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Simon Palmer - Sandbrook - Complete Edition
Simon Palmer - Sandbrook - Complete Edition
Simon Palmer
YOUR CHARACTER
Fill in your character information below using a pencil. There
are additional and quick start characters at the end of the
book:
Skill:
Health: /
Sanity:
My Belongings:
0
Sandbrook
YOUR STORY
A great curse has befallen Argonium and YOU have
been put in charge of overseeing its end. You are a
newly trained recruit for the High Council–placed
there more due to a mistake of birth than anything
else. As the unwanted child of a High Priestess and a
Council Elder, you have been shipped between
boarding schools most of your life and never quite
found your place in society. After being enrolled for
two years of gruelling training you now emerge with
the title of Inquisitor. This will be your first mission.
Starting inventory:
Inventory items will help you throughout your
journey. Characters may also assist you and are
treated as inventory items.
BEGINNINGS
You are practically pushed out the gates of Glaenarm
City with a small bag, some basic clothing, and
provisions. “Read the note and don’t come back until
it’s done,” a rough guard tells you tersely before
returning to his duties, not seeming all that interested
in yours.
4: INQUISITORS’ ORDERS
The Inquisitors’ instructions are vague and
impersonal, almost as if the same thing has been
copied and sent to multiple people. There have been
reports of heresy and nefarious activities emanating
from the North, seemingly focusing upon the town of
Northbrook and the surrounding hill towns.
4
Sandbrook
5: GO NORTH
You travel northwards with the hope that somehow
you will bump into someone with more information.
The land stretches ahead of you, flooded with
sweeping farmland, rugged green hills, and stark
mountains.
5
Sandbrook
6
Sandbrook
7: FISHERMAN
As you approach the lonely figure on the wharf, the
air around you gets noticeably foggier and dense, until
you are barely able to see the man in front of you–and
you fear you may soon fall off into the river.
“I’m about ready to give up, but you could help out if
you want, stranger.”
7
Sandbrook
8: MAIN ROAD
You continue along the main road, speaking to a few
individuals you pass, but gather no useful information.
No one seems to know any more than you do about
the rumours. You hope there will be more answers in
Northbrook.
8
Sandbrook
9: RIVER WALK
Still groggy from the night before, you take your time
slowly walking along the riverbank. As the sun rises
you blink wearily at the pale light bathing the right
side of your face. You’re honestly surprised you were
able to get started so early in the morning, but it can’t
be helped; you still have a task that needs to be
completed no matter the eventfulness of one night.
9
Sandbrook
10: A LETTER
You defeat the priest and his lifeless body collapses
onto the floor. From his garments an envelope falls
out, stamped with a blood read seal. As you pick it up
you notice it has an Octopus motif in the seal,
coloured with gold writing.
10
Sandbrook
11
Sandbrook
13: TOLL
12
Sandbrook
13
Sandbrook
14: MERCHANT
You meet a travelling merchant along the path and he
eagerly beseeches you to browse his wares. Most of
what they’re selling is junk, but one particular weapon
catches your eye, an ornate dagger from before the
War of Unification where you lost your father.
14
Sandbrook
15
Sandbrook
16: RATS
Somehow losing a battle to a large rat, you are
knocked unconscious and fall on the farmer.
16
Sandbrook
17
Sandbrook
18
Sandbrook
19: COCOONED
You sit cocooned, waiting for the time the spider will
devour its prey.
THE END
19
Sandbrook
20: HIDE
Expecting the worst, you jump behind a nearby bush
and keep your head down. The horsemen ride straight
past without noticing you, cloaks floating by as the
horses gallop.
You stare after them until you feel cold water slowly
seeping through your shoes. The chilling dampness
and putrid smell wafting under your nose brings you
to the realisation that you have jumped into a large
and rather muddy puddle.
20
Sandbrook
21
Sandbrook
22
Sandbrook
23
Sandbrook
25
Sandbrook
26: CAVE
You enter the cave and find it seems as if someone
has lived here. There is an old mattress on the floor
and a bag full of dry herbs. At the end of the cave the
path curves round and you can see a flickering light in
the distance. Occasionally the shadow of something
big can be seen moving about on the stone walls.
26
Sandbrook
27
Sandbrook
28: NO EVIDENCE
With only suspicion that the priest is up to no good,
you end up in a heated discussion with the man. He
comes up with an array of excuses to anything you
field, often reversing your arguments back at you.
After numerous attempts to push forward in the
infuriating exchange, you come to the decision to
either leave him to it and return later or press your
case forward and attempt to arrest the man.
28
Sandbrook
29
Sandbrook
THE END
30
Sandbrook
31: FIELDS
You decide to travel along the shorter route through
the fields and by the manor house the trader man told
you of.
31
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32
Sandbrook
33: CONTINUE
You continue walking past the manor house and pass
through fields and orchards along the way. Every so
often you spot a farmer working away in the fields
wearing a large, brimmed hat and occasionally garner
a wave from them as you pass by.
33
Sandbrook
34
Sandbrook
35
Sandbrook
36: HILLS
You walk up the winding hill road and look back at
where you have come from. In the distance you can
see the city of your birth, lit up with gaslights and a
hazy fog.
36
Sandbrook
37: SWIM
Deciding there is no other way, you jump from the
bridge and begin swimming across.
37
Sandbrook
38
Sandbrook
39: HAIL
You stand your ground as the men come thundering
towards you and just as you think they are going to
run you down the clamouring of horse’s hooves stops.
A few quiet moments pass as the dark cloaks settle
like mist around the horsemen’s silhouettes. Finally,
the figure at the front steps down off of his horse and
walks up to you, flag still in hand.
39
Sandbrook
40
Sandbrook
41
Sandbrook
42
Sandbrook
You discuss the state of the town and the men seem
completely at a loss with what to do. They have
suspicions about the church but without the authority
or evidence to do so, can’t act on them. They suggest
that, as an Inquisitor, you should “sort it out
yourself.”
43
Sandbrook
44: EVENING
Evening is fast falling in the village and you deliberate
on where you are going to sleep. The only options
seem to be to sleep the night in the inn or test your
luck and hope to find somewhere better to sleep
outside.
