You are on page 1of 24

Presence of a Hero

Small SCRAWL book 6 by Stuart Lloyd

Image source: https://www.needpix.com/photo/856606/christmas-claus-december-


father-christmas-holiday-saint-nick-santa-xmas
The Presence of a Hero
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 gamebook is based on a short Fighting Fantasy book I


wrote. You can see loads of great fan made Fighting Fantasy
books at the wonderful www.ffproject.com.
The Presence of a Hero
Small SCRAWL 6
Every year, the good wizard Santarius delivers food and toys to the children of the town he
lives in. However, a gang of goblins have stolen the toys and are hiding out around the town.
Santarius has hired YOU to find the toys and make sure the children of the town get a day to
remember. Can you overcome the goblins and make the children happy this year?
Location: This adventure can take place in any town.
Travelling and time
This adventure takes place in a town.
Travelling to a location between different quarters of the town takes 30 minutes. Travelling to
a location within the same quarter of the town takes 15 minutes.
You have 6 hours before sunset when Santarius has to start distributing his presents.
When your time goes to 6 hours or more, you have to return to Santarius’ s hideout to get
ready for the delivery. Turn to 54.

The map

Santarius’s Vegetable

Hideout Farm

66 39

Abandoned

Huts

75

Spooky
Abandoned
Wood
Hall
23
80

Well
Funwood
50
62
Codewords to tick off

Warning □
Notes for this book
Background

In the town of Yuletide, it is the most wonderful time of the year. Sleigh bells ring, snow is glistening. It
is a beautiful sight. The people of the town all go about their business with a spring in their step. They
are preparing for their annual town festival, which, amongst other things, involves being brought gifts
by the good wizard Santarius. Every year, he travels the town distributing his wooden toys and
sugared plums to the children of Yuletide.

You are enjoying the mood of the town, but you aren’t too concerned about getting a toy. Until you are
approached by an elf wearing a green outfit and green pointy hat.

‘My master wishes to see you about business.’ States the elf.

‘And who might your master be?’ You ask, not looking up from your breakfast of eggs and bread.

‘The Good wizard Santarius.’

The patrons of the inn all go silent and there is a smashing noise as the barkeep drops a plate of
sprouts.

‘We require the presence of a hero.’ Says the elf ‘Besides, he pays well.’

You have all the reasons you need. You follow the elf through the glistening snow to the outskirts of
the town where a massive conifer tree stands. The elf says a few words and a door opens in the
trunk. You both enter and the door closes. Then something slowly lowers you into the ground. When
you stop, the door opens again to reveal a massive workshop, full of green clad elves and gnomes
making wooden toys and filling sacks with black round cake-like things. The sight is magnificent.
Amongst the sea of green stands a tall human wearing a red and white fur coat with a red pointy hat.
He has a huge white beard. He is holding a long scroll of paper. Upon seeing you, he rolls it up and
approaches you.

‘Good day, my friend! My name is Santarius. You just caught me checking my list. I like to do it more
than once, but I rarely get the time to do it three times. Anyway, come with me. Can I offer you a
sherry and a pie containing sugar and raisins? I can’t get enough of them.’

You follow Santarius to a quiet room with a table and chairs. He pours you a sherry and offers you a
pie. You enjoy its taste.

‘You may have heard that some of my toys were stolen. Several sacks, actually. It seems that a gang
of goblins broke in one night and stole them. I would like you to find as many of the sacks as possible.
It will be easy to recognise the goblins responsible as they have all taken to wearing red coats and
hats like me, for some reason. I have lost three sacks – one full of wooden toys, one full of round
plum cakes and one full of enchanted carrots for my reindeer’

‘How can you put everything you need in just three sacks?’ You ask.

‘They are magic sacks.’ Replies Santarius. He continues ‘My elves and I have managed to locate all
the places the goblins have been so you need to investigate them. However, you only have six hours
to get them back to me as that is when I must start distributing the presents. Otherwise, the children
will not have as happy a day as they should have.’

Santarius gives you a map of the town and tells you all the locations where the goblins could be and
wishes you luck on your search.

