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Poe's Horror Gamebook Preview

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0% found this document useful (0 votes)
40 views17 pages

Poe's Horror Gamebook Preview

Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

FREE PREVIEW

1
EDGAR ALLAN POE
THE HORROR GAMEBOOK
THE PIT AND THE PENDULUM

Edgar Allan Poe – The Horror Gamebook


Official preview

By Valentino Sergi

Inspired by the tales of Edgar Allan Poe

Cover and illustrations by Francesco Corli


Graphics and Layout by Isacco Saccoman
English Translation by Oonagh Stransky

2 3
DO NOT READ THIS INTRODUCTION
No, really, do not read beyond this paragraph. The Horror Gamebook
has been designed in a clear and straightforward manner so that you can
live out a full-immersion experience. There are no introductory rules, no
dice or character cards; you only need a pen and paper to jot down a few
things and help you solve puzzles, but even they aren’t essential. Dive
into the abyss and have fun!

If you’re still reading this and need more information—maybe this is your
first gamebook experience—I’ll make things a little easier for you without
revealing any spoilers by telling you that you now hold in your hand a
book of interesting crossroads, a book where the narrative structure
develops according to the choices that you make.

You’ll need to solve a few brain-teasers and find some objects in order to
travel down certain roads, but even if you can’t solve the puzzles, you
will still be able to proceed. In this story you are not entirely in charge,
but this will become clearer to you when you die (when you all die) for
the first time.
In any case, when you first take a stab at the gamebook, don’t hold back,
be as cruel as you want, you’re not hurting anyone. Or at least we hope…

For clarity’s sake: when you see text in cursive, like this, I am speaking
to you directly. When text is in bold, it means there are names of
objects, situations, and places to note down. If you have a hard
time solving one of the puzzles, you’ll find all the solutions at the end of
the book, but try and solve them without looking.

One final thing, seeing that you’re still reading: this book uses inclusive
language so that you can identify yourself in whatever manner you want.
In some places we talk about avatars to refer to the conceptual nature of
the character you embody. Both terms (avatar and character) are gender
neutral.

4 5
1 3
You awaken with the sensation of a thousand little legs scurrying One of the iron walls lowers down into the floor and disappears out
over your body, across your face, between your fingers. You remain of sight with a clang of gnashing gears; the agents of the Inquisition
completely still, eyes closed, overcome by a mixture of horror and enter the room armed with clubs. You count five of them, they’re all
disgust. You realize that you are lying on the damp stone floor and that wearing black cassocks and hoods. You can see them in the dark thanks
the whirring noise is getting ever closer. You feel the caked and slimy to the faint shimmer of the crucifixes they wear around their necks. You
fur of the small creatures on top of you—you’re being smothered by
throw yourself on the nearest one and stab him deep in the belly, he
them, it’s unbearable!—and when you react, waving them away from
groans and collapses, his blood gushing over your hand. The warmth is
your mouth nervously, trying to liberate yourself from that asphyxiating
somehow invigorating and the satisfying feeling stays with you until 16,
drove of beasts, you feel two sharp fangs sink into your palm, piercing
after the monks finish you off.
your flesh like a needle, easily penetrating deep within. Instinctively,
you scream, but not from fear or pain – for you recall that you have
already suffered so much pain – and a moment later you find yourself
listening to a heavy silence, your eyelids clenched tightly shut. 4
If you want to open your eyes, proceed to 37. You’re starting to crumble with despair and your senses are leaving you.
If you’d rather keep them closed a little longer, proceed to 33. Suddenly, a terrifying idea throws you into complete agony: are they
starving you to death or does an even more frightening destiny await
2 you?

As you walk away from the table and back towards the metallic wall, If you want to drink the water from the pit, go to 36.
you realize that you’re trembling like a leaf; you’d rather die there than If you want to lie down and rest, go to 15.
face the terror of falling into the pit. You curl up in a corner, with only If you possess a bone shard and want to try hitting the walls to attract
the sinister silence to keep you company. After a few hours you begin to the attention of your jailers so that you can then attack them, go to 3.
feel terribly thirsty, so very thirsty…

If you want to go look for water, proceed to 11.


