Chapter 7

News

Weather: Cold and Wet

Mage / Garou War:  Both sides calm  


Tales of the Black Hand

Jack

by Palika Goldstein

 

Prologue:

 

Things to consider about this storyline-

 

1-Jack the Ripper was at first a created ghoul in the service of the Sabbat Hand in Europe in the mid 1500's. He was a loyal servant, who could keep his mouth shut about the things going on around him, and lived 200 years under the Sabbat Hand. When the column moved to London, England in the mid 1700's he was  injured in a brawl with Black Spiral Dancers, sent by the True Hand to decimate his master's pack. Only slightly conscious, his Pack members brought him over to the other side in the London graveyard, and waited until he surfaced.                                 

He never did...

2-Years latter, a grave robber uncovers a body in looting a recently deceased rich woman's grave. It isn't of the woman, it's that of a servant, freshly buried and still pale. Much to his surprise, the man awakens and kills him. Sebastian is awake from voluntary topor, and has sated his appetite. The long maddening thoughts that consumed him while being buried alive has changed him to the path of evil revelations- with a bent. He believes that there is a ritual that can be performed to unlock the evil with in a city, and make it his to command. He believes that by performing these rituals, he will be granted eternal youth and life. By drinking the blood of those he kills, he will be able to out live his enemies and see his eventual rise to power as complete. He is bent upon researching a ritual of blood and suffering that gain him power.   He is mostly correct...

It is 1788, the rise of the European city of London is well on it's way. Sebastian has the gift of immortality, and uses his time to study his new found powers. To facilitate the practice of his arts, he becomes a Doctor in the fledgling town, and maintains this identity while researching the proper rituals to grant him more power. He works nights in the rapidly growing morgue,  dissecting bodies and drinking his fill on the warm ones. Sometimes they don't come in all dead, and he makes the ritual carvings to speed the journey. He fakes his own death and travels abroad, only to return to London again as a new Doctor, working again in the Morgue. With no one wanting the dirty job of Morgue duty, he is never questioned on his credentials or background. His research starts in books and works by some of the vampires of this time.

The work continues...

After 100 years of study, he believes that the occult rituals must begin. His study of ancient Mayan calendars, Inca rituals, and sorcery of Blood has lead him to the ritual he needs to unlock the evil in a place. With his new found powers, he starts to perform the ancient ritual of massacre that will increase him powers. He begins with the prostitutes in Whitechapel, and uses his considerable skill in surgery to make the exact cuts for the Ritual. With each murder, the blood he drinks from then lowers his generation and increases his abilities 

The Ritual grows...

Members of the Tal'Mahe'Ra come to the city and begin the hunt for Sebastian, known as Jack the Ripper, using the ghouls in the Victorian Guard and police force in Scotland yard. Sebastian confronts the first of the Ghouls that find his lair, and slays them. He knows that a powerful forces is trying to prevent his rituals from succeeding. He creates a prodigy of one of the prostitutes that he has waiting in his basement lair, and gives her half of his notes for the complex ritual. Bending her mind to his, he places subconscious commands in her mind to survive and seek the ritual to bring him back from death, if that should happen to him. He then sends her off to Paris to hide from their enemies. The Victorian police find him, and he kills most of them in a vicious brawl. The Hand shows up, and a Qadi stakes Sebastian into torpor. The body must be disposed of quickly, and many loose ends must be tied up with Scotland yard. The surviving members of the Hand dominate members of the Yard, turning some into ghouls to be better controlled, and arrange for an unmarked coffin to be sent upon the next ship leaving to Africa, where the Hand sect there may question and dispose of the body at there leisure, away from the investigation of Jack the Ripper.

The boat never makes it...

The ship is capsized in a terrible storm that sinks it, and all members of crew are lost at sea. The special coffin is buried at the bottom of a deep trench in the wreckage of the Demeter, and African trading ship. Nothing is heard from the African sect, and the war there with the Baali and Settites flares up again. All concerns for the Whitechapel Killer are lost- the Hand believes that the end of Sebastian was too good for him.

Jack Sleeps...

It is 1995, 107 years after the sinking of the Demeter. A research grant  enables Samantha, a powerful member of the local archeologists group, to find and raise the Demeter from it's watery grave. The Vampire Samantha has been hiding her true identity in the Camarilla for an equal time, she is the progeny of Sebastian and a powerful Vampire. Her Domain is the Archeological Museum that the pieces of the Demeter have been brought to , including the coffin that houses her sire, Sebastian. She removes the stake and awakens him to the 20th century. Jack is free to continue his ritual in blood sorcery, gathering power and strengthening his ritual.

It begins again...

 


Scene 1 – Prologue

The PCs notice that a powerful clan of vampires have entered the city, and have moved into the parts that control the art institute and the research institutes. This shouldn't surprise them, the city has been with out a prince for several weeks now, and all sorts of strange ones are coming here. The group is from the Cambridge Research Institute, and are a cell of ghouls preparing the arrival of Samantha Sebastian, their queen, and mentor. Assisting them are 6 progeny of Samantha, her get, coming from far and wide to the city to meet with their esteemed mentor and sire. All this is culminating in three nights.

 

The PCs also are aware that a Justicar is coming to town in a week or so, along with his or her Archons, to administer a ruling and hold a Conclave on what and  who is to take over London. Rumor has it that a new prince is coming with the Justicar, as much as for protection as for prestige. The gathering will take place after the Justicar has made the proper arrangements.

