TEXT:  
  page 1 
   
   
  
   
  page 2 
  Table of Contents 
  Welcome to Gothic Earth ...................................................................................................... 3 
  Backstory ...................................................................................................................................... 4 
  Meet Sherlock Holmes ............................................................................................................ 5 
  Around Whitechapel ............................................................................................................... 6 
  LODGING HOUSE 
  6 
  CASTLE ALLEY 
  7 
  TEN BELLS PUB 
  7 
  COAL DEPOT 
  7 
  POLICE STATION 
  8 
  HOSPITAL 
  8 
  PLAISTOW CEMETERY 
  8 
  Whitechapel Road Clinic ....................................................................................................... 9 
  The Doctor’s House ............................................................................................................... 10 
  Whitechapel Map ...................................................................................................................... 11 
  Player Handout ......................................................................................................................... 13 
  Pregenerated Characters ................................................................................................... 14 
  Designer: M.T. Black 
  Editor: Noah Lloyd 
  Cover: Oliver Clegg 
  Acknowledgements: This is a re-imagining of “Red Jack” by Colin McComb. I used some information 
  from “Gifts from Earth” by Mark Gellis. Special thanks to Jeremy Forbing for introducing me to the 
  setting. 
  Playtesters: Aaron L., André S., Andrew C., Bengt O., Bex R., Caitlin S., Candeda G., Carl M., Casper K., 
  Chris G., Chris L., Cindy R., Connor R., Daggus B., Dahle S., David B., Derek D., Dean C., Jade S., Jeremy M., 
  Gabe B., Gunnar O., Ian W., James S., Jeff H., Jeff I., Jesper B., Jessie P., Joe B., John C., JP, Karita K., 
  Margaret K., Martin B., Marvin!, Matt N., Morten B., Peter K., Rebecca P., Ryan D., Sara K., Sarah S., Scott 
  T., Sheridan M., Sydney L., Thomas V., Travis L., Ulrik B., Zach L.  
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos 
  are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of 
  Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast.
   
   
  
   
  page 3 
  Welcome to Gothic Earth
  This adventure takes place on Gothic Earth, a 
  RAVENLOFT setting that was introduced in 
  Masque of the Red Death and Other Tales by TSR 
  more than 25 years ago.   
   At first glance, Gothic Earth seems identical to 
  our own nineteenth-century world, but there 
  are some important differences. Monsters such 
  as werewolves, zombies, and vampires all exist 
  and are a menace to humanity, though (as in our 
  world) most dismiss them as legends. Magic is 
  real, although the practice of magic takes a great 
  toll on the magician. 
   Most importantly, Gothic Earth is home to an 
  ancient, powerful, and malevolent entity known 
  as the Red Death, which seeks to subjugate the 
  entire world and enslave humanity. Only a few 
  great heroes, such as Sherlock Holmes and Van 
  Helsing, know the truth about this creature and 
  its plans. 
   This adventure takes place in London in 1889. 
  Those who want additional information about 
  this era should consult contemporary travel 
  guides, such as Baedeker’s London. 
  Adventurers 
  This is a level 1 adventure, and there are four 
  pregenerated characters at the back of this 
  book. These characters use classes from the 
  Player’s Handbook, though there are some 
  differences from regular DUNGEONS & DRAGONS 
  characters. For example, the fighter wields a 
  pistol rather than a sword and wears no armor.  
  Sanity Saving Throws 
  For those battling the dark powers of Gothic 
  Earth, madness is an ever-present threat. 
  Sometimes you will be required to make a 
  Sanity saving throw. To do this, roll a d20 and 
  add your proficiency bonus and either your 
  Wisdom bonus or your Charisma bonus (your 
  choice). On a failed save, you immediately take a 
  short-term madness condition. 
   If you fail two or more Sanity saving throws in 
  a single adventure, you take an indefinite 
  madness condition after the adventure ends. 
  Madness conditions are described in chapter 8 
  of the Dungeon Master’s Guide. 
  Magic 
  Magic is real, though the available spells tend to 
  be more subtle and indirect than in the 
  Forgotten Realms. The visible manifestation of 
  magic can usually only be seen by other 
  magicians. For example, the ghostly hand 
  created by chill touch is invisible to everyone 
  except other spellcasters, even though the spell 
  is just as effective.  
   Magic is tainted by the Red Death, and using it 
  comes at a cost. Any time you cast a spell of 1st 
  level or higher, you must make a Sanity saving 
  throw with the DC equal to 5 plus the spell level. 
  Failing or succeeding on the Sanity saving throw 
  has no impact on the success of the spell. 
  Firearms 
  Firearms are a type of martial ranged weapon, 
  therefore anyone who is proficient with martial 
  weapons is proficient with firearms. For 
  fighters, the Archery Fighting Style is renamed 
  Shooting, though the mechanics remain 
  identical.  
   Armor is relatively ineffective against 
  firearms. In the rare instance when your target 
  is a humanoid wearing armor, you add +2 to 
  your attack roll when using a firearm to reflect 
  this advantage.
   