If you want to try and fall back to sleep so as to regain your strength,
proceed to 15.

6 7
5 6
You lose control. You advance slowly in the darkness, expecting danger at every step, until
The heat is rising rapidly and your avatar shivers as if from a feverish you bump into a hefty table. You sense something rolling towards the
edge and reach out and grab it before it falls: it’s a long, narrow cylinder
ague. The terrible shrinking of the room rapidly progresses with a deep,
of a waxy material, you explore its length and notice that there’s a rough
sonorous, groaning sound, closing in on you and pushing you ever closer
wick at one end: you realize you are holding a candle. You feel about on
to the pit. Your poor avatar takes a few steps towards the edge of the pit, the tabletop carefully, taking note of its smooth surface, until you find a
turning to peer into its depths, seeing a macabre, heaping pile of bodies, rusty tinderbox under a pile of other candles.
copies of itself. All sense of reason shatters like a mirror. “Death… any
death at all, but not that of the pit!” your avatar says with a shudder. Before going any further, jot down that you’ve discovered the location
The roar of the flames increases, the temperature grows infernal, the of the table and note the number of this paragraph.
walls are closing in, pushing your avatar’s scorched and trembling body
If you want to light the candle, go to 12.
closer and closer to the edge of the chasm. Your sizzles and falls off when
If you’d rather not light it and would prefer to discard the two objects,
it comes into contact with the metal, until, with a final, desperate cry of
go to 2.
agony, the avatar stops fighting and surrenders. This horrifying trauma
will leave an indelible mark even after regeneration.
7
Your avatar survived, but your adventure continues in Edgar Allan Poe You look up, the feeble light from the candle too weak for you to make
- The Horror Gamebook. out all the details, but you discern a strange mechanism: fixed to the
roof exactly above the table there is something that looks like a gigantic
shaft. You have no idea what your jailers’ wicked ingenuity has in store
for you but you won’t let them take you by surprise. But you’re running
out of time; you hear the sound of footsteps approaching on the other
side of the wall.

If you want to attack the person coming towards you with a bone shard
or dagger, go to 3.
If you’d rather hide your weapon under the table and let yourself be
taken victim, (jot it down and) go to 16.

8 9
8 9
Slowly and relentlessly, the blade descends towards your chest. Soon You stare at the flickering flame until some fragments of memory
the oscillating contraption will bring the steel razor-sharp blade in direct come to the surface: the sound of a death knell, your wrists bound in
contact with your clothing and, at this thought, your soul is suddenly chains... each glimmer of the past struggles to emerge, as if someone
filled with the cold, acute awareness of despair. You observe the heavy had played with the mosaic of your recollections, scrambling the
leather strap that holds you down and see it is all one piece. The first meaning and order of things. It takes hours to reconstruct your trial:
downward stroke of the sharp crescent on any stretch of it could cut the courtroom, the judges of the Inquisition, the heavy and dark drapes,
through it, which would allow you to untie yourself but you need more the accusations, the sentencing, and finally the oblivion that followed
freedom of movement. For the past hour the table has been swarming until your imprisonment. But it feels like you are seeing it all through
with rats. They are ferocious, bold, ravenous – the cluster of red eyes a mirror, even the final condemnation: «tip eht si detnarg evitanretla
glare at you, waiting only for your immobility to begin their banquet. You rehto ylno ehT .erif lanrete eht fo semalf eht otni noitatiseh tuohtiw tsac
recall the presence of a plate of food by your side; if you smear some of eb llahs ti ,efil ot kcab emoc dna hsirep ydob eht dluohs ;muludnep eht
the food on the leather strap it might induce the rats to gnaw through it... fo tnemrot eht reffus llahs uoy ,reeteppup suomehpsalb a ot lliw eerf
ruoy revo gnidnah ybereht ,teppup a fo ytilatrommi eht rof luos ruoy
If you want to try smearing food on the leather strap, go to 28. deretrab gnivah fo desucca…»
If you don’t want to bother, go to 19. The candle is about to go out...

