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Farmyard of Fear

Cows know something we don’t…

Small SCRAWL book 3 by Stuart Lloyd


Farmyard of Fear
Text copyright © 2019 by Stuart Lloyd
All illustrations in this book, including the cover are public
domain.
Many thanks to all the followers of and contributors to Lloyd of
Gamebooks and of course my lovely wife Nicky and my
adorable children.
Do you love gamebooks? Check out
www.lloydofgamebooks.com for articles and reviews of
gamebooks as well as more free gamebooks and links to other
gamebook sites.
This gamebook was written using the excellent Gamebook
Authoring Tool.

The map was made with the awesome versatile mapmaking


tool Cityographer.

This book uses the SCRAWL rules. SCRAWL is a simple solo


fantasy RPG which you can get here (Pay What You Want)
To get more SCRAWL products, keep checking my page on
Drive Thru RPG.

This book is based on an Advanced Fighting Fantasy scenario I


wrote. To see the wonderful Advanced Fighting Fantasy
products, visit Arion Games.
Farmyard of Fear

Small SCRAWL 3

Welcome to Farmyard of Fear! Ever thought that farm animals are sinister? Maybe not, but you
might after this!

Location: This adventure can take place in any village.

Travelling and time

This adventure mostly takes place on a farmyard and there is no real need to keep track of time. You
start the adventure in a village near the farm, so there are no great distances to travel.

The map

40
54 45

13
66
36

54 – Alicia and Gerund’s cottage 40 – Galan’s cottage 45 – Stables


66 – Cow barn 36 – Hay barn 13 – Farmyard
Codewords to tick off

Bolt □ Helmet □ Chance □


Notes for this book
Background

You have visited the village of Anvil many times and you welcome its hospitality. The
inn is clean and warm, the people are happy and well fed and the area is safe.
Which is why, after a weary day of travel, you are glad to be heading down the trail
towards the village in the evening light of the sun. When you reach the village
square, however, you can tell that something is wrong. A crowd has gathered around
Henrik, the long serving wise man of the village. He is with two people who you
recognise as a husband and wife who run a nearby farm.
‘Please, please! Is there anyone who will go to the farm and slay this foul beast?’
Shouts Henrick. He then sees you. Your heart sinks as you realise what he is
thinking.
‘Ah – here we have a great adventurer who has overcome many trials! I am sure this
one will save us!’
The whole crowd turns to look at you and cheers. Henrick and the couple push
through them to find you and then take you away to the inn.
You go into the inn where Henrik asks the innkeeper for a jug of ale and four bowls
of stew. Five minutes later, you are all sitting at a table with a large flagon of ale and
a large bowl of steaming stew each. Henrick introduces the couple as Alicia and
Gerund. Alicia speaks.
‘We own a farm just north of here. This morning, when our milk maid went to milk
Daisy, our cow, we heard a scream come from the cow barn. She ran to our cottage
screaming that there was a demon in the barn. We tried to go to our son’s cottage to
warn him, but we heard snorts and saw lights coming from the barn that would send
whole armies fleeing. We ran for our lives back to the village. No one dares face the
demon there, but our son is still on the farm! If he’s dead, we’ll never forgive
ourselves!’
Alicia looks at Gerund. He clears his throat ‘I’ll regret calling him lazy all the time.’
Once they have composed themselves, you ask Alicia and Gerund about the farm.
They tell you about its location and what all the buildings are.
Henrik also has some advice to offer you.
‘There is a Priest of the warrior god Thulan here in this village. Maybe she will have
something to help you against this unearthly foe. Please hurry. There is no time to
lose.’
Upon hearing that, you immediately shovel as many spoonfuls of stew into your
mouth as possible, before getting up, wishing the three well and leaving the inn to
face the demon of the farm.
1
Anvil is a peaceful, prosperous village. It is situated in a well-protected valley, surrounded by lots of fertile
land. The buildings are well constructed and it seems that everyone has a happy life here. Appearances are not
everything, it seems. You don't have time to rest from your travails, but you might be able to find some other
help here.

If you visit the priest of Thulan, turn to 47


If you go to the shops, turn to 27
If you visit Henrik for advice or for healing, turn to 34
When you are ready to leave, you head towards the farm. Turn to 38

2
A bolt of fire leaps out at the cow from the ground, causing it to scream in agony. The smell of charred beef
and brimstone fills the air, making you retch. The scream and the smell is like something from Hell itself.

Lose 1 Will point.

Reduce the demon--cow's Vitality by 4.

You face the demon-cow in combat. Turn to 61

3
You look around the building, but don't find anything unusual. The only other place something could be hidden
is either in or under the piles of hay.

You start to stick your arm in the hay and push the hay around. It is a lot of work as the hay is heavy.

Unless you have the Strength or Hardiness abilities, lose 1 Will point.