 

Those in the Research community will hear that a very important find has been made: The long lost wreckage of the Demeter has been raised and shipped back  to it's original port of origin, England, and awaits the perusal of the known world. It has been bought by a research institute for study abroad, and will be sent to various locations around the world. Sheffield is one of those places.

 

A part of the lower deck comes to Leeds-Bradford Airport in the middle of the night- a strange time for such things to arrive. The ghouls have made the arrangements for it to be flown via container to Sheffield airport. Some of the children of Samantha Sebastian are arriving at the airport before then, and awaiting the delivery. Others are arriving sooner and overseeing the ghouls work. When the cargo plane from Europe lands, there are not less then 5 ghoul workers and all of the six children of Samantha awaiting it. Samantha has given telepathic orders that this cargo is to be treated with the utmost of care, and delivered to the Art Institute for the unveiling. What unveiling this is she did not say.

 

Samantha is already in Sheffield, scouting out the rumors that the Justicar and Archons are coming with a new prince. This could be upsetting to her plans, but she believes that the Justicar will be too late to stop her from attaining her perfections.

 

The PCs do not know of the cargo, or where it came from. Only that it seems  odd that it would be off loading in the middle of the night. A contact tells them of this, and it might be interesting to see what's in the goodie boxes.

 

The  art institute is crawling with hidden ghouls in the shadows. Samantha has chosen this area well, the former Prince has declared that the Institute is Esylum for those who come there, and to have a battle in this holy place would bring attention to anyone who wishes death from the Justicar in the city. A private door is accessible, and one of her children is their with five ghoul bodyguards, taking one blood point from any who wish to see the unveiling. They will not be swayed.

 

After the one blood, the PCs can enter the Institute and make their way through the hall of weapons and down the stairs to the lower atrium. Several vampires  are around, commenting on such and such painters style, weither or not he was a good kisser, and how the art community suffered when he/she perished. If the PCs have any contacts with a dot or so in status, they can be here at the  approval of the Storyteller. Among the gathered are several mages of note, a few of the more prosperous Garou, several Wraiths that have embodied for this occasion (a few who are skin ridding instead) and an Immortal. The changelings have foreseen this event, and avoid it like the plague. Perhaps there is  something they know that the PCs don't.

 

The soft chimes drift through the lower atrium, and the soft gong of brass heralds the beginning of the gathering. The theater style doors of the lower Atrium open and the guests start to file in. The lower atrium is a large viewing hall designed like a medium sized theater with two rows and three seating sections. The guests move down to the first few rows and start to take seats in the room, in front of the drawn curtains. Everyone is speaking in hushed tones and softly to each other, this appears to be a quiet time.

 

Ghouls are ushers, and help people find seats. When they close the doors, some 80 guests are seated in the audience. The ghouls discourage all members who choose to stand out in the hall, but do not make them go inside. Who cares if they want to miss the show. There is no way to get to the back part of the stage from this part of the lower atrium. If a PC wants to find a way back, have them roll Intelligence + Investigation [5] and get 12 successes to find a way. They will see a locked door that leads to the lower atrium halls. No one is behind it, but if someone tries to pick the lock, they will find that it is barred from the other side. If the door is broken open, Samantha will send 5 ghoul body guards and two of her children to investigate what is going on.

 

The curtains are drawn back slowly after the doors close, and the audience sees a large part of an old rotted ship sitting on the stage floor. Have PCs make Perception + Investigation [7] to get a rough approximation of the century and period of the vessel. 1800's and European is the best guess. Ringed around the ship are black candles, and to one side of them stands a low table with dragon feet legs. The table looks very much the part of a occult ritual, but the purpose of the old ship remains to be seen.

 

The lights dim, and the candles flicker to life. From out in the back of the ship, six forms come and start to rip apart the hull of the vessel, and delve inside. Ghouls come and take the rotting remains of people, wood, chests, furniture and all sorts of junk off to back stage. The six delve deeper. It all seems like some kind of silly play when the six pull out a wooden coffin that looks as if it has stood the test of time and the deep. The coffin is in remarkable shape- some kind of force or magic must have prevented it from rotting away. The six put the coffin on the table and step away.

 

From over the heads of the audience, above and behind them, a soft chanting is heard. As everyone cranes their neck around, they see a floating woman in a black dress above the crowd. She floats slowly down towards the stage, and approaches the coffin. It is apparent that she is very beautiful. Not only is her voice enchanting, but her very presence seems to make you happy, and long for the time when she would look upon you and smile. (Samantha is using her Presence).

 

               With supernatural strength, she rips the lid off.

 

                       The crowd strains forward to see.

 

The woman gasps and reaches in to the coffin with her hand, and with a gut    wrenching sound, comes back with a ivory inlaid stake, with brass or gold  carvings on it. She disgustingly tosses it into the ship wreckage, and takes a                                    step back.

 

A hand reaches out from the coffin and grasps the edge. Clearly, a ring is   adorned on that hand, and it's silver inlay shines out in the candle lights.

 

A man emerges from the box of death. Dressed in a grimy black suit caked with mud and dried blood, he is a ghastly sight next to the beauty of the woman. As one, the six bow and kneel upon the floor. The ghouls stand and shift about, unsure about this turn of events. The woman looks up at the man climbs out, and it seems that as he moves, the candle flames flicker and dance away from his form.

 

Have PCs make Perception + Alertness to notice that this man's shadow is not his own. It has a demons visage and has a definite tail and claws. Something here is not right.

