Chapter 31: On the Trail of The Ripper
Re: Chapter 31: On the Trail of The Ripper
Jerome
After getting whatever healing can be spared for him, Jerome approaches the vagrants- weapon sheathed, hands open, smiling a friendly smile.
Greetings, brothers and sisters. We mean no harm- we are only seeking shelter, like yourselves. I am Jerome, a follower of St Cuthbert. Do any of you know anything about the abandoned manse over there?
IF they ask for payment, Jerome can only offer a clean shirt and pair of breeches. IF that isn't enough: It is all I have to offer. Blessings of the Saint on you all.
After getting whatever healing can be spared for him, Jerome approaches the vagrants- weapon sheathed, hands open, smiling a friendly smile.
Greetings, brothers and sisters. We mean no harm- we are only seeking shelter, like yourselves. I am Jerome, a follower of St Cuthbert. Do any of you know anything about the abandoned manse over there?
IF they ask for payment, Jerome can only offer a clean shirt and pair of breeches. IF that isn't enough: It is all I have to offer. Blessings of the Saint on you all.
FA FO
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Re: Chapter 31: On the Trail of The Ripper
Mouser leans against a filthy wall as the group takes stock of their new hovel. "Go ahead, Faron, take the spell if you are up for it. I'm ready for a nap rather then sneaking about."
Re: Chapter 31: On the Trail of The Ripper
Blackchapel, Hookhill, Gran March, Greyhawk
Day One. Long after midnight. Saturday, December 24th, 576 CY
Cold, cloudy
Amid the crumbling ruin of the burned out workhouse, the doomed heroes move away from the ramshackle camp of the dispossessed. Its forlorn and forsaken wretches are relieved, clearly fearful of the armed strangers.
The adventurers shelter behind a sundered wall in private. There, Bo and Faron share their rations among their friends. Mouser scouts the area, and Urdur makes Faron disappear!
The grey druid commands weeds and vines to grow between the cracked stones, to fuel their own campfire. He prays that he be cured from any heinous plague contracted in the unspeakable sewers. He bestows wondrous healing upon Jerome, Telkis and Ingrid. (+8hp, +2hp, +4hp) Bo is unable to lure any of the untrusting squatters away from their group to ensorcel them, but Telkis volunteers for first watch.
Ingrid blesses Mouser, Urdur, Faron, Jerome, Telkis and Bo with orisons of divine healing. (+5hp, +5hp, +4hp, +6hp, +3hp, +8hp) Then she performs a miracle and produces fresh food and water and gives it to the hopeless vagrants to their astonishment and gratitude. They weep as they pray, eat and give thanks.
Jerome approaches the huddled misfortunates with empty hands and says, "... I am Jerome, a follower of St Cuthbert. Do any of you know anything about the abandoned manse over there?"
"Aye, sir. 'Twas the manor of a great Lord and Lady once," comes a reply.
"A terrible curse fell upon their noble family," whispers another.
"They're all long gone now," croaks a third.
"That place is haunted!" rasps one more. "Ye'd best keep away from there, dearie, if'n ye value ye life!"
No further rumors about the secret lair of the Hookhill Ripper are known.
Actions?
Behind the DM Screen:
PC Status:
PC Magic:
Player Resources:
Day One. Long after midnight. Saturday, December 24th, 576 CY
Cold, cloudy
Amid the crumbling ruin of the burned out workhouse, the doomed heroes move away from the ramshackle camp of the dispossessed. Its forlorn and forsaken wretches are relieved, clearly fearful of the armed strangers.
The adventurers shelter behind a sundered wall in private. There, Bo and Faron share their rations among their friends. Mouser scouts the area, and Urdur makes Faron disappear!
The grey druid commands weeds and vines to grow between the cracked stones, to fuel their own campfire. He prays that he be cured from any heinous plague contracted in the unspeakable sewers. He bestows wondrous healing upon Jerome, Telkis and Ingrid. (+8hp, +2hp, +4hp) Bo is unable to lure any of the untrusting squatters away from their group to ensorcel them, but Telkis volunteers for first watch.