   
  
   
  page 4 
  Backstory  
  ed Jack is an introductory adventure set 
  on Gothic Earth. It is intended for a party 
  of first level characters and should take 
  2-3 hours to complete.  
  Richard Edwards is a talented physician who 
  established a clinic for the poor in Whitechapel 
  many years ago. It was there that he met and 
  married Jane Morgan, a charming girl from the 
  district. Richard and Jane were very happy 
  together for many years, until it became clear 
  that Jane would never bear any children.  
   They were both devastated by this realisation, 
  and dealt with their grief in different ways. 
  Richard spent more and more time at the clinic 
  and became distant at home. Jane, after prayers 
  at the local chapel failed her, began to consult 
  spiritualists and attend seances. She also 
  developed a laudanum addiction and became 
  increasingly agitated.  
  Richard often treated prostitutes at his clinic. 
  Jane, suffering greatly from dysphoria due to 
  the laudanum, grew increasingly jealous of 
  these women and was convinced Richard was 
  having an affair. Richard and Jane, once very 
  much in love, now constantly fought at home. 
  Matters reached their 
  climax one evening when 
  Jane demanded Richard 
  close his clinic. Richard 
  refused and spoke 
  bitterly and cruelly 
  about his 
  disappointment with 
  Jane. 
   Jane was stunned and distressed. She fled, 
  wandering the streets of Whitechapel all night 
  in a laudanum-induced haze, before throwing 
  herself into the Thames. Her body was 
  discovered at low tide the next day. Richard was 
  shocked by her death but also secretly relieved. 
  He had Jane’s body cremated and kept the ashes 
  above his fireplace.  
   Jane, however, found no rest. Her spirit 
  remained tethered to her ashes, and in death 
  she was consumed by the jealousy that had 
  hounded her in life. She began to use her 
  ghostly powers to possess innocent vagrants, 
  who then stalked and viciously murdered 
  several of her husband’s patients. The press 
  dubbed these the “Whitechapel murders”, and 
  the killer became known as “Jack the Ripper” 
  due to the violence done to the victims. The 
  police were baffled.  
   Jane’s most recent victim was a 40-year-old 
  prostitute called Alice McKenzie, who was killed 
  and mutilated in an old alley. Once more, the 
  police were unable to make any headway. This 
  time, however, a rather special investigator has 
  become involved…
   
