TEXT: A MontiDots Adventure of Mystery and Horror
  The
  A 1920’s adventure for use with any percentage game 
  system such as Goblinoid Gamestm  GOREtm.
   
  SMOKING MIRROR
   Written and Illustrated by Simon Todd
  
  1 
  © 2017 MontiDots Ltd.
  THE SMOKING 
  MIRROR
  Written and illustrated by
  SIMON TODD
  Appendix
  Oxford  
   
   
   
  59
  Back story 
   
   
   
  62
  Rules   
   
   
   
  65
  Stability and Horror  
   
  66
  Books  
   
   
   
  67
  Casting Spells  
   
   
  68
  Handouts
  Soames’ Diary  
   
   
  71
  Fielding Letters: Jung  
   
  73
  Fielding Letters: Soames 
   
  74
  Maps
  Soames’ study/America Room 
  75
  Fieldings’ apartment/
  Fieldings’ Hotel room  
   
  76
  The Research Area 
   
   
  77
  Sly Fox Exterior 
   
   
  78
  Sly Fox Club player map 
   
  79
  Game Master’s Map 
   
   
  80
  Map of Area with stations 
   
  81
  Underground Map 
   
   
  82
  Characters 
  Jinx Farrington 
   
   
  83
  Cybil Danvers  
   
   
  84
  Lloyd Barrett  
   
   
  85
  David Farrington 
   
   
  86
  Arthur Wade  
   
   
  87
  Madelaine Barrett 
   
   
  88
  John  Woodrow 
   
   
  89
  Empty Character Sheet 
   
  90
  Open Game License  
   
  91
   
  Timeline 
   
   
   
  2
  Introduction  
   
   
  3 
  Setting up Play 
   
   
  3
  Getting About  
   
   
  3
  Game Master’s Overview  
   
  4
  Investigator Solutions  
   
  5
  The Honduras consignment  
  6
  Other Items of Note  
   
  7
  Cast of Players 
   
   
  8
  Chapter One 
  The Game Master’s Map 
   
  12
  The Coptic Street Case 
   
  12
  Holborn Police Station 
   
  13
  Layton Fielding 
   
   
  14
  The Coptic Street Flat 
   
  17
  Soames’ Diary  
   
   
  23
  The British Museum  
   
  25
  The America Room 
   
   
  28
  The Research Department  
   
  31
  The Library 
   
   
   
  38
  Chapter Two
  Peggy Lawson  
   
   
  40
  Fielding’s Death 
   
   
  41
  Revisiting the Museum 
   
  41
  Revisiting Fielding 
   
   
  43
  Broadwick Street 
   
   
  46
  Edgar Braintree 
   
   
  49
  The Club 
   
   
   
  51
  The Temple 
   
   
   
  52
  Chapter Three
  The Party 
   
   
   
  53
  The Cataclysm 
   
   
  57
  The Gods 
   
   
   
  58
  Stopping the Rite 
   
   
  58
  
  2
  3 
  The Smoking Mirror
  © 2017 MontiDots Ltd.
  © 2017 MontiDots Ltd.
  Time & Game Master’s Overview
  INTRODUCTION
  There is plenty of information at the back the 
  book describing the story behind the events which 
  take place. This is not vital for game play but is 
  there for the edification of the Game Master (GM)
  enabling them to get a sense of the depth of the 
  cataclysmic horrors which may beset the world if 
  all fails. 
  For those who have already got a copy of The 
  Fenworthy Inheritance, the events in this 
  adventure take place just a couple of weeks after 
  that adventure is completed, sufficient time for 
  the investigators to have returned to London and 
  rested. It is a good idea to play both adventures in 
  the correct order, but not vital and both games can 
  be run independantly. 
  Setting up Play
  Ideally, the players should choose from one of the 
  pre-generated characters at the back of the book. 
  These can be scanned and printed together with 
  the other handouts. 
  Otherwise the players can generate their own 
  characters. In this case it’s a good idea to give 
  them some experience.
  Give the players time to look over their sheets and, 
  within reason, allow them to make modifications or 
  add skills not listed. 
  Have all the maps and other hand-outs printed out 
  ready to share with the players. Each player should 
  have a set of dice, paper and writing equipment to 
  hand. 
  When running the game ead through the entire 
  adventure before the game starts. It is designed 
  for the players to dynamically effect the story line 
  so the GM needs to be aware of all the possibilities 
  throughout the game.
  Sections read out to the players, either as 
  descriptions, or speech, are highlighted with a box.  
  Once all the players are satisfied then begin the 
  adventure. 
  There are two rules:
  1. The Game Master’s ruling is final.
  2. Have fun.
  TIMELINE OF EVENTS
  Date
  Events
  Cloud Events
  GM notes
  Monday
  18th August
  The Honduras 
  consignment arrives 
  at the British Museum. 
  Prenderville begins to 
  study it in earnest.
  Wednesday 
  28th August
  Soames takes the 
  Iztaia home, is visited 
  by Fielding then 
  disappears. Transforms 
  into a Were-Jaguar and 
  murders a tramp.
  Thursday 
  29th August
  The investigators are 
  called in.
  Soames meets 
  Prenderville and 
  murders Fielding at his 
  hotel. 
  Fielding becomes the 
  first sacrificial murder to 
  Texcatlipoca.
  The sky clears wisps of cloud begin to 
  gently swirl round the museum. 
  The air in the area becomes 
  oppressive.  
  Stability Check: Power x 5% for 0/1d4
  Friday 30th 
  August
  Soames meets Edgar 
  Braintree who owns the 
  Sly Fox at 2pm - 2.30pm. 
  Braintree begins 
  to make the club 
  antechamber fit for use 
  as a temple. 
  Soames murders 
  Braintree’s rival, George 
  Guffogg, by 7.30pm.
  This is the second 
  sacrifice.
  Many less people visit the cloud area 
  that day. At 7.30 there is a sudden 
  burst of life from the cloud. It 
  becomes dark, dense and blood rain 
  begins to fall. Strange stars become 
  visible even in the day. People run 
  from the area. Police and military 
  begin to set up cordons in the 
  evening. 
  Stability Check: Power x 3% for 
  2/2d4+1
  Saturday 
  31st August
  The British Museum is 
  closed. 
  A party is held at The 
  Sly Fox from 9.00pm. 
  Twelve party goers 
  attend the ritual at 
  midnight. This rite 
  awakens Texcatlipoca.  
  Sunday 1st September 12.15 am and a 
  further peel of thunder as the storm 
  clouds broil and swirl with intensity. 
  Dreadful booming grinding sounds 
  begin to fill the sky as if uttered from 
  some titanic mouth. Any caught in 
  the rain fall in a trance-like state and 
  collapse to the ground.
  The South East wing of the British 
  Museum is destroyed and Texcatlipoca 
  is released onto the earth.
  Stability Check: Power x 1% for 
  2d4+1/2d6+2
  GETTING ABOUT
  Most of the locations in the game are within 
  walking distance of each other, but if the 
  investigators want to go further afield there are a 
  number of options. 
  London has a comprehensive underground train 
  system which could take the investigators to any 
  point in the city or to any of the main stations for 
  above ground travel. 
  The main roads and thoroughfairs of London are 
  now predominantly filled with motor vehicles 
  including cabs, trolley buses and commercial 
  vehicles. There are many private motorised 
  vehicles and, by now, a minority of horse drawn 
  carts. The streets are incredibly busy during the 
  day. 
  If the investigators wish to go to Oxford by train 
  there are trains every hour from Paddington 
  Station. From The British Museum Paddington is 
  around a twenty minute walk west or a cab ride 
  away. 
  KEEPING TIME 
  The events unfolding in this adventure are 
  relentless and continue unless the investigators 
  interrupt them. 
  What a non-player character knows or thinks is  
  based on the moment they are being interviewed. 
  The events may even change completely based 
  on the investigators actions. This is perhaps the 
  hardest job for the GM. 
  It is vital therefore that the movements of 
  the main characters, Tristram Soames, Basil 
  Prenderville and the investigators themselves are 
  known at all times. 
  As the story progresses and more murders take 
  place a vast whirling cloud hovers over the British 
  Museum spitting blood red rain and providing a 
  glimpse, at its centre, of strange constellations. 
  This, in some way, is a measuring stick for the 
  progress of Soames’ and Prenderville’s plans and is 
  a useful tool for heightening the pressure on the 
  players.
  If the investigators decide to use the Tonalpohualli 
  (the Aztec Calender) to reverse time, then it is 
  even more important to know what is happening 
  and when. The GM should keep notes on all events 
  to help when they arrive back in the past. 
  
  4
  5 
  The Smoking Mirror
  © 2017 MontiDots Ltd.
  © 2017 MontiDots Ltd.
  THE GAME MASTER’S 
  OVERVIEW
  On Thursday, 22nd August 1922, a consignment 
  of artefacts arrived at the British Museum from 
  a newly discovered city found deep in the heart 
  of the jungles of Honduras. The discovered site 
  is known as the City of the Monkey God, or the 
  Pale City*. Among fragments of pottery and stone 
  vessels is a large fragment of a ghoulish sculpture 
  depicting the god Texcatlipoca, a strange carved 
  stone covered in glyphs, known as an Iztaia, and a 
  sacrificial dagger. 
  An obsidian mirror, once belonging to Dr. John Dee, 
  Queen Elizabeth’s advisor and occult philosopher, is 
  already exhibited in the British Museum. In fact the 
  mirror is a divination device capable of contacting 
  the trapped spirit of Texcatlipoca whose name 
  actually means “The Smoking Mirror.” 
  Prenderville
  The Professor of Mesoamerican studies at the 
  British Museum, Basil Prenderville, has studied 
  the ancient rites of the Aztecs for years alongside 
  the practices of Dee. He became fascinated by 
  the concept of contacting higher beings through 
  the use of fungus infused brews, words of power 
  and ancient artefacts. He always believed that 
  Dee’s mirror was a portal for divine secrets and 
  after his fellow researchers left for the evening, 
  Prenderville remained in his office studying the 
  obsidian mirror and Dee’s diaries. 
  He experimented with recipes for hallucinatory 
  potions deciphered from the works of Dee until, 
  at last, he reached beyond the mirror’s lugubrious 
  surface into a parallel dimension and made contact 
  with the spirit world. He believed he had reached 
  out to John Dee’s spirit guide, Madimi, but in 
  fact had contacted something more powerful; the 
  trapped spirit of the Aztec god Texcatlipoca.
  Soon, he was being groomed to be Texcatlipoca’s 
  high priest, something he readily undertook in 
  his thirst for knowledge and power. He needed to 
  prepare for the “Great Rite of the Enemy of Both 
  Sides”. 
  Prenderville needed an acolyte, one prepared to 
  be a willing vessel for Texcatlipoca’s spirit, one 
  willing to sacrifice his humanity in order to act on 
  the god’s behalf. He found the perfect candidate in 
  a language expert, Tristram Soames. 
  Soames
  Tristram Soames is the youngest son of Lord Gilbert 
  Soames. He has spent his life on the fringes of the 
  fast-set known as “The Bright Young Things.” He is 
  a lonely young man but a fastidious academic who 
  studies Mesoamerican and Egyptian languages.
  Now the consignment has arrived from Honduras, 
  Prenderville has all the components in place, 
  but refrains from telling Soames anything. The 
  whispering voices in the mirror convince him to let 
  Soames have the graven heart-stone, the Iztaia, 
  and then let its magic get to work converting the 
  unfortunate researcher. 
  On Wednesday 28th August, Soames takes the 
  Iztaia home to study. Soames writes a letter to 
  his old mentor, Layton Fielding excitedly telling 
  him of his task in deciphering the strange script 
  on the stone. Fielding, extremely knowledgeable 
  in matters of occult power, hastily travels from 
  Oxford in an attempt to stop Soames from 
  researching the stone. He suspects the Iztaia to be 
  part of a dark ritual which, if deciphered, could 
  prove catastrophic.
  Fielding’s attempts to convince Soames fail. 
  After meeting with Soames at the young man’s 
  apartment Fielding returns to the nearby 
  Bloomsbury Park Hotel planning to meet 
  Prenderville the following day to discuss his 
  misgivings about Soames’s venture, before 
  returning to Oxford.
  Soames begins to study the Iztaia long into the 
  night, drawn by its fascinating and elusive glyphs. 
  Soon he is taken over by the power of the stone. 
  He performs a ghastly ritual on himself, ripping 
  open his own chest with a paper-knife and placing 
  INVESTIGATOR SOLUTIONS
  The investigators may not be able to solve the 
  crisis before London is destroyed and Texcatlipoca 
  has fully risen to have dominium over the city. But 
  even then all is not lost!
  The GM should be thoroughly aware of the possible 
  solutions to this growing crisis.
  •	
  Stop Basil Prenderville and Tristram Soames.  
  This is the clearest solution. Prenderville 
  is relatively easy to get out of the way but 
  Tristram Soames now has the healing powers of 
  a god.  
  The transformed Soames can be killed by 
  immolation, by the removal of the Iztaia 
  from his chest, or by beheading. Failing that, 
  silver weapons harm him with damage from 
  such weapons takes twice as long to heal. If 
  killed in this manner, he will still come back 
  to life unless finished off. To find this out, 
  the investigators need to identify what kind 
  of being he is, then research how to kill him. 
  A research check at the British Museum is 
  needed, or the help of Peggy Lawson. They 
  could find clues at Fielding’s apartment or with 
  Gwen Treavers in Oxford.  
  Murder is treated as a capitol offence so 
  there needs to be clear evidence before the 
  investigators take this measure, unless they are 
  prepared to take the consequences.   
  •	
  Stopping Texcatlipoca. 
  If the three ritual killings take place, 
  Texcatlipoca will be summoned.  
  Research reveals the Feathered Serpent, 
  Quetzalcoatl, is Texcatlipoca’s arch nemesis 
  and summoning Quetzalcoatl will bring on a 
  titanic battle between the gods over London 
  Investigator Solutions
  the Iztaia inside his chest cavity where it latches 
  on. 
  Now Texcatlipoca takes control, instantly 
  healing Soames’ body and giving him power of 
  transformation.
  In a frantic with hunger, Soames transforms into 
  a Were-Jaguar and smashes through the study 
  window into the night to seek satisfaction for his 
  newfound craving for blood. Shortly afterwards he 
  eviscerates a tramp before disappearing into the 
  labyrinthine heart of London to prepare for his 
  work as Texcatlipoca’s proxy.
  The following morning Soames’ landlady, Edith 
  Blavatski, notices a smashed window in the study 
  of the upstairs apartment and, on going into the 
  rooms, is horrified to find a huge pool of drying 
  blood on the carpet. She immediately calls the 
  police and gives a description of Lambert Fielding 
  who visited Soames on the previous evening. 
  Fielding is questioned by the police but is later 
  released. 
  Lord Gilbert Soames, distraught at the 
  disappearance of his son sends a telegram to David 
  Farrington (or one of the other investigators) to 
  work alongside the police and informs Inspector 
  Marwell of his request, the Inspector reluctantly 
  agrees. 
  The investigators are to report to Holborn Police 
  Station for further information.
  The Plans of the Texcatlipoca
  Texcatlipoca currently has limited powers. He has 
  been trapped in a far flung dimensional prison 
  since the end of the Aztec empire with no means 
  of communicating with earth since the last Aztec 
  priests made their sacrifices in his name. 
  The mirror owned by Dr. Dee provided the first 
  opportunity for Texcatlipoca to have influence 
  on the world but Dee had set up powerful wards 
  against the god’s influence and used the mirror to 
  discover arcane secrets elsewhere with the aid of 
  his spirit guide, Madimi.   
  With the proximity of the sacrificial dagger, the 
  Iztaia and the sacred effigy has given Texcatlipoca 
  the chance to be free, to make London his new city 
  and see these new people bow before him. 
  The only barrier to his freedom are the three 
  human sacrifices needed to release him from his 
  *The City of the Monkey God was first identified 
  in 2012. For more information look it up on 
  the National Geographic website. http://news.
  nationalgeographic.com
  The trip to Oxford takes the train two hours. If 
  the investigators travel by car, the journey takes 
  roughly the same amount of time.
  Once the cloud phenomena commences, travelling 
  out of the area becomes restricted by the numbers 
  of people seeking to escape London.  
  prison. At least one of these needs to be performed 
  with full ceremony in a consecrated temple.    
  Using Basil Prenderville as his priest and Tristram 
  Soames as his proxy, Texcatlipoca intends to set 
  up an enclave in the Sly Fox Club where he has a 
  ready supply of willing victims. 
  Prenderville waits for Soames to return to the 
  museum, following his transformation before giving 
  him the sacrificial dagger. He will then instruct 
  him to set up the temple in the cellars of the Sly 
  Fox. But first he wants Soames to kill Fielding, the 
  professor who knows too much.
  
  6
  7 
  The Smoking Mirror
  © 2017 MontiDots Ltd.
  © 2017 MontiDots Ltd.
  Investigator Solutions & the Honduras Consignment
  THE HONDURAS CONSIGNMENT
  The consignment of artefacts has ended up in the 
  research department for Mesoamerican Studies 
  in the British Museum. Each is accompanied with 
  notes of where they were found. 
  Apart from many fragments of pottery and stone 
  shards the shipment included; 
  • 
  A sacrificial dagger, 
  • 
  A stone covered in script (the Iztaia)
  • 
  A large part of a statue believed to be that 
  of the Monkey God. It is in fact an effigy of 
  Texcatlipoca
  The	Sacrificial	Dagger
  Description: The blade is made out of obsidian, 
  an opaque black reflective stone, measuring five 
  inches long. The handle has been carved from bone 
  and has the crude image of a face on the pommel.
  What the museum knows: A sacrificial dagger, made 
  from obsidian and some kind of bone, possibly 
  human. 
  Found: Within 20 yards of the statue of 
  Texcatlipoca amid rubble. 
  Magic Potential: Every time it is used to kill a 
  human, their Magic Points are absorbed into the 
  blade to be offered up to Texcatlipoca or used to 
  cast spells in his name. It can hold up to 50 Magic 
  Points.
  Destroying the dagger delays the arrival of 
  Texcatlipoca by a day as Prenderville or Soames 
  seek another dagger.
  The Stone Heart (Iztaia Texcatlipoca)
  Description: Noted in the finds as being discovered 
  in a stone carved container near the statue. This 
  object is a shaped piece of stone measuring  
  6 x 4 x 3 inches, slightly rounded but definitely 
  carved. The stone is polished and of a mottled grey 
  brown surface covered in unknown glyphs.
  What the museum knows: This enigmatic piece may 
  be the representation of a heart. The glyphs do not 
  match any known Mesoamerican glyphs.
  Found: In the rib cage of a skeleton 10 feet from 
  the statue of Texcatlipoca.
  Magic Potential: This Iztaia enables Texcatlipoca to 
  dominate and take over a human. If the spell cast 
  on its surface is uttered, then Texcatlipoca will 
  have control over the caster unless they can resist 
  it or possess wards to prevent it. If placed inside 
  the chest cavity of a charmed victim then they act 
  as a vessel for the spirit of Texcatlipoca and may 
  transform into a Were-Jaguar.
  The Statue of Texcatlipoca
  Description: The statue is 4 feet tall. It is damaged 
  but depicts a skeletal figure with an animal head 
  closely resembling a jaguar. The rib cage appears 
  to be pulled aside by many hands revealing a 
  definite apse in the solar plexus. The statue is 
  decorated with skulls. 
  What the Museum knows: The statue is an effigy 
  of the Mesoamerican god, Texcatlipoca, meaning 
  The Smoking Mirror. It is the god of providence, the 
  darkness and the invisible, magic and divination, 
  lord of the night, god of the earth and of the sky.
  Found: In an alcove behind the “Great Statue” of 
  the “Monkey God.”
  Magic Potential: The effigy fragment is a focal 
  point or gateway for the powers of Texcatlipoca. 
  Each time a sacrifice is made in his honour, the 
  statue reflects this by bleeding from the mouth, 
  eyes or skulls. If a prayer is offered to the effigy 
  then the caster may contact Texcatlipoca to gain 
  instruction.
  Smashing this statue delays the arrival of 
  Texcatlipoca by a day as Prenderville or Soames 
  prepare for the Transformation Carving in the 
  America Room as the new loci.  
  OTHER ITEMS OF NOTE
  Dee’s Mirror
  Location: the British museum, in Prenderville’s 
  Office
  Description: This has been in England since Tudor 
  times and was the divination mirror of Dr. John 
  Dee, Queen Elizabeth’s advisor. It measure roughly 
  eight inches in diameter with a short handle and is 
  made from a single piece of obsidian. 
  before they disappear into oblivion.  
   
  In this adventure the available spells have 
  all been made relatively easy to cast. If the 
  players are imaginative enough to attempt to 
  raise an Aztec god, let them. 
  •	 Reversing Time. 
  This involves an artefact in the British Museum, 
  the Tonalpohualli, an Aztec Calender. This can 
  take the investigators back in time giving them 
  a second chance to undo the damage with a 
  degree of foreknowledge. For more details see 
  the spell section at the rear of the book.
  Spells for all possibilities should be placed in 
  three possible locations, either within the books 
  in Clayton’s office, the forbidden section of the 
  British Library within the museum, or in the Pitt 
  Rivers Museum in Oxford. 
  If the players are stumped the GM might help out. 
  The librarian of the British library may urge the 
  investigators to look through Prenderville’s office 
  as the books he withdrew from the library are not 
  returned, or a message might arrive from Gwen 
  Treavers urging the investigators to use spells she 
  has in her possession in Oxford.
  What the museum knows: Dr. John Dee, was 
  a mystic, alchemist and occult philosopher. In 
  order for him to perform his acts of divination 
  he acquired an obsidian mirror as a gift from Sir 
  William Pickering. 
  It was originally a sacred mirror of divination used 
  by the priests of Texcatlipoca to communicate with 
  their deity. 
  Magic Potential: The Smoking Mirror is a means of 
  communicating with the spirit realm. The caster 
  may use it to contact the dead, or even contact 
  an aspect of Texcatlipoca. They must meditate 
  before the mirror, use infusions of mind warping 
  potions and call to the spirits. Ideally they need to 
  know who to contact or they may call up the most 
  hideous evil.  
  Potential contacts are Texcatlipoca, John Dee’s 
  spirit guide, Madimi, or indeed, John Dee himself. 
  The Life Stone/Aetheric Stone
  Locations: One in Prenderville’s office, one in the 
  Pitt Rivers Museum.
  Description: Appearing as a piece of natural crystal 
  covered in strange markings, translucent and blood 
  red in colour. About 5 inches in diameter.
  Magic Potential: A battery stone used for storing 
  Magic Point gathered through ritual. The Magic 
  Points come from willing or unwilling victims and 
  can be stored here for use in future spells. These 
  are often referred to as the Aetheric Stones. It 
  holds up to 30 Magic points. 
  
  8
  9 
  The Smoking Mirror
  © 2017 MontiDots Ltd.
  © 2017 MontiDots Ltd.
  Jinx Farrington
  Jinx is a society girl and actor who, until 
  recently, was embroiled in the all-night parties 
  of The Bright Young Things, particularly at The 
  Sly Fox in Soho. Her brother, David, took her 
  away from this destructive life on a holiday to 
  Dartmoor. The supernatural events there have 
  hardened her but forced her to take more 
  responsibility.
  She is smart but weak willed. She is 
  good friends with Cybil Danvers who has 
  photographed her through her theatre work.
  Lloyd Barrett
  Wartime experiences have left him nervous 
  around people. Lloyd has picked up many skills 
  during the war. Dead bodies, however badly 
  mauled, doesn’t phase him. He has been on 
  the edge of long term madness during the war 
  and is currently just about coping. 
  Events in Fenworthy have shaken him still 
  further, but he is determined to confront the 
  horrors at large in the world. 
  He trusts David but has a low opinion of Jinx. 
  To him she seems to think the traumas of and 
  sacrifice of the war are not her affair.
  The Cast of Players
  The investigators in this game have already 
  been created. If the players want to use their 
  own characters it is useful for at least one to be 
  from high society. The important players in this 
  adventure are David Farrington, Jinx Farrington 
  and Cybil Danvers as their knowledge has an 
  influence on the course of play. If the characters 
  have not been through the Fenworthy Inheritance 
  adventure then descriptions in italics may be 
  ignored. If player’s wish to create their own 
  characters, that’s fine, but they need to have some 
  knowledge of London society and have a good mix 
  of investigative and combat skills.
  David Farrington
  A businessman and ex-army officer serving in 
  Mesopotamia. He is comfortably wealthy from 
  his family import business. He keeps physically 
  fit through walking holidays, is capable on 
  horseback and has a tough outlook on life 
  following experiences in the war. 
  Events in Fenworthy have shaken him but 
  given him a new purpose in life. 
  He was Lloyd Barrett’s superior in the army 
  and is good friends with him. He is friends with 
  John Woodrow from university and got John a 
  job in a solicitor’s office.
  Cast of Players
  Cybil Danvers
  Cybil is a determined journalist. She has an 
  instinctive nose for a good story and pursues 
  her investigations with diligence. She uses 
  photography in her reports and currently sells 
  her work to two papers in Surrey and London. 
  Cybil has focused her attention on party life 
  in London since the war and knows the Sly Fox 
  Club.
  The Fenworthy experience have opened her 
  eyes to new realms of worldly danger but she 
  is thrilled by the possibility of discovering 
  more.
  She has got to know Jinx Farrington and, 
  through her, David. 
  Arthur Wade
  Arthur worked as an orderly in the field during 
  the war. He witnessed many atrocities. He now 
  works as a pharmacists assistant in a small 
  chemists in Esher. 
  Arthur is a friend of Lloyd from the war. Lloyd 
  often goes to him to his nerve tonics and to 
  get quinine for his malaria.
  The recent horrors of Fenworthy have given 
  Arthur a determined purpose in life.
  
