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Grimrock Isle, Book 1 - Dove's Bay

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DOVE'S BAY

--=:--=::.._- -

___ :._-:...:.::- -::-:.~- --

---~ --~ , .. -
-_--,.

..:.==- ~~-
~ : -: -~-- - --
DOVE'S BAY DIRECTORY
(Remember, 15 minutes' travel time between Locations.)
LOCATION PARAGRAPH#
*Dove's Bay Realty (Tobias Armbrewster) ....................................................... -17-
0pen 9AM- 4PM, Monday- Friday
*Mrs. Gordon's Boarding House ........................................................................ -77-

Business Hours are 9AM - 5PM Monday - Saturday


*City Hall (9AM - 5PM Monday - Friday) .......................................................... -96-
*Charles Public Library ........................................................................................ -88-
9AM - 9PM Monday - Saturday
*Dove's Bay Gazette .......................................................................................... -12-
SAM- 7PM Monday- Saturday, Noon- 3PM Sunday

*Enos Wade's Boat Rentals ............................................................................... -28-


Available 24 hours a day

*Seaside Tavern ................................................................................................. -24-


4PM - Midnight Monday - Saturday

*Dove's Bay Church (Open 24 hours) ............................................................... -79-


*Doc Bloomfield's (Open 24 Hours) ................................................................. -45-
*Sheriff's Office (Open 24 hours) ...................................................................... -121-

*Johnson's Bait and Tackle ................................................................................ -10-


SAM - 6PM Monday - Saturday

Jebediah Watles .............. ......................................................................... .......... -34-

Ciovis Bloch .......................................................................................................... -2-


*Bieakmoore Cemetery ............................................................................. Cemetery Solo
*Thompson's Bridge ..................................................................................... Bridge Solo

*Palmer's Orchard ....................................................................................... Orchard Solo


*McKeirnan's Lighthouse .......................................................................... Lighthouse Solo
*Hutchin's Cave .............................................................................................. Cave Solo
* Indicates a location that is available from the start of this solo
NOTE: IN ALL SUBSOLOS, "GO TO -73M-" REFERS YOU TO ENTRY -73- IN THIS BOOKLET
lost sleep, you can restore 1 CON point for every 12
INTRODUCTION hours you spend asleep. Obviously, you must have lost
Grimrock Isle is an adventure set in the summer of CON points to be able to do this.
1922, and the solo portion is designed for a lone It is essential to keep track of time while in· Dove's
Investigator. Keeper's information is also provided for a Bay, for certain Locations you may wish to visit keep
group scenario. ( See The Book of Terrible Know- strict business hours, and may not be open when you
ledge.) get there.
NOTE: Do not read the Grimrock Isle group
scenario until you are finished with the solo adventure. DOVE'S BAY LOCATIONS
Your goal is to solve the mystery of Grimrock Isle Once you have been given the particulars of your
within the allotted time span without exceeding your assignment, you can begin your investigation by
expense account-- and, of course, to survive to tell of visiting several of the Locations to be found in Dove's
your harrowing adventures in the town of Dove's Bay. Bay.
Many encounters contained in this adventure are At the beginning of this scenario is a Directory of
dangerous, but not necessarily fatal to players who are Dove's Bay Locations; this will direct you to an entry
cautious, thinking, and prepared. Blind blundering is where your research can begin. Note, however, that
not advised here, and remember: Research can be as your investigation can only begin at those Locations
powerful a weapon as a loaded shotgun. marked by an "'. The other Locations are off limits until
This adventure is open to any Occupation Type, you learn of them in the course of your research.
and you may bring along whatever equipment you Once you are done at a particular Location, you
currently possess that you think may be useful - and may simply return to the Directory and make another
that you are able to carry yourself. Anything you do not selection. Some Locations may lead you to a number
bring must be purchased in Dove's Bay with the of encounters or adventures, and you must play these
expense money you will be given by your client. When out before you can return to the Directory.
this money runs out, so does your buying power.

FORMAT
TIME MANAGEMENT
Entries are numbered from 1 to 404 in the main
Your Timetable, located on the back of the solo, and 1 to approximately 100 in the five sub-solos.
introductory page, is divided into 5-minute segments. Many will provide clues to the mystery of Grimrock Isle;
At the end of most paragraphs in this scenario, you will others will lead you into dangerous encounters, dead
find a notation of the amount of time that particular ends, and, if you are not careful, to your doom.
paragraph has taken up; keep track of this time by
placing an X in each time box that you've used up. The entry numbers are in large, bold print. If the
entry is a Location or Room, the name will appear in
Some entries will have no such notation, and these BOLDFACE CAPITAL LETTERS. The entry will
will cost you no time at all. In Dove's Bay, it will take supply you with all the information available at that
you 15 minutes to travel from one Location to another. location, and will offer you a chance to move on or
All other time intervals are noted at the end of each attempt to gain further information where you are.
paragraph.
When you are ready to leave an entry, you may
You must eat two meals a day, and they must be refer to "GO TO" numbers at the end of the entry. (Ex:
at least 8 hours apart. Each meal requires 1 hour of GO TO -123-) If there are no GO TO instructions, you
your time, and cannot be made up the next day. For must either return to the entry which brought you to
each day you spend without eating, you will lose 1 this point or, if you are at a Location, simply move on
CON point, which can only be restored by eating. by consulting the Directory.
Remember too that a reduction of your CON will affect
your Hit Points. Next, the time notation will tell you how long you
have spent at an entry; mark this time off on your
Six hours a day must be devoted to sleep. The Timetable.
time of day you chose to sleep is up to you, but you
must select six consecutive hours for the rest to do you Your Research P.oints, if any, will follow, and will
any good. appear in this format: 3RP.
For each 24 hour period that you go without sleep, Beneath each entry will be a list of trace numbers
you will lose 2 CON points. However, sleep can be which will tell you what entries could have brought you
made up, to an extent. If you decide to make up for to the paragraph you are reading.

2
From time to time, the phrase "THE END' will 7 .............................. Claustrophobia
appear at the bottom of an entry. This means that, for 8 ............................... Entomophobia
better or worse, the scenario is over, either through the
9 .............................. Thalassophobia
solution of the mystery or the untimely demise of your
Investigator. In either case you may generate another 10 ................................... Paranoia
Investigator and attack the problem from a different Sanity may be regained by the normal means,
angle. including defeating monsters. When this occurs, you
will be told how many points you have earned.
MAKING ROLLS IN THE GAME Permanent Insanity takes you out of the scenario. If
Whenever it is necessary for you to make a specific it is any comfort to you, your Investigator will be placed
roll in this scenario, the notation will appear at the end in a nice home where he/she will live in relative comfort
of the entry in the following format: - except for the nerve-shattering nightmares, of
course.
SPOTHEDDEN
SUCCESS -123- FAILURE --459- RESEARCH POINTS AND A
The first line will always be the name of the SUCCESSFUL ADVENTURE
required roll, while the two notations beneath will tell Each time you obtain information that will help
you what entry number to consult in the case of a solve the mystery of Grimrock Isle, you will be
successful or failed roll. rewarded a certain amount of Research Points. Keep
If more than one roll is offered, then you have a an accurate accounting of them, for they will help to
choice; you may select one roll and attempt it. You determine the level of your success.
may never make more than one roll at any given entry To get a perfect score, your very first Investigator
unless you are specifically instructed otherwise. must solve the mystery and thwart any evil that might
In some cases, the result of a roll will be the loss of result from it. Should that happy event fail to come to
POW, SAN, or Hit Points. These notations will be found pass, there is still hope.
in the middle of the entry, and will appear thusly: When you have finally succeeded in defeating this
latent Mythos horror, total the Research Points of the
POWX5 successful Investigator only. From that total, subtract
SUCCESS: -.-FAILURE: -108 HIT POINTS 25 points for each Investigator you have lost in Dove's
Bay, and judge the level of your success by consulting
Once you have made the roll, adjust your stats the following table.
accordingly and continue reading the entry.
LEVELS OF SUCCESS
In some cases a roll will indicate that nothing
happens, and this is shown thusly: -.-. In such RESEARCH POINT SCORE RESULT
instances, you may continue from that point in the 275 + Outstanding Success!
paragraph as directed.
250-274 Well-earned Success
SANITY 225-249 Modest Success
Sanity - and the loss thereof - operates the same 200-224 Excellent Effort
on Grimrock Isle as it is described in the rule book. 175- 199 Fought the Good Fight
Should Temporary Insanity Occur, roll 1010 and
consult the chart below to determine the nature of your 150- 174 At Least You Survived
insanity.
125- 149 Look for Other Work
ROLL AFFLICTION You may also add 20 points for each of the
1 ................................. Pantophobia following questions you are able to answer:
2 ................................ Teratophobia ~ 1) What manner of being was Lazarus Grim?
~ 2) With what Mythos deity was he aligned?
3 ................................ Scotophobia
~ 3) What was he attemptimg to do?
4 ................................ Orphiophobia ~ 4) What was the focus of his power?
5 ................................ Nyctophobia ~ 5) What became of those who disappeared on
6 ............................... Dendrophobia Grimrock Isle?

3
SOUND ADVICE 1. DOVE'S BAY REALTY consists of a single
large office which takes up the whole of the cottage's
Think! Careful planning and thoughtful strategy can
floorspace. Filing cabinets and bookcases line the
do you a great service, and costs none of your
walls, though occasional oil paintings of seascapes and
valuable time.
sailing vessels break the monotony.
Make the best use of your time, especially when
Near the back of the office stands a large
visiting Dove's Bay Locations. Organize sleep and meal
mahogany desk behind which sits a stocky, white-
times, and keep track of business hours. Plan on
haired gentleman of middle years, who can be none
running into a few false leads.
other that Tobias Armbrewster. As he rises to shake
Try to know who your friends are, and make use of your hand, you introduce yourself.
them. Exercise caution, and take nothing at face value.
"Ah yes!" Armbrewster beams. "And right on time
Remember that on this case, you are completely as well. Please, be seated."
on your own; there will be no fellow Investigator to
After a brief exchange of pleasantries, Armbrewster
back you up or pull your fat from the fire if you make
offers you the details of the case.
an error in judgement.
Don't eat the apple pie at the Seaside Tavern.
YOU MAY NOW CONSULT HANDOUT Gl-2.
Armbrewster opens a desk drawer and removes a
TO BEGIN thick envelope, which he hands to you. Inside are a
ring of large, ornate keys, and $100 in assorted bills.
The radiant sun of an August morning beats down
on the roof of your fliwer as you chug into the sleepy "The keys to Grim House and your expense
little seacoast town of Dove's Bay. Like every other money," the realtor explains. "Remember, you have
coastal town in Maine, this is first and foremost a two weeks from today to produce results, or else our
fishing village, although it is also quite popular as a contract will be voided, and I will owe you nothing
summer hideaway of the idle rich, whose estates dot more.
the craggy coastline around the Bay. All in all, it looks "Now I suggest you get settled in and down to
as perfect as a picture postcard. business. I've taken the liberty of informing Mrs.
With a good night's sleep and a full 7AM breakfast Gordon of your arrival, and she has a room prepared
behind you, you feel well prepared for the case upon for you that I think you will find most comfortable.
which you are about to embark. As you wend your way Thank you for coming, and good luck to you!"
through the quaint village streets, you review the When you have completed your assignment or are
information that you already have in your possession, ready to leave Dove's Bay, you must report to Mr.
as set forth in the letter you received early this week. Armbrewster at -17-. Make a note of this entry
YOU MAY NOW READ HANDOUT Gl-1 number so that you will not forget it.

Your thoughts now in order, you pull up to the curb 15 MINUTES (TO BEGIN) 1 RP
before a small colonial cottage whose mailbox bears YOU MAY NOW PROCEED TO ANY DOVE'S
the name Dove's Bay Realty. You step out of the car BAY LOCATION
into a clear, bright day laced with the salty tang of the
sea.
Yet for all of this, you cannot shake a vague sense
of oppression, which you realize has been with you
2. Responding to your knock is a tall, gaunt man
of sallow complexsion and indeterminate years who
since you drove into town. You feel as if you were
admits to the name of Clovis Bloch. He is neither
being watched, and that the one who watches is not a
hostile nor hospitable, and does not invite you in.
friend. Perhaps it is merely a nervous reaction nurtured
by your past investigations into the realm of the EAST TALK
paranormal - or perhaps it is something more.
SUCCESS -101- FAILURE -55-
Shaking yourself free of this foreboding mood, you
force your thoughts back to the business at hand. You 5 MINUTES (DIRECTORY)
have much to do, and very little time in which to do it.
Squaring your shoulders, you open the door to the
3. The Father's cheerful expression clouds. "I'm
afraid I can't help you there; I know very little about the
realty office and step confidently inside.
place or the people who lived there."
To begin your investigation, turn to ENTRY 1.

4
PSYCHOLOGY
When you are done, you may move on to -73-.
SUCCESS -56- FAILURE -73-
15 MINUTES (DIRECTORY)
15 MINUTES (-98-)
11 . Dripping wet, shivering, and more than a
4. little frightened, you continue your journey to -73-,
YOU MAY READ HANDOUT Gl-19 suddenly very wary of your surroundings. It is clear you
have an enemy in Dove's Bay.
15 MINUTES (-80-) 5 RP
(-64- -35- -83-)
5. "You blundering idiot!" Armbrewster hisses.
"How am I to attract a buyer with damaged goods? 12. DOVE'S BAY GAZETTE is owned and
And who is going to pay for the mess you left behind, operated by Duncan Kirkcaldy, who maintains a
eh?" complete file of the paper's past editions. If you wish to
consult them, you may inquire at -36- or simply strike
LUCK up a conversation with Duncan at -32-.

SUCCESS -41- FAILURE -58- (DIRECTORY)

(-17-) 13. "Your continued existence is a grave error,"


Armbrewster growls, his voice suddenly harsh and
6. "Sorry I couldn't be more help to ya," you hear threatening. "And since it was I who lured you here, it
as you mope along your way to -73-. is I who must correct that error."
5 MINUTES (-59- -78-) In a flash of insight you realize that Armbrewster is
allied with the evil of Grim House, and even now
7. Though you cannot see his features, you are prepares to spell that will blast you from the face of
certain the man has been watching you. Whoever this existence! To avoid such a fate, match your POW
fellow is, he has realized that he's been found out, and against Armbrewster's POW of 15 on the Resistance
makes for the door. You can follow him out to -43-, or Table. If you are successful, continue the confrontation
do something else at -91-. at -37-. Fail, and the results will be found at -9-.
(-60-) 1 RP (-41- -5-) 10RP

8. "I don't have time for this right now. Come 1 4. The Doc and Sheriff Ekhart exchange
back tomorrow and I might be able to help you." troubled glances. Before you realize what is happening,
You may now move on to any Dove's Bay you are fitted for a straitjacket and sent on your way to
Location. Temple Sanitarium for "observation."

(-36-) Once every twelve hours, you may attempt an


Oratory roll to convince the house psychologists that
9. You feel yourself held suddenly immobile by you are in possession of your full faculties and can be
the mighty pressure of unseen tendrils. Your heart released.
pounds as you struggle frantically against the hellish, You may return to Dove's Bay, but if you have
crushing grasp but it is no use. exceeded your two-week deadline you may as well
As the madman laughs with maniac glee, the look for a new assignment for, as far as this case is
strength is drained from your body, and as your vision concerned, this is
clouds, you realize that, for you, this is
THE END
THE END (-42-)
(-13-)
15. You are certain the person following you
10. JOHNSON'S BAIT AND TACKLE- Here wore a distinctive red knit cap. You will know it if you
you may purchase any item listed in the Call of Cthulhu see it again. Move cautiously on your way to -73-.
Sourcebook, at the prices quoted therein. NO CREDIT! (-43-) 2 RP

5
opponents' Luck are 55%, 70%, 45%, and 75%.
16.
When you've had enough, you can either return to
YOU MAY READ HANDOUT Gl-15 -91- or leave the tavern at -46-.
If you care to pass another half hour researching (-91-)
this subject, you may do so.

