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English​ ​Eerie

Rural​ ​Horror​ ​Storytelling​ ​Game​ ​for​ ​One​ ​Player

By​ ​Scott​ ​Malthouse


Images​ ​in​ ​the​ ​public​ ​domain

Copyright​ ​Scott​ ​Malthouse​ ​and​ ​Trollish​ ​Delver​ ​Games​ ​2017,​ ​all​ ​rights
reserved.
Introduction

From​ ​the​ ​heather-touched​ ​North​ ​Yorkshire​ ​Moors​ ​to​ ​the 


rolling​ ​yellow​ ​fields​ ​of​ ​Somerset,​ ​England​ ​is​ ​home​ ​to 
breathtaking​ ​natural​ ​beauty.​ ​But​ ​this​ ​ancient​ ​land​ ​also 
harbours​ ​a​ ​veiled​ ​dread​ ​beneath​ ​the​ ​veneer​ ​of​ ​rural 
normality​ ​-​ ​a​ ​haunted​ ​spectral​ ​landscape​ ​whose​ ​dark​ ​tales 
have​ ​been​ ​offered​ ​in​ ​the​ ​corners​ ​of​ ​squat​ ​Tudor​ ​pubs​ ​on 
dreary​ ​nights.  
 
The​ ​English​ ​countryside 
is​ ​haunted.​ ​Stand​ ​in​ ​the 
quiet​ ​of​ ​a​ ​lonely​ ​wood​ ​as 
the​ ​leaves​ ​whisper​ ​their 
secrets​ ​in​ ​your​ ​ear​ ​and 
you​ ​will​ ​realise​ ​that 
there's​ ​something​ ​not 
quite​ ​right​ ​here.​ ​The​ ​land 
is​ ​shaped​ ​by​ ​stories​ ​of 
gnarled​ ​hags​ ​who​ ​enter 
villages​ ​to​ ​steal​ ​away 
children,​ ​phantom 
coaches​ ​heard​ ​from​ ​the 
roadside,​ ​and​ ​black​ ​hell 
beasts​ ​roaming​ ​the​ ​moors​ ​for​ ​their​ ​next​ ​victims.​ ​Tall​ ​stone 
megaliths​ ​recall​ ​witches​ ​dancing​ ​on​ ​the​ ​Sabbath,​ ​engaging 
in​ ​unholy​ ​acts​ ​and​ ​calm​ ​pools​ ​hide​ ​beings​ ​who​ ​would​ ​seek 
to​ ​drag​ ​wanderers​ ​to​ ​a​ ​dreadful​ ​end.  
 
English​ ​Eerie​ ​takes​ ​inspiration​ ​from​ ​folklore,​ ​along​ ​with​ ​the 
works​ ​of​ ​M.R.​ ​James,​ ​Arthur​ ​Machen​ ​and​ ​Algernon 
Blackwood​ ​to​ ​help​ ​players​ ​tell​ ​their​ ​own​ ​haunted​ ​tales​ ​of 
the​ ​English​ ​countryside.​ ​The​ ​game​ ​is​ ​designed​ ​to​ ​be​ ​played 
over​ ​one​ ​or​ ​a​ ​series​ ​of​ ​dark​ ​evenings​ ​by​ ​the​ ​flicker​ ​of 
candlelight.​ ​The​ ​player,​ ​you,​ ​will​ ​need​ ​a​ ​journal,​ ​a​ ​pen,​ ​a 
ten-sided​ ​die​ ​(d10),​ ​a​ ​set​ ​of​ ​tokens​ ​in​ ​two​ ​colours​ ​(beads​ ​etc) 
and​ ​a​ ​deck​ ​of​ ​playing​ ​cards.  
 
The​ ​aim​ ​of​ ​English​ ​Eerie​ ​is​ ​to​ ​tell​ ​your​ ​own​ ​tale​ ​of​ ​rural 
horror​ ​through​ ​entries​ ​in​ ​your​ ​journal​ ​-​ ​just​ ​as​ ​many 
protagonists​ ​do​ ​in​ ​horror​ ​literature.​ ​The​ ​card​ ​deck​ ​will​ ​be 
the​ ​engine​ ​that​ ​drives​ ​your​ ​story,​ ​presenting​ ​scenes​ ​for​ ​you 
to​ ​flesh​ ​out​ ​and​ ​for​ ​your​ ​character​ ​to​ ​overcome​ ​-​ ​all​ ​of 
which​ ​is​ ​recorded​ ​in​ ​physical​ ​journal​ ​entries.​ ​As​ ​time​ ​goes 
on​ ​tension​ ​rises​ ​and​ ​the​ ​horror​ ​is​ ​ramped​ ​up​ ​until​ ​the 
climactic​ ​end​ ​scene.​ ​There​ ​are​ ​several​ ​scenarios​ ​at​ ​the​ ​end 
of​ ​this​ ​book​ ​that​ ​offer​ ​you​ ​an​ ​inspirational​ ​framework​ ​to 
build​ ​a​ ​terrifying​ ​tale.​ ​You​ ​can​ ​choose​ ​to​ ​play​ ​the​ ​game​ ​in​ ​a 
single​ ​sitting​ ​or​ ​to​ ​draw​ ​out​ ​the​ ​experience​ ​over​ ​a​ ​series​ ​of 
nights.  
 
Rural​ ​Horror

When​ ​we​ ​talk​ ​about​ ​rural​ ​horror,​ ​we’re​ ​talking​ ​not​ ​only 
about​ ​ghost​ ​stories​ ​and​ ​folklore​ ​set​ ​in​ ​the​ ​countryside,​ ​but 
the​ ​horror​ ​inherent​ ​in​ ​the​ ​landscape​ ​itself.​ ​While​ ​many 
settings​ ​work​ ​for​ ​this​ ​type​ ​of​ ​macabre​ ​genre,​ ​there​ ​is 
something​ ​about​ ​the​ ​English​ ​country​ ​that​ ​makes​ ​it​ ​perfect 
for​ ​spinning​ ​ghoulish​ ​tales.​ ​There​ ​is​ ​a​ ​deep,​ ​unsettled 
history​ ​in​ ​the​ ​hills,​ ​woodlands​ ​and​ ​valleys​ ​of​ ​England​ ​-​ ​one 
of​ ​ancient​ ​bloodshed,​ ​blood-fuelled​ ​rites​ ​and​ ​malicious 
machinations.​ ​A​ ​layer​ ​of​ ​folklore​ ​has​ ​enveloped​ ​this​ ​spectral 
landscape,​ ​so​ ​much​ ​so​ ​that​ ​you​ ​cannot​ ​go​ ​anywhere​ ​without 
recalling​ ​a​ ​story​ ​about​ ​an​ ​evil​ ​spirit​ ​living​ ​within​ ​a​ ​cave​ ​or 
being​ ​told​ ​about​ ​a​ ​phantom​ ​or​ ​two​ ​who​ ​haunt​ ​the​ ​halls​ ​of​ ​a 
stately​ ​home​ ​(‘to​ ​this​ ​day​ ​you​ ​can​ ​still​ ​hear​ ​footsteps​ ​on​ ​the 
landing’).  
 
The​ ​works​ ​of​ ​renowned​ ​author​ ​M.R.​ ​James​ ​are​ ​dripping 
with​ ​tales​ ​of​ ​rural​ ​terror​ ​-​ ​often​ ​set​ ​in​ ​manor​ ​houses​ ​deep 
within​ ​the​ ​country,​ ​like​ ​A​ ​View​ ​from​ ​a​ ​Hill​ ​that​ ​evokes​ ​a​ ​land 
haunted​ ​by​ ​the​ ​accursed​ ​dead.​ ​James’​ ​tales​ ​were​ ​often​ ​set​ ​in 
small​ ​villages​ ​or​ ​coastal​ ​towns​ ​where​ ​some​ ​evil​ ​is​ ​nudged 
awake​ ​by​ ​some​ ​hapless​ ​scholar.​ ​Algernon​ ​Blackwood,​ ​who 
was​ ​much​ ​loved​ ​by​ ​H.P.​ ​Lovecraft,​ ​too​ ​wrote​ ​about​ ​the​ ​cold, 
naked​ ​country​ ​and​ ​its​ ​eerie​ ​inhabitants.​ ​In​ ​arguably​ ​his 
greatest​ ​work,​ ​The​ ​Willows​,​ ​Blackwood​ ​conjures​ ​a​ ​land​ ​that 
is​ ​at​ ​odds​ ​with​ ​humanity​ ​-​ ​one​ ​that​ ​is​ ​ancient​ ​and​ ​where​ ​we 
only​ ​trespass.​ ​While​ ​The​ ​Willows​ ​is​ ​set​ ​in​ ​Eastern​ ​Europe, 
the​ ​descent​ ​into​ ​madness​ ​the​ ​characters​ ​face​ ​brought​ ​on​ ​by 
their​ ​natural​ ​surroundings​ ​can​ ​easily​ ​be​ ​placed​ ​in​ ​England. 
In​ ​fact,​ ​the​ ​scenario​ ​The​ ​Lost​ ​River​ ​in​ ​this​ ​book​ ​is​ ​inspired 
by​ ​this​ ​tale.  
 