You have six hours to find three sacks of items and get them back to Santarius in his secret hideout…

GOOD LUCK!

Turn to 1
1
You leave Santarius's hideout. Where in the town will you go first?

Turn to the map and decide which location you want to visit.

2
You look around the first hut, but find nothing.

Add 15 minutes to your time.

You may explore elsewhere (turn to the map) or explore a hut that you haven't already explored.

If you go in the second hut, turn to 8


If you go in the third hut, turn to 72
If you go in the fourth hut, turn to 19

3
You charge into the clearing at the goblins and take them completely by surprise. You close in on one
while he is still munching on his plum cake.

You must fight the four goblins at the same time, but you get three free hits on them whilst they ready
themselves. You may hit any goblin you want and you may hit the same goblin more than once.

GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1


GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1
GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1
GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1

If you win, turn to 76

4
As you approach the woman, she does not move. Instead, she opens her mouth and you hear a voice
in your head. It says 'Duck'

Then you hear a rustling behind you and do as the woman says. You see a crossbow bolt fly through
the air, through the ghost of the woman and lodge itself into a tree behind her. You turn to face your
ambusher. It is a goblin wearing a red outfit with a pointy red hat. You must fight it!

GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1

If you win, turn to 35

5
The elf leads you to the workshop.

'Hey everyone, we've got all the sacks!' He shouts - a huge cheer goes up.

Santarius runs out of his little workshop and approaches you. Turn to 11
6
You manage to get the playground in the same kind of shape as before. At least all of the apparatus
now works. The children of this town will be happy tomorrow.

Add 30 minutes to your time.

Gain 1 Fate point.

As you do, you hear shrill, inhuman voices from the bushes.

'I can't stay long, I've got to guard the sack of toys at the hall.'
'I've messed up this playground good and proper!'

Two goblins emerge from the bushes. Upon seeing you, they curse and draw their weapons. You can
fight them or flee.

FIRST GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1
SECOND GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1

Once you have dealt with them, you decide where else to go. Turn to the map and decide on a new
location.

7
You take a step forward and immediately slip up on the marbles on the floor and land flat on your
back! Lose 1 Vitality point.

While you are trying to get up, a goblin in red charges at you!

GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: First Strike Experience: 1

If you win, turn to 25

8
You look around the hut. There are some old tools here, but nothing else.

You may add the following things to your equipment list:

Carpenter's tools (encumbrance 2)


Flint and steel (encumbrance 0)
2 wood (encumbrance 1 each)
1 iron (encumbrance 1)

Add 15 minutes to your time.

You may explore elsewhere (turn to the map) or explore a hut that you haven't already explored.

If you go into the first hut, turn to 2


If you go into the third hut, turn to 72
If you go into the fourth hut, turn to 19

9
The lassoing is not getting anywhere.

If you climb the stairs, turn to 27


If you jump up the stairs, turn to 56
10
You jump down the stairs.

Make an ability test with a difficulty of 4 (Nimbleness). If you succeed, you land at the bottom.

If you fail, you land on a stair badly, fall on the stair and bump down to the bottom. Lose 1 Vitality
point.

If you survive, you leave the hall. Turn to 46

11
Santarius gives out a big laugh 'HO, HO, HO! Thanks to you, the children of this town will get their
presents and cakes!'

And with that, Santarius goes outside where there is a sleigh, pulled by 9 reindeer. The one in the
lead has a glowing red nose. Santarius climbs on.

Santarius's elves load the sacks of cakes and toys onto the sleigh. They give each reindeer an
enchanted carrot. After they eat it, they all start to float in the air.

As they do, Santarius gives you something in a red furry sock.

'This is your present!' He says.

Thanks to you, the town will get its presents and cakes. You look in the sock and find a soldier
shaped nutcracker, an ivory horn and a tangerine. The nutcracker has an encumbrance of 1. Upon
command, it can grow into a moving wooden soldier and attack an opponent. For the length of one
combat, you get a free reroll on all Melee Combat ability tests. You can still get a reroll if you have
Melee Combat. You may only use it once. The nutcracker then becomes a normal nutcracker. The
horn has an encumbrance of 1. It counts as a quest treasure (so gain 1 Fate point too!). The
tangerine has an encumbrance of 1 and acts as a cure potion.