LIBRARY USE 21.


YOU MAY READ HANDOUT Gl-10
SUCCESS -401- FAILURE -88-
(-96-) 10 RP
(-88-) 5 RP

17. Tobias Armbrewster can be found at his


22. The padlock defeats your best efforts.
Return to -93- and try something else.
office during regular business hours. He will be most
anxious to hear the results of your investigation. 10 MINUTES (-51-)
BEFORE THE DEADLINE 23.
If you cleansed Grim House of its evil and left the YOU MAY READ HANDOUT Gl-22
property undamaged, you are rewarded at -41-.
If you successfully exorcised Grim House, but SANITY
caused extensive damage, you may conclude your SUCCESS-.-
business at -33-.
If you destroyed the evil at Grim House and the·
FAILURE- 1d4 Points of Sanity from
house as well, proceed sheepishly to -81-. Revulsion
AFTER THE DEADLINE You may continue reading at -71-, or leave
shakily to -73-.
If you cleared the house of its evil without any
property damage, present your argument at -100-. 60 MINUTES (-52-) 10 RP

If you are victorious but caused damage to the 24. SEASIDE TAVERN - This little rough
house, present yourself at -5-. clapboard structure houses an equally rough collection
If your efforts have destroyed Grim House, plead of Dove's Bay residents. Meals are 75 cents, beverages
your case at -29-. 25 cents, and coffee 10 cents a cup.

(-1- -240-) The waitress will ask if you'd like a piece of apple
pie. If you do, you are served at -72-. If not, go on to
18. You recognize these putrid masses as the -91-.
various internal organs of chickens. 15 MINUTES (DIRECTORY)
//2LUCK 25.
SUCCESS -178- FAILURE -141- YOU MAY READ HANDOUT Gl-7
(-89-) 3RP

19. Father McFarlan will gladly do so, and will (-96-)


give you a crucifix and a flask of holy water as well.
"These are my weapons against evil," he tells you. 26. A ten foot fence of rough planks encloses
"May they work as well for you." the back yard.
Thanking him, you leave the church for -73-. a/MBAT+/0%
15 MINUTES (-98-) SUCCESS -93- FAILURE -74-
20. As long as you can afford it you can play. NOTE: You may give up at any time and take
Each hand will take 15 minutes, and will require a Luck off for -73-.
roll from each player. The player with the lowest roll
(-55- -74-)
wins the hand, and a pot of 1010 quarters. No talking
is allowed at the table, save for bidding. Your

6
27. He cannot be swayed by your convincing 33. Mr. Armbrewster is understandably miffed.
words, maintaining his protests of ignorance. You'll While he is willing to accept your word that Grim House
have to try again another time. is clear of evil influence, he is far from willing to excuse
the damage you have wrought there. He tells you he is
Go Now to -73-. with-holding payment of your fee until the extent of the
1~ MINUTES (-56-) damages can be assessed. Stiffly, he bids you good
day.
28. ENOS WADE'S BOAT RENTAL- Enos is Three months later, you receive a check for $10.95
a crusty old salt who will never turn down the chance and an itemized list of repairs attached. Yet you are
to make a dollar. For $25, he will ferry you across the cheered, for the arrival of the check means that, as far
bay to Grimrock Isle. as the affair at Grimrock Isle is concerned this is, for
"You want me to pick you back up, you light the you,
lamp on the island dock, an' I'll be by in an hour or so.
Cost another $25." THE END
Whenever you are ready to make the crossing, do (-17-)
so at-76-.
15 MINUTES (DIRECTORY)
34. The door of this quaint little cottage opens
at your knock, and Jebediah Wattles greets you with a
warm smile. He is a pleasant sort, who lets you get
29. Mr. Armbrewster, convinced that you des- around to the reason for your visit in your own good
troyed the house to cover up your incompetence, time.
summons the Sheriff and has you arrested. You are
charged with Criminal Trespass (you were no longer in FAST TALK
Armbrewster's employ), Destruction of Private Property,
and Arson. You are sentenced to five years' imprison- SUCCESS -59- FAILURE -82-
ment, but you get out in two years for good behavior. s MINUTES (DIRECTORY)
While in prison you do a good deal of reading, and
try your hand at the pen yourself. After your release, 35. Something grabs you by the foot and drags
you go on to a new career as a writer of short horror you under!
fiction. As for your old life as an Investigator, this is
POWX5
THE END SUCCESS-.-
(-17-)
FAILURE -1d4 points from inhaling water.
30. "If you think it'll help, I can let you read the You look down to see what has snagged you --
old boy's diary. Kept it in a trunk in the attic all these and nearly scream all the precious air from your lungs!
years, an' almost threw it out; now I'm glad I didn't."
SAMIY
LOCK
SUCCESS -1 SAN
SUCCESS -97- FAILURE -78-
FAILURE -1D6 SAN
s MINUTES (-59-) 1 RP
Enormous eyes bulge lidlessly in a bulbous,
31 . It seems obvious to you that you won't be grey-green head, a nameless thing which is dragging
you deeper.... deeper...!
picking up any more information here, so you leave for
-73-. Match your STR against the creature's STR of 14
15 MINUTES (-60-) on the Resistance Table, once per round until you are
free. For each round that you miss, follow the rules for
32. Swimming and Drowning as found in the rulebook.

YOU MAY READ HANDOUT Gl-17 If you free yourself, you may fearfully paddle to
safety at -11-. If you cannot, you are dragged down
Duncan will refresh your coffee, and show you into the depths, never to be seen or heard of again .....
down a flight of steps to the cellar and -80-.
15 MINUTES (-64- -83-) 10 RP
1 HOUR (-12-) 15 RP

7
36. Duncan seems reluctant. "Well, I don't 41. You have accomplished a great deal," sighs
know ... Don't like strangers coming in and messing Mr. Armbrewster after you have made your report. "In
things up... " light of this astonishing story, I am amazed that you
even survived."
E4SITALK
LUCK
SUCCESS -84- FAILURE -8-
SUCCESS -66- FAILURE -13-
0R
(-17- -5-)
DilATORY
SUCCESS -61- FAILURE -8-
42. Doc Bloomford excuses himself for ·· a
moment, and 15 minutes after his return, Sheriff Ekhart
15 MINUTES ( -12-) enters.
"Doc called me," he says. "Tells me this is your
37. Roaring in enraged frustration, the glassy- third time 'round since you got into town. Mind tellin'
eyed, slobbering realtor launches himself at you. "Dial me what you're up to that's causin' you all this
Die!" he screams, "And may the Dark Ones feast on damage?"
your soul!"
You can come clean and tell the whole horrible
If you have a gun, you will have one chance to use truth at -14- or:
it before the madman is upon you. If you can inflict 10
points of damage or more, witness the result at -85-. EAST TALK
Should you be forced to struggle barehanded with SUCCESS -38- FAILURE -63-
the raving minion, match his STR of 14 against yours
on the Resistance Table. Each time you fail, your 15 MINUTES (-45-)
enemy will choke 1 Hit Point out of you until you are
dead, or until you win a STR struggle. Once you have 43. Furtive footsteps behind you! You whirl
done so, you may advance to -62"-. about to see a dark figure vanish behind a stack of
lobster traps. You investigate, but your unwelcome
(-13-) shadow is nowhere to be seen.
38. Sheriff Ekhart looks skeptical, b!Jt he SPOTBI/JDEN
accepts your story.
SUCCESS -15- FAILURE -73-
"Just be a little more careful from now on, will ya?"
15 MINUTES (-46- -7-)
Proceed to -73-.
15 MINUTES (-42-) 44.
YOU MAY READ HANDOUT Gl-14
39. Without warning you are shoved from
behind, and plunge headfirst into the chill waters of the (-88-) 15 RP
Bay!
45. DOC BLOOMFORD"S. Here you may
POWX5 receive medical attention at any time of the day or
night. The Doc will restore 1 hit point on each wound
SUCCESS -64- FAILURE -83- you have sustained, and see to it you are safe from
(-46-) infections.
Upon your third visit to Doc's, you may consult
40. You are able to convince Armbrewster to -42-.
accept your fee as payment for damages to the house.
You leave Dove's Bay no richer, but comforted by the 30 MINUTES (DIRECTORY)
knowledge that you have made the world a safer place.

THE END 46. You stroll along the wharf, trying to sort out
(-58-) your facts as you take in the sea air.

8
LISTEN 54.
SUCCESS -43- FAILURE -39- YOU MAY READ HANDOUT Gl-6
(-20- -68-) (-96-'-) 5 RP

47. 55. "I ain't got no time fer such foolishness," the
cadaverous Bloch snaps at you just before the door
YOU MAY READ HANDOUT G1-13 slams in your face. Will you sulk off to -73-, or do a bit
then return to -88- of prowling at -26-?
(-69-) 10 RP (-2-)

48. If you are fleeing some creature of the 56. He is not being completely truthful. Could
supernatural, you may huddle at -86-. If you seek he be hiding something, some dark and terrible secret?
protection from some horror of the Mythos, you may
cringe at -67-. EAST TALK
15 MINUTES (-79-) SUCCESS -75- FAILURE -27-
49. The men at the bar are friendly enough, but 0R
on the subject of Grimrock Isle they have little to say.
ORATORY
EAST TALK SUCCESS -94- FAILURE -27-
SUCCESS -87- FAILURE -91- 15 MINUTES (-3-)
15 MINUTES (-91-)
57.
50. YOU MAY READ HANDOUT Gl-20
YOU MAY READ HANDOUT Gl-11 15 MINUTES ( -80-) 10 RP
(-96-) 10 RP
58.
51.
FAST TALK
MECHANICAL .REPAIR SUCCESS -40- FAILURE -81-
SUCCESS -70-FAILURE -22- (-5-)
5 MINUTES (-93-)
59. "Can't say as I can help much", Wattles
52. You must remain in the church while reading explains over coffee. "My grandpappy was a nasty
this volume; Father McFarlan will let you stay as long piece of work all 'round, but as to what he mighta been
as you wish. You must read the book for at least 1 hour doin' out on the Isle, I really couldn't say. Nothin' good,
to gain any useful information. you can bet. Had to do with devil worship, or somethin'
like that.
YOU MAY READ HANDOUT Gl-21.
When you have done so, you may either read LUCK
another hour at -23-, or leave the church for -73-. SUCCESS -30- FAILURE --6-
60 MINUTES (-94-) 10 RP 15 MINUTES (-34-) 5 RP
53. 60. A man seated in the shadows draws your
YOU MAY READ HANDOUT Gl-4 attention because of the bright red cap he is wearing.

EAST TALK SPOT HIDDEN


SUCCESS -403- FAILURE -231- SUCCESS -7- FAILURE -31-
(-95-) 10 RP 15 MINUTES (-91-) 1 RP

9
61 . Duncan doesn't particularly care for your
fancy, highbrow attitude, but reluctantly allows you two
hours in which to conduct your research, after which
you must leave. He points you to a narrow flight of
rickety stairs which take you down to -80-.
( -36-)

62. Your shove throws the madman away from


you. Unbalanced, he falls, cracking his head soundly
on the corner of his desk. He does not rise, and a
quick examination reveals that he is dead.
Realizing your predicament, you flee the scene, to
return later with a crowd of curious townsfolk a short
time after the body is discovered. Sheriff Ekhart steps
out of the office to announce that Tobias Armbrewster
has died as the result of an accidental fall; you are off
the hook.
You leave Dove's Bay the next morning, shaken by
your experiences there. Because your arrangement
with Armbrewster was a private one, you know you'll be
receiving no fee from his estate.
But the money is not as important as being alive. A
new day lies ahead, and new challenges await you.

THE END
(-37-)

63. Your story does not impress the sheriff.


"You're a troublemaker, and I want you out of town 66. Armbrewster hands you a check for $2,000.
-now." , "This cannot begin to compensate you for all you've
been through, but it is all I can offer - that, and my
You are escorted to the edge of town and sent on eternal gratitude."
your way; your case in Dove's bay is now closed.
The sky is clear and the air is warm as you take
THE END your leave of Dove's Bay. The air seems fresher now,
and the breeze from the sea carries a promise of hope
(-42-) for the future that lifts your troubled spirits.
64. You sputter to the surface, shaken but You have done well here, and though it will never
unharmed, and begin paddling for the nearby shore be known, you have preserved the world against a
beneath the wharf. blasphemous horror which sought to destroy it.

LUCK WELL DONE!


(-41-)
SUCCESS -11- FAILURE -35-
15 MINUTES (-39-) THE END
65. As you look up from your studies, you see a 67. Too late you realize that this horror is no
dark figure peering in through a nearby window. Before respecter of holy ground. The thing bursts into the
you can react, the figure is gone like a ghost. Has church after you, re11ding you into shredded tatters of
someone been watching you? flesh and bloody spatters upon the wall.

RETURN TO -88- THE END


(-88-) (-48-)

10
is clear that he knows more, but you will have to return
68. A slip of paper that wasn't there a second
another time to coax the information out of him. Go to
ago lies at your elbow. On it is a hastily scribbled note:
-73-.
YOU MAY READ HANDOUT Gl-29 15 MINUTES (-56-) 5 RP
You may puzzle over this at -91-, or leave the
tavern -46-. 76. The crossing will take half an hour. During
this time, you may try to start up a conversation with
(-87-)
your taciturn boatman.
69. EAST TALK
YOU MAY READ HANDOUT Gl-12 SUCCESS -95- FAILURE -231-
If you can make a successful Library Use roll, you 30 MINUTES (-28-)
may spend another 15 minutes at -47-.
(-88-) 5 RP 77. MRS. GORDON'S BOARDING HOUSE
was once a palatial manor house, but hard times
70. Unlocking the old padlock, you swing the forced the family to remodel and take in boarders. Now
cellar doors aside, revealing a flight of flagstone steps only motherly old Mrs. Gordon is left, but she is
leading down into a darkness redolent with the miasma unflagging in her efforts to see to the comfort of her
of rotting flesh. guests.
You may descend into -89-, or return to -93- and A comfortable, homey room rents for a dollar a
search elsewhere. day; a $10 deposit is required for weekly boarders.
Each guest is given his or her own key, but "I'll have
5 MINUTES (-51-) proper behavior, if you don't mind," she informs you
sternly.
71.
"I tolerate no drunkenness or uncivil behavior, and I
YOU MAY READ HANDOUT Gl-23 would hope you would consider your fellow boarders if
you should return late of an evening. Meals are served
SANIIY promptly at SAM, Noon, and 6PM." Beyond these
SUCCESS -1 SAN groundrules, you are free to come and go as you
please.
FAILURE -1D8 Points of Sanity from Horror.
NOTE: Each time you return to the Boarding
Thanking Father McFarlan for his assistance, you House, roll 1D6. If you roll a 1, consult the Event Table
make your way unsteadily to -73-. at Paragraph -200-, and proceed from there. If you do
60 MINUTES (-23-) 15 RP not roll a 1, you may return to the Directory and go
about your business as usual.
72. This is without doubt the worst thing you've TIME AS REQUIRED (DIRECTORY)
ever had in your mouth. The wretched concoction
drains you of 1 CON point, and you'll probably be sick 78. Fifteen minutes later, Wattles sets before
later tonight. You were warned! you a mildewed, mouldering, malodorous hunk of pulp
Proceed nauseously to -91-. that may have at one time been a book. "I shoulda
fixed that leak in the roof," Wattles apologizes. "This
15 MINUTES (-24-) here book is ruint."