If you want to examine the walls, go to 34.


If you want to look into the pit, go to 24.
If you want to rest in order to gather your strength, go to 15.

10
You make your way forward by following the drops of water that drip
from the ceiling but a torn bit of fabric from the hem of your tunic trips
you and you fall, chest-first onto the stone knocking the wind out of you.
Your head hangs down into emptiness. Your forehead feels damp with
clammy vapour and the recognizable smell of rotten mushrooms fills
your nostrils. You reach out your arm and shudder to find that you have

10 11
fallen at the very brink of the circular pit. By groping along the masonry 13
just below the edge, you succeed in dislodging a small fragment of
stone; you drop it into the abyss. For many seconds you hear it ricochet
You wait with the weapon in your hand, but your jailers seem to have
against the sides of the chasm as it falls until it finally plunges heavily
vanished into thin air and forgotten about you. Your cell grows dark,
into water.
the endless waiting is terrible, made worse by torturous nightmares. In
Go to 20. order not to starve, you begin to nourish yourself on the rats but your
stomach initially rejects the vile meal. You vomit for days until you
11 become accustomed to the taste of mud and foul meat.

You have no clear objective and very few hopes in this search but, You lose control.
nonetheless, a vague curiosity and dire thirst prompt you to continue. After a month of starvation and deafening silence, your avatar has
Leaving behind the wall, you resolve to cross the area of the enclosure. decided to abandon all hope. You observe impotently as it prepares for
You proceed with extreme caution because the floor, although its final moments: the last meal, the sharpening of the blade on the stone
seemingly of solid material, is treacherous with slime, until you reach floor, the dirty rag clenched in its teeth. You can’t stop reading these lines
a small hollow in the floor, nothing more than a small depression in the before it starts to cut its own veins with the dagger: the cut begins at the
earth filled with rainwater. wrist, the blade penetrates skin with difficulty, but when it finally enters,
blood begins to gush all over the floor. The avatar takes its last deep
If you want to drink, go to 36. breath, determined to end the pain and its existence, and drives the blade
If you want to advance further, go to 4. deep into its arm. The gentle caress of death is tangible when, suddenly,
from the outside and muffled by the thick walls, comes the discordant
12 sound of many voices, followed by the high-pitched sound of trumpets!
For a moment you feel the conscience of that body, now animated by an
You forcefully strike the flint against the steel tinderbox several times, unexpected hope for salvation, and you realize that your guide now feels
directing the sparks towards the wick. It’s a long and laborious process, safe. The memory of this feeling will stay with you even after regeneration.
made even more difficult by the damp humidity in the cell, but finally
you manage to light the candle. The weak light is enough to illuminate Your avatar survived, but your adventure continues in Edgar Allan Poe
the space around you...
- The Horror Gamebook.
If you filled the well and have a bone shard, go to 29.
If you filled the well, but don’t have a bone shard, go to 21.
If you didn’t fill the well, but have a bone shard, go to 34.
If you didn’t fill the well and don’t have a bone shard, go to 9.