44
Sandbrook
45
Sandbrook
46
Sandbrook
47: AN INJURY
Climbing down to the cellar, you squint blindly in the
darkness until your eyes adjust to the dim light. The
cellar appears to cover the length of the entire
downstairs of the farmhouse but is far less kempt,
strewn with old rubble, furniture, and general
household waste. Somewhere at the other end of the
cellar you can see a small light and hear a scratching
noise just as before. Occasionally a moan comes from
a dark corner, weak as the room’s finicky lighting and
barely audible over the scratching.
Tripping over decaying rubbish towards the light you
discover the source is an old, barely lit, gas light. It
illuminates the pitiful visage of an unconscious man
dressed in farmers’ gear being slowly chewed on by a
large rat. A pouch of money is sat spilled on the floor
next to him. The man must have investigated the
noise and fallen over the rubble. You could help the
man up and attack the large rat, or you could
probably see if you can take the money and leave
before he wakes up.
47
Sandbrook
48
Sandbrook
49
Sandbrook
51
Sandbrook
52
Sandbrook
You ask around the few people that are there until
you find someone useful to your case. Eventually you
stumble across a young urchin who speaks to you.
53
Sandbrook
You continue:
Turn to page 56
54
Sandbrook
55
Sandbrook
56: A TRADER
You pass a wandering trader along the path who
throws open his sack on seeing you and offers you
anything you like for a mere 2 gold coins. Most of it is
unfortunately garbage, but you do spot a gun with a
set of bullets next to it. He also offers to buy anything
you own for one gold coin.
56
Sandbrook
57
Sandbrook
It’s a small area and you see there are really only two
places to go–the local inn where you may find some
rest, or a small fishing wharf where one hunched-over
figure sits, clutching a rod.
58
Sandbrook
59
Sandbrook
60
Sandbrook
61
Sandbrook
If you win the battle, but did not meet the horsemen:
Turn to page 29
If you win the battle and met the horsemen earlier:
Turn to page 10
If you lose the battle:
Turn to page 30
62
Sandbrook
63
Sandbrook
64: A CAVE
Part way up the mountain, you find a dark cave with a
spider web covering the entrance. You can’t tell if it’s
been made recently or merely an abandoned cobweb.
64
Sandbrook
65
Sandbrook
66: SLEEP
You turn over and decide to go back to sleep.
66
Sandbrook
“Is that the time, dear fellow? You must stay the
night! Walter!”
67
Sandbrook
68: DISTURBED
As you stop dead in your tracks, the door opens to
the dining room and the butler reappears holding a
lamp.
68
Sandbrook
69
Sandbrook
70: SLEEP
With the light quickly fading and no trust in the shady
looks of the villagers, you leave the village and walk
along the riverside.
70
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71
Sandbrook
If you pass:
Turn to page 63
If you fail:
Turn to page 69
73
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74
Sandbrook
75: NORTHBROOK
75
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77
Sandbrook
THE END
78
Sandbrook
79: FISHING
You spend a few hours learning to fish and helping
the man catch food for his dinner. You learn that his
wife is ill, and he must look after two young children
back at home in the village.
You Gain:
2 gold pieces
Or
A fishing rod
Or
Choose neither and Gain: 1 Sanity.
79
Sandbrook
80: A PARTY?
You sneak down the remainder of the stairs and listen
in at the door. An impromptu gathering seems to be
happening within, and through a crack in the slightly
open door you spot a group of about 10 people, all
masked and wearing an assortment of clothing – from
robes to peasant gear and some even in immaculate
finery. At the head of the dining table sits a man–
unmistakeably the owner of the manor, wearing a
large octopus shaped mask, a long black cloak, and
foppish white gloves in which he holds a stamped
letter.
80
Sandbrook
81: NORTHBROOK
You enter the bustling town of Northbrook weary
from your journey North through a palisade gate that
surrounds the town.
81
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82
Sandbrook
83
Sandbrook
Go to Wind Alley:
Turn to page 118
Go to Smoke Street:
Turn to page 171
Go to the Park and check out the arcology:
Turn to page 161
84
Sandbrook
85: TAILORS
You enter the tailor shop and pass a collection of
finely-dressed manikins, assorted clothing, and dress
wear. On one side of the shop, there is gentleman’s
clothing and on the other women’s.
85
Sandbrook
86: CONSTABULARY
The constabulary is a large, gated building amongst
the beautiful ornate buildings. A large shield flag
hangs down from a pole that drops down behind a
guard, fixedly staring into the distance. A single raven
sits out of place on the pole, cawing into the street.
87
Sandbrook
88: TRAPPED
You grasp the handle of the box and pull up to reveal
a small box half-covered in mud and detritus. As you
turn to swim back to the surface, however, you notice
your leg is caught up in a reed and you fight to regain
it before you run out of air.
88
Sandbrook
89: TREASURE!
The fisherman is overjoyed at the sight of the box
and thanks you profusely for your help. He starts to
string together a story of how the box is some of his
most prized possessions that his wife threw
overboard in a fit of rage and he has been desperate
to get back. He strings together a worthy tale, but
somehow you are not fully convinced which, if either,
story is true.
The tunnel winds its way into the mountain and gets
slowly wider as you enter. The path becomes lit with
white lanterns burning with oil and you begin to
wonder who is keeping them lit so far away from
civilization.
91
Sandbrook
92: UNDERGROUND
You peer about in the darkness as a lit torch hits you
from above, followed by several small rocks making
you wince as you dodge out of the way on your newly
sprained ankle.
If you Pass:
Turn to page 181
If you Fail:
Turn to page 128
92
Sandbrook
93: TROLLED!
The ice troll slowly drags your lifeless corpse back to
his cave and devours you slowly over the course of
several hours.
The End
93
Sandbrook
If you pass:
Turn to page 142
If you fail, or think it is time to leave:
Turn to page 96
94
Sandbrook
The End
95
Sandbrook
96: ESCAPE!
As you decide it is time to leave a gruff woman’s
voice can be heard in the room, getting closer.
Suddenly the door handle rattles, and a key is inserted
into the lock. It is time to go – but the only exists
seem to be back the way you came into the corridor
or out the window.
96
Sandbrook
97: JUMP!
You reach the edge of the roof and looking round see
a face appearing over the other edge of the roof
behind you – a policeman with a gun in hand,
struggling up onto the roof.
