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THE ANTI-CLAUS

A Christmas scenario for Doctor Who Adventures in Time and Space


by misterharry

This short scenario has been written for a group of time-travellers. It is intended to be run as a
Christmas episode and is capable of completion within a single session of play.

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TABLE OF CONTENTS

INTRODUCTION 3
GM’S INFORMATION 3
PLAYERS’ INTRODUCTION 3

THE FROST FAIR 6


ALL THE FUN OF THE FAIR 6
HEALTH AND SAFETY ON THE ICE 7
THE LOST 8
INVESTIGATING THE LOST 8

THE EXHIBITION OF WONDERS 10


INSIDE THE EXHIBITION 10
THE TIME AGENT 10

THE FORTUNE TELLER’S BOOTH 12


FINDING THE FORTUNE TELLER 12
INSIDE THE BOOTH 12
THE GRASKE REVEALED 13

THE ATNAS’ GROTTO 14


LAIR OF THE ANTI-CLAUS 14
THE ATNAS 14
RETURNING TO LONDON 16
“INCIDENTALLY, A HAPPY CHRISTMAS TO ALL OF YOU AT HOME.” 16

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INTRODUCTION

The Anti-Claus, or How the Graske Stole Christmas!

GM’S INFORMATION

The TARDIS arrives on the banks of the River Thames on Christmas Eve in the year 1823. The players discover
that the river is frozen over and it is now the site of a frost fair. Tents and makeshift buildings have sprung up to
form a winter village on the ice, which is now the scene of all sorts of entertainments and diversions, from ice
skating to carriage racing, puppet shows to merry-go-rounds, and mulled wine to roasting oxen.

But history records that the last frost fair should have been ten winters ago. And while the PCs take in the sights,
and sounds around them and join in the Christmas celebrations, a more sinister force is at work. An increasing
number of shambling figures wander the ice. These are the Lost, people who are devoid of memories and
emotions other than a deep despair. What is the cause of this dreadful phenomenon at this festive time?

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The time travellers can find aid in the form of a 51 Century Time Agent frozen in the ice. But the cause of the
Lost will be revealed as a Graske in the guise of a fortune teller. Meanwhile the Graske’s monstrous master is
draining the hopes and dreams of the people of London, and his frozen extra-dimensional realm is reaching out
into our world. The Atnas is far from a bringer of merriment, but a harbinger of dread and despair. Not so much
Ho-ho-ho as Mwa-ha-ha…

PLAYERS’ INTRODUCTION

The TARDIS lands in London on Christmas Eve, 1823. Whether the players were trying to get to a festive
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location or not is immaterial: they are here. The scanner shows a winter scene, with people in early 19 Century
attire warming themselves around braziers, while in the background is the distant, snow-covered dome of St
Paul’s Cathedral against a crisp blue sky. Somewhere nearby, a group of carollers are singing The First Noël.
The control console provides the date and all readings confirm that this is indeed London in the early industrial
age. The temperature outside is -8° Centigrade and the cold air is struggling to clear the fug of the city.

It is only when the time travellers step out of the TARDIS that they realise that the River Thames itself has frozen
over. The ship has materialised on the river bank near the southern end of London Bridge, the Medieval bridge
which will be demolished in only a few years’ time. A veritable town has spread across the ice, with tents and
makeshift huts of all shapes and sizes scattered seemingly at random on the frozen river. Crowds of people are
enjoying themselves in what is clearly a frost fair, with all sorts of amusements and entertainments being offered.
The PCs can wander onto the ice and explore the fair – see the section on the Frost Fair for details of what they
might find.

However, anybody from after this time can make an Ingenuity + Knowledge roll at Difficulty 15 to recall that the
last recorded frost fair on the Thames took place in February 1814. So why is there one here now? And anybody
with Feel the Turn of the Universe can make an Awareness + Awareness roll at Difficulty 12 to sense vaguely
that something is amiss. Nevertheless, the frost fair is here and the PCs can wander through it, experiencing
some of the attractions and activities described on pages 6-7.

After the PCs have explored the fair for a while, they become aware of a hullaballoo, the approaching sound of a
crowd cheering. The centre of the river is clear of tents and buildings, forming a broad pathway along which
horses and carriages have been passing to and fro. Along this thoroughfare, a procession is approaching. First
comes an open carriage pulled by a pair of black horses and manned by two armed guardsmen in bright red
tunics and plumed helmets. Behind them is an ornate golden carriage pulled by four white horses being driven by
two coachmen in royal livery. The roof of the carriage is flying the Union Flag. And bringing up the rear of the
procession is another open carriage pulled by another pair of black horses and carrying four more guardsmen.
Either side of the procession, a crowd is forming to cheer and wave the royal passenger along: King George is
visiting the frost fair!

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The three carriages come to a halt near to where the PCs are standing and the guards dismount first. One of the
royal coachmen opens the carriage door to allow the King to step out. This is the time travellers’ first view of
George IV and he presents an almost comical sight as he heaves his bulky frame down onto the ice and totters
unsteadily around. The King is dressed in layers of fur jackets and cloaks and carries a silver-topped walking
cane.