After about half an hour of shifting the hay bales, you eventually find something - a black leather bag. It smells
faintly of brimstone.

Cautiously, you look inside to find several items in here - a black stone, a wooden demon figurine, a small silver
pentagram and a vial of brimstone. You suspect these to be the tools of someone who invokes demons.

You may take any of these four items - they all have an encumbrance of 0.

When you have finished here, look on the map and decide which building to explore.

4
You stop, dead. You notice that the plants ahead of you are not crops, but Vampire Grass, a particularly vicious
plant that latches onto people and sucks their blood. How did that happen? You make sure that the part of the
field you are in contains harmless wheat and start walking around the farm. However, the whole place is
surrounded by vampire grass. You don't want to set any of it on fire for fear of burning the whole field down.

How will you deal with it?

If you find the smallest area of vampire grass and try to jump over it, turn to 18
If you attack the vampire grass, turn to 51
If you cover yourself up as best you can and run through the vampire grass, turn to 33
5
The cow struggles against the hands, stamping on them, biting them and launching fire at them from its
udders.

You hear unearthly screams and see unspeakable sights as this battle is fought. Lose 2 Will points.

It is a mighty struggle, but it eventually succeeds. The light vanishes. The demon-cow now fixes its attention
onto you. It is wounded - in the next section, reduce its Vitality by 6.

You must finish it off! Turn to 61

6
You open the barn doors as little as possible then sneak in. Before you is a cow. It looks normal but is has a
mad look in its eye. It is standing on the other side of the barn, giving you time for a surprise attack.

If you charge at the cow, turn to 19


If you use a ranged attack against the cow, turn to 41
If you have a book and wish to use it against the cow, turn to 30

7
Once the cow has finished drinking, it turns back to head to the barn. Then it stops. It looks around and seems
to sniff the air. This doesn't seem normal for a cow. It's looking for something.

Make an ability test with a difficulty of 4 (Stealth)

If you succeed, turn to 50


If you fail, turn to 64

8
You hear something - the cross between a whinny and a wheeze. Then you see the undead horse, galloping
through the vampire grass, ready to tear you limb from limb. It is galloping too fast for you to escape it.
Continue the combat with whatever Vitality the horse had.

ZOMBIE HORSE Type: Undead Difficulty: 3 Damage: 2 Vitality: 6 Special: None Experience: 1

If you win, you continue towards the farm. Turn to 4

9
'It seems like there are demons at work here. I don't know how they came here or why but be careful around
anything that looks demonic - demonic items, demonic looking creatures, demonic looking buildings. They will
lure you in with the promise of power, but then take everything you have. I had a friend who dabbled in the
demonic once - he wanted to cure one of his village of a mysterious sickness. Nothing he tried worked, so, in
his desperation, he turned to demons. Instead of curing the man, they possessed the man and made him
murder my friend before making the man jump into the river. The priest of Thulan will help you fight the
demons.'

You thank Henrik.

If you ask for healing, turn to 46


If you leave the wise man's hut, turn to 26
10
You pull the dagger out of the horse corpse. Add the dagger with the demon skull hilt to your adventure sheet.
It has an encumbrance of 1.

You turn to leave, but then you hear a noise behind you. You look back to see the horse stand up and face you.
Its eyes are glowing red and it trots towards you ready to rip the flesh from your bones.

ZOMBIE HORSE Type: Undead Difficulty: 3 Damage: 2 Vitality: 6 Special: None Experience: 1

If you escape, make a note of the zombie horse's Vitality and tick off the box for the codeword Bolt. the horse
will pursue you until you leave the farm. Turn to 42
If you win, turn to 58

11
The priest mumbles a few words and points at the water. You notice it glow for a moment but then the glow
fades. The priest calls out for some vials and a young boy runs up to her carrying two glass vials. The priest
then fills them up and offers them to you.

'These vials are full of holy water. They will cause great pain to demons and the undead. May Thulan guide
your hand.

The holy water acts as a ranged weapon that can only damage undead and outsides. You need to make a
Ranged Combat ability test (equal to the difficulty of the creature you are throwing it at) to get it to hit its
target. If it hits, it deals 3 damage. You have 2 vials. Each vial has an encumbrance of 1.

You thank the priest who leads you out of the temple where she bides you farewell and then goes back to
instructing the children on staff fighting. You think about what you will do next. Choose a location that you
have not already been to.

If you go to the shops, turn to 27


If you ask Henrik for advice and healing, turn to 34
When you are ready to leave, you head towards the farm. Turn to 38

12
You turn to the page with the protection spell. It is quite a short spell, comparatively. You start to recite the
words on the page, trying not to mispronounce any, lest you summon a greater demon, or open a portal that
sucks the cottage into the lower levels of hell.

