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{\plain }{\plain \f1 The Revival - by Anders Olausson & Jonas Hedkvist\par

}{\plain \f1 \tab \tab \par

}{\plain \f1 This is a rather short scenario that is set during the winter months of 192-, perhaps 

close to Christmas, which is suited best to be played by no more than four 

investigators. It is mostly for beginners, but even the more experienced players can 

get some enjoyment out of this. It can be played as a single adventure or be fitted in to 

any campaign when the investigators travel by train in Canada. The plot is fairly 

simple, the action level isn't very high but there should be enough of mysterious and 

scary events to keep the players on their toes. It is more of a murder mystery with lots 

of interaction, tension and mood.\par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 Background  \par

}{\plain \f1 \par

}{\plain \f1 Jan van Breukelen is the last of a wealthy upper-class family in Holland. The most 

unusual with this family is the fact that they are secretly Serpent Men. The family has 

for centuries trying to localise any of the many pre-historic basalt cities that the 

Serpent-people built and inhabited during the Permian era. Now Jan is sure that he has 

finished the work. He has found signs that have made him convinced that one of these 

cities is located in Canada, Northwest Territories. He is planing to dig out the hidden 

city from under the snow and ice that now covers it with the help of Ithaqua.\par

}{\plain \f1 Many years ago, one of Jan's ancestors created a hideous spell that's a powerful 

weapon against the Wendigo. Now Jan has figured out how this spell, know as Stone-Eye of Ithaqua (see description below), can be used to serve his evil purposes. He will 

- with the help of a couple of Gnoph-Keh's - halt a train that passes by very close to 

the place where he now believes that the hidden city is located, by creating a 

snowstorm  These beings will then build the mighty snow pile that is required to call 

Ithaqua. During this time, Jan will prepare the spell Stone-Eye of Ithaqua, something 

that will take 24 hours to do. When this is done, the real ceremony is ready to start. 

Jan will climb up on the snow pile and call Ithaqua. To make sure that Ithaqua will 

help Jan, he will please him by sacrificing the passengers on the train. After that, 

Ithaqua will blow away the snow and ice and the lost city will be set free, and once 

again Yig will get a stronghold in the north.  \par

}{\plain \f1 \par

}{\plain \f1 Jan van Breukelen\par

}{\plain \f1 STR 9\tab DEX 17\tab INT 18\tab Spells:Clutch of Nyogtha, Body Warping of \par

}{\plain \f1 CON 12\tab APP 11 \tab POW 18  \tab \tab Gorgoroth, Contact Gnoph-Keh, \par

}{\plain \f1 SIZ 15\tab HP 14\tab \tab \tab \tab \tab Summon/Bind Byakhee, Call Ithaqua,\par

}{\plain \f1 \tab \tab \tab \tab \tab \tab \tab Stone-Eye of Ithaqua*, Call Power of\tab \tab \tab \tab \tab \tab \tab Nyambe, Contact Yig, Turn to Human\par

}{\plain \f1 Skills:\tab Hide 80 %, Listen 80 %, Locksmith 90 %,\par

}{\plain \f1 \tab \tab Sneak 90 %, Spot Hidden 90 %\par

}{\plain \f1 \tab \tab \par

}{\plain \f1 Weapons: Bite 50 %  1D8+poison Pot 12\par

}{\plain \f1 SAN-loss: 0/1D6 (in the shape of a Serpent Man)\par

}{\plain \f1 \par

}{\plain \f1 * A new spell, described below\par

}{\plain \f1 \par

}{\plain \f1 Jan is in his human form a big athletic man in his mid thirties. His has light-brown 

hair and a patch over his left eye. He claims that he lost it in the war. The one 

remaining eye is clear blue. He is a quiet man who often smiles and reveals a line of 

shiny white teeth. Anyone who talks with him for a while will find that he is most 

definitely a very intelligent person. \par

}{\plain \f1 \par

}{\plain \f1 \par

Stone-Eye of Ithaqua, a new spell\par

}{\plain \f1 \par

}{\plain \f1 This is indeed a truly horrible spell that only a madman would ever perform (= 0 

SAN). \par

}{\plain \f1 The caster of this spell must sacrifice one of his own eyes to be able to perform the 

spell. He must then drain this eye of all liquid inside and replacing it with a piece of 

metal. He'll then sacrifice 20 MP in a daylong procedure, after which it then must be 

heated continually for at least 24 hours. The heat is not specified, but the heat from a 

regular open fire is not enough (but the heat from a furnace in an locomotive might 

well be quite adequate...).\par

}{\plain \f1 This eye will after this have been given something similar to a life of its own. It is 

insensitive from heat and cannot be melted. It will remain at a temperature of 25 

degrees Celsius, regardless of the temperature of its surroundings. It is harder than 

diamonds and practically indestructible.\par

}{\plain \f1 The way to use the eye is that it will give a + 90 % bonus when using the spell Call 

Ithaqua., and it will have an intimidating effect on Ithaqua which will make him much 

more negotiable. (Jan will also sacrifice the passengers of the train, just to be sure that 

Ithaqua will do as he asks). For these effects to take place, the eye must have belonged 

to the owner of it.\par

}{\plain \f1 \par

}{\plain \f1 All of this, except the information within the brackets, is to be found in Jan's diary 

(see point 11.5). One thing that isn't written there is the fact that it will shorten the 

learning time for other spells with 25 %. This effect is also applied to owners of an 

eye that was created by someone else. If any of the investigators will take the eye after 

the game, he will probably notice this effect after a while. \par

}{\plain \f1 \par

}{\plain \f1 Before the investigators run in to Jan and his doings, he has performed certain things 

in order to get his plan working.\par

}{\plain \f1 \par

}{\plain \f1 This is what he has done so far:\par

}{\plain \f1 \par

}{\plain \f1 1. He placed the pre-historic city to a place just about in-between Echo Bay and 

Coppermine, North West Territories, Canada.\par

}{\plain \f1 \par

}{\plain \f1 2. He placed a small researching camp in the village Echo Bay, and managed with a 

number of train-rides to determine the exact location of the city.\par

}{\plain \f1 \par

}{\plain \f1 3. He has committed a murder on one of the town drunks with the spell Clutch of 

Nyogtha. The heart of this poor man was used as a sacrifice in contacting the two 

Gnoph-Keh's outside the village. These beings was persuaded to create a snowstorm 

to stop the train near the location of the pre-historic city. The two Gnoph-Keh's will 

keep their promise and they will meet Jan every night up until the city is set free, to 

receive new sacrifices and possibly new orders. The Gnoph-Keh's will also act as 

guards around the train when it is halted.\par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 Investigators Information\par

}{\plain \f1 \par

}{\plain \f1 The investigators will be hired by Miscatonic University to go to the small town of 

Coppermine in north Canada. There they will investigate if the recent sightings of a 

snowman is accurate. Some of the miners there have apparently seen something 

running around in the woods outside of the small town, and the mining company there 

- J.A. Industries - have contacted the university to get an objective report. If there is a 

snowman or something similar out there, the mining will have to stop while the 

proper authorities try to examine the creature (or whatever it is).\par

The University will pay the train ticket to Coppermine and back. \par

}{\plain \f1 \par

}{\plain \f1 Keeper's Information:\par

}{\plain \f1 This has nothing to do with Jan van Breukelen and his plans, but it will give the 

investigators a good reason to travel by train to Coppermine from Echo Bay. Besides, 

the hunt for the snowman can be used as a scenario in itself, if the keeper so wishes. 