97
Sandbrook
98
Sandbrook
99: ROBBERY!
Not believing a word of the fisherman’s story – you
grab the box and dive into the water, surfacing some
way downstream where it is safe and quiet just outside
of town.
99
Sandbrook
100
Sandbrook
Turn Left:
Turn to page 105
Turn Right:
Turn to page 104
101
Sandbrook
Turn Left:
Turn to page 103
Turn Right:
Turn to page 104
102
Sandbrook
Turn Left:
Turn to page 106
Turn Right:
Turn to page 107
103
Sandbrook
104
Sandbrook
Lose 1 sanity
Turn Left:
Turn to page 109
Turn Right:
Turn to page 108
105
Sandbrook
106
Sandbrook
Turn Left:
Turn to page 110
Turn Right:
Turn to page 104
107
Sandbrook
If you fail, you fall into the muck and take 5 health
damage to a minimum of 1.
Turn Left:
Turn to page 110
Turn Right:
Turn to page 104
108
Sandbrook
Turn Left:
Turn to page 108
Continue Straight:
Turn to page 110
109
Sandbrook
110
Sandbrook
The kid winks at you and smiles. “In case you get
stuck and need me again,” he says before running
back towards the city.
111
Sandbrook
The sailor pushes five gold into your hand and a small,
sparkling ruby.
112
Sandbrook
113
Sandbrook
114: DOCKSIDE
The docks spread out against the river that flows
through the centre of the city on either side,
surrounding a central bridge that is busy with
fishermen, traders, and goods traders, all busily
gathering up their goods to trade in the town, or on
the streets. Here and there you hear people shouting
repetitive chants to drum up trade, and local
townsfolk busily purchase food, drink, furniture, and
general goods.
114
Sandbrook
If you succeed:
Turn to page 142
If you fail:
Turn to page 201
115
Sandbrook
You dive down the stairs and out the back door into a
messy and untamed back garden, over a fence and
into the back of a crowded street where you meander
back towards the hotel.
116
Sandbrook
117
Sandbrook
118
Sandbrook
Lose 5 health
119
Sandbrook
If you Fail:
Turn to page 156
If you Pass:
Turn to page 182
120
Sandbrook
Return to Dockside:
Turn to page 114
Enter the sewers:
Turn to page 100
If you wish to leave the city, and have item: Sweets:
Turn to page 111
If you wish to leave the city:
Turn to page 175
121
Sandbrook
122
Sandbrook
123
Sandbrook
124: CHAPEL
You enter the chapel through an opening in the wall
and find what looks like a typical tavern, except there
is a stage raised up towards the back, where a short
priest is trying in vain to shout over the din whilst the
clientele are engaged in their own conversations.
124
Sandbrook
125
Sandbrook
126
Sandbrook
127
Sandbrook
128: DARKNESS
You stumble about in the darkness looking for an exit
and decide to try and follow the old lanterns, hoping
to bring you to an exit.
Suddenly, the floor gives way under you and you fall
into a ditch you couldn’t see in the darkness of the
room. You call out again, but there is no one there
except the rapidly encroaching darkness beyond.
If you pass:
Turn to page 181
If you fail:
Turn to page 134
128
Sandbrook
Gain 1 Sanity
Lose item: Fishing rod
130
Sandbrook
131: OUTSIDE
As you defeat the two guards, a flurry of guards
appears from outside an adjoining room and you
decide it is pertinent timing to leave.
You sprint down the staircase and out the back door,
leaving it hanging off its hinges and dart down the
shady alleyway, guards close behind you.
132: CORRIDOR
131
Sandbrook
You tiptoe out into the corridor and to the top of the
stairs and peer downwards; thankfully, the sleeping
guard from before has left and you think you can just
sneak out the same way again.
132
Sandbrook
133: MINA
You pull the young lady to one side and she coyly
introduces herself as Mina. “I’m sure you have heard
of me, I am somewhat famous around these parts,”
she says, waving her hands in a gentle gesture towards
the others.
133
Sandbrook
You listen out for any sign of wind or noise, but are
met with a wall of nothingness, no sound, no light –
just an endless darkness piercing through your mind.
THE END
134
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135
Sandbrook
136
Sandbrook
137
Sandbrook
138: DEW
“Ey up stranger, you can call me Dew.” The woman
speaks in a thick accent as you turn to face her. You
instantly make a double take as you turn towards a
long pair of overalls. You move your head skywards
into the eyes of a tall woman with long chestnut hair
covered with a pair of dirty black goggles, looking
down at you.
138
Sandbrook
Trap!
Medium Skill roll: Add four to roll
139
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140
Sandbrook
141
Sandbrook
142
Sandbrook
143
Sandbrook
If you win:
Turn to page 173
If you fail:
Turn to page 152
144
Sandbrook
Lose 3 health
145
Sandbrook
146
Sandbrook
If you win:
Turn to page 123
If you fail:
Turn to page 93
147
Sandbrook
Select one:
The Buckler (Add two skill)
The ‘Knightmare Candle’
You join the group for a brief drink and after some
time, you decide to return outside.
148
Sandbrook
149
Sandbrook
150
Sandbrook
151
Sandbrook
152: EATEN!
You find yourself fighting an endless stream of
disgusting creatures that stab you with their little
daggers. You fall over and are swarmed. Looking
around for help you spot Dew fleeing into the
distance – an ugly green creature on her back.
THE END
152
Sandbrook
153: A LOON?
Sitting in the middle of a small field of flowers you
find an old man staring down at the flowers. Crossing
the field, you move towards him and notice that he is
covered with a swarm of flies and bugs which makes
you retch out of horror. The man turns to you and
grins with a disgusting mouth covered in boils and
oozing with a dull red pus. You recoil from him as he
mutters something in a language you are not familiar
with and are not sure exists; he plays with his fingers
in an unnatural motion that makes you feel extremely
uneasy.