GEORGE IV, KING OF THE UNITED KINGDOM OF GREAT BRITAIN & IRELAND

ATTRIBUTES: Awareness 3; Coordination 2; Ingenuity 3; Presence 4; Resolve 3; Strength 3


TRAITS: Authority (Major: Monarch); Charming (Minor); Distinctive (Minor); Friends (Major: Royal Court); Selfish
(Minor); Voice of Authority (Minor)
SKILLS: Convince 4; Knowledge 3; Marksman 1
TECHNOLOGY LEVEL: 4
STORY POINTS: 4

King George IV is the former Prince of Wales and was Prince Regent from 1811 due to the illness of his father,
George III. He ascended the throne in 1820. By Christmas 1823, George IV is 62 years old and obesely fat. He is
notorious for spending money and does little to assist Parliament in the running of the country. His main
contribution to public affairs is his opposition to Catholic emancipation.

George has largely confined himself to Windsor Castle in recent years, but has decided to take a jaunt along the
frozen Thames to view the spectacle of the frost fair for himself. He is unlikely to offer any assistance to the
players and will retreat back to Windsor at the first sign of trouble. The King is likely to play only a cameo role in
this adventure.

ROYAL GUARDS

ATTRIBUTES: Awareness 3; Coordination 4; Ingenuity 2; Presence 3; Resolve 3; Strength 4


TRAITS: Tough (Minor)
SKILLS: Athletics 2; Fighting 3; Marksman 2; Transport 3
WEAPONS: Flintlock pistol - 5(2/5/7) damage; Sword - Strength +2 damage
STORY POINTS: 1

George waddles towards the nearby tents accompanied by his entourage and accepts the offer of a mug of
mulled wine. If the players want to interact with the King, the GM should allow them to do so. He can be a
charming man, though self-absorbed and vain. His guards will keep a close eye on proceedings and not allow
anybody to get too close. However, they are unprepared when a tall, gaunt man stumbles out of the crowd,
almost falling at the King’s feet.

The people nearby cringe back from this figure, as if it gives off a palpable air of fear. Even the King and his
guards are frozen into immobility, even though there is nothing specific about the man that should cause such a
reaction. He is well-dressed, though his clothes are a little rumpled. His eyes are staring into the distance and
there is an expression on dread on his face. He appears to be muttering something. The PCs should each make
a Resolve + Strength roll against the man’s own total of Resolve + Strength + Aura Bonus = 6. Those who fail
feel an almost overwhelming air of despair and cannot act unless they spend a Story Point. Those who succeed
can intercept the fellow, who is clearly distressed. If they don’t, he will grasp at the King’s fur cloak before the
guards can react. The man’s voice rises for an instant and everybody nearby can hear his desperate words:
“The Anti-Claus is coming! The Anti-Claus is coming to town!”

At this point, two of the guards will seize the man and push him with some force back into the crowd of onlookers.
The King is clearly disturbed by this turn of events and hurries back to his carriage, urging his coachmen to take
him back to Windsor Castle at speed. The guards will prevent anybody from following and soon the King’s
carriage is hurtling away from the frost fair and likely also from this adventure.

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If the PCs look for the man, they can find him in the crowd without too much difficulty. He has not moved from
where the guards pushed him and is peering around in apparent confusion, the people around avoiding him. The
man is one of “the Lost”, as somebody in the crowd will mention – see page 8 for stats and details of the Lost.
The PCs won’t be able to get much information from the man himself, as he appears to have no memory of who
he is or where he has been. There is nothing in his pockets to identify him.

The GM can allow the PCs to undertake a Conflict of Presence + Convince rolls to get information on the Lost
from people in the crowd – assume that the average person has a Presence of 3 and a Convince of 1:
 Disastrous: The crowd is turning ugly and the PCs are warned to leave the Lost to their own devices!
 Bad: Somebody mentions that the Lost are people who visited the Exhibition of Wonders and whose
minds broke from the fear of what they saw there.
 Failure: The PCs learn that people such as this man are known as the Lost, but nothing further.
 Success: The Lost have been appearing in the frost fair over the past couple of days. A few have been
found by family or friends, but nobody has any idea what has caused their memory loss.
 Good: As above, plus there have been outbreaks of a sickness of the soul (i.e. depression) among
those who have visited the frost fair.
 Fantastic: As above, plus somebody claims to have seen one of the Lost in the company of a “foreign-
looking dwarf”.

The PCs can pursue their enquiries as they will. Note however that if they take the Lost with them, they run the
risk of being infected with his despair and themselves becoming members of the Lost – see the Lost’s stats on
page 8 for details.

The GM should use the section on the Frost Fair to determine what they see and encounter in their investigations
on the ice. Reliable information on the Lost is however hard to come by. The group should have the opportunity
to discover the Exhibition of Wonders at some point before they track the source of the Lost down to the Fortune
Teller’s booth.

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THE FROST FAIR

ALL THE FUN OF THE FAIR

As the time travellers walk around the frost fair, they can see all sorts of entertainments, buy various foods and
drink, and take part in sports, contests and other activities. Some of these are described below for the GM’s use.
Hopefully, the PCs have some local currency with them.

Beer Sellers:
Local pubs have sent men onto the ice to sell flagons of beer and cider, which can be purchased for 3d
(thruppence – three pennies) each.

