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Sandbrook

The cult wants you

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.

Completing your mission will be a difficult task and


you may find challenges along the way that can only
be overcome by gathering the right tools and skills.
You will need to track your inventory and skills as
the investigation proceeds; use a pencil to help.

Starting inventory:
Inventory items will help you throughout your
journey. Characters may also assist you and are
treated as inventory items.

You leave Glaenarm City with only the meagre


possessions of: (write these in the ‘my belongings’
section’, or keep track on a phone or paper)
- An Inquisitor’s Notebook (Restores 2 Sanity,
usable twice)
- 5 Imperial Rations (Restores 5 Health each)
- An emblem of the Inquisition – two coiled snakes.
- Inquisitor’s orders
- 5 Gold Coins
1
Sandbrook

SKILLS AND ATTRIBUTES


Beginning stats:
Skill: Roll 2 six-sided dice (d6) and add together.
Health: Roll 2 d6 and add them together. This is
your maximum health. If you lose all your health,
you die.
Sanity: Starts at 5.
Skill checks:
When you make a Skill check, roll both dice, and total
the amount, then add any modifiers. If the amount is
equal to or lower than your current Skill, you pass.
Sanity checks:
Roll one die. If the dice roll is equal to or lower
than your current Sanity, you pass the test. The
maximum Sanity you can have is 5.
Example: Something scares you and you roll a sanity
check. You have 4 sanity and roll 1 die, which comes
up as a 3. You pass the test. A 5 or 6 would fail.
Fighting:
Classic: Players roll two d6 and add the result to
the Skill for both the player character and the enemy.
The lowest rolling character then loses 2 Health. This
continues until one player is on Zero health.
Simple: Win if you have at least 2 higher skill than
the enemy, otherwise lose 5 health.
Restoring Stats:
Health can be restored with rations, food items and
potions but only outside of combat. Health can only be
restored to the maximum you originally rolled.
Sanity can be restored by reading the Inquisitor’s
notebook and other items to a maximum of 5.
2
Sandbrook

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.

It is the first time you have left the city


unaccompanied and you realise you have nothing to
do except go North to investigate whatever rumours
you can. You turn to look back at the city that has
been home your whole life. Tall towers rise out of the
murky morning air, cutting through the black smoke
being churned out by whale oil factories. You can see
people hurrying to work through the city gates, as one
by one the gas lights lining the road are sleepily
extinguished.
Before you face the road once more and begin your
journey, you spot a group of clergywomen being led
by an Inquisitor leader. They enter a house near the
gates. A woman wearing a black cloak is
unceremoniously thrown through the window
moments later and quickly dragged away. Until now
you have only heard rumours of cult activity and you
wonder just how far it has spread through the capital.
It will take someone special to bring it down.

If you wish to read the Inquisitors’ orders:


Turn to page 4
If you wish to travel north along the Main Road:
Turn to page 5
3
Sandbrook

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.

The letter is attached to a collection of hearsay,


rumour, and propaganda, mostly worthless; however,
on closer inspection a stamped envelope falls out
and you add it to your bag; it may be useful later.

You Gain: Stamped Envelope

You continue along the path:


Turn to page 5

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.

The peaceful expanse is a refreshing break from the


dreary bustle of the city, but you remember well the
stories told by so many Inquisitors. Only time will tell
if the gravity of your task and being alone with your
thoughts in this quiet will result in less positive effects.

Eventually you come to a fork in the road. The main


road splits off to the left, whereas another smaller
road travels right.

If you wish to continue along the main road:


Turn to page 8
If you wish to take the side road:
Turn to page 11

5
Sandbrook

6: A FORK IN THE ROAD


You walk along the road, taking in the sights.
Eventually you come across a fork in the road similar
to the start of your journey, one going down to a river
and another with a sign stating, “Hill Road.” The river
road will take you through to Tower Bridge, which
you can see in the far distance. Hill Road will go
through the Venal Delta Mountains–a more scenic
path.

If you take the river road:


Turn to page 48
If you take Hill Road:
Turn to page 36

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.

You speak to the man, who seems to be having some


difficulty getting the day’s dinner. “Nothing biting
today, must be the fog,” he says in a low, gnarly tone.

“I’m about ready to give up, but you could help out if
you want, stranger.”

If you want to help the fisherman:


Turn to page 79
If you want to investigate the inn instead:
Turn to page 24

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.

You’re startled by a sudden flurry of crows rising up


from the side of the path. The blur of feathers flies
past your head and is gone as soon as it appeared.

Up ahead you spot some men on horseback:


Turn to page 17

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.

You shoulder your belongings with more


determination and pick up your pace.

Soon you reach the North Road:


Turn to page 54

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.

Remembering what the horsemen had said earlier,


you decide to destroy the letter to remove its
influence. Holding it up to a lit church candle, you
watch it burn away as you drop it onto the floor.

You Gain: 1 Sanity

You return to the path leaving the town:


Turn to page 12

10
Sandbrook

11: A DIRT PATH


You decide to take a diversion down the smaller dirt
path. It looks old and worn down from use, but
rebellious plant life stretches over it still. After some
time, the vegetation breaks out to an old farmhouse
surrounded by overgrown grass. The door to the
house is open and it looks like the owner has left in a
hurry.

Seeing as no one is around, you could probably take a


look inside to find out more…or go back the way you
came.

If you decide to check out the farm:


Turn to page 27
If you go back the way you came:
Turn to page 14

11
Sandbrook

12: LEAVE TOWN


As time is moving on, you decide to leave Hillcrest.
The local constable meets you as you pass through
the gate and wishes you well on your journey.

You Lose: Constable (if attached)

The trail takes you to the river:


Turn to page 54

13: TOLL
12
Sandbrook

Two large men lean against the first pillars of the


bridge. They appear to be dozing off but stand to
attention upon hearing you approach. They sidle
leisurely to the centre, blocking the path. They grunt
as you enter the bridge and begin to cross.

One of them steps closer, blatantly standing in your


way, and demands 2 gold from you. “Gotta pay to
cross,” he says matter-of-factly.

If you do not want to pay the toll:


Turn to page 25
If you pay the toll, lose 2 gold, and cross the bridge:
Turn to page 45

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.

The merchant offers you the ornate dagger for 5g,


saying it will be a nice memento.

(If purchased) You gain: Ornate Dagger (+1


Skill)

(Only one weapon may be used at a time.)

After speaking to the merchant, you continue:


Turn to page 6

14
Sandbrook

15: LEAVE CELLAR


You quickly snatch up the 5 gold coins from beside
the unconscious man and leave the cellar. You
reassure yourself that the man will surely recover
somehow, it was only a rat after all; although leaving
the man to suffer and quite possibly to his death
leaves a sour taste in your mouth.

You Gain: 5 gold coins


You Lose: 1 Sanity

You return to the main road:


Turn to page 14

15
Sandbrook

16: RATS
Somehow losing a battle to a large rat, you are
knocked unconscious and fall on the farmer.

You awaken in a bed with a massive headache and a


bandage across one of your eyes. The farmer enters
the room and laughs, wondering how an inquisitor of
the crown managed to get knocked out under a farm
building.

You tell him your story and he his. He had indeed


been investigating the scratching noise and fallen over,
passing out before even seeing the rat. He awoke
when you fell on him, startling the rodent and causing
it to scurry away to who knows where. He thanks you
for finding him when you did–otherwise he may have
been eaten alive!

“I’ll probably hafta see where it went off to,” he


chuckles and pats your shoulder. “Let’s just hope I
fare a little better than you.”

You rest for the morning, spending a brief time with


the farmer and his wife, then leave to continue your
quest.

Reset your Health to 5

You go back to the main road:


Turn to page 14

16
Sandbrook

17: CLOAKED HORSEMEN


A group of horsemen rides towards you at a great
pace. Menacing, thick, black cloaks billow ethereally
around them, and one holds a long lamp with a black
and red flag fluttering off the side of it.

The bizarre troop is drawing nearer and with it


creeping shadows leap forth as if trying to escape the
dim light of the lamp.

If you hail the group of cloaked riders:


Turn to page 39
If you decide to jump behind a bush and hide:
Turn to page 20

17
Sandbrook

18: HILLCREST VILLAGE


You come across Hillcrest Village in the early
afternoon as the sun is starting to gently go down.
The place looks quiet, but there is the odd person
milling about or running stalls along the roadside.
Whilst small for a town, there is still a church,
constabulary office, and a few other places to see.

If you investigate the town:


Turn to page 34
If you decide to go straight through:
Turn to page 12

18
Sandbrook

19: COCOONED

After minutes of intense battle, you are overwhelmed


by the enormous arachnid. Its sharp fangs bite into
your skin and you drop to the ground, paralyzed. You
watch in terror as the creature slowly turns your stiff
body until the white silk it has wrapped you in covers
your eyes.

You sit cocooned, waiting for the time the spider will
devour its prey.

Your story ends here.

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.

As you pull yourself out of the puddle, your boot


comes off with a large “plop” sound and you have to
spend the next ten minutes getting it out again, much
to your embarrassment.

Eventually you manage to get your boot back on,


wipe yourself off, and continue on your way–although
a little wetter from the experience.

You continue your journey:


Turn to page 14

20
Sandbrook

21: HIKE TO THE TOP


You hike to the top of the mountain and the way
forwards winds back down the other side. Bright
lands sprawl out ahead of you to the Greenfield Hills
further north. Little towns and villages dot the
landscape in and amongst farmland with church
spires rising up like tiny needles in the centre.

In the far distance you can see ice-capped mountains


and know beyond must lie the Northern Sea.

As you start down the mountain path you come


across a cave–you could check it out or continue
down the pathway.

If you decide to check out the cave:


Turn to page 26
If you continue along the path:
Turn to page 40

21
Sandbrook

22: SUSPICIOUS PRIEST


You enter the alcove at the back of the church to find
a small room with a desk covered in old letters. A
door leads through to a bedroom where you find the
town priest rummaging through an old canvas sack.
He jumps up as you enter the room, throwing the
sack under the bed and then straightening up. The
priest is dressed in old ceremonial robes with a splash
of dried blood down one side. His ghastly expression
as he flounders to properly greet you is painted by the
grim light of a dying candle. It is obvious that this
priest has not been doing his duty for some time.

As an Inquisitor it is your duty to challenge the priest


about the town's issues and why he has neglected his
job.

If you decide to challenge the priest without evidence:


Turn to page 28
If you have 2 pieces of evidence against the priest:
Turn to page 60

22
Sandbrook

23: CHEWED BY WOLVES


You miraculously waken in a warm bed the following
day, having been spotted in the night by returning
fishermen on their way home.

Your lifeless corpse had been dragged back to the


Hardtooth Inn where you now slowly recover.

Thanking them, you check your backpack and see


that something is missing, and your pockets seem a
little bit lighter than they were before the wolf
attacked.

You have no choice but to thank the men through


gritted teeth and carry on your way.

You Lose: One random item


You Lose: 5 gold
You Gain: 5 Health

You leave the village:


Turn to page 9

23
Sandbrook

24: HARDTOOTH INN


You open the inn door which nearly falls off in your
hand. Looking down, you see a scurry of wood
beetles running across your hand and falling onto the
floor in their haste to get away from you. A few of
them seem to go into your cloak, making you itch and
shudder.
The inn is small and practically falling down. Behind
the bar stands a solitary innkeeper cleaning a mug
with a dirty washcloth.

You speak to the innkeeper who introduces himself


as Gregory and proceeds to tell you his entire life
story whilst he plies you with ale from a leaky tap on
the bar. You find there’s a lack of any other drinks on
display and the menu that you have become
accustomed to seeing in the city.

“Menu?” he asks, noting you looking around. “We


got three things here: ale, bread, and cheese. Bread
and cheese is one gold piece. Ale one gold piece. Oh,
and if you need a room…”
“One gold piece?” you finish, smirking.
“If ya ain’t ready yet, come back later.”

(If Purchased) You Gain: Cheese and Bread


You Lose: 2 g.

If you want to go and see the fisherman:


Turn to page 7
If you want to stick around and wait:
Turn to page 44
24
Sandbrook

25: CAN’T PAY


Being either unable or not wanting to pay, you turn
down the men and instead ask to go through as an
inquisitor of the crown.

The men look at you, eyebrows raised, and then each


other briefly before both together stating simply, “2g
to pass, applies to everyone.”

The men will not let you pass without paying.

If you want to return to the fork in the road:


Turn to page 6
If you decide to swim across the river:
Turn to page 37
If you decide to fight the men to pass over:
Turn to page 49

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.

You investigate the light:


Turn to page 50

26
Sandbrook

27: FARMER ABSENT


The farmer is absent, but the place itself looks lived in.
The table is set for dinner and a pot of something is
boiling above the fireplace. Chopped vegetables are
lying out in rows in the kitchen nearby and a few pots
and pans are also laid out on the side.

Above the mantel a single sword hangs loosely as if


recently disturbed. A dusty silhouette clearly marks
where another sword used to cross it.

Exploring the room further, you spot an open cellar


door. Faint sounds of scratching can be heard from
down the hole.

If you decide to leave the cottage:


Turn to page 14
If you wish to investigate the cellar:
Turn to page 47

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.

If you decide to leave:


Turn to page 34
If you press your case:
Turn to page 61

28
Sandbrook

29: YOU FIND 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.

Opening the envelope, a strange sensation overcomes


you as if you are being watched from all around you.
The letter makes you lose focus, and the characters
seem to swirl and change as you try to read them and
eventually you have to give up.

It is signed with another Octopus seal, the legs of


which seem to move under your gaze, and the word
“Northbrook.”

You Gain: Letter (Northbrook)


You Lose: 2 Sanity

You return to the path leaving the town:


Turn to page 12

29
Sandbrook

30: A HOLY DEATH?


In a moment of panic the priest takes hold of the still
burning candle and hurls the hot wax at you. You
throw your arm up to defend yourself and he seizes
the opportunity, striking a killing blow. He nervously
looks around as he lays you down on the bed then
reading from a book he has hidden under the pillow;
he begins to speak a mantra. Something within your
lifeless body stirs and horrifying visions of dead
bodies flash before your eyes.

You are trapped in a lifeless body, bound to the will


of the priest's cult forever.

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.

A couple of miles down the road, the scenery changes


somewhat to neatly lined fields of vegetables on one
side and apple trees on the other–all immaculately
maintained.

You think to yourself it must take a whole team of


farmers and gardeners to keep it all so pristine. As
you think this you round a corner, and a fabulous
manor house comes into view.

If you wish to knock on the manor house door:


Turn to page 67
If you wish to ignore the house and continue walking:
Turn to page 33

31
Sandbrook

32: THE BEDROOM


Although it is still relatively early, you are tired out
from the journey and decide to get some rest in the
large four-poster bed in the centre of the room.

You settle in and as you start to doze off you hear


voices in the hall and then downstairs. You think it
must just be the servants, but then more voices ring
out and you clearly hear the front door being opened
and closed. You look around and see it must be the
middle of the night, as the moonlight is streaming
through your bedroom window. Someone has arrived
in the night.

If you wish to investigate:


Turn to page 71
If you wish to go back to sleep:
Turn to page 66

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.

Along the way you meet one of these workers pulling


a cartload of apples. He stops and hands you one,
wishing you well on your journey.

You Gain: A red apple

You find yourself on a path to Northbrook:


Turn to page 65

33
Sandbrook

34: STRANGE RUMOURS


Upon entering Hillcrest, you get talking to the locals,
some of whom seem rather manic. Apparently,
something very strange has been happening over the
past few nights and the townspeople are scared
witless. Many say they have been up all night scared
that a werewolf is going to creep in and eat them. In
only three nights three people have disappeared and
always with no trace except for scratches on the back
of their house doors, as if someone were trying to
escape from inside the house! The villagers implore
you to help investigate, and as an inquisitor of the
crown you feel compelled to assist.

If you investigate the constabulary:


Turn to page 43
If you investigate the church:
Turn to page 41
If you investigate the inn:
Turn to page 52
If you investigate the marketplace:
Turn to page 53

34
Sandbrook

35: ARREST THE PRIEST


You move to arrest the priest and he grabs the dagger,
eyeing you shakily–it looks like he doesn’t intend to
go without a fight.

If you are with the local Constable:


Turn to page 42
If you are by yourself:
Turn to page 62

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.

The Emperor’s tower rises up in the centre,


surrounded by the four church steeples that control
the city. You look over with a faint warmth at the red
glow emanating from the thickest of the spires–home
of the High Inquisitor and the place you spent many
years training.

You Gain: 1 Sanity

Leaving your peaceful moment of reminiscence, you


hike to the top:
Turn to page 21

36
Sandbrook

37: SWIM
Deciding there is no other way, you jump from the
bridge and begin swimming across.

The river is wide and the currents strong, it pushes


against you fiercely every inch of the way. The guards
shout something at you from the bridge but you can’t
hear them over the water.

After what feels like a long-time swimming, your


limbs are growing clumsy and your foot gets caught
up in a tangling reed. You can see you’re not far from
the other side. You struggle desperately to release
your foot, but in doing so you notice something of
yours float away downstream.

You Lose: One paper item (book, letter, journal etc)

You reach the other side, wet and spluttering:


Turn to page 45

37
Sandbrook

38: WIFE RETURNS


After defeating the terrible and evil...rat, you help the
farmer up and drag him through the rubble to the
entrance of the cellar, carrying him up through the
opening.

Just as you exit the cellar, a frightened woman comes


through the door accompanied by a grizzled
huntsman carrying a large axe.

The woman runs over to the farmer and helps him


down from your shoulder then looks you over
cautiously.

Once you tell her of your relatively unimpressive


battle with the creature in the cellar, she thanks you
profusely for helping her husband and asks you to
stay for lunch. You have a hearty meal that helps you
regain your strength, and then she packs you some
bread and cheese to help you on your journey.

After some time chatting, you decide to return to


your task and continue down the path to Northbrook.

You Gain: 5 Health


You Gain: Bread and Cheese (5 Health)

You continue your journey on the main road:


Turn to page 14

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.

You speak to the cloaked figure:


Turn to page 46

39
Sandbrook

40: WINDING PATH


The path teeters downwards through the countryside
until there is thick woods on either side of you. A sign
reads “Hillcrest Village, 1 mile.”

The sign is in ill repair, the support half-broken and


held together by thorny vines. Looks like you’ll be the
first visitor in some time.

You continue on your path:


Turn to page 18

40
Sandbrook

41: INVESTIGATE CHURCH


As you enter the church you notice it is dimly lit, with
sparse attendance. The altar at the front of the church
is messy and dirty, with broken cups and melted
candles that have not been replaced in some time.
Vines grow through stained glass windows at the back
of the church.

Below the window, a dark alcove leads to the priests’


quarters.

Beyond that, the place seems to have been abandoned


by both gods and men.

If you wish to find and interrogate the priest:


Turn to page 22
If you decide to investigate the inn:
Turn to page 52
If you decide to investigate the constabulary:
Turn to page 43
If you decide to investigate the market:
Turn to page 53

41
Sandbrook

42: CONSTABLE’S ARREST


Seeing danger, the fat constable moves to the side of
the priest and immediately disarms him, moving
incredibly swiftly for his size. He takes a bludgeon out
from his belt and smacks the man on the back of the
head, rendering him unconscious. He thanks you for
your help in clearing up the matter and roughly drags
the limp body out of the church.

On your way out you spot a few glass bottles filled


with water from the Holy Fountain. You decide one
may come in handy later.

You Gain 2 Sanity.


You Gain: Bottle of Holy Water.

You see off the constable at the edge of town:


Turn to page 12

42
Sandbrook

43: INVESTIGATE CONSTABULARY


You enter the constabulary, finding the door already
wide open. A fat man in an officer’s uniform is
propped unceremoniously against a desk, his head
resting on a pile of papers and a policeman’s hat
grasped in his hand. Next to him on the floor is
another, equally fat man with his jacket splayed open,
revealing a large and distended gut.

As you walk in the man at the desk awakens and,


making some vague apologies, asks if you need any
help.

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.”

As you outrank the officer, you could ask the man to


join you or decide he would only slow you down.

(If you decide to bring the man) Gain: Constable

Investigate the inn:


Turn to page 52
Investigate the church:
Turn to page 41
Investigate the market:
Turn to page 53

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.

If you decide to sleep in the inn:


Turn to page 72
If you decide to find somewhere else:
Turn to page 70

44
Sandbrook

45: CROSS BRIDGE


You make it to the other side of the bridge and
continue your journey north.

As your journey winds on the sun is beginning to go


down and you consider a place to stop. A sign on the
road shows the village of Hillcrest just a few miles
ahead and you suspect they may have a place to stay.
With no other options presenting themselves, you
push onwards to the village.

You enter the village:


Turn to page 58

45
Sandbrook

46: INFO FROM THE NORTH


The man pulls off his hood to reveal a scarred but
handsome–and surprisingly, human face. He greets
you in a familiar yet formal tone, though you are sure
you have never met.

“Greetings Inquisitor, we bring news from the North.


We followed some of your men through Northbrook
and onto Sandbrook where they went missing. There
is something strange going on there so ensure you
protect yourself well. Winter is also fast approaching–
you will need some warmer clothing than that if you
are on foot. Be wary of those carrying the Octopus
symbol, they stand against the empire.”

You discuss good-naturedly for a little while until the


man climbs back onto his steed. He nods respectfully
then rides toward the city you have just come from.

You watch the men ride away, then continue your


quest:
Turn to page 14

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.

-Battle- Rat: Skill 5. Health 5.

If you decide to fight and win:


Turn to page 38
If you decide to fight and lose:
Turn to page 16
If you decide to take the coins:
Turn to page 15

47
Sandbrook

48: TOWER BRIDGE


Choosing the faster route, you take the road down to
the river. You half skid along the sloping trail and
continue along to the bridge. You can already smell
the strange earthy scent of the rushing water.

After some time, you come to the entrance of the


bridge:
Turn to page 13

48
Sandbrook

49: ATTACK THE MEN


You argue with the men to let you through,
explaining repeatedly that you have an important task
given by the empire to fulfil, but they are steadfast.
Their expressions are growing continuously more
stern and they refuse to budge even one inch out of
the way. The argument intensifies and ends in an all-
out brawl.

-Battle- Guard 1: Skill 9. Health 10.


Guard 2: Skill 10. Health 6.

If you beat the guards:


Turn to page 59
If you lose to the guards:
Turn to page 78

49
Sandbrook

50: OLD WOMAN


Around the corner you find an old woman stirring an
iron pot over an open fire. A rough hole has been dug
in the ceiling to allow the smoke to escape. The room
is feebly lit and as the woman turns to face you, you
are startled by her beauty. The hunched-over woman
takes off a large cloak and straightens up to reveal a
long red dress and a ponytail that runs down to the
arch of her back.

“Welcome, stranger, to our little house. I’m afraid my


mother isn’t in and there is little we can offer you.”

You speak for a while about how a young lady such as


herself could be found in a hillside cave. She explains
she had lived in a house not far from here as a
shepherd’s daughter, but misfortune had struck, and
plague had killed their sheep. Since then, she and her
mother had taken on the role of local midwife and
wise woman. She offers you some potions and
trinkets to buy before you leave.

If you buy Vial of Warmth or Vial of Spiderbane:


Gain Item: Vial of Warmth or Vial of Spiderbane
Lose Item: 3 gold

If you buy both:


Gain Items: Vial of Warmth & Vial of Spiderbane
Lose Item: 5 gold

You wish the woman well and return to the path:


Turn to page 40
50
Sandbrook

51: TO THE BRIG WITH YOU!


You and the rest of the crew drag the accused into
the wet brig and chain them up, gagging them to
silence any more accusations.

The weather worsens in the storm and the crew


gathers upstairs in their cabins, one or two members
standing guard as the night draws in.

You return to your room:


Turn to page 462

51
Sandbrook

52: INVESTIGATE INN


You decide to investigate the inn and find the place to
be full to the brim. Every seat is taken by either overly
excited or frightened villagers–some weeping, others
laughing as a coping method or simply because
something interesting had finally happened in their
town.

You spend some time talking to the inn’s patrons to


gather evidence. Many spoke of monsters and
werewolves, some even pointed to evil demons in
town.

After several hours you collate the following


evidence:
A witness testimony indicating the constable as a
heretic
A witness testimony stating that a local maid is a
vampire
A letter of warning from the local priest signed and
marked with an octopus stamp

Investigate the constabulary:


Turn to page 43
Investigate the church:
Turn to page 41
Investigate the market:
Turn to page 53

52
Sandbrook

53: INVESTIGATE THE MARKET


You decide to investigate the marketplace; however,
you notice that it is eerily deserted. One market stall
in particular has fallen and its baskets of fruit lie
rotting across the ground.

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.

“Oi mista,” he starts. “I seen someone last night


that’ll scare your pants off, it will. All was dead at
night, it were, but I crept outta the orphanage and
spotted him! He came out of the church all dressed
with a fearsome wolf mask on – but I knew it were
that priest any day, he can’t fool me, he can’t. I
followed him and he dropped this.” He hands you a
letter, looks around furtively, and then runs off again.

You Gain: Priest evidence letter 1

Investigate the constabulary:


Turn to page 43
Investigate the church:
Turn to page 41
Investigate the inn:
Turn to page 52

53
Sandbrook

54: THE NORTH ROAD


Finally, you reconnect to the main route. You walk
along the road as it winds around, gently moving
closer northwards. It was quieter than it had been
near Glaenarm City–even the birds you see among
the tall grass on the side of the path look sullen and
reserved; however, you think you can see someone
further down the road.

You continue:
Turn to page 56

54
Sandbrook

55: CLIMBING THE MOUNTAIN


You take the scenic path towards the mountain and
begin your ascent up the twisting mountain path. You
take the chance to look back over the land you’ve
already covered. Most of it is only a sea of grass, but
you can see several lush trees in the distance. Light
clouds of smoke rise up from the same area and you
assume it must be the manor house the trader spoke
of. It looks pleasant enough, but the fair view leaves
you confident in your choice and you return to your
climb.

Your journey continues:


Turn to page 64

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.

If you want to sell:


Lose Item: Any Chosen Item
Gain Item: 1 gold

If you buy gun and ammo:


Gain Item: Gun and 4 Ammo (+2 Skill)
Lose Item: 4 gold

After trading with the man, he wishes you well and


tells you of a fork in the road ahead. The path
through the fields will lead to Northbrook the fastest,
via an old manor house. The alternative is to go via
the mountain path, which will take longer but gives
excellent views of the countryside.

If you choose the path through the fields:


Turn to page 31
If you choose the mountain path:
Turn to page 55

56
Sandbrook

57: MANOR HOUSE SORCERY!


You burst into the room just as the group reaches
their climax. In your vision you see all manner of
horrific sights that seem to reach out at you, and
suddenly you find yourself alone in an open sea,
treading water with nothing around.

Minutes pass and terror spreads through your body.


Eventually you run out of energy and look
downwards into the void as a large, gaping maw
appears beneath you.