Lose 1 Sanity
If you pass:
Turn to page 176
If you fail:
Turn to page 163
153
Sandbrook
154
Sandbrook
155
Sandbrook
If you pass:
Turn to page 142
If you fail, or wish to leave:
Turn to page 96
156
Sandbrook
Pass:
Turn to page 116
Fail:
Turn to page 202
157
Sandbrook
158
Sandbrook
Back to town:
Turn to page 169
Investigate the strange noises – You may only choose
this option once:
Turn to page 91
If you have fixed the machine:
Turn to page 148
159
Sandbrook
160
Sandbrook
161
Sandbrook
162
Sandbrook
163
Sandbrook
164: LOST
Eventually you come across a ridge that continues
onwards into a dense section of forest. Alternatively,
you notice a slope down to the right that weaves away
downwards into further forest. From the ridge
however you cannot see much further over the trees
of the forest.
164
Sandbrook
165
Sandbrook
166
Sandbrook
167
Sandbrook
168: GRINDING
You turn the corner and come out into a large, well-lit
expanse, filled with machinery of all sorts. Pipes run
through throughout the room and seem to disappear
around corners and into the walls themselves. The
room is covered with thick wooden panels and here
and there a bird cage hangs from the posts, some
containing beautiful little birds that chirp and sing in
strong contrast to the surrounding noise from the
machinery.
168
Sandbrook
Leave:
Turn to page 146
Visit the Chapel:
Turn to page 124
Visit the Miners’ Guild:
Turn to page 159
Visit the Drunken Pub:
Turn to page 183
169
Sandbrook
170: MOUNTAINS
Exiting Northbrook leads you to a large mountain
range with a winding road northward. Here and there
in the distance, you can see the odd trader making
their way upwards, then disappearing behind one of
the hills. You can see no better route except to
journey onwards.
170
Sandbrook
171
Sandbrook
If you Fail:
Turn to page 184
If you Pass:
Turn to page 94
172
Sandbrook
Gain 5 Gold
Lose Character: Dew
173
Sandbrook
And with that the kid storms off, back towards the
city.
174
Sandbrook
175
Sandbrook
176
Sandbrook
Before you realise it, you feel as if you are under the
control of the man and must escape. You fight against
your bindings but are held down by the two guards.
Eventually, you succumb and feel yourself drifting
away somewhere quiet and somehow gentle…
178
Sandbrook
Run!
Turn to page 157
179
Sandbrook
180
Sandbrook
181: DARKNESS
You flail about in the darkness following the wind
and eventually hit your foot on a square stone,
stumbling forward to reveal an old staircase. Thinking
that it can only go out of the mountain somehow, you
press forward and find the wind getting stronger and
harsher.
181
Sandbrook
If you pass:
Turn to page 142
If you fail, or decide it is best to leave now:
Turn to page 96
182
Sandbrook
If you pass:
Turn to page 142
If you fail, or think it is time to leave:
Turn to page 96
184
Sandbrook
185: GAMBLING
You take the barmaid up on the offer of a game and
are taken over to an unsurprisingly loud game table
where a group of elderly men are playing a rather
simple card game. They stare up at you briefly then
return to the game. One of the oldest members next
to you instinctively begins showing you how to play
and they seem rather happy just for a new face to be
joining them. After a few rounds, everyone opens
their purse and places a gold coin on the table, then
stares at you. You start to wonder if this is a con.
Lose 1 gold
185
Sandbrook
186
Sandbrook
187: GRINDING
You walk towards the grinding noise through winding
dark tunnels. Dew must bend down in the
claustrophobic corridors and you find yourself
stumbling forwards in the dark as the noise gets
slowly closer.
187
Sandbrook
Lose 1 Sanity.
188
Sandbrook
189
Sandbrook
190
Sandbrook
191
Sandbrook
“Now off with you, it’s time for my rest,” she finishes,
waving you out with her hands.
You step outside and continue through the vines:
Turn to page 158
192
Sandbrook
193
Sandbrook
Lose 1 gold
194
Sandbrook
195
Sandbrook
196
Sandbrook
197
Sandbrook
198
Sandbrook
199
Sandbrook
200
Sandbrook
201
Sandbrook
If you win:
Turn to page 203
If you lose:
Turn to page 177
202
Sandbrook
203
Sandbrook
THE END
204
Sandbrook
205
Sandbrook
206
Sandbrook
207: DISCUSSIONS
You continue your discourse with the men who
eventually look at each other and ask if you would like
to join them. You can decide to follow them in an
attempt to infiltrate the cult from within – or excuse
yourself by asking for some reading materials, maybe
they will offer some clue into their operations.
207
Sandbrook
208
Sandbrook
209
Sandbrook
210
Sandbrook
211: ESCAPE
The guards start pulling you along the road, a dagger
at your neck. One of the guards doesn’t like this and
starts arguing with the other – something about
needing you alive.
After a short time, you realise that the two guards are
completely distracted – interested only in themselves
and winning their argument.
211
Sandbrook
212
Sandbrook
213
Sandbrook
You talk for a short time about your journey and what
you have seen about town; he agrees that it is not the
most welcoming of towns – many harbour towns are
not. After some short respite you decide to go to your
room.
214
Sandbrook
215
Sandbrook
Lose 10 Gold
216
Sandbrook
217
Sandbrook
Lose 1 gold
Gain item: Sandbrook Stamp
218
Sandbrook
As you sit down the man does not speak but looks at
you through blind eyes, as if expecting something
from you. As he turns towards you, he gestures to the
bowl, but does not speak.
219
Sandbrook
220
Sandbrook
221
Sandbrook
222
Sandbrook
Gain 1 Sanity
223
Sandbrook
224: SNEAKING IN
You manage to scale up the walls using a few loose
bricks as footing. Reaching the top, you look out over
the town and see that most of it appears to be
covered by some sort of thick mist and fog. In the
distance you can see a tall ship’s mast peering over the
mist and in the further distance the walls wind around
to a tall castle structure that overlooks what you
assume is the sea. A strong smell of rotting fish and
salty water overwhelms you suddenly, making you
retch.
224
Sandbrook
225
Sandbrook
226
Sandbrook
227: SMASHED
You throw the trinket on the floor and grind it with
your feet on the ground as the girl scowls at you. She
laughs a vicious deep laugh that makes your spine
shudder. She seems to fade away and before you
know it you are confronted by a huge hulking
monstrosity with large horns on its grotesque face.
227
Sandbrook
Market Square:
Turn to page 230
Anathema Hill:
Turn to page 309
Sandbrook Camp: Requires Camp Info
Turn to page 293
The Docks:
Turn to page 232
228
Sandbrook
229
Sandbrook
231: EATEN!