Make an ability test with a difficulty of 3 (Spellcasting, Magic Lore, Languages, silver pentagram*)

If you succeed, turn to 14


If you fail, turn to 65

13
You look around the farmyard. There is not much here and nothing you wouldn't expect to see in a farm. Hay
is scattered over the ground. In one corner, there is a pile of dung.

In another corner is a trough full of water. If you wish to put anything into the trough, make a note of this in
the book's note box.

Make a Fate roll.

If you roll a 1-2, you hear a noise from the cow barn. Turn to 25
If you roll a 3-4, you encounter a chicken. Turn to 24
If you roll a 5-6, you encounter nothing. Turn to 29
14
As you recite the last syllable of the spell, a circle of shadow surrounds you. Then red, blue, white and green
lights float around you, but cannot get into the shadow circle. Eventually, the lights fade and the shadow
disappears. The spell has worked.

For the next 7 days, you can ignore the Blast ability from creatures.

You tell Galan to stay in the cellar until you find him.

You may or may not decide to take the black tome with you. It has an encumbrance of 1.

Look at the map and decide which building to go to.

15
You leave the village of Anvil and its inhabitants to face the horrors of the farm alone. Galan is still missing and
some horrible monster is prowling the farmyard. It's safe to say that you have failed in this mission and that
the people of Anvil will not want to see you again.

Lose 1 Fate point.

If you have found a book in this adventure, turn to 71


If you have not, turn to 72

16
You flip through the book until you come to a page with a picture of the flame on the top. The writing only
takes up a few lines. This looks like an easy spell.

Make an ability test with a difficulty of 3 (Magic Lore, Spellcasting, Languages, brimstone*)

If you succeed, turn to 2


If you fail, turn to 22

17
Frantically, you flip through the pages, hoping to find something useful against the cow-demon.

If you look for a spell to banish the demon from the cow, turn to 60
If you look for a spell that might just hurt the demon-cow, but is easier to cast, turn to 23

18
You find the smallest patch of vampire grass you can. You then back off and start running towards it, ready to
clear the whole patch.

Make an ability test with a difficulty of 4 (Nimbleness).

If you succeed, you clear the grass.

If you fail, you land in some of the grass and it starts to suck the blood from you with its needle-like
protrusions. Lose 1 Vitality point.

If you survive, you get to the farm. Turn to 49


19
You run, screaming at the cow. It looks at you in alarm but has no time to dodge your first blow. You land a
blow on its side.

When you face this creature in combat, reduce its Vitality by the damage rating of your weapon.

Then something happens that makes you stop. The cow stands up on its hind legs. Bat wings sprout from its
back and fire shoots out of its udders. This cow has been possessed by a demon!

You face the demon-cow in combat. Turn to 61

20
With the demon-cow defeated, you go to Galan's cottage to find him still curled up in the cellar

'It's dead.'

A manic, relieved laugh escapes Galan's mouth. He gets up and follows you out of the cellar. You head out of
the farm. As you do, you notice that the vampire grass has all died - only brown, dead stalks stand where it
once was. You easily lead Galan through the field and down to the village where he is reunited with his
parents. His mother runs towards him and embraces him. His father awkwardly gives him a pat on the back.

Henrik, Tendria and some other villagers gather round you and you tell them what happened, leaving out
some details, such as Galan's role in all this. You tell them that Galan found the book outside the farm, which
had been discarded by whoever summoned the demon. He tried to hide it away to keep it safe but couldn't
leave because the demon-cow would have killed him.

Tendria takes the book from you (delete it from your equipment list) as well as any other demonic
components (delete the following from your equipment list - dagger with demon's skull for a hilt, vial of
brimstone, silver pentagram, black stone, wooden demon figurine) and declares that she will destroy them
safely.

Once this is done, the villagers all celebrate the defeat of the demons. They give you what valuables and
equipment they can find as a reward. You may add the following to your adventure sheet:

Up to 12 provisions.
30 gold pieces
1 healing salve

You enjoy several days here enjoying the village's hospitality - restore your Vitality and Will to their initial
levels. Also, gain 1 Fate point.

Eventually, you feel the call to adventure once again and decide to leave. Where will the road take you next?

21
It's in the farmyard. Waiting for you. As soon as it sees you, it lumbers towards you, fire blasting from its
udders.

If you have a book and wish to use it, turn to 59


If you wish to face it in combat, turn to 31
22
You start to recite the spell but then stumble over some of the words. You hear a scream in your head as the
demonic forces you are trying to control explode into your head.

Lose 2 Will points.

Your head is in agony, but you cannot do anything now as the demon-cow is bearing down upon you. Turn to
61

23
You flip through the book until you come to a page with a picture of the flame on the top. The writing only
takes up a few lines. This looks like an easy spell, though having a demonic bovine bear down on you, shooting
for from its udders certainly makes the task more difficult.