  10
  11 
  The Smoking Mirror
  © 2017 MontiDots Ltd.
  © 2017 MontiDots Ltd.
  John Woodrow
  John Woodrow served in the Royal Flying Corp 
  at the end of the war and is therefore capable 
  in mechanical repair, physics, piloting and 
  navigation.
  His civilian job as a legal clerk for 
  Bartholomew, Gordon and Pritchard has filled 
  his time so he has no real social life. He is 
  friends with David Farrington from University 
  but is scared of his sister, Jinx.
  The experiences in Dartmoor have terrified 
  him but also given him a new sense of 
  purpose.
  OTHER CAST MEMBERS
  Basil Prenderville
  Professor of Mesoamerican studies at the British 
  Museum and self-styled high priest of Texcatlipoca.
  Tristram Soames
  Son of Lord Gilbert Soames and expert linguist 
  specializing in ancient hieroglyphics. Now he is also 
  housing the spirit of Texcatlipoca in his chest and is 
  capable of turning into a monstrous Were-Jaguar. 
  Layton Fielding
  A professor of ancient language from Oxford. He 
  was Soames’ mentor and was invited to Soames’ 
  apartment the night of the events that trigger the 
  adventure. Concerned of the possible danger of the 
  Iztaia stone he tries in vain to stop Soames from 
  studying it, but fails. 
  Inspector William Marwell
  Marwell is aged 48, a heavy set man with an over-
  fed face, but keen intelligent eyes and a sense of 
  quiet command. His black hair has receded and 
  what remains is oiled back. He possesses a gun but 
  rarely carries it. 
  He is in charge of the strange case of the missing 
  linguist and, at the instruction of Lord Gilbert 
  Soames, has reluctantly allowed the amateur 
  sleuths on the case.
  Edith Blavatski
  The landlady at Coptic Street. She witnessed the 
  meeting between Soames and Fielding and alerts 
  the police when she suspects a break in. 
  Margaret (Peggy) Lawson
  A researcher at the British museum. An archivist 
  and archaeological illustrator. Age 27. An academic 
  woman with curly hair and glasses. She has a 
  talkative nature and an air of independence.
   
  Jose Padilla
  A researcher at the British Museum who studies 
  Mesoamerican culture and comparative studies.
  Julian Charles
  A researcher at the British Museum who studies 
  the history and customs of Mesoamerican cultures. 
  Age 35. A tall slender man with a balding head. He 
  is of a gentle academic disposition. He finds the 
  whole matter shocking as he abhors violence. He 
  Other Cast Members
  never got on with Soames, considering him to be 
  arrogant and not part of the team. Charles likes 
  methodology and disagreed with Soames taking the 
  Iztaia home. 
  Gwen Treavers
  A curator at The Pitt Rivers Museum in Oxford. 
  She has a profound knowledge of ancient rites but 
  until recently doubted their effectiveness, merely 
  regarding them as deeply rooted superstition. 
  She is a vital resource for the investigators once 
  Fielding is dead.
  Edgar Braintree
  Owner of the Sly Fox Club and Coffee Shop. 
  Braintree is a good businessman but has his fingers 
  in various illegal operations, holding goods for 
  others within his warehouse and claiming high rent 
  and protection money, from his various tenants. He 
  is powerful, respected, but not well liked. 
  Braintree has run the Club for the last twelve 
  years. 
  Stephen Tennant
  The son of Edward Tennant,1st Duke of Glenconner. 
  He has a bottomless pit of money and spends his 
  time planning and having parties. He has a distinct 
  moral compass which is not guided by social 
  etiquette but as yet has not got involved in any 
  occult matters.
  Madelaine Barrett
  Madelaine, the sister of Lloyd, is a timid 
  woman more at home with her nose in a book 
  than in the company of others.
  Madelaine acquired a post at a girl’s school 
  but is on leave. She is fascinated by the recent 
  history of Europe, especially related to the 
  fall of the Ottoman Empire and its lead to the 
  Russian and Great Wars.
  The experiences of Fenworthy have shaken her 
  out of her timid state a little. She is unnerved 
  by her new knowledge but also empowered.
  
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  CHAPTER ONE
  THE COPTIC STREET CASE
  How things stand when the investigators get 
  involved.
  • 
  Tristram Soames is currently missing. He has 
  transformed into a Were-Jaguar and ripped 
  apart a tramp, feeding on the body before 
  disappearing into the hidden haunts of London. 
  The tramp’s body lies undiscovered. 
  • 
  Basil Prenderville is confident that his dark 
  Master, Texcatlipoca will bring Soames to him 
  so he can issue instructions. In the meantime 
  he continues to plead his innocence to the 
  police.
  • 
  Layton Fielding is staying in Bloomsbury Park 
  Hotel. He spoke with Prenderville about 
  Soames, unaware of Prenderville’s involvement.
  • 
  The Police are treating the Coptic Street 
  apartment as a crime scene and have 
  interviewed Fielding over his meeting with 
  Soames but have no reason to keep him 
  in custody. They have left the apartment 
  undisturbed until the investigators search it. 
  GETTING THE INVESTIGATORS 
  INVOLVED
  David Farrington received a telegram from Lord 
  Gilbert Soames
  TRISTRAM MISSING STOP ATTEND HOLBORN 
  STATION URGENT STOP FIND MY SON G.SOAMES 
  (LORD)
  The investigators are called to Holborn Police 
  Station discovered by Inspector William Marwell.
  Once at the station, Marwell outlines what he 
  knows about the case so far. 
  HOLBORN POLICE STATION
  Holborn police station is a mere ten minutes from 
  the British Museum and fifteen minutes from Coptic 
  Street.  
  Inspector William Marwell is aged 48, a 
  heavy set man with an over-fed face, but 
  keen intelligent eyes and a sense of quiet 
  command. His black hair has receded and 
  what remains is oiled against his scalp. 
  The GM should read out the first paragraph and let 
  the investigators discover the remaining details 
  through questioning the Inspector. 
  In any event, the investigators should finish this 
  conversation wanting to investigate Soames’ 
  apartment and also meet Professor Fielding.
  “	I		find	this	all	rather	odd	that	Lord	Soames	
  has called you in but I gather you have some 
  expertise with this kind of thing. Technically 
  we have nothing more than a missing artefact 
  belonging to the museum whose value could 
  only be academic, and the scene of an 
  altercation. It doesn’t amount to much in the 
  annals of crime. 
  The	boffin	who	rented	the	apartment	is	one	
  Tristram Soames, the son of Lord Gilbert 
  Soames, so it’s a priority case.”
  T h e  M a l l
  P i c c a d i l l y
  R e g e n t  S t r e e t
  St James’s 
  Park
  Green 
  Park
  W a t e r l o o  R o a d
  Charing Cross Road
  T H E  R I V E R  T H A M E S
  i
  j
  k
  f
  Oxford Street
  Tottenham Court Road
  T h e   S t r a n d
  Fleet Street
  H o l b o r n
  British Museum
  University of London
  Bloomsbury Park hotel
  Holborn Police Station
  Sly Fox Club
  House of Parliament
  Buckingham Palace
  Westminster Abbey
  St Paul’s Cathedral
  St James’s Palace
  Smithfeld Market
  Government Buildings
  Somerset House
  St Bartholemew’s Hospital
  a
  b
  c
  d
  e
  f
  g
  h
  i
  j
  k
  l
  n
  a ........
  b ........
  c ........
  d ........
  e ........
  f .........
  g ........
  h ........
  i .........
  j .........
  k ........
  l .........
  m .......
  n ........
  Embankment
  g
  h
  GAME MASTER’S MAP
  This is an edited map to give a sense of locations 
  relative to each other. More detailed maps 
  including a map showing pertinent underground 
  stations appears in the appendix. 
  a  
  British Museum
  b  
  The University of London
  c  
  Bloomsbury Park Hotel
  d  
  Holborn Police Station
  e  
  The Sly Fox Club
  f  
  Coptic Street Apartments
  g  
  Somerset House
  h  
  The National Gallery & Trafalgar Square
  i  
  The Royal Academy of Art
  j  
  Middlesex Hospital
  k  
  Charing Cross Station
  Jinx Farrington and Cybil Danvers know Tristram 
  Soames attended a London Party a while back at 
  The Sly Fox. A small black haired man of weak 
  disposition, he appeared nervous and out of his 
  depth.
  Evidence in the apartment
  “There was no sign of anyone entering the 
  apartment other than Soames himself and 
  his guest, Fielding. The broken study window 
  would be almost impossible to get to from 
  outside	as	it’s	on	an	upper	floor.	We	have	
  obviously searched his apartment, found 
  nothing but a broken window and a pool of 
  blood. According to our man, the amount of 
  blood	signified	a	lethal	wound,	so	we	may	
  have a murder, though no body.”
  At this point give the players a player’s map of 
  the area.
  The Artefact
  “The artefact that went missing was some 
  kind of stone that Soames had taken back to 
  the	flat	to	study.”
  Professor Fielding
  “Earlier today we had a nice chat with a 
  Professor Fielding. He visited Soames on 
  the night of the disappearance. He seems a 
  decent fellow. Anyway, he’s an Oxford man 
  so he’s staying overnight in the Bloomsbury 
  Park Hotel just round the corner before 
  heading back tomorrow. 
  He says he visited Soames that evening to 
  discuss something to do with the artefacts 
  that Soames was looking at and they got into 
  a row. This has been corroborated by the 
  landlady, a Mrs. Blavatski, who lives in the 
  ground	floor	flat.
  Fielding has been a Professor at Oxford in 
  Non European Ancient Languages for the last 
  fifteen	years	and	is	also	one	of	the	governors	
  of the Pitt Rivers Museum. He is one of the 
  lead experts in hieroglyphics in the country.”
  Chapter One: The Police Station
  
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  The investigators may use Persuade checks to 
  convince Fielding to speak with them. If the 
  players provide a reasonable ploy to ask Fielding 
  questions then this should be allowed. Otherwise if 
  they insist then he gets angry and threatens to tell 
  the authorities. 
  A psychology check determines Fielding is hiding 
  a degree of stress and anxiety under a veneer 
  of quiet dignity. Once convinced he invites the 
  investigators in:
  “ I apologize for not being able to provide you 
  with any drinks apart from this rather nasty 
  scotch and some water, though I could call for 
  something to be brought up?”
  Fielding recounts to the investigators what he told 
  the police.
  His relationship with Soames
  “Tristram was my student a few years ago. 
  He’s a bright young man, an excellent linguist 
  and translator. He studied ancient non-
  European language, especially the Nahuatl* 
  language of the Aztecs. 
  I hadn’t seen him since, apart from the other 
  evening, not to speak with anyway. I had seen 
  him at the odd conference but we spoke for 
  the	first	time	at	a	lecture	in	Cuneiform	script	
  given by Professor Francois Delvaux who was 
  over from Paris. 
  Soames was very excited about the prospect of 
  the Honduras shipment. ”  
  On the Events at Coptic Street
  “Soames had been in touch with me by 
  telegram the day before. He seemed eager to 
  show me an artefact he’d brought from the 
  Museum. It was an Iztaia, a stone heart if you 
  will, used for ceremonial practices among the 
  ancient Aztec and Inca nations. Taking the 
  Iztaia out was strictly against the policy of the 
  museum but he assured me he had Professor 
  Prenderville’s blessing, which I found most 
  dubious. It must still be in Soames’ apartment.
  He spoke for some time with a disturbing 
  passion	about	the	find.	Although	I	had	not	
  had a chance to see an Iztaia before, I found 
  it somewhat unremarkable apart from the 
  unusual markings, some obscure hieroglyphics 
  I couldn’t immediately recognize. 
  After	he’d	finished	I	merely	passed	comment	
  that it would be wiser that he study it under 
  proper conditions at the museum and he 
  became frantic, accusing me of professional 
  jealousy. He ordered me out in a most 
  alarming manner and I left with some haste. It 
  is a tragedy to see such a good mind fall into 
  such madness.
  I went to the museum see Prenderville about 
  it but he seemed complacent about the whole 
  thing, merely saying he’d have words with the 
  young man. 
  I	had	a	quick	glance	round	the	rest	of	the	finds	
  but sensed I was not wanted there. It was all 
  rather odd. I get the sense that there’s an air 
  of secrecy about the whole thing, as though 
  they’re	scared	of	their	finds	being	poached.	
  Soon afterwards I was picked up by the police 
  and invited back to the station.”
  On the Artefacts
  “I believe them to have originated from 
  the Ciudad Pálido, The Pale City, found in 
  the jungles of Honduras. This discovery will 
  open up a whole new aspect of the ancient 
  Mesoamerican cultures. I haven’t seen an 
  itinerary	of	the	finds	delivered	to	the	Museum	
  so I can’t comment, But both Clayton and 
  Soames seem most excited.”
  The Landlady
  “His landlady said Soames was a pleasant and 
  polite man. She described him as “Shy and 
  dignified.””	
  British Museum
  “If you want to go to the British Museum 
  ask for Professor Basil Prenderville in the 
  Mesoamerican section, I’ll sort you out with 
  a note from me to show you’re working with 
  the police.”
  Where Next?
  The investigators could do the following:
  • 
  Visit Layton Fielding at the Bloomsbury Park 
  Hotel.
  • 
  Visit the flat at Coptic Street.
  • 
  Visit Basil Clayton at the museum.
  Chapter one: Layton Fielding
  Holborn Police Station
  SPEAKING TO LAYTON FIELDING
  Layton Fielding has taken a room at Bloomsbury 
  Park Hotel just round the corner from the British 
  Museum. The desk clerk sends a bell boy up to 
  Fielding’s room. Within minutes the bell boy 
  escorts the investigators up to Fielding’s room.
  Fielding is a thin wiry man with a natural frown 
  giving him a constant appearance of concern. 
  His hair is white but his skin tanned suggested 
  long periods out doors. 
  When he opens the door, Fielding is suspicious, 
  wanting to know who the investigators are.
  “Look, it’s been a tiring day and I’m exhausted. 
  What do you want?”
  *Pronounced, nar-watl
  
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  He descends into a dull mantra;
  “xitlachia ocachine in ompa texcatlipoca”
  (See-tla-chia oca-chine in ompa tex-cat-li-poca)
  This means “Look beyond the smoking mirror” in 
  ancient Aztec. A character needs to remember the 
  phrase to get it translated.
  Watching Fielding descend into madness calls for a 
  Stability check unless the character is a soldier or a 
  in the medical profession: Power x 5% or 0/1d4
  THE COPTIC STREET FLAT
  Flagstone pavements line both sides of 
  the narrow lane of old Georgian buildings. 
  The main thoroughfare consists of uneven 
  cobbles. The buildings themselves are 
  accessed with short steps leading up to 
  the doorways and, to the side of these, 
  further steps lead down into dank hollows in 
  permanent shadow, smelling vaguely of stale 
  water where cellars can be accessed. 
  Tristram Soames occupies the middle floor of 
  Number 32, Coptic Street with his landlady Edith 
  Blavatski, living by herself in the flat beneath.
  Mrs. Blavatski is a widow in her 60’s. She is of small 
  stature and a serious yet concerned demeanor. 
  After being assured the investigators are from 
  the police she lets them in and will recount her 
  knowledge of events. Her voice is sharp with a 
  vague London accent. 
   
   
  The Account of Edith Blavatski
  “I was settling down after tidying up, you 
  see I had friends round, and I was just about 
  to do some knitting when there was a knock 
  at the door. I went to see who it was at this 
  hour and there was this respectable looking 
  gentleman calling hi’self Mr. Fielding who 
  asked to see Mr. Soames. I thought it was 
  queer for Mr. Soames to have a caller at that 
  hour as he was a private man and I’d never 
  known him to have guests before at any 
  hour. 
  I let Mr. Soames know he had a guest and 
  went back in to tidy up.
  It was shortly after that, that there was 
  some shoutin’ and Mr. Soames kicked his 
  guest out in no uncertain terms. I heard the 
  front door go then that was it!”
  Further information can only be elicited through 
  questions from the investigators. 
  If asked about the nature of the Iztaia  
  “I don’t see how this is relevant, it’s an 
  ancient artefact used in the ceremonies of the 
  Aztecs.”  
  If they persist with this line of questions he breaks 
  and angrily states,
  “I told him it was dangerous. I told him not 
  to even look at it. It needs to go back to the 
  museum before something dreadful happens!
  That stone needs placing under lock and key 
  at the museum. God what was Prenderville 
  thinking!”
   
  He becomes noticeably unstable, shaking and 
  taking shallow breaths, beginning to pace round 
  the room. 
  It is also obvious he is unaware that the stone is 
  now missing.
  If Fielding is Informed the Iztaia is 
  missing
  Fielding becomes stupefied, with a dull madness,
  “My dear friends, if that thing gets into the 
  wrong hands, it will start again. You know why 
  those Empires died out! It had nothing to do 
  with Cortés. Oh, yes he was an utter monster 
  who did for many of them, but by then it was 
  already a blood bath. The Spanish were late to 
  the party. Blood was already running through 
  the streets of that abysmal hell. The promised 
  gold was drowning in gore. The largest city in 
  the	world	destroyed	itself	under	the	sacrificial	
  knife and descended into a cannibal frenzy 
  that even Dante could not envisage. And you 
  think we’re safe? You think for one moment 
  that this decadent little Empirical stagnation 
  of a city is safe? Look on this great city and 
  despair for soon the blood will run once more 
  and London shall descend into Hell.” 
  With this he plainly loses his reason.
  Chapter One: Coptic Street
  Back yard
  Kitchen
  Dining Room
  Bed Room
  W.C.
  Bed Room
  Study
  W.C.
  Bathroom 
  Upper Floor
  Ground Floor
  Back yard
  Kitchen
  Dining Room
  Bed Room
  W.C.
  Bed Room
  Study
  W.C.
  Bathroom 
  Upper Floor
  Ground Floor
  The Ground and Upper floors of Coptic 
  Street
  
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  About the time
  “I knew it had just gone eight as me granny clock 
  had just chimed.”
  The Visitor
  “He was well groomed in a homburg and raincoat 
  over a tweed suit. He spoke like an educated man 
  but I’d never seen ‘im before.”
  What was the argument about?
  “I never caught what Mr. Soames had said but 
  Mr. Fielding had said something about him 
  reconsidering something and that whatever he 
  was doing needed to be in the Museum.”
  Did she hear anything else?
  “ Well, I was a little shaken up, see, as I’ve never 
  heard such a thing, apart from a previous lodger 
  who had a tendency, if you see what I mean, so I 
  took a snifter of the medicinal and went to bed.”
  Finding the scene
  “I started my day as always at 6.30 and needed 
  to go into the backyard to do the jakes and get 
  the ashes out. I noticed glass all over the yard 
  and saw Mr. Soames’ window was smashed. I 
  went upstairs, but found ‘is lodgings empty. It 
  was when I saw the blood that I called the police 
  from Mr. Godwins who has a phone.” 
  The Godwins. 12 Coptic Street
  If asked, Mr. Godwin confirms it to be 7.10am when 
  Edith phoned the police. They say she was in an 
  agitated state. Percy Godwin escorted her back to 
  the apartment where he considered the stain to be 
  fresh blood.
   
  SOAME’S STUDY
  As you look into the study you are caught 
  by the smell of London air. The room is well 
  decorated with prints on sage green walls with 
  a fireplace opposite the door. 
  The study looks well organised but one of the 
  chairs has toppled over and there is a rich 
  dark brown stain over a large expanse of the 
  floor rug.  
  East Wall
  The Book Case
  The door to the room swings against a book case. 
  The case has four shelves and contains books on:
  •	
  Deciphering Egyptian hieroglyphics.
  •	
  Deciphering Mesoamerican hieroglyphics. 
  This will be vital for deciphering the codex’s
  •	
  Central American conquests the Spanish and 
  Portuguese in the 17th Century.
  •	
  The gods of the Aztecs and Inca Civilizations.  
  Vital for realizing that Quetzalcoatl and 
  Texcatlipoca are enemies
  •	
  Dictionary of Latin to English.
  •	
  Three bound volumes of catalogues of the 
  British Museum collection of artefacts from 
  the Americas. 
  Among the listings are; 
  Dr. John Dee’s mirror 
  The Aztec calender 
  The feathered serpent statue of Quetzalcoatl 
  The statue of Mictlantecuhtli, the god of death 
  The statue of Xochipilli the god of spring 
  The statue of Xipe Totec, the flayed god. 
  The Florentine Codex of Bernadino Sahagan 
  (1540) Victorian transcription 
  Codex Magliabechiano. 15th Century 
  Codex Ixtlilxochitl. 15th Century
  • 
  The Trade Routes And The Great Era Of Piracy. 
  • 
  Ancient Cults And Practices In Mesoamerica.
  Chapter One: Coptic Street
  
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  Soames’ Study
  Broken Window
  About 10 feet x 22 feet
  Mezzotint
  Desk
  Book 
  Case
  Sofa
  Side
  Table
  Fire 
  Place
  Dried 
  Stain
  Print
  Print
  The Desk
  The desk has a leather rectangular sheet set 
  into a depression. This has a few ink stains on 
  it. The desk looks like it was once an expensive 
  affair but is now scuffed and ill kept. There are 
  a few spots of blood on the desk top. 
  On the desk is:
  • 
  A sheaf of papers held in place by a small black 
  obsidian skull. These are receipts and formal 
  letters from his bank and family accountant. 
  • 
  The Accountant’s letter: 
  Dear Mr. Soames
  It is of the utmost urgency that you contact 
  our office to organise an appointment. 
  There are pertinent matters concerning your 
  affairs, which, if left untended will have 
  increasingly dire consequences. I will leave 
  this matter with you but will expect your 
  response within by 12th December. 
  Yours sincerely. Aggerton Warwick 
  • 
  A note book with a silk marker ribbon and an 
  ornate propelling pencil holding a page half 
  open. This contains the notes and translations 
  Soames was working on.  
  The last entry is entitled, Honduras Iztaia and 
  beings  
  “...a rare derivation of standard Nahuatl. 
  They are carved on a heart shaped obsidian 
  stone of polished grey and mottled brown 
  colour...” 
   