The madman lurches over your defeated body and
sits down on top of you as he begins to claw at your
head, plucking out your eyes with dirty fingernails and
vigorously devouring them before moving on to the
rest of your face.
THE END
231
Sandbrook
232
Sandbrook
233
Sandbrook
234
Sandbrook
235: SNEAKING IN
You try to sneak into town by going round the walls
and looking for another way in. After a while you
notice a merchant standing nonchalantly down a side
path, watching you with a glint in his eye.
235
Sandbrook
236: A CODE
In your hand a crumpled piece of paper sits, and you
instinctively squirrel it away into your pocket. The
man then stands straight up and walks towards the
door saying loud enough for anyone in the inn to hear,
“I cannot offer you anything, but take my dinner if it
helps.” As the man reaches the door, you hear him
turn to the barman and mutter “bloody beggars!”
before walking out.
236
Sandbrook
237
Sandbrook
Lose 2 Sanity
Attempt to escape:
Turn to page 312
Work at the camp:
Turn to page 311
238
Sandbrook
239: BRIBED
The men eagerly take the large ruby from you and
pocket it, letting you through.
239
Sandbrook
The girl then skips away, leaving you to sit and stare
at the room full of dolls. Mindless.
The End
240
Sandbrook
The Kraken lifts its giant tentacles into the air and
pushes away, lifting the boat briefly as it escapes again
underwater before the boat crashes down again into
the sea with a sickening lurch.
241
Sandbrook
242: FOG
As the ship sails away from the shore, a mist starts to
descend around the ship that quickly turns into a
thick penetrating fog that stops you from even seeing
the waters below you. You can only be sure there is
still water by the sound of the water lapping against
the ship and the gentle rocking of the ship across the
water. A deep chill spreads through your body as the
mist surrounds you and slowly you are deserted as the
other crew disappear inside and out of the fog.
242
Sandbrook
243
Sandbrook
244
Sandbrook
The monk then takes your hand, spits into the bowl,
and spreads the greasy mixture into a sign onto your
palm. As he does so, you feel your head clear as if
seeing for the first time.
245
Sandbrook
246
Sandbrook
247
Sandbrook
248: A FIGHT!
The camp guards spot you as an interloper and one of
them jumps in front of you, curved daggers drawn.
It’s a fight!
248
Sandbrook
249: A KEY
You manage to grab the key from the guard and plan
your escape into the camp and hopefully a clue as to
what is going on.
Sanity check
If you pass:
Turn to page 265
If you fail:
Turn to page 322
249
Sandbrook
250: MOO
You slowly turn around to be met face to face with a
large cow that stares directly at you.
250
Sandbrook
251: BLACKSMITH
Off to one side of the market, a large smith sits
sweating profusely next to a tempered forge. Bits of
iron and metal lie all around and here and there
roughly made shelves hold bits and pieces of armour
and weapons.
251
Sandbrook
252
Sandbrook
253: TRINKET
You reach out and take the trinket from the girl. Her
eyes look at you, scared, and she suddenly pleads with
you.
253
Sandbrook
254: IGNORED
Having no visible emblem, the men slowly get bored
with you and leave, muttering something about a
foreigner.
254
Sandbrook
If you Pass:
Turn to page 211
If you Fail:
Turn to page 301
255
Sandbrook
256
Sandbrook
257: GAZEEBO
The gazebo is surprisingly large and looks to have
been freshly painted, but here and there rotten
timbers show through. A large lounge chair has been
set up next to a table, on which are a recently used
ashtray with a single cigar sitting on it.
257
Sandbrook
You feel cold wet hands slide across your face and
you stagger up, crawling away from the strange beast
and collapsing again in the mud. When you open your
eyes again, it is gone leaving you wondering if it was
ever there.
258
Sandbrook
Lose 1 gold
Receive item: Kraken’s Pass
259
Sandbrook
260
Sandbrook
Lose 2 skill
261
Sandbrook
262: AMBUSH!
You stumble noisily and unceremoniously into town
and it all looks normal until you suddenly notice
people in the corner of your eye. These people do not
seem friendly and before you know it you are in an
ambush!
262
Sandbrook
263
Sandbrook
264: ABOMNIBLE
The monster tears into you with massive claws and
you collapse onto the ground.
THE END
264
Sandbrook
265
Sandbrook
266: BEYOND
Beyond is a small dark room. Your vision shifts as
you enter, getting used to the darkness, but you are
not sure what you immediately see.
Sanity check
266
Sandbrook
267
Sandbrook
268
Sandbrook
A revelation!
Turn to page 387
269
Sandbrook
270: A VISITATION
Astonished at the sleight of hand you look at the man
to see his face has disappeared, merged into
nothingness. You step back, startled, and scared and
come to the realisation that there is nothing else
around you but the faceless man – nothing but an
empty void.
A clue is captured:
Turn to page 337
270
Sandbrook
Lose 20 Gold
271
Sandbrook
272: LAUGHS
The men laugh at you and one of them presses his
hand against your forehead, causing you to flinch.
The man presses harder against you and you feel a
burning on your forehead.
272
Sandbrook
273
Sandbrook
274
Sandbrook
Lose 2 sanity
If you pass:
Turn to page 249
If you fail:
Turn to page 352
275
Sandbrook
276
Sandbrook
277
Sandbrook
Suddenly the floor gives way beneath you and you fall
onto a carefully laid spike underneath. Fortunately,
the main part of it misses your leg and you are only
left with a scratch.
Lose 3 health
278
Sandbrook
279
Sandbrook
280
Sandbrook
THE END
281
Sandbrook
282
Sandbrook
283
Sandbrook
On the altar there are three items that you could take,
and the more you stare at them the more you feel
compelled to choose one of the items.
284
Sandbrook
285
Sandbrook
286
Sandbrook
287
Sandbrook
288
Sandbrook
289: BLESSING
You place the trinket in the cup and the blind man
covers it with his hand, saying nothing.
289
Sandbrook
Gain 1 Sanity
290
Sandbrook
291: ABOMINATION
You struggle against the might of the abomination
but are inevitably bested by its sheer strength. You
collapse onto the floor and are horrified as it picks
you up and slowly rips chunks of flesh from your frail
body, eating them until there is nothing left.
