go up to the second floor, because Solomon and Cesar keep insisting that they hear a woman crying. In a dining hall, as we look in, it gets super cold, the pictures of the Foxglove family turn into undead creatures, and suddenly Cesar thinks he has mold growing on his skin (he doesn’t). We come across the master bedroom, which somehow is mold-free.
We go up another flight of stairs, nothing much except storage rooms. Suddenly, we hear a woman’s scream. Going to the door, we find one that is actually locked and in good repair. In the room is Iesha Foxglove, She is pale skinned, and has blood running down her face, and empty eyes. She is staring at a large mirror and ignoring us completely. She is too pale to be alive, and is cold to the touch. Still no reaction. Cluddox slides the mirror out of her sight, and she shrieks. Then, she turns towards the door, and she heads downstairs. We follow down into a basement area that seems to be a kitchen. We have to deal with a few swarms of rats, but she doesn’t get far as it took a couple of rounds for her to bash in the door. We follow her to a closed iron door. She can’t get through it. Cluddox moves up and grapples her. She attacks by shrieking, making most of us cower in fear. Once that passes, she goes back to trying to break the door. Cluddox asks if we still have that scarf, and Solomon pulls it out, making her go beserk. She gets the scarf, and totally shreds it, and then goes back to the door. In the mean time, Cesar tries to pick the lock on the iron door, but fails. So, we check out the remaining doors in the basement, and then head back upstairs.
We check the rest of the rooms on the main level. In one of them, there is some strange dust moving as if someone is pacing back and forth. Cluddox goes to that area, and then all of a sudden thinks that Cesar is his daughter, and needs to get out of the house right away. I try to stop him, but he is able to drag Cesar out of the house...some ninja… Looking out into the fields, we notice that the ruins are covered with crows….hundreds if not thousands of them. Cesar manages to wriggle free of Cluddox, and then disappears. There is an explosion of cawing and crowing, as the crows launch themselves, but they have red eyes. Uh-oh.
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