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Pulled Out of a Hat by Mike Lewis & Simon Price, authors
Sawn in Half by Marc Gascoigne, developer and editor
Stage Presentation by Charles Elliott, designer
Cover Illusion by Lee Gibbons, artist
Set Decoration by Ian Cooke, interior artist, and from `Tricks & Il-
lusions' by Will Goldston, published 1909 by A.WGamage Ltd. of
Holborn, London
Magic Squares by David Oliver & Ian Varley, maps
Show Produced by the Games Workshop Design Studio :
Bryan Ansell, Managing Director. Richard Ellard, Production
Manager.Alan Merrett, Publications Manager .Jervis Johnson,
Development Manager.John Blanche, Studio Manager. Charles
Elliott, Graphic Design .Paul Cockburn, Commissioning
Editor.Marc Gascoigne, Editor.Jim Bambra, Graeme Davis, Rick
Priestley, Authors.Tony Ackland, Dave Superstar Andrews, Col-
in Dixon, Artists.Julie Weaving, Gail Morgan, 7ypesettinge Mark
Craven, Visualising. Oliver Campbell, Ruth Capon, Susan
McLoughlin, David Oliver, Joanne Podowski, Ian Varley, Finish-
ed Art
This product is published with the approval of and under license
from Chaosium, Inc.
By Permission of Arkham House
The Statue of the Sorcerer is © 1986 Games Workshop Ltd.
Call of Cthulhu is © 1981, 1983, 1986 The Chaosium, Inc.
All Rights Reserved . Printed in the U.K.
No part of this book may be reproduced in any form or by any
means without prior permission from the publishers.
All characters are fictitious; any resemblance to persons living or
dead is purely coincidental. Honestly.
Any new rules presented in this adventure should not be regard-
ed as official additions to the Call of Cthulhu rules.
Any questions or comments on this product should be directed to:
Statue of the Sorcerer Questions, Games Workshop Design
Studio, Enfield Chambers, 16-18 Low Pavement, Not-
tingham, NGI 7DL.
If you require an answer to your queries please enclose an SAE
or 2 IRCs. Try and phrase your questions so they can be answered
with a simple Yes or No, as our time is limited. If your letter is
uninteresting or dumb you can guarantee you won't get a reply!
ISBN-0-933635-30-3
Published by
Chewton Street, Hill Top, Eastwood, Nottingham, NG16 3HY.
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INTRODUCTION . . . .. . . . . .. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . .. . ....... . . . . . . .
5
PLAYERS' INTRODUCTION .. .. ... .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
KEEPERS' INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
The Charity Show * Joining The Brotherhood
THE BROTHERHOOD'S HOUSE. .. . . . . . . . . . .. . . . . . . . . . . . . . . .. . .
The Ground Floor * The First Floor 0 The Attic
FURTHER INVESTIGATIONS . . .. . . . . . . . . . . . . . . . . . . . . .. . .. . ...... . 13
Will Crowther 0 Rumours Within The Brotherhood
CHING LUNG SOO .. ........ . .. . . . . . . . . . . . . . . . . . . . .. . . . . ... .. . .. . .. ... 14
THE CULT OF LAN-SHI . . . . . . . .. .... . .. .. . ...... ..... .. . . .. . .. ... . . . 14
History 0 The Cult Today * Information on The Cult
THE CHARITY SHOW . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . .. ... . .. . . . . . . . 1G
The Evening
The Ground Floor * Below The Stage 0 TheFirstFloor
Timeline For The Show * Stopping The Summoning
NOTES ON RUNNING THE VANISHING CONJURER. . .21
CAST OF CHARACTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . ... .... 21
Howard Horne 0 Philip Leclair * Ching Lung Soo
Karl Weiss 0 Will Crowther s Cultist Servants
APPENDIX . . . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . .. . ... ... .. . .. . . . ... .. . . . . . 2 2
Threes Company s Packet Prediction * Colour Count
Royal Weddings
Preparations
Howard Horne 0 The Vanished Conjurer
The Society
PHILIP LECLAIR. . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . .. . ... . .. . .... . . .7
THE AMAZING KARL .... ...... ........ . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . 7
THE INNER BROTHERHOOD OF MAGICIANS . ..... . . . . . . . 9
THE MERMAID THEATRE . . . . . . . . . . . . . . . . . . ... . . ..... . . . . .. ... . . . . 16
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The Vanishing Conjurer
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The Vanishing Conjurer
INTRODUCTION
The investigation is divided up into a number of small sec-
tions, in each of which there are sub-headings covering fur-
ther research, extra clues, background information and asides.
You should be flexible enough to allow your investigators to
continue some of their research while the plot advances -
especially if they are being slow in solving the mystery.
The Vanishing Conjurer is an introductory level investigation
set in London in the early 1920s. The investigators are called
upon to investigate the puzzling disappearance ofayoung stage
magician, only to find themselves drawn ever tighter into a
web of intrigue surrounding a mysterious conjurer's club!