73. You may now proceed to any Dove's Bay Disappointed, you excuse yourself for -73-.
Location. 15 MINUTES (-30-)

7 4. You lose 5 minutes and 1 hit point from the 79. DOVE'S BAY CHURCH - If you are
fall. Return to -26- and try again. visiting, enter at -98-. If you require sanctuary, seek it
5 MINUTES (-26-) as -48-.
(DIRECTORY)
7 5. "There are troubled spirits in that house,"
Father McFarlan whispers reluctantly. "It is possible 8 0. The newspaper morgue is located in the
that the answers to all your questions lie with them." It basement, and back issues of the paper have been

11
kept well preserved and in good order. For every 15 falls dead at your feet. You realize that the sound of
minutes you spend researching, you may make a the shot is sure to draw unwanted attention.
Ubrary Use roll. You may read what you have found at
Racing to your car, you drive off, riding around
the following entries, and once you have done so,
town and attempting to collect your thoughts before
return here and try for another. Once you are done,
returning to the scene of horror.
you may leave for -73-.
Sheriff Ekhart and a small horde of curious
ROLL GO TO
onlookers are present, but it seems you were lucky; no
-99- one saw you leaving the office after the fatal shot was
fired .
2 -4-
The investigation into Tobias Armbrewster's death
3 -57- drags on for a week. You are questioned on several
{-84- -61- -32-} occasions, but the Sheriff seems satisfied with your
answers.
81 . "I'll sue!" a flushed and angry Mr. Arm- The murder is presumed to have been the result of
brewster screams at you. "The property i~ next to an attempted robbery, and you are finally allowed to
worthless now, I am ruined, and it is all your fault! I'll
leave town, no richer for the experience, but knowing
sue, I say!"
you have at least banished some small portion of evil
This he does, and because you dare not reveal the from this world.
true reasons for the destruction of the house, he wins
the case. You spend the rest of your life paying off the THE END
enormous settlement, but you console yourself with the (-37-)
knowledge that, for the evil which haunted the halls of
Grim House, this is most assuredly 86. The foul creatures pursuing you cannot set
foot within the church. You are safe if you remain here
THE END until dawn (6 AM), after which you may make your
{-17- -58-} shaken way to -73-.
(-48-} 5 RP
82. "I don't like people com in' 'round here
openin' up old wounds," Wattles tells you sourly. "I'd
be obliged if you get off my property and don't come
87. "The house is haunted," you are told. "We
see lights mavin' around in the mansion sometimes
back." ·
when we're night-fishin'. Place is tulia ghosts, an'
This lead is a dead end; you may sulk at -73-. nobody goes there unless they want to become one of
'em."
5 MINUTES {-34-)
EAST TALK
83. Caught by surprise, you inhale a sizeable
quantity of seawater, sustaining 1D4 points of drowning SUCCESS -68- FAILURE -91-
damage. Struggling to the surface, you set out for the
15 MINUTES (-49-} 3 RP
shore beneath the wharf.

LUCK 88. THE CHARLES PUBLIC LIBRARY. For


each half hour you spend here, you may research one
SUCCESS -11- FAILURE -35- subject. You must observe the library's hours, and
leave promptly at closing time (9PM).
15 MINUTES {-39-)
To research a subject, you must make one
84. "You've got a real line, I'll give you that," successful Library Use roll per subject. You cannot roll
Duncan chuckles. "That makes you good journalist twice for the same subject on the same visit, but you
material. All right, I guess it won't hurt if you do a little may return the next day and try again.
research - but be careful, mind you!" he admonishes
SUBJECT GOTO
as he escorts you down a narrow flight of stairs and
into -80-. Local History -69-
( -36-) Lazarus Grim -44-
Occult -16-
85. With a final maniacal gurgle, the madman

12
Other -120- unlocks a drawer of his desk and removes a very old,
time-weathered book, which he hands to you.
When you have researched one subject, return
here to attempt the next. You may research these "This was found in Grim House after the raid of
subjects in any order you wish. 1846, and was given to my predecessor for safekeep-
ing. You may read it- if you dare."
SPOTHIJJDEN The title of this tome is, "Through the Realms of
SUCCESS -65- FAILURE -.- Death," by Armond de Bourgalais. You may make
yourself comfortable at Father McFarlan's desk and
(-120- DIRECTORY) read it at -52-, or bid the Father good day and be off
to -73-.
89. Gagging on the foul odor, you descend into
15 MINUTES (-56-) 5 RP
an earthen cellar furnished with 3 large iceboxes, a
long counter with 2 sinks, and 3 crocks filled with
rotting meat. 95.
YOU MAY READ HANDOUT Gl-3
ANTHROPOLOGY
SUCCESS -18- FAILURE -112- FAST TALK
0R SUCCESS -53- FAILURE -231-
(-76-) 2 RP
SPOTHIJJDEN
SUCCESS -182- FAILURE -141- 96. CITY HALL. The legal records of Dove's
Bay are well ordered and reasonably well preserved,
5 MINUTES (-70-) dating back well beyond the 1840's. For every half hour
you spend here searching through the town Jecords,
90. you may make a Library Use roll, up to a total of 6 rolls;
YOU MAY READ HANDOUT Gl-8 For each roll you make, consult the entry for which
(-96-) 15 RP you made the roll, then return here for further research.
You may return at another time to try for the rolls you
91 . What's your pleasure? Will you join the four missed, but you cannot make the same roll twice
during the same visit.
ruffians playing cards at -20-, go to the bar and try to
strike up a conversation at -49-, or simply sit and BOLL GOIO
observe at -60-? You may attempt each action only
once per visit. 1 -54-
(-24- -72- -20- -7- -68-) 2 -25-
3 -90-
92. 4 -92-
YOU MAY READ HANDOUT Gl-9
5 -21-
(-96-) 10 RP
6 -50-
93. The back yard is an overgrown, weed- If you know the name Geofry Thomas Ridley and
infested plot sporting two gnarled and termite-ridden would like to learn something about him, another
trees. Against the side of the house at -51- is a set of successful Library Use roll will send you to -116-.
unpainted doors which obviously lead into the cellar,
while against the back wall of the fence at -138-is a 30 MINUTES PER ROLL (DIRECTORY)
small coop. There is a back door to the house at
-198-. 97. The diary of Jebediah Wattles' grandfather
tells of a secret cult formed by Lazarus Grim. The cult
5 MINUTES (-22- -26- -70- ." worshipped an unnamed sea god and its spawn,
-137--163- -194-) .hinting that there were certain instances of -intermin-
gling which occurred between the cultists and the
94. Father McFarlan takes you into his office, unwholesome deity's less-than-human minions.
closing the door securely behind you. There, he What impresses you most is the author's admi-

13
ration of Grim's determination "to see his Grand Design a chicken?"
come to Fruition despite all the Obstacles intervening - Thanking Clovis and declining his offer, you head
ewen unto Death itself!" thoughtfully off to -73-.
Thanking Mr. Wattles, you take your newfound 15 MINUTES (-2-)
knowledge with you to -73-.
1% MYTHOS 20 RP
60 MINUTES (-30-) 25 RP

98. Father McFarlan offers you a warm welcome 102. On a small table beside a rotting sofa,
you spot a small teak chest, of the sort in which jewelry
and any assistance he is capable of giving. You may
mighfbe kept.
do one of the following per visit:
Will you inspect the chest at -165-, or leave it be,
Ask the good Father about Grim House at -3-.
returning to -206-to continue your tour?
Ask for the Father's blessing at -19-. NOTE: Do NOT make the Spot Hidden roll at
15 MINUTES (-79-) -206- again.
5 MINUTES (-206-)
99.
YOU MAY READ HANDOUT Gl-18 1 03. There is nothing of any interest in the roll
top desk and cabinet save for an assortment of small
15 MINUTES (-80-) 5 RP crawling insects.
100. Make a convincing Fast Talk roll. If you The bookcases contain volumes on business and
can, Mr. Armbrewster will grudgingly pay you $2,000 accounting, various sciences, and a few works of
minus $200 for every day beyond the deadline. If you fiction.
cannot make the roll, Armbrewster refuses to pay, and
gruffly wishes you good day. Either way, you are free SPOTHI/JDEN
to move on to new adventures, for this is SUCCESS -155- FAILURE -199-
THE END 5 MINUTES (-277-)
(-17-)
1 04. You find yourself at the beginning of what
With a successful Fast Talk, you are able to looks to be a maze of tunnels, murksome and
convince Armbrewster to accept your fee as payment foul-smelling. You may explore them in the following
for damages to the house. You leave Dove's Bay no manner:
richer, but comforted by the knowledge that you have 106 Roll Result
made the world a safer place.
1 Dead End
(-5-)
2 20' Straight Tunnel
THE END 3 T Intersection
4 Tunnel Opening on the Left
101. "I'm a simple man," Clovis informs you 5 Tunnel Opening on the Right
gruffly. "I don't hold with bowin' ar;' scrapin' to some 6 Y Intersection
sea-demon like my granpappy done. Never could
unnerstan' what that crazy old man wanted with the
likes of Lazarus Grim. NOTE: Allow 25 feet of tunnel between rolls.
"Granpap, he'd tell me stories when we wuz alone; Allow 10 minutes for each roll. Also, for each roll,
'bout some buncha things he called the Great Old you must make a Luck roll at 1/4. If you make it, go
Ones, an' how one of 'em cud make a man wealthy an' immediately to -186-.
powerful beyond his dreams. Ask me, hard work and
honest livin's the only way to make a buck. NOTE: When tunnels seem to intersect where they
shouldn't, assume that the slope of the tunnel , has
"He called this thing Kathooloo, 'r somethin' like carried you beneath the level of the first tunnel.
that. Hinted that Lazarus Grim wuz gonna call this thing
up from the past. That's all I know 'bout it. Wanna buy (-137-)

14
several years ...
105. A chill runs up your spine as you realize
that you are not alone here. SPOT HIDDEN
"That is right," growls a resonant voice from the SUCCESS -334- FAILURE -226-
shadows. "I am here; I have always been here and I
always shall be. You shall remain as well, my friend - 5 MINUTES {-299-)
but in a far different manner and form."
This imposing apparition which must be Lazarus
11 0. You reach the gun first, a fact which
hardly makes you popular with Clovis.
Grim raises up a golden chest studded with gems, and
opens up the lid. "I don't know nothin' 'bout Lazarus Grim or his
island," he grumbles a reply to your questions. "An'
"I require the power of your soul to fashion the
even if I did, I wouldn't tell the likes of you."
Gate that will free Great Cthulhu from his aeons-long
imprisonment- and I shall have it now!" Having reached a dead end here, you unload the
shotgun and hastily depart for -73- before Clovis has
POWXJ a chance to reload it.
SUCCESS -140- FAILURE -172- 10 MINUTES {-175-)
NOTE: If you are wearing a rattlesnake 111 . Once, twice, three times you fire at point
amulet, add 10 points to your POW for this roll blank range. The bullets plunge into the body of
only. Lazarus Grim - to no effect whatsoever. The creature
he has become merely stands there with an evil grin on
5 MINUTES (-261-) 10 RP
his deathshead face as he holds up that strangely
106. You catch a glimpse of bright light from
glowing chest...
within the box, but otherwise you are unaffected. A cry Meanwhile, the water of the pool has begyn to boil,
of outrage causes you to whirl about, to be confronted sloshing in great waves over the edging tiles; then,
by ... there comes a vast heaving and ...

SANIIY SANIIY
SUCCESS -196- FAILURE -122- SUCCESS -149- FAILURE -171-
(-165-) {-140- -148-)

107. You attempt to flee, but the doors leading 11 2. You cannot identify what creature these
to safety slam shut in your face. Something strikes you assorted organs once belonged to, and you find
on the back of the head, and you know no more for the yourself wondering if you really want to find out. With a
next hour, when you awaken with a splitting headache shudder, you move on to -141-.
and the loss of 1 Hit Point. The chest is, of course,
5 MINUTES {-89-)
gone.
Return to -206- and resume your tour. 113. Powerful, unnaturally strong hands seize
you, flinging you clear across the room for 1 point of
NOTE: Do NOT make the Spot Hidden roll at
damage.
-206- again.
As you struggle to rise, you see the withered thing
60 MINUTES (-128-)
scoop up the golden box and clutch it to its sunken
chest. Slowly, the thing fleshes out, becoming an
108. By pure chance you discover a trap door
imposing figure of a man who can only be Lazarus
in the ceiling. You may investigate at -159-, or call it
Grim.
quits at -163-.
"We will meet again," he hisses at you, "but
5 MINUTES (-141-)
perhaps next time it will be down in my domain!"
1 09. As you look up along the path, your eyes Turning, the hellish figure stalks from the room, the
are drawn to the uppermost floor of the manse, which double doors slamming shut behind him; you can hear
can just be seen over the crests of the pines. There is a his very real footsteps receding into the distance of the
light glowing in a window there, an eerie, unnatural house.
illumination in a house that has been deserted for Groggily, you return to -206-, taking up where you ,
15
left off.
SANITY
NOTE: Do NOT make the Spot Hidden roll at
-206- again. SUCCESS -149- FAILURE -171-
10 MINUTES (-181- -196-) 5 MINUTES (-164-)

10RP 119. Gasping, whimpering, crying like a child,


you scramble out of the house as that thing below
114. Your mind is seared by a red hot poker of brings the entire structure crashing to ruins behind you.
abyssal fear as the abominable spawn of unnatural
depths lunges bonelessly at you, tentacles reaching After a time, you are composed enough to stagger
hungrily. to the dock and signal Enos Wade to pick you up.

You have time for one final scream, which at least You say nothing on the return journey, your mind
drowns out the triumphant laughter of Lazarus Grim plagued by visions of the thing in the pool - and of the
and his mocking tribute: "Fool!" horrible sound of Lazarus Grim's maniacal laughter
rising from the ruins of his mansion.
THE END Despondent at the knowledge of your failure, you
(-167- -171-) know that you cannot avoid your confrontation with
Tobias Armbrewster for very long.
115. Numb and weakened, you stagger back Morosely, you leave the mainland dock for -73-.
under the wrathful gaze of Lazarus Grim. The waters of
the pool froth and slop over the tiles, soaking your feet (-197- -404-)
as something rises up from below ... 1 HOUR
SANITY 120. An old, worn copy of "The Legend of
SUCCESS -167- FAILURE -402- Sleepy Hollow" strikes your fancy, and you spend a
few minutes leafing through it. The placard on the
5 MINUTES (-164-) inside cover informs you that this volume came from
the private library of Geofry Thomas Ridley, a Dove's
116. Bay resident of the previous century.
YOU MAY READ HANDOUT Gl28, SPOIHIDDEN
THEN RETURN TO -96-.
SUCCESS -145- FAILURE -88-
5 MINUTES (-96-)
10 MINUTES (-88-)
11 7. You have released the captive souls of
Grim House and broken Lazarus Grim's unnatural hold 1 21 . THE SHERIFF'S OFFICE is the center
on life. His plot is thwarted, and his evil hold over this for law and order in Dove's Bay. A deputy is seated
house is broken. behind his desk going over some paperwork as you
enter.
You are rewarded with 1D20 points of Sanity, and
you realize that all the Hit Points and POW you have LUCK-10%
lost while in Dove's Bay have been restored to you.
Well done! SUCCESS -168- FAILURE -146-
Moving unsteadily through the house, you are able 5 MINUTES (DIRECTORY)
to make it to -400- without fear of supernatural
encounters. Grim House is at peace. 122. Where ...What...Who ...?
15 MINUTES (-136-) You are standing in the middle of -206-, bereft of
2 Sanity points and the memory of how you came to
lose them. There is no chest of any sort in this room
now - or did you just imagine there had been one? ·
118. Your hands numb and all but useless you
stagger back, pursued by Lazarus Grim's mocking NOTE: Do NOT make the Spot Hidden roll at
laughter. -206- again.
The waters of the pool heave and froth, and 60 MINUTES (-106-) 2 RP
something pushes up from below...

16
mansion to its very foundations, costing you 1 SAN
123. The amulet sails through the air, straight point. And now the corpselike abomination is coming
and true, striking the glowing chest A flare of searing
after you!
white light lashes out at you as an invisible hand lifts
you and tosses you back against a wall for 1D4 points Will you throw the box at the thing at -192-, dash
of damage. it to the floor at -136-, or flee with it to -107-?
Your vision clouds and fades. to black, just as you (-181-)
hear a chorus of grateful, exultant voices exclaim,
"Free!" This drowns out even the insane screams of 129. With a soul-piercing ululation the creature
Lazarus Grim. falls to the ground, spattering into several puddles of
thick, viscous fluid which quickly evaporate, leaving
If you have sufficient hit points to assure your
you alone and trembling in fear from an encounter
survival, you will awaken at -160-.
whose occurrence you can never prove.
(-135-)
When you recover, spend as much time as you
require at Mrs. Gordon's, then continue on to -73-,
124. Disturbed by w~at you have learned, you
and the rest of your investigation.
return to -277- to select an exit from the office.
+108 SAN 5 MINUTES (-184-)
(-155- -185-)

125. It has cost you a great deal, but you have 130. "Get outta town," a gruff, gravelly voice
warns you. "We know who you are an' what you're
done what you came here to do.
doin' here, an' you won't last much longer if you stay."
The flames consuming Grim House light your
There is a sharp click, and the line goes dead,
return journey to the mainland. It is a good light, a
leaving you at -150-.
cleansing light, and you welcome the feel of it on your
face. 5 MINUTES (;-173-)
Most of the town is on the docks watching the
blaze as you make your landing - all except Tobias
131. You see nothing; no doubt the miscreant
is long gone. Entering the boarding house, you puzzle
Armbrewster, and you know where to find him.
over this attack, certain only that Dove's Bay harbors
With some trepidation, you move tiredly on to many enemies for you. Proceed to -150-.
-73-.
5 MINUTES (-139- -187-)
(-160-)
132. The object of your pursuit eludes you.
126. Your bullets strike their target, to no effect Frustrated and angry, you return to Mrs. Gordon's at
save to elicit a derisive laugh from the thing that is -150-.
Lazarus Grim.
5 MINUTES (-152-)
The stagnant waters of the pool boil ?nd froth,
suddenly erupting in a great heaving as something 133. You raise the trap door - and find
pushes up from below ... yourself staring into the twin barrels of a shotgun!

SANIIY "Awright you," Clovis Bloch rumbles, "C,mon up


here!"
SUCCESS -149- FAILURE -171-
You are escorted to the Sheriff's Office, where you
(-195-) are charged with trespassing and fined $100.
Sheriff Ekhart tells you in no uncertain terms that
127. you are no longer welcome in Dove's Bay, and that the
LISTEN sooner you're gone the better.
And so, minutes later, you are heading out of town;
SUCCESS -193- FAILURE -156-
for your adventure, this is ...
(-200-)
THE END
1 2 8. You elude the desiccated horror and (-159-)
scoop up the golden chest. Your unnatural enemy
vents forth a terrible cry of rage which shakes the 134. You awaken an hour later, feeling weak
17
and drained from the loss of 1 point of POW. Rising SANIIY
unsteadily to your feet, you return to -206- and
proceed with your explorations. SUCCESS -1 SAN
NOTE: Do NOT make the Spot Hidden roll at FAILURE -104 SAN
-206- again.
In a few eternal seconds, the revenant that had
1 HOUR (-165-) 2 RP been Lazarus Grim falls to dust at your feet. Stunned,
you may recover your wits at -117-.
135. 5 MINUTES (-128-) 20 RP
THROW
13 7. The granite block slides aside, revealing a
SUCCESS -123- FAILURE -148- dank, nighted shaft from which issues an overwhelming
(-140-) odor of rot and decay. A flight of stone steps descends
into the tunnel, which you may explore at -104-;
136. " NOOOOOOOO/" otherwise, you may leave the cellar for the fresh air of
-93-.
The drawn-out wail of anguish from the corpse-
thing is punctuated by the crash of the chest hitting the 5 MINUTES ( -178- -190-)
floor and bursting apart.
138. There is no lock on the door to this coop,
Suddenly, the room is filled with a warm, golden and you cautiously pull the warped and weathered
brilliance which seems to have been contained within portal open ..
the box. Within that light dance hundreds of tiny white
sparks, and as they soar upwards, you seem to here a And are suddenly enveloped in a feathery storm of
chorus of multitudes exclaim, "Free!" cackling, frightened chickens that spews from the
coop!
The horrific screams of the withered abomination
continue as, bathed in the golden light, the wretched "Blasted fox!" you hear Clovis Bloch yell from the
creature crumbles, coming apart before your very eyes. house. "I'm gettin' my gun an' fixin' it so's ya never
steal another one of my chickens agin!"
~:-:::== ==·· -_- With this new incentive to spur you on, you flee the
yard for -73-. Perhaps you can visit Clovis again
another time.
15 MINUTES (-93-)

139. Something warns you to duck; a moment


later a fish-gutting knife sails through the space you
recently occupied!
Crouching low in the concealing bushes, you cast
about for a sign of your would-be assailant.

SPOT HIDDEN
SUCCESS -142- FAILURE -131-
5 MINUTES (-154-)

140. Golden light flecked with many bright and


dancing sparks washes over you, to no apparent ill
effect, a fact which drives Lazarus Grim into a seething
rage.
"So be it!" he roars. "Then one of Great Cthulhu's
children shall deal with you!" So saying, Lazarus
begins a strange, guttural chanting that, while unintel-
ligible, never the less chills you to the bone.

18
You are desperate. Will you: 146. Uh-oh. Sheriff Ekhart is present as well,
Attempt to shoot Lazarus at -111- and doesn't take kindly to your request to look into his
records. "You got a crime to report, get on with it," he
Shoot the chest at -195- tells you gruffly. "Otherwise, get out of my office."
Attempt to seize the chest at -164- Defeated, you exit to -73-.
lf you have one, throw you( snake amulet at 10 MINUTES {-121-)
Lazarus at -135-
147. You nimbly dodge the onrushing horror,
{-105-) only to realize that it is after the golden chest rather
than yourself.
14 1 . Other than the iceboxes, there seems to
Will you make a try for this box at -181-, or use
be nothing else of any interest here. If you are curious
about the iceboxes, you may.look into them at -194- the opportunity to flee back into the Reception Hall at
-237-?( Do NOT make the power roll at -237-.)
0R
{-196-)
SPOTHIJJDEN- 10%
148. The amulet sails past its target, skittering
SUCCESS -108- FAILURE -163- uselessly across the floor.
5 MINUTES Will you attempt to shoot Grim at -111-, shoot the
chest at -195-, or attempt to seize the chest at
{-182- -89--18- -112-)
-164-?
142. There, at the corner - a fleeting glimpse {-135-)
of a shadowy figure in a red cap! Will you give chase at
-152-, or return to Mrs. Gordon's at -150-? 149. You are bereft of 4 points of Sanity by the
sight of a huge, octopoidal thing squeezing up through
{-139- -187-)
the pool, rending the tiles with its mass!
143. Scrambling up the steps, you fumble with Go screaming to -197-.
the front door lock for a few terrible seconds before
{-111- -118--126- -157-)
wrenching the door open and flinging yourself inside.
After several breathless seconds you gather your 1 50. Spend as long as you require here at Mrs.
courage for a look outside. Gordon's, then take up your investigation at -73-.
You find only the night and the stars - and what {-130- -169- -179-)
they have seen this evening they are unwilling to
reveal. 151. You are too slow. The twin barrels of
Spend as much time at Mrs. Gordon's as you Clovis Bloch's shotgun pointed at the small of your
need, then return to the Directory to continue with your back, you are marched to the Sheriff's Office, where
investigation. you are charged with trespassing, fined $100 and
thrown into jail until the day after your contract with
5 MINUTES {-177-) 2 RP Tobias Armbrewster expires.

144. Match your Movement against your peru- Frustrated and broke, you leave Dove's Bay with all
speed for, as far as the mystery of Grimrock Isle is
sers, Movent of 7 on the Resistance Table. A win for
you sees you at -153-; a win for them brings you concerned, this is
-180-.
THE END
{-158-)
{-175-)
145. There seems to be something jammed
152. Match your Movement against your
down into the binding of the book. A little pulling and
assailant's Movement of 7 on the Resistance Table.
tugging rewards you with a parchment bearing the
Victory for you brings -188-, while victory for your
information contained in Handout Gl-30. You may take
assailant offers -132-.
this back with you to -88-.
5 MINUTES {-142-)
10 MINUTES {-120-)

19
157. Lazarus Grim laughs derisively at your
poor marksmanship.
153. You make it back to Mrs. Gordon's,
slamming the door on your perusers. Making certain The waters of the pool are beginning to boil,
that the door is secure, you move on to -150-. spilling over the edging tiles; suddenly, there is a vast
heaving and ...
10 MINUTES (-144-)
SANIIY
154.
SUCCESS -149- FAILURE -171-
LOCK -15%
(-195-)
SUCCESS -139- FAILURE -187-
(-200-)
1 58. As you come tearing around the corner,
you become aware of four shadowy figures blocking
your path - it's an ambush! You may take flight at
155. Scattered among these volumes, you find
-144-, or, if you have a gun, you may draw it at
several tomes dealing with the prolongation of life.
-169-.
Many of these are scientific texts, but the majority of
them approach the subject from a supernatural point of (-188-)
view.
You find books on alchemy, the powers of the
159.
mind, witchcraft, and demonology - all concentrating L/STEN-10%
on the unnatural extension of life.
SUCCESS -174- FAILURE -133-
SPOTH7LJDEN
(-108-)
SUCCESS -185- FAILURE -124-
15 MINUTES (-103-) 5 RP
160. You awaken to a raging inferno! Flames
and terrible heat are everywhere, and you can only
barely make out a puddle of liquid gold beside the
156. Before you realize what is happening, you
charred remains of the thing that had called itself
are caught up in an unhuman grip and lifted into the
Lazarus Grim.
sky. As you rise, you are subjected to an obscene and
horrible tickling, which abates only when you are Your work in this place is done; it's now time for
suddenly' dropped from a height sufficient to cause you to get out!
1D6 points of damage and 1d4 SAN. To escape the burning mansion you must make 3
To learn where you have been so unceremoniously Dodge rolls, sustaining 104 points of damage for each
dropped, roll 1d4 and consult the following table: missed roll. Once you are free of the conflagration, you
may get your bearings at -125-, taking with you 1020
104 Boll Destination
Sanity points for defeating Lazarus Grim.
1 Hutchin's Cave (-123-)
2 Bleakmoore Cemetery
3 Thompson's Bridge
1 61 . "We gotta meet," a nervous voice tells
you. "I know things. I seen things. Be at the cemetery
4 Palmer's Orchard at midnight. You gotta hear me out!"
The line goes dead, leaving you puzzled and a bit
frightened at -150-.
Nothing will happen this evening at any of these
locations, so do not consult the sub-solo for your 5 MINUTES (-173-)
destination. Instead, you have a long walk home; 1
hour plus 15 minutes for every point of damage you
sustained from your fall. Glancing nervously skyward,
you begin your trek to -73-.
162.
1 HOUR+ DODGE
(-127- -162--177--184- -193-) SUCCESS -177- FAILURE -156-
(-193-)
20
You will need a successful Ubrary Use roll to find
163. Giving up the cellar as a lost cause, you each one, in the following order:
return to -93- to look elsewhere.
* 1 - Handout Gl-8
5 MINUTES * 2 - Handout Gl-9
(-108- -141- -186- -190-)
* 3 - Handout Gl-1 0
For each of these items, you must also make a
1 64. Lunging forward, you grab the weirdly successful 1/2 Luck roll. A miss here will see you
glowing chest - and immediately lose 1 POW point immediately to -183-.
(permanently). Once you are done here, you may thank the
Match your STR against the revenant's STR of 18 deputy and exit to -73-.
on the Resistance Table. If you succeed, you may
1 HOUR (-121-)
stumble back to -115-. You may make this roll as
many times as you like, but for each failed roll you will
lose 1 more POW point.
1 69. Upon sight of your weapon, the figures
fade into the night, and before you can stop them, they
You may of course give up at any time at -118-. are gone.
(-148- -140-) "Get outta town," a voice growls in the darkness,
"or next time we'll finish you!"
1 65. As you open the box, it suddenly
Cautiously, you return to Mrs. Gordon's and
transforms into a small, golden chest studded with
-150-.
gems. The air around you becomes thick with the
presence of evil, and at your shoulder, a gloating, (-158-)
spectral voice marks you with a single word: "Fool!"
1 7 0. You tear around the corner - and blunder
POWXJ into four shadowy figures, two of whom pin your arms
behind your back while the other two proceed to give
SUCCESS -106- FAILURE -134- you a thorough beating which cuts your hit points in
NOTE: If you wear the rattlesnake amulet, half.
you may add 10 points to your POW for this As you are tossed into the bushes by the street, a
roll only. gruff voice growls, "Get outta town, or next time we'll
finish the job!"
(-102-)
Left alone, you may crawl to the Directory and
166. As you enter your room, you find a proceed from there.
crumpled envelope lying just inside the door. Curious,
15 MINUTES (-188-)
you open it and read the missive inside.

POWXJ 1 71 . 1020 Sanity points are sundered .from


your psyche as a massive octopoidal thing breaks the
SUCCESS -189- FAILURE -176- surface, bursting the edges of the pool with its mass-
and to your added horror, you realize this is merely the
(-200-)
head of a much larger creature!
1 67. It is huge, a boneless, tentacled sac of If your Sanity loss is less than 5 points, you may
obscene flesh and baleful, glowing eyes that is merely crawl gibbering to -197-. If your loss is greater, then
the head of some far more massive creature! -114- awaits you.
"Give that to me, or your last moments shall be a (-111- -118--126- -157-)
horror such as the human soul has never known!" Face
twisted by seathing rage, Lazarus Grim holds out his 172. You are engulfed by the brilliant light,
hands for the chest you hold. drawn into it to become one of many dancing sparks
that are the captive souls of Lazarus Grim's victims.
Will you let him have it at -114-, or deny him at
-404-? Your body is never found, your fate merely another
chapter in the long and terrible history of Grimrock Isle.
5 MINUTES (-115-)
THE END
168. The deputy reluctantly allows you to
examine some of the older reports. (-105-)

21
Disturbed, you may ponder the meaning of the
173. You have a phone call. If you have had a letter at -150-.
' meeting in Bleakmoore Cemetery, your caller will tell
you -130-. If not, he will reveal -161-. (-200-)
(-200-)
180. Rough hands grab you from behind,
pinning your arms behind your back as you are
17 4. Someone is moving around up there, right
subjected to a beating that cuts your hit points in half.
by the trap door. As you listen, you hear the distinctive
click of the hammers of a shotgun being pulled back. As you are thrown to the ground, a rough voice
growls; "Get outta town, or next time we won't be so
Abandoning any idea of further investigation here,
gentlel''
you remove yourself with all speed, and don't stop
running until you've reached -73-. You are now free to crawl to the Directory and
continue from there - but no fast moves!
10 MINUTES (-159-)
(-144-)
175.
181.
J/4LUCK
DEXX2
SUCCESS -110- FAILURE -151-
SUCCESS -128- FAILURE -113-
(-198-)
(-147-)
17 6. A sensation of penultimate evil washes
over you as you struggle to maintain hold of your 182. The countertop is stained with a sticky red
sanity. Horribly, you realize you have been cursed! substance that could very well be blood. With a
shudder, you move on to -141-.
Each night as you sleep, roll your POW on 2D10. If
you make it, all is well. If not, you are beset by horrible 5 MINUTES (-89-)
nightmares which rob you of 106 SAN points per night.
This will continue until you have left Dove's Bay. 1 83. "What the devil do you think you're
doing?" Sheriff Ekhart roars as he enters the office.
Shaken, you move on to -150-.
"Get out, and don't even think about sniffing around
5 MINUTES (-166-) here again!"
As a source of information, the Sheriff's Office is
177. Avoiding the thing's horrid grasp, you
now closed to you. Taking what you have learned, you
realize that you have but two choices. You can stand
beat a hasty retreat to -73-.
and fight at -1M-, or make a run for the house.
10 MINUTES (-168-)
To accomplish the latter, you must make 3
successful Dodge rolls at -15%. If you can, you will
reach -143-; if you cannot, -156- will reach you.
1 84. This faceless, winged nightmare has 13
hit points and a 300!b chance of Grappling you. As you
(-162-) will discover, the thing has a resilient skin which is
worth 2 points of armor.
17 8. You notice that the malodorous crocks
Victory will see you to -129-, while a successful
are resting on a slab of stone which seems out of place
Grapple on the creature's part will result in -156-.
in this virtual hole in the ground. An experimental tap
on its granite surface produces a decidedly hollow (-177-)
sound.
Match your STR against the slab;s STR of 18 on the
185. The book "Beyond the Veil of Death,"
by LaMont W. Pierponte is dog-eared in several
Resistance Table. Success will see you to -137-, while
places. Upon examination, you will find these entries
a miss produces -190-.
deal with the force of will power as a factor in staving
(-18-) off death:

179. There is a letter waiting for you. Opening YOU MAY READ HANDOUT Gl-33
it, you read the following crudely written lines: You may ponder all of this at -124-
YOU MAY READ HANDOUT Gl-32 5 MINUTES (-155-) 10 RP

22
18 6. It slowly dawns on you that these tunnels YOU MAY READ HANDOUT Gl-31
are very old and apparently unused, whatever their You may ponder over this missive at -150-.
purpose may have at one time been.
{-200-)
Besides, you realize you are wasting valuable time
poking around down here when··you have a case to 192. The thing deftly catches the box and flees
solve. with it into the depths of the house.
You may retrace your steps to -163-, adding the "You had your chance and you threw it away!" a
appropriate interval of time your return journey dried, withered voice cackles at you. "Now I will have
requires. my chance- and I will not squander it!"
15 MINUTES {-104-) Left alone, you may return to your tour of the
house at -206-.
187. A red hot poker enters your left shoulder,
NOTE: Do NOT make the Spot Hidden roll at
causing 104 points of damage. Someone has thrown a
knife at you - and with remarkable accuracy! -206- again.

As you wrench the fish-gutting knife from your {-128-)


shoulder, you cast about for some sign of your
assailant. 1 93. The flapping of leathery wings draws your
attention upwards...
SPOT HiDDEN
SANITY
SUCCESS -142- FAILURE -131-
SUCCESS-.- FAILURE -1D6 SAN
{-154-)
An ebon, glistening, faceless thing descends upon
188. you, a patch of tainted blackness against the natural
darkness!
SPOTHIJJDEN If your SAN loss was 5 points or greater, you will
SUCCESS -158- FAILURE -170- face -156-. lf it was less, deal with -162-.

{-152-) {-127-)

189. A strange symbol occupies the center of 194. Each icebox contains several dozen
the otherwise blank page. Though you are not affected plucked and dressed chickens, ready for the oven.
by it in any way, you none the less realize that this is a With a shrug of defeat, you return to -93- to carry on
symbol of purest evil. your investigation, or to -73- to simply give up on
Clovis and his dump of a house.
Crumpling the offensive message, you toss it in the
trash and move on to -150-. 10 MINUTES {-141-)

5 MINUTES {-166-)

190. After 5 minutes of tugging and pulling, 195.


you are unable to move the slab. You may try again
every 5 minutes, pitting your STR against the slab's .d5
STR of 18 on the Resistance Table; but for every 3 SUCCESS -126- FAILURE -157-
failures you will lose 1 hit point to muscle strain. If the
slab should move, you will discover -137-. You may, {-140- -148-)
of course, admit defeat at -163-.
5 MINUTES PER ATTEMPT {-178-)
196. ... a shriveled, mummified thing whose
191 . Upon your arrival, Mrs. Gordon informs sunken, parchment features scream a tale of an
unnatural extension of life!
you that you have a message. She hands you a small
envelope with your name written on it, saying that it "I will have you!" the thing screeches as it
was left in the mailbox by someone she did not see. It launches itself at you. "I WILL HAVE YOU I"
reads thusly:
23
event as NA.
DODGE
{-77-)
SUCCESS -147- FAILURE -113-
5 MINUTES {-106-) 201. You stand now in a bare, circular
chamber which takes up the entire diameter of the
5RP tower, and whose ceiling looms some 50 feet over-
head; this is clearly the uppermost room in the tower.
197. Gigantic, baleful eyes lock upon you with
ill intent, and in that moment, instinct demands that you This chamber shows evidence of severe fire
flee. damage, and whatever it may have once contained
now lies in ashes at your feet.
Terrible rending sounds pursue you, and debris
begins falling all around you. To reach safety, you must SPOTHIJJDEN
make 3 Dodge rolls, sustaining 1D4 points of damage
for each missed roll. If you survive this nightmare SUCCESS -248- FAILURE -254-
ordeal, you may stagger on to -119-. 5 MINUTES {-241- -232- -333-)
{-149- -171-)
202. This is another storage room. Several
198. This door is unlocked and swings easily lengths of rusted pipe are strewn over the floor amidst
open, revealing a cramped but reasonably clean rotting barrels and crumbling crates.
kitchen - and Clovis Bloch, seated at the table, The archway in the north wall opens onto -276-,
enjoying a bowl of chicken soup. while the 3 archways arranged along the west wall all
"What the devil!" he blurts as he becomes aware open onto -255-.
of you- and leaps for his shotgun, leaning against the 5 MINUTES {-276- -255-)
wall nearby!
Will you flee for -73-, never to return, or attempt 203. This can only be the Dining Room. A
to beat Clovis to the gun at -175-? large, dust-and-cobweb shrouded dining table sur-
·~
rounded by 13 chairs occupies the center of the room,
5 MINUTES {-93-)
taking up much of the floorspace,
199. Finding nothing worthy of note, you return In the northeast corner of the room is a small
to -277- and choose an exit from the offiCe. sliding door affording access to -329-, while in the
middle of the north wall is the door to -237-. A wide
5 MINUTES {-103-)
archway in the southern portion of the east wall opens
onto -277-.
200.
5 MINUTES {-237- -277- -329-)
ErtENT IA.BLE
10~ Boll DAY NIGHT
204. As you turn to flee, something strong and
sticky strikes your leg, causing you to stumble and fall.
1 NA -127- Looking back, you see your leg is ensnared in a mass
of spider webbing - but more importantly, you see the
2 -173- NA arachnid horror bearing down upon you!
3 -191- NA You may fight it somehow at -257-.

4 NA -154- {-278-)

5 -166- -166- 205. Hooks and chains and shelves of cold


granite- this can only be the Meat Locker. The metal
6 -179- -179- is rusted and the granite stained with the blood of
NOTE: If the entry you rolled is NA, then nothing long-ago slaughtered main courses - and a chilling
has occurred. Return to Mrs. Gordon's (-77-), stay as cold permeates the air in a ghastly memory of what
long as you require, then continue to the Directory to once took place here.
proceed with your investigation. The only way out is the way you entered, through
Once an event has occurred, it will not happen the door in the south wall and into the Larder at -236-.
again. If you should roll the same event twice, treat that 5 MINUTES ( -236-)

24
206. The two ponderous doors swing reluc- 210. Where? What? How... ? Coming out of
tantly open onto the Livingroom. A clutter of decrepit your daze, you find yourself standing outside the tower,
furniture is strewn about the chamber, and beneath shaking with fear.
your feet the rotted, mouldy remains of a once plush
Will you attempt to re-enter the tower at -228-, or
and expensive rug crumbles beneath your weight.
set off down the path to -297-, or perhaps the trail to
There is a single door in the .center of the south -387-?
wall that will take you to -259-, and the set of double
(-263-)
doors in the center of the west wall will see you into
-237-.
211 . This is the Cellar Landing, a T-shaped
SPOTHIDDEN* central chamber affording access to the other areas of
the cellar.
SUCCESS -102- FAILURE-.-
From here, a door in the south wall gives access to
*If you have been in this room before, do NOT -239-, while another in the east wall leads into -286-.
make this roll again. In the west wall, an archway leads through into the
gloom of -261-. The stairs in the center of the
5 MINUTES(-107- -192--113--134- chamber ascend to -264-.
-237--277- -102- -122-) In the northern portion of the T, a doorway in the
east wall opens on -208-, while a door in the west
207. You scramble out from under the ruins of wall will take you into -282-. In the north wall, either of
the staircase, and onto the bare, warped floor near the 2 archways will take you into -279-.
door by which you entered.
5 MINUTES (-208- -239--261--264--279-
Will you remain and continue your exploration at -282- -286-)
-281-, or exit the tower, taking either the path to
-297-, or the path to -387-? 21 2. If you have survived the horrors ~f Grim
5 MINUTES (-285-) House and vanquished them, take yourself wearily to
-240-. If Grim House still contains its unsolved
208. The two heavy benches here tell you this mysteries, continue with your investigations at -387-.
is the Workroom, though only a few rusted antique ( -265- -400- )
tools remain behind to litter the countertops.
From here, 2 archways at opposite ends of the 213. Suddenly, the wood beneath your feet
east wall open into -276-, while the archway in the gives way and you plunge down into utter darkness,
south wall opens onto -255-. losing 2 points of damage from the fall. As you painfully
attempt to separate yourself from the nail-studded
The archway in the north wall opens onto -279-, debris, you notice something strange at -289-.
while the short corridor in the northwest corner leads
through another archway and into -211-. 5 MINUTES (-241-) 2 AP

5 MINUTES 21 4. Do you have a key bearing the inscription


(-211- -255--276- -279-) "666"? If so, take it to -343-; if not, return to -242-
and try something else.
209. You have entered the Main Hall. A wide 5 MINUTES (-242-)
archway in the south wall opens onto -291-, while a
grand, ornate stairway ascends before you to -229-. 21 5. The interior of the house is a gloomy
In the north wall on either side of the stairs is a maze of shadow and light; you will most certainly need
narrow doorway. The one on the left will take you to some form of illumination to find your way about in the
-280-, while the one on the right leads to -283-. musty darkness.
Lighting your lantern, you discover that you are
POWXJ standing in -291-.
SUCCESS -310- FAILURE -.- 5 MINUTES
5 MINUTES (-218- -243- -268-)
(-250- -280--283--291- -310-)
216. In the inky gloom of the tower's first floor,
25
your feeble light falls upon a charred, rubble-strewn
husk of a room. Directly opposite you is a raised
222. A tile from the roof hits you on the head,
inflicting 1 point of damage and giving you an annoying
platform, while on your right is a flight of apparently
headache.
serviceable stairs ascending into the upper gloom.
Looking above you, you can find no gap in the
You can investigate the platform at -351-, or the
moss-covered roof over the porch. Where, then, did
stairs at -266-, or you can exit the tower and continue
the tile come from? You ponder on this as you proceed
on the path to -297-, or the trail to -387-.
to -218-.
5 MINUTES
5 MINUTES (-247-) 3 RP
( -220- -249- -275-)
223. These symbols bear no resemblance .to
21 7. This room was obviously the Library. traditional occult symbols, except for the fact that they
Shelves and shelves of old, decaying books line the seem to be arranged in the form of a pentagram.
walls and occupy much of the floorspace, save for the Whatever they are, these designs were not placed here
section in the northwest corner. for any good purpose.
There, room is reserved for a large roll-top desk, a POWXJ
once comfortable leather chair, and a large candle
holder rising behind it. SUCCESS -244- FAILURE -294-
. The mouth of a hallway opens up in the middle of 5 MINUTES (-248-)
the north wall at -267-, while a flight of stairs
descends to -250-. 22 4. The steps are slick and broken with age,
making your footing uncertain.
5 MINUTES
(- 221- -242- -267-) DEXX2
SUCCESS -232- FAILURE -295-
218. Finding the correct key, you insert it into
the lock, which releases with rustyJeluctance. 5 MINUTES

I/2Ll/CK ( -220- -228- -245- -270-)

SUCCESS -215- FAILURE -268- 225. This is a large Guest Bedroom, fully
furnished and seeming to be almost livable.
(-222- -247-)
A small glass door in the west wall opens out onto
21 9. The horrifying sight costs you 1 SAN -331-, while a set of double doors in the east wall
point. "No!" you cry out in denial, covering your face open onto -250-.
with your hands.
5 MINUTES (-250- -331-)
When you dare to look again, the room is empty,
save for the ash at your feet, and the faint trace of 226. Quite abruptly, you are free of the
woodsmoke in the air. Shuddering convulsively, you forbidding pines. You stand uneasily at the edge of a
force yourself to move on to -294-. large clearing at the very heart of Grimrock Isle.
5 MINUTES (-244-) Before you stands Grim House, a looming, malig-
nant Gothic hulk of oak ancl granite, a place whir h
220. As you pick yourself up, you gasp in knows nothing of human happiness - but much of
shock as you see the front door of the tower standing terror and death.
open before you. Will you enter into -216-, try the
The manse seems to glare at you, challenging you
stairs at -224-, or head off either down the path to
to enter. Will you accept the challenge at -247-, or
-297- or the trail to -387-?
explore the rest of the island at -394-?
(-295-)
10 MINUTES 3 RP
221 . A short flight of stairs ascends to a square - ( -109- -293- -253- -334-)
platform, then branches to the east and west, both
branchings taking you to the third floor and -217-. 227. As you suspected, the stairs terminate at
the base of the tower near the front entrance. Will you
5 MINUTES (-250-)
try the door at -228-, or head off along the path to

26
-297-, or the trail to -387-?
233. You are on a flight of stone steps which
5 MINUTES (-232-) either ascend to -384- or descend into -279-,
depending on the location from which you came.
228. The door to the tower is warped with age,
5 MINUTES (-279- -384-)
and resists your attempts to open it. Will you attempt to
force it at -249-, or follow the stone steps which wind
up and around the outside of the tower to -224-?
234. This must be the Grand Ballroom. The
cracked and filthy floor is of the .finest Italian marble, as
5 MINUTES (-210- -227- -300-) are the stately columns buttressing walls of crumbling
plaster fretwork and filigrees.
229. The stairway ascends to a square plat-
In the center of the ceiling is a grand crystal
form, from which it branches to the east and west, both
chandelier, dulled and tarnished by age and neglect,
branchings terminating on the second floor at -250-.
sad testament to the splendor of a bygone age.
5 MINUTES (-209-)
A large archway in the north wall opens onto
-237-, while a small glass door in the western portion
230. of the same wall gives access to the side terrace and
SAN/TY -318-.
NOTE: If you have heard music and voices in this
SUCCESS -1 SAN
room, and have just made a successful POW X 3 roll,
FAILURE -104 SAN continue directly to -306-.
You gaze upon something unnameable from the 5 MINUTES
darkest depth of the sea, a horrid thing which puts forth
(-256- -318--361- -375-)
a pulsing, ropey member to ensnare you!

DODGE 235. You burst through the tower doorway


and, acting on instinct, slam the door shut behind you.
SUCCESS -272- FAILURE -251- Retreating from the tower and its shiversome
(-292-) 5 RP residents, you pause only a moment to catch your
breath before continuing on the path to -299-, or the
231. You stand for a pensive moment, watch- trail to -387-.
ing Enos Wade's boat dwindle into the distance before
5 MINUTES (-257- -278-) 5 RP
turning to stalk gingerly up the slippery island dock.
Walking along that slime-slick platform, you 236. You find yourself standing in what you
become acutely aware of a cloying air of evil which feel must have been the Larder. Shelves line this
grips the isle; the gloom beneath the gnarled pines windowless room, and 2 large floor to ceiling shelves
seems unaccountably dark, and you can barely make occupy the center of the room, all choked with dust
out the nearby forking of the path. now, and bare of any sustenance.
The left fork will take you to -252-, while the right A door in the center of the south wall takes you
fork wends its way to -300-. into -286-, while a ponderous metal door with a large
cast iron handle in the northeast corner of the room will
5 MINUTES open onto -205-.
( -403- -53- -76- -95-)
5 MINUTES (-205- -286-)
2RP
237. You enter into the vast cavern that is the ·
232. You are on a small landing at the top of a Reception Hall.
flight of worn stone steps winding down around the
Directly across from you in the north wall is a
outer wall of the tower to -227-.
gargantuan fireplace of carved and polished granite
In the tower wall, a short, narrow door will that is the only remaining decoration in this room; your
reluctantly allow you access to -201-. footsteps echo hollowly on the bare hardwood floor.
5 MINUTES The light of your lantern just barely reaches all 4
walls, revealing a set of double doors in the east wall
( -224- -254- -269- -294- -397-)
that will open onto -206-, and a single boarded-over
glass door in the west wall leading outside to -318-.
27
A set of double doors at the eastern end of the
south wall open on -203-, and a great archway at the
242. The door is locked.
western end of the same wall offers access to -256-. I/2MECHANICAL .REPAif(
In the middle of the south wall are 2 narrow SUCCESS -290- FAILURE -360-
archways. As you face them, the one on the right will
take you to -280-, while the one on the left sees you 0R
at-283-.
Try the keys on your key ring at -305-
Four french doors are arranged along the north
wall, each affording access to the rear terrace and 0R
-395-. Go to -214-
POWXJ 0R
SUCCESS -348- FAILURE -.- Give up and return to -217-
5 MINUTES (-206- -234--256--280- (-214- -267--343- -360-)
-283- -318- -395- -339- -358- -203- -147-
-362- -345- -327-)

238. Screaming with fearful loathing, you fight 243.


your way out of this dark, crawly nightmare to find SANIIY
yourself sweat-drenched and panting at -397-.
SUCCESS-.-
5 MINUTES (-263-)
FAILURE -1 SAN
239. You have found the Wine Cellar. Wine
Whispered, urgent voices, drifting like some psy-
racks line the walls and take up much of the
floorspace, and a few of them still hold dust-covered chic breeze, waft through the doorway, chilling you as
bottles. A small tasting table and 4 chairs stand in the deeply as that blast of cool air.
northwest corner, while in the e'ast wall, a door opens Voices ... voices whispering to you from beyond the
into -286-. Another door in the north wall leads to veil of death:
-211-.
"Get Out!"
5 MINUTES (-211- -286-)
Will you heed that spectral warning and explore the
rest of the island at -387-, or will you ignore the
240. Exhausted and drained, you never the
advice and enter Grim House at -215-?
less feel a great sense of accomplishment as you
make your way to the dock to light the signal lamp that 5 MINUTES (-268-) 5 RP
will bring Enos Wade to pick you up.
It will be an hour before Enos arrives, and in that
244. Something is happening ...
time you savor a sense of victory that few human The air around you grows hazy, and within that
beings have ever known. haze you can see people moving about, people
dressed in the fashion of a previous century!
You say very little to Enos on the return journey to
the mainland, yet somehow he is aware of your The ceremony is a vile debasement of all that is
success, and even his dour mood lightens. wholesome and natural. You can hear their voic~c:: as
though through a great distance, and only one phrase,
The curse of Grimrock Isle has been lifted! All that
repeated over and over, is clear: "Cthulhu f'tl'lgn."
remains is to inform Tobias Armbrewster of the fact.
Proudly, you make your way to -17-. In the center of the group stands the imposing
figure of a bearded man with wild eyes, whom you
1 1/2 HOURS (-212-)
know in some uncanny way to be Lazarus Grim.
241. The specter tu~ns to face you, smiling evilly.
"Welcome," a cruel voice greets you. "Another come
Ll!CK- 10% to join the circle!"
SUCCESS -201- FAILURE -213- And with that, his face transforms into a hideously
grinning skull!
( -266- -275-)

28
SAMIY 250. The Second Floor Landing offers you
access to the door in the north wall (-271-), the
SUCCESS -219- FAILURE -333- double doors in the west wall (-225-), and the 2 doors
10 MINUTES in the east wall: north (-298-) and south (-246-).
( -223- -335-) 5 RP Against the southern wall, another stairway
asc"n<:Js to -221-, while in the center of the room is
245. Do you wish to try the steps again at the staircase descending to -209-.
-224-, the door at -249-, or continue along the path 5 MINUTES (-217- -225--229-
to -297-, or the trail to -387-?
-246- -271- -298- -379-)
5 MINUTES ( -295-)

246. This is the Bath Room. A chipped and


251. You try to flee, but you are caught up in a
crushing, alien grip from which there is no escape.
stained sink and toilet stand against the south wall, and Down, down you are pulled, into the well and out of the
in the north wall an open doorway leads to -363-, ken of humankind.
while a door in the west wall opens onto -250-.
5 MINUTES TBEEND
( -250- -328- -363- -374-) (-230-)

2 4 7. Crossing the wide, dilapidated front 252. As you pass beneath the curiously
porch, you approach the warped and age-worn double deformed pines, the oppressive darkness closes in
doors of the mansion. From here, you see that you can upon you, seeming to crush the very breath from your
cross the lawn to the east in front of the house to lungs.
-367-. You can also go across the lawn to the west to
-350-. If you have already unlocked the front doors, SPOTHIJJDEN
you may enter the house at -291-; if not, try your keys SUCCESS -273- FAILURE -370-
by rolling your

LUCK-/0% 5 MINUTES (-231- -387-) 2 RP


SUCCESS -218- FAILURE -222-
5 MINUTES (-226- -350- -367-)
2 53. As you try to penetrate the inky blacknoss .
of the well, you catch a vague hint of movement below,
which warns you away from the well and sends you
248. There is something on the floor, concea- scurrying down the path to -226-.
led beneath a blanket of ash. Brushing aside some of
the powdery residue, you see a number of strange 5 MINUTES (-288-) 5 RP
symbols painted on the floor, many of which have
been obliterated by the consuming flames. 254. There is nothing to be found here. You
can either descend the stairs against the wall to
OCCULT -266-, or pull open that short and narrow, weather-
beaten door which will allow you access to -232-.
SUCCESS -223- FAILURE -269-
5 MINUTES
0R
(-201- -333-)
CIHULHUMYTHOS
SUCCESS -335- FAILURE -269-
255. This chamber is empty, its walls charred
and heavy with a thick layer of soot. The beams over
5 MINUTES (-201-) your head look fairly new, and must have been recently
installed.
Three narrow archways in the east wall will each
2 49. Match your STR against the door's STR of see you into -202-, while the one in the center of the
20 on the Resistance Table. Success rewards you with north wall allows you access to -208-.
-216-, and failure with -270-. 5 MINUTES ( -202- -208-)
5 MINUTES (-228- -245- -270-)

29
L-shaped in-ground pool filled with murky, stagnant
256. water which effectively conceals the bottom of the
liSTEN pool. For some reason, the air here is heavy with the
odor of the sea....
SUCCESS -347- FAILURE -234-
Broken and boarded-over stained glass windows
(-237-) line the south and west walls, while in the northern
portion of the west wall, a swinging door opens onto
257. The abomination has a DEX of 17, and 20 -258-.
hit points. It will attack with pincers at 300..6 for 106+ 1D4
In the north wall, another swinging door leads off to
damage.
-282-, while in the east wall, a large archway opens
If the creature scores an impaling attack, it will into ~211-.
· attempt to inject you with a poison of Potency a. Its
fangs will have a 40% chance to hit, and will also cause POWXJ
1 point of physical damage - plus the fact that you will
be totally paralyzed.Should this occur, consult -260-.
SUCCESS -105- FAILURE-.-
5 MINUTES (-211- -258- -282-)
If you survive this confrontation, thank your lucky
stars at -235-.
262. As you turn away from this strange
15 MINUTES (-204- -281-) mystery, you notice something unusual - or at least
you think you notice something ....
258. Rusted lockers and benches. Stained
Those two griffin statues by the archway are glaring
sinks and cracked mirrors. This must have been some
kind of locker room for the master of the manor and his at you again - but when you entered, weren't they
both facing the front doors?
guests when they used the pool.
Rubbing your eyes to clear them, you look up and
A swinging door in the northern portion of the east
wall opens onto -282-, while a similar door in the see that the griffins' heads are back in their original
southern portion reluctantly opens onto -261-. positions, glaring balefully at the front doors! Or did
they ever really change?
5 MINUTES (-261- -282-)
Uncertain of the answer, you return to -291- and
259. This door is locked. resume your tour of the house.

.IDEA . 5 MINUTES (-287-) 5 RP

SUCCESS -309- FAILURE -.- 263. Spiders! Hundreds and hundreds of


black, bloated bodies with their thousands of legs all
OR over you!

MECHANICAL .REPAif( SANITY


SUCCESS -277- FAILURE -364- SUCCESS -1 SAN
10 MINUTES (-206-) FAILURE -106 SAN

260. Something sharp pierces your leg as you NOTE: Anyone afflicted with Arachniphopia
struggle for freedom. Hot, searing pain courses must make this roll at -10%, and if missed, the
through your body, obscuring your vision in a red haze SAN loss will be the full 6 points.
of agony.
NOTE: On a SAN loss of 5 points or more,
You are pulled down into the darkness and, proceed immediately to -210-
completely paralyzed, you are utterly helpless to resist
as the feasting begins .... SPOTHIJJ/JEN
THE END SUCCESS _-285- FAILURE -238-
( -257- -285-) 5 MINUTES (-289-) 2 RP

261. This large, stubby, L-shaped chamber is 264. You are at the top of a steep flight of
the Pool Room and, true to its name, it houses a large stairs that descend into the murky, musty darkness.

30
You can descend to -211-, or go back through the
door to -283-.
271 . You have found the Master Guest Bed-
room. All the furnishings remain intact and in surpris-
5 MINUTES (-211- -283-} ingly good condition.
A large fireplace occupies the center of the north
265. You have exited Grim House and stand
wF'I, while the door in the center of the south wall
now on the front porch. Behind you, the front doors
leads out to -250-. There is also a small door in the
offer access back into the house af -291-. Before you,
western portion of this wall that opens onto -321-.
an overgrown gravel path wends off into the pines to
-212-, while another trail strikes off for -378-. In the center of the east wall, a broken glass door
Stepping off the porch to the west will see you at opens to the outside and -317-.
-350-, while moving east will take you to -367-. 5MINUTES
5 MINUTES ( -291-) (-250- -316--317--321- -365-}
266. 272. Evading the clutches of the abominable
aqueous horror, you flee in panic along the path to
LISTEN -299-.
SUCCESS -275- FAILURE -241- 5 MINUTES (-230-)
(-216- -254--269- -294- -381-}
273. As you walk, you notice that the limbs of
267. This is a short, featureless hall which ends the pine trees are swaying suggestively in the breeze -
at a set of double doors in the north wall at -242-, and but then you realize there is no breeze!
an open doorway in the south wall which will take you
to -217-. SANIIY
5 MINUTES (-217- -290-} SUCCESS -293- FAILURE -284...:
5 MINUTES (-252- -398-} 2 RP
268.
SANITY 274. As you peer down into the well, some-
thing slime-coated and writhing grasps you, dragging
SUCCESS-.- FAILURE -1 SAN you down into the malign depths of the sea. For you,
foolish one, Grimrock Isle has proved to be your doom.
As the doors creak gratingly open, you are caught
in a blast of fiercely cold air, redolent with the odor of THE END
the deep sea.
( -288- -354-)
LISTEN
SUCCESS -243- FAILURE -215-
275. Above the creaking of the stairs, you can
hear a strange scuttling sound emanating from some-
(-218-} 5 RP where beneath the stairway.
You may continue your ascent to -241-, or your
269. You can learn nothing from these sym- descent to -216-.
bols.
(-266-)
You may either descend the stairs by the wall to
-266-, or exit this chamber via the small door which
gives access to -232-.
276. This area was obviously once used for
storage, though only an assortment of charred debris
5 MINUTES (-248-} occupies it now.
An archway in the north wall opens onto -279-,
270. You sustain 1 point of damage from a while another in the south wall leads into -202-. The 2
wrenched shoulder, and the door remains unmovable. arches in the northern and southern portions of the
Will you try the steps at -224-, continue on the path to west wall both open onto -208-.
either -297- or -387-, or return to -249- and have at
the door again? 5 MINUTES (-202- -208- -279-)

(-249-} 277. That this was the offiC9 and study of


Lazarus Grim there can be no doubt. Much of the
31
furnishings still remain, including an old roll-top desk,
several bookcases lines with mouldering tomes, and a
large cabinet of drawers over in the southeast corner.
A door in the center of the north wall will lead you
to -206-, while the archway in the southern portion of
the west wall gives access to -203-.
You may explore this room at -103-.
5 MINUTES
(-124- -198--203--259--309- -364-)

278.
DODGE
SUCCESS -235- FAILURE -204-
(-281-)

279. You enter a vast, cavernous space which


runs the entire length of the house, its floor littered with
ash and wood chips. Near the center of the south wall
is a large metal grate, used to extract the ashes
deposited from the fireplaces in the rooms above.
Along the south wall are 4 archways. The one
nearest the east wall opens onto -276-, while the next
nearest opens into -208-. In the center of the wall and
flanking the fireplace base, 2 archways lead off into the
northern portion of -211-. NOTE: Those afflicted with Arachniphobia
In the north wall in the western portion of this MUST attempt flight at -278-.
chamber is a stout oak door blocking your access to (-207-) 5 RP
-233-.
5MINUTES 282. The ceramic tile and the steam pipes
along the wall inform you that this is the Steam Room.
(-208- -211--233- -276-) A low bench, also tiled, runs a complete circuit of the
room which, save for a large drain in the middle of the
2 8 0. You pass through a narrow corridor floor, is featureless.
paneled in dark oak, moving either north to -237-, or
south to -209-. The door in the east wall will take you to -258-,
the door in the south wall opens to -261-, and the
5 MINUTES (-209- -237-) door in the east wall leads to -211-.

2 81 . You fool! Did you forget so quickly what 5 MINUTES


you saw below? (-211- -258- -261-)
With incredible speed, it pulls itself from the gaping
hole from which you just emerged, a glistening black, 283. This is a narrow hall paneled in dark oak.
eight-legged horror the size of a Shetland Pony, and Its only feature is an ornate door in the west wall, which
vital with an alien rage reserved solely for you! leads into -264-. The hall itself continues on, either
north to -237-, or south to -209-.
SANIIY 5MINUTES
SUCCESS -1 SAN ( -209- -237- -264-)
FAILURE -3 SAN
2 84. You are bereft of 3 Sanity points as you
Will you stand and fight this arachnid horror at watch the gnarled pine limbs twist and stretch -
-257-, or attempt to flee at -278-? reaching out for you!

32
You may attempt to run this sylvan gauntlet at
-293-, or you could retreat to -382- and try the other
289.
path. SAN/IY
5 MINUTES (-273-) 2 RP
SUCCESS-.- FAILURE -1 SAN
285. Something is crawling all over you! Your face, your
hands, are alive with the prickling progress of thou-
SAN/LY sands of minuscule appendages! Your flailing hand
miraculously encounters your light, which you turn on
SUCCESS -1 SAN
to reveal-263-.
FAILURE -3 SAN (-213-)
There is something else down here with you and
the spiders, something with fist-sized, multifaceted 290. This is unquestionably the Master Bed-
eyes aglow with a horrible rubescence - and they are room, and it is completely furnished in rich, Victorian
moving in your direction! style, the pieces somehow having managed to elude
the ravages of time.
DODGE In the center of the north wall stands a grim and
SUCCESS -207- FAILURE -260- foreboding fireplace, its granite surfaces carved into
the likenesses of leering demons.
(-263-)
A door in the westernmost portion of the south wall
286. You enter the Kitchen, a compact, opens onto -302-, while an open doorway yawns
efficient-looking mazework of counters and tabletops wide near the center of the south wall at -371-.
such as can be found in the finest of restaurants, right In the middle of the same wall are the double
down to the dumbwaiter in the northeast corner. doors which lead to -267-.
The door in the center of the north wall will allow 5MINUTES
you entry to -236-. In the northern portion of the west
wall, a door leads to -211-, while in the southern (-242- -302--305--338- -371-)
portion of the same wall, another door will take you to
-239-. 291 . This is the Entry Hall. Two warped double
doors open to the front porch at -265-, while a wide
5 MINUTES archway in the north wall offers access into the deeper
(-211- -236- -239-) gloom of the mansion's interior at -209-.
Flanking the archway stand 2 statues of hostile,
287. The object hanging from the rack is an forbidding griffins carved from dark mahogany, which
ankle-length raccoon coat of a style popular with the seem to glare straight at you with ill intent.
college crowd. It appears to be quite new and feels
soft to the touch. Who could have left it here? Those Along the east and west walls run tarnished brass
college students who disappeared here, perhaps? rails where guests could hang their coats - as indeed
something hangs from the east rack at -287-.
SPOT HIDDEN 5 MINUTES
SUCCESS -262- (-209- -215- -247- -262- -265- -287-)
FAILURE- Return to -291- and continue your
explorations. 292.
5 MINUTES (-291-) SPOTHI/JDEN
SUCCESS -230- FAILURE -288-
288. (-297-)

LUCK 293. It will take you 1D6 rounds to run this


dangerous path, and for each round you will sustain
SUCCESS -253- FAILURE -274- 1D2 points of damage from the lashing branches,
(-292-) unless you can make a successful DODGE roll for each
attack.
33
If you survive, you will break through to -226-; if edge of the island, in which stands a 4 story tower of
your hit points are reduced to 0, find your fate at native rock overlooking the waters of Dove's Bay.
-296-. You may enter the tower through the age-worn
10 MINUTES (-273- -284-} 2 RP door at -228-, or take that path there on your left
which cuts back into the woods to -297-. Alternatively,
294. You may either descend the stairs along you could take the trail which leads off to -387-.
the wall to -266-, or exit this chamber through the 5MINUTES
small door to -232-.
(-231- -378--383- -387-}
5 MINUTES (-219- -223- -335-}

295. You slip and fall, tumbling down to the


30 1 . The gentleman bows his head in dis-
appointment, and when he looks up...
foot of the stairs at a cost of 1D2 points of damage.

LUCK SANIIY
SUCCESS -220- FAILURE -245- SUCCESS -1 SAN I -337-

(-224-} FAILURE -104 SAN I -337-


(-359-}
296. Your body is never found, and your name
is added to the roster of the victims of Grimrock Isle. 302. You find yourself on a long balcony
running along the west wall of the mansion.
THE END
From here you have an unobstructed view of the
(-293-} bay and the town named after it. It all looks so calm
and peaceful ... Who would guess what lies there just
297. You enter a small, circular clearing, at the beneath the surface?
center of which stands the crumbling ruins of a well.
Will you examine it at -292-, or continue on along the After a few minutes of such morbid contempla-
path to -382-? tions, you are ready to go back inside.

5 MINUTES l/2LUCK
(-109- -207--210--216--220--227- SUCCESS -290- FAILURE -325-
;-245- -270--300--353--377--381-
-397-} 15 MINUTES (-290-}

298. This is a small, unfurnished Guest Bed- 303. The once beautiful face is ancient and
room. withered - the face of a century-dead corpse!
Leathery, bony fingers grasp you tightly, pulling you
A door in the middle of the south wall opens into into a ghastly embrace.
-311-, while a glass door at the west end of the same
wall leads out to -349-. The door in the west wall Her breath, fetid and pungent with the odors of the
opens on -250-. grave, wafts over your face as you struggle to free
yourself.
5 MINUTES
"Dance with me .... Forever!"
(-250- -311- -349-}
Match your POW against the apparition's POW of
299. The gloom beneath the pines deepens as 16 on the Resistance Table. A victory here will see you
to -322-, while a defeat will lead you to -326-.
you progress, and you feel as if you are being
observed by hostile eyes ... 5 MINUTES (-344-} 3 RP

LUCK 304. You swirl off into the crowd, caught up in


SUCCESS -109- FAILURE -226- the rhythm of the waltz. Your partner is strikingly
handsome, with sky-blue eyes and a dazzling smile.
(-235- -253--272--369--382--383-
You weave your way to the center of the ballroom,
-393-}
moving with a lightness you have never experienced
300. You step out into a small clearing at the before.

34
"You dance divinely, my dear," your partner
compliments you. ''Promise you will dance with me
forever."
Framing a flirtatious reply, you look up into his eyes
and ...

SANILY
SUCCESS -1 SAN I -342-
FAILURE -104 SAN I -342-
30 MINUTES (-359-) 5 RP

305. After some considerable trial and error,


you manage to find the correct key. The doors creak
slowly open, allowing you entry into -290-.
10 MINUTES (-242-)

306. What immediately grabs your attention


upon entering the Ballroom is what is taking place
within it. You have walked in on a ghostly ball; nearly
30 ethereal figures bob and weave gracefully over the
polished floor beneath the shimmering light of the
grand crystal chandelier as the orchestra plays a lilting
waltz.
If your Investigator is male, proceed to -373-.
If your Investigator is female, proceed to -359-.
"You'll be sorry," she gurgles thickly, raising a
10 MINUTES (-234-) 5 RP hand to point at you. "You'll be sorry!"

3 0 7. You cautiously sip the brandy as you POWXJ


attempt to get a good look at the occupant of the
chair, to no avail. The brandy is warm and delicious. SUCCESS -346- FAILURE -328-
"Would you care for a cigar to go with that?" your 5 MINUTES (-363-)
hosts inquires as he opens a gem-studded gold box
resting in his lap. 309. You could try one of the keys on your key
ring; this will get you into -277-.
POWXJ 5 MINUTES (-259-)
SUCCESS -327- FAILURE -345-
31 0. It suddenly dawns upon you that you are
5 MINUTES (-348-) being observed. Looking up, your eyes fall upon a
shadowy figure on the landing of the grand staircase.
308. As you are poking around the linen
"Welcome to my home," a chillingly cruel voice
shelves, a thick splashing sound draws your attention
back to the bathtub where you see ... greets you. "Perhaps you will join me for a swim, eh?"
The figure breaks into harsh, contemptuous ·
SANIIY laughter as it fades back into the shadows from
SUCCESS -1 SAN whence it came. The laughter lingers a moment, a
mocking echo.
FAILURE -3 SAN
Shaking off your fear, you return to -209- and
... the figure of a woman rising unnaturally from the decide which room to look into next.
tub, a figure composed of the thick blood which now
NOTE: Do NOT make the POW X 3 roll at -209-
fills the tub! And the woman turns her ensanguined
again.
stare upon you!
5 MINUTES (-209-) 5 RP

35
boarded over door which, if forced open, will allow you
311 . You have found a closet, empty save for access into -234-. Going north will take you around to
' a thick layer of dust. Having no choice, you return to
the rear of the mansion and -395-. A short flight of
-298-.
stone steps at the end of the terrace descends to
5 MINUTES (-298-) -312-.
NOTE: It will require 15 minutes to force one of
312. You are on the west lawn. Traveling south the doors.
will take you around the corner of the house to -350-.
Taking the stairs to the north will see you on the terrace 5 MINUTES (-234- -237- -312- -322-
at-318-. -339- -358- -395-)
5 MINUTES (-314- -318- -350- -366-) 319. You cannot breathe; it is as if the very
darkness within the closet has become thick and
313. There is nothing to be found here, and
substantial - and it is smothering the life out of you!
you exit to -365-.
5 MINUTES (-336-) CONXJ
SUCCESS -316-
314. The cursed door refuses to open, no
matter what you do! After several skinned knuckles and FAILURE -1 hit point: roll again
much frustration, you realize that you will have to climb
down to the lawn below. 5 MINUTES (-336-)
3RP
aiMB
SUCCESS -312- FAILURE -366- 320. As you approach, the figure turns to face
you. He is a tall and powerfully built man with a full
15 MINUTES (-331-) beard and black, shiny eyes that reflect the mad
obsession behind them. Even were it not for his
315. You are at the front of Grim House. A Victorian attire, you would know this man to be Lazarus
flight of stone steps descends to -367-, but a walk Grim.
around the corner of the house will take you to -332-.
"Do you enjoy games of chance?" he inquires
5 MINUTES (-332- -367-) jovially as he holds up a small, golden chest set with
precious stones. "Here is the greatest gamble of all ... "
31 6. You emerge from the closet and are able So saying, he Iitts the lid of the chest.
to breathe once more.
POWXJ*
//2LOCK
SUCCESS -372- FAILURE -358-
SUCCESS -271- FAILURE -389-
*If you are wearing a rattlesnake amulet, add 10
(-319- -330-) 3 RP points to you POW for this roll only.

317. You are standing on a balcony on the 5 MINUTES (-337-)


east side of the mansion. You have a clear view of the
clearing around the manse, but the tops of the pine 321 . You have entered a large walk-in closet,
trees block the panorama of the bay. filled now with only darkness and cobwebs.

Beyond the view and a breath of fresh air, there is POWXJ


little to hold your interest here, and you decide to
re-enter the house. SUCCESS -355- FAILURE -271-
5 MINUTES (-271-)
//2LOCK
SUCCESS -271- FAILURE -390- 322. The corpse apparition crumbles to dust at
your feet, and you are alone in this empty, dilapidated
15 MINUTES (-271-) ballroom. ·

318. You are on the west terrace. A boarded You may leave through the archway in the north
wall to -237-, or through the glass door in the western
over door in the east wall will provide you with entry
into -237-. Moving south will take you to another portion of the same wall, this opening out onto -318-.

36
With you will go 1D6 Sanity points for your defeat toast; to your death!"
of the deadly apparition. You feel something warm and wet running over
5 MINUTES {-303- -342-) your hand; you look down ...

323. SAMIY
POWXJ SUCCESS -1 SAN
FAILURE -2 SAN
SUCCESS -357- FAILURE -338-
Your brandy snifter is overflowing - with blood!
(-371-)
Shocked, you drop the glass, which falls to the floor
and ...
324. Too late, you hear the snap of rending
wood from above, and look up just in time to see the Vanishes, along with the fire, the furnishings, and
crystal chandelier bearing down upon you! your sinister host.
The last thing you hear before you are crushed Feeling a bit queasy, you return to -237- to
beneath its terrible weight iS the maniacal laughter of continue your tour of the mansion, a hollow echo
Lazarus Grim ... pursuing you from the room: "To your death!"

THE END NOTE: Do NOT make the POW X 3 roll at -237-


again.
{-372-)
10 MINUTES {-307-)
3RP
325. Can you believe it? The door is jammed!
328. The bloody figure ruptures, drenching you
After several minutes of struggling, you realize that you
in blood!
will have to climb down to the balcony below and make
your way back into the mansion from there. SANILY
CLIMB SUCCESS -.- FAILURE -2 SAN
SUCCESS -331- FAILURE -340- But no, you realize a moment later. You are not
covered with blood, nor can you find any trace of ;t in
15 MINUTES (-302-)
the room; even the tub is completely dry.
326. The pace of the dance quickens- faster, Realizing that you have had a psychic experience,
faster, until the world spins crazily and the breath is you shakily exit the room for -246-.
sucked from your lungs.
5 MINUTES (-308- -346-)
Suddenly, the death grip upon you is released, and
3RP
as you stand panting for breath, a chilling voice behind
you inquires, "May I cut in?"
329. You have found the dumbwaiter, once
You whirl to face the imposing figure of a tall, used to transport meals up from the kitchen below.
bearded man with a feral light blazing in his eyes. You Since you cannot fit into the small car, you must return
somehow know that this can only be Lazarus Grim. to -203- and look elsewhere.
He holds up a small golden chest studded with 5 MINUTES (-203-)
gems, and the lid opens of its own volition to reveal
-341-. 330. You are dragged back into the closet,
10 MINUTES {-303- -342-) where that horrible suffocating blackness reasserts
itself!
5RP
CONXJ
327. You see a gleaming, misty light, shot
SUCCESS -316-
through with hundreds of tiny, flickering sparks inside
the box before the lid is slammed shut. FAILURE -1 hit point; roll again
"I do not take kindly to being thwarted," an 5 MINUTES {-389-) 2RP
unnatural, gravelly voice growls at you. "I offer you a

37
331 . You are on a balcony on the west side of 337. ... a bloated, swollen-eyed face of a fish
the mansion, which offers you an expansive view of the or frog, over-wide mouth gaping to reveal twin rows of
pine forest and a breath of cool, fresh air. razored fangs!
After 15 minutes, you decide to get on with the As you step back from this horrid apparition, you
investigation and re-enter the house. realize that the entire crowd around you has devolved
into the same type of amphibian horror.
I/2LOCK
It only takes you a moment to realize that you are
SUCCESS -225- FAILURE -314- being herded into the center of the room, where a dark
figure awaits you at -320-.
15 MINUTES {-225- -325- -340-)
5 MINUTES {-301- -356-)
332. You are on a long terrace running the
entire length of the east side of the mansion, though 338. Well, it's an empty closet. What did you
providing no access into the house itself. expect? Return to -290- and look elsewhere.
Following the terrace around to the north wiN take 5 MINUTES (-323-)
you around to -395-, while following it to the south
will see you at -315-. 339. The creaking of sagging wood alerts you
to the danger just in time to avoid being crushed
5 MINUTES {-315- -380- -390- -395-)
beneath the crystal chandelier, which crashes to the
floor where you were standing a moment before.
333. You awaken an hour later to ftnd yourself
sprawled flat on you back in the center of the room. As you pick yourself up and bless your good
You have lost 3 Sanity points and, curiously, 1 POW fortune, you hear a faint voice from somewhere in the
point (this loss is permanent). house remind you: "One way or another!"
Woozy and weak, you pick yourself up and try to You may leave this place through the archway in
decide what to do next at -254-. the north wall at -237-or through a small glass door in
the western portion of the same wall that opens onto
1 HOUR {-2«-) 5 RP
-318-.
334. There is a dark figure silhouetted by the 5 MINUTES (-372-)
ghostlight; a menacing, hostile presence alive with
hatred and greedily awaiting your arrival... 340. Look out! An unfortunate slip sends you
crashing down onto the balcony below, to the tune of
You blink, and the vision is gone. You begin to
106 points of damage.
breathe again, moving resolutely up the path to -226-.
When at last you are able to pick yourself up, you
5 MINUTES (-109-) 5 RP
may limp away to -331-.
335. There is something familiar about these 5 MINUTES {-325-)
symbols, something dangerous and evil, though they
do not pertain to any of the more mundane of the 341.
arcane arts. No, this is something far and beyond black
magic, though it must certainly be part os some sort of POWX.J
summoning ceremony. But of what sort?
SUCCESS -372- FAILURE -358-
POWX.J NOTE: If you have a rattlesnake amulet, you may
add 10 points to your POW for this roll only.
SUCCESS -244- FAILURE -294-
(-326-)
5 MINUTES {-248-) 3 RP

336. 342. The once handsome face is now ancient


and withered - the face of a century-old corpse!
CONX.J Leathery, bony fingers clasp you tightly, pulling you
into a macabre embrace.
SUCCESS -313- FAILURE -319-
His breath, fetid and pungent with the aroma of the
{-355-) grave, wafts over you as you struggle to free yourself.
"Dance with me Forever!"
38
Match your POW against the apparition's POW of tiously forward to -375-.
16 on the Resistance Table. A victorY here will see you
5 MINUTES (-256-)
to -322-, while a defeat will lead you to -326-.
5RP
5 MINUTES (-304-) 3 RP

343. The key does not work on these doors. 348. Turning back to the fireplace, you are
startled to see a roaring fire blazing cheerfully in the
Return to -242- and try something·else.
hearth. Two plush armchairs face the fire, and between
10 MINUTES (-214-) them is a small table atop which rests a decanter and 2
brandy snifters.
344. You swirl off into the crowd, caught up in
"Would you care for a drink, my friend?" inquires a
the rhythm of the waltz. Your partner is a true beauty
sepulchral voice from the lefthand chair.
with sky-blue eyes and a dazzling smile.
Will you accept the offer at -307-, or decline at
You weave your way through the crowd to the
-362-?
center of the ballroom, moving with a lightness you
have never experienced before. 5 MINUTES (-237-)
"You dance divinely, sir," your partner compli-
ments you. "Promise you will dance with me forever."
349. You step out onto a small balcony
overlooking the clearing near the east side of the
Framing a gallant reply, you look into her eyes mansion. There is nothing noteworthy to be discovered
and ... here, and after 10 minutes you are ready to re-enter
the house at -298-.
SANIIY
10 MINUTES (-298-)
SUCCESS -1 SAN I -303-
FAILURE -104 SAN I -303-
350. You are on the front lawn of Grim .House.
To the east is the front porch at -247-, while around
30 MINUTES (-373-) 5RP the corner to the west will be found -312-.
5 MINUTES (-247- -265- -312-)
345. You awaken an hour later, feeling
severely hung over, your POW permanently reduced by
1 point. For the next 8 hours, all your skills will be
351 . You must make your way across an area
of heaped dirt and scattered debris to reach what you
reduced by 5% until you recover from your hangover.
can now see is a small stage. It requires some effort to
You may return groggily to -237- and continue clamber up onto the stage, but in due course you
your tour. succeed.
NOTE: Do NOT make thA POW X 3 roll at -237- POWXJ
again.
SUCCESS -391- FAILURE -368-
1 HOUR (-307-)
(-216- -397-)
346. "He will trap your soul and imprison it
within the chest. Beware the opening of the chest!" 352. Grim's triumphant grin transforms into a
twisted mask of outraged frustration. Slamming the
POWXJ strange chest closed, he turns the full brunt of his
unholy anger upon you.
SUCCESS -374- FAILURE -328-
"You've won this time, worm. Enjoy it. It is the last
5 MINUTES (-308-)
victory of your miserable life!"
5RP
With that, the horrid apparition vanishes, leaving
you alone once more at -388-.
347. As you move towards the archway,
strange sounds drift into your range of hearing. It 5 MINUTES (-376-) 5 RP
sounds like a 4 piece orchestra playing a waltz, while
the murmur of many conversations echo in the 353. Dodging and weaving through the rain of
background. death, you reach the door and throw yourself through it
barely in time to avoid a horrible death beneath tons of
Uncertain of what you will find, you move cau-
rubble.

39
After a momentary rest to collect your wits and
regain your breath, you can set off down the path to
359. An attractive young man in stylish Vic-
torian clothes detaches himself from the crowd and
-297-, or the trail to -387-.
approaches you.
5 MINUTES (-392-)
"Good evening madam," he greets you gallantly.
"Would you care to dance?"
354.
You may accept at -304- or decline at -301-.
SPOTH/JJDEN 5 MINUTES (-306-)
SUCCESS -383- FAILURE -274- 3RP
(-378-)
360. You cannot open the doors. Return to
355. Something you cannot understand warns -242- and try something else.
you that there is something in here with you, some-
10 MINUTES (-242-)
thing hidden and hostile.
Will you seek it out at -336-, or will you leave it be 361. As you pass through the archway, both
and exit to -365-? music and voices fade into the dusty silence even as
you enter -234-.
(-321-)
(-375-)
356. The lady bows her head in disappoint-
ment, and when she looks up ... 362. The seated figure twists around to face
you ...
SANIIY
SANITY
SUCCESS -1 SAN I -337-
SUCCESS -1 SAN FAILURE -104 SAN
FAILURE -104 SAN I -337-
... a corpselike face, now twisted into a mask of
(-373-) rage and hatred, the face of something which should
have been long dead - the face of Lazarus Grim!
357. You find nothing, but when you step out
of the closet - you find that you are in a completely "Don't fight me," the thing warns with an unnatural
different room! growl, "I hate it when they fight me; and it will do you
no good. No good!"
To determine where you have ended up, roll 106
and consult the table below. The fire suddenly flares, temporarily blinding you.
When your eyesight returns, you are once more alone
BOLL GOJO in a cold and empty room.
1 -261- You may return to -237- and continue your
2 -298- exploration of the mansion.
3 -271- NOTE: Do NOT make the POW X 3 roll at -237-
again.
4 -246-
15 MINUTES (-348-)
5 -276-
5RP
6 -261-
10 MINUTES (-323-) 3RP 3 63. A large bathtub takes up most of this
room, along with a number of linen shelves on the east
358. You awaken an hour later to discover you wall. Beyond this and the rust and rampant mildew,
have lost 1 POW point (this loss is permanent). there is nothing of note here.
Rising shakily to your feet, you may leave through
the archway in the north wall to -237-, or through the
small glass door in the western portion of the same POWXJ
wall which opens onto -318-. SUCCESS -308- FAILURE -246-
1 HOUR (-320- -341-) 5 MINUTES (-246-)

40
364. This door refuses to open. Of course, you 371 . You stand before a doorway which opens
could try one of the keys on your key ring. This will into the blackness of a large closet.
take you to -277-.
Will you poke around inside at -323-, or decide
10 MINUTES (-259-) not to waste your time and return to -290-.
(-290-)
365.
I/2Ll/CK 3 72. A look of feral rage contorts the features
of Lazarus Grim.
SUCCESS -271- FAILURE -389- "Meddling fool," he growls. "One way or another,
(-313- -355-) you will join the inhabitants of Grim House - one way
or the other!" And with that, he is gone.
366. Oh no! A slip sends you crashing to the
lawn, sustaining 106 points of damage. If you can LISTEN
manage to pick yourself up, you will find yourself at
SUCCESS -339- FAILURE -324-
-312-.
5 MINUTES (-320- -341-)
5 MINUTES (-314-)

367. You are on the front lawn of Grim House. 373. An attractive young woman in a beautiful
gown detaches herself from the crowd and approaches
A flight of stone steps to the east ascends to -315-,
you.
while a short walk west will see you at -247-.
"Good evening, sir," she greets you with a shy
5 MINUTES (-247- -265- -315-)
smile. "Would you care to dance?"
3 68. There is nothing here but a raised You may accept at -344-, or decline at -356-.
platform and the tattered, rotted remains of a stage
5 MINUTES (-306-)
curtain.
3RP
Off in the wings you find a number of ruined
dressing rooms and dust-choked storage closets
which offer you no clues to the solution of your
374. "Release our souls! Destroy the chest and
break the power of the evil one! If it is taken from nim,
mystery.
his will shall be broken, for it is the source of his power!
Disappointed, you head back for -381-.
"Help us! Save our souls before it is too late for
30 MINUTES (-351-) you!"
These last words are spoken as the bloody
369. The next thing you know, you are
apparition sinks back into the tub. As swiftly as it
standing in the clearing outside the tower, minus 1
appeared, the blood drains away, leaving not a trace
POW point and with no clear memory of how you lost
behind.
it.
Shaken and a bit nauseated, you retreat to -246-.
You recall the evil visage of Lazarus Grim and the
curious, golden box he held, but beyond that, no more. 5 MINUTES (-346-)
Mystified, you may start off down either the trail to 10RP
-299- or the path to -387-.
10 MINUTES (-376-)
375.
POW%3
3 7 0. You are struck from behind by something
hard and unyielding which inflicts 1 point of damage on SUCCESS -234- FAILURE -361-
your now-aching head.
(-347-)
Whirling about, you can find no sign of your
assailant, and so you continue along the path to 376. Tendrils of sickly, greenish mist pour from
-398-. the box, taking the form of octopoidal tentacles that
grab up the three young men and drag them scream-
5 MINUTES (-252- -398-) 2 RP
ing into the box in Lazarus Grim's hands!

41
A grin of unadulterated evil on his face, Grim turns
, - and addresses you!
382.
"Next!" he exclaims as once more he opens the POWXJ
golden chest. SUCCESS -393- FAILURE -299-·
Match your POW against the box's POW of 20 on
( -297- -284- )
the Resistance Table. If you succeed, ·observe the
result at -352-. If you fail, see what -369- has in
store for you.
383.
NOTE: If you have a rattlesnake amulet, you may SANILY
add 10 points to your POW for this roll only.
SUCCESS -1 SAN FAILURE -3 SAN
5 MINUTES (-391-)
As you peer down into the well, you see something
20RP slick and black and malign coursing up the well shaft
towards you! Throwing yourself backward away from
377. A creaking, rending sound from above the hellish sight, you cast about for an escape route.
warns you of danger. Leaping for the door, you throw
Two paths present themselves; the trail to -299-
yourself through it just in time to avoid being crushed
or the trail to -300-.
beneath tons of rubble. That was a close one!
(-354-) 5 RP
Picking yourself up off the ground, you dust
yourself off and set off down either the path to -297-
of the trail to -387-.
384. Standing on the overgrown lawn behind
Grim House, you see 2 flights of steps. One ascends to
(-388-) the terrace at -395-, while the other descends into the
darkness at -233-.
3 7 8. After a five minute walk, you step into a
5 MINUTES (-395- -233-)
small clearing with a decrepit looking well at its center.
You may examine the well at -354- or continue 3 8 5. You desperately try to reach the door to
along the path to -300-. safety, but to no avail - the full weight of the ceiling
comes down on top of you at -396-.
( -265 -394-)
5 MINUTES (-392-)
379. You are able to wrest yourself free from
the shadow-talons, but, whimpering with fear, you see 386. You suddenly sit bolt upright in the bed in
that they are stretching out, reaching for you with your room at Mrs. Gordon's Boarding House! Looking
malign purpose. at your clock, you see that 8 hours have passed since
Heedless of your dignity, you scramble for the door that horrible moment when you were certain your fate
and flee to -250-. was sealed.
You are at your full hit points minus 3, but
5 MINUTES (-389-)
otherwise, no worse for wear.
2RP
When you feel able, you may move on to -73-.
380. You plummet to the flagstones of the 8 HOURS (-396-) 5 RP
terrace, sustaining 1D6 points of damage from the fall.
If you survived, you may minister to your injuries at 3 8 7. You emerge from the pines at the foot of
-332-. the dock at which you were dropped by Enos Wade -
how long ago? An eternity, it seems.
10 MINUTES (-390-)
While you are here, you could light the signal lamp
3 81 . You can check out the stairs at -266-, or that will bring Enos to take you back to the mainland
exit the tower and continue along the path to -297-, and -73-. Or, you might set off again along the path to
or the trail to -387-. either -252- or -300-.
(-368-) 10 MINUTES (-207- -210- -212- -216- -220-
-227- -235- -243- -245- -270- -300-
-353--369--377--381--394- -397-)

42
388. SANITY
LISTEN SUCCESS -1 SAN I -376-
SUCCESS -377- FAILURE -392- FAILURE -3 SAN I -376-
(-352-) 5 MINUTES (-351-) 5 RP

389. Something grabs you from behind, pulling 392. Without warning, the ceiling begins col-
you back into the closet! Twisting about, your eyes lapsing on top of you! Debris rains down upon you
widen in horror as you see ... from above, inflicting 1D4 points of painful damage.
And above the rumble of falling rubble you can hear
SANITY the sound of insane, triumphant laughter!

SUCCESS -1 SAN DODGE


FAILURE -3 SAN SUCCESS -353- FAILURE -385-
... the darkness within the closet has bulged out- (-388-)
ward, forming two grasping talons which are now
wrapped around you in a death grip! 393. The air grows suddenly chill around you,
Match your POW against the talons' POW of 15 on and you become aware of another presence here with
the Resistance Table. A win here will see you to you in these sylvan shadows.
-379-, while a loss brings you to -330-. Your darting eyes search the shadows, settling
5 MINUTES (-316- -365-) finally upon ...

3RP SANIIY
390. The door is locked! Not only that, it SUCCESS-.- FAILURE -1 SAN
appears to be jammed, for even the keys on your ring ... a misty, semitransparent figure of a beautiful
will not open it. There is nothing "'for it; you must climb woman in Victorian dress, her arms outstretched
down to the terrace below. towards you.

CLIMB "Release us from our torment!" she beseeches


you, "Save our souls!"
SUCCESS -332- FAILURE -380-
And then the ghostly image fades, leaving you
10 MINUTES (-317-) sweat-drenched and shaking as you make your way
unsteadily to -299-.
391 . As you straighten, you are shocked to
5 MINUTES (-382-) 5 RP
find yourself on a fully dressed stage, complete with
backdrop and furnishings depicting a Victorian drawing
room. 394. From this clearing, you can take the trail
at -387-, or the path which seems to head inland at
Three young men stand at stage right, oblivious to -378-.
your presence as they regard a tall, bearded man with
pure evil sparkling in his eyes, a man you know must 5 MINUTES (-226-)
be Lazarus Grim.
395. You are on the rear terrace of Grim
"Welcome," Grim booms with mock hospitality. House. By following this wide granite veranda to the
"Welcome to my home!" west, you will round the corner of the mansion and find
"Who ...Who are you?" inquires one of the young -318-.
men nervously. Arranged along the back wall of the house are 4
"Why, your host, of course," Grim replies as he boarded over french doors which will allow you access
holds up a strange golden chest the size of a jewelry into -237-, though it will take 15 minutes to pry one
case, its lid inscribed with the head of an octopus. open. In the middle of the northern edge of the terrace
"And look, I have a gift for you!" With that, Grim opens is a flight of steps descending to -384-.
the chest. By following the terrace to the east, you will round

43
that corner of the mansion and find yourself at -332-. You have released the souls of Lazarus Grim's
victims and driven the curse from Grimrock Isle - but at
5 MINUTES (- 237- -318- -332- -3M-)
a terrible cost.
396. If you wear a rattlesnake amulet, you will The world is safe, and life goes on - But for you,
find yourself at -386- . If you do not, then you will be this is
at-399-.
THE END
(-385-)
(-115-)
397. You can still examine the platform at
-351-, or exit the tower and try the stone steps 403.
winding up and around the outer wall at -232-, or
READ HANDOUT Gl-5, THEN GO TO -231-.
simply set off down either the path to -297- or the trail
to -387-. 5 MINUTES (-53-) 10 RP
5 MINUTES (-238-) 3 RP
404. In a final gesture of defiance, you raise
the chest high above your head - and smash it down
398. upon the floor.
SPOTH/DDEN A burst of brilliant light fills the room, light filled with
many golden flecks of light which rise up through the
SUCCESS -273- FAILURE -370-
ceiling and quickly disappear. Behind them, you are
(-370-) certain you hear a whispered chorus of jubilant voices
cry out, "Free!"
399. You are crushed to a bloody pulp which
"NOOOOOOOO!" the hideous cry bursts from
eventually washes away with the seasonal rains.
Lazarus Grim as he staggers, aging and withering
Occasionally, the sound of perverse, triumphant
before your very eyes!
laughter drifts over your resting place.
But you cannot stay to watch the horrid spectacle,
THE END for Grim House has begun coming down around your
ears!
(-396-)
You must make 3 successful Dodge rolls, or
400. You have exited from Grim House, and sustain 1D4 points of damage from falling debris for
stand now on the front porch. Before you, the familiar each missed roll. If you can survive this nightmare
gravel path which brought you to this place now offers ordeal, you may drag yourself out to -119-.
a quiet walk to -212-.
10 MINUTES (-167-)
5 MINUTES (-117-)

401.
YOU MAY READ HANDOUT Gl-16, THEN
RETURN TO -88-
30 MINUTES (-16-) 10 RP

402. Your sanity is torn to pitiful shreds as the -=---


abominable dweller in the depths forces its way up ----
through the pool. Numbed by fear, your trembling : ~-=--

fingers release their grip upon the chest and it crashes


to the floor, shattering in a blast of blinding light.
There is a scream of frustrated, unholy rage from
Lazarus Grim, and an exultant chorus from within the
light: "Free!"
Then there comes a terrible rending. The structure
above you shifts, groans its protest, and collapses,
entombing your mortal remains beneath tons of rubble.

44
D
0
I
./ MAP KEY
, )@)
/ \z 1 - Carter Drive
2 - Rice Drive

) 3 - Dunsany Drive
4 - Derleth Drive
5 - Bloch Road
6 - Belknap Street
7 - Wells Lane
8 - Bierce Avenue
9 - Hitchcock Road
10- Hodgson Avenue
11 - Leroux Street
12 - McRammon Lane
13 - Howard Strreet
14 - Machen Street
15 - Campbell Street
DOWNTOWN 16 - King Street
17 - Ashton Lane
DOVE'S BAY 18 - Barker Lane
19- Wilson Street
20 - Blackwood Road
21 - Serling Road
22 - Ikabod Lane
0
A

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