 

The man gestures to the ghouls, and straight away they come to him and lay before him. He reaches to the woman, and she guides his hand to a set of hither unnoticed instruments of surgery laid upon the table. He bends over the man and slices his neck open, and the audience shudders. Blood sprays into the first three rows of the audience, and that prompts a frenzy of activity. Several vampires rush the stage, hunger in their eyes and tackle ghouls. The six move to intercept them and shout "No one is to leave here! You will all be food for the Beast Within! Hail the return of the Master! Our Sire has Returned!"

 

At this point, several battle break out. Each PC is assailed by three people from the audience. If you have a middle level bad guy that you have been thinking about tossing at the PC group, now would be a good time to do it. The audience is made up of mages, kindred, Garou, and wraiths. The PCs must defeat the three opponents (each) to be able to move though the crowd.

 

Example:

 

   * ST: Ok, everyone roll initiative as the place falls apart in a bar brawl.

   * PCs: I wanna do. PCs: Can I.

   * ST (Shouting): Roll Initiative!!

   * (after counting dice)

   * ST: Ok, what do you do?

   * PCs: I rush the stage and tackle the man with the surgeon's tools.

   * ST: OK, you hop the first chair and get swamped by a man wearing black and

     leather. He looks like he's frenzied and wants what's in your veins.

     Dodge.

 

(and so forth, until the PC has defeated three opponents of the ST desire. Once

      that happens, the PC gets to where ever he or she wanted to go to.)

 

The man consumes the ghoul and disappears further back behind the ship. The woman is surrounded by her six progeny and moves through the crowd to the side exits.

 

In the second round of initiative, Sebastian uses Temporis to slaughter and escape the crowd. Any Hand with Temporis will feel the ripple in time as he uses it to decapitate a mage and three Garou. Things have just gotten worse.

 

Combat continues until the PCs have made it all out of the audience area. Until they defeat three opponents.

 

The woman will use her presence on any of the crowd that looks hostile towards her or her get. The get of hers will destroy anyone who comes with in striking range. They have a variety of specialized weapons that they have mastered in  the 200 years of their creation, and use them for ranged and melee attacks.

 

When the PCs exit the Lower Atrium and leave the Institute, the Prologue is finished.


Scene 2 –

 

Act One

 

The PC should be wondering about a few things now-

Who was the woman, the six followers, the pack of ghouls, and the coffin man?

Why was everyone their at the unveiling? I haven't heard of it.

What's the deal with the ship, anyways?

What is going to happen now?

 

All very valid wonderings. All very deadly in intent.

 

The following time line is a good approximation of what should happen in Sheffield, and the various groups that are involved in the maturation's of Sebastian:

 

Justicar snoops around for information on what has happened in Sheffield. Any PCs that have a bone to pick with what happened in at the Art Institute can appeal before the Justicar Windsor or take it up with the Prince.

 

Samantha disappears into the alternate Haven in Sheffield, over a bar in the Rush and Belmont area. She has her six progeny with her, or whatever is left over if the brawl in the aisles went badly for her. She heals her wounds and plans what is to happen next. She will send her six out to look for the PCs and bring them bound to her for questioning.

 

A limo is reported missing to the third division of the Sheffield Police department.

 

The Killings Start Again The ritualistic killing in Sheffield starts just one night after the Unveiling and Awakening of Jack (Sebastian).

 

Victim One

 

The city's police force are controlled by members of the Inconnu, and contain many spies and informants to the Ventrue clan (developed by Leylend), the Tremere, Set, Black Hand (throughout the Yakuza and Mafia connections) and the Anarch population, which also means some sympathetic Brujah. They hear the reports that a very strange ritualistic style killing occurred, and it looks just that occultish to merit speaking to the Clans about it. The Ghoul retainers give a call to the required clan contacts, who just might happen to be one of the PCs contacts, who passes on the word.

 

PCs can go to the crime scene, which might be a good idea, to look for them selves and roll massive amounts of Perception + Investigation [8; the area has  been highly combed by the police several times already]. At the crime scene are members of the Sheffield police and the Federal Bureau of Investigations, who's branch office is pretty close to the crime scene. PCs will have to dodge the Police and Feds to get into the back room where the body was found. A successful stealth roll or fast talking role-playing will get them in for a look around. There is blood everywhere, but it is mysteriously lacking in the remains of the victim, a young woman prostitute. Her body parts have been  scalpeled neatly and with great care, as if the killer had a definite need to place them in such a manner.

 

Each PC must roll Self Control to resist the effects of Blood Lust Frenzy while examining the corpse. This happens each and every time that the PC examines the scene of the crime. The difficulty of the roll starts at 6, and raises one per each victim that Sebastian kills. More about why latter in the Module Story.

 

The name matches that of the first victim of the 1881 Whitechapel slayings: Maryanne Nichols.

 

PCs on the scene that have succeed in the Perception + Investigation roll may take their notes and determine some of the specific singularities of this crime scene against their occult knowledge, which this looks very much to be. Have them roll Intelligence + Occult [8] to get an idea of the nature(s) of the slaying. This is the Stage Roll, and will be referred to latter in the Module whenever the PCs get to a point that they have information leading to the mystery of Jack. Here are the questions that the Stage Roll will eventually answer when the PCs acquire enough information and successes:

 

  1. Who is doing this [The late Jack the Ripper, who seems not so late after

     all.]

  2. Why someone is doing this [To perform and complete an ancient Ritual of

     Dark Blood Magic]

  3. To what purpose is this Ritual being performed [The Thamaturgy Ritual is

     very high, and lowers the Generation of the "caster" by one for every

     victim sacrificed in that manner. Also, some side effects are noted, and

     increased abilities are in conjunction with repeated uses of this Ritual

     of the Flesh.]