And now you should be ready to play. Have fun!
If you are intending to play both ofthe adventures in this book
with the same characters, we recommend that you run The
Vanishing Conjurer first. It is a lighter adventure than The
Statue OfTheSorcerer, andinexperienced players will be bet-
ter equipped to cope with it.
PLAYER'S INTRODUCTION
Investigators tackling this adventure will not require any
special skills, though the usual complement of Spot Hiddens
and Library Uses will come in as handy as always. Please also
note the new skill, Conjuring, which will be useful too. This
adventure may be run with the greenest, most inexperienced
group of investigators, though a group with a few minor in-
vestigations under their belts may need less prodding. With
careful refereeing and the boosting in strength of a few of the
villains, The Vanishing Conjurer can also be run with a far
more experienced group, if you so desire.
It is a pleasant weekday in the latter half of the monthofJune,
192-. In London, one of the investigators is contacted by an
old friend, Howard Horne, who is atheatrical agent working
in London's West End. Horne sends the investigator four
tickets for aconjuring show taking place that evening at a small
theatre off Drury Lane. A small note scribbled on Horne's
business card attached to the tickets gives no more details
about what the investigators might expect, but Home appears
to require their help in a matter of some urgency.
Campaign Play
The Vanishing Conjurer is ideally suited for insertion into a
British-based game, or for an intermission in the English sec-
tion of a world-spanning campaign (such as Masks Of
Nyarlatbotep). It requires no precursors in the form of clues,
and need only have after-effects ifyouwish it, so it could prove
to be a very 'pleasant' interlude for your players.
KEEPER'S INFORMATION
Howard Horne
You should give the players Handouts A and B at this point.
The first is a sample of the ticket for the show; the second
is Home's note. Home is a small-time agent dealing with a wide
range ofartistes. Like many similar agents he tends to discover
youngtalent and nurture it into maturity, until it is stolen away
from him by one of the new management agencies. Horne
himself, though, believes all the acts he handles to be the best
in London. He is in many ways a stereotypical theatrical agent,
his speech being peppered with talk ofdeals andfees, percen-
tages and packages. He operates out of a tiny, untidy office
off Long Acre, close to Covent Garden andDruryLane, though
it is very unlikely that his investigator friend will ever have
visited him there.
Ifyour campaign is set in the United States you will find that
few problems arise in converting the adventure to aNew York
or Californian location. Alternatively, you could bring your
investigators over to London for a time; they may enjoy the
change of scenery, and it will allow you a chance to try out
all those other British-based scenarios that are around. In this
instance youshould perhaps make Howard Home an American
citizen too - andkeep him as an old acquaintance of one or
more of the team.
You will also find that The Vanishing Conjurer can convert
to a different time-frame with a minimumoffuss. Cthulhu By
Gaslightplayers will find little difficulty in moving the adven-
ture back thirty years; if anything, stage musicians and the
popular theatre were even more popular than they were dur-
ing the Twenties. Bringing the adventure up to date will also
prove very easy for a keeper with a modicum of common
sense, though the initials of the Inner Brotherhood of Magi-
cians may have to be changed because of their close
resemblance to those of a certain computer company!
Howard Horne is a thin, nervy sort of chap, with a narrow
face and eyes that appear positively shifty. He has a tendency
to pump peoples' hands with an enthusiastic handshake
whenever he can, and to smoke cheap cigarettes. His daydress
is usually slovenly andstained with sweat and coffee, though
when he makes the rounds of the theatres to see his artistes
he always makes the effort to look like what some would call
,a proper dapper gent' . Howwell he succeeds in thig depends
upon how one would define the term `good taste'.
New Skill
Conjuring: Base skill 15%. This is ameasure of the character's
ability toperform conjuring tricks, card magic and sleight-of-
hand illusions. The base chance allows only simple card tricks
and the like.
How the investigator knows Horne is very much up to you
andyour campaign. If one of your players is a journalist it is
possible that he or she would have run into Horne, who is
always knocking on editor's doors in search of more free
publicity for his acts. Alternatively, one of the investigators
couldbe apatron ofthe theatre, or even an artiste themselves.
However youhandle this, though, Horne's note should be suf-
ficient to attract their curiosity and to persuade them to visit
the Chancellor's Theatre on the night in question .
Preparations
Before you ran this scenario there are a number of tasks you
should perform. Firstly, read the entire scenario (not The
Statue OfThe Sorcerer too, unless you fancy agood read), and
make sure you understand the gist of what is happening, - or
will happen. Remove the various hand-outs from the centre
of this book, and keep them close at hand for use during play.
Read the scenario again, this time visualising how things might
turn out, andhow youwill play the roles of the major NPCs
during play.
"The Greatest Magic Show In The West Endi"
The show starts at 7.30, andlasts for around twohours . There
are maybe two hundred people in the audience, half-filling
the theatre. Outside the theatre abill-board declared the show
to be "The Greatest Magic Show In The [Vest End!", but it
Sr
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