   
  R 
  
   
  page 5 
  Meet Sherlock Holmes 
  Start the session by handing out the character 
  sheets. Have the players introduce their 
  characters, and then decide what relationships 
  they have with each other, if any. Once this is 
  done, read the following: 
  You knock on the door of 221B Baker Street 
  and are shown into the drawing room by the 
  landlady, Mrs. Hudson. Sitting before you is 
  perhaps the most famous man in all London. 
  He suddenly looks up and smiles. 
  “Welcome,” says Sherlock Holmes. “You 
  have been recommended to me by a mutual 
  friend, and I’m glad you could join me today. 
  “I take it you are aware of the Whitechapel 
  murders, those perpetrated by the person 
  the public call Jack the Ripper? I’m sad to say 
  that there was another victim last week.” 
  Holmes tells the characters that he 
  believes the killer may be supernatural. He 
  wishes to investigate the matter further 
  but he has other urgent business, and 
  needs the characters to investigate on his 
  behalf.  
   Holmes asks them what they know about 
  Jack the Ripper. As they talk, he doles out 
  the following information: 
   Jack the Ripper began murdering 
  women over a year ago. 
   The name of the latest victim is Alice 
  McKenzie (Holmes wants them to focus 
  on Alice as the other killings occurred 
  some time ago). 
   Alice was a 40-year-old prostitute 
  living in the Whitechapel district. 
   Alice was killed in an old alley. Her 
  throat was cut and her body mutilated. 
   Police suspect the Ripper is a doctor, due to 
  the precise nature of the mutilations he 
  inflicts.  
  Holmes suggests they pursue the following 
  leads: 
   Alice McKenzie lived in a lodging-house at 52 
  Gun Street.  
   Alice was killed in Castle Alley.   
  When asked how he came about his 
  information, Holmes smiles and say it was 
  mostly sourced from his “Baker Street 
  Irregulars.” He does not elaborate further.  
  Holmes tells them he has important business 
  during the day, but he is available in Baker 
  Street each evening to discuss their progress. 
  He urges the characters to head to Whitechapel 
  and begin their investigation immediately.  
  
   
  page 6 
  Around Whitechapel 
  Whitechapel is a district in the East End of 
  London, marked by poverty and overcrowding. 
  Unemployment is high, and there are hundreds 
  of homeless everywhere. Many parts of the 
  district are especially squalid, though there are 
  some more affluent streets. There is a map of 
  Whitechapel at the back of this book. 
   The adventurers should explore the district, 
  starting with the leads that Holmes gave them. 
  Police 
  Police officers, known as “bobbies” in London, 
  can be found on various street corners 
  throughout the district. As well as keeping the 
  peace, they can provide the characters with 
  directions to various locations, such as Gun 
  Street or Castle Alley.  
   Anyone asking about Jack the Ripper or Alice 
  McKenzie is directed to the local police station 
  (see below). 
  Newspapers 
  The characters may wish to search old 
  newspapers for clues. A successful DC 8 
  Intelligence (History) check reveals that all 
  foreign and local newspapers may be accessed 
  at the nearby City Central News Room, which 
  charges 1 shilling for admittance. An hour of 
  searching and a successful DC 12 Intelligence 
  (Investigation) check reveals a relevant 
  newspaper article (see the Player Handout at 
  the back of this book).  
  We’re Stuck! 
  The players may get stuck and be unsure how to 
  progress. If this happens, encourage them to 
  return to Baker Street in the evening and 
  consult with Holmes, who can prod them along. 
  The key person to talk to in this chapter is the 
  bookmaker Leonard Hughes in the Ten Bells 
  pub, a known associate of Alice. This is the clue 
  that leads them to the clinic and the next 
  chapter.  
  Lodging House 
  The characters might go to 52 Gun Street, as 
  suggested by Holmes. There they find Mr. 
  Tenpenny's Lodging House, a drab, two-story 
  brick establishment. The manager is Mrs. 
  Elizabeth Ryder, a thin woman with greasy hair 
  and a button nose. She is warm-hearted and 
  rather gossipy, and invites the characters in for 
  a cup of tea. 
  Poor Miss Alice 
  Mrs. Ryder is very upset about “poor Miss 
  Alice”. Alice had been living at the lodging house 
  for about a year, was always on time with her 
  rent, though she did “have a problem with the 
  drink, and with the horses.” Mrs. Ryder didn’t 
  know how Alice made her living. She assumed 
  she had an honest job, though Alice was often 
  out late at night. She knows that Alice used to 
  visit a bookmaker at a nearby pub called the 
  Ten Bells. If asked, Mrs. Ryder can give them 
  directions.  
  Alice’s Room 
  Alice’s room has not yet been let, and Mrs. 
  Ryder permits the adventurers to search it in 
  exchange for a few shillings.  
   A successful DC 15 Wisdom (Perception) 
  check turns up something the police missed in 
  their cursory search—a small calling card 
  pushed between the wall boards, with the name 
  “Dr. Richard Edwards” written on it. Mrs. Ryder 
  does not know who that is, though she does 
  recall Alice mention visiting a clinic.  
   