Otherwise, just assume that there is nothing mysterious outside Coppermine.\par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 1 The Investigators Way.\par

}{\plain \f1 \par

}{\plain \f1 The only safe way to get to Coppermine is by train, and the easiest way is straight 

from Edmonton. \par

}{\plain \f1 Coppermine is a small mining community in the northern parts of Canada. Almost 

everyone who lives there is somehow involved with the mining industry. They are 

mining, as the name of the town would suggest, for copper and has always been run 

by a private company known as J.A. Industries. However, the profit hasn't been as 

good as they would have hoped for, and now the findings seems to be drying up. The 

small town lacks phones, library, car roads, hospitals and a newspaper. The only 

newspaper here is The Echo Bay News which arrives with the train every two weeks. 

The town was formed in 1907 and since there was no quick and good way of getting 

the copper to the civilisation, J.A. Industries and other investors paid for a train line 

between Coppermine and Echo Bay. But now, when the mining is slowing down, the 

train only goes as far as Coppermine once every two weeks. Otherwise it goes as far 

as to Echo Bay and turns back from there. It is not recommended that the investigators 

tries to go to Coppermine by airplane, since the weather in these parts can change very 

quickly to full storm. Besides, they will not find anyone who will take them there by 

plane, so they will have to go by train. But first they must take the train to Echo Bay.\par

}{\plain \f1 The journey passes without any special incidents. When the investigators reaches 

Echo Bay, they are forced to stay one night before the train goes on to Coppermine.\par

}{\plain \f1 Echo Bay is a small village consisting mostly of fishermen and hunters, with small 

alleys, lots of dogs, wooden houses (small fishing and hunting cabins) and only one 

hotel. The total population of Echo Bay is estimated to somewhere around 700 people. 

It is a quiet place with an occasional saturdaynight fight as the only disturbance, or 

was the only disturbance until Jan killed for the first time. The people here are usually 

friendly and almost a bit slow. After the first murder - before the investigators comes 

to the town - they will be more alert and suspicious at strangers that behave in a 

strange or unusual way. The language here is mainly English but French will also 

work. \par

}{\plain \f1 There is a medical clinic here with only three people who works there, dr. Finn 

Lysholm (more about him under part 6, The Good Doctor), nurse Jennifer LeGrasse 

and nurse Mary Shipps. Dr Lysholm also acts as a doctor for Coppermine and travels 

there every two weeks with medical supplies and to treat anyone who is in need.\par

}{\plain \f1 The police at Echo Bay consists of two men, sheriff Lyle Hansen and deputy Andy 

Norris. Up until now they have had a pretty easy life as policemen, locking up the 

occasional drunk and stopping fights from getting out of hand. They are well liked in 

the town, but they will never solve the mysterious murders, mainly because they aren't 

very bright. \par

}{\plain \f1 The only newspaper that exists here is The Echo Bay News, a very small paper that 

comes out with one page a day containing news, gossip and such. If something 

extraordinary has occurred they will print a special issue with two (or more) pages. 

Their office can be found in the basement of one of the tree employees, editor John 

Tyrell. It holds back issues of the paper in case that the investigators wants to read 

them.\par

There is very little movement on the streets after nine in the evening so therefore the 

city has decided to save some money by not having any streetlights. There are some 

light posts, but they are never lit, except when there is a storm outside so the lights 

can act as guiding-lights. \par

}{\plain \f1 The hotel is located in a small two-story wooden building and has five rooms that are 

located on the second floor. The owner lives in his office and sleeps there at night. He 

has one employee, a cook that makes excellent food. The rooms are comfortable and 

cosy. The front door will be locked at 9 PM. When the investigators arrives, there is 

only one other guest that is staying at the hotel. It is Arthur Smith, salesman (more 

about him under part 4, The Passengers). He will also travel with the train to 

Coppermine tomorrow.  \par

}{\plain \f1 While in town, the investigators can hear rumours about someone known as The 

Blaster Killer. If they want to talk to a locals about it, they must succeed in a Persuade 

to get them to talk. If they do so, they will learn of a mysterious killer who murdered a 

man just two nights ago. It would seem that the killer took the heart from the body 

and then ate it. The keeper can come up with some more bizarre and strange (and 

false) rumours if he wants to. If the investigators wants to check this out, they can go 

to the newspaper The Echo Bay News, the police or the medical clinic. If they go to 

the police or the clinic, they will not get to talk to anyone or to see any evidence. If 

they go to the newspaper, they can find the article about the first murder, see under 

part 2, Echo Bay Investigations.\par

}{\plain \f1 \par

}{\plain \f1 During the night, make a Listen roll for two of the players (more if someone is 

awake). If anyone succeeds, tell them that they are awakened by something that 

sounds like a quiet conversations below their window. If an investigator pulls the 

curtain away and looks out the window, he sees two shaded figures in a small alley, 

slightly lit by the moon. One of the two figures is standing with his back against the 

window and directly opposite him, about five yards away, the other is standing, facing 

the first. It is not possible to make out his face. Another Listen, and the investigator 

realises that it is only the one with his back against the window who is speaking. After 

a short while the one facing the window starts to sink to his feet, clutching his chest. 

The other one doesn't move, except that he now slowly raises his right hand in the air 

in front of him. After a few seconds the figure who fell to his feet suddenly is thrusted 

backwards and cries out, short and not very loud. Directly after that, the first figure 

puts down his hand, looks at it and then takes off into the night. Now, any sleeping 

investigators have a chance to be awakened by the scream - have them roll a Listen. 

Only the investigators who were awake has seen the first figure. All that is left now is 

the shape of a man, slumped against the opposite wall. If they go out to investigate, 

they will instantly notice that the body is that of a town-drunk. They can smell the 

alcohol ten yards away, but there is also a different smell, that of fresh blood. If they 

get close enough to see the body in the light, they will lose SAN; 1/1D4, due to the 

burst chest. There is lots of blood around the body, but no sign of bullets or anything 

similar. If the investigators look more closely at the wound, they will find that the 

edges of the wound suggests that the chest has exploded from within. Also, the heart 

seems to be missing. \par

}{\plain \f1 If the investigators who decide to go outside doesn't think about sneaking at the 

bottom floor of the hotel or fail their roll, they will be met by the hotel-owner in his 

night robe and with a candle. If they can provide a reasonable excuse he won't bother 

them anymore. If the investigators doesn't wake up, they will read about the murder as 

explained in part 2, Echo Bay Investigations. If the investigators make somebody else 

notice the victim, they will be taken in for questioning the whole morning and will be 

released only to get on the train with no more than a few minutes to spare. The train 

will leave at 1 p.m. They will also be forced to leave information about their name, 

addresses and so on.\par

}{\plain \f1 \par

\par

}{\plain \f1 Keeper's Information:\par

}{\plain \f1 This is Jan's second murder in Echo Bay. He used Clutch of Nyogtha as he did with 

the first. He lured the victim into the alley by offering him some wine. Jan doesn't live 

in the town, but owns a cabin nearby. The heart was used as a sacrifice to the Gnoph-Keh's.\par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 2. Echo Bay Investigations\par

}{\plain \f1 \par

}{\plain \f1 If the investigators buys a newspaper the next day the will see that The Echo Bay 

News have a massive headline proclaiming "The Blasters Second Victim"\par

}{\plain \f1 It reads like this:\par

}{\plain \f1 \par

}{\plain \f1 "The Blasters Second Victim\par

}{\plain \f1 \par

}{\plain \f1 The unknown murderer have struck again. At least everything is pointing to the fact 

that the perpetrator who committed a murder last night is the same one that killed Neil 