  This book, combined with the book on 
  the bookshelf, Deciphering Mesoamerican 
  Hieroglyphics, will enable a character to use 
  one of the spells to summon Quetzalcoatl or 
  use the stone calendar to reverse time. 
  • 
  A box measuring 10 inches by 8 inches and 
  when shut, 6 inches deep. It is open and 
  lined in cotton padded white cloth. The wood 
  is unstained pine with brass fittings and no 
  decoration. The lid has a leather carrying 
  handle riveted onto the top with brass fittings. 
  Tied to the leather handle is a label with the 
  number 13a - 020823-Hab1037 scribbled on 
  the reverse is “for the attention of Soames.  
  The box is empty and left open.
  There are two drawers in the desk. One is filled 
  with stationary, the other has a selection of writing 
  and drawing equipment, a sheaf of bound letters 
  and a small suede bound book tied shut by a 
  leather tie.
  This is Soames’s diary. The most recent entries 
  of the diary can be found on page 23 and in the 
  handouts at the back of the book.
  The letters are from: 
  • 
  Other academics from across Europe and 
  America concerning the study of Mesoamerican 
  culture, writing and folklore. Most concern 
  discussions on developments in language and 
  variations by region. One letter looks at how 
  language informs trade routes throughout the 
  Southern American countries and the impact of 
  Mexica as a nation.   
  • 
  Members of his family, his mother sometimes 
  his sister. None of these show signs of anything 
  sinister, apart from a tendency to ‘mother’ 
  Tristram.
  • 
  Letters and memos from the British Museum 
  and various other collections including the Pitt 
  Rivers concerning artefacts. In among these 
  is a newspaper cutting  entitled, Dee’s Mirror 
  and the Death Cults of the Aztecs which details 
  the origins of the mirror and indulges in lurid 
  descriptions of Aztec ritual, but adds no new 
  information.
  The mezzotint: The Ruin
  Towards the south of the room is a large gilt 
  framed mezzotint of an idyllic ruin still half 
  embedded in the sweeping sands of the desert. 
  Three figures on camels stand nearby to give the 
  vast structures scale. 
  Chapter One: Coptic Street
  
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  The South Wall
  The Sofa
  A velvet padded sofa is in a worn but still 
  acceptable state. It is draped with a silk shift 
  decorated in a paisley pattern and two tapestried 
  cushions.
  The South Print: Cleopatra
  On the wall behind the sofa is a colour print of a 
  semi-clad woman looking like Cleopatra on a chaise 
  with servants wafting ostrich feather fans.
  The Side Table
  The side table in the south west corner is an 
  antique and slender legged. A lace doyle protects 
  the polished table top from a large vase containing 
  dried flowers. 
  Under the table is a paper knife with traces of 
  blood on it. It was used by Soames to rip his chest 
  open.
  The West Wall
  The Fireplace
  The fireplace is basic and small with a cast iron 
  grate. The fireplace has not been swept and is 
  cold. In the back of the fireplace is a fragment of 
  an invitation card, but it’s identity is impossible 
  to fathom. The fire surround and lintel is in black 
  granite, the mantel piece has on it:
  • 
  A photograph of a woman in her twenties sitting 
  on a bench with a flowering shrub behind her. 
  She is shaded by a parasol and wears expensive 
  clothing including a sun hat. The frame is in 
  art deco pewter. The photo is mounted on card 
  with the address of the photographer on it; 
  Barrington Posner, 231 High St Esher, Surrey. 
  Photographer. In pencil is the name Catherine. 
  • 
  A stone carved statue of a cat. It is a genuine 
  relic from Egypt. Under this is an invitation 
  card for a party at the Sly Fox for the 31st 
  August. The address is, 
  • 
  A fair copy of the bust of Nefertiti in painted 
  wood. Underneath are the initials T.S.
  North West Painting: The Tesseract
  The painting shows a stepped temple in the midst 
  of the jungle. It is poorly executed in muted 
  colours and obvious brush strokes. On close 
  inspection it appears to have been patined directly 
  onto rough wood. If removed from the frame it 
  is seen to be some wood from a packing case and 
  scrawled on the back is written in pencil:
  “Ithiqa from the camp. Bennings”
  The North Wall
  The southern print: The Pyramids
  This is a slightly stained print of pyramids with 
  palm trees nearby.
  The Window
  The sash window has been smashed. 
  Clues: 
  • 
  The spars of wood from the frame protrude 
  outward from the room. 
  • 
  The location of the breakage indicates that 
  something large forcibly exited the room 
  through the shut window. 
  • 
  There is only a small amount of glass is in the 
  room. There is none outside. (Mrs. Blavatski 
  swept up the yard.)
  The Carpet
  The rug on the floor covers all but the outer edges 
  of the room where the dark wood floorboards are 
  visible. In the middle of the rug covering an area of 
  roughly four feet in diameter is a dark brown stain, 
  now dry. Close inspection shows that it is recent as 
  particles of dirt are also covered in the stain and 
  there is no sign of further dirt on top of it. 
  This is human blood.
  The Diary of Tristram Soames
  Wednesday 8th August 1923
  Basil took me aside at the Thoreaux Cuneiform lecture today. May be something   
  to change my fortune. I don’t believe I have ever seen him so excited. 
  Saw Fielding briefly. 
  Saturday 11th August
  Invited by Monica to the Sly Fox yesterday. Dame Fortune is smiling on me. Not 
  only has word spread of the find in Honduras but I have gained entry into the 
  inner sanctum of the few. I believe the discovery of the city may be what Basil 
  was on about. If so then he will have need of my services. 
  Tuesday 14th August. 
  Almost fell foul of the gay old time on Saturday at the Fox which turned into 
  Sunday! Time really didn’t matter. It was all one great and glorious pantomime 
  with everyone being deliciously NOT themselves. The music was not to my taste 
  but by the end of the do I had become a convert to that demon they call jazz! 
  An American band no less! What next but dancing wildly with abandon...I would 
  advocate wild dancing and copious alcohol as the cure for all depressions. It was 
  one great perfumed feast, a sophisticate’s orgy of desires fulfilled. I’m afraid I 
  bowed out by the early hours while it was still dark and for the first time in my 
  life was still awake to see the dawn! Sunday was written off. 
  So to work on Monday, still staggering and barely able. But God it was worth it! 
  My thoughts keep lingering  on that fox, Jinx Farrington. She has those eyes one
  could get lost in. She was a Femme Fatale, a smile and you will be hers and 
  when she has dallied with you she will discard you like yesterday’s news. But I 
  can’t get rid of her divine face. 
  It was announced. 
  A consignment was on its way from Southampton of certain artefacts from 
  Honduras, likely to originate from an outpost of the Waztec Empire. I am in 
  charge of recording any glyphs and deciphering, where that is possible. I am 
  hoping it won’t be. How glorious to discover a whole new language!
  Thursday 16th August
  There was a delay in the arrival of the shipment. I spent my time boning up on 
  the existing translations of that region. Their gods leave much to be desired. 
  What savage and terrifying times they must have lived in with blood sacrifices 
  and the enemy warriors being ceremonially flayed alive...they considered that 
  Chapter One: Soames’ Diary
  
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  an honour! And to top it all the priest would then wear the skin of the poor 
  victim. At least the Jesuits only eat wafers of bread to represent the flesh of 
  God. 
  Sunday 18th August
  I found out this weekend that Jinx Farrington has been taken off somewhere by 
  her brother, to cure her of her ways so I understand. I feel somehow depressed 
  by this. She will be forever my unreachable ideal of dangerous womanhood. 
  It appears as though one of the crates has been mislaid! Basil is furious and 
  spent the last couple of days in a thunderous mood. 
  We are not to touch the other crates until Basil has opened them in front of Lord 
  Hutchens and the Board of the museum. That is to take place on Wednesday this 
  week. More delays. 
  Saturday 24th August
  I have given up all hope. Been invited to a bash at the Fox but Jinx will not be 
  there and almost feel like not going. Still connections with the “in crowd” are 
  hard to come by and I shan’t be asked again unless I make a show. 
  On the other front, I have been given access to see the finds, but it is all 
  very mum. Apparently there’s international interest. Apparently the find is a 
  complete city, the City of the Monkey God no less. I saw the photographs which 
  came with the records. The jungle had not treated these finds kindly but my 
  god! These will change everything. And I am there beating the new path! That 
  image of the primitive God will be the new image of the Mesoamerican world. 
  There is something quite terrifying about it. Those who bowed before it must 
  truly have lived in daily fear!
  THE BRITISH MUSEUM
  The British Museum is a vast rambling edifice 
  dating back to the mid 18th century. The building 
  also houses the great British Library. Within 
  the museum’s many vast halls lie the gathered 
  artefacts from ancient civilizations who, for a brief 
  moment, had their time of glory. Many had great 
  spiritual significance when first created. 
  Of greatest importance are the famed Elgin 
  Marbles, the huge Egyptian and Sumerian rooms 
  with their many massive granite carvings of the 
  stoic and austere ancient gods, and the Rosetta 
  Stone, which was key to breaking the code of the 
  hieroglyphics. 
  The Mesoamerican section is in the north eastern 
  section of the upper floor. The research area for 
  the Aztec nations is in the central section of the 
  east wing in the cellars. 
  The Investigators Go To The Museum
  The investigators first approach a desk clerk at the 
  museum. If they say they are on police business 
  and mention Marwell, the clerk escorts them to 
  wherever they want to go, though they are still 
  accompanied if they ask to visit certain areas. If 
  they want to look round the main museum they are 
  free to do so. 
  The three pertinent areas in the museum are: 
  a) The Library, whose protected section contains 
  occult and dangerous texts. 
  b) The America Room on the upper floor containing 
  Mesoamerican artefacts. (Page 27)
  c) The Mesoamerican research department where 
  Soames worked. (Page 30)
  Chapter One: The British Museum
  REPORTING TO THE POLICE
  Following the visits to Fielding or the apartment, 
  the investigators may wish to return to Holborn 
  Police Station to discuss their finds. 
  Here they are given an added piece of information. 
  At any point they contact the police, this new 
  piece of evidence will be mentioned.
  The Tramps Body
  A tramp’s body is found half a mile from Soames’ 
  flat. 
  Marwell describes it:
  “Not a pretty sight, looks like someone 
  slashed the poor bugger to pieces. Doc’ says 
  there’s bits missing.”
  If the investigators wish to see for themselves, 
  there is a  Stability Check: Power x 4% or  1/d6+1
  Army or medical veterans suffer no loss. Any 
  investigators studying the corpse could use an 
  Alertness check. 
  Those who fail just see a mashed up body, the 
  face has been left untouched with most of the 
  attacks on the arms and stomach.
  If they succeed the Alertness check, it looks as 
  though it has been torn apart by a slashing weapon 
  in a series of parallel rakes. The assumption could 
  be that this was caused by a powerful creature and 
  these are claw marks. The arm damage indicates 
  he was attacked from the front and was trying to 
  defend himself. The missing pieces indicate that 
  the body is partially eaten. 
  Marwell says he has sent word for the police to 
  be on the alert around the area for any further 
  evidence of a creature while he is checking regents 
  Park Zoo for any escaped animals. 
  
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  America Room
  A
  B
  C
  D
  North
  E
  THE AMERICAN ROOM
  The American room is in the north corner of 
  the upper floor adjacent to the Assyrian room 
  and the north east staircase. It is divided 
  between Native American and Mesoamerican 
  artefacts.
  The sculptures in the America Room are 
  vital to the plot. If the investigators wish to 
  summon Quetzalcoatl or use the Reverse Time 
  to solve the crisis, these sculptures become 
  vital components as spells need to be cast 
  before them. If they attempt to summon 
  Huitzilopochtli, they will rouse an even more 
  terrifying god than Texcatlipoca.
  A Obsidian Mirror.
  Origin: Aztec 
  Date: 15th Century 
  Description: 10” x 11” x 1/2” owned 
  by Dr. John Dee, mathematician and 
  occult philosopher. Dr. Dee used the 
  stone mirror as a divination device to 
  contact spirits. The mirror originated 
  from a shipment of a Spanish trader 
  and had been a relic of the Aztec god, 
  Texcatlipoca, whose name means 
  “Smoking Mirror.” 
  Next to this is a further card reading: 
  “Exhibit temporarily unavailable”
  Chapter One: The America Room
  B Quetzalcoatl (Keh-tzal-coh-atl)
  Origin: Aztec
  Date: Unknown
  Description: 52” x 48” x 18” 
  Donated to the museum in 1876 
  from the private collection of 
  H. D. Dunbarton esq. Carved 
  in Volcanic Rock. The rain god 
  Quetzalquatl, known as the 
  Morning Star. Believed to be a 
  sky god and bringer of wind, 
  rain and learning. Initially an 
  agriculture god but later a war 
  god. Quetzalcoatl was the mortal 
  enemy of Texcatlipoca, the dark 
  god of the earth, night and death.
   
  C The Tonalpohualli(Ton-al-poe-hoo-alli)
  Origin: Aztec
  Date: 14th Century
  Description: 36” x 40” x 10” Carved 
  in	volcanic	stone.	A	fine	example	of	
  an Aztec calender. The inner circle 
  represents Cuezaltzin (Coo-ez-alt-zin), 
  meaning	‘flame’	and	representing	time.	
  The two mid sections form a spoked 
  wheel	with	an	outer	rim	filled	with	
  symbols representing days. The Aztecs 
  followed a 260 day calendar divided 
  into 20 periods of 13 days.
   
  
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  D Huitzilopochtli (Wit-sillo-posh-tli)
  Origin: Aztec
  Date: 15th Century
  Description: 30” x 15” x8” Carved in 
  volcanic stone. “The Humming Bird”, 
  the god of the sun and war, the god 
  of rulership and gold. The brother of 
  Quetzalcoatl, Texcatlipoca and Xipe 
  Totec. This god was worshipped through 
  human	sacrifice	of	the	most	brutal	nature	
  including	flaying,	dismemberment	and	
  drinking of blood.
  E Transformation Mask 
  Origin: Aztec 
  Date: 16th century 
  Description: 28” x 8” x 4” carved in 
  volcanic stone. This transformation mask is 
  believed to be a representation of a Priest 
  of Texcatlipoca transforming into the patron 
  creature, the Jaguar. This was induced in 
  the priest through meditation and the use of 
  intoxicants.
  Chapter One: The Research Department
  Ofce
  Basil Prenderville’s
  Ofce
  Locked
  safe room
  Viewing Room
  Research and Recording
  Julian Charles’
  Desk
  Peggy Lorimer’s
  Desk 
  Tristram Soames’
  Desk
  Jose Padilla’s
  Desk
  The Monkey God
  Statue 
  A
  B
  C
  D
  
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  A
  “This is Mictlantecuhtli (Meekt-lahn-
  te-koot-ly) god of death and the 
  underworld. Impressive isn’t he. This one 
  dates back to the 1400s and is virtually 
  intact. Like most gods of the dead, he’s 
  in charge of all things to do with the 
  eventual destination of our souls. We all 
  meet him eventually, don’t we? He rules 
  Mictlan, the nine layered underworld.”
  THE RESEARCH DEPARTMENT
  Eventually the investigators go to the 
  Mesoamerican research area. They have supervised 
  access to the two main rooms here and may 
  question the researchers, though unless otherwise 
  organised, the questioning takes place under the 
  eye of fellow researchers.
   
  You are escorted through a number of glass 
  panelled doors marked “private” then led 
  down a stone stairway into the cellars of the 
  museum. At the bottom of the stairs, a long 
  broad corridor heads off to the north and 
  south, lit by low powered lights. Finally you 
  approach a glass pained door with the label
  “Mesoamerican Studies” 
  The Viewing Room
  You look over a dimly lit stone lined room. 
  It is markedly cold here. There are two 
  broad pillars equally spaced in the room and 
  various plinths and tables round the edge. 
  Double doors lead to other rooms. 
  The plinths have impressive statues on them 
  originating from the ancient Aztec era.
  The investigators are introduced to Basil 
  Prenderville in the Viewing Room.
  He is a slender man in his 50s with balding 
  grey hair and thick black eye brows. He has 
  an air of authority about him that indicates he 
  does not take fools gladly.
  Prenderville greets the investigators and appears 
  more interested in showing the guests round the 
  viewing room than discussing his missing colleague.
  If they ask to see further into the research area 
  he cautiously allows it. First, he eagerly shows the 
  investigators the sculptures in the Viewing room. 
   
  Chapter One: The Research Department
  B
  “Moving on, I know this one looks just 
  nasty but he is anything but. This is 
  Xochipilli (So-Chee-Pilli), god of the spring 
  and	the	flowers	would	you	believe.	I	know	
  the mask is a little disconcerting, but he’s 
  a bit like any god of nature in western 
  culture, quite a nice fellow really. This 
  one is from the early 1500s, quite a late 
  figure.”
  C
  “Now this is our pride and joy. Ladies 
  and gentlemen, let me introduce you 
  to the god of the sky and the earth, 
  Texcatlipoca (Tez-cah-tlee-poh-ka). 
  This has just come in with the Honduras 
  consignment and shows a remarkable 
  variant to his usual form. In fact the 
  archaeologists thought this was a monkey 
  god,	but	this	is	in	fact	the	modified	
  face	of	the	jaguar,	which	typifies	this	
  remarkable fellow. Notice the strange 
  cavity in the rib cage. We think this is 
  where the priests placed the freshly 
  plucked	hearts	from	the	sacrificial	
  victims. Don’t worry though, they were 
  treated like gods for a year before going 
  under the knife.” 
  
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  D
  “I	reserve	the	most	gruesome	till	last.	The	sacrifices	to	Texcatlipoca	were	treated	
  like	the	very	gods	before	they	were	killed,	but	the	sacrifices	to	Xipe	Totec	(Shee-peh	
  Toh-tek)	had	no	such	luck.	They	were	flayed	alive.	This	is	all	rather	gruesome	for	an	
  agricultural god more concerned with wheat and maize crops but this is why we are 
  seeking to understand their culture.”
  Allow the players to make a psychology check. They may notice he gives special attention to 
  Texcatlipoca. It may be merely because the sculpture is new, but he seems to hold specific importance to 
  the find. 
  If Prenderville is asked about Soames
  “Of course we are all concerned by the 
  disappearance of Tristram, especially as 
  the police suggest there may be foul play. 
  Tristram seemed insistent on taking the 
  Iztaia home for study. He said he had certain 
  texts there that would help him. In fact I 
  have my own theory. It was an odd request 
  and one I would not usually grant, but he 
  seemed most adamant that he would work 
  better at home. I suggested he brought the 
  books here to work and he grew agitated. 
  It was with reserve that I granted his wish, 
  but	on	reflection	I	can	only	surmise	he	had	
  a buyer for the Iztaia and the deal went 
  wrong. I blame myself entirely.”
  If asked the last time he saw Soames
  “The last time I saw him was earlier in the 
  afternoon before he disappeared. He left 
  here about 4.30 that afternoon.”
  What Prenderville really knows
  Prenderville is feeding the investigators the 
  same story he fed the police. He guesses that 
  the power of the stone has transformed Soames 
  and is now waiting for a meeting so he can give 
  Soames the sacrificial dagger. He does not believe 
  his colleagues are aware of anything untoward. 
  The arrival of the investigators has confused and 
  infuriated him and he is on his guard. 
  The investigators might only detect a lie if they 
  specifically let the GM know they are looking out 
  for one. 
  THE MAIN RESEARCH ROOM
  This much larger room has shelves, book 
  cases and desks around it. It is obvious that 
  the	first	viewing	room	and	this	area	were	
  once a single chamber and the partition wall 
  was put in later. 
  To the south are two frosted glass panelled 
  doors and one solid wood door in the 
  middle. A woman in her twenties is drawing 
  a number of stone shards which are 
  displayed on a central table, while a man 
  of Spanish or Mexican origin is seated at a 
  desk to the east. He looks up but the woman 
  remains focused on her work. Through a 
  glass door to the rear of the room you can 
  make out another man at a desk. 
  “May I introduce you to Peggy Lawson, our 
  chief draftsman...”
  “ONLY draftsWOMAN...” She intervenes
  “...and Jose Padilla, in charge of 
  Cultural Studies in ancient Mesoamerican 
  civilizations. These are investigators trying 
  to	find	poor	Soames.”
  Peggy	immediately	says,	“I	hope	you	find	
  the idiot soon. If he’s not already dead, I’ll 
  finish	him	off!”	She	looks	up	and	smiles	at	
  the investigators. “Not incriminating myself 
  am I?”
  Prenderville asks:
   
  “So how can we be of assistance beyond 
  what I have already told you?”
  The investigators could do one of the following:
  • 
  Ask to speak to the other researchers.
  • 
  Ask to be shown around the main rooms.
  • 
  They may also ask to see where Tristram 
  worked. 
  Speaking To The Other Researchers
  Margaret (Peggy) Lawson
  Age 27. An academic woman with curly hair and 
  glasses. She has a talkative confidant nature giving 
  her an outspoken air.
  With Prenderville present, Peggy says:
  “I always considered Soames to be 
  somewhat of a dilettante amateur but he 
  came with good credentials from Oxford so I 
  let	that	pass.	He	just	didn’t	fit	in	that	well.	
  Not a sharer.
  The last time I saw him was when he came in 
  to chat with Basil about the Iztaia.”
  
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  If pushed for further information she says,
   
  “I made a quip the other day that he would 
  be spending the weekend at his father’s 
  stately pile and he said he was heading for a 
  party at somewhere called The Fox I believe, 
  but that was a while ago. Apart from that I 
  don’t believe he had a girl or many friends. 
  Perhaps they were all in Oxford.” 
  At this point she offers to make a drink and heads 
  into the west office.
   
  Jose Padilla
  Aged around 30. Jose has combed and oiled black 
  hair and a small moustache. He is dressed in shirt 
  sleeves, waist coat and bow tie. His Spanish accent 
  is slight.
  “My friends, I don’t know what I can add. 
  Tristram was a likeable chap, a little nervy 
  if you ask me, a bit innocent when it came 
  to matters of courting. I would say he was 
  destined to marry some pretty little thing 
  hand picked by his papa. 
  “One thing I did notice though, that after 
  the consignment arrived he became much 
  more energetic as if he’d found a new 
  passion. 
  “I don’t know whether it was these parties 
  or	the	Honduras	batch	that	had	fired	him	up.	
  But a few weeks ago he had been invited to 
  this party in Soho and couldn’t stop going 
  on about it. I asked him about this recently 
  and he changed the subject, so he may have 
  found the fast life a disappointment, I don’t 
  know.”
  The investigators may wish to speak to Julian 
  Charles. Charles has not left the west office.
  As they proceed to see Charles, Peggy Lawson 
  hands out cups of tea. As she hands out the cups 
  she gives one of the investigators a folded piece of 
  paper so no one else sees. Written on the paper is 
  this:
  Meet me at the Museum Tavern 7.30 this 
  evening. Do not let B.P. know
  It would be good if the GM writes the note and 
  hands it to one of the players. 
  THE WEST OFFICE
  This is a messy room with shelves of books 
  and	paperwork,	Old	wood	filing	cabinets	and	
  dull light coming from a skylight. Here and 
  there artefacts are dotted about. There are 
  two desks; one has a number of  pencil and 
  ink sketches on it with profuse annotations, 
  the other has a type writer and a number 
  of leather covered books on it. A tall man of 
  slender build sits here.
  Julian Charles
  Age 35. He is of a gentle academic disposition.
   
  “Soames was an excellent linguist and a 
  valuable member of the team. To be honest 
  this is most distressing that he should have 
  been attacked like this. I can’t imagine the 
  reason or who might take such an action. 
  I really don’t know how I can help. I don’t 
  know why you have been called in to work 
  for a perfectly adequate police force, 
  but I trust you will bring about a speedy 
  conclusion?”
  OTHER ARTEFACTS AND OTHER 
  QUESTIONS
  If asked to see the other artefacts, or the obsidian 
  mirror, Prenderville tries to play down their 
  importance and ask why they need to be seen. If 
  he brings them out from his office he allows no one 
  to touch them. 
  As he does so Jose says, 
  “Shouldn’t they be in the safe?” 
  The investigators note Prenderville flashes a dark 
  look toward Jose. 
  The dagger
  Prenderville goes back into his office and brings out 
  the dagger in a case. The blade is made of obsidian 
  measuring five inches long. The handle has been 
  carved from horn or bone and has the crude image 
  of a face on the pommel.
  The mirror
  The mirror is brought out in a much older dark 
  wood case and sits on red satin. 
  It measures roughly eight inches in diameter with 
  a short handle and is made from a single piece of 
  obsidian.
   
  “You know it’s history don’t you? Once 
  owned by the mathematician, John Dee, 
  advisor to the court of Queen Elizabeth and 
  generally believed to be a bit of a quack. 
  A bit like Newton after him, a scientist at 
  heart but still dreaming of the spiritual 
  world and a belief in alchemy. He is known 
  to have got this from an English Lord, Sir 
  William Pickering. It’s actually of Aztec 
  Tristram’s desk
  The desk and drawers have books on hieroglyphics, 
  their is writing paraphernalia and paper. The 
  drawers contain a card from The Sly Fox. 
  PRENDERVILLE’S OFFICE
  This room is always locked when Prenderville is 
  absent. There are two book cases and a desk. The 
  walls have maps of South America and a framed 
  monochrome photograph of an oil painting of 
  a man with mutton chop whiskers dating back 
  perhaps 50 years. 
  The desk
  • 
  On the desk is: 
  A recently used incense burner with a box of 
  incense cones. 
  • 
  A pestle and mortar has the residue of brown 
  flaky material and nearby is an Aztec terra-
  cotta drinking vessel with stains on the inside 
  indicating it has also been used. It gives off a 
  musty smell of strange mushrooms. 
  • 
  A supply of dried mushrooms is in a box nearby. 
  These are known as cibus deorum (a natural 
  history check is required) meaning Food of 
  the Gods and send the imbiber into a soporific 
  state, but opens them up to both magical 
  power and thins the veil to supernatural beings. 
  • 
  A strangely carved crystal sits on the desk 
  origin and we believe Pickering got it 
  from a Spanish trader.”
  Searching the Research Department
  Prenderville will not allow investigators into his 
  office or into the Safe Room. If they insist then 
  he demands an explanation. The investigators 
  only have access to Prenderville’s office when 
  he is absent. 
  under a cloth about the size of a tennis ball. 
  This is a Life Stone used by Prenderville to 
  store magical energy for his use. It currently 
  holds 20 Magic Points.
  