You open your eyes and look around. Farmers toil in


some sort of open camp, farming flowers and tending
to vegetables. You wonder how long you have been
here. You notice your reflection in a small puddle and
barely recognise the face that stares back, gaunt, and
sadly dressed. On your forehead a rough scar is
prominent.

“I must get back to work,” you think and return to


tending the garden.

You have been lost to the cult


THE END

57
Sandbrook

58: HARDTOOTH VILLAGE


You come across a rather sad-looking village
shrouded in a misty haze. You notice there is
something slightly off about the inhabitants who stare
at you with cold, emotionless eyes as you enter the
village.

You try to chat to some of them and enquire as to a


place to rest for the evening–but get truly little back.
Even at the mention of staying in the village
overnight one of the villagers simply walks off.
Others dismiss you as ‘stranger’ or ‘outsider.’

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.

If you wish to investigate the inn:


Turn to page 24
If you wish to visit the fishing wharf:
Turn to page 7

58
Sandbrook

59: DEFEATING THE GUARDS


You manage to defeat the two guards and their bodies
crumple on the floor. Looking at their bodies you
realise they were not brigands at all but in fact ran the
toll for the local government.

You Lose: 1 sanity

You decide to see if they have anything of value and,


whilst they don’t actually have any money on them,
one of them is wearing a good suit of chainmail
armour.

You take off the chainmail and put it on yourself –


the man isn’t going to need it now.

You Gain: Chainmail (+2 Skill)

You cross the bridge:


Turn to page 45

59
Sandbrook

60: THE EVIDENCE


With evidence at hand from the other villagers it
becomes painfully clear that the priest has been the
cause of the danger in town. You press him with the
information, drawing yourself up with all the
command your position requires as you stalk closer.
He falls backwards onto the bed, pushing out the
previously concealed bag.

Grabbing the bag, you open it to find a poorly-made


wolf mask and bloodied dagger.

It falls to you to make the arrest...

You make the arrest:


Turn to page 35

60
Sandbrook

61: YOU PRESS YOUR CASE


You press your case with the priest and eventually a
full argument breaks out. Suddenly the priest throws a
book at you which distracts you briefly enough for
him to run out the room. You can see the cloth bag
he had scrambled to hide earlier slung over his
shoulder.

You chase him through the streets valiantly but lose


him as he flees the town.

You reach the gates to the edge of town:


Turn to page 12

61
Sandbrook

62: AN ARREST WITHOUT HELP


Before you can dissuade the priest from doing
anything stupid, he lunges at you with startling
ferocity and you move to defend yourself.

-Battle- Priest: Skill 6. Health 4.

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: A VISION OF NOTHING


Ignoring the visions that pass through your mind, you
fight back and remain steadfast, writing down every
detail possible.

You wait until you have enough evidence then return


to your quarters to make a full report.

In the morning you slip out before breakfast and


catch the postman as he delivers his early-morning
mail. You ask him to deliver the report back to the
capital and return to the main road.

You Gain: 2 Sanity, to a maximum of 5.


You Gain: 2 Skill
You Gain: 5 Health

You return to the main road:


Turn to page 65

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.

If you decide to enter the cave:


Turn to page 76
If you continue your path through the mountains:
Turn to page 65

64
Sandbrook

65: THE PATH TO NORTHBROOK


Continuing along the road, the path winds in and out
of different hills, orchards, fields, and farms.

Eventually small holdings turn into little hamlets and


villages and as you pass through one village, on the
other side the city walls of Northbrook greet you.

You walk up to the city gates:


Turn to page 75

65
Sandbrook

66: SLEEP
You turn over and decide to go back to sleep.

You awaken the following morning to a loud banging


on your bedroom door, followed by a servant
entering with a breakfast tray full of tea, toast, jams,
sausages, and bacon.

You eat a hearty breakfast and get ready to meet your


host. However, on leaving the room you are told that
the master is no longer at home, having left early for a
business engagement.

Having no further reason to stay, you decide to leave.

Restore your Health to full

You re-join the main road north:


Turn to page 65

66
Sandbrook

67: THE MANOR HOUSE


You knock on the manor house door with a large
rattle. After a little while a butler opens it and, seeing
your clothing, lets you in to the parlour where you
meet the local landowner, a Mr. Smythe.

Smythe seems desperate to have any company


whatsoever and immediately offers you a large glass
of sherry and a place in front of a large roaring fire.
Servants hurry in and out of the room and he
continually rings the servant’s bell for attention.

After several hours of this onslaught, he suddenly


looks over at a large grandfather clock.

“Is that the time, dear fellow? You must stay the
night! Walter!”

Immediately a man appears in a tight-fitting butler


uniform and whisks you away by the arm, taking you
upstairs to a luxuriously-appointed room.

You are taken to your chambers:


Turn to page 32

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.

“Good evening, sir. Let me take you back to your


room, the bathroom is located next to it. I trust
everything is comfortable…”

You are taken back to your quarters and the door is


locked behind you. You search around your room for
a way out, but the only exit is the window–barred
shut.

The only thing to do is go back to bed.

In the morning, you awaken to a maidservant opening


the door while carrying a large breakfast tray full of an
assortment of breads and meats. The master of the
hall has apparently already left, and so you decide to
eat breakfast then leave to re-join the path to
Northbrook.

You restore 5 Health.

You leave the Manor House:


Turn to page 65

68
Sandbrook

69: INSANITY DRAWS NEAR


You find you’re losing yourself more and more in the
visions as you lose control. You write faster and faster
to record all of your visions before you black out.

You awake the following morning with a pounding


headache as the door opens. A servant brings in a tray
of breakfast and you suddenly recall the previous
night.

You speak to the maid for a few minutes but


ultimately learn no new information except that the
party has ended, and the master of the house has left.

The only option seems to be to re-join the road and


look for clues later.

You Lose: 1 sanity


You re-join the road:
Turn to page 65

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.

Finding nowhere hospitable to sleep for a good hour


into the excursion, you eventually come across a
clearing with downed wheat in it and settle for
making a rather rustic looking bed. It’s not the best or
most comfortable thing in the world but it’s
manageable.

As you are falling asleep, a howl comes from


remarkably close behind you and your eyes pop
open–a wolf!

-Battle- Wolf: 8 Skill. 10 Health.

If you succeed and have a dagger You Gain: Wolf


Pelt

If you defeat the wolf:


Turn to page 9
If you are bested by the wolf:
Turn to page 23

70
Sandbrook

71: INVESTIGATE DOWNSTAIRS


You decide to sneak out of your room and investigate
what is happening outside.

The hall outside your room is dimly lit and quiet;


however downstairs you can see a number of masked
people filing into the dining room, in a poor attempt
to be quiet. One of them carries a large whisky bottle
and trips drunkenly as he enters the room, causing the
other parties to mime angrily in his direction.

After a short while the parties have all entered the


dining room and the door is closed behind them.

You sneak closer by going down the stairs but trip


over a loose step, causing a loud cracking noise.

Roll a Skill check

If you pass the Skill test:


Turn to page 80
If you fail:
Turn to page 68

71
Sandbrook

72: NIGHTTIME AT THE INN


As night-time draws in you decide to take the
innkeeper up on his offer of a room for the night.
You settle in for a very boring evening and decide to
update your notebook on the findings so far, however
as soon as you do so a massive slap lands right on
your back.
Whirling around you see a large man has somehow
crept up behind you–and past him a small group of
men and women is slowly shuffling through the door
to the inn. Their eyes pierce through you as if they
will attack and eat you at any minute.

“New to the village, are we?” the large man asks


raising an eyebrow menacingly. “Well, best get drunk
if you are staying here then–BARKEEP–ALE!”

The inn becomes more and more crowded as the


evening goes on–apparently much of the townsfolk
are fishermen who are out most of the day but return
at night. Sometime after midnight you are led to your
room by a couple of stumbling guides and collapse
into a surprisingly nice bed. You awaken the
following day, hungover with little knowledge gained
from the stop, but a bit more life in your bones.

You Lose: 1 gold piece


You Gain: 2 Sanity and 5 Health.

You leave the following morning:


Turn to page 9
72
Sandbrook

73: GATHERING EVIDENCE


Pushing on through the haunting visions from inside
the dining room, you slip out your notebook and
begin making a firm will to gather any information
you can about the manor house, owner, and parties
present. You write in detail about what you see, but as
the visions get deeper and more vivid you find
yourself getting lost, first terrified by hellish scenes
and then tempted by visions of beautiful gardens full
of naked men and women.

Make a Sanity check

If you pass:
Turn to page 63
If you fail:
Turn to page 69

73
Sandbrook

74: THE BEST OFFENCE IS A GOOD...


SLEEP
You return to your room before anything more
happens and you lose your mind completely from the
visions. You fall asleep almost immediately and have
vivid, horrible dreams of sea monsters attacking you
but awake strangely refreshed as a servant opens the
door, carrying a large breakfast tray crowded with an
assortment of food and juices. A large pot of tea
teeters on the side of the tray.

You eat heartily and find under the plate an envelope


with 5 gold coins in it–a bribe perhaps?

By the time you leave your room to meet the master


of the house, he, and his guests, have left. You have
no choice but to continue your journey.

You Lose: 1 Sanity


You Gain: 5 gold coins

You leave the house and return to the path:


Turn to page 65

74
Sandbrook

75: NORTHBROOK

The city gates of Northbrook are open wide before


you and inside is the hearty bustle of a busy market.
In the foreground traders have a multitude of wares
open for sale and people wander through them,
getting caught up in carts and guards on horseback.
Beyond the market you can see a large arena with
people streaming inside–occasionally a shout comes
from within and you imagine there must be a battle or
match of some sort going on inside.

Beyond the arena a tall tower looms over the city,


keeping a watchful eye over its inhabitants.

You enter the city gates:


Turn to page 81

75
Sandbrook

76: SPIDER CAVE


You enter the cave and have a look around, finding a
few old crates and an incredibly old bed. Someone at
some point must have lived here, but everything is
now covered in old spider webs and detritus.

Finding nothing particularly interesting, you turn


around to leave and spot a large cocoon near the
entrance. It’s about the size of a tall man. On
inspection you find an old purse with 10 gold coins
inside what seems to be a frayed old pocket of a coat.
Investigating further you realise it is the body of a
now long-dead adventurer!

You recoil in horror as you suddenly notice an


exceptionally large shadow creeping over the
adventurer’s remains, turning to see a giant spider
rearing up behind you.

-Battle- Massive spider: Skill 12. Health 12.


Special: lose one Skill each time you lose Health (this
battle only)
Special: If you have the item “Spiderbane” the
spider is killed instantly.

You Gain: 10 gold


You Gain: Spider silk

If you defeat the spider:


Turn to page 65
If you lose the battle:
Turn to page 19
76
Sandbrook

77: WRECKED ENGINEERING


In front of you sits a collapsed old machine, still
smoking and a large hole in its side. Water leaks
slowly out from the middle of it and it shudders as
you walk up to it–as if ready to collapse completely.

Through the engineering room a corridor connects


towards the cargo hold.

Investigate the damaged engine:


Turn to page 477
Investigate the cargo hold:
Turn to page 397
Back to your investigations:
Turn to page 467

77
Sandbrook

78: LOST BATTLE


The fight goes poorly and amid the heated scuffle
knives are drawn. You fight well but eventually are
surrounded from behind and stabbed in the back.
Collapsing to the floor, you reach feebly to defend
yourself but can muster next to no strength. You
draw your vision upwards as it fades to black. The
two men look at each other and quickly grab what
they can from your pockets. You can see a faint
emblem on the knife hanging from one guard’s belt, it
is a symbol of the local government. Perhaps you
should’ve paid the toll after all.

You’re left no time to process this thought before the


men roughly lift you up and throw you over the
bridge where the churning river sucks away any
remaining senses your numb body still possessed and
leaves your corpse to float away to the sea.

You have died

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.

After some time, you get extremely lucky and catch a


large fish, followed by a second. The man is
delighted– “This will feed us for a week!” he shouts.

Delighted for the help, he offers you the fishing rod


or two gold pieces.

You Gain:
2 gold pieces
Or
A fishing rod

Or
Choose neither and Gain: 1 Sanity.

As the sun starts to set you return to town:


Turn to page 44

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.

As the party continues, the group gets more and more


rowdy as some sort of strange spell seems to be cast
in the room – forcing you to see strange visions from
ominous mists to bizarre otherworldly beasts to
unnaturally large, elderly men cackling wildly.

You Lose: 1 Sanity

If you decide to burst into the room and arrest them:


Turn to page 57
If you decide to log the evidence for later arrest:
Turn to page 73
If you decide to leave and say nothing:
Turn to page 74

80
Sandbrook

81: NORTHBROOK
You enter the bustling town of Northbrook weary
from your journey North through a palisade gate that
surrounds the town.

The town itself sprawls out ahead of you, with some


impressive buildings in the centre, surrounded by old
timber buildings that must have survived for
hundreds of years. A tall church spire rises in the
centre but is overlooked by a rather strange square
tower, covered with windows and seemingly full of
people as distant shadows dance through in front of it.

An elderly man greets you at the gates:


Turn to page 82

81
Sandbrook

82: THE ELDER


“Welcome, inquisitor,” the old man states, striding up
to you in the street. “We have prepared a room for
you in the Northbrook, our best hotel, and hope you
will have a restful stay. I am sure you have never
ventured this far North, not many from the city do.
Please see the sites, visit our lovely church, and do
some shopping. Let me show you to your room, it is
this way.” The man points down a busy street
towards an impressive building at the end, with a
fading imperial sign reading “The Northbrook”.

“I see you have spotted our arcology,” the man


continues, pointing at the tall square building in the
centre overlooking the church, “an interesting
experiment from our mayor. Business has been good
and with business comes money for new works.
Imagine a town, in a building. Madness if you ask
me–but there is money in it, apparently.”

As you are walking, a child runs up to you:


Turn to page 83

82
Sandbrook

83: A BURDON OR A BOON?


As you are walking towards the hotel a young child
runs up to you and grabs onto your arm.
Wooooooow,” the child says, looking up at you wide-
eyed. “I’ve never seen a real inquisitor before! Can I
see your Sigil? Can I?”

Noticing the child becoming further attached to you,


the old man gives a booming laugh. “Ah, meet our
little one, once they stick to you, you’ll have a hard
time ... removing them,” he says, giving you a wink
and laughing again.

You spend the rest of the walk awkwardly trying to


answer random tiring questions from the kid as you
try to pry their grip from you. Eventually, you reach
the hotel.

You gain: Overly attentive kid


You reach the hotel:
Turn to page 84

83
Sandbrook

84: THE HOTEL


You enter the hotel and are shown to your room,
followed closely by the rather overly attentive kid you
seem to have picked up along your way. You are
greeted at the entrance and taken up a lavishly
decorated staircase. You enter your room at the end
of the hall and, fortunately, find the kid has wandered
off somewhere along the way.

The hotel room is large and overly decorated, with a


large ticking clock, lavish four-poster bed and a wide
oak desk covered with writing equipment, envelopes,
wax seal and ornaments.

You take some time to relax and take note of your


progress and rest. Before you know it, you awaken to
the sun streaming through the window. As you get up
you notice the kid is back, nonchalantly eating an
apple at the door and waiting for you... You guess you
won’t be alone again today...

You may return to the hotel to restore your health

You gain: Full health


You Gain: 2 Sanity (once)

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.

A very flowery-dressed salesman approaches you in a


velvet top hat and asks if there is anything you would
like to buy. He also points you to a sign which reads:

Due to stock shortages, we are offering free tailoring with base


materials – enquire within!

The shop offers a range of items, but a few catch your


eye:

A warm winter cloak: 5 Gold or Item: Wolf Pelt


A silk shirt: 10 gold or Item: Spider’s silk
A pirate hat: 5 gold

You finish shopping and return to Wind Alley:


Turn to page 118

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.

You are waved through and are sent up a grand


wooden staircase to the second floor, where you are
met with an elderly gentleman in officers’ gear and
blue velvet cloak. The man brings you into his office
and sits behind a large wooden desk, before rifling
through some papers that sit on his desk and
mumbling.

After quite a considerable time, the man smiles and


begins to pick up a few gold coins from beneath a
large stack of papers, prying each one over as the
stack almost falls over. Finally, he stands up,
continuing to look very puzzled, and with some effort
he pushes the gold coins into your hand.

“I remember now,” he says, pointing his finger up in


the air with a look of satisfaction, “there is a letter
come for you in the post office.” The man then
returns to his seat and waves you out.
You Gain: Five Gold Coins

Visit the post office:


Turn to page 141
Back to Smoke Street:
Turn to page 171
86
Sandbrook

87: STREET CHASE


You are chased by the guards into a crowd attracted
by the ruckus coming from the Constabulary.
Eventually you are cornered and surrounded with
guards slowly filtering through the crowd, pushing
their way towards you.

Suddenly the kid appears in front of you “oi mista –


ovr ere!” he says, pulling you down into the crowd.

You sneak through in between peoples’ legs at one


point and pop up some time later in another part of
town. The child leads you on through the crowd and
before you know it you are back at the hotel.

Safe and sound:


Turn to page 84

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.

You wash back up in the docks


Turn to page 114

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.

Give the treasure to the sailor:


Turn to page 112
Steal the treasure box and run:
Turn to page 99

90: EXPLORING THE TUNNEL


89
Sandbrook

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.

As you move further into the tunnel you begin to


spot that the path seems to be well travelled,
becoming smooth underfoot. Here and there you
begin to spot little piles on the ground, and as you
delve further still, handcarts. The walls also become
rounded and smoothed into natural archways. You
shudder to think what may happen in the event of a
cave-in so far from the entrance.

Eventually, you round a bend and reach a crossroads.


A blisteringly cold wind follows through towards a
natural light in the distance, which must be an exit out
the other side. Have you really passed through the
mountain?

The alternative path is marked by two large glowing


green lanterns. A noise can be heard in the distance.

If you continue straight through:


Turn to page 146
If you explore the lights and distant sounds:
Turn to page 169

91: STRANGE NOISES


90
Sandbrook

You agree to help the men in their squabble, and they


begin to tell their story.

Apparently, the men from one group had been


hearing strange grinding noises in the tunnels below
where some of the machinery that helps them mine is
working. They had gone to inspect it – but couldn’t
find anything wrong.
Later that day, the other party had decided to inspect
it and found a number of pieces missing, scattered
around on the floor–leading to the conclusion that it
had been either intentionally broken, or someone had
tried to fix it and made it work. Apparently, the
machine in question is now completely broken in in
need of a full repair.

The men, somewhat putting aside their differences,


want you to go into the tunnels and inspect the
machinery.

“Don’t worry,” the right hand man says winking,


“We’re sending our best.”

You feel a hand on your shoulder:


Turn to page 138

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.

The torch flutters in a draft as you hold it out to look


around you. The air is stale, and you wonder how
long it has been since this shaft was last used. Here
and there old dusty mine carts appear and rusty
torches on the wall have all burnt out.

Above you the hole seems to reach out upwards into


nothingness and you try to shout up to Dew but
gather no response except the wind.

You search around for a while to look for an exit.

Roll a medium skill check: Add 3 to dice.

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

94: ADVERTS, ALWAYS ADVERTS


As you reconsider looking through the letters on the
desk you spot an advert that seems to strike you as
unusual. Picking it up, you read it is a charity advert
seeking donations to the ‘Sandbrook Camp for the
Destitute and Insane’–a photo of an overly smiling
man and child is on the cover, holding out a begging
bowl, dressed in tattered clothing. “Please give
generously,” the advert states, followed by an address.

In the bottom corner of the advert, you spot a strange


watermark. Suspicious to get a better look, you hold it
up to the window and notice that, when held up to
the window, light shines through making the clear
image of an octopus. You shudder slightly but pocket
it, thinking it may be useful later.

Receive item: Sandbrook Camp Information

You notice the noise in the room next to you getting


louder. It may be time to leave.

Roll a skill check: +2 to roll

If you pass:
Turn to page 142
If you fail, or think it is time to leave:
Turn to page 96

94
Sandbrook

95: TODAY’S LUNCH!


Having been bested by the hordes or ratlings – more
slowly appear, biting your ankles, legs and making you
trip over into the garbage.

One of the ratlings looks down at you inquisitively,


then the last you see is two large front teeth piercing
down into your eyes.

You have been eaten by the ratlings

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.

Out the window!


Turn to page 160
To the corridor!
Turn to page 132

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.

The roof in front of you veers downwards and you


will need to slide forwards in the hope that you can
maintain your footing and survive what fall there may
be below you.

Thinking it is either that or be shot, you go for it and


propel yourself forward off the verge, jumping off last
minute to thankfully land in a parked laundry cart that
someone had helpfully left there.

Adrenaline still pumping, you jump out in time to


notice a few more policemen coming around the
corner – you leave the side alley and dash into the
main road.

If you have the attentive kid with you:


Turn to 87
If you do not have the attentive kid with you:
Turn to 190

97
Sandbrook

98: OLD JACKS SWEET SHOP


An overwhelming scent washes over you as you enter
an extremely colourful sweet shop. On the counter
and shelves, an array of every different kind of sweet
is stacked up in neat bundles and hampers – ready to
be eaten.

Behind the counter, the wall is covered from floor to


ceiling with rows of glass jars, all filled with colourful
sweets, balls, and paper-wrapped sweets. A cheerful
shop assistant stands behind the counter, beaming at
you.

You feel a tug at your elbow and the kid looks up at


you somewhat expectantly…

If you decide to buy some sweets: (Requires 1 Gold)


Turn to page 199
Back to Wind Alley:
Turn to page 118

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.

You crack open the box to find a few old artefacts


without much value, a broken pocket watch and a
locket with a woman’s face etched into it.

You discard the items, look back at the town and


decide it may be best to move on quickly.

You continue your quest North:


Turn to page 174

99
Sandbrook

100: THE SEWERS


You are hit by regret as soon as you climb down into
the dank and reeking sewers. The tunnel leads back
away from the city wall and towards the city, with a
walkway on either side of a long river of sewage. A
few grimy brown signs point the way down two
further corridors however they are unreadable from
years of grime. For some reason, you don’t feel like
cleaning them to find out what is written beneath.

Beyond the signs there are two gangways with an exit


at the end of each that seem to go in different
directions underneath the city.

You take the left path:


Turn to page 102
You take the right path:
Turn to page 101
You decide to clean the signs anyway:
Turn to page 195

100
Sandbrook

101: THE SEWERS


The sewers continue under the city as each corridor
connects. Pipes run from outside of the walls and you
must keep switching sides to make sure you are not
hit by the occasional deluge, as waste sprays out into
the river. At the end of a dark corridor, the sewer
splits again.

Turn Left:
Turn to page 105
Turn Right:
Turn to page 104

101
Sandbrook

102: THE SEWERS


A foul stream of sewage blasts through the tunnel as
you step along the siding, making an overpowering
stench that makes you heave. The siding is slippery,
and you almost fall into it as you tread along the dark
corridor.

In the distance you see another junction and you


wonder whether you will get trapped down here
before long.

Turn Left:
Turn to page 103
Turn Right:
Turn to page 104

102
Sandbrook

103: THE SEWERS


The sewer opens into a large ceramic dome with an
open area in the top that goes upwards into the city.
Below the dome the sewers split off into four
different alleyways, two of which are sealed off with
large grates.

As you pass around the dome, a torrent of sludge and


grime falls through the gap in the dome and spills
downwards into the sewer, causing waves of
horrendous smelling waste to spill outwards and spray
you as you hold onto a rickety handrail.

You pass quickly across to the other side and decide.

Turn Left:
Turn to page 106
Turn Right:
Turn to page 107

103
Sandbrook

104: THE SEWERS


A large river of sewage runs through this area,
continually making bubbling noises as it passes
through. You notice a large bright yellow faeces-
splattered sign with a grotesque smiling face that
reads – “Heart of the city, enjoy your stay” in black.

You move quickly onwards.


Turn Left:
Turn to page 108
Turn Right:
Turn to page 107

104
Sandbrook

105: THE SEWERS


Continuing down the path, you are spooked when the
light behind you begins to fade downwards and you
must hold onto the handrail to make sure you do not
fall into the sewage.

As the light dims, your senses become overwhelmed


with the smell and ominous dripping and oozing
noises from all around you.

You begin to see faces in the darkness, staring at you,


mocking you. Faces of your parents laughing at you
trapped beneath a city’s sewage – a deserved place for
you?

Lose 1 sanity

Turn Left:
Turn to page 109
Turn Right:
Turn to page 108

105
Sandbrook

106: THE SEWERS


As you pass through the tunnel the lighting seems to
change and you notice the area is overgrown with
mushrooms and other dimly lit plant light – some of
which glows. The smell is intolerable but rather than
the strong smell of sewage you have become
somewhat accustomed to, the smell is overpoweringly
of rotting meat and garbage. In the dimly lit darkness,
things stir and before longing you notice a horde of
large rat-like creatures start to emerge out of the
garbage. It looks like you are their next meal!

-Battle- Four Ratlings: Skill 8. Health 4 (each).


Special: If hit, take an extra health point from
poison.

If you defeat the Ratlings:


Turn to page 140
If you are defeated:
Turn to page 95

106
Sandbrook

107: THE SEWERS


The servers continue in a straight line and you find
yourself becoming used to sidestepping puddles of
grime and mess as you continue onwards. You
wonder why there are not many areas of access to
street level but consider you wouldn’t want a sewer
opening near your house either.

Ahead of you, two more grates present themselves,


relatively quiet on the left, but a torrent of watery
noise from the right.

Turn Left:
Turn to page 110
Turn Right:
Turn to page 104

107
Sandbrook

108: THE SEWERS


You continue walking through the endless maze of
tunnels through the sewers until you come to a large
yellow warning sign, covered with a large mucky
handprint. Underneath the sign a filthy yellow glove
has been abandoned. You look out ahead and see that
part of the gangway has fallen into the sewer and
there has obviously been some sort of accident not
too long ago.

A new gangplank has been made across the different


areas out of dodgy looking wood, some of which
have fallen off into the sewer below.

Medium Skill Check: Add 4 to the dice roll

If you fail, you fall into the muck and take 5 health
damage to a minimum of 1.

At the end of the gangplank, you see a familiar


experience – another set of choices:

Turn Left:
Turn to page 110
Turn Right:
Turn to page 104

108
Sandbrook

109: THE SEWERS


Usually this area is brightly lit, as if recently visited. A
relatively new lamp shines above a doorway straight
ahead and an old broom stands next to it.

Alternatively, to your left the sewers continue into a


dimmer room, where a larger torrent of water can be
heard.

Turn Left:
Turn to page 108
Continue Straight:
Turn to page 110

109
Sandbrook

110: THE SEWERS


You are forced to duck through a series of half-closed
sewer grates, making you kneel in black sludge and
scraping your knee along a rusty uncapped nail.

Eventually you emerge on the other side to an open


area with a series of ladders leading upwards and a
few short rays of light flickering down into the
darkness.