Lawrence not more than two days ago. The victim this time was 47-year old Robert 

David Johnson. Like the other victim, Johnson was found with his chest blown up, 

this time behind the Echo Bay Hotel. The police hasn't put out a official statement 

concerning the latest murder, but they do claim that they have secured certain 

evidence. An official statement from the hospital concerning the first murder says that 

Neil Lawrence was missing his heart when he was brought in. This is the reason why 

some people are speculating that the murderer is killing in order to get hold of human 

hearts. No one has been able to identify what kind of a weapon would be able to cause 

these wounds."\par

}{\plain \f1 After this there is a long piece of how the public is to protect themselves from the 

killer and that if they know of anything that could help the police they must report this 

at once.\par

}{\plain \f1 \par

}{\plain \f1 If the investigators want to look in any closer at this, they will find that the police 

(two very confused men at this stage) will not talk to them, the hospital will not give 

them any useful information and so on. The only way that they can learn more about 

this is by talking to the people of Echo Bay or by getting hold of a old issue of The 

Echo Bay News that have the article about the first murder. The easiest way of getting 

that issue is by going to the papers office, the home of editor John Tyrell. He will be 

glad to show them the issue and at the same time question them if he thinks that they 

might know anything. The article reads as follows:\par

}{\plain \f1 \par

}{\plain \f1 "Brutal Murder In Echo Bay\par

}{\plain \f1 \par

}{\plain \f1 Early this morning, sheriff Lyle Hansen made a truly horrible find behind the train 

station. He discovered the dead body of Neil Lawrence, curled between some 

cargoboxes. Sheriff Hansen says that chest area of the late Lawrence was totally wide 

open, 'as if it had been blown away'. No arrests have been done at the time of the 

printing of this paper, but sheriff Hansen says that there is nothing to worry about, the 

police have secured some conclusive evidence already, and that they are counting on a 

quick end to the murderers evil plans very soon.\par

}{\plain \f1 The police are encouraging everyone that could have seen or heard anything to get in 

contact with them as soon as possible."\par

}{\plain \f1 \par

}{\plain \f1 Later issues only reveal that the police are getting nowhere and that this is the first 

murder since Bruce Allen killed his wife and her lover eight years ago.\par

}{\plain \f1 \par

Talking with the people of Echo Bay will only give that they are positive that no one 

from Echo Bay could have committed these horrible crimes.\par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 3.  The Train\par

}{\plain \f1 \par

}{\plain \f1 When the investigators board the train, the keeper should demand a complete 

description of what they will take with them.\par

}{\plain \f1 The train to Coppermine consists of three ordinary Pullman Compartment Sleeping 

Cars, five boxcars and the engine with a coal car. The travel time is estimated to eight 

to ten hours, depending on the weather.\par

}{\plain \f1 The order of the train is as follows:\par

}{\plain \f1 \par

}{\plain \f1 5 boxcars - 3 ordinary cars - parlour car - coal car - locomotive.\par

}{\plain \f1 \par

}{\plain \f1 The contents of the boxcars are as follows:\par

}{\plain \f1 \par

}{\plain \f1 The five boxcars contains everything the people of Coppermine might need, ordered 

from the big cities. Three of these contains food, one contains furniture and clothes, 

and the last contains toys, tools, lamps, household appliances, and perhaps a rifle or 

two.\par

}{\plain \f1 \par

}{\plain \f1 The sleeping cars consists of seven private compartments that are linked together with 

interior doors that can be locked or unlocked, depending upon the size of  the party of 

travellers and their need for privacy. The beds can be unfolded and serve as small 

settees during the daytime. At night, with the beds made up, there is barely enough 

room to open the interior doors. The coach can be entered by outside doors at either 

side of either coach end, as well from adjoining cars. There is a toilet as well as a 

storage room and a heater room. These two rooms are locked and only accessible for 

the conductor who has the keys. At the far left are thirteen chairs that serve as a sort-of-parlour. The length of each car is about seventy feet and with an interior floor 

width of slightly less than ten feet.\par

}{\plain \f1 \par

}{\plain \f1 The crew on this trainride consists of three people: the engineer, the fireman who 

helps the engineer with the coal and finally the conductor Sandy Martin. The engineer 

and the fireman are to be brutally slayed by Jan after a while, and the conductor might 

be a prime suspect to the murders.\par

}{\plain \f1 For the conductor it is possible to pass right trough the train, from the last boxcar to 

the locomotive. The boxcars are always locked with keys that only the conductor and 

the engineer possess. To pass the coal car one has to walk on the railings on the 

outside of the car.\par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 4. The Passengers\par

}{\plain \f1 \par

}{\plain \f1 The investigators will be placed in car 2, compartments 4-6. If there are more than 

three investigators, the remaining ones will be placed in car 1, compartment 2-3. \par

}{\plain \f1 \par

}{\plain \f1 The passenger list that the conductor has and that the investigator can get hold of, if 

the ask nicely, reads as follows:\par

}{\plain \f1 \par

}{\plain \f1 Car 1 (from the front)\par

}{\plain \f1 \par

}{\plain \f1 1 Dean Johnson\par

}{\plain \f1 2 Empty (possibly an investigator)\par

3 Empty (possibly an investigator)\par

}{\plain \f1 4 Fred & Liza Thompson\par

}{\plain \f1 5 Arthur O'Neal\par

}{\plain \f1 6 Patric O'Neal\par

}{\plain \f1 7 Finn Lysholm\par

}{\plain \f1 \par

}{\plain \f1 Car 2 \par

}{\plain \f1 \par

}{\plain \f1 1 Arthur Smith\par

}{\plain \f1 2 David Gordon\par

}{\plain \f1 3 Gerald & Nancy Fitzpatrick\par

}{\plain \f1 4 (Investigator)\par

}{\plain \f1 5 (Investigator)\par

}{\plain \f1 6 (Investigator)\par

}{\plain \f1 7 The conductor (Sandy Martin)\par

}{\plain \f1 \par

}{\plain \f1 Car 3\par

}{\plain \f1 \par

}{\plain \f1 1 Philip Gordon\par

}{\plain \f1 2 Empty\par

}{\plain \f1 3 Liz Ashley\par

}{\plain \f1 4 Laura Hopkins\par

}{\plain \f1 5 Jan van Kerkhof (van Breukelens alias - not very good)\par

}{\plain \f1 6 (must be empty)\par

}{\plain \f1 7 Alice Hastings\par

}{\plain \f1 \par

}{\plain \f1 A short description follows, keepers are encouraged to make up their own descriptions 

if they like:\par

}{\plain \f1 \par

}{\plain \f1 Car 1\par

}{\plain \f1 \par

}{\plain \f1 1. Dean Johnson - a miner that has been to Echo Bay and checked in at his mother and 

at the same time checked his broken arm that he has in a bandage. Big and friendly, 

with lightbrown hair and a lot of muscles.\par

}{\plain \f1 2 & 3 - Empty\par

}{\plain \f1 4. Fred & Liza Thompson - brother and sister. Fred is 10 years old and his sister is 19. 

They have been to visit their aunt and uncle (uncle was Neil Lawrence, Jan's first 

victim) in Echo Bay. Liza is fed up with her little brother and is very concerned about 

her appearance. Fred is a curious little boy who likes to tell lies about what he has 

done before. He will discover Jan's hideout at the toilet and storage area. He will tell if 

anyone asks him, but will anyone believe him ?\par

}{\plain \f1 5. Arthur O'Neal - a 65 year grumpy old man, tall and fat. Is travelling these areas 

with his brother Patric (see below) to visit relatives and old friends both in Echo Bay 

and Coppermine.\par

}{\plain \f1 6. Patric O'Neal - a 60 year old man, tall and well-built. Is travelling these areas with 

his brother Arthur (see above). A gentle man, although with some hearing problems. 