And with a crack of the reins, the reindeer fly off.

You go into the town, turn to 49

12
You walk around the barn before you go in. The only way in is through the large doors at the front.
You slowly open the door. As soon as you do, something flies towards you.

Make an ability test with a difficulty of 4 (Dodging, warning). If you fail, you are hit by a knife and must
lose 1 Vitality point.

The door slams. You go in again, carefully.

You don't see anyone. The barn looks very normal - tools are propped up on one side of the wall.
Sacks are piled up on the other. You can't see anything.

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

If you succeed, turn to 29


If you fail, turn to 7
13
You travel deeper into the wood until you come to another clearing where four goblins are sitting
around a campfire. By the campfire is a large sack! You then see one of the goblin rummage around
the sack and pull out a round plum cake and start eating it. This is one of Santarius's sacks!

How will you get that sack?

If you charge into the clearing and attack the goblins, turn to 3
If you pretend to be a ghost and scare them away, turn to 34
If you have a ranged weapon, you can use it from the undergrowth, turn to 26

14
You come to a clearing. Off to one side, you see a translucent figure, simply standing there, watching
you. It is a you woman in a white dress. She beckons you to come towards her.

If you approach the young woman in the dress, turn to 4


If you ignore her, turn to 24

15
You walk around the farm, climbing on the mounds and looking for anything suspicious. As you set
foot on one snowy mound, your foot goes straight through it and you fall into a hole, covered in snow.
By the time you climb out, your are freezing!

Make an ability test with a difficulty of 4 (Hardiness, furs). If you fail, lose 1 Vitality point.

Add 15 minutes to your time.

If you wish, you can leave the farm. Turn to the map and choose a new location.

Otherwise, you can pick another location that you haven't already visited.

If you go to the barn, turn to 12


If you look at the hut, turn to 22

16
You hand over one of the sacks to the elf 'Many thanks.' He says.

If this is the third and final sack that you have returned, turn to 5
If it is the first or second sack, turn to 41

17
You lower the bucket into the water and then pull it up. The water looks clean and normal enough.

If you wish, you may go into another part of the town. Add 15 minutes to your time. Turn to the map.

If you drink the water, turn to 78


If you throw a coin into the well, turn to 38

18
You fling open the door and notice a flaming torch swinging towards your head. You duck then step
sideways so that it doesn't hit you in the back of the head.

Wary of more traps, you enter the hall. Turn to 52


19
There is a pile of rags in this hut. As you approach it, it jumps up! You leap back to find a man
dressed in rags with an unkempt beard 'I've got nothing to steal, stranger!' He shouts. You tell him
that you are not after his possessions, but rather Santarius's sacks 'Oh, it is the most wonderful time
of the year.' Says the man 'Santarius brings great cheer to us all. I saw some goblins you described.
They are in the vegetable farm, trying to grow some magic carrots or something. Now, if you excuse
me, I'm heading into town to get some free food.'

The bearded man shoots out of the door.

Add 15 minutes to your time.

You may explore elsewhere (turn to the map) or explore a hut that you haven't already explored.

If you explore the first hut, turn to 2


If you explore the second hut, turn to 8
If you explore the third hut, turn to 72

20
Before you step into the hall, you notice that the floor is missing. You aren't getting in this way.

If you wish, you can turn to the map and decide where else to go.

If you walk around the hall, turn to 37

21
You step into the hall...and your foot touches empty space. You stand there for a while before hurtling
into the hole where the floor should be. The floor smashes against you hard.

Lose 1 Vitality point.

You manage to pull yourself out of the hole back at the entrance before noticing that the whole room
is missing its floor. What are you going to do now?

If you wish, you can turn to the map and decide where else to go.

If you walk around the hall, turn to 37

22
You look around the hut. All seems quiet. You go inside. As you look around. Then you see a man
and a woman sitting on the floor. Bound and gagged. Upon seeing you, their eyes widen in terror.
Then it hits you. You turn around, just in time to see a red clad goblin launch at you with a cudgel.

GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: First Strike Experience: 1

If you kill it, turn to 63

23
The spooky wood is so called because people claim to see ghosts wandering around it at night time.
As you approach it, you start to hear moaning noises in amongst the trees.

Make an ability test with a difficulty of 3 (Resist Magic, Perception)

If you succeed, turn to 57


If you fail, turn to 61
24
You walk through the clearing. As you do, you hear a rustle in the bushes. You turn to see a goblin
pointing a small crossbow at you, ready to shoot. You must fight!

GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: First Strike Experience: 1

If you win, turn to 35

25
Working on a hunch, you search through the sacks in the barn. They mostly contain manure and soil,
ready for the next planting season. However, one of them contains huge carrots! This must be
Santarius's sack of carrots! Despite being magical, it is still very heavy.

Add the sack of carrots to your equipment list. It has an encumbrance of 3.

Add 15 minutes to your time.

If you want to leave, turn to the map and pick a new location.

If you wish to eat a carrot, turn to 74


If you wish to investigate the land, turn to 36
If you look in the hut, turn to 22

26
The first hit is the easiest. The goblins are not expecting you and so they are easy targets.

Subtract the damage of your ranged weapon from one of the goblin's Vitality score.

You fire again. However, this time the goblins are ready. You only hit if you succeed at an ability test
with a difficulty of 3 (Ranged Combat).

The goblins start to look around. Make an ability test with a difficulty of 3 (Stealth). If you succeed, you
get 2 more attempts to hit the goblins with your weapon. If you fail, you get one hit.

You then have to face the goblins hand to hand.

GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1


GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1
GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1
GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1

If you win, turn to 76

27
You climb the stairs. They are definitely rotten. Will they hold your weight?

Make a Fate roll.

If you roll 1-3, the stairs give in to your weight. Turn to 51


If you roll a 4-6, they hold, turn to 59
28
You start carefully walking down the stairs. Make a Fate roll.

If you roll a 1-3, you put your foot through some rotting wood. This leads you to crash through the
stairs which leads to the stairs and balcony to come crashing down on top of you. Lose 3 Vitality
points.

If you roll a 4-6, the stairs hold and you get to the bottom.

If you survive, you leave the hall. Turn to 46

29
Before you take a step forward, you notice the marbles on the floor. You jump over them. Just as you
do, a goblin jumps out from behind the sacks and charges at you. You are ready for it.

GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1

If you win, turn to 25

30
You open the small door on the side of the building.

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

If you succeed, turn to 18


If you fail, turn to 60

31
The goblin spot you. They get their weapons ready and charge at you. You must fight all four at once.

GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1


GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1
GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1
GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1

If you win, turn to 76

32
You decide not to use the mirror and think about what to do next. Add 15 minutes to your time.

If you leave and go to search elsewhere in the town, turn to the map and pick a location to go to.

If you quit, turn to 73

33
The lasso hoops around the rope. You pull and the rope pulls the sack down the stairs. Eventually, it
lands at your feet.

You open it to see what it contains. It is one of Santarius's sacks! This is the one full of wooden toys.
Despite it being magical, it is still quite heavy.

Add the toy sack to your equipment list. It has an encumbrance of 3.

Beaming with success, you leave the abandoned hall. Turn to 46


34
You make as many crazed noises and howls as you can whilst rustling the bushes.

Make an ability test with a difficulty of 3 (Deception, Perform).

If you succeed, turn to 71


If you fail, turn to 31

35
If there is a goblin here, there might be a sack. You carry on through the spooky wood. Then you
come to another clearing where you see a dozen ghosts of people screaming and writhing about, as if
in agony. The sights and sounds are excruciating to you.

Make an ability test with a difficulty of 3 (Resist Magic). If you fail, lose 1 Will point. If you succeed,
you lose no will points.

Soon, the ghosts disappear, only to leave a goblin in red robes, looking very sheepish. You waste no
time in trying to cut down this trickster who is trying to scare you away.