THE END
291
Sandbrook
292
Sandbrook
Sanity check
If you pass:
Turn to page 212
If you fail:
Turn to page 376
293
Sandbrook
The sea looks misty ahead and you notice the further
you drift away from port the less you can see the
water for a rising fog that seems to rise up from the
very sea itself.
295
Sandbrook
296
Sandbrook
297: CARDS
After greeting the other guests, you are invited to a
game of cards by a well renowned tycoon, Mr. Fence,
and you settle down to a lengthy evening with a few
of the other crew, including a doctor and a well-
known socialite who you chat to throughout the
evening.
If you pass:
Turn to page 366
If you fail:
Turn to page 220
297
Sandbrook
298: A PUZZLE
You look around in the darkened room, lit strangely
from above by small round holes in the ceiling that
shine down a dim light from some room above.
Occasionally shadows pass over the room, making
you feel as if you are somehow underwater.
298
Sandbrook
299: AN APPARITION!
You hunker down for the night in the upstairs
lodgings, however as you blow out the lamp you
begin hearing eerie scraping noises, followed by
groans. You start to wonder what might be there
when before your eyes you see what can only be
described as a ghost! An apparition of an old man!
299
Sandbrook
You are taken down a dark path away from the town:
Turn to page 345
300
Sandbrook
301
Sandbrook
302
Sandbrook
303
Sandbrook
304: SPOOKED!
You try to ignore the ghost in the corner, but get a
very restless sleep, tossing and turning as you are
haunted by images of people, creatures and monsters
standing over you – ready to kill!
Lose 1 sanity
304
Sandbrook
305: WEAPONRY
The shop offered a wide arrangement of different
tools and weapons – a few of them catch your eye as
being useful, others impractical
Purchase:
A ranged flintlock: allows one free attack during
battle (uses bullets): 9 Gold
305
Sandbrook
306
Sandbrook
307
Sandbrook
An ancient trap!
Turn to page 278
308
Sandbrook
309
Sandbrook
310: A HINT
“One last thing,” the lady states “I feel there is
something important, helpful even in the Captain’s
cabin. It is always locked. Find a way there”.
With this she has told you all she has, and you bid her
thanks.
Back to questioning:
Turn to page 460
310
Sandbrook
311: CLEANING
You find yourself in a camp of some kind, inside out
of the cold, mop, and bucket in hand.
Lose 2 sanity
A way in:
Turn to page 223
311
Sandbrook
If you pass:
Turn to page 399
If you fail:
Turn to page 248
312
Sandbrook
313: STABBY
You stab the doll, and a piercing scream fills your ears
making you wince. Visions flash before your eyes and
as the dolls on the shelves around the room all
suddenly look straight at you, their eyes boring into
you. Then just as quickly, the dolls slump down, some
falling off shelves as they collapse. The girl is nowhere
to be seen and as you look around you notice the
room slowly change into a decrepit, half burned shell
of what was once a bedroom. A small skeleton of a
child lies on the floor clutching an old doll in bony
fingers.
313
Sandbrook
If you pass:
Turn to page 364
If you fail:
Turn to page 234
314
Sandbrook
315
Sandbrook
Sanity Check
316
Sandbrook
317
Sandbrook
You speak with the group for a little while and learn
that they all have vastly different stories of how they
came to be here; from induction through the church,
being placed as an orphan or for a few as a kind of
community service.
After some time, you wish them well and take your
leave.
318
Sandbrook
319
Sandbrook
Lose 1 Sanity
Then
Roll a Sanity Check
If you pass:
Turn to page 358
If you fail:
Turn to page 314
320
Sandbrook
Lose 1 Sanity
Sanity Check
If you Fail:
Turn to page 345
If you Pass:
Turn to page 346
321
Sandbrook
322
Sandbrook
323: CHARMED
The beast crawls out of the shadows, larger than a
man and covered in hair, matted brown fur drooping
down from his slathering lips.
If you pass:
Turn to page 344
If you fail:
Turn to page 328
323
Sandbrook
If you win:
Turn to page 332
If you lose:
Turn to page 231
324
Sandbrook
325
Sandbrook
326
Sandbrook
327
Sandbrook
328
Sandbrook
329
Sandbrook
330
Sandbrook
Lose 1 Sanity
331
Sandbrook
332
Sandbrook
333
Sandbrook
334
Sandbrook
335
Sandbrook
336: RE-EDUCATION
A woman enters, insanely beautiful and begins
speaking to you.
Lose 1 sanity
You are taught the needs of the church and how you
can help out. At length.
Lose 2 sanity
Sanity check
If you pass:
Turn to page 311
If you fail:
Turn to page 300
336
Sandbrook
337: A CLUE!
The vision fades and you find yourself standing again
in front of the monk, bowl still held in hand and a
small smile across his face.
337
Sandbrook
338
Sandbrook
339
Sandbrook
340: BLESSED
The man looks at you and you place some more gold
into his cup.
340
Sandbrook
Gain 1 Sanity
341
Sandbrook
342
Sandbrook
343
Sandbrook
344: IT SPEAKS!
You stop abruptly and the beast tells its tale of being
taken in chains and its escape on board – it is being
taken to Sandbrook Keep, though it cannot
understand why.
344
Sandbrook
THE END
345
Sandbrook
Lose 1 Sanity
Sanity Check
If you Fail:
Turn to page 345
If you Pass:
Turn to page 207
346
Sandbrook
347
Sandbrook
348: QUESTIONING
Quickly one of the men jumps up and walks over to
you. You are surrounded and questioned.
348
Sandbrook
349
Sandbrook
350
Sandbrook
351
Sandbrook
352: NO DICE
You fumble in your plan to grab the key and are
noticed by a guard who promptly tells you to stop
messing about, shut up and get back to work. They
stare down at you for a while until they are distracted
by another worker that decided to take a nap against a
row of peas.
352
Sandbrook
353
Sandbrook
354
Sandbrook
355: RATS
You hurry forward, squinting in the dark and look
again at the glowing eyes in the dark. Your eyes adjust
and you slowly make out the form of a large rat down
the corridor.
Taken aback briefly, the rat looks at you and sniffs the
air – then runs off into the darkness.