Boxing Booth:
For 6d (sixpence), challengers can take on Gentleman Jim Jenkins. Anybody lasting three rounds wins a guinea
(one pound and one shilling). If any of the PCs fancy their chances, here are Gentleman Jim’s stats – for
simplicity, assume there are six Action Rounds to each round of the fight:

GENTLEMAN JIM JENKINS, BARE-KNUCKLE BOXER

ATTRIBUTES: Awareness 3; Coordination 4; Ingenuity 2; Presence 3; Resolve 3; Strength 5


TRAITS: Distinctive (Minor); Fast Healing (Major); Quick Reflexes (Minor); Tough (Minor); Unattractive (Minor)
SKILLS: Athletics 3; Fighting 5 (AoE: Boxing)
STORY POINTS: 3

Carol Singers:
There are several groups of carollers at the frost fair, as well as groups singing more bawdy songs! A choir from
nearby Southwark Cathedral is collecting money for the poor.

Hackney Cabs:
A queue of Hackney cabs waits for fares on the ice. For 3d, a cab will take you to Westminster in the west or
London Docks in the east. For a whole shilling, you can have an hour’s tour on the frozen river as far as Putney
and back.

Hand-bell Ringing:
A group of bell ringers is moving around the fair, playing seasonal tunes.

Horse and Coach Races:


A stretch of ice has been cleared on the other side of London Bridge to allow horse and coach races along the
river. A number of makeshift bookies stands have sprung up for the placing of bets.

Hot Chestnut Stands:


Numerous braziers are being used to cook chestnuts, bags of which can be purchased for a penny.

Hot Soup Stands:


Similarly, mugs of hot soup are being sold for 2d (tuppence) from heated urns on small handcarts being wheeled
around the fair.

Ice Skating:
A large circular area has been roped off for ice skating. Skates (or “skeetes”) can be hired for 3d per 10 minutes.
Any PCs taking part will require Coordination + Athletics rolls at Difficulties determined by the GM.

Merry-Go-Round:
A mechanical merry-go-round from a funfair has been set up on the ice. A ride costs 2d.

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Mulled Wine:
Mugs of hot mulled wine can be purchased for 3d from a number of stands.

Nativity Play:
Near to Southwark Cathedral, a nativity play is being performed on a temporary stage.

Ox Roast:
A whole ox is being roasted on a spit over a large fire. Chucks of bread and meat can be purchased from
between 3d and 6d. Despite the heat of the fire, the ice does not appear to be melting much.

Puppet Show:
A children’s puppet show, a sort of early Punch-and-Judy, has regular performances. The puppeteer’s assistant
goes round with a hat for donations after each one.

Sketch Artist:
A sketch artist will capture your likeness against a backdrop of tents and booths, immortalising your time at the
frost fair for 6d.

Two of the frost fair’s attractions are of particular significance to this adventure:

The Exhibition of Wonders:


This is a large tent advertising “Numerous Wonders Revealed by the Ice!” and “See the Creature of Your
Nightmares!” See page 10 for details.

Fortune Teller’s Booth:


This is located on the ice under the north end of London Bridge. A hand-written sign outside this rather shabby
wooden booth proclaims “Your future awaits within! Step inside to meet your destiny!” See page 12 for details.

HEALTH AND SAFETY ON THE ICE

CONSTABLES:

A pair of constables patrols the frost fair. These are disparagingly referred to as “Bow Street Runners” as they
are attached to the Bow Street magistrates’ office and are the precursors of Sir Robert Peel’s “bobbies”.
Normally, Bow Street Runners are used to serve writs and carry out arrests on the orders of the magistrates. In
the current circumstances, the magistrates have deemed it prudent to assign these two constables to patrol the
fair as a precautionary measure in case of disorderly behaviour.

BOW STREET RUNNERS

ATTRIBUTES: Awareness 4; Coordination 4; Ingenuity 3; Presence 3; Resolve 4; Strength 4


TRAITS: Authority (Minor: Police); Brave (Minor); Code of Conduct (Minor); Obligation (Major: Magistrates Court)
SKILLS: Athletics 3; Convince 2; Fighting 3; Knowledge 1
WEAPONS: Tipstaff – a short club inflicting Strength +2 damage
STORY POINTS: 2

The constables are recognisable by their dark blue greatcoats and stovepipe hats displaying the magistrates’
crest

ICEMEN:

Also patrolling the frost fair are a number of “icemen”, volunteers from the Royal Humane Society whose job it is
to rescue anybody falling through the ice and into the water. Given the thickness of the ice on the Thames, they

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are more likely to be needed to help anybody overcome by the cold. It’s possible that the PCs could gain more
general assistance from them.

ICEMEN

ATTRIBUTES: Awareness 4; Coordination 3; Ingenuity 3; Presence 3; Resolve 3; Strength 4


TRAITS: Brave (Minor)
SKILLS: Athletics 3; Convince 1; Knowledge 2; Survival 2
EQUIPMENT: Ropes, ladders, planks of wood, warm blankets, brandy
STORY POINTS: 2

The icemen wear brown greatcoats with “HUMANE SOCIETY” written on the back.

THE LOST

The Lost are humans who have been drained of hope and imagination by the Atnas (see The Atnas’ Grotto).
They are like walking dead, largely unresponsive and unaware of their surroundings. They have slack-jawed
expressions of dread and despair on their faces and a haunted look in their eyes which seem to focus on
something in the far distance. The Lost have no recollection of who they are or what has happened to them. If
attacked, they will not defend themselves. Unless assisted, they will not even bother to eat or drink and will die of
dehydration within a few days.