GOBLIN TRICKSTER Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: Magical Attack Experience: 1

If you win, turn to 13

36
You walk around the vegetable patches. The ground has a layer of snow over it. You dig away some
snow to touch the soil which is frozen hard. You continue to walk around the farm.

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

If you succeed, turn to 53


If you fail, turn to 15

37
You walk around the hall and find a small door in the side of the building.

If you want to leave this area, turn to the map and decide which area to go to.

If you go through the door, turn to 30


If you approach the front door, turn to 42

38
The water has been blessed by Santarius's elves. You throw 1 gold piece in.

Make a Fate roll. If you roll a 6, gain 1 Fate point. If you roll a 1-5, nothing happens. You may throw
another gold piece in to make another Fate roll, but when you gain 1 Fate point from this, you may not
gain another Fate point for another 30 days.

If you wish, you may go into another part of the town. Add 15 minutes to your time. Turn to the map.

If you get some water from the well, turn to 17


39
The vegetable farm is very dark and quiet at this time of night. It looks exactly how a vegetable farm
should look. There are vegetable patches surrounding the farm buildings. At this time of year, of
course, there aren't any vegetables growing. It is quite a small farm with only one barn and a hut for
the inhabitants.

Choose an option that you haven't chosen already.

If you investigate the land, turn to 36


If you go into the barn, turn to 12
If you look in the hut, turn to 22

40
You make a mighty leap and manage to land almost at the top of the stairs. You have cleared the
rotting pieces. You get to the top and open the sack. Sure enough, it is one of Santarius's sacks! This
is the one full of wooden toys. Despite it being magical, it is still quite heavy.

Add the toy sack to your equipment list. It has an encumbrance of 3.

If you risk walking down the stairs, turn to 28


If you jump again, turn to 10

41
'Good work!' Says the elf as he takes the sack. What will you do now?

If you decide to leave and search elsewhere, add 15 minutes to your time then turn to the map and
decide which area to go to.

If you ask for help, turn to 65


If you quit, turn to 73

42
You approach the large front door. It seems unlocked, but will you try it?

If you wish, you can turn to the map and decide where else to go.

If you go around the hall, turn to 37


If you go through the front door, turn to 44
43
The whole process is taking ages and it is getting frustrating.

Add 30 minutes to your time.

You decide to be on your way.

As you do, you hear shrill, inhuman voices from the bushes.

'I can't stay long, I've got to guard the sack of toys at the hall.'
'I've messed up this playground good and proper!'

Two goblins emerge from the bushes. Upon seeing you, they curse and draw their weapons. You can
fight them or flee.

FIRST GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1
SECOND GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1

Once you have dealt with them, you decide where else to go. Turn to the map and decide on a new
location.

44
You push the door open. Nothing happens.

Make an ability test with a difficulty of 3 (Perception)

If you succeed, turn to 20


If you fail, turn to 21

45
You hear something coming from the town. Singing. You run into the town to see people joined hands
and singing. Other people are offering hot food and drink to all any who would take them. It seems
that the festival was never just about the presents. It was also about spreading cheer and goodwill to
all.

You enjoy a wonderful jolly evening with the people of the town who share everything they have.

Gain 1 Fate point. Restore all lost Will points. Gain 1 Vitality point.

The next morning, with a happy heart, you decide where your travels will take you next.

46
You have obtained one of the sacks! Add 30 minutes to your time.

If you want to go to another place straight away, turn to the map and pick a new area to go to.

If you want to look at some of the toys, turn to 69


47
Santarius has no presents to deliver this year. For a moment, his jolly demeaner drops. Then you
hear something. Singing. You run into the town to see people joined hands and singing. Other people
are offering hot food and drink to all any who would take them. Upon seeing Santarius, they cheer.

'It seems that the presents were never the real meaning of this festival. It was the bringing of goodwill
and joy.'

You both enjoy a wonderful jolly evening with the people of the town who share everything they have.

Gain 1 Fate point. Restore all lost Will points. Gain 1 Vitality point.

The next morning, with a happy heart, you decide where your travels will take you next.