Make an ability test with a difficulty of 4 (Magic Lore, Spellcasting, Languages, brimstone*)

If you succeed, turn to 2


If you fail, turn to 22

24
As you look around the farmyard, you see a chicken wander into view. It struts around the farmyard,
occasionally pecking at something. Then it sees you. As it does, you notice its eyes glow red. The chicken then
starts to run towards you, squawking in fury. As it gets close to you, it leaps up at you and then explodes!

Make an ability test with a difficulty of 4 (Dodging). If you fail, you catch some of the explosion and are burnt.
Lose 1 Vitality point.

If you succeed, you dodge the exploding chicken and just get covered with burnt meat and bones.

After this foul encounter, if you decide to do something else. Turn to 49


If you decide that you have had enough and flee the farm, turn to 42

25
You hear a crashing coming from the cow barn. Something is pushing against the doors.

If you decide to hide, turn to 53


If you decide to face whatever is coming out of the cow barn, turn to 70
If you decide to flee the farm, turn to 42

26
You leave the wise man's hut and decide where to go next.

If you go to the shops, turn to 27


If you visit the priest of Thulan, turn to 47
When you are ready, you leave and head for the farm. Turn to 38
27
The shops and smiths of Anvil are well stocked and you can find plenty of weapons and equipment to help you
on your quest.

When you have finished here, you decide what to do.

If you visit the priest of Thulan, turn to 47


If you visit Henrik for advice and healing, turn to 34
When you are ready to leave, you head towards the farm. Turn to 38

28
As you land the last blow, the cow screams in agony. It starts to writhe and bits of its body start to shift as if
something is trying to get out of it. You run for cover, just as the demon cow explodes all over the place. You
look at the mess it has made. Bits of meat and bone are now scattered all over. A hoof here, a rib there. The
smell of burnt beef fills the air.

The mess might be terrible, but the danger has gone.

If you met Galan, turn to 20


If you haven't met Galan, turn to 68

29
You find nothing else of interest here, so you decide to do something else. Turn to 49

30
You have the book open to the spell you want and the cow is a safe distance away from you, giving you time to
cast the spell without the distraction of a possessed bovine bearing down upon you. However, the cow knows
what you are doing and starts its transformation. As you chant, its eyes glow red. It stands up on its hind legs.
Bat wings sprout from its back and fire shoots out from its udders.

If you try to banish the demon-cow, turn to 67


If you try a simpler spell that would just damage it, turn to 16

31
Since you were ready for it, you can make two ranged attacks against the demon-cow before combat starts.
When you have finished them, continue the battle with whatever Vitality the demon-cow has.

DEMON-COW Type: Outsider. Difficulty: 4 Damage: 3. Vitality: 12. Special: Blast. Experience: 6

If you win, turn to 28


If you escape, turn to 42
32
The priest mumbles a few words, tosses some water from the font onto your chosen weapon and then points
a finger at it. You feel a jolt of power.

'There. It is done. May Thulan guide your hand.'

For the next 7 days, whenever you use this weapon in combat against an outside or an undead creature, you
get 1 extra reroll.

You thank the priest who leads you out of the temple where she bides you farewell and then goes back to
instructing the children on staff fighting. You think about what you will do next. Choose a location that you
have not already been to.

If you go to the shops, turn to 27


If you visit Henrik for advice and for healing, turn to 34
When you are ready, you head towards the farm, turn to 38

33
You run as fast as you can through the vampire grass, trying to avoid its bloodsucking, needles.

Make two ability tests with a difficulty of 4 (Running, Dodging)

Each time you fail, lose 1 Vitality point.

If you survive, you make it to the farm. Turn to 49

34
Henrik's cottage is well kept. The wise man is outside, tending to his garden.

'Hello, adventurer. Come for some help?'

You say that you have.

'What can I do for you?'

If you ask for healing, turn to 46


If you ask for advice, turn to 9

35
You make your way down the trail towards the village. You will find Henrik to report on what has happened
and hope that he will help you some more.

If you have the codeword Helmet on your adventure sheet, turn to 63


If you haven't, turn to 39

36
The hay barn is the biggest building on the farm. You cautiously open the big wooden door and enter to find
big bales of hay. There is no living thing here, no sign of combat and no corpses. It seems like your standard
hay barn.

If you wish to look elsewhere, go to the map and decide on another location to go to.

If you have not already done so, you may search the barn. Turn to 3
37
After a few seconds, the cow stops drinking and looks up. Then you see its face. It has half melted off. The cow
screams in anguish as the holy water slides down its throat and into its four stomachs. It rolls around on the
floor, trying to escape the pain.

Then it stops. It stands up on its hind legs. Its eyes glow red. Huge black bat wings sprout from its back. Fire
starts to shoot from its mouth and its udders. It lumbers around the farmyard, looking for the one who has
caused it so much anguish.

Make a note that the demon-cow has lost 6 Vitality.