Will notice that Jan in the guise of the conductor is behaving strange. Will tell it to 

someone, execpt the conductor of course.\par

}{\plain \f1 7. Finn Lysholm - a 40 year old doctor with a clinic in Echo Bay, but who travel every 

two weeks to Coppermine to help out with injuries and such. Has some medicine and 

equipment in one of the boxcars. For more information, look under part 6, The Good 

Doctor.\par

}{\plain \f1 \par

}{\plain \f1 Car 2\par

}{\plain \f1 \par

1. Arthur Smith - 50 years old and a travelling salesman in cotton fabrics. Is always 

wet from sweat, but is a happy and cheerful man. Will try to convince the 

investigators to buy some of his products. Has probably met someone of the 

investigators at the hotel in Echo Bay the night before.\par

}{\plain \f1 2. David Gordon - a 25 year old miner. Is on his way to Coppermine to visit his 

brother James and to hopefully get a job at one of the mines there. Has a nervous 

attitude towards people who seem educated and intellectual.\par

}{\plain \f1 3. Gerald & Nancy Fitzpatric - a married couple in their forties that are returning to 

their home in Coppermine after a visit at Gerald's family in Vancouver. Gerald is a 

miner and Nancy is working at a restaurant called Ma's Perfect Diner. There is some 

trouble in their relationship, but they try not to reveal it to outsiders.\par

}{\plain \f1 4. & 5. & 6. Investigators compartments.\par

}{\plain \f1 7. Conductor Sandy Martin - 35 years old. Hasn't worked very long on this particular 

tour, but likes the nature up here. He is very content with his job. He is tall and has 

lightbrown hair.\par

}{\plain \f1     He is also quite strong and fairly intelligent. Will obey superiors, but doesn't 

tolerate too much complaint from others. A down to earth and sensible man.\par

}{\plain \f1 \par

}{\plain \f1 Sandy Martin\tab \tab \tab \tab \par

}{\plain \f1 \tab STR:12      DEX:8     INT: 14\tab HP: 13\par

}{\plain \f1 \tab CON: 11   APP: 12   POW: 12\tab \par

}{\plain \f1 \tab SIZ: 15      SAN: 60   EDU: 11\tab \par

}{\plain \f1 Skills: Accounting 30 %, Electrical Repair 65 %, Law 40 %, Mechanical Repair 70 %   

  \tab     Persuade 55 %, Sneak 75 %\tab \tab \par

}{\plain \f1 \tab \tab \tab \tab \tab \par

}{\plain \f1 \par

}{\plain \f1 Car 3\par

}{\plain \f1 \par

}{\plain \f1 1. Philip Gordon - 20 years old and on his way to Coppermine to look for work. Tries  \par

}{\plain \f1 constantly to be friendly and helpful. Will maybe try to be an hero if Liza Thompson 

is anywhere near.\par

}{\plain \f1 2. Empty\par

}{\plain \f1 3. Liz Ashley - a 50 year old lady that has been to Echo Bay and Edmonton to 

perform some shopping for her family back in Coppermine. She is a very determined 

woman that likes to boss other people around.\par

}{\plain \f1 4. Laura Hopkins - a 50 year old lady who is a friend of Liz Ashley (see above) that 

has escorted her on the trip. She is a tiny woman that is constantly bullied by Liz, but 

she seems to enjoy obeying Liz's every wish.\par

}{\plain \f1 5. Jan van Kerkhof - is really van Breukelen. Read more about him in the background.\par

}{\plain \f1 6. Empty.\par

}{\plain \f1 7. Alice Hastings - a 70 year old woman, short and thin, but with a sharp mind and 

quick comments. Will probably be killed by Jan. Has a problem with her left leg, so 

she is using a wooden cane to support her when she walks.\par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 5. The First Incident\par

}{\plain \f1 \par

}{\plain \f1 The weather is pretty bad from the start, but it gets worse and worse and after about 

six hours the storm reaches its high-point and the train is forced to a halt (this occurs 

before the conductor has checked the tickets). At this point the conductor is in his 

compartment. When the train stops, he naturally goes to the locomotive to check 

things out, but it will take both him and any investigator who has come up with the 

same idea a couple of minutes before they reach their destination. When they finally 

get there, they will see a terrible sight which will cost those who didn't lose any SAN 

at the death of Robert David Johnson 1/1D4 SAN. The fireman is lying with his head 

smashed in and the engineer has his chest blown away, just like Johnson.\par

}{\plain \f1 \par

}{\plain \f1 Even if the investigators followed Martin, he will halt them and ask them to wait 

while he goes in alone. After a short while he'll come back, pale and upset. He will 

ask them if any of the investigators are doctors. If somebody is a doctor he will ask 

him to come inside the locomotive at once. Otherwise Martin will get Dr Finn 

Lysholm (compartment 7, wagon 1) to the scene. The conductor will leave the door 

open to the locomotive while he runs off to get Dr Lysholm, so the investigators can 

get in. \par

}{\plain \f1 Any doctor or any investigator who succeeds with his KNOW can say that the 

engineer and fireman died only a few minutes ago. It looks as they were sitting by a 

small table and drinking coffee, because on the table there is a thermos with steaming 

hot coffee (anyone should figure out that the train was stopped before they sat down). 

Also, the chair between the engineer and the fireman is standing a bit from the table, 

like someone was sitting on it before the investigators came. \par

}{\plain \f1 Furthermore, the radio transmitter is destroyed and filled with green paint and the 

trainmap is also missing (something Martin will notice fairly soon). Due to this, it is 

impossible to calculate exactly where the train has stopped, because Martin hasn't 

quite learned the route by heart yet. A Spot Hidden outside the locomotive door will 

reveal a small red toy car. The engineer is also missing his keys which he usually 

carried on his belt. Investigators who succeeds with a 1/2 Idea roll will notice this, 

otherwise Martin will come to think of it a few hours later. Under the table the 

investigators can find a wrench, drenched in blood and with some dark hairs on it. If  

the investigators check the hair on the fireman with those found on the wrench, they 

will find that they match. The last clue to be found here is (with Spot Hidden) a 

distinct trace of blood leading from the chair between the engineer and the fireman to 

the radio and then to the door. Outside the door there is no trace of the blood.\par

}{\plain \f1 One thing one can notice is that the engineer is rather small and skinny (Siz 8, Con 6) 

while the fireman is of normal size. If the investigators asks about the furnace, Martin 

will say that he will keep it hot so it might melt some of the snow, so they don't 

become totally snowed in.\par

}{\plain \f1 \par

}{\plain \f1 Keepers Information:\par

}{\plain \f1 This is of course the work of Jan. He started his train-journey by locking himself in 

the bathroom in wagon 1 when no one was taking notice of him. There he used the 

spell Body Warping of Gorgoroth to create a acceptable copy of himself as Sandy 

Martin (which he had studied during earlier travels). He also changed his clothing to a 

duplicate conductors uniform. Then he stayed in the bathroom for six hours, until he 

had regained a few of his Magic Points. He knew that the conductor didn't check the 

tickets until the end of the journey, and that he mostly spent his time before that in his 

compartment. Outside of the bathroom he found a small toy car, dropped there by 

Fred Thompson (see part 8.1). He picked it up without even thinking about it. Then he 

went to the locomotive and played Martin. He talked a bit and before the train was 

stopped, he put his Stone-Eye of Ithaqua in the locomotives furnace. While the 

engineer looked out the window and the fireman was thinking about something else, 

Jan took a wrench and smashed the skull of the poor fireman. The engineer was 

shocked and didn't manage to do anything before Jan had started his spell (Clutch...). 

