TEXT: Glenn Rahman
  with Gavin Inglis
  Alone Against
  THE FROST
  Solitaire Adventure in Canada’s Wilds
  ®
  
  Alone Against
  THE FROST
  Solitaire Adventure in Canada’s Wilds
  Glenn Rahman 
  with Gavin Inglis
  
  CREDITS
  Authors
  Glenn Rahman with Gavin Inglis
  Revision and Development
  Gavin Inglis
  Editorial
  Lynne Hardy and Mike Mason
  Cover Art
  Veronica Anrathi
  Interior Art
  Veronica Anrathi, Kristina Carroll, and Lee Simpson
  Art Direction and Layout
  Nicholas Nacario
  Proofreading
  Keith Mageau
  Licensing
  James Lowder, Michael O'Brien, with Mike Mason
  Call of Cthulhu Creative Director
  Mike Mason
  Special Thanks 
  Special thanks to Jeff Okamoto for assistance with the original 
  edition of this scenario, and David Larkins for his suggestions 
  with this new edition.
  Alone Against the Frost is best used with the Call of Cthulhu (7th Edition) roleplaying game, available separately.
  Alone Against the Frost © copyright 1985, 2019 Chaosium Inc. All rights reserved.
  Call of Cthulhu © copyright 1981–2020 Chaosium Inc. All rights reserved.
  Call of Cthulhu, Chaosium Inc., and the Chaosium dragon are registered trademarks of Chaosium Inc.
  Cthugha and Ithaqua © copyright 2019 the Estate of August Derleth. Used with permission.
  Abhoth, Tsathoggua, and Ubbo-Sathla © copyright 2019 the Estate of Clark Ashton Smith. Used with permission.
  Zathog © copyright 2019 Richard L. Tierney. Used with permission.
  Chaosium recognizes that credits and copyrights for the Cthulhu Mythos can be difficult to identify, and that some elements 
  of the Mythos may be in the public domain. If you have corrections or additions to any credits given here, please contact us at 
  mythos@chaosium.com.
  This is a work of fiction and may include descriptions of real places, real events, and real people. These may not be presented 
  accurately and with conformity to the real-world nature of these places, people, and events, and are reinterpreted through the 
  lens of the Cthulhu Mythos and the Call of Cthulhu game in general. No offense to anyone living or dead, or to the inhabitants 
  of any of these places, is intended. Material is fictionalized and used here as the basis for tales inspired from the imagination of 
  writers of weird horror fiction.
  This material is protected under the copyright laws of the United States of America. Reproduction of this work by any means 
  without written permission from the publisher, except for the use of short excerpts for the purpose of reviews and the copying 
  of character sheets and handouts for in-game use, is expressly prohibited.
  Find more Chaosium Inc. products at chaosium.com.
  Chaosium Publication 23164                       ISBN 978-1-56882-370-6
  Printed in the USA.
  
  TABLE OF CONTENTS
  INTRODUCTION � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �4
  FOREWORD � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �5
  GETTING STARTED � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �6
  ALONE AGAINST THE FROST � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �8
  AFTERWORD � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �108
  INVESTIGATOR SHEETS � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � �110
  
  4
  A
   lone Against the Frost is a Call of Cthulhu adventure 
  designed to be played by a single person, where you 
  are both the Keeper and player. In it, you assume 
  the identity of L. C. Nadelmann, PhD, an anthropologist 
  tenured at Miskatonic University in the 1920s. You have 
  traveled to survey the North Hanninah, an unknown region 
  in Canada’s Northwest Territories.
  The North Hanninah holds many dangers, and your 
  first expedition may not end in scientific or academic glory. 
  Thankfully, you can try this adventure as many times as 
  you like. The Big Woods are unpredictable, and they hold 
  many different adventures and possible outcomes. Each time 
  you begin anew, you may reallocate Dr. Nadelmann’s skill 
  points. Your knowledge of the hazards ahead will improve 
  your chances, but mere knowledge and skills are not always 
  enough against the forces of darkness!
  INTRODUCTION
  A CHANGE OF NAME
  When Alone Against the Wendigo was published in the 
  1980s, writers and game companies were not as sensitive 
  to the wholesale adoption of creatures from indigenous 
  mythologies as they are today. With this in mind, with 
  its rerelease, Chaosium decided to update and rename 
  the book (Alone Against the Frost) to avoid the misuse of a 
  culturally significant term. The creature at its core has also 
  been reworked and renamed to better underline its Mythos 
  ties to the Great Old One, Ithaqua, the Great Wind-
  Walker itself.
  PREPARING TO START
  1. Make sure you have a copy of the Call of Cthulhu: Keeper
  Rulebook or Starter Set (7th Edition) at hand.
  2. Copy or print out Dr� Nadelmann’s investigator sheet
  (page 110). You may also wish to copy or print out
  the investigator sheets for Dr. Nadelmann’s traveling
  companions: 
  Bernard Ebstein, 
  Sylvia Davidson, 
  Norman Falkner, and Charlie Foxtail (pages 112–120).
  3. Read the Getting Started section on page 6, and then
  fill in the additional material on Dr. Nadelmann’s
  investigator sheet.
  4. Once that’s done, you are ready to take on the challenges
  of Alone Against the Frost (starting on page 8). Don’t
  forget to wrap up nice and warm!
  4
  
  5
  ALONE AGAINST THE FROST
  It was 1985 and I was in high school. Our small group 
  played D&D from the basic set. On the cover, a writhing 
  green serpent emerged from a festering pool to menace 
  adventurers. I used to cycle to games with a polythene bag 
  dangling from my handlebars, but it got caught in the spokes 
  of the front wheel and the rulebook cover was shredded.
  I became intrigued by this other game, Call of Cthulhu. 
  On the cover, a writhing green tentacle snaked through a 
  graveyard to menace adventurers. I saved up money from 
  a paper round and bought the boxed set. I pored over the 
  chapter on the Cthulhu Mythos, with evocative silhouettes 
  of deep ones and dark young. The trouble was, I had no 
  idea how to translate my D&D experience into a game of 
  investigation and horror.
  A few more weeks of paper rounds, and I bought Glenn 
  Rahman’s Alone Against the Wendigo. My Dr. Nadelmann lost 
  several groups of promising graduate students, but finally, out 
  there in the Big Woods, I understood how Call of Cthulhu 
  worked. I never looked back.
  A third of a century later, I was elated when Mike Mason 
  asked me to revise the book for a new edition. Editing a 
  large solo adventure requires a certain, perhaps perverse, 
  fascination with the structure of interactive narrative. When 
  I showed him the resulting diagram, Mike suggested I put it 
  on a T-shirt, but honestly, I doubt it would be readable even 
  on XXXL. It might be non-Euclidean…
  We have moved on culturally in that third of a century, 
  and Mike and I discussed certain changes to the original 
  text. Glenn’s first edition was ahead of its time in providing 
  two character sheets, for male and female versions of Dr. 
  Nadelmann. We also wanted to balance the genders of the 
  supporting cast, so somebody had to become a woman. In 
  perhaps a bold move, we decided to flip Charlie Foxtail, 
  the Native guide. I also fleshed out the backstories of the 
  graduate students—frankly, I wanted it to hurt more if you 
  lost one. I’m sure that won’t happen to your Nadelmann 
  Expedition, though!
  Veterans of the original edition may notice some other 
  changes. Random dice rolls for navigation have been 
  eliminated, the treatment of the Native communities is 
  hopefully more sensitive, and it is no longer necessary to 
  keep a tally of Hanninah Mythos. But your expedition is still 
  full of hazards and incredible discoveries, and the spirit of 
  the original text remains intact.
  So, whether you are an experienced anthropologist or new 
  to the North Hanninah, your academic career is about to 
  take a fascinating turn. Just beware—on one of those long 
  nights camped beneath the stars, you may feel an icy touch 
  on the back of your neck, or hear a voice from the woods 
  calling your name…
  —Gavin Inglis, March 2019
  FOREWORD TO 
  THE NEW EDITION
  5
  
  6
  Y
  ou’ll need a pencil, scratch paper, dice, and the Call of 
  Cthulhu Rulebook or Starter Set (7th Edition).
  Don’t read this book through from beginning to 
  end! Each entry is numbered, and at its end can be found 
  instructions for where to go and what to read next. You may 
  have to make a choice or attempt a skill roll to see what 
  happens. Occasionally, you may be asked to record a keyword 
  to mark a significant incident in your adventure. Do not 
  carry these keywords over to subsequent playthroughs.
  Your character may have to deal with physical or mental 
  trauma. Although these need not end your adventure, they 
  will interrupt what you are doing. If you sustain a major 
  wound and fall unconscious, make a note of your current 
  entry number, ignore the current text and immediately go 
  to 191. In the event of temporary insanity, go to 39; for 
  indefinite insanity, go to 364; for permanent insanity, go to 
  550. These references are included on your character sheet.
  DR� NADELMANN
  You may play Dr. Nadelmann as a man or a woman. Decide 
  this before you begin your expedition.
  You are the youngest PhD to be tenured at Miskatonic 
  University, in Arkham, Massachusetts. You are a rising star in 
  the new field of cultural anthropology; even your European 
  counterparts are impressed by your cascade of learned 
  articles. Your theories are exciting, your classes are always 
  full, and your students idolize you. Previous expeditions on 
  your résumé have been just sensational enough to draw the 
  favorable attention of the press to the university in general, 
  and to the department of anthropology in particular. Rumors 
  abound about large private endowments for your specialty. 
  Your department head and collegiate administrators often 
  invite you to dinner.
  Dr. Nadelmann’s investigator sheet can be found on 
  page 110. You may allocate 360 points among Nadelmann’s 
  professional skills—these are: Anthropology, History, Library 
  Use, Natural World, Other Language, Own Language 
  (English), Psychology, and Persuade. Your character must 
  have at least 75% in Anthropology.
  Nadelmann also has 180 points of personal interest skill 
  points to spend. Allocate these as you like, but for fieldwork, 
  you might want to consider Firearms (Rifle/Shotgun), 
  Navigate, Pilot (Boat), and Survival (Woodland).
  GETTING 
  STARTED
  6
  Lauren Nadelmann
  
  7
  ALONE AGAINST THE FROST
  PLAYER COMPANIONS
  The Nadelmann Expedition is a party of five. You have the 
  help of Charlie Foxtail—a local guide—along with Bernard 
  Ebstein, Sylvia Davidson, and Norman Falkner, your graduate 
  students from the university. Their investigator sheets can be 
  found on pages 112–120.
  If you need to make a skill roll, and one of your companions 
  is present and awake, you may choose to have them make the 
  roll instead. For example, Charlie has an excellent score in 
  Listen; as long as Charlie is able to help, you may roll on her 
  skill instead of Nadelmann’s. You may only attempt the skill 
  roll once, however.
  Should combat arise, your companions may help you. Allot 
  damage on your side as evenly as possible. Dr. Nadelmann 
  may elect to take extra damage to protect the students. A 
  companion’s hit points must not be reduced below zero in 
  combat unless the text allows for the possibility of their death. 
  Should a companion be reduced to zero hit points, they fall 
  unconscious and revive if Nadelmann survives the fight.
  You may wish to note if a companion disappears or dies.
  Using Luck Points
  It is recommended that you use the optional Spending Luck 
  rule. This rule allows you to spend your Luck points to alter the 
  result of skill or characteristic rolls. You may alter a roll on a 
  1-for-1 basis (e.g. to adjust a roll of 49 to make the result equal
  to your skill of 45, you would spend 4 points of Luck), with
  any spent Luck then deducted from your current Luck total.
  Remember! You cannot spend Luck points to alter Damage
  rolls, Luck rolls, Sanity rolls, or rolls to determine the amount
  of Sanity points lost.
  You may spend Dr. Nadelmann’s personal Luck points to 
  succeed at a failed skill check; however, there will be very few 
  opportunities to recover Luck out in the woods, and you are 
  likely to need some Luck along the way, so do this at your peril.
  Combat
  When in combat, your opponent’s fighting skill will be noted 
  in the following format: “50% (25/10).” 50% is the Regular 
  attack roll, while the numbers in parenthesis (25/10) denote 
  the half (Hard) and one-fifth (Extreme) success levels for 
  determining who won the combat round (i.e. who got the best 
  level of success). Within the entry, any damage suffered from 
  being hit is shown (roll the damage die indicated to determine 
  how many hit points Dr. Nadelmann or a companion loses). 
  Should Dr. Nadelmann suffer enough damage to cause a major 
  wound and/or fall unconscious, consult the entry below—this 
  entry number is also noted on Dr. Nadelmann’s character sheet.
  • Unconscious with a major wound: go to 191. 
  Insanity
  Apart from the threat of injury and death, your sanity may be 
  assaulted by strange and incomprehensible things while on the 
  expedition. Keep a record of Dr. Nadelmann’s Sanity points 
  and apply Sanity losses as normal. In some cases, the results of 
  insanity are directed in the entry text; otherwise, at any other 
  point, should you reach the threshold for temporary, indefinite, 
  or permanent insanity, consult the following entries as necessary 
  and continue from that point—these entry numbers are also 
  noted on Dr. Nadelmann’s character sheet. You do not need 
  to keep a track of your companion’s Sanity points. Note that 
  phobias and manias are not utilized in this scenario.
  • Temporary insanity: go to 39. 
  • Indefinite insanity: go to 364. 
  • Permanent insanity: go to 550.
  A NOTE ABOUT THE ENTRIES
  The entries are numbered consecutively from 1 to 654. All 
  entries present information in the same way.
  1. The entry number is in large bold numerals.
  2. Details describe the scene or briefly comment on a situation.
  3. After that, the entry might instruct you to go to a certain
  entry or ask you to choose an action or to roll a die, which
  have different outcomes.
  4. The parenthesized number or numbers at the end of each
  entry are “trace numbers,” showing the entries which you may
  have come from in order to have arrived at the present entry
  (allowing you to backtrack if necessary). 
  5. Occasionally you will encounter the phrase “THE END.” This
  signifies that your investigator is doomed and the adventure
  is over. Sometimes it means you have won, of course. But not
  very often. If you failed in this attempt, try again.
  
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  8
  ALONE AGAINST THE FROST
  Y
  ou, Dr. L. C. Nadelmann, have long been fascinated 
  by the prehistory of North America, particularly 
  the Big Woods of the North. The Canadian 
  wilderness remains as unexplored as the Amazon Basin, 
  and hunters, trappers, and gold-seekers tell hair-raising 
  stories of the peoples in the area. Of course, they also tell 
  tales of terrifying demons and other exotic fantasies. The 
  time is right to bring a rigorous academic perspective to 
  the Big Woods. The truth hidden there is doubtless more 
  fascinating than any travelers’ yarn.
  For over a year you have petitioned your department to 
  finance a modest summer exploratory trip into Canada’s 
  Northwest Territories. Now, at last, your funding has been 
  approved and you make your preparations to leave at the end 
  of the spring semester. Many of your graduate students are 
  eager to go, but you can take only three.
  You have chosen to explore the valley of the North 
  Hanninah; in the local dialect, “Hanninah” means “the river 
  of magic power.” The yarn-spinners have worked overtime on 
  the legends of the North Hanninah. It is said to be haunted 
  by invisible presences and bloodthirsty headhunters; a part of 
  the valley where a party of prospectors was found beheaded 
  is still known as “Headsman’s Glen.”
  Your small expedition takes the train into north-central 
  Canada and then boards a chartered launch to Great Slave 
  Lake and down the Mackenzie to Fort McDonald, where an 
  outpost of the Royal Canadian Mounted Police represents 
  the sole power of civilization amidst many thousands of 
  square miles of mountains, lakes, taiga, and swamp.
  Fort McDonald is a trading post for trappers and Natives. 
  The best route into the valley of the North Hanninah 
  is upstream by canoe, following the West Branch of the 
  Mackenzie, to the mouth of the tributary you seek. A single 
  bark canoe of excellent make has been reserved for you, as 
  well as all the basic gear that your summer trip requires. 
  Officials tell you that guides are reluctant to venture 
  into the North Hanninah—the local peoples have always 
  shunned the region and most of the white men who dared to 
  trespass upon the “river of magic power” never returned. Still, 
  you locate a tough professional guide named Charlie Foxtail. 
  She narrows her eyes upon hearing of your destination but is 
  persuaded by the high wages you are offering.
  Finally, all is ready to go.
  To begin your adventure, go to 1.
  ALONE AGAINST 
  THE FROST
  8
  Lawrence Nadelmann
  
  9
  ALONE AGAINST THE FROST
  1
  After a few days on the West Branch of the Mackenzie, the 
  stuffy corridors of Miskatonic University seem very far away. 
  Sun stipples the water, from the glare of midday to the gentle 
  burn of sunset. Caribou gaze at you from the shore; ahead, a 
  heron drags an unfortunate stickleback from the shallows. It 
  would feel like a vacation, were it not for the relentless demand 
  of the paddle.
  Each day makes the students more adept at keeping time 
  with you and Charlie. Your supply of gasoline is limited, so you 
  run the outboard motor as seldom as possible. Sun and wind 
  grant Bernard the outdoor complexion he desires. 
  You locate the tributary one evening, just as the light begins 
  to fail. Next day, you launch into the North Hanninah. The 
  Ram Mountains loom in the distance, through a heat haze. At 
  this latitude, the summer nights are so short that darkness gives 
  the waterways no time to cool. Norman wipes sweat from the 
  back of his head.
  The North Hanninah is a rougher river than the West 
  Branch. Its floodplain is obstructed by sandbars, hills of 
  driftwood, shingle islands, and forests of dead trees rooted 
  in the mud. The current points all of them downstream, like 
  arrows warning you to turn back. 
  Sylvia turns to your guide. “Charlie? Does your people live in 
  this area?”
  Charlie grunts and watches the water. For a moment it seems 
  she will not answer. Then, she looks at Sylvia. “At one time. Now, 
  only outcasts. We will avoid them.”
  Sylvia frowns. “Why are they…?” 
  But Charlie raises a hand. From ahead, slowly building, 
  you hear the roar of rushing water. “This is the place of the 
  splitting water,” she says. “Here, the river is alive. Each day it 
  makes itself new.”
  Make a Luck roll: if you succeed, go to 2; if you fail, go to 3.
  (Beginning)
  2
  The expedition spends the day working through a baffling 
  network of waterways. Sometimes you are forced to back 
  down impassable channels to find an easier way; sometimes 
  you blunder across the heads of powerful chutes and are swept 
  along with them. At certain points, your party has to wade in 
  waist-deep water, inching the craft along by hand.
  You pass labyrinths of wooded islands, fast water, and drift. 
  Finally, you select a peaceful backwater in which to moor and 
  make camp for the night.
  Roll 1D10: if the result is even, go to 4; if the result is odd, go to 5. 
  (1, 6, 25)
  3
  The river batters your craft from every side. No matter which 
  way you turn, it gets worse. The canoe bucks like a saddled 
  buffalo, bounding over sets of snaggling rapids. You eye peaks 
  and teeth that could tear out the belly of your craft.
  Make a Pilot (Boat) roll: if you succeed, go to 6; if you fail, go to 7. 
  (1)
  4
  You take first watch that night, while the others sleep after an 
  exhausting day. The brief darkness is disturbed by the splash of 
  beavers in the stream, the trilling of insects, and the hoot of a 
  great gray owl.
  Make a Listen roll: if you succeed, go to 9; if you fail, go to 8.
  (2)
  5
  Your first night along the North Hanninah passes without 
  mishap. You must now decide whether to press on hard to 
  penetrate deep into the region or set a more leisurely pace, 
  exploring as you go.
  To press on, go to 10. To take your time, go to 11.
  (2)
  6
  Your skill and your party’s earnest support saves the trip from 
  an early disaster. Your group manages to maneuver the canoe 
  out of the boil and cross over into another channel, where the 
  passage proves much easier.
  Go to 2.
  (3)
  7
  The river strikes your fragile vessel with a titanic uppercut, 
  upending it and hurling your party into the surging boil.
  Make a Luck roll: if you succeed, go to 12; if you fail, go to 412.
  (3)
  
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  ALONE AGAINST THE FROST
  8
  You hear nothing to disturb your watch. At midnight, you yawn 
  and cross the tiny circle of firelight to where Bernard Ebstein 
  sleeps, whispering to wake him up. When the student makes no 
  sound, you probe the shadows with the toe of your boot. You 
  feel only sandy soil beneath the empty blankets.
  Concerned, you repeat Bernard’s name, louder. The other 
  members of your party scramble out of their bedrolls, bleary 
  and asking questions.
  “Be silent!” barks Charlie. She takes a brand from the campfire 
  and holds it aloft, passing it over the ground surrounding 
  Bernard’s blankets. She pauses. The brand trembles in her 
  brown, leathery fist.
  Even your amateur eye can spot the marks impressed into 
  the earth. You ask Charlie if they are the tracks of a raccoon.
  “Not a raccoon,” the guide whispers in an odd tone. She says 
  no more. Can you convince her to open up?
  Make a Persuade roll: if you succeed, go to 14; if you fail, go to 15.
  (4)
  9
  As you listen, you hear a peculiar scurrying in the undergrowth. 
  Just beyond the glow of the campfire, something is moving. 
  The sound stops near the spot where your graduate assistant, 
  Bernard Ebstein, is snoring faintly.
  You pick up a weapon and pad through the silence. A heavy 
  sky blocks the moon and stars. It is only by a sudden flaring 
  of the fire that you see the intruders—tiny figures walking 
  upright! You have only an instant to decide what to do.
  If you shoot at the intruders, make a Hard Firearms (Rifle/
  Shotgun) roll because of the conditions. If you hit your target, go to 
  16. If you miss or do not shoot, go to 17.
  (4)
  10
  At dawn, you set off again. The day turns into a scorcher; rocks 
  in the stream are hot to the touch. There is beauty under the 
  shimmering heat, too. The wet sands by the water’s edge are 
  hidden under a vibrating carpet of blue—a host of small azure 
  butterflies basking in the warmth.
  Pausing a moment from your canoeing, you scan the shores 
  for any sign of life. You catch a flash of someone standing by 
  the river shore, half-hidden by a bushy juniper. Before you can 
  adjust your binoculars, the stranger is out of sight.
  To paddle to shore to investigate, go to 18. To continue on until 
  camping time, go to 20. 
  (5, 35, 492)
  11
  A little back from the shore, the faint stench of sulfur wafts out 
  of the mouth of a narrow canyon. You have read about possible 
  hot springs in the Hanninah region. It is very tempting to 
  formally discover them.
  To stop and explore, go to 19. To continue on, go to 20.
  (5, 492)
  12
  Your four companions manage to hold onto the battered canoe. 
  The current carries them to a drift-strewn sandbar. Charlie gets 
  the students to safety as you fight the rushing water. Thick with 
  debris, it tosses you around.
  Bernard Ebstein
  
  11
  ALONE AGAINST THE FROST
  Make a Swim roll. If you succeed, go to 13. If you fail, take 1D6 
  damage, then go to 13. If you fumble the roll, you are swept to 
  your death in the churning waters of the North Hanninah. The 
  Nadelmann Expedition is over. THE END.
  (7)
  13
  You struggle to shore. Your students cheer, but in their faces you 
  can see it strike home: the difference between a field trip and a 
  warm lecture room.
  Your group has lost many of its supplies and some of its 
  weapons to the river. Norman takes stock. All your knives are 
  safe, but the hatchets and rifles were packed separately. You 
  search for the lost items.
  If you took damage in the river, you may attempt a First Aid roll. 
  If you succeed, recover 1D3 damage. Lose 1D3 of your hatchets. You 
  have 1D3+1 rifles left. Choose how to distribute them between the 
  members of the party. Now make a Luck roll: if you succeed, go to 
  25; if you fail, go to 22. 
  (12) 
  14
  Your gentle persistence breaks down Charlie’s reserve. “Puk-
  woogies,” she murmurs. “The Little Ones of the Night. They do bad 
  magic, turn invisible, walk through stone. Once, my father saw a 
  puk-woogie—the night a child vanished from our village. Around 
  the cabin were tracks like these.”
  Charlie tails off, staring into the past. It seems best to 
  call for action. You instruct the party to fetch weapons, stay 
  together, and begin a search for Bernard. Charlie snaps back 
  to the present.
  Make a Track roll for Charlie: if she succeeds, go to 23; if she fails, 
  go to 24.
  (8)
  15
  “I know nothing! Nothing!” Charlie bellows, deeply agitated. You 
  calm her with some difficulty. Once she subsides, you turn to 
  Norman and ask him to arrange a search for Bernard.
  You glance back at the sullen Charlie. You could really use 
  her woodcraft skills. But can you depend on her?
  Make a Psychology roll: if you succeed, go to 27; if you fail, go to 29.
  (8)
  16
  Your rifle cracks and you hear a high-pitched squeal like 
  that of a frightened piglet. Your companions struggle from 
  their bedrolls, all shouting at once. You explain that you shot 
  something next to Bernard.
  Charlie plucks a flaming brand from the fire and approaches 
  the bewildered student. With a frown, she pauses over something 
  in the bracken. She gasps and staggers back, shielding her face. 
  You come up beside her, to see what you have hit.
  It is a strange, diminutive figure, almost human, but with 
  exaggerated, sculpted features. In the flickering light from the 
  brand, its skin seems colorless, gray. It has very long fingers and 
  odd feet, almost like hands.
  “A puk-woogie!” Charlie grabs you. “This is an evil Little One 
  of the Night! If there is one, there will be more! Professor, we must 
  leave this valley!” 
   The figure is fascinating. But Charlie does not seem like 
  a woman who is easily scared. The students look to you for 
  a decision.
  To argue with Charlie, go to 30. To agree with her, bury the little 
  figure, and return downriver, go to 165.
  (9)
  Charlie Foxtail
  
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  19
  You tie the canoe to the bank and lead your party up the 
  canyon. A warm stream runs along its floor, and the rocks along 
  the edges are heavily caked with precipitated minerals of white, 
  gray, and yellow hues.
  The farther you advance between its narrow banks, the more 
  desolate the scene. The vegetation struggles in youth and goes 
  to an early death. Gray dust coats the brittle sticks of strangled 
  saplings. You kneel over a stone furred with yellow-and-white 
  crystals and scrape a sample of the deposits into a small glass 
  vial with your hunting knife. You suppose that they are nothing 
  remarkable, though this is not your area of expertise. Finally, 
  you snap a few photos of the scene with your box camera.
  To explore further up the canyon, go to 64. To return to your canoe 
  and continue upriver, go to 20. 
  (11)
  20
  Paddling is a familiar rhythm now, and you permit periods of 
  rest using the outboard motor. Your determined group proceeds 
  mile after mile toward your primary goal—Headsman’s Glen.
  The valley is crowded in by steep hills, small mountains, 
  and rough stands of jack pines, black spruces, and balsam 
  firs. Following Charlie’s advice, your party sets up a semi-
  permanent camp, giving access to fish and game as well as 
  some refuge should the local peoples prove hostile. In the 
  days that follow, your party makes periodic excursions, seeking 
  evidence of human inhabitants. It begins to look like you will 
  be disappointed.
  If any of your party require healing, you may restore 1 hit point each. 
  Then, go to 21.
  (10, 11, 18, 19, 37, 434, 459, 497, 532, 556)
  21
  Following another day of fruitless exploration along the floor 
  of the valley, your party fixes a hearty supper of stone-baked 
  biscuits, jerky, and beans. Gnats and mosquitoes swarm close, 
  but the smoke from your fire drives the worst of the pests 
  away. While you eat, you notice Charlie has withdrawn from 
  the group. You attempt to include her by asking if she has any 
  campfire songs or hair-raising stories. 
  “It is bad luck to speak of such things,” she grunts. “The woods do 
  not like to be mocked.”
  She gets to her feet and scans the perimeter of the camp, 
  sniffing the air. You raise an eyebrow.
  17
  Startled, the apparitions vanish into the brush. You yell to 
  wake your comrades. They spring from their bedrolls, rifles in 
  hand. “What is it, Doc?” gasps Ebstein. You explain that you saw 
  strange little beings standing over him as he slept.
  Charlie gasps. “We cannot stay here now. We must leave the 
  North Hanninah!”
  You ask her to explain, but she only shakes her head. Charlie 
  does not seem like a woman who is easily frightened.
  To draw her out, make a Persuade roll: if you succeed, go to 35; if 
  you fail, go to 26.
  (9)
  18
  When you turn the canoe toward shore, Charlie grabs your 
  arm. “Professor. My people avoid this valley. It is under a curse. Do 
  not chase the devils who inhabit it.”
  It is not the first time you have heard such superstition 
  from a guide. But there is an urgency to Charlie’s words that 
  unsettles you.
  To follow her advice, go to 20. To enter the valley, roll 1D10: if the 
  result is even, go to 36; if the result is odd, go to 499.
  (10)
  Norman Falkner
  
  13
  ALONE AGAINST THE FROST
  “Moose,” she says, before you can frame your question. “It is 
  nothing. It is time we went to bed.”
  You draw in a deep breath, scenting nothing but the food, the 
  smoke, and the fresh odor of the river. Nonetheless, Charlie’s 
  manner has affected your party’s mood and they are ready to 
  call it a day.
  To take the first watch yourself, go to 40. To trust it to Bernard, go 
  to 46. 
  (20)
  22
  A thorough search of the river fails to turn up your missing 
  supplies. The canoe is beyond repair without a workshop—
  something you are unlikely to find in the wilderness.
  The weather turns against you; the thunderheads unleash 
  lightning and stinging torrents of cold rain. Charlie returns 
  from a survey, rain streaming from her braids. “A cave, Professor. 
  A hundred paces in that direction.” 
  Your party is already soaked through by the time you reach 
  the cave, but its walls provide some respite from the lash of 
  the storm. With the canoe gone, the expedition is in jeopardy. 
  It took a long time to raise the resources for this one, and you 
  have already come so far.
  Record the keyword BAREFOOT. To continue the expedition, go 
  to 31. To build a raft and float back down the river to the West 
  Branch, go to 51.
  (13)
  23
  Following subtle signs, Charlie leads your party along muddy 
  ravines, over stony moraine ridges, and through silent stands of 
  red pine. The air is damp and musty with the smell of decaying 
  wood. The coiled new leaves of lady ferns thrust up in thickets 
  along your route, opening like fingers from unclenching fists.
  Charlie sees it first and freezes. Sylvia gives a shrill scream.
  Bernard dangles between two small aspens, to which his 
  wrists are tied. His head is nowhere to be seen. It has been 
  cleaved off at the shoulders.
  “The stories about this river,” Norman hisses, “They’re true.”
  “We must get out of this valley,” Charlie declares. “We must go, 
  or we will die like him!”
  To insist on seeking Bernard’s killers, go to 137. To retreat from the 
  valley, go to 32.
  (14, 28)
  24
  Either Bernard’s abductors have concealed their trail, or Charlie 
  is deliberately failing to track them. You ought to continue, but 
  the Big Woods feel vast and overwhelming.
  To leave the valley in defeat, go to 32. To continue the search, go 
  to 52.
  (14, 28)
  25
  By a miracle, you find the lost packs not far away, caught in a 
  drift pile. Charlie nods. You look at your graduate students and, 
  for the first time, wonder if they are ready for this.
  Restore all the weapons you lost. To press ahead with the expedition, 
  go to 2. To turn back, go to 513.
  (13)
  Sylvia Davidson
  
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  26
  The argumentative style that serves you so well at Miskatonic 
  University does not wash with your Native guide. Charlie nods 
  at your words but makes no response, and you become weary 
  of trying. Eventually, you let her deal with it in her own way.
  “I do not feel like sleep tonight, Professor,” she says. “I will take 
  the next watch.”
  Something about her tone disturbs you. Make a Psychology roll: if 
  you succeed, go to 410;  if you fail, go to 409.
  (17)
  27
  Your interpretation of Charlie Foxtail’s behavior convinces you 
  she intends to desert during the night. Perhaps you can argue 
  her into a more rational state.
  Make a Psychoanalysis roll: if you succeed, go to 28; if you fail, go 
  to 29.
  (15)
  28
  Once engaged, Charlie watches your eyes as if hypnotized. 
  After a long talk, she shrugs, pained. “You speak the truth, 
  Professor. Sometimes the legends of my people are just stories. I 
  am… rational, like you.” She stands up and begins to look for 
  the missing student.
  Make a Track roll for Charlie: if it succeeds, go to 23; if it fails, go 
  to 24.
  (27)
  29
  “No!” shouts the distraught Charlie. “You do not understand! We 
  must leave this valley at once! It is madness to stay!”
  To accept defeat and go home, go to 32. To let the superstitious guide 
  sulk in camp while you lead the others in a search, go to 52. 
  (15, 27)
  30
  You turn in for the night, your thoughts racing with the 
  discovery of a new species. Perhaps you should have taken your 
  guide’s distress more seriously. In the morning Charlie and the 
  small cadaver are gone—and with them the canoe. She has, 
  however, left your group its share of the weapons and supplies.
  Record the keyword BAREFOOT. To continue your explorations 
  without a canoe or guide, go to 604. To follow the river bank back 
  down to the West Branch and civilization, go to 158.
  (16, 499)
  31
  Once the rain stops, you gather the students in the cave mouth 
  and make a short inspirational speech to raise their spirits. Your 
  party offers suggestions about the best way to proceed. Charlie 
  and Bernard emphasize the advantages of the sheltered cave 
  as a base to explore the local environment; Sylvia and Norman 
  would like to keep moving.
  If any of your party require healing, you may restore 1 hit point each. 
  To explore the cave’s depths, go to 50. To look for interesting features 
  in the vicinity, go to 98. To pack up and move on, go to 434.
  (22)
  32
  Charlie works the motor and the rest of your group pitch 
  in with paddles. You spend a peaceful first day returning 
  downriver. The next day out, a downpour turns the water 
  savage, whisking you around a cliff-bound bend and down a 
  mile-long sequence of rapids.
  Make a Pilot (Boat) roll: if you succeed, go to 411; if you fail, go 
  to 412.
  (23, 24, 29, 42, 44, 71, 73, 74, 155, 459, 523, 526)
  33
  Although your expedition has failed to produce any hard 
  evidence, your reputation is such that Miskatonic University 
  does not hold it against you. However, as the Great Depression 
  sets in, you find it more difficult to fund new projects. The bizarre 
  stories you have to tell of the North Hanninah are greeted with 
  enthusiasm by the sensationalist press, but skepticism by your 
  colleagues. As things go, your career manages to survive your 
  Hanninah experience.
  The Nadelmann Expedition is over. THE END.
  (418, 430)
  
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  34
  Your party makes good progress, but then more trouble strikes 
  as the craft rakes a sharp, submerged object. The river spurts 
  through a gash in the bottom. Your party manages to get the 
  supplies and the wreck to shore.
  You take the opportunity to chow down on squirrel stew. 
  Suddenly, you hear a rattle among the iron utensils. You and 
  the others stare at the vessels shuddering, spinning around on 
  the flat boulder on which they sit, tipping and bouncing to 
  the ground.
  “An earthquake?” Norman ventures. You shake your head. The 
  water is untroubled in the stream and the trees are still. On a 
  hunch, you take the compass out of your pocket. The needle is 
  gyrating so wildly you fear it will break.
  “A magnetic disturbance?” Sylvia suggests.
  “Ithakwanni!” Charlie’s fingers grip the earth. “The Great 
  Wind-Walker is near!” She looks ready to desert you.
  Make a Psychoanalysis roll: if you succeed, go to 62; if you fail, go 
  to 61.
  (411)
  35
  You manage to calm down the distraught guide. “You speak 
  the truth, Professor,” she says. “My people tell these stories to our 
  children. But I am… rational, like you.” After a few moments, 
  she draws closer and lowers her voice. “The tracks are like some I 
  saw when I was a girl. The night before, a child of our village had 
  vanished.” A hint of fear returns to her eyes. “They say that when 
  someone is taken by the Little Ones—the puk-woogies—they do not 
  come back. Or worse, they do come back. But they are not the same.”
  Although skeptical, you listen to Charlie’s stories with 
  patience. Talking it out has helped your guide, and she is fit 
  to go on.
  Go to 10.
  (17)
  36
  A white man in a checkered coat is sprawled under a bush. 
  Blood spills from his mouth. He looks like he is at the point 
  of death.
  Roll 1D10: if the result is even, go to 37; if the result is odd, go to 
  497.
  (18)
  37
  As you kneel beside the dying man, his hand shoots up and 
  grips your jacket collar. “Beware,” he rasps. “Little Indians… 
  Gray men. Up there… They got Jake… Oh, God…” 
  His fingers loosen and his arm drops to the ground. He has 
  stopped breathing.
  To follow his blood trail, go to 498. To turn back, go to 20.
  (36)
  38
  Grim-faced over the loss of Sylvia, you and Norman confer and 
  agree you must pursue this astonishing opportunity. You head 
  into the heart of the hidden valley. 
  Go to 63.
  (277, 483, 528)
  39
  When you come to, you are lying on a hard bed of pebbles 
  beside a small, deeply incised stream. Suddenly, your head is 
  filled with visions of the terrors you have encountered. You sit 
  bolt upright, scanning the dense, skeletal stands of aspen and 
  paper birch on either side of the ravine. As far as you can tell, 
  you are alone and in no immediate danger.
  You check your weapons and find nothing but your hunting 
  knife, still in its sheath. You decide to stay where you are until 
  morning, in the faint hope that someone will find you. By the 
  time the mists are burned off by the morning sun, you give up 
  that hope. You are on your own.
  Go to 67.
  (72, 264)
  