THE LOST, WALKING EMBODIMENTS OF DESPAIR

ATTRIBUTES: Awareness 2; Coordination 2; Ingenuity 2; Presence 1; Resolve 1; Strength 3


TRAITS: Amnesia (Major); Aura* (Minor: Despair); Distinctive (Minor); Infection** (Major); Slow Reflexes (Major:
Last in the Round)
SKILLS: None
STORY POINTS: 0

* Aura: This is a trait from the Aliens & Creatures supplement. It is similar to Fear Factor, but generates other
emotional responses, despair in this case. Anybody near one of the Lost must undertake a Conflict of Resolve +
Strength against the Lost to avoid being stricken with despair and unable to act without spending a Story Point.
The Aura provides the Lost with a +2 bonus on his or her roll.

** Infection: Anybody spending more than a few minutes with one of the Lost runs the risk of being infected with
the Lost’s despair. Every 10 minutes in their presence, each person should make a Presence + Resolve roll
against the Lost’s Presence + Resolve. The Lost has a + 2 bonus for each continuous 10 minutes. Any failure
results in a 1 point reduction to the victim’s Presence or Resolve, which can only be recovered by spending time
away from the Lost. If both Presence and Resolve reach 1, the victim becomes one of the Lost.

During the day, examples of the Lost, both male and female, can be found wandering the frost fair in an aimless
fashion. They are of all ages and appearances, and judging by their attire, from all levels of society. Most other
folk give the Lost a wide berth, sensing the aura of despair that hangs around them. However, there are also
people searching for family members who have gone missing at the frost fair, who might provide clues for the
PCs to follow.

INVESTIGATING THE LOST

The following are some suggested encounters for the PCs while they investigate the Lost at the frost fair.

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Random Encounters:
It isn’t too difficult to locate the Lost on the Thames, as there are by now several dozen wandering listlessly
around, either singly or in groups of two or three. Similar to the man encountered in the Introduction, these
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specimens won’t be able to provide much in the way of information to the PCs. In the early 19 Century, it would
have been unusual to carry anything that would assist in identifying a person – no driving licences, no credit
cards, no ID badges or passes. But at the GM’s discretion, maybe they can reunite one or two with their loved
ones who are also out on the ice searching for missing family members. However, one clue that the GM should
allow the PCs to discover is a used ticket to the Exhibition of Wonders. This might be in one of the Lost’s pockets
or reticules, or if they don’t search the Lost, then one will be clutching it tight in his or her fingers. This is actually
a red herring, as the Exhibition has nothing to do with the Lost themselves. But if the PCs do investigate it, they
should find an ally in the form of Time Agent Major James Flinders.

The Family:
The PCs could locate one of the families searching the fair for a missing husband or wife. If questioned, the
family is unsure exactly when and where their loved one went missing – they were just gone. If pressed, they will
recall that they were among the tents and booths around the north end of London Bridge (which is where the
Fortune Teller’s booth is located).

Newssheet Vendor:
An urchin is selling copies of a newssheet, the London Daily News, for a ha’penny each. The headline and main
story reports on a debilitating malady that is afflicting Londoners. The description sounds similar to the symptoms
exhibited by the Lost and the newssheet reports that many of the victims were taken ill while visiting the frost fair.
The illness, if such it is, is then passing to other family members and close friends. If the PCs try to track down
any of the afflicted families –which involves contacting the newssheet’s offices on Fleet Street – then they should
be rewarded by being told that the first family member to fall ill was struck down suddenly whilst having their
future foretold by the Fortune Teller at the frost fair.

After Dark:
At night, the Lost congregate on the ice around and under the north end of London Bridge (which is near the
Fortune Teller’s booth), and this could alert the PCs that the cause of the affliction is located somewhere nearby.
Quite why the Lost do this is unclear, but they are presumably returning to the place where they last experienced
hope. The GM should remember that the days are very short at this time of year, and it begins to get dark soon
after 3pm.

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THE EXHIBITION OF WONDERS

INSIDE THE EXHIBITION

The GM should guide the time travellers towards visiting the self-styled “Exhibition of Wonders” before they
manage to identify the Fortune Teller’s booth as the source of the Lost. There are one or two false clues which
the PCs might pick up on. But failing those, the team could just come across the Exhibition by chance in their
travels around the fair.

The Exhibition of Wonders is a large but tattered tent on the north side of the frozen river. Posters on boards
outside the tent advertise “Numerous Wonders Revealed by the Ice!” and “See the Creature of Your Nightmares!”
A surly looking man in his forties sits on a stool at the entrance demanding 6d per person to go inside. This is Sid
Neames, proprietor of the exhibits inside the tent.

SID NEAMES, SURLY SHOWMAN

ATTRIBUTES: Awareness 3; Coordination 3; Ingenuity 3; Presence 3; Resolve 4; Strength 4


TRAITS: Argumentative (Minor); Selfish (Minor)
SKILLS: Convince 2; Fighting 2; Knowledge 1; Subterfuge 3
WEAPONS: Cosh – Strength +2 damage
STORY POINTS: 2

Neames is an itinerant labourer who discovered the artefacts on display inside the tent a few days ago while
mudlarking further up the frozen Thames – basically, he is a scavenger who hunts for lost items of value. Much to
his surprise, he found a body frozen in the ice, managed to persuade some of his cronies to help him cut it out in
a block and has carted it into London to display, along with a number of other items he found at the same time.
Neames is hardly the P.T. Barnum of his age, being a taciturn fellow much given to glowering at his prospective
clientele. Nevertheless he has done steady business and has made himself a lot of money. He will therefore not
be keen to part with any of his exhibits – the frozen man in particular – unless a very large sum of cash is offered.