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  Chapter One: The British Library
  The Map
  The framed map of South America on the south 
  wall is at a slight angle. It has a grid that can 
  identify coordinates. It has been marked with the 
  great archaeological finds concerning the region.
  These include: 
  • 
  Machu Picchu, Peru
  • 
  Teotihuacan Pyramid, Mexico
  • 
  Tikal, Guatemala
  • 
  Ciudad Pálido, Honduras
  Removing the map reveals a safe. The code to the 
  safe are the coordinates to Ciudad Pálido. 
  15 36 -85 25
  The safe contents  
  Three books are partly in Spanish and Latin but 
  Prenderville has made notes on paper between the 
  pages. For details of Stability reading these see 
  Page 39. 
  •	
  The Florentine Codex of Bernadino Sahagan 
  (1540) Victorian transcription 
  Describes the life and times of the Aztecs
  •	
  Codex Magliabechiano  
  15th Century 
  This describes the gods and samples of their 
  story including the great battle between 
  Quetzalquatl and Texcatlipoca.  
  This also contains the rite of summoning 
  Quetzalquatl.
  •	
  Codex Ixtlilxochitl 
  15th Century  
  Describes the summoning of Texcatlipoca as 
  well as other gods and minor spirits. 
  • 
  Transcriptions of the diary of Dr. John 
  Dee in Prenderville’s hand. This includes 
  experimenting with different recipes for 
  incense and the prayer to summon spirits 
  through the mirror. It also mentions their 
  hatred of sacred silver and “Christ blessed 
  water”
  •	
  A folder containing a detailed spell for 
  drawing Magical Energy, known as Aetheric 
  Essence, into a Life stone.
  OTHER FINDS 
  • 
  In the desk drawer is a note book written in 
  short hand, for the most part, but with some 
  sections in long hand. It forms a kind of diary. 
  There are also two sets of keys. One set opens 
  the safe room and the chests in there, the 
  other opens the chests in this room.
  • 
  A picture stand. If the investigators have not 
  asked to see Dee’s mirror, it is found on this 
  stand under a silk cloth. Next to it are two 
  obsidian vessels with burnt remains in them. 
  The ashes have a foul acrid smell. 
  • 
  A chest measuring 15” x 12” is locked. Inside 
  is a head dress and robes of an Aztec Priest. 
  There is also a box of make up and a leather 
  bag half filled with shrivelled dried fungi, bark 
  and dried frogs. 
   
  THE LIBRARY
  If the investigators go to the British Library in the 
  heart of the British Museum they need clearance 
  from a member of staff to look at the library 
  ledger. 
  The ledger records show Prenderville took out the 
  following books out in July
  • 
  The Florentine Codex of Bernadino Sahagan 
  (1540) Victorian transcription
  • 
  Codex Magliabechiano. 15th Century
  • 
  Codex Ixtlilxochitl. 15th Century
  There is a mark against these entries quid libro. 
  This means, ‘restricted book’. 
  A further entry in October 1921 shows he took 
  out a copy of John Dee’s diary but replaced it in 
  December that year. Other books he has taken out 
  are about Shamanism, comparative religions, and 
  occult practices in Europe.
  The investigators may ask about the restricted 
  book section. These are books deemed to be 
  banned for political, legal, religious or moral 
  reasons. They only have access to the catalogue 
  with permission from a senior member of the 
  Library. 
  The investigators may get permission by contacting 
  Fielding, who has special privileges, or Lord 
  Soames, whose son is missing, who just so happens 
  to be a board member of the museum. 
  Gaining Occult Knowledge Skills from 
  Reading Books and Losing Stability.
  Each time a character reads a book containing 
  occult lore: 
  1. On completion of the book, the player rolls a 
  d100.
  2. If the result is OVER the character’s current 
  Occult Knowledge Skill, they have learnt  
  something knew. 
  3. Even if the character fails the check they still 
  gain some knowledge. The knowledge gained 
  for each book is written with two numbers 
  divided by a /. The number before the / is 
  the knowledge gained if the check failed. The 
  number after the / is the gained knowledge if 
  the check succeeded. 
  4. Next the character loses some stability 
  from the unnerving contents they have just 
  understood. This is handled in a similar way to 
  all Stability checks. 
  5. The character makes a Stability Check by 
  rolling against the Fear Type (see appendix on 
  rules for details). 
  6. If they make their Stability Check they lose the 
  number of Stability Points to the left of the /. 
  If they fail they lose the number to the right of 
  the /.
    
  Restricted books of note:
  • 
  Codex Magliabechiano. 15th Century 
  This describes the gods and samples of their 
  story including the great battle between 
  Quetzalquatl and Texcatlipoca.  
  This also contains the rite of summoning 
  Quetzalquatl. 
  Occult Knowledge: d4/d6+1 
  Stability Check: Power x 3% 
  Stability Cost: 2/2d4+1 
  • 
  Codex Ixtlilxochitl. 15th Century 
  Describes the summoning of Texcatlipoca as 
  well as other gods and minor spirits.  
  Summoning Spells. 
  Occult Knowledge: d8/2d4+4 
  Stability Check: Power x 1% 
  Stability Cost: 2d4+1/2d6+2 
  • 
  Sefer Raziel Hamalakh. 12th century. The 
  power of harmonizing the physical, spiritual 
  and magical self.  
  Occult Knowledge: d4/d6+1 
  Stability Check: Power x 5% 
  Stability Cost: 0/d4
  • 
  The Picatrix. 11th Century. This is regarded 
  as the handbook of Talismanic Magic and the 
  Warlock’s Bible.
  Language: Arabic, Spanish and Latin 
  translations
  History: Originally written in Aramaic in 
  the 11th Century by al-Majriti, before being 
  translated into Spanish, then Latin in the 13th 
  Century. But even this original text may have 
  come from Qasim al-Qurtubi in the 4th Century, 
  a warlock who created many charms and 
  talismans. The work sites lost arcane works, the 
  Jābir	ibn	Hayyān, the Ikhwan al-Safa, and a 
  text called Nabataean Agriculture.  
   
  Content: The very basics of Spell Craft, 
  preparing to open oneself to magical power 
  including preparations and protective 
  measures. The crafting and empowerment of 
  talismans and charms, astrological divination. 
  Accessing the primal powers especially Saturn 
  and the use of his familiars. 
  Occult Knowledge: d8/2d6+2 
  Stability Check: Power x 3% 
  Stability Cost: 2/2d4+1 
    
  • 
  The Clavicule of Solomon (15th Century). The 
  preparation of materials, equipment, the 
  laboratory and the warlocks themselves in 
  terms of purification and alignment with time 
  and space astrologically to make the perfect 
  spell. It mentions access to the 72 spirits or 
  demons constrained by Solomon in a bronze 
  vessel, and surmises Solomon’s legendary 
  powers come from access to these beings. 
  As yet the actual vessel has not surfaced and 
  remains one of the great lost artefacts of the 
  warlocks. 
  Occult Knowledge: d6/2d6+2 
  Stability Check: Power x 2% 
  Stability Cost: d4+1/2d6+1 
   
  
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  © 2017 MontiDots Ltd.
  Chapter Two: Peggy Lawson & the Storm Begins
  • 
  Munich Handbook. 15th Century. Concerning 
  communications with the spirit world and 
  demons. 
  Language: Latin, Germanic, Italian, Dutch. The 
  main block of materials has been transcribed 
  into Germanic with additional components in 
  the other languages. 
  History: This is a collection of folios gathered 
  over a period of time, known as the Munich 
  Handbook due to its location at the time of 
  final compilation. The text was originally 
  gathered by those proposing to fight against the 
  heresies of witchcraft and has been found in 
  the possession of many clergy as a handbook to 
  counter the evil. 
  Content: Incantations, exorcisms and 
  bewitchments. Many of the spells concerned 
  with the dead and spirits. The book mistakenly 
  blurs the definition of Necromancy as 
  concerned with all evil intended spell casting, 
  though it is strictly merely the practice of 
  communicating with the dead. 
  Occult Knowledge: d4/d6+1 
  Stability Check: Power x 4% 
  Stability Cost: 1/d6+1
  • 
  The Almuftah. 11th century. Originating from 
  Constantinople, this near complete collection 
  of fragmented but friable papers provides 
  clues to the location of the gateway to the 
  underworld and the great seal suppressing the 
  Titans. 
  Occult Knowledge: d4/d6+1 
  Stability Check: Power x 5% 
  Stability Cost: 0/d4 
  • 
  The Diaries of Dr. John Dee. 
  An extensive collection of books and folios. It 
  would take six months study to even determine 
  the general contents. It contains among many 
  other powers to do with divination and the 
  summoning of spirits as well as a complex 
  philosophy marrying the Cabala, Alchemy, 
  numerology and mysticism.  
  Occult Knowledge: d8/2d8 
  Stability Check: Power x 3% 
  Stability Cost: 2/2d4+1
  None of these books are allowed out of the room 
  where the restricted books are locked. If they are 
  allowed to see them, there is a guard at all times. 
  Prenderville was given special permission as a head 
  of research to remove the central American books.
  CHAPTER 2 
  THE COMING STORM
  Meeting Peggy Lawson
  The Museum Tavern is just opposite the 
  entrance to the museum. There is a mixed 
  smell of tobacco, smoke, beer and sweet 
  spirit. Peggy is sharing a glass of wine with 
  another girl about her age. As soon as the 
  investigators arrive she will excuse herself and 
  after making sure everyone has a drink takes 
  them to a snug.
  Peggy checks who else is present in the tavern 
  before continuing.
  “I hope you don’t think me unduly secretive. 
  It’s just that I didn’t want to say anything in 
  front of Basil.
  “It was a couple of weeks ago when I had to 
  go	back	to	the	office.	I	think	I	left	something	
  behind. Anyway, I was going through the hall 
  when	I	noticed	a	light	on	in	Basil’s	office.	I	was	
  about to knock on his door - he never likes 
  interruptions when he is studying. He hadn’t 
  told us he was staying back after hours and I 
  wondered whether I could be of assistance in 
  what he was doing. 
  “As I approached the door I caught this ghastly 
  stink and he appeared to be humming or 
  chanting something. Whatever it was I didn’t 
  disturb him but it troubled me. 
  “Over the following week I came back a few 
  more times and each time he was there. I just 
  don’t know what to make of it.”
  If asked her feelings on it she says:
  “One obvious conclusion was that this odd 
  behavior has coincided with his retrieval of 
  Dee’s Mirror from the museum halls. You do 
  know about the mirror I take it?”
   
  If the investigator’s say they don’t she will outline 
  the mirror’s history and how Dee used it.
  “When the Honduras consignment arrived, 
  like the rest of us, Basil seemed most 
  excited. What really surprised the rest of 
  us was he let Tristram take home the Iztaia. 
  I keep thinking he’s involved in all this, his 
  behavior is secretive and this nonsense 
  about the chanting and the mirror is frankly 
  unnerving. Dee’s mirror was studied through 
  and through and I can’t imagine what 
  purpose he has for it.”
  GATHERING CLOUDS AND THE DEATH 
  OF FIELDING
  Shortly after the investigators left the museum, 
  Prenderville met Tristram Soames. Giving him the 
  sacrificial dagger, Prenderville instructed him to 
  murder Layton Fielding in his hotel.
  At the time when the investigators are meeting 
  Peggy Lawson, the Fielding murder takes place. 
  As the meeting with Peggy finishes...
  ...you hear the grumble of  thunder 
  outside. Venturing out you look up to see an 
  ominously pale clear evening sky with mere 
  shreds of scattered cloud. But these seem 
  to begin to twist and swirl as if drawn into a 
  vortex centred about the museum itself. The 
  atmosphere is heavy with the forboding of a 
  summer storm which never materializes, yet 
  hovers morbidly overhead. 
  As you look up you notice others coming out 
  from doorways to inspect the sky. 
  In	the	distance	along	the	street	a	figure	with	
  a sandwich board looks up nervously before 
  running off. The board reads,
  “Repent Sinners! The end of the World is 
  Nigh.”
  Stability Check: Power x 5% or 0/d4
  It is now around 8 p.m. Soames returns to the 
  museum to speak with Prenderville. He is just 
  ahead of the investigators if they decide to go to 
  the museum. 
  THE INVESTIGATORS CHOICES
  • 
  Return to the Museum that evening
  • 
  Go to see Fielding
  • 
  Go to the Police
  • 
  Go to The Sly Fox
  ENEMY MOVEMENTS
  As the storm begins to form in the sky above 
  Prenderville smiles to himself with satisfaction. 
  He observes the statue of Texcatlipoca as blood 
  begins to ooze from its mouth. For Prenderville it 
  demonstrates the sacrificial dagger is serving its 
  function and Soames has murdered his first victim 
  in the name of the Smoking Mirror. 
  Soames, having killed Fielding, returns to 
  Prenderville in the museum at 8.30pm to discuss 
  with him the plans of setting up a temple at The 
  Sly Fox Club. 
  Keep an eye on the movements of the investigators 
  and Soames. Soames leaves Bloomsbury Park Hotel 
  at around 8.15pm, having transformed back into 
  human form and cleaned himself of any blood 
  stains. He crosses the street and enters the British 
  Museum staff entrance by 8.30pm.
   
  INVESTIGATOR’S SECOND VISIT TO THE 
  MUSEUM THAT EVENING
  The museum is closed. The only way in is via the 
  staff entrance on the east side.
  The doorman is bulky man in his fifties. As 
  he opens the door he looks up at the strange 
  clouds,
  “This is most peculiar, most peculiar 
  indeed!”
  Ordinarily he won’t let members of the public 
  passed. 
  • 
  If the investigators ask Peggy to come with 
  them, she gets them passed the doorman.
  • 
  If the investigators claim they are on police 
  business, the doorman asks for proof or has 
  to be convinced in another way. He then 
  cautiously lets them in but accompanies 
  them. 
  
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  © 2017 MontiDots Ltd.
  The statue of Texcatlipoca is now oozing blood. It 
  is only when this is realised by the investigators 
  that the horror sinks in. All who witness this need 
  to make a Stability Check:
  Stability Check: Power x 5% for 0/1d4. 
  Prenderville has a mad look in his eye and a fixed 
  manic smile, he is quite obviously mad.
  “I was wondering when you would come 
  back. I’m afraid you are too late. I suggest 
  you	go	and	find	some	place	to	crawl	into	as	
  you can not stop his arrival now. Prepare for 
  a new world!”
  Prenderville is loath to answer questions but says,
  “I have no time for your childish questions, 
  the Smoking Mirror has returned and soon all 
  will bow down before him. Now I suggest you 
  make haste and go.”
  As he is saying this Soames removes his glasses to 
  reveal gleaming yellow catlike eyes.  
  FIGHTING SOAMES
  If the investigators enter the research room in 
  a threatening manner Soames transforms into a 
  Were-Jaguar and attacks.
  Soames’	eyes	flash	with	instant	rage	as	his	
  body contorts. From beneath his tearing 
  clothes come cracking and oozing sounds 
  as dislocated bone and contorting muscle 
  mutates. From the centre of his chest you 
  see	a	pulsating	orange	fluorescence.	Huge	
  fangs erupt from his gaping jaw and his 
  hands splay out into black taloned weapons. 
  Before you stands an abomination, a huge 
  powerful being part human, part jaguar. 
  Stability check: strong d4+1/2d6+1
  He says,
  “If you’re here about that missing 
  researcher, you can call the dogs off! I saw 
  him here just a while ago! I sent word to the 
  police station but you mustn’t have heard.”
  The doorman saw Soames about an hour ago, and 
  again just ten minutes ago. He believes Soames 
  is still in the building. He noticed Soames looked 
  in good spirits. Either Peggy or the doorman 
  accompanies the investigators through the 
  museum. 
  The Research Room
  As you approach the Research Room you see 
  through the frosted glass lights in the display 
  area. You make out the voice of Prenderville 
  and one other with a strong deep voice.
  “It worked, it really worked!”
  “All you need is a little faith. How do you 
  feel?”
  “Invigorated beyond words, I feel as though I 
  could take on the world!”
  “Take care. We still have much work to do. 
  Tomorrow you will meet with Braintree. 
  Convince him to make use of the old 
  catacombs in his cellar. It should make for a 
  fitting	temple.”
  “Of course. He will not be able to refuse.”
  “Careful, do not harm him, he could prove 
  useful.”
  “Till tomorrow then...”
  At this point there is a the sound of someone 
  heading toward the door. 
  The investigators could break into the room at 
  any point, but if they wait until the conversation 
  finishes Soames heads for the door and Prenderville 
  stays in the research area.  
  If the investigators enter the area they see 
  Prenderville wearing strange robes of an Aztec 
  priest, Soames looks powerful and muscular with a 
  dark cloak, shaded glasses and an ill fitting suit.
  Chapter Two: Returning to the Museum or Fielding
  Escaping the Fight
  It is pretty clear that Soames can not be harmed. 
  Prenderville tries to escape back to his office. 
  If the investigators decide to escape, Soames lets 
  them go. 
  Museum guards are hard to locate and by the time 
  two or three are assembled and they return to the 
  research rooms, Soames has gone. Prenderville 
  is now in his normal clothes and will protest any 
  accusation. If the investigators have lost one of 
  their party in the fight, the body is missing. There 
  may be some evidence of blood on the floor, 
  though Prenderville claims this to have come from 
  the statue of Texcatlipoca and had been applied 
  by him for his own studies. He denies knowledge 
  of any fight and asks that the investigators are 
  escorted out. The guards favour this approach even 
  if Peggy Lawson supports the investigators. She will 
  also be asked to leave.
  Any dead body in the Safe room will be disposed of 
  later. If the investigators get a chance to look for 
  evidence, they see a trail of blood spots leading 
  there. Prenderville has the key. 
  Tristram Soames - Texcatlipocan Were jaguar
  Str 20
  Con 15
  Siz 18
  Int 13
  Pow 20
  Dex 18
  Mov 12
  Damage Bonus +d6
  Hp 18
  Weapons: 
  Claws: 50% damage d6+db
  Bite: 30% damage d4+db
  Armour Rating: 
  In any form, Soames regenerates 4hp per round due to the Iztaia 
  stone in his chest. As well as this, in were-jaguar form, Soames has an 
  Armour Rating of 2. (Meaning any damage he receives is reduced by 2 
  points.)
  Skills: Climb (urban): 60%, Jump: 70%, Sneak (move silently): 65%   
  The only weapons which cause permanent harm are made from 
  blessed silver. Fire will cause enough harm to reduce him to 0 hp, but 
  even is charred to a crisp, the corpse will eventually regenerate. The 
  only other way to stop the creature is to sever its head or remove the 
  stone from its chest. 
  In full Jaguar form
  Weapons:
  Claw: 60% damage d6+db
  Rake (rear legs following a pounce): 80% 2d6+db
  Bite: 30% damage d4+db
  Skills: Climb 80%, Hide (in urban areas) 40%, Jump: 80%, Sneak (move 
  silently) 90%
  Can leap 20 feet from a couple of paces or 35 feet at a full run. 
  
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  © 2017 MontiDots Ltd.
  Chapter Two: Returning to Fielding
  RETURNING TO FIELDING
  The investigators are allowed up to the room by 
  the desk clerk, who recognizes them. He only 
  mentions a previous visitor if asked. 
  “A large gentleman with a dark cloak, bowler 
  hat and shaded glasses.” 
  If questioned further he says Fielding sent a 
  telegram earlier in the day after the investigators 
  had left (if they had visited). He is only able to 
  let the investigators know its contents if he is 
  convinced of their urgency (Persuade check), or if 
  he is told Fielding is dead. The telegram reads:
  LOOK TO FEATHERED SERPENT STOP BE BRAVE 
  STOP LAYTON
  This was sent to the post office off Parks Road, 
  Oxford and was addressed to Gwen Treavers of the 
  Pitt Rivers Museum.
  Fielding’s Hotel Room
  Bedroom
  Bathroom
  Fireplace
  THE HOTEL ROOM
  The room is unlocked and Fielding’s corpse 
  lies in a pool of blood in the middle of the 
  floor. 
  Investigators with war time experience 
  and are not effected by the horror of the 
  corpse.
  Stability check: Power x 4% for 1/d6+1  
  Examining Fielding’s body
  If an investigator fails their Stability Check 
  they are unable to look closely at the body. 
  Otherwise they can examine the death 
  scene. 
  It is obvious a fight took place which must 
  have lasted under five minutes by the 
  disarray of the room. 
  Use First Aid checks or Perception Checks 
  to study the scene. 
  • 
  The body shows obvious signs of being 
  slashed in a ferocious attack with deep 
  regular parallel gouges across his arms 
  and torso. Some lacerations are deep 
  enough to reveal the stomach cavity. 
  • 
  Only careful examination reveals the throat has 
  been slit by a sharp object and a slender blade 
  has pierced the heart. 
  • 
  There is evidence of blood spray coming from 
  severed arteries, this is separate from the neck 
  wound which is a slice from right to left from 
  behind. It appears to have happened after the 
  fight and is the final cause of death. 
  • 
  Time of death coincides with the appearance of 
  the strange weather.
  Investigating Fielding’s rooms after 
  the attack.
  The hotel room shows high class elegance with 
  electric fittings throughout, thick cast iron 
  radiators complementing a well maintained open 
  fire. 
  Allow searching players to make a range of 
  Perception checks but award them for diligence:
  • 
  Fielding had been writing a letter on the table 
  in the second main room. The top sheet of 
  the paper has been ripped off, but there is an 
  imprint of the letter on the pad beneath. It can 
  be made legible with charcoal powder or ash. 
  See the letter above.
  • 
  In the bedroom, Fielding’s case is packed apart 
  from a few overnight items.
  • 
  A wallet on the bedside table contains money 
  and tickets for a train back to Oxford 12.27pm 
  the following day. 
  • 
  The hotel key is on the table next to the door, 
  his rain coat and hat on the hat rack. The fire 
  has been lit earlier in the day but has not been 
  tended.
  INVESTIGATOR’S OPTIONS
  • 
  Head for Oxford
  • 
  See the Police
  • 
  Investigate the Sly Fox
  OFF TO OXFORD
  The investigators could head for Oxford to meet 
  Fielding’s colleague Gwen Treavers. Careful 
  attention should be made of the time line as 
  Soames’ and Prenderville’s plans continue. Oxford 
  is described in detail at the back of the adventure. 
  There, they could find vital clues including a Life 
  Stone and spells at the Pitt Rivers Museum as well 
  as notes found in Fielding’s apartment.    
  RETURNING TO THE POLICE
  If the investigators decide to return to the police, 
  what happens there depends on their recent 
  activities: 
  • 
  If they are unaware of the tramp’s body, 
  they are informed of this now. They have an 
  opportunity to see the corpse in the morgue. 
  This confirms that an animal of some kind has 
  savaged and partly eaten the body. 
    
  • 
  If they have visited Fielding after the museum, 
  then Marwell discusses both matters with them 
  as well as public panic over the freak weather. 
  This is taking up valuable police resources and 
  there is word of bringing in the military as a 
  controlling measure.  
  • 
  If they go straight to the Police without seeing 
  to Fielding’s hotel room, then Marwell discusses 
  the tramp’s body, and the freak weather 
  conditions. 
  • 
  If they mention The Sly Fox. Marwell says, 
   
  “Edgar Braintree. Now there’s a character. 
  We’ve had our eyes on him for some time, 
  though I’m surprised he’s mixed up in this 
  business. He holds those parties for that posh 
  crowd. We’ve had word from up on high to 
  leave well alone so tread carefully. If he sniffs 
  that you are doing police work I’ll get it in the 
  neck.” 
  Gwen Treavers 
  Pitt Rivers Museum Curator’s office 
  Parks Road 
  Gwen,  
  You must be strong for me if you receive this. 
  I will explain more if we meet and this will all 
  be unnecessary.  
  You must have thought me eccentric in my 
  behavior over the last few months, but if 
  events have turned for the worse, you will see 
  the method of my madness. 
  It is now your task to save the world if you 
  have the fortitude I believe you to have. There 
  is a stone effigy in the British Museum of the 
  Aztec deity, Quetzalcoatl. You need to awaken 
  him. It is only the feathered serpent who can 
  now defeat the dreadful spirit, the smoking 
  mirror. Do not think me strange. If you read 
  this there will be evidence enough to prove I 
  am sound of mind. The Codex Magliabechiano 
  at the BML will do it, or closer to home use the 
  Bramantes Tablets. Follow the ritual scheme as 
  laid out in Groves (1873) and it should work. 
  I know this may cost you dearly but do this for 
  the love of me and the love of humanity.  
  Your friend forever, Larry
  
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  © 2017 MontiDots Ltd.
  © 2017 MontiDots Ltd.
  Chapter Two: The Sly Fox
  WREN’S COURT
  A narrow road leads into an enclosed courtyard 
  surrounded by tall buildings leaving the area in 
  constant gloom. 
  Two small trucks are parked here with just 
  enough space to turn them round and exit.
  The rear of the Sly Fox cafe has a door leading 
  to the apartments above the cafe including 
  Braintree’s apartment. This is always locked.  
  Two doors (F) along the south wall lead to other 
  properties and are securely locked.
  During the day there is a 50% chance that one of 
  Braintree’s heavies is out in the courtyard working 
  on the trucks or taking a break.
  Marwell grants the investigators permission to 
  carry firearms. He is unable to move on The Sly 
  Fox without evidence. If the party have been 
  to the museum he launches an investigation 
  into Prenderville immediately and puts out a 
  description for Soames in his new form with orders 
  to treat the suspect as dangerous. 
  BROADWICK STREET & THE SLY FOX
  Soho lies less than a mile to the west of The British 
  Museum and is well within walking distance. The 
  Sly Fox is a club along Broadwick Street.
   