What​ ​is​ ​presented​ ​in​ ​English 
Eerie​ ​is​ ​a​ ​method​ ​of 
immersing​ ​yourself​ ​as​ ​one​ ​of 
the​ ​characters​ ​from​ ​these 
rural​ ​horror​ ​stories.​ ​Through 
the​ ​system​ ​you​ ​will​ ​craft 
your​ ​very​ ​own​ ​tale,​ ​respond 
to​ ​the​ ​actions​ ​of​ ​others​ ​and 
unveil​ ​clues​ ​that​ ​will​ ​lead 
you​ ​to​ ​the​ ​inevitable 
conclusion.​ ​Like​ ​the 
characters​ ​in​ ​many​ ​a​ ​weird 
tale,​ ​yours​ ​may​ ​not​ ​survive, 
or​ ​they​ ​may​ ​suffer​ ​a​ ​fate 
even​ ​worse​ ​than​ ​death. 
 
Your​ ​Character

To​ ​begin​ ​play,​ ​you​ ​must​ ​form​ ​the​ ​character​ ​you​ ​will​ ​embody 
when​ ​writing​ ​in​ ​your​ ​journal.​ ​This​ ​is​ ​a​ ​simple​ ​affair​ ​-​ ​in 
English​ ​Eerie​ ​character​ ​mechanics​ ​are​ ​not​ ​as​ ​prominent​ ​as 
in​ ​many​ ​other​ ​roleplaying​ ​games​ ​just​ ​from​ ​the​ ​simple​ ​fact 
that​ ​stats​ ​and​ ​figures​ ​can​ ​get​ ​in​ ​the​ ​way​ ​of​ ​telling​ ​a​ ​good 
ghost​ ​story.  
 
Your​ ​character​ ​has​ ​two​ ​attributes:​ ​Resolve​ ​and​ ​Spirit.​ ​These 
will​ ​diminish​ ​as​ ​the​ ​story​ ​unfolds,​ ​helping​ ​your​ ​character 
keep​ ​his​ ​wits​ ​and​ ​determining​ ​the​ ​final​ ​outcome​ ​of​ ​the​ ​tale. 
 
Resolve​ ​represents​ ​your​ ​character's​ ​determination​ ​to 
continue​ ​onwards,​ ​to​ ​rationalise​ ​the​ ​irrational​ ​and​ ​to​ ​keep 
their​ ​wits​ ​about​ ​them.​ ​Resolve​ ​is​ ​spent​ ​to​ ​help​ ​your 
character​ ​overcome​ ​obstacles​ ​in​ ​scenes. 
 
Spirit​ ​represents​ ​your​ ​character's​ ​thoughts,​ ​feelings​ ​and 
physical​ ​well-being.​ ​As​ ​Spirit​ ​is​ ​reduced,​ ​your​ ​character 
falls​ ​into​ ​a​ ​spiral​ ​of​ ​horror,​ ​doubt​ ​and​ ​harm.​ ​Ending​ ​a​ ​story 
with​ ​0​ ​Spirit​ ​does​ ​not​ ​bode​ ​well​ ​for​ ​your​ ​character,​ ​but​ ​this 
might​ ​be​ ​what​ ​you​ ​want​ ​in​ ​a​ ​tale. 
 
Each​ ​attribute​ ​has​ ​a​ ​number​ ​of 
points.​ ​To​ ​determine​ ​this,​ ​split​ ​10 
points​ ​between​ ​each,​ ​with​ ​a 
minimum​ ​of​ ​3​ ​in​ ​each.​ ​I.e.​ ​6 
Resolve​ ​and​ ​4​ ​Spirit.  
 
While​ ​the​ ​scenario​ ​may​ ​give​ ​you 
an​ ​indication​ ​of​ ​what​ ​your 
character​ ​may​ ​do​ ​for​ ​a​ ​living,​ ​do 
create​ ​a​ ​name​ ​for​ ​him/her​ ​and 
think​ ​about​ ​a​ ​little​ ​backstory​ ​to 
help​ ​with​ ​the​ ​flavour​ ​of​ ​the​ ​story. 
It​ ​may​ ​help​ ​inspire​ ​one​ ​of​ ​your​ ​scenes. 
 
 
 
 
 
 
 
 
 
 
 
 
 
Setting​ ​up​ ​the​ ​Game
 
 
English​ ​Eerie​ ​uses​ ​playing​ ​cards​ ​to​ ​help​ ​the​ ​story​ ​unfold. 
Instead​ ​of​ ​using​ ​the​ ​entire​ ​deck,​ ​the​ ​game​ ​uses​ ​a​ ​select 
number​ ​of​ ​cards​ ​that​ ​you​ ​must​ ​set​ ​up​ ​at​ ​the​ ​beginning​ ​of​ ​the 
game.​ ​Take​ ​3​ ​Queens​ ​of​ ​any​ ​suit​ ​-​ ​these​ ​are​ ​the​ ​Grey​ ​Ladies, 
a​ ​staple​ ​ghost​ ​in​ ​English​ ​folklore.​ ​When​ ​a​ ​Grey​ ​Lady​ ​is 
revealed​ ​the​ ​Tension​ ​increases​ ​and​ ​an​ ​event​ ​occurs, 
determined​ ​by​ ​the​ ​scenario​ ​you're​ ​playing.  
 
Then​ ​take​ ​the​ ​4,​ ​5,​ ​6,​ ​and​ ​7 
of​ ​all​ ​four​ ​suits,​ ​shuffling 
these​ ​into​ ​a​ ​single​ ​deck​ ​(not 
including​ ​the​ ​Grey​ ​Ladies). 
Split​ ​this​ ​deck​ ​into​ ​3​ ​piles 
and​ ​put​ ​a​ ​Grey​ ​Lady​ ​on​ ​the 
bottom​ ​of​ ​each​ ​before 
placing​ ​them​ ​back​ ​into​ ​a 
single​ ​deck.​ ​This​ ​is​ ​known 
as​ ​the​ ​Story​ ​Deck.  
 
You​ ​will​ ​need​ ​a​ ​journal​ ​to 
write​ ​in​ ​and​ ​a​ ​d10,​ ​in 
addition​ ​to​ ​a​ ​lit​ ​candle​ ​if​ ​you​ ​have​ ​one.​ ​This​ ​latter​ ​element​ ​is 
for​ ​atmospheric​ ​purposes​ ​-​ ​the​ ​game​ ​should​ ​be​ ​played​ ​in​ ​the 
dark​ ​by​ ​candle​ ​or​ ​lamplight​ ​in​ ​the​ ​quiet​ ​of​ ​the​ ​night​ ​-​ ​where 
shadows​ ​dance​ ​on​ ​the​ ​walls​ ​and​ ​where​ ​your​ ​imagination 
can​ ​take​ ​you​ ​to​ ​dark,​ ​unsettling​ ​places.  
 
Take​ ​your​ ​tokens​ ​and​ ​split​ ​them​ ​into​ ​two​ ​colours.​ ​One 
colour​ ​will​ ​represent​ ​Resolve​ ​while​ ​the​ ​other​ ​will​ ​represent 
Spirit.​ ​Put​ ​the​ ​required​ ​number​ ​of​ ​tokens​ ​matching​ ​these 
attributes​ ​in​ ​two​ ​small​ ​piles​ ​in​ ​the​ ​play​ ​area. 
 