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  40
  Your watch passes without incident. But later, you shiver in your 
  sleep. The chill is brought home to you when Charlie reaches 
  into your small tent and shakes you awake.
  “Professor, come quickly,” the guide snaps. You throw on your 
  jacket and follow her. Outside, you stare at the grass, the stones, 
  the needles of the conifers: all are gray with a frosty rime. This 
  seems impossible. It is still summer.
  “Look,” Charlie croaks, pointing to the spot where Bernard 
  sat down to begin his watch.
  The graduate student lies half-hidden behind a stump, 
  curled up. You gasp. Ebstein has been reduced to a shrunken, 
  flabby, drooling thing. His bloodless forehead is caved in like a 
  deflated basketball. How he can still be alive in that condition 
  is beyond your ken.
  Sylvia brings a blanket, and you wrap Bernard in the heavy 
  wool. As you do so, you notice a somewhat repugnant odor 
  in the cold air. When you grasp the young man’s jacket, your 
  fingers slip from a grayish grease that coats him.
  To confront this mystery and perhaps seek revenge, go to 41. To flee 
  the valley in terror, go to 43.
  (21)
  41
  You and Charlie search the area for clues. She finds some very 
  strange tracks leaving the camp. They follow a straight line 
  as if made by a one-legged hopper. The prints are round and 
  convex. Each gives off a faint bluish vapor and is glazed with 
  ice. You scratch around one track with your knife, to find out 
  how deeply the ice extends. Frustrated, you dig with the blade, 
  only to find a rock-hard column of ice and sand that seems to 
  have no end.
  The warmth of the morning sun evaporates the rime 
  surrounding the camp but does not melt the ice in the tracks. 
  You feel an increasing headache, a complaint echoed by all 
  three of your otherwise sound companions.
  Following the round tracks out of camp adds to the mystery. 
  Where they cross streams, they leave icy circlets at the bottom 
  that the running water has not worn down.
  The prints show that where the intruder’s feet touched solid 
  matter, they annihilated it. In one place, where a track steps on 
  Bernard’s hatchet, a circle of steel has vanished, blinked cleanly 
  out of existence. What in God’s name are you up against?
  Charlie tags after you and babbles legends about the killer 
  who comes with cold. “You do not want to find what you seek,” 
  she says. “I will leave this place! You and the young people must 
  return with me to Fort McDonald—or I will go alone.”
  To let Charlie go while you search alone for the cold-killer, go to 69; 
  to listen to her urgings, go to 42.
  (40)
  42
  This time you realize Charlie is talking sense. You go with 
  Norman to Bernard’s tent to move the wretch to the canoe. 
  When you throw open the flap, you discover Bernard is gone. 
  His tracks lead down to the Hanninah and vanish at the 
  riverbank. Your hasty search turns up nothing. It seems he 
  wandered away in his delirium and drowned.
  Your group hurriedly packs the canoe.
  Go to 32.
  (41)
  43
  You and the others gather your gear in haste and place it in 
  the canoe with Bernard. Charlie revs up the motor, burning an 
  extravagant amount of fuel in her eagerness to get away from 
  the haunted shore. With all eyes fixed on the forbidding banks 
  of Headsman’s Glen, no one sees Bernard’s body quicken—
  until it is too late.
  Norman yells as the stricken youth springs at him, clawing 
  with his nails, snapping with his teeth, howling like an animal. 
  His lunatic struggle threatens to capsize the canoe!
  You, Charlie, and Sylvia grab at Bernard together.
  Make DEX rolls for Charlie, Sylvia, and yourself. Total the STR 
  scores of everybody who succeeds. Use that total to make an opposed 
  skill roll against Bernard’s insane strength of 93. If you overcome 
  Bernard, go to 44; if not, go to 45.
  (40)
  44
  Your party manages to wrestle Ebstein away from Norman. 
  He topples over the side of the canoe. As the splash drenches 
  your group, Bernard sinks into the swift current. For an instant 
  you glimpse him, swimming with strange strokes near the dark 
  bottom, and then nothing. Norman is scratched and shaken by 
  the attack, but otherwise unharmed.
  Go to 32.
  (43)
  
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  ALONE AGAINST THE FROST
  45
  The canoe lists to the right, flinging all of you into the cold 
  waters of the North Hanninah. Charlie swims to Bernard, 
  who still clings to Norman, and wraps a choke-hold around 
  the berserk student’s neck. Bernard lets Norman go, clawing at 
  the guide’s eyes. Before any of your floundering party can help, 
  Charlie and Bernard vanish beneath the surface. They do not 
  rise again.
   You crawl out of the water with Norman and Sylvia. The 
  canoe is quickly swept away, but some of your supplies wash up 
  on the nearby shore.
  Record the keyword BAREFOOT. Consider rifles, knives, and 
  hatchets in turn, and roll 1D3 to see how many your party has left. 
  Go to 324. 
  (43)
  46
  Leaving Bernard Ebstein on watch, your party turns in, each 
  to their own small tent. You throw your eiderdown roll over a 
  mat of branches and cover it with a sheet. Yawning, you take a 
  last look outside; the camp is bedded down and everything is 
  in its place.
  That night you dream of walking naked across a snowfield. 
  Your shivering becomes more pronounced with every step you 
  take. When you wake in your sleeping roll, you realize the 
  temperature, at least, is no dream. Frigid branches crack outside, 
  tossed by frosty gusts. But you hear something else: a breathy, 
  chilling voice on the wind. It whispers two clear syllables, like 
  ancient wilderness given speech: “Eb-stein.”
  You tell yourself it is only one of your companions calling 
  the graduate student. But it comes again, and you know it is no 
  earthly sound: “Eb-stein!”
  You rise, throw on your jacket, and seize your weapons. As 
  you lift the tent flap, you see Bernard at the camp’s edge, staring 
  into the woods. He gives an unintelligible shout and darts into 
  the blackness of the encroaching trees.
  To run after your student, go to 47; to rouse the rest of the party 
  first, go to 71.
  (21)
  Bernard attacks Norman in a monstrous rage
  
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  47
  If you let Bernard run, you may lose him forever in the dark 
  maze of trees and sloughs. You dash after him, yelling his 
  name. Ahead you hear running steps, snapping brittle brush 
  and frosted grass. You cannot explain this unseasonable cold 
  snap, but you can spare no time to think on it.
  Now, you hear a second runner join the first. The ground 
  shudders with footfalls that could come from no creature 
  smaller than a moose. Abruptly, the sounds of running cease. 
  Under faint moonlight, you break into an empty clearing.
  A piteous cry rings forth from the sky overhead: “Oh! The 
  height! My feet! My burning feet!”
  To look up toward the shout, go to 72. To cover your ears, shut your 
  eyes, and wait until the plaintive appeal is gone, attempt a POW 
  roll; if you succeed, go to 49; if you fail, go to 48. 
  (46)
  48
  The woods warm up as night recedes, but as dawn breaks, you 
  realize that you are lost in the Canadian wilds. You stay where 
  you are for the remainder of the day, dining on blueberries. The 
  fall of darkness and the arrival of a second dawn make your 
  isolation clear.
  Go to 67.
  (47, 109)
  49
  Despite the hasty pursuit, you readily find your way back to 
  camp. The temperature has returned to normal, and your 
  anxious comrades bombard you with questions. What you tell 
  them about Bernard shocks them deeply. Charlie, in particular, 
  is affected.
  “My people know this as the Great Wind-Walker, Ithakwanni—a 
  mighty spirit. Sometimes it takes a man, changes him...” The guide 
  is unwilling to say more.
  To encourage her to tell the whole story, make a Persuade roll: if you 
  succeed, go to 73; if you fail, go to 74. 
  (47)
  50
  Charlie volunteers to explore the rear passages of the cave 
  and asks Bernard to go with her. Meanwhile, you, Norman, 
  and Sylvia put together a rustic camp in the forward section 
  of the cavern.
  Building a shelter helps the students relax, and you look up 
  in pleasure when you hear Norman laugh at some joke made 
  by Sylvia. Their lighthearted banter is cut short when howls of 
  terror echo from deep within the caves.
  With weapons ready and torches in hand, the three of you 
  follow a route carefully marked by Charlie. The rocks underfoot 
  turn slick and you discover a permanently frozen ice cavern, 
  the ice resembling flowstones and stalactites. Within, you see 
  a litter of wild caribou bones glittering with crystal hoarfrost. 
  Dozens of animals perished here. The idea is unsettling.
  Beyond the bones lies a terrible sight. Bernard Ebstein 
  sprawls across a pile of bones, a small dart protruding from his 
  shoulder. A quick inspection shows that he is dead. You remove 
  the dart. It ends in a small flint arrowhead, like the kind used 
  to hunt birds back in the day. It is so small, and the wound 
  so shallow, it couldn’t have killed him unless it was poisoned. 
  There is no sign of Charlie.
  Norman and Sylvia are speechless with shock. It feels 
  like defeat to turn back, but can you risk the lives of your 
  remaining students?
  To continue the expedition, go to 75. To return to civilization, go 
  to 324.
  (31)
  51
  Two days of work, using improvised tools and methods, 
  produces a raft fit to dare the rough waters of the lower 
  Hanninah. Your party loads its meager possessions and poles 
  out into the hazardous channel.
  In the days that follow, you struggle down canyons and 
  rapids, but the raft holds. Perhaps you become overconfident, 
  for in a particularly formidable patch of whitewater, the raft 
  bounces on a surge and then plunges bow-first.
  Go to 165. 
  (22, 155, 160, 460)
  
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  ALONE AGAINST THE FROST
  52
  After a fruitless search through the twilit bush, you and your 
  students return to camp, to find that the canoe has disappeared. 
  Charlie is gone, and she has taken some of the supplies.
  The students exchange a look. You struggle to hide your own 
  dismay. You must be strong for their sake.
  Record the keyword BAREFOOT. Go to 53.
  (24, 29)
  53
  You realize how ill-prepared you were for the menaces of 
  the North Hanninah. Your only hope is to escape it as soon 
  as possible.
  Go to 324.
  (52, 247)
  54
  The forage so far has been adequate to sustain the three of 
  you, but it is no small undertaking to march over more than 
  a hundred miles of virgin wilderness. Sometimes, the banks of 
  the North Hanninah are too swampy or too sheer to follow. 
  Your party must cross canyons and deep woods without losing 
  its bearing.
  Go to 324.
  (57, 58, 94, 110, 124, 132, 140, 147, 156, 651)
  55
  The legendary mists of the North Hanninah press in. By day, 
  you cannot see the sun, and by night the stars are obscured. 
  Some magnetic anomaly also affects your compass. Whether it 
  is the proximity to the pole or some other reason, you cannot 
  say, but your party has gotten itself lost and you have no idea in 
  which direction the river lies.
  Make a Luck roll: if you succeed, go to 413; if you fail, go to 132.
  (600, 601)
  56
  Your party packs and falls in behind you. The peaks of the Ram 
  Mountains loom ahead. You advance beneath the staring eyes 
  of frost-carved hoodoos, under the temples, buttresses, and 
  steeples of the weathered peaks. The strange majesty of their 
  shapes reduces your companions to a silent reverence. If these 
  ancient mountains are a temple to forgotten gods, you can only 
  hope that they do not judge your trespass as a blasphemy.
  If any of your party requires healing, they may restore 1 hit point. 
  Make a Listen roll: if you succeed, go to 84; if you fail, go to 85. 
  (158, 164, 604)
  57
  The shots throw the sasquatches into a panic. They respond 
  with piercing shrieks and then duck out of sight. Your party 
  scrambles past and leaves the valley of prehistoric survivals.
  Go to 54.
  (539)
  58
  You are not quite the woodsperson you thought you were. You 
  lose the threads of Bernard’s trail and are unable to pick them 
  up again. You may have to accept the situation: you have lost 
  your guide, your canoe, and one of your young charges. You still 
  have the option of trying to accomplish something toward your 
  original mission.
  To search for Bernard at random, go to 59. To continue the 
  expedition, go to 75. To return to civilization, go to 54.
  (87)
  59
  You pick up the trail of tiny footprints. They look very fresh.
  Make a Stealth roll for the party member with the lowest skill: if 
  successful, go to 86; if failed, go to 85.
  (58)
  
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  60
  The North Hanninah runs through sheer chasms and 
  uncrossable sloughs. Your party is forced inland several times, 
  and you risk losing the river. On the second evening, your 
  march stops at a well-drained knoll, where you pitch camp and 
  take Bernard off to hunt.
  While stalking a snowshoe hare under a mossy rock shelf, 
  you hear a growl above and to your left. Foam oozing from its 
  jaws, a wolverine leaps straight for your companion.
  If any of your party require healing, you may restore 1 hit point each. 
  Make a Firearms (Rifle/Shotgun) roll: if you hit, go to 88; if you 
  miss, go to 94. 
  (158, 604)
  61
   “No!” Charlie screams. “The Great Wind-Walker comes!” She 
  grabs her rifle and levels it at you and the graduate students. 
  Eyes wild, she backs toward the river.
  “White men never understand,” she spits. “Go, then. Go with the 
  Wind-Walker!” She runs to the ruined canoe, takes her personal 
  pack, and dashes into the forest.
  You shout after her, appealing to her professionalism. But 
  she does not return.
  To do your best to calm the frightened students, go to 95.
  (34)
  62
  “I… I am sorry, Professor,” Charlie mutters, her dark eyes 
  downcast. “Perhaps I am a fool. But it is hard to be wiser than the 
  wisest of my people.”
  With that difficulty resolved, you take the first watch, 
  choosing a small rise behind the tents as your sentry post. The 
  night turns unusually cool, causing your teeth to chatter but 
  ending the attacks of the large local mosquitoes. The wind picks 
  up. Suddenly, a sound like you’ve never heard before drifts out 
  of the darkness. It is like a moan, an animal cry—like all the 
  distant animals of the Big Woods calling out at once. You fidget 
  with the polished stock of your rifle.
  The sound is echoed by one from Charlie’s little lean-to. Her 
  gasp of fear is followed by a low sobbing. You get up, descend 
  to the guide’s tent, and listen.
  She seems to be having a nightmare. You wonder whether 
  you should shake her out of it. Just then, you catch a new scent 
  on the wafting breeze. It makes you think of moss—a heavy, 
  oppressive blanket of moss. The odor is followed by a whining 
  call: “Char-lie… Char-lie…”
  A cold flake melts on your nose. You touch it. Snow in 
  summer? Impossible, even in the Northwest Territories.
  A dark shape bolts past you at a crouch. Charlie! She is 
  barefoot, running at an amazing clip. In an instant, she will be 
  swallowed up by the trees.
  To pursue her, go to 107. To first wake up your students, go to 109.
  (34, 527)
  63
  It does not take much time to confirm your hypothesis that 
  thousands of species survive unchanged in this gigantic box 
  canyon. There are weird shrubs and flowers, and beasts whose 
  outer-world ancestors live only in Africa or Asia—camels, 
  rhinos, and elephants.
  You can hardly believe it. Your Miskatonic colleagues will 
  certainly not believe it without conclusive physical evidence.
  Make a Natural World roll: if you succeed, go to 112; if you fail, go 
  to 213.
  (38, 312, 535)
  64
  “Come on.” You usher your companions forward. Up ahead, 
  the mineral deposits along the stream are no longer unspoiled. 
  The rocks appear to be stripped of their brimstone and artful 
  vermiculations.
  Make a Listen roll: if you succeed, go to 65; if you fail, go to 104.
  (19, 98)
  65
  As the wind turns, you catch the sound of humming, as if from 
  a motor—an unlikely prospect, considering where you are. You 
  order your party to hold position and work your way up the 
  ravine, cautiously peering around the bend.
  Make a Sanity roll: if you succeed, go to 114; if you fail, lose 1D6 
  Sanity and go to 70. 
  (64)
  
  21
  ALONE AGAINST THE FROST
  66
  Norman howls with fear and starts scrambling backward, 
  away from the scene of ritual murder. You glance at the small 
  men and see them grab spears, bows, and quivers. Sylvia cries 
  out. You turn your head and see Norman’s back disappear 
  between the trees.
  Sylvia lies huddled in a nest of leaves. You turn her over. 
  With a gasp, you see a hunting knife buried in her breast. “It 
  was Norman,” she whispers, staring at the knife. “I… tried to 
  calm him down...” A thread of blood descends from the corner 
  of her mouth.
  There is no hope for Sylvia. You must save yourself.
  Go to 116.
  (201)
  67
  Despondent over the prospect of a trek through the wildest 
  stretch of the Northwest Territories, you ram your way through 
  the bush with bitter violence. Thunder rumbles in the western 
  mountains like the echo of distant drums. The peaks fade into a 
  lowering canopy of clouds.
  You wade a small river and then cross a pine ridge. The 
  scenery blurs together as you go. In the days that follow, you try 
  to fish with your bare hands, eat whatever you can kill, and take 
  the berries that grow along the way. You are undergoing a test 
  that would daunt a seasoned frontiersman.
  If you require healing, you may restore 1 hit point. Make a Survival 
  (Woodland) roll: if you succeed, go to 513; if you fail, you have 
  several options:
  To establish a camp to think, go to 496. 
  To strike deep into the forest, go to 501. 
  To hug the tree line, go to 494. 
  To explore rocky environs, go to 427. 
  To stick to the river, make a Luck roll: if you succeed, go to 126; if 
  you fail, go to 119.
  (39, 48, 111, 191, 223, 251, 284, 295, 302, 319, 327, 336, 337, 
  365, 377, 408, 415, 442, 473, 489, 491) 
  68
  You lie in place for many hours, watching the sky turn dark 
  and then light again. Pain like hot nails courses through your 
  bowels. Your swollen tongue protrudes from your mouth. 
  Dimly you remember starvation and then a desperate feast on a 
  strange wild fruit. The poison took you shortly after that.
  Images of your departed companions’ faces flash through your 
  feverish mind. For a few moments, you linger on the academic 
  triumph that might have been, the acclaim of your colleagues 
  after you return to Miskatonic University. The thought fades as 
  your eyes darken with death.
  The Nadelmann Expedition is over. THE END.
  (120)
  69
  You order Norman and Sylvia to wait at the camp and stay 
  alert. You have no right to endanger the lives of your remaining 
  students. Armed to the teeth, you set out alone on the trail of 
  the cold-killer. 
  The peculiar trail of the creature, the monotonous pattern of 
  circular ice-patches, makes it easy to track. The tracks scar rock 
  as distinctly as the soil.
  Later, well past supper time, the air takes on a deep, 
  penetrating chill which pierces your hunting jacket. The moss 
  and pine needles around you whiten with hoarfrost.
  On the other side of a wooded knoll, you catch the sound 
  of a moving machine. With a bullet ready in the chamber, you 
  prepare to face your foe.
  To climb the hill and see what is on the other side, go to 121; to lose 
  your nerve and retreat the way you came, go to 122.
  (41, 462) 
  70
  Hideous! Unbelievable! Man-sized pink lobster-like things 
  crawling over the stones! You hear an insane shriek—and a 
  moment passes before you realize the scream was yours.
  You dash back to your comrades yelling: “Let’s get out of here!” 
  They race after you.
  Gain 1 point of Cthulhu Mythos. Go to 143. 
  (65)
  71
  You rouse Charlie, Norman, and Sylvia. As they yawn and 
  blink, you tell them what happened and demand their help.
  “No!” Charlie grabs you. “We must not seek the boy! He has heard 
  the call of the Great Wind-Walker. He is lost to you. We must flee!”
  To insist upon pursuing Bernard, go to 521. To take Charlie’s 
  advice, go to 32.
  (46)
  
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  ALONE AGAINST THE FROST
  72
  Your eyes behold an immense shape high above the trees. 
  Through the sky it runs, treading the empty air. Moonlight 
  picks out elongated, twisted leg bones and long, grasping 
  fingers like young branches. 
  Make a Sanity roll: if you succeed, lose 1D10 Sanity and go to 39; if 
  you fail, lose 1D100 Sanity. If you somehow avoid insanity, go to 264.
  (47, 107)
  73
  “The boy was taken by the Great Wind-Walker.” Charlie raises a 
  trembling hand. “When it pleases Ithakwanni, or when a shaman 
  summons its power, the spirit steals you away; forces you to run 
  with it across the sky so fast that your feet burn off! Then, the Great 
  Wind-Walker gives you feet like its own. You become a creature who 
  eats human flesh.
  “If the boy comes back, he will be… different. Changed. His heart 
  will be ice. He will not die unless that heart is first melted.”
  Charlie’s tale echoes something you heard long ago. The 
  story is fantastic—yet from her fervid eyes, it is plain she utterly 
  believes it.
  Gain 2 points of Cthulhu Mythos. To accept Bernard is lost, go to 
  32. To demand that Charlie help you search, go to 521. 
  (49)
  74
  “No!” Charlie bares her teeth. “The white man never understands! 
  To speak of the Great Wind-Walker is to summon it near! We must 
  flee the North Hanninah!”
  To leave Bernard and this mystery, go to 32. To demand that Charlie 
  forget her superstitions and help the rest of you search, go to 521.
  (49)
  75
  Norman and Sylvia follow you in silence. You suspect they 
  think you obsessive, for continuing after the loss of Bernard 
  and Charlie. You do not try to explain yourself. 
  Along your trek, you come upon a gorge and elect to follow it. 
  A mile or so upstream, you find a crevice in the mountainside, 
  the source of the stream. Since the creek runs rapidly here, 
  it will be hazardous to attempt to wade through in order to 
  explore the valley beyond.
  If any of your party require healing, you may restore 1 hit point each. 
  To pitch camp and rest before retracing your course, go to 124. To try 
  to wade into the hidden valley, go to 125.
  (50, 58, 94, 181, 425, 600)
  76
  The shock convinces you that the sane thing to do is to get out 
  of the wilderness as quickly as possible.
  Make a Navigate roll: if you succeed, go to 513; if you fail, go 
  to 324.
  (181)
  77
  You and the others make your beds in the decrepit shell of 
  the old cabin. The sagging walls afford some shelter from the 
  chilly wind, though the condition of the roof makes you hope 
  it doesn’t rain.
  The frogs are noisy outside, but you think you hear something. 
  You ask for silence and listen. There—the rustle of unsteady 
  feet walking through the dead matting of the forest floor. You 
  tell the students to arm themselves before stepping outside.
  Your rifle wavers.
  You see a white man. His beard is wild and greasy. He is 
  naked except for rags wrapped around his feet and an animal 
  hide tied about his waist. The crazed expression on his face 
  worries you, but he carries no weapons.
  To shoot the intruder, go to 78. To put aside your gun and help the 
  wretch to the fire, go to 175. 
  (176, 413, 601, 654)
  78
  You have the students to think of. You fire point-blank into the 
  man’s chest.
  Make a Luck roll: if you succeed, go to 81; if you fail, go to 79.
  (77)
  79
  The stranger stumbles backward under the bullet’s impact and 
  collapses with a thunderstruck grimace. You hurry to him. 
  A brief examination confirms the worst. You have killed—
  murdered—an innocent man, probably a lost woodsman or 
  prospector. You glance back at the horrified students.
  
  23
  ALONE AGAINST THE FROST
  If you get back to civilization, Sylvia and Norman will be 
  obliged to recount what happened. Even if circumstances allow 
  a manslaughter plea, how many years will that mean in prison?
  Make a Sanity roll: if you fail, lose 1D6 Sanity. Then, go to 97. 
  (78)
  80
  The man is exhausted. But your clumsy attempt could wake 
  the dead.
  Roll 1D6: if the result is 1–4, go to 219; if the result is 5–6, go 
  to 180. 
  (178)
  81
  The stranger staggers backward under the impact of your bullet 
  and then straightens up, completely unhurt.
  Go to 127. 
  (78)
  82
  You and Norman bed down near the fire while Sylvia stands 
  watch. You study each of your companions for a few minutes. 
  Norman, a man in his forties, trembles beneath his sheet. Sylvia 
  scans the camp perimeter obsessively, gripping her rifle. The 
  loss of Bernard and Charlie have affected both students. You 
  hope that you can get them back to civilization before fear and 
  hardship drives one or both over the edge.
  Norman shakes you awake, staring out to the trees. “There 
  was a noise!” he hisses. “Sylvia’s gone!” 
  You spring to your feet, throw on your jacket, and pick up 
  your rifle from the ground. Despite the small hours of the 
  morning, the subarctic dawn is breaking.
  A search of the surrounding ground turns up the tracks 
  of Sylvia’s abductors. They are not quite what you expect—
  oversized, bare feet.
  To follow the tracks, go to 128. To give Sylvia up for lost and try to 
  save Norman, go to 279. 
  (124, 470)
  83
  The verdict of the Canadian authorities counts in your favor, 
  but the parents of your students rise up in arms and force a 
  thorough review of your case. They impute that you are an 
  incompetent crank willing to risk innocent lives to pursue off-
  the-wall theories. Your standing in the scientific community 
  is imperiled.
  You stand on your record. Make an Anthropology roll: if you succeed, 
  go to 418; if you fail, go to 214.
  (430)
  84
  Some old field instinct leads you to whisper a warning to the 
  students, who dart into the undergrowth. To your surprise, a 
  tiny man treads lightly out of the woody growth. He is barely 
  three feet tall and thin of limb. His features seem exaggerated, 
  and if you were not so close you might think he was wearing 
  a wooden mask. His skin is a strange pale gray. Is he the 
  anthropological discovery your expedition seeks?
  To hide until it is all clear, go to 129. To stand up and make contact, 
  go to 130.
  (56, 163, 498)
  Puk-woogie
  
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  85
  Bernard yelps in alarm. You turn toward the shout and see him 
  in the grip of imp-like men whose figures are but shadows 
  under the big trees. One of them flashes a blade.
  To abandon Bernard and flee with Norman and Sylvia, go to 113. 
  To shoot at the tiny men, go to 135.
  (56, 59, 89, 230, 231, 300)
  86
  Your party advances silently, and you see movement ahead. 
  When shapes emerge from the evergreens, you see that one 
  of them is Bernard, carried upon the shoulders of three short 
  gray figures.
  To follow the bearers and their captive, go to 133. To shout to scare 
  them off, go to 134. To shoot at the bearers, go to 135.
  (59)
  87
  The vast woodland confronts you. Can you read what it conceals?
  Make a Track roll: if you succeed, go to 136; if you fail, go to 58.
  (137)
  88
  The wolverine squeals as your bullet rips through its side. 
  Missing Bernard by inches, the beast lands hard and squirms 
  in the litter of brown pine needles. You draw the student away. 
  Has this near-tragedy made you rethink your strategy?
  To head back to civilization, go to 232. To push ahead, go to 604.
  (60)
  89
  Your students grumble. There is some talk about turning 
  back. You sit down with them and talk about the harsh 
  realities of the field and how no significant discovery was 
  ever made by an expedition that lacked courage. In time, 
  they agree to continue.
  If any of your party require healing, you may restore 1 hit point 
  each. Make a Luck roll: if you succeed, go to 90; if you fail, go to 85. 
  (299, 300, 424, 498)
  The vast woodland
  
  25
  ALONE AGAINST THE FROST
  90
  After a long walk, you discover the canyon ends at a rock wall. 
  However, a stream pours from a fissure in the wall. Once you 
  draw close, you glimpse a large valley beyond. The current is 
  rather swift, but it may be possible to wade through to the 
  other side.
  To attempt to pass through the fissure, go to 91. To head back toward 
  Fort McDonald, go to 158.
  (89, 604)
  91
  You secure your gear and inch your way along a submerged 
  ledge, fighting against the rushing, knee-deep water. It narrows 
  at the fissure, and there the hazard is greatest.
  Make a DEX roll for Bernard: if he succeeds, go to 642; if he fails, 
  go to 643.
  (90)
  92
  The exhausted student clings to a rock until Norman can inch 
  back over the ledge and pull him out of the merciless current. 
  Soaked through, Bernard pushes himself against the rock wall 
  and takes a few deep breaths.
  That was a narrow escape. You must seriously consider if 
  you should risk further danger. You could be minutes from 
  an important discovery, but you are ill-equipped to traverse 
  the waterway.
  To continue to explore the fissure, go to 605. To start for home, go 
  to 158.
  (643)
  93
  You hear Sylvia gasp behind you, and turn to see her swept off 
  the ledge, into the center of the churning stream. You have only 
  a moment to make a life-or-death decision.
  To plunge in and attempt rescue, make a combined STR and Swim 
  roll. If you succeed at both skills, go to 533. If you fail at either, go to 
  536. To remain on the ledge instead, go to 534.
  (125)
  94
  The wolverine’s claws and teeth rip into Bernard’s body. His 
  anguished cry tears at your heart. As man and beast wrestle on 
  the earth, you put a slug into the animal’s lumpish body. But 
  the damage is done.
  Dragging the beast away from Bernard’s neck, you see blood 
  spilling from multiple wounds. You call Norman and Sylvia and 
  work together into the twilight. But your concerted efforts are not 
  enough to stop the bleeding. Bernard lingers all night, incoherent 
  and semi-conscious, but at dawn’s first ray he gives up the ghost.
  You must decide whether to honor Bernard by continuing 
  the expedition—or to turn back because of this tragedy. The 
  other students look to you for leadership.
  To continue, go to 75. If you are discouraged, go to 54.
  (60)
  95
  Norman finally speaks. “What will we do now, Professor?” 
  Sylvia, her face lit by flickering flames, looks at you like a 
  hopeful orphan.
  Charlie is gone. But of course, you cannot abandon Bernard 
  whilst there is a chance of finding him alive. At that moment, a 
  clear cry rings from above. You look to the sky.
  “My feet! My flaming feet! My heart!” The plaintive call cuts 
  off abruptly and you hear something heavy crashing down 
  through the treetops, breaking branches as it plummets.
  You tell the others to get their guns. You stand over the fire, a 
  nervous finger on your trigger. Hours pass. Finally, a twig snaps. 
  Then another. Unhurried, something steps from the bush.
  To shoot at the first sight of the figure, go to 138. To let it come closer, 
  go to 101.
  (61, 123, 461, 524)
  96
  The figure yelps and falls. You light a match and, gun still at the 
  ready, approach the wounded stranger.
  The match falls from your fingers. You have shot down 
  Bernard Ebstein.
  Images flash through your mind: Bernard’s first day in 
  the department, shaking hands, grinning at everybody; him 
  introducing his parents to you on graduation day; and his 
  sweetheart Catherine, choosing her wedding dress, waiting for 
  her fiancé to return from his adventure in the wilds.
  Make a Sanity roll: if you fail, lose 1D6 Sanity. Go to 97. 
  (100)
  
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  97
  Somehow, you hold yourself together. Two students depend on 
  you to get them home safely. Once that is done, you can face 
  the consequences of your actions.
  You get an ashen-faced Norman and Sylvia to carry the body 
  to the fire. You examine it, particularly the feet. They are almost 
  destroyed by exposure: purple-tinged, bleeding, and—burnt? It 
  is beyond you how he could have walked on them. 
  Go to 105.
  (79, 96)
  98
  Your party decides that the nearby cave makes a good base for 
  further exploration. You work your way through a rough stretch 
  shaded by fragrant black spruces and balsam firs. At the foot of 
  a stream-dug ravine, you catch the whiff of sulfur. You dip your 
  hand in the water and feel a pleasant warmth. It must drain 
  almost directly from a hot spring.
  Your group follows the waterway upstream. You notice 
  mineral deposits on the stones around the creek. The farther 
  you go, the heavier they become.
  Go to 64.
  (31)
  99
  The figure stumbles backward. You are certain you hit him, but 
  he sits up. You light a match and stare in disbelief.
  It’s Bernard Ebstein! Thank the Lord you missed him—that 
  is, you must have missed him!
  Go to 101.
  (100)
  100
  Your rifle roars.
  Roll 1D10: if the result is even, go to 96; if the result is odd, go to 99. 
  (138)
  101
  You drop the gun, overwhelmed by how close you came to utter 
  disaster. Bernard takes a couple of oddly balanced steps forward. 
  Something about his stride is weird. Is he limping? You glance 
  down at his feet. They are hidden beneath a shapeless wrapping 
  of rags from his shirt and jacket. Nagged by irrational doubts, 
  but trying to be logical, you urge him over to the fire.
  “Bernard… is that really you?” Sylvia’s voice quavers. The 
  figure chortles, his voice broken.
  Something inside you cringes as he walks up to the fire. 
  His skin is sallow; his features hang slack on his skull. For a 
  moment, you imagine something bestial is peering out through 
  the holes of a human mask. Intellectually, you want to accept 
  this person as Bernard. Emotionally, you are not so sure.
  Make an Anthropology roll: if you succeed, go to 102; if you fail, go to 139.
  (95, 99, 138)
  102
  No matter what it looks like, this thing cannot be Bernard 
  Ebstein. Whether it is his mortal shell, possessed, you do not 
  know. But you now remember what you heard about those 
  chosen by Ithakwanni. Such a thing must be destroyed.
  But you, a rational academic, cannot think such thoughts. 
  Surely you are unhinged even to consider them. 
  Go to 177.
  (101)
  103
  You draw a stiff, burning brand from the campfire and then 
  steal up behind the supposed “monster.” As he starts to turn his 
  head, you stab for his heart, your hands strengthened by a rush 
  of adrenaline. He lets out an anguished shriek, clutches at the 
  brand, and then slumps.
  In examining the body, you realize you have made a terrible 
  mistake. Carried away by wild imaginings, you have murdered 
  a perfectly ordinary person.
  Make a Sanity roll: if you fail, lose 1D6 Sanity. Then, go to 105.
  (177)
  
  27
  ALONE AGAINST THE FROST
  104
  Your party rounds a bend and comes face-to-face with horror.
  Make a Sanity roll: if you fail, lose 1D6 Sanity. Then, go to 468.
  (64)
  105
  After many days and hardships, your party returns to Fort 
  McDonald. There you confess your guilt, and the Canadian 
  authorities subject you to psychiatric tests. Whatever 
  happens, you will not be returning to your position at 
  Miskatonic University.
  Make a Sanity roll: if you succeed, you are judged to have suffered 
  from temporary insanity—which means deportation and disgrace; 
  if you fail, you are considered a psychotic criminal. By the time 
  you are freed, no one remembers your name nor your claims. The 
  Nadelmann Expedition is over. THE END.
  (97, 103)
  106
  You draw a stiff, burning brand from the campfire and then 
  creep up behind the supposed “monster.” When he begins to 
  turn his head, you strike.
  The wind-walker’s DEX is 15. Make an opposed DEX roll to 
  determine the outcome of your attack. If you win the roll, go to 140. 
  If you lose, go to 141.
  (177)
  107
  You dart after the fleeing guide. Within a minute you are out 
  of sight of the camp. Even under the shadows of the fir and 
  spruce, you can tell by the pallid ground that snow has fallen.
  You yell Charlie’s name at the top of your lungs, startled by 
  the raucous echo that answers you. Feeling helpless before the 
  vastness of the dark woods, you are ready to retreat when a wail 
  comes from high above.
  “My feet! They burn!”
  To look up in the sky, go to 72. To cover your face and ears until the 
  impossible cry ceases, go to 109. 
  (62)
  108
  The prehistoric woods give way to a span of meadowland upon 
  which herd animals graze—supposedly extinct herd animals. At 
  the edges of the meadows, wolfish creatures and saber-toothed 
  cats stalk in hope of prey. In fact, some of their kind are already 
  enjoying good hunting. A young camelid is half-devoured, while 
  condors wheel above, anticipating the scraps.
  You fire a couple of rounds over the animals’ heads, careful 
  not to wound any of them. The predators lope off, and together 
  you and Norman claim the half-eaten corpse. The head should 
  be enough to convince your Miskatonic colleagues. Now to get 
  it back to Arkham.
  Record the keyword BACKWATER. Go to 361.
  (213)
  109
  At last, all is quiet. You know it is foolish to try to navigate the 
  Big Woods after dark, so you sit down on a log and wait out the 
  last hour of the short subarctic night.
  Make a Navigate roll; if you succeed, go to 142; if you fail, go to 48. 
  (62, 107)
  110
  Your party struggles back the way they came, to reach Bernard. 
  As you watch him flail, the current tosses him backward and his 
  head is thrown against a pointed crag. You hear the sickening 
  crack of impact and see the tiny blossom of blood in the water. 
  He goes under, eyes wide, mouth hanging slack. As he sinks, 
  the body is carried away. Norman urges pursuit, but Sylvia 
  meets your eyes and you both acknowledge the truth. It takes a 
  moment for her to convince Norman.
  To press on and enter the fissure, go to 125. To turn toward home, 
  go to 54.
  (643)
  111
  Hidden behind an ancient glacial moraine, you watch the group 
  of gray men hurry past. Once they are long gone, you withdraw 
  through the underwood at a tangent to their route.
  Make a Luck roll; if you succeed, go to 513; if you fail, go to 67. 
  (116, 494)
  
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  112
  Not too far from the fissure, you find a broad-leafed plant 
  that you recognize as identical to an archaic species of beech 
  described by a Miskatonic colleague, Ivan Kurtov. You gather 
  samples of leaves, stems, seeds, and roots. This could be the 
  proof you require.
  Record the keyword BACKWATER. Go to 361.
  (63)
  113
  You shout a warning to your companions and push them ahead 
  of you. Within seconds you are all running as quickly as you can, 
  ignoring the way the thickets tear at your clothes and scratch 
  your flesh. With your longer legs, you can surely outdistance 
  the aggressive little men, if you can just get out of range.
  Make a DEX roll: if you succeed, go to 147; if you fail, go to 146.
  (85, 218, 238, 648)
  114
  The sight is incredible. Several human-sized, pinkish crustaceans 
  are working mechanical equipment, sweeping the rocks of the 
  stream. The creatures must be intelligent, though they look 
  ugly even for seafood. Fungoid growths bedeck their bodies. 
  Their buzzing is audible over the hum of the mineral-gathering 
  machines. You came to this place looking for unknown races 
  and have been rewarded beyond your wildest dreams!
  You watch them until your companions get restive. You must 
  decide what to do next.
  Gain 2 points of Cthulhu Mythos. To stand up and greet the alien 
  things, go to 252. If you want to avoid contact, make a Stealth roll; 
  if you succeed, go to 159; if you fail, go to 115.
  (65)
  Aliens mining in the riverbed
  
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  ALONE AGAINST THE FROST
  115
  Your foot slips on a rock, and you plummet face-first into thigh-
  deep water. A sudden silence from the mineral-gathering machines 
  warns you that you have been spotted. You scramble out of the 
  stream and dash back to your comrades, shouting, “Run for it!”
  Go to 143.
  (114)
  116
  The shrieking war party pursues you. You are already tired. Your 
  only hope lies in getting sufficiently far ahead to hide.
  Make a Stealth roll; if you succeed, go to 111; if you fail, go to 117. 
  (66, 118, 240, 495)
  117
  You hear a whirring sound. Something bangs into your shins 
  and yanks your feet from beneath you. A bolas! You hit the 
  ground face-first. The little men seize you, bind you, and carry 
  you away.
  Roll 1D10: if the result is even, go to 263; if the result is odd, go 
  to 265. 
  (116)
  118
  Both students simultaneously shriek their horror to the forest, 
  which catches and throws it around in eerie echoes. They flee in 
  different directions. You glance down at the diminutive people. 
  They grab their weapons. It’s pointless to chase the students; 
  you must save yourself.
  Go to 116.
  (201)
  119
  Day by day, the specter of starvation shadows your trek. You 
  fail to find sufficient food and are wracked with hunger spasms 
  and become weakened and lethargic. As you trudge along the 
  shores of the North Hanninah, no game in sight, you suddenly 
  feel a psychic change.
  Something presses down upon you, something oppressive 
  and stifling. It forces you to your knees in the pebbly sand. Is 
  this real or some creation of your imagination?
  This attack has a POW of 80. Make an opposed roll with your own 
  POW. If you win, go to 120. If you lose, go to 162. 
  (67, 126, 597)
  120
  You dig for reserves of will and find a primitive survival 
  instinct. Abruptly, the pressure falls away and you are able to 
  get to your feet.
  You still face death by hunger.
  Make a Hard POW roll: if you succeed, go to 161; if you fail, go 
  to 68.
  (119)
  121
  Gritting your teeth and steeling your heart, you sink to your 
  hands and knees, and crawl to the top of the rise like a forest 
  lynx. You peer over the top and see the thing that has attacked 
  Bernard.
  Make a Sanity roll: if you fail, lose 1D6 Sanity. Then, go to 166. 
  (69)
  122
  It’s no use; your fear has gotten the better of you. You are not 
  thinking about Bernard when, with a faint whimper, you slide 
  down the rise, your eyes burning with tears, hoping against 
  hope that the thing on the other side will let you get away.
  Make a Luck roll: if you succeed, go to 171; if failed, go to 172.
  (69)
  123
  Charlie grabs her rifle and points it at your heart. “You don’t know 
  what you do!” she cries. “I will not tempt the power of Ithakwanni!” 
  She backs away, keeping you covered, before turning and 
  running. You follow at a safe distance, only to find that she has 
  taken the canoe, a share of the supplies—and vanished.
  Record the keyword BAREFOOT. Go to 95.
  (521, 525)
  
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  124
  Sylvia takes first watch while you and Norman turn in. You 
  hope for an uneventful night.
  Make a Luck roll: if you succeed, go to 54; if you fail, go to 82. 
  (75)
  125
  With a touch of dread, you study the submerged ledge that 
  runs through the fissure. But daring the rushing water is the 
  only way to reach the canyon beyond.
  Make a Luck roll. If you succeed, go to 174. If you fail, go to 93. 
  (75, 110)
  126
  The shore seems devoid of berries, game, or anything else to eat. 
  Your concentration and reflexes noticeably impaired, you are 
  reduced to wandering the shoals of the riverside, attempting to 
  spear fish with a sharpened pole.
  Around one bend, however, you find an abandoned canoe.
  To use the canoe to dare the rough water ahead, go to 242. To leave 
  it behind, go to 119. 
  (67, 597)
  127
  The face before you deforms into that of a fiend incarnate. 
  Three times it belches out a raucous shriek and at each, the 
  figure grows and changes. With the third cry, it is a human no 
  longer, but a demonic giant of ice and tatters.
  To attempt to fight the creature, go to 184. To attempt to flee, go to 
  187.
  (81, 141, 206, 207, 209, 219, 220, 222)
  128
  You sense Norman’s reluctance, but he grips his rifle and falls 
  into step behind you. Together you do your best to follow the 
  trail of Sylvia’s abductor.
  Attempt a Track roll: if you succeed, go to 188; if you fail, go to 190. 
  (82, 233, 565)
  129
  Something about the little man’s face discourages you from 
  making contact. You remain crouched in the undergrowth. 
  Make a Stealth roll for each party member: if at least one fails, go to 
  416; otherwise, go to 195.
  (84)
  130
  This is a rare opportunity in a lifetime dedicated to anthropology. 
  Heart pounding, you stand up before this representative of an 
  unknown race, your hands spread in a peaceful gesture. The 
  little man lurches in surprise and then darts off, trilling an 
  alarmed cry.
  To follow the frightened primitive, go to 196. To clear out of the 
  area before he returns with friends, go to 131.
  (84)
  131
  You try to contain your disappointment as your group swiftly 
  relocates, trying to leave as little of a trail as possible.
  Make a Luck roll: if you succeed, go to 195; if you fail, go to 648.
  (130, 200, 202, 416)
  132
  The worst fear of the northern wayfarer has befallen your 
  group—hunger. You do your best to forage for food, but the 
  pickings are scant when it comes to filling three bellies.
  Make a Survival (Woodland) roll: if you succeed, go to 54; if you 
  fail, go to 197.
  (55, 324)
  133
  Keeping low amongst the thickets, you follow the scant trail 
  left by the little men. At last, you spy a flicker of light ahead and 
  draw near to it. Bernard is kneeling between two young trees, 
  tied to them by his wrists. The light is not a campfire, but an 
  uncanny blue-white glow. It seeps from a swirling cloudy mass. 
  You blink, uncertain of what you are seeing.
  