After it had been completed, he took the heart with him in his pocket, destroyed the 

radio, placed the toy car there to confuse investigators and then hid in the storage 

compartment in car 1 (which he had previously lock-picked). When the people came 

rushing by, he locked the door from the inside. During the investigation of the 

locomotive, he dared to go out, still looking like Sandy Martin. Once in his own 

compartment, he sacrifices 1 POW in Call Power of Nyambe thus gaining 2D6 Magic 

Points. If he gains seven or more MP, he will take his usual appearance.\par

\par

}{\plain \f1 6. The Good Doctor \par

}{\plain \f1 \par

}{\plain \f1 Right after this murder, the investigators will probably want to start an improvised 

investigation. This will lead to the clues in part 4, but they can also speak to the other 

passengers and find out more. \par

}{\plain \f1 Even if one of the investigators claims to be a doctor, Dr Finn Lysholm will reach the 

scene fairly soon. The investigators can talk to him now or later.\par

}{\plain \f1 \par

}{\plain \f1 FINN LYSHOLM\tab He is the only real doctor on the "hospital" in Echo Bay. 

Every two weeks he travels to Coppermine for a quick health check and to fill the 

supply of medicine, first aid and so on. Due to the fact that he is the only doctor he 

has of course studied the previous victims of Jan. He realises that the Blaster-Killer is 

on board the train, because no one else could have caused these kind of wounds. As 

the doctor willingly admits in this situation, there is no weapon or instrument that can 

be use to cause these kind of wounds. He is not surprised when he finds that there is 

no heart in the body of the engineer, but moreso when he inspects the body of the 

fireman, since he only has his head cracked open, just as if it was a common criminal 

who had done this. He believes that the Blaster didn't have the time to get the heart of 

the fireman before he was interrupted by Martin or the investigators.\par

}{\plain \f1 Dr Lysholm refuses to admit it, but he is starting to believe that there is magic 

involved. He is also - together with the investigators - the only one who understands 

the terrible seriousness in this horrible affair. Therefore he will initiate a thorough 

investigation and gather all the passenger, unless the investigators will do it first. This 

will take place 1 hour after the discovery of the murder, and then (at the very latest) 

the investigators will become aware of the crime.\par

}{\plain \f1 \par

}{\plain \f1 Concerning Dr Finn Lysholm. He has more suspicions than he will admit to. As a 

student in Asia he came in contact with worshippers of Nyogtha. A feverish priest of 

Nyogtha made comments about "The Thing That Should Not Be" and other occult 

phenomena's. He also implied that in certain sacrifices, a whole human heart was 

needed as a part of spells. This intrigued the young Lysholm to make further 

inquirering on his own. He read enough occult books to gain his skill (40 %), but 

eventually he entered the Cthulhu Mythos. What he learned frightened him so much, 

that he decided to stop reading any further, and therefore didn't gain more than 5 % 

Mythos. Four points of these comes from a book he had come across, Nameless Cults 

(Golden Goblin edition) and the spell Call Nyogtha. This book also mentions the spell 

Clutch of Nyogtha and its effect, but not how it is performed. \par

}{\plain \f1 The only way for the players to find out this is to reveal there own knowledge in the 

Mythos and then press the doctor with a Persuade.\par

}{\plain \f1 If the investigators enters Lysholms compartment the only thing of importance that 

they will find there is the mentioned book, Nameless Cults (Golden Goblin ed.).  \par

}{\plain \f1 \par

}{\plain \f1 Dr. Finn Lysholm\tab \tab \tab \tab \par

}{\plain \f1 STR:10\tab DEX:16\tab INT: 16\tab HP: 12\tab \par

}{\plain \f1 CON: 13\tab APP: 7\tab POW: 12\tab \par

}{\plain \f1 SIZ: 11\tab SAN: 50\tab EDU: 17\tab \par

}{\plain \f1 Skills: Biology 50 %, Credit Rating 80 %(in Echo Bay and Coppermine), Cthulhu 

Mythos 5 % First Aid 65 %, Medicine 85 %, Occult 40 %, Other Language - Latin 

45% Pharmacy 50 %, Psychology 35 %\par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 \par

7. The Gathering\par

}{\plain \f1 \par

}{\plain \f1 If no one else does anything similar, the conductor and the doctor will walk through 

the train and call for a meeting in one hour. They will not reveal anything about what 

it is about, why the train has stopped or where the train have stopped. All that they 

will say is that all passengers will gather in wagon number two at 8 p.m.\par

}{\plain \f1 Jan will use this time to perform the spell that will give him 2D6 MP and to reform to 

his usual human shape. Then he awaits the gathering, laughing when he thinks about 

the stupid humans.\par

}{\plain \f1 The meeting is started by Finn Lysholm. He will explain that the train has stopped due 

to the horrible murders of the engineer and fireman, most likely done by the Blaster-Killer. He will explain that the murderer is probably on board the train and therefore 

everybody must be regarded as suspects. He cautions the passengers to be extremely 

careful and that he will be acting as official in this case unless anyone disagrees. 

Anyone who has information on anything that seemed even the slightest unusual can 

talk to either Dr Lysholm or conductor Martin. But he warns the passengers to be 

careful and not to tell everyone of what they know, since if the murderer finds out 

who knows what he might be forced to commit another murder.\par

}{\plain \f1 Then he asks if anyone has any questions.\par

}{\plain \f1 If the keeper so wishes, he can have Jan ask a couple of questions. If so, make sure 

that they are questions of importance and that he will appear to be a intelligent and 

rational man who understands the danger that they are in.\par

}{\plain \f1 Lysholm and Martin will answer any questions except the ones concerning the facts 

around the murder. A couple of examples of questions and answers are here below:\par

}{\plain \f1 - Why did the train stop ?\par

}{\plain \f1 \tab Probably because the snow made the tracks unapproachable.\par

}{\plain \f1 - Where are we right now ?\par

}{\plain \f1 \tab We cannot say that.\par

}{\plain \f1 - How long will we be standing here ?\par

}{\plain \f1 \tab Until the weather allows a new push forward. We will keep the engine going in 

order to hopefully melt the snow. The coal was calculated to be enough both ways and 

should therefore not run out.\par

}{\plain \f1 - If we will be here long will there be enough food for all of us ?\par

}{\plain \f1 \tab The wagons contains food to the people of Coppermine, so that should not cause 

any problems.\par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 8. Clues After The First Murder\par

}{\plain \f1 \par

}{\plain \f1 These clues will be told to either Finn Lysholm or the conductor, as mentioned 

previously. If the investigators were the ones who took command of an investigation, 

it will be them these stories will be told to. If they seem interested or competent to 

Sandy or Finn, they will be given the evidence by them. If they have been keeping a 

low profile and not revealed themselves, they will not learn of this information unless 

they ask the people for themselves and succeeds with a Persuade or a Fast Talk. \par

}{\plain \f1 \par

}{\plain \f1 I. Fred Thompson, a ten-year old kid in compartment 4, car 1, will tell the conductor 

that around six a clock he needed to go to the bathroom. When he got there, it was 

occupied, so he stayed outside the door and waited. With nothing to do, he walked 

around the aisle, feeling on a couple of doors. Suddenly one of the doors opened and 

he was really surprised, since all these storage compartments are usually kept locked. 