12 13
14 16
You get up with some relief but the pleasant feeling doesn’t last: the When you awaken, you discover that your limbs are tied to the table with a
drawings on the walls, which initially seemed faded, have taken on long leather strap that wraps around your body several times, leaving only
a startling and most intense luminescence. The gaze of those weird your head and left arm free so you can feed yourself from an earthenware
figures glares at you from a thousand directions, gleaming with a sinister plate by your side. A sulfurous light illuminates the cell from a slit just over
glow, as you breathe in the incandescent steam of raging hot iron. A a centimeter wide at the base of the entire perimeter of the walls, which
suffocating odour pervades the prison, which gradually is closing in on appear to be elevated from the floor. Looking up, you examine the prison
you, while a deepening, dark glow blazes in your eyes. You pant and ceiling: it is a dozen meters high and divided into plates similar to those on
gasp and shrink away from the red-hot metal wall towards the center of the walls. The largest one, directly above you, is decorated with a fresco
the cell. depicting death, but instead of a scythe in its hand, it holds something that
resembles an enormous pendulum, the kind seen on antique clocks. As
If you filled the well, go to 5. you stare at it, you realize that it is moving: it oscillates from side to side
with short and slow movements, but in a matter of minutes it swings more
If not, go to 22.
than a meter wider and its speed has also increased. And that’s not all:
with each knell you perceive that the pendulum is descending until you
15 can make out that its lowest extremity is a crescent of shimmering steel, as
sharp as a razor blade. The slow, but unstoppable, approach of the blade
You’re lulled by the thought of how sweet it must be rest in a grave. upsets you so much that you barely notice a nearby sound; when you see
Sleep comes to you slowly and stealthily, along with the drove of rats where it is coming from, you look down at the floor and see it has been
that you rebuffed not long ago. You awaken suddenly, startled to feel a invaded by a storm of rats. They’re swarming out of the cracks in the wall
heavy, warm cloak of ravenous beasts on top of you, digging into your and making their way towards you in droves. They move quickly, their
flesh with their small, razor-sharp fangs and claws. You struggle and try eyes starving, attracted to their future meal.
to keep them off, but they have grown in number and their weight is
oppressive. You squeeze the life out of a couple in your hands and kick All of your objects have been confiscated and you won’t get them back
out, but the rodents continue gnawing at you until you die. so erase them from your notes unless you’ve hidden them from your
jailers.
When the rats have finished consuming your avatar, there isn’t much
left of your body, but any vestiges that remain may come to your aid in If you hid a bone shard or a roughly hewn dagger under the table and
this prison; make note of the fact, before you continue on, that you now want to use them now, go to 26.
possess a bone shard. Even if you die again, it will remain with you. If you don’t have any of these items, or you would rather not use them, you
can use the rats to free yourself. Go to 8.
You regenerate at 1. Alternatively, you can let yourself die. Go to 19.

14 15
17 19
You advance cautiously, arms outstretched and eyes wide open, hoping The blade continues to descend, swinging to the right and left, softly
to capture even the faintest ray of light. You take several steps forward whistling like an evil spirit. Its deadly blade is directed straight at your
in the dark, until your extended hands come into contact with a solid heart and advances stealthily, like a tiger. You try to free yourself but
obstacle: a cold, smooth, and slimy iron wall. You decide to make your the leather strap that holds you down is too tight. The deadly pendulum
way along its perimeter in order to get a sense of the size of your prison gets lower and lower, you gasp and pant and try to shrink. After the
umpteenth lowering of the mechanism, the sharp, glittering blade comes
cell.
into contact with your skin. The first cut is slight, barely a nick, you
feel practically nothing at all. But the giant blade doesn’t stop, it keeps
If you have a bone shard, go to 31.
oscillating endlessly, infinitely, until you see the blade slice through
If not, go to 23.
your flesh, lacerate your muscles, and carve through your rib cage. You
stop screaming only when the blade pierces your lungs and you start to
drown in your own blood. At that point, you don’t notice the rats, how
18 they crowd onto the table to feast on your open wounds. The second
swipe at your heart is the one that kills you.
The rats gnaw on the leather strap, crowding the tabletop as you
expected. But since your hand is smeared with the food that you used to But everything is not over… Inquisitors watch as your avatar regenerates
lure them there, one of them bites you and recalls your flavor. Suddenly, and have precise orders to follow when it’s complete.
the storm of rodents changes direction: you become the target of their
voraciousness, and they come at you in force. You feel them chewing on You regenerate at 14.
your cheeks, digging into your eye sockets, tearing out your tongue... you
lose consciousness. But it’s too late.

But it’s not over… Inquisitors watch as your avatar regenerates and have
precise orders to follow when it’s complete.

You regenerate at 14.