  31
  ALONE AGAINST THE FROST
  One of the diminutive men now steps toward Bernard, 
  lifting a moon-shaped sickle. His two comrades crouch and 
  keep up a trill.
  To remain silent and watch, go to 199. To take action and shoot, 
  go to 135.
  (86)
  134
  You leap from cover and scream like a demented banshee. The 
  men whirl, their strange mouths dropping open in surprise.
  Make a Hard POW roll: if you succeed, go to 200; if you fail, go to 201.
  (86)
  135
  The night erupts with gunfire.
  Each of your party who has a rifle may fire at normal range, using 
  the appropriate Firearms skill. Everybody may attempt a DEX roll 
  and, if successful, may make a second shot. If your party scores two 
  hits, go to 202. If they score less, go to 201. 
  (85, 86, 133)
  136
  The rage you feel has awakened something primitive in you, for 
  you track as you never have before. You follow the trail until you 
  see a soft glow breaking through the young trees ahead. 
  Your party crawls forward, rifles carried in the crooks of your 
  arms, until you overlook the source of the glow.
  Make a Sanity roll: if you fail, lose 1D6 Sanity. Then, go to 203.
  (87)
  137
  Without warning, Charlie raises her rifle and trains it on you. 
  “You do not listen! Your kind never listens! Die, if you must. I 
  will take no part of it.” She runs to the canoe, throws in some 
  supplies, and shoves off.
  Record the keyword BAREFOOT. To track Bernard’s killers, go to 
  87. To give up and try to take your remaining charges out of this 
  evergreen wasteland on foot, go to 324.
  (23)
  138
  You open fire on the advancing figure.
  Make a Firearms (Rifle/Shotgun) roll: if your attack succeeds, go to 
  100; if it fails, go to 101. 
  (95)
  139
  You calm Norman and Sylvia, trying to suppress the quaver in 
  your own voice. You explain that time alone in the wilderness 
  can change a man and the three of you will have to be patient 
  with Bernard.
  Sylvia ladles up a bowl of soup and offers it to the prodigal. 
  His face twists in horror and he bats the warm broth away, 
  spilling it on the gray-green lichen.
  “It’s… too cold to have hunger,” Bernard mumbles. “I will sleep.”
  You ask Norman to fetch some bedding.
  “No,” Bernard rumbles, “I will rest there.” He points to a dark 
  corner away from the fire. You say nothing and let him stretch 
  out on the chill moss.
  Perturbed by Bernard’s behavior, you keep an eye on him 
  while you stand watch. The bandages on his feet bother you. 
  It is a long way back to Fort McDonald and you should have 
  changed them.
  To creep up on the sleeping student and examine his bandages, go to 
  204. To leave him to rest in peace, finish your watch and go to 179. 
  (101)
  140
  The impaled creature gurgles and goes stiff. As you watch 
  in amazement, his body shrinks and collapses in upon itself. 
  Soon nothing is left but the bones; as though he had no real 
  flesh to him.
  You, Norman, and Sylvia must begin the long retreat back to 
  Fort McDonald.
  Gain 1D6 Sanity for triumphing over the wind-walker. Go to 54.
  (106, 205)
  
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  141
  The wind-walker is too fast for you. It swats away your 
  smoldering weapon and stands up. Those eyes freeze your blood. 
  Go to 127.
  (106, 205, 212)
  142
  By the time you get back to camp, Norman and Sylvia are 
  frantic. You explain as best you can what happened, but even to 
  your ears, the story sounds confused. Sylvia and Norman stare 
  at you doubtfully. You shake your head and swallow a mouthful 
  of steaming coffee.
  To remain in the area a day longer, looking for some trace of Charlie 
  Foxtail, go to 144. To give up on your guide and resume your 
  journey, go to 324. 
  (109)
  143
  A streak of cold stabs past you, leaving a frosty mist in the air 
  like a flashlight beam through fog. Even the near miss leaves 
  a rime of frosty needles on your cheek and hair. You throw a 
  quick glance over your shoulder and see the pink creatures 
  with objects of twisted metal in their claws, evidently weapons. 
  Norman and Sylvia have made the safety of the bend ahead. 
  That leaves you, Bernard, and Charlie to get clear. But the track 
  is wide open and you are too far behind.
  Make a Dodge roll: if you fail, go to 332; if you succeed, make a 
  Dodge roll for Charlie and Bernard. If both fail, go to 150. If 
  only Charlie fails, go to 148. If only Bernard fails, go to 149. If 
  everybody succeeds, repeat the process. Someone is certain to get hit. 
  The only question is who.
  (70, 115, 252, 468)
  144
  As you stand watch, the wind comes up. Its icy blast makes 
  you shiver in your light jacket. A metallic jangling and rattling 
  disturb the camp. Following the sound, you halt in amazement.
  Tools, utensils, and metal implements of all types bounce 
  around where they sit or hang. You blink, but the phenomenon 
  continues. You are close to the North Pole; is this some kind of 
  magnetic disturbance?
  An eerie shout from overhead interrupts your thoughts. 
  “Oh, this fiery height! This hell-blazed trail!” You hear a falling 
  weight breaking through needled boughs. Somewhere out 
  there, it impacts with a thump. Immediately, the metal tools 
  cease to move.
  You find your hand is shaking badly. As you peer toward the 
  disturbance, something large moves in the shadows.
  To shoot at the emerging figure, go to 206. To let it approach, go to 207.
  (142)
  145
  The diminutive men carry you, Norman, and Sylvia into their 
  camp. You deduce this is a temporary encampment. The shelters 
  are crude lean-tos.
  A strange upright rock in the camp clearing draws your eyes. 
  In the bad light, you cannot tell if it has been chiseled by hand 
  or if it is a natural hoodoo, but it resembles a giant. Symbols cut 
  into its foot remind you of a tracing of a frieze you once saw in 
  Professor Armitage’s office at Miskatonic. With an effort, you 
  focus on the immediate question: what do these people intend 
  to do with your surviving party members?
  Roll 1D10: if the result is even, go to 210; if the result is odd, go 
  to 211. 
  (146, 229)
  146
  Something bangs into your shins and you fall face-first into 
  a layer of decaying pine needles. Your legs are snared by a 
  kind of bolas. A glance shows you that Sylvia and Norman 
  are similarly trapped.
  Go to 145.
  (113, 243, 247)
  147
  Your heedless flight through the dark woods has shaken off 
  your pursuers. Now only Sylvia and Norman remain with you. 
  You look at their exhausted faces and vow to find a way out of 
  this accursed valley.
  Go to 54. 
  (113, 151, 574, 585)
  
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  ALONE AGAINST THE FROST
  148
  An anguished cry warns you that Charlie has been hit. You 
  glance over your shoulder, only to see her stagger a few more 
  steps on stiff legs and then fall. Behind her, the creatures swarm.
  To stop and help Charlie, go to 332. To race on with Bernard, go 
  to 157.
  (143)
  149
  A gasp from the rear tells you that Bernard has been hit. You 
  glance over your shoulder, to see him stagger on stiff legs and 
  then fall. The creatures scramble toward him.
  To stop and help Bernard, go to 332. To race on with Charlie, go 
  to 153.
  (143)
  150
  Twin cries from the rear let you know that both Bernard 
  and Charlie have been hit. You throw a quick glance over 
  your shoulder. Bernard is down, and Charlie manages only 
  a couple of steps more before collapsing. Behind them, the 
  creatures swarm.
  To turn back to help them, go to 332. To race on alone, go to 151.
  (143)
  The dark woods
  
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  151
  You catch up with Norman and Sylvia and cut into the woods. 
  Finally, the three of you pause for breath. Norman stares at 
  you as he leans against a tree. “What were those things, Professor? 
  What happened to Bernard? And Charlie?”
  To circle back and try to find out what happened to your missing 
  comrades, go to 152. To put as much distance between you and the 
  creatures as possible, go to 147.
  (150)
  152
  You lead your companions back toward the bizarre miners. 
  Your route is blocked by a strange procession snaking its way 
  through the jack pines and raspberries. To your astonishment, 
  you see a band of tiny, gray-skinned men, led by a Caucasian 
  crone dressed in an old deerskin robe.
  The procession forms a circle and commences a shuffling 
  dance. It begins to chant. One of the pink tentacled miners 
  emerges from the woods carrying—Bernard’s severed head! 
  The old woman takes it, lifts it high, and cackles an invocation 
  to the gods. Now more of the pink fungoid creatures come 
  sailing out of the sky!
  You whisper to your companions to close their eyes—but it’s 
  too late for you.
  Gain 2 points of Cthulhu Mythos. Make a Sanity roll: if you 
  succeed, go to 173; if you fail, lose 1D6 Sanity and go to 238.
  (151, 154)
  153
  The four of you hurl yourselves into the woods. “Wait!” you cry. 
  “We’ve got to find out what happened to Bernard!”
  Charlie rounds on you. “You speak madness! My people tell 
  stories of the Fishers-From-Afar and their terrible magic. They 
  punish those who spy upon them.”
  To insist upon circling back to help Bernard, go to 154. To agree 
  with Charlie, go to 155. 
  (149)
  154
  Charlie levers a bullet into the chamber of her rifle. With cold 
  eyes, she backs away. “Go then, Professor, if you must. Go to them 
  and die.” It seems wise not to follow her. It is clear that you will 
  have to manage without your canoe and your guide.
  But you cannot think of that now. Bernard needs your help.
  Record the keyword BAREFOOT. Go to 152.
  (153)
  155
  Norman and Sylvia watch you, aghast at the thought of 
  abandoning their classmate. But you cannot afford to be 
  sentimental. You are responsible for their well-being, too. 
  If you have the keyword BAREFOOT, go to 51. If not, go to 32.
  (153)
  156
  The craft strikes a whirlpool without warning. Charlie is 
  pitched over the side! She strikes her head on a jagged rock 
  and is carried away like a rag doll in a flood. You and the others 
  hold on a few moments longer until a boulder hits the vessel 
  amidships and breaks it into pieces.
  You cling to the floating wreckage with Norman and Sylvia. 
  The rapids batter you from both sides. When you are deposited 
  on a peninsula of driftwood, the three of you lie there and 
  breathe, grateful for something solid beneath you.
  There are only three of you now and you have lost many 
  supplies. Discouraged, the three of you decide to leave the 
  valley as soon as possible.
  Consider hatchets, knives, and rifles in turn and roll 1D3–1 to see 
  how many you still retain. Then, go to 54. 
  (165)
  Opposite: The ritual
  
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  157
  You and your students outdistance the alien miners. Fortunately, 
  they do not seem to be very swift across the ground. You slip 
  into a small clearing and discuss your next course of action. “We 
  have to go back for Charlie!” Bernard insists.
  You and Norman exchange knowing, guilty glances. It is 
  clear your prime responsibility is to your students, and you 
  cannot endanger them further. Sylvia takes Bernard aside 
  for a quiet conversation. When they return, he cannot meet 
  your eyes.
  If you have the keyword BAREFOOT, go to 158. If not, go to 163. 
  (148)
  158
  You and your students contemplate your trek back to Fort 
  McDonald. There are many possible routes. 
  If any of your party require healing, you may restore 1 hit point each. 
  To follow the river, go to 60. To gain elevation where you can, go to 
  552. To use the mountains as a landmark, go to 56. To hug the tree 
  line, go to 233. To explore the deep woods, go to 461.
  (30, 90, 92, 157, 195, 231, 232, 299, 300, 409, 424, 442, 498, 
  594, 603, 604, 606, 607, 613)
  159
  The five of you run a great distance through mud, moss, and 
  lichens. At last, you sense that you are not being followed 
  and pause in the deep forest to catch your breath. Your latest 
  experience has convinced Charlie that the North Hanninah is 
  no place for her. She insists on going home.
  To argue to stay and continue your explorations, go to 164. To agree 
  to end the expedition, go to 160.
  (114)
  160
  You are reluctant to turn back. But it is not safe to continue 
  without a local guide.
  If you have the keyword BAREFOOT, go to 51. If not, go to 165.
  (159)
  161
  When your senses clear, you find yourself wrapped in heavy 
  pelts, confined, surrounded by dark presences. You cry out, but 
  strong hands steady you. A deep voice speaks: “We found you 
  wandering in the woods. Rest. Soon we shall reach the fort. You’ll 
  be safe there.”
  Your rescuers are Tsuut’ina hunters. You lie in the bottom 
  of a canoe while they paddle downstream. You rest quietly, too 
  weak to ask questions.
  As they promise, you eventually reach Fort McDonald. The 
  Mounties give you warm clothes and a hot meal before asking 
  what happened to your companions.
  Go to 433. 
  (120, 505)
  162
  You seem physically unhurt, but your thoughts are hard to 
  focus. The images that do come are bizarre and startling, as 
  though your own mind has become a stranger to you. There are 
  new cravings, instincts, and drives you cannot yet sort out. But 
  you know a hunger, an all-consuming need to gorge yourself 
  on… something.
  Beneath your feet, you see a thick carpet of moss. You kneel, 
  tear up a huge clout, and stuff it into your mouth. It takes the 
  edge off your torment, but you crave different food. You stalk 
  off into the cool, beckoning woods.
  Go to 215. 
  (119, 234)
  163
  To your dismay, your canoe has been chopped to pieces. It 
  is beyond repair. You and your students study the vandalism. 
  The only clues are tiny, hand-like tracks on the ground 
  around the wreckage.
  They are fresh. The perpetrators cannot be far.
  Go to 84.
  (157, 532)
  
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  164
  “You are mad!” your guide cries. She raises her weapon, watching 
  you with dangerous eyes. “Stay then! And die.”
  She backs off toward the river. You give her a few minutes 
  and then follow. If you still had a serviceable canoe, it has gone 
  with her.
  If you have not already, record the keyword BAREFOOT. Go to 56.
  (159, 410)
  165
  On so treacherous a river, your party cannot afford many 
  mistakes. You must work together.
  Make a Pilot (Boat) roll for each party member: if at least three rolls 
  succeed, go to 513; otherwise, go to 156. 
  (16, 51, 160, 499)
  166
  You gaze down upon alien horror—a monster belched by 
  cosmic accident from a dimension of nightmare. Somehow 
  your sanity holds and you are able to study it.
  The side of your body that faces it feels cold, as if the 
  creature drains heat energy from its environment. Perhaps for 
  nourishment? Starfish-like legs radiate from one malignant eye 
  at the center of its body. It looks something like an upright set 
  of spokes with no wheel.
  Gain 2 points of Cthulhu Mythos. To fire at the creature, go to 167. 
  To lay face down and hide until it goes away, make a Stealth roll: if 
  you succeed, go to 171; if you fail, go to 169. 
  (121)
  167
  Feeling like an avenging Ahab who has found his white whale, 
  you lift your rifle to your shoulder and fire into the central eye 
  of the cold-killer.
  The creature is within your rifle’s base range. If you miss, go to 170. 
  If you hit, go to 168.
  (166) 
  168
  The creature trembles under the impact of the bullet! However, 
  you see no trace of a wound. Perhaps you were rash to believe 
  that an entity whose touch annihilates matter could be harmed 
  by a lead projectile. Nonetheless, you seem to have startled it, 
  and it rolls away into the woods.
  Gain 1D6 Sanity and go to 171.
  (167)
  169
  The creature rolls directly toward you with startling velocity, its 
  legs scarring the ground with ice. You scramble up and try to 
  run, but within a few steps, you are bathed in an intense wave 
  of cold. You stagger a little farther, limbs stiffening, and then 
  collapse to the ground, unable to move. 
  The cold-killer comes to a halt beside you. Its single central 
  eye glints, studying you for a few frozen seconds. You experience 
  an intense pressure around your forehead. Then, all goes dark.
  The Nadelmann Expedition is over. THE END.
  (166, 170, 172)
  170
  The bullet misses the eye but strikes one of the thing’s knobby 
  limbs. It leaves no sign of a wound.
  Go to 169.
  (167)
  171
  Glad to have escaped the cold-killer, you rejoin your comrades 
  in camp.
  Go to 649. 
  (122, 166, 168)
  172
  You hear something stir behind you, like an eruption in the 
  snow. You turn and catch a flash of a one-eyed, wheel-like, 
  revolving entity following you. It pauses at the top of the rise.
  Go to 169.
  (122)
  
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  173
  The abominable ritual below holds a strange fascination. But 
  you do not feel entirely in control of yourself.
  To keep watching, go to 253. To flee from here while you still can, 
  go to 250. 
  (152)
  174
  The three of you make it through the fissure safely. At your 
  first breath of the interior air, you pause in wonder. Only in 
  the tropics have you smelled air like this. The air is humid, 
  thick with the odor of rapid decay. It takes no more than a few 
  yards’ walk to see that the foliage around you is lush and utterly 
  different from the growth of the taiga.
  You have heard theories—crank, you thought—that there 
  existed a boxed-in valley that trapped the warm Chinook 
  winds, a valley irrigated and heated by volcanic waters. Under 
  such special conditions, the climate might be held stable for 
  millennia. That would account for the strange prehistoric 
  flora. Could mammals from before the Ice Age also survive 
  here?
  Record the keyword INCHCAPE. To leave the valley in hopes of 
  raising a serious expedition, go to 216. To gather some specimens 
  now, go to 225.
  (125)
  175
  You urge Sylvia to bring hot soup for the stranger. While you 
  stand looking at him, unease builds in your stomach. His face is 
  repulsive and oddly proportioned.
  Make an Anthropology roll: if you succeed, go to 176, if you fail, 
  go to 179. 
  (77)
  176
  In a flash, you remember the legends of the wind-walker—
  those who go mad in the Northland and become possessed by 
  cannibal demons of the wild. You shake your head; you must be 
  going woods-happy to consider such nonsense.
  At that moment Sylvia returns from the campfire, carrying 
  a bowl of broth for the stranger. He glances into the steaming 
  bowl with a look of disgust and pushes it away, spilling some of 
  the hot stuff on your student’s leg.
  The wind-walker is a creature of ice, you remember. It dares 
  not drink anything so hot as the broth.
  To slay the stranger immediately, go to 177. If you need more proof 
  that he is a wind-walker, go to 178. 
  (77, 175)
  177
  The students will not understand your action. But you are the 
  expedition leader, and their survival is your responsibility.
  Roll 1D6: if the result is 1–4, go to 106; if the result is 5–6, go 
  to 103.
  (102, 176)
  178
  Legend says that the wind-walker has strange feet. You let the 
  suspect sleep. When you think he is deep in slumber, you creep 
  toward him. To get the proof you need, you must merely open 
  the bandages and examine his feet, without waking him.
  Make a Sleight of Hand roll: if you succeed, go to 204; if you fail, 
  go to 80.
  (176)
  179
  Something about the wretch chills you, but you put this subtle 
  unease down to the effects of his long privation. You take the 
  first watch while the students roll up in their blankets. As you 
  sit on a rock, the first hour of the watch passes quietly.
  Roll 1D6: if the result is 1–4, go to 194; if the result is 5–6, go 
  to 193. 
  (139, 175)
  180
  Peering beneath the bandages, you are moved to pity by the 
  bruised, cut, and infected condition of the sleeping man’s feet. 
  You clean his wounds and change the bandages. 
  Go to 181.
  (80, 204)
  
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  ALONE AGAINST THE FROST
  181
  Despite efforts to help, the sufferer’s infection spreads from his 
  foot wounds; his legs turn gangrenous. Soon his wasted body 
  gives up the ghost and you lay him in a forest grave.
  To go home, go to 76. To continue your exploration, go to 75.
  (180, 193)
  182
  Your medical knowledge helps the stranger to rally for a time. 
  He tells you his name—Jacob McCarthy—and some of his 
  story. He was prospecting in the valley, but was set upon by 
  “midget Indians.” He fled, but got lost and began to starve. He 
  still carries the map of his gold discovery.
  He knows these are his final hours and gives you the map out 
  of gratitude. After you bury him, you are even more anxious to 
  get home.
  Record the keyword RESONATE. Go to 513.
  (193)
  183
  The following spring, you embark on another expedition, 
  following your map. You make the biggest Canadian gold 
  strike of the decade. A Sudbury-based mining company buys 
  out your share of the claim for an extraordinary fee. Thereafter, 
  you are able to devote your life to privately financed research.
  However, the Hanninah never truly becomes developed. 
  Trouble plagues the mining company. Increased human 
  penetration of the area does not dispel the stories of menace 
  but actually increases them. In the second year, a ghastly 
  incident shadows the enterprise, when the bodies of 12 
  miners are discovered, murdered by decapitation. The heads 
  are never found.
  The mine closes at the onset of the Great Depression and 
  does not reopen.
  The Nadelmann Expedition is over. THE END.
  (545, 546)
  184
  You swing your rifle barrel around and squeeze off a shot at the 
  thing’s heart.
  Make a Firearms (Rifle/Shotgun) roll: if you succeed, go to 185; if 
  you fail, go to 186.
  (127)
  185
  The hot bullet pierces the wind-walker’s heart. It doubles over 
  and staggers away, brushing trees from its path. You remember 
  from the area’s myths that the wind-walker will die if its icy 
  heart is melted. Your lucky shot must have placed the creature 
  in fear of its unnatural life.
  Norman and Sylvia approach, blinking back sleep. You snap 
  an order to strike the camp. You must evacuate the area as 
  quickly as possible.
  Gain 1D6 Sanity. Go to 224. 
  (184)
  186
  A monstrous paw knocks the rifle from your grasp. You leap 
  back. The wind-walker roars, shaking the earth beneath your 
  boots. It lunges at you.
  Equip a melee weapon. If you have nothing, you may improvise a 
  club from a fallen branch. The wind-walker strikes first. Its attack 
  is 40% (20/8) and it deals 1D8+1D6 damage. It has 17 hit points. 
  Physical damage cannot kill this monster, but if it is reduced to fewer 
  than 3 hit points, it will flee.
  After two combat rounds, make a Sanity roll each for Norman 
  and Sylvia. If either fails the roll, they faint at the sight of the wind-
  walker. If either succeeds, the student can help you fight.
  If you defeat or banish the wind-walker, gain 1D6 Sanity 
  and then go to 224. If the beast overcomes you, the Nadelmann 
  Expedition is over. THE END.
  (184)
  
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  187
  You urge your thunderstruck students to flee. But it is too 
  late for them. As you run, you shiver at their cries. Throwing 
  a glance over your shoulder, you see bloodied snow and the 
  wind-walker ripping at their bodies.
  Your only hope is that the creature will be sated and not 
  pursue you.
  Make a Luck roll: if it succeeds, go to 336; if it fails, go to 304.
  (127)
  188
  The trail occasionally fades over rock and scree, or disappears 
  entirely when the abductor wades through sloughs and ponds. 
  Yet your tracking skill is up to every obstacle. The manner of 
  creature that you follow fills you with wonder. Its feet are huge. 
  From heel to toe the track measures 15 inches. You remember 
  legends of a gigantic ape-man haunting the Northland.
  Whatever else the giant may be, it is a tireless marcher. Twice 
  you have to sleep along the trail. Only an occasional rag of clothing 
  or a scratched word in the sand keeps you from losing hope.
  At long last, you and Norman come to a stream-cut canyon 
  enclosed by the Ram Mountains. The tracks parallel the 
  creek and seem very fresh. You follow them eagerly but are 
  disappointed to come to a fissure in a rock wall, through which 
  the stream spurts and the tracks vanish.
  It will be hard to wade safely through the fast water to enter 
  the hidden valley beyond the cliffside, but if you hope to rescue 
  Sylvia, you must try.
  To turn back, go to 279. To continue on, attempt a DEX roll: if you 
  succeed, go to 226; if you fail, go to 189.
  (128)
  189
  Your strength fails and an eddy sweeps you off into the fastest 
  part of the stream. You are battered on the rocks and plunged 
  into deep water. Your vision becomes murky.
  You are underwater for 1D6 rounds. Each round, make a CON roll to 
  hold your breath; if you fail, you begin to drown—on that and every 
  subsequent round you suffer 1D3 damage. If you are still alive when 
  you surface, attempt a Swim roll. If you succeed with the Swim roll, go 
  to 191. If you fail the Swim roll, try to hold your breath with a CON 
  roll; if you fail, you suffer 1D3 damage and are drowning—you have 
  one last chance to escape watery death with a combined Swim and 
  CON roll, but if either fails, you are dead. THE END.
  (188, 217, 227, 540)
  Aliens mining in the riverbed
  
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  ALONE AGAINST THE FROST
  190
  When the tracks climb a slope of jagged talus, the trail vanishes. 
  You search for the remainder of the day but fail to reacquire it. 
  Finally, you and Norman sit together in silence. Neither of you 
  wants to admit that Sylvia is just as lost as Bernard. But you are 
  out of options and must attempt to return to civilization.
  Go to 279. 
  (128)
  191
  It is later, on a riverbank. You are face down. You don’t know 
  how much time has passed. You stir and then moan with pain. 
  Everything hurts. Can you find the strength to continue?
  Make a CON roll: if you succeed, go to 67; if you fail, the Nadelmann 
  Expedition is over. THE END.
  (189, 376)
  192
  You and Norman follow the original trail left by the ape-man. 
  It leads you to a hollow in the mountain thickets. The pervasive 
  odor, the tracks, and litter indicate to you that the ape-men—
  the sasquatches—had camped here but an hour ago. 
  “Look!” Norman cries, pointing to a figure across the hollow. 
  “It’s Sylvia!” You run to her.
  Roll 1D10: if the result is even, go to 395; if the result is odd, go to 357. 
  (481)
  193
  Lost in thought, you jump as Sylvia touches your elbow to 
  relieve you. You check on the sleeper before turning in. His 
  condition seems be deteriorating by the hour.
  Make a First Aid roll: if you succeed, go to 182; if you fail, go to 181.
  (179)
  194
  As you sit in the dark thinking, you become aware that the 
  woods are unnaturally quiet.
  Make a Listen roll: if you succeed, go to 220; if you fail, go to 221.
  (179)
  195
  Your party is stealthy enough to remain unnoticed by the small 
  gray figures.
  To head back toward civilization, go to 158. To press forward, go 
  to 604.
  (129, 131)
  196
  Insisting that your students remain where they are, you dash off 
  on the track of the fleeing primitive. You cry after him as best 
  you can in the regional tongue, insisting you mean no harm. 
  His legs are shorter than yours, but he knows the terrain and 
  its quirks.
  Make a DEX roll: if you succeed, go to 228; if you fail, go to 230.
  (130, 416)
  197
  Starvation sets in. Day after day, the two students stagger after 
  you like wan ghosts. The hungry, inactive nights are the worst of 
  all. As the three of you lie in misery on beds of cut boughs, you 
  begin to believe there is a presence in camp—a thing of spirit 
  that cannot be seen or touched.
  The temperature drops precipitously, frosting the needles of 
  the tamaracks around you.
  Make a POW roll for each member of your party: first yourself, 
  then Norman, then Sylvia. If your roll fails, go to 234. If Norman’s 
  roll fails, go to 235. If Sylvia’s roll fails, go to 237. If all three rolls 
  succeed, go to 198.
  (132, 471)
  198
  The oppressive feeling lifts, but your hunger remains. The next 
  day, Sylvia becomes too weak to proceed; you can only try to 
  keep her comfortable. With fluttering fingers, she beckons you 
  close and whispers a few words to be relayed to her mother if 
  you ever make it home. An hour later, she is gone.
  You and Norman have no choice but to go on your weary 
  way alone.
  Go to 297.
  (197)
  Opposite: Tracking the sasquatch
  
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  199
  Few researchers have had to make such a desperate decision. It 
  is natural that you hesitate. Alas, while you do, the man with 
  the blade swings it with surprising strength. Bernard barely 
  makes a sound. His head drops to the moss carpet beneath his 
  body and rolls aside.
  Make a Sanity roll: if you succeed, go to 239; if you fail, lose 1D6 
  Sanity and go to 238.
  (133)
  200
  Each of the terrified little men leaps a foot off the ground and 
  dashes off into the brush without a backward glance. You and 
  the others rush from cover and cut Bernard free.
  Go to 131.
  (134)
  201
  Although startled, the blade-wielder has the presence of 
  mind to complete his deadly work before running. Before the 
  doomed boy understands what is happening, the sickle flashes 
  and Bernard’s head drops free.
  Make a Sanity roll for each remaining party member. If you fail 
  yours, lose 1D6 Sanity. If both students succeed in their rolls, go to 
  246. If both students fail, go to 118. If Norman fails his, go to 66. If 
  Sylvia misses hers, go to 241. 
  (134, 135)
  202
  You hurry from cover and put the last, mortally wounded man 
  out of his misery. The others cut Bernard free.
  Go to 131.
  (135)
  203
  The light is no fire. In a small clearing, glowing gas swirls low 
  to the ground, holding its shape without a container. Your eyes 
  struggle to comprehend the scene. Things dance around the fire—
  diminutive, gray-skinned humans and five-foot crustaceans, larger 
  than any species you have ever heard of. The crustaceans have a 
  mass of short tentacles for a head and large, membranous wings 
  folded upon their backs. Fungoid growths mar their pink shells.
  You wave to the students to stay back. Transfixed, you 
  watch the ceremony. One of the little dancers kneels before 
  a fungus-crustacean and offers something to the creature’s 
  groping tentacles. You jam your hand into your mouth to stay 
  silent as the creature receives what you now recognize as the 
  severed head of Bernard Ebstein. While your thoughts race, the 
  creature performs some sort of subtle manipulation.
  Gain 3 points of Cthulhu Mythos. To fire down at Bernard’s 
  murderers, go to 240. To hide until it is safe, make a Stealth roll for 
  each party member: if all succeed, go to 248; if anybody fails, go to 254.
  (136)
  204
  You part the bandages without waking the sleeper.
  Roll 1D6: if the result is 1–4, go to 205; if the result is 5–6, go 
  to 180.
  (139, 178)
  205
  He has no feet, only blackened, bestial hooves! He is no longer 
  human, but a horror masquerading in a human body. He must 
  be destroyed before he consumes the rest of you.
  You remember the legends that you have heard about the 
  wind-walker. To kill such a beast, its icy heart must be melted. 
  You steal back to the fire, grab a stiff, burning brand, and creep 
  back to the monster.
  Make a Stealth roll: if you succeed, go to 140; if you fail, go to 141.
  (204)
  206
  You squeeze off a shot by reflex. The figure bucks under the 
  impact and falls. With a shock, you realize it is Charlie Foxtail, 
  your missing guide. Your horror deepens as you notice her feet. 
  They are not human feet, but corroded black stumps!
  On the river, Charlie talked about legends of the area—the 
  wind-walker, who raced on malformed hooves above the treetops 
  in the train of their monstrous master. Now, something in the 
  wilderness has transformed her into that which she feared.
  Charlie gets up. Her look is crazed and dangerous.
  Go to 127.
  (144)
  
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  ALONE AGAINST THE FROST
  207
  Your hesitation is wise. The figure is Charlie Foxtail, your 
  missing guide. But something holds you back from celebration. 
  She returns your stare with an emptiness that chills your blood. 
  Yet you sense confusion, not malice, in the woman.
  You speak in soft, reassuring tones. Make a Hard POW roll, but 
  with a bonus die: if you succeed, go to 208; if you fail, go to 127.
  (144)
  208
  Charlie drops her eyes, as she sometimes did when you 
  challenged her superstitions. She speaks with a breathy 
  overtone, something no human throat could produce. “You are 
  always so certain of your science, Professor. But I have been with the 
  Great Wind-Walker. Look.” She points to her feet.
  You glance down and nearly drop your rifle. Her lower 
  legs are blackened, corroded stumps with glowing cracks, and 
  repulsive hooves instead of feet.
  Attempt a Sanity roll: if you fail, lose 1D6 Sanity. Then, go to 209.
  (207)
  209
  “Now you know,” Charlie Foxtail murmurs. “You see my burning 
  feet. Act before the rest of me changes, too.”
  With a dry throat, you ask her how. She seems to fight down 
  the rage.
  “I cannot tell! The demon is too strong. He hungers!”
  Make a Psychology roll: if you succeed, go to 212; if you fail, go to 
  127.
  (208)
  210
  A full-sized figure in a deerskin cowl hobbles into the clearing. 
  It pauses before you and casts off its hood. Beneath is an old 
  Caucasian woman, her eyes intense amid saggy slate-colored 
  skin. You are startled to hear her speak in English.
  “We are the Keywanema. Others call us the “Little Ones,” or 
  the Mamagweeso, or the puk-woogies. Our ancestors were tall like 
  yourself, and they ruled this continent before the age of ice. But we 
  practiced too long the elder magic, and slowly it changed us. We grew 
  smaller, weaker. Less… handsome.”
  “Why do you call yourself a Keywanema?” you ask.
  She cackles. “You see a woman of your own kind, but millennia 
  ago I was mother-queen of the Keywanema! As the power of our 
  stock diminished, we decided that one of us should pass their soul 
  into the body of a woman untainted by the old magic.” Her eyes 
  gleam. “Since then, I have taken many bodies. Each I use till it 
  is corrupted by sorcery, then I take another.” A wizened finger 
  explores the wrinkles of her face. “This body is almost used up. I 
  require another.”
  If Dr. Nadelmann is female, go to 255. If Dr. Nadelmann is male, 
  go to 260.
  (145, 568)
  211
  The men force Norman and Sylvia, in turn, to kneel between 
  two small trees, and affix one wrist per tree. Then they dance 
  in grotesque glee. The light at the focus of their ritual shifts 
  between colors. The movements continue until you notice a 
  dwarf who holds a crescent blade on a handle. When the dance 
  ends and the participants begin to leap and shriek, the blade 
  wielder approaches Norman.
  You shriek as the blade is swung and Norman’s head is struck 
  off. Sylvia turns white and faints. Her head is severed while she 
  is still unconscious.
  Roll 1D10: if the result is even, go to 263; if the result is odd, go 
  to 265. 
  (145)
  212
  The answer is as you fear. Charlie is asking for her death. She 
  herself told you that one who becomes a wind-walker has a 
  heart of ice—and melting that heart slays the monster.
  Charlie trembles, tottering on her charred stumps of feet. 
  She is battling with the demon in her soul, giving you time 
  to act. But the humanity in her face is fading. Her eyes shine 
  with a cold light. Still unsure, you lift a stiff, blazing brand 
  from the fire.
  Make an opposed roll, matching your DEX against Charlie’s DEX. 
  If you win, go to 651. If not, go to 141.
  (209)
  