Finally,​ ​you​ ​will​ ​need​ ​one​ ​of​ ​the​ ​printed​ ​scenarios​ ​in​ ​the 
back​ ​of​ ​this​ ​book​ ​to​ ​refer​ ​to.  
Playing​ ​the​ ​Game
 
 
A​ ​game​ ​of​ ​English​ ​Eerie​ ​is​ ​played​ ​by​ ​revealing​ ​the​ ​top​ ​card 
of​ ​the​ ​deck,​ ​resolving​ ​a​ ​scene,​ ​and​ ​writing​ ​down​ ​the 
resulting​ ​narrative​ ​in​ ​your​ ​journal.  
 
Each​ ​suit​ ​represents​ ​a​ ​type​ ​of​ ​scene,​ ​which​ ​are​ ​as​ ​follows: 
 
Hearts:​​ ​a​ ​secondary​ ​character​ ​is​ ​harmed​ ​in​ ​some 
way.​ ​For​ ​example,​ ​they​ ​could​ ​be​ ​attacked​ ​by​ ​a 
creature,​ ​or​ ​even​ ​found​ ​dead.  
 
 
Clubs:​​ ​a​ ​secondary​ ​character​ ​obstructs​ ​you​ ​in​ ​some 
way​ ​(obstacle).​ ​For​ ​example,​ ​they​ ​attempt​ ​to​ ​stop​ ​you 
from​ ​going​ ​where​ ​you​ ​need​ ​to​ ​go,​ ​or​ ​they​ ​physically 
strike​ ​you.  
 
Diamonds:​​ ​the​ ​environment​ ​obstructs​ ​you​ ​in​ ​some 
way​ ​(obstacle).​ ​For​ ​example,​ ​you​ ​become​ ​lost​ ​in​ ​a 
dark​ ​forest​ ​or​ ​a​ ​fog​ ​gathers​ ​to​ ​obstruct​ ​your​ ​path.  
 
 
 
Spades:​​ ​you​ ​uncover​ ​a​ ​minor​ ​clue.​ ​For​ ​example, 
you​ ​discover​ ​a​ ​tattered​ ​map​ ​or​ ​a​ ​skull​ ​beneath 
the​ ​floorboards. 
 
 
Each​ ​scenario​ ​offers​ ​a​ ​list​ ​of​ ​secondary​ ​characters,​ ​minor 
clues,​ ​environmental​ ​obstacles​ ​and​ ​secondary​ ​character 
obstacles​ ​to​ ​inspire​ ​you. 
 
Revealing​ ​Scenes​ ​and​ ​Storytelling 
 
The​ ​game​ ​is​ ​played​ ​by​ ​revealing 
cards,​ ​which​ ​correspond​ ​to​ ​scenes​ ​in 
your​ ​story.​ ​Start​ ​the​ ​game​ ​by​ ​placing 
the​ ​card​ ​at​ ​the​ ​top​ ​of​ ​the​ ​Story​ ​Deck 
at​ ​the​ ​side​ ​of​ ​the​ ​deck.​ ​The​ ​suit​ ​of 
the​ ​card​ ​will​ ​determine​ ​the​ ​type​ ​of 
scene​ ​(see​ ​previous​ ​section).​ ​You 
should​ ​think​ ​of​ ​what​ ​happens​ ​in​ ​the 
scene,​ ​taking​ ​inspiration​ ​from​ ​the 
scenario​ ​to​ ​help​ ​you​ ​form​ ​a​ ​journal 
entry​ ​dripping​ ​with​ ​terror.​ ​If​ ​the 
scene​ ​involves​ ​an​ ​obstacle,​ ​you​ ​will 
need​ ​to​ ​attempt​ ​to​ ​overcome​ ​it​ ​(see 
Overcoming​ ​an​ ​Obstacle​ ​below).  
 
Once​ ​you​ ​have​ ​decided​ ​on​ ​what​ ​happens​ ​in​ ​the​ ​scene​ ​and 
resolved​ ​any​ ​obstacles,​ ​write​ ​this​ ​down​ ​in​ ​your​ ​journal. 
Then​ ​reveal​ ​the​ ​next​ ​card​ ​and​ ​place​ ​it​ ​next​ ​to​ ​the​ ​previous 
card.​ ​The​ ​new​ ​scene​ ​should​ ​relate​ ​in​ ​some​ ​way​ ​to​ ​the​ ​last​ ​- 
so​ ​it​ ​shouldn’t​ ​be​ ​a​ ​random​ ​scene.  
 
Every​ ​two​ ​cards​ ​revealed​ ​counts​ ​as​ ​a​ ​day​ ​in​ ​your​ ​journal. 
The​ ​only​ ​time​ ​this​ ​isn’t​ ​the​ ​case​ ​is​ ​when​ ​the​ ​final​ ​Grey 
Lady​ ​is​ ​revealed​.​ ​That​ ​last​ ​Grey​ ​Lady​ ​represents​ ​an​ ​entire 
day​ ​in​ ​your​ ​journal.​ ​It​ ​is​ ​recommended​ ​that​ ​you​ ​play​ ​the 
game​ ​over​ ​a​ ​series​ ​of​ ​real​ ​nights,​ ​giving​ ​you​ ​chance​ ​to 
ruminate​ ​over​ ​the​ ​story​ ​and​ ​come​ ​up​ ​with​ ​new​ ​ideas 
throughout​ ​the​ ​day.  
 
Revealing​ ​a​ ​Grey​ ​Lady 
 
Grey​ ​Ladies​ ​represent​ ​a​ ​notable​ ​event​ ​in​ ​the​ ​story​ ​and​ ​an 
increase​ ​in​ ​tension.​ ​When​ ​a​ ​Grey​ ​Lady​ ​is​ ​revealed,​ ​read​ ​the 
Tension​ ​table​ ​in​ ​the​ ​scenario​ ​to​ ​determine​ ​the​ ​event.​ ​This​ ​is 
usually​ ​left​ ​fairly​ ​ambiguous​ ​so​ ​you​ ​can​ ​be​ ​as​ ​creative​ ​as 
possible​ ​when​ ​telling​ ​your​ ​story.​ ​The​ ​suit​ ​of​ ​the​ ​Grey​ ​Lady 
does​ ​not​ ​matter.​ ​To​ ​simulate​ ​the​ ​creeping​ ​increase​ ​in 
horror,​ ​when​ ​a​ ​Grey​ ​Lady​ ​is​ ​revealed,​ ​you​ ​must​ ​either​ ​spend 
a​ ​Resolve​ ​point​ ​or​ ​lose​ ​one​ ​Spirit.​ ​If​ ​you​ ​cannot​ ​lose​ ​any 
more​ ​Spirit​ ​points,​ ​you​ ​still​ ​remain​ ​at​ ​0​ ​Spirit. 
 
The​ ​final​ ​Grey​ ​Lady​ ​revealed​ ​signals​ ​the​ ​end​ ​of​ ​the​ ​tale,​ ​so 
this​ ​is​ ​where​ ​you​ ​should​ ​wrap​ ​up.​ ​The​ ​Tension​ ​table​ ​for​ ​the 
scenario​ ​will​ ​indicate​ ​the​ ​final​ ​reveal​ ​of​ ​the​ ​horror. 
 
Overcoming​ ​an​ ​Obstacle 
 
When​ ​a​ ​club​ ​or​ ​diamond​ ​is 
revealed​ ​it​ ​means​ ​that​ ​the 
scene​ ​involves​ ​an​​ ​obstacle 
that​ ​you​ ​must​ ​overcome.​ ​To 
overcome​ ​an​ ​obstacle,​ ​roll​ ​a 
d10.​ ​If​ ​the​ ​number​ ​is​ ​equal​ ​to 
or​ ​above​ ​the​ ​number​ ​on​ ​the 
card,​ ​you​ ​have​ ​successfully 
negotiated​ ​the​ ​obstacle.​ ​If 
the​ ​roll​ ​is​ ​under,​ ​you​ ​have 
failed.​ ​Lose​ ​1​ ​Spirit​ ​on​ ​a 
failure.​ ​Your​ ​journal​ ​entry 
must​ ​be​ ​written​ ​to​ ​reflect​ ​a 
success​ ​or​ ​failure. 
 