  4. Where the Hell did this horrid Ritual come from, anyways? [Origins have

     been traced back to the Baali in Haiti and the Set also in that region.

     The cause of it appearing in Europe in the mid 1800's is still up for

     debate in scholarly communities]

  5. Possible weaknesses in the Ritual that might lead to the capture of Jack

     [The Rituals are horribly specific in nature as to when, where and who is

     to be considered for sacrifice. The culmination of the fifth victim leads

     the PCs to the knowledge of who and where the sixth victim is. As such,

     this will be the last Stage the PCs acquire when making these rolls.]

 

As the PCs move through the Plot of Jack, each Stage roll becomes easier and easier to complete; the PCs have more and more knowledge to build upon. The target number [8] is reduced by one for each victim that the PCs investigate first hand. This applies only to the PCs that goes into the room, warehouse, alley, etc. to investigate the crime scene. Merely standing around looking out  for your buddies and guarding the back exit does not constitute this special bonus. More about that in a minuet. Thus, by the fifth (and hopefully last) victim that the PCs get to examine, the cumulative target number to both look for clues [Perception + Investigation] and figure out just what the heck is going on [Stage roll] will be 3. Duck soup. Lightly sauced.

 

The drawback. Yeah, of course there'd be one, this is a Goldstein Module. From the very first time the PCs look upon the extreme carnage of the victims, have them make a Self Control roll, difficulty 5, to avoid frenzing in Blood Lust at the sight of so much blood. It just isn't all that good vitiate gone to waste, but the residual effects the Ritual of the Flesh has on supernaturals. Furthermore, as the PCs continue to investigate the crime scenes, the effect intensifies. Add one to the Self Control roll for each victim the PC investigates (cumulative). By the fifth victim, a PC who has scene everything that Jack has to offer the world will be in the best position to give an accurate portrayal of what is going on, but have the hardest time dealing with all that knowledge that she has; Self Control [9]. If Sebastian is successful in completing the Ritual of the Flesh, which means that as a StoryTeller you are one evil mayhem seeking pancake flipping Republican voting Top of the America Most Wanted list, then at the least of your players worries is the Self Control [10] roll. Revel in your evilness, and go join the post office, or alternately, the Student Loan Office in your nearest Financial Aid University campus. Either way, you'll be among friends.

 

As the Storyteller, you may set the amount of successes in each case to get to the next Stage of information, and successfully fight off the Blood Lust Frenzy. A good number is 5 per Stage, and you may want to use a group amount if the PCs are missing out on all the horror.

 

Storyteller note: A brief History of the Ritual of the Flesh

 

As the PCs are poking around the first victim's house, the Inconnu are sending word to one of the oldest groups undead on the planet. As per the agreement arranged in 2315 BC, the eldest member of the Assamite Guild departs her sacred Sanctum and journeys to the city that the Ritual of the Flesh has been performed in. The Inconnu have long known of the horror of this Ritual, having first scene it's effects upon Kindred who first used it. The Inconnu stumbled across it in the sands of Haiti, where they spent some centuries unlocking the Ritual and discerning it's nature. Once they found that it could lower a practitioner's Generation, they were horrified, and destroyed their notes in the cleansing fires. Reluctant to totally destroy the most ancient writings until satisfied that the Inconnu knew it's place in Gehenna, they intrusted it to one of the eldest sect members in a far remote place on the main land. Time passed, and the Inconnu, like they so often do, forgot about the Ritual of the Flesh and the location of the writings. Some three thousand years latter, the ancient tablets found their way back into the kindred society, at the hands of a fiendishly cunning diablerist. The diablerist had just finished off the Inconnu Elder's tasty heart blood, when she spied a hidden floor board that had ruptured in the battle. Her fleeting memories of the Inconnu Elder's mind told her that this was where a most powerful and dangerous Ritual lay, and not to use it. It was the Ritual of the Flesh, and the diablerist stole it and returned to Haiti to unlock it's secrets. Taking a century or more to both decipher the Inconnu code and learn the required level of Thamaturgy to practice it, she started to perform the Ritual on the population around her to reduce her Generation. The Inconnu, ever wary, hired the Assamite Guild on a special contract. To the eldest of their members would go a tithe of 200 blood from the store that the Inconnu created, to destroy any and all members of the Ritual of the Flesh, and any associated with them. The knowledge of the Ritual must die with the practitioner, and any who seek it's knowledge must perish also. Clan Assamite agreed, and thus the stage was set. Assamite blood records show that the elder assassin was successful in destroying the diablerist, after the Ritual was performed twice in Haiti, but notes that there was ample time for kindred to create offspring, which took the Ritual in their flight across the globe. The Inconnu chose to wait until the interest in Haiti died down, before doing anything about the Ritual or the diablerist's offspring. Thus more time passed until the Sabbat in Europe found the Ritual buried in the old ruins of a medieval church they had claimed. The Black Hand Tal Mahe'Ra became interested in the Sabbat cult in Europe, especially since they claimed to have a manuscript that was as old as Caine was himself. Sending just one Qadi and her elder Archons into Europe, the sect watched the Pack until the first of the Killings started again. It was 1882, in Whitechappel Europe, and someone was using the Ritual of the Flesh to again reduce their affinity to Caine. The Black Hand demolished the Sabbat Pack that they were watching, and all ghouls and retainers, herd and all who had contact with them in a great fire that burned for three nights. The killer was tracked, very wounded but still displaying incredible powers, to the alleys near the docks, and staked their by the last surviving Archon of the Hand. She bound the horrid looking man in chains and used her Thamaturgy to seal a casket against the ravages of the weather, and put him on a boat bound for the new land- where she was to bury him in hold ground far from England. The ship, the Demeter, never reached port, and decades latter the ship was found by Samantha, one of the progeny of Sebastian, who called out to her in his torpored state from the bottom of theocean.