Ingrid blesses Mouser, Urdur, Faron, Jerome, Telkis and Bo with orisons of divine healing. (+5hp, +5hp, +4hp, +6hp, +3hp, +8hp) Then she performs a miracle and produces fresh food and water and gives it to the hopeless vagrants to their astonishment and gratitude. They weep as they pray, eat and give thanks.
Jerome approaches the huddled misfortunates with empty hands and says, "... I am Jerome, a follower of St Cuthbert. Do any of you know anything about the abandoned manse over there?"
"Aye, sir. 'Twas the manor of a great Lord and Lady once," comes a reply.
"A terrible curse fell upon their noble family," whispers another.
"They're all long gone now," croaks a third.
"That place is haunted!" rasps one more. "Ye'd best keep away from there, dearie, if'n ye value ye life!"
No further rumors about the secret lair of the Hookhill Ripper are known.
Actions?
Behind the DM Screen:
PC Status:
Faron, Human Thief 5: Move: 9", AC: 4, HP: 10/22, Invisible
Grey Mouser, Half-Elf Magic-User/Thief 3/4: Move: 9", AC: 5, HP: 8/19, Spells: 2/2 1st lvl, 1/1 2nd lvl
Ingrid Esthof, Human Cleric 5: Move: 6", AC: 3(1), HP: 17/25, Spells: 0/5 1st lvl, 3/5 2nd lvl, 1/2 3rd lvl
Jerome, Human Paladin 4: Move: 9", AC: 3(1), HP: 19/23, Laying Hands: 0/1
Long Bo, Human Druid 5: Move: 9", AC: 2(1), HP: 34/38, Spells: 0/6 1st lvl, 4/4 2nd lvl, 0/2 3rd lvl
Telkis Brassfang, Gnome Fighter 5: Move: 9", AC: 0, HP: 23/37
Urdur Shimmerstone, Gnome Illusionist 4: Move: 12", AC: 4, HP: 7/11, Spells: 0/3 1st lvl, 0/2 2nd lvl, Invisible
Grey Mouser, Half-Elf Magic-User/Thief 3/4: Move: 9", AC: 5, HP: 8/19, Spells: 2/2 1st lvl, 1/1 2nd lvl
Ingrid Esthof, Human Cleric 5: Move: 6", AC: 3(1), HP: 17/25, Spells: 0/5 1st lvl, 3/5 2nd lvl, 1/2 3rd lvl
Jerome, Human Paladin 4: Move: 9", AC: 3(1), HP: 19/23, Laying Hands: 0/1
Long Bo, Human Druid 5: Move: 9", AC: 2(1), HP: 34/38, Spells: 0/6 1st lvl, 4/4 2nd lvl, 0/2 3rd lvl
Telkis Brassfang, Gnome Fighter 5: Move: 9", AC: 0, HP: 23/37
Urdur Shimmerstone, Gnome Illusionist 4: Move: 12", AC: 4, HP: 7/11, Spells: 0/3 1st lvl, 0/2 2nd lvl, Invisible
PC Magic:
Player Resources:
Re: Chapter 31: On the Trail of The Ripper
Jerome
A curse? Do you know anything about what curse it was?
Whatever the answer, Jerome nods. Thank you, friends. St Cuthbert send you strength. He says a brief, heartfelt prayer of blessing for these folks, then rejoins his companions.
A curse? Do you know anything about what curse it was?
Whatever the answer, Jerome nods. Thank you, friends. St Cuthbert send you strength. He says a brief, heartfelt prayer of blessing for these folks, then rejoins his companions.
FA FO
- ChubbyPixie
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Re: Chapter 31: On the Trail of The Ripper
As he takes watch, Telkis positions himself where he can see his surroundings and keep half an eye on the vagrants, but so the they can't see him clearly, having witnessed the mistrust with which his, non-human, kind are viewed in this town.
- SocraticLawyer
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Re: Chapter 31: On the Trail of The Ripper
Urdur takes his turn at watch, keeping an invisible eye out for any danger. When he is not on watch, the unseen gnome rests, studies his spellbook, and tries his best to clean his gear.