Inside the tent, in addition to the large block of ice containing the frozen man, can be found a number of items of
advanced technology arranged on various mismatched chairs and tables. Most of these show signs of damage,
but one or two display winking lights or beep irregularly – almost magical marvels for this period in history! A
Difficulty 12 Ingenuity + Technology roll can reveal further information on these:

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Disastrous: It’s a fake! These can all be manufactured using early 19 Century technology!
 Bad: Are these from a TARDIS?
 Failure: The items are obviously components of a larger machine.
 Success: They’re components and systems from a spaceship.
 Good: As above, and the ship has time travel capability.

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Fantastic: As above, and they’re from a 51 Century craft typical of those used by Time Agents.

A description and information on the block of ice and the man inside can be found in the following section.

THE TIME AGENT

The block of ice stands upright and is about seven feet tall, three feet wide and two deep. The surface of the ice
has been polished smooth in places to provide a clearer view of the body inside. Whoever the frozen man is, he
is clearly not “the creature of your nightmares” as claimed on the posters outside. He is dressed in a military
greatcoat of a style contemporary with the Napoleonic Wars of only a decade ago, and his hands are raised as if
in defence. Other details will require a Difficulty 10 Awareness + Awareness roll to discern:
 Disastrous: It’s Napoleon Bonaparte frozen in the ice! [Napoleon died on St Helena in 1821.]
 Bad: It’s a fake, just a dummy dressed up.
 Failure: Well, it’s a man wearing a greatcoat alright!

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 Success: Is he wearing a wristwatch?
 Good: There’s a technological gizmo strapped to his wrist. A Difficulty 12 Ingenuity + Technology roll by
anybody with the Vortex trait will identify it as a Vortex Manipulator.
 Fantastic: As above, and the gizmo is still working – the display screen is lit up! If the roll to identify the
Vortex Manipulator was Good or Fantastic, it is realised that the Manipulator has frozen in mid-jump
and the man is most likely in stasis.

Even if they don’t get the above information, the PCs will hopefully realise that the man may still be alive and that
they should try to thaw him out. How they convince Sid Neames to allow them to do this, and how they then go
about it, is a matter for their ingenuity. However, the GM should not make it too difficult to achieve. After all, this
part of this adventure is only a side-line to the main plot, so the players shouldn’t need to spend too much time on
it. In any event, even if they fail at this section, it won’t make too much difference to the overall adventure.

Once the man has been thawed out, anybody with the Vortex trait can cancel the time-jump programmed into the
man’s Vortex Manipulator to return him to life totally unharmed. He will of course be a bit bewildered as to where
he is, but as a Time Agent used to arriving in unusual locations, he’ll soon recover and introduce himself as Major
James Flinders.

MAJOR JAMES FLINDERS, TIME AGENT

ATTRIBUTES: Awareness 3; Coordination 4; Ingenuity 4; Presence 4; Resolve 3; Strength 4


TRAITS: Amnesia (Minor); Argumentative (Minor); Obligation (Minor: Time Agency); Time Agent (Special); Time
Traveller (Minor: Tech Level 4); Vortex (Special)
SKILLS: Athletics 2; Convince 3; Fighting 2; Knowledge 3; Marksman 3; Medicine 1; Science 1; Subterfuge 3;
Technology 3; Transport 2
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WEAPONS AND EQUIPMENT: Vortex Manipulator (see page 81 of the 11 Edition GM’s Guide); 51 Century
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Sonic Blaster (see page 80 of the 11 Edition GM’s Guide)
TECHNOLOGY LEVEL: 8
STORY POINTS: 8

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Major James Flinders is a Time Agent from the 51 Century who was assigned to investigate an anomaly that
had been detected in this time period. However, his ship came under attack as soon as it materialised and he
crashed into the Thames further up-river. Flinders had ejected but was ambushed by a Graske. The Major tried to
time-jump to safety, but the last he remembers is the alien shooting him. He was presumably saved when his
Manipulator put him into stasis, but then froze as the Thames iced over.

Major Flinders is a no-nonsense Time Agent who takes his job seriously. He doesn’t take kindly to amateurs
interfering, but will grudgingly allow the PCs to “tag along” as he recognises that their presence here is also a
threat to the Web of Time. Flinders will be able to use his Vortex Manipulator to locate the temporal distortion
emanating from the Fortune Teller’s booth.

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THE FORTUNE TELLER’S BOOTH

FINDING THE FORTUNE TELLER

The Fortune Teller’s booth is a brightly painted but shabby wooden hut whose entrance is covered by a canvas
canopy with a banner bearing the legend “KORVOSS THE MYSTIC”. It is located on the ice under the north end
of London Bridge. A hand-written sign outside proclaims “Your future awaits within! Step inside to meet your
destiny!” The cost of a reading is advertised as 3d.