 

The eldest member of the Assamites prepares herself for the journey and sends word to her ghouls to meet her in Sheffield. The battle for the Ritual has begun again.

 

The next night's papers tell a chilling tale. The Police and FBI have reported that the body was found in a meat market in the northside, and was the apparent victim of an enraged ex-postal worker who got laid off during the Sheffield Postal Commissions cutbacks, and took up butchering to get by. The authorities have the profile and picture of the killer plastered all over the front page of the tabloids and Tribune. To the PCs, none of this makes sense. A sharp player or Intelligence + Politics [7] roll will confirm that the cover-up has a few holes, but generally in doing a good job at enciting panic over the city. Because of the reports of the "Butcher of Baker Street", all hunting rolls in and around Sheffield are at a +1 difficulty. People, dogs, animals and barnyards are just too jumpy to make decent victims. To discern who is running the cover-up, PCs can roll Intelligence + Politics [10] to look for insight in the Occult supernatural community about this. It will take ten successes to receive an anonymous phone call, with a single whispered word as their answer-

"Inconnu."


Scene 3   

Act Two

 

The Second Victim

 

The PCs again hear from their contacts that another murder of a woman

prostitute has occurred. This time, when the PCs get to the scene it is

deserted. None of the fanfare of press or police is around to sneak by. The

cover-up seems to extend very deeply into the police force. This victim's body

is found in the pier areas west of the loop and northish.

 

As the PCs travel there, have them roll Perception + Alertness [8] or Awareness

[7] and add Auspex dice to the roll. Those with three successes feel that there

is something wrong in the air, and keep looking over their shoulder to peer

back into the shadows. Hmmm.

 

At the piers, the PCs may examine the second victim for clues and roll again to

theorize upon the Stage maturation's of the killer. All this takes about an

hour, and the PCs take frequent trips to the water's edge to look at something

else besides body parts arrayed on a dinning room table.

 

Each PC must roll Self Control, as always, to resist the effects of Blood Lust

Frenzy while examining the corpse. Add one to the difficulty of the roll

[tn=6].

 

Have the PCs roll Perception + Alertness [9] to perceive the forms standing

upon on the roof tops of the one story buildings adjacent to the piers. The

figures are dressed in leathers and coats, and all are concealing some kind of

ordinance. They quietly watch the PCs until a PC attacks the one of the group,

or the leader of the Assamite Ghouls gives the silent word to approach. The

leader is Obfuscated in the near corner to the PCs, and has been overhearing

their conversations and reading their notes among them. She is old, and wise,

and knows the difference between childer banter and a real follower of the

Ritual of the Flesh, and will await the PCs reaction to her Ghouls. If

hospitable, she will have the Ghouls Obfuscate and follow the PCs individually,

while she takes more to another crime scene to look for clues elsewhere. The

Ghouls will fight until crippled, and their leader will Cripple any PC who

harms her Ghouls. Under no circumstances will the Ghoul Assamites attack first-

they are loyal beyond belief for their leader. Note that all of the Ghouls use

silenced weapons that do aggravated damage, including their leader.

 

At this part, the death of victim number two brings this interesting

development to the ears of the Prince, Francis. Francis is a Sabbat Arch

Bishop, recently railroaded into election by a coerced Primogen Council of his

own design, and knowledgeable on the methods of the Thamaturgy Rituals.

Thinking it note worthy, he sends a Pack from the outskirts of Sheffield into the

City to find out more about these `messy slayings' and if there is any worth to

them. Francis is, of course, privy to higher information in the Sabbat network,

and is wondering if this is one of the rogue Sabbat members on some kind of

frenzy kick to get his attention. Add the Sabbat Pack to the list of Groups

that will come looking for answers, in this case; by carving it out of the PCs

hides.

 

The news also reaches the land of Haiti, and the Baali Occultists. They

recognize the similarities to the Ritual of the Flesh that are written in brief

to the Followers of Baal. They read the Prophecy of the Dark Lords, and realize

that the Ritual has again surfaced, and is needed for the Baali to summon their

Great Lords from below. Realizing this, they cough up three members of the

Baali and send them to Sheffield to get the Ritual for the Baali's exclusive use.

Enter the Third Group for looking for information from the PCs.

 


Scene  4 – 

Act Three

 

The Third Victim

 

PCs again are contacted, this time in earnest, by member of their underworld

cohorts. The latest victim is again a lady of the night, and found in the back

alley of a drunken dive called the Cascade Bar and Grill. Note: kindred who

drink from the easily accessible patrons of the Cascade Bar and Grill will be

drunk on their blood for one hour per blood point consumed. The effects of

large quantities upon kindred systems add a =1 target modifier for every two

blood points consumed, lasting for as long as the kindred holds the blood in

her; up to as many hours as the vampire remains drunk and light headed. Damn

strange beer they serve in the Cascade Bar and Grill.

 

There is now no doubt that someone is diverting the press in all of this. The

papers have dropped the story of the "Butcher" and even the shock radio

sessions seem alittle tame. PCs can continue to roll to generate successes to

look into who might be causing this black out.