The demon-cow starts to scan the farmyard. Turn to 64

38
The farm is a short walk up a gentle slope. It takes fifteen minutes to get there. As you approach the village,
you can't see any lights. In fact, nothing seems strange there at all. You start to walk through the field of crops
that Alicia and Gerund have planted. You will be at the farmyard in a few minutes.

Make an ability test with a difficulty of 4 (Perception, Survival)

If you succeed, turn to 4


If you fail, turn to 56

39
You wander through the village streets until you get to Henrik's cottage, a well-kept building with a lovely, lush
garden outside. Do you want to report your failure to Henrik? Do you want to try again? If not, it would
probably be best to leave.

If you decide to talk to Henrik, turn to 62


If you leave, turn to 15
40
Galan's cottage is smaller than his parents' cottage and in much worse repair. You push the front door and it
falls off its hinges. Inside, the cottage is a wreck. Broken furniture lies all over the floor. There is nothing here
of value, but you see a cellar door in the floor. You go over as quietly as you can and gently lift the door up...
'Help!' Comes a voice from the cellar
'It's OK!' You shout back 'I am human!'
'Come down slowly, then!'
You slowly walk down the stairs to find a thin ragged man in a stinky cellar. The cellar is bare apart from a
black leather tome in one corner.
'Galan? Your parents are looking for you. They will be glad that you are alive!'
'Even father?' Asks the man incredulously.
'Yes, even him.'
Galan is glad that his parents are alive and tells you the sorry tale of what happened here. Galan was never
much of a farmer, a source of disappointment to his father. One day, on a journey to the village, Galan heard a
voice from the fields. Upon investigating, he didn't find a person, but a black tome. As he picked it up, her
heard a voice in his head, telling him that the magic within could grant his wishes. Over the next few weeks,
Galan read the book and found the components for the spells, under the book's instruction. He then tried to
summon a spirit to make the crops grow bigger and faster. It didn't work.
Instead, the demon possessed Daisy, the cow. It turned the chickens into insane exploding monsters and it
cursed the crops so that they suck blood. There are spells of banishment in the book, but Galan is too afraid of
the demon-cow to use them.
You pick up the tome and flick through its pages. It details many spells and rituals. The banishment is quite
complicated and requires a sacrificial dagger to be most effective. You ask Galan about this.
'Oh, that's in the stables.' He replies.
'Are there any other spells I could use?'
'There's a simple one that protects casters from the elemental energies unleashed.'
You turn to the page Galan mentions.

If you wish to try to cast the spell of protection, turn to 12


If you decide not to, turn to 44

41
You use your ranged attack against the cow. It has not noticed you and is standing still, making it an easy
target.

Make an ability test with a difficulty of 3 (Ranged Combat). If you succeed, you hit the cow with your ranged
weapon. Make a note to reduce its Vitality by the damage rating of your ranged weapon.

If you threw holy water at the cow, the holy water damages the cow.

Then something happens that makes you stop. The cow stands up on its hind legs. Bat wings sprout from its
back and fire shoots out of its udders. This cow has been possessed by a demon!

You must fight the demon-cow. Turn to 61


42
You flee through the farm as fast as you can. You run through the vampire grass that seemingly gleefully stabs
at you as you run.

Lose 1 Vitality point.

If you survive, you decide what to do next.

If you return to the village, turn to 35


If you leave the area, turn to 15

43
As you finish the spell, a circle of light comes up from the ground and surrounds the demon-cow. Hands come
up from the circle and tries to drag it back to the dimension it was summoned from.

If you have a silver dagger with a demon's head on the hilt, turn to 69
If you don't own such a dagger, turn to 5

44
You may or may not take the tome with you. It has an encumbrance of 1. When you have finished here, you
tell Galan to stay in the cellar until you come and get him. He nods.

Look at the map and decide on a location to go to next.

45
The stables seem silent. You open the door cautiously to find nothing here. Nothing living anyway. The stink of
decay hits you. In one corner of the stable, you find the corpse of a horse. In the horse's body is a silver dagger
with a demon's skull for a hilt. There seems to be nothing else here.

If you decide to take the dagger, turn to 10

46
The wise man leads you inside his hut. There he gathers bottles and other paraphernalia which he uses to tend
to your wounds.

Restore all lost Vitality points.

If you have not already done so, you can ask the wise man for his advice. Turn to 9
If you leave the wise man's hut. Turn to 26
47
The temple to Thulan is a small stone building set on the edge of the village. Its design is spartan but simple.
The priests of Thulan are not known for their extravagance. Outside the temple is a young woman wearing a
white robe with a red cross on it. She is holding a staff and instructing some younger children on how to wield
it. When she sees you, she tells them to practise as she approaches you.

'I am Tendria, priest of Thulan. You're the one going to the farm.' She says.