How do we know you're not a donkey-brained man?
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Re: Chapter 31: On the Trail of The Ripper
Bo will watch and rest with the others, suggesting the gnomes have another chat with the local vermin if any can be found, as they may know something of the old manor.
“Curses……almost men…….long tracks and fingers…….”
“I hate to say it, but I think this Ripper we seek may be possessed by some kind of lycanthropy.”
“Curses……almost men…….long tracks and fingers…….”
“I hate to say it, but I think this Ripper we seek may be possessed by some kind of lycanthropy.”
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Re: Chapter 31: On the Trail of The Ripper
"Lycanthropy, you think?" Mouser asks. "Well, we aren't strangers to the likes of that, I suppose." He gratefully accepts the food and water. A luxury after the filth of the sewers and what hardship is likely to come.
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Re: Chapter 31: On the Trail of The Ripper
Ingrid Esthof
Ingrid will use the rest of her remaining spells to heal the party as best she can, converting higher level spell slots to healing.
Ingrid will use the rest of her remaining spells to heal the party as best she can, converting higher level spell slots to healing.
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
https://www.extra-life.org/participant/Scott Peterson
https://www.extra-life.org/participant/Scott Peterson
Re: Chapter 31: On the Trail of The Ripper
Blackchapel, Hookhill, Gran March, Greyhawk
Day One. Long after midnight. Saturday, December 24th, 576 CY
Cold, cloudy
The thankful vagrants know no further rumors about the dark, haunted manor which the heroes believe to be the secret lair of the Hookhill Ripper. Jerome rejoins his companions, away from the forsaken denizens of the capitol city of empire.
Ingrid bestows more prayers of healing upon Mouser, Telkis, Faron, Urdur and Jerome: (+10hp, +9hp, +8hp, +3hp, +1hp respectively)
And Long Bo shares frightful conjecture concerning the Curse of the Wolf. If a contagious outbreak of lycanthropy were to happen in this densely populated city, the results would be beyond imagining.
With thoughts dire and alarming hanging over their heads, the doomed heroes rest uneasy and cycle through the night watch.
The only disturbance comes on Jerome's vigil: the brutal sounds of fighting and killing echoing distantly from outside the ruined workhouse. The paladin peers his head out from behind the sundered wall.
"Street gangs fighting," whispers one of the vagrants with a finger across his lips. Jerome withdraws and, in time, the harrowing noise ceases.
Their campfire keeps them warm and alive through the night, its smoke adding to the great black pall that looms over Hookhill.
Dawn comes cold and grey. It is Sunday, December 25th, Winter Solstice End.
Actions? (Nightly healing is accounted for below. You may roll for additional healing as per the house rules.
Now rested, casters may pray or study to replenish their spell slots. Thanks)
PC Status:
PC Magic:
Player Resources:
Day One. Long after midnight. Saturday, December 24th, 576 CY
Cold, cloudy
The thankful vagrants know no further rumors about the dark, haunted manor which the heroes believe to be the secret lair of the Hookhill Ripper. Jerome rejoins his companions, away from the forsaken denizens of the capitol city of empire.
Ingrid bestows more prayers of healing upon Mouser, Telkis, Faron, Urdur and Jerome: (+10hp, +9hp, +8hp, +3hp, +1hp respectively)
And Long Bo shares frightful conjecture concerning the Curse of the Wolf. If a contagious outbreak of lycanthropy were to happen in this densely populated city, the results would be beyond imagining.
With thoughts dire and alarming hanging over their heads, the doomed heroes rest uneasy and cycle through the night watch.
The only disturbance comes on Jerome's vigil: the brutal sounds of fighting and killing echoing distantly from outside the ruined workhouse. The paladin peers his head out from behind the sundered wall.
"Street gangs fighting," whispers one of the vagrants with a finger across his lips. Jerome withdraws and, in time, the harrowing noise ceases.
Their campfire keeps them warm and alive through the night, its smoke adding to the great black pall that looms over Hookhill.
Dawn comes cold and grey. It is Sunday, December 25th, Winter Solstice End.