Even though he wanted to sneak inside and check it out, he really needed to go to the 

bathroom. But it was still occupied so he ran to a bathroom in another car. After that 

he forgot the whole thing until he heard the running in the corridor. Then he went 

back, but now the storage door was locked. He guessed that the conductor had locked 

the door so he went back to his own compartment. But when he realised that he had 

dropped a toy car he returned once again and now the door was open again. But now 

he didn't want to go inside to check it out, because he heard that there was a lot people 

in the locomotive. \par

}{\plain \f1 \par

}{\plain \f1 Fred will answer any questions asked as good as he can, and will then finish by asking 

if they will catch the killer now. He hopes that they will because he killed his uncle 

Neil.\par

}{\plain \f1 \par

}{\plain \f1 Keeper's Information:\par

}{\plain \f1 What the boy has noticed is Jan's way from the bathroom, to hiding in the storage 

compartment for a short while, and that he later left. If they examine what the boy has 

told them, they can search the storage compartment, that is still open, and find the 

following clues (one for every Spot Hidden):\par

}{\plain \f1 \par

}{\plain \f1 1. An empty can of green paint. The text on the can is not in English. Anyone who 

makes their EDU on 1D100 can definitely say that the text is Dutch.\par

}{\plain \f1 \par

}{\plain \f1 2. A big white, bloody linen handkerchief with the initial "vB". It is a mans 

handkerchief.\par

}{\plain \f1 \par

}{\plain \f1 3. The pieces of a completely torn railroad map. There is absolutely no hope of ever 

putting it back together again.\par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 II.  Patrick O'Neal in compartment 6, car 1, will approach Finn or the investigators 

and tell them about the mysterious conductor. He'll say that he usually takes a small 

nap around seven every evening, and he was just about to do this when he was 

disturbed by running in the corridor back and forth. First the train stopped and then he 

saw the conductor come running (or walking very fast anyway) towards the 

locomotive (if any investigators followed Martin when he went to the locomotive the 

first time, they will be included at this point). Right after that he saw him come 

running back from the locomotive, pale and upset. Then, after that, it was off to 

locomotive again, this time with the doctor following in his footsteps. And just a few 

minutes later, he came back, walking casually. But now Patrick noticed something 

that he at first thought was a mistake, but then he became sure of what he saw. He saw 

that the conductors right cuff was red, as if it were drenched in blood, although it 

didn't drip from it. And he also saw that there was a red stain at his uniform pocket. 

The pocket was full of something, the size of a small fist, maybe. Then he will say 

that the next thing he saw was probably some kind of trick with the light, because he 

almost thought that thing inside the pocket was moving. He will then warn them to 

rely too much on the conductor, since he seems to be hiding something.\par

}{\plain \f1 \par

}{\plain \f1 O'Neal is completely convinced that he has given the right time frame. He IS telling 

the truth, and if the investigators do not believe him, he'll become noticeable irritated. 

Despite this, any investigator that was in the locomotive with Martin knows that this 

can't be true, due to the fact that Sandy Martin stayed in the engine at least twenty 

minutes after he had gone to fetch Finn. If the investigators wasn't at the scene, they 

will not know that particular fact. If the investigators roll a Psychology on O'Neal, 

they will find that he believes his story to be absolutely true. \par

}{\plain \f1 \par

}{\plain \f1 Keeper's Information:\par

}{\plain \f1 What Patric O'Neal have seen is of course Jan, who in the shape of Martin goes to 

boxcar nr 3 to hide his conductors uniform. If the investigators will search the boxcar 

at any other time than the ones given in 9.1, 9.2 or 9.3, they will find the following 

after a successful Spot Hidden:\par

}{\plain \f1 \par

}{\plain \f1 The conductors uniform, with the rightside pocket drenched in blood. The uniform is 

containing a small washing label in Dutch (see point 8.1). The rightsided pocket is 

filled with dried up blood. The clean pocket contains the wrapping of a mintchocolate 

candy. The paper is purple and yellow with traces of melted chocolate.\par

}{\plain \f1 If the investigators haven't found the uniform before, Sandy Martin will have a 40 % 

chance of finding it when he comes to get some food to the passengers the next day 

(around 8 am).\par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 9. A Nightly Meeting\par

}{\plain \f1 \par

}{\plain \f1 When the clock approaches 9 p.m. the storm will start to ease down. This is due to the 

fact that the Gnoph-Keh's have gone to one of the boxcars, namely number three, the 

last one containing food, waiting to meet Jan. \par

}{\plain \f1 During this time Jan will leave his compartment (in his own shape) and carefully go to 

the boxcar. The old lady who lives in the compartment next door (Laura Hopkins) 

went to bed right after the meeting and hears nothing. The boxcar is of course locked, 

but the keys Jan stole from the engineer can unlock it. The conductor knows exactly 

which keys that the engineer had and if asked he will tell: The keys doesn't unlock any 

compartment doors, only the locomotive and the boxcars.\par

}{\plain \f1 Jan is aware of the fact that these keys only goes to the locomotive and boxcars. He is 

hoping that the conductor (and the investigators) will believe that the killer was out 

for the keys to the compartments, but got hold of the wrong keys. He does however 

realise that a suspicion may arise that the killer will perhaps poison the food in the 

boxcars and will therefore keep a close watch on all the people that will pass by his 

compartment. The keeper is urged to keep track of the time that the investigators 

placed out any guards (if they in fact do so). If this occurred between 7.10 p.m. and 9 

p.m., Jan will know if anyone is watching the boxcars. If that is the case, he will not 

go to his meeting with the Gnoph-Keh's. He has told them of this possibility. 

Otherwise the action can go three ways (this is performed both nights).\par

}{\plain \f1 \par

}{\plain \f1 * If the investigators are inside the boxcar at 9 p.m. and Jan is aware of this:\par

}{\plain \f1 At 9, the investigators will hear how the locks to the boxcar door is removed, and the 

doors will quickly open wide. One Gnoph-Keh gets inside while the other stands right 

behind him. This sight will cost the investigators 1/1D10 SAN. The Gnoph-Keh's will 

realise within one round that something isn't as it should be (they are expecting Jan to 

be there). If no one attacks them during this turn they will disappear to return the next 

day at 9 p.m.. If Jan fails to bring them two hearts the day after a missed meeting, the 

Gnoph-Keh's will break their agreement with Jan and leave him alone and without a 

snowstorm. If the Gnoph-Keh's are attacked, the first one will retaliate by using two 

claws to kill any investigator who is possible to reach. If no investigator is reachable, 

they will return to the snowy wilderness outside. Their flee-before-fight attitude is 

both due to Jan's orders - he has said that they must not be seen by any of the 

passengers, so therefore they hope that no one will believe what they just saw and 

quickly flee the scene into the snowy night - and their own disliking with being seen 

by anyone.\par

}{\plain \f1 \par

}{\plain \f1 * If the investigators are in the boxcar when Jan steps inside, he will be very 

surprised. If the door have been left unlocked, he will explain that he became hungry 

and decided to get something to eat. Even if he is caught unlocking the door, it doesn't 

automatically mean that he is recognised. The investigators will probably only see that 

it is a man, but will otherwise be blinded by Jan's light. With 1/2 Luck, the ones who 

are standing closest to the door will notice that he has light-brown hair. After that Jan 

will slam the door shut. It will automatically lock it-self. Even if the investigators 

quickly will get the door open and rushes after Jan, he will reach his compartment 

before they will see him. This quick escape doesn't leave any other clues than the ones 

mentioned. By checking, the investigators will find that these passengers have light-brown hair:\par

}{\plain \f1 \par

}{\plain \f1 \tab Jan van Kerkhof\par

}{\plain \f1 \tab Dean Johnson\par

}{\plain \f1 \tab Sandy Martin\par

}{\plain \f1 \tab Arthur Smith (although it is actually his toupee, something he will not reveal \tab \tab           unless asked directly) \par

}{\plain \f1 \par

}{\plain \f1 * If the investigators will enter the boxcar sometime between 9 -9.10 p.m. they will 

catch Jan red-handed so to speak. It is hard to know that it is Jan however, because he 

will change to his Serpent Man shape as soon as he enters the boxcar. \par

}{\plain \f1 Since Jan and the two Gnoph-Keh's are involved in a conversation when the 

investigators will enter, they will not hear when the door is being opened (unless the 

investigators are really clumsy). This sight will cost the investigators 1/1D10+4 SAN. 