You grab the ladder, shaking it to check for stability


and immediately the entire thing collapses, making
you jump quickly out of the way.

Fortunately, the second seems sturdier and you decide


upwards is best.

You find yourself back in the daylight:


Turn to page 114

110
Sandbrook

111: THE KID IS IMPRESSED


You decide to leave Northbrook behind and continue
towards the mountains separating Northbrook from
Sandbrook. In the distance you see the road winding
through distant farmland with dots of sheep, livestock,
and the occasional farmhand.

As you walk along you feel a tug on the back of your


coat and a familiar person jumps in front of you,
stopping you in your tracks.

The kid smiles sweetly, and you instinctively go to


grab the bag of sweets from your pocket to find it
gone.

The kid chuckles and holds out the bag in front of


you. You smile – but hold out your hand expectantly.
Instead of the bag of sweets, the kid places a small
ring in the palm of your hand with a tiny golden
whistle attached onto it.

The kid winks at you and smiles. “In case you get
stuck and need me again,” he says before running
back towards the city.

Lose Item: Sweets


Lose Character: Attentive Kid
Gain Item: Whistle Ring

You face the mountains:


Turn to page 170

111
Sandbrook

112: RETURN TO THE BOAT


The sailor is extremely grateful as you return the box
to him and he opens it quickly, pulling out a set of
damp photographs.

“I can’t believe she threw these away” he says


showing you a set of wedding photographs – the
sailor seen in the centre next to a young looking
woman. “Thank you, kind stranger, please accept this
as a gift”.

The sailor pushes five gold into your hand and a small,
sparkling ruby.

Gain item: 5 Gold


Gain item: Ruby

“I shall tell my wife of this brilliant news,” says the


sailor as he steers the ship back to dock, “if she is
talking to me again, that is.”

You return to the docks:


Turn to page 114

112
Sandbrook

113: JOIN THE SAILOR


You pass the sailor the old key you found in the
sewers and he gasps in astonishment.

“My key!” He exclaims. “However, did you find it – I


bet it was somewhere close by, wasn’t it? Come, join
me, will you – we must away – I think I know exactly
where this map points – and it’s in the middle of the
river!”

You follow the sailor to his boat which has a large


chain attached round the mast, securing it to shore by
an excessively large and intricate lock. “Can’t be too
sure!” the excitable man exclaims, unlocking the ship
and jumping aboard.

It is not long before you arrive in the centre of the


river where the crudely drawn map seems to indicate
there is some sort of treasure chest hidden. The sailor
looks at you expectantly.

If you have the Kid and Sweets:


Turn to page 135
If you have the Fishing Rod:
Turn to page 89
If you just decide to dive down yourself:
Turn to page 112

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.

In amongst the hustle, you spot an out of place man


looking confused and somewhat irritated. He is
dressed as a sailor and seemingly ignored by everyone
who passes by as he talks to the open air.

“I have this map see, buried treasure…” he starts –


seemingly willing to tell anyone who walks by and
waving an old piece of paper in their face. “If anyone
finds my keys, please do look!”

At the end of the bridge, a sign reads ‘City Walls


800M’.

Listen to the sailor’s story:


Turn to page 180
Go to the City walls:
Turn to page 121
Return to Wind Alley:
Turn to page 118

114
Sandbrook

115: THE BACK ENTRANCE


You work your way round the back of the Post
Office and into a small back alley filled with bins, old
mail, and general rubbish until you reach what
appears to be the back of the Constabulary.

The back is by no means as impressive as the front,


with its back door barely held up by two rusty hinges
and a large window slightly falling out of the centre.

Through the window you can see a desk with a single


lamp casting dark shadows on a sleeping policeman
collapsed onto some paperwork.

Looking around all the other windows appear to be


blocked off with heavy iron bars – you will need to
try to sneak past the guard and the squeaky door to
get in.

Roll a Skill Check: No modifiers

If you succeed:
Turn to page 142
If you fail:
Turn to page 201

115
Sandbrook

116: THROUGH THE WINDOW


You dart aside and through an open window, landing
on the soft mattress of someone’s bedroom, breaking
one of the slats and making it droop downwards.

You slip off and through the door to the bedroom,


startling a maid who was just entering.

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.

You find yourself back at the hotel:


Turn to page 84

116
Sandbrook

117: FIREARMS SHOP


You enter the building and are confronted by a tall
woman holding a shiny new ready to fire pistol aimed
square at your face, a smirk across her face.

“Welcome to my shop!” she bellows at you, blowing


the end of the pistol as if to clear the smoke “If you
buy something – I may just consider sparing your
life!”

You look around the shop and notice the following


items for sale at a reasonable price, and available
immediately.

Old Pistol with one bullet: 1 Gold (+3 skill,


requires bullets)

Duel Silver pistols: 10 Gold: (+6 Skill, requires


silver bullets)

Bullets and gunpowder: 1 Gold per shot


Silver Bullets and Gunpowder: 3 Gold per shot

You make your purchases and return to Wind Alley:


Turn to page 118

117
Sandbrook

118: WIND ALLEY


You reach Wind Alley and look around the different
shops and stalls along the market. The Alley is more
like a few different streets jumbled together, with old
wooden buildings fronting food stores, to modern
brick buildings, recently constructed with glossy new
shop signs. In amongst the different buildings, you
spot a few interesting shops. There is a newly built
firearms shop, showing an array of different muskets
and pistols. A sweet shop, infusing the street with a
sweet heady scent, and an old tailor’s shop, with a
dirty window and an array of manikins in the window.
Alternatively, you can return to the hotel or onwards
to the docks from here.

Back to the hotel:


Turn to page 84
To Dockside:
Turn to page 114
To the firearms shop:
Turn to page 117
To the sweet shop:
Turn to page 98
To the tailors:
Turn to page 85

118
Sandbrook

119: A DEEP CHILL


As you move upwards through the mountain path it
slowly begins to snow, settling in your hair and on
your thin coat. The floor becomes slippery and you
must concentrate to remain moving forwards.

Light snow quickly turns to a blizzard and you find


yourself staggering against the freezing wind and
snow.

Lose 5 health

Eventually you reach the top of the mountain path


and the wind breaks, allowing you to look down over
the mountainside from which you came. A thin
coating of snow covers the mountain path, and you
can see cliffs leading down to the hillside below.

On the other side, the path continues downwards


towards the distant Northern coast.

You see a bridge in the distance:


Turn to page 147

119
Sandbrook

120: THE COAT


You move quietly over to the coat and look around
inside the pockets, finding the odd piece of
paperwork, keys – though you have no indication of
what to, and a box of matches from the hotel you are
staying in.

Searching the coat reveals nothing of any interest and


you briefly consider checking the shoes.

Roll: Easy skill check: No modifiers

If you Fail:
Turn to page 156
If you Pass:
Turn to page 182

120
Sandbrook

121: CITY WALLS


You reach the city walls that surround Northbrook
City and look back into the gate. The city sprawls
away into the river and on the other side of the gate,
farmland leads up a rugged hillside. Beside the main
gate an open sewer grate stands above a hole leading
downwards.

The gate seems oddly devoid of any guards as people


mill in and around the surrounding lands.

You could go back into the city and return to


Dockside, enter the sewers, or continue your quest.

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: YOU DIVE


You dive into the murky river and swim down
towards the bottom. Your eyes sting as you open
them, and you try your best to push away thoughts of
what could be floating around you.

You search around the bottom of the river and are


about to come back up for air when you catch sight
of a glint at the bottom. It is a small golden box,
shining in a brief ray of sunshine that has penetrated
through the river.

You reach down and grasp a handle:


Turn to page 88

122
Sandbrook

123: MOUNTAIN PATH DOWN


With the troll at your feet, you think back to your
student days learning about important medicines,
remembering that – as disgusting as it sounds – troll
teeth can be ground up for a medicinal benefit of
some kind. If only you could remember what... You
flinch at the idea, but eventually get down to work
and carve out a few teeth from the troll.

Gain Item Troll Teeth:

You forge ahead, teeth in hand and reach the end of


the bridge, being careful not to slip over on the icy
flooring. The end of the bridge overlooks a large
dense forest, a city shrouded in fog and at the edge a
harbour and coastline – your next destination, and
what must be the city, Sandbrook.

After some time, the mountain gives way to gentler


hillside slopes and you soon find yourself entering a
dark forest.

You reach the Black Forest:


Turn to page 126

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.

After a few minutes, the priest stops and raises his


hands. The entire place immediately stops and begins
chanting an unknown phrase repetitively towards the
priest. As if nothing happened, the groups then return
to their own conversations and drinks.

As you turn around you notice an arm on your


shoulder. You turn around to notice the priest has left
the pulpit and wishes to speak to you.

“Welcome traveller – not many from the South come


into our little town.” The priest looks into your eyes
and sighs, “I see you have a long way to go still –
please, accept this gift from our little chapel.” The
priest holds out his hand and smears a cool liquid on
your head, then bids you farewell.

You are blessed by the priest: Add two health


(permanent)

Back to the town:


Turn to page 169
Visit the miner’s guild
Turn to page 159

124
Sandbrook

125: THE MINES


The mines twist and turn from a large central opening
to smaller shafts that wind downwards. Occasionally
you pass bands of people consulting each other over
large maps and beer or pushing carts full of ore along
tracks built into the flooring. Along some of the more
travelled paths, ropes along the ceiling carry items
such as lamps, small bags, and small caged birds both
ways, as a kind of miniature railway system.

Eventually the well-trod paths lead to smaller tunnels


and the lighting changes from the intricate pulley
system to the occasional lantern and even flaming
torch here and there. You think you must be many
hundreds of feet below the surface by now, but
before you decide to ask, your guide stops and turns
to you.

“Fork ahead: why don’t you decide which way,


stranger?”

To the left you can hear digging noises and a strange


song being sung. To the right there is a distinct
faraway grinding noise.

If you follow the digging noise:


Turn to page 127
If you follow the grinding noise:
Turn to page 187

125
Sandbrook

126: THE BLACK FOREST


As you continue down the path it begins to wind
around until you find yourself lost. You seem to
arrive back at the same place multiple times, and you
have to stop and think which direction you came
from a few times.

Eventually you come across an old, abandoned hut


with the door missing and half a tree growing out of
its side where once windows were. A sign welcomes
you with a joyful “Welcome to the Black Forest
pitstop! Enjoy your stay.”

You take a look inside and decide to rest after your


mountain journey, finding inside a tattered old writing
desk and stool, a bed overgrown with a thick mould
and an old cupboard with a collection of drinks inside
– seemingly having been recently refreshed.

After some time, you regain your strength and


consider the road ahead.
Follow the beaten path:
Turn to page 136
If you have a Dagger, you can cut your own path:
Turn to page 149

126
Sandbrook

127: A STRANGE SNORING


You turn down the path leading to the sound of
digging and the way opens up, leading to an open area
filled with machines of all sorts, some with enormous
drills attached, others with large, dirt-covered claws.
Mounds of rock rise out from the ground in large
piles and here and there you catch a glimpse of some
glistening, shiny ore.

As you move through the room you start to notice


pairs of upturned boots in amongst the machinery
and as you venture nearer you start to spot legs
attached – there are people sleeping under the
machinery in the shade from the dim lamps in the
room. As you move closer still to investigate, a kid
snore comes from one of the sets of legs, followed by
a loud exclamation from another pair of boots, “Ach!
Will someone knock ’im out!”

You creep onwards towards the other side of the


room, following the dim lamps, where it begins to get
louder and you begin to hear the chanting sound
again. Ahead of you the tunnel splits, one follows the
relatively lit path leading to the mysterious chanting,
the other is unlit and looks comparatively unused.
You go down the path less travelled:
Turn to page 137
You follow the sound:
Turn to page 167

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.

You reach a more open, colder area and look about


into the darkness while the torch slowly splutters to a
dim ember, and decide to follow the outside of the
cave, resting your hand on the wall as you go.

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.

You begin to see things in the darkness, lights here


and there moving about, then faces. Just your
imagination, maybe.

Roll a hard skill check: Add 5 to dice

If you pass:
Turn to page 181
If you fail:
Turn to page 134

128
Sandbrook

129: DAMN MACHINERY


You are not quite sure how to fix the machinery,
especially under the watchful eyes of the crows. Dew
looks on in a vague sort of interest and you start to
look around for what the problem could be.

You open flaps and see parts grinding together, twist


knobs and see that very little helps. Eventually you
begin to get more and more frustrated and start to jab
an old branch from the floor into it in the vague hope
that it might work – much to the amusement of Dew
who offers nothing helpful.

Angry and confused by the alien machine you lash out


and kick it with your boot, causing it to rock
backwards and jolt. A loud high-pitched noise erupts
from the machine and you step back wondering if it is
going to explode.

Suddenly the machine starts sparking and a rattling


noise can be heard. Without warning a small cog flies
out of the machine towards your head, neatly
implanting itself in your forehead and causing you to
fall backwards into the arms of Dew who seems to be
in a fit of hysterics.

Gain item: Cog

“You sure are one of us” She says cackling:

You continue onwards, with a headache:


Turn to page 144
129
Sandbrook

130: LEND FISHING ROD


From round your back, you bring out the fishing rod
you gained earlier thinking that he may have a use for
it.

“Thanks! It’s an idea I suppose” He looks confused


but accepts the fishing rod from you as you offer it.

“I guess the tide could have brought it in, or at the


very least maybe I could trade it in for a saw or
something to cut the lock from my boat. Thanks for
listening to me – no one else here seems interested!”

He takes the map and fishing rod and walks towards


the bridge.

Gain 1 Sanity
Lose item: Fishing rod

You return to Dockside:


Turn to page 114

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.

You emerge into a large crowd.

If you have the attentive kid with you:


Turn to 87
If you do not have the attentive kid with you:
Turn to 190

132: CORRIDOR
131
Sandbrook

You dart back outside into the corridor just as the


handle turns, closing the second door just in time to
hear someone entering behind you.

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.

You turn around, directly into the face of the


watchman!
Turn to page 143

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.

“Perhaps you would listen to my story? Such a young


and dashing person as yourself must have a grand
story to impress us all with, too,” she continues,
winking and giving a flirtatious chuckle.

You listen to her story:


Turn to page 482
If you go back to your investigations:
Turn to page 460

133
Sandbrook

134: THE ENDLESS DARKNESS


You gather your strength and move forward in the
darkness, reaching around to an exit and decide to
follow it, dragging your painful limbs across the
uneven surface and tripping over stones you cannot
see.

The torch splutters out and you find yourself in


absolute darkness, feeling about for anything to give
you a sense of direction back to the town.

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.

Suddenly you trip forward, crashing through a barrier


and downwards for what seems an eternity until
abruptly stopped by something large and pointed
skewering through your chest. You flail about in the
darkness screaming in pain, but alas there is no one
there to help you.

You have died

THE END

134
Sandbrook

135: THE KID DIVES DOWN


The kid looks up at you and pulls at your pocket.
Somewhat instinctively you pull out a sweet from
your pocket and hand it to them before you think
about it.

The kid smiles up at you and without warning, jumps


into the water.

Some time passes and you begin to worry about them


coming back up – after an agonising five minutes a
big spray of water hits the deck, and you see the kid
remerging with a big gasp of air.

You help pull them up and notice they are holding


onto a smallish, waterlogged box with a lock on the
front of it.

After a minute’s rest you all look down at the box


expectantly.

What’s in the box??


Turn to page 196

135
Sandbrook

136: A WINDING PATH


You follow the beaten path into the forest and
emerge after some time into a clearing, covered with a
beautiful meadow of flowers. You walk through and
spot a strikingly beautiful flower with deep red and
yellow petals. You pick it up and decide to press it
within your notebook to remind you of your journey
later.

You decide to rest in the clearing for some time and


wake up some hours later with the sun beating down
on your face.

Gain Item: Pressed Flower


Gain 1 Sanity

After collecting up your belongings, you get up and


continue onwards.

You continue through the forest:


Turn to page 189

136
Sandbrook

137: CAVE IN!


You follow the less-travelled route as it winds
downwards and have to pick up one of the torches to
guide your path. You begin to notice the occasional
discarded tool and further on, wooden beams lay
across the floor. As you peer further into the darkness
you begin to see a large rock blocking the path some
way ahead of you.

You turn around just as a shutter hits you from


underneath and you spot a discarded sign on the floor
reading “Danger: Cave in”. A sinking feeling hits you
and you jump forward as the floor beneath you
collapses, making you hang from the dusty outside
edge of the newly-created hole beneath. Dew grabs
your hand to pull you out, but it is too late, and you
sink downwards and drop down into a shaft some
distance below.

Lose Character: Dew


Lose 5 Heath

You gather your strength and look around:


Turn to page 92

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.

“You know like water on ground. Aren’t you a bit


short for a city lad?” she asks, continuing, “You better
have a good sense of direction if we’re taking you out
there.” She smiles widely.

Somewhat flabbergasted by the appearance of this tall


woman amongst the much shorter gentlemen of the
guild, you are at a loss for words.

“Come on then stranger, out we go. Quiet one, ain’t


you? Don’t get many of your sort out here.”

Gain character: Dew (+2 skill when present)

You follow Dew out of the Miners’ Guild and


towards the opposite end of the Town.

You follow Dew:


Turn to page 125

138
Sandbrook

139: CLOSE CORRIDORS


You continue down the corridor for a while, barely lit
by the torch you are holding and come to some stairs
that seem to shine in the light. As you move down
their smooth steps you notice they are carved out
from natural marble of the mountain and you begin
to remember the ornate statues of the Grand Palace
back home. You think how much the marble in this
staircase must be worth if it was carted back, but alas
you are too far underground to ever think about
getting any of it home.

You reach the bottom of the stairs, still daydreaming


and tread on something metal. Before you have time
to react, a large arrow is hurtling towards you.

Trap!
Medium Skill roll: Add four to roll

Fail: Lose 5 health to a minimum of 1.

You stumble round the corner to a loud grinding


noise:
Turn to page 168

139
Sandbrook

140: RAT ON A STICK


Killing off the disgusting ratlings, you spot something
shining in the distance. It is the half-gnawed body of a
youngish boy holding an old key in his hands as if
freshly taken. The boy must have tried to escape
down into the sewers and been caught by the ratlings
as he made his escape. You pry open the boy’s hand
and take the key, alongside 4 gold pieces sitting beside
him.

You Gain Item: Old Key


You Gain: 4 Gold

A door in the corner stands open:


Turn to page 110

140
Sandbrook

141: THE POST OFFICE


The post office is a smallish building with a beautiful
mosaic on the outside, bowed inwards like a walkway.
Inside, you are made to wait for some time whilst an
argument takes place between an overly plump
woman dressed in upper class finery and what
appears to be the postmaster. After some time, the
woman leaves, taking a number of servants with her
and muttering loudly. As she leaves, she glares at you.

The postmaster makes his way over to you and takes


you to the counter. After more time he finds a letter
for you, already opened. He apologises and states that
that’s how it was received and hopes nothing of value
has been lost. It is said in such a deadpan voice, you
are unsure how convinced you are.
You open the letter immediately and see that it is
from an old friend in the office of the High Inquisitor,
whom you trained with. It is short and to the point.

“Welcome to Northbrook Inquisitor – I trust you


made it this far at least. Do not trust the Constable
here, he is under observation. Any further
information you find could be helpful – but do not be
caught. Your Friend.”

Sneak back into the Constabulary from the back:


Turn to page 115
Return to Smoke Street:
Turn to page 171

141
Sandbrook

142: THE MAIN OFFICE


You successfully sneak into the main hall and up a
back staircase without arousing suspicion and find
yourself in a back office with a door seemingly to the
constable’s lavish office you entered earlier. On the
other side of the door, you can hear his voice as he
speaks in a dull monotone, although you cannot make
out the voices.

Thinking you could be discovered at any time you


look around the office, which is full of sealed boxes, a
desk with some city documents and letters on and a
long black coat with some polished black shoes
beneath.

Search the coat


Turn to page 120
Search the desk:
Turn to page 172

142
Sandbrook

143: A CORRIDOR FIGHT


You step back and see two watch guards drawing
swords. The corridor is tight, and you manoeuvre
yourself into position, but will have to go through
them to escape – it’s a fight!

-Battle- 2 Guards: Skill 9. Health 10 (each)

If you win the fight:


Turn to page 131
If you lose the fight:
Turn to page 177

143
Sandbrook

144: THE HOME STRAIGHT


You follow Dew back upwards via a different quicker
route that goes directly back to the Miner’s Guild.

You walk into an open area and are struck by a


strange rotting smell reminiscent of sewage. Before
you notice what is happening you are surrounded by
little green things, it’s an ambush!

-Battle- 6 Goblins attack you: Skill 5. Health 6


(each)

If you win:
Turn to page 173
If you fail:
Turn to page 152

144
Sandbrook

145: THE MOUNTAIN PATH


The path winds upwards and you find yourself getting
colder with little to brace against it. Wrapping yourself
up in your thin southern coat you press forward up
the mountain path, clinging to the hillside as you do
to shield yourself from the wind.

As you climb further upwards, you lose your footing


on some ice along the path, hurting your leg.

Lose 3 health

The weather takes a turn for the worse:


Turn to page 119

145
Sandbrook

146: PASS ON THROUGH


You continue on and pass through a long tunnel
towards the daylight on the other side. People on
either side of the tunnel shelter from the wind,
checking their carts. You notice the wind getting
slowly warmer and more humid as you travel through
towards the exit.

Eventually you reach the other side and are greeted by


a bright overlook with a path downwards, towards a
large dense forest beneath.

In the distance beyond the forest, you can make out a


misty town shrouded in a dense fog as it meets the
coastline. Specks on the horizon indicate it may have
a harbour or dock of some sort as you try to make
out what is ahead.

You continue your journey towards the forest:


Turn to page 126

146
Sandbrook

147: AN ICE TROLL!


You journey down the mountain and find yourself
facing a cliff, with the only way across being an old
stone bridge, with part of its side sheared off.
Remnants of the side can be seen beneath it where a
frosty river is flowing some way down.

You brace yourself and cross the bridge, being careful


not to slip on the icy cobblestones and having to
watch your footsteps as you slowly move across. At
once you suddenly become aware of two very large
hands reaching up over the side of the bridge and as
you stop – a large, ugly fanged face with one beady
eye appears from beneath the bridge – an ice troll!

-Battle- Ice Troll: Skill 17, Health 15


If you do not have item: Warm Clothing, minus 4
skill from every roll.

If you win:
Turn to page 123
If you fail:
Turn to page 93

147
Sandbrook

148: A FIXED MACHINE

On hearing the news, the two parties rejoice and from


seemingly nowhere begin drinking beer from large
tankards.

“Thank ye again youngling – I heard it was quite the


adventure from Dew – he’s around here somewhere,
so feel free to pop back on ye way back from your
travels.

“We’ve prepared a reward to help you on your way,”


the man continues, “you can choose a sturdy buckler
made by our famous blacksmith, or the ‘Knightmare
Candle’ – an old relic of ours. Choose wisely, friend.”

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.

You return to the town


Turn to page 169

148
Sandbrook

149: CUTTING YOUR OWN PATH


You decide on a path forward and cut yourself
through the vast forest pressing onwards, hopping
over fallen logs and enjoying the forest surroundings,
stopping for short rests on old tree stumps and
enjoying the wildlife around you in a way you have
never been able to in the city.

You press on forwards, cutting your way through


when it gets dense and eventually stop to take account
of where you have been.

Haven’t you already been here?


Turn to page 164

149
Sandbrook

150: THE ROOMS


You decide to explore the private rooms where the
guests and staff sleep. They are mostly empty with
their doors either locked or left open and the rooms
left unmade inside. The rooms seem to be organised
with a few ornate first class cabins facing outward of
the ship and second class and guest cabins facing
towards the inside of the ship. At the end of the
corridor there are stairs downwards where a persistent
rumbling can be heard from the ship’s engine.

If you return to the Mess:


Turn to page 456
If you investigate the first class cabins:
Turn to page 468
If you investigate the second class cabins:
Turn to page 268
If you investigate engineering:
Turn to page 77
If you investigate the top deck:
Turn to page 154

150
Sandbrook

151: BACK INTO THE DARK


You decide to follow the more hidden path and begin
moving forward. The way becomes a little easier over
time and eventually you find a grassy clearing. A
solitary man stands in the middle, poorly camouflaged
and eating part of a sandwich.

As you move closer you notice he has a bow by his


feet and is wearing a jerkin covered entirely with large
feathers. He turns towards you, surprised, and almost
drops his sandwich, but then raises his hand as a
friendly gesture.

“Hail friend!” he exclaims in an excessively


aristocratic accent, “fine day for a spot of hunting,
don’t you agree?”

You ask him for directions, and he points you


towards what seems to be just another tree amongst
all the others.

“Follow that path and you’ll soon get back to the


main road. Do let me know if you spot any
pheasant!” he says, walking sheepishly off into the
forest.

You move towards the tree the hunter pointed out:


Turn to page 166

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.

Goblin creatures jump on your chest and you look up


in horror as a dagger pierces your eye. You fall back
unconscious.

You have been eaten as a goblin’s dinner

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.

The man stands up wearily, as if unused to walking on


legs and rocks back and forth. As you turn to run a
vile spew of black vomit erupts from his mouth
towards you, followed by an eerie cackling that chills
you to the bone as you flee.

Lose 1 Sanity

Roll a Sanity check:

If you pass:
Turn to page 176
If you fail:
Turn to page 163

153
Sandbrook

154: THE TOP DECK


The top deck is clouded in fog and rain, slippery and
swaying – it doesn’t seem the safest. The waves rock
and crash against the ship. From here you can
investigate the Captain’s quarters, return to the mess
hall with the others or go down into the hull where
the sleeping cabins and engines are.

If you have the Captain’s Key:


Turn to page 479
If you return to the Mess:
Turn to page 456
If you investigate the first class cabins:
Turn to page 468
If you investigate the second class cabins:
Turn to page 268
If you investigate engineering:
Turn to page 77

154
Sandbrook

155: DEW’LL FIX IT


You look at Dew to fix the machinery, but she gives
you a quizzical look.

“I’m no fixer of machines, laddie,” she says, looking


at you as if it was an insult to even ask. “I was born a
digger – I could smash it up with a pickaxe if you like,
but I don’t think that’ll do much good. Fixin’
machinery needs strong dainty fingers – I got bricks,
laddie.”

She looks over at you again and then gives it a little


kick, causing it to make an extra rusty grinding noise
in addition to the already deafening din.
You consider your options:
Turn to page 168

155
Sandbrook

156: NEW SHOES, OLD TRICKS


You decide to check the shoes anyway, but after
turning them over and briefly looking inside find
nothing of any interest.

The sounds from within the next-door room seem to


turn eerily silent for a few moments and you think
you have been found out.