355
Sandbrook
356
Sandbrook
Gain 8 gold
357
Sandbrook
358: ABOMINATION
You gather your strength and sanity and call out to
whatever force is in the room.
358
Sandbrook
THE END
359
Sandbrook
Sanity check
If you pass:
Turn to page 355
If you fail:
Turn to page 384
360
Sandbrook
361
Sandbrook
362: A GHOST
As you stand there a strange ghostly appearance
forms before you like something from an old fantasy
book. It shimmers before you and you are trapped
frozen, unable to move by some freak magic you have
never seen before.
362
Sandbrook
363
Sandbrook
The room you are seated in slips away and you are
back in the blood-covered lounge.
364
Sandbrook
“You can have that for free” they say, “Doesn’t seem
too popular, good luck with it I say”.
365
Sandbrook
366
Sandbrook
367
Sandbrook
Battle ensues:
Turn to page 263
368
Sandbrook
To the lifeboats!
Turn to page 452
369
Sandbrook
Playing cards:
Turn to page 297
Chatting to the Captain:
Turn to page 214
Chatting to the Captain (if you have Item: Letters to
the Captain)
Turn to page 371
Drinking with the Tycoon:
Turn to page 306
370
Sandbrook
You speak for some time and find out they have been
friends for some time. The Captain often finds
strange and unusual artefacts on his journey and sells
them to the Curator for extra money when he needs it.
After some time, and some drinks, you feel sick from
the rocking of the ship and the Captain bids you
goodnight.
371
Sandbrook
If you pass:
Turn to page 307
If you fail:
Turn to page 390
372
Sandbrook
373: AN ARTIFACT
You walk over the South facing slab towards the
other end of the room and notice a door that leads
round to a small alcove containing a shrine dedicated
to Saint Jerome, who you remember from your
studies as being protector of travellers and
conjuration. On the shrine is a small necklace holding
a stamped coin and the message, “Be not afraid, I see
through you.”
Dimly lit lamps lead around the corridor and you find
yourself in an old reliquary. Beautiful pieces of
artwork and old ornaments adorn the walls ending
with a full suit of armour, complete with sword and
shield.
Past the armour you come to a thick set door and find
yourself back in the museum!
373
Sandbrook
374
Sandbrook
THE END
375
Sandbrook
376
Sandbrook
377: BEASTIAL
Somehow you manage to kill the monster and it drops
down onto the floor, taking the shape of the little girl
once more, body now limp. Slowly you notice the
flesh melt away and look in horror as the body
returns to that of a skeleton. Around you the room
takes on a horrific sight, with both fresh and old
bodies scattered around an old bedroom.
THE END
377
Sandbrook
378: ARTWORK
The museum seems to have a loose definition of what
constitutes 'art' in your opinion, having grown up and
lived in the Capital, where the museums are crammed
with people viewing the most famous art money can
buy. As you walk through the museum’s winding
corridors you are drawn to two paintings in particular,
one of a steam ship with a huge fire burning in the
centre and another of a large keep silhouetted against
a beautiful red sunset.
Gain 1 Sanity
378
Sandbrook
Sanity check
If you pass:
Turn to page 252
If you fail:
Turn to page 394
379
Sandbrook
380: RECOGNISED
The guard recognises you and gives chase! You turn a
corner to escape but end up running headfirst into a
storeroom. Looking around you see no viable way of
escaping. The guard stands in the entranceway to
corner you and draws a long black truncheon from
his belt. You’ll have to fight!
If you win:
Turn to page 316
If you lose:
Turn to page 281
380
Sandbrook
381: DEFENCE
You take a look around the items of armour and
defence on show in the shop, there seems to be some
interesting items, and a lot of things you couldn’t
even try to wear if you wanted to.
381
Sandbrook
382
Sandbrook
383
Sandbrook
Lose 1 Sanity
384
Sandbrook
If you pass:
Turn to page 229
If you fail:
Turn to page 348
385
Sandbrook
If you win:
Turn to page 357
If you lose:
Turn to page 375
386
Sandbrook
387
Sandbrook
388
Sandbrook
Back to farming:
Turn to page 275
389
Sandbrook
THE END
390
Sandbrook
391
Sandbrook
392
Sandbrook
393
Sandbrook
394
Sandbrook
395
Sandbrook
396
Sandbrook
397: CRATES
Here and there crates are stacked up against the hull
of the ship. In the darkness something seems to be
moving, as if watching you.
397
Sandbrook
398
Sandbrook
399: ESCAPE
You choose a good time when no one is looking and
swiftly walk out the main gate. You turn around at the
gate to realise that none of the guards has even
noticed.
399
Sandbrook
400
Sandbrook
401: ARRESTED
You fumble out some words, half-remembering who
on earth could be attending such a party.
Put in prison:
Turn to page 424
401
Sandbrook
Lose 5 health
402
Sandbrook
If you pass:
Turn to page 422
If you fail:
Turn to page 423
403
Sandbrook
Before you can act the Leader clicks his fingers, but
nothing happens. He looks down at his fingers then
tries again. Agitated he calls his guards forward, “no
matter, I shall have you the old fashioned way!”
404
Sandbrook
405
Sandbrook
Lose 1 sanity
406
Sandbrook
You call out to the guard at the other side to try and
get his attention.
408
Sandbrook
Gain 2 Skill
409
Sandbrook
But...
410
Sandbrook
411: BATTLE!
Suddenly the mark of St. Jerome on you shines
outwards, flooding your vision and seemingly lighting
the room. The horror before you reels before the
protective light and you grab the chance to steady
your nerves and ready yourself for battle. The
monster steps back briefly before roaring
frighteningly at you. It hesitates then steps forward;
filthy claws ready.
If you win:
Turn to page 405
If you are defeated:
Turn to page 421
411
Sandbrook
412: DESCENT
As the onslaught continues you feel yourself falling to
your knees as a strange withering pain drives through
your body. You fight in vain as the monster slowly
shuffles towards you and you feel a giant hand close
around your head as your vision is swept with jarring,
hellish images.
THE END
412
Sandbrook
If you pass:
Turn to page 422
If you fail:
Turn to page 403
413
Sandbrook
414: PARTY
You enter the masked ball and make your way round,
trying as best you can to fit in and find out more
about what is happening.