16 17
20 21
Just as the echo fades, you feel something like the rapid opening of a You look towards the pit: a motionless arm reaches out of the abyss
door above; a pale glow flashes momentarily in the darkness and then and lies on the stone edge. For a moment you feel the overwhelming
disappears, allowing you to perceive the proportions of the room, its sensation of being under that heap of bodies; a vague sense of horror
square, metal walls punctuated at regular distances with decorated strikes you deep inside your unnaturally still heart.
niches. You notice the shadow of a table near the shorter end of the cell Your unnaturally still hearts.
and the presence of a pit. You make a rough calculation of how many
steps it will take to reach the table without falling into it. You’re losing control. Your avatar moves towards the abyss, extending
the feeble light towards the limb, noticing its flayed skin. It bends down,
reaches out, and touches the icy fingers and broken nails. The hand retreat
rapidly into the dark.

If you want to hold onto the candle, go to 25.


If you’d rather throw it in the pit, go to 35.

22
You lose control.
Faced with the terrible destruction that surrounds your avatar, the
thought of the cool depths of the well soothes its soul like a salve. Now
freed of your bond, the avatar approaches the edge and looks over the
edge and into its depths. The glow from the incandescent ceiling above
illuminates all the crannies of the depths. Your avatar leaps into the dark
water only a moment before being incinerated.

If you can calculate the highlighted area, go to the corresponding Your avatar survived, but your adventure continues in Edgar Allan Poe
paragraph. - The Horror Gamebook.
Otherwise, go to 23.

18 19
23
The darkness and lack of reference points, combined with the uneven
footing, make you stumble and almost lose your balance, but you
manage to stay standing by picking up your pace and holding out your
arms for balance. You only realize there’s a pit once you’ve fallen into it,
as there’s nothing to grab onto. You fall for so long that you have time to
notice the fetid stench that emanates from the rotting flesh of previous
prisoners who have fallen before you.

If this is the first time you fall, your avatar drowns and dies after losing
consciousness when it hits the murky water at the bottom of the pit. Don’t
worry, your adventure isn’t over yet and your body might still be useful.
But I have to ask you to make a difficult decision: you can start over
from the top and try to find your way out of this hell or you can fill the
pit. That’s right, you’re starting to understand: you have to die over and
over again... until the dark pit is full of corpses and no longer presents a
danger for your explorations. If you choose this option, remember that
you can’t go back on it even if you start over: the pit will be full each time
you pass by.

If you choose to start over, regenerate at 1.


Otherwise, if you choose to fill the pit, note down your decision, , and
start to fall, one body at a time, creating a messy heap of bodies. When the
pit is full enough to let you survive the fall, pile up the bodies so that you
can clamber out onto the edge and take up your explorations again at 6.
One last thing before you proceed: your avatar has stacked up the corpses
in total darkness. Keep that in mind.

20 21
24 26
You realize that in your vagaries in the dark you managed to avoid You count the oscillations of the blade and notice how they are
falling into the abyss by pure chance, but that doesn’t ease your mind; accelerating, inch by inch, as they get lower and lower! The smell of
a different death awaits you, perhaps a sweeter one... you smile to think sharp steel wafts through your nostrils. With your free hand you feel
that you’d use such a word, given this situation. As your stare at the pit, along the edge of the table, pushing aside the biting rats, until you can
a flicker casts some light on a stone that protrudes ever so slightly. You feel your weapon. You reach out your fingers as far as the leather strap
approach the edge of the pit and, with extreme caution, grab a corner will let you in order to grab it. You start to saw at the strap that is wrapped
of the rock. It comes away from the edge easily, revealing a rough blade tightly around you, but the pendulum continues its downward path.
made from a fragment of glass and a handle shaped out of a filthy strip You realize that the half-moon blade will swipe directly at your heart,
of fabric. You thank your unknown benefactor, wherever that person but its slow advance is what saves you.
may be.
Erase the now-used weapon and go to 32.
Take note of the fact that you now possess a roughly hewn dagger.
But beware, it’s extremely fragile... if your avatar dies, erase it. 27
If you want to examine the walls, go to 34. You force yourself to remember something about the pitch black pit
If you want to rest in order to gather strength, go to 15. into which your soul has fallen. You search through the folds of your
memory with increasing anxiety, without recalling anything about your
25 identity. At times, ever so briefly, you seem to make progress: you hear
the voices of the Inquisitors murmuring indistinctly in your mind, as if
For a brief instant you feel a sudden sense of calm, as if you had crossed in a dream. You can see in your mind’s eye their pitiless expressions as
over into infinity, as if none of this was real; the light from the candle they sentence you, but you cannot hear what they are saying. You only
illuminates the pupils of the corpses (your corpses) that are piled up in know that you’re in the terrible prison in the Prince Poet’s fortress, but
the pit, revealing their tangled limbs. You watch the blood seep from you do not know why you’ve been arrested.
wounds in the bodies, while worms and other parasites swarm over
them, and you faint. If you want to open your eyes, go to 37.
If you’ve discovered the location of the table, get up and go to the
Go to 15. corresponding paragraph.