Actions? (Nightly healing is accounted for below. You may roll for additional healing as per the house rules.
Now rested, casters may pray or study to replenish their spell slots. Thanks)
PC Status:
Faron, Human Thief 5: Move: 9", AC: 4, HP: 19/22, Invisible
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: 0/5 1st lvl, 0/5 2nd lvl, 0/2 3rd lvl
Jerome, Human Paladin 4: Move: 9", AC: 3(1), HP: 21/23, Laying Hands: 1/1
Long Bo, Human Druid 5: Move: 9", AC: 2(1), HP: 35/38, Spells: 0/6 1st lvl, 4/4 2nd lvl, 0/2 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: 0/3 1st lvl, 0/2 2nd lvl, Invisible
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: 0/5 1st lvl, 0/5 2nd lvl, 0/2 3rd lvl
Jerome, Human Paladin 4: Move: 9", AC: 3(1), HP: 21/23, Laying Hands: 1/1
Long Bo, Human Druid 5: Move: 9", AC: 2(1), HP: 35/38, Spells: 0/6 1st lvl, 4/4 2nd lvl, 0/2 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: 0/3 1st lvl, 0/2 2nd lvl, Invisible
PC Magic:
Player Resources:
Re: Chapter 31: On the Trail of The Ripper
Thank you for your kindness, Ingrid, Faron says. Your connection with your god works wonders. Everyone, I think we have to plan for what happens if one of us is wounded by a lycanthrope and contracts lycanthropy. Is there a spell or medicine to cure it? And I've heard a legend that lycanthropes can only be killed by magic, magical weapons, or silver weapons. Is that true, or just a myth?
PCs
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Re: Chapter 31: On the Trail of The Ripper
Ingrid Esthof
The cleric prays to Holy Tritherion for divine power to cast spells again this day. When finished, she responds to Faron. Well, I guess if one of us were to contract lycanthropy again, we would need to seek out wolfsbane and try to recreate the cure we had taken before. Perhaps, being in a city, we might be able to find somewhere we could purchase some should we need it.
The cleric prays to Holy Tritherion for divine power to cast spells again this day. When finished, she responds to Faron. Well, I guess if one of us were to contract lycanthropy again, we would need to seek out wolfsbane and try to recreate the cure we had taken before. Perhaps, being in a city, we might be able to find somewhere we could purchase some should we need it.
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
https://www.extra-life.org/participant/Scott Peterson
https://www.extra-life.org/participant/Scott Peterson
Re: Chapter 31: On the Trail of The Ripper
Jerome
20% chance for a second hp: percentile [1d100]=100no good
Jerome meditates on the teachings of The Saint, and regains his ability to heal.
Are we more likely to meet these were-creatures at night? If so, we should assault the Manse in daylight, so we can catch them unaware- perhaps kill them before we can be contaminated.
20% chance for a second hp: percentile [1d100]=100no good
Jerome meditates on the teachings of The Saint, and regains his ability to heal.
Are we more likely to meet these were-creatures at night? If so, we should assault the Manse in daylight, so we can catch them unaware- perhaps kill them before we can be contaminated.
FA FO
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Re: Chapter 31: On the Trail of The Ripper
Bo meditates and eats once he is sure everyone has survived the night.
"I might suggest a look around the exterior in the daylight. It might behoove us to find an alternate exit in case the front doors are guarded somehow."
If there are any mice or rats visible, Bo will use a spell to speak with them, hoping to get more information, unless the gnomes would do it for him.
"I might suggest a look around the exterior in the daylight. It might behoove us to find an alternate exit in case the front doors are guarded somehow."
If there are any mice or rats visible, Bo will use a spell to speak with them, hoping to get more information, unless the gnomes would do it for him.
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Re: Chapter 31: On the Trail of The Ripper
"That's a good plan," Mouser agrees. "No one should go alone though. After what we've found so far in this shithole, we should all probably stick together"
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Re: Chapter 31: On the Trail of The Ripper
"If we find some mice, save your spell, Bo... unless you just want some good conversation," says Telkis. "I fear we're most likely to find more rats, though, and they're a mixed bag, at best, in a city environment like this. Makes 'em mean, sometimes."OGRE MAGE wrote: ↑Mon Mar 07, 2022 6:06 pm Bo meditates and eats once he is sure everyone has survived the night.
