Session 12: Interlude 1 Report
General Summary
The party, after a week of training in the relatively new art of firearms (and some shenanigans at the bedrooms), the party had to decide what to do next. It turned out, by coincidence, a birthday party was being held at the tavern they were staying at and through eavesdropping learn of a haunted house nearby. It was originally owned by a wealthy alchemist, and supposedly the ghost haunts the house to this day: a hook that enticed the entire party one way or another. Unfortunately, the party was not able to make too much progress: the house was a death trap. corpses full of rot grubs, ghosts flinging fireballs, voices spooking them at every corner were of many threats the party faced. They eventually found one Ned Shakeshaft, a halfling bound and gagged in one of the rooms that begged them to leave the manor. It was through him that the mansion's true nature was revealed: he reacted violently to the party's suggestion to return to town and then come back tomorrow, and alerted the bandits to attempt the last resort. It was a bloody fight, full of guerrilla tactics and heroics, but the party eventually prevailed. They were able to leave unmolested this time, but what awaited them on the return?