48
Santarius can't deliver his presents this year. For a moment, his jolly demeaner drops. Then you hear
something. Singing. You run into the town to see people joined hands and singing. Other people are
offering hot food and drink to all any who would take them. Upon seeing Santarius, they cheer.

'It seems that the presents were never the real meaning of this festival. It was the bringing of goodwill
and joy.'

You both enjoy a wonderful jolly evening with the people of the town who share everything they have.

Gain 1 Fate point. Restore all lost Will points. Gain 1 Vitality point.

The next morning, with a happy heart, you decide where your travels will take you next.

49
You hear something coming from the town. Singing. You run into the town to see people joined hands
and singing. Other people are offering hot food and drink to all any who would take them. It seems
that the festival was never just about the presents. It was also about spreading cheer and goodwill to
all.

You enjoy a wonderful jolly evening with the people of the town who share everything they have.

Gain 1 Fate point. Restore all lost Will points. Gain 1 Vitality point.

The next morning, with a happy heart, you decide where your travels will take you next.

50
Th well looks very quiet at this time of night. There is no one here. You take a closer look at the well.
It has a bucket on a rope and looks like any normal well.

If you wish, you may go to another location on the map.

If you get some water from the well, turn to 17


If you throw a coin into the well, turn to 38
51
You put your foot through some rotting wood and then the whole thing collapses beneath you. As you
fall through the rotten stairs, the whole staircase and balcony comes crashing down. Rotting wood
falls on top of you.

Lose 3 Vitality points.

If you survive, you start to look around the wreckage until you find the sack. You open it to find that,
sure enough, it is one of Santarius's sacks! This is the one full of wooden toys. Despite it being
magical, it is still quite heavy.

Add the toy sack to your equipment list. It has an encumbrance of 3.

Happy with your success, you leave the hall. Turn to 46

52
You enter a large room that was probably once a kitchen and see a flash of red and green. A goblin is
standing opposite you with a small crossbow. He unleashes a bolt at you and then charges.

GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: First Strike Experience: 1

You may escape and run out of the hall. If you do, turn to the map and decide where to go.

If you win, turn to 67

53
You notice a mound that seems quite small and higher up than the others. You investigate it. After
giving it a poke, you realise that someone has filled a hole with snow and that you could have fallen
into it. Better watch out!

Add 15 minutes to your time.

If you wish, you can leave the farm. Turn to the map and choose a new location.

Otherwise, you can pick another location that you haven't already visited.

If you go in the barn, turn to 12


If you look in the hut, turn to 22

54
Your time is up and Santarius needs to leave now if he is ever to deliver all of the toys and sugared
plum cakes. You return to his secret hideout.

How did you do?

If you returned the sack of carrots or have it now, turn to 79


If you haven't returned it, turn to 48

55
You start wiping down the climbing frame and tying knots in the ropes. Add 30 minutes to your time.
Engage in a battle of wills with the mending.

MENDING Difficulty: 3 (Craft, carpenter's tools) Will: 4 Special: None Experience: 1

If you succeed, turn to 6


If you give up, turn to 43
56
You step back as far as you can go and sprint towards the stairs.

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

If you succeed, turn to 40


If you fail, turn to 68

57
You press on bravely, and then see something dangling from the branches. You walk up to it to find
that it is a long hollow tube. When the breeze blows, the moaning sound emanates from it. Ghosts
indeed!

You press on, turn to 14

58
'It is something, I suppose. Says Santarius.'

And with that, Santarius goes outside where there is a sleigh, pulled by 9 reindeer. The one in the
lead has a glowing red nose. Santarius climbs on.

Santarius's elves load the sack onto the sleigh. They give each reindeer an enchanted carrot. After
they eat it, they all start to float in the air.

Santarius hands you a red furry sock.

You look in the sock and find an ivory horn and a tangerine. The horn has an encumbrance of 1. The
horn counts as a quest treasure (so gain 1 Fate point!). The tangerine has an encumbrance of 1 and
acts as a cure potion.

And with a crack of the reins, the reindeer fly off.