 

Sebastian's third victim is intricately carved, and specifically tailored to

the PCs. Arranged around the body of the woman, and in it also; are little

trinkets for the PCs from Sebastian. A little black glove for each of the Hand

members. A plastic toy businessman in a cheap suit [Ventrue]. A nifty wood

carving of a toy poodle [Gangrel]. Big juicy raw steak and dog bone [Garou].

Book on Ghost Stories and Sightings [Wraith]. A poem on the youth of Peter Pan

[Changeling]. A cheap magic trick toy, like hide the penny [Mage]. And so on.

Insert nifty idea for your Players here, that they can ponder over.

 

Each PC must roll Self Control, as always, to resist the effects of Blood Lust

Frenzy while examining the corpse. Add one to the difficulty of the roll

[tn=7].

 

The PCs can now be introduced to any of the Groups that you see fit. The

Assamites may come back for another try at information gathering, bringing

along some deal or cut rate discount on your next assassination contract. The

Sabbat pack is hunting around for information, and could be in the area, having

recently been fed on the Cascade patrons and wacked out of their minds. Or

perhaps the Baali have made inroads into the location of the best informed on

the Ritual Killings, and want the PCs to meet the Great Lords first hand. After

torture.

 

Investigation into the clues at the scene and the corresponding information

they bring with them gleans the PC more insight into the mind of the Killer.

The difficulty again is reduced by one for Perception + Investigation and the

Stage roll, Intelligence + Occult. Now, the PC knows much about just who might

be doing this, and insight into why.

 

The attention this kind of suffering and pain has had in the Shadowlands is

remarkable. The continuation of the Ritual of the Flesh has awakened the

desires of many a Shadow, and Specters can be heard howling in the distance of

the victims bodies. A concerned group of Reapers have taken acute interest in

the Ritual of the Flesh, and have moved into Sheffield's grim Shadowlands to

pursue the awakened Sebastian through his nightly hauntings. They want the

killing to continue, and are feeding off of the terror and helplessness that he

ensues in his victims. The Reapers are harnessing the energy bleeding off of

the victims bodies in their transition into the Shadowlands, becoming more

powerful much in the same way that Sebastian is. Revel in them, for they are

the newest Group to haunt the PCs actions and hamper their efforts to find

Sebastian.


Scene 5 – 

Act Four

 

The Fourth Victim

 

By this time, Sebastian is either 4th generation and HUGE, or if you are

playing by the Less- then-Hanious setting of the module, around 6th. Enjoy.

 

Roll some dice then pick out a few of the PCs and inform them that a note is

pinned to the chest of each of them, inviting them to a private meeting with

the host of the Unveiling, again in the Art Institute. This time, a private

room will be provided for their comfort, as the host has a special request for

the PCs. Bring a friend, and come at 10pm. Samantha has sent her progeny out to

search for the PCs, and found a few of them. The entire group is invited to the

Institute, which is still under Elysium even after the large brawl that no one

seems willing to talk about (WHAT? YOU broke the Elysium in my domain? Eat

stake, rule breaker.[snarl]) least they upset the Toreadors and perhaps the

Prince. There they can meet privately in a special room that Samantha has

created with her rituals- one in which the Disciplines of the PCs are rendered

inert, while hers are unaffected. There she explains about the Unveiling, and

how it went totally unexpectedly wrong. She was supposed to assure one of the

old ones into a rebirth, a spirit that she says guided her in her dreams to

find the Demeter and salvage it. She thought that the Demeter was the final

resting place of one of the Progeny of Caine, and that she was doing the

research community, of which several were in attendance at the unveiling, a

great service by using her arts to awaken him. If the PCs would just return him

to her, then she will be eternally grateful and take him away to her Sanctum,

where he will not hurt anyone and she can convince him to relinquish his pagan

ways. Samantha is indeed alone in the room, and allows weapons to be brought in

if in the possession of the PCs. She is using a higher level of Obfuscate that

projects her image into the room, while cloaking her true form elsewhere in the

Institute. If the PCs make a show of it, or attack her with physical items, she

will wink out of existence. The Institute will slowly start to flood with a

toxic gas that infects the blood of kindred and mortals alike, making them sick

and unable to burn blood while in the presence of the gas. This should force

them out of the Institute and back into the plot. If possible, the PCs may be

able to pinpoint the location of Samantha's Haven- in the basement grounds of

the Institute, and she will attack with her Progeny and Disciplines. Yes, her

haven has the same wards on it. Consider the Progeny of Samantha immune to the

effects of her haven also.

 

The PCs have no need of the contact rote anymore. The PCs can now make a

concerted, group effort to find the location of Jack's next victim. They must

roll Intelligence + Occult [7] and get a group success of 5 (or 10, or more if

you are running with a group of scholars or a very large PC group). This allows

them to get to the next site of the victim, with in the same hour that

Sebastian has been there.

 

The 4th victim is found in a place that the PCs frequent allot- a night club

called the Raven. Hanging entrails and flayed strips of skin line the blood

stained walls of the women's bathroom stall, and the steady drip of some kind

of intestinal fluid against the cold floor is enough to drive PCs mad. The

chilling effect of the slightly fresher blood and proximity to the end of the

Ritual makes the target numbers for Self Control jump again, to [8] to resist

the Blood Lust Frenzy. The blood is still running down the woman's vicerated

corpse, and the trinkets left for the PCs are even more unsettling. A staked

and gasoline soaked dirt trodden black glove [Black Hand]. A real dead Toy

Poodle, drawn and carved as one would a beef cow [Gangrel]. A rack of lamb

soaked in the brain fluids of the dead woman, with toes for garnish [Garou]. A

burnt essay on how Peter Pan had a lusty affair with Tinkerbell [Changeling].