  Broadwick Street is narrow with four storey 
  Victorian buildings facing each other. Along the 
  length of the road are tailors, coffee shops, 
  hat and glove makers and two other taverns, 
  The Royal and The Red Lion. 
  The front of the Sly Fox Cafe is black with the 
  words Sly Fox in gold guilt.  
  Large windows show a coffee shop with black 
  furniture, cream tiled walls and art deco 
  images of foxes flowing round the room. The 
  ceiling has mustard coloured lamp shades 
  giving a low yellowed light. The coffee shop 
  is closed by 5.30pm every day. It is closed on 
  Sundays. 
  Next to the cafe is a single black door (A on 
  the map) with highly polished brass fittings. 
  Over this is an iron lantern designed to look 
  like three foxes entwined round each other. A 
  simple sign over this reads,
  Sly Fox Club. Licensed. 
  By Invitation only.
  To the left of this is a passage wide enough to 
  pass a truck through leading into Wren’s Court. 
  If the investigators include the pre-generated 
  characters Jinx Farrington and Cybil Danvers are 
  familiar with the Club and have passes. Each may 
  bring in one guest. 
   
  Braintree’s Heavies
  Braintree has a number of tough bodyguards 
  about the place. 
  They never intentionally try to kill any 
  investigator, rather rough them up and take 
  them to Braintree. If Braintree is indisposed 
  one of the heavies will question the captive 
  before kicking them off the premises. 
  During the day there are two of them in the 
  warehouse. After 7.30pm there are two at the 
  warehouse, one in a high class suit at the front 
  door of the Club and two in the club itself. 
  Braintree’s Heavies
  Str 11
  Con 11
  Siz 15
  Int 9
  Pow 10
  Dex 12
  Mov 12
  Damage Bonus: Nil
  Hp 13
  Weapons: 
  Fist/Punch: 70% damage: d3
  Grapple: 70% 
  Improvised weapon (crowbar): 50% damage d6
  Knife: 40% damage d4
  Shotgun: 55% damage 4d6/2d6/d6 
  Range: 10 yds/ 20 yds/ 30 yds
  They will have access to shotguns but these are 
  locked upstairs in the warehouse. 
  The Sly Fox
  Cafe
  Grayson’s
  Pursers & Glovers
  Entrance to 
  Appartments
  Wren’s 
  Court
  A   
  Sly Fox Club front entrance
  B  
  Sly Fox Cafe Kitchen entrance
  C  
  Sly Fox Warehouse
  D  
  Sly Fox Club back entrance
  E  
  Up to upper foor of warehouse
  F  
  Back Doors of other buildings
  G 
  Back Alley
  A
  B
  C
  D
  E
  F
  F
  Broadwick Street
  The Sly Fox Exterior
  G
  N
  
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  Chapter Two: The Sly Fox
  Sly Fox Warehouse
  Upper Floor
  trap door
  Ofce
  Sliding 
  Shelves
  Secret 
  room
  stairs
  down
  B The Sly Fox Cafe kitchen is busy from 5am until 
  8pm at night. There are always three or more 
  people here employed by the cafe. They do not 
  know anything about the club, Braintree’s dealings 
  or have authority to let the investigators in without 
  permission. In the kitchen is a spare set of keys for 
  the warehouse where the kitchen keeps some of its 
  stock.
  C The warehouse is stacked with stock for both 
  the club and the cafe. This includes refrigerators 
  filled with meats and drinks as well as a full store 
  of beer and spirit. Other stored items include 
  paint, a work table, spare oil and cans of gasoline 
  (petrol) for the trucks. 
  The warehouse is 20 feet high with slender cast 
  metal pillars extending into the rafters. A door 
  leads through to another room allowing rear access 
  downstairs to the club (D) or upstairs to the upper 
  warehouse (E). 
  At any time there are two of Braintree’s heavies 
  in the warehouse. They are negligent and, though 
  they have keys for the inner door, rarely lock it.
  The inner door is locked with a heavy standing 
  guard. It is only opened if there is a call to 
  replenish supplies of drink for the club. 
  There are various makeshift weapons in the 
  warehouse including crow-bars, tyre irons, heavy 
  hammers and knives.
   
  THE UPPER WAREHOUSE
  Main Room
  The upper warehouse is accessed via the main 
  warehouse or Braintree’s apartment. The main 
  room is filled with boxes, crates and packages on 
  shelves. This includes ornaments, silverware, boxes 
  of cigars, crates of expensive wines and spirits but 
  nothing incriminating in itself. The police would 
  certainly find some stolen goods here. 
  A trap door on the east side is used to haul crates 
  up to this room.
   
  Sliding Shelves
  To the south a sliding shelf completely blocks a 
  secret door. This door is locked with the keys in the 
  office to the north. 
  In the secret room is a safe, a simple table and a 
  set of shelves. Against the wall are three portraits 
  in oil; a  bald gentleman with spectacles, an old 
  lady with a ostrich feather head piece, and a 
  painting of red setter.
  On the back of the dog painting is the phrase,  
  Champion - 02 15 - 06 20
  The date is the code for the safe. 
  The safe contains money, deeds and love letters 
  between Mildred Sternhouse and Arthur Hopgood. 
  These are steamy love letters and are obviously 
  incriminating, betraying an affair between the 
  two. Boxes of jewelry in the safe are all stolen 
  goods and the police will be very interested to 
  know about them.
  More exquisite gold and silver ware sits on the 
  shelves.
  The	Office
  The office is usually unlocked. 
  A solid metal studded chest is locked. It contains 6 
  shot guns and 200 shells. There are also 4 military 
  issue revolvers with 60 rounds of ammunition for 
  them. 
  GUN DETAILS
  For ranged attacks:
  Base range: no modifier
  Medium range: -10% to hit
  Long range: -25% to hit
   6 x Double Barrelled Shotguns: 
  Base chance to hit 30%  
  damage 4d6/2d6/d6 based on range.  
  Range 10yds/20yds/30yds 
  Rate of fire 1or 2
   4 x .32 Military Revolvers
  Base chance to hit 20% 
  damage 1d8 
  base range 15yds/30yds/60yds
  The desk drawer has keys for the chest and the 
  secret room to the south as well as stock books, 
  receipt books, pens, ink and other office materials. 
  The east door in the office is locked and leads into 
  Braintree’s private quarters.
  MEETING EDGAR BRAINTREE
  Edgar Braintree presents himself as a portly 
  man with a full head of oiled black hair, a 
  monocle and a cigar permanently lodged in 
  his mouth beneath a pencil moustache.
   
  Braintree usually spends his days resting upstairs in 
  one of apartments, or elsewhere in London dealing 
  with associates. 
  • 
  If the Investigators wish to speak with him 
  directly then they could use their social 
  position to gain access via a calling card left 
  behind the counter at the cafe. Braintree has 
  time for an affluent member of the lesser 
  gentry and sees them within half an hour during 
  the day.
  • 
  If they fail to show a calling card or let the 
  manager of the cafe know their social status, 
  then they will not be seen by Braintree. 
  • 
  If they say they are there on a police matter, 
  Braintree meets them immediately but he is 
  much less forthcoming or friendly.  
  WHAT BRAINTREE IS UP TO
  Party Time
  For the past six months The Bright Young Things 
  meet once a month at The Sly Fox Club. Braintree 
  is happy for them to do what they want behind 
  closed doors. He knows they have enough influence 
  among the authorities to clear him of any wrong 
  doing. After all it’s just young affluent people 
  having a bit of fun. The parties go on from 9.00pm 
  on a Saturday, often till 6.00am the next day and 
  include a jazz band, vast quantities of drink, side 
  orders and copious amounts of narcotics which he 
  turns a blind eye to. 
  The Party organiser, Stephen Tennant and his 
  Committee of Fun pay up front covering damages 
  and consumables.
  Soames’ Meeting with Braintree
  Much of what the investigators find out from the 
  first visit to The Sly Fox depends on when they 
  visit. 
  At 2.00pm on Friday 30th August Soames has a 
  meeting with Braintree lasting half an hour. During 
  that meeting Soames gains free access to an ante 
  chamber annexed to the club and in exchange is 
  happy to murder one of Braintree’s opponents in 
  business who had been attempting to blackmail 
  Braintree. By 2.40pm Soames is clear of the 
  building and off to hunt down George Guffogg. 
  Braintree orders the ante chamber, to be cleared 
  out later on Friday.
  
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  The Sly Fox Club
  lobby
  cloakroom
  band stand
  dance area
  bar
  concealed door
  Altar Room
  Up to warehouse
  food table
  changing
  room
  W.C.
  W.C.
  North
  Chapter Two: The Sly Fox
  Prior to Soames meeting with 
  Braintree
  Braintree is happy to meet the investigators. He 
  does not recognise Jinx or Cybil but he assumes 
  they already know of the parties. If asked about 
  the disappearance of Soames he says,
  “To be frank with you, I am happy for the 
  club to be hired. The odd table or chair may 
  get bent but it’s a good source of revenue 
  for me. Beyond that I leave it all up to 
  Stephen. You may wish to ask him. The best 
  time to meet him will be Saturday. He’ll be 
  here around 2.00pm preparing for the bash. 
  I personally have little idea of this Soames 
  character, though I’m sure he’ll turn up.”
  After Soames meets Braintree
  When the investigators meet Braintree the storm 
  clouds over the museum are gathering to the east 
  and there is a strange dull ominous pressure in the 
  air. 
  Braintree gives the investigators a similar answer 
  about his knowledge of Soames,
  “To be frank I know that many sons and 
  daughters of the well-to-do visit the parties 
  but it’s not my part to enquire. Sorry I can’t 
  help.”
  This time he is lying and the investigators may 
  detect this.
  SEEING THE CLUB BEFORE THE PARTY
  There is a Player’s Map of the club room in the 
  appendix.
  The investigators may wish to look round the cellar 
  prior to the party. Braintree is happy to show 
  them, but will not think to show the investigators 
  the secret chamber. He will not mention the deal 
  with Soames.
  You are escorted by Braintree through the 
  warehouse toward the rear. 
  He unlocks a door into a stairwell where  
  there is a cold stale smell as he leads you 
  down a brick-lined stairway. 
  At the foot of the stairs a door leads it into 
  a large red walled room with chandeliers 
  hanging from the ceiling. A large band stand 
  is at the centre of the west wall with an 
  area for dancing, many circular tables with 
  chairs stacked upside down on top of them, 
  and a bar in the corner stocked with copious 
  amounts of spirit. There are further doors at 
  the other end of the room. 
  There are eight people in the room at the 
  moment preparing for the party on Saturday. 
  Armed with paint brushes they are putting 
  finishing	touches	to	board	props	that	will	
  go round the walls of the room, these show 
  jungle scenes with wild animals including 
  jaguars, monkeys and heavy hanging fruit.
  After the Soames’ meeting, the theme for the 
  party is being changed from The Garden of 
  Eden to Aztec Delights.
   
  You notice a gaunt slender man in white shirt 
  sleeves and well manicured blond hair. His 
  shoes alone would cost a fortune. He has a 
  serious frown on his face and appears not to 
  notice your arrival as he is discussing a design 
  with one of the artists.
  Braintree calls out “Stephen, a fortuitous 
  meeting, I did not know you were here?”
  If Jinx and Cybil are here they recognise Stephen 
  Tennant, the driving force behind the parties.
   
  He looks about in surprise as though his 
  thoughts were interrupted.  
  “Ah, Braintree, you grace our presence!”  
  His face radiates with a passionate, almost 
  erotic grace strikes you all.
   
  If Jinx and Cybil are there he smiles,
  “The fuss pot and the golden eye...” 
  It is obvious he remembers both the women. He 
  kisses you both on the hand, then smiles at the 
  rest.
  “..and I feel ill equipped that I have not yet 
  made the acquaintance of your friends. No doubt 
  you shall rectify this by attending our do this 
  Saturday?”
  Tennant remembers a nervous man who had 
  attended the parties a couple of times but has had 
  no further contact with Soames. After Soames’ 
  meeting with Braintree, Braintree had told Tennant 
  to include Aztec themes to the designs.
  
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  Chapter Three: The Party
  New Instructions after the Soames’ 
  Meeting
  Even as the investigators are meeting Stephen 
  Tennant, in the same room, Braintree is having 
  a word with one of his heavies in the Club. The 
  heavy will then goes off to get tools. One of the 
  investigators could possibly overhear.
  “I want the old cellar clearing out. It needs 
  to be done by the party tomorrow, see that 
  it’s done.”
  If the investigators ask Braintree about this he 
  says,
  “There’s an old part to the cellars we’ve had 
  blocked off since I’ve owned the place and 
  I was thinking of making more use of it. It’s 
  pretty old, looks like part of an old church.”
   
  Again, it’s possible the investigators may detect a 
  half truth here. 
  The investigators are free to wander round the 
  club but will be watched. If they ask to see the 
  new chamber they will be granted this wish. The 
  door is hidden behind a red painted wall panel.
  The Temple
  The corridor is seven feet high with an 
  arched ceiling. The walls are made from 
  rough hewn stone which glistens with damp 
  and clumps of white powdery fungi. Running 
  along the left side is a rusting pipe from 
  which	two	gas	lights	are	fixed.	These	have	
  not been used for many years. There is a 
  chilling atmosphere of cloying damp and 
  acrid decay. The corridor turns and ends in 
  a door. This door is covered in a rusty iron 
  panel and shows signs of being recently 
  forced open. 
  A second corridor heads north ending in a door in 
  the cloakroom.
  The antechamber is sizeable with walls of 
  stone and arches run round the walls giving 
  the whole a sense of being an ecclesiastical 
  crypt. A single rusted gas line runs to the 
  ceiling to fuel an ancient lantern, now no 
  longer usable. Currently there are heaps of 
  moldering detritus in the room.
  Toward the southern end of the chamber 
  is a stone plinth measuring 6 feet across 
  by 3 feet broad and 4 feet high. There 
  is no obvious cavity or lid, though it is 
  reminiscent of a tomb.
  The Death of Guffogg
  Unless stopped, by 7.30pm George Guffogg is 
  dead, stabbed and savaged in a back alley near the 
  Houses of Parliament.  
  As soon as he is murdered...
  ...a	vast	piercing	thunderous	roll	fills	the	air	
  over the British Museum and more clouds 
  gather, slowly swirling round in a maelstrom. 
  At it’s centre the awe struck witnesses 
  make out stars. Those who knows these see 
  strange constellations.
  Warm rain begins to descend from the 
  seething vortex forming blood red puddles 
  and rivulets on the streets.
  In the distance the involuntary screams 
  and yells of consternation can be heard as 
  terrified	people	rush	to	escape	the	biblical	
  torrent. 
  Throughout the rest of the adventure until 
  Texcatlipoca is stopped the blood rain continues to 
  descend.  
  Stability Check: Power x 3% for 2/2d4+1
  Chapter 3
  THE LAST RITE
  THE WEATHER OUTSIDE IS FRIGHTFUL
  The storm clouds continue to darken the skies over 
  the museum throughout Saturday. Not a soul dares 
  venture into the area. Newspapers across the globe 
  have taken up their front covers with news of the 
  unprecedented event. Religious leaders throughout 
  are calling to prayer, calming nerves or claiming 
  the beginning of the end is upon humanity, many 
  linking it to the atrocities of the Great War.
  The area has been cordoned off by the army 
  with The Sly Fox just on the edge of the cordon, 
  Braintree is making preparations. He has hired 
  more heavies to protect his property and ordered 
  in more stock. Stephen Tennant regards this as the 
  ultimate party gimmick, “Come to the Party-See 
  the end of the world!”
  There are a few brave souls and stubborn 
  characters venturing into the area though most are 
  stopped by the army. 
  Camped out around the cordon are various over-
  enthusiastic religious groups holding vigils, singing 
  and praying, while ways in and out of London 
  are clogged by traffic as many are escaping the 
  epicenter. 
  SOAMES AND PRENDERVILLE
  By 11.00 am on Saturday Prenderville has returned 
  to the British Museum. He needs to take the mirror 
  and the codexes. He also takes the opportunity 
  to rifle through the secret section of the library. 
  His only restriction is the amount he can carry 
  in a case as he can’t risk getting a cart or motor 
  transport there. 
  By 5.00 pm both Soames and Prenderville are at 
  the Sly Fox Club preparing the temple for the ritual 
  at midnight. 
  After this they retire to Braintree’s apartment to 
  meet with other participants of the ritual until 
  just before midnight when they will go to the altar 
  room to perform the final sacrifice.
  THE PARTY
  The investigators need to tell the GM their plans if 
  they attend the party. 
  If they saw the party room before the party 
  begins they now notice an area on the east wall 
  surrounded by false stone with sconces either side 
  baring lit torches. One of the staff stands here at 
  all time to stop people getting curious. Soames and 
  Prenderville are nowhere to be seen.
  9.00pm
  Nobody turns up to the party until 9.00pm. Despite 
  the cataclysm going on just down the street there 
  is still a good crowd arriving at the party being 
  dropped off outside the main entrance before 
  making their way down into the club room. Many 
  arrive in fancy dress outfits, dressed as Aztec 
  maidens or warriors. They file down and leave 
  cloaks and coats at the cloakroom and are each 
  issued with masks to cover their faces.
   
  The Masks
  Every party goer is issued with a mask before they 
  enter the club room. They depict wild animals 
  including frogs, monkeys, eagles and of course 
  jaguars. Each mask has a lining on the inside which 
  may be peeled back but is invisible at first glance.
  At 11.45pm the compere, Emmanuel Barzoon asks 
  everyone to peel back the mask lining to discover 
  whether they have a special mask. Twelve of the 
  masks have a symbol of a stylized jaguar on the 
  forehead section. 
  Each player rolls a d8. A result of one indicates 
  they have such a mask. 
  It is possible that none of the investigators 
  possesses a special mask. In this case the GM 
  should allow the players time to discuss their 
  options. If they plan a means of solving this 
  problem without help, allow things to proceed.
  Otherwise one or two of the other party goers 
  could back out, or a number of masks may have 
  been mislaid or dropped about the place. The GM 
  should only help if they sense the developing plot 
  would suffer without it. 
   
  
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  * The Charleston actually came out a year 
  later in 1923, but it captures the mood.
  Chapter Three: The Last Rite
  The Fun Begins
  The bar is laden with high quality snacks brought in 
  from the kitchens of the Ritz. The serving staff are 
  dressed immaculately and have been hired for the 
  occasion. There is a jazz band, Ben Bryson’s Big 
  Little Band, consisting of six players who perform 
  a full range of the latest numbers from America 
  including; 
  The Charleston*,  
  Tin Roof Blues,  
  China Boy,  
  The Sheik of Araby,  
  Bugle Call Rag,  
  I Wish I Could Shimmy like my Sister Kate. 
  Other numbers are adaptations of older songs given 
  a rag or swing beat. They are a good band and 
  create instant atmosphere.
  For the next two and half hours the party is at 
  full pelt with huge quantities of snacks, alcohol, 
  opiates and cigarettes being consumed. Regular 
  groups of party goers head up to the street to 
  witness the colours of the vast clouds that loom 
  overhead but avoid getting caught in the red rain. 
  During the party some rumours begin to go round 
  of a inner sanctum, a party within a party for 
  special guests only. 
  10.00pm
  By 10.00pm the atmosphere of the party has 
  grown into a giddy care-free evening of music, 
  hazy smoke and alcohol. Many of the guests 
  are now comfortably drunk and free from 
  inhibitions. After their latest number the band 
  give a jazzy fanfare and a spotlight falls on the 
  compere
  Emmanuel	Barzoon	is	a	slight	figure	with	aquiline	
  nose, dressed in black with a white painted face. 
  His lips have been heavy pasted with rouge and 
  his eyebrows darkened to match his slicked back 
  black hair. His voice is nasal with a continental 
  lilt.
   
  “Ladies and Gentlemen, children of the 
  belle epoch and darlings of the gods, I bid 
  you a glorious Sly Fox welcome to another 
  beautiful evening of music, dancing, silliness 
  and sensuality. 
  My darlings, look about you. Go ahead, look. 
  Remove your masks and see the faces of 
  your friends, see the faces of those who you 
  are yet to meet, for I swear by tomorrow 
  you will be dancing with strangers, making 
  love with beautiful people. For the very gods 
  command it! 
  That silly cloud, it is nothing more than the 
  gods joining in the hurly burly, they ordain 
  that we are to make merry and forget our 
  woes. 
  So my children we have something extra 
  delicious this evening. Our theme was Adam 
  and Eve in the Paradise gardens but with a 
  tweak and a squeak we have added some 
  dark pagan pandemonium! Behold about you 
  the inner temple of the ancient Aztecs, so 
  sacrifice	yourselves	my	beautiful	darlings	
  to the grotesque, the glorious and the 
  seductive passions of the Aztec empire!”
  11.45pm  
  Soames, Prenderville and two men, all wearing 
  Aztec robes, escort a tall girl in a white dress 
  through the cloakroom and into the concealed 
  passage leading to the altar room. They carry 
  various items; Soames has the sacrificial dagger in 
  his belt, Prenderville a thick ancient tome, the two 
  men hold hand drums and a bag containing candles 
  and matches.
  Any investigator hovering around the base of the 
  stairs or the cloak room sees this. 
  Midnight: The Ritual
  Midnight and the compere stops the party. 
  “Madames et Monsieurs, Damen und Herren, 
  My little birdies! It is a time to celebrate, 
  to gather together those lucky, lucky, few 
  destined for greatness. So all you who are 
  blessed with the special masks, come you 
  forth, present yourselves so we may gaze on 
  you with jealous heart. Come on my pets, 
  line up, line up.”
   
  He summons the winners to the dance area and 
  the band plays a fan fair. Two guards open the east 
  door and a woman dressed as an Aztec priestess 
  solemnly steps forward toward the party goers. She 
  then leads the winners back through into a torch lit 
  corridor. There is a growing sense of anticipation as 
  the twelve special guests are led through the door 
  toward the altar room. 
  Ominously, as the last winner passes through, the 
  door is shut and heavies stand at the entrance. The 
  compere continues the party.
  “Now let the merriment recommence!”
  12.00am midnight
  Once the twelve chosen party-goers have left, the 
  band crashes into a lively number and the dancing 
  recommences, though many guests look toward the 
  closed doorway with anticipation and jealousy. 
  The chosen guests gather in the altar room where 
  candles and incense are already lit sending a heady 
  stupefying perfume into the air. Each guest is 
  given a tonic by the priestess as they enter. This 
  drink is drugged and renders guests stupefied and 
  compliant. 
  Investigators taking the drink need to roll 
  Constitution x3% or less on a d100 to avoid the 
  full effects of the drink. 
  As soon as each guest is ready a drum beat is 
  heard and Prenderville arrives in full Aztec priest 
  costume beginning to intone a mystical chant. Any 
  immediate giggling subsides as the seriousness of 
  performance becomes blatant. A woman enters the 
  room dressed in white. She drifts in a daze toward 
  the altar. Behind her, Soames in partial Were-
  Jaguar transformation is dressed as an Aztec priest. 
  The audience assume this to be a very realistic 
  mask, even though his arms and hands are also 
  covered in fur. The combination of incense and the 
  intoxicating drink removes any fear. 
  As Prenderville intones Aztec chants from an 
  ancient book the girl is helped onto the altar. 
  Soames steps forward and as Prenderville’s chants 
  increase in volume he calls out in a throaty feral 
  voice,
  “Great god of night, possessor of the sky and 
  the earth! You by which we live! Hurry to 
  our world, break through the incarcerating 
  constellations so we might know thy glory. 
  Oh Smoking Mirror receive, I pray, this gift so 
  it	might	unlock	the	final	bonds,	so	you	may	
  once more stride upon the world. Come to 
  us, Oh Mountainheart!”
  With this he draws out the sacrificial dagger and 
  plunges it into her heart. 
  Any who witness this without being drugged suffers 
  a stability check of 0/d4. 
  If Prenderville isn’t there Soames carries out the 
  ritual without him. 
  