   
  
   
  page 7 
  Castle Alley 
  The characters might investigate Castle Alley, as 
  suggested by Holmes. It is a cramped and dirty 
  thoroughfare, with dilapidated terraces on one 
  side and old workshops and storehouses on the 
  other. Tradesmen's carts, wagons, and barrows 
  jam the alley day and night. There are several 
  homeless people about. 
  Crime Scene 
  For a penny, one of the homeless points out the 
  site of Alice’s murder, which occurred between 
  two old carts just outside the premises of a 
  builder. 
  Anyone succeeding on a DC 14 Wisdom 
  (Perception) check notices a strange mark in 
  chalk near where the body lay. A successful DC 
  15 Intelligence (Arcana) check reveals it to be 
  an occult symbol, one used to ward away evil 
  spirits.  
  Local Urchin 
  If the characters notice the chalk mark, a local 
  urchin named David tells them it was made by a 
  homeless old woman known as the “Spirit 
  Lady.” For a few pennies, David takes them to 
  where she usually sleeps, near the coal depot 
  (see “Coal Depot,” below). 
  Ten Bells Pub 
  The characters may have been directed to the 
  Ten Bells by Mrs. Ryder. This public house is on 
  the ground floor at the corner of Commercial 
  and Church Streets. The interior is cramped and 
  grimy, with tiled walls, a heavily marked floor, 
  and a large wooden bar.  
  The Bookmaker 
  Leonard Hughes can usually be found at the pub 
  from mid-afternoon onwards, sitting at the back 
  of the room and taking bets. All of the staff 
  know him. He is a stout man with curly hair and 
  a pronounced overbite. He wears a bowler hat 
  and has a disagreeable temperament.  
   If asked, Leonard initially says he does not 
  know Alice McKenzie, but a successful DC 12 
  Wisdom (Insight) check reveals this to be a lie. 
   Leonard Talks. Succeeding on a DC 13 
  Charisma (Persuasion) or Charisma 
  (Intimidation) check compels Leonard to reveal 
  Alice was a regular customer. He knows nothing 
  directly about her murder but mentions that 
  she recently started seeing Dr. Richard 
  Edwards, who runs a clinic.  
   Leonard warned Alice against seeing Dr. 
  Edwards, as he happens to know that every 
  single one of the Ripper’s victims was a patient 
  at the clinic. Leonard, who is superstitious, 
  believes Dr. Edwards is cursed. 
   Leonard tells the characters that the clinic of 
  Dr. Edwards can be found on Whitechapel Road, 
  near the Salvation Army hostel (see next 
  chapter). 
  Coal Depot 
  The adventurers may have asked David, the 
  street urchin in Castle Lane, to take them to see 
  the Spirit Lady. He leads them to a dirty lane 
  near an old coal depot. There they find Martha 
  King, a gaunt and slightly cross-eyed old beggar.  
  