The mage card from Tarot, with the stapled reversed card of the Ten of Swords

attached to the back, with ten tiny plastic mixed drink stirrers impaling the

cards [Mage]. The Card of Death, burned black and laughingly depicting the Grim

Reapers own shadow decapitating him [Wraith]. And so forth. What an exciting

picture this all paints.

 

Awaiting them at the mostly vacant bar slash nightclub is a curious man. Rojin

has journeyed from the mystical lands of the Umbra on a path his Avatar has

chosen for him- and it leads to this bar and this group of PCs. Rojin demands

to know the answers for the corpse in the bathroom, and attempts to take them

from the minds of the Kindred if sorely pressed. The rogue Mage has been

Outworld for far too long, and his grip on reality is slipping. That either

makes him a better Mage, or a lightning fireball spitting hazard. The rules in

Mage are hazy about that, and if someone could read them all and sort it out,

I'd like a copy of the post. I sure as hell can't figure it out. Rojin

constitutes the last of the Groups to show up in Sheffield.

 

PC are now at a +2 difficulty to hunt in the city and surrounding lands for the

duration of the Module Story. The city is gripped in a supernatural state of

fear, and the PCs aren't doing so hot either. This, of course, makes it that

much more easier for an innocently hunting PC to botch and meet something

nasty. In this case, it just might be a many on one confrontation with one of

the Storyteller's favorite Groups, or perhaps an evil bay guy or four from the

PC's past. Feel free to pull out the stops on a PC that tries to make in on his

or her own during hunting season. The smart ones will option to hunt in a Pack

to deal with any unnecessary evils

 

   


Scene 6 –

Act Five

 

The Fifth Victim

 

Sebastian's stats are now going through the roof.

 

The PCs are damned close, if not right on the heels, of the entity known as

Jack as he departs from the scene of his latest spree. The PCs have arrived in

the next night mere moments after Sebastian has committed just one more to the

Ritual of the Flesh. Kinda of makes sense, for Sebastian vicerated the body in

the ritual right on the dinning room table of the PCs own living room (roll

some dice and choose a PC that has a nice, safely locked haven). Using the

curtains and a bathrobe, Sebastian has stained the carpet and ceiling with

strange Thamaturgical Signs and Rotes that seem to move on their own violation.

They should, the blood is still warm to the touch, and dripping off the ceiling

into the clear crystal goblets below, just waiting for the PCs to drink their

fill.

 

Now would be the time to have them roll Self Control [9]. Have plenty of

weapons of old archaic design just lying around for PCs to use against each

other, courtesy of Sebastian. Try not to demolish the Haven, it takes practice

to find a good, "safe" spot.

 

Arranged on the table are party favors, hats, balloons and more all made of the

woman's own skin and intestines. At the place setting for each is a trinket

again left by Sebastian. A favorite knife belonging to a PC impaled into the

chest. A lighter given as a gift to another PC in the finger-less hand, still

lit. The fettered wedding ring to a beautiful wife, bent and bloodied on a

finger resting at the bottom of a goblet especially placed to catch the brain

fluids from the cranium. Stuff like that. Really interesting arrangement.

Sebastian has left a cryptic symbolic message to the PCs- "stay away."

 

By now the PCs should have all of the Stage information at their disposal. If

the group is not too bright, and perhaps more of the soloist Justicar wanabee

type, then have a messenger deliver what ever horror information that you want

to give to them in the Stage part to the PCs.

 

If any of the PCs have been looking into their hostess, Samantha, then this

information becomes available now. She is old, powerful in Thamaturgy, and is

rumored to belong to some kind of save the Occult following in Europe. Very

well connected, and very interested in Occult lore. Sources don't know why, but

she has never join any organization that they have heard of, and chooses to

spend the time with her own progeny instead of the company of other

supernaturals. If given the choice, the contacts would leave town if they were

in the PCs shoes.

 

Here is a rough run down on the information that the PCs should now posses, in

some manner or another (by clue dropping, Stage rolling or just plain

deduction, dear Watson.):

 

  1. Sebastian is Jack the Ripper, the Not so Dead European serial killer that

     plagued Europe's White Chapel area in 1881. He was never caught, and he's

     living undead proof as to why.

  2. The Ritual Sebastian is trying to finish is the same that he researched

     and started in Europe, 115 years ago. Sure, it doesn't take that long to

     finish it, but he got staked before he could complete the Final Rite. The

     Ritual is name the Rite of the Flesh, and similarly name ghastly

     alterations, and is among other things rumored to lower the `caster's'

     Generation by one for each `sacrifice' rite you perform. The rites are

     very exact, very complicated, and all evil- being of the Dark Blood

     Thamaturgy school of thought.

  3. The Ritual has though to have sprung up from an ancient Death Cult that

     worshipped a great undying lord that had great powers and drank the

     essence of their enemies. Yeah, this could just about count for any of the

     World of Darkness sect types, and should because all religions have

     something like this in their beliefs. Helps keep them huddled together and

     afraid in the dark. Guesses towards the Baali and Settite clans are

     probably not far off, but more generically to their ancestors rather then

     the current sects.

  4. A pattern has developed, and the PCs now know where and when the next

     victim is to be sacrificed.