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  213
  Unable to recognize any plants, you go in search of an animal 
  specimen.
  Make a Luck roll: if you achieve a Hard success, go to 108; if you 
  achieve a Regular success, go to 315; if you fail, go to 314.
  (63, 641)
  214
  Your academic standing is weighed. A rumor circulates, 
  suggesting that you gained your position at Miskatonic by 
  falsifying records of your experience and qualifications. Since 
  you have already embarrassed the institution enough, no formal 
  investigation is made. You are politely asked to tender your 
  resignation and are left with no choice but to comply.
  Needless to say, the scandal ends your serious scientific 
  career. For a while, you try to develop your theory in books 
  and magazines, but the best journals ignore you. Writing for 
  a popular, sensationalist market encourages sloppy work and 
  exaggeration. It becomes harder and harder to take up your pen.
  The Nadelmann Expedition is over. THE END.
  (83)
  215
  You look up and behold an awesome shape. It is “He” whom 
  you know is your master. You hear his name in your mind the 
  Great Wind-Walker, Ithaqua! He is immense. He fills the 
  heavens, your god.
  You hear his dark call in your soul and run toward him. 
  Ithaqua races ahead, across the snowy ground. For an anguished 
  moment you fear you will lose him, but his aura fills you with 
  strength and quickens your legs. As he bounds in ever-greater 
  arcs, so do you. Finally, Ithaqua takes a bound so great that 
  he does not come down. You spring into the air and join him, 
  racing free on the stream of ether left behind.
  The friction of your journey through the sky is tremendous. 
  Your old feet begin to burn and peel away. An icy weight forms 
  in your breast and you cry out.
  Suddenly, Great Wind-Walker’s presence is gone. You 
  plummet out of the sky, through the layers of ether, breaking 
  through branches of spruce, fir, and tamarack. You strike the 
  earth hard, but rise unhurt.
  You peer at your feet. They have been transformed. What 
  was human about them has been burned away, leaving only 
  corroded, black, stump-like hooves. Ithaqua has blessed you 
  with feet better suited to follow him above the treetops. You 
  know this is only the beginning and that, each time you fly 
  with the Great Wind-Walker, more of your human form will 
  mutate. Finally, no portion of the old you will remain.
  Oblivious to time and distance, you wander through the 
  forest that is now your home, the forest that fills every particle 
  of you with its ancient spirit. Your craving returns, a hunger 
  that leads you along like a famished beast on a leash.
  You see a campfire burning ahead. Only now do you fully 
  realize the hideous repast you crave. Some small part of you, 
  which is still human, revolts against your new hunger.
  Attempt a Hard POW roll: if you succeed, go to 266; if you fail, go 
  to 267.
  (162, 264, 550)
  216
  Your monumental discoveries within the lost valley of the Ram 
  Mountains will have to wait until you have better equipment 
  and trained personnel to investigate it properly.
  To return via the waterlogged fissure, go to 217. To search for a less 
  dangerous exit, make a Luck roll: if you succeed, go to 293; if you 
  fail, go to 483.
  (174, 275)
  217
  To exit the valley, the three of you must dare the dangerous 
  waterway that brought you here. You lead the way, followed by 
  Sylvia and then Norman.
  Make a DEX roll for each member of your party: if everyone 
  succeeds, go to 324; if you fail, go to 189; if both Norman and Sylvia 
  miss it, go to 473; if Norman alone misses it, go to 223; if Sylvia 
  alone misses it, go to 540. 
  (216, 269, 291)
  218
  One lazy morning, you range along a birch-shaded brook with 
  Norman and Sylvia, spear-fishing. Something twangs into the 
  papery bark beside your head. You glance at it and see that it is 
  a small dart of some kind. Immediately a shrill series of whoops 
  rings from the foliage. You are under attack by people—people 
  only three feet tall!
  Go to 113.
  (324, 600, 601)
  
  45
  ALONE AGAINST THE FROST
  219
  Your inept finger-work wakes the sleeper, but not before you 
  have seen the grotesque blackened hooves beneath the rags, 
  where his feet should be.
  Go to 127.
  (80)
  220
  You hear movement across the dry lichen that carpets the 
  campsite. You turn and lift your rifle.
  Go to 127.
  (194)
  221
  Your hearing is dulled by exhaustion, so you have no 
  warning before powerful hands grab you from behind. As 
  you drop your rifle and seize the hands that hold you, you 
  are astonished by their icy surface. Suddenly, you remember 
  the wind-walker legend.
  The attacker has you physically restrained. You must break free. 
  Each turn you may use your Fighting (Brawl) skill to attempt 
  an opposed skill roll against their Fighting (Brawl) skill of 90% 
  (45/18). If you fail, take 1D6 damage. If you break the attacker’s 
  grip before you die, go to 222. If not, the Nadelmann Expedition 
  is over. THE END.
  (194)
  222
  By applying precise force against the attacker’s hulking 
  grasp, you slip out of the death grip and stumble away. You 
  turn to confront the man who came out of the forest... but 
  he has changed.
  Go to 127.
  (221)
  223
  Norman can’t hold on and begins to slip. Sylvia grabs him, and 
  she too is pulled into the water. You see them tossed by the 
  turbulence and thrown against rocks. Without your help, both 
  will surely die. 
  To attempt a hazardous rescue, go to 227. To remain on the bank, 
  go to 67.
  (217)
  224
  After so narrow an escape, you and the students are anxious, 
  even desperate, to get home. The going becomes easier and you 
  progress without incident. Perhaps you have paid your debt to 
  the gods of the forest.
  Go to 513.
  (185, 186, 250, 257)
  225
  You quickly confirm your discovery of a redoubt of 
  unprecedented prehistoric survival. Animal tracks attributable 
  to no modern beast of the North abound in the sand and 
  bubbly mud; however, your specialty is anthropology—your 
  paleontological studies have been limited.
  Make a Natural World roll: if you succeed, go to 269; if you fail, go 
  to 275.
  (174, 395)
  226
  Determined to rescue Sylvia from her abductor, you and 
  Norman draw on reserves of additional strength to force your 
  way through the torrent. Afterward, weary from the ordeal, you 
  crawl from the stream and rest upon the black sand around it.
  When you catch your breath, you notice that the atmosphere 
  is more like Florida than Canada. The flora is completely 
  strange. Gone are the bearberries, the firs, the subarctic shrubs. 
  Tales come back to you, yarns of an enclave warmed by hot 
  springs and the Chinook winds. Could the legend be true? But 
  for now, Sylvia’s rescue is paramount.
  Make a Track roll: if you succeed, go to 276; if you fail, go to 277. 
  (188)
  
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  227
  It is your duty to attempt to rescue your graduate students. You 
  throw yourself into the rushing water.
  Make a Hard Swim roll: if you succeed, go to 251; if you fail, go 
  to 189.
  (223, 319)
  228
  Your longer legs decisively outstrip the tiny man. You reach 
  out, clench him firmly around the arm, and yank him off 
  his feet.
  The man’s distress drops in an instant. He snarls and 
  comes at you in a rage. Professional ethics require you to 
  take him alive.
  Your opponent’s Fighting (Brawl) skill is 50% (25/10) and he 
  simply tries to pummel you into unconsciousness. He acts first and 
  his blows deal 1D3 damage. You may attempt to Dodge against 
  his attacks.
  On your turn in the combat, make a combat maneuver to 
  incapacitate him. If you succeed, his blows deal only 1 damage for 
  the remainder of the fight. If you then succeed in another maneuver 
  on your next action, go to 281. If you suffer the loss of half or more of 
  your hit points, you are knocked unconscious, go to 229. 
  (196)
  229
  You come to, your legs aching and bruised. The brush teems 
  with tiny men. Bernard is nowhere to be seen and the others 
  have been captured. Your thirst for academic glory may have 
  imperiled all your lives.
  Go to 145.
  (228)
  230
  You become entangled in the undergrowth while the gray 
  figure speeds nimbly on to freedom. When he reaches his 
  people, they may hide from your expedition. But they also may 
  form a vengeful war party.
  To press on and search them out, go to 85. To flee their territory, go 
  to 231.
  (196)
  231
  It seems unwise to provoke an indigenous group. You lead your 
  party in the opposite direction.
  Make a Luck roll: if you succeed, go to 158; if you fail, go to 85. 
  (230)
  232
  The way home is much more taxing without a guide or a canoe.
  Make a Luck roll: if you succeed, go to 513; if you fail, go to 158. 
  (88)
  233
  You subsist on the scant provender which you can shoot or 
  pick up from the forest. Each day’s walk grows harder than 
  the one before.
  One night, on Bernard’s watch, Norman shakes you 
  awake. His eyes are wide and fearful. “Professor! Sylvia’s gone! 
  And… Bernard...”
  Your stomach sinks. Bernard Ebstein’s corpse sprawls by the 
  fire. His skull has been shattered; the likely murder weapon, a 
  heavy piece of wood, lies discarded beside him. Large tracks in 
  the moist earth lead into the darkness.
  To follow the tracks, go to 128. To give Sylvia up for lost and try to 
  save Norman, go to 279.
  (158)
  234
  You awaken alone. You are not at the campsite. Norman and 
  Sylvia are nowhere to be seen. Have you wandered away in 
  delirium? Such questions have little meaning now. You feel 
  altered. Your hunger is still with you, but it has become a 
  darker craving.
  Go to 162.
  (197)
  
  47
  ALONE AGAINST THE FROST
  235
  Norman convulses! He cries out, his hands beating at the air, 
  as if trying to drive away an invisible attacker. You and Sylvia 
  battle to calm him. Under your combined strength, the young 
  man goes limp and slips into unconsciousness.
  All your efforts fail to awaken him. Weak as she is, Sylvia 
  helps you make a dry bed for him and builds up the fire. You 
  see that she is close to desperation and offer a few words of 
  commendation on her performance in the field. She blinks 
  back tears.
  Go to 236.
  (197)
  236
  Through your watch, Norman lies quiet as a mannikin. You 
  finally wake Sylvia and turn in. Sometime before dawn, a cry 
  breaks your sleep. You raise your bleary head and peer across 
  the campsite.
  Make a Sanity roll: if you fail, lose 1D6 Sanity. Then, go to 282. 
  (235)
  237
  Sylvia falls into convulsions. She cries out, her hands beating 
  at the air, as if trying to drive away an invisible attacker. You 
  and Norman battle to subdue her. As you struggle, the young 
  woman goes limp and slips into unconsciousness.
  All your efforts fail to awaken her. Weak as he is, Norman 
  helps you make a dry bed for her and builds up the fire. He 
  seems volatile, and you spend some time with him, drawing 
  out everyday campus stories from his time as a custodian. The 
  process seems to settle him. 
  Go to 283.
  (197, 245)
  238
  Your scream of horror gives away your presence to the little 
  men, who grab for their weapons.
  Go to 113.
  (152, 199)
  239
  In numb silence you watch Bernard’s headless trunk bleed into 
  the earth.
  To fire down upon the murderers, go to 240. To remain in hiding, 
  go to 248.
  (199)
  240
  You open fire on the depraved celebrants. As they rout into 
  the bush, you relish the sight of those who writhe wounded 
  on the mossy ground. “Professor!” Sylvia tugs at your sleeve. 
  “They’re coming around behind us!” You shove her hand away and 
  empty your magazine toward the sounds approaching through 
  the thickets. Suddenly, you notice that your companions have 
  fled. Not wanting to become separated, you dart after them, but 
  chattering noises in your path force you to veer down a ravine.
  Roll 1D10: if the result is even, go to 284; if the result is odd, go to 116.
  (203, 239)
  241
  Sylvia lets out a high-pitched yowl and dashes off into the 
  vegetation.
  To let her go and escape with Norman before the tiny people rally, go 
  to 279. To pursue her, go to 243. 
  (201)
  242
  You climb aboard the canoe and set out downriver. At your next 
  rest spot, fish and game abound. A good meal does wonders to 
  restore you. At last, you come to the treacherous segment of the 
  river that Charlie Foxtail called “the place of splitting water.”
  Make a Pilot (Boat) roll: if you succeed, go to 513; if you fail, go to 514.
  (126)
  
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  ALONE AGAINST THE FROST
  243
  You cannot abandon Sylvia in a moment of terror. You hurry 
  after her.
  Make a Luck roll: if you succeed, go to 244; if you fail, go to 146.
  (241)
  244
  Running blindly through the wild raspberry whips, Sylvia 
  becomes snared. You are able to catch and subdue her. Norman 
  comes up behind you.
  Roll 1D10: if the result is even, go to 324; if the result is odd, go to 245.
  (243)
  245
  You pick Sylvia up off the ground. Her eyes stare through you, 
  vacant. Norman sets up camp, attempting to create a familiar 
  environment. After a few hours in her bedroll, Sylvia seems to 
  come out of it.
  Roll 1D10: if the result is even, go to 324; if the result is odd, go to 237.
   (244)
  246
  Both Norman and Sylvia are able to hold onto their wits while 
  gazing down on the scene of mayhem. Some distant part of you 
  is proud of them.
  With a hollow voice, you explain that you cannot stop to 
  bury Bernard because the murderous little people will soon 
  return. You see them weigh your words and accept the truth 
  there. You are a long way from Miskatonic’s lecture rooms.
  Go to 247.
  (201)
  247
  With the hunting cries of the little people audible in the 
  distance, the three of you run through endless stands of virgin 
  timber. You must disguise your trail to avoid capture.
  Make a Stealth roll: if you succeed, go to 53; if you fail, go to 146.
  (246, 250, 254)
  248
  While you hug the earth, more undersized gray men enter the 
  glen—and so does another figure, a tall, spindly shape cloaked 
  in deerskin. The gray ones form a circle and commence a slow, 
  shuffling dance around the light. The one who performed the 
  sacrifice picks up the fallen head and offers it, with reverence, to 
  the cowled figure. The latter lets her wrap fall away. She stands 
  revealed as an old Caucasian woman of frightful, imposing aspect.
  The woman accepts the head from the shaman and intones 
  a wavering chant. She lifts the bleeding trophy above her head 
  and accepts its blood, a hideous libation upon her hoary locks.
  You hear a rhythmic crinkling sound mixed with buzzing in 
  the air overhead.
  To look up, go to 249. To close your eyes and crawl away, go to 250.
  (203, 239)
  249
  They flit through the air, grotesque winged silhouettes. You 
  catch abhorrent details in the glow from the clearing: faces of 
  fungus, bodies that wiggle and writhe.
  Gain 1 point of Cthulhu Mythos. Make a Sanity roll: if you fail, 
  lose 1D6 Sanity. Then, go to 253.
  (248)
  250
  The area is thick with horrors. 
  Make a Stealth roll for each member of your party: if everybody 
  succeeds, go to 224; if anybody fails, go to 247.
  (173, 248, 253)
  251
  Sylvia has already been swept out of reach. Swimming strongly, 
  you manage to reach Norman. You grab him by the collar of his 
  leather jacket and drag him to shore.
  Norman has lost 2D8 hit points from drowning. If he is still alive, 
  you may make a First Aid roll: if you succeed, restore 1D3 of his hit 
  points. If Norman is dead, go to 67. If he survives, you start for Fort 
  McDonald; go to 279.
  (227)
  Opposite: The aliens attack
  
  49
  ALONE AGAINST THE FROST
  252
  You stand up and lift your arms in a posture most cultures find 
  non-aggressive. The miners switch off their mineral sweepers, 
  drop them, and lift curious twisted Y-shaped devices.
  “Do you understand me?” you ask. 
  A sheet of cold flares forth from one of the Y-shaped tools. The 
  bolt passes close to your head. Some ridiculous impulse compels 
  you to stand in place and touch your right ear. It is completely 
  numb. The other miners move toward you, raising their tools.
  Finally, the spell is broken. You duck around the bend and 
  rush back to your companions, yelling, “Monsters!” 
  Gain 1 point of Cthulhu Mythos. Go to 143.
  (114)
  253
  Inside, your reason frays. But you manage a harsh whisper, 
  ordering the students not to look.
  The flying horrors settle into the glen. Folding their 
  membranous wings, they rear up on their hindmost pair of 
  limbs and begin to dance around the light with the little gray 
  people. One fungoid creature and the old woman separate 
  themselves from the dance and the former produces a box. It 
  takes the head from the woman and puts it into the receptacle. 
  After a brief manipulation, the alien steps aside. Bernard’s head 
  shows through the aperture—his eyes are blinking! His lips, his 
  jaws are moving. It is as if Bernard is aware, trying to scream, 
  but lacks the lungs and vocal cords to give himself voice.
  These monstrosities have stolen even the peace of death 
  from Bernard.
  Gain 2 points of Cthulhu Mythos. Make a Sanity roll: if you fail, 
  lose 1D6 Sanity. Then, go to 250.
  (173, 249)
  254
  Changing position, a member of your party shakes the bush 
  next to you. The dance below stops. One of the little people 
  points directly at your hiding place. He shouts something 
  that causes the flying crustaceans to scuttle off into the 
  woods. The other dancers grab for their weapons. You drag 
  the students into flight.
  Go to 247.
  (203)
  
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  ALONE AGAINST THE FROST
  255
  The crone leans close, gazing deep into your eyes. “You are a 
  suitable shell for my essence. Prepare her, my children.”
  The little gray warriors bind your wrists and ankles to 
  stakes in the earth. One of them forces you to drink from a 
  clay beaker. The liquor makes you feel light, entranced. You 
  are unconcerned about the people around you, holding crude 
  tapers, chattering, and chanting.
  Grunting with the effort, the old woman kneels behind your 
  head. She places her claw-like fingers on your temples and 
  prays loudly. “Iä Nyarlathotep! Iä Rebathoth! Iä Ithaqua! N’ehye 
  n’grkudlu’lh!”
  Suddenly your carefree mood evaporates. The priestess’s 
  psyche feels like a foul, clawing thing inside your skull. It 
  intends to infiltrate and replace you.
  The woman’s POW is 90. Use your POW to make an opposed skill 
  roll: if you win, go to 256; if the Keywanema queen wins, go to 259.
  (210)
  256
  Abruptly, the attack upon your will ceases. You hear the hag 
  gasp, and she collapses on the earth behind you. The chanting 
  stops. A hush spreads through the camp. They break from the 
  ring and gather over the old woman.
  In some distress, the Keywanema confer. After a few 
  minutes, they gather up their unconscious queen and carry her 
  away. They leave you and the students still bound.
  Go to 257.
  (255)
  257
  There is no hope of rescue. One of your party must escape 
  your bonds.
  Attempt a Hard DEX roll for each party member. If anyone succeeds, 
  your party is released; go to 224. If everybody fails, go to 258.
  (256, 261)
  258
  Long into the hours of darkness, your hapless party struggles 
  against the cunning knots of the Keywanema. About midnight, 
  as the moon stares down like an eye behind a misty cataract, the 
  beasts of the forest draw close. You remind the students that 
  wild animal attacks upon humans are rarely reported.
  No one will hear of this attack either.
  The Nadelmann Expedition is over. THE END.
  (257, 563)
  259
  Abruptly, there is no more struggle, only unity. You turn your 
  head as far as you can. The crone lies lifeless on the ground 
  behind you. You sneer. She was weak, ugly. But you are young, 
  vibrant, full of power.
  “Ipsdrib-tpofmaut!” you hiss. The words of power turn your 
  thongs to ash and you stand up. The Keywanema in the glen 
  stand attentively. They bow in reverence, putting their foreheads 
  in the dust. You glance back at the bound Norman and Sylvia, 
  who gape at you with waxing horror.
  Your thoughts are confused for a moment. Images of 
  academic glory and New England social engagements mix with 
  scenes of pagan frenzy and gods walking the endless forests. 
  You straighten your shoulders. The bargain must be kept. The 
  The transformed Keywanema priestess
  
  51
  ALONE AGAINST THE FROST
  Keywanema owe obligations to others greater and much older 
  than even you, their immortal queen-priestess.
  Slowly and deliberately, you remove your clothing, then wrap 
  yourself up in the deerskin formerly worn by your now-deceased 
  predecessor. You point to the student-captives but address the 
  Keywanema. “Cugla mulo zungi,” you order. It means, “Cut off 
  their heads.”
  The Nadelmann Expedition is over. THE END.
  (255)
  260
  The crone extends a talon-like finger toward Sylvia. “The body 
  of that girl shall be the receptacle for my soul,” the crone gloats. 
  “Prepare her!” The Keywanema drag Sylvia to a spot where four 
  stakes have been driven into the ground. She is bound, spread-
  eagled between the stakes. You struggle, but it is hopeless.
  The Keywanema force Sylvia to drink from a clay beaker, a 
  draught that seems to put her into a drugged trance. The little 
  gray people gather around her, chattering a cadence, holding 
  crude tapers of animal fat in their tiny fists. The queen-priestess 
  kneels behind Sylvia and grips the girl’s temples, praying. “Iä 
  Nyarlathotep! Iä Rebathoth! Iä Ithaqua! N’ehye n’grkudlu’lh!” As 
  the old woman kneels, tremors shake her body. An expression 
  of terror stretches Sylvia’s face. Some kind of psychic struggle is 
  taking place between the ancient witch and the young woman.
  The Keywanema queen’s POW is 90. Use Sylvia’s POW to make an 
  opposed skill roll. If Sylvia wins the struggle, go to 261. If she loses, 
  go to 262.
  (210)
  261
  Abruptly, the contest ends. The hag collapses to the ground. As 
  the Keywanema cease their chanting, one of them hurries to 
  the old woman’s aid. She lies inert. You cannot even tell if she 
  is breathing.
  The Keywanema cluster around their hideous queen and 
  pick her up. They hurry away with her, leaving the three of you 
  in the glen, still bound, but alone and unguarded.
  Go to 257.
  (260)
  262
  Abruptly, the contest between Sylvia and the old woman 
  concludes. When the hag sags to the ground, you think for a 
  moment that Sylvia has won.
  But then she speaks a bizarre phrase, “Ipsdrib-tpofmaut!” 
  A blaze of unearthly flame chars her bonds to powder. She 
  stands up. Outwardly, she appears unchanged. But Sylvia’s 
  characteristic seriousness has been seared away. Her movements 
  are utterly unlike those of the Sylvia you have known for many 
  months. The witch’s spell has taken possession of her. She slowly 
  and deliberately removes her clothing, then wraps herself up in 
  the deerskin formerly worn by her now-deceased predecessor.
  The tiny men grovel on the ground before the girl’s naked 
  feet. She accepts their homage, then turns a withering stare 
  toward you and Norman. She gives an order in an unknown 
  tongue.
  Roll 1D10: if the result is even, go to 263; if the result is odd, go 
  to 265.
  (260)
  263
  The diminutive people carry you out of the glen to a lonely spot. 
  Here a hound-tooth rock stands under the gnarled evergreens, 
  marked with carvings and painted symbols. They tie you to the 
  rock and begin to circle around you, their bone adornments 
  clicking an unwelcome rhythm. Several yell over what seems to 
  be an old firepit. A glowing vapor curls from it, swirling into a 
  tight, dazzling mass.
  As the hunters cavort, they launch ecstatic shouts to 
  heaven. You glance up. The mists have parted, and with an odd 
  clarity, you see the Hyades in the head of Taurus. Cold wind 
  massages your face. As you shiver, you get the impression that 
  the sky—a terrifying void just a moment ago—is now rushing 
  down upon you.
  Inexplicably, they cut your bonds and flee. You fall to your 
  knees beneath the stone.
  Go to 264.
  (117, 211, 262)
  
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  264
  Na-del-mann! Na-del-mann! The raw wind whispers in your 
  ears. With the sound comes a compulsion to run toward its 
  source, to somehow touch the wintry sky. You desperately 
  want to reach—to merge—with whatever is up there. In the 
  summons is an offer: existence wilder than life, death that 
  conquers death, change that transcends immortality.
  The summons has a POW of 4D6+60. To resist it, make an opposed 
  POW roll: if you succeed, go to 39; if you fail, or if you do not want 
  to resist it, go to 215.
  (72, 263, 455)
  265
  The diminutive gray warriors seize you and drag you away. They 
  force you to kneel between a pair of young birches and tie one 
  wrist to each. Dread builds in your stomach as one approaches, 
  carrying a moon-shaped blade on a pole. The start of a chant 
  causes you to look around. Out of the corner of your eye, you 
  see the pole-blade flash. An icy pain sears your throat. Then, 
  blackness comes.
  Go to 417.
  (117, 211, 262)
  266
  An exercise of incredible willpower has leashed the demon 
  in you for a few precious moments. You know what you must 
  do. You stride into the camp, making no attempt to hide your 
  monstrous feet. The men in the camp—the hunters—reach for 
  their rifles. The abhorrent cast of your features and the deformed 
  stumps beneath you freeze them in superstitious awe. All you 
  can manage are a few peals of bitter laughter. You must restrain 
  yourself long enough to allow the hunters to gather their wits.
  Attempt a Hard POW roll: if you succeed, go to 285; if you fail, go 
  to 267.
  (215)
  267
  This encounter means death. The human core of you longs for 
  your own extinction, but the drive that Ithaqua has bestowed 
  on you is stronger and it yearns for the death of others.
  You rush into the heart of the camp like a bobcat springing 
  into a covey of quail. The hunters howl with terror and flee 
  in all directions. Only one has the courage to stand for a few 
  seconds and fire a round at you. The force of it knocks you off 
  your feet. You can feel a painless gouge, ripped clear through 
  your belly, but, unharmed, you rise again. The heroic hunter 
  joins his fellows in flight.
  Go to 268.
  (215, 266)
  268
  The hunters, bleating with terror, scatter through the forests. 
  The memory of your human life blinks out forever. You crave 
  human flesh—and Ithaqua endows you with the power to 
  obtain it! You cry at the stars. You start to walk and your pace 
  quickens into a run. You sense the warm, flowing blood of the 
  fleeing men, and you follow it.
  Soon, you reach the edge of a ravine and hear breathing 
  below. One hunter has fallen and broken his ankle. Desperate, 
  he throws a rock at you. You easily glide through the air to the 
  bottom and float toward him. He cries out as your ice-claws 
  close about his throat and as your frigid breath turns his face 
  black. Your freezing fangs sink into his warm flesh. Soon you 
  will eat again and continue your metamorphosis. Such is the 
  curse of Ithaqua, the way of a wind-walker.
  The Nadelmann Expedition is over. THE END.
  (267, 285)
  269
  While exploring a prehistoric glade, you chance upon a stand 
  of plants of the very species recently described in detail by your 
  Miskatonic colleague, the paleobotanist Ivan Kurtov. The species 
  was thought extinct before the Pleistocene glaciations. Yet, here 
  it is, all around you, still flourishing. You can easily take leaves, 
  roots, cuttings, and seeds to convince Miskatonic’s geology and 
  botany departments to sponsor a major expedition.
  Excited, you pack the specimens and lead your companions 
  without mishap back to the outer valley of the North Hanninah.
  Record the keyword BACKWATER. Go to 217.
  (225)
  
  53
  ALONE AGAINST THE FROST
  270
  The stricken wolf falls away from Norman and you turn swiftly 
  toward Sylvia. But, it is too late for her. In a rage, you attack the 
  beast and drive it from its kill.
  A successful First Aid roll can restore 1D3 hit points to Norman or 
  yourself. Go to 278.
  (271)
  271
  Sylvia is on the ground, her neck torn open. She is beyond help. 
  Norman struggles with a brute of a wolf. His hands and chest 
  are covered in blood. If you have a rifle, you may fire at the wolf 
  attacking Norman, or you may join Norman and fight hand-
  to-hand combat. 
  Norman has already lost 6 hit points. The wolf has an attack of 
  30% (15/6), deals 1D8+1D4 damage, and has 12 hit points left 
  out of 15. 
  If using a firearm, apply a penalty die to your attack roll; if you 
  fumble the roll, you hit Norman. If joining the brawl against the 
  wolf attacking Norman, you gain a bonus die to your attacks against 
  the wolf, as together with Norman you outnumber the beast. 
  If the wolf dies before Norman does, go to 270. Otherwise, if 
  Norman dies, your rage drives off the diminished wolf pack and you 
  may bury the hapless students. Then, go to 365. 
  (307)
  272
  Satisfied that they can depend upon your observations, 
  Miskatonic University sends out a new expedition under 
  Ivan Kurtov. Public engagements make it necessary for you to 
  rendezvous with the expedition at Fort McDonald, instead of 
  accompanying it from Arkham.
  When you arrive, braced for a return to the North Hanninah, 
  you find that the ambitious, overzealous Kurtov has started 
  without you. 
  The Kurtov Expedition vanishes without a trace. You return 
  home alone and argue for a second effort; however, the Great 
  Depression makes such a project out of the question.
  Your books and articles about the lost land attract a cult 
  following, but the existence of “Nadelmann’s Lost Land” is not 
  proven in your lifetime.
  The Nadelmann Expedition is over. THE END.
  (274)
  273
  An animal specimen would be a more convincing piece of 
  evidence for the existence of the prehistoric valley than plants. 
  You decide to try to trap something.
  While you and your students stalk the bushy fringes of a 
  large meadow, the woods reverberate with the wavering call of 
  hunting beasts. The howls chill something primitive in you. But 
  you are armed, and at such moments, reputations may be made.
  To prepare to shoot a specimen from where you stand, go to 286. To 
  run for a tall tree, go to 288.
  (551)
  274
  The physical evidence you produce convinces all but your most 
  biased opponents. The university brings the topic under serious 
  discussion. Journalists from radio and newspapers clamor to 
  interview you.
  Go to 272.
  (431)
  275
  Plants of every shape and size grow all around you. You fail 
  to recognize any as unquestionably prehistoric. You recall how 
  long it took to secure funding for this expedition; some physical 
  proof might be required to mount another.
  To return to Arkham empty-handed, go to 216. To explore further, 
  go to 551.
  (225)
  276
  By wading along a shallow stream, the creature nearly shakes 
  you off its trail, but you are too experienced to be foiled by 
  such a trick. The pursuit takes you and Norman up into the 
  high ground.
  The prints become fresher as you climb.
  Make a Stealth roll: if you succeed, go to 290; if you fail, go to 289.
  (226, 484)
  
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  277
  By accident or cunning, the creature’s trail leads into a stream. 
  Try as you might, you cannot pick up the spoor. Frustrated, 
  Norman kicks the bank.
  To strike out at random in search of Sylvia, go to 292. To abandon 
  your efforts and return to civilization, go to 278. To give up the 
  search, but explore this lost valley, go to 38.
  (226, 484)
  278
  Guilt-ridden over the loss of Sylvia and your own inability to 
  save her, you and Norman edge along the submerged ledge that 
  leads to the outside world.
  Go to 279.
  (270, 277, 323, 406, 483, 520, 528, 542, 609, 652)
  279
  The journey before you and Norman promises to be long 
  and hard.
  If either of you require healing, you may restore 1 hit point each. To 
  strike as direct a route as possible, go to 295. To hold parallel to the 
  river’s course, go to 280. To search for existing trails, go to 297. To 
  explore rocky terrain, go to 595. To camp first and regain a little 
  strength, make a Luck roll: if you succeed, go to 296; if you fail, go 
  to 298.
  (82, 188, 190, 233, 241, 251, 278, 361, 442, 466, 467, 534, 565, 
  594, 596)
  280
  While trying to keep a parallel course to the North Hanninah, 
  you and Norman are forced to cross through hot springs and 
  ravines. Around a bend, you hear a bizarre humming sound.
  To go forward and investigate, go to 474. To retreat into a nearby 
  cave to hide, go to 333.
  (279)
  281
  Following the sounds of struggle, Bernard crashes out of the 
  brush. He helps you bind the diminutive man with leather 
  shoelaces.
  Later, in camp, you examine the man thoroughly. The 
  pigment in his face seems unnaturally monochromatic, as if 
  his blood did not run red. His arms are proportionally longer 
  than a normal man’s, with claw-like fingers. He wears a few 
  small items of jewelry constructed from what you hope are 
  animal bones.
  Every attempt to communicate with the little man fails. He 
  is withdrawn, almost entranced.
  To start back for home with the little man as a captive specimen, go 
  to 299. To release him, go to 300.
  (228)
  282
  Sylvia sprawls lifeless in Norman’s arms. He looks like a beast 
  startled whilst feeding. And the observation is apt, for the girl 
  is drenched in blood from terrible, bite-sized wounds.
  Go to 328.
  (236)
  283
  “Professor!” Norman’s alarmed voice drags you from sleep. “Look!”
  Sylvia is no longer comatose. She squats on her blanket, her 
  face hideously twisted.
  Make a Hard POW roll for Sylvia: if she succeeds, go to 305; if she 
  fails, go to 306.
  (237)
  284
  You outdistance the tiny hunters, but when you finally pause for 
  breath, you are quite alone. You do not know whether Norman 
  and Sylvia also got away, or where they ended up. Can you 
  locate the lost students?
  Make a Luck roll: if you succeed, go to 316; if you fail, go to 67.
  (240)
  
  55
  ALONE AGAINST THE FROST
  285
  Your silent taunt impressed at least some of the hunters. A 
  group holds you, while one brings a vat of boiling fat from the 
  cookfire. If forced to drink that, your icy heart will surely melt 
  and you will die. It will be agonizing.
  Your dark survival instinct resurges. You struggle against 
  your captors. 
  Three hunters hold you. Each has a STR of 60. Make an opposed 
  STR roll against each—you gain a bonus die for your unearthly 
  powers, while the hunters take a penalty die due to fear. If you win 
  all three opposed rolls, go to 268. If not, the Nadelmann Expedition 
  is over. THE END.
  (266)
  286
  You warn Sylvia and Norman to get ready. Your party takes 
  position behind a bush heavy with orchid-like blossoms and 
  waits for the yelping beasts.
  Moments later, they burst into view—incredible canines 
  which resemble reconstructed museum specimens of dire 
  wolves. You hear a sudden intake of breath from both students. 
  Have you put them in mortal danger? It’s too late to run.
  There are 2D6 wolves. Each member of your party with a rifle may 
  fire twice before the wolves are upon you. Do not calculate damage; 
  any successful hit drops one of the pack.
  If your party has hit at least half the wolves, the pack retreats; 
  go to 287. Otherwise, note how many wolves remain, and then go 
  to 307.
  (273)
  287
  You emerge with your students to survey the slaughter. 
  Although heavy, a dire wolf ’s head would be convincing proof 
  of your discoveries. Sylvia prepares it for transport back to 
  civilization.
  Record the keyword BACKWATER. Go to 652.
  (286)
  288
  The baying does sound like there are rather a lot of predators, 
  and you are vulnerable in the meadow. The three of you sprint 
  for a large tree standing alone in its center.
  Behind you, a pack of oversized wolves bursts into view. 
  Without missing a step, the pack shifts as one to pursue your 
  fleeing party. Your head start should allow you to reach the tree. 
  But will you be able to ascend into the branches in time?
  Make a Climb roll for yourself, Norman, and Sylvia. You cooperate 
  effectively and may have a bonus die on each roll. If all three rolls 
  succeed, go to 308. If anybody fails, go to 307.
  (273, 317)
  289
  You follow a gully up into oak-covered slopes. You notice an 
  odd hircine odor. When you look up, you see that both rims 
  are occupied.
  Make a Sanity roll: if you fail it, lose 1D6 Sanity. If you suffer temporary 
  or indefinite insanity, go to 310. If you remain in control, go to 309.
  (276, 292)
  A dire wolf
  
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  290
  You silently guide Norman through the prehistoric landscape. 
  Suddenly you hear the bushes crackle, and pull him down into 
  a crouch. Something—something big—is moving through the 
  undergrowth. It comes into view.
  Make a Sanity roll for both you and Norman; failure results in the 
  loss of 1D6 Sanity. If you suffer temporary or indefinite insanity, go 
  to 310. If Norman misses his roll, go to 312. Otherwise, go to 311.
  (276, 292)
  291
  You look for the submerged ledge that will lead you from the 
  lost valley. Norman watches the skies, concerned by gathering 
  clouds.
  Roll 1D6: if the result is 1, go to 217; if the result is 2, go to 293; if 
  the result is 3, go to 294; if the result is 4, go to 317; if the result is 5, 
  go to 370; if the result is 6, go to 371.
  (395, 396, 400, 614, 627, 628, 635)
  292
  You and Norman search for signs that Sylvia has gone this way. 
  But while your attention is on the tracks, you may be noticed.
  Make a combined Track and Luck roll: if you roll under or equal to 
  both, go to 290; if you fail both, go to 315; if you only succeed with 
  Track, go to 289; if you only succeed with Luck, go to 314.
  (277)
  293
  You, Norman, and Sylvia elude the menaces of the prehistoric 
  landscape. A scree slope offers you a less hazardous descent 
  from the valley.
  Go to 324.
  (216, 291, 344, 406)
  The prehistoric valley
  
  57
  ALONE AGAINST THE FROST
  294
  The sky darkens with building thunderheads. A roar splits the 
  heavens, promising a heavy storm. You see a flash, and almost 
  immediately, an almighty crack that jolts the eardrums. “Wow!” 
  says Sylvia. “That must have hit somewhere nearby!”
  It did. Smoke rises from the dry brush up the hill.
  Roll 1D10: if the result is even, go to 402; if the result is odd, go 
  to 403.
  (291)
  295
  The two of you walk, hungry, for many days. One morning you 
  wake to find Norman gone. You search for the entire day but 
  fail to turn up a single trace of him. In the end, you have to 
  admit you are alone.
  Go to 67.
  (279)
  296
  The threatening chorus of howls out in the pine forest has 
  Norman jumpy. You decide to halt at a cave for the night and 
  take advantage of its protection against predators.
  The two of you build a fire in the entrance and settle down 
  inside your ragged blankets. As you drift toward sleep, you 
  become conscious of something breathing at the back of the 
  cave, something huge. You alert Norman. Then, you hear it stir. 
  Its odor rises to press upon you, a sickening stench you can 
  hardly bear.
  To shoot at the unseen creature, go to 325. To wait and see what 
  happens, go to 326.
  (279)
  297
  The game trails are empty. The berries, so abundant earlier, have 
  withered and dropped off the branches. The threat of starvation 
  is real.
  Make a Survival (Woodland) roll: if you succeed, go to 513; if you 
  fail, go to 331.
  (198, 279)
  298
  As night draws in, the baying of wolves becomes incessant. You 
  catch Norman’s eye and see his nerves are worn to the snapping 
  point. When you chance upon a cave, it seems wise to stop 
  there for the night.
  Your luck seems to turn, as you are able to kill a snowshoe 
  hare for supper. As the two of you chew its stringy meat, the 
  woods fall silent. The owls, the crickets, even the wolves cease 
  their calling. Some unseen menace pervades the twilight. 
  Perhaps Norman’s mood is rubbing off on you.
  To douse the flames and conceal yourselves, go to 333. To stoke them 
  higher, go to 329. 
  (279)
  299
  The little man refuses to walk, so your party carries him. By 
  noon he appears to have fallen unconscious. You set up camp 
  and try once more to feed your captive. He refuses; he seems to 
  be actually willing himself to die.
  By morning he is dead; his corpse rots rapidly. Carrying it 
  becomes a repugnant prospect. Even the bones fall apart and 
  crumble to gray dust in only a few days. So much for your specimen.
  To continue your homeward march, go to 158. To reverse course and 
  explore the North Hanninah Valley, go to 89.
  (281)
  300
  “If we release him, he’ll return with his people.” Bernard may 
  be right. But you are the expedition leader and will be held 
  responsible for your actions toward other cultures.
  You unbind the little man and stand back. With surprising 
  speed, he dashes away through the trees. You urge your party in 
  the opposite direction.
  Make a Luck roll: if you fail, go to 85; if you succeed and want to continue 
  exploring, go to 89; alternatively, if you want to head for home, go to 158.
  (281)
  301
  You grab your rifle and fire point-blank into the chest of the 
  monster that was once your research assistant.
  If you hit, go to 302. If you miss, go to 339.
  (303, 305)
  