At least the people of the town will have something this year. Turn to 45

59
The stairs are still able to hold your weight. You get to the top and open the sack. Sure enough, it is
one of Santarius's sacks! This is the one full of wooden toys. Despite it being magical, it is still quite
heavy.

Add the toy sack to your equipment list. It has an encumbrance of 3.

You know that the stairs can hold, so you head down them. Turn to 46

60
You do not spot the flaming torch swinging towards your head too late. The fire skims over the top of
your head, setting your hair on fire. You run around madly before sticking your head in some snow.

Lose 1 Vitality point.

Wary of more traps, you enter the hall. Turn to 52

61
You press on through the wood, but the noise grates at your nerves an keeps you on edge.

Lose 1 Will point.

You press on, turn to 14


62
Funwood is so called because some of the folk of the town crafted wooden constructions for the
children to climb on, swing on and have fun on. However, when you find them, you see that the
swings' ropes have been cut and someone has thrown manure all over the climbing frame!

You may leave this area and go somewhere else. If you do, turn to the map.

If you mend the constructions and clean them up, turn to 55

63
You untie the man and the woman. They are the farmers here. They tell you that the goblins wanted
them to do something with some carrots, but they couldn't make out what. Eventually, the goblins got
angry and just tied them up. There was definitely more than one goblin here. Thy warn you that the
goblin may have laid a trap. Tick off the box for the codeword Warning.

The farmers quickly pack to go to their son's home which is in the town.

Add 15 minutes to your time.

If you wish, you can leave the farm. Turn to the map and choose a new location.

Otherwise, you can pick another location that you haven't already visited.

If you investigate the land, turn to 36


If you go into the barn, turn to 12

64
You see flashes in the mirror of where the sacks are. In one, you see a broken down big building. In
another, you see a dark, foreboding wood. And in another, you see a barn. Then the mirror goes
blank.

Add 30 minutes to your time.

What will you do now?

If you leave and go to search elsewhere in the town, turn to the map and pick a location to go to.

If you quit, turn to 73

65
The elf beckons you to come inside. You follow him down a corridor until you come to a small room
with a mirror in it. The mirror is a scrying mirror which you may use to search for the sacks.

If you wish to use it, turn to 77


If not, turn to 32

66
You head back to Santarius's hideout and perform the secret knock on the door. An elf answers
'You're the one who needs to recover the sacks, aren't you? How can I help?'

If you return a sack, turn to 16


If you ask for help, turn to 65
If you quit, turn to 73
67
The goblin lies dead at your feet, oozing green blood. Wasting no time, you search this place for a
sack. You look around the abandoned hall. The building is in a bad state of repair - a lot of the wood
is rotten and most of the floor has been dug up. Then you see a sack - it is on a landing at the top of
some stairs.

If you climb the stairs, turn to 27


If you jump up the stairs as far as you can go, turn to 56
If you have climbing gear, you could make a lasso with the rope and try to get the sack in that way,
turn to 70

68
You leap as far as you can, but it is not far enough. As you land on the stairs, they start to shudder
under your weight.

Make a Fate roll.

If you roll a 1-3, they collapse, turn to 51


If you roll a 4-6, the stairs hold. Turn to 59

69
You pick some toys out of the sack. One of them is a wooden soldier. You can move its arms and
legs. When you do, it speaks! It tells you tales of great battles through history. Another toy is a
wooden box that plays music in many styles and languages when you open it.

You spend some time playing with the toys and learning a lot from them.

Add 15 minutes to your time. Gain 1 experience point.

Eventually, you think about where to go. Turn to the map and pick a new area to go to.

70
You make the rope into a lasso and start to swing it at the sack to try and get it. Engage in a battle of
wills with lassoing.

LASSOING Difficulty 3 (Ranged Combat) Will 3 Special: Non-lethal Experience 1

If you succeed, turn to 33


If you give up, turn to 9

71
The goblins all run off screaming into the undergrowth, leaving the sack behind.

You search the clearing. Turn to 76


72
You go into the hut and take a goblin by surprise. It has a bag of round plum sugar cakes. Upon
seeing you, it draws its axe and attacks!