   
  page 8 
  Spirit Lady 
  Martha has no wish to talk to anyone and tries 
  to walk away from the adventurers. A successful 
  DC 20 Charisma (Persuasion) or Charisma 
  (Intimidation) check is required to make her 
  talk. However, she can be bribed into co-
  operating for a mere shilling. She then admits 
  that she is the one who put the chalk mark in 
  Castle Alley. The good spirits told her that the 
  murder was the work of a bad spirit, and she is 
  trying to ward the bad spirit away.  
   Dark Truth. A successful DC 13 Wisdom 
  (Insight) check shows that Martha knows more 
  than she is sharing. The truth is that Martha 
  used to be a successful spiritualist, and Jane 
  Edwards was one of her clients. Martha partly 
  blames herself for Jane’s suicide, and strongly 
  suspects Jane’s spirit is involved in the Ripper 
  murders. She has placed the occult symbols in 
  vain over all the Ripper murder sites. A 
  successful DC 22 Charisma (Intimidation) check 
  is required to get Martha to admit any of this.  
  Police Station 
  The local police station is on Leman Street. 
  Anyone asking about the Ripper or Alice 
  McKenzie is interviewed by Detective Inspector 
  Edmund Reid, a solidly built man with a goatee 
  and thinning hair. He demands to know what 
  their interest is in the case, and sternly warns 
  against conducting any “private investigations.”  
   If the characters can come up with a plausible 
  excuse for their curiosity, a successful DC 15 
  Charisma (Persuasion) check convinces Reid to 
  share the following information: 
   Reid was called to Castle Alley at five 
  minutes past one on July 17th. 
   The body of the deceased was on the 
  pavement in a pool of blood. 
   The police transported the body to the local 
  mortuary for examination. 
   She had a cut throat, several deep wounds on 
  her torso, and a missing thumb. 
  If asked what happened to the body, Reid 
  checks his notes and says she was buried in 
  Plaistow Cemetery, East London, on July 24th.  
  Hospital 
  The Royal London Hospital is a large, brown-
  bricked structure on Whitechapel Road. No one 
  there knows anything about Alice McKenzie, 
  since she was not brought there. A few of the 
  staff there know Dr. Richard Edwards. They can 
  confirm he is a reputable medical practioner, 
  and runs the nearby Whitechapel Road Clinic 
  (see next chapter). 
  Plaistow Cemetery 
  Ghoulish characters may wish to examine 
  Alice’s body for themselves. Plaistow Cemetry is 
  about a mile east of Whitechapel. It is patrolled 
  at night by a watchman with a whistle to 
  summon the police. If the characters are caught 
  they are imprisoned, tried, and ultimately fined 
  5 pounds each.  
   If the characters manage to dig up Alice’s body 
  without being caught, they see the wounds 
  described in the Player Handout, but find 
  nothing else of note. 
   
  
   