There are a number of clues that the players can discover at the frost fair to identify the Fortune Teller as the
possible root cause of the Lost. If they have rescued Major Flinders from his chilly imprisonment, he will also be
able to assist by using his Vortex Manipulator to home in on the general location of the temporal disturbance he
is here to investigate. Similarly, the PCs could rig up a gadget to do the same – if they realise there are temporal
shenanigans involved – though it will also detect the Time Agent’s Vortex Manipulator within the Exhibition of
Wonders. Even a simple gadget to detect temperature variations – something as basic as an IR scanner – will
identify that the area around the north end of London Bridge is the coldest in the vicinity, as though something
there is sucking the heat out of the surrounding environment. If they have located the general area, the time
travellers may stumble upon the booth by sheer luck, perhaps spotting the Fortune Teller carrying the obviously
anachronistic Dimension Gun, preparing to select a new victim.

The Fortune Teller himself is a diminutive figure, only about three feet tall, and wrapped in Oriental robes and a
large jewel-bedecked turban. His face is wrinkled and his teeth are brown and cracked. He speaks in a strange
accent which the PCs cannot place. This is Korvoss, who is in fact a Graske and is using a Shapeshifting Belt to
disguise his true appearance. Korvoss is a servant of the Atnas, a creature from another dimension, and has
succeeded in anchoring a gateway between this time and place and his master’s realm. He is now luring victims
into his booth in order to send them to the Atnas’ extra-dimensional grotto where they have their memories and
dreams devoured before being returned here. Korvoss either entices lone victims inside, or when business is
slow he wanders the fair looking to use his Dimension Gun to place victims under his mental control and lead
them back to his booth.

INSIDE THE BOOTH

Inside, the booth is rather cramped and is lit by a single smoky oil lantern on the wall. There is a small circular
table and two wooden chairs, one for the Fortune Teller and one for his client. On the table and hidden under a
silk cloth is a crystal ball on an ornate if somewhat sinister stand resembling the grasping claws of a dragon or
similar creature.

Korvoss usually only admits one client at a time, occasionally two, and a “reading” will normally take about 20
minutes. The disguised Graske will take his place on one of the chairs and indicate for his client to sit opposite.
Once they are both settled, he will remove the silk cloth with a flourish to reveal the crystal ball. The client is
urged to gaze into it, though this is actually only to keep them occupied while the interior of the booth is
transported to the Atnas’s dimension. Anybody outside who tries to enter at this point will be unable to open the
booth door. It isn’t just locked; it is frozen in place with no dimensions inside to support it, and the door cannot be
forced open or damaged by any means short of something capable of damaging a TARDIS shell. If this is
somehow achieved, all that will be revealed within the doorway is a howling void.

If the PCs instead try to break into the booth while Korvoss is absent, they will find that the door is secured with a
highly advanced electronic lock disguised as a contemporary mortice lock and requiring a Difficulty 15 Ingenuity +
Subterfuge roll to open. Inside they will find the interior as described, with the table, chairs and the covered
crystal ball. The crystal ball itself is the only thing worth examining in the booth. It forms an interface with the
Atnas’ domain. The ball cannot be removed from its stand, nor the stand from the table, nor the table lifted from
the floor – it is as if they are all a single object.

If Korvoss is not present, anybody gazing into the crystal ball should make an Awareness + Resolve roll against
Difficulty 15:
 Disastrous: There is a backlash of energy causing 1 point of damage to the viewer.

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 Bad: Nothing happens – the ball remains dormant.
 Failure: The viewer sees swirling green mists but nothing else.
 Success: There is a vague impression of the sickly green glowing eyes of the Atnas within the mist.
 Good: As above, plus a Graske emerges from the mist, peering out of the crystal ball before it goes
blank.
 Fantastic: As above, plus the mists part to give the viewer a good look at the hideous form of the Atnas
(see pages 14-15 for a description) before the Graske appears.

If the viewer achieved a Success or better, the interior of the booth has been transported to the Atnas’ realm,
and all within will feel a sense of unease. If the PCs exit the booth, they will find themselves in the dark caverns
of the Atnas…

THE GRASKE REVEALED

Those inside the booth will sense something amiss. Maybe the lights dim or a shiver runs down the spine. But
whatever else they feel, there is suddenly a palpable sense of unease in the air. If he is with them, Korvoss
chuckles to himself, hops down from his chair and hurries out of the booth. As he does so, he presses the buckle
of his belt and his shapeshifting disguise shimmers off to reveal the Graske himself. If he is prevented from
leaving, he will just chuckle and encourage his “clients” that their future awaits outside! If he is attacked, he will
produce his Dimension Pistol. Whatever happens, the interior of the booth is now located within the Atnas’
realm…

KORVOSS, GRASKE FORTUNE TELLER

ATTRIBUTES: Awareness 4; Coordination 2; Ingenuity 4; Presence 3; Resolve 2; Strength 2


TRAITS: Alien (Special); Alien Appearance (Major); Enslaved (Minor: Korvoss has some measure of freedom);
Gadget – Dimension Pistol* (Special); Gadget – Shapeshifting (Major); Gadget – Teleport (Major); Gadget –
Vortex (Special)
SKILLS: Convince 2; Fighting 2; Knowledge 3; Marksman 1; Subterfuge 5; Survival 1; Technology 2; Transport 2
WEAPONS AND EQUIPMENT: Shapeshifting Belt; Teleport/Vortex Gauntlet; Dimension Pistol*
TECHNOLOGY LEVEL: 8
STORY POINTS: 4

* Dimension Pistol: This weapon has various settings: send a target to the Atnas’ dimension; Hypnosis (Major:
the gun has the equivalent of Resolve 6 and Convince 3); freeze a target in time for 60(30/60/90) seconds; Stun;
or 5(2/5/7) damage.