Since none of the Mythos beings in the boxcar have especially much MP left at this 

time, they will not use any spells. It will turn out to an all and out combat where Jan 

will first shout to the Gnoph-Keh's to kill the investigators and then fight for his life. 

The Gnoph-Keh's will attack with two claws each, and this time fight until the 

intruders are slain. Jan's goal with this fight is to get out of the boxcar, slam the door 

and return unseen to his compartment.\par

}{\plain \f1 \par

}{\plain \f1 Gnoph-Keh #1\par

}{\plain \f1 \par

}{\plain \f1 STR\tab 34\tab INT\tab 16\tab Hit Points 31\tab \tab Damage Bonus +3D6  \par

}{\plain \f1 CON\tab 25\tab POW\tab 17\tab Move 9\tab \tab Weapons: \par

}{\plain \f1 SIZ\tab 36\tab DEX\tab 11\tab Armor 9 \tab \tab Horn Gore 65 %  1D10+(5D6,   

 \tab \tab \tab \tab \tab \tab \tab \tab                    \tab 3D6,1D6) \par

}{\plain \f1 \tab \tab \tab \tab \tab \tab \tab  \tab Claw 45 %  1D6+(3D6, or \tab \tab \tab \tab \tab \tab \tab \tab \tab \tab \tab 1D6)\par

}{\plain \f1 \par

}{\plain \f1 Gnoph-Keh #2\par

}{\plain \f1 \par

}{\plain \f1 STR\tab 29\tab INT\tab 18\tab Hit Points 31\tab \tab Damage Bonus +3D6  \par

}{\plain \f1 CON\tab 27\tab POW\tab 24\tab Move 9\tab \tab Weapons: \par

}{\plain \f1 SIZ\tab 35\tab DEX\tab 11\tab Armor 9 \tab \tab  Horn Gore 65 %  1D10+(5D6, 

\tab \tab \tab \tab \tab \tab \tab \tab                       \tab 3D6,1D6) \par

}{\plain \f1 Spells: Call Ithaqua\tab \tab \tab \tab \tab  Claw 45 %  1D6+(3D6, or 

\tab \tab \tab \tab \tab \tab \tab \tab \tab \tab 1D6)\par

}{\plain \f1 \par

}{\plain \f1 For a more in-depth description of the Gnoph-Keh's and their fighting abilities, 

consult the rulebook. \par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 10.  The Second Incident\par

}{\plain \f1 \par

}{\plain \f1 When Sandy Martin the next day goes around in the cars to check things out, he will 

discover (around 9 am) that no one answers in compartment number seven, car 

number three. He'll take it easy and will contact Lysholm (and possibly the 

investigators) before he unlocks the door.\par

The sight inside will cost those who haven't seen any of Jan's killings before 1/1D4 

SAN. On the floor, right next to the bed is the body of Alice Hastings, as dead as any 

of Jan's previous victims. She is dressed in a night-gown, but is holding her walking 

cane. Right next to her is a small bottle of perfume. The purse is lying open on the 

floor, contains only money, a ticket, a box of peppermints (without paper) and a 

photograph of a grandchild. As Lysholm will state after an investigation, she has been 

dead for something between one to two hours.\par

}{\plain \f1 \par

}{\plain \f1 Keeper's Information:\par

}{\plain \f1 Right about now Jan is starting to suspect that his plan will work. This time he didn't 

waste any MP on a Body Warping of Gorgoroth, he just changed his shape to his 

normal Serpent Man appearance. After that he picked the lock and opened the interior 

door to compartment six, sneaked through the empty compartment and picked the 

lock to compartment number seven and awaked the sleeping Alice Hastings. The poor 

old lady had a shock, but still managed to keep her mind clear. She saw the lizard 

thing and realised that this had to be the infamous Blaster-Killer. In a desperate 

attempt to survive, she reached for her walking cane and hit Jan over the head. She 

managed to give him a small scratch in the chin, but was then killed.\par

}{\plain \f1 \par

}{\plain \f1 The Murder Scene \par

}{\plain \f1 On the basin is a soap-cup. On the floor is a perfume bottle. On the ledge to the basin 

there is more than enough room for a purse. With a successful Spot Hidden the 

investigators will find a small scale on the cane together with some dark blood. A 

scale is also found on the floor, close to the door. This is scales that flew off when Jan 

was hit by the cane. The blood on the cane is also Jan's, but the only thing that he 

investigators can learn from this is that it isn't human blood according to Dr Lysholm, 

but what kind he cannot say. Anyone who makes their EDU*3 will realise that the 

scales are similar to those of reptilians. This isn't the only trace of Jan. In his 

eagerness of forfilling his plans, he forgot to lock-pick the door back to the empty 

compartment next to Alice Hastings (number six). These doors are normally kept 

locked. A Spot Hidden in compartment six will reveal small stains of blood on the 

floor. He did remember to lock the door between compartment six and five (his own).\par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 11.  The Clutch Tightens\par

}{\plain \f1 \par

}{\plain \f1 At this point it is time for breakfast (about 9.20 am). This will be taken in wagon 

number two. Some will prefer to eat their own, brought food in their own 

compartments. The ones who doesn't appear at breakfast are:\par

}{\plain \f1 \par

}{\plain \f1 Dean Johnson\par

}{\plain \f1 Fred & Liza Thompson\par

}{\plain \f1 Gerald & Nancy Fitzpatric\par

}{\plain \f1 Jan van Kerkhof\par

}{\plain \f1 \par

}{\plain \f1 After breakfast Finn will tell of the new murder and ask anyone who has any 

information to talk to him or Sandy Martin. No one seems to have anything to say.\par

}{\plain \f1 \par

}{\plain \f1 Keeper's Information:\par

}{\plain \f1 Jan is now preparing his last steps in his plan. After the murder, he put the heart in his 

cooling-bag which he had brought, and then hid in the last wagon (which only 

contains furniture). There he will wait all day for his MP to return, with a quick 

meeting at 9 p.m. with the Gnoph-Keh's where he'll give them the heart. At 10 p.m. he 

is ready for the grand finale. If the conductors uniform is still in boxcar nr three, he 

will dress up in it and use Body Warping of Gorgoroth to change once again to Sandy 

Martin. In this disguise he will walk through the whole train, up to the locomotive to 

retrieve his Stone-Eye of Ithaqua from the furnace of the engine with metal tongs 

taken from the fireman's tool locker, and after this jump out in the snow. At this time 

the storm will have started to subside, just as he has made up with the Gnoph-Keh's. 

At one side of the train a huge pile of snow has now formed, and at 10.05 he will start 

the ten-minute ceremony that belongs to the Stone-Eye of Ithaqua.\par

}{\plain \f1 If no uniform exists, he will take a random form of any person on the train that he has 

met.\par

}{\plain \f1 \par

}{\plain \f1 When the spell is completed after ten minutes, Ithaqua will come and receive its 

victims by passing through the train, looking in every compartment and other room. 