You​ ​may​ ​spend​ ​Resolve​ ​to​ ​help​ ​overcome​ ​an​ ​obstacle.​ ​You 
must​ ​choose​ ​to​ ​spend​ ​Resolve​ ​before​ ​rolling​ ​and​ ​you​ ​can 
spend​ ​as​ ​many​ ​tokens​ ​as​ ​you​ ​like.​ ​After​ ​rolling,​ ​add​ ​these 
points​ ​to​ ​your​ ​roll.  
 
Obstacles​ ​and​ ​Tension 
 
For​ ​every​ ​Grey​ ​Lady​ ​on​ ​the​ ​table,​ ​the​ ​difficulty​ ​of​ ​any​ ​roll​ ​is 
increased​ ​by​ ​1.​ ​So​ ​a​ ​scene​ ​with​ ​a​ ​card​ ​number​ ​of​ ​6​ ​would 
increase​ ​to​ ​8​ ​if​ ​there​ ​were​ ​two​ ​Grey​ ​Ladies​ ​on​ ​the​ ​table 
already.​ ​This​ ​represents​ ​the​ ​story​ ​getting​ ​away​ ​from​ ​the 
player​ ​as​ ​they​ ​spiral​ ​into​ ​horror. 
 
Ending​ ​the​ ​Scenario 
 
Every​ ​horror​ ​story​ ​must​ ​come​ ​to​ ​an​ ​end​ ​and​ ​rarely​ ​does​ ​this 
happen​ ​happily.​ ​Once​ ​the​ ​final​ ​Grey​ ​Lady​ ​is​ ​revealed,​ ​count 
up​ ​your​ ​remaining​ ​Spirit​ ​points​ ​and​ ​refer​ ​to​ ​the​ ​Conclusion 
Table​ ​in​ ​the​ ​scenario.​ ​This​ ​will​ ​tell​ ​you​ ​how​ ​to​ ​wrap​ ​up​ ​your 
last​ ​journal​ ​entry.​ ​Generally,​ ​if​ ​you​ ​have​ ​Spirit​ ​left,​ ​you​ ​will 
be​ ​presented​ ​with​ ​a​ ​more​ ​positive​ ​ending,​ ​but​ ​if​ ​you​ ​have​ ​0 
Spirit​ ​you​ ​will​ ​be​ ​doomed.​ ​There​ ​is​ ​no​ ​‘bad​ ​ending’​ ​-​ ​just​ ​the 
ending​ ​there​ ​needs​ ​to​ ​be​ ​for​ ​your​ ​story. 
 
Example​ ​of​ ​Play 
 
You​ ​are​ ​playing​ ​the​ ​scenario​ ​the​ ​Beast​ ​on​ ​the​ ​Moor.​ ​You 
start​ ​with​ ​3​ ​Resolve​ ​and​ ​7​ ​Spirit.​ ​After​ ​sorting​ ​out​ ​the​ ​Story 
Deck,​ ​you​ ​light​ ​your​ ​candle​ ​and​ ​turn​ ​over​ ​the​ ​first​ ​card, 
which​ ​is​ ​a​ ​5​ ​of​ ​hearts​ ​-​ ​a​ ​secondary​ ​character​ ​is​ ​harmed​ ​in 
some​ ​way.​ ​As​ ​this​ ​isn’t​ ​an​ ​obstacle,​ ​you​ ​don’t​ ​have​ ​to​ ​roll​ ​so 
you​ ​begin​ ​writing​ ​in​ ​your​ ​journal.​ ​Looking​ ​at​ ​the​ ​scenario, 
you​ ​select​ ​Lord​ ​Cunningham,​ ​who​ ​you​ ​are​ ​visiting​ ​to​ ​soothe 
his​ ​mind​ ​as​ ​his​ ​has​ ​been​ ​raving​ ​of​ ​queer​ ​things​ ​recently.  
 
I​ ​arrived​ ​at​ ​Cunningham​ ​Manor​ ​on​ ​Tuesday,​ ​a​ ​great
early​ ​19th​ ​century​ ​building​ ​of​ ​pristine​ ​whiteness.​ ​The
gardens​ ​are​ ​immaculate,​ ​the​ ​roses​ ​coming​ ​through
beautifully​ ​at​ ​this​ ​time​ ​of​ ​year.​ ​Knocking​ ​on​ ​the​ ​door,​ ​I
was​ ​greeted​ ​by​ ​a​ ​kindly​ ​lady​ ​I​ ​knew​ ​to​ ​be​ ​Mrs​ ​Bristle,
one​ ​of​ ​Christopher’s​ ​servants.​ ​As​ ​I​ ​was​ ​welcomed​ ​inside
the​ ​grand​ ​building​ ​there​ ​was​ ​a​ ​scream​ ​from​ ​the​ ​above
floors.​ ​I​ ​bolted​ ​upstairs​ ​to​ ​the​ ​location​ ​of​ ​the​ ​sound,
finding​ ​Christopher​ ​on​ ​the​ ​floor,​ ​his​ ​back​ ​against​ ​the​ ​wall,
looking​ ​feverishly​ ​out​ ​of​ ​the​ ​window.​ ​“I​ ​saw​ ​it,”​ ​said​ ​he.​ ​“I
saw​ ​the​ ​beast.”
 
After​ ​writing​ ​this,​ ​you​ ​turn​ ​over​ ​the​ ​next​ ​card​ ​-​ ​the​ ​6​ ​of 
diamonds.​ ​This​ ​is​ ​an​ ​environmental​ ​obstacle.​ ​You​ ​consult 
the​ ​obstacles​ ​in​ ​the​ ​scenario​ ​and​ ​select​ ​‘a​ ​thick​ ​fog​ ​blocks​ ​all 
vision’.​ ​Of​ ​course,​ ​you​ ​could​ ​have​ ​come​ ​up​ ​with​ ​your​ ​own 
obstacle,​ ​but​ ​decided​ ​on​ ​using​ ​the​ ​scenario​ ​for​ ​help.​ ​Because 
it’s​ ​an​ ​obstacle,​ ​you​ ​must​ ​roll​ ​a​ ​d10​ ​and​ ​try​ ​to​ ​get​ ​6​ ​or​ ​more. 
You​ ​decide​ ​against​ ​using​ ​Resolve,​ ​as​ ​you​ ​don’t​ ​have​ ​much, 
and​ ​roll​ ​a​ ​five.​ ​You​ ​have​ ​failed,​ ​losing​ ​1​ ​Spirit.  
 
Seeing​ ​my​ ​friend​ ​on​ ​the​ ​floor,​ ​a​ ​pathetic​ ​mess,​ ​I​ ​walked
to​ ​the​ ​window​ ​where​ ​he​ ​was​ ​pointing​ ​a​ ​shaking​ ​finger.​ ​To
my​ ​astonishment​ ​and,​ ​quite​ ​frankly,​ ​dread,​ ​a​ ​thick​ ​mist
had​ ​begun​ ​to​ ​roll​ ​over​ ​the​ ​moors.​ ​Not​ ​five​ ​minutes​ ​ago
had​ ​I​ ​been​ ​out​ ​in​ ​the​ ​sunshine​ ​admiring​ ​the​ ​garden,​ ​but
now​ ​I​ ​could​ ​see​ ​nothing​ ​past​ ​the​ ​pane.​ ​The​ ​fog​ ​would​ ​not
lift​ ​for​ ​several​ ​hours​ ​and​ ​by​ ​that​ ​time​ ​any​ ​trace​ ​of​ ​what
Christopher​ ​had​ ​possibly​ ​seen​ ​had​ ​disappeared.

So​ ​ends​ ​your​ ​first​ ​day.​ ​The​ ​next​ ​day​ ​you​ ​come​ ​back​ ​to​ ​your 
journal​ ​and​ ​turn​ ​over​ ​the​ ​next​ ​card,​ ​which​ ​is​ ​the​ ​7​ ​of​ ​spades. 
You​ ​have​ ​uncovered​ ​a​ ​minor​ ​clue.​ ​Looking​ ​at​ ​the​ ​scenario 
you​ ​select​ ​the​ ​scratch​ ​mark​ ​on​ ​the​ ​door. 
 