  page 9 
  Whitechapel Road Clinic 
  The adventurers have most likely been guided 
  to the Whitechapel Road Clinic by Leonard 
  Hughes, the bookmaker, though they might also 
  have learned about it from the hospital staff. 
  This part of Whitechapel is very busy, the wide 
  streets filled with pedestrians and horse-drawn 
  carts all day and into the evening. There are 
  homeless everywhere. 
  Closed Door 
  The clinic occupies the bottom floor of a 
  cramped, three-story terrace. The door is 
  locked, and a sign on the door says, “The 
  Whitechapel Road Clinic is closed until further 
  notice. Dr. Richard Edwards.”  
   A Salvation Army hostel is right next door, and 
  one of their officers is collecting donations 
  outside. 
  A Helping Hand 
  The Salvation Army officer is named Ida 
  Johnson, and she is a middle-aged woman with 
  a cherubic face and graying hair. She calls the 
  characters over, first asking them to make a 
  donation for the poor. Assuming they do so, and 
  are generally polite, she tells them that Dr 
  Edwards shut the clinic last week, and probably 
  won't be back at work for some time.  
   She tells them that he became very upset last 
  week when he found out that one of his patients 
  was murdered "not far from here, apparently". 
  She also says that this is not the first time that 
  one of his patients was murdered, from what 
  she has heard.  
   Ida happens to have Richard Edwards’ 
  address—17 Prescott Street. She shares it with 
  the characters if she is convinced they have a 
  good reason to see him. 
  Inside the Clinic 
  The adventurers may decide to break into the 
  clinic. Doing so via the front door is a bad idea—
  there are many people about, including a police 
  officer on a nearby corner. The PCs can force the 
  back door open with a successful DC 10 
  Strength check, or they can pick the front or 
  back door locks with a successful DC 12 
  Dexterity check with thieves’ tools. 
   Once inside, a successful DC 10 Intelligence 
  (Investigation) check locates Dr Richard 
  Edwards’ address—17 Prescott Street.  A 
  successful DC 15 Intelligence (Investigation) 
  check reveals that every single one of the 
  Ripper’s victims was also a patient at the clinic.  
  Tramp Attack 
  The spirit of Jane Edwards is aware of the 
  characters by this time and is determined to 
  stop them. At some point after they leave the 
  clinic, when they are passing down a quiet lane, 
  she possesses a tramp and causes him to attack 
  the characters. Jane has possessed this 
  particular tramp many times, which has caused 
  a deadening of his nervous system. Use the 
  statistics of a zombie. If the poor wretch is 
  killed, the characters see a faint mist escape 
  from the body.
   
   
  
  page 10 
  The Doctor’s House 
  Dr. Richard Edwards lives in a pleasant two-
  story terrace at 17 Prescott Street, in one of the 
  nicer parts of Whitechapel. The adventurers 
  probably got his address from Ida Johnson, the 
  Salvation Army officer, or from breaking into 
  the clinic.  
   When the characters arrive at the house, the 
  sky is very overcast and a strong wind is 
  blowing. 
  Deeply Depressed 
  Richard eventually answers his door after 
  persistent knocking. He is a handsome man with 
  thick, blonde hair, though his eyes are dark from 
  sleeplessness and he is dressed slovenly. With a 
  small amount of persuasion, he lets the 
  adventurers in and leads them to a handsome 
  sitting room. Above the mantelpiece sits an 
  elaborate funerary urn. 
  What Richard Knows 
  Richard speaks in a slow and depressed 
  manner, sighing often and sometimes lapsing 
  into silence. With some gentle prodding, he 
  reluctantly shares the following: 
   Alice McKenzie was his patient, and he was 
  very sad to learn of her death.  
   The other victims of the Ripper were also 
  patients of his. He denies having anything to 
  do with their deaths, though he lacks a 
  strong alibi. 
   The urn contains the ashes of his late wife, 
  Jane, who died about a year ago by suicide. 
  He may even admit that she was jealous of 
  his patients.  
  When Richard speaks about Jane, the wind 
  outside picks up, the lamps flicker, and the 
  house creaks terribly. As Richard goes on, 
  lightning begins cracking across the sky, the 
  wind rises to a shriek, and the urn begins 
  rattling. 
  Jane Appears  
  Richard eventually demands the characters 
  leave. If they refuse to do so, Jane manifests. She 
  is a ghost (22 hp), and the characters may be 
  affected by her Horrifying Visage. Richard 
  screams when he sees her, calling out, “Jane! 
  Jane! I’m sorry!”  
   Jane first tries to Possess one of the characters 
  and use that person to attack the others. If that 
  fails, she hovers near the fireplace, protecting 
  her furnerary urn until her Possession 
  recharges.  
   The funerary urn rattles more and more as the 
  battle progresses. Smashing the urn causes Jane 
  to scream in agony and dissipate, never to 
  return to the mortal world. Killing Richard also 
  causes her to dissipate, moaning in despair.  
  Conclusion 
  Assuming Richard survives the confrontation, 
  he is very shaken but also relieved that Jane is 
  gone. He fills in any missing parts of the story, 
  and also offer the adventurers a gratuity of 50 
  pounds for their trouble. 
   When the characters report back to 221B 
  Baker Street, they find that Holmes has 
  conveniently just returned from his other 
  business. He takes careful notes as they 
  describe what happened, and says, “Yes, I 
  suspected it might be a jealous spirit.”  
   
