The Abandoned Manor, Blackchapel, Hookhill, Gran March, Greyhawk
Day Two. Midday. Sunday, December 25th, 576 CY
Cold, overcast
In the unnatural gloom of midday, a forlorn and darkened mansion, framed by the skeletons of dead trees, crowns a hill dominating the slums of Blackchapel.
Its elegance, grandeur and opulence fell into ruin long ago.
Deep within this supposed lair of the Hookhill Ripper, the doomed heroes find only desolation and mystery. Inside the front door, where unwholesome creatures from the sewer had definitely entered, there are no footprints in the thick dust. The adventurers discover no trap doors, secret passages, nor creatures lurking above.
With a prayer and an involuntary shudder, Ingrid detects an unspeakable Evil not of this world, permeating the very foundation and every wall of the ominous house!
Then Urdur, the conjurer of deception, weaves a spell of truth. It awakens within him sleeping senses, allowing him to see those invisible things that only birds and beasts can half-perceive.
Before his disbelieving eyes, a constellation of seething, sorcerous energy writhes into being, infusing the entire house!
With dread, the gnomish sorcerer realizes the nature of the black magic. The accursed mansion is a doorway to somewhere else! A doorway that can open only when the stars are right, upon such pagan holy days as:
The Autumn Equinox
From their investigations, the heroes know that on these nights sacred to druids, witches and warlocks, the Hookhill Ripper has murdered a woman of this sprawling, ancient city.
Tonight at sundown is the next such night that the 'door' will open. But from where?
In a low, disembodied whisper, Urdur shares his dreadful discovery with those who see none of this.
Actions?!
PC Status:
Grey Mouser, Half-Elf Magic-User/Thief 3/4: Move: 9", AC: 5, HP: 19/19, Spells: 2/2 1st lvl, 1/1 2nd lvl
Ingrid Esthof, Human Cleric 5: Move: 6", AC: 3(1), HP: 18/25, Spells: 4/5 1st lvl, 5/5 2nd lvl, 2/2 3rd lvl
Jerome, Human Paladin 4: Move: 9", AC: 3(1), HP: 20/23, Laying Hands: 1/1
Long Bo, Human Druid 5: Move: 9", AC: 2(1), HP: 35/38, Spells: 5/6 1st lvl, 4/4 2nd lvl, 2/2 3rd lvl
Telkis Brassfang, Gnome Fighter 5: Move: 9", AC: 0, HP: 33/37
Urdur Shimmerstone, Gnome Illusionist 4: Move: 12", AC: 4, HP: 11/11, Spells: 2/3 1st lvl, 2/2 2nd lvl, Invisible
PC Magic:
Invisibility (Urdur): Targets: Urdur and Faron
Detect Evil (Ingrid): Duration: 34 rounds
Detect Invisibility (Urdur): Duration: 19 rounds
Player Resources: