I have written a Gamebook called Satan's Academy, it is set in a school. I would like you to read it and give some feedback both good and bad is welcome. It is on the downloads page on the FF Project site.
If you are playing it and you are on Reference 150, or Reference 225 (you'll be in a room with a globe). It tells you to (Turn to 257). Which leads you to one of my instant deaths that make no sense as that reference is for another part of the book. This is a mistake.
It should give you this option instead:
Leave the room and try the door opposite (Turn to 281)
Leave the room and press on up the passage (Turn to 361)
Here's the game if u want to play it. With the glitch fixed.
Satan’s Academy You are a 15 year old boy who has just moved from the city to a quaint rural town much to your disgust. You enjoyed the city, your school, your house and your friends. You were very settled but now you have had to up sticks to the middle of nowhere, a place you know nothing about. You know nothing about this town other than the people here seem to live in the dark ages. The people of the city warned you however about sinister goings on, people just disappearing, and suspicious freak accidents. Surely though, this is just an urban legend to put the frighteners up you. At least there is a school nearby, St Anne’s Academy, and you might make some friends there. Today was your first day at the school, there was no lessons, just an induction and a long assembly where a creepy eerie man told you about the Soul Reaper Week, a big tradition in this unnerving town you are in. He also mentioned about a Moon Ball and sacrificing souls for this event, you blocked out most of what was said as you found it tiresome and rather disturbing. At the end of the assembly your name was called out and you were summoned to the front of the room... “You” the eerie man exclaimed “are nothing but an abomination to this school, you have damaged property, you are an evil infidel trying to spoil the Moon Ball for everyone and you city people are of no purpose to our glorious town!!” The eerie man raises a chalice and the assembly chant “INFIDEL, INFIDEL.” The man raises his hands and the assembly fall into a cold silence. He says “you will be taken to isolation to think about what you have done!!!” You protest your innocence but a haggard looking man with swarthy skin takes you away and leads you to a room... he utters “sit here and do not move til' I come back” he steps out of the room. You still wonder what the hell is going on!! Little do you know the horrors that are about to befall you and the evil that lies in the heart of this school... Note* As well as the usual skill, stamina and luck you also have respect which is how cool/popular you are perceived by others, this may increase or decrease in the game depending on what you do and can also be tested when you need the help from other people. It is tested like skill and luck. However your starting respect is a die roll plus 3. It can go up and down throughout the game but must not go higher than 11. Note ** This is set in a school and is a quest and battle of skill and stamina. There may be instances of bullying towards your character in the game and options to bully somebody else. As someone who is opposed to bullying I have endeavoured to try and make it where bullying will hinder your chances in the long term. As a result of that if you choose to fight somebody unprovoked with Skill 6 or less, you lose 1 luck.
1 You are sat on a chair in a room. You look around and notice that this seems to be the caretaker’s office. The caretaker must have been the one that brought you here and my God he looked gruesome. He had putrid, sunken eyes and swarthy skin. You wait for a while but there is no sign of anything. Maybe you have been forgotten about, maybe something deeper is happening. You are a little scared, you have heard plenty of bad stories about this new school you are at and you don’t like it! But you also heard what the caretaker said, “stay there, and don’t move.” Perhaps you are better off following the instructions, you don’t want to draw more attention to yourself now do you? One thing is for sure though you want to get out of this school as quickly as possible and never come back! Maybe you really should leave now... what do you do? Stay and wait (turn to 323) Leave the room (turn to 51)
2 After looking around you realise you are in a bare room with grey walls, there is a window in the corner with bars over it, you look and there is a door with bars too. All there is in this room is a wooden bed. You have been captured and taken to a cell and you’re trapped! You let out a frightened scream. A minute later a horned demon comes to the door and opens it. “Time to be sacrificed” he cackles with an evil grin. You think about barging past but he is blocking the exit, you go to attack but you can see many demons arriving behind him. You accept the game is up and go with them. You are taken through some double doors and placed on an altar. You are then tied to a wooden stake on the altar. Looking round you see a congregation of people chanting and clapping to a ghoulish overture being played. The music stops and a vampire in a hooded cloak says a few words to the congregation. He then signals to the horned demons who are guarding the stake with you tied to it and as he does the congregation start chanting “Burn his soul!! Burn his soul!!” The bottom of the stake is then lit and the flames start covering the wood and you on it. You scream in agony, cry and beg for mercy as the flames burn you from your feet upwards. You look down in horror at burnt flesh dripping off your body. It take a whole twenty minutes of unbearable purgatory before you finally pass out from the pain, shock and burns.
3 You go down the stairs. When you get to the bottom there is a T-Junction. Turn left (Turn to 172) Turn Right (Turn to 17)
4 You look at the test tubes and notice one contains a red liquid and the other a green liquid. You also see an empty beaker. There is a note next to it saying, ‘Mix the liquids and see the result.’ If you want to mix the liquids (Turn 197) If you would rather not (Turn to 395)
5 You decide against completing that circuit, something is not quite right. You look around and as you do so feel an almighty smack to the ribs knocking you into the desk, LOSE 4 STAMINA. The Skeleton has come to life and is attacking you! You must fight him. SKELETON: SKILL 7 STAMINA 6 You must deduct two from your attack strength for the first attack round as he has caught you unaware. If you win (Turn to 66)
6 You try the key ‘13’, it turns! You push the door open and slowly step into the room. In the room there are some filing cabinets and a desk. The walls are covered with photos of demonic heads and a statue of satan is in the corner of the room. Sat at a desk is a tall looking vampire with slivery grey hair and a long black cloak. You look at him and realise he is the headmaster, the abomination that is trying to reap your soul. You are filled with rage and fear as you take another step into the room. The headmaster was doing some sort of paperwork but he looks up slowly from his desk, his piercing eyes lock on to yours. “Well, well, well” he says, “you think you can defeat me but now you have sealed your own fate.” He laughs with an evil cackle. Enraged, you fly towards him and attack. THE HEADMASTER: SKILL 9 STAMINA 15 After two attack rounds (Turn to 31)
7 You answer “7” to the demonic spectre. “Very well,” he replies “I would stay but I have a Moon Ball to attend, I’m sure you will be there.” The spectre disappears in a shimmer and a wall opens up behind him. You slowly walk towards the opening where there is light on the other side of it. (Turn to 123)
8 You nervously greet the girl; she looks around and smiles at you. “Hello” she says. You ask her what she is painting; she replies that this painting is the burning castle of Luca. She explains further that Luca is a traitor of Satan and is lurking around these corridors. “He was one of us” she whispered, “but now he is one of them, we hope to capture him this week and burn his soul as this is soul reaper week.” You pause while your brain makes sense of this, something sinister is going on in this school and you do not like it. You ask about the medallion, she said “this was a gift from the Headmaster for my achievement in art.” She says that she needs this to defend her against the elements. She continues. “I need to learn to master the elements before the Headmaster has enough faith to grant me Demonhood and the powers to go with it.” She then offers you it, if you have something for her to wear as tonight is the night of the moon sacrificial ball and she wants to go but does not want to go in her uniform. You are now unnerved very much so and ask “will that affect you getting Demonhood” she smiles and says she can get it replaced but she needs a shawl for tonight’s ball “The ball is very important, we have it every year in the middle of soul reaper week. It is our main feast and I can’t not go to it” she says. She then adds “I’m hoping that the soul we sacrifice tonight is a good one, if we manage to catch and sacrifice Luca, that would be an amazing celebration.” If you have a shawl to give her (turn to 222) If you do not have a Shawl but you want to take the medallion from her by force (turn to 84) If you do not have a Shawl but don’t want the medallion anyway you can say your goodbyes and leave the room (turn to 311)
9 You walk towards the door where there is a notice saying “push bar to open.” You push the bar and the door opens outwards. You walk through the door straight into a junction. Turn right (Turn to 195) Turn left (Turn to 177) Walk ahead (Turn to 134)
10 You have been wounded by him in that attack, as normal you LOSE 2 STAMINA. However there is a whoosh and with a low evil roar, the emo boy transfigures into a demonic beast!! Test your luck If you are lucky (Turn to 382) If you are unlucky (Turn to 214)
11 You walk another step and the lights come back on, this is scary now. Warily you take another step and the lights stay on this time. (Turn to 178)
12 You kiss Jane. The kiss felt nice and the boy nods at you, GAIN 2 STAMINA AND 1 RESPECT. The boy starts talking to you about your day and advises you to avoid the Moon Ball and the staff room. You take this advice on board. As you speak the emo boy says again, “kiss me and you shall be rewarded.” The boy you are chatting to scowls the emo and as he does Ivy also turns to you and says, “You can kiss me too if you like” Kiss Ivy (Turn to 111) Kiss the emo Boy (Turn to 56) Fight the emo boy (Turn to 107) Leave the Hut (Turn to 305)
13 You summon Luca and he appears right in front of you. The congregation stand aghast and the headmaster looks at you. “Very well” he says, “you live for another day.” The crowd turn on Luca and start chanting “traitor traitor.” Luca begins to cry and looks at you with teary eyes. He was the one true person who helped you, he actually genuinely loved you but you never knew. The pained look in his eyes says it all, you have hurt him and crushed his heart with your betrayal. You feel horrified, guilty, cursed and damned all at the same time, LOSE 4 LUCK. You watch as four horned demons grab Luca and tie him to a wooden stake on the altar. You tremble with fear and remorse but other than that you cannot move or speak. The bottom of the stake is lit and the flames start licking round his helpless body as he screams and cries in agony. While this is going on the crowd are cheering and mocking, the horror and the guilt are now eating you alive test your stamina. If you are strong (Turn to 41) If you are weak turn to (Turn to 294)
14 You dash to the other side, you do not trust this mosaic... Test your luck twice. If you are lucky both times (Turn to 245) If you are unlucky one or both times (Turn to 120)
15 You walk along the corridor up ahead there are 3 doors, also the corridor bears left, into a medieval looking corridor lit by oil lamps. The three doors ahead are medieval style, wooden doors. You have a little look around. Go through the first door (Turn to 59) Go through the second door (Turn to 105) Go through the third door (Turn to 143) Turn left down the medieval corridor (Turn to 267)
16 You call out “hello” to the boy in a friendly manner, he replies, “You are the dirty city kid, you disgust me, nobody wants you here, there is no place here for cretins like you.” He then spits in your face!! LOSE 1 RESPECT. What a horrible person he is. Do you walk past? (Turn to 331) Attack the boy (Turn to 90) Turn back (Turn to 198)
17 Your wearily continue this journey, there is now a door on your left. Go through the door (Turn to 92) Continue on (Turn to 314)
18 It took a lot of persuading, but they finally believe that you are not part of the cult. They are very wary as the headmaster and his demons send people around to talk to the pupils as a trap so that their evil is kept a secret. Anyone who divulges information about the horrors in this school or speaks about things they should not will be killed and have their soul destroyed. They scarcely trust you but start to have a conversation with you anyhow. (Turn to 128)
19 With your last blow the guard crashes to the floor, you search the guard but find nothing of any value. Such a brainless barbarian would not be trusted to look after any possessions. You push the door for the Headmaster’s room but it is locked. You may try a key. If you have a key with ‘13’ on it and want to try it (Turn to 87) If you have a key with ‘20’ on it and want to try it (Turn to 297) If you have neither key and want to try and break the door down (Turn to 328)
20 You bounce as high as you can to reach the key, however you miss. You land near the edge of the trampoline. “That was close” you think, if you are to bounce that high you will have to consider your landing. If you still want to reach for the key (Turn to 218) If you think it is too risky (Turn to 298)
21 The apparition is that of a demonic imp that has obviously been exorcised. Despite setting it free the demonic imp wishes you harm!! “Prepare to die, fool.” He says and whooshes towards you. You must fight this ghoulish apparition of evil. DEMONIC IMP: SKILL 8 STAMINA 11 If you win (turn to 225)
22 You eat the lasagne. It is a tasty and hearty meal, just what you needed, RESTORE 3 STAMINA. (Turn to 293)
23 You are taken to the stage where ritualistic speeches are said. The Headmaster then turns to you, looks at you with his cold piercing eyes and begins to speak. “You are the chosen one, we have chosen a boy from the city as a reminder that our great work to sacrifice souls to Satan himself must not be uncovered or stopped. The continual snooping of the city folk is endangering our work and you shall bear the punishment for the city. It may seem unfair but sacrificing your soul is the only way. You would have had a reprieve if Luca shows up for he is the betrayer and you could have watched him be slayed and yourself be spared, but alas you shall be burned as we devour your soul in the name of the almighty Satan!!” At this point the crowd start cheering and chanting.(Turn to 234)
24 You enter the room marked art. There is a girl painting at an easel and there are various impressive pictures on the wall that the pupils have drawn. You look at some of the paintings in awe and admiration, some show beautiful technique and imagination. You are very impressed with the work done and wish you had that talent. The girl at the easel remains silent and doesn’t appear to notice you are there, she is obviously engrossed into what she is painting on that easel. Carry on looking at the paintings (Turn to 272) Approach the girl at the easel (Turn to 181) Leave the room (Turn to 311)
25 You try the door and you thank your lucky stars it’s open, you have somehow found your way into the common room. (Turn to 340)
26 You manage to convince the hall monitor to leave you be, he replies sternly “I don’t want to have to tell you again.” You follow his instruction and walk on the left (Turn to 50)
27 Before you fight you remember the potion of strength, you decide you are going to need it now. You drink the potion. Your stamina is restored to its initial rating +3 and your skill is restored to its intial rating +1. Over and above that, you also inflict 3 stamina worth of damage during every successful attack. You take a deep breath and prepare for this battle. (Turn to 339)
28 You stand on the mosaic of a gargoyle’s head and immediately the gargoyle head comes to life and bites you LOSE 2 STAMINA! It is taking aim at your foot again. You have no option but to fight this gargoyle head. GARGOYLE HEAD: SKILL 7 STAMINA 4 If you win (turn to 229)
29 Both your arms go numb, but you do not notice at first as you are talking to the boy about being hauled to the front of the assembly earlier that day. The boy then gives a cold smile, your neck now starts to feel numb and you are feeling tired. Something is wrong. You look towards Ivy... she is also giving you a wry evil smile. Ivy is not her given name; she acquired that name because she is poison. The kiss she gave you was the kiss of death. You realise this but it is too late, the hut begins to spin and you fall to the floor wretching violently. You gasp for a few more breaths until your heart gives out. 30 You push the door and it creaks open half way, this door has definitely seen better days. Test your luck. If you are lucky (Turn to 61) If you are unlucky (Turn to 288)
31 During your attack on the headmaster you hear some commotion behind you. A guard has run to try and kill you mid battle!! However he has been stopped by Luca. Luca has decided to put a fight up against this guard. During subsequent attack Luca is also battling a guard in his own fight. GUARD: SKILL 11 STAMINA 8 (you should already know Luca’s stats). In the midst of this, the Headmaster has got a quick attack on you, LOSE 2 STAMINA. You continue your battle. If Luca dies at any point in this battle (Turn to 194) If you reduce the Vampire’s stamina to 2 or less (Turn to 341)
32 You go up the ascending stairs without much incident. You see a door up ahead and a door on your right. Go through the door ahead (Turn to 217) Go through the door on your right (Turn to 307)
33 You make it to the top of the fire escape without incident and arrive at a door... Slowly and carefully you pull this door open and step through. The door slams behind you, thank god you are back inside again. You take another step through a short passage no more than ten feet long and up three steps. The passage leads into a large room. (Turn to 75)
34 You approach the two pupils. They are sat at a table chatting away. You sit next to them but they are reluctant to acknowledge you. You begin to listen to their conversation, it is about the Moon Ball and they seem quite unhappy with it. After a couple of minutes you realise these pupils are not and do not want to be part of the demonic cult, they are just ordinary people. Relieved you say “hi” to them. Test your respect. If success (turn to 91) If test is failed (Turn to 145)
35 As instructed by Luca, you move the cabinet to look behind it you see a small wooden doo r with a latch upon it. The door is only goes as high as your waist and is quite narrow, but it’s wide enough to crawl through, you get on your hands and knees and crawl into a narrow passage way. This place reeks, the smell is almost unbearable but you keep crawling through the narrow passage. A minute later you crawl out of the other side into a damp narrow corridor with mold on the walls and cobwebs on the ceiling. As you gain your bearings a rat scurries across your path into a hole where the wall has worn away. You take another step. (Turn to 136)
36 The lamb is beautifully tender, the nicest meat you have ever had, RESTORE 3 STAMINA. As you enjoy though, you can’t help thinking that this is the last meal of a condemned man. You begin to feel more and more uneasy about this. You finish eating and the waiter takes away your platter. You hear a cry of “Attention please!!” You and everybody look towards the stage. The headmaster is about to address the congregation. (Turn to 206)
37 You try to move but you are too late, the poison has taken effect and you sit slumped in the chair. Your life flashes before you and you remember the conversation with the caretaker and something dawns on you. He called the school Satan’s Academy not St. Anne’s Academy, you were a fool for missing that and you sadly pay the ultimate price. This was a trap all along to steal the souls from children that the demonic cult in this school felt were not needed or would be a good sacrifice to Satan. The caretaker does eventually come back but you are long dead, just another victim in a long line in Satan’s Academy.
38 You approach the trampoline, there is nobody using it currently. You check the trampoline, it seems pretty safe. It looks quite a nice activity to do for a little while especially given the horrors befalling you at the school and there seems to be no harm in it either. Jump on the trampoline (Turn to 188) Approach the badminton court (Turn to 231) Approach the boy lifting weights (Turn to 313) Leave the Gymnasium (Turn to 393)
39 Curiosity gets the better of you and you try on the silver bracelet. Remember that engraved into the bracelet are the words, “Time for a new me”. As a result the bracelet literally changes you into a new version of yourself. Reroll all of your attributes (skill, stamina, luck and respect) as you would at the start of the game. These are now your current and initial stats. Go back upstairs and up the ascending stairs (Turn to 253) Leave via the shutter (Turn to 261)
40 You step through the door into a large dining hall. You look around you and see that you can see a counter where they are serving food there is a blackboard above it with a menu on. You cannot read the blackboard from where you are stood and would have to approach the counter to see what it says. In one of the corner tables are a group of two boys and a girl chatting. There are also various seats in the middle of the room that are empty. Over in the far left corner you see a door. Go to the counter (Turn to 282) Go to the chatting group (Turn to 302) Go through the other door (Turn to 9) Leave via the door you came in (Turn to 280)
41 Despite this horror, you survive and watch him burn, you hear his anguished cries for a whole 15 minutes. The ordeal is sickening and has left you petrified and distressed, LOSE 4 STAMINA. “Now” says the headmaster, “get out of this school and never come back.” You are shown to the door, you leave immediately and run home shaking with horror. (Turn to 350)
42 You raise the chalice and hurriedly drink it, you were bitten by a rat before and you needed that cure! But as soon as you do you feel an immense pain all around your body, something is not right. What you didn’t know is, as part of Luca’s betrayal he has swapped the chalices! You have drunk the potion that kills you instantly. You collapse to the floor, dead.
43 You eat the curry, this curry is strong! As you eat it you begin to get an excruciating pain in your stomach. You dismiss the pain putting it down to the spices but then you start to sweat and violently shake... the curry is poisoned!! The shaking becomes more ferocious and you gasp for breath, as you do you collapse into a heap onto the dining room floor, the poison is lethal.
44 You walk over to investigate the circuit, it is incomplete and has various components. Next to the circuit reads a note saying ‘connect the wires to complete the circuit.’ If you connect the wires (Turn to 348) If you decide not to (Turn to 5)
45 You enter through the door into a brightly lit room. There are numerous posters on the wall about how to administer first aid and as you look around it is clear that this is the medical room. You have a look around and at the back of the room is a cabinet with a label on it saying “Cupboard of Healing,” quite a pompous name for a medical cabinet really. While you are here you know a little bit about first aid and you have a few injuries from your adventure so you use some of the equipment and medicine here to heal your wounds. RESTORE 5 STAMINA AND 1 LUCK. (Turn to 69)
46 You open the door and just see a pile of lockers, you noticed someone has left their locker open and you notice two gold tokens inside. All of the other lockers are locked. You look around and see there is nothing else of any interest in here, the walls are bare and it’s rather dull in this area. You take the 2 tokens and head back through the door to by where the drinks machine is. Put a token in the machine (Turn to 377) Continue through the corridor (Turn to 213)
47 With one final blow that narrow minded brute crashes to the floor. The people of the gym cheer!! GAIN 3 RESPECT. You have knocked out somebody feared and secretly hated by many people in this school. Very happy with yourself, you contemplate your next move. Approach the trampoline (Turn to 38) Approach the badminton court (Turn to 231) Leave the Gymnasium (Turn to 393)
48 You set the emo boy free. He thanks you, places the medallion he is wearing around your neck and walks away. He wishes you good luck, RESTORE 2 LUCK. The medallion seems to make you stronger too, GAIN 1 SKILL. You walk for several paces and up ahead you see a door in the cave guarded by a beastly guard. You walk towards the door it is a wooden door. There is a plaque on the door which reads “THE HEADMASTER.” You know that you need to get in this room and defeat the headmaster. But first you have to get past this guard, you will have to fight him. If you have the potion of strength from the smashed globe (Turn to 27) If you do not have the potion (Turn to 339)
49 You convince the congregation that you were genuinely just getting air. “Sick,” cries the headmaster, “the ball will heal the mind and cleanse the soul.” “I guess so” you reply. “Well get back in your seat then!” exclaims the headmaster. You sit in your seat with your head bowed, grateful to still be alive (Turn to 289)
50 You walk to the left of the red stripe and arrive at the door without incident. (Turn to 376)
51 You are out of that horrible room and you are waiting for no one. You quickly decide to make an exit but you do not know your way round. Exiting the room has put you in a corridor. You can go left or right. Turn left (Turn to 195) Turn right (Turn to 237)
52 “Why should I lift that?” you say firmly to him. Enraged, he starts screaming at you, “And who to you think you are!!” along with a whole host of insults and profanities. As you argue back, also clearly angry, he jumpd gets and steps towards you. he wants a fight. WEIGHTLIFTER: SKILL 10 STAMINA 12 If you win (Turn to 47) You can escape at any time at the cost of 2 stamina and 1 respect, but would leave the gym completely. (Turn to 261)
53 You enjoy playing that game, but you do not wish to gamble your tokens for you may need them later. You thank the boys for a good game and leave the toilet. The boys wish you farewell and tell you they will be here the next day for another game. You leave the toilet with the boys in and press on. (Turn to 314)
54 The corridor leads to a set of stairs, cautiously you look at the stairs, they seem perfectly normal. You check one last time, everything is a-ok. You start descending the stairs. (Turn to 175)
55 You open the door, before you even look in there is a hell of a commotion! There are chairs being thrown, shouting, swearing and all sorts of ructions. You peer in out of curiosity. Two brutes are attacking an emo boy quite viciously. You look again, they are attacking Luca! He has been a great friend to you, you should really help him. Attack the brutes and help Luca (Turn to 304) Leave the room (Turn to 233)
56 You kiss the emo boy nervously. He smiles, “That is the kiss of trust and friendship,” he says. “I know who you are, you are the new boy who’s soul has been chosen. Beware, there are evil traps in this place to stop your escape from here. Avoid double doors at all costs” As he speaks he slips a key into your pocket with the number 13 engraved into it. RESTORE 2 LUCK. He is cut off mid sentence as the other boy in the hut is sickened by you kissing the emo boy and has decided to attack. You feel a blow to the ribs LOSE 2 STAMINA. The girls have left the hut, they will tell others of this so LOSE 1 RESPECT. You must fight this boy. BOY: SKILL 8 STAMINA 8 If you win (Turn to 381)
57 You continue through the corridor and come to a door ahead. You go through the door and see a set of ascending stairs on your right, the corridor also continues onwards. Ascend the stairs (Turn to 127) Continue (Turn to 17)
58 You talk to the boy kneeling down at the altar. You ask him why you are here. He said he is praying to Satan for forgiveness. He explained that he wanted to be part of the cult and gain demonhood but he has had enough of the fact innocent souls are being killed. You explain to him that you are new to the school and really want to escape. He wishes you luck and leaves you with a piece of advice. “You need a stake to kill the Headmaster for he is a vampire. You must kill him if you want to escape without your soul being devoured. To get the stake you need to know the value of X. I know Y is 13 but I do not know X.” You thank him for the advice and leave him to pray, his soul seems tortured. Drink from the chalice (Turn to 310) Go through the new door (Turn to 204) Go through the door you came in (Turn to 327)
59 You push the door open and step into a room. On the floor is a weird mosaic pattern of gargoyle heads and crucifixes. You look around, there is a medallion with a crucifix on a table also in far corner there is a door. Walk straight across the room (Turn to 14) Walk only on gargoyle heads (Turn to 28) Walk only on crucifixes (Turn to 67) Leave the room (turn to 274)
60 You pull your hand away, it was a spider, but fortunately it did not bite you. You decide to stay away from that shelf. Rummage through the coats (Turn to 88) Leave the room (Turn to 274)
61 Despite the splinters from this door, you open it without problems. (Turn to 362)
62 You quickly open the door and run through not looking back. Just as well you did as a lynch mob was heading towards you. You get out of the room before they find you and you escape with your life... for now. You are back in the corridor. (Turn to 312)
63 You decide to leave this cookery room. There are three doors. Go into the room marked Art (Turn to 24) Go into the room marked Textiles (Turn to 102) Leave the cookery room and continue up the corridor (turn to 266)
64 You eat the Chicken Supreme. It was bland, horrible and undercooked. After just a few mouthfuls your stomach begins to ache, food poisoning. You sit in a chair and wait for the pain to subside. LOSE 3 STAMINA. (Turn to 293)
65 You open the door, before you even look in there is a hell of a commotion!! There are chairs being thrown, shouting, swearing and all sorts of ructions. You peer in out of curiosity. Two brutes are attacking an emo boy quite viciously. You should actually help as this boy is taking a horrid beating although you might get hurt yourself doing so. Attack the brutes (Turn to 199) Join the brutes and attack the emo (Turn to 291) Do nothing and leave this room and head back before you get hurt (Turn to 54)
66 You strike the Skeleton with one last blow and it staggers and crashes onto the middle desk. Test your luck. If you are lucky (Turn to 191) If you are unlucky (Turn to 125)
67 You walk only along the crucifixes and get to the other side without incident. (Turn to 229)
68 You plead and try and explain but the pupils simply do not believe you. They are starting to get annoyed with you now so you decide to leave them be. They seem like good people and you do not want to fight them. Approach the trio playing bagatelle if you haven’t done so (Turn to 276) Approach the trio playing cards if you haven’t done so (Turn to 149) Leave via the door (Turn to 366)
69 You continue on, the corridor ends with a door. You decide to go through this door and proceed cautiously. You pause for a while, contemplate your journey and consider your options as there are a few. (Turn to 100)
70 You walk towards the hut, it is wooden and dimly lit, however it is much welcome with the terrible weather outside, you step into the hut. The hut seems to be a relaxing area for pupils at break time to sit and relax as being in the school corridors is very much frowned upon. It is not the greatest place to relax, it is lit with one oil lamp and it smells a bit too. You look around the hut there is a boy with two girls sat on a bench. And an emo boy sat alone in the corner. Join the boy and two girls (Turn to 156) Approach the emo (Turn to 227) Leave the hut (Turn to 332) * Note: If at any point in this adventure you have encountered an emo boy, there is nothing of any note in this hut and you leave the hut.
71 You walk down the dirty passage, it seems disused and abandoned. It leads to a set of stairs, cautiously, you descend these stairs. The passage continues at the bottom, it is gloomy but you keep continuing cautiously. You see light ahead which gives you relief and satisfaction, you head towards the light, you arrive at a brighter corridor where there is a door on your left and a door on your right. Go through the door on your right (Turn to 321) Try the door on your left (Turn to 281) Turn back (Turn to 361) Press on (Turn to 255)
72 You continue on through the corridor. The corridor leads to a T-Junction. Turn left (Turn to 54) Turn right (Turn to 114)
73 You grab the nearest blunt instrument you can find and smash the globe. There is a large whoosh as dust and light are eerily swirling around the smashed glass. You have awakened something. You look around and inside the globe is a key, a piece of parchment and a vial of liquid. As you look the dust and light swirl around your head and form into an apparition (Turn to 21)
74 The arrow flies right past you, you are thankful that missed. You peer into a room, everything seems quite holy. (Turn to 98)
75 You step into a large, ornate room with a tiled floor. You look around you and it is a library. There are many seats and shelves full of leather bound books. The library is very quiet and your footsteps around this library echo loudly. As you look round, the silence is broken with an almighty commotion. An angry pupil starts arguing with the librarian, he is practically screaming the place down. The librarian tries to calm him down but he continues this rant. You think to yourself, whatever is going on in this school is making people awfully unruly. As you watch, the angry pupil picks a chair up and throws it in temper. The chair is flying right at you. Test your skill. If skilful (Turn to 338) If unskilful (Turn to 379)
76 Confidently you join the line, nobody bats an eyelid. Whilst waiting for your turn you engage in general chit chat with the other players, everybody here seems very friendly and welcoming. You play your point, sometimes you do well, sometimes you don’t but either way you really enjoy this game. The game itself is pretty tiring but the fun nature and the positive mood it puts you in means you do not lose any stamina from this game, however playing the game has helped you with your sharpness and hand eye co-ordination GAIN 1 SKILL also you may add 1 to your initial skill too. You play until the gym session is over and everyone has to leave the gym. You leave with a smile (Turn to 261)
77 You put your hand in one of the pigeon holes and pull out a piece of paper titled “Moon Ball Reminder” You begin to read it...
A reminder to everybody of tonight’s Moon Ball and dance. Those wishing to be chosen for Demonhood must be present and wearing a shawl. The ritualistic sacrifice will once again take place on the theatre stage, we are hoping to punish Luca for betraying us, we offered him demonhood and he decided to try and bring down our empire from the inside, anyone who sacrifices him will be honoured indeed. This is unlikely so we have chosen a boy from the city; the city folk are a peril to our existence and must be taught a lesson. Some are beginning to come to our town and investigate “disturbing activity” they must be reminded that their intrusiveness does not go unpunished. We are sacrificing the new boy tonight, he is an infidel. Also note that the chalices on the cellar table have been swapped, this was one of Luca’s acts to try and destroy us. See you all at the ball, happy soul reaper week!! How brilliant is it that it co-insides with the moon festival!! Celebrate from sundown tonight.
You read again sickened with shock and fear LOSE 1 STAMINA. They have chosen to sacrifice your soul!! You must get out of this place immediately but it won’t be easy, everyone seems to want to hunt you down. As you plan your next move, a teacher walks through the door ahead. “You should not be here” she says “You’re coming with me” Try to reason with the teacher (Turn to 151) Fight the teacher (Turn to 190)
78 The green liquid is tasty and you drink the whole drink. You think “how refreshing!!” But almost immediately an excruciating pain appears in your stomach. Worse than you have ever felt before. You clutch your stomach and double over, now sweating due to the pain. You have been poisoned by the evil axis of the school. Little did you know this is a trap for the demons in charge to take your soul!! You collapse in a heap, the pain eases as you feel dizzy, and the room spins and then goes black. You never awake.
79 You nervously push the door open, and walk into what seems to be a busy theatre. (Turn to 372)
80 You defeat the hall monitor and walk towards the door. (Turn to 376)
81 You ask him what is with his attitude. He seems a little put out by that challenging question. The guy is a brute and doesn’t take kindly to somebody speaking to him like that. “Very well” he says,” lift that weight and prove you are man enough for me to tell you.” You decide to lift the weight test your stamina. If you are strong (Turn to 371) If you are weak (Turn to 153) You can refuse to lift the weight (Turn to 52)
82 You try the door but it is locked, you walk up the fire escape instead. (Turn to 174)
83 You push the door open and look behind the door, there is a shimmering figure playing a grand piano. You take a step in, and realise, this is the ghost of a young girl playing the piano mournfully. It feels like she is playing her own funeral song. For a minute you are entranced and cannot move, but then the ghostly girl stops playing her sombre melody and looks at you. As your eyes meet hers you are filled with fear and dread. Greet the girl and try to make conversation (Turn to 97) Investigate the room further (Turn to 106) Leave the room and back to the reception area (Turn to 100) Leave the room and continue through the corridor (Turn to 270)
84 She does not want to give it up. It’s hers after all. You decide to fight her for it. This is a form of bullying on your part, LOSE 1 LUCK. GIRL: SKILL 3 STAMINA 4 If you win (Turn to 311)
85 There is nothing of any interest in this room, so you double back and head the other way (Turn to 54)
86 You try to sneak out without anybody noticing. You are just about to get to the door when you hear a loud shout of “Hey” you turn around and the congregation are looking at you. “And what are you doing trying to leave this wonderful ball.” Make up an excuse (Turn to 308) Make a run for it (Turn to 386)
87 You try the key ‘13’, it turns! You push the door open and slowly step into the room. In the room there are some filing cabinets and a desk. The walls are covered with photos of demonic heads and a statue of satan is in the corner of the room. Sat at a desk is a tall looking vampire with slivery grey hair and a long black cloak. You look at him and realise he is the headmaster, the abomination that is trying to reap your soul. You are filled with rage and fear as you take another step into the room. The headmaster was doing some sort of paperwork but he looks up slowly from his desk, his piercing eyes lock on to yours. “Well, well, well” he says, “you think you can defeat me but now you have sealed your own fate.” He laughs with an evil cackle. Enraged, you fly towards him and attack. THE HEADMASTER: SKILL 9 STAMINA 15 After two attack rounds (Turn to 159)
88 You begin to rummage through the coats, in a brown jacket you find 3 gold tokens and a pearl necklace. You take these and smile. You look in the other coats but there is nothing of any value. Reach up and rummage around the shelf (Turn to 202) Leave the room (Turn to 274)
89 There is a boy kneeling at the altar and there is a chalice on the altar. Before taking your options you look around at the stain glass windows and the carvings. This is not ordinary chapel, it is a satanic chapel. The carvings of Satan and his demons change your state of mind from one of awe to one of fear. As you look around you notice a door on your left as well. Talk to the boy kneeling down (Turn to 58) Drink from the chalice (Turn to 310) Go through the new door (Turn to 204) Go through the door you came in (Turn to 327)
90 The thuggish boy is older than you and is known around this school and as a bully and a bit of a brute. Most people dare not fight him or even look at him. You have gotten yourself embroiled into something here, that’s for sure. Even his eyes look menacing!! THUGGISH BOY: SKILL 10 STAMINA 9 If you win (Turn to 115)
91 The pupils realise who you are and greet you back, they start a conversation with you. (Turn to 128)
92 You push the door open peer in. It is a small set of toilets. You step in, it doesn’t smell particularly good in here but not bad enough to cost you anything. In one of the corners are three younger boys playing pitch and toss with gold tokens. They are quite engrossed in their game and do not notice you. You look around but there is nothing of interest in this room, as you look around once more one of the boys calls out to you. They ask if you would like to join in their game. Join in their game (Turn to 110) Demand the boys hand you their gold tokens (Turn to 146) Decline and leave the toilet (Turn to 314)
93 You wear the robe. Great respect is given to anyone wearing a priest robe. It is a symbol of great power, GAIN 2 RESPECT. Now try the door (Turn to 25) Wear the collar as well (turn to 130)
94 You ignore the girl and search the room. She screams once more then storms out of the room. You carry on looking around the room but your search seems fruitless. However, as you are about to leave this room you notice something glistening. You walk over and notice a silver bracelet with the words ‘time for a new me’ engraved into it. Try the bracelet on (Turn to 39) Go back upstairs and up the ascending stairs (Turn to 253) Leave via the shutter (Turn to 261)
95 You manage to pry the key from the wall, just. You take the key and put it in your pocket. You then look around the office there is nothing of any use and you leave. Try and see if the key fits the locked door (Turn to 326) Drink the liquid (Turn to 251) Go back upstairs and up the ascending stairs (Turn to 253) Leave via the shutter (Turn to 261)
96 You walk through the door marked no entry, immediately there is a door on your right and further up there is a set of double doors on your left. You look ahead and notice at the end of the corridor are horned demons in a huddle. Luckily they haven’t noticed you. But you need to act quickly. Dash through the door on your right (Turn to 45) Dash through the double doors on your left (Turn to 372) Head back to the reception (Turn to 100)
97 Although ghostly, the girl is warm and friendly. You ask her why she is here and why she is now a ghost. Through a pale sad expression she tells you her story. “I came here for a music scholarship,” she said. “I was excelling in my previous school at music and dreamed of playing in a classical orchestra. The school I was at did not have the right facilities for me to pursue my musical interest. So my mum and dad looked for another school for me. They saw this school and were impressed with the school as a whole and in particular the music suite. A week later I started the school and enjoyed the first three days but then I asked could I stay behind to practise a Mozart piece.” She pauses and starts to shake. She then gathers herself and continues. “The teacher said I could so I stayed behind and practised. I then went looking for the music teacher because I needed help with a section of the piece. I looked in a few places then went to see if she was in the theatre. I walked into the theatre where these demons were holding a dagger to a young boy’s throat. I screamed and ran out of the room.” She stops speaking again and shakes. “I screamed and screamed, I was so horrified,” she continued. “Then some prefects grabbed hold of me and...” She breaks down clearly disturbed by whatever happened to her. You offer to comfort her but she cries “please leave me alone, go and good luck.” You begin to leave, as you do the girl says through her tears, “Don’t go in the theatre, don’t go in there!!” Alarmed and disturbed, you approach the way out of the room. Leave the room and back to the reception area (Turn to 100) Leave the room and continue through the corridor (Turn to 270)
98 You step into the room, and it reveals a large chapel. A lot of work has gone into this chapel. The pews have great carvings in them and there are beautiful stain glass windows. You look in awe and gently walk in. Your footsteps echo in the large room... Have you at any point in this adventure encountered an emo boy?? If you haven’t met or done anything of any note with him (Turn to 89) If you have and killed him (Turn to 103) If you have helped the emo boy and he has given you his name (Turn to 124) If you have helped the emo boy and he has not given you his name (Turn to 140)
99 The display is very sinister, it is a blood coloured Celtic cross. Below are some fancy demonic looking scrolls which say “Never fear the cross, the fools who worship it, bare it. We are the chosen ones. This is our time. Fear Luca for he is betraying us. We must burn him for his treachery.” This display was rather unnerving. You ponder the words and then continue. (Turn to 164)
100 You are standing in the reception area of the school. You look around there are quite a few ways you can go or things you can do. You gather your bearings and stand in the corridor part of the reception. Behind you are 2 sets of stairs, one ascending and one descending. On your left is a door with a combination lock, on your right is a door with “no entry” marked on it. Ahead of you there is a dirty and unkempt passage to the left, a set of doors leading out the building straight ahead and a door with a musical note on it just to the right of the doors leading out. On your right is a reception desk, it is unmanned but there is a bell on it. Go down the descending stairs (Turn to 3) Go up the ascending stairs (Turn to 32) Go through the dirty passage (Turn to 71) Go through the door marked no entry (Turn to 96) Go through the far door with the musical note above (Turn to 135) Try the door with the combination lock on it (Turn to 209) Press the bell on the reception (Turn to 277) Run through the front door outside and flee (Turn to 300)
101 You put the necklace on; it has been cursed by a demon, LOSE 2 LUCK. As you take it off, it bursts into flames badly burning your neck and your hand, LOSE 4 STAMINA AND 1 SKILL. Drink the liquid (Turn to 349) Pull the lever (Turn to 264) Leave the cupboard and the room (Turn to 72)
102 The textiles room offers very little in it other than a grey embroidered shawl on the table which you take. There’s various textile equipment, and pieces of embroidery displayed on the wall which are interesting and nice to look at but are of no importance to you in this adventure. You leave the room and stand back in the cookery room. Go into the room marked Art (Turn to 24) Go towards the cakes (Turn to 147) Leave the cookery room and continue up the corridor (turn to 266)
103 There is a chalice on the altar. Before taking your options you look around at the stain glass windows and the carvings. This is not ordinary chapel, it is a satanic chapel. The carvings of Satan and his demons change your state of find from one of awe to one of fear. As you look around you notice there is a door on your left as well. Drink from the chalice (Turn to 310) Go through the new door (Turn to 327) Go through the door you came in (Turn to 204)
104 You place the ring on your finger, the ring is a symbol of Luck and Power, GAIN 2 RESPECT AND RESTORE 2 LUCK. Also the ring has a magic property, on one occasion you may re-roll if one your skill, luck, stamina or respect are tested and the outcome is not desired. But be careful only once can you do so, so use it wisely. (Turn to 57)
105 You push the door open and walk into what appears to be a cloak room, there are a few coats on a rail on hangers and there are is a shelf up above. You cannot see what is on the shelf because it is too high, but you can reach it with your hand. Rummage through the coats (Turn to 88) Reach up and rummage around the shelf (Turn to 202) Leave the room (Turn to 274)
106 You begin to tentatively look around the room. There are plenty of beautiful musical instruments around this room including some hand carved flutes, an ebony violin and an ornate Chinese bell tree. As you are looking around, the girl calls out to you. “Excuse me,” she says softly, “You look a little lost.” She beckons you over and you begin a conversation with her. (Turn to 97)
107 You attack the emo boy, a little bit cruel of you, he meant you no harm. LOSE 1 LUCK!! EMO BOY: SKILL 5 STAMINA 5 If you win your first attack round (Turn to 215) If you lose your first attack round (Turn to 10)
108 The beef is beautifully cooked and delicious, the nicest meat you have ever had, RESTORE 3 STAMINA. As you enjoy though, you can’t help thinking that this is the last meal of a condemned boy. You begin to feel more and more uneasy about this. You finish eating and the waiter takes away your platter. You hear a cry of “Attention please!!” You and everybody look towards the stage. The headmaster is about to address the congregation. (Turn to 206)
109 You continue through the corridor, the lights flicker and go out. You take a tentative step and the lights flicker back on. You walk another step and see a door ahead on your left, you look in thought and confirm in your mind that on your left is a door but the corridor continues after the door for a short while. You walk another step and the lights go out again!! You walk another 2 steps. Test your luck. If you are lucky (Turn to 11) If you are unlucky (Turn to 252)
110 You join in the game, you play three rounds of pitch and toss for fun. It’s very enjoyable and for 5 minutes or so you forget about the terrible encounters you have suffered, RESTORE 2 STAMINA. You have a much more positive frame of mind. One of the boys then says “let’s do it for real 1 gold token stake” If you wish to play for money (Turn to 183) If you decide you have had enough and leave the toilet (Turn to 53)
111 You kiss the beautiful blonde girl, she smiles and exclaims “wow!” The boy looks at you in admiration and you feel a glow throughout your body. GAIN 4 STAMINA, 3 RESPECT, 2 LUCK AND 1 SKILL. The boy starts speaking to you about the school and how your first say was, as he speaks you begin to feel a cold feeling in your arms (Turn to 29)
112 You head towards the stairs on your left, Ascend the stairs (Turn to 127) Continue down the corridor (Turn to 172)
113 Alas, you were too slow moving the body and opening the door. You turn round to see what the rowdy rabble is and, to your horror, see a lynch mob heading towards you!! The mob is of angry teachers, demons and other people charging towards where you are standing!! They know that you have just killed that teacher and now they want their revenge. One demon jumps on top of you and pins you down, following that all of the mob beat you viciously until your eventual death.
114 You walk down the corridor and see a door on your left. Shortly after that is a dead end. Go through the door (Turn to 185) Double back on yourself and head the other way (Turn to 54)
115 Was a hard fight and you won; wait until this gets around the school, GAIN 2 RESPECT POINTS. You search the boy and find 2 gold tokens and a Swiss army knife. You can use it in battle and cause 3 stamina worth of damage rather than 2 but you would have to deduct a point from your attack strength. Now for which way to go... Turn left up ahead (Turn to 187) Turn right up ahead (Turn to 259) Double back on yourself and head in the opposite direction (Turn to 195) Head up the corridor you have just passed (Turn to 134)
116 The cake has a light and fluffy texture, it is drizzled with syrup and is delicious, RESTORE 2 STAMINA. That was just what you needed. There is nothing more to see in this room now. (Turn to 63)
117 You try the door, it opens, and it reveals a toilet. The toilet is empty and there is nothing inside it of any value. Nevertheless you are glad to find this toilet, while you are here you go to the toilet and also wash a couple of your injuries sustained in the adventure. You may RESTORE 2 STAMINA. You smile and with a slight air of confidence leave the toilet. (Turn to 139)
118 The hotpot was beautiful and filled you up a treat. RESTORE 4 STAMINA. If you weren’t so full you would order more. (Turn to 293)
119 You look in the mirror and at first there seems to be nothing out of the ordinary, but then the ‘you’ in the mirror starts beckoning you!! You freeze for a moment wondering what to do, but then the 'you' puts his hand through the shimmering looking glass beckoning you to grab it. Grab the hand from the mirror (Turn to 318) Walk away from the mirror back up the corridor (Turn to 274)
120 Whilst dashing across the room you stand on the mosaic of a gargoyle’s head and immediately the gargoyle head comes to life and bites you, LOSE 2 STAMINA!! It is taking aim at your foot again, you need to attack it and fast. GARGOYLE HEAD: SKILL 7 STAMINA 4 If you win (Turn to 229)
121 The medallion glows and the girl who gave you this appears in the sky. “Good luck,” she said, “for you will need it on your quest. You have no business to be here and I hope you manage to escape with your life. Avoid double doors, they lead to the theatre where the sacrificial moon ball is being held You do not want to be there, it is not for you.” Her face fades and you smile. It stops raining too. RESTORE YOUR SKILL, STAMINA AND LUCK TO ALL YOUR INITIAL LEVELS AND GAIN 2 RESPECT. You follow the advice and avoid the double doors. You can try the door on your right (Turn to 82) Walk up the fire escape (Turn to 174)
122 You walk into a dimly lit corridor, your feet thudding on the wooden floor. Immediately on your right is a wooden bench, with a plaque on it. You try to read the plaque but the writing has worn away. You are a little weary and the bench feels inviting. Sit on the bench (Turn to 165) Continue on (Turn to 131)
123 The opening reveals a room with nothing but a table in the middle. On the table is a small wooden stake with a silver arrowhead. You examine the stake, it’s quite awe inspiring and there are some beautiful carvings along the wood. There is a handle on the other end with the words “The only weapon the Headmaster fears.” You take the weapon RESTORE 3 LUCK POINTS. Also on the table are 2 chalices, both chalices have a liquid in and have a piece parchment next to it. One of the parchments says “Cure for bite of rat,” the other says “Instant Death.” Drink the chalice next to “Cure for bite of rat” parchment (Turn to 42) Drink the chalice next to “Instant Death” parchment (Turn to 167) Drink neither and continue (Turn to 303)
124 There is a boy kneeling at the altar, you recognise that it is Luca. You have had dealings with him before in this adventure and he has been very helpful and a friend to you. It’s great to see he’s still alive!! Also there is a chalice on the altar. Before taking your options you look around at the stain glass windows and the carvings. This is not ordinary chapel, it is a satanic chapel. The carvings of Satan and his demons change your state of mind from one of awe to one of fear. As you look around you notice a door on your left as well. Talk to Luca (Turn to 201) Drink from the chalice (Turn to 310) Go through the new door (Turn to 204) Go through the door you came in (Turn to 327)
125 The Skeleton lands right on the electrical circuit and completes it!! This circuit is an alarm. A loud siren rings through the science lab. You run for the door as you realise this is a trap and the powers at be are on their way to capture you. Unfortunately, justas you to the door you are grabbed by 4 on rushing horned demons. “A new soul for us to feast on,” one says to another. “Perfect for the sacrificial ball tonight,” another cackles in an evil tone. You struggle against them but they are too strong, they lead you away to a room which they lock you in ready for tonight when they burn you at the stake and devour your very soul in a cruel end to your adventure here.
126 Try as you may, you can’t stop yourself from falling to sleep on the bench. You were just too weak to fight sleep (Turn to 375)
127 You decide to climb the stairs, they are pretty steep but you get to the top. You pause for a moment and weigh up your options to which there are many. (Turn to 100)
128 You ask them why they are not going to the Moon Ball. The pupils begin a long reply to you. “We realise you are new to this school, beware the horror that lies within these walls. We are not part of the evil that goes on in here and nor do we wish to be, we find it abhorrent. We are just ordinary students wanting an education. The headmaster lets us freely go to and leave this school as a cover up for their evil. The headmaster needs so many ordinary pupils to hide the corruption and evil taking place but with one condition... silence or death. If we tell anyone the horrors here then we will be hunted down and burned at the stake, you though are not so lucky. You have been chosen to be sacrificed to Satan himself! This week is Soulreaper week and once again the headmaster wants to impress Satan with his sacrificing of souls, you must kill the headmaster and stop the cult. This is your only hope.” You thank them and wish them a good evening, as you do they hand you an amulet.“This is the amulet of divination, they tell you. You may use it twice only so use it wisely, it will help you when predicting an outcome of a decision you make.” Note when using the amulet you may see, the next references on each decision before you make it. You may only see the next reference, not any subsequent ones. You must also use the amulet before looking at the different outcomes, you may not turn to a reference, then turn back and use the amulet because you did not like the outcome. You leave them be and carry on. Approach the trio playing bagatelle if you have not done so (Turn to 276) Approach the trio playing cards if you have not done so (Turn to 149) Leave via the door (Turn to 366)
129 You have had enough of this building now and head towards the shutter exit, as you do so you hear a shout of “that’s him!!” You turn around and the dancer who you walked in on in the changing room is marching towards you rather incensed. To make matters worse there is a gang of people with her and they do not look happy. You freeze and wonder what is going on, angrily the gang start shouting at you and call you all sorts of names, they clearly think you entered the changing room to take a lecherous peep at the girl. You try to explain your innocence but the gang have none of it. Suddenly one of the group shouts “wait, it’s the new boy who’s soul we want.” You turn around and decide running away from these is the only option but as you do you are grabbed by 2 other boys behind you!! There is no escape, the group beat you until you are unconscious, and in your sleeping moments they drag you to the Moon Ball where they place your limp body on the sacrificial altar. You wake just in time to see a dagger plunged into your heart and your soul devoured by the Headmaster.
130 You place the collar around your neck. To your horror it begins to get tighter and squeezes your neck stopping you from breathing!! You try to stop it but it has taken a life of its own. You try to pull the collar off in a blind panic but to no avail. You can’t breathe and your face is going blue. After another minute of panicking you lose consciousness. It’s only another three more minutes before your heart stops and you become another victim of Satan’s academy.
131 You continue through your journey, the dimly lit corridor leads to a door up ahead. If you want to go through the door (Turn to 340) Or you can turn back (Turn to 391)
132 You push the door and it leads to another corridor, again poorly maintained and poorly lit. You walk a couple of feet then notice a set of double doors on your right. Go through the double doors (Turn to 372) Go straight on (Turn to 109)
133 With a huge bounce and an outstretched arm you grab the key. It is a shiny golden key with the number 20 written on it. You place it in your pocket and leave the trampoline. GAIN 1 LUCK and (Turn to 298)
134 On your left you see a drinks machine. It offers a choice of green or orange liquid which can be purchased with 1 gold token. There is also a door on your right. Put a token in the machine (Turn to 377) Go through the door on your right (Turn to 46) Continue through the corridor (Turn to 213)
135 You walk through the door with the musical note above, it leads to a small corridor. On your left you see a door, behind the door you hear the sound of a piano playing a very sombre melody, and you are intrigued with this. There is real melancholy to the tone of the piano piece being played. Go through the door (Turn to 83) Continue through the corridor (Turn to 270) Head back to the reception area (Turn to 100) 136 The step takes you further into the corridor; it is dark and gloomy and continues for a little while. You are unnerved by the fact you can hear rats scuttling around your feet, but continue on you do. Test your luck If you are lucky (Turn to 243) If you are unlucky (Turn to 306)
137 You have the potion and you hand it to Luca, you are already pretty strong and he seems weak. As he drinks it you notice him transform into a toned ninja. Luca thanks you for giving you the potion and embraces you. He hugs you tight but does not know his new found strength LOSE 1 STAMINA. You shout “ouch!!” Luca apologises, but you know you now have a great help in battle, RESTORE 1 LUCK. LUCA: SKILL 11 STAMINA 12 This is just information of his stats, you are not fighting him continue... (Turn to 347)
138 You walk into the room, again it is an empty class room. You look around and there is a door in the corner. Open the door in the corner (Turn to 196) Leave the room and continue on (Turn to 72)
139 You carry on through the corridor, it is still well lit. You continue slowly but confidently. As you walk your confidence grows, you have survived quite a lot thus far and maybe you will get out of here. The chances of escape are still small but you have done well to come this far. Feeling that fate is on your side you may RESTORE 1 LUCK point. You continue walking through this corridor (Turn to 112)
140 There is a boy kneeling at the altar and there is a chalice on the altar. You recognise the boy, you helped him while he was being attacked. You are glad he is still alive. Before taking your options you look around at the stain glass windows and the carvings. This no ordinary chapel, it is a satanic chapel. The carvings of Satan and his demons change your state of mind from one of awe to one of fear. As you look around you notice a door on your left as well. Talk to the boy you helped (Turn to 262) Drink from the chalice (Turn to 310) Go through the new door (Turn to 204) Go through the door you came in (Turn to 327)
141 You notice an electrical cable on the floor, it is not fixed down. You could easily have tripped over that cable. This school does not care too much for safety... you step over the cable and continue to walk down the corridor. (Turn to 301)
142 You step into the corridor, it’s a very short corridor leading to a door ahead. You notice the floor is tiled with white tiles but in the centre of the corridor is a strip of red tiles. Walk straight to the door ignoring the tiles (Turn to 192) Walk to the left of the red stripe (Turn to 50) Walk to the right of the red stripe (Turn to 316) Walk on the red stripe (Turn to 365)
143 You walk into the room and find this is another empty class room. You look around and realise that this is a history room. You look around, there is a colourful display on the wall and something is written on the blackboard too. You look further into the room, there are no other doors or anything to take. Look at the blackboard (Turn to 370) Examine the display (Turn to 383) Leave the room (Turn to 274)
144 You are intrigued by the skeleton model and approach it. As you approach the skeleton begins to shake, you look closer but there is not motor or anything to drive this model skeleton and there is no wind to shake it... the Skeleton has a life of its own!! As you realise the Skeleton lurches forward and smacks you right in the face!! LOSE 4 STAMINA as that was a hard and unexpected blow. Now you must fight it. SKELETON: SKILL 7 STAMINA 6 If you win (Turn to 66)
145 You greet them but they ignore you and keep chatting. You ask them why they aren’t going to the Moon Ball. They reply, “We do not know you so we do not trust you.” You realise the evil ways of this cult have left the good people of the school cynical and afraid. You must convince them you are one of the good people if you want them to speak to you. Plea with the pupils that you can be trusted and you are not part of the cult (Turn to 336) Approach the trio playing bagatelle if you haven’t done so (Turn to 276) Approach the trio playing cards if you haven’t done so (Turn to 149) Leave via the door (Turn to 366)
146 Cruelly, you don’t even take the time to acknowledge the boys but instead you demand their money. The boys are so frightened they turn over their pockets and present you with 5 gold tokens. As you leave with the money you hear the sound of the boys crying. LOSE 3 LUCK, shame on you!! (Turn to 314)
147 You approach the cakes, they smell delicious. They appear to be fluffy fairy cakes with a sweet topping. There are 5 of them on a tray. Grab the tray (Turn to 335) Pick a cake off the tray and eat it (Turn to 116) Leave the cakes be (Turn to 63)
148 You try to pry the key. With all your effort and your whole body contorted you manage to stretch and grab it. However as you do, you lose your balance and fall heavily on a disused exercise bike, LOSE 3 STAMINA. You rummage around and put the key in your pocket. Try and see if the key fits the locked door (Turn to 326) Drink the liquid (Turn to 251) Go back upstairs and up the ascending stairs (Turn to 253) Leave via the shutter (Turn to 261)
149 You approach the trio playing cards. They are playing a game of higher or lower. You decide to join them. They have been playing for a while. One of the trio turns over a card, it is the eight of clubs. “Higher or lower” he says. If you think the next card will be higher (Turn to 238) If you think the next card will be lower (Turn to 396)
150 You head towards the globe cautiously. The globe is slowly turning on its axis. You look into the globe and see a shimmering light from inside. You look again and see there is something in the globe. The globe seems quite enchanted and there is definitely something inside. Smash the globe (Turn to 73) Leave the room and try the door opposite (Turn to 281) Leave the room and press on up the passage (Turn to 361) 151 You try to reason with the teacher by explaining that you are new and you don’t know your way around. Test your respect. If test is successful (Turn to 292) If test is unsuccessful (Turn to 330)
152 The leap for the key sent you spinning upside down and to the horror of everybody in the gym you land on your head!! The impact breaks your neck and splits your spinal cord. Your last paralysed living moments are spent cursing the school and the evil that runs it.
153 You try with all your might but there is no lifting that weight, it is just too heavy. The boy mocks you and laughs in your face LOSE 2 RESPECT. You sheepishly leave the gym and the building. (Turn to 261)
154 You walk through the half closed shutter, there are sports posters all over the wall. This looks like the gym area. There are some steps leading upwards and some steps leading down. Go up the ascending stairs (Turn to 253) Go down the descending stairs (Turn to 275)
155 You apologize and explain that you didn’t know, he looks at you sternly and you look rather sheepish. Test your respect If successful (Turn to 26) If unsuccessful (Turn to 173)
156 You approach the boy and two girls sat on the bench, you ask if you can join them. “New boy,” the boy says. “Are you man enough to join us? These are my girls Jane and Ivy, you must prove your worth by kissing one of these ladies.” Jane is a plain looking girl with dark hair, Ivy is a beautiful dolled up girl with long blonde hair who is the object of the desire of most of the boys in the school. As he finishes, the emo boy pipes up and says “kiss me and you shall be rewarded.” You look at each of the people a little unnerved. Kiss Jane (Turn to 12) Kiss Ivy (Turn to 111) Kiss the Emo Boy (Turn to 56) Leave the Hut (Turn to 305)
157 A flash of lightning strikes the medallion followed by another thunderclap!! Do you have the ring with a skull on it? If yes (Turn to 121) If no (Turn to 189)
158 You push the door open, but as you do you hear a click, you have sprung a trap and an arrow has headed towards you, test your luck. If you are lucky (Turn to 74) If you are unlucky (Turn to 246)
159 The fight is ferocious and you prepare for another attack. As you do you feel a excruciating stabbing pain in your back!! A guard has heard the commotion and ran around with a dagger to aid the headmaster. He has plunged the dagger into your back. You fall to the floor and die in a pool of blood.
160 You decide to leave they way you came in, the teacher is blocking the doorway though so you move her as quickly as possible, and you can hear a rowdy rabble getting closer behind you. You now can open the door and escape as fast as possible. Test your skill If Skilful (Turn to 62) If Unskilful (Turn to 113)
161 You open the stopper on the test tube, there is a loud whoosh as the black liquid flies out of the test tube circling around you. The black circle gets tighter and tighter around you and begins to squeeze your neck. You start gasping for breath, but to no avail. The black liquid has taken a life form as is asphyxiating the very life out of you. You eventually pass out. As you lay slumped, the black liquid enters your mouth and around your body and unbeknown to you grabs your soul!! The liquid leaves your body and slides back into the test tube taking your soul with you. The stopper closes on the bottle all by itself. Without a soul you cannot live and you never awake.
162 You agree to help him. He tells you that the jail cell can be opened with the bunch of keys from the upstairs stock room where the lever is. Do you have the bunch of keys? If yes (Turn to 48) If no (Turn to 369)
163 The salad hardly touches the sides and to be honest was not satisfying at all. Nevertheless it was food, RESTORE 1 STAMINA. (Turn to 293)
164 You carry on a short while there is a door on your right. There is a glass panel in the door, on peering through it appears to be a kitchen/cookery room. Go through the door (turn to 220) Ignore this and carry on (turn to 266)
165 You are feeling a little weary so you sit on the bench and relax, the bench is surprisingly comfortable and you sit back into it. You stay for a few minutes and let out a huge yawn. This bench has made you surprisingly sleepy. (Turn to 342).
166 You stick your hand out to break the fall and the whole force lands on it sending a jolt right up your arm!! Your arm and hand are broken and you are injured badly. LOSE 3 SKILL, 6 STAMINA AND 3 LUCK!! Also reduce your initial skill by 2. This has seriously hampered any possible escape from here. You leave the gym gingerly and in pain. (Turn to 261)
167 You drink from the chalice marked instant death, brave but slightly foolhardy. Your bravery however is rewarded. As part of the betrayal, Luca had swapped the chalices!! What you have actually drunk is the antidote for the rat bite. (If you are deducting stamina because a rat bit you, you can stop doing that now). GAIN 2 LUCK POINTS. You continue your quest (Turn to 303)
168 The guard has been screaming all through this fight, you plan your next hit but feel a blow to your head. Four horned demons have heard all the commotion and ran to the aid of the guard. They beat you and Luca until your bodies become limp and lifeless corpses embracing each other in a pool of blood on the floor. You and Luca forged a great friendship and fought together valiantly throughout this adventure so it was nice you were by each other’s side when you both met your inevitable fate.
169 You decide to fight with the dancer. You need to make sure she is quiet and cannot scream as you do not want people knowing where you are. The dancer however is strong, athletic and nimble. She is a trained dancer and all of her training will serve her well in this fight. DANCER: SKILL 11 STAMINA 13 If you are still alive after four attack rounds (Turn to 257)
170 You run for the door in a blind panic, you need to be out of that evil ceremony, but as you do you trip on one of the stairs and bang your knee, LOSE 2 STAMINA. You look around and the whole congregation, the demons and the headmaster are staring at you. You freeze in fear and dread. Six people from the crowd pick you up and put you on their shoulders and carry you to the stage to a slow overture, the people are clapping along to this overture. (Turn to 234)
171 The weather is getting worse and colder. You need shelter now, LOSE ANOTHER STAMINA POINT. Run up the metal fire escape (Turn to 254) Run through the double doors (Turn to 372) Run to the small building and open that door (Turn to 358)
172 You continue along the corridor, it is a long straight corridor. This corridor seems to go on for eternity. Eventually you are nearing the end of the corridor. (Turn to 187)
173 You try to reason but he has none of it. “You are coming with me”, he says. He tries to drag you away but you are not having any of that, you decide to fight back. You are not taking this from a mere hall monitor, besides, you want to get out of here and this is slowing you down. You decide to fight him. HALL MONITOR: SKILL 7 STAMINA 7 If you win (Turn to 80)
174 You slowly walk to the top of the fire escape where you come to a door. Slowly and carefully you pull this door open and step through. The door slams behind you, thank god you are back inside again. You take another step through a short passage no more than ten feet long and up three steps. This passage leads into a large room. (Turn to 75)
175 You walk down the stairs without incident and you are back on the ground floor. You begin to look around you and weigh your options, which there are many. (Turn to 100)
176 You slowly climb to the top of the steps, this adventure has taken a lot out of you. You rest at the top of the stairs. After a short rest you realise you are in a large area with a reception in it. You weigh up what your options are. You have quite a few options. (Turn to 100)
177 You turn left and walk down a corridor. You come to a T-Junction. You recognise this junction and realise you have already turned left previously, so you turn right. (Turn to 259)
178 Grateful for the light you walk on until you get to the door your left. The corridor continues past the door as well for a short while. Go through the door (Turn to 248) Continue (Turn to 312)
179 You tell him you were admiring his workout and muscle tone. Not a very good idea, the boy is an alpha male and a brute with a narrow minded, macho outlook on life. He takes great offence to another boy commenting on his muscles and looking at him train. “Looking at me, what are you some kind of girl?” he snaps. He gets up angrily and steps towards you, he wants a fight. WEIGHTLIFTER: SKILL 10 STAMINA 12 If you win (Turn to 47) You can escape at any time at the cost of 2 stamina and 1 respect, but would leave the gym completely. (Turn to 261)
180 The fight is broken up by the rest of the people in the room. More cursing and shouting is going on, people are trying to calm it down. You are dragged out of the room into the corridor and told no to go back in there again. You have angered the entire room, LOSE 2 RESPECT. (Turn to 366)
181 You approach the girl slowly. She is painting a picture of a castle on fire. She seems deep in thought. Around her neck is a medallion with a Celtic cross on. It seems almost rude to disturb her, but you like the look of that medallion. She is a fragile looking girl and is unlikely to fight you for it. Greet the girl (Turn to 8) Try and steal the medallion from her neck (Turn to 230) Leave the room (Turn to 311)
182 You begin to tuck into the mystery pie, you can’t fathom what it is but it tastes nice, RESTORE 3 STAMINA. The pie was cooked in a holy wine with weird mystical properties blessed by the Demon of Mischief and in a slightly mischievous and perplexing turn in the adventure your SKILL and LUCK scores are swapped around (both initial and actual). Whether that will help or hinder you time will tell, however in the meantime (Turn to 293)
183 You agree to play and he throws his token, you then throw yours. To decide who wins you apply the normal combat rules (The boy has a SKILL of 8), however instead of losing stamina you gain or lose a gold token. You carry on this game until you have either won 5 tokens, lost all of yours or got bored of playing it and wish to continue. At this point you bid farewell to the boys and continue your quest (Turn to 314)
184 You walk down a rather wide corridor. It is a fairly long corridor, many displays on your left hand side. You take your time to look at each display. One includes a horned demon with a key and a smashed globe, another sees students bowing down to a vampire. You slowly continue with an air of fascination in your mind, as you continue you see a door on your left and a door on your right. Go through the door on your left (Turn to 321) Try the door on your right (Turn to 281) Continue onwards ignoring the doors (Turn to 361)
185 If you have attacked and killed the emo boy in the hut (Turn to 85) If you have met and befriended the emo boy in the hut and he told you his name (Turn to 55) If you have done neither (Turn to 65)
186 Your exercise all your might and pull yourself from this bench, but now you are feeling weary and sluggish, LOSE 1 SKILL. You continue this journey. (Turn to 131)
187 You make your way up this corridor, it looks dirty and unkempt. One of the windows is broken letting in a horrid draft and sending a chill right down your spine. You walk a little while longer, until you come to a wooden door. This is not a well looked after door, the handle has fallen off and there are splinters protruding from the woodwork. There is also mold and rot on all four corners with worms burrowing in the rot. Push the door open (Turn to 30) Double back and head in the opposite direction (Turn to 259)
188 You jump on the trampoline and bounce on it for a bit, it is all very enjoyable. However, as you bounce you notice something glistening above. You look up and there is a gold key hanging from the ceiling, it’s out of reach unless you bounce really high but you look once more thinking you may need this key to escape from this cursed place. Is it worth trying to grab? Try and bounce high enough to grab the key (Turn to 20) Get off the trampoline (Turn to 298)
189 The lightning hits the medallion and the Celtic cross lights up. The girls face appears before you in the sky. “You stole this from me,” she said, “This has the power to control the elements, this is the medallion to repel our enemies so the Headmaster can feast with Satan!! But you stole it and you are an enemy!! An enemy of Satan!! An enemy of our cause and now the Medallion spells your doom!!” She cackles with glee as the Celtic cross breaks free from its chain, spins in mid air slowly and flies into your neck. The sharp point slices your throat in two.
190 She is a teacher and an adult. She is strong and has fast reactions. TEACHER: SKILL 10 STAMINA 6 If you win (Turn to 268)
191 You are still in a sort of shock by that last encounter. The boy doing the biology project raises his head and says, “You had better go, that was the skeleton of the Headmaster’s tragically dead son and he will be heading here now.” The boy runs out of the classroom and away before you have a chance to move. You decide after that encounter you leave this lab right now. (Turn to 344)
192 Without any regard for the tiles you walk across the corridor. Roll a die. If you roll a 1, 2 or 3 (Turn to 395) If you roll a 4 or 5 (Turn to 316) If you roll a 6 (Turn to 50) 193 As you leap for the key you forget your bearings and the edge of the trampoline. You miss the edge and go crashing into the hard gym floor. That is going to do some serious damage!! Whilst in a heap on the floor everybody in the room laughs, LOSE 2 RESPECT. The landing was from a great height so you could have landed on pretty much any part of your body. Roll one die to see where you land. If you roll a 1 (Turn to 152) If you roll a 2 (Turn to 166) If you roll a 3 (Turn to 207) If you roll a 4 (Turn to 221) If you roll a 5 (Turn to 271) If you roll a 6 (Turn to 287)
194 With a groan, Luca collapses to the floor dead. You cannot see this as you are in the heat of battle. As you plan your next attack, you feel a sharp stabbing pain in your back. After winning the fight against Luca, the guard has plunged his dagger deep into your back piercing your lung and heart. You stagger back, collapse in a pool of blood next to Luca’s corpse and die.
195 The corridor leads to a door up ahead. It has been a pretty mundane corridor to say the least. You go through the door which leads into another corridor. This corridor has been painted with a mural on the left hand wall. On the wall on your right is an interesting looking display. Look at the mural and display (Turn to 99) Continue through the corridor (Turn to 164)
196 You open the door in the corner, it is a stock cupboard and you rummage around the cupboard. There are a few blank books which aren’t of any use. There is also a knife in there, you take this knife (when in battles add 2 to your attack strength). There is also a bunch of keys, which you take. Other items are a necklace, a bottle with a clear liquid and there is also a lever in the wall. Put the necklace on (Turn to 101) Drink the liquid (Turn to 349) Pull the lever (Turn to 264) Leave the cupboard and the room (Turn to 72)
197 You pour the chemicals in and there is almighty bang!! Those chemicals were the most volatile in the whole of the lab and you have succeeded in creating a huge fireball obliterating everything in the room. Your charred remains are just part of the dust as the lab collapses in on itself. The boy doing the biology project is badly burnt but is alive long enough for the lab to crush him to death. Be grateful that your death was instantaneous.
198 LOSE 2 RESPECT POINTS you coward!! Double back on yourself and head in the opposite direction (Turn to 195) Head up the corridor you have just passed (Turn to 134)
199 The brutes stop attacking the boy and rush to you, you will have to attack them both!! They are extremely angry, they do not like people standing up to them. FIRST BRUTE: SKILL 10 STAMINA 10 SECOND BRUTE: SKILL 9 STAMINA 14 If you win (Turn to 260)
200 You try the key, the door opens. You step into a long stone passage. The passage is cold, damp and only lit with oil lamps. There are cobwebs around you. You walk slowly and your feet echo throughout the passage. You stop for a moment and look around you, the passageway is silent, and the only thing you can hear is your own heart thudding inside your chest. You nervously and cautiously walk along the passage step by step, each step echoing. You get to what seems like a dead end. But you notice a button in front of you. With no other options, you press the button. The stone wall in front of you descends to reveal another passage. Cautiously you look around you and step into the new passage. (Turn to 398)
201 You continue and ask him would he help you escape. He places his hand into yours and cries. “I will do anything for you, you helped me, you are a good person and I love you so much.” He tells you the value of Y is 13 and there is an equation to use that value upstairs as you will need to find X to get the stake. He reminds you that only a stake can kill the Headmaster for he is a vampire. The final thing he tells you is to not let him leave his office. You thank him for the information with a little tear yourself. As you consider your next move Luca prays for you. The power of prayer does work sometimes RESTORE 1 LUCK. Drink from the chalice (Turn to 310) Go through the new door (Turn to 204) Go through the door you came in (Turn to 327)
202 You reach around the shelf. There seems to be nothing but then you feel something crawl on your hand, it feels like a large spider. You immediately pull your hand off the shelf, Test your luck. If you are lucky (Turn to 60) If you are unlucky (Turn to 284)
203 You walk through the door and look around. You are in the staff room and all the staff are having a meeting. There is a massive vampire at the head of a table. There are also numerous horned demons sat there. You decide you had better leave and fast... but it is too late!! They notice you stood there and stop their conversation. There is an eerie silence as everyone in there is staring at you with cold, blood thirsty eyes. You are petrified by shock and fear. You stand there with a blank expression and do not move. “Seize him” Shouts one of the demons and they all rush towards you. You go to pull the door open but you are grabbed by one of the demons. You struggle for a few seconds but you are overpowered by this mob. You get dragged away and locked into a room. You will be sacrificed at the Moon Ball later where they burn you at the stake and devour your soul.
204 You open the door into a small room covered in cobwebs. The door closes and locks behind you to your horror. Luckily there is a door ahead. In the room there is a priest’s robe and collar hanging up. You look around the room for anything else but there is nothing else of any interest in this rather claustrophobic room. Try the door (Turn to 25) Put the robe on (Turn to 93) Put the collar on (Turn to 130)
205 You open the door and peer in, this is interesting... you are in a science laboratory. There are a lot of hi-tech gadgets and other interesting things in here. There are three long benches. On the front bench are a test tube rack and a beaker. The test tube rack appears to have a red liquid and a green liquid inside them. On the middle bench is an incomplete electric circuit and on the back bench is a boy working on a Biology project. There is also a model skeleton in the corner, which seems to move unnervingly every time you look at it. There are so many possible and interesting things to do here. Investigate the test tubes (Turn to 4) Investigate the electric circuit (Turn to 44) Investigate the skeleton (Turn to 144) Approach the boy doing the Biology project (Turn to 244) Leave the room (Turn to 344)
206 You sit quietly as the headmaster gives a long speech about the greatness of Satan, Soulreaper week and the Moon Festival. He then thanks numerous demons and other staff for various sinister achievements. After that, he calls people up to the stage. You recognise one or two of them. The headmaster kneels before them, puts a Celtic cross around their neck and says to them, “Be proud for you have been granted demonhood.” There is a large round of applause. The headmaster then announces “Now for some reflection,” the crowd fall silent. (Turn to 247)
207 You land on the elbow of your non dextrous hand, you injure it badly though, LOSE 1 SKILL AND 4 STAMINA. You leave the gym in some amount of pain (Turn to 261)
208 It takes a monumental effort, but you climb out of the chair and stagger to the door. You collapse in a heap against the door but fortunately it opens. You gain some fresh air and lay there for 5 more minutes to collect yourself. The poison and fear it has created has left their mark on you, LOSE 3 STAMINA. After a while you get up, dust yourself off and consider your next move. You already want to get out of here as quickly as possible. However, as you are gathering your bearings the eerie caretaker appears in front of you. His eyes look menacing and he reeks!! He demands you get back into the room you were in. You refuse to go back in to a room where you were being poisoned to death. He physically tries to drag you back in, as you resist, he starts to attack. CARETAKER: SKILL 7 STAMINA 9 You must deduct 2 from your attack strength for the first 2 attacks as the poison is still affecting you. If during any attack round you roll a double 1, (regardless of whether you win the attack round or not) the caretaker manages to push you back into the room and quickly lock the door meaning you get poisoned to death. If you win (Turn to 51)
209 You are at a door, there is a combination lock on it, you have a feeling you need to find your way in here to defeat the evil here and finally escape. If you know the combination (Turn to that reference number) If you do not (Turn to 100) If you try the combination and are wrong (Turn to 352)
210 You step out into the yard and the door slams behind you. There is no way back in through there. Luckily the building continues on your left hand side and the awning above is offering some much needed shelter. You continue a few more paces feeling rather cold and alone. Thankfully on your left you see a door. Also up ahead you see there is an extension to this building with a half closed metal shutter in front of you. Whilst considering your decision, you notice a hut on the other side of the yard, with a shimmering light dimly lighting the entrance. Do you go through the door on your left (Turn to 40) Go through the half closed shutter (Turn to 154) Investigate the hut (Turn to 70)
211 You decide to continue the conversation, pretending to also be excited about the ball too. The two boys turn the conversation topic to Luca. “Wouldn’t it be great if Luca’s soul is devoured tonight,” said one of the boys. It is becoming apparent that whatever is happening here, these demons are out to get Luca. Whatever he has done has made him top of the hit list. You turn the conversation back to the ball and ask how to get to it. “Through any double doors in the theatre,” they replied almost in a chorus. You explain that you are turning to the demons at this ball and will be working your way up to demonhood. The group wish you luck, and suggest you speak to the headmaster about it before the ball. “You will need the code to get to his office. It is half the beast’s number,” states the girl. You thank them for the conversation and walk away promising that you will see them at the ball. They are a great help, you know to avoid double doors and that the code is half the beast’s number. Go to the counter (Turn to 282) Go through the other door (Turn to 9) Leave via the door you came in (Turn to 280)
212 You continue through the corridor and there is a door on your right. Try this door (Turn to 75) Continue on (Turn to 269)
213 You continue along and once again the corridor is dull and bare. You think to yourself, what an uninspiring school you are in. The school seems pretty bare and poorly maintained. Most of the lights appear to be broken. This is just not a nice place to be in. On your left you see a set of stairs and immediately ahead there is a door. Push the door open (Turn to 132) Go up the stairs (Turn to 242)
214 You look up wounded from that hit and try and defend the next attack. Your eyes however lock on to his beastly sunken eyes. You become transfixed by his eyes and in the trance freeze into a state of paralysis. The Demonic Beast then lets out an evil roar, bites into your neck and sucks the very soul out of your body.
215 You win the first attack round and prepare for another attack. As you do though there is a large whoosh and a low evil roar. The emo is transforming and, before your eyes, turns into a demonic beast!! His eyes are menacing and look to tear you apart limb from limb. You look in shock. You must fight this demonic beast. DEMONIC BEAST: SKILL 13 STAMINA 13 Every time you lose an attack round you must test your luck. If at any point you are unlucky (Turn to 214) If you win (Turn to 317)
216 You turn left and walk down another corridor. After a few feet you see a door on your right. Try the door (Turn to 117) Continue (Turn to 139)
217 You go through the door ahead, it leads to another corridor there is a door on your left. If you have attacked and killed the emo boy in the hut (Turn to 85) If you have met and befriended the emo boy in the hut and he told you his name (Turn to 55) If you have done neither (Turn to 65) If you have been in the room where the two brutes are attacking the emo boy then you have been in this part you head back to the reception area (Turn to 100)
218 You jump up to get the key. Roll two dice... In order for you to acquire the key you must roll a double, if you do you have acquired the key. If you do not roll a double you may bounce again (roll 2 die) and continue this process as many times has you like until you either prise the key or decide you want to leave the trampoline. However, this die roll is a test of skill. If the die roll is higher than your skill score (even if it is a double), you fall off the trampoline. If you acquire the key (Turn to 133) If you give up (Turn to 298) If you fall off the trampoline (Turn to 193)
219 You grab the necklace and put it on. You feel the power of the crucifix. Something is smiling down on you as hopes you do manage to escape this evil, RESTORE 3 LUCK. You decide to boldly go through the door ahead (Turn to 158)
220 You slowly open the door to reveal a cookery room. A chill passes through you, one of the windows is open. You felt that chill and it unnerved you. There is a door ahead of you marked ‘Art’ and a door on your left marked ‘Textiles.’ On top of one of the cookers is a set of brown cakes on a tray. They smell sweet and are very tempting. Go into the room marked Art (Turn to 24) Go into the room marked Textiles (Turn to 102) Go towards the cakes (Turn to 147) Leave the cookery room and continue up the corridor (turn to 266)
221 You land on your side and wince in pain. No major damage is done from that fall. Nevertheless, the fall hasn’t left you unscathed, LOSE 3 STAMINA. You decide you have had enough of this gym and leave (Turn to 261)
222 You swap the Shawl for the medallion. Pleased with this, you enjoy chatting to her further, RESTORE 1 LUCK. Then you say your goodbyes and leave. As you leave she also gives you a ring with a skull on it which you decide to wear. Feeling very happy you are back in the cookery room (turn to 311)
223 You sheepishly back and quietly take up a seat. Another dance comes where a demon boy and demon girl dance to some merry music. You follow the crowd’s lead and clap along with the beat. As you do you look around to a sign which says, “Celebrating Our Sacrificial Moon Ball, Rejoice in Satan.” “So this is the ball,” you think to yourself. As you clap, it dawns on you to your horror that this is the ball where they plan to sacrifice you and devour your soul. Your face turns pale in horror and fear. You realise your sickening fate if this all goes ahead, but you can’t run away now as you will be seen so you try and blend in with the congregation. You read the leaflet on the floor in front of you. It tells you that after the dance there is the headmaster’s banquet, speeches, reflection and then the sacrifice. The dances finish and everyone applauds. You sense this opportunity is as good as any to escape here. Sneak out trying not to let anyone notice (Turn to 86) Run out the door as fast as possible (Turn to 170) Stay (Turn to 289)
224 You decide that getting away from that theatre immediately is your only option. You turn around to dash out the door but as you the crowd notice and get restless. The music then stops and everyone turns around and watch you dash for it. You run as fast as you can because you are aware that the pupils, the staff and the demons have started to give chase. You run through various corridors until you can run no more and double over in a pool of sweat, LOSE 2 STAMINA. After a small break you begin to walk to try and gain your bearings however see that two horned demons are approaching from the opposite direction. You turn around to make another dash for it but another two demons are also behind you. You realise the game is up as the demons grab you and drag you back to the theatre. They carry you into the theatre and towards the altar to a rather demonic overture. The congregation are clapping to this overture. (Turn to 234)
225 With one last blow, the demonic imp collapses in a heap. You look back at the smashed globe... there is a key with 666 engraved on it in amongst the smashed glass. You also look at the piece of parchment. It says, “Take this vial and use it when you need it, for this will give you strength to overcome anything. Use it wisely as you can only use it once.” You pick the vial and the key up and head towards the door. Leave the room and try the door opposite (Turn to 281) Leave the room and press on up the passage (Turn to 361) 226 You do not have the stake so you cannot kill the Headmaster. You pin him to the floor and try to keep him there but it is no use. Eventually the vampire wriggles and knocks you crashing on top of him. The vampire sinks his teeth into your neck. So near yet so far, you have become another victim of the headmaster.
227 You approach the emo boy sitting in the corner, he appears rather lonely. You start talking to the emo. He tells you, “Kiss me and you shall be rewarded.” Kiss the emo boy (Turn to 56) Attack the emo boy (Turn to 107) Approach the boy and two girls instead (Turn to 156) Leave the hut (Turn to 332)
228 You try the office door, it opens. In here are various pieces of sporting equipment and 2 gold tokens. You take the tokens. You look on the desk, there are some papers with an “Itinerary for Dancers” in a pile. There will be performing dancers at this ball. You look and there is a key hung up on the wall although you will have to negotiate the sports equipment and stretch to get to the key. Try and take the key (Turn to 368) Drink the liquid if you haven’t done so (Turn to 251) Go back upstairs and up the ascending stairs (Turn to 253) Leave via the shutter (Turn to 261)
229 You have made it to the other side of the mosaic. You are now at the table with the necklace with the crucifix on it. The crucifix is silver and glistening. As you consider your options, the gargoyles in the mosaic have started to rise and are slowly heading towards you, they look evil. You must move out of this room quickly. Grab the necklace and put it on (Turn to 219) Just walk through the door ahead (Turn to 158)
230 You slowly and stealthily remove the medallion from her neck. In bizarre fashion, she hasn’t even noticed and carries on with her painting!! You put it around your own neck, it feels quite heavy. You slip out of the room unnoticed. You are still rather non-plussed that the girl did not notice nor react. Anyway, you decide not to linger in here just in case (Turn to 311)
231 You approach the badminton court. There are a few people paying some sort of badminton round robin where you work your way up to a particular corner of the court but then have to leave and join a line waiting to play if you fail to make a play from your quadrant. You watch for a few minutes, it seems to be a lot of fun. You don’t know these people but it’s seems like it’s a free game. Join the back of the line and start playing (Turn to 76) Approach the trampoline (Turn to 38) Approach the boy lifting weights (Turn to 313) Leave the Gymnasium (Turn to 393)
232 Your reply is met with some disdain. He tells you, “This is my time on the weights, go away!!” You decide to leave him to it. You really can’t be bothered with people like that. A typical bully with all brawn and no brain he is. Approach the trampoline (Turn to 38) Approach the badminton court (Turn to 231) Leave the Gymnasium (Turn to 393)
233 You didn’t help a friend who was good to you. You coward!! LOSE 2 RESPECT AND 1 LUCK. You make your way in the other direction (Turn to 364)
234 When at the stage you are tied to a wooden stake. The headmaster makes a long speech about the importance to sacrifice souls to Satan. The crowd start to cheer and chant “Sacrifice Souls, Burn the Infidel,” they clap menacingly. As they do a demon lights a large torch and places it at the bottom of the stake. The wood burns slowly with you screaming in agony. After 20 minutes of torture, you see flesh drip from your body in the last moments of your life. A few minutes later the burns finally kill you.
235 You enter a large room that looks like a theatre (Turn to 372)
236 There is a loud scream as the guard crashes to the floor. Luca runs into the room with cuts all over him from the fight. He dives on top of the headmaster and pins him down. “The stake!!” Luca screams, “Finish him off!!” You reach around and find the stake. You hold it in your hand... it iss a heavy weapon with a silver tip at the end. This is the moment you can end the cult (Turn to 346)
237 The corridor is bare with a tiled floor and offers little interest, you continue until you approach another corridor on your right. Continue on (Turn to 285) Turn Right (Turn to 134)
238 “Higher!!” you shout. The card is revealed, it’s the Queen of Diamonds. Congratulations you win, GAIN 1 RESPECT. You also get given 2 gold tokens. Approach the trio playing bagatelle if you haven’t done so (Turn to 276) Approach the two pupils chatting if you haven’t done so (Turn to 34) Leave via the door (Turn to 366)
239 You try to explain yourself but they are having none of it. Someone in the crowd shouts, “It’s the new boy who’s soul we want!!” The crowd cheer wildly as you look at them in terror. . You look around and the whole congregation, the demons and the headmaster are staring at you. You freeze in fear and dread. Six people from the crowd pick you up and put you on their shoulders and carry you to the stage to a slow overture, the people are clapping along to this overture (Turn to 234)
240 You summon Luca and he appears!! “Interesting,” says the demonic spectre. “You have brought me Luca the betrayer, for that I will spare you.” He pauses for a minute then cries “Be gone!! And never come back!!” A door opens and you nervously walk through it into a corridor. You walk down the corridor and it eventually leads outside. Congratulations you have escaped Satan’s Academy but at what price? The last thing you see before leaving the passage for good is a look of torture and hurt on Luca’s face as 2 horned demons seize him. You know what you have done and you can’t even look him in the eye. You have betrayed a friend and you know his fate. The demons will surely devour his soul. Racked with guilt you turn your back and leave for good. (Turn to 350)
241 You go through the door and it leads into an empty class room. You walk in and explore a little more. There is no items of interest to take, however there is something written on the blackboard. You walk over to the black board and read further... It says, “X+Y = 20, Y is the unlucky number 13, what is X??, Knowing the value of X is essential my fellow demons.” This must be a maths class room. You make note of what was written and leave the room. (Turn to 212)
242 You ascend the stairs. They double back on themselves on the way up, taking you to the floor above. At the top of the stairs you can only turn left and so that is what you do. In front of you is a door. You push the door open and walk into the corridor. (Turn to 142)
243 As you are walking you hear the rats scuttle around you. You feel a rat climb onto your ankle but thankfully the rat jumps off again without harming you. You walk a little further. (Turn to 355)
244 You approach the boy, who looks up at you. “You have no business in being here leave now,” he says. He then goes on to explain that everything of interest in this room is a trap, the demons want a new young soul for their Sacrificial Moon Ball. He explains this is a demon lair disguised as a school and you are very unfortunate to be a part of this. He admits that your chances of escape are slim. You carry on the conversation. He says, “Go and find Luca, never turn your back on Luca he is your only hope.” You thank him and leave. He seems to admire you, GAIN 1 RESPECT AND 1 LUCK. (Turn to 344)
245 You somehow make it across the mosaic without anything happening to you. (Turn to 229)
246 The arrow hits you, thud!! But where? Roll a die. If 1 appears (Turn to 357) If 2 appears (Turn to 367) If 3 or 4 appear (Turn to 387) If 5 or 6 appear (Turn to 397)
247 You sit quietly glad of a silent moment; you have witnessed too many horrors in this adventure. While you sit silently, thirteen candles are lit on the stage and a line of horned demons stand with their heads bowed. The headmaster reads a scripture saying, “We thank you for our feast, we repay you with souls.” Everybody looks up and the lights go out. A spotlight shines down right above you so only you are lit up. The whole crowd turn to look at you. “Time for the great sacrifice exclaims the headmaster.” Three horned demons grab your shock ridden body and carry it to the stage. (Turn to 234)
248 You open the door and go through it. On your right is a set of pigeon holes with bits of paper in it. There is also a door ahead. Examine the pigeon holes (Turn to 77) Walk through the door ahead (Turn to 203) Leave this room as you came in and continue (Turn to 312)
249 You have the potion but you convince Luca that you will be the main fighter in this final part and take it yourself. RESTORE YOUR SKILL TO ITS INITIAL RATING +2 AND YOUR STAMINA TO ITS INITIAL RATING + 4. Luca seems a little upset you ignored his request but understands you want the strength to defeat the Headmaster. Luca will help you in battle but will be quite weak. LUCA: SKILL 6 STAMINA 6 This is just information of his stats, you are not fighting him continue... (Turn to 347)
250 You do not know, you guess but you are wrong. “Wrong!!” he exclaims. “I knew you were not a servant of the Headmaster, but a foe.” He looks at you again “You are the boy whose soul we want for the Sacrificial Moon ball and now you are here trapped for eternity. You tried to escape our lair nut now we will devour your soul for the almighty Satan!!” You start to cry in terror but he continues “I bet the betrayer Luca helped you, we will have his soul too, eventually ha-ha. If only you brought him you might have been spared but your soul is perfect for us to feast on.” He starts to cackle and laugh, as he does, you feel faint. You drop to your knees. He is still laughing and his evil laugh is the last thing you hear as everything goes black.
251 You open the bottle and drink the liquid. It is fitness and recovery drink, RESTORE 3 STAMINA. Try the office door (Turn to 228) Go back upstairs and up the ascending stairs (Turn to 253) Leave via the shutter (Turn to 261)
252 In the flickering lights you fail to see a chair sitting in the corridor. You trip on one of the legs and land on your elbow, LOSE 2 STAMINA. That was painful!! The lights stay on, at least for now (Turn to 178)
253 You head up the ascending stairs. You get to the top of these stairs and there is a door to the left. You push the door open. (Turn to 380)
254 You run up the fire escape stairs, they are made of metal. Your hand touches the banister and it feels like a block of ice. You dash up to the top to get out of the rainstorm. Test your skill. If you are skilful (Turn to 33) If you are unskilful (Turn to 296)
255 You press on ignoring the doors, the path continues for a bit in a corridor which is surprisingly well lit and looked after. There are a few displays on the wall, you read them. They are the usual illustrations of homage to Satan and warnings of the great betrayer Luca that you have gotten used to. You walk along until you come to a cross junction. Turn Right (Turn to 15) Turn left (Turn to 216) Walk straight on (Turn to 122)
256 You open the door and it leads to a courtyard outside. You walk through the door and immediately a gust of wind blows the door closed behind you with a slam. There is no handle on the outside of the door so you would not be able to go back through the door if you wanted to. You stand alone in the courtyard, you are shocked at how dark it has become. You have been here longer than you thought, although this is a winter’s evening so it is getting dark early at present. Also the weather is atrocious!! A strong wind is blowing, there’s heavy rain and even some thunder. You are in horrible conditions. |The wind and the freezing cold make you shiver violently while the heavy rain soaks your clothes. The rain turns to hail and hurts your face. These conditions take their toll, LOSE 1 STAMINA. You look around but it is hard to see, it is dark and the courtyard is poorly lit. (Turn to 320)
257 This is becoming a difficult fight but you feel you might just win. During the fight though she has been screaming the place down!! As you plan your next attack a gang of older boys come in and rush to her aid. All of them turn to you with rage and fly towards you. You try to run away but there are too many of them. They pin you down and start viciously punching and kicking the very life out of you. By the time they stop you have broken ribs a smashed skull and are bleeding from every orifice. The boys run away knowing they have fatally wounded you. Feeling faint and groggy you lie there in the hope someone will save you when the dancer walks back into the room. You plead with her for mercy but she does not want to know. She finishes you off by putting on a pair of high heeled dancing shoes and with the heel, stamping down hard on your head.
258 You take the bunch of keys and under Luca’s instruction put one of the keys into the lock. It turns. You open the cell door. Luca walks out still sobbing, he embraces you. He takes a medallion of his neck and throws it into the cell. It was cursed and brought him to the cell in the first place. He is still embracing you so thankful for your presence. He tells you that he will help you defeat the headmaster. You walk along the passage together approaching a door. (Turn to 329)
259 You are in a corridor and slowly start walking. Walking towards you is a prefect. “You!!” he shouts, “are coming with me to have your soul punished!!” He goes to grab you. You know he plans on harming you and thus you must fight him. PREFECT: SKILL 8 STAMINA 10 If you win (Turn to 399)
260 Well done you for standing up to those bullies!! RESTORE 2 LUCK AND GAIN 2 RESPECT. The boy, in a lot of pain, utters a thank you through a grimace and then hands you a piece of paper. it says ‘door combination 333.’ The boy then staggers out the room. If you ever see a door with a combination lock, turn to that reference. Meanwhile you leave this room and double back (Turn to 54)
261 You’ve had enough of the gymnasium area and head back through the half opened shutter. You are now back into the yard where the door back in and the hut are. Investigate the hut if you have not done so (Turn to 70) Enter the door on your right (Turn to 40)
262 You begin talking to the boy you helped and he recognises you. He says through teary eyes, “I’m so glad you helped me.” You decide to comfort him and ask why he is crying. He says, “I’m Luca, the betrayer. I am praying for forgiveness but I just could not go on, this school is taking innocent souls.” You explain you are new here and he replies. “You are just another innocent person they want to take, please escape, my dying wish is you get out alive for I am a condemned boy.” You feel almost teary eyed yourself. If you wish to continue talking to Luca (Turn to 201) Drink from the chalice (Turn to 310) Go through the new door (Turn to 204) Go through the door you came in (Turn to 327)
263 With a shrill cry, Luca collapses to the floor dead. Now there is no hope for you!! The guard comes up behind you, drags you off the headmaster and pins you down to the floor. You try to wriggle out of his grip but to no avail. The headmaster crouches down and cackles, “He, he, he, nobody escapes my lair. I’m going to enjoy feasting on you.” With that he sinks his teeth into your neck.
264 You pull the lever right down. To your horror a trap door opens beneath you and you start falling. This cupboard is designed as a trap to dispose of the people suspected of espionage or treachery. The Headmaster and his demons do not want outsiders or the authorities to get wind of this cult and conspire to do all they can to keep their evil ways underground. This means killing anyone considered a threat. You fall 20 feet into a pit of spikes, one of them impales right through your heart, the cult lives on!!
265 You continue slowly through the crypt. A few feet later you see a door on your right. The door has metal bars on it and is locked. This is a prison cell. You look into the prison room there are jagged walls and a stone slab on the floor as the only form of bed. This is a horrid room. If you at any point have met and helped an emo boy (Turn to 322) If you have at any point killed an emo boy (Turn to 324) If you have done neither (Turn to 325)
266 You continue along your way. Along the corridor are various displays, most of which look very gothic and creepy. A couple have red Celtic crosses on them and a couple of them warn you against this betrayer called Luca. You tell yourself that you are never coming back to this place, it feels so cursed. You are still wondering how to get out of this place. The corridor bends left. You bear left and carry on through the corridor the walls have more displays on it, including a very weird one of the devil with a test tube. There is more gothic and ornate writing on the walls. On one wall there is a plaque which says “Welcome to the devil’s playground. The cursed faiths hate our work, but this is our factory. This is where we brew our glory.” Test your luck If you are lucky (turn to 141) If you are unlucky (turn to 392)
267 You turn left and slowly creep down a medieval corridor. It is lit only with oil lamps and there is a mural on the wall saying, “The devil worshipping starts here.” A few steps later you are at the end of the corridor, it is a dead end, however there is a mirror on your right that seems to be shimmering. Investigate the mirror (Turn to 119) Turn back (Turn to 15)
268 On your last strike the Teacher lets out a blood curdling scream loud enough for Satan himself to hear it. She then collapses to the floor. You need to move on... fast. Run through the door ahead (Turn to 388) Leave through the door you came in (Turn to 160)
269 You continue along the corridor a few more feet later you see a door on your left. Go through the door (Turn to 138) Continue (Turn to 72)
270 You continue through the corridor, as you do so, there are musical instruments to your left and right, they are playing themselves!! You continue nervously and edgily as the melody descends into a funeral march. The fear this creates makes you feel rather weak, LOSE 1 STAMINA. Ahead you see a door. You are almost too frightened to continue because of the music. Brave it and go through the door (Turn to 79) Turn back and go to the reception area (Turn to 100) Go through the door with the piano music behind (Turn to 83)
271 You are quite fortunate and land on your feet, however you badly sprain your ankle with the landing, ouch!! LOSE 2 STAMINA. You decide to leave the gym after that ordeal (Turn to 261)
272 You continue to look at the paintings in awe. One is a gothic picture of the devil with a noose, this is creepy!! Some of the pictures however are a lot nicer. There is one of a castle with a wolf outside howling at the moon. You spend some time there until you have seen all the pictures. You turn around and notice the girl with the easel has left so you decide to leave too as you have seen all you need to see. You try the handle but the door is locked, you are trapped!! You panic for a few minutes but then decide to wait. What’s the worst that can happen? You look at the paintings again particularly at the one of Satan holding a noose, you look again in awe and are transfixed. The painting then comes to life, Satan jumps out of the painting with the noose and wraps it around your neck, you realise now the danger you are in but are too stunned to move. You feel the noose tighten around your neck as the devil jumps back into the picture. You panic for a minute as you are unable to breathe. Your legs give way and you are slumped against the wall... dead!!
273 You walk through the door into a changing area. You look around but there is nobody in the changing area. All you can see is a bottle of clear liquid and a door to your right which says ‘office’ above it. Try the office door (Turn to 228) Drink the liquid (Turn to 251) Go back upstairs and up the ascending stairs (Turn to 253) Leave via the shutter (Turn to 261)
274 You leave the room and are back out on the corridor with the three doors and the medieval passage. Go through the first door (Turn to 59) Go through the second door (Turn to 105) Go through the third door (Turn to 143) Turn left down the medieval corridor (Turn to 267)
275 You descend the small flight of stairs, looking around there is all sorts of sports related posters with mottos and various pieces of information, advice and rules of various sports. The corridor turns left and you turn left with it. Ahead of you are 2 doors, one ahead and one on your right. Go through the door ahead (Turn to 334) Go through the door on your right (Turn to 273) Go back upstairs and up the ascending stairs (Turn to 253) Leave via the shutter (Turn to 261)
276 You approach the trio playing bagatelle. As you do one of the trio is rolling his ball. He is put off by you approaching and knocks over all the pins with his ball!! He is furious and starts screaming all kinds of obscenities at you. You try and apologise but that makes him angrier. He takes a swipe for you so you push him over. A loud commotion breaks out and before you know it you have been embroiled in a huge fight. BAGATELLE PLAYER: SKILL 8 STAMINA 8 If you are still alive after 3 attack rounds (Turn to 180)
277 You ring the bell on reception. Nothing happens for a moment. You wait for a moment longer but still no-one. You turn around to plan your next move and are stood there are 4 horned demons!! The shock and fright is too much to take after all the goings on. You clutch your chest and crash to the floor. You were never going to get past these demons anyway, they baying for your blood and there were just too many of them. The shock killing you there and then was a blessing. At least you won’t feel the pain of being burned alive.
278 You are waiting for Luca’s help but you are still battling. The Headmaster wriggles and writhes as you hold him down, then, with a sudden jerk his movement makes you fall on top of him!! At this point his hands grip onto you and pull you into him. His teeth sink into your neck. You were so close but you fall to the headmaster at the final moment and the cult lives on.
279 You plunge the stake down with real venom. You are almost too afraid to look, but you did it. The stake is right in the headmaster’s heart. He stops writhing and groaning and lays motionless on the floor. You can’t contain your emotion anymore and start crying uncontrollably in the room. The horrors you have befallen have worked you up into a frenzy and you just have to release all the emotion (Turn to 359)
280 You leave the dining area via the door you came in which puts you back into the yard. There is a half closed shutter leading into an extension now on your left, or there is the hut ahead. There is nothing really else you can do and you must seek shelter from the cruel elements. Go back into the dining area (Turn to 40) Go through the half closed shutter (Turn to 154) Investigate the hut (Turn to 70)
281 You try the door but it is locked, above the lock is the number 666 carved into the door. Do you have a key marked ‘666’? If you do you can try it. If you do not you can try the other door or press on. Try the key (Turn to 200) Try the door opposite (Turn to 321) Press on (Turn to 361)
282 You go over to the counter and read the blackboard above, telling you what is on the menu. As you are looking an old lady appears from behind the counter. “Hello,” she says softly. “What would you like to eat?” Place an order (Turn to 315) Go to the chatting group (Turn to 302) Go through the other door (Turn to 9) Leave via the door you came in (Turn to 280)
283 You decide not to help him, you are nearly there and this could be harmful to your quest. You continue. You walk for several paces. Up ahead you see a door in the cave guarded by a beastly guard. You walk towards the door it is a wooden door. There is a plaque on the door which reads “THE HEADMASTER.” You know that you need to get in this room and defeat the headmaster. But first you have to get past this guard, you will have to fight him. If you have the potion of strength from the smashed globe (Turn to 360) If you do not have the potion (Turn to 389)
284 What crawled on you was a spider, as you pull your hand away and feel a large bite. Ouch!! LOSE 1 STAMINA. You inspect your hand and a purple patch appears where the bite is... you have been bitten by a black widow spider and it has taken effect. The venom is slowly working its way through your body and killing you. LOSE ANOTHER STAMINA POINT. You need something to stop the poison and fast, until then you must deduct a stamina point every reference you read. Rummage through the coats (Turn to 88) Leave the room (Turn to 274)
285 You continue for a couple of feet and in front of you appears a thuggish looking older pupil. He is wearing a baseball cap which reads “child of the devil.” He is rather tall and looks a little scary. You look at him and he scowls at you back. Behind him is a junction which goes left or right. Ignore the thuggish boy and walk past him (Turn to 331) Try and speak to the thuggish boy (Turn to 16) Attack the thuggish boy (Turn to 90) Double back on yourself and head in the opposite direction (Turn to 195) Head up the corridor you have just passed (Turn to 134)
286 This is proving a hard fight, you prepare for another attack but as you do you feel a heavy blow to the head and fall to the floor. The guy you freed from the cell was Luca the betrayer. As you did not make a friendship with him he has decided to betray you in order to save himself!! The blow knocks you out, LOSE 4 STAMINA, you come around several minutes later. (Turn to 2)
287 You land entirely on your feet which take up most of the impact, and then you fall over on your side. This is rough and tumble you are used to and as a result you lose no stamina at all. Fate must be smiling at you, RESTORE 1 LUCK for your lucky escape from injury. You decide despite no damage done it is best to leave the gym (Turn to 261)
288 As you are pushing the door open, a splinter of wood sticks into your finger. The splinter leaves a nasty little cut that starts to bleed, LOSE 1 STAMINA. The door is now open (Turn to 362)
289 You are in your seat in time for the banquet. The rows of seats move on their own and tables appear from the floor. You are now sat at a table. A waiter comes around with some food. There are beautiful cuts of meat from a carvery. You have a choice of lamb or beef. Eat the lamb (Turn to 36) Eat the beef (Turn to 108) Eat nothing (Turn to 345)
290 You sit down. The boy tells you he is rather angry. “I used to be one of the prefects here for the headmaster, I was strong and important here. I used to guard things that needed to be guarded for the headmaster.” He then continues “Some vile little emo boy called Luca set me up and stole one of the keys. He is now offering the key around to any boy that will kiss him!! Made a laughing stock of me he has, he will pay. Not only that, this has cost me my importance despite my loyalty to the headmaster and this school. He is now trying to rip apart everything the headmaster has built.” It is clear that this boy is on the side of the demons. You end the conversation and leave him to get on with his weights. It dawns on you that Luca may be a great help to you in this adventure. Approach the trampoline (Turn to 38) Approach the badminton court (Turn to 231) Leave the Gymnasium (Turn to 393)
291 You join and attack the emo, a minute later he lays lifeless on the ground. The 2 brutes run away. During the battle the emo got one small hit on you LOSE 1 STAMINA. You look down at the boy you have just so viciously attacked. Nobody likes a bully, LOSE 2 RESPECT. Karma will catch up with you for this LOSE 3 LUCK. You leave the room and head the other way (Turn to 54)
292 Luckily the teacher buys your story and sends you on your way. You are very thankful for that, things could have been a lot worse. You leave without further ado. (Turn to 312)
293 You leave the counter and look again around the dinner hall and consider your options. Go to the chatting group if you have not yet done so (Turn to 302) Go through the other door (Turn to 9) Leave via the door you came in (Turn to 280)
294 The guilt, the shock and the fear rolled into one is just too much for you to bear. You look once more at the pain on Luca’s face. You then collapse to the floor...dead!!!
295 Unfortunately you do not have a potion of strength. You continue anyway. Luca will help you in battle but will be quite weak. LUCA: SKILL 6 STAMINA 6 This is just information of his stats, you are not fighting him continue... (Turn to 347)
296 The wet weather has made the metal stairs very slippery, you slip on one of the stairs and gash your leg badly LOSE 3 STAMINA. You arrive at the top where there is a door... Slowly and carefully you pull this door open and step through. The door slams behind you. Thank god you are back inside again. You take another step through a short passage no more than ten feet long and up three steps. The passage leads into a large room. (Turn to 75)
297 You put the key marked ‘20’ into the door and try to turn it, as you do a major shock rushes through the whole of your body. You fly backward and hit your head on the stone knocking yourself out. The shock and the impact with the stone is just too much, you never regain consciousness.
298 You jump off the trampoline. That was a bit of fun but it is time to move on. Approach the badminton court (Turn to 231) Approach the boy lifting weights (Turn to 313) Leave the Gymnasium (Turn to 393)
299 With your last blow the guard crashes to the floor. You smile at Luca and then search the guard but find nothing of any value. Such a brainless barbarian would not be trusted to look after any possessions. You push the door for the Headmaster’s room but it is locked. You may try a key. If you have a key with ‘13’ on it and want to try it (Turn to 6) If you have a key with ‘20’ on it and want to try it (Turn to 297) If you have neither key and want to try and break the door down (Turn to 328)
300 You run out of the front door and see the outdoors. “I’m free,” you say to yourself. You look around for a moment to savour that this is the end of the hell from here. Unfortunately you are very wrong and your pondering has cost you dear. You feel a heavy blow to the head knocking you unconscious, LOSE 4 STAMINA. After a few minutes you wake up (Turn to 2)
301 The corridor soon leads to a dead end. There is a door on your left and a door on your right. Go through the door on your left (Turn to 256) Go through the door on your right (Turn to 205)
302 You begin chatting to the group. It becomes apparent early in this conversation that they are excited to go to the Sacrificial Moon Ball. The girl is repeating with a bubbly attitude that she hopes to be selected for demonhood. You realise that these are not the type of people you want to be associating with if you want to escape. Carry on speaking to them and pretend you are interested in an attempt to gather information (Turn to 211) Make your excuses and leave (Turn to 343)
303 You continue, beyond the table is a small set of stairs. You slowly climb them and at the top of the stairs above you is a trap door. You push it open and clamber through. (Turn to 384)
304 You charge towards the brutes incredibly angry they are attacking your friend. This rage has put you in the mood to kill. Add 1 to your attack strength during this battle (Turn to 199)
305 You turn around and go to leave the hut. “Hey!!” shouts the boy angrily. “Don’t ignore me like that!!” The boy seems to have taken umbrage with you ignoring his request. He gets up and prepares an attack. BOY: SKILL 7 STAMINA 7 If you win, everyone else has gone so you leave the hut. (Turn to 332)
306 As you are walking you hear the rats scuttle around you, you feel a rat climb onto your ankle followed by a sharp pain. The rat has bitten you, LOSE 1 STAMINA. Above your ankle where the bite is beings to swell and throb, the rat’s bite is poisonous. The poison takes a while to set in but unless you find an antidote it will slowly weaken you until you die!!! You may continue for 2 more references without the poison taking effect but then you must, LOSE 1 STAMINA for every reference you read after that until you find the antidote. (Turn to 355)
307 You go through the door on your right. It brings you into a corridor. There is a door on your left which decide to go through. (Turn to 75)
308 You make up an excuse as to why you are leaving, you explain that you are not feeling well and need some air. Test your respect. If success (Turn to 49) If failure (Turn to 239)
309 The orange liquid is refreshing, RESTORE 3 STAMINA. You can investigate what’s behind the door opposite if you haven’t done so (Turn to 46) Or Continue through the corridor (Turn to 213) 310 You raise the chalice and drink it. You have drunk a bittersweet tasting drink and wait to see what happens. It is a healing potion, blessed by something powerful. RESTORE 4 STAMINA. Also it is the antidote for the Black Widow bite (if you are deducting stamina for that bite you no longer have to). Go through the new door (Turn to 204) Go through the door you came in (Turn to 327) Look around the chapel (Turn to 356)
311 You decide to leave the room and you are now back inside the cookery area. Go into the room marked Textiles (Turn to 102) Go towards the cakes (Turn to 147) Leave the cookery room and continue up the corridor (turn to 266)
312 You continue on in this spooky corridor with the flickering lights and see another set of double doors on your right. Go through the double doors (Turn to 235) Continue (Turn to 353)
313 You approach the boy lifting the weights, He has a great look of concentration on his face. Despite being still a pupil aged only 16, his body is rather muscular. He has a look of intense concentration and borderline anger on his face. “What do you want,” he says to you in a slightly aggressive tone. Ask him why he is in such a bad mood (Turn to 81) Tell him that you were just admiring his work out (Turn to 179) Tell him you were after using the weights (Turn to 232)
314 You continue along your journey until you reach a cross junction. Turn left (Turn to 122) Turn right (Turn to 184) Continue (Turn to 15)
315 You say to the woman that you would like to order some food. You look at the blackboard again and see the choices you can order. You decide to select one of the options from the blackboard. Lasagne (Turn to 22) Curry (Turn to 43) Chicken Supreme (Turn to 64) Hotpot (Turn to 118) Salad (Turn to 163) Mystery Pie (Turn to 182)
316 You walk to the right of the stripe and get half way to the door when suddenly the door in front of you opens. A rather geeky looking boy approaches you. “You walk on the left,” he says. “You know the rules, and you have disobeyed, you must come to the office with me.” This feels rather draconian for such a small mistake, but nonetheless this boy is a hall monitor and is choosing to use his power. Try to reason with the hall monitor (Turn to 155) Fight the hall monitor (Turn to 106)
317 Somehow you won that gruelling encounter. You look at the demon’s corpse in great satisfaction. As you do you see something glistening, you look down, it is a key with the number 13 engraved on it. You pick it up and place it in your pocket, RESTORE 2 LUCK. The hut is now empty so you leave it (Turn to 332)
318 You grab the hand and are immediately dragged into the mirror. Everything goes hazy for a second, then “thud!!” The ‘you’ smacks you right in the face, LOSE 3 STAMINA. Shocked, you look around and see you are trapped in a small room facing an evil alter ego version of yourself!! You must fight yourself!! ALTER EGO: SKILL (your initial skill) STAMINA (your initial stamina) During every attack round roll a single die, if you roll a ‘1’ on two occasions, the concept of fighting yourself messes with your head that much that you give up and let the alter ego finish you off. If you win (Turn to 373)
319 You the book marked “The history of the school.” It tells you about the 352 year history of the building which was originally a medical centre, and then it became a school. It was a quaint and friendly school which everybody enjoyed going to. Unfortunately a culture of funding cuts and league tables meant that the school was deemed a failing school and was told it was going to close. At this moment a man called Count Krill promised to turn around the failing school and after much pressure from the locals, was given a chance to prove it. Since he became the Headmaster the school has shot up the league tables and the results please the government. The government or inspectors fear that there is something underlying in this school but forbid the inspectors from checking as closure of the school will affect certain statistics and will make the government and councillors look bad. You read in shock and disgust, evils are allowed to happen because of this warped culture of results and statistics. It looks like the land has sold its soul as well as the school. Read the biography of the headmaster (Turn to 337) Read the guide to demonhood (Turn to 351) Leave the library (Turn to 378)
320 You hesitantly walk forward in the horrible weather. You hear more thunder and decide you must get in the dry soon. You take another step and notice a metal fire escape up ahead leading to the upper floor of the building in front of you. You also notice some double doors to the right of the fire escape. You also see a small building on your right with a door. You walk forward again, this weather is getting worse, and another thunderclap is heard loudly overhead. Do you have the Celtic cross medallion? If yes (Turn to 157) If no (Turn to 171)
321 You carefully push the door open, and walk into an empty class room. You look around and sit in one of the chairs to gain some rest and think. While you are there you see a glass model of a globe in the corner. You look again and there is a light shimmering from inside the globe. You get up again and ponder your next action. Investigate the globe (Turn to 150) Leave the room and try the door opposite (Turn to 281) Leave the room and press on up the passage (Turn to 361) 322 You look in the prison room and crying in the corner you see Luca. He looks up towards you and smiles with a faint glimmer of hope in his tear stained eyes. “Please help me,” he cries. Luca has been a great help to you in this adventure and you want to free him. You and Luca will take on the headmaster together. All you need to do is free him from this cell. Luca slowly tells you between sobs that the key for the cell is on the bunch of keys found in the stock cupboard upstairs. Do you have the bunch of keys? If yes (Turn to 258) If no (Turn to 369)
323 You stay in the room and slump in the chair, you become increasingly tired and woozy. You feel sleepy but stay for longer yet there is no sign of anyone. You wonder what will happen and why you are suddenly so tired. You take a big breath for a yawn and catch a whiff of something pungent and noxious almost like a sulphur smell. It dawns on you that you are slowly being poisoned and need to get out immediately but by now you feel too tired to move. You are almost asleep now. You realise your life is in danger however with the poisonous gas already making you feel tired and weak it’s whether you have the strength to pull yourself to the door. Test your skill. If you are skilful (Turn to 208) If you are unskilful (Turn to 37)
324 You continue past the prison room, it is empty and has no interest to you. You walk for several paces. Up ahead you see a door in the cave guarded by a beastly guard. You walk towards the door it is a wooden door. There is a plaque on the door which reads “THE HEADMASTER.” You know that you need to get in this room and defeat the headmaster but first you have to get past this guard, you will have to fight him. If you have the potion of strength from the smashed globe (Turn to 360) If you do not have the potion (Turn to 389)
325 You look further into the prison room and see an emo boy sat on the slab. Above his head is a wooden plaque nailed into the stonework. On the wooden plaque the words ‘Luca the Betrayer’ are carved. He calls out, “Please help me!” The boy seems frightened but will helping him be damaging to your quest? Agree to help him (Turn to 162) Choose not to (Turn to 283)
326 You try the key and it works, the door opens. You peer around and there is a dancer practicing her routine. As you look the dancer notices you arriving. “Get out!!” she screams. She clearly thinks you have sinister intentions. Ignore the girl and search the room (Turn to 94) Attack the girl (Turn to 169) Go back upstairs and up the ascending stairs (Turn to 253) Leave via the shutter (Turn to 261)
327 You open the door you came back in and look in horror as the mosaic gargoyles are at the door!! You had forgotten about them. You freeze for a moment but that moment is a moment too long. The Gargoyle’s heads pounce upon you and start sinking their teeth into you. You try and fight them off but there are just too many. Opening that door sealed your fate and you die in agony as the Gargoyle’s heads tear you limb from limb.
328 You try charging the door but it does not budge, LOSE 2 STAMINA as you haven badly bruised your shoulder charging the door. You step back from the door. As you do, you feel a sharp pain in your back. One of the guards has sneaked up behind you and plunged the dagger in your back piercing your heart. You gasp for breath a few times as blood spurts out of your back onto the cave floor. Groggily, you look around to catch a glimpse of the guard staring at you with a menacing grin, then you slump to the floor and die in a pool of blood.
329 A wooden door stands in front you yourself and Luca. It is guarded by a beastly guard. On the door is a plaque which reads, “The Lair of the Headmaster.” You realise you both must defeat this guard in order to get through to the Headmaster’s office. Luca turns around and asks you, “Do you have a potion of strength? Please give it to me for I need strength to help you. I can help you overcome this evil but I am weak.” The potion of strength was in the vial hidden inside a globe. If you have a potion of strength and wish to give it to Luca (Turn to 137) If you have a potion of strength but wish to take it yourself (Turn to 249) If you do not have a potion of strength (Turn to 295)
330 “Rubbish!!” She exclaims. “You were trying to snoop, you are conniving against us aren’t you” Before you say anything she flies towards you with a look of evil in her eye. (Turn to 190)
331 The boy snarls at you and grabs your collar pulling you towards him. He then slaps you across the face, LOSE 1 STAMINA AND 1 RESPECT. You are enraged and you have no choice but to fight (Turn to 90)
332 You leave the hut and walk across the yard. The weather is still horrible. A freezing cold wind crashes against your body while hailstones beat away at your face, LOSE 1 STAMINA. You finally get back across the yard and underneath the awning of the building where the door back inside is. Also, the half closed shutter is now on your right. Go through the door in front of you (Turn to 40) Go through the half closed shutter (Turn to 154)
333 You push the number ‘333’ into the combination lock and hear a loud ‘click.’ You turn the small handle below and push the door, it opens. Carefully, you step through the door and look around you in shock and wonder. This is bizarre. You have stepped into a medieval passageway which resembles a crypt. The walls are made of stone, the floor is made of marble and the passage is lit only with oil lamps. You look closely at the stone and there are carvings deep in the stone of Satan and various demons. You take another step and the door slams shut behind you. You have a feeling that the quest will reach its summit in these parts. (Turn to 265)
334 You push the door however the door is locked. Go through the door on your right (Turn to 273) Go back upstairs and up the ascending stairs (Turn to 253) Leave via the shutter (Turn to 261)
335 You grab the tray on the cooker and immediately scream in pain. The cooker had been left on and you have just burnt your hand badly grabbing the tray!!! You drop the cakes all over the floor and rush for the nearest cold tap to run your hand under. It does little to help you though as this is a nasty burn, LOSE 3 STAMINA AND 1 SKILL. There is nothing else to see in this room and quite frankly you have had enough in here. (Turn to 63)
336 You plead with them that you are not part of the cult and you are just someone trying to escape from the horrors of here. They still seem unconvinced. Test your skill. If skilful (turn to 18) If unskilful (Turn to 68)
337 The biography of the Headmaster is very interesting indeed. You read it for a while and learn a lot about the man who runs the evil of this school, the man who wants to devour your soul. The passage reads...
THE DEVIL’S FAVOURITE SOUL REAPER This is about a man who deliberately became a vampire to live eternally and reap the souls of the living in the honour of Satan. For many years Count Krill has been one of the most blood thirsty and committed soul reapers in the history of the cult to Satan. In recent years he has taken over a school, calls himself The Headmaster and uses the school as a disguise to his great work. He has taken many souls and should be honoured and praised for what he has achieved. He is the life that will never die, only once was a weapon capable of bringing this man down ever made and The Headmaster himself tracked it down. He keeps the weapon in the depths of the school in a secret room and his demons pay homage to him by this weapon knowing that their master will never be stopped.
You read the passage again. It is the most sinister thing you have ever read. You put the book down. Read the book about the history of the school (Turn to 319) Read the guide to demonhood (Turn to 351) Leave the library (Turn to 378)
338 You react quickly and dodge the chair just in time. Annoyed by that you shout to the angry pupil, “Oi watch it!!” The angry pupil in a fit of rage flies towards you!! There is no reasoning with him as he is out of control. You have no option but to fight him. ANGRY PUPIL: SKILL 8 STAMINA 9 If you win (Turn to 385)
339 You march towards the guard and begin your attack. The guard is a strong brute and was selected for his ability to fight. He raises his hands in a barbaric manner eager to do you damage. Even if you didn’t want to fight him now there is no escape. GUARD: SKILL 11 STAMINA 15 After four attack rounds if you are still alive (Turn to 286)
340 You have arrived in the common room. You look around and it is rather busy. There is a trio at a table playing bagatelle and another trio at another table playing cards. At a third table there are 2 people eating and chatting excitedly. You look around and see only one door in this room. Approach the trio playing bagatelle (Turn to 276) Approach the trio playing cards (Turn to 149) Approach the two pupils chatting (Turn to 34) If you have been in this room before, or you just want to leave via the door (Turn to 366)
341 With a piercing shriek the vampire crashes to the floor, however he is still alive. He writhes around as you pin him to the floor. The only way to finish him off is with the silver tipped stake. If you have this stake (Turn to 374) If not (Turn to 226)
342 You start to close your eyes and think of sleeping on this bench, but then think to yourself all manner of things. What if this is a trap? What if I’m found? But the bench is so inviting. After a long thought you become very sleepy and your body wants to sleep, but is it too much of a risk? Force yourself to continue (Turn to 363) Sleep on the bench (Turn to 375)
343 You decide it is time you were gone from here before you give yourself up as someone trying to escape. You are probably wise to do so. Go to the counter if you have not done so already (Turn to 282) Go through the other door (Turn to 9) Leave via the door you came in (Turn to 280)
344 You leave the science laboratory and decide to go through the door opposite (Turn to 256)
345 You decide not to risk eating anything at all. You sit there silent and uncomfortable, thinking about how to get out of here. Suddenly there’s a shrill scream!! “He’s not taking part!!” screams a girl pointing at you. Everyone in the room looks at you in disgust. It is considered a great disrespect not to partake in the spirit of the Moon Ball and it is considered a heinous insult to the headmaster not to eat the food offered. The girl shouts, “Burn his soul!!” The crowd then start chanting, “Burn his soul, burn his soul!!” Then they start chanting, “Infidel, infidel!!” A horned demon grabs you, pulls you to the stage and starts tying you to a wooden stake. (Turn to 234)
346 You go to plunge the steak in the Headmaster’s heart but he keeps writhing. Luca is struggling to control and pin him down. He is getting in the way of the attack. You dither a little longer but see that Luca is becoming tired of holding him, you must act now. You commit your move and plunge the stake towards his heart, Test your luck. If you are Lucky (Turn to 279) If you are Unlucky (Turn to 354)
347 You march towards the guard and begin your attack. The guard is a strong brute and was selected for his ability to fight. He raises his hands in a barbaric manner eager to do you damage. Even if you didn’t want to fight him now there is no escape. GUARD: SKILL 11 STAMINA 15 Note Luca will help you during this attack. As the rules of combat, the guard will only defend against Luca. If Luca wins an attack round though he inflicts a wound on the guard however the guard can only inflict damage upon you. If you win (Turn to 299)
348 You connect the wires and complete the circuit. This circuit is an alarm and a loud siren rings through the science lab. You run for the door but as you get there you are grabbed by 4 horned demons. “A new soul for us to feast on,” one says to another. “Perfect for the sacrifice at the Moon Ball tonight,” another cackles in an evil tone. You struggle against them but they are too strong. They lead you away to a room which they lock you in ready for tonight when they will burn you at the stake and devour your very soul as part of their ritual at the Sacrificial Moon Ball, in a cruel and horrid end to your adventure here.
349 The liquid is a very refreshing drink of sacred water, RESTORE 3 STAMINA. There are no other properties to this water. Put the necklace on (Turn to 101) Pull the lever (Turn to 264) Leave the cupboard and the room (Turn to 72)
350 You go home glad to have escaped from the evil cursed school. It’s late at night by the time you get home and the horrors which have befallen you have left you weak and fatigued, so you decide to get some sleep. You start to dream and Luca appears, “I was the one person who helped you and you betrayed me, now I am condemned to losing my soul forever,” se says. He starts crying and you wake up screaming. You close your eyes again but every time you do a vision of Luca lays fixed in your mind to which there is no escape from. You endure 3 nights of this. The pain on his face and the guilt you feel tortures you. On the fourth night this becomes too much to bear. You tie a rope to the curtain drape in your room and wrap a noose around your neck. You then clamber out of the window and jump. In the last minutes of your life whilst hanging from your bedroom window, Luca appears to you and whispers, “Your hell has only just begun.”
351 You begin to read the ‘Guide to Demonhood.’ It is very intriguing, it tells you all the rules, etiquettes and skills required to be a demon. They even have a target number of souls to sacrifice to please Satan. You read on and at the back you see a test tube with a black liquid in it. Above on the page are the words, “Your demonhood starter kit.” Open the stopper on the test tube (Turn to 161) Read the book about the history of the school (Turn to 319) Read the biography of the headmaster (Turn to 337) Leave the library (Turn to 378)
352 You try the combination and turn the handle. The handle does not budge, but instead sends a sharp shock up your whole arm and throws you onto the floor!! The door is electrified, LOSE 5 STAMINA. (Turn to 100)
353 You continue along until you see a door on your left. Go through the door (Turn to 45) Continue (Turn to 69)
354 You plunge the stake straight down with force and venom. You look in satisfaction at the pool of blood forming. Then your satisfaction turns to that of horror. You have plunged the stake right through Luca!! You fall to the ground weeping at what you have done. The horror before you has stopped you moving or even thinking. You just have a pale pained expression. The vampire slowly climbs to his knees and while you are still motionless, he sinks his teeth into your neck.
355 The passageway leads to a descending spiral staircase, you continue your walk down these stairs, and it leads you to a room. You step into the room, it is laden with bones on the floor and there are putrid rotten corpses in the corner. As you gaze around the room a shimmering light appears in the centre of the room... out of the light appears a demonic spectre. The ghostly figure is an apparition of a horned demon. You rub your eyes to check you are not hallucinating and look again but the demonic spectre is still there. “I have not seen you before,” he calls out. “Very few people are trusted into this lair, for our power, the greatness, and the divine glory of the Headmaster is present in this very room.” You are almost paralysed with fear. He continues... “Are you one of the Headmaster’s servants or are you an imposter?” Frightened, you utter, “A servant.” “Very well,” he says. “You will be able to tell me the value of X.” If you know the value of X (Turn to that reference number now) If you do not or you turn to a reference number that makes no sense (Turn to 250)
356 You look around the chapel and find nothing else of any interest. However the organ starts playing on its own and everything starts to feel eerie in here. Go through the new door (Turn to 204) Go through the door you came in (Turn to 327) If your reference number when you entered said there is a boy kneeling at the altar you may talk to him (Turn to 390)
357 The arrow has landed right into your heart. You let out a shrill cry of pain and fall to the floor dead!!
358 You run to the door and try it. Alas, the door is locked!! You are still out in the horrible weather LOSE ANOTHER STAMINA POINT try one of the other routes... Run up the metal fire escape (Turn to 254) Run through the double doors (Turn to 372)
359 Luca is also crying as well, he stands up and picks up your wreck of a body to its feet. You still do not know the way out of this place, but Luca does. As you head for the door all the demons rush into the room. You fear after so much you will still fall victim to the cult, but they rush past you and kneel before their master crying. As you look around several demons lie motionless on the floor, a few more are stood over the headmaster sobbing uncontrollably. As Luca helps carry you out of the door two demons point at the pair of you. “Kill them!!” shouts one. The two run towards you and you prepare yourself for yet another battle but as they reach you they collapse to the floor and begin to decay in front of you. The Headmaster was the lifeblood of these demons and without him they cannot survive. You and Luca stagger out of the crypt and into the reception area. You both take one last look at the place before walking out of the front door into the freedom of outside. (Turn to 400)
360 Before you fight you remember the potion of strength, you decide you are going to need it now. You drink the potion. RESTORE YOUR SKILL TO ITS INITIAL RATING +2 AND YOUR STAMINA TO ITS INITIAL RATING + 4. You take a deep breath and prepare for this battle. (Turn to 389)
361 You continue on ignoring the doors. The passage becomes very cold and spooky, there are cracks in the wall and this draft is chilling, especially with the horrors that seem to be contained in this school. You walk a little bit more and the corridor bends right. You turn follow the right turn in the corridor and continue along another dimly lit, cold passage. These passages remind you that this school is just not a nice place to be. You tiptoe through this corridor as all of your steps echo, thud, thud, thud... the passage eventually leads to some stone stairs. You take a deep breath and ascend the stairs. (Turn to 176)
362 The door leads outside into a yard. Outside is windy, very cold and pouring with rain. Luckily you can stand under a small glass awning which can provide a small amount of shelter from the wind and rain, although it is still absolutely bitter out there. Step into the yard (Turn to 210) Head back in the other direction (Turn to 259)
363 You force yourself to continue, but this will require strength and willpower. Test your stamina. If strong (Turn to 186) If weak (Turn to 126)
364 The corridor leads to a set of stairs. You look around cautiously at first before descending the stairs. You are wise to the fact many traps lurk in this forsaken place and thus assess everything before doing anything. Everything however seems A-OK, so you begin to lower yourself down the stairs until about half way down... and then you collapse to the floor dead!! However no such trap has killed you but a curse place upon you by Luca. You betrayed Luca by leaving him to be beaten to death and that did not go unpunished.
365 You walk along the red stripe on your second step you notice that your shoes are melting and you feel an intense and painful heat in your feet, the stripe is burning you and you need to get off it!! LOSE 1 STAMINA as the stripe has managed to cause a minor burn to your left foot. Walk to the left of the red stripe (Turn to 50) Walk to the right of the red stripe (Turn to 316)
366 You leave the common room and walk down a dimly lit corridor. You see a bench on your left. However you decide to ignore the bench and press on. You are now at a junction. If you did not enter via the chapel you may turn left (Turn to 15) If you entered via the chapel you have been down the corridor to your left, so you head straight on, additionally if you haven’t entered via the chapel you can still go straight on anyway (Turn to 184)
367 You scream in pain as the arrow flies right into your stomach. You double over, tear eyed and gasping for breath... that was a nasty wound, LOSE 6 STAMINA. You pack the injury as best you can and rest for a few minutes. You then clamber up and decide to carefully and painfully continue. You peer into a room, everything seems somewhat holy. (Turn to 98)
368 You climb over the equipment and stretch to pry the key off the wall, test your luck. If you are lucky (Turn to 95) If you are unlucky (Turn to 148)
369 You really want to help him but unfortunately you do not have the keys to set him free. You watch the emo cry in anguish. He is going to face certain death, LOSE 2 LUCK. Nevertheless you must carry on as you need to get out of this place yourself. You walk for several paces and up ahead you see a door in the cave guarded by a beastly guard. You walk towards the door, it is a wooden door. There is a plaque on the door which reads “THE HEADMASTER.” You know that you need to get in this room to defeat the headmaster but first you have to get past this guard who is eager to do you some damage. You will have to fight him. If you have the potion of strength from the smashed globe (Turn to 360) If you do not have the potion (Turn to 389)
370 You look at the blackboard, there are a list of names on it. Below the names it says, “You have been shortlisted for demonhood. I expect you to have your shawls prepared for the Moon Ball, and anyone who captures the new boy will receive automatic demonhood and the honours that go with it. If you find him take him to the Headmaster, using the door with the combination lock on it.” You realise that not only will this be hard to escape but escaping fast is a must. There are some sinister goings on here and this cult wants to kill you. Examine the display to see if there are more clues (Turn to 383) Leave the room (Turn to 274)
371 You muster all your strength, it takes everything out of you, LOSE 1 STAMINA but you manage to lift the weight. The boy looks at you with surprise and a little admiration, GAIN 1 RESPECT. The boy tells you to sit down and listen. (Turn to 290)
372 You enter into what seems to be a large theatre. A massive congregation are sat in red tip up seats clapping to the beat of the music playing. You look to the stage and some demons are taking part in a dance. Some of the crowd turn to look at you entering the room, you have been spotted. You want to get out of there immediately but you also want to draw as little attention to yourself as possible and you have been seen now. Go in and blend with the congregation (Turn to 223) Run out of the theatre (Turn to 224)
373 The alter ego crashes to the floor in a lifeless heap. You catch your breath for a few minutes and rest, RESTORE 2 STAMINA. You then look around and notice the mirror entrance has gone and you are trapped in this small, eerie room!! You look around for a way out and notice a lever in the wall. With seemingly nothing else to do, you pull the lever. A panel in the wall opens leading to a new room. You step through the panel into this new room. You look around the room and see a table up ahead with a necklace on it and a door adjacent on you left. There is a door in the far corner on your right but in between you and that door is a mosaic floor with a pattern of crucifixes and gargoyle heads. As you are contemplating your next move, the gargoyle heads rise from the mosaic and they start heading towards you, they seem quite malevolent so you must act fast. Grab the necklace and put it on (Turn to 219) Dash through the door adjacent on your left (Turn to 158)
374 You have the stake but you cannot hold him down and plunge it into his heart at the same time. The headmaster is just too tricky. Your only hope now is for Luca to help you. If Luca is still battling continue to battle until the battle is concluded. Until this happens you must Test your skill every attack round. If Luca wins the fight (Turn to 236) If Luca dies (Turn to 263) If at any point you are unskilful (Turn to 278)
375 You fall into a deep sleep on this bench. You start to dream and it’s not a very nice dream at all. In the dream you are being taken by some horned demons, tied up and placed on an altar. In front you in this dream you can see that celebrations have taken place and there has been a dance and a large banquet. A tall vampire, clad in a black cloak stands at a pulpit and reads a ceremonial speech about Soul Reaper week and the Black Moon. He then shouts, “Now we burn him and devour his soul” The crowd, cheer!! At this point you awake and bolt upright!! You feel awake and alert after that sleep, RESTORE YOUR SKILL TO INITIAL RATING. The sleep has actually done you the power of good, despite the nightmare. RESTORE 5 STAMINA. You look around you and realise you are not on the bench you fell asleep on. (Turn to 2)
376 You walk through the door, which leads to another corridor. This corridor is larger and brighter. You take another step, all is quiet. A few more feet in and there is a door on your left. Go through the door (Turn to 241) Continue on (Turn to 212) 377 You place a token in and the machine whirrs, you now feel quite thirsty. You can select a green liquid or an orange liquid. Both appear to be refreshing drinks but you do not know what they are. Select the green liquid (Turn to 78) Select the orange liquid (Turn to 309)
378 You leave the library via the door and look through the corridor. You begin to walk down this corridor. (Turn to 269)
379 The chair hits you right in the midriff, LOSE 2 STAMINA. That was painful but thankfully didn’t cause too much damage. Furiously, you shout “Hey!!” to the angry pupil, quite vexed yourself that you have been hurt by this chair. However, instead of apologising, the angry pupil in a fit of rage flies towards you!! There is no reasoning with him, he’s out of control and you must fight him. ANGRY PUPIL: SKILL 8 STAMINA 9 If you win (Turn to 385)
380 You step into a huge gymnasium. You look around and see that this gym is a top of the range sports area with great facilities. One thing you cannot fault this school on seems to be their attitude to sport. On one side of the room is a trampoline with people jumping on it, on the other are people playing a game of badminton. Over in the corner there is an older boy lifting weights. Approach the trampoline (Turn to 38) Approach the badminton court (Turn to 231) Approach the boy lifting weights (Turn to 313) Leave the Gymnasium (Turn to 393)
381 The boy goes crashing to the ground, his eyes rolling into the back of his head. The emo is so proud of you. He hands you a liquid and tells you to drink it. You do as he says, RESTORE 5 STAMINA as it is a healing liquid. The emo boy then tells you that you must find a secret weapon. It is in a hidden room. When you get to the cupboard of healing deduct 10 from your reference number and it will lead to a secret passage. He also gives you the power to summon him once if you are in need. Again if summoning/bringing Luca is mentioned in the text, deduct 10 from the reference and Luca will appear. Luca bids you good luck with a warm embrace and a smile, RESTORE 1 LUCK. You leave the hut (Turn to 332)
382 His eyes are menacing and look to tear you apart limb from limb. You look in shock. You must fight this demonic beast. DEMONIC BEAST: SKILL 13 STAMINA 13 Every time you lose an attack round you must test your luck. If at any point you are unlucky (Turn to 214) If you win (Turn to 317)
383 You examine the display, and read a passage on the wall. It reads...
THE HISTORY OF SATAN’S ACADEMY 45 Black moons ago there was a terrible soul famine. Satan was very unsatisfied with his demons and demanded more souls and fast. He created Soulreaper Week and offered large rewards to those who sacrificed a high number of demons that week, but still it was not enough. So one of his vampire servants posed as a headmaster and blended into society to try and steal souls for Satan himself. But he needed a job, so he chose to work at St Anne’s academy which suited him as it was in a quaint backward town cut off from the city and people who would ask questions. Since then his school has been the cover up for Satan’s most successful Soulreaping outlet. In 45 Black Moons, 567 souls have been sacrificed and while townsfolk are suspicious, none have taken action to threaten it. This year there is a great coincidence, Soulreaper Week falls on the feast of the Black Moon and it is a proud honour for this school to hold the Moon Ball. We rejoice in the proud history of this school and the Headmaster’s demonic plans. However we are mindful of Luca the betrayer who wants to uncover us to the infidels who want to stop us. We must find and silence him!!
You read over it again, wow, what an evil Headmaster and what an evil cult. This must be stopped, however you need to get out of here. Look at the blackboard (Turn to 370) Leave the room (Turn to 274)
384 You are glad to be back above ground!! The smell down there was horrible. You pause, think and gain some breath while you get to grips with your surroundings. You are in a well lit corridor that stretches in both directions. In one of the directions there is a door on your left. In the other direction there is a set of stairs on your left. Head towards the door (Turn to 17) Head towards the stairs (Turn to 112)
385 The angry boy lies on the floor and the library goes back to being silent again. You look around and the Librarian has gone and so you rest for a few minutes. The library is a fascinating room with its ornate murals, leather bound books and tiled floors. You start looking to see if there are any books of interest to you. There is a book about the history of the school, a biography of the headmaster and a guide to demonhood. Read the book about the history of the school (Turn to 319) Read the biography of the headmaster (Turn to 337) Read the guide to demonhood (Turn to 351) Leave the library (Turn to 378)
386 You decide the only way out of this is run!! You fling the door open and run out. You look back in fear and as you do plough right into a group of horned demons. You try to wriggle away from them but they pin you down to the floor. “Prepare to meet Satan and be punished forever,” whispers one of the demons. He then pulls out a dagger and slices your throat.
387 The arrow lands right into the arm you use to fight with, that’s going to cost you dearly. LOSE 2 STAMINA AND 1 SKILL. You peer into a room, everything seems somewhat holy. (Turn to 98)
388 You run through the door ahead... Big mistake. A mob of angry teachers, demons and other people are charging towards you. They know that you have just killed that teacher and now they want their revenge!! One demon jumps on top of you and pins you down, following that the entire mob beat you viciously until your eventual death.
389 You march towards the guard and begin your attack. The guard is a strong brute and was selected for his ability to fight. He raises his hands in a barbaric manner eager to do damage to you. Even if you didn’t want to fight him now there is no escape. GUARD: SKILL 11 STAMINA 15 If you win (Turn to 19)
390 You approach the Emo boy to talk to him. If you haven’t met or done anything of note with him (Turn to 58) If you have helped the emo boy and he has given you his name (Turn to 201) If you have helped the emo boy and he has not given you his name (Turn to 262)
391 You turn back and head down the corridor towards the junction. You are back at the junction. Continue straight on (Turn to 184) Turn left (Turn to 15)
392 Whilst looking at the displays you don’t notice an electrical cable in front of you and trip over it. You land heavily on your knee and you are in a lot of pain, LOSE 2 STAMINA. You curse your luck and feel that this school is out to get you. You pick yourself up and carry on. (Turn to 301)
393 You leave the gymnasium and make your way downstairs until you are at the stairway and the exit. If you have not been down the descending stairs you may do so (Turn to 275) Or you can leave the building (Turn to 261) If you have been downstairs and encountered a dancer (Turn to 129)
394 You try charging the door but it does not budge, LOSE 2 STAMINA. You badly bruised your shoulder charging the door. You step back from the door. As you do so you hear a cry, another guard has tried to stab you in the back with the dagger but Luca has stopped him. You have no choice but to attack!! GUARD: SKILL 10 STAMINA 14 After three attack rounds if you are still alive (Turn to 168)
395 You decide not to mix the chemicals. Something tells you that this is a trap. It actually was, so GAIN 1 LUCK POINT as you don’t know how lucky you really are. But you are not out of danger yet, the skeleton in the corner has moved towards you ready to attack you!! SKELETON: SKILL 7 STAMINA 6 If you win (Turn to 66)
396 “Lower,” you shout!! The card is revealed. It is the Queen of Diamonds. You lose, now you must give something to them. Choose one item from your possessions and give it to them. If you do not wish to do so you can hand them 3 gold tokens, or your blood at the cost of 2 STAMINA. Once you have done so you move on. Approach the trio playing bagatelle if you have not done so (Turn to 276) Approach the two pupils chatting if you have not done so (Turn to 34) Leave via the door (Turn to 366)
397 The arrow has landed in your arm... that was painful LOSE 2 STAMINA. Fortunately you do not use that arm to fight or do anything dextrous so no loss of skill. You peer into a room, everything seems somewhat holy. (Turn to 98)
398 You step into this new passage. You have stepped into a medieval passageway which resembles a crypt. The walls are made of stone, the floor is made of marble and the passage is lit only with oil lamps. You look closely at the stone and there are carvings deep in the stone of Satan and various demons. You take another step and the stone opening raises behind you, leaving you with only the option to move forward. You have a feeling that the quest will reach its summit in these parts. (Turn to 265)
399 You search the prefect and find 3 gold tokens and a ring. You take the gold tokens and the ring. The ring is beautiful with diamonds encrusted in it. Put the ring on your finger (Turn to 104) Continue (Turn to 57)
400 Your body is almost carried out by Luca. You look up at the sky, the storm has stopped and there is a clear night above with a crescent moon and an array of stars lighting the night sky. Luca points to a star and says, “That is my star for you, my saviour and my friend forever.” You stagger out of the grounds of the school still with the assistance of Luca. “I will never leave you,” says Luca. You gaze into Luca’s eyes and think to yourself, maybe something good came of the horrors, you smile and he smiles back. Together you walk down the empty street and continue your life. Even though the cult has been destroyed, you vow to never step near that cursed place again.