'Did your god tell you that?'

'No, I was at the meeting. I have been preparing something for you. Come with me.'

She leads you into the temple - stone benches line the side of the hall. At the front is a stone alter and a font.
Upon it is a book, a mace and a shield. The priest leads you to the book.

'I have been preparing a spell of blessing for you. This spell will last for a week and whatever I bless will cause
great harm to demons and undead. I have it prepared. You simply must tell me what you want me to bless. I
could bless one of your weapons, or even your fists. If I do, it will make combat against these creatures easier.
Or I could bless the water in the font. This will make holy water which will act like acid on the unclean.'

If you ask her to bless one of your weapons, turn to 32


If you ask her to bless the water, turn to 11

48
What did you pour into the trough?

If you added acid, turn to 52


If you added holy water, turn to 37
If you added anything else, the cow is unaffected, turn to 7

49
You are standing in the farmyard.

If you have the codeword Chance on your adventure sheet, turn to 21


If you don't have the codeword Chance, turn to 55

50
The cow looks around the farm as if searching for something.

Eventually, it stops and heads back to the barn. Turn to 53

51
You prepare to hack your way through the bloodsucking plants to get to the farm.

VAMPIRE GRASS Type: Wildlife. Difficulty: 3 Damage: 2. Vitality: 6. Special: None Experience: 1

If you decide to escape the vampire grass, turn to 33


If you win, you manage to get to the farm. Turn to 49
52
After a few seconds, the cow stops drinking. It then howls in pain. You see it roll on the ground, desperate to
rid itself of the burning feeling it has inside it. Then something else happens. The cow stands up on its hind
legs. Its eyes start to glow red and huge black bat wings sprout from its back. Fire starts to shoot out of its
mouth and udders. The cow is angry and it wants revenge.

Note in the notes box that the demon-cow has lost 4 Vitality points.

The cow knows that someone is here and starts to scan the farmyard. Turn to 64

53
You get behind a cottage and wait for something to happen. You wait for maybe fifteen minutes before you
hear a crashing sound. You peek around the cottage to see that a cow has wandered out of the cow barn and
into the farmyard. It heads slowly towards a trough full of water and takes a long drink.

If you added anything to the trough, turn to 48


If you didn't, turn to 7

54
Alicia and Gerund's cottage is deserted. The door is hanging open. You go inside to find it neat and tidy with
good furniture. You look around but find nothing untoward with the place.

If you wish, you may take up to 2 provisions from the kitchen. There is nothing else here.

Look at the map and decide which building to enter next.

55
Everything seems quiet. There are no lights in the windows of the cottages and no sounds coming from the
barns. You know what each of the buildings is for. You decide on what you are going to do next.

Look at the map and decide which building to go to.

56
You continue walking through the field. Then you feel something tug on your ankle. You look down to see that
a piece of grass has latched onto it. It seems to be turning a dark red colour. Then you feel a small sting on
your other ankle and look at it to see that another piece of grass has latched onto it. More strands of grass are
closing in on you. Then you see the sharp little needle-like protrusions on the end of the grass. It wants to suck
your blood!

The grass already attached to you has taken a fair bit.

Lose 1 Vitality point.

How will you deal with it?

If you attack these bloodsucking plants, turn to 51


If you run towards the farm, turn to 33
57
This time you are prepared. You know what's coming. You are going to have to get through the vampire grass,
but that is going to be easy. Then you are going to slay the abominations prowling the farm.

If you have the codeword Bolt on your adventure sheet, turn to 8


If you don't have the codeword Bolt, turn to 4

58
The zombie horse lies at your feet. Hopefully completely dead now. You don't wait around to find out.

Look at the map and decide which building to go to.

59
You have had time to study the book more thoroughly. You have also given yourself more time to prepare the
spell you want.

If you try to banish the demon-cow, turn to 67


If you try a simpler spell that would just damage it, turn to 16

60
You find a page that has a rune of banishment on the top and hastily try to recite it. The demon-cow is bearing
down on you, fire shooting from its udders. You can think of better situations to try to cast a spell for the first
time.

Make an ability test with a difficulty of 5 (Magic Lore, Spellcasting, Languages, black stone*)

If you succeed, turn to 43


If you fail, turn to 22

61
You face the demon-cow in combat. Remember to adjust its Vitality for any damage you have inflicted on it
already.

DEMON-COW Type: Outsider. Difficulty: 4 Damage: 3. Vitality: 12. Special: Blast. Experience: 6

If you win, turn to 28


If you escape, the cow pursues you until you are out of the farm's boundaries. Make a note of the demon-
cow's Vitality and tick the box for the codeword Chance. Turn to 42
62
You knock on Henrik's door. He flings it open, but his face falls when he sees you. You explain what happened
and that you really want to try again. Henrik nods and ushers, you in. There, he tends you your wounds. He
also goes to fetch Tendria, the priest of Thulan to help you too.