Korvoss is a typical Graske – mischievous and cunning, with a healthy view for his self-preservation. He is one of
a number of Graske who are enslaved to the Atnas and are sent out into our universe to do their master’s
bidding. In an emergency, he can use his Pistol to send victims to the Atnas, instead of using the booth.

13
THE ATNAS’ GROTTO

LAIR OF THE ANTI-CLAUS

The PCs will most likely arrive in the Atnas’ realm via the Fortune Teller’s booth, though it is also possible for
them to be sent here by Korvoss’ Dimension Gun. A third option would be for them to trace the extra-dimensional
trail from the Fortune Teller’s booth and follow it in the TARDIS or using Major Flinders’ Vortex Manipulator.

However they arrive, they will find that they are in a system of caves and tunnels. It is freezing cold and the rock
walls sparkle with ice. The air has a lurid green tinge to it, proving dim light from no discernible source. If they
arrived in the booth, the door has appeared in the wall and will disappear once they have stepped out into the
tunnel, leaving only a yellowish glow behind. There is a funereal atmosphere to the place which dampens the
spirits, and a feeling of helpless dread steals over the PCs.

The caves wind and branch seemingly at random, but as the PCs explore the tunnels seem to get wider. They
will occasionally come across other yellowish glows, as if time-space doorways to other worlds and dimensions
might open and close from them too.

Sound seems to be dampened here, but a Difficulty 12 Awareness + Awareness roll picks out the occasional
patter of footsteps running stealthily along. It is impossible to determine the direction that they come from, but
after a while the PCs will see small shadows moving in the gloom both ahead and behind. The Graskes that
inhabit these caves will make their presence known, emerging from side tunnels around the time travellers to leer
and laugh at them. They will however keep their distance. If threatened, the Graskes will use their Teleport Belts
to vanish before reappearing shortly afterwards, this time carrying guns.

THE ATNAS’ GRASKE SERVANTS

ATTRIBUTES: Awareness 3; Coordination 2; Ingenuity 3; Presence 2; Resolve 2; Strength 2


TRAITS: Alien (Special); Alien Appearance (Major); Cowardly (Minor); Enslaved (Major); Gadget – Teleport
(Major)
SKILLS: Convince 1; Fighting 2; Knowledge 2; Marksman 1; Subterfuge 3; Technology 2; Transport 2
WEAPONS AND EQUIPMENT: Teleport Belt; Blaster Pistol – either Stun or 5(2/5/7) damage
TECHNOLOGY LEVEL: 8
STORY POINTS: 1

These are the “elves” in the Atnas’ grotto. They are lesser specimens of Graske-kind than Korvoss and others
sent out into the field. They aren’t brave and will most likely flee if they come under direct attack or it looks as if
their master is losing.

The Graskes will attempt to herd the PCs towards the Atnas’ central chamber, his grotto. Their cowardice makes
it unlikely that they will succeed. But it doesn’t really matter what direction the time travellers take in this twisted
domain: all roads will eventually lead to the Atnas! So even if they chase the Graskes in the direction away from
where they were being herded, they will find themselves at the grotto’s entrance sooner or later – or at least, one
of the grotto’s many entrances, as there are numerous tunnel mouths opening into this cavern. And at the centre
of it is the Anti-Claus himself, the loathsome Atnas…

THE ATNAS

The Atnas’ grotto is the largest chamber that the PCs will have found in this labyrinth. Several Graskes are
present, waiting on their master’s commands. In the centre of the chamber, on a raised stone platform is the
Atnas, a huge pile of suppurating greenish-black flesh whose only physical characteristics are a pair of flabby
arms with fingers ending in wicked talons, and a shapeless blob of a head on top. The face, such as it is, is
almost hidden beneath folds and wattles of skin, but its green eyes glow balefully out of this hideous mass.

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Above the monster, attached to the grotto’s ceiling, is a large green fleshy sac, lined with reddish veins.
Descending from this and seemingly attached to the Atnas’ body are six flexible tubes which writhe and pulse of
their own accord.

THE ATNAS, EXTRA-DIMENSIONAL PARASITE

ATTRIBUTES: Awareness 3; Coordination 2; Ingenuity 4; Presence 5; Resolve 5; Strength 6


TRAITS: Alien (Special); Alien Appearance (Major); Armour (Minor: 5 points); Clairvoyance (Special); Fear Factor
3; Natural Weapon (Minor: Talons inflict Strength +2 damage); Psychic (Special); Size: Huge (Minor: +2 to be hit,
+4 to be seen); Special Trait – Devour Hopes and Dreams* (Special); Telepathy (Special); Weakness –
Reservoir Sac** (Major)
SKILLS: Convince 3; Fighting 2; Knowledge 4.
TECHNOLOGY LEVEL: 8
STORY POINTS: 6

* Devour Hopes and Dreams: The Atnas can enter into a Conflict of Presence + Resolve against anybody
within his central grotto and has a +4 bonus in such Conflicts. The loser of each Round of Conflict loses 2(1/2/3)
points from their Presence and/or Resolve (split between these two attributes as decided by the player or GM). If
the Atnas’ opponent is reduced to 1 in both Attributes, they will become one of the Lost. If however, the Atnas is
reduced to zero in both Attributes, it will shrivel and die. Any bonuses for resisting mental attacks apply (e.g.
Indomitable or Psychic Training). The Atnas can attack any number of opponents within his grotto
simultaneously, but has a -1 penalty for each one after the first. Or it can attack them one at a time at no penalty.