Breakfast​ ​in​ ​the​ ​morning​ ​was​ ​pleasant​ ​-​ ​bacon,​ ​sausages
and​ ​egg​ ​-​ ​a​ ​perfect​ ​start​ ​to​ ​the​ ​day.​ ​I​ ​must​ ​admit​ ​that
my​ ​dreams​ ​were​ ​plagued​ ​with​ ​strange​ ​sights​ ​and​ ​sounds
-​ ​curse​ ​that​ ​dreaded​ ​fog​ ​last​ ​night​ ​and​ ​my​ ​friend’’s
ravings.​ ​He​ ​seems​ ​much​ ​better​ ​today​ ​and​ ​he​ ​told​ ​me
that​ ​we​ ​could​ ​go​ ​out​ ​walking.​ ​After​ ​we​ ​had​ ​eaten​ ​I
slung​ ​on​ ​my​ ​boots​ ​and​ ​put​ ​on​ ​my​ ​cap​ ​before​ ​leaving.​ ​As
I​ ​left,​ ​I​ ​turned​ ​and​ ​noticed​ ​a​ ​series​ ​of​ ​large​ ​gouges​ ​in
the​ ​main​ ​door​ ​-​ ​they​ ​almost​ ​seemed​ ​to​ ​be​ ​claw​ ​marks,​ ​as
if​ ​from​ ​a​ ​large​ ​cat.​ ​I​ ​did​ ​not​ ​point​ t​ his​ ​out​ ​to
Christopher​ ​as​ ​I​ ​knew​ ​it​ ​would​ ​send​ h​ im​ ​running​ ​up​ ​to
his​ ​room​ ​again,​ ​but​ ​it​ ​prayed​ ​on​ ​my​ ​mind. 
 
Now​ ​we​ ​can​ ​see​ ​the​ ​story 
taking​ ​shape.​ ​You​ ​reveal​ ​the 
last​ ​card​ ​of​ ​the​ ​day​ ​-​ ​a​ ​Grey 
Lady.​ ​Consulting​ ​the​ ​Tension 
Table,​ ​you​ ​see​ ​that​ ​you’re 
going​ ​to​ ​witness​ ​the​ ​eyes​ ​of 
the​ ​beast​ ​across​ ​the​ ​moor. 
Because​ ​it’s​ ​a​ ​Grey​ ​Lady,​ ​you 
must​ ​spend​ ​a​ ​Resolve​ ​or​ ​lose 
a​ ​Spirit.​ ​You​ ​decide​ ​to​ ​spend 
the​ ​Resolve. 
 
We​ ​walked​ ​for​ ​much​ ​of​ ​the
day,​ ​taking​ ​in​ ​the​ ​rolling
hills,​ ​the​ ​sun​ ​shining​ ​happily​ ​upon​ ​us.​ ​Evening​ ​quickly
came​ ​and​ ​I​ ​noticed​ ​that​ ​Christopher​ ​was​ ​becoming
concerned,​ ​so​ ​I​ ​suggested​ ​we​ ​head​ ​back​ ​to​ ​the​ ​manor​ ​and
fix​ ​up​ ​some​ ​tea.​ ​Just​ ​then,​ ​out​ ​of​ ​the​ ​dark​ ​of​ ​the​ ​copse
of​ ​trees​ ​to​ ​the​ ​east​ ​I​ ​witnessed​ ​two​ ​bright​ ​objects​ ​like
burning​ ​coals​ ​staring​ ​right​ ​at​ ​me,​ ​into​ ​my​ ​soul.​ ​Suddenly
a​ ​black​ ​mass​ ​moved​ ​in​ ​the​ ​darkness​ ​of​ ​the​ ​trees​ ​and​ ​was
at​ ​once​ ​gone.​ ​I​ ​put​ ​the​ ​phenomena​ ​down​ ​to​ ​a​ ​trick​ ​of​ ​the
light​ ​and​ ​perhaps​ ​a​ ​fox​ ​hunting​ ​its​ ​next​ ​meal.​ ​I​ ​admit
that​ ​the​ ​vision​ ​shook​ ​me,​ ​but​ ​I​ ​paid​ ​it​ ​little​ ​attention​ ​as
I​ ​walked​ ​back​ ​to​ ​the​ ​manor. 

The​ ​story​ ​continues​ ​from​ ​there,​ ​with​ ​the​ ​player​ ​revealing 


new​ ​cards​ ​and​ ​using​ ​the​ ​obstacles​ ​and​ ​characters​ ​in​ ​the 
scenario​ ​to​ ​build​ ​up​ ​a​ ​terrifying​ ​tale.​ ​As​ ​the​ ​tension​ ​ramps 
up,​ ​you​ ​might​ ​want​ ​to​ ​change​ ​your​ ​writing​ ​style​ ​to​ ​reflect 
the​ ​panic​ ​your​ ​character​ ​is​ ​feeling.​ ​Short​ ​sentences​ ​that 
mimic​ ​breathlessness​ ​will​ ​add​ ​to​ ​the​ ​pacing​ ​of​ ​the​ ​story,​ ​and 
don’t​ ​forget​ ​to​ ​load​ ​on​ ​the​ ​atmosphere​ ​-​ ​you​ ​can​ ​never​ ​have 
too​ ​much​ ​in​ ​a​ ​horror​ ​story. 
 
 
 
 
 
 
 
 
 
 
 
The​ ​Campfire​ ​-​ ​playing​ ​with​ ​more​ ​than​ ​one 
person 
 
While​ ​English​ ​Eerie​ ​is​ ​meant​ ​to​ ​be​ ​a​ ​solitary​ ​game,​ ​it​ ​can 
also​ ​be​ ​played​ ​with​ ​more​ ​than​ ​one​ ​person.​ ​Rather​ ​than 
writing​ ​down​ ​the​ ​story,​ ​it’s​ ​told​ ​out​ ​loud​ ​with​ ​friends.  
 
Everyone​ ​involved​ ​will​ ​be​ ​playing​ ​as​ ​the​ ​narrator,​ ​each 
taking​ ​in​ ​turns​ ​to​ ​reveal​ ​a​ ​card​ ​and​ ​narrate​ ​what​ ​happens​ ​in 
the​ ​scene​ ​(for​ ​argument’s​ ​sake,​ ​play​ ​begins​ ​with​ ​the 
youngest​ ​player).​ ​Only​ ​the​ ​person​ ​whose​ ​turn​ ​it​ ​is​ ​gets​ ​to 
have​ ​the​ ​final​ ​say​ ​as​ ​to​ ​how​ ​Resolve​ ​is​ ​spent.​ ​The 
multiplayer​ ​version​ ​offers​ ​more​ ​of​ ​a​ ​campfire​ ​ghost​ ​story 
feel​ ​to​ ​the​ ​game.  
 
Scenarios
 
This​ ​section​ ​contains​ ​a​ ​series​ ​of​ ​scenarios​ ​to​ ​play​ ​spanning 
different​ ​eras​ ​and​ ​tackling​ ​a​ ​variety​ ​of​ ​horrors​ ​in​ ​the 
English​ ​countryside.​ ​You​ ​can​ ​play​ ​these​ ​in​ ​any​ ​order​ ​you 
like.  
 
 
Scenario​ ​One:​ ​The​ ​Beast​ ​on​ ​the​ ​Moor 
 
Synopsis:​ ​The​ ​date​ ​is​ ​1907.​ ​You​ ​take​ ​on​ ​the​ ​role​ ​of​ ​an 
antiquarian​ ​visiting​ ​a​ ​friend​ ​in​ ​an​ ​old​ ​manor​ ​house​ ​in 
Derbyshire.​ ​Your​ ​friend,​ ​Lord​ ​Christopher​ ​Cunningham,​ ​is 
ailing​ ​of​ ​late​ ​and​ ​his​ ​mind​ ​is​ ​deteriorating.​ ​He​ ​raves​ ​much 
about​ ​sounds​ ​on​ ​the​ ​moors,​ ​strange​ ​lights​ ​and​ ​a​ ​shape​ ​that 
he​ ​swears​ ​he​ ​has​ ​seen​ ​cross​ ​his​ ​window​ ​on​ ​a​ ​few​ ​occasions. 
You​ ​have​ ​decided​ ​to​ ​stay​ ​for​ ​a​ ​week​ ​to​ ​look​ ​after 
Christopher​ ​and​ ​help​ ​soothe​ ​his​ ​mind.  
 