After that Ithaqua will please Jan and blow away the snow to reveal the old lost city.\par

}{\plain \f1 If the investigators haven't been able to prevent this from happening before Ithaqua 

has appeared, the game probably ends her. The train and a few bodies will be found 

later, but the most part of the passengers are missing.\par

}{\plain \f1 None of the procedures of the spell is noticeable within the train. If it has come to this, 

the only chance of stopping the tragedy is by stopping the ceremony to take place. If 

anyone will look out the window they will find the track of Jan, walking up to the 

snow pile (between 10.05 and 10.15 p.m.).\par

}{\plain \f1 The ceremony will be performed by Jan on top of the snow pile that has been building 

up next to the train. If he is discovered during this, he will be a easy target for any 

investigator. Even if he'll get hit, he won't give up, hoping that Ithaqua will come 

before he dies. If he manages to perform one minute or more of the ceremony, but 

dies before Ithaqua appears, there will be a 90 % chance that Ithaqua will appear. If he 

appears but Jan is dead, he will not know why he was called for, so he will attack the 

one who he thinks is the one who killed Jan. After that he will disappear. The snow-storm will end however, because the two Gnoph-Keh's have gone away together with 

Ithaqua, and after a couple of hours the rescue-team will show up (it started at 9 p.m.).\par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 12.  The Final Clues\par

}{\plain \f1 \par

}{\plain \f1 When the investigators enters Jan compartment after the second killing (as they 

probably will), he will not be there. Instead, they can find the following things:\par

}{\plain \f1 \par

}{\plain \f1 1. A series of African wooden statuettes. Everyone who rolls their Cthulhu Mythos 

can say that they are involved in a ceremony that supplies extra Magic Points.\par

}{\plain \f1 \par

}{\plain \f1 2. A book with green leather binding and the title "Arctic City Theories" in silver 

letters. This is a book written by one of Jan's ancestors. It is written in one of the most 

common occult languages and every reader will have his Occult - 30 % in succeeding 

reading the book.\par

}{\plain \f1 It tells about the family van Breukelens studies concerning possible Serpent People-cities. It is a rather dull book with old legends about where Serpent People dwelled a 

long, long time ago, geographical calculations about where these cities might be 

located today, and tributes to Yig and other brief descriptions of certain Mythos 

beings. To show on the style of the book, a quote is presented here. It has nothing to 

do with this particular scenario, but can maybe be used to show investigators how it is 

written.\par

}{\plain \f1 "In The Old Book one can find stories for which there can be no other explanation 

than that they simply vanished, disappeared without any trace. Dust and forgotten 

sarcophagi is the only inhabitants of these old cities today, but with effort and 

intelligence we can get these cities to revive again, and the power of Yig, Father of 

Serpents, will rule the world."\par

}{\plain \f1 \par

It is not very thick (1D6 weeks per try to read) and will give + 3 % to Cthulhu Mythos 

and costs 1D4 SAN, Spell Multiplier * 4. It contains the spell Call Power of Nyambe. 

To speed through the book so one can understand its contents will take one hour.\par

}{\plain \f1 \par

}{\plain \f1 3. A folder with a lot of maps, old as well as new. Sandy Martin can swear that the 

most of them shows the area around Echo Bay - Coppermine.\par

}{\plain \f1 \par

}{\plain \f1 4. On the basin there is two bottles with a high neck. Both are filled with some kind of 

fluid and contains an emerald eye each. One with a red iris and one with a blue. 

Below the basin is a big lantern.\par

}{\plain \f1 \par

}{\plain \f1 5. A Spot Hidden will reveal a small brown diary which is, according to its 

appearance, very old. A bookmark in it shows on a special passage written in the same 

occult language as the book. This is the spell Stone-Eye of Ithaqua and the 

investigator should be given the same facts that are discussed in Stone-Eye of Ithaqua, 

a new spell. \par

}{\plain \f1 The diary is from the 16th century and will take about one month to read properly. It 

is written by another of Jan's ancestors and tells of his attempts to find a Serpent city 

in the wilderness outside presentday Quebec. Obviously, the writer was captured by 

some locals and was to be killed. While he waited for his doom, he wrote the last 

passages and got someone to smuggle it to Holland, back to the van Breukelen family. 

It will give the reader + 5 % Cthulhu Mythos and a SAN loss of 1D8 with a Spell 

Multiplier of * 4.  It also contains the spell Clutch of Nyogtha and Contact Gnoph-Keh. The investigators should notice the spell Stone-Eye of Ithaqua right away. 

Further quick studies of the diary mentions the spell Body Warping... but not how it is 

performed. To quick-read through the spell Stone-Eye.. to learn the facts given in part 

10 will take fifteen minutes per try.\par

}{\plain \f1 \par

}{\plain \f1 6. Yet another Spot Hidden will reveal Jan van Breukelens true identity with his 

passport. His real name should explain the initials on the handkerchief in 8.1. Right 

next to the passport is a bag of mintchocolate candy, the same ones found in part 8.\par

}{\plain \f1 \par

}{\plain \f1 \par

}{\plain \f1 These last clues will probably give the investigators the following facts:\par

}{\plain \f1 \par

}{\plain \f1 1. Jan is the killer.\par

}{\plain \f1 \par

}{\plain \f1 2. Jan is some kind of magician.\par

}{\plain \f1 \par

}{\plain \f1 3. His family have for a long time been looking for lost Serpent Man cities buried in 

snow.\par

}{\plain \f1 \par

}{\plain \f1 4. Jan has been studying the area that the train now is halted in.\par

}{\plain \f1 \par

}{\plain \f1 5. Jan has the power of a spell that demands an eye.\par

}{\plain \f1 \par

}{\plain \f1 6. Jan only has one eye and has probably therefore already prepared the spell.\par

}{\plain \f1 \par

}{\plain \f1 7. This spell is a powerful tool in getting the Wind God on his side.\par

}{\plain \f1 (In the book "Arctic City Theories", Ithaqua is mentioned as "the powerful God, ruler 

of the storms, the snow and the ice, who with no effort would be able to clear the 

layers of snow covering one of our cities in an instant"\par

}{\plain \f1 For every 10 minutes the investigators study this book, there is a 20 % chance that 

they will find these very lines.)\par

}{\plain \f1 \par

8. This spell requires preparation in extreme heat. \par

}{\plain \f1 (If no one of the investigators comes to think of this, (maybe) Sandy Martin will come 

to think of it: "What about the locomotive's furnace ?")\par

}{\plain \f1 \par

}{\plain \f1 If this happens, the investigators should go directly to the engine, pick out the eye and 

thus spoiling Jan's plans.\par

}{\plain \f1 \par

}{\plain \f1 Other ways to end this scenario can be that the investigators simply kill Jan without 

ever knowing of the Stone-Eye in the furnace. It will not have any effect unless the 

spell can be cast, and then only by the owner of the eye. They can put out the fire in 

the locomotive and thus end the spell too soon. If this happens, Jan will call the Gnop-Keh's to kill any person who is nearby the Stone-Eye, in order of getting hold of it.  \par

}{\plain \f1 If Jan is put in any danger (with the risk of being killed), he will transform himself to 

human in order to not reveal the presence of his people.\par

}{\plain \f1 If Jan is caught alive, he will try to escape at the first opportunity (with the risk of 

getting killed).\par

}{\plain \f1 If the plan is stopped and Jan is stopped, the keeper can give the investigators 1D10 

SAN each.\par

}}