Roll a skill check: No Modifier

If you pass:
Turn to page 142
If you fail, or wish to leave:
Turn to page 96

156
Sandbrook

157: ROOFTOP RAMPAGE


You run across the roofs of houses, dodging
policemen who seem to appear from nowhere along
the tops of some of Smoke Street’s most elaborate
buildings.

On the ground below you, life continues but here and


there you can see groups of crowds forming to see
the rooftop escape.

Eventually, completely out of breath and adrenaline


you hide behind a large chimney breast.

Medium skill check: Add 3 to dice roll

Pass:
Turn to page 116
Fail:
Turn to page 202

157
Sandbrook

158: DARK VINES


You push forward into the forest attempting to
follow the overgrown path but find that the way is
quickly overtaken by thick vines that fall out of the
trees, making both vision and movement slow and
tricky. Occasionally your feet get stuck in the wet
vines on the ground which makes you shudder as if
giant tentacles are reaching out and clawing up at you.

You hurry forward, losing the track completely and


find yourself lost in the woods. Birds and animals
make noises around you and you begin to wonder
how you will survive if you can’t find your way
through the forest.

The way ahead of you is veiled by the thick vines and


trees so you make the best choice you can.

If you turn towards the light:


Turn to page 200
If you turn away from the light:
Turn to page 151

158
Sandbrook

159: THE MINERS GUILD


You walk into the miners’ guild and are hit by the
noise of a massive ongoing argument between two
main groups, each blaming the other for some kind of
mishap involving noises, broken pieces, and
machinery.

Eventually the two groups stop, turn towards you and


back at each other.

“Ey mate, help us solve a problem, will ye?” A large


burly gentleman at the front starts. “We need
someone to go help fix one of our machines that
was… suspiciously broken,” he continues, staring
menacingly at another burly man on the other side.
“Care to help out?”

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: OUT THE WINDOW!


In a rush you dart over to the window and pull it
open before you have time to think, noticing that
fortunately it is only the first floor that is barred.

You peer out of the window, looking around. You


notice it is too dangerous to simply leap off, and end
with one conclusion. You will have to climb upwards
towards the roof.

Steadying yourself, you haul yourself up and out of


the window and begin climbing up just as the door
opens to a scream of “Thief!” from within the office.

You struggle up and, faster than you imagine, reach


the roof – without looking back, you press onwards
across it.

You press on upwards:


Turn to page 179
You decide to jump off anyway:
Turn to page 97

160
Sandbrook

161: THE PARK AND THE ARCOLOGY


The arcology is an incredibly impressive structure.
Built out of brick and lined in parts with inter-lapping
metal, bolted onto the structure with large black rivets
that must be up to a meter wide in some places. Large
see-through windows offer a view into every level
above the fifth floor where you can see a myriad of
people living their lives. Each floor seems to be
colour-coded and the more you look the more you
realise that there are indeed shops, offices, workshops
and living spaces dividing up the building.

The park around the structure becomes more


elaborate as you get near, with small statues becoming
large ornate statues and tiny but immaculately
maintained topiary slowly becoming elaborate trees.
As you come closer the fence funnels you towards a
large, decorative gate flanked on each side by tall
motionless guards carrying a large halberd.

Despite your objections, you are denied entry without


permission, although you are not entirely sure who
from.

You return to the hotel:


Turn to page 84

161
Sandbrook

162: NOTHING FROM HOME


You chat a little more with the doctor, but eventually
the answers dry up and you leave to question the
others.
You leave, a little more suspicious than before:
Turn to page 460

162
Sandbrook

163: RUNNING SCARED


You burst ahead into the forest, running away from
the man at full speed and bump headfirst into a large
tree.

Recovering from the knock you spot a path ahead of


you and wander along it for some time, too late
noticing an old rusty trap laid across the path.

Roll skill check: Add 3 to roll

Pass: Take no damage


Fail: you are caught in a bear trap: Take 5 health
damage

You push through the overgrowth:


Turn to page 176

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.

If you carry on straight along the ridge:


Turn to page 186
If you decide to bear right away from the ridge:
Turn to page 166

164
Sandbrook

165: SANDBROOK DEAD AHEAD


Ahead of you lies the city of Sandbrook, the north-
most city before the sea. You know little of this city
and are determined to find out where the trail will
lead you; maybe then you will be able to finally get
back here and to some peace. Maybe they’ll even
notice you’ve returned for once!

As you come over the winding hill path to the city


you notice it seems to be shrouded in some sort of
mist rolling in from the sea – the first time in your life
you have seen it. Vast open waters sprawl ahead and
here and there ships are dotted about on the horizon.
The city itself is towered over by a tall castle tower
looking out of the mist below. A cold wind blows
over you as you descend and you spot an opening in
the city walls, guarded by a few gruff city guards.

If you enter through the main gate:


Turn to page 205
If you decide to try and sneak in:
Turn to page 235

165
Sandbrook

166: IT’S A TRAP!


As you walk towards the tree you notice a path
hidden just behind that seems to lead towards a more
open area. In the distance you can see what looks like
people pulling carts and you begin to hope you are
slowly coming to the edge of the forest.

As you walk along, you notice a pile of leaves across


the path and too late realise it’s one of the hunter’s
traps he must have laid on his way!

Roll skill check: Add 3 to roll

Pass: Take no damage


Fail: you are caught in a bear trap. Take 5 health
damage

A distant light shines through the forest:


Turn to page 165

166
Sandbrook

167: DIGGY DIGGY HOLE


You round a few further bends, and the cave opens
up into a large cavern, surrounded on all sides by a
large, brightly lit slope that runs around slowly
descending into the depths. In the middle of the
cavern, suspended from the ceiling far above, a large
crystalline structure hangs from a giant chain with
unknown lettering on it, shimmering in the light of
the lanterns.

As you peer over the edge of the cavern it appears as


though the slope descends much further down, with
lanterns spiralling away into the distance. A strange
grinding noise can be heard, followed by a strange
song-like chanting in low, gruff voices.

As you stare further down the cavern, you feel


yourself verging closer to the edge and towards the
hanging structure in the centre, as if you could just
step out and touch it.

You are pulled back by a hand on your shoulder and


notice Dew staring at you. “Aye, ’tis a beautiful piece
from the olden days. Be sure not to stare too hard at
her, lest the Abyss stare back at ye. Come let us
descend,” she says, pulling you towards the slope.

You start down the path:


Turn to page 193

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.

One machine in particular grinds deafeningly as if


something is caught in it, and you both move over to
take a look. Suddenly you are startled as two large
crows fly out from behind the machine and sit above
it, staring at you with beady eyes as if mocking you. It
must be the machine that they were talking about in
the Guildhall, though how the crows had gotten
down here you cannot fathom.

You consider fixing it yourself or you could let Dew


have a go first.

If you let Dew fix it:


Turn to page 155
If you have a go at fixing it yourself:
Turn to page 129
If you decide to leave:
Turn to page 144

168
Sandbrook

169: A HIDDEN TOWN


As you round the final winding corner, the space
opens out to a massive open cavern, with rooms
dotted around the outside. In the middle a smallish
town sprawls outward in the space and short, bulky
men carrying all manner of tools mill about in and out
of the buildings, mostly arguing with each other.
Lamps are strung about on every building – some
glowing blue and others green. You notice the green-
lit buildings have coverings over their doors. Here
and there a red lamp shines, each with a stocky guard
at the door. Finally, at the end of the cavern, a row of
white lights leads out into the darkness.

As you wander into the town you start to spot signs


amongst the buildings, intricately carved into the
lamps or onto the sides of buildings. The busiest in
the centre of town is the Drunken Pub, with loud,
bustling sounds of disagreement coming from within.
The Miner’s Guild is equally loud, where some form
of argument is taking place and finally the
comparatively calm Chapel, where only a couple of
loud disagreements seem to be happening.

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.

As you journey onwards, the scenery becomes less


dense as farmland and forest changes to hillside and
crops turn to sheep and goats. Here and there you can
see the odd goat herder or shepherd bringing in the
flock or resting on an outcrop. You pass the odd
trader, though conversation is stunted as they move
onwards to sell their wares between the two main
northern cities.

Eventually you reach a sheer wall on one side leading


upwards to a mountain range. At one part the road
forks, with one side leading further up the mountain
and another leading downwards into an unmarked
tunnel of some sort, from where an icy breeze seems
to emanate. Both seem well trodden, but you have no
idea which one would be the fastest through the
mountain.

If you decide to explore the tunnel:


Turn to page 90
If you choose the mountain path:
Turn to page 198

170
Sandbrook

171: SMOKE STREET


Smoke Street turns out to be a relatively busy wide
road that runs down one end of the city. On both
sides, tall, elaborately-decorated buildings rise on
either side of you, reminding you of the capital.
Lesser embassies fly their respective flags outside the
doors with large, watchful bodyguards outside, Some
gated. An armoury stands in the centre, boasting a
wide archway that crosses the street with wide open
windows looking down. Inside you can see tall, thin
musket men with wide, finely-crafted moustaches
looking out over the street as people come and go.

Two places of interest here are the constabulary and


post office. You consider checking them while you
are in town.

Visit the constabulary:


Turn to page 86
Visit the post office:
Turn to page 141
Back to the hotel:
Turn to page 84

171
Sandbrook

172: SEARCH DESK


You look through the random assortment of paper,
trying not to be too hasty and knock anything off.
There are a number of normal items such as pens, ink
and letter writing equipment amongst the paperwork,
though nothing of any interest at first glance.

You look through the mound of paperwork and


letters and find only bills, advertisements, and charity
requests. A few of the newspaper clippings have been
kept, though they are mostly about the town in
general, new places opening and about the arcology –
one with an excellent picture of it with an edited
background to show different buildings around the
empire against it – including the towers you know so
well growing up in the City.

Nothing strikes you as particularly interesting, but you


think you should check again.

Medium skill check: Add 4 to roll.

If you Fail:
Turn to page 184
If you Pass:
Turn to page 94

172
Sandbrook

173: BATTLE OVER


After the battle you find a few gold coins scattered
around the room, but nothing else of much value.
You decide to press on ahead, back towards the guild
to escape the smell.

As you round a few more corners and well-lit stair-


cases, the town comes slowly into view again. Dew
bids you a thanks and farewell, off to attend to other
matters.

You decide to return to the Guild to report and,


hopefully, get some sort of reward.

Gain 5 Gold
Lose Character: Dew

You return to the Guild to report:


Turn to page 159

173
Sandbrook

174: A BITTER TASTE


As you journey on North, your clothes slowly dry,
though you make slow progress to avoid getting
blisters and frequently stop along the way to take
water and sand out of your shoes.

As you walk along you suddenly feel a tug on your


jacket and turn around to see the attentive kid
standing with folded arms.

“That was a rotten thing you did back there to that


man” the kid says. “I aint helping no thief”.

And with that the kid storms off, back towards the
city.

Lose character: Attentive Kid

You reach the mountains outside Northbrook:


Turn to page 170

174
Sandbrook

175: BYE BYE MISTER

You decide to leave Northbrook behind and continue


towards the mountains separating Northbrook from
Sandbrook. In the distance you see the road winding
through distant farmland with dots of sheep, livestock,
and the occasional farmhand.

As you walk along you feel a tug on the back of your


coat and a familiar person jumps in front of you,
stopping you in your tracks.

The kid smiles and looks up at you. “Good luck,


mista! Hope you find what you’re looking for!”

The kid gives a final toothy grin, and you go your


separate ways.

Lose character: Attentive Kid

You face the mountains:


Turn to page 170

175
Sandbrook

176: EXIT AHEAD?


Still reeling from the shock of the bizarre man in the
clearing, you force yourself forwards through the
trees in the vain hope that you are going in the right
direction. You notice after some time the forest
begins to clear and there are cut down trees, rather
than the naturally fallen ones of the dense forest.

As you press on further you begin to notice signs of


humanity again – paths here and there, footsteps and
even discarded litter. Ahead you spot a large road.

You forge ahead:


Turn to page 165

176
Sandbrook

177: CARRIED OFF


You are put in front of the constable tied to a chair,
guarded by two large, gaunt men who stare into the
distance.

You try to talk to the men, but to no avail – they


merely stand there, staring into the distance, only
moving when you try to struggle free of your bindings.

Eventually, after what seems like several hours, a large


and sweaty man bursts into the door, practically
breaking it in the process.

The man introduces himself casually as ‘Chaplain


Johansson of the 5th Guard’, though you have no idea
what post that may refer to, and then collapses
behind the Constable’s desk with a soggy splat.

Completely ignoring you, he then proceeds to spend


ten minutes reading aloud to you from a dusty old
book he has. The words begin sensible enough, but
like a poorly written mystery, every page merely gets
you further confused as the plot twists and thickens.

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…

You feel yourself being taken somewhere:


Turn to page 178
177
Sandbrook

178: THE CAMP


You open your eyes and look around for what feels
like an exceedingly long time. Farmers toil in some
sort of open camp, farming flowers and tending to
vegetables and you wonder how long you have been
here. You notice yourself in a small puddle and barely
recognise the face that stares back, gaunt, and sadly
dressed. On your forehead a rough scar is prominent.

“I must get back to work,” you think, and return to


tending the garden.

You have been lost to the cult


THE END

178
Sandbrook

179: ROOFTOP RAMPAGE


You reach the edge of the roof and looking round see
a face appearing over the edge of the roof behind you
– a policeman with a gun in hand, struggling up onto
the roof.

The roof in front of you veers downwards and you


will need to slide forwards in the hope that you can
maintain your footing and survive what fall there may
be below you.

Thinking it is either that or be shot you go for it and


propel yourself forward off the verge, jumping off last
minute to land on another roof. In front of you more
police helmets appear coming over the rooftops.

Run!
Turn to page 157

179
Sandbrook

180: THE SAILOR


You catch the eye of the sailor almost immediately
and he begins telling you a thoroughly dull story of
how he came to procure a map in an old giant’s den
in the mountains from a long-dead explorer. He tries
desperately to make the story exciting, as it really
should do, but he somehow manages to focus on
entirely the wrong aspects of the story – speaking at
length about a random plant found and almost
nothing of the giant or adventurer in question.
Throughout the story, he checks his pockets as if
looking for something lost and stares into the
distance, which distracts you and causes you to lose
the thread of the story as you awkwardly eye up your
escape route.

Eventually, he ends with an exasperated flurry,


exclaiming, “…and that’s why I need the keys to my
boat!”

You consider your options and think you could:

Find an excuse and return to the dockside:


Turn to page 114
Offer him the fishing rod: (Requires: Fishing Rod)
Turn to page 130
Give him the key you found: (Requires: Old Key)
Turn to page 113

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.

Suddenly the wind stops, and you almost fall forward,


but stop yourself at the last second. Ahead of you a
small red lamp can be seen in the far distance and you
move slowly towards it, holding your torch close by
for warmth.

You reach the red lantern:


Turn to page 188

181
Sandbrook

182: SHOES TOO SHINY


You pick up the shoes and inspect them, noticing at
first nothing out of the ordinary, but as you move to
put them down something slides out that had been
tucked inside under the buckle.

It is a brass emblem in the shape of an octopus


except with a small black jewel in the centre where its
eyes would be.

Gain Item: Octopus Emblem

As you hold the emblem the item feels warm in your


hand and a distant memory stirs to mind of you as a
young child. You are talking to a tall adult who has
knelt before you with his hand on your shoulder. You
look up at his face but cannot see what he looks like,
as if faded into obscurity over time. The feeling in
your shoulder increases – causing you to violently
shudder and snap out of your reverie with a start.

Inside the room you hear an argument starting – you


should be quick.

Roll a skill check: No modifier


Lose 1 Sanity

If you pass:
Turn to page 142
If you fail, or decide it is best to leave now:
Turn to page 96

182
Sandbrook

183: THE DRUNKEN DWARF


You enter the pub and are immediately hit by all
manner of noise and chaos unheard of in the City
where you grew up. Children run around screaming
and brandishing small pickaxes, grown men shout at
each other and others are arguing over a game in the
corner. At the bar, the barkeeper seems to be having a
full scale fight with a patron and the barmaid is in the
corner brandishing what seems to be a chair leg,
standing with one foot on the unconscious body of a
fat man.

After the initial shock, you begin to notice that the


room itself is immensely beautifully decorated, on the
walls are various paintings including a large oil
painting of a ship at sea in the night that takes up
much of the wall opposite the entrance. The ship is
ablaze with men seen vividly jumping off the side and
life rafts floating away into the darkness. It is a
hauntingly beautiful image, despite the scene.

Noticing you, the barmaid jauntily jumps off the fat


man and wanders over to you, offering you a room
for the evening – or whether you would be interested
in a game?

If you decide to take a rest: (Req: One Gold)


Turn to page 194
If you decide to join in a game: (Req: One Gold)
Turn to page 185
If you return to the town:
Turn to page 169
183
Sandbrook

184: BORING PAPERWORK


You reconsider taking another look, but as you do the
noise from next door increases significantly and you
hear a voice from just on the other side of the door.
It may be time to leave…

Roll a skill check: +2 to roll.

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

Medium Skill Check add 3 to dice roll.


If you win, gain 3 gold.
You may gamble up to five times.

After some time, you decide to call it a day. You


thank the men for the game and return to the pub.

You stand up from the game:


Turn to page 183

185
Sandbrook

186: STILL LOST


You move along through the forest at a fast pace and
come across some wet green vines that drip down
from the trees above. You need to begin cutting your
way through them. As you cut them, they slop down
like wet tentacles and you shudder as one brushes
against your leg. From the cuts ooze a yellow pus and
you try your best to avoid having to go near them as
best you can.

You find yourself having to cut more of them to


continue and eventually cut into a large one that
pulses as you stab into it, breaking your knife and
making you jump back in horror.

Fortunately, after some time you notice that the vine


is not actually alive, and you gather your strength to
push through to the leafy forest on the other side.

Lose item: Any Dagger

You spot a clearing ahead:


Turn to page 153

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.

Occasionally the grinding stops and you find the two


of you walking through utter silence – somehow
worse than the grinding noise. A feeling of terror
suddenly envelops you and you find yourself in the
pitch black. Looking around you notice Dew has
disappeared and you stumble around in the dark,
barely able to see the walls around you as they feel as
if they will close onto you at any moment and you will
be buried alive in the mountain.

“Need good eyes in dark,” Dew suddenly says,


somehow standing directly in front of you, pushing
something into your hands that feels like a dry, grisly
bone. Suddenly a flash of light appears and the torch
you are holding bursts into flame. “Soft city lad,” she
laughs. “Come along, and keep an eye out, people lay
all sorts down here to keep thieves out.”

You continue along the dark corridor:


Turn to page 139

187
Sandbrook

188: THE RED LANTERNS


As you reach the red lantern you find it is attached to
an old wooden stake in the ground. You look around
and appear to be in a large open expanse that in the
darkness seems to reach out for infinity. You are able
to see nothing except another red lantern in the far
distance. You have no choice except to follow the
lanterns.

As you continue your torch begins to splutter and


eventually dies out. You wonder where you are and
being able to see nothing around you except the
lanterns, you wonder how far you have come.

You continue moving towards the lanterns and after


some time stumbling around in the darkness begin to
wonder whether you are going around in circles.
From each point you can only see one lantern and
you get the eerie sensation that you are walking
between the same two lanterns. Tired, hungry and in
pain from the fall, you begin to lose your mind.

Lose 1 Sanity.

Just as you are beginning to lose hope – suddenly a


white lantern appears.

You follow the white lantern into a space you have


seen before:
Turn to page 90

188
Sandbrook

189: THE HUT


You continue through the forest and decide that
somewhere you must have taken a wrong turn, as the
path gets slowly more overgrown. There is still a
distinct path however and you decide to press on in
the hope that you will eventually get back onto the
main route.

After some time stepping over fallen logs and


brushing past the overgrowth, you come across an old
hut with the door slightly ajar and lamp light shining
out from the door. The hut itself looks like it must
have been built a long time ago, as it is covered in
vines and old bits of tree. A chill wind blows through
you and you wonder whether you should enter or
leave.

Open the door and enter:


Turn to page 192
Pass through the vines away from the hut:
Turn to page 158

189
Sandbrook

190: A STREET BRAWL


You are surrounded and pressed into an alley by two
burly guards who press you down, swords and
bludgeons raised – ready to battle. It’s a fight!

-Battle- 2 Guards: Skill 10. Health 8. (each)

If you win, you escape back to the hotel:


Turn to page 84
If you lose:
Turn to page 177

190
Sandbrook

191: BEAUTIFUL MOUNTAIN ROAD


As you walk up through the mountain, the bitter chill
is offset, and you begin to notice how nice the walk is.
Before too long you notice that you are alone on the
road through the mountain and the path becomes
more and more overgrown. You decide that the
traders you saw earlier from the city must have taken
a different route – or been heading elsewhere;
however, as you round further up the mountain path
it opens up and you catch a glimpse of the beautiful
open countryside.

You continue across the mountain range:


Turn to page 197

191
Sandbrook

192: THE OLD WOMAN


You decide to enter the hut and the door opens with
a creak that sends shudders down your spine. Inside
an old woman wearing a dirty grey shawl sits smoking
a long pipe. She looks at you as you enter with
completely white eyes, which causes you to step back
and you realise she must be completely blind.

“Do not be afraid, young one,” she speaks in a high-


pitched, rusty voice. “Come and sit down next to
granny and she will tell your future.”

After some hesitation you decide to sit down on an


old rocking chair near the woman, who takes a sheet
off a nearby cupboard and reveals a crystal ball. She
takes the ball in her hand and looks towards it,
muttering to herself. She speaks in riddles to herself
and you barely catch any sense of it, eventually
making out the words “… long journey ahead of you;
beware those over water, for they may have their own
secrets to tell. Don’t forget to leave a note behind too
– for your sake, not theirs, dear, do pay attention.
Here…” she says weakly, “you take this. Someone
will want to see it.” She hands you the crystal ball
which shines in your hands, reflecting the fireplace.

Gain Item: Crystal Ball

“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: THE CHASM


You descend into the cavern beneath until you begin
to see the figures at the bottom. Many large brutish
men are digging with picks into the ground, whilst
others are smoothing out the floor you have been
walking along with large machines that pound the
floor. All of them are singing a strange, lilting song
that carries through the air.

Seeing you enter, a few of them stop and Dew strikes


up a very engaged conversation that you mostly miss
amongst the noise of the hammering and chanting of
the song.

Dew eventually turns to you and says in her gruff


voice, “Machines down that way,” pointing down a
dark corridor. “Been playing up, somin' in it, needs a
bashing. Mind footing, there’s traps about that you
don’t want to step on – keeps sneakers out!” she says
with a laugh, imitating a stamping motion followed by
an imaginative gesture of her leg being torn off.

You follow Dew:


Turn to page 168

193
Sandbrook

194: REST STOP


You take the barmaid up on the offer of a room and
follow her around the back of the bar to an open
room, full of bunk beds and sleeping people. The
noise is no less intense in the back room – but
somehow the patrons seem to be able to just sleep
through it. As you settle down into the canvas bed
you notice the pillow wraps softly around your head,
somewhat blocking out the noise.

Before you realise it, you awaken to someone shaking


you and you look into the eyes of a muscular woman
staring down at you. You guess your nap time has
ended!

Lose 1 gold

Back to the Drunken Pub:


Turn to page 183
Out to the town:
Turn to page 169

194
Sandbrook

195: CLEAN-UP DETAIL


You do what you can to cover your hands and decide
to clean the disgusting smears across the sign. It is
extremely heavily soiled and the smell emanating from
both the sign and the moving sewage in the pit beside
you makes you heave and retch.

Eventually you manage to uncover some writing,


mostly covered by graffiti and rust, the only legible
part being the following:

“Stick to the left-hand route, maintenance still


ongoing”

It is dated 3 years ago. Evidently the sewers have not


been maintained well.

Return to the sewer entrance:


Turn to page 100

195
Sandbrook

196: A TREASURE BOX!


The fisherman is overjoyed at the sight of the box
and thanks you both profusely. 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 Kid however seems to hang on his every word.

If you return to the docks with the fisherman:


Turn to page 112
If you want to steal the treasure for yourself:
Turn to page 99

196
Sandbrook

197: A WONDERFULLY SNOWY PATH


The sky shines down on the mountainside, but the air
gets much colder until you can see your breath in
front of you. Snowflakes begin to trickle down and
soon you find yourself walking headlong into a
blizzard, wrapped up in your coat against the cold.

As you reach the top you can barely see in front of


you and you stagger forwards along the path, clinging
onto the mountainside for support. As you reach the
top however the clouds break briefly and you are
rewarded with a beautiful vista of the mountain on
either side, covered in a thin layer of snow nearby but
trailing down towards the green of hills, forests and
farmland below.

You start down the mountain


Turn to page 147

197
Sandbrook

198: A MOUNTAIN PATH


As you begin your route up the mountain you climb
higher and the weather turns cooler. Eventually, you
become cold and start walking faster to keep warm.

Your city clothing is good for the fields and plains


below, but higher in the mountains it is too cold.

The mountain rises ahead of you and you begin to


slow down until you are forced to stop and take
regular rests as the path twist and turns, sometimes
making you practically climb upwards.

If you have warm clothing or the vial of warmth:


Turn to page 191
If you do not have warm clothing or the vial of
warmth:
Turn to page 145

198
Sandbrook

199: YOU BUY SOME SWEETS


You decide to buy some sweets for the kid who
proceeds to excitedly run about, selecting different
sweets to fill a bag from next to the door you had
missed on your entrance.

Salivating from the smell, you pay the smiling shop


keeper a gold coin and take the bag of sweets –
noticing a few have already disappeared into the
grinning child next to you at the counter.

You lose one gold


You gain an item: Bag full of sweets

You wave goodbye and return to Wind Alley:


Turn to page 118

199
Sandbrook

200: A LIGHT IN THE DISTANCE


You walk towards the light and the forest vines begin
to lessen until they are a distant creepy memory.

You walk onwards and begin to notice footprints


along the dirt in the ground which lead you to a well-
trodden, if muddy path through the trees. Here and
there some of the trees have red ‘X’s painted on them
and some have recently been cut down – along the
path, chopped wood is placed together in tidy piles
and as you round an extremely big tree you notice you
are back onto the main road again.

Back on the road again:


Turn to page 165

200
Sandbrook

201: DAMN SQUEAKY DOOR


You creep up to the door and peer in, checking the
policeman inside is actually asleep, when a catalogue
of errors seems to catch up on you.

You push the door open slightly, making the brass


handle drop noisily onto the floor and bounce off
your foot, making you jump and hit your head on the
window, which promptly falls out of its pane,
shattering onto the floor and waking up the guard.

Looking around drearily out into the street, it is this


exact moment that a passing cat, shaken by the noise,
decides to leap through the window inside, landing on
the desk. Seeing the policeman jump back, the cat
pounces on the policeman causing him to fall
backwards off his chair and struggle with the cat.

Eventually the cat runs off, leaving an exhausted, but


very awake policeman to settle back into his seat and
patch his bite marks.