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  302
  It’s a hit! Your former student howls with fear and clutches 
  at their heart. You remember something in the legends about 
  a wind-walker’s heart being the most vulnerable organ. You 
  aim for the same target and fire again, but the creature has had 
  enough and bolts from the camp.
  Now you must face the forest—alone.
  Gain 1D6 Sanity. Then, go to 67.
  (301)
  303
  You stagger as the truth hits home: Norman has been possessed 
  by the cannibal spirit of the North. He is a wind-walker!
  Make a Sanity roll. If you fail, lose 1D6 Sanity. To dash off into the 
  woods, go to 304. To fight the creature, go to 301.
  (328)
  304
  You race for the cover of the deep woods. The monster follows, 
  and it is catching up. The Big Woods are home to its kind. Your 
  only hope is to bury yourself beneath the canopy.
  Make a Stealth roll: if you succeed, go to 336; if not, go to 337.
  (187, 303, 306)
  305
  “No!” Sylvia rasps. Her face is the misshapen echo of a girl from 
  long ago, analyzing a thorny paper in a Miskatonic tutorial 
  room. But her voice is that of a demon. “Come no closer. It is in 
  me and I will take you. Run! I… crave...”
  You glance at Norman. To your surprise, he speeds away in 
  blind terror. If you hesitate, you may never find him again.
  To try to talk Sylvia out of her madness, go to 306. To try to shoot 
  her, go to 301. To pursue Norman, go to 338.
  (283)
  306
  Sylvia gives a terrible cry of triumph. As she shouts, she seems 
  to change. Patches of dark ice break out on her flesh.
  Make a Sanity roll: if you fail, lose 1D6 Sanity; if you retain 
  control, go to 304.
  (283, 305)
  307
  The wolf pack hits your group and scatters it. They are too close 
  for your rifle; you must make a desperate stand with melee 
  weapons. The pack splits to overwhelm you.
  Unless you have already reduced their number, there are 2D6 dire 
  wolves. One-third of them attack each of you. If the number does not 
  divide cleanly, the first leftover wolf targets Sylvia, and the second 
  targets Norman.
  If there are fewer than three wolves, you may help a student 
  fight theirs: go to 271. Or you may flee to save yourself: go to 340. 
  Otherwise, ignore the students’ battles and fight the wolves that 
  have targeted you. The dire wolves have attacks of 30% (15/6), deal 
  1D8+1D4 damage, and have 15 hit points each. If you win the 
  fight without a wound, go to 340. If you survive but have taken 
  damage, go to 347. If you fall unconscious or die, the Nadelmann 
  Expedition is over. THE END.
  (286, 288)
  308
  You help your students up into the tree limbs. Once they are 
  clear, you scramble after them. You wrap your arms around a 
  solid branch, but something drags at you. The lead wolf has 
  leapt and sunk its teeth into your boot! Sylvia and Norman 
  grab under your shoulders, hauling you up. But the wolf could 
  drag all three of you from the tree.
  You must decide whether to whip your foot free from the 
  wolf’s slavering mouth or to dash its head against the tree trunk.
  Make a DEX or a Fighting (Brawl) roll. Whichever you choose, if 
  you succeed, go to 344, while if you fail, go to 345.
  (288)
  309
  Huge, ape-like figures—at least a score of them! They appear 
  excited, waving clubs and rocks in their huge paws. Hemmed 
  in the gully, you feel very vulnerable.
  To fire a shot to scare them off, go to 346. To remain calm, go to 348.
  (289)
  
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  ALONE AGAINST THE FROST
  310
  Colossal drooling ape-men! You’re trapped! Doomed! Your legs 
  buckle and you faint dead away.
  If you suffered temporary insanity, go to 350. If you have gone into 
  indefinite insanity, go to 364.
  (289, 290)
  311
  Somehow both you and Norman remain silent at the sight of 
  the huge, ape-like figure that lumbers out of the bushes. You 
  have heard of this creature, the sasquatch, and you had doubted 
  its existence before this trip.
  It stands over seven feet tall and is completely covered by a 
  short coat of dark brown hair, flecked with white—or maybe 
  flakes of mud. Heavily built, particularly in the legs, the 
  sasquatch’s limbs are both proportionally longer and thicker 
  than a human’s. It displays a sagittal crest, like a male gorilla. 
  Such a feature, you know from your anthropological studies, 
  virtually disqualifies it as a close relative of Man. The male, as 
  you now think of it, moves with a peculiar shuffle, letting his 
  great arms dangle. Threads of drool hang from his lips.
  When it passes on, you suggest to Norman that you follow 
  the sasquatch. He swallows but finally nods in agreement.
  The lay of the land suits continued surveillance. The sasquatch 
  travels directly to a primitive camp where more sasquatches, of 
  both sexes and all ages, mill about. Their campsite is filthy. You 
  see no fire, no huts, no sign of tools.
  Suddenly you pick out a small figure in khaki, a girl walking 
  with nervous steps between towering sasquatches. Sylvia!
  To fire into the camp to frighten the ape-men away, go to 353. To 
  wait till darkness and steal into the camp for a quiet rescue, go to 
  359. To accept the odds are against you and give Sylvia up for lost, 
  go to 360.
  (290)
  312
  Norman gives a short, shrill yelp. You only get a glimpse of 
  the thing in the bushes: a giant ape—or ape-man. It must be a 
  creature similar to the one that carried off Sylvia!
  To follow the creature’s tracks, go to 362. To accept Sylvia is gone 
  and leave the lost valley, go to 360. To swallow your grief for 
  Sylvia, but keep exploring the area, go to 63.
  (290)
  313
  You and Norman wander through the lost valley, staring at each 
  new marvel. It is easy to forget about the potential hazards. 
  Roll 1D10: if the result is even, go to 314; if the result is odd, go to 315.
  (360)
  314
  You cross an open meadow full of grazing beasts. In quiet 
  wonder, you study early species of horse, elephants, camels, 
  antelope, and other such animals. 
  A shadow glides over the flowering grass ahead of you. The 
  animals let out frightened trumpets and bleats. Whatever the 
  flying thing is, it terrifies them!
  To look up into the sky, go to 318. To get out of the open, go to 363.
  (213, 292, 313)
  315
  Unlike the mammal and plant life, the bird population contains 
  species quite familiar to you—terns, curlews, and geese. As you 
  cross a slough heavily grown with sedge, rushes, and reeds, you 
  reflect that “Nadelmann’s Lost Land” may not add many new 
  species to the science of ornithology.
  But, you are mistaken. A powerful, harsh caw startles the two 
  of you. A head stabs out from the swamp growth. It is some 
  form of bird, as tall as an ostrich, but with a heavier neck and 
  breast muscles. Its talons are long and curved, its beak similar 
  to an eagle’s. A giant carnivorous bird! It looks like it could kill 
  and eat a buffalo.
  To have your party shoot at the bird, go to 366. To run from it, go 
  to 369.
  (213, 292, 313)
  
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  316
  A swift stream cuts across your path. You guess that if Norman 
  and Sylvia ran this way, they would be forced to remain this 
  side of such a barrier—perhaps even follow its course. You walk 
  parallel to the waterway and soon you see the bootprints of 
  your missing students in the moist soil.
  You step up your pace and suddenly hear your companions’ 
  frightened shouts. Running toward the source, you see Sylvia 
  on the edge of a steep ravine. Norman has fallen over the edge 
  and only Sylvia’s strength prevents him from plummeting into 
  the roaring waters! Can you reach them in time?
  Make an opposed roll for Sylvia’s STR against Norman’s SIZ: if 
  Sylvia wins, go to 322; if Norman “wins,” go to 319.
  (284)
  317
  You carefully retrace the route you took to enter the lost land 
  and sense you are getting close to the rock wall exit. As you cross 
  a large meadow, an ominous howling arises from the tall grass.
  Go to 288.
  (291)
  318
  Your jaw drops open.
  Make a Sanity roll: if you fail, lose 1D6 Sanity. If you manage to 
  avoid temporary or indefinite insanity, go to 320. Otherwise, the 
  animals of the range flatten you in an almighty stampede, crushing 
  your body. The Nadelmann Expedition is over. THE END.
  (314)
  319
  Too late! Sylvia slides over the edge! As you reach the brink, 
  both the students are being battered by the turbulence.
  To leap in and attempt a hazardous rescue, go to 227. Otherwise, 
  you must watch them drown; then, go to 67.
  (316, 469)
  The steep ravine
  
  61
  ALONE AGAINST THE FROST
  320
  Your blood runs cold as you spot the fungoid abomination 
  gliding through the air overhead. Around you, the beasts panic 
  and begin to move.
  Gain 1 point of Cthulhu Mythos. Go to 321.
  (318)
  321
  You and Norman take to your heels. The panicked herds crash 
  through the grass behind you, gaining fast. You will never make 
  it to the woods. 
  Make an INT roll: if you succeed, go to 323; if you fail, the stampede 
  rolls over both of you, inflicting 4D6 damage to each of you. If you 
  somehow survive, go to 347. Otherwise, the Nadelmann Expedition 
  is over. THE END.
  (320)
  322
  You grab Sylvia’s feet just as she begins to slide down after Norman. 
  You battle for a few seconds until you have both of them safely up 
  on the cliff beside you. Your party can spare little time to celebrate 
  its preservation. The odds are still against returning safely home.
  Make a Luck roll: if you succeed, go to 513; if you fail, go to 324.
  (316, 469)
  323
  Off to one side, you spot a small geological formation. You 
  drag Norman down behind it. The bleating, bawling stampede 
  passes over and around you, several pairs of feet missing your 
  heads by inches.
  Go to 278.
  (321)
  324
  You and the two students travel over trackless woods on short 
  rations. From day to day, the air cools as the short summer 
  declines into the rugged subarctic autumn. 
  If any of your party require healing, you may restore 1 hit point each. 
  To follow the river, go to 470. To scale a ridge, go to 469. To thread 
  through light woodland, go to 218. To penetrate deeper into the 
  forest, go to 557. To concentrate on finding supplies, make a Luck 
  roll: if you succeed, go to 654; if you fail, go to 132.
  (45, 50, 53, 54, 76, 137, 142, 217, 244, 245, 293, 322, 404, 425, 
  442, 465, 533, 594, 599, 650)
  325
  You fire at the source of the breathing. The muzzle flash paints 
  the walls of the cave.
  Attempt a Hard Firearms (Rifle/Shotgun) roll with your rifle. If 
  you inflict 8 points of damage or more, go to 373. If you miss or score 
  less damage, go to 376.
  (296, 493)
  326
  Holding your trigger finger steady, you allow the reeking hulk 
  in the rear of the cave to shuffle out into the light of your night 
  fire. It is a gigantic biped with the face of an ape.
  Make a Sanity roll: if you fail, lose 1D6 Sanity. Then, go to 493.
  (296)
  327
  A hundred yards from camp, you spot a Canada goose. 
  Steadying your shaky hand for a moment, you take the shot. 
  You dare not aim for the head and miss, so you put a bullet in 
  its gut. The agonized beast leads you on a fretful chase through 
  the woods before keeling over.
  You return to Norman elated. A good meal is exactly what 
  he needs.
  Make a Hard CON roll for Norman: if he succeeds, go to 543; if he 
  fails, you arrive too late, go to 67.
  (331)
  328
  Norman, whom you thought moments from death, suddenly 
  sits up. You look into his face, then drop your eyes. He has 
  changed somehow; he is like a rabid wolf hiding behind the 
  mask of a man.
  Go to 303.
  (282, 331)
  
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  329
  Instead of repelling the creatures out there, the fire serves as 
  a beacon to bring them in. The mat of twigs and brown pine 
  needles rustles with their strange tread. Odd shadows slip along 
  the cave walls.
  Go to 335.
  (298)
  330
  Flushed from the cave, intent upon survival, you dive for the 
  thickets to escape the weird attackers.
  Make a Luck roll: if you succeed, go to 336; if you fail, go to 516.
  (335, 515)
  331
  As the pair of you starve, Norman’s strength gives out first. You 
  wrap him in a ragged blanket and, discouraged, make one more 
  attempt to find food.
  Roll 1D10: if the result is even, go to 327; if the result is odd, go 
  to 328.
  (297)
  332
  You run right into a blast of cosmic cold. You collapse to the 
  ground, too stiff to shiver. From the position where you lie, 
  you see the many legged creatures with their weird weapons 
  scuttling like giant spiders from the bush. Then darkness.
  Go to 417.
  (143, 148, 149, 150, 476, 478, 511, 516)
  333
  Huddled in dank darkness, the two of you hide from the 
  creatures outside. You hear many pairs of strange feet scuttling, 
  close by.
  Make a Stealth roll for Norman and yourself: if you both succeed, go 
  to 334; if either of you fails, go to 335.
  (280, 298)
  334
  After minutes that feel like eternities, the steps depart. The owl 
  hoots once more, the cicadas buzz. Even so, you do not relight 
  the fire for the rest of the night.
  Go to 513.
  (333)
  335
  You hear an unearthly crackle. A blast of cold sweeps through 
  the darkness and numbs one side of your face. Norman 
  scrambles away into the depths of the cave.
  To fight it out with the bizarre intruders, go to 380. To bolt from 
  the cave and abandon Norman, go to 330.
  (329, 333)
  336
  You run until you fall, utterly spent. When you look back, you 
  hear and see nothing. You are safe for the moment. But, now, 
  you must face the Big Woods alone.
  Go to 67.
  (187, 304, 330, 338, 339, 476, 485, 510)
  337
  You cannot run any farther, but you feel the cold breath of the 
  wind-walker on your back. It reaches out. You feel its grasp. It 
  has you!
  You must fight for your life. 
  The wind-walker has 3D6+6 hit points. Its icy attack has a 40% 
  (20/8) chance to hit and deals 1D8+1D6 damage. Your own attacks 
  suffer a penalty die due to exhaustion. If the wind-walker overcomes 
  you, the Nadelmann Expedition is over. THE END.
  If you defeat the wind-walker, gain 1D6 Sanity. You can 
  attempt a First Aid roll to restore 1D3 hit points of damage taken 
  in the fight. Then, go to 67. 
  (304, 338, 339)
  338
  Something crashes through the woods behind you. It does not 
  sound like the Sylvia you knew.
  
  63
  ALONE AGAINST THE FROST
  Make a Hard CON roll for Norman. Then, make a Regular CON 
  roll for yourself. If you both succeed, go to 513. If you fail, go to 337. 
  If you succeed, but Norman fails, go to 336.
  (305)
  339
  Your shaking arm spoils your shot. The wind-walker springs 
  at you, knocking the rifle far out of reach. Then, with a blood-
  chilling shout, it attacks. You turn and flee.
  Make a Hard CON roll: if you succeed, go to 336; if you fail, go 
  to 337.
  (301)
  340
  You break free of the pack, which tears at the bodies of your 
  hapless students. That grisly diversion allows you to get a good 
  head start before a few of the predators break off to give chase. 
  Can you keep going until they lose interest?
  Make a CON roll. If you have fewer than half your original hit 
  points, you must take a penalty die. If you succeed, go to 356. If you 
  fail, the Nadelmann Expedition is over. THE END.
  (307)
  341
  You bury Norman’s body, all too aware that you persuaded him 
  to follow you on this expedition.
  Putting aside that thought, you return to the dead ape-man 
  in the cave. It is an incredible specimen.
  You may attempt a First Aid roll: if you succeed, you may regain 
  1D3 hit points lost in the last encounter. If you wish to take the 
  creature’s head, record the keyword STOCKHOUSE. Then, go 
  to 377.
  (376)
  342
  Your wounds swell and discolor. Your entire body flames with 
  fever. You lapse into longer and longer periods of delirium. 
  When the end comes, you are completely unaware of it.
  The Nadelmann Expedition is over. THE END.
  (347, 392)
  343
  You spy a moldy fruit on a tree near your sickbed. With a great 
  effort, you crawl over and drag it from the branch. It tastes 
  appalling, but you choke it down and then pass out.
  There must have been something beneficial in the fruit, for 
  when you wake, your head is clearer and you have new energy.
  Gain 1D3 hit points and go to 365.
  (347, 392)
  344
  You scramble higher into the tree. Just in time! The beasts leap, 
  growl, and snarl, but your perch is secure. At last, they trek off 
  across the meadow. Your narrow escape emphasizes that you are 
  ill-equipped to explore this land.
  Go to 293.
  (308, 616)
  345
  The wolf drags you and your boot back to earth. Your leg twists 
  awkwardly and you go down. The pack converges on you, snarling 
  with bloodlust, jostling each other for a bigger share of your flesh.
  Gunfire splits the air, as the students above try vainly to save 
  you. But the wolves are lost in their frenzy. After a few seconds, 
  your body already torn beyond repair, you get a glimpse up into 
  the tree branches. A tearful Sylvia points her rifle directly at 
  your head. “Sorry, Professor,” she says and squeezes the trigger.
  The Nadelmann Expedition is over. THE END.
  (308)
  346
  You fire at the ape-men.
  Roll 1D6: on a result of 1–4, go to 519; on a result of 5–6, go to 481.
  (309, 362)
  347
  You awaken in pain. It hurts even to turn your head. Norman’s 
  body decomposes beside you. You are covered in dried blood.
  Make a CON roll: if you succeed, go to 343; if you fail, go to 342.
  (307, 321, 355, 363, 371, 391, 406, 519, 616)
  
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  348
  Despite superficial appearances, these creatures are closer to 
  humans than apes. You use your anthropological training to 
  mollify them and avert potential hostility.
  Attempt an Anthropology roll: if you succeed, go to 349; if you fail, 
  go to 376.
  (309, 362)
  349
  A few of the largest sasquatches tentatively descend from the 
  ridges. You use what you hope are universally acknowledged 
  gestures of submission. The creatures advance by stages. 
  Suddenly one reaches out and tucks you under his arm.
  Go to 350.
  (348)
  350
  The ape-men carry you and Norman like rolled-up carpets. It 
  is not far to their encampment. “Professor!” Norman points. You 
  follow his gesture. Sylvia!
  Make Sylvia’s Sanity roll: if she succeeds, go to 352; if she fails, go 
  to 351.
  (310, 349, 390)
  351
  By the vacant look in her staring eyes, by the white streaks in 
  her once-auburn hair, you realize that Sylvia has gone quite mad 
  from her ordeal. The sasquatches move her around camp like a 
  life-sized doll, placing her beside you under a rock overhang. 
  She ignores your attempts at communication.
  Go to 389.
  (350)
  352
  “Professor!” She rushes to your arms. Even Norman, not 
  known for demonstrative gestures, rises to embrace her. Sylvia 
  is haggard from the physical and psychological ordeal of her 
  abduction but has proven tough enough to survive. She explains 
  that she has been fed by the sasquatches and not harmed. For 
  a time, she was not allowed to leave the rock overhang, but by 
  showing kindness and consideration to the young sasquatches, 
  she was permitted to roam around the vague limits of the 
  encampment. She thinks that it would be possible to escape, 
  but before you came, she feared to be alone in the lost valley 
  and the Big Woods around it.
  The three of you plot your escape.
  Make an INT roll: if you succeed, go to 387; if you fail go to 389.
  (350)
  353
  The shrill, piercing screams of the sasquatches bounce off the 
  rocks as you rapidly fire several rounds above their heads.
  Attempt a Luck roll: if you succeed, go to 500; if you fail, go to 354.
  (311)
  354
  On hearing the gunfire, the creatures run—but they run 
  directly at you and around your flanks. They gain momentum 
  like speeding trucks. You cannot hope to drop them all with 
  rifle fire. As one, you and Norman turn and flee.
  Norman’s movement rate is 7. Yours is 8, and the movement rate 
  of the sasquatches is 7. Make a CON roll for yourself and a CON 
  roll for Norman. On an Extreme success, you may add 1 to that 
  character’s movement rate. On a failure, you must subtract 1. 
  If the sasquatches equal or exceed your movement rate, go to 
  355. If they equal or exceed Norman’s, but you get away, go to 356. 
  Otherwise, if you both outstrip the ape-men, go to 358.
  (353)
  355
  Powerful hairy hands clamp on your shoulders, snatching you 
  from your feet. Foul-smelling hulking bodies close in, biting 
  and clubbing with fists and pieces of wood.
  Take 1D10 damage. If you survive the assault, go to 347.
  (354)
  
  65
  ALONE AGAINST THE FROST
  356
  You hear a ghastly wail of fear from Norman and feel a wave 
  of shame that a man so dedicated to his own education should 
  come to this on your field trip.
  Wracked and helpless, you race on.
  Go to 365.
  (340, 354, 367, 616)
  357
  You look into Sylvia’s waxen face. An emptiness has replaced 
  the vitality in her eyes. Her dark auburn hair is streaked with 
  white. She looks at the pair of you without recognition. Her 
  ordeal has destroyed her mind.
  You lead her away from the sasquatch camp. She follows with 
  passive, mechanical steps. When, the next day, you reach the 
  swift-flowing stream that leads through the fissure to the other 
  world, she falls into the churning rapids. Not even attempting 
  to swim, she is swept along like a wooden doll.
  Go to 542.
  (192, 398, 500)
  358
  For a great distance, the two of you hear the ape-men in 
  the rocks and woods behind you, smashing through the 
  undergrowth. At last, all is quiet to the rear.
  You and Norman exchange glances. Ashamed, the two of 
  you agree that rescuing Sylvia is beyond your power. With no 
  heart to explore the valley under such a burden of guilt, you 
  decide to leave as soon as possible. 
  Go to 361.
  (354)
  359
  You and Norman sneak into the encampment, fully aware 
  that the sasquatches may be nocturnal and have sharper 
  senses than you.
  Make a Stealth roll for you and Norman: if you both succeed, go to 
  393; otherwise, go to 390.
  (311)
  360
  Having avoided so many dangers on your way into the lost 
  valley, now you and Norman must attempt to bypass them all 
  again on your way out.
  Make a Hard Luck roll: if you succeed, go to 361; if you fail, go 
  to 313.
  (311, 312)
  361
  The lost valley seems under a spell. You and Norman make it 
  back to the watery fissure unmolested. The current gives you 
  some nervous moments, but you cross in safety.
  Go to 279.
  (108, 112, 358, 360, 363, 369, 399, 641)
  362
  Pursuing the alerted sasquatch was a serious mistake. It leads 
  you into a tight clearing, where you are surrounded by a horde 
  of large and angry ape-men.
  To fire at the creatures to frighten them off, go to 346. To avoid 
  aggressive movements, go to 348.
  (312)
  363
  Your swift exit from the meadow proves a wise decision. The 
  terrified animals begin to stampede. 
  Make a CON roll to outdistance the stampede—your rapid response 
  gives you a bonus die. If you succeed, go to 361. If not, the animals catch 
  you, causing 2D10 damage. If you survive, go to 347. Otherwise, the 
  Nadelmann Expedition is over. THE END.
  (314)
  364
  You lose your grip on reality.
  If you have not yet suffered indefinite insanity, you now gain insane 
  insight—add 5 points to your Cthulhu Mythos skill. If you have 
  previously suffered indefinite insanity, add only 1 point.
  Roll 1D6: if the result is 1–4, go to 550; if the result is 5–6, go to 549.
  (310, 371, 622, 630)
  
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  ALONE AGAINST THE FROST
  365
  You cross the landscape of the lost world, little thinking of the 
  hollow fame that will be yours if you can report it to civilization. 
  Grief is your constant companion and the regret of your failure 
  as a leader. You finally find the way out of the lost valley and 
  leave it behind.
  Go to 67.
  (271, 343, 356, 368, 384, 392, 397, 646)
  366
  You blaze away at this new species.
  Each of you may get off one shot per rifle at normal range. If the 
  shooter succeeds with a DEX roll, they may fire again at point-
  blank range (granting a bonus die). If together you inflict 10 or 
  more points of damage, go to 399. If not, go to 367.
  (315)
  367
  With a spring, the bird-monster leaps between you and 
  Norman. You duck its cruel beak and the two of you flee in 
  opposite directions. Your only chance is if the creature decides 
  to chase Norman.
  Roll 1D10: if the result is even, go to 356; if the result it odd, go to 368.
  (366, 369)
  368
  Norman disappears into the woods. The bird is after you. In the 
  swampy ground you can’t achieve full speed, but neither can it.
  Make a Hard CON roll: if you succeed, the bird loses interest, go 
  to 365; if not, it catches up, and that is the end of the Nadelmann 
  Expedition. THE END.
  (367)
  369
  Your shins drag through the mud of the slough. The bird is also 
  slowed, but the chase wears you down.
  Make a CON roll for both of you: if both succeed, your party outruns 
  the bird, go to 361; if either one fails, go to 367.
  (315)
  370
  As you and the two students cross a meadow, thunderheads 
  build above the Ram Mountains. You head toward a tall, wide-
  spreading tree for shelter, past many supposedly extinct species 
  of herd animals feeding on the long, flowering grasses.
  Suddenly, there is a blast like a cannon shot and a blinding 
  flash. A bolt of lightning has struck the tree that was your 
  destination. It cracks in half. Fire flashes in the shattered trunk. 
  This seems like a near escape, until the bleating, neighs, and 
  trumpeting of the fabulous animals around you warn you of 
  danger. The terrified beasts are about to stampede!
  You lead your party toward the woods as fast as they can sprint.
  Go to 616.
  (291)
  371
  At last, you approach the fissure by which you entered the lost 
  valley. Your reverie is interrupted by a large rock that plummets 
  from the sky and crashes on a boulder a few yards from your 
  feet. You look up and are stunned to see a host of hideous ape-
  men on the ledges overhead, tossing crude granite missiles 
  down at you.
  Make a Sanity roll: if you fail, lose 1D6 Sanity. If this results in 
  temporary insanity, you stand in the open and are hit by a rock; take 
  1D10 damage, and go to 347. If you avoid insanity, go to 400.
  (291)
  372
  Upon examination, the Canadian authorities are convinced that 
  the skull of the sasquatch was indeed an animal, not a deformed 
  human being. You and your specimen are released. Your return 
  to Miskatonic University—considering the circumstances—is 
  hailed as an important triumph and a professional vindication.
  A second Miskatonic expedition is prepared for the next 
  summer, under Ivan Kurtov. After your harrowing experience, 
  you decline to return so soon to the North Hanninah. The 
  Kurtov Expedition heads north and, eventually, vanishes 
  without a trace.
  You continue to enjoy popular support for a while, but 
  jealous scientists publish various “debunking” articles against 
  your specimen. The lack of new, hard evidence allows armchair 
  scoffers to keep the existence of the American ape-man a 
  controversy for the remainder of your life.
  The Nadelmann Expedition is over. THE END.
  (374)
  
  67
  ALONE AGAINST THE FROST
  373
  With a scream, the immense creature staggers and collapses 
  upon the flowstone at the cave’s rear.
  Gain 1D6 Sanity. Go to 379.
  (325, 423)
  374
  The Mounted Police will require that a coroner examine the 
  head to determine whether or not a murder has been committed. 
  After all, the head might just be that of a particularly ugly or 
  deformed human, not the monkey-man you claim it to be.
  To consider another discovery first, go back to 529. To reveal the 
  sasquatch head, make a Luck roll: if you succeed, go to 372; if you 
  fail, go to 375.
  (529)
  375
  The medical examiners claim that you have shot a human being! 
  They suggest it was an unfortunate local who, because of his 
  deformities, was cast out from his community. Your evidence 
  that the skull is, in fact, from a completely different species than 
  Homo sapiens is discounted.
  Your case comes to trial and attracts great notoriety. The 
  scientific community is badly divided; both sides of the case 
  have their pick of learned academics willing to swear to 
  absolutely incompatible positions.
  You are judged guilty of manslaughter and sentenced to a 
  Canadian penitentiary. It will be a year before you are eligible 
  for parole.
  While you languish there, the obtuse provincial authorities 
  bury the head in a graveyard. A week later it is stolen by 
  graverobbers. Several specimens purported to be the “Sasquatch 
  Head of Dr. Nadelmann” circulate through the USA and 
  Europe as part of traveling shows.
  While in prison, you write extensively about your trip and 
  your theories. When you are able to return to the United 
  States, you eke out a marginal living as a popular science 
  writer. In particular, you argue the evidence for the existence 
  of the sasquatch.
  The Nadelmann Expedition is over. THE END.
  (374)
  376
  The creature shrieks with rage and then charges like a 
  locomotive. It is too close for gunfire. You and Norman must 
  take up melee weapons.
  The beast’s attack is 30% (15/6), and its powerful arms deal 2D6 
  damage. It has 18 hit points—which you may already have reduced.
  If both you and Norman survive the fight, go to 378. If Norman 
  is killed and you have taken a major wound, go to 191. If you have 
  not taken a major wound, go to 341.
  (325, 348, 423, 493)
  377
  Alone, you seek to return to civilization.
  Make a Luck roll: if you succeed, go to 513; if you fail, go to 67.
  (341)
  378
  Norman exerts his usual steadying influence, and together you 
  shake off the worst effects of the fight. You fetch out the first 
  aid kit and then turn your attention to the dead creature. 
  You may attempt a First Aid roll to restore 1D3 hit points to 
  yourself and Norman (if you lost that many). Afterward, go to 379.
  (376)
  379
  You raise a torch to illuminate the body on the floor of 
  the cave. It is a man-ape of incredible musculature. Your 
  examination satisfies you that this must be what northern 
  legend calls a sasquatch. You have the physical evidence here 
  to prove your discovery.
  If you take the sasquatch head as a specimen, record the keyword 
  STOCKHOUSE. Then, go to 513.
  (373, 378)
  
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  ALONE AGAINST THE FROST
  380
  Your party exchanges salvos with the strange entities. It seems 
  they must come quite close to use the full effect of their cold-
  beam projectors.
  Each of you with a rifle may fire 3 times at normal range before you 
  become too numb from the indirect fire of the alien weapons. If you 
  score 3 hits between the two of you, go to 381. If you do not, you are 
  rendered unconscious; go to 417.
  (335, 475, 478, 479)
  381
  Finally, the fight is over. You go out to check the bodies and 
  find them to be pink, fungoid crustaceans of great size. From the 
  way they fought, they must have been intelligent indeed. Your 
  scientific excitement rises. What specimens they will make!
  Unfortunately, a strange deterioration sets into the bodies. 
  By midday, there is nothing left of them but slime.
  Gain 1D6 Sanity. Go to 513.
  (380, 479)
  382
  The sasquatches force you to walk with them up a high trail. 
  You peer down from a tight bend and see a lake far below, its 
  surface glimmering with sunlight. The climb continues. But 
  what awaits at its end?
  To jump from the parapet and dive for the lake, go to 383. To 
  continue climbing with your captors, go to 386.
  (389)
  383
  Before you can think too hard about your elevation, you throw 
  yourself out into empty air.
  Attempt a combined Jump and Swim roll: if both succeed, go to 384; 
  if you fail either, go to 385.
  (382)
  384
  You knife into the water like an Olympic star and feel your 
  hands touch bottom. The water is cool. Heart hammering, you 
  surface and make mighty strokes to the bank. The sasquatches 
  above hoot and scream in frustration. But it would take them 
  an hour to pursue you down the cliff.
  Go to 365.
  (383)
  385
  You hit the water at a bad angle and swallow a mouthful of 
  it. Everything becomes murky. You cannot be sure which 
  direction is up.
  Take 1D8 in damage. Then, attempt a Hard Swim roll to reach 
  the shore—you may try multiple times, but each time you fail, you 
  suffer 1D3 damage. If you survive, go to 397. If you drown, the 
  Nadelmann Expedition is over. THE END. 
  (383)
  386
  With weary legs, you accompany the ape-men to the top of the 
  cliff. You sit waiting for several hours. It occurs to you that you 
  have climbed out of the lost valley and that the forest nearby 
  is part of the Big Woods that you crossed before. Do you dare 
  try to escape?
  To make a run for it, go to 485. To trust that the sasquatches are 
  essentially gentle creatures not intent upon harm, go to 488.
  (382)
  387
  Sylvia points out that the brush around the sasquatch camp is 
  very dry. You form a plan. She will take the matches from your 
  coat pocket, cross the camp and duck into the thickets, where 
  she will start a diversionary blaze. It ought to be a good trick 
  since it seems the sasquatches have no knowledge of fire.
  Make a Luck roll for Sylvia: if it succeeds, go to 401; if it fails, 
  go to 388.
  (352, 644)
  Opposite: Helpless in the sasquatch's arms
  
  69
  ALONE AGAINST THE FROST
  388
  No sooner is Sylvia out of sight than you hear annoyed 
  sasquatch cries. A large male returns her to the overhang. She 
  is like a helpless teddy bear in his arms.
  Go to 389.
  (387)
  389
  The three of you remain under the overhang all night. At dawn, 
  the sasquatches come and seize you by the arms. They drag 
  you, and you alone, from camp. “Professor?” Norman sounds 
  nervous. You warn him against impulsive moves, wishing you 
  felt as confident as you sound.
  Go to 382.
  (351, 352, 388, 544, 644, 653)
  390
  A high-pitched scream splits the shadowed camp, echoed by 
  sasquatches on every side. There is nowhere to run.
  To assume a submissive posture and allow yourself to be seized, go to 
  350. To make a fight of it, go to 391.
  (359, 396, 398, 420, 421)
  391
  Two sasquatches move to block your retreat. There is no time to 
  look over your shoulder. They grunt and swipe at you. 
  Both of the sasquatch have an attack of 30% (15/6), deal 2D6 
  damage, and begin with 18 hit points. If you have a rifle, you may 
  fire once at point-blank range (gaining a bonus die), but thereafter 
  you must depend on whatever melee weapons you have. You may 
  surrender at any time during the fight.
  If you can inflict at least 9 points of damage on each sasquatch, 
  you may choose to dart around them and escape alone; go to 392. If 
  you surrender, go to 544 if Sylvia is with you, or 347 if she is not.
  (390, 653)
  
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  ALONE AGAINST THE FROST
  392
  You run like a lunatic until you think you are safe and then 
  slump to the ground, exhausted.
  If you took damage in the fight, there is a chance of infection. Make 
  a CON roll: if you succeed, go to 343; if you fail, go to 342. If you 
  avoided any damage, go to 365.
  (391)
  393
  The camp seems relatively empty of the creatures. Perhaps the 
  bulk of them are foraging. You creep to the spot where you last 
  saw Sylvia and whisper her name.
  Roll 1D10: if the result is even, go to 394; if the result is odd, go 
  to 420.
  (359)
  394
  “P–Professor?” The voice is unmistakably Sylvia’s. You calm her 
  with a whisper and she hugs you, overcome. She seems in good 
  shape, considering. You explain that you must sneak away from 
  camp at once.
  Make a Stealth roll for Norman, Sylvia, and yourself: if all three 
  succeed, go to 395; if any of you fail, go to 653.
  (393, 422)
  395
  You, Norman, and Sylvia can finally breathe sighs of relief. 
  Only now, when the first brilliant rays of the dawning sun 
  break over the Ram Mountains, are you able to appreciate the 
  wonders of the lost valley.
  Record the keyword INCHCAPE. To embark on an exploration 
  of the lost valley, go to 225. To try to leave the valley and start for 
  home, go to 291.
  (192, 394, 402)
  396
  “She’s here!” Norman hisses from the shadows. You creep over to 
  him and look down at the pale shape he has found.
  Sylvia’s eyes are open, but they do not focus. She gives no 
  sign of recognizing you. When you pull on her arm, she gets up 
  without resisting and stands there, slack. You exchange glances 
  with Norman. He looks conflicted.
  “Can we make it back out of camp with her in this state?” he 
  asks. “Can we make it all the way back home?” If Sylvia’s sanity is 
  gone, perhaps it would be kindest to leave her here.
  To take Sylvia along with you, go to 398. To leave her behind, make 
  a Stealth roll for Norman and yourself: if you both succeed, go to 
  291; if either of you fails, go to 390. 
  (422)
  397
  You crawl up on the beach, your body aching from the 
  punishing high dive. It takes you a long time to catch your 
  breath. Surely your captors must think you have been killed 
  by the terrifying leap.
  You may attempt a First Aid roll; if you succeed, restore 1D3 hit 
  points. Then, go to 365.
  (385)
  398
  You think of Sylvia’s keen intellect, her loyalty, and her 
  persistence despite the doom that has seemed to dog this 
  expedition. While life remains within her, you cannot abandon 
  her to these creatures. You lead her by hand through the camp 
  of sleeping sasquatches.
  Make a Stealth roll for every party member. Sylvia’s Stealth is 
  currently 15%. If everyone succeeds, go to 357. If anyone misses, go 
  to 390.
  (396)
  399
  “Rawwkh!” The bird-monster squawks and topples into the 
  mire, spasmodically kicking as it dies. The head of this long-
  thought-extinct carnivore could provide evidence of your 
  discovery, if you are lucky enough to return to civilization. 
  Norman graciously offers to sever it.
  You have done everything you can in the lost valley with your 
  limited resources, so you start back.
  Record the keyword BACKWATER. Go to 361.
  (366)
  
  71
  ALONE AGAINST THE FROST
  400
  Rocks strike around you, embedding themselves in the earth. 
  The ape-men—sasquatches—are so high above you that their 
  missiles impact with fearsome velocity.
  To try to rush through the hail of rocks, go to 406. To hold your 
  position and try to frighten off the sasquatch with gunfire, go to 
  539. To retreat into the valley and only return once the ape-men 
  have gone, go to 291.
  (371)
  401
  While you watch from your guarded spot, you observe the 
  flicker of Sylvia’s fires. After a moment, they surge into red 
  forks of flame.
  Guards around the encampment scream an alarm. In seconds 
  all is pandemonium, with smoke billowing and sasquatches 
  running in every direction. The beasts near you succumb to 
  panic, allowing you and Norman to scramble out. Sylvia runs 
  to join you.
  To sprint for freedom, make a Luck roll: if you succeed, go to 402: if 
  you fail, go to 403.
  (387)
  402
  The fire is short-lived. When the brief night is over, nothing 
  remains of it except a fading haze of smoke on the hilltop.
  Go to 395.
  (294, 401)
  403
  The wind picks up, fanning the flames into an inferno, which 
  sweeps down through the scrub of the hillside and into the 
  forest. Sylvia and Norman cough as branches around you 
  crackle and the conflagration spreads. You race through the 
  smoke, half blind.
  Make a Luck roll: if you succeed, go to 404; if you fail, go to 405.
  (294, 401)
  404
  Your party chances upon a cave deep enough to shelter you 
  from the smoke and heat on the surface. For over a day, the fire 
  traps you underground.
  When you finally emerge, you see a charred, devastated 
  landscape. The probable damage to the valley’s unique flora and 
  fauna sickens you. Over a carpet of smoldering embers and ash, 
  through endless stands of whitened spikes and blackened logs, 
  you make your way to the fissure by which you now leave the 
  lost land.
  Go to 324.
  (403)
  405
  A flaming tree topples toward you. You dive, avoiding its 
  trajectory by inches. It crashes onto your companions. Fearing 
  the worst, you scramble over.
  Sylvia’s skull is crushed. Her sightless eyes tell you everything 
  you need to know.
  Norman is still alive on the other side. You try to reach him, 
  but the flames drive you back. Through the heat haze, you see 
  his legs are trapped beneath the blazing trunk and a branch has 
  skewered his shoulder to the ground. There is no hope for him.
  His agonized eyes find yours. “Do you award… posthumous… 
  degrees, Professor?” Norman splutters and coughs up a mouthful 
  of blood. “I’d like… a distinction...” His head lolls back and the 
  flames take his body.
  Wiping away tears, you flee from the inferno.
  Make a Luck roll: if successful go to 408; if failed, go to 407.
  (403)
  406
  Your party scatters, sprinting through the hail of rocks.
  Make a Dodge roll for each member of your party: if you fail, lose 
  2D6 hit points and go to 347; if you succeed but both Norman and 
  Sylvia fail, go to 491; if only Sylvia fails, go to 278; if only Norman 
  fails, go to 490; if everyone succeeds, go to 293. 
  (400)
  