Secondary​ ​Characters 
● Lord​ ​Cunningham,​ ​a​ ​solitary​ ​noble​ ​who​ ​lives​ ​alone, 
save​ ​for​ ​a​ ​few​ ​servants,​ ​in​ ​his​ ​Derbyshire​ ​manor.​ ​He 
is​ ​potentially​ ​becoming​ ​a​ ​danger​ ​to​ ​himself​ ​with​ ​all 
these​ ​tales​ ​of​ ​strange​ ​goings​ ​on. 
● Mrs​ ​Bristle,​ ​a​ ​middle-aged​ ​plump​ ​serving​ ​woman 
who​ ​dotes​ ​on​ ​Christopher.​ ​She​ ​is​ ​worried​ ​about​ ​his 
state​ ​of​ ​mind​ ​and​ ​often​ ​sits​ ​with​ ​him​ ​while​ ​he​ ​sleeps. 
● Mr​ ​Douglas,​ ​a​ ​butler​ ​who​ ​looks​ ​like​ ​he’s​ ​built​ ​for​ ​a 
fight.​ ​He​ ​doesn’t​ ​seem​ ​to​ ​care​ ​much​ ​for​ ​his​ ​lord,​ ​and 
puts​ ​in​ ​the​ ​least​ ​effort.​ ​He​ ​is​ ​in​ ​love​ ​with​ ​Ms​ ​Enfield. 
● Ms​ ​Enfield,​ ​a​ ​serving​ ​girl​ ​of​ ​twenty​ ​years​ ​old.​ ​She​ ​is​ ​a 
superstitious​ ​type​ ​and​ ​encourages​ ​Christopher​ ​when 
he​ ​spouts​ ​his​ ​lunacy​ ​about​ ​odd​ ​sounds​ ​and​ ​shapes​ ​in 
the​ ​night.​ ​Mrs​ ​Bristle​ ​isn’t​ ​fond​ ​of​ ​her​ ​ways​ ​and 
believes​ ​she’s​ ​got​ ​‘the​ ​devil​ ​in​ ​her’. 
 
Minor​ ​Clues 
● A​ ​scratch​ ​mark​ ​on​ ​the​ ​outside​ ​door 
● A​ ​bizarre​ ​howl​ ​coming​ ​from​ ​the​ ​moor 
● An​ ​ancient​ ​text​ ​that​ ​is​ ​unreadable 
● An​ ​old​ ​newspaper​ ​clipping​ ​about​ ​lights​ ​above​ ​Golden 
Wood 
● A​ ​savaged​ ​cow​ ​on​ ​the​ ​field 
 
Environmental​ ​Obstacles 
● A​ ​thick​ ​fog​ ​blocks​ ​all​ ​vision 
● A​ ​slippery​ ​stream​ ​blocks​ ​your​ ​way 
● The​ ​trees​ ​appear​ ​to​ ​whisper​ ​to​ ​you 
● An​ ​animal​ ​trap​ ​on​ ​the​ ​ground 
● The​ ​trapdoor​ ​is​ ​jammed 
 
Secondary​ ​Character​ ​Obstacles 
● A​ ​character​ ​assaults​ ​you​ ​with​ ​a​ ​weapon 
● A​ ​character​ ​blocks​ ​your​ ​way​ ​out 
● A​ ​character​ ​attempts​ ​to​ ​talk​ ​you​ ​out​ ​of​ ​going 
somewhere 
● A​ ​character​ ​leaves​ ​you​ ​lost​ ​in​ ​the​ ​wilderness 
● A​ ​character​ ​has​ ​apparently​ ​been​ ​driven​ ​to​ ​lunacy 
 
Tension​ ​Table 
 
1. You​ ​witness​ ​the​ ​fiery​ ​eyes​ ​of​ ​a​ ​being​ ​in​ ​the​ ​dark​ ​on 
the​ ​moors​ ​dart​ ​across​ ​the​ ​landscape 
2. Lord​ ​Cunningham​ ​is​ ​nowhere​ ​to​ ​be​ ​found.​ ​They​ ​say 
he​ ​went​ ​out​ ​into​ ​the​ ​wood 
3. A​ ​black​ ​beast​ ​with​ ​saucer​ ​eyes​ ​confronts​ ​you​ ​in​ ​the 
dark 
 
Spirit​ ​Table 
 
If​ ​you​ ​have​ ​1​ ​or​ ​more​ ​Spirit​ ​remaining:​ ​You​ ​have​ ​lived​ ​to​ ​tell 
the​ ​tale​ ​of​ ​the​ ​beast​ ​on​ ​the​ ​moor​ ​and​ ​all​ ​your​ ​faculties​ ​are​ ​in 
check.​ ​You​ ​may​ ​have​ ​found​ ​a​ ​method​ ​of​ ​ridding​ ​the​ ​world​ ​of 
this​ ​foul​ ​beast.  
 
If​ ​you​ ​have​ ​0​ ​Spirit​ ​remaining:​ ​Your​ ​last​ ​entry​ ​details​ ​your 
thoughts​ ​after​ ​fleeing​ ​the​ ​beast​ ​on​ ​the​ ​moor.​ ​You​ ​are​ ​raving, 
your​ ​world​ ​has​ ​been​ ​turned​ ​upside​ ​down.​ ​You​ ​are​ ​convinced 
that​ ​someone​ ​in​ ​the​ ​manor​ ​or​ ​in​ ​the​ ​area​ ​is​ ​responsible​ ​for 
this​ ​beast.​ ​You​ ​will​ ​find​ ​them​ ​and​ ​put​ ​an​ ​end​ ​to​ ​them.  
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Scenario​ ​Two:​ ​The​ ​Lost​ ​River 
 
Synopsis:​ ​The​ ​date​ ​is​ ​1921.​ ​You​ ​take​ ​on​ ​the​ ​role​ ​of​ ​an 
explorer​ ​and​ ​adventurer​ ​who​ ​has​ ​decided​ ​to​ ​go​ ​with​ ​three 
friends​ ​on​ ​a​ ​boating​ ​holiday​ ​down​ ​the​ ​River​ ​Eden​ ​in 
Cumbria.​ ​The​ ​plan​ ​is​ ​to​ ​take​ ​a​ ​canoe​ ​from​ ​the​ ​river’s​ ​source 
in​ ​Mallerstang​ ​and​ ​sail​ ​down​ ​to​ ​Carlisle,​ ​covering​ ​around​ ​90 
miles​ ​in​ ​distance.​ ​Despite​ ​the​ ​first​ ​few​ ​days​ ​being​ ​pleasant, 
with​ ​little​ ​in​ ​the​ ​way​ ​of​ ​weather​ ​trouble,​ ​on​ ​the​ ​fourth​ ​day​ ​a 
mist​ ​descends​ ​and​ ​the​ ​world​ ​suddenly​ ​becomes​ ​rather 
hostile.​ ​On​ ​the​ ​fifth​ ​day​ ​you​ ​find​ ​that​ ​the​ ​environment​ ​isn’t 
how​ ​you​ ​had​ ​expected​ ​it.​ ​The​ ​land​ ​around​ ​you​ ​is​ ​barren​ ​and 
bleak,​ ​with​ ​not​ ​a​ ​soul​ ​to​ ​be​ ​seen.​ ​You​ ​take​ ​camp​ ​nearby​ ​and 
in​ ​the​ ​morning​ ​find​ ​your​ ​canoes​ ​destroyed.​ ​It​ ​will​ ​be​ ​several 
days​ ​before​ ​they​ ​can​ ​be​ ​repaired,​ ​so​ ​you​ ​will​ ​have​ ​to​ ​wait​ ​it 
out​ ​in​ ​this​ ​eerie​ ​landscape. 
 
Secondary​ ​Characters 
● Mary​ ​Jones,​ ​a​ ​feisty​ ​independent​ ​lady​ ​with​ ​a​ ​taste​ ​for 
adventure.​ ​She​ ​has​ ​accompanied​ ​you​ ​on​ ​many​ ​an 
expedition,​ ​and​ ​while​ ​you​ ​are​ ​fond​ ​of​ ​her​ ​you​ ​have 
found​ ​that​ ​she​ ​can​ ​be​ ​unpredictable. 
● Geoffrey​ ​Rose,​ ​a​ ​long-time​ ​friend​ ​and​ ​ally​ ​from​ ​the 
war.​ ​You​ ​have​ ​both​ ​seen​ ​atrocious​ ​things​ ​and​ ​are 
both​ ​still​ ​coming​ ​to​ ​terms​ ​with​ ​the​ ​horrors​ ​of​ ​the 
trenches.​ ​You​ ​get​ ​the​ ​feeling​ ​it​ ​has​ ​affected​ ​Geoffrey 
more​ ​than​ ​it​ ​has​ ​you. 
● Ivy​ ​Prairie,​ ​an​ ​American​ ​who​ ​moved​ ​to​ ​the​ ​Lake 
District​ ​after​ ​the​ ​war.​ ​She​ ​is​ ​an​ ​unknown​ ​quantity​ ​in 
the​ ​group,​ ​having​ ​been​ ​introduced​ ​as​ ​Mary’s​ ​friend 
(although​ ​there​ ​is​ ​seemingly​ ​more​ ​going​ ​on​ ​with​ ​the 
way​ ​they​ ​look​ ​at​ ​each​ ​other).  
 
Minor​ ​Clues 
● The​ ​sound​ ​of​ ​rain​ ​outside,​ ​despite​ ​it​ ​being​ ​dry 
● A​ ​ring​ ​of​ ​dead​ ​crows 
● The​ ​sound​ ​of​ ​distant​ ​piping​ ​in​ ​the​ ​air 
● The​ ​stars​ ​don’t​ ​look​ ​right​ ​-​ ​it’s​ ​the​ ​wrong​ ​hemisphere 
● A​ ​large​ ​rip​ ​is​ ​found​ ​in​ ​the​ ​side​ ​of​ ​the​ ​tent 
 
Environmental​ ​Obstacles 
● A​ ​heavy​ ​rain​ ​falls,​ ​causing​ ​you​ ​to​ ​take​ ​shelter 
● You​ ​walk​ ​into​ ​a​ ​bog,​ ​beginning​ ​to​ ​sink 
● Crows​ ​descend​ ​and​ ​peck​ ​at​ ​you 
● You​ ​feel​ ​pulled​ ​towards​ ​the​ ​river 
● Your​ ​supplies​ ​have​ ​rotted​ ​away 
 
Secondary​ ​Character​ ​Obstacles 
● A​ ​character​ ​refuses​ ​to​ ​come​ ​out​ ​of​ ​the​ ​tent 
● A​ ​character​ ​leaves​ ​in​ ​the​ ​dark 
● A​ ​character​ ​pins​ ​you​ ​to​ ​the​ ​ground 
● A​ ​character​ ​points​ ​a​ ​revolver​ ​at​ ​their​ ​head 
● A​ ​character​ ​tries​ ​to​ ​talk​ ​you​ ​into​ ​staying​ ​here 
 
Tension​ ​Table 
1. In​ ​the​ ​morning,​ ​three​ ​strange​ ​symbols​ ​are​ ​etched​ ​into 
the​ ​mud​ ​outside​ ​your​ ​tents. 
2. One​ ​character​ ​throws​ ​themselves​ ​into​ ​the​ ​river​ ​as​ ​a 
sacrifice. 
3. Three​ ​impossibly​ ​tall,​ ​dark​ ​beings​ ​are​ ​seen​ ​at​ ​the 
other​ ​side​ ​of​ ​the​ ​river. 
 
Spirit​ ​Table 
 
If​ ​you​ ​have​ ​1​ ​or​ ​more​ ​Spirit​ ​remaining:​ ​You​ ​manage​ ​to 
create​ ​a​ ​raft​ ​from​ ​driftwood,​ ​and​ ​although​ ​it​ ​is​ ​rudimentary, 
you​ ​are​ ​able​ ​to​ ​sail​ ​down​ ​the​ ​river.​ ​After​ ​a​ ​day​ ​of​ ​floating, 
you​ ​fall​ ​asleep.​ ​You​ ​awake​ ​on​ ​an​ ​embankment​ ​in​ ​Carlisle, 
helped​ ​up​ ​by​ ​a​ ​local​ ​farmer.  
 
If​ ​you​ ​have​ ​0​ ​Spirit​ ​remaining:​ ​Your​ ​last​ ​entry​ ​details​ ​the 
beings​ ​that​ ​you​ ​have​ ​seen.​ ​They​ ​are​ ​the​ ​watchers​ ​of​ ​this 
dark​ ​world.​ ​You​ ​realise​ ​that​ ​you​ ​are​ ​no​ ​longer​ ​in​ ​England, 
but​ ​in​ ​some​ ​kind​ ​of​ ​pocket​ ​where​ ​these​ ​ancient​ ​beings​ ​exist. 
There​ ​is​ ​no​ ​hope​ ​for​ ​you.​ ​You​ ​must​ ​make​ ​yourself​ ​a 
sacrifice.  
 
 
 
 
 
 
Scenario​ ​Three:​ ​Detox 
 
Synopsis:​ ​The​ ​date​ ​is​ ​2017.​ ​You​ ​are​ ​reluctantly​ ​joining​ ​a 
friend​ ​on​ ​a​ ​trip​ ​to​ ​a​ ​digital​ ​detox​ ​camp​ ​in​ ​order​ ​to​ ​go​ ​back​ ​to 
nature​ ​and​ ​leave​ ​any​ ​tech​ ​at​ ​home.​ ​The​ ​camp​ ​is​ ​situated​ ​in 
the​ ​Yorkshire​ ​Dales​ ​in​ ​the​ ​springtime​ ​in​ ​the​ ​middle​ ​of 
nowhere.​ ​After​ ​arriving​ ​at​ ​the​ ​camp​ ​you​ ​are​ ​greeted​ ​by​ ​the 
charismatic​ ​George,​ ​who​ ​presents​ ​himself​ ​as​ ​a​ ​self-styled 
spiritual​ ​guru.​ ​While​ ​he​ ​seems​ ​quite​ ​eccentric,​ ​he​ ​is 
harmless​ ​enough.​ ​Or​ ​so​ ​you​ ​think. 
 
Secondary​ ​Characters 
● Gemma​ ​Watson,​ ​a​ ​lifelong​ ​friend​ ​who​ ​has​ ​recently 
found​ ​her​ ​spiritual​ ​side.​ ​She​ ​is​ ​quite​ ​naive​ ​and​ ​has 
gone​ ​along​ ​with​ ​fads​ ​as​ ​long​ ​as​ ​you​ ​have​ ​known​ ​her.  
● George,​ ​you​ ​don’t​ ​know​ ​his​ ​surname,​ ​or​ ​if​ ​he​ ​has​ ​one, 
but​ ​he​ ​has​ ​a​ ​winning​ ​smile​ ​and​ ​a​ ​gentle​ ​demeanor.​ ​He 
is​ ​warm,​ ​welcoming​ ​and​ ​clearly​ ​loves​ ​his​ ​work. 
However,​ ​there’s​ ​something​ ​about​ ​him​ ​that​ ​just 
doesn’t​ ​sit​ ​right. 
● Brianna​ ​Gable,​ ​George’s​ ​protege​ ​who​ ​obviously 
idolises​ ​him.​ ​However,​ ​he​ ​seems​ ​jealous​ ​of​ ​anyone 
talking​ ​to​ ​him.  
● Zak​ ​Salt,​ ​a​ ​thirty-something​ ​punk​ ​with​ ​a​ ​foul​ ​mouth. 
He​ ​has​ ​a​ ​tough​ ​outer​ ​shell,​ ​but​ ​wants​ ​to​ ​improve​ ​his 
life.​ ​He​ ​often​ ​spends​ ​time​ ​on​ ​his​ ​own. 
 