It looks like you have avoided being caught, but it


also seems you will not be able to sneak in today.

Attempting to avoid further chaos, you slink away:


Turn to page 121

201
Sandbrook

202: ROOFTOP FIGHT


Just as you collapse behind the chimney breast a
house guard appears, blade in hand and ready to
battle. You force yourself up and prepare to fight!

-Battle- Guard: Skill 10. Health 8.

If you win:
Turn to page 203
If you lose:
Turn to page 177

202
Sandbrook

203: GUARD NO MORE


After a bitter rooftop fight, the guard falls down dead.
You pick up his dagger and a few coins fall out of his
pocket, which you also take.

You lose: 1 Sanity


You gain: 2 Gold Coins
You gain: Dagger (+2 Skill)

You find yourself back to town:


Turn to page 84

203
Sandbrook

204: THE LEADER SPEAKS


The leader orders his guards to arrest you, but then
hesitates.

“You have tracked me from as far as the Capital,


murder by henchmen, slipped past my guards and
stolen from me. Perhaps you think that I would be so
stupid as to leave you alive. Guards – kill this
treacherous fool.”

One particularly grey-faced guard holds you steadily


as you struggle for freedom – but to no avail. Slowly
they take out a curved dagger from a belt on their side
and hold it above your chest. With a great power the
blade thrusts through your chest, ripping sinew and
bone apart.

Your journey ends here

THE END

204
Sandbrook

205: TOWN GUARDS


The town guards obstruct your entry. Apparently,
there is a toll of 20 gold to enter.

There is no going back now, you know the cult is here


– and you must stop them at any cost.

If you pay the toll:


Turn to page 271
If you have item: Ruby:
Turn to page 239
If you decide to sneak in:
Turn to page 235
If you can’t pay them:
Turn to page 225

205
Sandbrook

206: DESTINY BRIDGE


As you make your way towards the bridge, the mist
clears somewhat, and you spot a large sign hanging on
a gate over the large iron bridge emerging from the
white mist, reading “Destiny Bridge” in ornate
lettering that you feel would sparkle and dazzle if the
weather were not so inclement.

As you begin to cross the bridge, the air turns fetid


with the smell of rotten seafood and you look over
the edge to spot what seems to be a river of dead fish
beneath you, gutted and lifeless, their eyes looking
back at you as they lifelessly flow downstream.

You look back up and spot some men in the middle


of the bridge with slicked-back hair and, as you get
closer, you notice their mouths are slack as they talk,
reminding you of the fish in the river.

They turn to look at you, slack-jawed as you approach.

If you speak to the men:


Turn to page 246
If you avoid the men:
Turn to page 226

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.

If you ask to join the cult:


Turn to page 260
If you ask for reading materials:
Turn to page 339

207
Sandbrook

208: CIGARS BY CANDLELIGHT


You chat to the man and have a heady afternoon in
his company talking about matters of all sorts from
business to property and local issues. After some time,
he has to leave for an appointment, offers you a
handful of the cigars you have been smoking, and
steps out into the light.

Gain item: Cigars


Gain 2 Sanity

You return, refreshed to Anathema Hill:


Turn to page 309

208
Sandbrook

209: THE OLD CRYPT


The place is done up like something from a tourist
brochure, an old coin stamping machine sells tourist
stamps. There is something off about it, as if it is the
only thing that is regularly used.

If you wish to purchase a stamp:


Turn to page 218
If you have the Anathema Code:
Turn to page 259

209
Sandbrook

210: GETTING ON BOARD


You swing yourself on board from the harbour and
take a look at the crew members gathering on the
deck. You notice what a strange bunch of people are
on board, a mix of rich and poor, well dressed or in
dirty navy uniforms; then, just as the ship begins to
lurch away, you notice just how little actual crew there
seems to be. They must be below deck; you begin to
think – certainly, no one on the deck seems able to
command such a thing.

You leave port:


Turn to page 294

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.

You take two small steps backwards and walk quickly


away and the guards start an all-out brawl in the street.

You find yourself at a bridge:


Turn to page 206

211
Sandbrook

212: SANDBROOK CAMP


A crow flies away as you enter through the camp
gates and sits upon a large ornate house in the centre
of a number of immaculately laid out gardens. Here
and there workers in grey jumpsuits toil on their
hands and knees to gather crops or weeds from long
boxed planters.

The road in front of you leads directly up to the


house. Alternatively, it might be worth taking a look
around the gardens first.

Exit out the main gate:


Turn to page 228
Visit the gardens:
Turn to page 274
Visit the big house:
Turn to page 282

212
Sandbrook

213: AN EERIE INDIVIDUAL


You pull up a chair opposite the winking man and he
speaks to you in short, low breaths as if hiding
something. He says he knows who you are and has
been sent ahead to help you. He says you must find a
way to enter the keep at any cost; there you will meet
your destiny. This cult’s existence will have far-
reaching consequences on the empire if not stopped
soon.

The man stands up and reaches out to clasp your


hand, exclaiming overly loudly: “I am sorry sir, I
cannot help you.”

The man turns and slips something into your hand:


Turn to page 236

213
Sandbrook

214: MEETING THE CAPTAIN


The captain is a grizzled older man, recognisable by a
large blue tricorne hat that perches neatly on his head.
As you approach him, he takes off his hat and swoops
down in an elaborate bow – long black hair curling
out from beneath the hat.

He welcomes you to his ship and hopes you will be


well looked after.

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.

You saunter back to your room:


Turn to page 446

214
Sandbrook

215: CREEPING MADNESS


Without the journal, your head pounds and you
stumble into a ditch holding your head.

You awaken the following day.

The mark on your head itches:


Turn to page 281

215
Sandbrook

216: PASS INTO TOWN


Donning the merchants’ clothes, you pass into town
and are immediately enshrouded in a thick fog being
brought into town from the nearby sea.

Lose 10 Gold

You reach a bridge


Turn to page 206

216
Sandbrook

217: THROUGH THE BOWELS OF THE


SHIP
You chase the cloaked figure as he takes flight
downstairs and through corridors, past bedrooms,
and cargo until suddenly you lose track of him. As
you turn back around you notice a secret door closing
in one of the wall panels but try as you might you
can’t open it.

You push and bang against it and suddenly it falls


open, leading to some stairs beyond.

You find yourself back above decks:


Turn to page 464

217
Sandbrook

218: A SANDBROOK SOUVENIR


You place a gold coin into the machine which
tumbles about for a minute until a shiny pressed coin
falls out showing a picture of the keep overlooking
the bay.

Lose 1 gold
Gain item: Sandbrook Stamp

You return to Anathema Hill


Turn to page 309

218
Sandbrook

219: THE MONK


The monk stares blankly at you through frosty eyes as
you get closer to him. He gestures you to come closer
and sit on a ragged cloth next to him.

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.

Optional: Lose 1 gold, gain 1 sanity (once)

Return to the Market Square


Turn to page 230
Ask for his blessing: Requires 3 gold
Turn to page 340
Place the Trinket in the bowl: Requires Trinket
Turn to page 289
Place the relic in the bowl: Requires Relic of St.
Jerome
Turn to page 245

219
Sandbrook

220: BESTED AT CARDS!


You try your best and make some small wins, but you
reveal your cards as the last card flops, only to be
beaten at the last hand. You look at the time and
realise that it is somehow late into the night! You wish
your comrades well and saunter off to find your room.

You wander back to your room:


Turn to page 446

220
Sandbrook

221: THE CREEPY BUTCHER


As you move closer to the butcher you can hear him
selling his produce from the greasy foul table. From
his gruff slurred accent, he appears to be selling some
sort of pig variety. He is the only person with any real
customers, so he must at least have something of
value to the townspeople, you guess.

As you get closer to the man, he gives you an


enormous intense grin, as if crazed and hacks down
on some unusual body part on the table, causing more
coagulated blood and fat to ooze out and move across
the table. He asks if you would like some 'meat',
which makes you physically shudder, or alternatively
he could be persuaded to cut some for a good price,
should you have some to sell...

Will exchange any Unusual Meat or Unusual


Skin item for 7 gold. Lose 1 Sanity for each traded.

You decide to return quickly to the Market Square:


Turn to page 230

221
Sandbrook

222: MONEY WON’T SAVE YOU HERE


You accuse the tycoon of his frivolous use of money
and refusing to answer your questions. The others
turn on him immediately and he is dragged away to
the brig – to be given to the authorities as soon as you
land.

The Captain and Engineer decide to watch over him


during the night and you retire to your room with the
others.

You return to your room:


Turn to page 462

222
Sandbrook

223: FINDING A WAY IN


You hang around and wait for your opportunity,
grabbing the key when the guard leaves to the
bathroom.

The excitement reminds you of what you are here for


– you must get in and find out what is going on.

Gain 1 Sanity

You enter the main sanctuary:


Turn to page 265

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.

You pass down the other side into town:


Turn to page 247

224
Sandbrook

225: CANT PAY, WONT PAY


The men look at you sternly. If you can’t pay, you’ll
have to work for your entry. They take you to a guard
post nearby and explain how you will be allowed
entry.

You decide to pay instead:


Turn to page 205
You are taken to the camp:
Turn to page 255

225
Sandbrook

226: ACROSS THE BRIDGE


You walk across the bridge on the other side of the
men, who watch you with open mouths as you pass
by. You spot that one of them is openly drooling
onto the ground as you pass, and you shudder and
think how different they are here to the streets of
your birth in the capital.

You reach a long road:


Turn to page 292

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.

“Foolish mortal!” the beast cries out. “You have


destroyed the only thing keeping me from releasing
my true power.”

You stagger back and the creature lunges at you with


full force. It will be an unwinnable battle.

Battle! True Abomination – Skill: 30 Health 30

You inevitably fail:


Turn to page 264
Somehow you manage to win:
Turn to page 377

227
Sandbrook

228: SANDBROOK TOWN


The town sprawls out in front of you, you can smell
the sea air washing over you from the North.

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: JUST ANOTHER WORKER


The guards mostly ignore you and you walk past them.
You overhear them mutter something and look at you
strangely, one of them looking for something in his
pocket. You think he may be pulling out a weapon to
chase you with – but in the end he pulls out
something leathery and dry and starts to chew on it.

You walk down into the cellar


Turn to page 338

229
Sandbrook

230: MARKET SQUARE


The Market Square is somewhat less impressive than
it seemed from a distance. Amongst a few market
stalls people shuffle through a strangely yellowish
mist that pervades the area, rising up seemingly from
the ground itself and creating swirling torrents around
the shuffling townspeople.

Amongst the few working stalls there is a working


butcher stall covered in blocks of flat wood that drips
brown ooze and blood onto the ground in front.
Behind is a large-set man in a filthy apron holding a
large meat cleaver in each hand. A large cart is
positioned behind it, filled with an assortment of
body parts from animals you don’t quite recognise.

As you walk through the square you also come across


an old monk and several buildings including a public
house, blacksmith, and museum.

Back to the Town Centre:


Turn to page 228
Visit Anathema Hill:
Turn to page 309
Speak to the Monk:
Turn to page 219
Visit the blacksmith:
Turn to page 251
Speak to the creepy butcher:
Turn to page 221
Visit the Sandbrook Museum
Turn to page 277
230
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.

After a while you simply slip unconscious, never to


awaken.
You have been eaten!

THE END

231
Sandbrook

232: THE DOCKS


The docks are thick with fog blowing in from the
shore and you have trouble finding anything.
Alongside the docks, various ships are docked with
gruff, heavily weathered people milling about loading
or unloading cargo. Here and there an order is
shouted, and wafts of all different smells come at you
from the crates dotted around the harbour.

After looking around you return to the Town Centre:


Turn to page 228
If you have item: Letters to the Captain or Camp
Counsellor Info:
Turn to page 347

232
Sandbrook

233: SNEAK INTO TOWN


You try to sneak through into the town from a rusty
old side gate with a broken lock. It’ll be tough to get
through without the guards hearing you.

Skill Check: Medium: Add 4 to roll

Buy merchants clothing for 10 gold:


Turn to page 395
If you pass the skill check:
Turn to page 224
If you fail the skill check:
Turn to page 262

233
Sandbrook

234: A CHOICE OF GIFTS


The girl leads you down a beautifully appointed
corridor to a fantastically decorated bedroom with a
four-poster bed in the centre, surrounded by small,
beautifully dressed dolls set up in different poses. She
walks over to the bed and picks up a doll and trinket.

She bids you to come closer and asks you to choose


one.

If you choose the Doll:


Turn to page 343
If you choose the Trinket:
Turn to page 253

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.

A merchant watches you and asks to speak to you.

If you intend to sneak over the walls:


Skill check: Add 3 to dice roll

If you listen to the merchant’s offer:


Turn to page 395
If you attempt to sneak in and succeed:
Turn to page 224
If you attempt to sneak in, but fail:
Turn to page 262
If you return to the town guards:
Turn to page 205

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.

Gain item: Anathema Code

The man makes a hasty exit:


Turn to page 325

236
Sandbrook

237: THE COW ROOM


As you enter the room a strange feeling overwhelms
you as if someone is talking to you in a language you
don’t understand. The room is dark, you have trouble
seeing the walls around you and stumble over
something on the floor, knocking into someone and
instinctively apologising … to find there is no-one
there.

You feel eyes behind you:


Turn to page 250

237
Sandbrook

238: THE SEMINAR


You sit and listen to a lengthy seminar about the
history of the town and its religion, both ancient and
modern. You have heard some of it before, but
somehow the details seem muddled, as if new facts
have been mixed with old. You can’t help but listen,
intrigued as if you know the answers, but somehow,
they are always out of reach. By the end of it you are
content but confused. Why are you here? Is there
some greater purpose? Some greater story?

Lose 2 Sanity

After the sermon you notice everyone leaving, you


included. You feel as if you should help and find out
more. There is a camp nearby where believers go to
help and learn more. A man next to you seems
especially interested and asks if you will join him.

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.

Lose item: Ruby

You pass through the gates:


Turn to page 256

239
Sandbrook

240: PART OF THE COLLECTION


As the world changes your body stiffens up, you feel
your face contorting into a blank, endless, staring
smile. You struggle to move but cannot and your
head lolls down as you see your body contorting into
that of a plastic doll, unable to move. You gasp out to
try to speak but are unable to and in the last moments
you feel the girl pick you up, give you a little smile
and then puts you down in an empty spot on the shelf
full of dolls.

The girl then skips away, leaving you to sit and stare
at the room full of dolls. Mindless.

The End

240
Sandbrook

241: KRAKENS FEAST


The Kraken abruptly rises and holding the Captain
between his torso and legs, tears the Captain in two
before dropping his remains on the deck. It unleashes
a horrendous screech, flailing its limbs about and
breaking the mast off the ship – making you slip over
and fall over onto the remains of the dead Captain.

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.

You grab what you can before making a very hurried


escape.

Gain item: Cultist Cowl


Gain item: Keep Orders

If you have item: Captain’s Key:


Turn to page 369
If you do not have item: Captain’s Key:
Turn to page 452

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.

You enter the ship as the night draws in:


Turn to page 370

242
Sandbrook

243: THE ASYLUM


The asylum building itself opens up to reveal an old,
converted mansion, with a dilapidated grand staircase
leading off into different areas. It reminds you of
some of the grand palaces back in the capital and in
its heyday must have been incredibly impressive. Now,
however, many of the paintings and statues have been
taken down and replaced with cheap copies or
nothing at all. The shading on the wall shows the
outline of each missing painting.

The stairway leads out on either side to men’s and


women’s workers quarters, however as you look
around you spot another large wooden door set back
from the room. As you get closer, strange, spooky
noises seem to come from it that you cannot quite
place.

Out into the gardens:


Turn to page 286
The men’s quarters:
Turn to page 322
The women’s quarters:
Turn to page 342
Investigate the spooky noises:
Turn to page 362

243
Sandbrook

244: THE CURATOR


The curator slowly stands as you approach him and
speaks in a low voice about the artwork on display,
stating that much of it is taken from ancient burial
grounds to the far north, beyond the sea – a strange
and dangerous voyage, he mentions. He clocks you
quickly to be an inquisitor and instead of becoming
shy, he perks up and asks if you would be interested
in exploring the crypt that runs beneath the museum.

“Have you seen our artwork?” he continues, gesturing


around the room and towards a set of doors with
faded writing on them.

If you have viewed the artwork:


Turn to page 354
If you wish to investigate the crypt:
Turn to page 308

244
Sandbrook

245: THE MARK


The monk takes the old relic from you and places it
into his bowl. Without saying a word, the monk
suddenly produces a sturdy iron pestle from a side
pocket and smashes it down onto the ancient relic,
breaking it into small pieces. You are astounded that
he would destroy such an old and seemingly
important relic, but before you have a chance to say
anything the monk places a soothing hand on your
shoulder and continues smashing until everything in
the bowl is dust.

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.

Lose item: Relic of St. Jerome


Gain item: St. Jerome’s Mark
Gain 5 Sanity

Continue speaking to the monk:


Turn to page 219
Thank the monk and leave:
Turn to page 230

245
Sandbrook

246: HOODED MEN


You speak to the hooded men and they inform you
they are from a nearby church where they were just
going to. They look you over as if looking for
something.

If you have item: Octopus emblem


Turn to page 280
If you do not have the emblem:
Turn to page 254

246
Sandbrook

247: INTO THE TOWN


You pass into the town round the back of the guards
and feel yourself getting turned around in the thick
mist. At once you come to a riverside and almost fall
down. A small, dirty sign in front of you indicates a
bridge close by and you feel your way through the
mist towards it, only seeing a few meters ahead of you.

You come to a bridge:


Turn to page 206

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!

Battle! Camp guard: Skill 17, health 12


If you win:
Turn to page 399
If you lose:
Turn to page 311

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.

After some time, you find yourself unguarded and slip


out to be faced with some sort of boarding house.

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.

“Moo!” it proclaims loudly. It seems to want you to


leave.

You exit the room:


Turn to page 276

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.

In one display there are also firearms and bullets.

Return to the market:


Turn to page 230
Enquire about defence:
Turn to page 381
Enquire about weapons:
Turn to page 305

251
Sandbrook

252: A DINGY ROOM IN THE


SHADOWS
You continue on slowly to allow the torch to burn
safely and steady yourself as you climb across debris
left over the years since it was last used. You decide it
must have been a well-used set of storage at some
time but lost for many years.

In the path ahead of you, you notice some footprints


in the dust and decide to follow them into a smaller
hidden room on the right.

A patchwork of strange symbols appears:


Turn to page 298

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.

“You must take this trinket to be blessed, please, I


don’t have much time!”

Suddenly her whole demeanour changes and she slaps


you across the face, staring at you with angry eyes.

“Smash it! Smash the trinket, it’s the only way to be


free!”

If you pocket the trinket:


Turn to page 353
If you decide to smash it:
Turn to page 227

253
Sandbrook

254: IGNORED
Having no visible emblem, the men slowly get bored
with you and leave, muttering something about a
foreigner.

You cross the bridge:


Turn to page 292

254
Sandbrook

255: TAKEN TO THE CAMP


The camp is a hidden way place with a large, gated
front.

Skill Check: Hard: Add 6 to roll

If you Pass:
Turn to page 211
If you Fail:
Turn to page 301

255
Sandbrook

256: SANDBROOK TOWN

Past the gates the town sprawls away. However, as


you get further into town you notice a thick mist
envelops the place, washing in off the sea in the
distance. Before long, it is difficult to see much in
front of you and you have to walk along the walls to
find the way ahead.

You inch your way into town:


Turn to page 206

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.

To the back there is a small door in the wall, leading


to what must be a cramped summer room behind. On
trying the handle, you notice it seems to be locked
and bolted shut, though the hinges are obviously frail
and rusted. You look around and don’t see anyone
around nearby – with some effort you could probably
break open the hinges.

If you break down the door:


Turn to page 391
If you return to the gardens:
Turn to page 274

257
Sandbrook

258: THE FISH MAN


As you stare, the strange fish man walks slowly
towards you, causing you to step back and fall over
on the muddy ground.

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.

Back to the gardens:


Turn to page 286

258
Sandbrook

259: ANATHEMA LEVER


You pull the lever in a particular order, according to
the note you received in the inn, and a strange
grinding, clunking noise comes from the machine.
The lever shifts back up and a small slot opens at the
bottom of the machine followed by a whirring.

After a short while a small coin drops out of the slot


and clatters onto the floor.

You pick it up and notice it has a skull on one side


and a picture of a kraken stamped on the other.

Lose 1 gold
Receive item: Kraken’s Pass

You return to Anathema Hill:


Turn to page 309

259
Sandbrook

260: ASK TO JOIN


You ask the men to join and they take you into a
small side office.

The men speak to you at length:


Turn to page 336

260
Sandbrook

261: A SINKING FEELING


As the guard’s watch, you awkwardly climb up the
side of the gate and fall off, much to their amusement.

Lose 2 skill

The town guards stare you down:


Turn to page 205

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!

Battle! Robbers: Skill 15, Health 12

If you defeat the robbers:


Turn to page 206
If you are defeated:
Turn to page 311

262
Sandbrook

263: BATTLE ENSUES


The Captain reaches you just as you are ready for
battle, lunging at you and just missing.

You find it incredibly difficult to find your footing


and only just manage to dodge fast enough as you are
confronted with a series of quick sharp jabs, before
falling backwards over a coil of rope left discarded on
the deck.

The Captain rises up over you and calls towards the


beast, its long thick tentacles flailing in the air around
the ship.

The ship heaves and rolls as two large tentacles shoot


up towards the sky and lift the Captain up as he
manically laughs.

You freeze in fear!


Turn to page 241

263
Sandbrook

264: ABOMNIBLE
The monster tears into you with massive claws and
you collapse onto the ground.

Slowly the monster rips off pieces of your body and


begins devouring them as you watch in agony.

You have been eaten

THE END

264
Sandbrook

265: THE MEN’S DORM


You look around the strange lodgings and, finding
nothing but old discarded and dirty camp clothes,
walk through a thin panel door into a room filled with
bunk beds, some filled with sleeping men, all dressed
in rugged gardening overalls.

The room is filled with bunk beds and discarded


clothing, a small box at the end of each. One wall is
covered with lockers, some broken and hanging open
revealing an assortment of clothing – all gardening
gear.

If you search the lockers:


Turn to page 329
If you leave the room:
Turn to page 282

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

If you leave back upstairs:


Turn to page 243
If you pass:
Turn to page 374
If you fail:
Turn to page 276

266
Sandbrook

267: BUNK BEDS IN DISARRAY


The bunk beds are pressed haphazardly across the
room, some against each other, others skewwhiff
across the room, blocking isles. Here and there
articles of dirty clothing are scattered around in
general disarray.

Back to the asylum:


Turn to page 243

267
Sandbrook

268: SECOND CLASS CABINS


You walk into the somewhat more cramped second
class accommodation and have a look around. Most
of the rooms are bare and empty, but one door is stiff
and difficult to open. It doesn’t seem locked though.
After some work you manage to push the door open.

You walk into something unusual:


Turn to page 469

268
Sandbrook

269: ACCUSE THE CAPTAIN!


You turn around and accuse the Captain of being the
Cultist! The other members gasp in amazement, but it
slowly dawns on them that you may be right.

Sensing that the game is up – the Captain laughs and


puts his hands up mockingly.

“What are you going to do? Arrest me? Here, on the


sea? I don’t think so…”

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.

The faceless man speaks, but you cannot understand


it. You hold your head and close your eyes for a few
moments and see a tiny girl, transparent, waving at
you as if released. She points towards part of the city
as if helping you on your way, and you know where
you must go.

A clue is captured:
Turn to page 337

270
Sandbrook

271: A TOLL PAID


You pay the toll and the guards let you thorough.

Lose 20 Gold

If you do not have 20 gold, return to page 205

You pass through the gate:


Turn to page 256

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.

You have been cursed: Receive Octopus Shaped


Burn

You stumble out of the church


Turn to page 285

272
Sandbrook

273: THE ENGINEER


You speak to the engineer, who gives you a rundown
of the engine in an overly complex way. Apparently, it
was an older design, but reliable and should not have
stopped naturally – let alone exploded. It must have
been done by force he concludes.

You question him about the others, but it quickly


becomes apparent he is something of a stranger
aboard, and only there as a traveller seeking a passage
north where they are building a new fortress of some
description. They are in need of his expertise, but it
soon becomes apparent that his knowledge is in
bridge construction, and not anything to do with
explosions.

You return to your questions:


Turn to page 460

273
Sandbrook

274: THE GARDENS


You decide to take a look around the gardens that
surround the house and get a better look at what is
going on. You chat to some of the people milling
about to see why they are there, why there are so
many gardeners.

The house has many rooms, but all of the windows


seem to be covered with thick storm shutters that
prevent you from seeing anything inside.

Off to one side the garden wraps around towards a


beautiful gazebo.

Enter the Gazebo


Turn to page 257
Enter the Big House:
Turn to page 282
Escape to the entrance:
Turn to page 212

274
Sandbrook

275: WORKING ON THE GARDENS


You work in the gardens, picking flowers and fruits.
You have to bend down often, and this hurts your
back.

Lose 2 sanity

After a while you come up with an elaborate escape


scheme to get a guard’s key. That will allow you to
access the rest of the camp – assuming you can pass
through unnoticed.

Skill check: Hard: Add 5 to roll

If you pass:
Turn to page 249
If you fail:
Turn to page 352

275
Sandbrook

276: THE CHARNEL HOUSE AND


TORTURE ROOM
As you enter the room you are hit by the heat from a
large circular oven filled with charcoal. Greasy oil
stains run down the side and the floor is blackened
with stains. Here and there strange lumps of slick
meat and bone are piled up around it, charred as if
they have piled too close to the oven for too long.
Along the walls, manacles are nailed haphazardly
alongside all manner of implementation of torture
and pain.

On the opposite wall there are two old wooden doors,


one with a large crest of a pig’s head, and the other
with a bronze bust of a cow on it.

Back out to the asylum:


Turn to page 243
Explore the pig room:
Turn to page 287
Explore the cow room:
Turn to page 237

276
Sandbrook

277: SANDBROOK MUSEUM


You enter the museum through an open archway and
look around an old-fashioned and somewhat decrepit
series of hallways. Here and there pockets of people
are viewing artwork on the walls or interesting statues
that look somewhat out of place in the rundown
building. In one corner an old man you suppose is
the curator is leaning against a walking stick shakily
with a profoundly bent back.

Return to Market Square:


Turn to page 230
Speak to the Curator:
Turn to page 244
View the artwork:
Turn to page 378

277
Sandbrook

278: PIT TRAP


The corridor winds around until you can only see a
short distance in front of you. Here and there broken
tables and bookshelves filled with old decaying books
block your path.

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

You look around in the gloom and notice one of the


lamps in the distance seems to be moving – as if
someone is watching you from afar.

Is there someone down here?


Turn to page 360

278
Sandbrook

279: A DIRTY PRISONER


You peer through the looking hole and see inside a
dim, dirty room. In one corner crouches a thin barely
clothed man surrounded by filthy rags.