22 23
28 With a sudden, sharp movement, your avatar jabs the serrated end into
its own throat, piercing through it, tearing at the flesh, and severing
You smear the leather straps that tie you down with the victuals on the the carotid. A river of warm blood gushes forth, soaking the tunic and
plate, and then lie still, as if lifeless. Noticing your immobility, some of pouring down onto the stone floor, attracting the ravenous rats to a lavish
the more audacious rats clamber up and sniff the straps, which signals feast. Yet again.
a general assault. Soon that revolting living carpet scuttles up the wood
and crowds onto the table. The rhythmic movement of the pendulum You regenerate at 1.
doesn’t bother the rodents; they throw themselves onto the smeared
strap and stay out of its way. The vile creatures crawl over your face,
their gelid lips meet yours. It’s hard to breathe under the weight of their
30
pressure, disgust overcomes you, but you manage to remain perfectly
still. You muster up your courage and start walking, trying to proceed in as
straight a line as possible. The ground is slippery and damp. You stagger
If you have, or have had, a bone shard go to 18. along for a few steps until you feel water dripping in front of you,
If not, go to 32. guiding you on your way.

29
You lose control.
Your avatar refuses to accept what has taken place, but the reality of the
matter eventually makes itself clear. Your avatar screams and runs away
from the edge of the pit, far away from the accusing stares of the copies of
itself that are piled inside it. Your avatar huddles in a corner of the cell,
face in hands, crying bitterly, then sighs seriously, stops crying, and puts
a hand into a pocket of its tunic, feeling around for the bone shard.
With fingers initially trembling at contact with it, your avatar proceeds
to clench its rough surface, crusted over with dried blood and small bits If you can complete the mathematical sequence, add up the 6 digits and
of flesh. go to the paragraph that corresponds to the sum.
Its own flesh. If not, go to 23.

24 25
31 32
You tear a part of the hem from your robe and lay the fragment out at You’re close; you can feel the leather strap fraying. In more than one
full length. Crawling in a straight line around the cell on all fours, with place they’re already worn through. Your calculations were correct: the
great effort you make your way back to the rag that you had left at the strap gives way just as the pendulum strikes your chest and tears your
starting place as a marker. Along the way you encountered a number clothes. You have to wait for two more oscillations before you can use
of niches at irregular distances along the cold metal wall, and you kept the gigantic blade to your advantage to free yourself completely. In the
count of the distance between them in order to try and get a sense of the meantime the razor cuts through your nerves, inflicting terrible pain.
shape, so you can find your way around in the dark. The moment of escape arrives: you grab a rat and throw it against a
wall, causing its companions to disperse instantly. With careful, steady
movements, you wriggle sideways, beyond the trajectory of the blade.
You fall to the floor and lose consciousness for a few moments.

If you still have the roughly hewn dagger, go to 13.


If you don’t have it or if you have used it, go to 14.