GOBLIN Type: Humanoid. Difficulty: 3. Damage: 2. Vitality: 4. Special: None Experience: 1

If you kill the goblin, you look in the sack. It has four cakes in it - it is not Santarius's magical sack, but
rather an ordinary bag. The goblin must have stolen them for itself. You eat one and it gives you a
feeling of peace and goodwill.

Gain 1 Will point.

You may take up to three plum cakes. Each one has an encumbrance of 1 and restores 1 Will point
when eaten.

Add 15 minutes to your time.

You may explore elsewhere (turn to the map) or explore a hut that you haven't already explored.

If you go into the first hut, turn to 2


If you go into the second hut, turn to 8
If you go into the fourth hut, turn to 19

73
The elf looks really sad as you leave.

You head into the town to go on your way. Turn to 45

74
You eat the carrot and feel much lighter on your feet. You are able to jump really high. For the next 12
hours, you get a free reroll on all Climbing and Nimbleness ability tests. If you have these abilities,
you still get a reroll for the abilities.

If you want to leave, turn to the map and pick a new location.

If you investigate the land, turn to 36


If you look in the hut, turn to 22

75
There are four abandoned huts on the edge of the town. It would be a very good hiding place for the
goblins. Their doors are either open or non-existent and none of them have lights coming from them.

If you go into the first hut, turn to 2


If you go into the second hut, turn to 8
If you go into the third hut, turn to 72
If you go into the fourth hut, turn to 19
76
With the goblins dealt with, you look in the sack and find it brimming with sugared plum cakes. They
look very tempting. In fact, you try one yourself. It is absolutely delicious and also gives you a feeling
of peace and goodwill.

Gain 1 Will point.

Add the sack of plum cakes to your equipment list. It has an encumbrance of 3.

You leave the spooky wood in triumph. Add 30 minutes to your time.

You decide where to go to next. Turn to the map and decide which location to go to.

77
You try to use the magic mirror. Using such powerful magic items is stressful, nut it might be the only
way to get information.

Lose 1 Will point.

Make an ability test with a difficulty of 4 (Magic Lore). If you fail, you may try again, but each time you
will lose 1 Will point.

If you succeed, turn to 64

78
You drink the water. A while ago, this water was blessed by Santarius's elves meaning that
sometimes it can be very refreshing.

Gain 1 Will point. You may not gain Will from drinking this water for another 30 days.

If you wish, you may go into another part of the town. Add 15 minutes to your time. Turn to the map.

If you throw a coin into the well, turn to 38

79
Santarius has the means to deliver all of the presents and cakes in time, but has he got anything to
deliver?

If you have returned both the sack of cakes and the sack of toys, turn to 11
If you have only one sack, turn to 58
If you have no other sacks, turn to 47

80
The abandoned hall seems to be unoccupied, but you can never tell for sure. There are large double
wooden doors at the front, but there may be other entrances.

If you wish, you can turn to the map and decide where else to go.

If you go through the front door, turn to 42


If you walk around the hall, turn to 37
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.

2 1 1 2 2 5 6 3 4 5 5 2
5 2 1 4 2 1 5 1 6 4 3 2
6 3 4 1 4 6 2 3 6 4 6 4
4 3 3 3 1 2 2 4 3 1 2 3
6 6 3 6 6 2 6 1 4 5 1 2
5 3 1 5 3 6 2 6 1 2 4 6
2 6 3 6 6 3 1 4 2 6 4 4
3 2 2 1 5 3 3 4 1 3 4 3
4 5 2 2 1 5 4 2 2 4 1 6
3 4 1 6 6 2 2 1 3 3 2 4
6 6 6 1 2 6 4 1 4 6 6 2
5 1 4 5 6 3 4 5 2 4 6 5
Yule do great…

Image source: https://en.wikipedia.org/wiki/File:Dudley_St.,_Seven_Dials_Wellcome_L0000881.jpg

The good wizard Santarius has a pile of food and toys to deliver to the
children of the town. But a jealous rival has created strange and
sorcerous creatures to foil him. You have been hired to deliver the toys
and food safely to the children of the town.
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.

You might also like