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  ALONE AGAINST THE FROST
  407
  The loss of your companions torments you even as the smoke 
  swirls in. Do you truly want to survive?
  To keep going through the fire, you must succeed with three Hard 
  CON rolls. You may try as many times as you wish, but the first 
  time you fail, and on every fail thereafter, you suffer 1D3 damage 
  from smoke inhalation.
  If you succeed three times without dying, go to 408. If not, the 
  Nadelmann Expedition is over. THE END.
  (405)
  408
  When you see the mouth of a cave, you can scarcely believe 
  your eyes. You plunge inside and discover that the cave is deep 
  enough to save you from the smoke and heat.
  The next day you emerge into a devastated wasteland, a 
  catastrophe. Your personal grief overwhelms you and your 
  scientific curiosity is exhausted. Your only desire is to leave 
  the smoldering landscape and you make your way to the outer 
  world via the stream-cut fissure.
  Go to 67.
  (405, 407)
  409
  Charlie insists she is not sleepy and simply needs a chance to 
  think. In the morning you find her gone, along with the canoe 
  and her share of the supplies.
  Sylvia and Norman frown as you break the news. But 
  Bernard’s jaw drops. You can tell he is thinking about all the 
  distance you have covered and his upcoming wedding.
  Record the keyword BAREFOOT. To try to return home on foot, go 
  to 158. To continue your explorations without a guide, go to 604.
  (26)
  410
  Your observation of Charlie Foxtail’s behavior convinces you 
  that she plans to desert in the night. You try to argue her into 
  a more rational state.
  Make a Psychoanalysis roll: if you succeed, go to 492; if you fail, 
  go to 164.
  (26)
  411
  Your party’s boating skills pull you through without mishap.
  Make a Luck roll: if you succeed, go to 513: if you fail, go to 34.
  (32)
  412
  The screams of your floundering companions are the last things 
  you hear before water fills your ears. The turbulence pummels 
  your body like a heavyweight boxer.
  You must make three successful Swim rolls to get to shore. If you 
  fail one, you begin to drown—you must now make a combined 
  Swim and CON roll each round; for every failed CON roll, you 
  suffer 1D6 drowning damage. If you make three Swim rolls and 
  survive, you make it to shore, go to 415. Otherwise, you have 
  drowned. The Nadelmann Expedition is over. THE END.
   (7, 32, 471)
  413
  By a stroke of luck, your party stumbles upon an abandoned 
  cabin stocked with rusty but edible tins of food. This happy 
  discovery solves your food problem for the time being. There 
  is no trace of the person who built the cabin—probably a 
  prospector or hunter who fell victim to the hazards of the valley.
  This lucky find means you can recuperate a little. Gain 1D10 Luck 
  points. Then, roll 1D10: if the result is even, go to 77; if the result 
  is odd, go to 470.
  (55)
  414
  You press yourself into the shadows, listening hard and keeping 
  your breaths shallow. Somewhere nearby, leaves rustle. Is that a 
  buzzing in the distance? 
  Roll 1D10: if the result is even, go to 518: if the result is odd, go 
  to 515.
  (507)
  
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  ALONE AGAINST THE FROST
  415
  You lie alone on the shore, the last survivor of your party.
  If you took drowning damage, you may make a First Aid roll. If you 
  succeed, add 1D3 hit points. Then, go to 67.
  (412)
  416
  One of your party sneezes and the startled man immediately 
  streaks off, his shrill cries loud enough to arouse the whole forest.
  To pursue him, go to 196. To flee the area, go to 131.
  (129)
  417
  A faint light bathes your closed eyelids. You hear garbled 
  sounds. Your whole body seems prickled with discomfort.
  It takes an effort to open your eyes. For an instant, what 
  you see makes no sense: diseased-looking fungoid-things, 
  pinkish creatures with tentacles and claws extending from their 
  thoraxes. Several of them scuttle around the field of your vision.
  Terror shapes a scream in your mouth, but it makes no 
  sound. You cannot even feel air moving in and out of your 
  lungs. Abruptly, you realize that you don’t have any lungs—nor 
  any body, just phantom pains. You can see your body, discarded 
  on the ground nearby. It has no head. You are its head.
  You are clamped in a box, with tubes running into your neck. 
  The alien monsters want to preserve your living brain!
  Plunging into madness, you try to scream again. One of the 
  creatures shuts the lid of the box that contains you, blocking 
  out all light.
  The Nadelmann Expedition is over. THE END.
  (265, 332, 380, 517)
  418
  The board of inquiry dismisses the charges against you. You 
  settle back into the academic community.
  Go to 33.
  (83)
  419
  The hairy creature takes the piece of food you offer from your 
  hands and then moves its brows, indicating fascination. As you 
  stare at it, you realize that such a specimen would make your 
  scientific reputation, but can you actually shoot this peaceful-
  seeming creature? Is it too close to humanity?
  To fire your rifle in the name of science, go to 423. Otherwise, you let 
  the creature step around you and shuffle off into the forest; go to 513.
  (493)
  420
  Sylvia does not answer. Is she here? Is she asleep? You feel 
  very exposed.
  To abandon the search, go to 421. Otherwise, make a Stealth roll: if 
  you succeed, go to 422; if you fail, go to 390.
  (393)
  The alien brain-case
  
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  421
  It’s useless to continue risking your life and Norman’s. The 
  odds are heavily against rescuing Sylvia. Carrying your private 
  burdens of regret, you and Norman try to withdraw from the 
  camp the same way you entered it.
  Make a Stealth roll for Norman and yourself: if both of you succeed, 
  go to 528; if either of you fail, go to 390.
  (420)
  422
  You thread through the camp, continuing to whisper Sylvia’s 
  name. You are conscious of Norman, off to your side, doing 
  the same.
  Roll 1D10: if the result is even, go to 394; if the result is odd, go 
  to 396.
  (420)
  423
  You raise the rifle at its brow ridge and fire. Your shot is point-blank.
  Make your attack roll: if it succeeds and your shot inflicts 9 or more 
  points of damage, go to 373; if you miss or inflicts less damage, go 
  to 376.
  (419)
  424
  You pause at the riverside. Can you justify pressing on into the 
  wilderness without Charlie Foxtail?
  To continue, go to 89. To turn back, go to 158.
  (532)
  425
  Every field trip is a rare opportunity that must be fought for. 
  Miskatonic is a wonderful institution, but the discoveries that 
  change the known world are made here, on its fringes, through 
  painstaking and dangerous exploration. You cannot give up yet.
  If the expedition still has all its personnel, go to 602. If only two 
  students remain, go to 600. If Charlie alone has been lost, go to 604. 
  If Bernard alone has been lost, go to 598.
  (513)
  426
  Oversized, ape-like faces stare at you from the darkness. Your 
  fevered mind races. Sasquatches! The legendary haunters of the 
  Canadian wild! If you could communicate—but you do not 
  need advanced anthropological training to read their sudden 
  hostility to this intruder in their den. 
  You spin and run.
  Go to 485.
  (496)
  427
  After each day of lonely travel, you spread your tattered sleeping 
  blanket on an anonymous rock, concerned only that it be dry. 
  This one seems like any other.
  Make a Science (Geology) roll: if you succeed, go to 428: if you fail, 
  go to 513.
  (67, 597)
  428
  As your glance passes over the ledge of quartz pegmatite where 
  you spent the night, you spot something that glitters. You take 
  your knife and scratch out a bit of the mineral deposited in the 
  vein. It seems to be gold!
  You scratch out the best map you can before moving on.
  Record the keyword CHARCOAL. Go to 513.
  (427)
  429
  Your map does not really coincide with official cartography of 
  the area. The authorities admit many gaps in their knowledge 
  of the region, but the discrepancy is unsettling.
  You have no trouble assembling a grubstake and a party 
  of eager partners. The season is getting late, however, and 
  the weeks you spend seeking your “lost ledge of gold” prove 
  fruitless. When one prospector vanishes and another is found 
  beheaded, your partners call off the hunt. 
  Delete the keywords RESONATE and CHARCOAL if you have 
  them. Then, go to 529.
  (545, 546)
  
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  430
  Even before arriving back in Arkham, you know your lack of 
  hard evidence will undermine your credibility.
  If your party has lost any of the graduate students, go to 83. If not, 
  go to 33.
  (529)
  431
  The existence of the lost valley and its prehistoric survivals 
  will shake the scientific world and make your name—if your 
  account is taken seriously.
  To consider another discovery first, go back to 529. To announce this 
  discovery, if you have the keyword BACKWATER, go to 274. If you 
  do not have the keyword, go to 432.
  (529)
  432
  Your story of a lost land earns you the epithet “Woods-Happy 
  Nadelmann.” You become an embarrassment to the university, 
  and the department subtly pressures you to resign.
  After two frustrating years, you quit the university in order 
  to fundraise for a private expedition. Your timing is poor. The 
  Great Depression impoverishes your sponsors and the effort 
  dies. You retain a small cadre of supporters, but enemies in 
  the scientific community place the indelible label of “crank” 
  upon you.
  The Nadelmann Expedition is over. THE END.
  (431)
  433
  After so many days on the river and nights in the woods, it feels 
  strange to sit in a stifling room and answer questions about 
  your conduct.
  If you have lost any members of your party or have confirmed their 
  death, multiply the number of such losses by 15. This is your Liability 
  Score. Roll 1D100: if the result is greater than your liability score, 
  go to 530; if the result is equal or less to your liability score, go to 531.
  (161, 429, 589, 593)
  434
  The five of you climb up a ridge and into the valley on the other 
  side. Across its wide expanse, thin blue vapor clouds drift from 
  the nearby hot springs. Through the haze, the mountains beyond 
  appear dreamlike and unreal. The springs bustle with waterfowl—
  mallard and butterball mostly, with the odd goldeneye. You can 
  be assured of a hearty supper for the next few days.
  Suddenly a butterball wobbles in the air and then drops like 
  a stone. A moment later, the same thing happens to a mallard 
  in the same spot. You heard no shot. The range makes an arrow 
  kill unlikely. What is happening down there?
  Record the keyword TANGENT. To investigate, go to 435. 
  Otherwise, you may ignore it: if you have the keyword BAREFOOT, 
  go to 458; if not, go to 20.
  (31, 497)
  435
  As you cross hill and ravine toward the phenomenon, an eerie 
  atmosphere builds that cannot wholly be accounted for by the 
  silence of the woods. A broad vale opens, removed from all the rush 
  and turmoil of fast water, sheltered by dark, old trees with long, gray-
  green streamers of moss. The moss sways in a faint breeze.
  Your companions sense the uncanniness, too—you can see it 
  in their faces. Like you, they do not speak. You begin to feel a 
  weird disorientation, a touch of vertigo. Was it something like 
  this that took the birds out of the air? If so, what causes it?
  Your dizziness is pronounced by the time you master a small 
  rise and look down upon the arrangement of stones below.
  Make a Luck roll: succeed and go to 448; fail and go to 436.
  (434)
  436
  Charlie screams suddenly and falls to her knees, attempting 
  to fight off an invisible attacker. Her arms tear open with 
  inexplicable wounds. Immediately, she is streaming with blood. 
  You stand there in terror; you can think of nothing to stop this 
  unseen assault.
  “Ten`a-ranide! Ten`a-ranide!” your tormented guide cries. 
  You recognize the word as local dialect for an invisible, vengeful 
  demon summoned by sorcerers. The Navajo had the same idea 
  and called their demon the chindi. “Run!” Charlie cries.
  Make a Sanity roll: if you succeed, lose 1 Sanity point; if you fail, 
  lose 1D3 Sanity. To abandon Charlie to her death, go to 437. To 
  stand by her, go to 443.
  (435, 554)
  
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  437
  Your terrified party races away from the scene of the grisly 
  attack. Can distance save you from the invisible tormentor?
  Attempt an Extreme POW roll for Bernard: if he succeeds, go to 
  442; if he fails, go to 438.
  (436, 444, 456, 547, 555)
  438
  Bernard shrieks in agony and falls to the ground in a mist of 
  blood. You sprint away, your feet ripping through the underbrush. 
  Attempt a Hard POW roll for Sylvia: if she succeeds, go to 442; if 
  she fails, go to 439.
  (437)
  439
  Sylvia screams, her eyes wide, as deep wounds open in her 
  hands and neck. By the time she falls, it seems like a mercy. 
  Desperate, you run on, gasping for air.
  Attempt a Regular POW roll for Norman: if he succeeds, go to 442; 
  if he fails, go to 440.
  (438)
  440
  Norman’s gruff cry becomes high-pitched as wounds rip open 
  his face and scalp. He goes down in a bloody haze. You are the 
  only one left, and your strength is failing.
  Attempt a Regular POW roll with a bonus die: if you succeed, go to 
  442; if you fail, go to 441.
  (439)
  441
  As you race away, hoping against hope to outdistance the invisible 
  murderer, an electric streak of agony tears from your shoulder to 
  your waist. A hot well of blood fountains down your back.
  Your legs finally give out and you crash to the earth. As 
  bitter cold surrounds you, your flesh parts in a merciless series 
  of wounds. You make a last attempt to touch the invisible spirit, 
  to somehow understand; clawing your hands through empty air 
  until blood loss and shock saps your final reserves of strength.
  The Nadelmann Expedition is over. THE END.
  (440)
  442
  You run, propelled by mortal terror, until your strength gives 
  out. You collapse against a tree, gulping air. But the bloodletting 
  is over. Perhaps the invisible killer is somehow tied to the stone 
  formation where you encountered it. However, you have run 
  deep into the woods and cannot find your way back to camp.
  If all of your students survived, go to 158. If you lost one, go to 324. 
  If you lost two, go to 279. If they are all dead, go to 67.
  (437, 438, 439, 440, 446, 447)
  443
  Just when you expect Charlie to collapse dead from her wounds, 
  she stops struggling and raises herself to her knees. She cannot 
  stand, for one of her legs has been torn off at mid-shin. For 
  an instant, you suppose the blood-frenzied entity has departed, 
  but then you look back up at Charlie’s face.
  She has no eyes, only vacant holes in her head, windows 
  through a mask, behind which swirls something red and 
  incandescent. As she kneels there, a mutilated ragdoll, wisps of 
  vapor curl from her eye sockets.
  Make a Sanity roll: if you fail, lose 1D6 Sanity. Then, go to 444.
  (436)
  
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  444
  You are under considerable stress, but there is no denying the 
  evidence before you. It seems incredible, but Charlie may be 
  possessed by an otherworldly entity.
  To try and communicate with the entity, and perhaps learn the 
  secrets of the valley, go to 445. To flee from this eerie vision, go 
  to 437.
  (443)
  445
  “What are you?” you demand. “Tell me your nature!”
  The thing that was Charlie rasps, “You cannot compel me to 
  speak!” Her voice sounds like a sledge dragged over stones.
  To force her to speak, attempt a POW roll with a penalty die: if you 
  succeed, go to 447; if you fail, go to 446.
  (444)
  446
  The possessed ruin of Charlie gives an inhuman scream and 
  grabs her hatchet. With the speed of a rabid puma, she springs 
  at your frightened party.
  Make a Psychology roll for each member of your party. Anybody 
  who succeeds may snap off a shot at point-blank range (granting 
  a bonus die). Afterward, you must fight Charlie with any other 
  weapons on hand.
  Charlie attacks with 35% (17/7) skill, dealing 2D6+1 damage. 
  She targets Bernard first, and then you. Her possessed body continues 
  to fight beyond mortal limits—treat her as having 28 hit points.
  If you destroy the body of your doomed guide, the survivors must get 
  away as fast as possible, before the entity selects a new victim. Go to 442.
  (445)
  447
  The horror that was Charlie shudders. Her torn lips move as 
  if forced to speak against her will. “If you would know what the 
  Ten`a-ranide know, go where the Ten`a-ranide go! Speak the word 
  that protects! Hallapjora-syojatar.’’
  With that strange utterance, Charlie’s mangled corpse falls 
  over and lies inert. All is still within the formation of stones.
  To hurry from the megalithic site, go to 442. To go into the temple of 
  the wheel formation, saying, “Hallapjora-syojatar,” go to 450.
  (445)
  448
  Astonishing! Who would have expected to see such a thing 
  in this primitive land? It is a gigantic circle, over 200 feet in 
  circumference, made of boulders and huge slabs of limestone, 
  placed with great engineering skill to form a wheel. From the 
  center of the wheel, 28 stone spokes radiate in precision to a 
  well-defined perimeter. At the center of the structure is what 
  appears to be a small ceremonial building, shaped like a beehive.
  Your dizziness increases as you slide down the slope and 
  cross the outer ring of stones. You begin to hear ringing in your 
  ears and a roll like the crash of distant waves, like the strike of 
  mighty thunderbolts upon echoing mountainsides.
  Sylvia grips your arm. “Professor,” she says, “don’t go in there.” 
  She looks like she might vomit.
  To leave your fainthearted party behind and go inside the little 
  building, go to 449. To head back the way you came, make a Luck 
  roll: if you succeed, go to 457; if you fail, go to 554.
  (435, 553)
  449
  Fascinated, you shake off Sylvia and approach the little building. 
  Three of its sides feature a narrow, arched door. You step inside.
  Your head swims from the aura of the place. You feel an 
  incredible mental surge, as a tide of towering perceptions 
  penetrates the tiny confines of your skull.
  Make both a Sanity and a POW roll: if you fail the Sanity roll, 
  lose 1D6 Sanity; if you fail the POW roll, lose 1D3 POW. Now, 
  go to 450.
  (448)
  
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  with mighty magic, awesome powers. The ships of Atlantis burn; 
  the hosts of Mu can gain no foothold. The world has three powers, 
  and the Keywanema are not the least. O evil! Dark is the night 
  of the sway of the Keywanema. They have gods; they sacrifice to 
  awful gods. Rebathoth! Yog-Sothoth! Zathog! Shub-Niggurath! 
  Names from nightmare. To each is built a temple. In the great 
  heart of their domain, a temple like a wheel of stone. A temple 
  of the Great Wind-Walker! Iä Ithaqua! Eh-ya-ya-ya– e’yaya... 
  ngh’aaa ngh’aaa... h’yuh...
  Gain 5 points of Cthulhu Mythos. To leave the temple and return 
  to your group, go to 532. If you wish to stay and learn more, make 
  a Sanity roll and then a POW roll with a penalty die: if you fail 
  the Sanity roll, lose 1D6 Sanity; if you fail the POW roll, lose 1D3 
  POW. Then, go to 451. 
  (447, 449)
  451
  As you stand before the roaring currents of time and space, 
  your mind drinks in greater and more terrible truths.
  The Keywanema! Like fiends, they are seen. Unbearable 
  holocausts of evil! Souls are but sparks to feed their roaring gods 
  and cunning sorcerers! Bodies blasted! Souls torn! Breathtaking 
  curses laid on generations! Fury, fury against those who 
  stand upon their continents as tall as Keywanemeia is 
  tall. Men must die. Civilizations must die! The rocks 
  they stand upon will shatter! Hatred without end! 
  The temples fill with blood. Souls hurtle screaming 
  through the gateways to the Elder Ones. Offerings 
  without end. The Keywanema prosper. The gods are 
  pleased. Their power surges forth. Headlands break! 
  Continents crash into the sea! Every element turns upon 
  Atlantis, upon Mu. Though the Keywanema’s curse takes 
  an eon to work, its progress is relentless. Mu and Atlantis 
  are no more. There is only Keywanemeia! Keywanemeia 
  and its thirsting gods!
  Gain 6 points of Cthulhu Mythos. If you now stagger from the 
  temple back to your group, go to 532. If you wish to stay and learn 
  more, make a Sanity roll and then a Hard POW roll: if you fail 
  the Sanity roll, lose 1D6 Sanity; if you fail the POW roll, lose 1D3 
  POW; if you fail both, go to 456; otherwise, go to 452. 
  (450)
  450
  The phenomenon is incredible! It is as if you stand in a high 
  window, from which you see the crashing waves of past, present, 
  and future all breaking upon one another.
  Below all the chaos, there are streams of sense, of real 
  information. As you stand reeling, you try to attune yourself to 
  these streams and let the knowledge fill your tormented mind. 
  Then, you see...
  Ancient days. This place. A race of tall, lean, gray-skinned, cruel-
  faced men. They are not of the First Peoples. They are older, terribly 
  old. They have a name. Keywanema. Their spirit is upon the land. 
  They rule from antiquity. This continent is theirs. They defend it 
  The Great Wind-Walker
  
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  452
  Knowledge of ancient events floods your fragile mind.
  Glee! Glee in Keywanemeia! Keywanemeia alone stands! Their 
  enemies are destroyed. Though Keywanemeia is impoverished by 
  the efforts, though the Keywanema themselves are stunted by the 
  spells, their foes are lifeless, buried beneath the heartless sea. Magic 
  ceaseless! Every Keywanema a sorcerer! Magic that corrupts! Magic 
  that blackens, withers! The cold. The ice. Unrelenting. A sick, stunted 
  people cannot withstand the spread of the glaciers nor the people the 
  ice brings... the Inutos. Sterility. Glaciers. Cities ground to dust! 
  Weakness without end. Cold. Death. Now, new people come from 
  the south. Slaughter! Ithaqua demands! Ithaqua makes his summons! 
  Wind-Walker! Hearts of ice! Runners on the wind! Y’kaa haa bho-ii!
  Gain 7 points of Cthulhu Mythos. If you tear yourself away and 
  rejoin your group; go to 532. If you do not fear to learn more, make 
  a Sanity roll and then an Extreme POW roll: if you fail the Sanity 
  roll, lose 1D6 Sanity; if you fail the POW roll, lose 1D3 POW, if you 
  fail both, go to 455; otherwise, go to 453. 
  (451)
  453
  Darker impressions now rush through your fevered senses.
  The Earth immersed in seething currents of foulness. They crowd 
  upon the world. So close. So short to reach! They walk unseen and 
  foul in lonely places; the wind gibbers with Their voices. The earth 
  mutters with Their consciousness. The sphere meets at the veil! 
  They once ruled where humankind rules now. And They shall rule 
  again. Azathoth! Tsathoggua! Cthugha! Ghatanothoa! Abhoth! 
  Ubbo-Sathla!
  You can bear no more.
  Gain 10 points of Cthulhu Mythos. Make a POW roll: with an 
  Extreme success, go to 532; with a Hard success, go to 456; with a 
  Regular success, go to 455; if you fail entirely, go to 454.
  (452)
  454
  A burst of darkness and you are sucked into the howling, 
  crashing vortex. The earth and sky dance in hungry chaos. 
  Everywhere whirls the roaring tides of Otherwhen. You have 
  been sucked through the veil to the depths where They swim. 
  They come. They come! No, no—not that! Not that! 
  The Nadelmann Expedition is over. THE END.
  (453)
  455
  A hurricane blasts you from the temple of Ithaqua.It continues 
  outside, roaring through the arch with a cold fury.
  You see your students, holding hats to heads and scrabbling 
  for purchase. The winds tear at them with a malignant scream. 
  Sylvia is the first to leave the ground, hair whipping around 
  her face as she flails. Norman tries to fall prone, but his legs lift 
  as his fingers try to grip the earth. Bernard is last, staring into 
  your eyes as he levitates. Their figures swirl into the sky like dry 
  leaves in a dust devil. The sky darkens and fills with a crushing, 
  oppressive presence. A god from Beyond!
  Go to 264.
  (452, 453)
  456
  The veil to the dimension beyond slams shut! But you are 
  not alone; things emerged from the rift before it closed. You 
  sense them in the prickling of your skin. You know them as 
  the vermin of Otherwhen. You saw their shadows, heard their 
  name in the currents of chaos: Ten`a-ranide!
  An ice-lipped wound rips open on your body. A cascade of 
  blood soaks your clothes.
  You dash from the temple and shriek, “Get away from here!” 
  Your companions have learned that such warnings should not 
  be taken lightly in the North Hanninah. They wheel and dash 
  back the way you came.
  Take 1D6 damage. If your party still has five members, go to 547. If 
  you have lost one, go to 437.
  (451)
  457
  Giving in to a primitive fear, you turn and dash from the rock 
  wheel, exhorting your party to follow. Already edgy, they ask no 
  questions as they run along beside you.
  If your party still has five members, go to 556. If you have lost one, 
  go to 513.
  (448)
  
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  458
  Perhaps you have been too cautious, but the results of the expedition 
  have been disappointing so far. The morale of your party drops day 
  by day. You will have to do something decisive soon.
  Make a Persuade roll: if you succeed, go to 459; if you fail, go to 460.
  (434, 532, 556)
  459
  You spend individual time with each party member, sharing 
  experiences from other field trips. Your personal touch is 
  enough to keep spirits up for a few more days. One foggy 
  morning, Bernard and Norman call you down to the river to 
  share an incredible find: a large, strong canoe in need of a few 
  minor repairs. There is no sign of its owner. Now you must 
  make an important decision.
  To return downriver, go to 32. To proceed deeper into Hanninah 
  country, go to 20.
  (458)
  460
  Your party’s misgivings are contagious, and your inspirational 
  talk falls on discouraged ears. You call an expedition meeting, 
  and it decides the best thing to do is to build a raft and drift 
  back downriver to civilization.
  Go to 51.
  (458)
  461
  Your party turns in, each to their own small tent. Bernard 
  takes the first watch. Over a mat of branches, you throw your 
  eiderdown roll. Upon this, you spread a sheet. You take your 
  customary final look around before turning in; the camp is 
  settled and everything is in place.
  That night you wake to a cry in the darkness: “Eb-stein! Eb-
  stein!” No one in your party could speak in such a chill, brittle 
  timbre. You rise, throw on your jacket, and seize your rifle. You 
  are just in time to see Bernard answering his caller with an 
  unintelligible shout and darting into the black forest.
  Norman and Sylvia join you, jabbering questions.
  Go to 95.
  (158, 604)
  462
  That night you shiver in your sleep. Sylvia shakes you awake, her 
  breath misting in the air. “Dr. Nadelmann!” she says urgently. 
  “It’s Bernie! He’s been hurt!”
  You scramble out of your blankets and follow her. Norman is 
  on his knees, drawn back from Bernard’s curled-up form.
  Bernard lies behind a stump. He has been reduced to a 
  shrunken, flabby thing. His forehead is caved in like a deflated 
  basketball. How he can be alive in that condition is beyond 
  your ken.
  A set of round tracks approaches Bernard and goes on past 
  him. They follow one another in a straight line—and each is 
  convex, coated with a glaze of ice that gives off a blue vapor. 
  Something is in the woods.
  To seek it out, go to 69. To flee this haunted wood, go to 463.
  (552)
  463
  It is impossible for Bernard to walk in his condition. Since life 
  somehow lingers in his ruined body, you will have to carry him. 
  You and Norman trim saplings into poles to make a litter.
  Make a Listen roll: if you succeed, go to 464; if you fail, go to 467.
  (462, 649)
  464
  You hear a tiny yelp of alarm, quickly cut off. It is so brief that 
  you can almost convince yourself that it is an animal call. But 
  instinct speeds you back to camp.
  Twenty minutes ago, Bernard lay almost comatose. Now he 
  stands erect in the middle of the camp, hands locked around 
  Sylvia’s neck.
  You strike him in the kidneys. He doesn’t even turn his head. 
  He seems to have no feeling at all. Norman rushes to your aid.
  Bernard has inflicted 1D6 damage on Sylvia already. To rip him 
  away, you must win an opposed STR roll against his STR of 110—
  Norman’s assistance grants you a bonus die. You may try repeatedly, 
  but each time you fail, Sylvia suffers another 1D6 damage. If you 
  can save her in time, go to 465. If not, go to 466.
  (463)
  
  81
  ALONE AGAINST THE FROST
  465
  You break Bernard’s grip and throw him to the ground while 
  Norman sees to Sylvia. You brace for a renewed attack, but 
  instead, the mutilated student leaps to his feet and, with 
  startling haste, dashes for the river.
  You hesitate, torn between firing at him, following him, 
  or checking on Sylvia. At the water’s edge, Bernard jumps in 
  headfirst and does not emerge.
  You go to Sylvia and Norman. Her lips are blue.
  Attempt a First Aid roll: if you succeed, you may restore 1D3 hit 
  points to Sylvia. Then, go to 324.
  (464)
  466
  You break Bernard’s grip and throw him to the ground while 
  Norman sees to Sylvia. You brace for a renewed attack, but 
  instead, Bernard leaps to his feet and, with startling haste, 
  dashes for the river.
  “Professor!” yells Norman. “Sylvia—I think she’s dead!”
  You check for any signs of a pulse or breathing. It’s true. 
  As you stare at one murdered graduate student, you hear her 
  attacker throw himself into the river. He does not emerge. 
  You bury Sylvia among the sand dunes. After you and Norman 
  say a few words over her grave, you hurry away along the North 
  Hanninah River. Neither of you speaks again until evening.
  Go to 279.
  (464)
  467
  About 20 minutes later, you and Norman return to camp with 
  the completed poles for the stretcher. An odd shape lies stretched 
  out near the firepit. As you draw close, you see it is Sylvia.
  You run to her side, kneel down, and turn her over. Her eyes 
  bulge wide-open, and her face is discolored. Purple marks 
  ring her throat.
  Bernard is not on his bedding. You see tracks in the sand. 
  From the scuffle marks around Sylvia’s body, bare feet lead 
  down to the riverside. The last tracks sink deep into the wet 
  bank. He went into the river and did not come out.
  You bury Sylvia among the sand dunes. After you and 
  Norman say a few words over her grave, you hurry away 
  along the North Hanninah River. Neither of you speaks 
  again until evening.
  Go to 279.
  (463)
  468
  Five-foot-long crustacean things! With pincers and claws, they 
  clutch mechanical devices. Their activities stop as the startled 
  creatures turn off their machines—and reach for other devices 
  near at hand.
  The screams of terror from your party form a chorus behind 
  you. They don’t need your leadership to know what to do—
  they flee from the alien conclave as swiftly as their legs will 
  carry them.
  Gain 2 points of Cthulhu Mythos. Go to 143.
  (104)
  469
  There is a tang of autumn in the air. This suggests that it will be 
  an early fall—which worries you, as it means early snow in the 
  Northland. As you ponder this, a narrow but deep ravine cuts 
  across your way, and the rushing stream within seems too rapid 
  to cross safely.
  “Look,” says Norman, pointing at a tree that has fallen across 
  the ravine. “We can use that for a bridge.”
  Sylvia pokes at it with her stick and shakes her head. 
  “It’s rotten. It might not hold our weight, even one at a time.” 
  Norman seems petulant, but you support Sylvia. You make 
  camp in the vicinity.
  As you open your eyes to the morning light, you hear a 
  great cracking sound. It is immediately followed by Norman’s 
  baritone cry and Sylvia’s running feet.
  Groggy, you race toward the sound and spot the students. 
  Norman hangs over the edge of the ravine, prevented from 
  falling by no more than Sylvia’s arm. The idiot! Despite your 
  warning, he tested the strength of the tree-bridge, and it 
  collapsed. Whether you can prevent tragedy depends on how 
  long Sylvia can hold on.
  Make an opposed roll for Sylvia’s STR against Norman’s SIZ: if 
  Sylvia wins, go to 322; if Norman “wins,” go to 319.
  (324, 600, 601)
  470
  You trek on through the wilderness. It feels like you have lived 
  here for years.
  If you have the keyword INCHCAPE, go to 471. If not, go to 82.
  (324, 413, 601)
  
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  ALONE AGAINST THE FROST
  471
  For a few days, you see little game, and the fish become elusive. 
  If you go on in this way, you face starvation. You need a change 
  of luck.
  As your party of three hikes, sore-footed, along the flank of 
  the North Hanninah, Sylvia pokes you in the ribs and exclaims, 
  “Look, Professor! A canoe! Somebody must be around here!”
  However, a search satisfies you that the owner is nowhere 
  near. You hesitate to take the boat, but your party is hungry 
  and a canoe will speed you downriver much more swiftly than 
  you can walk. Are you good enough boaters to pass the rapids?
  To continue on foot, go to 197. To dare the river, make a Pilot 
  (Boat) roll: if you succeed, go to 472; if you fail, go to 412.
  (470)
  472
  The canoe is the answer to your problems. After you pass a 
  series of rapids, the game and wild fruits become much more 
  common. You continue on swiftly day by day, until a rock holes 
  the canoe’s bottom, forcing you to abandon it. However, you 
  have already reached frequently traveled trails.
  Go to 513.
  (471)
  473
  First Sylvia, and then Norman are swept off the ledge and 
  flushed down the wild stream. You struggle back to solid 
  ground and run along the narrow canyon, trying to keep them 
  in sight. They hit whitewater and disappear over a ridge.
  You linger in the area for a day or two, searching, hoping that 
  either or both of them got out by themselves. You find no tracks.
  Go to 67.
  (217)
  The canoe
  
  83
  ALONE AGAINST THE FROST
  474
  What you see is not what you expect.
  Make a Sanity roll for yourself and Norman: if either of you fail, 
  lose 1D6 Sanity and go to 475; if neither of you fail, go to 477.
  (280)
  475
  The sight of hideous, gigantic, fungoid, lobster-things laboring 
  like rockhounds along the streambed wrenches an exclamation 
  of terror from your party. The creatures drop their mineral 
  gathering tools and reach for twisted silvery objects, which just 
  might be weapons.
  Gain 1 point of Cthulhu Mythos. To flee, go to 476. To shoot it out 
  with these horrors, go to 380.
  (474)
  476
  As you turn and run, a sheet of cold lances over your shoulder. 
  It is close enough to numb your ear and cheek. You feel tiny, 
  razor-sharp ice crystals on your jawline.
  Make a Dodge roll for yourself and Norman: if you both succeed, go 
  to 513; if you both fail, go to 332; if Norman fails, but you succeed, 
  go to 336.
  (475, 478, 480)
  477
  Neither of you cry out; perhaps you’re too astonished to do 
  so. A short distance up ahead, a band of bizarre creatures 
  toil, using machines held in delicate claws to suck up mineral 
  deposits precipitated on the rocks. These entities resemble pink, 
  five-foot-high crustaceans infested with fungoid growths. They 
  surely could not have originated on this planet.
  Gain 2 points of Cthulhu Mythos. To stand up and greet them in a 
  friendly manner, go to 478. To try to sneak away unobserved, go to 
  480. To open fire upon them, go to 479.
  (474)
  478
  As you raise your hand in a peaceful gesture, the aliens grab 
  for twisted metal devices. Their buzzing rises to a pitch that 
  makes your skin crawl. Should you follow through on your 
  peaceful intentions?
  Gain 1 point of Cthulhu Mythos. To trust your anthropological 
  training and step out from behind your rock, go to 332. To flee, go to 
  476. To open fire instead, go to 380.
  (477)
  479
  Each of you with a rifle starts firing at the alien creatures. One 
  of them grabs a twisted silvery device and points it at you. A 
  beam strikes the rock you crouch behind!
  Ice crystals form before your eyes, coating the surface of the 
  rock. Fragments shatter off with a loud crack. 
  You hit that alien in its midriff, and it falls.
  Gain 1 point of Cthulhu Mythos. Roll for rifle attacks. If you and 
  Norman can hit twice more in the next four shots, you may drive 
  off the other aliens before they can get to their weapons. If so, go to 
  381. If not, go to 380.
  (477)
  480
  With careful steps, you withdraw from the alien creatures. 
  Every instinct urges you to run.
  Make a Stealth roll for yourself and Norman. If you both succeed, 
  you get clear; go to 513. If either of you fail, you do the smart thing 
  and sprint; go to 476.
  (477)
  481
  The ape-men must never have heard gunfire before because 
  they cease their barrage at the first blast. In a muddle of fear 
  and confusion, they disappear into the woods.
  Go to 192.
  (346, 539)
  
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  84
  ALONE AGAINST THE FROST
  482
  Norman stumbles over some deadwood masked by the tall grass. 
  The motley herd of prehistoric beasts thunders directly behind 
  him. Sylvia hesitates and then turns back to help her friend.
  You bellow a warning over the bawling and bleating of 
  the terrified animals. Before your horrified eyes, a mastodon 
  knocks down and tramples the hapless pair. One glance is 
  enough to tell you there is no hope for them. Wracked with 
  remorse, you run into the woods. When it is safe, you trudge 
  to the valley exit.
  Go to 491.
  (616)
  483
  Your party takes a break and Sylvia steps out of sight for a 
  few minutes. After a time, you become concerned and call her 
  name. There is no answer.
  You search the bushes thoroughly, but find nothing except 
  her tracks commingled with those of… a giant. Norman 
  examines them and shakes his head. When he stands up, you 
  see a weariness that you recognize in yourself. Could you really 
  be thinking of abandoning Sylvia? 
  To follow the tracks, go to 484. To ignore them and leave the valley, 
  go to 278. To ignore them and head into the valley, go to 38.
  (216, 551)
  484
  Hoisting the supplies to your shoulders, you follow the trail of 
  Sylvia’s abductor. 
  Make a Track roll: if you succeed, go to 276; if you fail, go to 277.
  (483, 609)
  485
  Your sudden burst of speed catches the sasquatches by 
  surprise. You are faster than them, but your short legs will tire 
  before theirs.
  Make a CON roll to outdistance the creatures before you have to 
  rest. If you succeed, go to 336. If not, you feel a hairy grip upon your 
  shoulders—roll 1D10: if the result is even, go to 486; if the result 
  is odd, go to 487.
  (386, 426)
  486
  The sasquatches toss you from one to the other. Suddenly you 
  understand that they are not angry, but that they are playing 
  with you. Finally, they let you fall, exhausted, to the ground.
  Their roughhousing has caused you 1D6 damage. Go to 489.
  (485)
  487
  The ape-men stir. One points with his great palm outward 
  against the sky. Out there are several black specks—flying 
  things. They steadily grow larger.
  You cannot believe your eyes. Flying crustaceanoids, with 
  tentacles as their forward parts. The sasquatches release you 
  and cower and shriek in submission. You turn and flee in terror. 
  Gain 1 point of Cthulhu Mythos. Go to 510. 
  (485, 488)
  488
  You study the sasquatches, trying to discern their intentions.
  Roll 1D6: if the result is 1–4, go to 487; if the result is 5–6, go 
  to 489. 
  (386)
  489
  At last, the sasquatches become restless and cease to pay 
  attention to you. You remain motionless as the band shuffles 
  off. You are alone—truly alone.
  Go to 67.
  (486, 488)
  490
  A gasp warns you that Norman has been hit—crushed beneath 
  a twenty-pound rock. Sylvia turns back to help him. You cry 
  out, urging her to keep going, but it is not in Sylvia’s nature to 
  abandon a companion.
  You can only watch as a fragment of basalt, hurled from the 
  cliff, strikes Sylvia’s head. Her skull bursts like a melon.
  Go to 491.
  (406)
  