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  Chapter Three: The Cataclysm
  THE CATACLYSM COMMENCES
  Half syllabled cacophonies issue forth 
  dark utterances as blood-rain lashes down 
  onto the beleaguered streets. Imperious 
  buildings, in their austere Georgian grace, 
  dissolve and fragment rising into the abysmal 
  canopy overhead. A roiling vortex of rubble 
  and foul dark smoke reaches up and at once, 
  the south eastern quadrant of the museum is 
  obliterated under a hideous column of dark 
  matter plummeting from the heart of the 
  infinite	alien	stars.
  The ruins collapse into a morbid silence as 
  phantoms of dust slowly settle. 
  Then, creeping from the rubble, Black 
  amorphous spume rolls out, gathering into 
  a dense awful cloud seething in its own 
  infernal energy of buffeting gales and whip 
  like wisps of nihilistic darkness. From within 
  it’s heart a fang encrusted maw emerges, 
  then a vast feline face as the condensations 
  of mist coagulate into an almost human form 
  some twenty feet in height. With every 
  stride black anti-matter breaks from its form 
  before	being	dragged	back	into	its	horrific	
  gravity. The dark jaguar god walks upon the 
  earth.
  Texcatlipoca is still weak but with every soul he 
  takes, he gains strength. His greatest desire is 
  currently worship and command over the city. 
  Stability Check: Power x 1/2% for 2d6+2/4d8+4
  TEXCATLIPOCA: GODLIKE BEING
  STR 40
  CON 120
  SIZ 25
  INT 20
  POW/MP 200
  DEX 25
  HP70
  Damage Bonus: +2d6
  Weapons: Fists: 90% 2d6
  Armour Points: 8
  Dominium: The night sky, the night winds, 
  hurricanes, the earth, enmity, discord, rulership, 
  divination, temptation, sorcery, beauty, war.
  Animal: Jaguar
  Magic: Any magical effect is possible. He is the god 
  of magic.
  Weakness: He is currently unaware of events 
  beyond a 200 foot range until he acquires more 
  worshippers. 
  Stability check: Power x 1/2%
  Stability Loss: Special. See Seeing a God
  His godlike being exudes supernatural force 
  palpable in the air about him.
  The mere sight of Texcatlipoca may drive people 
  to insanity or grovelling worship. His presence may 
  lead some to wild passionate fury or violence, give 
  rise to their most animal passions or exacerbate 
  deep seated discord and hatred. Any character 
  within fifty feet who fails their Stability Check will 
  become lost to their animal passions. 
  Texcatlipoca assesses those worthy and feeds into 
  their minds spells and enchantments to enable 
  them to have control over others. In human form 
  he can stand between six feet and 20 feet in 
  height, a jet black jaguar headed muscular human 
  whose fur or skin shimmers with ill defined wisps of 
  curling mist. His eyes are glowing white orbs with 
  no discernible pupils.
  WHAT TEXCATLIPOCA DOES NEXT
  If left unchallenged he uses powerful magic to 
  transform into a driving wind and relocates at 
  Westminster. He uses Soames or Prenderville as 
  his ambassador and issues demands for sacrificial 
  worship and submission for the whole country.  
  If he is refused he dominates whole sections of 
  the populace and sends them into a violent fury 
  throughout London. 
  He is the god of war and all modern war machines 
  are his delight. No earthly war device will do him 
  harm. The only possible solution is to raise a rival 
  god or being. 
  SEEING A GOD
  The sight of a god walking the earth is so 
  devastating to the human psyche that the witness 
  must make a stability check of half power % or 
  less. 
  If they score greater then they:  
  01%-50% go instantly insane loosing 2d8+16 stability 
  points permanently, or
  51%-100% instantly lose consciousness and lose 
  2d4+8 stability points.
  If they make their stability check, they lose 2d8+4 
  stability points but also gain 20% on their occult 
  knowledge skill. 
  
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  Appendix: Oxford
  QUETZALCUATL: GODLIKE BEING
  STR 50
  CON120
  SIZ 50
  INT 30
  POW/MP 350
  DEX 20
  HP120
  Dominium: The morning and evening stars, “The 
  Lord of the Morning, knowledge, time, death and 
  resurrection, the creator god.
  At no point will Quetzalcuatl engage in or even 
  acknowledge the existence of the investigators. 
  If the investigators summon Quetzalcuatl he 
  immediately rises from the stone effigy in the 
  America Room and passes out into the sky over 
  the Museum as a vast ethereal feathered dragon, 
  sinuous,limbless, it’s multicoloured feathers 
  trailing colours illuminating the convulsing clouds. 
  As soon as Texcatlipoca is spotted or arrives, the 
  two gods face each other in a titanic battle, where 
  Quetzalcuatl coils and constricts about the jaguar 
  god, spinning up beyond the clouds, through the 
  boiling hurricane and beyond to the alien night’s 
  sky. The hideous clouds contorted as they are 
  dragged through the central vortex until a clear 
  night sky remains overhead with thankfully familiar 
  constellations. 
  If any investigator has been killed or driven 
  permanently insane, Quetzalcuatl will resurrect 
  them by way of gratitude for their bravery and 
  cure them of their insanity, typically restoring 
  20+2d20 Stability Points. 
  If this is the case the investigator may have gained 
  a strange ability or insight, or they may have 
  heightened attributes in some way. They should 
  also have a handicap they need to cope with. 
  Other beings
  Bran the Blessed  
  Known as Albion by William Blake. Resides under 
  The Tower of London. a Vast leviathan who is the 
  personification of England.
  Gog and Magog
  Two vast giant elementals who reside in the Black 
  Mountains of Wales. 
  Urulia 
  The elemental being under the lake at Fenworthy. 
  This may combat Texcatlipoca, but will then seek 
  to replace him.
  STOPPING THE RITE
  At any juncture throughout the evening 
  the investigators have opportunities to halt 
  proceedings. 
  • 
  Before midnight. 
   
  The investigators may investigate the club 
  itself. Behind the cloakroom is a concealed 
  door leading into the corridor to the altar room 
  to be used by Soames and Prenderville. They 
  could explore the altar room undisturbed or lie 
  in wait. Prenderville visits the room at 11.00pm 
  to check everything is ready, then the priestess 
  and two heavies dressed in Aztec outfits arrive 
  at 11.30pm to prepare for the midnight ritual. 
  The investigators could search the warehouse 
  and find Braintree’s apartment. Here, 
  they may find the stash of firearms in the 
  upper warehouse. Until 10.55pm, Soames, 
  Prenderville, the priestess and the sacrificial 
  woman are in the apartment. The woman is 
  already drugged. The priestess will not fight but 
  Soames will aggressively fight the investigators 
  while Braintree gets his revolver from his 
  bedroom and will return three minutes into the 
  fight.  
  There are two guards at the rear stairs 
  of the clubhouse and two more guards in 
  the warehouse. Braintree’s apartment is 
  unguarded. The heavies in the club room firmly 
  prevent any access, but the investigators may 
  find alternative means of getting passed them. 
   
  • 
  At the ritual. 
   
  The investigators could win tickets to get into 
  the ritual. They may find some way to avoid 
  drinking the drugged drink or resist its effects. 
  They could sneak in via the cloak room shortly 
  after the rest of the chosen party goers have 
  gone through the door. They are then be faced 
  with Soames, Prenderville and two heavies. The 
  rest of those present are too scared to take 
  part. 
  Other delaying tactics
  Destroying the mirror, the sacrificial dagger or the 
  effigy of Texcatlipoca delay matters by a day. If 
  the effigy in the museum is destroyed, Prenderville 
  activates the Mask of Texcatlipoca currently on 
  display in the America Room.
  APPENDIX
  OXFORD
  There is a possibility that the investigators 
  make the 60 mile journey to Oxford. There, 
  they could search Layton Fielding’s apartment, 
  meet Gwen Treavers and possibly acquire 
  spells and magic to help against the threat of 
  Texcatlipoca.
  FIELDING’S APARTMENT
  Fielding’s flat is in Oxford where he holds a 
  position in non European Ancient History and as a 
  curator at the Pitt Rivers Museum. 
  By car, Oxford is just over 60 miles and takes 
  approximately two hours. 
  Fielding’s flat is 287,  South Park Road, Oxford in a 
  three storey building. His flat is on the top floor.
  Living Room.
  The door to the flat leads straight into the living 
  room, a large room with double glass doors leading 
  onto a veranda overlooking a park opposite the 
  apartment building. 
  The living room has pink and white regency style 
  wallpaper and a plain polished wood floor covered 
  by a couple of rich Arabian rugs of some value. 
  One wall has a fireplace in white painted wood. 
  There is a small piano in one corner with piles of 
  sheet music on top of it, a mix of classical and 
  show tunes. A floor-to-ceiling book shelf is filled 
  with a mixture of porcelain figurines and books. In 
  the middle of the room is a three piece suite of a 
  three seater sofa, and two padded comfy chairs. 
  Between these is a coffee table. On the coffee 
  table is a telegram which reads:
  “SHIPMENT 
  ARRIVED 
  STOP 
  TEXCATLIPOCA 
  CONFIRMED STOP COME IMMEDIATELY STOP 
  SOAMES”
  Apart from the sheet music this room is tidy. 
  A door leads into a small kitchen area and a 
  corridor heads into the rest of the flat. 
  Using the Mirror
  The investigators could attempt to use Dee’s 
  mirror following the notes and instructions left by 
  Prenderville. See the Divination Spell at the rear 
  of the book for more details.  Preparation of the 
  device, ingredients and the spell take one hour to 
  attempt. 
  They could contact John Dee or his guide, Madimi 
  (Dee’s spirit guide) or Texcatlipoca himself. If 
  they summon one of the first two, they could give 
  the investigators insights into solving the problem 
  including providing them with the temporary 
  ability to cast a further spell; either summon 
  Quetzalcuatl or Reverse Time.
  The character could use of one of these spells for 
  the following 24 hours. 
  They could use these guides to try any kind of 
  supernatural or arcane plan of their own devising. 
  These should be allowed with the accompanying 
  chance of loss of stability and creating even more 
  chaos. 
  Perhaps the Egyptian gods will be awakened from 
  their statues in the west wing of the museum? 
  Whatever happens it must be the instigation of the 
  investigators. 
  Murder
  The police are fully engaged in the mass panic in 
  London later in the course of events, but if one of 
  the investigators kills a protagonist without good 
  reason they will be charged with murder unless 
  there are clear evidence of self defence, but there 
  will still be an enquiry. 
  How this is handled is up to the GM. Farrington has 
  connections in high places and can get the best 
  lawyer, especially as John Woodrow works in a Law 
  firm.
  If it leads to all or some of the characters being 
  incarcerated or placed on death row, this provides 
  a wonderful game hook for an adventure in a 
  penitentiary, or an asylum. The characters could 
  easily be reprieved as long as they agree to 
  continue to take more cases which threaten the 
  nation or just have supernatural connotations.  
  
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  Kitchen
  Living Room
  Study
  Bedroom
  Utility
  Room
  W.C.
  Stairwell
  up to fat
  Veranda
  Fielding’s Apartment in Oxford
  The Kitchen
  A compact room containing cupboards for crockery 
  and utensils. The latest modern convenience, a 
  refrigerator has got food and drink in it. The type 
  of food shows that Fielding does not regularly cook 
  for himself and his tastes are expensive. There is a 
  supply of expensive wines and spirits in here. 
  The Study
  This room is only lit by two wall lights on one 
  wall and a standard lamp on top of a book case. 
  There is a desk and a number of floor-to-ceiling 
  book cases predominantly containing books on 
  geography, history, art and religion. Sitting among 
  the books are genuine artefacts from many parts of 
  the world. 
  Although there is evidence of pens in the drawers, 
  Fielding has typewriter on his desk. A brown narrow 
  drawered filing cupboard holds reams of papers 
  of various types. Thick card boxes are labelled 
  with hand written titles concerning his researches 
  and studies into archaeological practice as well as 
  clippings from newspapers and journals concerning 
  the most up to date finds. Another series of 
  storage boxes contain essays from students he is 
  mentoring. 
  The study takes a long time to search through and 
  the investigators need to use their common sense 
  to find anything of value. Use Alert checks and 
  research checks to resolve questions. 
  Pertinent information in the study
  Letters and documents appear at the back of the 
  adventure for easy copying as handouts.
  Fielding has copies of works by Carl Jung and has 
  meticulously marked passages which refer to a 
  great super-conscious global state. 
  • 
  In one of Jung’s books is a hand written letter 
  from the author. It responds to Fielding’s 
  enquiry about possible trans global entities in 
  the ancient past.
  • 
  There is a letter from Soames still on the desk 
  opened with a paper knife. It refers to the  
  forthcoming arrival of artefacts from Honduras.
  • 
  A blank piece of paper in the type writer has 
  feint indentations of the last letter Fielding 
  typed. It can be made legible with graphite 
  dust. 
  Fielding has gathered together accounts of occult 
  practices, especially concerning earth spirits and 
  satanic worship. He notes in one annotation with 
  obvious fear that these testaments are all too real 
  and not to be taken lightly.  The accounts come 
  Appendix: Oxford
  from round the world including evidence from 
  17th century witch trials, more recent testimonies 
  in eastern Europe and Germany of dark rituals 
  stemming from a Prague based occult organization 
  dating from the 18th century called the “Order of 
  Enlightenment” 
  There is a large section concerning Constantinople 
  and the Xavians and their belief that beneath the 
  streets is a gateway to hell. The events of the 
  Great War, he believes, have shaken up a great 
  psychic trauma which has awoken something 
  primaeval from the Earth’s past. 
  There is a section on English folklore concerning 
  everything from fairies under hills to dragons and 
  giants coming out of the caves. Here, he also 
  includes the stories of Arthur sleeping under the 
  hills waiting for a time when he should return to 
  aid Albion. 
  Finally he has recently been studying Mezzo-
  American, Sumerian and Egyptian scripts and is 
  studiously noting similarities between them, His 
  notes are made with growing anxiety as he is aware 
  that all these ancient cultures are being exposed 
  and excavated, and in line with the Great War and 
  the obsessions of the Xavians,  he genuinely fears 
  what form of ancient being may arise.
  He begins to question his sanity at this point and 
  mentions one of his students, Soames and the new 
  consignment of artefacts from Honduras. He also 
  mentions with growing trepidation his feelings on 
  entering the Pitt Rivers Museum. 
  The Other Rooms
  The other rooms in Fielding’s apartment indicate a 
  bachelor of well disciplined ways with a reasonable 
  amount of money. There are no further clues here. 
  THE PITT RIVERS MUSEUM
  Speaking with Gwen Treavers
  Treavers is a serious minded woman in her forties. 
  At first she is evasive if asked about Fielding 
  considering it to be a private matter. She will only 
  talk if the investigators provide some evidence 
  that they are working for the police on a serious 
  investigation, or working with the British Museum. 
  If they meet her after Fielding’s death, she is 
  devastated, pale and shaken. She offers all the 
  help she can. 
  She knows the following:
  Lambert Fielding was studying earth deities 
  and spirits from round the world and drawing 
  comparisons to write a paper. He was exploring 
  the possibility that a) there may have been a root 
  belief system that tied all modern faiths together 
  and b) that these faiths had foundations in genuine 
  godlike beings encountered by early humans. 
  She finds the second notion incredulous and had 
  advised him from exploring such nonsense. 
  Fielding was becoming more unstable and stressed. 
  He was distracted from his University duties and 
  expressed to her that he was genuinely frightened 
  of going into the museum, especially alone and in 
  the evening as he felt the many collected religious 
  artefacts to be dangerous. He said putting all these 
  objects in one room under one roof would bring 
  unknown consequences. He appeared genuinely 
  scared of the superstitious fear of spirits housed 
  within the many objects gathered from around the 
  world. 
  She understood he had gone to London by train 
  to visit the British Museum and had assumed it 
  had something to do with a meeting with Basil 
  Prenderville. 
  She has not heard of Tristram Soames but is aware 
  of the new city discovered in Honduras.
  Artefacts in the Pitt Rivers
  Without the aid of Treavers, these items may 
  only be discovered using a Research or Occult 
  Knowledge check. Check every 30 minutes per 
  character. 
  •	
  A	sacrificial	dagger. Similar to the dagger being 
  used by Soames, this dagger can draw Magical 
  energy from the victim and holds up to 20 
  Magic Points. It currently holds 10.
  •	
  A life Stone. Similar to the life stone in 
  Prenverville’s office. It is charged using a 
  Combine Spell and holds up to 40 Magic Points. 
  •	
  Warding Rattle. The sound of this rattle causes 
  all supernatural beings of spirits within a 30 
  feet radius to make a Power check x 1/2% or flee 
  the area. This includes Soames. 
  •	
  The Picatrix. See books in the British Library 
  on page 38 for details. A scan through the book 
  using an Occult Knowledge check reveals a 
  number of spells and enchantments possibly 
  useful for the investigators. 
  
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  THE BACKSTORY
  The discovery of a new ruined city in the depths of 
  the Honduras jungle has come as a surprise to the 
  learned community specializing in Mezzo-American 
  culture. They believed they had discovered all; 
  the translation of hieroglyphics which adorned 
  the temple walls of the Incas had at last been 
  deciphered, enigmatic Aztec gods named, their 
  characters described. Cyclopean ziggurats 
  enshrouded in the all-consuming jungle had been 
  mapped and studied. Their discoveries transformed 
  the world view of these mysterious civilizations 
  and it was with growing unease and morbid 
  fascination that they pieced together the blood 
  drenched practices of these ancient and terrifying 
  people. 
  So it was that the discovery of a new city, 
  perhaps a new civilization came with both eager 
  anticipation and a vague sense of trepidation.
  The city went by two names, The Pale City and the 
  City of the Monkey God. Archaeologist adventurers 
  from Germany, America and England had all taken 
  the treacherous journey into the depths of jungle 
  to see for themselves what was to be discovered. 
  One of the first and most enigmatic finds was a 
  huge stone carving. The effigy was believed to be 
  a monkey clad as a priest. Such was its auspicious 
  scale that the first witness to its vine enshrouded 
  form believed it must have been their main deity, 
  a completely new and unknown god to add to the 
  lexicon. 
  Parties from all three countries continued to 
  make new discoveries, sending back reports and 
  photographs to the various places of study. This 
  was a time when new discoveries were changing 
  the picture of the antique world; Howard Carter 
  had at last found the entrance to the tomb of 
  Tutenkhamen, perhaps the only royal tomb of the 
  Pharaohs to have survived plundering from thieves. 
  Elsewhere the ancient city of Ur was being slowly 
  plotted and excavated and even as Carter was 
  clearing the stone doorway of the pharaoh, they 
  were excavating the tomb of a Priestess in the 
  deserts of Mesopotamia. 
  It was a time when much that was buried was 
  being unearthed and scrutinized, much that was 
  perhaps best left deep beneath the blistering sands 
  or wrapped in the clinging vines of the tropical 
  forests. There are some who saw something other 
  than academic curiosity in these discoveries. 
  From times reaching back into unrecorded history 
  Appendix: Backstory
  enclaves had studied the blasphemous epistles, 
  tomes and fragments of ephemera from the fallen 
  states of ancient Empires. These occult groups 
  gathered in secret and pieced together truths 
  which drove some to madness, others to secluded 
  cloisters of monastic solitude. At times their 
  heresies were discovered and the authorities of 
  the church, the Inquisition, and the hunters of 
  witches rooted them out, exposed their deplorable 
  ways and executed them en masse. Yet despite 
  this these groups hung on, burying themselves 
  even deeper in the underbelly of the great cities of 
  Europe.
  So in these times, when the nation is shaken out of 
  its Empirical complacency by the most devastating 
  conflicts in human history, these groups are slowly 
  rising from the ashes of madness and growing in 
  strength. 
  The oldest is an order in Constantinople, The 
  Xavians, who claim to have found clues to the deep 
  caverns where the mythical Zeus, or Ze-uss, sent 
  the great Titans down into Tartarus. They believe 
  the time is soon upon the world when the Titans 
  will rise once more, that the Great War was a sign 
  of things to come, and they are eager to placate 
  these returning powers. 
  A spawn of the Xavians is the Urulian Society 
  in Great Britain. They believe these Titans are 
  already present on the earth, buried beneath the 
  hills and not just beneath the crooked streets 
  of Constantinople, sometimes imprisoned by 
  the protective temples placed over their vast 
  burial chambers. Further, they believe that the 
  greatest Titan, the embodiment of the earth, 
  Urulia is growing restless. With the discovery 
  of  the ancient ways of worshipping him through 
  these archaeological discoveries, the time is ripe 
  to prepare for his awakening. Each discovery has 
  brought with it convincing proof that they are 
  right, the tomb of the Priestess at Ur is already 
  proving fruitful, the artefacts of the Pale City 
  are more than convincing. They know that in a 
  secluded valley in the heart of Dartmoor there 
  is a great restless power and they wait with 
  anticipation the contents of the Pharaoh’s tomb. 
  A further group has been quietly forming in the 
  last ten years from the settled heart of England. 
  The Order of Hermes is led by the charismatic 
  and powerful young leader, Aliaster Crowley. He is 
  evolving theories that break new frontiers from the 
  Victorian fascination with the frail wall between 
  life and death. Crowley is currently abroad on a 
  personal study of the world’s religions, believing 
  that they each carry clues to a greater hidden 
  truth, which must only be united by one who 
  has a deep and personal knowledge of them all. 
  Fundamentally however, he has already come to 
  the inescapable conclusion that the one truth does 
  not lie with the Christian world view. He believes 
  this view to be the one great lie, a cloak of false 
  controlling beatitudes, genuflections and rituals 
  which hide, rather than reveal the truth. He is 
  coming to the conclusion that it is with man’s own 
  nature, and guiltlessly following of that nature 
  that the truth is revealed. First be amorally true 
  to oneself and act on it, then the cloak of illusion 
  shall be lifted and mankind will be free.
  With the growing intensity of the cults of Urulia 
  and the Xavians, he has become obsessed to 
  discover whether the global psychic trauma of the 
  Great War has at last shaken mankind from their 
  complacency. This is the dawning of a new world 
  and perhaps these Titans are the true powers. 
  The Fenworthy Incident 
  One of the key members of The Urulian Society was 
  Gerald Hadwick. He was not what he appeared. 
  His mother was Lydia Rasthorne. She had been a 
  member of the Xaviens in the 1840s and needed 
  to escape from Constantinople quickly after 
  mounting a failed bid for the leadership of that 
  group. Fearing for her life, she latched onto an 
  English lord, William Rasthorne of Fenworthy 
  Grange, and married him. Back at Fenworthy she 
  discovered that an aspect of Urulia lay in the 
  valley of Fenworthy and she set about plans to 
  awaken him. Her husband became and obstacle to 
  this so she had him killed while he was abroad in 
  Constantinople. Her plot was discovered and she 
  was executed in the Exeter assizes for the murder 
  of her husband, but even as her neck snapped in 
  the hangman’s noose her spirit was captured inside 
  a manikin by her faithful servant. Lydia left her son 
  to be raised by Rasthorne’s relatives, but she also 
  left him a legacy of spells and arcane knowledge. 
  He studied hard and learned the secrets of 
  rejuvenation. Over 70 years after his mother’s 
  death he still looked 30 years of age. He took up 
  a position in Fenworthy as a Rector and planned 
  to resurrect his dead mother, who had the power 
  to raise Urulia. He needed to find the doll and 
  perform a spell to transfer her spirit into the body 
  of a living victim. In turn the victim’s soul would 
  replace hers in the doll.
  His plan was finally foiled by the investigations of 
  a group of resourceful visitors from London. 
  Before being caught, Hadwick had diverted a 
  shipment of artefacts from Honduras. He believed 
  that one of the effigies represented Urulia under 
  the ancient name of Enki. He hoped that if it still 
  contained power, he could use it as a gift for his 
  mother once she had returned. 
  