  Holmes commends the characters on their 
  fine effort and compensates them for any 
  expenses they incurred. As they leave, he says, 
  “You have done very well indeed, and you will 
  no doubt be hearing from me again soon.” 
  
  page 11 
  Whitechapel Map 
  Lodging 
  House 
  Ten Bells 
  Pub 
  Castle 
  Alley 
  Spirit Lady 
  Police 
  Station 
  Doctor’s 
  House 
  Whitechapel 
  Road Clinic 
  
  page 12 
   
   
  
  page 13 
   
  Player Handout 
   
   
   
  
  page 14 
  Pregenerated Characters
  The characters on the following pages have 
  been pregenerated for use in this adventure. 
  Players can assign their character a name or 
  generate one using the following table of 
  common names from nineteenth-century 
  England. 
  d20 
  Male 
  Female 
  Surname 
  1 
  Albert 
  Ada 
  Allen 
  2 
  Alfred 
  Alice 
  Clarke 
  3 
  Arthur 
  Annie 
  Cook 
  4 
  Charles 
  Doris 
  Davis 
  5 
  Edward 
  Dorothy 
  Edwards 
  6 
  Ernest 
  Edith 
  Green 
  7 
  Frank 
  Elizabeth 
  Harrison 
  8 
  Frederick 
  Ellen 
  Jackson 
  9 
  George 
  Elsie 
  Jones 
  10 
  Harold 
  Ethel 
  Lewis 
  11 
  Harry 
  Florence 
  Martin 
  12 
  Henry 
  Gladys 
  Moore 
  13 
  Herbert 
  Hilda 
  Phillips 
  14 
  James 
  Lilian 
  Shaw 
  15 
  John 
  Lily 
  Smith 
  16 
  Joseph 
  Margaret 
  Taylor 
  17 
  Robert 
  Mary 
  Turner 
  18 
  Thomas 
  Sarah 
  Watson 
  19 
  Walter 
  Violet 
  White 
  20 
  William 
  Winifred 
  Wood 
   
   
   
  
  page 15 
  Name                                            
  Class Fighter 
  Level 1 
  Armor Class 13 
  Hit Points 12 
  Speed 30 
   
  Strength 14 (+2) 
  Dexterity 16 (+3) 
  Constitution 15 (+2) 
  Intelligence 11 (+0) 
  Wisdom 13 (+1) 
  Charisma 9 (-1) 
   
  Proficiencies  
  Proficiency Bonus +2 
  Weapons simple weapons, martial weapons 
  Tools gaming dice 
  Skills Athletics, Insight, Intimidation, Perception 
  Saving Throws Strength, Constitution 
   
  Weapon Atk Bonus Damage 
  Range 
  Revolver +7 
  2d6+3piercing 40/120 
  Bayonet 
  +4 
  1d6+2 piercing - 
    
  Equipment 
  Enfield Mk I Revolver (6 shots, reload), 25 bullets, 
  sword bayonet, plain clothing, money (£4), lantern 
   
  Class Features 
  Fighting Style (Shootist) 
  Second Wind 
   
  Background (soldier) 
  As a member of the Queen's (Royal West Surrey) 
  Regiment, you are a veteran of the Third Burma 
  War. After retiring from the military, you returned 
  to London to make your living on the coal barges. 
  While in Burma, you encountered the occult for 
  the first time, and you’ve been fascinated by it 
  ever since.
  Name                                            
  Class Barbarian 
  Level 1 
  Armor Class 14 
  Hit Points 14 
  Speed 30 
   
