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The Westgate Campaign Chronicles - serial
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<blockquote data-quote="Carlo-One" data-source="post: 8195507" data-attributes="member: 7015827"><p>By this point even Shanni, albeit reluctantly, agreed that they should try to unravel the mystery at Hallton manor. Aerikoth reassured her that this time they would not have to “whoosh jump” inside again and could use the front door. (<em>The party's choice to teleport inside the manor to attack the Beast was the source of much vicious contention, even after its success. This time it seems a more reasonable discussion took place, likely with the previous experience in mind. --C</em>) The wizard made some further observations to support his theory that it was not in fact a ghost at the manor, including the fact that the dead guards were killed outside the manor, instead of the men inside the supposedly haunted structure, and that ghosts could kill with a touch and would have no need of weapons to cut a throat.</p><p></p><p>Darrow wondered if they should stop by the mayor’s house, or if it would be best to head for the manor immediately, while there was still daylight. Aerikoth felt it would be appropriate to let the mayor know they were there, noting that the manor was roughly an hour and a half journey east from the town. The wizard confirmed that he had his magical shelter spell prepared, if needed while they were outside the town. While the others headed to talk to the mayor, Shanni decided her time would be best spent plying the guard captain for more details on the occurrences at Hallton manor.</p><p></p><p>Mayor Haman Amraphel answered soon after Darrow knocked on his door and welcomed the adventurers inside, asking if they had heard about the ghost. Dermot indicated they had heard about it a lot, all of a sudden, receiving in return a compliment from the mayor on their (unintended) fast work in coming. Darrow mentioned that he had brought the makings of a brewery, although it sounded to the dwarf like they had been brewing trouble recently in the village. Haman was pleased that Darrow had decided to follow through on the idea of the brewery, to the benefit of the town.</p><p></p><p>Once they had gathered around the fireplace to take the chill off, the mayor brought up what he called the strange, horrible doings again at the manor, fearing that the place was truly cursed. Aerikoth dryly expressed his doubt at the existence of an actual curse, although he acknowledged circumstances would appear to lend it to such a belief. Darrow affirmed that they would go out to recover the guardsmen and probably investigate this ghost. Haman was grateful for their assistance, especially since no one else was able to help. In that regard, he said not to blame the Pahar guards and sympathized with their plight, having had two comrades slain in such a frightful manner. Since the adventurers’ previous departure, after having slain the bandit lord called the Beast, the guards had been good to the town and helpful when possible, with even the local woodsmen tolerating their presence.</p><p></p><p>Aerikoth picked up on the mayor’s last comment and queried whether the woodsmen of the community were difficult. Haman explained that they normally kept to themselves and came into town little, being fiercely independent. He noted that they grudgingly had paid taxes to Hallton, but had respected his strength. The mayor believed they considered the townsfolk weak and dependent, yet the woodsmen themselves had a need of more work and coin. Darrow mentioned that they might have some work for the woodsmen, but they could talk more after the ghost was taken care of.</p><p></p><p>Looking concerned, Haman said that the adventurers had done much to liberate the villagers from the tyranny of men, referring to Hallton and the Beast, and expressed the hope that the ghost would not prove too much for them. Aerikoth, with the usual lack of any inflection in his speech, stated that would be determined in the near future, it would seem. With a glance at Dermot and Darrow, the wizard asked if they should go, receiving an aye from Darrow, and the ranger silently assenting.</p></blockquote><p></p>
[QUOTE="Carlo-One, post: 8195507, member: 7015827"] By this point even Shanni, albeit reluctantly, agreed that they should try to unravel the mystery at Hallton manor. Aerikoth reassured her that this time they would not have to “whoosh jump” inside again and could use the front door. ([I]The party's choice to teleport inside the manor to attack the Beast was the source of much vicious contention, even after its success. This time it seems a more reasonable discussion took place, likely with the previous experience in mind. --C[/I]) The wizard made some further observations to support his theory that it was not in fact a ghost at the manor, including the fact that the dead guards were killed outside the manor, instead of the men inside the supposedly haunted structure, and that ghosts could kill with a touch and would have no need of weapons to cut a throat. Darrow wondered if they should stop by the mayor’s house, or if it would be best to head for the manor immediately, while there was still daylight. Aerikoth felt it would be appropriate to let the mayor know they were there, noting that the manor was roughly an hour and a half journey east from the town. The wizard confirmed that he had his magical shelter spell prepared, if needed while they were outside the town. While the others headed to talk to the mayor, Shanni decided her time would be best spent plying the guard captain for more details on the occurrences at Hallton manor. Mayor Haman Amraphel answered soon after Darrow knocked on his door and welcomed the adventurers inside, asking if they had heard about the ghost. Dermot indicated they had heard about it a lot, all of a sudden, receiving in return a compliment from the mayor on their (unintended) fast work in coming. Darrow mentioned that he had brought the makings of a brewery, although it sounded to the dwarf like they had been brewing trouble recently in the village. Haman was pleased that Darrow had decided to follow through on the idea of the brewery, to the benefit of the town. Once they had gathered around the fireplace to take the chill off, the mayor brought up what he called the strange, horrible doings again at the manor, fearing that the place was truly cursed. Aerikoth dryly expressed his doubt at the existence of an actual curse, although he acknowledged circumstances would appear to lend it to such a belief. Darrow affirmed that they would go out to recover the guardsmen and probably investigate this ghost. Haman was grateful for their assistance, especially since no one else was able to help. In that regard, he said not to blame the Pahar guards and sympathized with their plight, having had two comrades slain in such a frightful manner. Since the adventurers’ previous departure, after having slain the bandit lord called the Beast, the guards had been good to the town and helpful when possible, with even the local woodsmen tolerating their presence. Aerikoth picked up on the mayor’s last comment and queried whether the woodsmen of the community were difficult. Haman explained that they normally kept to themselves and came into town little, being fiercely independent. He noted that they grudgingly had paid taxes to Hallton, but had respected his strength. The mayor believed they considered the townsfolk weak and dependent, yet the woodsmen themselves had a need of more work and coin. Darrow mentioned that they might have some work for the woodsmen, but they could talk more after the ghost was taken care of. Looking concerned, Haman said that the adventurers had done much to liberate the villagers from the tyranny of men, referring to Hallton and the Beast, and expressed the hope that the ghost would not prove too much for them. Aerikoth, with the usual lack of any inflection in his speech, stated that would be determined in the near future, it would seem. With a glance at Dermot and Darrow, the wizard asked if they should go, receiving an aye from Darrow, and the ranger silently assenting. [/QUOTE]
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