Ismark flings some coins at the barkeep who mindlessly catches the coin and sticks it into his apron.
Ismark ensures that everyone is following him and then heads out into the streets. He leads to the group to a weary-looking mansion squats behind a rusting iron fence. The iron gates are twisted and torn. The right gate lies cast aside, while the left swings lazily in the wind. The stuttering squeal and clang of the gate repeats with mindless precision. Weeds choke the grounds and press with menace upon the house itself. Yet, against the walls, the growth has been tramped down to create a path all about the domain. Heavy claw markings have stripped the once-beautiful finish of the walls. Great black marks tell of the fires that have assailed the mansion. Not a pane nor a shard of glass stands in any window. All the windows are barred with planks, each one marked with stains of evil omen.
Ismark climbs the stairs and bangs on the door and says, "Ireena it is me Ismark. Please open the door and let me in. We have guests."
The Door opens and you see a striking woman looking out hurriedly into evening. "Are you daft," she says. "The sun will be down soon. Get inside."
Ismark hurries inside and ushers you to follow him.
The interior of the mansion is well furnished, yet the fixtures show signs of great wear. Noticeable oddities are the boarded-up windows and the presence of holy symbols in every room. The burgomaster is in a side drawing room on the floor—lying in a simple wooden coffin surrounded by wilting flowers and a faint odor of decay.