 

PCs can now be assaulted by the remaining groups that have made progress into

the PCs trail of evidence. As the PCs are stalking Sebastian, Groups are

stalking them, and it all makes for a lovely combat as you toss NPC after NPC

at them to resolve the Groups. Wonder why there is such a high experience award

at the end of all of this? Devastating Horror and Overwhelming Combat help rack

up the challenges. Save one group for the last scene, as it requires a three

way combat to work best. Alternatively, you may select the Goldstein Most

Hanious Option and use the above Groups, as there is a new one(s) that descend

upon the PCs at the final Scene.

 

PCs can make preparations for the next night, when the stars align and the

Astrological sign of the Scorpion is high in the sky.

 


Scene 7 –    

Act Six

 

The Final Victim

 

PCs can make their way into the apartment of the very high class prostitute

rather easily, she is entertaining a guest when the PCs arrive on site. The

lady has been experiencing sexual bliss, and hopes that will drive away the

awfully bad dreams she's been having lately. That news paper article about the

`Butcher' shook her up, and she thinks there is more here then meets the

untrained eye. She has access to a shotgun where ever she is in her apartment

(neat trick, huh?), and will use it if she sees something definitely

supernatural. Why take chances, especially in her line of work?

 

The Ritual is slated for completing sometime before or around midnight. The PCs

will probably wait around for Sebastian to show up and geek him, and save the

woman from eternal hell. If all things would ever go as planned.

 

At 10 to midnight, the door breaks open and a Group of your choice rushes in to

kill everyone. This can either be the group you saved from the encounters with

the PCs before this (perhaps one that lost a member or was made to look really

bad on account of the PCs), one of your own choosing ("Hello.My name is Indigo

Souleater, you have decimated my clan.Prepare to join the Collective."), or the

Goldstein Most Hanious Option. Have either Samantha and her Progeny (all six of

`um if they still live) storm the apartment, looking to grab the woman and

spirit her off while killing the PCs, or have a detachment of Church Knights

raid the place, determined to rid the Earth of the Psycho Vampires that keep

slicing up innocent women. If you use the last method, refer to the Modern

Church Knight template at the Manus Nigrum server for a download of the typical

God-fearing Church Knight. Modify and have fun.

 

In the middle of all this confusion, in walks Sebastian, toting a sporting look

of 19th century clothes and a silver cane. He is firmly in the grip of the Rite

of the Flesh, and is not affected by Dominate or Presence based rotes or

Disciplines. The sphere of the Mind does not work against him, and his aura

causes all to view him to suffer a +1 to all target modifiers (as a

distraction). He promptly finds the last woman and opens up his black medical

bag. Excavating surgeon's tools from the latter part of the 18th century, ones

that would make any man wince at the thought of such things being used;

Sebastian proceeds to demonstrate first hand the intellectual and dexterity

capacity needed to carve a live human up. Slowly. While keeping her alive until

the very end. At the sight of all this, the PCs may (at the Hanious

Storyteller's disgresion) be required to roll their last Self Control [10] to

forestall the Blood Frenzy. Be warned, though, ten frenzying vampires with some

Garou and mage counterparts mixing it up in an apartment is sort of like a

blender on `Frappe.' Heck, I wouldn't play in your campaigns at this option. I

have to pay my players to stick around for the Beta Test. And they call me

weird.

 

If the PCs are having a tough time of it, then introduce the Inconnu Monitor

that is across the building on the adjacent roof. She will be able to use

obscure powers to save the PCs collective butts and balance the odds if your

group is more book readers then medieval sword swinging time stopping Black

Hand types. I propose this as an option, the Inconnu are notorious for leaving

things alone to sort out their own messes. Why not this one too? Up to you- see

how it goes.

 

At the end of it all, Sebastian should be dead, the woman saved and treated

like a lady, the Groups repelled and the night saved. The Inconnu Monitor, if

used, will fade to black and the PCs are left with just one option. Should they

diablerize the evil bastard Sebastian? You might entertain the idea of the Rite

of the Bitter Rose, from a module somewhere (Diablere Mexico? I forget), and

drop all of the participating kindred by one Generation (or to a feasible

level, depending on your power level of your campaign). Sebastian can be as low

as 4th, but he will not last long in that condition- his death precedes the

Ritual of the Flesh, and his true form is reverting (Sebastian is 13th). It

will have to be an on the spot decision, and one that you will have do decide

if it works or not. If so, then feel really free to make all kinds of

drawbacks, flaws, derangement's, losses, trait altering, skill tweaking changes

to the PCs on a case by case method that you see fit. For allowing something so

evil to become a part of them, raise Sebastian's willpower to 10 for the Shards

roll (for Diablere), and double the amount of successes that his will gets

against the new hosts. At the very least, a new host will get one shard (he is

just too powerful to resist), and all of the PCs veins will glow black. Heck,

some PCs out there are really into this kind of stuff. Who knows?

 

Storyteller Information:

 

Exp. award is 15 over all for role-playing and story advancement. Additionals

include:

 

   * +3 if the Woman Victim Six was saved.

   * +2 if the Inconnu Monitor should have intervened, but took notes instead

   * +1 per Group defeated.

   * +5 if you took the Goldstein Most Hanious Option and used Samantha, her

     Progeny, AND the Church Knights in a four way, six hour long combat. You

     are insane, and should come work for me writing modules. Send me email.

 

         Thus the Horror ends, and the Real Rite of the Flesh Begins

 

                      Stay tuned for Jack II coming soon!


 

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