"I might suggest a look around the exterior in the daylight. It might behoove us to find an alternate exit in case the front doors are guarded somehow."
If there are any mice or rats visible, Bo will use a spell to speak with them, hoping to get more information, unless the gnomes would do it for him.
The dwarvenly gnome will keep his eye out for tell-tale signs of any burrowing critters.
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Re: Chapter 31: On the Trail of The Ripper
Urdur gives thanks for the healing. He also concurs with a daytime foray to the possible lair of the were-creatures.
I still have a few doses of a lycanthropy cure, although whether it will work against these creatures remains to be seen.
Urdur studies his spellbook when he can.
I still have a few doses of a lycanthropy cure, although whether it will work against these creatures remains to be seen.
Urdur studies his spellbook when he can.
How do we know you're not a donkey-brained man?
Re: Chapter 31: On the Trail of The Ripper
Jerome
Jerome nods to Long Bo. "The hard way is the easiest- the easy way is always booby-trapped."
Jerome nods to Long Bo. "The hard way is the easiest- the easy way is always booby-trapped."
FA FO
Re: Chapter 31: On the Trail of The Ripper
Blackchapel, Hookhill, Gran March, Greyhawk
Day Two. Morning. Sunday, December 25th, 576 CY
Cold, overcast
The doomed heroes venture from the crumbling ruin of the burned out workhouse to find the smoke that looms over the city has descended due to a change in the wind.
The streets are smothered in a thick, choking smog but the denizens of the wretched slums act unsurprised and go about their business with cloth over their faces and torches to light the gloom.
The adventurers move through the murkiness of the crowded district of depravation...
... and return to what they believe to be the lair of the Hookhill Ripper!
The ominous, abandoned manor squats atop a rise that overlooks the teeming slums of Blackchapel.
The preternatural gloom has confused a flock of birds that wheel overhead, screeching in alarm.
The heroes also circle the dilapidated mansion's lost grandeur and find many windows and one door: the once-stately portal that the evaporated footprint trail went to.
Slum-dwellers watch them intermittently through the smog, and filthy rats scurry in the gutter, brazen and unafraid.
Actions?
PC Status:
PC Magic:
Player Resources:
Day Two. Morning. Sunday, December 25th, 576 CY
Cold, overcast
The doomed heroes venture from the crumbling ruin of the burned out workhouse to find the smoke that looms over the city has descended due to a change in the wind.
The streets are smothered in a thick, choking smog but the denizens of the wretched slums act unsurprised and go about their business with cloth over their faces and torches to light the gloom.
The adventurers move through the murkiness of the crowded district of depravation...
... and return to what they believe to be the lair of the Hookhill Ripper!
The ominous, abandoned manor squats atop a rise that overlooks the teeming slums of Blackchapel.
The preternatural gloom has confused a flock of birds that wheel overhead, screeching in alarm.
The heroes also circle the dilapidated mansion's lost grandeur and find many windows and one door: the once-stately portal that the evaporated footprint trail went to.
Slum-dwellers watch them intermittently through the smog, and filthy rats scurry in the gutter, brazen and unafraid.
Actions?
PC Status:
Faron, Human Thief 5: Move: 9", AC: 4, HP: 19/22, Invisible
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: 5/5 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: 6/6 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: 3/3 1st lvl, 2/2 2nd lvl, Invisible
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: 5/5 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: 6/6 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: 3/3 1st lvl, 2/2 2nd lvl, Invisible
PC Magic:
Player Resources:
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Re: Chapter 31: On the Trail of The Ripper
Telkis shares a look with Urdur and sighs, then addresses a passing rat.
"Excuse me, sir. Any news? Have you ever, by chance, been inside the manse?" he asks.
"Excuse me, sir. Any news? Have you ever, by chance, been inside the manse?" he asks.