If you Pass:
Turn to page 425
If you Fail:
Turn to page 401
414
Sandbrook
415
Sandbrook
Onwards!
Turn to page 429
416
Sandbrook
Before you lies not the body of the cult leader, but of
an inquisitor, dead.
THE END
417
Sandbrook
You will need to fight the guards first before you can
fight the leader.
418
Sandbrook
419
Sandbrook
420
Sandbrook
421: HORROR
The fiendish vision rises up over you and shouts in a
strange language that seems to force itself into your
very soul.
421
Sandbrook
422: SNEAKING IN
The guards do not notice you as you join the others,
and you catch the eye of one of the cult members you
walk past, noticing a large scar down their face. They
give you a quick glance, then silently continue
forwards.
422
Sandbrook
423
Sandbrook
424
Sandbrook
425
Sandbrook
Before you can act, the Leader clicks his fingers and
you find yourself suddenly paralysed, as though some
hypnotic force has overcome you.
If you fail:
Turn to page 204
If you pass, and left a note in the Captain’s Quarters:
Turn to page 415
If you pass, but did not leave a note in the Captain’s
Quarters:
Turn to page 418
426
Sandbrook
427
Sandbrook
428: INCARCERATED
You are dragged away and placed in an asylum, cruelly
incarcerated with a group of strange people. You tell
them of what you have seen, and they too have seen
things, monsters, and evils beyond that of the City.
One day you confront the asylum nurses with all you
know. They seem intent on listening and sit you down
in front of the asylum chief.
You are received by the chief for some time until you
suddenly feel incredibly sleepy and drift off as the
chief looks over you.
428
Sandbrook
429: A HERO!
Word spreads fast of your victory and on the way,
you pick up more and more word from the capital –
home is waiting for you!
429
Sandbrook
430
Sandbrook
Lose 5 Sanity
Gain 20 Skill
431
Sandbrook
“By the gods!” One of them cries out, “He has been
taken by madness!”
If you pass:
Turn to page 438
If you fail:
Turn to page 428
432
Sandbrook
Gain 5 health.
434
Sandbrook
435: NO MASKS
You hold the mask in your hands briefly before
getting a grasp of your senses.
You tuck the mask into your bag and escape quickly
as the sounds of running feet gather closer.
435
Sandbrook
436
Sandbrook
Sanity Check
If you pass:
Turn to page 416
If you fail:
Turn to page 432
437
Sandbrook
438
Sandbrook
THE END
439
Sandbrook
440: PROMOTION
You attend a great ceremony, led by the high
inquisitors themselves, and are promoted to the rank
of Investigator Inquisitor – now you will be the one
to send others to their fate. Congratulations!
THE END
440
Sandbrook
441
Sandbrook
THE END
442
Sandbrook
443
Sandbrook
444
Sandbrook
445
Sandbrook
446
Sandbrook
447
Sandbrook
Sanity Check
448
Sandbrook
449: SHARKS!
It’s not – in your fevered hopes of being rescued you
find that it wasn’t a boat’s mast on the horizon at all,
but a large shark fin. They surround the boat and
begin hitting it.
449
Sandbrook
450: RESCUED!
It is true – through the mist and fog you see an old
fishing ship coming towards you, a sole lantern on the
bow cutting through the early morning mist.
They greet you and offer you some basic food and
dry clothing. After some time, you are finally returned
to Sandbrook docks.
Back to town:
Turn to page 228
450
Sandbrook
451
Sandbrook
452: LIFEBOATS
You get to the lifeboats and jump aboard one, with
the others who stream out from below decks.
452
Sandbrook
Lost at sea:
Turn to page 451
453
Sandbrook
454
Sandbrook
Lose 5 Health
455
Sandbrook
456
Sandbrook
457
Sandbrook
458
Sandbrook
459
Sandbrook
460: QUESTIONING
You gather everyone together to be seated around a
large table you put together, trying to remember how
this kind of thing is done back in the Capital and look
to gain information. Slowly everyone comes together.
460
Sandbrook
461: ACCUSE!
461
Sandbrook
462
Sandbrook
463
Sandbrook
A meeting is called:
Turn to page 463
464
Sandbrook
465
Sandbrook
466
Sandbrook
467: INVESTIGATION
The ship is awash with different crew and passengers
rushing about, some wondering what happened, some
gathering together and others asking questions to
anyone who passed. Eventually the voice of the
Captain comes out from a pipe on the wall instructing
everyone to remain calm and gather in the Officers’
Mess on the first floor. Slowly people begin to gather
upstairs, although you are sure there is foul play.
Taking matters into your own hands you decide to
explore the ship, looking for what could have
happened. There are several choices.
467
Sandbrook
468
Sandbrook
469
Sandbrook
470
Sandbrook
471
Sandbrook
472
Sandbrook
473
Sandbrook
474
Sandbrook
475
Sandbrook
476
Sandbrook
477
Sandbrook
478: AN EXPLOSION
A deep rumbling explosion bursts out across the ship
waking you from your slumber and making you jump
out of bed. You burst out of your room to be
confronted by the ship lurching sideways briefly as it
is hit by a wave. As you steady yourself a loud
rumbling noise replaces the sound of the water and
you consider following it down below decks to find
the cause of the explosion. Alternatively, you consider
going upstairs to find others first.
If you run above decks:
Turn to page 464
If you run to the source of the explosion:
Turn to page 465
478
Sandbrook
479
Sandbrook
480
Sandbrook
481
Sandbrook
-----------------------------------------------
482
Sandbrook
483
Sandbrook
484
Sandbrook
Missed something? Go back and try from an earlier chapter with page 471!
485
Sandbrook
YOUR CHARACTER
Fill in your character information below using a pencil. There
are additional and quick start characters at the end of the
book:
Skill:
Health: /
Sanity:
My Belongings:
486
Sandbrook
YOUR CHARACTER
Fill in your character information below using a pencil. There
are additional and quick start characters at the end of the
book:
Skill:
Health: /
Sanity:
My Belongings:
487
Sandbrook
YOUR CHARACTER
Fill in your character information below using a pencil. There
are additional and quick start characters at the end of the
book:
Skill:
Health: /
Sanity:
My Belongings:
488