Unfortunately, significant audio issues plague this episode, and the back half of it somehow missed getting recorded. When will the pain end.
synopsis follows: the party arrived at estwald, fortified bastion of civilization on the verge of kessig. they were short of money to continue on their armored carriage ride, but it so happened that the sheriff needed some help inviestigating disappearances at the local beauty pageant. so of course the party disguised brettville as a beauty and entered him into it. he won, of course and was taken below the theater after the proprietor paid the party handsomely, almost as compensation it seemed.
it turned out that a dragon slept beneath estwald, and the proprietor had been feeding it pageant winners doused in sleeping potion to keep the town safe.
the proprietor tried to sway the party to her side, but they held true and slew her in the name of justice for all the girls she'd taken. it would buy the town a year, at least.
After feeding the dragon the pageant runner and her goons, the party received a reward from the sheriff--somewhat dampened by the news that a dragon slept beneath his town. Sheepishly, he gave them the deed to an abandoned mansion they could use as a new stronghold. At least until the dragon awoke.
While the sheriff prepared himself to bring grave news to his town, who would likely panic, the party got familiar with Cherrypond Estate, so named for the pond out front and the cherry tree that leaned over it like a woman looking at her reflection.
Alaric was convinced the tree was alive, having seen it sway gently even though there was no wind--a disquieting realization.
Butler encountered a rattling door to which there was no key, and a whispery voice that demanded to be let out. A voice which only he could hear.
Just life in Innistrad.
Cherrypond Mansion - your Estwald stronghold. there is a pond out front that has a cherry tree leaning over it like a woman looking at her reflection.
floor one, room 1 - study w/fireplace, animal trophies
floor one, room 2 - storage area/kitchen
floor one, room 3 - rustic kessig style parlor/lounge
floor two, room 1 - armory/training room w/ dummies and targets
floor two, room 2 - no windows, one door, WAR ROOM where secrets can be spoken of safely. engraving above door: no fighting in the war room. table w/ map of innistrad main continent
floor two, room 3 - research library/alchemical laboratory