You can rest for a short time. Restore 1 Will point.

Henrik heals your wounds. Restore all lost Vitality points.

Tendria, the priest of Thulan presents you with a vial of holy water. The holy water acts as a ranged weapon
that can only damage undead and outsides. You need to make a Ranged Combat ability test (equal to the
difficulty of the creature you are throwing it at) to get it to hit its target. If it hits, it deals 3 damage. The vial
has an encumbrance of 1.

Add the codeword Helmet to your adventure sheet.

Once again, you head towards the farm. Turn to 57

63
You return to the village a second time. You see some people outside an alehouse. As they see you empty
handed, they jeer and hurl abuse at you. An empty flagon flies past your head. More people start coming out
of their huts and striding towards you angrily. You are going to have to get out of here...

You flee the village. Turn to 15

64
The cow turns its head and seems to look straight at you. Then you realise that it is looking straight at you. You
see its eyes start to glow red. Huge bat wings start to sprout from its back and the cow starts to stand up on its
hind legs.

Th demon-cow starts to lumber towards you, fire shooting out of its mouth and udders and the stench of
brimstone emanating from its...well, you aren't quite sure where, but it really stinks.

If you have found a book on this adventure and you wish to use it, turn to 17
If you fight the demon-cow, turn to 61

65
Lights float up from the floor - they are red, blue, white and green. They float around you then fly towards you.
They hit you in the face causing you to choke and bringing massive pain into your head.

Lose 1 Will point.

The spell did not work.

When you have recovered, you tell Galan to stay in the cellar until you find him.

You may or may not decide to take the black tome with you. It has an encumbrance of 1.

Look at the map and decide which building to go to.


66
You approach the cow barn. This is where the milk maid heard the noises and saw the lights. It seems quiet,
but as you get closer, you can hear breathing. Not the laid back, relaxed breathing of the sort of cow you know
- the one that stands in a field all day, munching grass - but the frantic wheezy breathing of a creature that is
murderously insane. You wish you didn't know so much about murderously insane creatures sometimes.
Whatever is behind here, you are going to have to kill it. The good thing is, you have the element of surprise.

If you decide that you aren't ready yet, you can choose another part of the farm to go to.

If you open the barn doors, ready to face the thing, turn to 6

67
You open the book to the page with the spell of banishment and start to recite the words.

Make an ability test with a difficulty of 4 (Magic Lore, Spellcasting, Languages, black stone*)

If you succeed, turn to 43


If you fail, turn to 22
68
With the demon-defeated, you are free to search the farm at your leisure. You head towards the cottage that
you know Galan lives in and push the door open. The cottage is a wreck. Broken furniture lies all over the
place. There is also a cellar door here. You open it and hear a scream.

'I'm human! The cow is dead!' You shout back.

From the darkness, you hear a laugh of manic relief. Then a young man in tatty clothes runs up the stairs
holding a black tome.

'Friend, thank you! We must return to the village and get this thing destroyed.'

You lead Galan out of the farm. At first, you are cautious that the vampire grass will drain him, but it has all
turned to brown stalks. You walk through the harmless field.

As you walk back, Galan tells you that he summoned the demon because he wanted to improve the farm. He
was never any good at it. Unfortunately, the demon possessed the cow and ran amok.

Eventually, you lead Galan to the village where he is reunited with his parents. His mother runs towards him
and embraces him. His father awkwardly gives him a pat on the back.

Henrik, Tendria and some other villagers gather round you and you tell them what happened, leaving out
some details, such as Galan's role in all this. You tell them that Galan found the book outside the farm, which
had been discarded by whoever summoned the demon. He tried to hide it away to keep it safe but couldn't
leave because the demon-cow would have killed him. Tendria takes the book from you (delete it from your
equipment list) as well as any other demonic components (delete the following from your equipment list -
dagger with demon's skull for a hilt, vial of brimstone, silver pentagram, black stone, wooden demon figurine)
and declares that she will destroy them safely.

Once this is done, the villagers all celebrate the defeat of the demons. They give you what valuables and
equipment they can find as a reward. You may add the following to your adventure sheet:

Up to 12 provisions.
30 gold pieces
1 healing salve

You enjoy several days here enjoying the village's hospitality - restore your Vitality and Will to their initial
levels. Also, gain 1 Fate point.

Eventually, you feel the call to adventure once again and decide to leave. Where will the road take you next?

69
As the demon struggles against the hands, the knife starts to levitate from your belt. It floats above the ground
for a second, the shoots towards the demon-cow. It buries itself in the demon-cow's chest, causing it to
scream an earth-shattering scream that will haunt your nightmares until the day you die.

Lose 2 Will points.

However, the ritual has been completed. The demon-cow drops dead to the ground and the spectral hands
pull it into the ground. A few seconds later, it is gone.