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  TEXCATLIPOCA
  Texcatlipoca is the god of providence, the darkness 
  and the invisible, magic and divination, lord of 
  the night, god of the earth and of the sky. He is a 
  god of creation under the name of Ipalnemoani, 
  “He by whom we live.” He has multiple identities, 
  Necocyaotl (“Enemy of Both Sides”), Tloque 
  Nahuaque (“Lord of the Near and Far”) and Yohualli 
  Ehecatl (Night Wind), Ome acatl (“Two Reed”) and 
  Ilhuicahua Tlalticpaque (“Possessor of the Sky and 
  Earth”). 
  Texcatlipoca takes the form of the Jaguar and was 
  honoured once a year with the sacrifice of a young 
  man. This man was chosen during the previous 
  year’s ceremony. Throughout the year he lived like 
  the embodiment of the god. He would marry four 
  young women, and spent his last week singing, 
  feasting and dancing. 
  During the feast, where he was worshipped as the 
  deity he personified, he climbed the stairs to the 
  top of the temple on his own, where the priests 
  seized him, a time in which he proceeded to 
  symbolically crush “one by one the clay flutes on 
  which he had played in his brief moment of glory,” 
  and then was sacrificed, his body being eaten later 
  and his heart placed before the god. Immediately 
  after he died a new victim for the next year’s 
  ceremony was chosen. 
  The priest warriors of this god were said to 
  acquire the attributes of the jaguar, some say 
  even transform into them. In this form they made 
  perfect assassins and hunters. 
  Appendix: Rules
  CHARACTER ATTRIBUTES
  ATTRIBUTE
  DICE USED
  DESCRIPTION
  Strength (Str)
  3d6
  Brute force and muscle power.
  Constitution (Con) 3d6
  Physical health and toughness, Stamina and Resistance to 
  illness.
  Dexterity (Dex)
  3d6
  Agility and coordination.
  Intelligence (Int)
  3d6
  Ability to solve problems, calculate and memorise.
  Power (Pow)
  3d6
  Force of will and life force.
  Charisma (Cha)
  3d6
  Allure, appeal and attractiveness.
  Size (Siz)
  Half (Con + Str) 
  The physical size of a character. 
  Stability (Sta)
  Pow x 5 %
  The current sanity or mental stability of a character. 
  Perception (Per)
  Half (Int + Pow) x 5% Perception and ability to spot clues.
  Influence (Inf)
  Cha x 5%
  The character’s ability to convince others.
  Health points (Hp) Half (Con + Str)
  How much damage a character can sustain before falling 
  unconscious or dieing.
  RULES
  For rules of play and detailed descriptions of 
  what the terms mean on the character sheets, 
  the players may download a free version of the 
  GORE system from www.rpgnow.com produced by 
  Goblinoid Games.
  Challenges
  Any time a character attempts to do something 
  they either use one of their attributes, such as 
  strength or intelligence, or they use a learned skill.
  Attribute Challenges
  For an attribute challenge, the Game Master 
  allocates a difficulty level for the challenge then 
  the player roles a d100 an needs to get that skill 
  check or less to succeed. 
  For example, Sidney needs to push through a 
  stuck door. The GM thinks the door is of moderate 
  challenge so Sydney needs to role her Strength 
  attribute x4% on a d100 or less. Sydney has 10 
  strength so needs to role 40% or less. 
  The GM may add or subtract modifiers based on 
  what the player tries to do or other circumstances. 
  DIFFICULTY OF CHALLENGE
  Easy
  Att x 5%
  Moderate
  Att x 4%
  Hard
  Att x 3%
  Tough
  Att x 2%
  Heroic
  Att x 1%
  Almost impossible
  1/2 Att %
  Learned Skills
  Some skills are learnable and can improve with 
  experience. The learned skills on the character 
  sheet are marked with percentages which indicate 
  the character’s current skill level. 
  The player needs to role the current skill 
  percentage or less on a d100 to succeed in the 
  skill. The GM is free to add any modifiers to the 
  chance. 
  Improving Skills
  Any time a skill has been successfully used, the 
  player makes a mark in pencil against that skill. At 
  the end of the game session they get a chance to 
  see if the character has learned something new. 
  They role a d100. If the result is OVER the current 
  skill percentage for that skill, they may role 
  a d10. The result is added to the current skill 
  percentage. When casting spells for the first time, 
  the spell has a skill Improvement number which 
  is added immediately to the skill score for Occult 
  Knowledge. 
  
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  Appendix: Stability & Horror
  CALCULATING FEAR EFFECTS
  1. Find the Fear Rating on table 1 adjusted by the 
  character’s current stability points calculated from 
  Table 2 and other modifiers the Game Master sees 
  fit.
  2. Multiply the character’s power score by the 
  resultant Fear Rating and find the percentage to be 
  rolled.
  3. If the d100 roll is equal to, or lower than, the 
  percentage they have resisted the worse effects of 
  the encounter. 
  3. To calculate the effects of the encounter;
  • 
  If the character resists the experience then 
  they lose the Stability Points indicated to the 
  left of the / on the Fear Rating table.
  • 
  If they succumb to the effects they suffer the 
  loss of Stability as indicated to the right of the 
  /.
  Table 1
  FEAR RATING
  Fear Rating
  Fear check
  Stability loss
  Type 1: Mild
  Power x 5%
  0/1d4
  Type 2: Uneasy
  Power x 4%
  1/1d6+1
  Type 3: Strong
  Power x 3%
  2/2d4+1
  Type 4: Powerful
  Power x 2%
  1d4+1/2d6+1
  Type 5: Horrific
  Power 
  2d4+1/2d6+2
  Type 6: Terrifying
  1/2 Power
  2d6+2/4d8+4
  Table 2
  EFFECTS FROM CURRENT
  STABILITY POINTS
  Current Stability Points
  Effects
  0 - 20   Insane
  +3 Fear rating
  21 - 30 Unstable
  +2 Fear rating
  31 - 45 Nervous
   +1 Fear rating
  46 - 60 Level headed
  No effects
  61 - 75 Strong willed 
  -1 Fear rating
  76 - 100  Fearless
  -2 Fear rating
  STABILITY AND HORROR
  A character’s current stability is measured using 
  Stability Points and indicates their mental state. A 
  character with 70 stability points is strong willed 
  and very confident, a character with 30 stability 
  points is unstable and less able to cope with 
  dreadful encounters. 
  Resolving	A	Horrific	Encounter
  The two statistics used when faced with a dreadful 
  experience are:
  •	
  Power, which represents their ability to cope 
  with shocks.
  •	
  Stability points, which indicate their currant 
  stability.
  Fear Rating Examples.
  Type 1: Mild
  • 
  Seeing an animal corpse which has been 
  violently killed.
  • 
  Finding evidence of what is believed to be a 
  supernatural event or being, including in a 
  book.
  Type 2: Uneasy
  • 
  Witness madness or violent rage in others.
  • 
  Finding a violently killed corpse or body part.
  • 
  Witness a violent death.
  • 
  Witness a low level supernatural presence.
  Type 3: Strong
  • 
  Witness the violent death of a friend or ally.
  • 
  Witness a medium level supernatural being or 
  event. 
    
  Type 4: Powerful
  • 
  A direct confrontation with a supernatural 
  being or event. 
  • 
  Evidence of demonic or abominable activity.
  • 
  Believe to be attacked or hunted by 
  supernatural beings. 
  Type 5: Horrific
  • 
  Witness a powerful supernatural being or minor 
  demon.
  • 
  Experience torture. 
  Type 6: Terrifying
  • 
  Direct encounter with a major supernatural 
  being, Major Demon or Angelic being.
  Example: 
  Richard Carlton has a current stability of 36. 
  Consulting the stability table he is in a nervous 
  state. This adds one to the fear rating of the next 
  encounter.
  Richard encounters a pair of fiendish hell hounds 
  with lurid glowing eyes and glistening writhing 
  black fur which appear to glow with their own 
  unnatural light. This is classed as a powerful type 
  4 encounter, but he is already unsteady, sending it 
  into a horrific type 5 encounter! 
  Richard’s player multiplies his power by 2. He only 
  has 10 power score so he must role 20% or less to 
  avoid the worst aspects of the encounter.
  The player rolls the percentage dice and gets 18%. 
  Amazingly, Richard stays cool but still loses 2d4+1 
  stability points from the type 5 event.
  If there is more than one Horrific Encounter in 
  the situation such as a badly mutilated body and 
  a demonic presence hovering over the corpse, 
  generally the Game Master chooses the worse of 
  the two only.
  EFFECTS OF FEAR
  If a character suffers more than their power score 
  in stability loss they will flee in terror for the 
  amount of rounds equal to their constitution.
  If they are unable to flee they will cower in a 
  corner as a gibbering wreck and continue to lose 
  Stability Points at the same rate until the horrific 
  event has passed or they are reduced to below 20 
  stability points, at which point they are insane.
  REGAINING STABILITY POINTS.
  Characters may be able to regain their stability 
  either by overcoming the horror before them, or 
  seeking spiritual guidance.
  • 
  If the investigators resolve, or defeat, the 
  horrific encounter they regain Stability Points 
  using the dice for the worse affects of the 
  encounter (to the right of the /). The result 
  is added onto their stability points. Not all 
  encounters can be resolved. 
  • 
  The character could restore their stability 
  through the help of a priest or councillor. They 
  need to refrain from any threatening activity 
  while regaining confidence and will gain three 
  Stability Points per week.
  Unless under exceptional circumstance the 
  character’s stability points will not exceed their 
  initial stability score (Power x 5).
  GAINING OCCULT KNOWLEDGE SKILLS 
  FROM READING BOOKS AND LOSING 
  STABILITY.
  Each time a character reads a book containing 
  occult lore: 
  1. On completion of the book, the player rolls a 
  d100.
  2. If the result is OVER the character’s current 
  Occult Knowledge Skill, they have learnt  
  something knew. 
  3. Even if the character fails the check they still 
  gain some knowledge. The knowledge gained 
  for each book is written with two numbers 
  divided by a /. The number before the / is 
  the knowledge gained if the check failed. The 
  number after the / is the gained knowledge if 
  the check succeeded. 
  4. Next the character loses some stability 
  from the unnerving contents they have just 
  understood. This is handled in a similar way to 
  all Stability checks. 
  5. The character makes a Stability Check by 
  rolling against the the Fear Type (see appendix 
  on Rules for details). 
  6. If they make their Stability Check they lose the 
  number of Stability Points to the left of the /. 
  If they fail they lose the number to the right of 
  the /.
  
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  CASTING SPELLS
  This adventure could be resolved without the use 
  of spells however if the players are daring and 
  adventurous and willing to pay the price with their 
  sanity, they could counter the devastating plot 
  hatched by Prenderville and Soames with spells. 
  Casting spells costs Stability Points, and Magic 
  Points, but will usually give the character Occult 
  Knowledge as well. 
  Ordinarily casting spells requires too much study 
  to be possible within the time frame of the events. 
  This should be ignored for the purpose of this story.
  Magic Points
  Casting a spell requires the expenditure of Magic 
  Points. A character’s Magic Points are the same 
  number as their Power score and are latent in all 
  humans. If a character’s Magic Points are reduced 
  to 0, they lose consciousness. 
  Regaining Magic Points
  A character regains their Magic Points over a 24 
  hours period without need to rest. 
  If it has only been twelve hours since the last 
  casting then they have regained half the spent 
  points. 
  Gaining additional temporary Magic Points.
  There are a number of methods of building Magic 
  Point potential. 
  • 
  Using a magic device, such as a Life Stone. 
  This is a device which acts as a battery, storing 
  potential Magic Power.  
  A typical stone holds 30 Magic Points and one 
  currently resides in the Pitt Rivers Museum and 
  another in Prenderville’s office.
  • 
  A lead caster can use the spell Combine to draw 
  Magic Points from other participants. They 
  can be willing or unwilling and do not need to 
  be casters themselves. Though Combine costs 
  Magic points to cast, it opens the caster to a 
  much larger pool of Magic Points.
  Appendix: Rules
  • 
  Sacrifice.  
  This very much depends on the type of magic 
  being called, or the deity being summoned. 
  It could be animal sacrifice, some kind of 
  material wealth, a specific item or indeed in 
  the worst cases, human sacrifice.  
  Animal or human sacrifice will provide Magic 
  Points equal to three times the victim’s full 
  magic points. 
  In this scenario, Soames uses a sacrificial knife 
  to release Texcatlipoca from his otherworldly 
  incarceration. He takes the additional energy 
  from human sacrifice and also draws energy 
  from the audience. 
  Stability Points and Spells
  Spells warp reality and whether the character is 
  casting the spell or witnessing its effect, it costs 
  some Stability Points.
  To resist the worst effects of stability loss, 
  the caster or witnesses must roll their occult 
  knowledge skill or less on a d100, otherwise they 
  suffer the full effects of the stability loss indicated 
  in the spell descriptions.
  Gaining Occult Knowledge through Spells
  Each time a caster uses a spell for the first time 
  they gain occult knowledge immediately. 
  On subsequent occasions they need to role over 
  their an occult knowledge score on a d100 to find 
  out if they learnt anything further. If they succeed 
  then they learn the Occult Knowledge for that spell 
  again. 
  If they cast the spell for more than five times with 
  no further learn Occult Knowledge, then they will 
  never learn anything new from casting the spell. 
  • 
  They could penetrate the Veil and ask questions 
  from spirits and other beings, including those 
  who have died. These spirits have access to the 
  vast well of knowledge of all who have gone 
  before.  
  REVERSE TIME
  Cast Cost: 15MP + 2MP per 6 hours
  Casting Time: 3d6 +10 minutes
  Stability Check: Occult Knowledge Check or less on 
  a d100.
  Casting Stability Cost: Special
  Witness Stability Cost: Special
  Occult Knowledge: 10
  Description: Reverse time will only function with a 
  special stone calender, a Tonalpohualli. 
  The caster stands before the calender intoning the 
  spell then must use the device to literally dial time 
  back. The further back in time the dial is turned, 
  the more Magic Points are expended.
  The area of effect which is taken back in time is an 
  area measuring no more than 600ft2  facing the dial 
  and including the dial, such as a room measuring 
  20ft x 30ft. 
  Anyone within the area will see the world 
  reversing. Anyone outside the area will be oblivious 
  of any change but may see the participants 
  suddenly appear from nowhere in the room. 
  Anything entering or leave the area will appear 
  as fast moving ghosts moving backwards, walking 
  through the characters, though they will have 
  no awareness of the time travellers. This could 
  include the characters themselves if they have 
  already visited the area. 
  To an extent the caster using the dial can stop the 
  time reversal at any moment, though there will be 
  some inertial lag.
   
  Time travel and stability
  The further back in time the greater the risk to 
  stability. Use the following rules.
  The caster’s Stability Cost is 2d4+2/2d6+4 for 
  the intial casting. The caster can time travel 
  backwards up to twelve hours with no further 
  stability loss. 
  SPELLS
  Below is a list of spells available in this adventure.
  COMBINE
  Cast Cost: 6MP
  Casting Time: 2 minutes
  Stability Check: Occult Knowledge Check +20% or 
  less on a d100
  Casting Stability Cost: 1d4 (First use only)
  Witness/ Subject Stability Cost: 1d4 (First time 
  only)
  Occult Knowledge: 4
  Description: The caster drawings the Magical 
  Points from selected characters within the range of 
  20 feet. 
  The caster can select as many four subjects plus 
  one subject for each extra 1MP expended. The 
  caster can then pool the magical energy of the 
  participants directly into another spell as long as 
  the participants stay within range.  
  Alternatively they can pool the gathered Magic 
  Points into a Life Stone for later use. In this case 
  they can draw their own Magic Points into the 
  stone as well. This often takes on the form of 
  willing participants in a ritual spell. 
  Any participants whose Magic Points are reduced to 
  0 lose consciousness.
  DIVINATION
  Cast Cost: 15MP
  Casting Time: 30 minutes
  Stability Check: Occult Knowledge Check +20% or 
  less on a d100
  Casting Stability Cost: 2/2d4+1
  Witness Stability Cost 1/d4
  Occult Knowledge: 6
  Description: The caster uses a device to explore 
  areas of knowledge beyond their immediate 
  experience. A typical device is a crystal ball, or a 
  mirror. These devices must be specially prepared 
  and be of superior quality. 
  • 
  They could use the device to witness events at 
  a distance. 
  
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  After that, for each 12 hours travelled back add 
  2d4 to the cost irrespective of whether the caster 
  made their Occult Knowledge check.
  For those who travel with the caster. Their initial 
  Stability Cost is 1d4+2/2d6+2. They then follow 
  the same rules as the caster for stability loss due 
  to the journey.
  Going back in time and gameplay
  •	
  What if the characters get split up? 
  It is possible that some of the players are 
  affected by the Reverse Time spell and others 
  are not. Those who go back in time replace the 
  existence of their previous selves. This means 
  they vanish from the point that their future 
  selves arrive.  
  The GM is free to have this event witnessed or 
  not by the other player characters. If so, they 
  must make a Stability Check at Power x 3% 
  for a cost of 1/1d6+1. 
  It is important that the GM monitors the 
  knowledge of the characters who did not get 
  effected by the spell. The common sense thing 
  to do is have the time travelling characters 
  debrief the others on events.
  •	
  What if the characters go back to before the 
  start of the game time frame?  
  The further back in time the characters travel 
  the more stability is lost. This ensures they do 
  not go too far back.  
  It is still possible that the characters could 
  go three of four days back in time. Soames’ 
  diary is a good indicator of where the other 
  characters are before the game time frame 
  starts. Remember if characters commit acts 
  against the law, they will be sought after by the 
  police. 
  SUMMON GREATER SPIRIT
  Cast Cost: 35MP
  Casting Time: 10-30 minutes + 20 minutes
  Stability Check: Occult Knowledge Check -20% or 
  less on a d100
  Casting Stability Cost: 5d6 + 4 SP
  Witness Stability Cost: 2d6 + 2/4d8+4
  Occult Knowledge: 10
  Description: This spell enables the caster to 
  summon into their presence a Great Spirit. The 
  caster will suffer stability loss for both casting the 
  spell and encountering the Great Spirit. Any others 
  baring witness will suffer just from the presence of 
  the summoned being. 
  The spell is usually recounted from an old text 
  but requires a sacred focal point particular to the 
  spirit. 
  Once summoned it is wise for the caster to have 
  binding/holding spells in place, or at least a 
  very good reason for disturbing the peace of the 
  powerful spirit. 
  Examples of such spirits include angelic beings, 
  major demons, titans, Primaeval gods, and the 
  more powerful alien entities.
  Handouts: Diary of Tristram Soames
  The Diary of Tristram Soames
  Wednesday 8th August 1923
  Basil took me aside at the Thoreaux Cuneiform lecture today. May be something to 
  change my fortune. I don’t believe I have ever seen him so excited. Saw Fielding 
  briefly. 
  Saturday 11th August
  Invited by Monica to the Sly Fox yesterday. Dame Fortune is smiling on me. Not 
  only has word spread of the find in Honduras but I have gained entry into the inner 
  sanctum of the few. I believe the discovery of the city may be what Basil was on 
  about. If so then he will have need of my services. 
  Tuesday 14th August. 
  Almost fell foul of the gay old time on Saturday at the Sly Fox, which turned into 
  Sunday! Time really didn’t matter. It was all one great and glorious pantomime 
  with everyone being deliciously NOT themselves. The music was not to my taste 
  but by the end of the do I had become a convert to that demon they call jazz! 
  An American band no less! What next but dancing wildly with abandon...I would 
  advocate wild dancing and copious alcohol as the cure for all depressions. It was 
  one great perfumed feast, a sophisticate’s orgy of desires fulfilled. I’m afraid I 
  bowed out by the early hours while it was still dark and for the first time in my life 
  was still awake to see the dawn! Sunday was written off. 
  So to work on Monday, still staggering and barely able. But God it was worth it! 
  My thoughts keep lingering  on that fox, Jinx Farrington. She has those eyes one 
  could get lost in. She was a Femme Fatale, a smile and you will be hers and when 
  she has dallied with you she will discard you like yesterday’s news. But I can’t get 
  rid of her divine face. 
  It was announced. A consignment was on its way from Portsmouth of certain 
  artefacts from Homduras, likely to originate from an outpost of the Waztec 
  Empire. I am in charge of recording any glyphs and deciphering where that is 
  possible. I am hoping it won’t be. How glorious to discover a whole new language!
  Thursday 16th August
  There was a delay in the arrival of the shipment. I spent my time boning up on the 
  existing translations of that region. Their gods leave much to be desired. What 
  savage and terrifying times they must have lived in with blood sacrifices and the 
  enemy warriors being ceremonially flayed alive...they considered that an honour! 
  And to top it all the priest would then wear the skin of the poor victim. At least 
  the Jesuits only eat wafers of bread to represent the flesh of God. 
  
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  Sunday 18th August
  I found out this weekend that Jinx Farrington has been taken off somewhere by 
  her brother, to cure her of her ways so I understand. I feel somehow depressed by 
  this. She will be forever my unreachable ideal of dangerous womanhood. 
  It appears as though one of the crates has been mislaid! Basil is furious and spent 
  the last couple of days in a thunderous mood. 
  We are not to touch the other crates until Basil has opened them in front of Lord 
  Hutchens and the Board of the museum. That is to take place on Wednesday this 
  week. More delays. 
  Saturday 24th August
  I have given up all hope. Been invited to a bash at the Fox but Jinx will not be 
  there and almost feel like not going. Still connections with the in crowd are hard 
  to come by and I shan’t be asked again unless I make a show. 
  On the other front, I have been given access to see the finds, but it is all very 
  mum. Apparently there’s international interest. Apparently the find is a complete 
  city, the City of the Monkey God no less. I saw the photographs which came with 
  the records. The jungle had not treated these finds kindly but my god! These will 
  change everything. And I am there beating the new path! That image of the primi-
  tive God will be the new image of the Mesoamerican world. There is something 
  quite terrifying about it. Those who bowed before it must truly have lived in daily 
  fear!
  Dear Prof. Fielding
  First let me say how gratifying it is to receive a letter from you. I have followed 
  your studies and your published works for some time and find a curious resonance 
  in your conclusions. I believe you to be on the right track. 
  It is the arrogant disease of our time that we have been so enamoured of the 
  intellectual pursuance of knowledge that we have failed to maintain our emotional 
  and spiritual intelligence to the point where we consider these qualities the signs of 
  a lesser man. 
  As your letter focused so rightly on the spiritual cohesion of our planet I will focus 
  on this.
  You asked my views on a single super-conscious entity manifest through the 
  unifying myths of past beliefs. I would like to reply to you that it is only with 
  full intellectual vigour and scientific methodology that such certainties may be 
  concluded. I state this with the caveat that our scientific minds are limiting factors 
  in the process of full understanding. 
  There are so many examples which lead to this conclusion where disparate cultures 
  demonstrate almost identical symbolism, but this may have many causes. We are 
  all humans sharing like experiences, fears and drives. Our responses to the world 
  therefore must be similar. It is likely according to latest archaeological discovery 
  that we also were once a single tribe of beings. Our cultural roots and therefore 
  our use of symbolism must also therefore share a common root.   
  Be assured that your investigations into the beliefs of the past and their 
  remarkable similarities will bare fruit if you persevere. Remember we are all 
  pioneers and trust in your own instincts. 
  “Every thing possible to be believ’d is an image of truth.”
  With much respect
  C. Jung
  Letter From Fielding’s Study: Letter from Carl Jung to Fielding
  Handouts: Fielding’s Letters
  
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  Dear Professor Fielding,
  No doubt you will be aware of the great new discovery in Honduras. 
  Already the myth outraces the truth and it has been called the City of the 
  Monkey God, after a man in the field mis-identified a figure. In truth I 
  have come to the conclusion that it is the Jaguar god, Tescatlipoca no less. 
  Prf Clayton agrees with me on this one. We prefer to call it the Pale City, 
  “Ciudad Pálido” as the photographs we have seen show such bleached 
  white walls on the surviving structures.
  You will be delighted to know that artefacts will be in the British Museum 
  shortly including a huge head of a bearded figure unlike anything yet 
  discovered in the region. This may be an earth god of some unknown origin 
  and of course you know that Tescatlipoca governed the earth also. 
  I would sincerely appreciate your advice on the matter when the artefacts 
  arrive. Clayton has promised a prominent role in the study so this may be 
  the making of me. He is willing to allow you early access for study as you 
  Know he values your great knowledge and experience as do I.
  Yours T.S.
  Letter From Fielding’s Study:  
  Letter from Tristram Soames to Fielding
  America Room
  A
  B
  C
  D
  North
  E
  The America Room:  
  British Museum
  Soames’ Study
  Broken Window
  About 10 feet x 22 feet
  Mezzotint
  Desk
  Book 
  Case
  Sofa
  Side
  Table
  Fire 
  Place
  Dried 
  Stain
  Print
  Print
  Soames’ Study: Coptic Street
  Handouts: Maps
  
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  Fielding’s Hotel Room
  Bedroom
  Bathroom
  Fireplace
  Kitchen
  Living Room
  Study
  Bedroom
  Utility
  Room
  W.C.
  Stairwell
  up to fat
  Veranda
  Fielding’s Apartment in Oxford
  Ofce
  Basil Prenderville’s
  Ofce
  Locked
  safe room
  Viewing Room
  Research and Recording
  Julian Charles’
  Desk
  Peggy Lorimer’s
  Desk 
  Tristram Soames’
  Desk
  Jose Padilla’s
  Desk
  The Monkey God
  Statue 
  A
  B
  C
  D
  British Museum Research Area
  Handouts: Maps
  
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  The Sly Fox
  Cafe
  Grayson’s
  Pursers & Glovers
  Entrance to 
  Appartments
  Wren’s 
  Court
  A   
  Sly Fox Club front entrance
  B  
  Sly Fox Cafe Kitchen entrance
  C  
  Sly Fox Warehouse
  D  
  Sly Fox Club back entrance
  E  
  Up to upper foor of warehouse
  F  
  Back Doors of other buildings
  G 
  Back Alley
  A
  B
  C
  D
  E
  F
  F
  Broadwick Street
  The Sly Fox Exterior
  G
  N
  The Sly Fox Club
  lobby
  cloakroom
  band stand
  dance area
  bar
  Up to warehouse
  changing
  room
  W.C.
  W.C.
  North
  Mask table
  The Sly Fox Club
  Player Map
  Handouts: Maps
  