  85
  ALONE AGAINST THE FROST
  491
  The deaths of your companions recur vividly in your 
  imagination. Not caring whether or not the torrent carries 
  you off, you dash through the fissure and out of the valley of 
  prehistoric survivals, alone.
  Go to 67.
  (406, 482, 490)
  492
  You see the conflict in Charlie’s face. “You speak with great 
  learning, Professor. Perhaps I was foolish to believe the stories 
  the elders tell of the Little Ones.” She clenches her fists. “I am 
  rational, like you.”
  Charlie resumes her duties and your party moves on.
  Roll 1D10: if the result is even, go to 10; if the result is odd, go to 11. 
  (410)
  493
  A gigantic hairy shape shuffles out before you. At first, 
  you mistake it for a gorilla—but at second glance, your 
  anthropologist’s eye marks it as a species never before described 
  scientifically. The appropriate action here is to offer it food as a 
  gesture of friendship.
  Make a Luck roll: if you succeed, go to 419; if you fail, go to 325. 
  (326)
  494
  As you wander the banks of the North Hanninah alone, you 
  hear the crackle of walkers in the woods ahead. At first, your 
  heart leaps at finding other people, but then you remember the 
  cruel lessons of the Big Woods. They may not be friendly.
  You hide and wait for them. A moment later a party of men 
  appears—undersized men, with unnaturally gray skin. One 
  holds the severed head of a woodsman.
  You duck your head, hoping they will not see you. Make a Stealth 
  roll: if you succeed, go to 111; if you fail, go to 495.
  (67, 597)
  495
  After the physical and mental ordeals of the last week, you are 
  in terrible shape. Your tension causes an involuntary spasm, and 
  your leg jerks in the dry leaves. The murderous men call out 
  shrilly and point your way. You must run for it.
  Go to 116.
  (494)
  496
  As you wander alone along the bank of the river, a thin drizzle 
  chills you. You notice a cave opening and duck into it for shelter.
  You stop short one pace in. The stench coming out of the cave 
  is overpowering. You sense heavy breathing in the darkness. 
  Suddenly the inhabitants step into the gray light.
  Make a Sanity roll: if you fail, lose 1D6 Sanity. Then, go to 426. 
  (67)
  497
  You shudder as the wretch turns his face toward you. His eyes 
  roll wildly. “The stone wheel... The temple of Ithakwanni... over the 
  ridge... Don’t go...” 
  A spasm wracks his body and his speech deteriorates. “The 
  wind gibbers with Their voices. The earth mutters with Their 
  consciousness... As a foulness ye shall know them...” A further 
  convulsion stills his rasping. His heart has failed.
  He said that a stone wheel, whatever that is, and a temple lay 
  just over the ridge. Delirium, perhaps.
  To investigate, go to 434. To return to the canoe, go to 20.
  (36)
  
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  ALONE AGAINST THE FROST
  498
  “No, Professor!” Charlie approaches you, frantic. “My people tell 
  stories about the Little Ones. My father has seen their tracks. It is 
  death to see them. Worse than death.”
  Just when the expedition finally makes a discovery, you 
  encounter superstition. It always seems to be the way. “Get the 
  rest of the packs from the canoe,” you tell her, not unkindly.
  Charlie goes to the vessel, muttering in anger. You look 
  where the dying man indicated and plan your approach.
  It takes a second to recognize the slap of the paddle against 
  water. Your mouth drops open as you see your disgruntled, 
  superstitious guide heading away down the river in your canoe.
  To carry on with your investigation of the “gray men,” go to 84. To 
  leave it, but proceed forward on foot, go to 89. To head for home, 
  go to 158.
  (37)
  499
  Beside a bush, a tiny man lies wounded, with a hole in him 
  the size of a shotgun slug. He is, incredibly, still alive. When 
  you approach, he tries to crawl away. You try a simple phrase 
  in the dialect of the closest known nation, but the little 
  creature only hisses. He is an amazing specimen—strange gray 
  skin, exaggerated features, odd proportions in his hands and 
  prehensile feet. If he is not unique, his race departs more from 
  the statistical norm than any that you have ever studied. His 
  species may not even be human.
  You lay blankets over him and try to spoon him broth. He 
  refuses to eat, lapses into unconsciousness and—by dawn—
  dies. All through this, Charlie acts like an agitated tigress.
  “It was a puk-woogie,” she mutters when you press her, “an 
  evil Little One of the Night. If there is one, there will be more. We 
  must leave this valley!”
  To argue with Charlie, go to 30. To bury the dead man in accordance 
  with her wishes and return downriver, go to 165.
  (18)
  500
  As the sasquatches scatter into the rocks and brush, you and 
  Norman dash down into the encampment to rescue Sylvia.
  Roll 1D10: if the result is even, go to 395: if the result is odd, go 
  to 357.
  (353)
  501
  You trudge on alone. Weary, hungry, footsore, you are blind to 
  the bleak splendors of the lonely, remote forests through which 
  you pass. You sense your insignificance against the merciless, 
  tangled wilderness.
  Make a Listen roll: if you succeed, go to 502; if you fail, go to 506. 
  (67, 597)
  502
  You hear a buzz from a hollow beneath the bank where you 
  stand. Hopeful that you have found others, but wary of the 
  strange sound, you creep to the edge of the bank and peer 
  through a fringe of scraggly junipers.
  Make a Sanity roll: if you fail, lose 1D6 Sanity. Then, go to 503.
  (501)
  503
  Pink, lobster-like creatures, five feet long, crawl through the 
  forest litter below. The buzzing continues. Suddenly, a human 
  cry slices through the noise. You see a man in a hunting jacket 
  being dragged down a ravine into the hollow behind two of 
  the abominable things. When they drop him, he tries to crawl 
  away. One of the creatures plays a Y-shaped object over him 
  and a streak of blue mist coats the escaping man. He becomes 
  silent and falls on his face. Even from this distance, you can see 
  him shiver. Ice crystals cover his jacket and trousers, as well as 
  his hair and beard.
  The creatures’ buzzing takes on a different tone as they fall in 
  behind one another and scuttle around the human victim, as if 
  engaged in a strange dance.
  One rears up over the man and holds out a tube, like a dark 
  drinking straw. Before you can react, a red beam shines as 
  precisely as a pencil line and bloodlessly separates the man’s 
  head from his body. You jam a fist against your mouth to keep 
  quiet. 
  The dance ceases and another creature passes a large capsule 
  to the surgeon, who gathers the head up with its forward limbs. 
  It manipulates the head and then holds the now-encapsulated 
  prize up for its fellows to behold. 
  So far you have suppressed your horror. But when the severed 
  head’s eyes change their expression—when the jaws move—it 
  is too much to endure.
  Gain 3 points of Cthulhu Mythos. Make a Sanity roll: if you fail, 
  lose 1D6 Sanity. Go to 504.
  (502)
  
  87
  ALONE AGAINST THE FROST
  504
  Trembling, you crawl away from this vantage point to Hell.
  Make a Stealth roll: if you succeed, go to 505; if you fail, go to 506.
  (503)
  505
  Sickened by what you saw, you flee into the heavy undergrowth 
  and keep going until you are far, far away from the cursed 
  hollow. When your strength fails, you lie down and stare into 
  the sky.
  There can be only one explanation. Your experiences within 
  this valley have been creations of your imagination. Perhaps you 
  have breathed in some strange spore, or a natural hallucinogen 
  has leached into the water supply. The thought brings you an 
  odd peace, and you surrender to oblivion.
  Go to 161.
  (504)
  506
  As you go noisily through the thickets, a vast shadow passes 
  overhead. You look up.
  Make a Sanity roll: if you fail, lose 1D6 Sanity. Go to 507. 
  (501, 504)
  507
  A ghastly pink fungoid-thing! It sees you! The flyer seems 
  clumsy; it wobbles away while you dash into the deep forests. 
  Can it track you through the canopy?
  Suddenly you come upon a cave entrance. Its moss-felted 
  rocks yawn open like a mouth and green teeth. You slip inside 
  and huddle near the opening.
  Peering outside you see, to your terror, a fungoid-thing 
  wavering through the bushes through which you ran. Did it 
  see you?
  Gain 1 point of Cthulhu Mythos. If you have a rifle, you may shoot 
  at the alien; go to 508. If not, or if you prefer to remain quiet and 
  motionless, go to 414.
  (506)
  508
  Your rifle kicks as you fire at the alien horror.
  Make your attack roll. If you hit and score at least 12 points of 
  damage against the creature, you may finish it off while it lies 
  stunned; go to 509. If you inflict less damage, it drops out of sight 
  and you must take to your heels again; go to 510.
  (507)
  509
  Fearing to touch the repulsive carcass, you use a dead branch to 
  lever it into a ditch. You cut some shrubs to cover it and then 
  return to the cave. By morning it appears safe to continue on 
  your way.
  Gain 1D6 Sanity for dispatching the creature. Go to 513.
  (508)
  510
  Your every instinct tells you that the woods are alive with alien 
  senses, that they are closing in on you.
  Roll 1D10: if the result is even, go to 511; if the result is odd, go 
  to 336.
  (487, 508)
  511
  A streak of misty vapor stabs past you and you feel the sting 
  of frostbite. The fungoid monsters! On three sides of you! 
  You are penned against the river. Your only hope is to try to 
  swim it, even though the water flows rapidly and swirls with 
  treacherous eddies.
  Make a Dodge roll: if you succeed, go to 512; if you fail, go to 332.
  (510, 516)
  
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  ALONE AGAINST THE FROST
  512
  You dive into the water. The current seizes you immediately and 
  carries you away from the fungoid creatures.
  You must make three successful Swim rolls to get to shore. If you fail 
  one, you begin to drown—you must now make a combined Swim 
  and CON roll each round; for every failed CON roll, you suffer 1D6 
  drowning damage. If you make three Swim rolls and survive, you 
  make it to shore and may make a First Aid roll to recover 1D3 hit 
  points; go to 513. Otherwise, you have drowned. The Nadelmann 
  Expedition is over. THE END.
   (511)
  513
  It is time to decide the course of your expedition. Fort 
  McDonald lies within your reach, and you may go there to end 
  your experience in the North Hanninah. If you still have an 
  appetite for exploration, you may take a short side trip or even 
  strike back out into the depths of the valley.
  To return to Fort McDonald, go to 593. To take a side trip, go to 
  594. If your party still has at least three members, you may return 
  to the wilds; go to 425.
  (25, 67, 76, 111, 165, 182, 224, 232, 242, 297, 322, 334, 338, 377, 
  379, 381, 411, 419, 427, 428, 457, 472, 476, 480, 509, 512, 514, 
  517, 518, 543, 564, 567, 572, 577, 580, 587, 589, 591, 595, 596)
  514
  The whirlpools take charge of the canoe and pull it across a 
  snag, tearing the craft open and throwing you into the boil.
  You must make three successful Swim rolls to get to shore. If you 
  fail one, you begin to drown; you must now make a combined 
  Swim and CON roll each round—for every failed CON roll, 
  you suffer 1D6 drowning damage. If you make three Swim rolls 
  and survive, you make it to shore; go to 513. Otherwise, you have 
  drowned. The Nadelmann Expedition is over. THE END.
  (242)
  515
  A bolt of freezing energy streaks over your head. The dank 
  stone wall behind you shatters and chunks of ice-covered rock 
  rain down. You feel the temperature of your hiding place fall 
  20 degrees. You peer outside. Several of the pink creatures 
  waddle through the undergrowth toward you. Another raises 
  its weapon and fires. Your face and fingers begin to freeze.
  In a few minutes, the cave will be impossibly cold.
  If you are armed, you may try to drive off the aliens with gunfire: go 
  to 517. To make a run for it, go to 330.
  (414)
  516
  You dart from dark corner to dark corner and break out 
  from the cave. But you can see no escape route through the 
  shadowy intruders.
  Roll 1D10: if the result is even, go to 511; if the result is odd, go 
  to 332.
  (330)
  517
  The fungoid creatures seem content to kill you by indirect 
  fire; however, the close-set trees require them to draw near, 
  where they are vulnerable. You have a good covered position. 
  But your fingers become numb with the cold, and ice creeps 
  into your eyes.
  Roll 1D4+1. The result is the number of successful hits you must 
  make with your rifle to drive away your attackers. After each shot, 
  you must make a CON roll to remain conscious—on the first two 
  CON rolls, gain a bonus die; the second two CON rolls are at 
  Regular difficulty. Thereafter, you must take a penalty die. If you fail 
  any CON roll, you lose consciousness go to 417. If you drive off the 
  creatures, go to 513.
  (515)
  518
  Undisturbed, you hide in the cave all night. Toward dawn, you 
  doze a little. In the morning you continue your journey.
  Go to 513.
  (414)
  
  89
  ALONE AGAINST THE FROST
  519
  Far from being intimidated, the ape-men respond with angry 
  whistles and an avalanche of thrown stones. You pass out from 
  the blows, and the rocks keep coming down.
  Take 2D6 damage. Go to 347. 
  (346, 539)
  520
  The pounding hooves give you no option for teamwork. You 
  hear an anguished cry of “Professor!” and throw a glance back at 
  Sylvia. She has fallen way behind. There is nothing you can do. 
  In an instant, she is bowled over by a woolly rhinoceros. Her 
  body is tossed in the air and goes under. Stunned, but operating 
  on instinct, you and Norman reach the low-hanging limbs of 
  the wood’s edge and clamber up.
  The bleating horde rushes harmlessly below you. By the 
  time you climb down, the two of you are too heartsick to do 
  anything but set your feet for home.
  Go to 278.
  (616)
  521
  Charlie’s fevered eyes bore into yours. Bernard’s disappearance 
  has awakened a powerful terror within her. How can you get 
  through to your superstitious guide?
  Attempt a Regular Persuade or Hard Psychoanalysis roll (your 
  choice). If you succeed, go to 522; fail, and go to 123.
  (71, 73, 74)
  522
  “OK, Professor.’ Charlie glares at you. “We who live all our life 
  in this land can never know its ways so well as those from other 
  countries. We will search for the boy.” You and the others fall in 
  behind your sullen hunting guide.
  Make a Hard roll against Charlie’s Track: if she succeeds, go to 525; 
  if not, go to 523.
  (521)
  The stampede of prehistoric animals
  
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  523
  Come midday, Charlie claims to have lost the trail. Somehow 
  you are not surprised.
  To send Charlie back to camp and attempt to track Bernard yourself, 
  go to 524. To accept him as lost, and your expedition as a failure, 
  go to 32.
  (522)
  524
  You attempt to pick up Bernard’s trail until twilight, but your 
  efforts are fruitless. You suspect that Charlie led you so far from 
  the boy’s tracks that you will never find them again. You return 
  to camp ready to let your guide know exactly what you think 
  of her.
  Charlie is gone, and so is the canoe. One quarter of the 
  supplies are missing.
  Record the keyword BAREFOOT. Go to 95.
  (523)
  525
  Charlie follows Bernard’s route for about 20 minutes. His 
  tracks are soon joined by those of some large animal—or what 
  you suppose is an animal. It has hooves of a kind, large round 
  crescents showing an irregular edge, but no split. The farther 
  your party goes, the more agitated Charlie becomes. Eventually, 
  the strides made by your student and the creature extend to an 
  unbelievable length and then vanish completely.
  In the receding dusting of snow, it seems that Bernard’s final 
  prints alter in shape. At the end, they are nothing but round 
  impressions—identical to those of the “animal.”
  “Ayiie!” Charlie cries, no longer able to contain her welling fear.
  You explain that the melting snow has distorted and erased 
  the tracks and that this has nothing to do with the wind-
  walker legend.
  Charlie looks at you, eyes wide.
  Make a Hard Psychoanalysis roll: if you succeed, go to 526; if not, 
  go to 123.
  (522)
  526
  With considerable difficulty, you quell Charlie’s fears and return 
  to camp. Now you must decide the future of your expedition.
  To remain in the immediate area, hoping to solve the mystery, go to 
  527. To abandon the expedition, go to 32.
  (525)
  527
  For three days, you and the students spend every daylight  hour 
  looking for Bernard. Charlie guards the camp, watching the 
  sky with fearful eyes. On the fourth day, you have to accept that 
  your grad student may be gone for good.
  To your surprise, Charlie takes responsibility for the tragedy. 
  She approaches you to apologize.
  Go to 62.
  (526)
  528
  You and Norman silently depart the camp of sleeping sasquatches.
  To explore this strange lost valley, go to 38. To leave it, go to 278.
  (421)
  529
  You must decide what to announce as the primary result of your 
  explorations in the valley of the North Hanninah. The other 
  discoveries can wait.
  If you have either the keyword CHARCOAL or the keyword 
  RESONATE, or both, go to 545. If you have the keyword 
  INCHCAPE, go to 431. If you have more than one of these 
  keywords, you have the opportunity to review each option before 
  making your choice. If you have none of these keywords, go to 430.
  (429, 530)
  
  91
  ALONE AGAINST THE FROST
  530
  When your report of your party’s misfortunes is analyzed by 
  the Canadian authorities, they absolve you of any wrongdoing 
  or neglect.
  Go to 529.
  (433)
  531
  When your report of your party’s misfortunes is analyzed by 
  the Canadian authorities, they take you into custody and bring 
  formal charges against you. They seem uninterested in any 
  evidence of your discoveries.
  Go to 538.
  (433)
  532
  Your party hurries from the megalithic wheel and hastens back 
  to the riverside.
  If you have the keyword BAREFOOT, go to 458 if your party still 
  has five members, or 424 if you have lost someone. If you do not have 
  that keyword, go to 20 if your party still has five members, or 163 if 
  you have lost someone.
  (450, 451, 452, 453)
  533
  Together, you and Sylvia struggle to the shore. Safe on dry land, 
  you disengage and lie staring into the sky, gasping for breath 
  and waiting for Norman to join you.
  Your academic commitment fades. For what purpose have 
  you been risking your lives? To enter what is probably an empty 
  box canyon? The expedition is in a shambles. It’s time you 
  ended it.
  If required, you may attempt First Aid rolls: if you succeed, you may 
  restore 1D3 hit points to Sylvia and yourself. Go to 324. 
  (93)
  534
  You and Norman follow the turbulent stream for a great 
  distance and finally discover Sylvia’s body on the bank, pale 
  and drowned.
  After you bury your young student, Norman gives you some 
  time alone. When he finally returns, he looks you in the eyes. 
  “She would want us to press on, Professor. She wouldn’t want her 
  death to be the reason we turned back.”
  Norman is speaking the truth. But as the expedition leader, 
  you feel the heavy weight of responsibility.
  To press ahead, go to 535. To turn for home, go to 279.
  (93, 537)
  535
  You and Norman again dare the swift stream that obstructs 
  entry into the hidden valley. You are no sooner through when 
  you become aware of a strange tropical scent to the air. The 
  conifer forest of the outer world is gone. This landscape 
  resembles something from the early Cenozoic.
  You remember wild tales you have heard—of a lost Canadian 
  valley warmed by Chinook winds and hot springs, a valley 
  where prehistoric animals still exist. Could this be it?
  Record the keyword INCHCAPE. Go to 63.
  (534)
  536
  Turbulence batters you, tearing Sylvia from your grasp. The 
  current drags your head beneath the surface.
  You must make three successful Swim rolls to get to shore. If you 
  fail one, you begin to drown—you must now make a combined 
  Swim and CON roll each round; for every failed CON roll, you 
  suffer 1D6 drowning damage. If you make three Swim rolls and 
  survive, you make it to shore; go to 537. Otherwise, you have 
  drowned. The Nadelmann Expedition is over. THE END.
  (93)
  537
  As you grope for a handhold on the bank, Norman seizes you 
  and pulls you to land.
  Either of you may make a First Aid roll. If you succeed, you regain 
  1D3 hit points lost in the last entry. Go to 534. 
  (536)
  
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  538
  Your trial lasts weeks, during which every field decision you made 
  is questioned. It is almost a relief when you are convicted of gross 
  negligence and contributory manslaughter. You are incarcerated 
  in a Canadian penitentiary, where you become withdrawn and 
  isolated, staring from your cell at distant woodland.
  A year later, you become eligible for parole and the committee 
  looks favorably on your conduct. Once you are free to leave 
  Canada, you return to a ruined career in the USA.
  You have lost your position at Miskatonic University. The 
  evidence you brought back from your expedition has been 
  neglected during your confinement. All the most important 
  pieces have been lost or ruined. Nevertheless, you attempt to 
  publish your findings.
  Your article only draws sensational press attacks, characterizing 
  you as a moral cretin willing to sacrifice human life for scientific 
  glory. You vanish from public notice with the dawning of the 
  Great Depression.
  The Nadelmann Expedition is over. THE END.
  (531)
  539
  You sight and squeeze off a few rounds at the sasquatches.
  Roll 1D6: if the result is 1–2, go to 481; if the result is 3–4, go to 
  519; if the result is 5–6, go to 57.
  (400)
  540
  With a single misstep, Sylvia loses her footing and slides off 
  the submerged ledge into the fastest part of the stream. She 
  thrashes in the deadly current, tossed against the rocks.
  To remain on the bank, go to 542. To leap into the water, make a 
  combined STR and Swim roll. If both succeed, go to 541. If you fail 
  either, go to 189. 
  (217)
  541
  Sylvia is unconscious and drifting. You seize her by the hair and 
  drag her to the rocky bank, where Norman helps you get her 
  ashore. You camp in the ravine until Sylvia is fit to travel. 
  Go to 54.
  (540)
  542
  You follow Sylvia as she is swept down the raging stream. 
  Beyond the mouth of the ravine, she washes up on a sandbar. 
  Her hair is plastered over sightless eyes. You bury her nearby.
  Norman offers a few words of comfort, but they ring hollow. 
  You are responsible for Sylvia’s death. Can you manage to get 
  your remaining student back to civilization?
  Go to 278.
  (357, 540)
  543
  With the improved food, Norman rallies. A few hours later, 
  he climbs to his feet and squints at you. “It was a mistake 
  to choose anthropology, Professor. You should have been in the 
  restaurant business.”
  You laugh together for several minutes more than his 
  weak joke deserved. You have been out here in the woods 
  for a long time. 
  Go to 513.
  (327)
  544
  The ape-men put you all away for the night under a guarded 
  overhang. Both Norman and Sylvia are badly injured. You do 
  what you can for them—and for yourself.
  You may make a First Aid roll. If you succeed, you regain 1D3 hit 
  points, and so do your companions. Then, go to 389.
  (391)
  545
  You examine your map to the gold deposit. It has no scientific 
  value. But a fortune in gold could finance as many expeditions 
  as you wish.
  To consider another discovery first, go back to 529. If you have 
  the keyword RESONATE, go to 546. If you have the keyword 
  CHARCOAL, make a Navigate roll: if you succeed, go to 183; if 
  you fail, go to 429. 
  (529)
  
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  ALONE AGAINST THE FROST
  546
  Only by using the map can you find out if its maker knew what 
  he was doing.
  Make a Luck roll: if you succeed, go to 183; if you fail, go to 429.
  (545)
  547
  You expect any second to feel another sear of pain. But it is 
  Charlie who cries out. You see the guide roll to the ground, 
  bleeding profusely. You cannot fight such a thing; your only 
  hope lies in flight.
  Go to 437.
  (456)
  548
  You scream maniacally and rush for the deep woods. As a 
  crazed, berserk creature, you roam the valley alone for days—
  or perhaps for weeks or years. Feeding on carrion, digging 
  roots with your fingernails, your physical aspect would horrify 
  anyone who saw you.
  The sight of any large animal brings back hideous fears. 
  One day such a flight causes you to run over the edge of a 
  canyon, into the rapids below. Your wretched existence ends 
  in drowning.
  The Nadelmann Expedition is over. THE END.
  (550)
  549
  When you are next yourself, years have passed. An inmate in 
  a Winnipeg asylum, you have lived there since being found by 
  a missionary, living with a remote community of people as a 
  sacred Mad One.
  With the recovery of your memory, you rapidly recuperate. 
  You return to Arkham and try to pick up the threads of 
  your life. As you were long presumed dead, your position at 
  Miskatonic University has been filled. Your estate has been 
  apportioned among your heirs; only litigation restores a 
  portion of what was yours.
  With time, the night fears diminish, but you can secure only 
  second-rate teaching jobs and your lectures become notorious 
  for occasional interruptions where you tail off, staring into 
  space. You publish your account of the North Hanninah trip 
  but, without documentation or physical evidence, and with 
  your history of insanity, you convince no one except an eccentric 
  occult fringe group.
  The Nadelmann Expedition is over. THE END.
  (364)
  550
  The result of your madness is very unfortunate.
  Roll 1D6: if the result is 1–4, go to 548; if the result is 5–6, go 
  to 215.
  (364)
  551
  You seek unusual animal life. You are successful.
  Roll 1D10: if the result is even, go to 273; if the result is odd, go 
  to 483.
  (275, 614, 627, 628, 635)
  552
  You pause to get your bearings.
  If you have the keyword TANGENT, go to 462; if not, go to 553.
  (158,604)
  553
  Forced uphill by the sloughs along the riverside, the four of you 
  laboriously hack through brambles and thicket. As your group 
  passes close to the lip of a slope, Bernard catches your elbow. 
  “Look there, Professor!” he says.
  From your lofty perspective, you gaze down and gasp.
  Record the keyword TANGENT. Go to 448.
  (552)
  
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  554
  You have a sudden sensation of being watched.
  If your party still has five members, go to 436. If you have lost 
  somebody, go to 555.
  (448)
  555
  Only a few steps along the slope, Bernard moans and falls to 
  the earth. You hurry to help.
  “Something hit me,” the youth begins, dazed. “It—yiih!”
  He touches a hand to his cheek. Hot blood flows out 
  between his fingers. “Quick, let’s get out of here!” you exclaim, 
  helping Bernard to his feet. It is hardly scientific, but in this 
  place, it feels like the right thing to do.
  Go to 437.
  (554)
  556
  Your party makes it to the river.
  If you have the keyword BAREFOOT, go to 458. Otherwise, go 
  to 20.
  (457)
  557
  To avoid a riverside marsh, you weave through a forest of 
  mature larch. The uneven terrain makes you wish that Charlie 
  was still with your party.
  Attempt a Track roll: if you succeed, go to 558; if you fail, go to 569.
  (324, 600, 601)
  558
  You notice light tracks through the woods. On closer 
  examination, you think they were left by moccasin-clad 
  humans. You guess that the travelers are Indigenous people—
  probably one that has had little contact with traders.
  To follow the tracks, go to 559. To attempt to avoid the travelers, 
  go to 572.
  (557)
  559
  You follow the trail for almost a mile and finally hear a mutter 
  of voices. Crawling up to a mass of bearberry bushes, you part 
  them enough to see the other side.
  There, in the shadow of the larches, you observe several 
  Native people. Anthropologically, you recognize indicators 
  of the Tsuut’ina, apparently a very isolated group. Their 
  skin shirts, leggings, and woodland-style moccasins indicate 
  minimal contact with the outside. You see several 19th-
  century rifles—some only single-shot weapons—among 
  them. Charlie said something about outcasts—could this be 
  the group she mentioned?
  To stand up and greet the Tsuut’ina, go to 560. To stay where you 
  are and watch a while longer, make a Stealth roll: if you succeed, go 
  to 576; if you fail, go to 573.
  (558)
  560
  At the first sight of you, the men raise their weapons and 
  advance.
  To make a gesture signifying peace and stand your ground, go to 
  561. To run, go to 574.
  (559, 576, 588)
  561
  You urge Norman and Sylvia to make no aggressive moves. 
  The hunters press in around you and take the rifle from your 
  hand and the knife from your belt. The students get the same 
  treatment.
  You tell the hunters you mean no harm, keeping your 
  voice even.
  One of the hunters speaks in his tribal tongue. You have 
  enough of his language to interpret it as “Silence!” or some 
  variation. Your captors take the three of you down to the spot 
  where you first sighted them.
  Go to 562.
  (560, 573, 575, 584, 591)
  
  95
  ALONE AGAINST THE FROST
  562
  When you arrive there, you find you are not the only prisoners 
  of this particular band. A girl, perhaps of the same community, 
  rests behind a tree trunk, bound hand and foot.
  The leader of the hunters fires gruff instructions to his men. 
  His words are too rapid for your slim knowledge of the dialect, 
  but the subsequent actions are clear.
  The girl is quickly freed from her bonds. Rubbing her wrists 
  to restore the circulation, she is wordlessly accepted back into 
  the clan’s ranks.
  Roll 1D10: if the result is even, go to 571; if the result is odd, go 
  to 566. 
  (561, 570)
  563
  The hunters seem most interested in young Sylvia Davidson. 
  They seize and bind her. You bark a curse and try to throw off 
  those holding you. One slams the back of his fist into your face. 
  As you stagger, blood begins to run from your nose. Beside you, 
  Norman struggles and meets the same reaction.
  The others place Sylvia up against a tree and tie her there, 
  like some sort of offering to the forest. “Professor!” she cries, 
  but you can do nothing. The hunters shove you and Norman 
  out of the clearing as they gather their gear and leave the spot. 
  You and Norman are pushed ahead of them down the trail, as 
  Sylvia’s sobs fade with the distance.
  Once you are well away from the spot, the hunters seem to 
  lose interest in you. They tie both of you up and vanish into the 
  twilit forest. Surprisingly, they leave your weapons nearby.
  You and Norman struggle with your rawhide bindings. Can 
  you get back to Sylvia before who-knows-what befalls her in 
  the darkness?
  Lose 1 hit point. You may attempt to break the bindings or wriggle 
  free. Choose either STR or DEX, and then make a Hard roll on that 
  characteristic. If you fail, Norman may make an attempt. If one of 
  you succeeds, go to 564. If you both fail, you each may try one more 
  time. If you succeed on the second attempt, go to 565. If you both fail 
  twice, go to 258.
  (571)
  564
  One of you quickly slips out of his bonds and frees the other. 
  You are just able to retrace your path before the failing light 
  makes backtracking impossible.
  You find the bound form of Sylvia. Norman cuts her bonds 
  and she falls into your arms, trembling. She is quiet for a few 
  minutes before she draws herself up, and you can almost see 
  her summon the determination that built her family’s fortunes.
  Once she is ready to walk, you hurry your group away. There 
  might be some anthropological value in studying a place of 
  sacrifice, but this is not the time for it. You take a brief rest 
  before dawn.
  To continue exploring the region, go to 600. To retreat toward 
  civilization, go to 513. 
  (563)
  565
  It takes a long time to get free of your bindings. When you 
  finally do, full night is upon the forest and the wolves are 
  baying a threatening chorus. Norman finds a natural shelter in 
  a rock formation and you make the agonized decision to wait 
  for first light.
  With the dawn, you can follow your trail back to the place 
  where you left Sylvia.
  The rawhide cords are broken, snapped by a strength far 
  greater than hers. The tracks that lead away from the tree are 
  considerably larger than yours.
  To follow the tracks, go to 128. To give Sylvia up for lost, go to 279.
  (563)
  566
  The hunters produce enough cords to bind all three of you and 
  then place you each against a tree and lash you to the trunk. 
  Their mysterious work done, the outcasts pack up their simple 
  gear and abandon the spot. You wait for a few minutes before 
  beginning to struggle against your bonds.
  A part of you finds this professionally fascinating. But you 
  will have to get free if you wish to publish your findings.
  Make an Extreme DEX roll for everybody present. If any of you 
  succeed, go to 567. If not, go to 568.
  (562, 571)
  567
  One of you works a wrist out of the bindings and is able to 
  free the others. It seems inadvisable to linger. The three of you 
  decide your next course of action.
  To continue exploring the region, go to 600. To head home, go to 513.
  (566)
  
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  568
  The clever knots of the hunters foil your party’s best attempts. 
  You have no choice but to wait where you are as a long, cold 
  night begins.
  Slumped against your tree in the half-light of dawn, you 
  open your eyes to see a group of tiny figures watching you. They 
  stand only as tall as your thigh. You wonder if you are dreaming.
  The group has pale gray skin and over-defined, almost 
  sculpted features. Their lack of color makes them seem inhuman. 
  They carry bows and cords with wooden balls attached—some 
  sort of bolas? They wear grotesque, angular ornamentation, 
  made from what you hope are animal bones.
  They cut you free from the tree, but immobilize you for 
  transport. Half-carrying, half-dragging, the little wild men 
  bustle your party away. You are chafed and bruised when they 
  finally pause in a clearing.
  Go to 210.
  (566)
  569
  Your party makes progress through the larch forest. 
  Attempt a Listen roll: if you succeed, go to 581: if you fail, go to 570.
  (557, 572)
  570
  A gruff voice snaps, “Drop guns!” You hear the click of rifle 
  levers and look up to see several hunters on either side of 
  you, with weapons leveled. Resistance would be exceptionally 
  foolish. You instruct the students to disarm and take a look at 
  your captors.
  You recognize indicators of the Tsuut’ina, apparently a very 
  isolated group, since their old-fashioned skin shirts, leggings, 
  and woodland-style moccasins indicate minimal contact with 
  the outside. Their rifles are from the 19th century; some are 
  single-shot. Charlie said something about outcasts—could this 
  be the group she mentioned?
  You keep your voice even and address the man who spoke. 
  “We mean no harm.”
  “Be silent!” the leader grunts and nudges you with a rifle barrel. 
  Taking the hint, you follow your captors to a secluded spot.
  Go to 562. 
  (569, 586)
  571
  The situation does not look promising.
  If you have the keyword INCHCAPE, go to 566. If not, go to 563.
  (562)
  572
  Charlie seemed unenthusiastic about meeting the outcasts. You 
  withdraw from the bushes and attempt to retrace your steps. 
  Make a Luck roll: if you succeed, go to 513; if you fail, go to 569.
  (558)
  573
  Acting on an uncontrollable urge to cough gives away your 
  hiding place. You get up and run, but the snarled bushes delay 
  you until the hunters are all around, rifles held steady on you. 
  This is not the first contact you would have chosen.
  Go to 561.
  (559)
  574
  You spin and run, cursing yourself for your carelessness. 
  Norman and Sylvia, waiting a few yards away, do not need to 
  be told to follow the leader. The men are more familiar with the 
  local terrain, but they have walked far already.
  Make a CON roll for the member of your party with the lowest 
  CON. If successful, go to 147. If failed, go to 575.
  (560)
  575
  Shots ring out behind you. As slugs thump into the mossy 
  earth ahead, one of you stumbles. In an instant, the hunters are 
  on every side.
  Go to 561.
  (574, 585)
  Opposite: The sacrifice
  
  97
  ALONE AGAINST THE FROST
  576
  Silently, you motion Norman and Sylvia to stay back and get 
  under cover. You observe the group for a moment, assessing 
  their behavior.
  One goes behind a nearby tree and yanks a girl to her feet. 
  She looks like she belongs to their community, but her hands 
  are bound. Puzzled by this rough treatment of one of their own, 
  you watch the Tsuut’ina lash her to a tree trunk with rawhide 
  thongs. When they are done, they gather their gear and depart 
  from the hollow.
  To shout after them, go to 560. To let them move off before you 
  approach the girl, go to 577.
  (559)
  577
  You slide down the slope into the hollow where the girl is tied. 
  She watches you come, her jaw set with fear and suspicion.
  At a respectful distance, you ask, “Why have they done this to 
  you? Will you let us help you?”
  She gives you a sullen stare and answers with a halting 
  mixture of native and English words. “My people fear the strange 
  ones of the forest. Each year at this time, one of us is given to them so 
  they will not bewitch all the people. Go.”
  She seems resigned to her fate.
  To cut her loose and force her to come away from this dangerous spot, 
  go to 578. To leave her where she is, go to 513. 
  (576, 583)
  578
  You slice away her bonds and compel the young woman to 
  go with your party. Sylvia takes her aside and speaks to her 
  in low tones.
  Roll 1D10: if the result is even, go to 579; if the result is odd, go 
  to 580.
  (577)
  
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  579
  Once you have covered a few miles, the woman’s eyes clear and 
  she no longer wishes to be taken by the mysterious demons of 
  the forest. Grateful for her rescue, she speaks easily and you 
  gain many stories and myths of the North Hanninah Valley.
  She is very curious about the towns of the white men and 
  seems to have great knowledge of the landscape.
  If you want to end your journey, accompany her to 593. If you want 
  to explore more, she will find her own way to Fort McDonald; go 
  to 600.
  (578)
  580
  The woman remains sullen and angry. Norman suggests tying 
  her up for her own safety. Sylvia silences him with a glare and 
  offers the woman some of your food.
  You are shaken awake in the small hours during Norman’s 
  watch. “I’m sorry, Professor. The girl’s gone. I checked on her not five 
  minutes ago. She must have been absolutely silent.”
  You are not going to intercept a stealthy local in the woods at 
  night. And it’s unlikely you could find that clearing again. You 
  shrug and go back to sleep.
  Go to 513.
  (578)
  581
  Your party heeds the warning and ducks behind a large fallen tree. 
  Several men emerge from the trees to the west. You recognize 
  Native hunters—probably of the Tsuut’ina; however, their rifles 
  are antique and their gear less sophisticated than the Tsuut’ina 
  you have met before. Charlie said something about an outcast 
  group—could these be the hunters she mentioned?
  To stride out of cover and greet them, go to 560. To stay hidden, 
  make a Stealth roll for the least-stealthy member of the party: if 
  successful, go to 582; if failed, go to 584.
  (569)
  582
  The hunters pass you by. Their demeanor is grim. 
  To follow the hunters secretly, go to 586. To backtrack and see where 
  they have been, go to 583.
  (581)
  583
  It is straightforward to follow the fresh tracks left by the group. 
  They lead you back to a nearby hollow. Looking down into it, 
  you see a pathetic sight—a woman tied to a tree, as if staked 
  out for the wolves.
  This seems wildly out of character for the Tsuut’ina. What 
  can she have done?
  Go to 577.
  (582)
  584
  A bee darts up and bounces off the face of a party member, 
  who instinctively swats at it, making a noise that the passing 
  warriors cannot fail to notice. Your stealthy approach has failed.
  If you step out to greet the group peacefully, go to 561. If you try to 
  run for it, go to 585. If you still have rifles and wish to display them 
  as a warning, go to 590.
  (581)
  585
  You shove Norman and Sylvia to their feet. The three of 
  you sprint for the deep woods. Fear drives you through the 
  undergrowth, lending you enough extra speed to counter your 
  pursuers’ knowledge of the landscape.
  Make a Luck roll: if you succeed, go to 147; if you fail, go to 575.
  (584)
  586
  Your party moves carefully along the trail of the departing 
  Tsuut’ina outcasts. To track these practiced woodsmen will not 
  be easy.
  Make a Stealth roll for the least-stealthy member of your party: if 
  successful, go to 587; if not, go to 570.
  (582)
  587
  After walking several miles, the hunters make camp. Some of 
  them go off into the woods with their rifles, probably to shoot 
  something for supper. The others rest around the fire.
  