You have won. Turn to 20


70
The door crashes open to reveal a cow. A normal, simple cow. It is black and white and looks like a cow. You
breathe a sigh of relief.

Then it stands up on its hind legs. Then its eyes glow red. Then bat wings sprout from its back. It starts to shoot
fire from its mouth and its udders.

The cow has been possessed by a demon and it wants to get you!

If you have found a book in this adventure and wish to use it, turn to 17
If not, you fight the demon-cow, turn to 61

71

As you travel, a thought pops into your head. Maybe the black tome has a spell that can banish the demon
from here? Maybe it has a spell to increase your strength and make you able to defeat the demon? Maybe it
can bring you treasure to buy powerful weapons and hire warriors to help defeat the demon?

Make an ability test with a difficulty of 4 (Resist Magic)

If you succeed, turn to 73.


If you fail, turn to 74.

72

You put your failure to the back of your head and travel far from here in search of new opportunities.

If you have a small silver pentagram, you may use it as 3 gold pieces worth of treasure.
If you have a small demon statuette, you may use it as 1 gold piece worth of treasure.
If you have a black stone, you may use it as 1 gold piece worth of treasure.
If you have a vial of brimstone, you may use it as 1 mineral.

73

Hang on. Where are these thought coming from? You go into your pack and take out the book. As you do, the
thoughts of using it become louder and more frequent. Something malevolent is trying to control you. At your
first opportunity, you build a fire and toss the book on it. It might be your imagination, but as you do, you think
you hear the faint sound of frustrated screaming. You are glad to have rid the world of such an evil artefact.

Remove the book from your equipment list.

Free of any demonic influence, you continue your search for adventure and fortune.

If you have a small silver pentagram, you may use it as 3 gold pieces worth of treasure.
If you have a small demon statuette, you may use it as 1 gold piece worth of treasure.
If you have a black stone, you may use it as 1 gold piece worth of treasure.
If you have a vial of brimstone, you may use it as 1 mineral.
74
Eagerly, you pull the book out of your pack and put it on the ground. As you do, the book opens to a particular
page. You start to read. As you read, the wind picks up and clouds form overhead. You keep reading. As you
finish the last word, a bolt of lightning crashes nearby, shearing a tree in half. From the burning embers steps a
humanoid figure with black wings and horns. It wields a flaming sword.

‘Foolish mortal! You succumbed to my magic and summoned me to this realm. Now I will wreak havoc upon it,
starting with you!’

The demon lunges at you. You cannot escape it.

LESSER DEMON Type: Outsider. Difficulty: 4 Damage: 2 Vitality: 6. Special: Blast. Experience: 2

If you win, turn to 75.

75
As you land the killing blow, the demon bursts into flames. Within seconds, there is nothing more than a pile of
ash. You turn to look at the book and see that it too is nothing more than ash. You are glad to have rid the
world of such a cursed thing.

Remove the book from your equipment list.

Free of any demonic influence, you continue your search for adventure and fortune.

If you have a small silver pentagram, you may use it as 3 gold pieces worth of treasure.
If you have a small demon statuette, you may use it as 1 gold piece worth of treasure.
If you have a black stone, you may use it as 1 gold piece worth of treasure.
If you have a vial of brimstone, you may use it as 1 mineral.
Random number table
In case you don’t have any dice, you can use this random number table. How you use it is up to you,
but here are two suggested methods:

1) Picking a number on the grid at random (closing your eyes and poking at a number).
2) Starting at a square and then every time you need to roll a die, you pick the next number in
the row.

3 4 5 1 5 5 5 1 3 3 4 1
4 5 3 3 6 5 4 2 1 3 6 3
2 3 1 3 6 3 3 3 4 5 2 6
5 5 5 5 3 4 5 2 6 1 5 6
5 1 3 5 5 3 5 5 1 3 4 2
1 2 6 5 2 6 4 2 6 2 6 3
1 6 5 1 1 1 1 3 6 3 1 4
3 2 5 6 6 1 5 5 4 6 4 2
1 6 6 6 4 4 1 6 3 4 3 4
2 6 6 5 6 4 2 6 6 6 6 2
6 3 2 1 4 3 4 3 4 4 5 1
3 1 3 2 1 6 2 2 4 1 5 1
And on this farm, there was a…

It started with the milkmaid. On a routine trip to the cow barn to get some milk from
her beloved cow, Daisy, she came across a terror, too horrible for words. Now, a
demonic presence hangs over the farm, trapping a young man in his cottage. Can
you slay this demonic created and rescue the man?

This gamebook uses the SCRAWL rules system.

You can get the SCRAWL rulebook here.

For more SCRAWL products, please visit my Drive Thru RPG page.

For more news and reviews on gamebooks, you can go to


www.lloydofgamebooks.com.

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