33
You long to open your eyes but you lack the courage to do so and so
you remain prostrate, with all your senses vigilant. The varmints seem
to have vanished into thin air; only your pulsing wound is evidence of
their presence. You are not frightened of seeing something horrifying;
you are afraid of seeing nothing at all.
If you can calculate the area of the highlighted shape, go to the
corresponding paragraph. If you’d like to try and remember something, go to 27.
If you want to try and call for help, go to 20. Instead, if you’d rather regain your strength by sleeping some more, go
If you’d prefer to keep crawling on all fours, go to 10. to 15.

26 27
34 35
The walls and ceiling of the prison are made of metal and roughly The candle slips through your fingers and falls down into the vortex of
shadows, dripping wax on the stone floor. When the flame reaches the
engraved with religious symbols and allegorical figures: crowned skulls,
bottom of the abyss and is snuffed out, a whispering swarm of ghosts
black cats, disturbing and grotesque phantasms, complex maps filled blows past you, filling your soul with icy fear. Then, total darkness, and
with numbers… the colors seem faded and stained, probably due to the you breathe easier.
dampness in the cell. Two figures in particular stand out.
Go to 2.

36
The water must’ve been drugged; for as soon as you take a sip, you become
irresistibly drowsy. You fall into a deep sleep—you have no idea for how
long—but when you awaken a wild sulfurous luster comes from the metal
walls and allows you to see what lies around you with clarity.

Go to 16.

37
You quickly open your eyes, only to see you’re drowning in despair. The
blackness of eternal night overcomes you. You struggle to breathe; the
intensity of the darkness seems to oppress and stifle you. You lay still for
a few moments and then grit your teeth and stand up. You notice that
your feet are bare and that you are wearing only a rough serge tunic; but
If you can solve the riddle, go to the paragraph that corresponds to the most of all, you hear the echo of your own cries, which tells you that you
number result. are in a large space, yet one that is surrounded by walls.
If not, go to 11.
If you want to head towards the nearest wall, go to 17.
If you prefer to walk straight ahead across the room, go to 30.
If you want to try and call for help, go to 20.

28 29
The Necronomicon - gamebook
Dagon
A literary adventure where you can face firsthand the
horrors told by H. P. Lovecraft among the most famous
classic stories of The Cthulhu Mythos: Dagon, The
Festival and The Hound (you’ll also find a Dreamlands’
section, with some striking extracts from The Dream-
Quest of Unknown Kadath).
The stories were adapted with the utmost fidelity to
the original text, in order to allow you an interactive
immersion in the style of the Master of the Supernatural,
by using a narration with paths, where, armed with
a die and a pencil, you will travel through the streets
of Kingsport facing monstrous creatures, exploring
nightmarish territories and crossing the border that
divides dream from reality. Will you be able to prevent
the Yule ritual from taking place, saving humanity from a
gruesome fate, or will you just go crazy?

The Necronomicon - gamebook


Carcosa AVAILABLE ON
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The Necronomicon Gamebook is an interactive
literary adventure, you will experience firsthand
the horrors told by the great masters of supernatural
narrative.

After the success of the 1st volume, Dagon, here is the


campaign of the second and last chapter of this saga: The
Necronomicon Gamebook - Carcosa, wich will draw you
From the author of The Necronomicon Gamebook comes a new interactive storygame
into the grim fantasies of Ambrose Bierce, Robert
which enables you to experience—firsthand— the horrors as described by the master of the
W. Chambers and Howard P. Lovecraft. Armed
American short story, Edgar Allan Poe. Through a faithful adaptation of some of his most
with a die and a pencil, you will traverse haunted places
famous tales (The Black Cat, The Masque of The Red Death, King Pest, The Fall of The
and come up against dark ancestral forces. To try and
House of Usher, The Tell-Tale Heart, The Pit and The Pendulum…), you will be granted a
ward them off, you will use the powerful artefacts and
carefully narrated, interactive, full-immersion experience, complete with winding paths and
ancient spells of The Necronomicon – if you don’t lose
complex puzzles, that will bring you face to face with human fears and desires, down dark
your mind first…
streets, along mysterious tunnels, and through haunted mansions, allowing you to explore the
nightmarish border that divides the dream world from madness.

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OFFICINA MENINGI
GAMEBOOKS

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