  Strength 16 (+3) 
  Dexterity 14 (+2) 
  Constitution 15 (+2) 
  Intelligence 9 (-1) 
  Wisdom 13 (+1) 
  Charisma 11 (+0) 
   
  Proficiencies  
  Proficiency Bonus +2 
  Weapons simple weapons, martial weapons 
  Tools bagpipes 
  Skills Athletics, Nature, Perception, Survival 
  Saving Throws Strength, Constitution 
   
  Weapon 
  Atk Bonus Damage 
  Range 
  Revolver 
  +4 
  2d6+2 piercing 40/120 
  Greatsword +5 
  2d6+3 piercing - 
    
  Equipment 
  Webley Mk I Revolver (6 shots, reload), 25 bullets, 
  claymore (greatsword), rustic clothing, bagpipes, 
  money (£1) 
   
  Class Features 
  Rage 
  Unarmored Defense 
   
  Background (outlander) 
  You hail from an isolated part of Scotland and 
  came to London to find work. Your ma had a 
  touch of the second sight, so you’ve always been 
  aware of supernatural goings on, and the danger 
  they pose to humanity.
  
  page 16 
  Name                                            
  Class Rogue 
  Level 1 
  Armor Class 13 
  Hit Points 10 
  Speed 30 
   
  Strength 9 (-1) 
  Dexterity 16 (+3) 
  Constitution 14 (+2) 
  Intelligence 15 (+2) 
  Wisdom 13 (+1) 
  Charisma 11 (+0) 
   
  Proficiencies  
  Proficiency Bonus +2 
  Weapons simple weapons, handguns 
  Skills Acrobatics, Deception, Investigation, 
  Perception, Sleight of Hand, Stealth 
  Tools thieves’ tools 
  Saving Throws Dexterity, Intelligence 
   
  Weapon Atk Bonus Damage 
  Range 
  Revolver +5 
  2d4+3 piercing 30/90 
  Dagger 
  +5 
  1d4+3 piercing - 
   
  Equipment 
  Colt Pocket Revolver (5 shots, reload), 25 bullets, 
  dagger, thieves’ tools, plain clothing, money (£12) 
   
  Class Features 
  Sneak Attack 
   
  Background (criminal) 
  You grew up in London’s East End, always 
  impoverished and forced to make your living via 
  shady means. You are doing all right for yourself 
  these days, but you’ve seen some strange things 
  in the dark of night, things that can’t be easily 
  explained. You are frightened but curious and 
  have vowed to discover more.  
  Name                                            
  Class Wizard 
  Level 1 
  Armor Class 11 
  Hit Points 6 
  Speed 30 
   
  Strength 9 (-1) 
  Dexterity 13 (+1) 
  Constitution 11 (+0) 
  Intelligence 16 (+3) 
  Wisdom 15 (+2) 
  Charisma 14 (+2) 
   
  Proficiencies  
  Proficiency Bonus +2 
  Weapons daggers, quarterstaffs 
  Skills Arcana, History, Investigation, Perception, 
  Persuasion 
  Tools playing cards 
  Saving Throws Intelligence, Wisdom 
   
  Equipment 
  Fine clothing, spellbook, money (£25) 
   
  Class Features 
  Spellcasting Ability 
  Cantrips: chill touch, friends, message, mage 
  hand 
  1st-level spells: detect magic, find familiar, 
  mage armor, protection from evil and good, 
  sleep  
  Arcane Recovery 
  Background (noble) 
  Descended from a famous though disreputable 
  family, you encountered the occult while studying 
  at Cambridge. Back in London, you joined the 
  Hermetic Order of the Golden Dawn and began 
  learning magic. From your studies, you know that 
  sinister creatures lurk in the shadows, and you are 
  determined to learn more about them. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/M.T. Black/Red Jack A Gothic Earth Adventure.pdf