** Weakness – Reservoir Sac: The Atnas is dependent on the fleshy sac hanging above him for sustenance, as
it stores the positive emotions that it has drained from its victims. If the sac is targeted and destroyed, the shock
will kill the Atnas outright. The sac has only 2 points of Toughness and 10 Hit Points.

The Atnas is a parasitic creature from another dimension which preys on the hopes and imaginations of other
beings, sucking them dry of memories and dreams and leaving them with only their despair. The fleshy sac
hanging above it is a reservoir for the positive emotions that the Atnas drains from its victims, which it continually
feeds on.

As the time travellers reach the Atnas’ cavern, they are witness to a terrible sight. In front of the monster, and
dwarfed by its bulk, stands an alien figure, female but with bright blue skin. A yellowish glow has extended from
the reservoir sac hanging above the Atnas and enveloped the figure, who is clutching her head and writhing in
agony. Before the PCs can act, the alien falls to the ground and the connection between her and the sac is
broken. A pair of Graske hurries forwards and pulls her to her feet. She stands bewildered, a haunted look on her
face: she has become one of the Lost and will be led away to be returned to whichever world she was taken
from.

The PCs will need to overcome the Atnas’ Fear Factor before they can move: Conflict of Presence + Resolve,
with the Atnas having a +6 bonus; any who fail are frozen with fear unless they spend a Story Point.

Having finished with the alien, the Atnas will turn its attentions on the new arrivals. The monster is capable of
speech, having a deep rasping voice that rattles the bones. It will welcome the time travellers to its realm and can
be engaged in conversation if the players wish – the Atnas rarely has a chance to get anything meaningful out of
its terrified prey and will relish taunting his victims before sating its endless hunger.

Unless the PCs resist, it will begin using its psychic Devour Hopes and Dreams attack on each of them in turn. If
they try to attack it in any other way, it can extend this ability to attack all of them at once, and in addition it will
exhort its Graske slaves to protect their master.

At this point, the PCs are in a kill or be killed situation. Once the Atnas realises that they are a serious threat, and
in particular if the team starts winning the psychic combat, it will abandon all attempts to devour their hopes and
instead try to kill them as quickly as possible. The Atnas is incapable of moving and so can only physically attack
anybody foolish enough to get within reach of its talons.

15
Being a festive adventure, this scenario ought to end on a positive note if at all possible. If the Atnas is killed,
whether in psychic combat or from physical wounds, its main body will shrivel away and all the positive emotions
stored within its reservoir sac will be freed. The PCs will see the fleshy sac bulge and expand like an over-inflated
balloon, finally exploding in a gruesome shower of slime. The emotions within will burst out as a multitude of
glowing golden orbs which fly off in all directions to disappear into the yellowish dimensional gateways in the
tunnels. If the alien Lost is still in the chamber, one of the orbs will head to her and be absorbed. The alien will
jerk and if shocked and then cry out in joy – she has been restored!

RETURNING TO LONDON

To get back to London, the PCs need to activate the dimensional gateway that they came through. Hopefully they
thought to mark the tunnel near it so they can easily identify which is theirs. If not, they should be able to coerce
Korvoss or one of the other Graskes into showing them which the correct one is and summoning the Fortune
Teller’s booth for them using controls hidden in the tunnel walls. If he isn’t already with them, Korvoss may or
may not be present inside the booth, at the GM’s option.

The key to transferring the booth interior back to the frost fair using the crystal ball is again an Awareness +
Resolve roll, this time against Difficulty 12; anybody who succeeded previously will have a +2 bonus on this
attempt. If however Korvoss is still present, he can be persuaded to perform this function in return for his
freedom. Once the PCs have arrived back and have exited the booth, the wooden hut will vanish forever.

The players should realise that they have restored the Lost on all the worlds that the Atnas’ grotto is connected
to. When they return to London, they will see the member of the Lost they encountered in the Introduction, and
any others they met since then, running around the frost fair in an ecstasy of happiness at having their souls
restored and being able to experience life again.

st
With his mission accomplished, Major Flinders will want to return to the 51 Century, but his ship lies at the
bottom of the Thames and is in need of extensive repairs. The players might choose to help him locate and repair
the ship, or they might give him a lift home, from where he can arrange for the Time Agency to recover it. Failing
that, he can use his Vortex Manipulator for a rather more bumpy journey home.

“INCIDENTALLY, A HAPPY CHRISTMAS TO ALL OF YOU AT HOME.”

With the link to the Atnas’ realm gone, the temperature in London will soon return to normal, and the ice will then
start to melt. But the frost fair is good for another day or two, so the players should have enough time to celebrate
Christmas in style in the meantime.

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