As you press your face to the door, he looks up at you


expectantly, wincing at the light from the room.

Return to the office:


Turn to page 374
Release the prisoner:
Turn to page 341

279
Sandbrook

280: THE CHURCH


You arrive at the church to find an elderly priest
preparing a sermon for a small gathering and are
taken to the front. The men at the bridge introduce
you and make somewhat obvious knowing glances at
each other, pressing the octopus emblem on their
jackets as they do.

“Welcome to our chapter, please stay for the


sermon,” the priest asks, ruffling his papers together
and gesturing towards an open seat at the front.

If you listen to the sermon:


Turn to page 321
If you have and decide to use item: Holy Water:
Turn to page 272

280
Sandbrook

281: WITHERING DEATH


You briefly awaken the following day and raise your
hands to see withered husks where once fresh young
flesh was. You weakly look up to see yourself being
roughly carried through some garden and dumped
into a shallow hole in the ground.

You weakly cry out but can barely move or speak.


One of your carriers looks down at you confused and
pokes the other.

“Hey Henry, this one ain’t dead,” one says.


“Don’t worry lad, they will be soon.” Henry speaks
calmly.

You died from a cultic curse

THE END

281
Sandbrook

282: THE BIG HOUSE


The large house opens up inside through two
impressive doors that freely swing open. There is a
great hall with an impressive staircase running up the
middle. The place is pristinely kept despite the
occasional dirty worker moving up and down the
stairs and you wonder how it is so well kept.

The main hall leads to several places of interest


including the living quarters – segregated to different
sides of the house and a large door at the end named
“secure housing”, with a large shining lock.

There are Men’s and Women’s quarters stationed here,


although only the lockers in the women’s quarters
seem to be freely accessible.

To the men’s quarters:


Turn to page 265
Search the lockers:
Turn to page 329
To the gardens:
Turn to page 274
To the entrance:
Turn to page 212
To the secure housing: Req: Item: Secure Key
Turn to page 385

282
Sandbrook

283: THE FINEST SPEARS


Looking around the ship you find an especially good-
looking spear that just happens to fold up into a neat,
easy to carry pouch and decide it would be a practical
weapon if you ever find yourself needing it.

Gain item: Shark Spear


Lose: 5 gold

You pay and return to browsing:


Turn to page 333

283
Sandbrook

284: A DARK ALTAR


A dimly lit altar stands in front of you, surrounded by
glowing gas lamps fed from an unknown source that
you think best not to investigate too closely.

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.

Firstly, in the centre there is a golden cup full of a


dark red liquid that makes you feel thirsty just to look
at.

On either side of the cup there is an ornate rod,


delicately sculpted and engraved and a mask that you
have to force yourself not to immediately grab and
put on.

You must choose one.

If you take the Cup:


Turn to page 372
If you take the Rod
Turn to page 296
If you take the Mask:
Turn to page 382

284
Sandbrook

285: STUMBLING OUT


You stumble out of the church in a dizzy haze,
forehead pounding from the burn mark.

You remember something in your training, but the


memories are hazy and confusing.

If you have item: Inquisitor’s Notebook:


Turn to page 398
If you do not have item: Inquisitor’s Journal:
Turn to page 215

285
Sandbrook

286: THE GARDENS


The gardens sprawl around the mansion. Here and
there workers toil amongst the gardens tending to
rows of different vegetables and flowers, some more
successfully than others.

Off to one side the path leads towards a wrecked


gazebo and on the other an intended garden which
has been taken over by weeds and brambles.

You could clearly and easily escape over the fence


from here.

Explore the Gazebo wreck


Turn to page 288
Explore the untended garden:
Turn to page 330
Explore the asylum:
Turn to page 243
Escape back to the town centre:
Turn to page 228

286
Sandbrook

287: THE PIG ROOM


You open the door with a pig symbol on it find some
kind of butchery. Pieces of raw meat and pig’s heads
sit on benches around the room. The stone floor
slopes gently towards a large grate in the middle,
although there are still small puddles of grossly red
blood caught in cracks. The whole area is dirty and
foul. In one corner a large white sink is piled full of
assorted body parts that oozes a thick brown blood
mixture from an unattached pipe at the bottom.

In the far corner there is an iron-banded wooden


door that has clear scratches on the outside. Behind
the iron bars you can just about make out a standing
figure with a pig’s head, obscured by the scratches.
You think you can hear whispering from behind the
door.

You enter the Long Pig Room:


Turn to page 350

287
Sandbrook

288: GAZEBO WRECK


The gazebo looks on closer inspection to have burned
down at some point. On investigating you spot an old
burned out room at the back, the door hanging off
and charred.

Investigate the ruined room:


Turn to page 367
Back to the gardens:
Turn to page 286

288
Sandbrook

289: BLESSING
You place the trinket in the cup and the blind man
covers it with his hand, saying nothing.

You stare at the man for a few seconds expectantly,


but nothing happens. After what seems a short age,
the man uncovers the bowl, and the trinket has
disappeared!

Lose item: Trinket

Your vision shifts:


Turn to page 270

289
Sandbrook

290: THE CAPITAL


Beyond the two paintings there are a collection of
sculptures and artefacts from different nearby
countries, including some from the North that you
have not seen before.

In the centre of the final room there is a large clay


model of the Capital which you study for a while,
remembering where you have come from – and hope
to return to, soon.

You return to the start of the museum with renewed


vigour.

Gain 1 Sanity

You return to the museum forefront:


Turn to page 277

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.

You have died

THE END

291
Sandbrook

292: HAMLETS HILL


You pass down a road leading towards what must be
the town centre, a thick mist hiding your feet and
making you occasionally stumble over bits of old
debris. Occasionally you step on something soggy or
wet and you become more and more on edge with
every step.

As you pass along the street, it narrows until it is only


a few steps across, and you suddenly notice how
alone you are on the path. Closed doors line the road,
but there are no lights, sound, or activity to be seen.
As you pass by one house, you notice the door is
unexpectedly open and you hear what seems to be a
distant sobbing within.

If you ignore the sound and continue along the road:


Turn to page 228
If you investigate the house:
Turn to page 326

292
Sandbrook

293: THE SANDBROOK CAMP FOR


ORPHANS AND THE MENTALLY
UNSTABLE
A small windy, but well-trodden road leads through a
back alley behind some town houses and along a long
high railed fence painted black and with a thick hedge
obscuring the view inside. Here and there you catch a
glimpse of a large well-presented garden growing
flowers and vegetables. Here and there workers mill
about in the garden although you notice that many
seem to be standing looking lost, or seem to be
children, dressed in ragged grey clothing.

As you reach the entrance you spot a large iron sign


above the gates, although there does not seem to be
anything stopping people from entering or leaving.

Sanity check

If you pass:
Turn to page 212
If you fail:
Turn to page 376

293
Sandbrook

294: LEAVNG PORT


The ship moves slowly away from the dock and off
into the evening sunlight. A cold breeze washes over
you as you enter the open sea, and you have to regain
your footing as the ship lurches back and forth in the
rising waves.

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.

A heavy fog surrounds the ship:


Turn to page 242

295: SOOTHING MEMORIES


294
Sandbrook

You show the idol to the ghost who snatches it away


immediately in a vice like grip, holding it towards
itself.

As soon as it has, it vanishes, leaving nothing but an


old ring on the floor in the dust.

Gain item: Ring of tears: Gain 2 skill

You continue onwards into a dark room:


Turn to page 266

295
Sandbrook

296: THE ROD


As you pick the rod up off the altar a dark glow
emanates from its surface as if etching a black mirror
of yourself onto it. You feel lucky as you hold it, as if
you could change your fate with it at a cost to yourself.

Gain item: Altar Rod: Special: Allows one dice


reroll per battle at the cost of 1 Sanity. Must be
sane to use (Sanity over 1).

As you study the rod in your hand you hear whispers


behind you and looking round see no one there. You
study the dim room and are suddenly startled as
behind one wall a great burst of laughter rings out,
followed by excited chatter in an eccentrically high
voice.

You pluck up the courage to move closer to the wall


and notice a groove down one side covered in dust, as
if a long disused door had been hidden.

Feeling around the groove you hear a click, and the


wall swings open startling a pair of old women
studying a painting on the other side.

You find yourself back in the Museum


Turn to page 277

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.

After some time playing casually, the game ramps up


and you begin to get competitive.

“Come, let us make a bet!” the doctor says, throwing


some gold on the table.

Sill Check: Add 6 to roll

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.

In the centre of the room there are two raised plates


that span across the middle of the room and,
squinting, you just make out two symbols – one on
each plate. Compass directions. The left indicates
South, the right, North.

As the shadows slowly shift you realise there is some


dirty writing on the floor – hard to make out in the
gloom but after some time you manage it.

“From whence does power come?” It is written in the


same style as that of the Capital.

If you select the left option:


Turn to page 373
If you select the right option:
Turn to page 392

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!

Investigate the ghost:


Turn to page 315
Try to ignore it and go to bed:
Turn to page 304

299
Sandbrook

300: STARTING TO FEEL LIKE HOME


You turn back to the front to see a man wearing a full
cloak and mask that obscures much of his face in
shadow, he is reading aloud intently from a book on a
stand in front of him. Although it seems unintelligible,
here and there you catch a word you recognise: “new
beginnings”, “Octopus” and “Saviour” seem to be
repeated. Each time one is said a little bell rings near
you and you find yourself becoming more relaxed and
calm with each ring.

After what seems like only a short time you notice


candles being lit, the sun from the few high windows
having disappeared. The cloaked man has also gone,
and you find yourself following the others out of the
church.

You are taken down a dark path away from the town:
Turn to page 345

300
Sandbrook

301: CAMP WORKER


You are kept under close security and turned into a
basic camp worker. There doesn’t seem to be any sort
of training, though. The other workers mostly stand
idling about, staring into space or digging at random
holes.

After a short time, all the new workers are taken to a


small shack off to one side of the garden. Inside,
some sort of seminar seems to be taking place.

Attend the seminar:


Turn to page 238

301
Sandbrook

302: A GENTLE HUG


The doll suddenly moves, wrapping its arms up and
around your neck, gripping you tight. As it’s embrace
tightens you squirm against it, trying to wretch it off
of you. The dolls face looks straight towards your
own and the seam of the mouth opens to show dirty
wet teeth in a grimacing smile.

You feel the world around you change:


Turn to page 240

302
Sandbrook

303: A STORM, AN EXPLOSION


The night is an especially dark one and you awaken to
the sound of a large storm beating against the hull,
the room lit only by brief, bright flashes of lightning
as the ship lurches sideways. In the distance you hear
the occasional shout, then singing over the rain, wind,
and waves. You get a fitful sleep, waking often, but
bolt straight up as a deafening explosion rocks the
ship and you clamber out of bed and into a moonlit
cloudy red dawn.

Outside your room you hear a scream and people


clambering about. You throw on your coat and shoes.

You investigate the hubbub:


Turn to page 467

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

You awaken the following morning sluggish and


painful after a terrible night’s sleep – no sign of any
ghosts to be seen.

Return to Anathema Hill:


Turn to page 309

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

Bullets and gunpowder: 1 Gold per shot

Silver Bullets and Gunpowder: 3 Gold per shot

Back to the shop:


Turn to page 251

305
Sandbrook

306: THE TYCOON


You take a seat beside an overweight gentleman who
instantly strikes up a conversation with you about
trade, trade routes, the market for different
commodities and wild tales of his adventures south of
the Capital. All the while you are served wine from a
seemingly endless container and you quickly lose track
of time.

Half-way through one overly excited tale, the now


very red-faced man stops abruptly, takes his top hat
off and places it on your head. By the time you look
back over at him he is fast asleep, and you decide it’s
probably best to also retire.

Gain Item: Top Hat

You drunkenly return to your room:


Turn to page 446

306
Sandbrook

307: SPILT BLOOD


After further complementation you decide to tip the
blood out of the cup and onto the floor, where a faint
mist rises and is blown away by a draft.

You take another look at the cup and decide to keep


it as it seems valuable – and no one is likely to miss it
too much.

Gain item: Ornate Cup (worth 10 gold), sell at


any vendor)

On looking around the room you find hidden in the


former a small door with sounds of shuffling outside
and the mumbling of someone having a casual
conversation.

You pass through the door and surprise an elderly


couple in front of you. On the other side of the door
is one of the museum paintworks. The door clicks
closed behind you, without any trace that it was ever
there.

You find yourself back in the Museum:


Turn to page 277

307
Sandbrook

308: THE CRYPT


You enter the crypt down an old set of barely used
stairs and emerge into a roughshod corridor lacking
much of the decoration and finishing of upstairs. The
curator passes you down a torch as you reach the
bottom. “No good lighting in there, friend, take this
and light the old lamps, if they are still working.”

You thank him and walk tentatively forward in the


darkness, searching for the infrequent lamps along the
way which splutter into life and die down to a soft
glow.

An ancient trap!
Turn to page 278

308
Sandbrook

309: ANATHEMA HILL


Less of a hill and more of a verge, Anathema Hill
turns out to be a large ring road surrounded by
houses, beaten down shops and an old cathedral that
towers over the street.

Off one corner an old inn stands, with a broken sign


portraying a black raven with small, beady eyes. The
sign hangs lose from one large, rusty nail, threatening
to fall if swayed too hard by a sudden breeze. The
door hangs open and you can hear the clink of glasses
and muttering from inside.

To the Market Square:


Turn to page 230
Visit the Raven's Roof Inn:
Turn to page 325
Visit the ruins of the old Cathedral:
Turn to page 319
Visit Sandbrook Keep:
Turn to page 400

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.

Over time you find that cleaning brings happiness as


you slowly get used to the repetitive tasks assigned to
you.

Lose 2 sanity

Eventually you notice that one of the guards always


leaves his key on an old hook when he changes or
goes to the bathroom, perhaps you could find a way
of getting it?

A way in:
Turn to page 223

311
Sandbrook

312: ESCAPE ATTEMPT!

After some time, you find the guards seem to have a


fairly set routine. It is time to plan your escape.

Skill check: Hard, add 5 to roll

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.

You regain your strength and search the horrendous


house. On the desk in another bedroom, you find
information and instructions on a camp within the
town. Bloodied scribbled notes on it seem to indicate
this may be somewhere to find the cult activity in the
town.

You gain item: Sandbrook Camp Info

You return to the lounge:


Turn to page 327

313
Sandbrook

314: A LITTLE GIRL


You begin to sense someone behind you and swirl
around to see a young, well dressed girl behind you,
sobbing, and you instinctively kneel to her level.

Around you the dining room is full of splendour, with


beautiful paintings looking down on you as you tuck
into a beautifully seasoned meat pie. You look across
the table and raise a toast of fine wine to the beautiful
young girl at the other end of the table. She stands up
slowly and beckons you to follow her.

Something in the back of your mind tells you that


something is wrong. Something has changed.

Roll a Sanity Check

If you pass:
Turn to page 364
If you fail:
Turn to page 234

314
Sandbrook

315: AN OLD MAN


You leap out of bed and investigate the ghost,
gathering your courage and facing full on the image of
an old man as you wall headfirst into a mirror,
reflecting someone sitting in the next room.

The old man looks up at you, and catching your eye


invites you to join him as he sits and smokes a large
cigar at a table in his room.

You sit down opposite the man:


Turn to page 208

315
Sandbrook

316: A STRANGENESS HERE


You pass by the Camp Guard and move into the next
room.

The room is dark and unusual – here and there you


can see strange symbols have been drawn in the dust
– you squint your eyes to try and make out what is
there, as if you are somehow being tested.

Sanity Check

If you go back upstairs:


Turn to page 282
If you pass:
Turn to page 374
If you fail:
Turn to page 276

316
Sandbrook

317: THE DOCTOR


The Doctor turns out to be a somewhat cold and
calculating man of middle age and a surly disposition.
He seems very quick to judge. As you enter, he starts
the conversation from his seat, beckoning you to sit
down beside him.

“I suspect the Captain, of course, the tycoon or the


engineer – they all had the ability to do it, you know. I
can’t imagine the engineer’s motive, he has a family to
feed – and the Captain wouldn’t risk the woman he is
so obviously having an affair with, surely.” He
beckons indiscreetly towards the Captain and winks.
“Unless there is something deeper on board. Either
way I don’t trust what is in the hold. Strange sounds
come from there at night.”

If you have Captain’s letters:


Turn to page 480
If you have a scalpel:
Turn to page 459
If you have neither:
Turn to page 162

317
Sandbrook

318: A MADDENING CROWD


You turn to speak to the group who look at you with
deep set eyes.

“Welcome, stranger, to this place. I cannot say


whether it is for healing, though,” one of the more
astute women says, a large scar across her eye.
“Perhaps we may all someday find peace.”

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.

Back to the men’s quarters:


Turn to page 322

318
Sandbrook

319: THE OLD CATHEDRAL


The cathedral door is rusted open and the room is
deserted. Mould has set into the pews – although
judging by the marks on the floor and front seats, it is
still used somewhat regularly by a few patrons.

At the front there is a large staircase that runs down


towards an old crypt.

Enter the crypt


Turn to page 209
Return to Anathema Hill:
Turn to page 309

319
Sandbrook

320: THE LOUNGE


You enter the lounge and notice that children’s toys
are scattered across the room, with a broken doll in
the centre sitting upright and unnervingly staring at
you, with piercing blue eyes. You feel drawn to the
doll and become suddenly aware that the room has
changed around you. The walls and floor are smeared
with grisly blood and what were toys are bits of
animal carcass, thrown haphazardly across the room
with piles of salt lying beside each.

Lose 1 Sanity
Then
Roll a Sanity Check

If you pass:
Turn to page 358
If you fail:
Turn to page 314

320
Sandbrook

321: A DARK DISCOURSE


You listen to the sermon which drones on at you,
interspersed with language you do not quite
understand.

After some time, you feel yourself slipping away,


seemingly not through boredom, but through
something in the voice, the words. Something about
the language used.

Lose 1 Sanity

Sanity Check

If you Fail:
Turn to page 345
If you Pass:
Turn to page 346

321
Sandbrook

322: THE MEN’S QUARTERS


You find yourself inside a dorm room where bunk
beds are pushed closely together, covered in dirty
crumpled sheets. There is a box at the end of each
bed overflowing with gardening clothes.

In the middle of the room is a small gathering of both


men and women standing and discussing something.

Speak to the small gathering:


Turn to page 318
Into the asylum:
Turn to page 243

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.

Roll a sanity check

If you pass:
Turn to page 344
If you fail:
Turn to page 328

323
Sandbrook

324: MADWOMAN BATTLE


The manic woman flies out the door as you open the
last bolt keeping it shut, knocking you to your feet.
She barges over you then turns back, frothing at the
mouth. You get yourself to your feet just as she
lunges at you again.

Battle! Frenzied madwoman: Skill 17, Health 7

If you win:
Turn to page 332
If you lose:
Turn to page 231

324
Sandbrook

325: THE RAVEN’S ROOF INN


The Raven’s Roof Inn is a completely generic public
house. Patrons sit around small tables, drinking beer
or warming themselves by the fire.

As you look around the room you notice a sign above


the door offering lodging for just one gold a night,
which seems tempting after a long journey. As you
move towards the bar, however, you notice a man on
a secluded table in the corner staring at you. As you
look at him, he starts strangely winking at you.

Return to Anathema Hill:


Turn to page 309
Speak to the winking man:
Turn to page 213
Get a room for the night – Req: 1 gold:
Turn to page 299

325
Sandbrook

326: THE CRYING HOUSE


You enter the house through the open door,
sweeping in some of the mist. The inside is a dark but
well-kept kitchen, with cupboards and kitchen utensils
placed around the room in a neat manner. On the
main table sits a roast baby pig, its juices still leading
out and making you hungry all at once. You are
distracted though by the crying sound emerging from
a door leading down into a hallway and towards a
dimly lit lounge.

You investigate the noise:


Turn to page 320

326
Sandbrook

327: THE LOUNGE


With a mind now clear from the strange hypnotism of
before you can see the death house for what it really
was. Some sort of spirit had been tempting people in
and you were lucky to escape. You look through the
house and decide to bar the door closed on the way
out.

On the way you stumble across an old book:

You gain item: Inquisitor’s Techniques, A Guide:


Gain 2 Skill
Gain 2 Sanity

You bar the door and continue down the street:


Turn to page 228

327
Sandbrook

328: A BEAST ATTACKS

The strange, starved creature becomes enraged and


leaps out of the shadows at you, hungry for what
could be its next meal!

Battle! Beast: Skill 20, Health 13


Special: Silver bullets do 5 damage

If you defeat the beast:


Turn to page 344
If you are defeated:
Turn to page 359

328
Sandbrook

329: THE LOCKERS


You scour the room’s lockers, finding nothing of
interest until you reach the last one, slightly rusted
and making a horrible screeching notice as you open
it.

Inside you find an old key.

Gain item: Secure Housing Key

Back to the dorms:


Turn to page 282

329
Sandbrook

330: AN UNTENDED GARDEN


Off to one side of the gardens there is a dry patch
that looks like it has been left fallow for some years.
The garden is covered in tall weeds, brown dead grass,
and general garden waste. An overgrown path leads
through the garden towards a wet area in the middle
surrounded by reeds and bulrushes.

You walk over to the pond:


Turn to page 349

330
Sandbrook

331: A HIDDEN SAFE


Under a random pile of books, you find a small safe
with a keyhole inside. The Captain’s key seems to fit,
and you open it to find several books and papers – all
written in a strange foreign language which makes
your brain hurt just to look at it.

As you stare at the writing you see rivers appear


between the words. Everything goes blurry and you
drop the books, fearing to touch them again.

Lose 1 Sanity

If you return to investigate the other parts of the ship:


Turn to page 467
If you return to the mess to question the crew:
Turn to page 460

331
Sandbrook

332: THE EMPTY ROOM OF A MAD


MAN
The mad man’s room is seemingly completely devoid
of any possessions. As you enter you look around to
find scratches on the wall – but nothing you can
understand.

Back to the lock up:


Turn to page 374

332
Sandbrook

333: A WHALING SHOP


The shop is kitted out with different selections of
spears, nets and rods used to take down the smallest
to largest prey. On the walls are mounts of prize fish
and above the counter hangs a large, mounted head
of a narwhal – a rarely seen beast. At the counter
stands a gruff shopkeeper, large pipe in a fully
bearded mouth and clad from top to toe in wet
weather gear.

“What d’ya want, southern-soft?” The man growls at


you.

Return to the Market Square:


Turn to page 230
Enquire about the spear: Req: 5 gold
Turn to page 283
Enquire about the shark bait:
Turn to page 365

333
Sandbrook

334: THE FUTURE


She mentions that there are different versions of all of
us that may play out. When we make a choice, one of
those options may be chosen for us, but perhaps
there is another you, somewhere making the other
choice.

With the conversation turning somewhat theoretical,


she smiles and takes you by the hand.

She places a golden ring onto your finger:


Turn to page 471

334
Sandbrook

335: THE CREATURE


The strange humanoid creature bares its teeth at you
and licks its slobbering lips. It looks ready to pounce.

If you have item: Apple


Turn to page 323
If you do not have item: Apple
Turn to page 328

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.

Time passes and you slowly become aware again,


looking around to find other blank faces around you
staring into space. How long have you been here?

Perhaps it is time to sneak out. A young man next to


you leans in close and whispers that you should go.
You follow him out, but something seems strange
and you lose track of where you are going and why.

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.

Gain item: Sandbrook camp information


Gain 2 Sanity
Gain 2 Skill (Permanent)

You stagger back to the market:


Turn to page 230

337
Sandbrook

338: THE CELLAR


The man stares at you for a short while looking as if
he intends to question you, but then leans back
against the wall and lets you go past muttering
something under his breath.

You move downwards.


Turn to page 316

338
Sandbrook

339: READING BOOK


The priest is more than willing to offer you some
sample materials. You take the small book offered to
you and thank them – though you are not sure when
it may be of use!

Gain Item: Cultist Book


(Special: Drain 1 Sanity on use. May be used
multiple times to a minimum of 0 Sanity).

You exit the Church onto Hamlet’s Hill


Turn to page 292

339
Sandbrook

340: BLESSED
The man looks at you and you place some more gold
into his cup.

He makes a sign with his fingers and you feel your


mind clear somewhat.

Gain sanity +2 (Once)


Lose 3 gold (once)

Newly steeled against the horrors you may face in


your quest, you gather yourself and return to the
market.

Back to Market Square


Turn to page 230

340
Sandbrook

341: SWEET RELEASE


You open the door to release the man inside – and he
slowly unfurls to reveal an exceptionally tall man that
crouches slightly under the height of the ceiling. He
walks over to you and looks you up and down silently
before walking over and pushing through the door
frame. He stares at you with sunken eyes and
suddenly embraces you, crouching down to reach
your height. He then peers around the room and
before you know it, darts out the exit – released at last.

Gain 1 Sanity

Enter the jail cell:


Turn to page 361
Return to the office:
Turn to page 374

341
Sandbrook

342: THE WOMEN’S QUARTERS


The women’s quarters are quiet and messy, with just a
few people hanging around. Strangely, though, both
men and women seem to be present – lying on beds
sleeping or sitting together in small groups. Your
presence goes seemingly unnoticed.

Explore the bunk beds:


Turn to page 267

342
Sandbrook

343: THE DOLL II


You reach out and take the doll and surprisingly it
suddenly asks you to give it a hug in a gentle, almost
silky voice.

You feel a tug at your heart as if you should give it a


nice long hug, but something within you stops.

If you hug the doll:


Turn to page 302
If you decide to stab the doll:
Turn to page 313

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.

Given a chance, the beast leaps over you, knocking


you to your feet. You stagger quickly up, but it has
gone, leaving only a shiny object on the floor.

Gain item: Scalpel

You return to your investigations:


Turn to page 467

344
Sandbrook

345: A NEW RECRUIT


Occasionally you come to your senses. You wear a
cloak that warms you in the cold and a mask that
hides your identity. Then you are a travelling
merchant in disguise, always following an order that
you must obey. No different from your life as an
inquisitor except now for a greater good, one of
utmost importance. You find yourself travelling back,
waking in different places each time, a mountain pass,
a small village, spreading a message here, an
important document there. Spreading the roots of
faith to rise above all.

You stand at the entrance to the Grand Inquisition


and are waved through. You are warmly met by old
friends. “It has been years!” they say and are met with
a cold reply. They are at your feet. Dead. A crooked
knife in your hand.

A sharp strike hits your back and pulls you out of


your trance. A royal guard holding a large halberd
points and shouts something before you go
unconscious.

You have died

THE END

345
Sandbrook

346: THE ELDERS SPEAK


The elders continue to speak as if testing you. You
feel like you must continue – even though the words
are muddled, and you find yourself confused as if
slowly losing your mind.

