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  Version 5/15/2007 - Page 1 of 2 
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  A Rippers Adventure by Pythagoras (http://www.hardpoints.de) 
   
  1 Introduction 
  This adventure is an investigation/research 
  adventure that can be played if the PCs are 
  looking for a villain whose trail they have 
  lost. It takes them to Paris, where a ghostly 
  killer trails an eccentric group of gamblers. 
  2 Adventure Hook 
  The PCs investigate their nemesis and find 
  that he had a close ally in the past – a voo-
  doo witch doctor called Guillaume Crâne. 
  The doctor was known for his trademark; 
  leaving a hand of four Jokers on the bodies 
  of the people he killed. However, Crâne 
  was slain by the Paris lodge 4 years ago.  
  While this information seems to be a dead 
  end an interesting news item from Paris 
  catches the PCs’ eyes: 
  Bizarre Gamble Ends 
  Tragically 
  Yesterday, M. Jaques Hulot, a man 
  of considerable wealth, was found 
  dead in his apartment in Paris. 
  Apparently, he had died of a heart 
  attack but, terribly enough, he 
  held four Poker cards in his hand, 
  each a Joker. 
  The bizarre death has caused the 
  friends of M. Hulot to fear for 
  their lives. Members of the rather 
  tasteless Club Morbide, the three 
  nobles made a bet with Hulot that 
  the one to live longest should in-
  herit the belongings of the oth-
  ers. 
  Originally intended as a morbid 
  joke, the bet now turns into a 
  deadly serious business. The po-
  lice has the other three men under 
  surveillance and is investigating 
  the possibility of a murder case.  
   
  3 Investigations in Paris 
  The other three members of the Club are 
  found easily enough but each is dogged by 
  a policeman in civilian clothing (Consta-
  ble, pg. 119) who will be suspicious of 
  people wearing heavy coats and ripper 
  claws. 
  � Charles Laplace is a middle aged man 
  with fine but spoilt clothing. He is a 
  gambler and a drunk, currently half-mad 
  with fear for his life. 
  � Gustave Chevalier de Pulette is a vio-
  lent military man beyond the prime of 
  his life. He will react aggressively but 
  without any real power. 
  � Napoleon Escroc is a small and weasel-
  like man, who pretends to be afraid but 
  who is really behind the whole thing 
  (Innocent, pg. 119 but with Persuasion 
  d8, Notice d8, Investigation d8). Back-
  ground research reveals considerable 
  gambling debt. 
  4 The Real Story 
  Escroc hired a group of goons to help him 
  kill off his friends to pay his considerable 
  debt. The goons are not allies of the Cabal 
  but have gained control over the ghost of 
  Guillaume Crâne. They found a voodoo 
  doll that the vile mage used to save his 
  spirit from hell and stay in this world. Un-
  fortunately, this anchor allows those who 
  hold it to control the dead man. 
  Crâne was used to scare Hulot to death. 
  Since leaving his signature was such a 
  trademark of the voodoo master, his ghost 
  is able to manifest old wrinkled Joker cards 
  and does so by reflex. 
  However, Crâne is not happy with his cur-
  rent state and if the PCs help him, he is 
  sure to pay them back. 
  
   
  Version 5/15/2007 - Page 2 of 2 
  Guillaume Crâne, Ghost 
  Wild Card 
  Attributes: Agility d8, Smarts d6, Spirit 
  d12, Strength -, Vigor d6 
  Skills: Fighting d8, Guts d6, Intimidation 
  d12, Spellcasting d8 
  Charisma: +0, Pace: 8, Parry: 6, Tough-
  ness: 5 
  Special Abilities: 
  � Aethereal: only affected by magic, can 
  walk through walls 
  � Fear (-1) 
  � Ghostly Touch: Deals d12 damage 
  � Spellcasting: 30 power points, Armour 
  (green glow), Burst (ice storm), Entangle 
  (sudden freezing creates ice crystals) 
  Tactics: Cast Armour and Entangle before 
  entrance. Then pick off anybody still mo-
  bile before closing in on the entangled 
  ones. 
  5 Strike and Counterstrike 
  When Escroc finds out that the PCs are 
  investigating, he has his allies send out 
  Crâne against the PCs. The latter should be 
  able to subdue the ghost who will beg for 
  his life and tell the PCs how he is used. 
  The PCs can easily find the home base of 
  the villains, an abandoned warehouse just 
  outside the city and on the banks of the 
  Seine. The warehouse is manned by 2 
  crooks per PC (treat as Cossack guards, pg. 
  122) armed with rifles and knives. Half of 
  them is on guard, gaining cover from the 
  windows. 
  6 Wrap-Up 
  Once the PCs control the voodoo doll, they 
  also control the ghost and can interrogate 
  him. They might also make a deal with him 
  and release him in some area where he can 
  do no harm. In any event, the ghost knows 
  the aliases of his former partner, one of 
  which leads the PCs on their trail again. 
   
  
SOURCE: textdata/thevault/Rippers/Rippers The Case of the Dead Man's Hand.pdf