wilfully volunteering to go down the well.’
He looks at each of the men in turn – who all look away, embarrassed and shamed. ‘I have some coin I can give you,’ he says, turning back to you. He opens his purse and produces
10 gold crowns, which he places in the palm of your hand. ‘Half now and half when the task is done.’
Pocketing the coins, you agree to get started. Turn to 238 .
9
As you prepare to leave, you see Martha running down the road towards you. She is waving her arms frantically.
‘Stop her!’ she cries. ‘Stop her eating it! I’ve changed my mind!’ She flings open the garden gate, tears streaming down her face. ‘Please,’ she begs.
‘I feel awful. We can’t let her eat that turnip – who knows what will happen? Please, we have to do something!’
You draw your weapons and agree to check out the cottage. Turn to 255 .
10
Quest: Scarlet in the woods
In Tithebury, idle gossip travels fast. It isn’t long before reports of a missing child reach your ears. Sensing an opportunity for some paid work, you head to the edge of
the Tithebury woods, where a small wood cabin rests on a grassy knoll. A grizzled old man sits outside the building, sharpening the blade of his long sword with a notched stone. He looks up as you
approach and offers a mumbled greeting. You notice that the man’s right leg is heavily bandaged. A pair of crutches rest beside his stool.
You explain that you have heard news of a missing child. The man shakes his head, and looks away for a moment, his jaw clenching and unclenching.
‘Yeah, my daughter,’ he says at last, shaking his head. ‘A spirited thing. Not seen hide nor hair of her for three days. Gave her some of my best brandy to take to her poorly
grandma – lives right across the other side of the valley.’ The man lowers his gaze to his injured leg. ‘I fear the worst, stranger. Goblins have moved into those woods. I tried
my best to find her . . . I did.’ He reaches out, gripping your arm tightly. ‘Please, I have no gold or treasures to offer – but I still have a father’s love for his
daughter. Please, will you find her and bring her home safe?’
Will you:
Agree to help? — 17
Ask about the woods? — 23
Politely refuse? — Return to the map
11
The taproom of the ‘Pie and Black Bird’ is dark and muggy, the only light coming from a narrow window opposite the bar. The tables and benches are mostly empty
– just a few customers sit sullenly over their mugs of ale, making little effort at conversation. At the bar, a group of elderly farmers are seated on stools, talking in hushed tones as they
puff on their pipes. The barman listens in on their talk, fanning himself with a grime-stained dishcloth.
As you approach the bar, you notice a man sitting alone at the far side of the room. He appears to be watching you from beneath the brim of his hat, his long, pale fingers shuffling and
reshuffling a deck of cards.
Will you:
Speak to the barman? — 19
Talk to the farmers? — 75
Walk over to the card player? — 16
Leave and return to the village? — 6
12
The man puts a hand to his back, emitting a loud and rather unconvincing groan.
‘Pains, see. I got pains. Put my back out last season – no ways as I can keep up with those rats now. Fast little critters they are.’ He shrugs his scrawny shoulders. ‘I
tried traps see, but they avoid them. It’s like they’re smart or something. Never seen their likes before. Bigger than your average rats too.’ The man glances down at the weapon
hanging by your side. ‘I say, that pretty thing looks just about right for skewering those vermin. Make a nice tasty rat kebab with that, don’t yer think?’
Will you:
Ask if there is a reward? — 20
Agree to the quest? — 34
13
You follow Martha into the shack – a cramped, stuffy room filled with dirt and cobwebs. A single pallet bed rests along one wall, lined with five grubby-faced children.
One of them is rocking a