Lose 1 Sanity

Sanity Check

If you Fail:
Turn to page 345
If you Pass:
Turn to page 207

346
Sandbrook

347: FINDING THE S.S. SANDBROOK


Looking around the docks you spot something from
the letters in your backpack. A crest on one of the
larger boats has the town insignia on it and a ruffled
older man looking out to sea. He looks down at you
as you hold the letter out to compare crests and
waves you up.

“Greetings, Inquisitor, I have heard you may be


coming this way. We are off North to deliver some
special cargo – perhaps you would like to join us and
see the sights so far from home,” the Captain shouts
down at you, throwing a large rope ladder down onto
the dock with a loud wet clunk.

You settle in and meet the crew:


Turn to page 210

347
Sandbrook

348: QUESTIONING
Quickly one of the men jumps up and walks over to
you. You are surrounded and questioned.

If you have item: Camp Clothing


Turn to page 338
Otherwise:
Turn to page 380

348
Sandbrook

349: THE POND


The pond is eerily beautiful, still and calm,
surrounded by soft reeds and bulrushes that stick out
of the damp ground.

An old rotted and broken chair and table is placed


next to the pond, a deep set of footprints showing its
frequent use.

Something crawls out:


Turn to page 258

349
Sandbrook

350: LONG PIG


As you enter through the banded door you are met
with a similar sight, except in the centre a large flat
table has been placed, with manacles in each corner
and covered in scratches and knife marks. Alongside
the desk lies an assortment of medical and butchery
equipment, well used and some still wet with blood.
Out of the corner of your eye you imagine the image
of a writing madman with a pig’s head locked in the
manacles.

You are overwhelmed by a sickly sweet smell in the


room and look down to find yourself holding a large,
bloodied cleaver in your hand, a destroyed mess of
freshly cut meat at your feet, as if you have somehow
missed the battle. A long broken arm sticks out of the
pile with bent back fingers that briefly sickens you
before you blink, and it is gone.

You are drawn to one corner of the room which


holds an assortment of materials, as if ready to be
collected, but you don’t recognise the tools or meat as
it is piled up into small boxes. You have an
overwhelming desire to take some before the strong
scent overpowers you.

Gain item: Unusual Skin


Gain item: Unusual Meat

Back out to the main corridor:


Turn to page 276

350
Sandbrook

351: GRASPING AT THE DOOR


The door has several bolts and as you begin opening
the bolts the prisoner gets more and more manic,
grasping at the door and attempting to open it. She
forces her hand through the eye-level opening and
flails around, grasping at the air in front of you.

Open the final lock:


Turn to page 324
Decide to leave:
Turn to page 374

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.

You must find another chance:


Turn to page 389

352
Sandbrook

353: FOGGY TRINKET


You pocket the trinket and promise you will have it
blessed. The girl scowls at you and then shudders,
pointing at the door. She shouts at you to leave and
never return to this terrible place.

Gain item: Foggy Trinket

Without question you decide to leave – as the door


closes behind you hear an unearthly roar emanating
from behind the door, as if the girl has been replaced
by something much more sinister.

You leave the house and follow the road:


Turn to page 228

353
Sandbrook

354: THE SHIP AND THE LETTER


You speak to the curator about the paintings you
have seen and find out that the painting of the keep is
actually Sandbrook Keep, painted many years ago and
before a large fire gutted it. He says that the ruling
family lives there now, having taken it over, but then
stops himself from saying more.

The ship, he says, is a more recent addition, painted


by a good friend of the Captain and donated to the
museum by the Captain himself. The old man speaks
well of the Captain and explains that the ship sails
north weekly and often brings back many antiquities
of interest, a lot of which seems to go straight to the
Keep itself. The old man jokes that the Captain must
really be a friend to the owner of the Keep, as he
never seems to get much richer. They keep in contact
regularly though and asks if you could pass on some
letters to him, as you are bound to run into each other
on your journey. The man speaks warmly, but you
can’t help thinking he is pushing you towards
speaking to the Captain.

Gain item: Captain’s letters

If you decide to investigate the crypt:


Turn to page 308
Continue to speak to the Curator:
Turn to page 244

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.

The torch splutters in the darkness:


Turn to page 379

355
Sandbrook

356: A MANIC PRISONER


The prisoner in cell two is pacing back and forth,
swinging her arms about in an unusual way. As she
notices you at the door she runs straight up to the
hole and plants her face forcefully against it, shaking
violently. You step back but are unable to get
anything from her.

Release the prisoner:


Turn to page 351
Return to the office:
Turn to page 374

356
Sandbrook

357: A GHOSTLY CRY


The ghost shrivels and sighs as it is defeated, curling
up into a ball surrounded by its chains. As it fades you
notice some old clothing on the floor underneath - a
small pouch of gold inside one of the pockets.

Gain 8 gold

You wander down to a dark room beyond:


Turn to page 266

357
Sandbrook

358: ABOMINATION
You gather your strength and sanity and call out to
whatever force is in the room.

Suddenly, a booming voice calls back to you.

“You dare to challenge me, Inquisitor? I will have your


soul!”

A huge lurking creature appears before you, large


demon horns on his head and a club made from body
parts sewn crudely together in hand. Whatever it is, it
intends to kill you!

Battle! Abomination: Skill 14, Health 15

If you defeat the creature


Turn to page 396
If you are defeated:
Turn to page 291

358
Sandbrook

359: EATEN ALIVE!


Slathering the monster takes you up into his clawed
arms and bites down hard into your flesh and bones,
ripping them into a jagged bloody mess until you are a
twisted, devoured corpse.

You have been eaten!

THE END

359
Sandbrook

360: FIGURES IN THE DARK


You climb out of the hole and towards the moving
lamp, squinting to try and see what is ahead of you,
but the lamp seems to always get ahead of you.

It is dark in the corridor and you wonder whether the


thing watching you is real or just imagined.

Sanity check

If you pass:
Turn to page 355
If you fail:
Turn to page 384

360
Sandbrook

361: AN HORRIFIC HOVEL

You enter the disgusting room covered in rags, dried


blood, and dirty marks. Here and there catches on the
wall indicate the prisoner has been there for quite
some time. You kick about the sheets and uncover a
notebook, heavily scrawled upon. An old pencil is
attached to it, almost ground down to its nib.

You pick up the notebook and flick through the


pages – mostly guard locations, times, dates etc. As
you flick through a photograph showing two people
kissing falls out. A note on the back reveals it is the
camp councillor with his wife, Mina. A hastily
scrawled note seems to indicate that she is having an
affair with a sailor who sometimes comes to visit.

Gain item: Camp Counsellor Journal

Back to the office:


Turn to page 374

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.

A deep chill runs down your spine and you come to


your senses.

Speak to the ghost:


Turn to page 393
Run back to the asylum:
Turn to page 243

362
Sandbrook

363: OVERGROWN BEDROOM


The dark room inside seems to have survived much
of the initial blaze and clear areas in the centre are
only scorched. You wonder how the furniture in the
centre of the room survived, but as you get closer,
you notice that in the centre of the room stands a
single small table with a strange golden idol on it.

You remove some of the ash covering the window to


get a better view and spot scorch marks on the floor,
as if several people had been worshiping the shrine
still as the fire had hit.

You pick up the idol.

Gain item: Idol

Back to the gardens:


Turn to page 286

363
Sandbrook

364: NIGGLING DOUBT


Your doubt gets stronger as you toast the beautiful
woman at the other end of the table and slowly your
smile drops from your face. The woman opposite you
shifts from beautiful to plain, then to ugly as the skin
on her face slowly rots away and you feel like
suddenly you can see clearly again.

The room you are seated in slips away and you are
back in the blood-covered lounge.

An abomination stands before you:


Turn to page 358

364
Sandbrook

365: SHARK BAIT


You grab a mysterious can labelled “Shark bait” off
the shelf, bringing down a hunk of dust and plaster
with it, it obviously hasn’t been used in years, but I
guess it could come in handy.

Gain item: Shark Bait

The shop keeper looks at you for a while before


seeming to make a conclusion.

“You can have that for free” they say, “Doesn’t seem
too popular, good luck with it I say”.

Return to the shop:


Turn to page 333

365
Sandbrook

366: PLAYING CARDS


You spend time playing cards and find yourself
actually quite good. The other members slowly get
drunker as time passed and you end up winning the
game!

Gain 10 gold coins


Gain item: pack of cards

Afterwards elated you take a final look around the


table – half are already asleep or gone back to their
quarters and the others are drunkenly packing way the
remains of the game.

One cheery eyed passenger suddenly chirps up from


his sleep and shouts out for the waiter. You decide it’s
time for bed.

You slump back to your quarters:


Turn to page 446

366
Sandbrook

367: RUINED ROOM


The room inside is blackened and charred. Bits are
falling off the wall and rubbish has been discarded
throughout, left for some time. Through an opening
you can see what looks like a small bedroom –
noticeable only by the remains of an old bed.

Investigate the ruined bedroom:


Turn to page 363
Back to the gardens:
Turn to page 286

367
Sandbrook

368: THE KRAKEN!


You head quickly outside towards the deck to find the
Captain there waiting for you. As you face off against
each other again, the ship lurches sideways and
upwards making you both lose your footing on the
slippery deck, scrambling to grab hold of anything to
stop you being swept off the ship.

As you grab hold of a mast you are drenched in a


wave of freezing sea water.

Around you the sea water rises up and through the


salt in your eyes you begin to see a large, shadowy
monster rise up from the depths around the ship,
coating everything in a deep wet shadow which briefly
blocks out any light on board.

“Come and see what will be your doom!” the Captain


bellows as he walks slowly towards you, dropping the
paper and taking a long curved knife from his jacket.

Battle ensues:
Turn to page 263

368
Sandbrook

369: THE CAPTAIN’S CABIN


You burst through into the Captain’s cabin just as the
ship lurches sideways, throwing everything within
onto the ground. You gather yourself up.

Spotting the Captain’s secure desk, you realise that


anyone finding the ship would go here first for
answers about the rapidly sinking ship and hastily
write a note explaining the cult and your destination.
You rip a secured candle from the desk and rub it
over the paper in an attempt to save it from the
inevitable water and throw it into a random drawer,
just as a large wave crashes through the open door,
soaking you.

You have left an explanatory note for anyone that


finds the wreck.

To the lifeboats!
Turn to page 452

369
Sandbrook

370: EVENING ON BOARD


Inside the ship you are struck with stairs going
upwards to the cockpit overlooking the deck and
downwards to the inside of the ship, down some
dimly lit and rickety stairs covered in ground salt and
dirt.

You climb down the treacherous staircase and are


greeted by a flamboyant hall with a swinging
chandelier overlooking the centre of an open wooden
floor.

Around the room are the other guests, busy arranging


themselves, taking off coats and chatting animatedly
with one another. The captain spots you and
welcomes you aboard, carting you around to the other
guests, who already seem well acquainted.

After some time, you decide to spend your evening:

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

371: A NOTE FOR THE CAPTAIN


You speak to the Captain, giving him the letter, you
got from the museum.

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.

“Alas, I must go back to make sure all is safe. I feel a


storm may be brewing,” he says, bidding you
goodnight.

You wander back to your room:


Turn to page 446

371
Sandbrook

372: A CUP OF BLOOD


You reach out and take the cup, holding it in your
hands and feeling its weight in your hands. You are
compelled to drink the strange liquid but feel you
probably shouldn’t.

Your reflection looks back at you as you decide what


to do.

Gain item: Cup of Blood


Sanity check

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.”

You pick up the relic, scattering dust across the altar –


perhaps it will help later.

Gain item: Relic of St. Jerome

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.

You briefly consider seeing if you could wear it, but


on closer inspection the whole suit is far too heavy,
and far too rusted to be of any use.

Past the armour you come to a thick set door and find
yourself back in the museum!

You return to the Museum:


Turn to page 277

373
Sandbrook

374: AN OFFICE AND UNDERGROUND


LOCKUP
The space is kitted out like an office, desks are dotted
around with notes pinned to the wall. Faces of
prisoners are lined up on the wall, some with a red 'X'
over their face, others covered with notes.

On the desks there are piles of files and manila


envelopes dimly lit by small lamps.

There are two large wooden doors leading from the


room with small open slats at eye level. Two crossed
out illegible names are written across the door,
covered by a large “Insane” stamp.

Back out to the Big House:


Turn to page 282
Speak to the first insane prisoner:
Turn to page 279
Speak to the second insane prisoner:
Turn to page 356

374
Sandbrook

375: DEATH BY SPOOK


The ghost stands over your defeated body, looking
around and over you as if looking for something. As
you drift into unconsciousness you are greeted by a
deep uneasy sinking feeling as you feel the ghost
reach down towards and into you. With a final sudden
drop, you lose consciousness and enter a dark space
seemingly beyond both life and death.

You have died

THE END

375
Sandbrook

376: SANDBROOK CAMP


The crows stare menacingly down at you from the
gate. As if by warning one of them caws at you as you
pass through the gate, beckoning or perhaps daring
you to continue.

Escape the Camp:


Turn to page 228
Explore the gardens:
Turn to page 286
Enter the asylum:
Turn to page 243

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.

Within you something shifts, and you are moved to


lie down where the skeleton of the dead girl sits. As
you do so, you are overwhelmed with a feeling of
intense emotion – shifting quickly from hedonic
pleasure to vast wrath.

You open your eyes and look around – catching a


glimpse of yourself in the mirror. A huge bulking
monster stares back - full of a power you have never
known and stronger than you have ever seen. You
feel an insatiable hunger within you, driving you into
the street where a lone trader is passing.

Without any thought you rip the trader limb from


limb, devouring him quickly and bloodily.

You have become an abomination

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

You continue to peruse the artwork:


Turn to page 290

378
Sandbrook

379: DARKEST BEYOND THE TORCH


The torch you have splutters and fails leaving you in
almost complete darkness under the museum.

You continue forward, reaching out into the darkness


and touching the damp wall to work out where you
are going. Occasionally you stumble and you
desperately try to light the torch again – but have no
viable way of doing so. Eventually you throw the
torch onto the floor and, looking around, decide to
press forward in the hope a new torch will somehow
appear.

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!

Battle: Camp guard: Skill 19; Health 18

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.

Purchase the armoured jacket for 5 gold: Add 2


skill
Purchase the Caltrops for 5 gold each. Multiple
available. Special: allows one reroll per use.

Back to the shop:


Turn to page 251

381
Sandbrook

382: THE MASK


You pick up the mask and study its surface, seemingly
made of something cold and heavy like steel, but
smooth, shiny, and dark like rock. Two eye holes are
crudely cut into it, surrounded by carefully moulded
and intricate spikes that jut out of the face.

You have the overwhelming desire to press the mask


to your face and do, finding that it fits you perfectly.
If wearing a hood, you would be able to disguise
yourself effectively, if a little conspicuously.

You look around the room through the mask and


notice a glowing outline of a door you did not see
before and as you walk towards it; the door opens to
reveal two elderly ladies standing on the other side.

The ladies take one look at you and run screaming


away, down the hall.

You decide to remove the mask for now.

Gain item: Mask of the Betrayer

You stumble back to the Museum


Turn to page 277

382
Sandbrook

383: I HAVE A LOCKET


“My locket!” She gasps. “Where did you get this? It’s
true, I am married to John who runs the camp for all
those poor people, but my heart is not in it – I intend
to run away with the Captain and live an exciting life
at sea!”

She takes you over to a small chest:


Turn to page 470

383
Sandbrook

384: EYES WATCHING


You squint into the distance and see beyond the lamp
to two small reflecting lights staring at you: eyes in the
darkness.

You feel compelled to continue on towards the light


and to discover what it is that is there. Here and there
the corridor splits into different rooms, all abandoned
and full of broken down shelves and tools

Lose 1 Sanity

The light from the torch splutters:


Turn to page 379

384
Sandbrook

385: SECURE HOUSING BLOCK


You open the secure housing block with the key you
found and walk through the door.

On the other side a long corridor opens up to a small


guard room where several guards are laying about,
smoking from long pipes that run through the room
towards a fire in the corner. You notice a pot of
flowers of all different colours sitting beside them.

The men look at you through blood shot eyes as you


pass by.

Skill check: Medium: Add 2 to roll

If you pass:
Turn to page 229
If you fail:
Turn to page 348

385
Sandbrook

386: A GHOST FIGHT


The ghost reaches forward and grabs you “Idol!” it
rasps at you. It clenches its hand around you, and you
have to struggle to get free. It looks like you won’t
leave here without a fight!

Battle: Ghost: Skill 20, Health 5

If you win:
Turn to page 357
If you lose:
Turn to page 375

386
Sandbrook

387: THE CULTIST REVEALED


The Captain’s face then turns darker, devoid of any
humour. He looks around and takes a small sheet of
creased paper from his pocket. Before you have time
to react, he is gone, leaving only a faded shout that
seems to come from outside on deck.

“Face what is hidden from all - Inquisitor!”

Just then, a horrendous ripping noise shakes the ship:


Turn to page 368

387
Sandbrook

388: BUNK BEDS


On one of the beds, you find letters to a ship captain.
It would be good to investigate what is happening on
board.

Gain item: Letters to the Captain

You return to the Big House:


Turn to page 282

388
Sandbrook

389: TIME PASSES


You spend your time slowly tending to the fields and
working for the guards who treat you with distain. At
night you drudgingly follow others into a shoddy
boarding hall where you collapse from the heat and
poor conditions.

Back to farming:
Turn to page 275

389
Sandbrook

390: FESTERING BLOOD


You drink the blood in front of the altar and visions
of a dark shrouded man-beast appears before you and
judges you are unworthy. Suddenly you spew out the
blood onto the floor and collapse as your body begins
to melt away, congealing into a writhing painful mass
of flesh and fat.

You have died

THE END

390
Sandbrook

391: A PRIVATE SANCTUARY


You burst unsanctimoniously into the room to find
an old, dusty, and antique room. The room is sparsely
decorated with armchair, coffee desk and small
cupboard in the old style.

The desk is covered in assorted papers and letters, a


small journal and on top a small locket, which flips
open as you pick it up revealing a photo of a young
woman and that of an older more ruffled gentleman.

Gain item: Letters to the Captain


Gain item: Locket of Mina
Gain item: Camp journal

Back to the gardens:


Turn to page 274

391
Sandbrook

392: A DARK ALTAR


You wander onwards in the darkness and stumble
forwards into a large, smooth slab, bruising your hip.
You feel your way across it and as you do so, your
eyes adjust and you find yourself standing in the
darkness over a cool lit altar, with different items
placed carefully. Marks shine up through the darkness
and you peer across the arranged items.

You peer at the items:


Turn to page 284

392
Sandbrook

393: GHOSTLY WHISPERS


The ghost begins to speak to you, clutching at
invisible chains that disappear to nowhere, it is a
horrible visage – with a half-decayed face and bones
sticking out of old flesh.

The ghost reaches out for something – grasping at the


air towards you – you hear a thick, raspy voice call to
you.

“Bring me the sacred idol so I may know peace.”

The ghost repeats then grasps again towards you, only


inches away from your face!

If you have item: Idol


Turn to page 295
If you do not have item: Idol
Turn to page 386

393
Sandbrook

394: STUMBLING IN THE DARK


In the darkness you stumble forward, searching for
light. Here and there water drops echo around,
making you disoriented and you quickly become lost.

You begin to lose hope as you walk around blindly


through the corridor and wince as a drip of
something cold drops from the ceiling and runs down
your back.

You stumble across a large marble slab:


Turn to page 392

394
Sandbrook

395: A MERCHANTS OFFER


A merchant sidles up to you and offers to sell you
some filthy-looking clothes for 10 gold – an
exorbitant price.
“This will get you past the guards,” he says, “but at a
price.

For sale: Merchants clothing: 10 Gold

If you buy the merchant’s clothing:


Turn to page 216
Reconsider your options:
Turn to page 235

395
Sandbrook

396: CREATURE DEFEATED


The creature slumps down onto the floor and
disintegrates before your eyes into a mound of flesh.

You regain your strength and search the horrendous


house, finding the small body of a child in one of the
back rooms. The body has been there for some time
and the smell is overwhelming. On the desk in the
bedroom, you find information and instructions on a
camp within the town. Scribbled notes on it seem to
indicate this may be somewhere to find the cult
activity in the town.

You gain item: Sandbrook Camp Info

You leave the house and find yourself in the town


centre:
Turn to page 228

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.

As you move forwards through the swaying ship you


start to notice noises around you, skitters from more
than just rats. A box moves seemingly on its own and
you consider whether to continue investigating or
leave.

Investigate the movement in the darkness:


Turn to page 335
Return above deck:
Turn to page 460

397
Sandbrook

398: A SPOT OF READING


You grab the book and flick through it, finding a
section on curses. You grab your trusty dagger and
stab it into your hand – immediately diverting your
attention away.

Immediately your head feels better, although the mark


on your head itches somewhat.

You continue to Hamlets Hill:


Turn to page 292

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.

Gain item: Sandbrook Camp Info

You return to the town centre:


Turn to page 228

399
Sandbrook

400: SANDBROOK KEEP


The dark granite Keep stands tall above the rest of
the town, dominating the skyline as it looks out to sea.
Here and there lights flicker in the window and you
can catch glimpses of the occasional silhouette
moving about in the many rooms within. There seems
to be some sort of party going on inside.

A crow sits above the keep gate, staring down


mockingly at you as you approach the sturdy iron
gates. Two burly cloaked guards stand in front of the
gates blocking your entrance. Through them you can
see several groups of individuals all dressed in the
same unusual clothing, as if getting ready for a
masquerade ball.

If you have no way in:


Return to page: 309
If you have the Cultic Cowl and Octopus Emblem:
Turn to page 413
If you have the Top Hat, Silk Shirt and Mask of
the Betrayer:
Turn to page 430

400
Sandbrook

401: ARRESTED
You fumble out some words, half-remembering who
on earth could be attending such a party.

“Duke Barrensforth?” the man shouts quite


incredulously. “Why, that just happens to be me.
Come. Let’s not make a scene.”

The man gestures to two people on either side and


you are walked out of the party without much of a
chance to protest amongst the busy crowd.

Put in prison:
Turn to page 424

401
Sandbrook

402: A BEAR TRAP!


In the darkened corridor you stumble on a bear trap
hidden under some papers! You yelp loudly in pain
and from around a corner two burly guards appear
and grab you, release you from the trap and drag you
screaming to a cell not far away, leaving a trail of
fresh blood.

Lose 5 health

You are locked up:


Turn to page 408

402
Sandbrook

403: HIDDEN UNDER YOUR HOOD


You remain hidden under your hood until several
guards pass you by. One of them turns to you
suddenly.

Skill Check: Hard: Add 12 to roll

If you pass:
Turn to page 422
If you fail:
Turn to page 423

403
Sandbrook

404: THE LEADER SPEAKS


The Leader slowly looks at you through his mask –
only his eyes are barely visible behind. He speaks to
you briefly and plainly.

“The religion of the south is ending. Ours is the true


God. The God of the depths. That which is to be
obeyed. I do not blame you for coming here. I know
that you have been sent here, unwanted child. Here
you can join us. But perhaps it is too late for that. “

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!”

If you left a note in the Captain’s Quarters:


Turn to page 415
If you did not leave a note in the Captain’s Quarters:
Turn to page 418

404
Sandbrook

405: THE FINAL ENTRANCE


The inner sanctum is eerily quiet and serene, lit
overhead by a beautiful chandelier that sparkles in the
candlelight.

You find a little corridor hidden away in which to


catch your breath, before a large door. Within you can
see a large stone room where a tall man stands talking
to some robed cultists. He seems to be wearing a
large mask that obscures his face.

You steady yourself and burst open the door – ready


to fight.

If you have item: St. Jerome’s Mark:


Turn to page 404
If you do not have item: St. Jerome’s Mark:
Turn to page 426

405
Sandbrook

406: A HORROR MONSTER


A hellish fiend surprises you! It towers over you, great
slimy sharp teeth lurching towards you.

Lose 1 sanity

You gather your senses and defend yourself against


the horrendous beast, but it is a one sided battle.
Visions of evil dreamscapes pass through your vision
as you try to muster up your courage.

If you have item: St. Jerome’s Mark:


Turn to page 411
If you do not have item: St. Jerome’s Mark:
Turn to page 421

406
Sandbrook

407: A FINELY DECORATED ROOM


The room is beautifully decorated, covered in gold
and silver drapes. Silver and china plates adorn the
walls, and the room is filled with ornate vintage
furniture.

The room leads through to an open archway at the


end, seemingly some sort of empty waiting area, in
stark contrast to the opulence of this room.

You explore further into the empty waiting room:


Turn to page 434

408: JAIL TIME


407
Sandbrook

You call out to the guard at the other side to try and
get his attention.

After some time, a small slot opens up in the door


and an old chunk of dry cheese is thrown through.
The guard looks through the slot and you once again
try to communicate – maybe find a way out.

It quickly becomes obvious that this guard cannot or


will not talk.

If you have item: Whistle Ring


Turn to page 420
If you do not have item: Whistle Ring
Turn to page 442

408
Sandbrook

409: THE SISTER SPEAKS


You speak of your travels and pull out the Crystal
Ball you picked up earlier. A small thin smile crosses
the woman’s face, and she takes it from you. “Ah,”
she starts, “I see you ran into my sister, a present, I
should think. Come, assist me in my reading.”

You take a seat next to the woman and follow her


instructions as she carefully asks you to touch the top
of the deck of cards on the table, then draws three
cards, placing them amongst the cards on the table.

“The Tower,” she explains as the first is laid down.


“An event, the explosion perhaps, they are still with
us.

“The Fool”, she continues. “The protagonist. Many


paths do we choose in life, where will we end?”

Gain 2 Skill

You listen to her story:


Turn to page 334

409
Sandbrook

410: A GUARD STOPS YOU


You step out the door to find a confused guard
holding a baton. It’s a fight – you ready yourself!

Battle! Guard: Skill 20, Health 12

But...

Just as you begin to fight – the guard stops dead in his


tracks, a bloodied knife sticking out from his back.

You step forward past the guard into an unknown


room, your helper nowhere to be seen!

You stalk forwards into the depths of the Castle:


Turn to page 405

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.

Battle! Cult Horror: Skill 18, Health 15

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.

Your brain slowly withers under the onslaught.


You have perished.

THE END

412
Sandbrook

413: ENTRANCE TO THE KEEP


You are allowed in the Keep through the main
entrance and enter a large courtyard with one main
entrance to a hall in front of you with grand double
doors painted black. Here and there guardsmen are
scattered, wearing armoured breastplates, and carrying
shining, curved swords.

You walk forwards holding your hands together and


decide to join another cloaked group as they enter the
hallway.

Skill Check: Add 6 to roll

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.

As you do so, a tall, masked person looks over you in


the crowd, asking quite directly who you are.

Skill Check Hard: Add 10 to roll

If you Pass:
Turn to page 425
If you Fail:
Turn to page 401

414
Sandbrook

415: HELP FROM AFAR!