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  T h e  M a l l
  P i c a d i l l y
  R e g e n t  S t r e e t
  St James’s 
  Park
  Green 
  Park
  W a t e r l o o  R o a d
  Charing Cross Road
  T H E  R I V E R  T H A M E S
  Oxford Street
  Tottenham Court Road
  T h e   S t r a n d
  Fleet Street
  H o l b o r n
  British Museum
  University of London
  Bloomsbury Park hotel
  Holborn Police Station
  Sly Fox Club
  House of Parliament
  Buckingham Palace
  Westminster Abbey
  St Paul’s Cathedral
  St James’s Palace
  Smithfeld Market
  Government Buildings
  Somerset House
  St Bartholemew’s Hospital
  a
  b
  c
  d
  e
  f
  g
  h
  i
  j
  k
  l
  m
  n
  a ........
  b ........
  c ........
  d ........
  e ........
  f .........
  g ........
  h ........
  i .........
  j .........
  k ........
  l .........
  m .......
  n ........
  Embankment
  a Coptic Street
  b Holborn Police Station
  c Bloomsbury Park Hotel
  c
  Russell 
  Square
  Bloomsbury Street
  The British Museum
  a
  Great Russell Street
  b
  Oxford Street
  High Holborn
  Theobald’s Road
  Russell Square
  Player’s Map
  Oxford Circus Underground to Central Line and Bakerloo
  Russell Square Underground to Picadilly Line
  Player’s Map of the Area
  Handouts: Maps
  Game Master’s Map
  
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  Name
  Joan (Jinx) Farrington
  Occupation: Good time girl/actress
  Str 8
  Con10
  Siz 10
  Int 13
  Pow 14
  Dex 
  13
  Cha 15
  Sta 48
  hp 10
  Perception 70%
  Influence  75%
  Magic 14
  Damage mod: Nil
  Current Stability Points
  HP
  10
  Notes:
  Suffers from alcohol 
  dependence and smoking. 
  Low constitution from 
  effects of party life. 
  An interest in spiritualsim 
  after her lover died in the 
  war.
  *Low stability due to life 
  style.
  48
  Current Mental State
  Fearless  
  (SP 76-100)
  Unsteady  
  (SP 31-45)
  Strong willed 
  (SP 61-75)
  Nervous  
  (SP 21-30)
  Level Headed  
  (SP 46-60)
  Insane  
  (SP 01-20)
  General Skills
  Weapons and combat
  Accounting (10%)
  History (20%)
  Psychology (30%)
  Handgun (20%)
  Anthropology (05%)
  Hide (24%)
  Research: 30%
  Rifle (35%)
  Archaeology (00%)
  Jump Dex x 4%
  Ride (30%)
  Shotgun (30%)
  Art/Performance (40%)
  Law (40%)
  Spot Hidden (35%)
  Unarmed brawl (50%)
  Astronomy (00%)
  Listen (40%)
  Swim (25%)
  Martial Arts (00%)
  Biology (08%)
  Locksmith (00%)
  Survival (05%)
  Boating (15%)
  Mech repair (20%)
  Throwing (25%)
  Conceal (32%)
  Medicine (00%)
  Tracking (05%)
  Chemistry (05%)
  Move silently (25%)
  Art History (20%)
  Climbing (35%)
  Military Science (05%)
  Craft (05%)
  Natural History (15%)
  Weapons
  Skill%
  damage
  Range
  shot rate
  Criminology (12%)
  Navigate (00%)
  Disguise (30%)
  Occult (32%)
  Driving (15%)
  Physics (00%)
  Electrician (00%)
  Piloting (00%)
  Farming (08%)
  Photography (23%)
  First Aid (30%)
  Politics (05%)
  Language (04%)
  Psychoanalysis (00%)
  Possessions:
  Jinx is a society girl, at home at parties in  London with the modern set of The Bright Young Things. 
  She has been easily attracted to the hedonistic lifestyle and is now almost addicted to smoking and alcohol.  
  She had experimented with harder drugs.
  She is insecure and believes in spiritualism as a means of contacted her lover, Peter Simkins who died during the war. 
  She is smart but weak willed. 
  She is acquainted with Lloyd Barrett and is good friends with Cybil Danvers who has photographed her through her theatre 
  work a few times. 
  She finds John Woodrow boringly innocent.
  
  84
  85 
  The Smoking Mirror
  © 2017 MontiDots Ltd.
  © 2017 MontiDots Ltd.
  Name
  Cybil Danvers
  Occupation: Journalist
  Str 7
  Con 9
  Siz 8
  Int 14
  Pow 16
  Dex 15
  Cha 14
  Sta 80
  hp 9
  Perception 75%
  Influence 70%
  Magic 16
  Damage mod: Nil
  Current Stability Points
  HP
  9
  Notes:
  Very successful socially 
  climbing journalist with an 
  eye for a good story.
  As yet she has not received 
  any shocks beyond the 
  debauchery she has 
  witnessed in others.
  75
  Current Mental State
  Fearless  
  (SP 76-100)
  Unsteady  
  (SP 31-45)
  Strong willed 
  (SP 61-75)
  Nervous  
  (SP 21-30)
  Level Headed  
  (SP 46-60)
  Insane  
  (SP 01-20)
  General Skills
  Weapons and combat
  Accounting (10%)
  History (50%)
  Psychology (40%)
  Handgun (20%)
  Anthropology (05%)
  Hide (30%)
  Ride (15%)
  Rifle (25%)
  Archaeology (00%)
  Jump (05%)
  Spot Hidden (40%)
  Shotgun (30%)
  Art/Performance (20%)
  Law (20%)
  Swim (25%)
  Unarmed brawl (50%)
  Astronomy (00%)
  Listen (50%)
  Survival (10%)
  Martial Arts (00%)
  Biology (05%)
  Locksmith (10%)
  Throwing (30%)
  Boating (30%)
  Mech repair (20%)
  Tracking (15%)
  Conceal (24%)
  Medicine (00%)
  Language: German (60%)
  Chemistry (05%)
  Move silently (15%)
  Current events (60%)
  Climbing (38%)
  Military Science (10%)
  Research: (67%)
  Craft (10%)
  Natural History (15%)
  Weapons
  Skill%
  damage
  Range
  shot 
  rate
  Criminology (20%)
  Navigate (00%)
  Disguise (45%)
  Occult (23%)
  Driving (25%)
  Physics (00%)
  Electrician (00%)
  Piloting (00%)
  Farming (05%)
  Photography (40%)
  First Aid (30%)
  Politics (35%)
  Language: French (30%)
  Psychoanalysis (10%)
  Possessions:
  One Kodak box browny and film for 12 photos.
  Cybil is a determined journalist. She has an instinctive nose for a good story and pursues it with diligence.
  She has started using photography with her reports and currently sells her work to two papers in Surrey and London.
  Cybil has focused her attention on party life in London since the war. 
  She has got to know Jinx Farrington and through her David. David has asked her to come along to look after Jinx and she has 
  agreed, probably for amount of money and exclusive story rights.
  Name
  Lloyd Barrett
  Occupation: Groundsman ex soldier
  Str 11
  Con 16
  Siz 11
  Int 8
  Pow 13
  Dex 12
  Cha 8
  Sta 50
  hp 14
  Perception 50%
  Influence 40%
  Magic 13
  Damage mod: Nil
  Current Stability Points
  HP
  14
  Notes:
  Immune from horror checks 
  for seeing a dead body 
  unless supernatural cause.
  Has malaria and needs 
  quinine.
  War experience has his 
  stability as unsteady.
  45
  Current Mental State
  Fearless  
  (SP 76-100)
  Unsteady  
  (SP 31-45)
  Strong willed 
  (SP 61-75)
  Nervous  
  (SP 21-30)
  Level Headed  
  (SP 46-60)
  Insane  
  (SP 01-20)
  General Skills
  Weapons and combat
  Accounting (10%)
  History (23%)
  Psychology (10%)
  Handgun (50%)
  Anthropology (05%)
  Hide (20%)
  Research: (25%)
  Rifle (74%)
  Archaeology (00%)
  Jump (20%)
  Ride (33%)
  Shotgun (60%)
  Art/Performance (05%)
  Law (14%)
  Spot Hidden (25%)
  Unarmed brawl (70%)
  Astronomy (00%)
  Listen (30%)
  Swim (40%)
  Martial Arts (00%)
  Biology (05%)
  Locksmith (00%)
  Survival (60%)
  Bayonet (70%)
  Boating (30%)
  Mech repair (50%)
  Throwing (50%)
  Knife (45%)
  Conceal (28%)
  Medicine (10%)
  Tracking (60%)
  Chemistry (15%)
  Move silently (15%)
  Climbing (55%)
  Military Science (40%)
  Craft (20%)
  Natural History (23%)
  Weapons
  Skill%
  damage
  Range
  shot rate
  Criminology (05%)
  Navigate (20%)
  Disguise (00%)
  Occult (23%)
  Driving (55%)
  Physics (15%)
  Electrician (26%)
  Piloting (00%)
  Farming (14%)
  Photography (10%)
  First Aid (50%)
  Politics (05%)
  Language: Arabic (30%)
  Psychoanalysis (00%)
  Possessions:
  Lloyd’s experiences have left him in a permanent state of unease when around other people. 
  Lloyd has picked up many skills during the war. Dead bodies, however badly mauled, doesn’t phase him. 
  He has been on the edge of long term madness during the war and is currently just coping.
  He trusts David but has a low opinion of Jinx, who he resents. To him she seems to think the traumas of and sacrifice of the 
  war are not her affair.
  He currently works as a groundsman for a park in Surrey.
  The game may include his sister Madelaine Barrett or a younger brother Martin  Barrett depending on the player’s wishes. This 
  is a younger sibling who David has also invited. He is on good terms with them. 
  
  86
  87 
  The Smoking Mirror
  © 2017 MontiDots Ltd.
  © 2017 MontiDots Ltd.
  Name
  David Farrington
  Occupation: Dilletante/ Businessman
  Str 12
  Con 9
  Siz 11
  Int 12
  Pow 16
  Dex 8
  Cha 11
  Sta 65*
  hp 12
  Perception 70%
  Influence 55%
  Magic 16
  Damage mod: Nil
  Current Stability Points
  HP
  12
  Notes:
  Immune from Horror effects 
  dead bodies. Suffers from 
  claustrophobia.
  Slightly low stability due to 
  war.
  60
  Current Mental State
  Fearless  
  (SP 76-100)
  Unsteady  
  (SP 31-45)
  Strong willed 
  (SP 61-75)
  Nervous  
  (SP 21-30)
  Level Headed  
  (SP 46-60)
  Insane  
  (SP 01-20)
  General Skills
  Weapons and combat
  Accounting (60%)
  History (24%)
  Psychology (30%)
  Handgun (55%)
  Anthropology (10%)
  Hide (18%)
  Research: (45%)
  Rifle (50%)
  Archaeology (05%)
  Jump Dex x 4%
  Ride (50%)
  Shotgun (30%)
  Art (35%)
  Law (35%)
  Spot Hidden (32%)
  Unarmed brawl (50%)
  Astronomy (00%)
  Listen (33%)
  Swim (25%)
  Martial Arts (00%)
  Biology (05%)
  Locksmith (00%)
  Survival (40%)
  Boating (15%)
  Mech repair (23%)
  Throwing (40%)
  Conceal (24%)
  Medicine (06%)
  Tracking (05%)
  Chemistry (05%)
  Move silently (15%)
  Art History (20%)
  Climbing (35%)
  Military Science (05%)
  Craft (05%)
  Natural History (18%)
  Weapons Skill%
  damage
  Range
  shot 
  rate
  Criminology (08%)
  Navigate (30%)
  Disguise (00%)
  Occult (20%)
  Driving (15%)
  Physics (08%)
  Electrician (00%)
  Piloting (00%)
  Farming (05%)
  Photography (13%)
  First Aid (32%)
  Politics (40%)
  Language (00%)
  Psychoanalysis (08%)
  Possessions:
  A businessman and ex army officer serving in Mesopotamia. 
  He is constantly worried about his sister Joan (Jinx), who is in with the Bright Young Things of London society.
  He is comfortably wealthy from his family import business. 
  He keeps physically fit through walking holidays, is capable on horseback and has a tough outlook on life following experiences 
  in the war.
  He was Lloyd Barrett’s superior in the army and is good friends with him.  
  He is friends with John Woodrow from university and got John a job in a solicitor’s office. 
  Name
  Arthur Wade
  Occupation: Pharmacist’s Assistant
  Str 8
  Con 12
  Siz 10
  Int 13
  Pow 10
  Dex 14
  Cha 9
  Sta 47
  hp 11
  Perception 60%
  Influence 45%
  Magic 10
  Damage mod: Nil
  Current Stability Points
  HP
  11
  Notes:
  Lower stability after war 
  experiences.
  Immune from horror effects 
  of seeing dead bodies.
  47
  Current Mental State
  Fearless  
  (SP 76-100)
  Unsteady  
  (SP 31-45)
  Strong willed 
  (SP 61-75)
  Nervous  
  (SP 21-30)
  Level Headed  
  (SP 46-60)
  Insane  
  (SP 01-20)
  General Skills
  Weapons and combat
  Accounting (20%)
  History (40%)
  Psychology (30%)
  Handgun (50%)
  Anthropology (10%)
  Hide (15%)
  Research: (50%)
  Rifle (30%)
  Archaeology (00%)
  Jump Dex x 4%
  Ride (10%)
  Shotgun (30%)
  Art/Performance (00%)
  Law (10%)
  Spot Hidden (25%)
  Unarmed brawl (50%)
  Astronomy (00%)
  Listen (30%)
  Swim (35%)
  Martial Arts (00%)
  Biology (60%)
  Locksmith (00%)
  Survival (10%)
  Boating (25%)
  Mech repair (20%)
  Throwing (25%)
  Conceal (20%)
  Medicine (70%)
  Tracking (05%)
  Chemistry (75%)
  Move silently (15%)
  Current events (30%)
  Climbing (35%)
  Military Science (10%)
  Craft (15%)
  Natural History (50%)
  Weapons
  Skill%
  damage
  Range
  shot rate
  Criminology (05%)
  Navigate (00%)
  Disguise (00%)
  Occult (28%)
  Driving (15%)
  Physics (30%)
  Electrician (05%)
  Piloting (00%)
  Farming (15%)
  Photography (20%)
  First Aid (50%)
  Politics (25%)
  Language: French (30%)
  Psychoanalysis (30%)
  Possessions:
  Arthur worked as an orderly in the field during the war. He witnessed many atrocities.
  He now works as a pharmacists assistant in a small chemists in Esher. 
  Arthur is a friend of Lloyds from the war. Lloyd often goes to him to get nerve tonics and to get quinine for his malaria. 
  
  88
  89 
  The Smoking Mirror
  © 2017 MontiDots Ltd.
  © 2017 MontiDots Ltd.
  Name
  John Woodrow
  Occupation: Legal Clerk
  Str 8
  Con12
  Siz 10
  Int 15
  Pow 14
  Dex 9
  Cha 8
  Sta 70
  hp 11
  Perception 75%
  Influence 40%
  Magic 14
  Damage mod: Nil
  Current Stability Points
  HP
  11
  Notes:
  A trained pilot and a 
  bookworm. He works as a 
  clerk making him good at 
  research.
  63
  Current Mental State
  Fearless  
  (SP 76-100)
  Unsteady  
  (SP 31-45)
  Strong willed 
  (SP 61-75)
  Nervous  
  (SP 21-30)
  Level Headed  
  (SP 46-60)
  Insane  
  (SP 01-20)
  General Skills
  Weapons and combat
  Accounting (60%)
  History (40%)
  Psychology (40%)
  Handgun (20%)
  Anthropology (05%)
  Hide (15%)
  Research: 50%
  Rifle (55%)
  Archaeology (00%)
  Jump Dex x 4%
  Ride (20%)
  Shotgun (30%)
  Art/Performance (05%)
  Law (55%)
  Spot Hidden (35%)
  Unarmed brawl (50%)
  Astronomy (00%)
  Listen (30%)
  Swim (25%)
  Martial Arts (00%)
  Biology (05%)
  Locksmith (00%)
  Survival (05%)
  Boating (25%)
  Mech repair (40%)
  Throwing (25%)
  Conceal (20%)
  Medicine (08%)
  Tracking (05%)
  Chemistry (05%)
  Move silently (15%)
  Current events (35%)
  Climbing (35%)
  Military Science (15%)
  Craft (05%)
  Natural History (20%)
  Weapons
  Skill%
  damage
  Range
  shot rate
  Criminology (35%)
  Navigate (20%)
  Disguise (00%)
  Occult (24%)
  Driving (32%)
  Physics (20%)
  Electrician (10%)
  Piloting (40%)
  Farming (25%)
  Photography (20%)
  First Aid (30%)
  Politics (05%)
  Language: Latin  (40%)
  Psychoanalysis (00%)
  Possessions:
  John  Woodrow served in the Royal Flying Corp at the end of the war and is therefore capable in mechanicale repair, physics, 
  piloting and navigation.
  His civilian job as a legal clerk for Bartholemew, Gordon and Pritchard has filled his time so he has no real social life. 
  He is friends with David Farrington from University and slightly scared of his sister, Jinx. 
  Name
  Madelaine Barrett
  Occupation: Teacher of History
  Str 8
  Con 9
  Siz 9
  Int 16
  Pow 12
  Dex 8
  Cha 10
  Sta 60
  hp 9
  Perception 70%
  Influence 50%
  Magic 16
  Damage mod: Nil
  Current Stability Points
  HP
  9
  Notes:
  An academic with very 
  little experience of risky 
  situations. 
  48
  Current Mental State
  Fearless  
  (SP 76-100)
  Unsteady  
  (SP 31-45)
  Strong willed 
  (SP 61-75)
  Nervous  
  (SP 21-30)
  Level Headed  
  (SP 46-60)
  Insane  
  (SP 01-20)
  General Skills
  Weapons and combat
  Accounting (20%)
  History (70%)
  Psychology (20%)
  Handgun (20%)
  Anthropology (25%)
  Hide (15%)
  Ride (05%)
  Rifle (25%)
  Archaeology (40%)
  Jump (05%)
  Spot Hidden (25%)
  Shotgun (30%)
  Art/Performance (05%)
  Law (10%)
  Swim (25%)
  Unarmed brawl (50%)
  Astronomy (10%)
  Listen (30%)
  Survival (00%)
  Martial Arts (00%)
  Biology (35%)
  Locksmith (00%)
  Throwing (25%)
  Boating (30%)
  Mech repair (00%)
  Tracking (05%)
  Conceal (20%)
  Medicine (00%)
  Language: German (30%)
  Chemistry (25%)
  Move silently (15%)
  Current events (20%)
  Climbing (35%)
  Military Science (20%)
  Research: (80%)
  Craft (10%)
  Natural History (45%)
  Weapons
  Skill%
  damage
  Range
  shot 
  rate
  Criminology (00%)
  Navigate (00%)
  Disguise (00%)
  Occult (25%)
  Driving (15%)
  Physics (30%)
  Electrician (00%)
  Piloting (00%)
  Farming (15%)
  Photography (05%)
  First Aid (30%)
  Politics (25%)
  Language: French (60%)
  Psychoanalysis (10%)
  Possessions:
  Madelaine is a timid woman more at home with her nose in a book than in the company of others. 
  Her brother, Lloyd, has suggested she comes along to try and get her involved with other people.
  Madelaine has acquired a post at a girl’s school but has a 4 week holiday owing. She is fascinated by the recent history of 
  Europe, especially related to the fall of the Ottomon Empire and its lead to the Russian and Great Wars.
  
  90
  91 
  The Smoking Mirror
  © 2017 MontiDots Ltd.
  © 2017 MontiDots Ltd.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc ("Wizards"). All 
  Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark 
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  "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly 
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  to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this 
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  or the associated products contributed to the Open Game License by the 
  Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of 
  Open Game Content. (h) "You" or "Your" means the licensee in terms of this 
  agreement. 
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License. 
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  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
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  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
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  the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
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  8. Identification: If you distribute Open Game Content You must clearly indicate 
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  9. Updating the License: Wizards or its designated Agents may publish updated 
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  10 Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
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  12 Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
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  13 Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable. 
  15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards 
  of the Coast, Inc.  
   System Reference Document Copyright 2000, Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on original material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip 
  Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, 
  John Tynes, Andy Collins and JD Wiker. 
   
  RuneQuest System Reference Document Copyright 2006, Mongoose 
  Publishing; Author Matthew Sprange, based on original material by Greg 
  Stafford. 
  Open Game License Version 1.0a 
  RuneQuest Companion System Reference Document Copyright 2006, 
  Mongoose Publishing; Author Greg Lynch et al., based on 
  original material by Greg Stafford. 
  GORETM copyright 2007, Goblinoid Games: Author Daniel Proctor, based on 
  the System Reference Documents listed above. 
  DESIGNATION OF PRODUCT IDENTITY 
  GORETM, G.O.R.E.TM, Lite GORETM, Lite G.O.R.E.TM, and “Generic Old-
  school Role-playing Engine” are trademarks of Daniel Proctor and are product 
  identity. The author’s name , Goblinoid Games, all artwork and layout is product 
  identity, except that artwork which does not belong to Goblinoid Games and is 
  used here under license. 
  DESIGNATION OF OPEN GAME CONTENT 
  All text and tables (except for material designated product identity) is Open 
  Game Content.  
   Copyright 2006, 2007 Goblinoid Games
  The Smoking Mirror including all artwork is Copyright © 2017 MontiDots Ltd, 
  all rights reserved. Open game content may only be used under and in the 
  terms of the Open Game License. 
  Contact: info@montidots.co.uk
  The London Underground Map is copyright to Bournmouth News and Picture 
  Service http://www.bnps.co.uk/
  Bibliography
  British Museum maps
  Mappa Moo’di https://moodemapcollector.blogspot.co.uk
  London Underground Map Copyright to Bournmouth News 
  and Picture Service http://www.bnps.co.uk/
  Bright Young Things photo: http://forums.thefashionspot.com
  Name
  Occupation
  Str
  Con
  Siz
  Int
  Pow
  Dex
  Cha
  Sta
  hp
  Perception
  Influence
  Magic
  Damage mod:
  Current Stability Points
  HP
  Notes
  Current Mental State
  Fearless  
  (SP 76-100)
  Unsteady  
  (SP 31-45)
  Strong willed 
  (SP 61-75)
  Nervous  
  (SP 21-30)
  Level Headed  
  (SP 46-60)
  Insane  
  (SP 01-20)
  General Skills
  Weapons and combat
  Accounting (10%)
  History (20%)
  Psychology (05%)
  Handgun (20%)
  Anthropology (05%)
  Hide (15%)
  Research (20%)
  Rifle (25%)
  Archaeology (00%)
  Jump
  Ride (05%)
  Shotgun (30%)
  Art (05%)
  Law (5%)
  Spot Hidden (25%)
  Unarmed brawl (50%)
  Astronomy (00%)
  Listen (30%)
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  Climbing (35%)
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  Criminology (00%)
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  First Aid (30%)
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  Language (00%)
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  Character Sheet Form
  
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  illustration work and range of adventures for the fantasy 
  setting Highclif Gard contact us at;
  info@montidots.co.uk
  It’s late 1922. London is recovering from the trauma of the Great War and  
  returning to the bustling metropolis it had always been.
  The discovery of a ruined city deep in the heart of Honduras has sent ripples of 
  anticipation throughout the archaeological world and the British Museum has 
  acquired a consignment of finds. The Mesoamerican department soon begins to 
  study them to descover their enigmatic secrets. 
  Then, one of the researchers goes missing together with the artefact he is 
  studying. It soon becomes a race against time for the investigators to discover 
  what happened, a race to save London from cataclysmic destruction and 
  unthinkable horror. 
  This adventure includes the new Horror Rating system devised by MontiDots Ltd. 
  using the Goblinoid Gamestm GOREtm  Open Game Content 
  rules which make extensive use of percentage-based gaming.
  The Smoking Mirror is a sequel to The Fenworthy 
  Inheritance and could form a continuous story played back 
  to back.  Contact MontiDots Ltd. for details at:
   MontiDots: The Art of Simon Todd on Facebook or use the 
  address below.
  © 2017 MontiDots Litd. All rights reserved. 215 Cemetery Road, Jump, Barnsley, South Yortkshire. UK. 
  S74 0JE
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Adventures/1920s/CoC - 1920s - Adv - The Smoking Mirror (.pdf