  99
  ALONE AGAINST THE FROST
  You have successfully tracked them, but your next step 
  is unclear.
  To approach the hunters, go to 588. To give this up, go to 513.
  (586)
  588
  The hunters look up in surprise as you and your party come out 
  into the open. You raise a hand in peace.
  Make an Anthropology roll: if you succeed, go to 589; if you fail, 
  go to 560.
  (587)
  589
  One man, who seems to be the hunt leader, returns your 
  greeting, his eyes wary. A brief exchange of questions gains you 
  the information that this group is part of a hunting party, as 
  you guessed. Their speech is a mixture of their native dialect 
  peppered with English words for your benefit. They shun 
  contact with the white authorities and never go to the fort. 
  They do, however, admire your rifle.
  If you wish to leave the wilderness, the group will guide you 
  to within sight of Fort McDonald in exchange for your firearm.
  To make the trade, go to 433. To thank them but decline and 
  continue on your way, go to 513. 
  (588, 592)
  590
  In the face of your firearms, the hunting party hesitates.
  Roll 1D6: if the result is 1–4, go to 591; if the result is 5–6, go 
  to 592.
  (584)
  591
  One warrior lifts his rifle to his shoulder and fires. The others 
  follow suit.
  A total of 1D6+2 riflemen attack you. They each have 20% (10/4) 
  skill with their obsolete rifles, which deal 2D6 damage and can 
  impale on an Extreme success. Your group may exchange shots with 
  them until at least half the hunters have been successfully hit, or 
  until wounds or good sense force your party to surrender. If half or 
  more of the hunters are hit, they flee. Your party may attempt to heal 
  by using First Aid to gain 1D3 hit points; then, go to 513. If you 
  surrender (at any point), go to 561.
  (590)
  592
  The men exchange glances. One of them lowers the muzzle of 
  his old-time rifle to the moss underfoot. Wary, you stand up 
  and hail the hunting party with an upraised hand.
  Go to 589.
  (590)
  593
  You pass the “place of splitting water” with no particular 
  difficulty and reach the calmer waterways of the West Branch. 
  The foraging is ample now, and you recover strength as you 
  draw near to Fort McDonald.
  Go to 433.
  (513, 579, 598, 599, 602, 603)
  594
  Of course, you must return to Fort McDonald. But there is 
  time for one last side trip, in hopes of learning a little more 
  about the North Hanninah Valley. 
  If you still have all your companions, go to 602.
  If you have all three graduate students with you, but not Charlie, 
  go to 158.
  If you have Norman, Sylvia, and Charlie with you, go to 598.
  If you have two companions, go to 324.
  If you have one companion, go to 279.
  If you are alone, go to 597.
  (513)
  595
  After a hard day’s trek, alert for the dangers and oddities of the 
  valley, you and Norman withdraw for the night under a granite 
  overhang and light a fire of twigs and pine needles.
  Make a Science (Geology) roll: if you succeed, go to 596; if you fail, 
  go to 513. 
  (279)
  
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  ALONE AGAINST THE FROST
  596
  Despite the gloom, your geological training registers a glitter 
  in the seams of rock behind your back. A six-inch vein of large 
  quartz crystals wavers along the rock face. Within the vein are 
  patches of darker color and different texture. You call Norman 
  over to confirm your identification. It’s gold.
  If you can get back to Fort McDonald alive, you and Norman 
  will be set up for life! You scratch together the best map you can 
  and continue toward civilization.
  Record the keyword CHARCOAL. Make a Luck roll: if you succeed, 
  go to 513; if you fail, go to 279.
  (595)
  597
  Despite the risks and your weakened condition, you diverge 
  from the direct route to Fort McDonald, determined to explore 
  as much of the valley as possible before you quit.
  To strike deep into the forest, go to 501. To hug the tree line, go to 
  494. To explore rocky environs, go to 427. To stick to the river, make 
  a Luck roll: if you succeed, go to 126; if you fail, go to 119.
  (594)
  598
  When you announce your intent to divert the party, Charlie 
  stares at you like you have lost your mind.
  “It is madness to return to that evil place. I will not do so.”
  To give up the idea and return to civilization, go to 593. To remind 
  Charlie who pays her when the trip is over, go to 599.
  (594, 425)
  599
  Your threat impressed Charlie. Rather than end up with 
  nothing for her efforts, she sneaks off that night during her 
  watch, taking the canoe and a share of the supplies as payment. 
  Norman and Sylvia cannot meet your eyes for a few hours.
  To start back upriver with your students, go to 600. To take a 
  circuitous route back toward the fort, keeping an eye out for new 
  discoveries, go to 324. To head directly to the fort, go to 593.
  (598)
  600
  You press on through the interminable landscape of the 
  North Hanninah.
  If you have the keyword INCHCAPE, go to 601. To scale a ridge, 
  go to 469. To stick close to the river, go to 75. To hold a parallel 
  course, go to 55. To thread through light woodland, go to 218. To 
  penetrate deeper into the forest, go to 557.
  (425, 564, 567, 579, 599,650)
  601
  You lead your two graduate students upriver. The expedition 
  needs something to boost its morale.
  To thread through light woodland, go to 218. To penetrate deeper 
  into the forest, go to 557. To scale a ridge, go to 469. To follow the 
  river, go to 470. To search for shelter, make a Navigate roll: if you 
  succeed, go to 77; if you fail, go to 55.
  (600)
  602
  When you announce your plan, Charlie looks at you like you 
  have lost your mind. She draws herself up.
  “It is foolish to return to that evil place. I will not go!”
  To give up the idea and return to civilization, go to 593. To remind 
  Charlie who pays her when the trip is over, go to 603.
  (594, 425)
  603
  Your threat obviously impressed Charlie. Rather than end up 
  with nothing for this trip, she sneaks off during her watch at 
  night, taking the canoe and a share of the supplies as settlement 
  for her efforts. You can see from the eyes of your students that 
  they are also uncertain about your plan.
  To strike out upriver with no guide, go to 604. To take a circuitous 
  route back to the fort, keeping an eye peeled for new discoveries, go to 
  158. To accept the situation and return directly to the fort, go to 593.
  (602)
  
  101
  ALONE AGAINST THE FROST
  604
  You contemplate possible routes with your students.
  If you have the keyword INCHCAPE, go to 158. To explore a 
  nearby canyon, go to 90. To follow the river, go to 60. To use the 
  mountains as a landmark, go to 56. To gain elevation where you 
  can, go to 552. To explore the deep woods, go to 461.
  (30, 88, 195, 409, 425, 603)
  605
  Undaunted by his hairsbreadth escape, Bernard urges you to 
  press on into the hidden canyon.
  You sigh in relief as the last of your party steps onto solid 
  ground. The students spread out, staring at the scenery. As you 
  catch up with them, you are equally staggered to realize just 
  how immense this newly discovered valley actually is. Excited, 
  your group commences a preliminary survey.
  It does not take long to confirm that you have discovered a 
  redoubt of unprecedented prehistoric survival. Animal tracks 
  that fit no modern beast of the North abound in the sand and 
  mud. You wish now that you had studied more paleontology.
  Record the keyword INCHCAPE. Attempt either a Hard INT roll 
  or a Regular Science (Botany) roll: if you succeed, go to 606; if you 
  fail, go to 607.
  (92, 642)
  606
  Exploring a prehistoric glade, you chance upon a stand of 
  plants of the very species recently described in detail by your 
  Miskatonic colleague, the paleobotanist Ivan Kurtov. The 
  species was supposed extinct before the Pleistocene glaciation. 
  Yet here it is, all around you, still flourishing. You can easily 
  gather leaves, roots, cuttings, and seeds—everything you need 
  to convince Miskatonic’s geology and biology departments to 
  finance a major expedition.
  With this evidence, you are able to leave this dangerous 
  territory. You pack the specimens and lead your three 
  companions without mishap back to the outer valley of the 
  North Hanninah.
  Record the keyword BACKWATER. Go to 158.
  (605)
  607
  Although many varieties of plants grow near at hand, your 
  knowledge of paleobotany is too meager to allow you to select 
  samples as proof of discovery.
  A trophy of a supposedly extinct animal would offer reliable 
  proof to your colleagues at home. But you might subject your 
  students to grave hazard if you remain in this fantastic valley.
  To leave the valley without physical proof of your visit, go to 158. 
  To seek evidence, go to 608.
  (605)
  608
  You and the others advance up the lost valley and into the 
  verdant meadowland at its heart.
  Make a combined Natural World and Luck roll: if both succeed, go 
  to 620; if both fail, go to 617; if you succeed only at Natural World, 
  go to 610; if you succeed only with the Luck roll, go to 630.
  (607, 636)
  609
  The heat of the valley tires Sylvia. You let her rest and ask 
  Bernard to keep her company while you and Norman 
  continue scouting.
  About two hours later, the pair of you return to an appalling 
  sight. Bernard lies dead in the grove where you left him, his 
  head broken by a blunt object. A bloodied piece of wood lies 
  beside the body. Frantically you search for Sylvia, but she is 
  not to be found. Instead, you find some footprints—those of 
  a giant.
  To lead Norman out of the valley, go to 278. To follow the tracks in 
  hopes of finding Sylvia, go to 484.
  (645)
  610
  The sounds and smells of your group defeat any attempt to stalk 
  game, but you find prints in the clay that suggest a large feline 
  predator. You leave Norman and Sylvia at the foot of a rocky 
  hill and take Bernard on the hunt. You can tell he is suppressing 
  a boyish excitement.
  You track your prey for an hour, hoping for a major kill. Make a 
  Listen roll: if you succeed, go to 611; if you fail, go to 615.
  (608)
  
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  ALONE AGAINST THE FROST
  611
  You hear the soft lope of padded feet and whirl your rifle 
  around. A monstrous lion with saber-toothed fangs springs to 
  the top of a rock chimney above you and leaps, jaws wide.
  Take one shot at the saber-toothed cat. Bernard may also take a shot 
  if he is armed. If either of you succeeds with a Hard DEX roll, you 
  may squeeze off a second shot.
  If you inflict at least 12 points of damage to the cat, you kill it and 
  may take its head for a trophy. Record the keyword BACKWATER 
  and go to 613. If you did fewer than 12 damage, go to 612.
  (610)
  612
  You duck by reflex and the cat passes over your head. Its 
  huge claws bury themselves in Bernard’s chest. It lunges for 
  another strike.
  Bernard suffers 1D10 points of damage. You may fire once more 
  at the cat. If you have now inflicted 12 points of cumulative 
  damage, you kill it and may take its head for a trophy; record the 
  keyword BACKWATER. Otherwise, the cat slaughters Bernard 
  and bounds away.
  If Bernard survived, you may attempt First Aid to grant him 
  1D3 hit points. Then, go to 613. If Bernard dies, go to 614.
  (611, 615)
  613
  It is time for the four of you to leave the valley—while you 
  still can.
  Go to 158.
  (611, 612, 618, 620, 625, 633, 636)
  614
  You grieve over Bernard’s death. But for now, you must decide 
  whether to continue exploring the valley or to take your two 
  surviving students out.
  To explore further, go to 551. To leave the valley, go to 291.
  (612)
  615
  You do not hear the saber-toothed cat until it springs.
  Go to 612. 
  (610)
  616
  The thundering beasts gain on you. But the pack is thinning out.
  Make a CON roll for Norman, Sylvia, and yourself. Due to your 
  long head start, you may each have a bonus die. If everyone succeeds, 
  go to 344. If you fail, take 2D10 points of damage; if you somehow 
  survive, go to 347. If you succeed but both Norman and Sylvia fail 
  the roll, go to 356. If Norman alone fails it, go to 482. If Sylvia 
  alone fails it, go to 520. 
  (370, 619)
  617
  The valley opens into grassy meadows, upon which numerous 
  herds of hoofed mammals graze—while predators skulk nearby, 
  hoping to isolate one who is old, young, or sick.
  Despite your limited background in paleontology, the sight 
  of these creatures astonishes you. It does not require expertise 
  to recognize that early varieties of horse, camel, and bison—as 
  well as elephant, rhinoceros, and beasts with no close modern 
  relative—exist here, now, as they did in earlier epochs.
  A shape bounds out of the high grass in front of Bernard. 
  You glimpse a humpless camel about the size of a large deer, 
  doubtless flushed from the meadow by a carnivore. Impulsively, 
  Bernard lifts his rifle and fires. The beast gives a squeal of pain 
  and lurches away. Rather than lose his kill and the trophy you 
  require, Bernard bounds after it.
  He does not realize that his shot has fallen like a thunderclap 
  among the animals of the plain. Their frightened cries echo 
  through the air and they begin to stampede. Too late, Bernard 
  realizes that he stands in the path of a charging herd of long-
  horned bison. He spins and races back the way he came.
  Despite his danger, you cannot pause to help him. You are 
  all in peril. Only the nearby woods afford refuge from the tide 
  of horns, antlers, and hooves. The rest of you run for the trees, 
  feeling something like an earthquake beneath your soles.
  Make a DEX roll for Bernard: if he succeeds, go to 618; if he fails, 
  go to 619.
  (608)
  
  103
  ALONE AGAINST THE FROST
  618
  Terror lends the New Yorker fleetness of foot. As you scramble 
  into the low-hanging boughs of an oak, Norman leans down. 
  He grabs Bernard’s arm and swings him up into the branches. 
  The stampede rushes around the sturdy bole, leaving the group 
  of you somehow unharmed.
  After all that, it seems unnecessary to admonish Bernard for 
  his recklessness.
  To give up exploring this dangerous place, go to 613. To remain for 
  a while, go to 645.
  (617)
  619
  Bernard’s scream rips out behind you for less than a second 
  before it is cut off. You glance to the rear and see him no longer.
  Go to 616.
  (617)
  620
  The meadowland in the heart of the valley is the home of 
  many supposedly extinct grazing beasts. Using your rifle might 
  provoke a stampede. If you are going to take a trophy, you will 
  need to be cunning.
  You deploy your group amongst the trees and take up a 
  position overlooking a patch of meadow.
  Toward evening, the animals have lost some of their wariness 
  of the unusual human scent. Finally, your patience pays off. 
  A prongbuck with black and white markings, obviously not 
  present elsewhere in North America, races into the space near 
  you. Hyenas nip at its legs. When a pair of strong jaws snaps 
  shut on the creature’s heel, it goes down. The rest of the pack 
  pounce, tearing and ripping.
  A few careful shots drive off the hyenas. The noise sends 
  other, more distant grazers running, but it does not develop 
  into a full stampede.
  You and the others climb down from the trees and claim 
  the trophy. Here is all you need to interest your colleagues 
  back home.
  Record the keyword BACKWATER. Go to 613.
  (608, 645)
  621
  In search of physical evidence of your discovery, your party 
  leaves the floor of the valley and climbs into a series of rocky, 
  wooded hills.
  Suddenly something moves along the game trail you have 
  been following. You take a gulp of air. It’s a hoofed beast, a 
  tawny animal more like an antelope than anything else you’ve 
  ever seen. But it has six Y-shaped horns sprouting along the 
  sides of its head. If you brought this head back to civilization, 
  no one could doubt the importance of your discovery.
  At the first whiff of your unfamiliar scent, the hexacorn 
  spins and breaks along the trail. Your group races in pursuit. 
  Within seconds, Bernard trips over a dead branch and suffers 
  a bad spill.
  Seeing the chase is futile, the rest of you stop and help 
  Bernard to rise. His ankle is sprained; nothing too serious if he 
  takes it easy. But he may not be able to.
  “Professor! Look!” Norman points up the ridge. You stare with 
  astonishment: gigantic, hairy ape-men.
  Make a Sanity roll: if you succeed, go to 623; if you fail, go to 622.
  (645)
  622
  You have been under a lot of pressure on this trip. You 
  cannot say what it is about the giant ape-men that shakes 
  you so deeply.
  Lose 1D6 Sanity. If you remain sane, go to 623. If you suffer 
  temporary insanity, go to 646. If you suffer indefinite insanity, go 
  to 364.
  (621)
  623
  With an effort of will, you hold yourself together. Bernard does 
  not. Terrorized, he hobbles away on his injured ankle.
  To follow him, go to 624. To stand firm with Norman and Sylvia 
  and greet the creatures as if they were primitive men, go to 626.
  (621, 622)
  
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  ALONE AGAINST THE FROST
  624
  The three of you bound after Bernard. Since he is hobbled, you 
  quickly get ahead of him. The ape-men behind are incited by 
  your scent of fear and run after you. Despite their size and bulk, 
  they move swiftly. You will have to use the terrain against them.
  Make a Spot Hidden roll: if you succeed, go to 625; if you fail, go to 628.
  (623)
  625
  You spy a narrow ledge that rounds a rocky outcrop. With help, 
  Bernard is able to navigate it. The ape-men, however, are a little 
  too bulky. Grunting in frustration, they fall back. Your party 
  traces a route back to the meadowland at the foot of the hill.
  To give up on the valley, go to 613. To continue exploring, go to 645.
  (624)
  626
  The beast-men advance down the slopes, wary. They are fully 
  upright, human-like despite their muscular bulk and apish 
  crests. When they get close, you start to cough. Their stench 
  is overwhelming.
  Your years of training suggest techniques to pacify and 
  mollify the sasquatches.
  Make an Anthropology roll: if you succeed, go to 627; if you fail, 
  go to 629.
  (623)
  627
  The sasquatches approach without overt threatening gestures. 
  Holding your breath against their odor, you allow them to peer like 
  curious children into your face and to touch your garments with 
  clumsy fingers. They wear puzzled expressions, perhaps unable to 
  decide if the cloth is a strange kind of colorful skin. After a few 
  minutes of this, the creatures lose interest and shuffle away.
  Sylvia and Norman stare at each other, amazement in their 
  eyes. This is the field experience they had hoped for, a true 
  example of theory into practice. You only hope you can get them 
  back to Miskatonic University and see its effect on their studies.
  After a moment, you remember the search for Bernard. The 
  lost valley seems to have swallowed him up.
  To explore further without him, go to 551. To leave the valley, go to 291.
  (626)
  628
  “Yaaah!” cries Bernard. The beasts drag him backward and 
  throw him to the ground. They pummel him with rough clubs 
  and large stones. He is clearly doomed.
  Sylvia seems about to go back to help. You and Norman pull 
  her away. While the ape-men are occupied, you flee to safety in 
  the meadowland below.
  Heavyhearted over Bernard’s gruesome demise, you have a 
  decision to make.
  To explore the valley without Bernard, go to 551. To leave, go 
  to 291.
  (624)
  629
  Whatever you do, it incites the sasquatches. They seize you, 
  Sylvia, and Norman, and drag you all away into the hills.
  Before long, you reach their encampment. They seem 
  ignorant of any art or craft, including fire. There are traces of 
  skins and feathers, the remains of former meals, but otherwise, 
  it could be a rest stop for a family of gorillas.
  Your captors shove you under a rock overhang and post a couple 
  of large males outside as guards. As you assess the situation, you 
  begin to wish you had taken to your heels with Bernard.
  Go to 644.
  (626)
  630
  Walking through the meadowland with an eye for a trophy to 
  take back home, your group is startled by a vast shadow that 
  glides across the grass around you. You glance up, imagining 
  from its vast wingspan that it might be a surviving giant condor. 
  It is not a condor.
  Make a Sanity roll: if you fail, lose 1D6 Sanity; if you retain 
  control, go to 631. If you suffer temporary insanity, go to 646. If you 
  suffer indefinite insanity, go to 364.
  (608)
  
  105
  ALONE AGAINST THE FROST
  631
  The creature above you is a fungoid crustacean as long as a man! 
  Dozens of writhing limbs perturb its undersurface.
  It appears to notice you, and wheels, grasping a strange 
  device. A sheet of cold stabs the ground close to your feet. The 
  grass turns white from frost. You are under attack!
  Gain 1 point of Cthulhu Mythos. To run for cover, go to 637. To 
  stand and fight, go to 632.
  (630)
  632
  You are too exposed here. Your only hope is to return fire.
  Those of your companions armed with rifles may attempt a Sanity 
  roll: if successful, they may fire; if not, they can only gape at the 
  flying creature.
  Gain 1 point of Cthulhu Mythos. After all your shooters have fired 
  once, if two or more shots hit the creature, go to 633. If not, go to 634.
  (631)
  633
  The mortally wounded flyer makes a rapid corkscrew spiral 
  and crashes into the meadow grass. Your party approaches and 
  examines its uncanny, mangled form. You sever a few parts to 
  serve as trophies and hurry to leave the valley. Before you reach 
  the exit, however, you discover that the creature’s limbs have 
  deteriorated to a slimy ichor in your packs.
  Gain 1 point of Cthulhu Mythos. Each party member gains 1D6 
  Sanity. To leave the valley, go to 613. To search more, go to 645.
  (632)
  634
  The creature makes a shallow dive and blasts Bernard with the 
  full force of its weapon before gliding away.
  You rush to Bernard, where he lies on the ground. His eyes 
  are wide and caked with ice.
  Gain 1 point of Cthulhu Mythos. Make a Hard CON roll for 
  Bernard: if he succeeds, go to 636; if he fails, go to 635.
  (632)
  635
  You, Norman, and Sylvia carry Bernard to the shelter of the 
  glade and try to warm him up. It does no good. He enters a 
  coma and dies at dusk.
  You get very little sleep that night. Your remaining 
  companions turn, restless in their bedrolls. At first light, you 
  bury Bernard in the glade. 
  To continue exploring the valley, go to 551. To leave it, go to 291.
  (634, 640)
  636
  The cold blast did not hurt Bernard as badly as you feared. 
  Helped to the shelter of a nearby glade, he warms up and 
  recovers his strength. You can explore further. But can you risk 
  the return of the mysterious flying being?
  To explore the valley, go to 645. To leave it, go to 613.
  (634, 639)
  637
  As the four of you run, the creature seems to zero in on Bernard.
  Gain 1 point of Cthulhu Mythos. Make a Dodge roll for Bernard: 
  if he succeeds, go to 639; if he fails, go to 638.
  (631)
  638
  A blast from the creature’s device strikes Bernard squarely in 
  the back. He gives a stifled cry and falls on his face. The flyer 
  wheels and turns its attention to Sylvia.
  Make a Dodge roll for Sylvia: if she succeeds, go to 640; if she fails, 
  go to 641.
  (637)
  639
  The creature’s last blast just grazes Bernard. He falls flat. But 
  something makes the flyer cease its assault. It glides off, over 
  the treetops.
  Go to 636.
  (637)
  
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  ALONE AGAINST THE FROST
  640
  The attacker changes its mind at the last minute and pulls up. 
  You watch it sail over the treetops, and then your group rushes 
  to Bernard’s aid.
  Go to 635.
  (638)
  641
  Without a sound, Sylvia goes down under the freezing energy 
  of the creature’s ray. You and Norman reach the cover of the 
  trees and head for a clump where the canopy is thickest.
  Once the flyer seems to be gone, you creep back to the wood’s 
  edge. The bodies of Sylvia and Bernard have vanished.
  To explore the valley with Norman, go to 213. To leave it, go 
  to 361.
  (638)
  642
  Bernard missteps! For a nail-biting moment, he goes down into 
  the rushing water. You prepare to lunge—but the student finds 
  an underwater grip on the ledge and hauls himself to his feet, 
  sodden, but unharmed.
  Go to 605.
  (91)
  643
  The current suddenly sweeps Bernard off his feet! His cry is lost 
  as he disappears beneath a surge.
  Make a Swim roll for Bernard: if he succeeds, go to 92; if he fails, 
  go to 110.
  (91)
  644
  You notice that the sasquatches regard Sylvia differently from 
  you and Norman. They let her out of the overhang and allow 
  her to wander around the camp. You encourage her to go. The 
  sasquatch cubs approach her, shy or playful.
  When Sylvia returns to you and Norman, you wonder if this 
  state of affairs can be turned to your advantage.
  Make an INT roll: if you succeed, go to 387; if you fail, go to 389.
  (629)
  645
  After such a close call, you know you must lead the students 
  from this valley. But for the expedition’s sake, you will make one 
  more attempt to find physical proof.
  To head into the hills, go to 621. To persist with the beasts of the 
  meadowland, go to 620. To scout in pairs, go to 609.
  (633, 636)
  646
  You must have fainted. You cannot quite remember why. It is 
  twilight. Worse, your party is nowhere to be seen. You shout 
  the students’ names, but no voice sounds in answer. Instead, you 
  hear the frightful calls of prehistoric nightstalkers.
  When morning comes and you are still alone, you lose hope.
  Go to 365.
  (622, 630)
  647
  A man in his late 30s emerges from the ruin. His weather-
  beaten suit and straggly beard suggest several months in 
  the woods, but his eyes are sharp. He takes a long look at 
  Bernard, Sylvia, and Norman. Grinning, he steps up to you 
  for a vigorous handshake.
  “Dr. Nadelmann, I presume. You did it, Professor. You made it 
  here. My name… is Jackson Elias.”
  The Nadelmann Expedition is over. THE END.
  (655)
  
  107
  ALONE AGAINST THE FROST
  648
  Suddenly tiny men are in the bushes all around you. A flurry of 
  darts rain in on your party. You yell as you return fire, trying to 
  marshal the students into an organized retreat.
  Bernard cries out, clutching a dart lodged in his breast. He 
  falls and you rush to his aid. His limbs stiffen and his fingers 
  splay. The darts must be poisoned. You cannot stay and you 
  cannot carry him.
  Go to 113.
  (131)
  649
  Norman and Sylvia run toward you. You are relieved to see 
  them still fit and upright—and your stomach sinks when you 
  realize how your expectations have changed.
  Roll 1D10: if the result is even, go to 650; if the result is odd, go 
  to 463.
  (171)
  650
  “One minute Bernard was lying by the fire, unconscious, like you left 
  him. The next minute he was gone,” Norman says. “We followed 
  his tracks to the river. As far as we can tell, they go in and don’t 
  come out.” A search of the area confirms his report. You can do 
  nothing further.
  To head back to the fort, go to 324. To continue exploring, despite 
  this, go to 600.
  (649)
  651
  Charlie’s face twists in a sudden blaze of alien fury. On instinct, 
  you ram the blazing brand into her cursed heart.
  The impaled wind-walker gurgles, staggers, and falls. As you 
  watch, her body shrinks, collapsing in upon itself. Soon nothing 
  is left but bones.
  Norman and Sylvia approach, awakened by the disturbance. 
  They stare at the bones on the ground. You decide to spare 
  them the full story. In the morning, you will begin the long trek 
  back to Fort McDonald.
  Restore 1D6 Sanity for triumphing over the wind-walker. Go 
  to 54.
  (212)
  652
  By the time you near the watery ledge that is the exit from 
  this place, the adrenaline rush of combat has faded to a deep 
  weariness and you have to drag your feet to keep them in 
  motion. Perhaps that is why you do not sense the wolf that has 
  stalked you all this way.
  Leading the party, you have already stepped past its hiding 
  place when it launches, snarling as it springs. Norman tumbles 
  backward, but the huge brute knocks Sylvia off her feet and 
  tears out her neck.
  You and Norman recover quickly and leap to the attack. 
  Together, you dispatch the wolf. But it is too late for Sylvia.
  You bury her within sight of the valley entrance.
  Go to 278.
  (287)
  653
  A high-pitched scream erupts in the shadowy camp. Huge, 
  hairy shapes arise on every side. There is no place to run.
  To fight your way out, go to 391. To assume a submissive posture 
  and allow yourself to be seized, go to 389. 
  (394)
  654
  By a stroke of luck, your party stumbles upon an abandoned 
  cabin stocked with rusty but edible tins of food. This happy 
  discovery solves your food problem for the time being. There 
  is no trace of the person who built the cabin—probably a 
  prospector or hunter who fell victim to the hazards of the valley.
  You may make an improvement check for your Luck score to gain 
  1D10 Luck points. Go to 77.
  (324)
  
  Having been invited by Chaosium to prepare a piece for the 
  release of its new edition of Alone Against the Frost, I accepted 
  gladly, but with my fingers crossed. I foresaw a possible 
  problem, in that I had crafted this game in 1984. That was 
  35 years ago! To bring back to life memories and feelings 
  from the olden days has needed some mental preparation.
  I’ve been working on other projects, both in fiction and 
  in board gaming, but it has been a long time since I turned 
  my attentions to Lovecraftian themes. But as a writer, I have 
  somewhat deep roots in Lovecraftian fiction and gaming. My 
  late brother, Philip John Rahman, and I have been credited 
  with a couple of the foundational contributions to H. P. L. 
  gaming, having produced the first published, modern-style 
  fantasy roleplaying game related to the Cthulhu Mythos. We 
  did this early work in two articles (“The Lovecraft Variant” 
  and “The Monsters of the Cthulhu Mythos”), published 
  in 1980 and 1981 in Flying Buffalo’s  Sorcerer’s Apprentice 
  magazine. I was the “expert” on gaming, and Philip was the 
  H. P. Lovecraft scholar. 
  We had pushed a boulder and it kept on rolling. To our 
  amazement, when Sandy Petersen published his  Call of 
  Cthulhu design notes (Different Worlds, issue #19, February 
  1982) he stated that  “The Lovecraft Variant”  article 
  had helped him in handling the emotional impact of 
  Lovecraftian-style encounters. He adapted our “Emotional 
  Stability” idea into the Chaosium game system, changing its 
  label to “Sanity.” People have told us that this concept was one 
  of the milestones in fantasy roleplaying. Indeed, Chaosium 
  gratefully acknowledged Phil’s and my contributions, and 
  Greg Stafford put us on the list to receive free copies of all 
  of its Call of Cthulhu releases for the next several years. These 
  were all skillfully done expansions and supplements and very 
  well appreciated. 
  After that, I went on to contribute to Call of Cthulhu 
  itself. Work of mine appeared in the  Cthulhu Companion 
  (Chaosium, 1983), which featured my introduction of two 
  evocative but neglected gods into Call of Cthulhu gaming. 
  One was the god Ghatanothoa (whose activity seemed to 
  be most apparent in Polynesia), and the other was a lost race 
  prominent in Britain, created by Colin Wilson: the Lloigor. 
  The entire  Companion was subsequently incorporated into 
  the next version of the Call of Cthulhu rulebook.
  By the last part of 1984, I found myself between jobs in 
  Minneapolis, MN, but was scheduled to report for work 
  at the U.S. Post Office in early January 1985. Released 
  from job-hunting pressures, I used the free time left to me 
  to embark on a new creative project. This would be a solo 
  adventure for Call of Cthulhu, then entitled Alone Against the 
  Wendigo (now Alone Against the Frost).
  One may ask: How did you choose your subject for this 
  particular Call of Cthulhu game? The fact was that H. P. 
  Lovecraft’s disciple, August Derleth, had created a Mythos 
  god called Ithaqua (first appearance, 1933). As I saw it, 
  Ithaqua, one of the Great Old Ones, could infect people who 
  strayed into his places of power with his evil energy. They 
  then degenerated into deformed, supernaturally powered 
  cannibals—a rather terrifying prospect!
  But why did I want to put a Lovecraftian story in such 
  an unusual place as the north of Canada? In conceiving a 
  setting for a solo adventure, I had wanted to get away from 
  the typical localities where so many earlier Mythos tales had 
  taken place. Being from Minnesota, I had an inborn fondness 
  for the Big Woods (though I have, in fact, seen very little of 
  them. I have never been deep into Canada, and the conifer 
  forests of Minnesota were taken out more than a hundred 
  years ago by the logging bonanza). I used my reading and 
  AFTERWORD
  108
  
  109
  ALONE AGAINST THE FROST
  my imagination to envision a claustrophobic tale of a scientific 
  expedition into the northern forests. Quickly, I drew in another 
  legend of the North, the legends of the South Nahanni Valley.
  Regarding the latter, I had encountered these spine-tingling 
  tales for the first time during my college days, in a couple of the 
  “strange fact” books that were popular around that time. They 
  spoke of a real place in the Northwest Territories, a wild river 
  valley with some grisly legends attached to it. The most chilling 
  of these tales involved visitors to the wild location being found 
  beheaded—or not being found at all. 
  My brother Philip, who shared so many flights of imagination 
  with me, became even more intrigued by these legends than 
  even I was. After that, he talked occasionally about going to 
  visit the valley personally, and in the 1980s, he finally did, only 
  to discover that the feared Nahanni was, in fact, a Canadian 
  National Park Reserve. Bummer! That didn’t sound too spooky. 
  I wanted to write about a place where almost nothing was 
  known, where people were afraid to go. Hence, for my story, 
  I had to fictionalize the South Nahanni, keeping all the evil 
  anecdotes about it, but transposing it into a wild and shunned 
  region. I changed the name from South Nahanni to North 
  Hanninah. Be assured, my lost and wicked North Hanninah is 
  definitely not a national park!
  As for the rest of it: Let’s just say that I have packed into the 
  adventure almost everything that I thought would fit. Anyone for 
  lost valleys? I like lost valleys. Keen on Big Foot? I like Big Foot. 
  Now that you’ve played through it, it won’t be a major spoiler to 
  mention the mysterious Keywanema. These humanoids were a 
  joint idea put together by Philip and me, either when we were 
  in college or shortly after. We were exercising our imaginations 
  because, as Americans, we were disappointed that Lovecraft 
  had so little to say about ancient North America. Lovecraft had 
  gifted Australia with “the Great Race,” and Antarctica with “the 
  Elder Things.” But what about the New World? Philip and I 
  remedied the deficiency by crafting an ancient race of humanoids 
  called the Keywanema, contemporaries of the lost continents of 
  Mu and Atlantis, who survived the demise of both of their rivals 
  through their evil sorcery. 
  And so, this solo adventure was published by Chaosium in 
  1985. I was looking forward to doing more such adventures in 
  support of Call of Cthulhu, but it was not to be. Shortly after its 
  publication, Chaosium informed its contributors that it had 
  decided not to expand its solo adventure line. But, lately, the 
  earth has moved under our feet. Chaosium under its current 
  management has opted to renew and revitalize said line. We 
  look forward to it.
  Only lately, this writer has been gratified to discover that 
  the memory of this adventure has not totally faded from the 
  mind of gaming culture. Just on a hunch, as I was working 
  myself into the mood for writing this afterword, I did a search 
  of YouTube to see if the title would come up on the site. It 
  did. Two videos were there to be found, one of them running 
  a 39-minute adventure set in the wilds of Canada. Hopefully, 
  this new Chaosium edition will awaken more fond memories 
  among people who first played it so long ago—and also create 
  new memories for the generation of young people today.
  —Glenn Rahman, March 2019
  
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  CHARACTER BACKSTORIES
  Dr. L. C. Nadelmann
  You are the youngest PhD to be tenured at Miskatonic 
  University, in Arkham, Massachusetts. You are a rising star in 
  the new field of cultural anthropology; even your European 
  counterparts are impressed by your cascade of learned articles. 
  Your theories are exciting, your classes are always full, and your 
  students idolize you. Previous expeditions on your résumé  
  have been just sensational enough to draw the favorable 
  attention of the press to the university in general, and to the 
  department of anthropology in particular. Rumors fly about 
  large private endowments for your specialty. Your department 
  head and collegiate administrators often invite you to dinner.
  Sylvia Davidson
  The latest arrival in a prominent line of Boston Brahmins, 
  Sylvia is the first to take her studies to the postgraduate level 
  and her boots into the wilds. Thanks to her academic acumen, 
  you have already conferred with the department head about 
  tapping her for a junior position on the faculty. If she has a 
  fault, it is an invariable seriousness, which you hope may slip 
  a little in the field. 
  Of course Sylvia signed up for the Nadelmann Expedition. 
  It was the next logical step in her pursuit of academic 
  excellence.
  Norman Falkner
  Norman is an atypical character around the department. A 
  mature student, he worked for 16 years as a custodian whilst 
  taking advantage of the long night shifts to educate himself 
  from the library’s books and save for this period of study.
  You persuaded Norman to come on the expedition, hoping 
  his reliable, calm disposition would make him a steady 
  companion to the younger students.
  Charlie Foxtail
  It surprises most people to discover that Fort McDonald’s best 
  tracker is a woman from the Tsuut’ina Nation—known by 
  some as the Sarcee Indians. But those who ridicule her often 
  regret it, and the bruises can last for weeks. Charlie defied her 
  elders’ wishes to leave the village and work as a guide. She is 
  saving up money to send her bedridden husband to Winnipeg 
  for an expensive operation.
  Bernard Ebstein
  An earnest fellow from the Upper West Side, Bernard is 
  popular among his classmates. His extracurricular conversation 
  of late has centered on his upcoming wedding to his sweetheart, 
  Catherine. This is sure to be a dazzling event, and as his favorite 
  professor, your invitation has already arrived.
  Bernard certainly possesses an aptitude for anthropology 
  and a desire to test his knowledge in the field. But you suspect 
  he signed up for the expedition to defy his image as a city boy 
  and prove his outdoorsman credentials to his bride-to-be.
  
  For more information about Chaosium
  and Chaosium publications, please see
  our website at chaosium.com
  Printed in USA
  CHA23164 $19.99
  23164
  Alone Against
  THE FROST
  Solitaire Adventure in Canada’s Wilds
  Alone Against the Frost is a solo horror adventure for one player, set during a research expedition to 
  Canada’s Northwest Territories during the 1920s. Here, you choose your own path as you navigate 
  through the story—your choices will determine whether you f nd success or failure!
  You take on the role of Dr. L. C. Nadelmann, an anthropologist from the renowned Miskatonic 
  University in Arkham, MA. Accompanied by three of your most gifted and practical graduate 
  students, as well as an experienced local guide, you set of  into the fabled valley of the North 
  Hanninah in search of the anthropological discovery that will make your career and bring you 
  fame. Or, so you hope.
  Your expedition members are:
  • 
  Dr. L. C. Nadelmann, an academic obsessed by early North American prehistory, myths, and 
  legends, particularly in the Big Woods region.
  • 
  Bernard Ebstein, a cherubic-looking native New Yorker, eager to experience life in the wilds 
  before his upcoming marriage to his sweetheart, Catherine.
  • 
  Sylvia Davidson, the latest in a long  line of Boston Brahmins, destined for academic greatness 
  thanks to her dedication and determination.
  • 
  Norman Falkner, a mature, largely self-taught student whose calm nature acts as a steadying 
  inf uence on those around him.
  • 
  Charlie Foxtail, a cautious Tsuut’ina professional wilderness guide, hired to lead the expedition 
  safely through the North Hanninah. 
  But such a journey is fraught with dif  culties, from dangerous white water to the superstitious 
  beliefs of the region’s inhabitants—not to mention the wildlife!
  Will you manage to survive every challenge this hostile environment throws at you? Will your 
  companions? Can you return with your reputation—and your sanity—intact? Only time will tell.
  Armed with a pencil, some roleplaying dice, and a copy of the Call of Cthulhu: Keeper Rulebook
  or the Call of Cthulhu Starter Set, you are ready to brave the remote wilderness as one of MU’s 
  youngest ever professors. Dare you take on the challenge? If the answer is yes, then don’t forget to 
  wrap up warm. It can get mighty cold out there...
  Originally released over 30 years ago, this new edition of Alone Against the Frost has been 
  completely revised and updated for Call of Cthulhu 7th edition—over 650 entries, complete with 
  new illustrations and an afterword by the original author.
  WILL YOU SURVIVE, ALONE AGAINST THE FROST?
  ®
  Doctor
  L. C. 
  Nadelmann
  – an academic
  obsessed with 
  the Big Woods
  Bernard
  Ebstein
  – eager to
  experience life
  Sylvia
  Davidson
  – destined for
  academic greatness
  Norman
  Falkner
  – the calm and 
  collected self-taught 
  student
  Charlie
  Foxtail
  – the cautious 
  wilderness guide
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/EXTRA/Novels/Gamebook/Alone Against/The Frost/CoC - Gamebook - Alone Against the Frost v3 {CHA23164}.pdf