You force yourself free just as five burly, blue-robed
inquisitors burst through the door to your aid!
Distracted, the Leader will have to face you to win.

The Cult members charge forward, and a battle


ensues – however, it falls to you to defeat the Leader!

Battle! Cult Leader: Skill 25, Health 20

Due to the help from the inquisitors, you receive 3


free rolls

If you defeat the Cult Leader:


Turn to page 437
If you fail:
Turn to page 204

415
Sandbrook

416: BEGIN RETURNING HOME


With the cult leader dead, the rest of the cult will
wither away from within. You dust yourself off and
begin to gather up your thoughts of finally returning
back home to Gleanarm City, back to family and
home at last.

Onwards!
Turn to page 429

416
Sandbrook

417: THE LEADER REBORN


As you look around the room before you, a group of
cultists burst through the main door and taken aback,
look at you before sweeping their cloaks back in an
elaborate and well-practiced bow.

Before you lies not the body of the cult leader, but of
an inquisitor, dead.

You look up at the bowing cultists and feel a large


smile creeping across your face behind the mask. It is
time to get to work.

You have become the new Cult Leader!

THE END

But did you…


Turn to page 433

417
Sandbrook

418: CULTIST AWAKENING


You force yourself free, which stuns the cult leader,
who immediately draws his sword along with five
guards who immediately surround you.

You will need to fight the guards first before you can
fight the leader.

Battle! Cultist Guards: Skill 16, Health 30 (total)

Battle! Cult Leader: Skill 25, Health 20

If you defeat the Cult Leader and all his guards:


Turn to page 427
If you fail:
Turn to page 204

418
Sandbrook

419: A SECRET CORRIDOR


You press the Kraken’s pass into the wall and escape
through a hidden section of wall, to find a set of
tunnels and secret passageways.

The passageway leads down some dank stairs and


through a corridor where damp mould grows over
every surface. You find yourself almost slipping on
the dark damp mouldy floor until you reach another
dank ladder leading upwards.

You reach up into a separate area:


Turn to page 405

419
Sandbrook

420: BLOWING BUBBLES


Remembering the ring you were given earlier, you put
your lips against it and blow, causing bubbles to blow
out the top like a kids’ toy.

You look around sheepishly and slightly embarrassed,


then shrug and blow it again – only to produce more
bubbles and a slight whistling sound. You wonder
whatever use it could realistically be in a dungeon.

Putting your hand down, you notice the cell rapidly


filling with some kind of smoke or gas, which engulfs
you as you try to find a way out; however, as soon as
it appeared it seems to vanish again. You look around
your cell and have the feeling someone has been
here...

When the smoke evaporates, the door is open:


Turn to page 410

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.

You reel back, staggering away as the monster


continues his assault. You grab your weapon, but your
arm is weak as you desperately struggle against the
onslaught.

Your brain hurts:


Turn to page 412

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.

The procession begins to slow as it passes through a


narrower hallway and each member seems to be
doing some sort of movement or dance as they pass
through.

As you get closer you can spot an array of symbols


scrawled on the walls, ceiling, and floor.

If you have item: Camp Journal:


Turn to page 407
If you do not have item: Camp Journal:
Turn to page 402

422
Sandbrook

423: GUARD BATTLE!


You are surrounded and a fight breaks out – you will
have to battle your way past the guards. As you begin
to prepare yourself a club comes down on your head
from behind and you collapse onto the floor.

As you fall unconscious you feel yourself being


dragged away.

You wake up faced with a jail cell:


Turn to page 424

423
Sandbrook

424: PASSING TIME IN PRISON


You are thrown in a dirty prison cell with only a small,
barred window letting in a sliver of evening light. A
dirty mat on the floor is your only company.

The door is locked shut behind you, though you can


hear someone shuffling around on the other side.

Speak to the guard:


Turn to page 408

424
Sandbrook

425: THE PARTY CONTINUES


You stare at the masked individual for a moment,
wondering who could possibly be at a party like this.
Just as you are about to speak, the masked individual
says, “Ah, of course, Your Grace. You have a meeting
to attend with Him. Follow me.”

The party continues around you and no-one even


notices as you are taken away through winding
corridors into the heart of the castle itself.

Eventually you reach the entrance to a grand hallway


and are signed to wait. “He will see you soon,” the
individual says, gesturing for you to wait in what
seems to be a strangely decorated alcove. “Please.”
The masked individual leaves:
Turn to page 405

425
Sandbrook

426: THE LEADER SPEAKS OPENLY


The Leader slowly looks at you through his mask –
only his eyes barely visible behind. He speaks to you
briefly and plainly.

“The religion of the South is ending. Ours is the true


God. The God of the depths. That which is to be
obeyed. I do not blame you for coming here. I know
that you have been sent here, unwanted child. Here
you can join us. But perhaps it is too late for that.”

Before you can act, the Leader clicks his fingers and
you find yourself suddenly paralysed, as though some
hypnotic force has overcome you.

Skill check: Hard: Add 10 to roll

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: LEADER DEFEATED


The Leader and all his minions lay dead on the floor.
You have done it! You have beaten the cult at its root,
which will wither into nothing in time.

You look down at the body of the leader, hoping to


find something to use as evidence of your success,
and spot the Mask.

Gain item: Cult Leader’s Mask

The mask is heavy in your hands and as you take it


off you notice the face of the dead leader, who seems
to be somehow smiling even after death.

Something about the mask seems… different. You


feel as if you could learn something if you put it on.

If you decide to wear the mark:


Turn to page 431
If you decide not to wear the mask:
Turn to page 435

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.

“No one needs to know what you think,” the chief


says quietly over you as you drift away.

You awaken in a padded cell; such is the reward for


your vocalisation

Days drift into years:


Turn to page 439

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!

You leave for home:


Turn to page 436

429
Sandbrook

430: HERE FOR THE PARTY


“Ah…” states the guard. “You must be here for the
party; follow me.”

You pass through the gates and into a long corridor,


filled with guards. You nervously follow silently
behind, hiding yourself as best you can until the
corridor opens up to a large hall where hundreds of
masked revellers are enjoying themselves.

“Please, enjoy,” says the guard graciously as they pat


you on the back and leave, pushing you into the party.

Enter the party:


Turn to page 414

430
Sandbrook

431: FORBIDDEN KNOWLEDGE


You feel compelled to put the mask on and as you do
it clasps behind your head. Forbidden knowledge runs
through your brain and you panic, grasping at the
back of your head, but to no avail. Images of different
lands, kingdoms beyond yours flash before you and
you see visions of both hellish and virtuous creatures
looking at you, scenery wildly changing with every
second. But what could it all mean?

Lose 5 Sanity
Gain 20 Skill

You look about you:


Turn to page 417

431
Sandbrook

432: ARRESTED! AGAIN!


You turn to speak to the men, but instead what
comes out is utter gibberish. You try to speak to them
again but end up flailing wildly at them in an attempt
to overcome what madness has taken you.

“By the gods!” One of them cries out, “He has been
taken by madness!”

Skill Check! Add 13 to Roll

If you pass:
Turn to page 438
If you fail:
Turn to page 428

432
Sandbrook

433: BUT DID YOU…


Get stuck with some creepy hooded men?
Get helped out by an annoying child?
Cheat your way past a monster?
Completely lose your sanity?
Cross a mountain bridge?
Find the ring of return?
Fight a giant spider?
Make a lovely shirt?
Make it back home?
Get a promotion?
Use the mask?
Get arrested?
Find a ruby? 
Meet the cow?
Hide in a cave?
Get incarcerated?
Free the little girl?
Help a fisherman?
Get stuck farming?
Fight some sharks?
Become a cult leader?
Find a use for the mask?
Arrest the wrong person?
Meet both the mystic sisters?
Get stuck with the red lanterns?
Find the secret hidden in the book(?)
Run through the streets being chased?
Return to the Capital only to be locked away?

Thank you so much for reading


433
Sandbrook

434: THE BACK ROOM


The back room is dimly lit, quiet and sparse. It gives
you a moment of rest from the hunt.

Gain 5 health.

While taking some time to rest, you spot an


indentation on the wall of a Kraken, similar to the
one that attacked you on the ship. There is also a
door at the end of the room, leading further into the
keep.

You continue onwards:


Turn to page 406
If you have item: Kraken’s pass:
Turn to page 419

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.

You leave the Keep:


Turn to page 441

435
Sandbrook

436: BACK IN THE CAPITAL


You are greeted by a group of inquisitors as you
arrive. Apparently, many requests have been made
and people of all rankings had been involved! With
your help, a cult has been taken down!

Attend the ceremony:


Turn to page 440

436
Sandbrook

437: CULT LEADER DEFEATED!


Defeated, the cult leader falls unceremoniously to the
floor, cracking his mask noisily. You turn to celebrate,
finding one of the inquisitors having been struck
down in the fighting – however, all the cultists have
been dispatched.

Wearily the other inquisitors turn towards you.

Sanity Check

If you pass:
Turn to page 416
If you fail:
Turn to page 432

437
Sandbrook

438: SKILLS SHOWING


You force yourself to speak using all your skill and
manage to overcome the madness.

Rejoiced, the inquisitors calm themselves and put


away their weapons. One of them comes up to you
and shakes your hand.

“You have done a great service this day, I am proud


to call you one of us, Inquisitor.”

The inquisitors gather up the bodies and rip the mask


off the Leader’s face. You feel a tug at your soul, but
resist.

“A powerful magic, this must be destroyed,” one of


the group says, staring down at it lustfully, briefly, but
then throwing it down on the hard stone floor,
shattering it.

“Come, we must be away; back to the Capital.” he


says, spinning around and marching forwards.

After some time, you arrive back in the Capital:


Turn to page 436

438
Sandbrook

439: THE DESCENT INTO MADNESS


The years go by and after some time you return home
to your family’s castle, overlooking the grand city, a
beautiful garden sprawling away from your window.
Servants come and converse with you often, speaking
to you in quiet tones and occasionally taking
measurements for new clothes, jewellery etc.

Occasionally though, you open your eyes to see


nothing but a cell, white blanket, and doctors taking
measurements of your skull.

Your quest has come to an end!

THE END

But did you…


Turn to page 433

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!

You have reached the end of your quest!

THE END

But did you...


Turn to page 433

440
Sandbrook

441: RETUNING HOME


As you sneak out of the Keep, you suddenly come to
the realisation of what you have done – you have
killed the Cult leader! It is over – your task is done. A
great feeling washes over you, broken suddenly by a
guard walking straight past you!

Luckily, they seem to look straight through you, and


you manage to escape the castle and head back
towards the Capital city – leaving for home at last!

Sometime later you arrive in the Capital City:


Turn to page 429

441
Sandbrook

442: A FACE IN THE DARK


At some point you feel something in your room. You
open your eyes to see a hooded figure standing over
you with a dark grimace on their face. Before you
know it, you feel a terrible pain in your chest as a long
thin dagger is thrust deep into your chest. The
hooded figure covers your mouth to muffle your
mouth as you sigh out your last breath.

You have been killed!

THE END

442
Sandbrook

443: AWAY IN CHAINS!


You accuse Mina of having loose morals, consorting
with others and using their powers. The others turn
on her immediately and you take her away to the brig
– to be given to the authorities as soon as you land.

The Tycoon and Engineer decide to watch over her


during the night and you retire to your room with the
others.

You return to your room:


Turn to page 462

443
Sandbrook

444: ENGINEER ARRESTED!


You and the rest of the crew drag the accused
engineer into the wet brig and chain them up, gagging
them to silence any more accusations.

The weather worsens in the storm and the crew


gathers upstairs to their cabins, one or two members
standing guard as the night draws in.

You return to your room:


Turn to page 462

444
Sandbrook

445: UNHELPFUL RESPONSE


The woman eventually introduces herself as Mina and
seeing your unimpressed face with her story, suddenly
decides to change tactic. Almost mid-sentence she
moves from some story about running from a
monster offshore to flirting outrageously with you,
complimenting everything from your shoes to the size
of your hands…

Realising you are unlikely to ever get any solid


information or even an opinion from the woman you
eventually give up and return to the others.

You return to your questioning:


Turn to page 460

445
Sandbrook

446: INTO BED


You literally fall into your bed as the ship sways from
side to side and you start to feel sick as it rocks you in
your bed.

Eventually though the feeling subsides, and you fall


into a light, unsettled sleep.

The fog gathers and you awaken in the night:


Turn to page 303

446
Sandbrook

447: ESCAPE BOAT


The boat rocks gently on the water and you fall asleep,
weakened from the battle of the day before. When
you awaken you notice you can see Sandbrook in the
distance – you grab a paddle and make for shore!

It is time to visit the castle. You return back to Shore:


Turn to page 228

447
Sandbrook

448: A RESCUE BOAT?


You spot what might be a boat on the horizon, could
you be saved?

Sanity Check

If you pass, it might be true!


Turn to page 450
If you fail - could it be something else?
Turn to page 449

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.

If you have nothing to fight the sharks:


Turn to page 451
If you have item: Spear:
Turn to page 455
If you have item: Shark Bait and Item: Spear:
Turn to page 454

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.

It is time to go to the Keep.

Back to town:
Turn to page 228

450
Sandbrook

451: SHARKS SURROUND YOU

You are surrounded by sharks as the boat collapses


around you.

Lose all food and Potions

You wake up ashore, only a little nibbled:


Turn to page 228

451
Sandbrook

452: LIFEBOATS
You get to the lifeboats and jump aboard one, with
the others who stream out from below decks.

One of the main parts of the lifeboat is damaged,


though, and as you hurry to try and fix it an old rusty
cog falls out and disintegrates into pieces on the floor
of the boat.

If you have item: Cog:


Turn to page 447
If you do not have item: Cog:
Turn to page 453

452
Sandbrook

453: RISING WATERS


The lifeboat releases and smashes down into the
water below just as the ship lurches sideways. You
have managed to escape – but are suddenly horrified
when you realise the cog was part of the draining
mechanism and the boat is quickly filling up with
water!

Lost at sea:
Turn to page 451

453
Sandbrook

454: SHARK RESCUE


You tempt the sharks and then stab at them with your
spear, cutting them into pieces. After a short while
they flee, leaving the water around you bloody.

After some time, another ship appears on the horizon


– finally, rescue! They slowly tow your lifeboat back
to Sandbrook, where you arrive weathered and
battered – but still alive.

You clamber ashore off your lifeboat:


Turn to page 228

454
Sandbrook

455: SHARK ATTACK


The sharks attack you as you fight back with the spear.
You are bitten by one of them and drop your spear.
One of the other crew gallantly grabs it and continues
the fight. Eventually the sharks let go and they leave,
having been bested.

Lose 5 Health

However, all is not well, and the boat has taken a


pounding; it begins to sink slowly.

Fortunately, you find yourself not far from shore and


eventually manage to return to Sandbrook.

You wash up ashore again in Sandbrook:


Turn to page 228

455
Sandbrook

456: THE OFFICERS MESS


You decide to join the others in the Officers’ Mess
upstairs and find those you had met yesterday
haphazardly milling about worriedly, or in the case of
the tycoon, lazily slumped down into a chair fast
asleep again, a large tomato juice in his hand. Piled
next to him is another slumped woman with her hand
placed delicately over her face. The captain stands
next to her, explaining that she has fainted to the
older visage of the mystic, who stands stone-faced.

You look around at the worried faces and notice a


large cloud of thick billowing smoke covering one
side of the ship outside. Scouring the other windows
there is nothing but endless sea all around you.

Suddenly the ship takes a lurch forward, causing


people to fall forward as the engines fail completely
with a final splutter.

The fainted woman you recognise from yesterday


suddenly wakes up, shouts “We’re doomed! They are
upon us! The cult!” and promptly passes out.

As the technically highest-ranking member aboard, it


falls to you to find out what is afoot.
You begin your questioning:
Turn to page 460

456
Sandbrook

457: THE MYSTIC SPEAKS


You speak to the woman about your travels but are
stopped as she turns back to her cards, drawing a
further three that were hidden, then abruptly clearing
the table with a sigh.

You decide any further line of questioning would be


fruitless and move on.

You return to your questioning:


Turn to page 460

457
Sandbrook

458: THE MYSTIC


The strange mystic is sitting hunched over a small
table wearing thick horn-rimmed glasses, wild curly
hair rolling down from the top of her head and
spilling down over her shoulders as she hunches
down over an arrangement of face-down tarot cards.

The woman slowly cuts the pack and draws a card,


looking intently at it before placing it down on the
table amongst the others. The justice card stares up at
you from the table.

The woman speaks in an old, crackling voice, “Show


me. Which path did you take?”

If you have item: Crystal Ball


Turn to page 409
If you do not have item: Crystal Ball
Turn to page 457

458
Sandbrook

459: LOST BAG


“Oh, my scalpel,” the Doctor says as you bring out
the knife you found. “I don’t know how it could have
gotten down there; please,” he says expectantly,
holding out his hand.

You return the scalpel and he puts it away in a small


pouch he has tucked away in his waistcoat.

The doctor seems a little restless as if in deep thought


and you find him becoming less talkative. You gain
no new insights from him.

You return, somewhat confused back to your


investigations:
Turn to page 460

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.

However, the Tycoon, Mr. Fence, refuses to answer


any questions and instead simply declares, “I haven’t
got time for this – I call about my right to silence,”
and with this, he pulls out a ledger of finances and
simply starts working instead!

You may only question each member once.

If you investigate the ship:


Turn to page 467
If you question the Captain
Turn to page 476
If you question the Mystic:
Turn to page 458
If you question Mina, the Seducer:
Turn to page 133
If you question the Doctor:
Turn to page 317
If you question the Engineer:
Turn to page 273
If you are ready to make an accusation and arrest:
Turn to page 461

460
Sandbrook

461: ACCUSE!

With the evidence to hand you confront the crew and


accuse the cultist aboard!

Arrest the Mystic!


Turn to page 481
Arrest the Tycoon!
Turn to page 222
Arrest Mina, the Seducer!
Turn to page 443
Arrest the Captain!
Turn to page 269
Arrest the Doctor!
Turn to page 51
Arrest the Engineer:
Turn to page 444

461
Sandbrook

462: LOCKED IN THE BRIG


With the cultist safely locked away and under guard,
you take a moment to chat to the others and then
return to your room, where it doesn’t take long before
you fall into a deep sleep.

An ominous noise wakes you up:


Turn to page 442

462
Sandbrook

463: THE MEETING


Above deck everyone is having a loud meeting, some
are accusing and pointing fingers at other crew. Some
are asking what the cargo of the vessel is and if it is
dangerous. After some time, it begins to drizzle, and
they decide to go inside to congregate in the ship’s
mess. You decide to take matters into your own
hands.

If you follow the others to the Mess:


Turn to page 456
If you decide to investigate the ship:
Turn to page 467

463
Sandbrook

464: ABOVE DECKS


Above decks, many of the crew are standing around,
not sure what to do. You decide to gather everyone
together and call a meeting.

A meeting is called:
Turn to page 463

464
Sandbrook

465: THE ENGINE ROOM ON FIRE


The engine room is a torrent of sparks with broken
machinery sprayed across the room. Large cogs grind
together and then stop abruptly in a shower of sparks.

Through swirling clouds of smoke, you see a cloaked


figure holding something in their hand. They turn
towards you and then flee into the smoke.

You chase the cloaked person!


Turn to page 217

465
Sandbrook

466: THE CAPTAINS ROOM


You rifle through the papers and books for a while
but find nothing of much interest. Eventually you
look around and pick up an interesting book from a
shelf, apparently it is a set of recipes he has collected
over the years.

Gain item: Captain’s Cookbook

If you continue your investigations:


Turn to page 467
If you end your investigations:
Turn to page 456

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.

If you join the others in the Officers Mess:


Turn to page 456
If you investigate the rooms:
Turn to page 150
If you investigate Engineering:
Turn to page 77
If you investigate above decks:
Turn to page 154

467
Sandbrook

468: AN ORNATE ROOM


The room is ornately decorated, although random
pieces of both men’s and women’s clothing seems to
be draped around haphazardly as if someone was in a
hurry. You look around briefly but don’t find
anything of interest or use.

If you investigate the second class cabins:


Turn to page 268
If you return to your investigations:
Turn to page 467

468
Sandbrook

469: A HIDDEN SHRINE


Along the corridor you spot a small alcove, shrouded
in darkness. A small shrine has been set up with little
pieces of jewellery set out into four pieces. You look
at it for a while before realising they fit together to
make a compass. You decide to take it.

Gain item: Compass

If you investigate the first class cabins:


Turn to page 468
If you return to your investigations:
Turn to page 467

469
Sandbrook

470: A WORRIED WOMAN


The woman speaks to you for some time and decides
to confide in you. “I am worried he may be involved
in something however; he gets up and leaves his room
at night and keeps a secret logbook,” she continues.
“He says it is to record his world maps, but I have
seen things I probably should not have. I will give you
this – I know I shouldn’t, but perhaps it will be of
use.”

The lady places a small bronze key in your hand and


turns away for you to leave.

Gain item: Captain’s Cabin Key

If you decide to investigate this lead:


Turn to page 467
If you return to your questioning:
Turn to page 460

470
Sandbrook

471: THE RING OF RETURN


As she places the ring on your finger, visions of your
past swim across your vision. “May it bring you hope
and good fortune,” she says, smiling.

Gain item: Ring of Return: Special


The ring of return lets you replay from the start of a
chapter, assuming you are not too dead to use it! You
keep any items you currently possess. Return to this
page to use.

She closes your palm and tells you of something:


Turn to page 310
Through the ring you see your home (Ch. 1)
Turn to page 472
You catch a glimpse of the countryside (Ch. 2)
Turn to page 473
A bridge crosses between light and dark (Ch. 3)
Turn to page 474
A ship is leaving harbour in the fog (Ch. 4)
Turn to page 475

471
Sandbrook

472: MEMORIES OF HOME


You close your eyes and feel nostalgic, as if you have
just left home, but that can’t be right… can it?

When you open them, you are lying down in a gutter


beside the road. Uneasily you look around and find
yourself not far from the capital, a strange dizzy
movement in your head as if still on a ship, except on
dry land.

You stand up from the gutter, with a foggy head:


Turn to page 8

472
Sandbrook

473: A LOCAL TOWN


You close your eyes, and your vision shifts. You feel
chill wind blow over your eyes. When you open them,
you are back in Northbrook. A cool wind breezes
past you and a mist begins to form around your heels
as if welcoming you back again.

You enter the town:


Turn to page 81

473
Sandbrook

474: THE MAD PLACE


You close your eyes and feel a tug at your soul as if
something is wrong. When your open your eyes you
are standing at Destiny Bridge. The town makes you a
little uneasy and you stagger forward, making others
on the bridge look towards you with strange, staring
eyes.

Visions of two places appear before you:


Turn to page 206

474
Sandbrook

475: THE SHIP


You close your eyes and feel a flash in front of you.
You remember the explosion for a second time but
are just as startled when you open your eyes and find
yourself lying in your bed on the ship.

You sit bolt upright in bed:


Turn to page 478

475
Sandbrook

476: THE CAPTAIN ACCUSES


You speak to the rough captain who talks to you at
length about the importance of the ship to him and
his livelihood, let alone the safety of those on board.
He says that while there are lifeboats – he would hate
to see everything that he has worked hard to build up
collapse away into nothingness.

After some time, he reaches close towards you and


speaks softly “That Mr. Fence is known for taking out
large insurance policies when he goes away in
business trips. He must have set this up for the
money – he has been known to do it before! I should
never have agreed to take him!”

You return to questioning:


Turn to page 460

476
Sandbrook

477: A BROKEN ENGINE


The engine is broken and destroyed. Pieces of scrap
metal dot the floor along with random pieces of
machinery. The machine is broken beyond repair by
some kind of explosion. Bits and pieces of jarred
metal and cogs litter the floor – it will take a master
engineer to fix this problem.

As you get closer you notice part of the engines job


was to remove the rising water from the ship, in one
corner you spot a dark opening downwards into the
depths of the ship – already gently lapping with rising
sea water.

Back to the investigation:


Turn to page 467

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: THE CAPTAIN’S CABIN


You enter the Captain’s cabin using his key and find a
rather messy room that was once probably very
beautifully decorated. On the floor, pictures that were
once hanging are propped up and it is littered with
pieces of paper. In the centre there sits a large, finely-
crafted desk filled with books and papers, in the
corner a hammock is filled with different pieces of
clothing.

Skill check: Medium: Add 6 to roll


If you pass:
Turn to page 331
If you fail:
Turn to page 466

479
Sandbrook

480: LETTERS FROM HOME


You have the letters to the Doctor from the Curator
of the museum with you. The Doctor reads them
through quickly.

“There is a secret here of some sort, I am sure of it.


The writing is ... off, shall we say. Perhaps some sort
of code; it would take me a long time to figure it out,
though. Let me try. It does say one thing, though –
whatever is down in the hold is definitely dangerous!

“Let me keep these and see if I can decide it some


more.”

Lose item: Captain’s Letters

You leave the doctor and continue your questions:


Turn to page 460

480
Sandbrook

481: AWAY WITH THE DARK ARTS!

You accuse the mystic of having dark powers. The


others turn on her immediately and you take her away
to the brig – to be given to the authorities as soon as
you land.

The Captain and Engineer decide to watch over her


during the night and you retire to your room with the
others.

You return to your room:


Turn to page 462

481
Sandbrook

482: A SUSPICIOUS STORY


The lady spins you the most incredible story about
why she is on the ship – and one you can’t help but
imagine is mostly false – if there is any truth to it at
all! She visibly sweats as her eyes dart around the
room. Whatever the truth of it – this woman is a
terrible liar.

If you have item: Locket:


Turn to page 383
If you have item: Camp Counsellor Journal:
Turn to page 470
If you have neither:
Turn to page 445

-----------------------------------------------

482
Sandbrook

FAST START / EXTRA CHARACTERS


Fast Start – Chapter 2: The Mountains
Start from Page 170

Begin your story with:


- Inquisitor’s notebook
- 4 Imperial Rations
- 3 Gold Coins
- Cog
- Dagger
- Silk shirt
- Warm Clothing
- Crystal Ball
- Whistle Ring
- Sandbrook Camp Info

483
Sandbrook

FAST START / EXTRA CHARACTERS


Fast Start – Chapter 3: Sandbrook
Start from Page 165

Begin your story with:


- Inquisitor’s notebook
- 3 Imperial Rations
- 7 Gold Coins
- Cog
- Silk shirt
- Ruby
- Crystal Ball
- Whistle Ring
- Top Hat
- Sandbrook Camp Information

484
Sandbrook

FAST START / EXTRA CHARACTERS


Fast Start – Chapter 4: On Board
Start from Page 232

Begin your story with:


- Inquisitor’s notebook
- 1 Imperial Ration
- 10 Gold Coins
- Cog
- Dagger
- Crystal Ball
- Whistle Ring
- Letters to the Captain
- Sandbrook Camp Information
- Shark Bait
- Shark Spear

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

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