Minor​ ​Clues 
● A​ ​book​ ​called​ ​The​ ​Bringing​ ​of​ ​Rains​ ​written​ ​in​ ​what 
appears​ ​to​ ​be​ ​code 
● A​ ​machete 
● A​ ​scream​ ​from​ ​the​ ​nearby​ ​wood 
● A​ ​buried​ ​femur 
● A​ ​bag​ ​of​ ​dried​ ​mushrooms 
 
Environmental​ ​Obstacles 
● A​ ​deep​ ​dug​ ​out​ ​pit 
● A​ ​heavy​ ​downpour 
● A​ ​mad​ ​ram​ ​attempts​ ​to​ ​gore​ ​you 
● A​ ​falling​ ​branch​ ​from​ ​above 
● Poisoned​ ​food 
 
Secondary​ ​Character​ ​Obstacles 
● A​ ​character​ ​confronts​ ​you​ ​about​ ​“looking​ ​at​ ​George 
like​ ​that” 
● A​ ​character​ ​strikes​ ​you​ ​with​ ​the​ ​blunt​ ​of​ ​a​ ​hatchet 
● A​ ​character​ ​steals​ ​something​ ​from​ ​you 
● A​ ​character​ ​breaks​ ​down​ ​into​ ​a​ ​sobbing​ ​fit 
● A​ ​character​ ​attempts​ ​to​ ​kill​ ​another​ ​character 
 
Tension​ ​Table 
 
1. A​ ​human​ ​skull​ ​is​ ​found​ ​in​ ​the​ ​wood 
2. Someone​ ​saw​ ​George​ ​wandering​ ​into​ ​the​ ​woods​ ​last 
night​ ​with​ ​a​ ​machete 
3. You​ ​confront​ ​a​ ​large​ ​wicker​ ​effigy.​ ​Campers​ ​are​ ​being 
forced​ ​inside.​ ​There​ ​is​ ​a​ ​smell​ ​of​ ​smoke​ ​in​ ​the​ ​air 
 
Spirit​ ​Table 
 
If​ ​you​ ​have​ ​1​ ​or​ ​more​ ​Spirit​ ​remaining:​ ​You​ ​escape​ ​from​ ​the 
cult​ ​and​ ​end​ ​up​ ​in​ ​a​ ​sleepy​ ​village.​ ​After​ ​battering​ ​on​ ​a​ ​door 
you​ ​are​ ​brought​ ​inside​ ​by​ ​an​ ​elderly​ ​couple​ ​where​ ​you 
recount​ ​your​ ​tale.​ ​In​ ​the​ ​morning​ ​you​ ​get​ ​the​ ​train​ ​home,​ ​a 
nervous​ ​wreck.​ ​You​ ​will​ ​no​ ​longer​ ​trust​ ​anyone. 
 
If​ ​you​ ​have​ ​0​ ​Spirit​ ​remaining:​ ​Your​ ​last​ ​entry​ ​tells​ ​of​ ​how 
you​ ​managed​ ​to​ ​scramble​ ​away​ ​from​ ​the​ ​effigy,​ ​recounting 
seeing​ ​campers​ ​being​ ​burned​ ​alive​ ​within​ ​the​ ​wicker​ ​shell. 
After​ ​you​ ​write,​ ​you​ ​fall​ ​asleep​ ​and​ ​wake​ ​up​ ​with​ ​a​ ​shadow 
looming​ ​over​ ​you,​ ​machete​ ​in​ ​hand.​ ​“You​ ​will​ ​join​ ​us”​ ​says 
the​ ​figure. 
 
 
 
 
 
 
 
 
Scenario​ ​Four:​ ​A​ ​Rattle​ ​of​ ​Chains 
 
Synopsis:​ ​The​ ​date​ ​is​ ​1878.​ ​You​ ​have​ ​received​ ​news​ ​that 
your​ ​dear​ ​uncle​ ​has​ ​passed​ ​away.​ ​With​ ​this​ ​somber​ ​news 
comes​ ​a​ ​silver​ ​lining​ ​-​ ​he​ ​has​ ​bequeathed​ ​you​ ​his​ ​estate​ ​in 
Derbyshire​ ​in​ ​his​ ​will.​ ​Living​ ​in​ ​the​ ​middle​ ​of​ ​London,​ ​you 
have​ ​longed​ ​to​ ​leave​ ​the​ ​city​ ​life​ ​for​ ​the​ ​serenity​ ​of​ ​the 
country,​ ​so​ ​within​ ​the​ ​next​ ​month​ ​you​ ​have​ ​packed​ ​and​ ​left 
for​ ​Derbyshire​ ​to​ ​start​ ​your​ ​new​ ​life.​ ​While​ ​your​ ​small 
London​ ​residence​ ​was​ ​fine​ ​for​ ​a​ ​single​ ​person,​ ​you​ ​find 
yourself​ ​alone​ ​in​ ​a​ ​vast​ ​eight​ ​bedroom​ ​manor​ ​house. 
However,​ ​soon​ ​you​ ​find​ ​that​ ​you’re​ ​less​ ​alone​ ​than​ ​you 
think. 
 
Secondary​ ​Characters 
● Wilfred​ ​Batley,​ ​your​ ​driver​ ​who​ ​lives​ ​in​ ​the​ ​village 
down​ ​the​ ​hill.​ ​He​ ​is​ ​soft-spoken​ ​and​ ​religious.  
● Emma​ ​Trotter,​ ​a​ ​kindly​ ​baker​ ​from​ ​the​ ​village​ ​who 
delivers​ ​your​ ​bread​ ​in​ ​the​ ​morning.​ ​She​ ​may​ ​know 
more​ ​about​ ​the​ ​history​ ​of​ ​the​ ​manor​ ​than​ ​she​ ​lets​ ​on. 
● Mary​ ​Tallow,​ ​your​ ​newly-hired​ ​cook.​ ​She​ ​is​ ​young, 
naive​ ​and​ ​not​ ​the​ ​smartest​ ​tool​ ​in​ ​the​ ​box.  
● The​ ​Chained​ ​Spirit,​ ​a​ ​ghostly​ ​presence​ ​who​ ​can​ ​be 
heard​ ​shaking​ ​chains​ ​in​ ​the​ ​dead​ ​of​ ​night. 
 
 
Minor​ ​Clues 
● Footsteps​ ​running​ ​through​ ​the​ ​halls​ ​in​ ​the​ ​night 
● A​ ​fireplace​ ​lights​ ​itself 
● A​ ​map​ ​of​ ​under​ ​the​ ​manor​ ​is​ ​found 
● A​ ​threat​ ​appears​ ​in​ ​blood​ ​on​ ​the​ ​walls 
● Translucent​ ​slime​ ​is​ ​found​ ​on​ ​the​ ​cellar​ ​door​ ​handle 
 
Environmental​ ​Obstacles 
● A​ ​wine​ ​bottle​ ​flies​ ​out​ ​in​ ​your​ ​direction 
● The​ ​walls​ ​drip​ ​blood,​ ​covering​ ​all​ ​exits 
● The​ ​fireplace​ ​erupts​ ​into​ ​a​ ​blaze 
● The​ ​floorboards​ ​give​ ​way 
● The​ ​door​ ​is​ ​suddenly​ ​locked​ ​from​ ​the​ ​outside 
 
Secondary​ ​Character​ ​Obstacles 
● A​ ​character​ ​won’t​ ​stop​ ​crying 
● A​ ​character​ ​locks​ ​you​ ​in​ ​the​ ​cellar 
● A​ ​character​ ​pleads​ ​you​ ​not​ ​to​ ​go​ ​outside 
● A​ ​character​ ​sustains​ ​severe​ ​injuries 
● A​ ​character​ ​threatens​ ​to​ ​burn​ ​everything 
 
Tension​ ​Table 
 
1. There​ ​is​ ​a​ ​scratching​ ​at​ ​your​ ​chamber​ ​door 
2. You​ ​witness​ ​an​ ​apparition​ ​of​ ​a​ ​woman​ ​hanging​ ​from 
the​ ​branch​ ​of​ ​the​ ​oak​ ​outside​ ​a​ ​window 
3. You​ ​discover​ ​an​ ​ancient​ ​tomb​ ​under​ ​the​ ​foundations. 
There​ ​is​ ​something​ ​down​ ​there​ ​waiting​ ​for​ ​you​ ​-​ ​and 
it​ ​wants​ ​blood. 
 
Spirit​ ​Table 
 
If​ ​you​ ​have​ ​1​ ​or​ ​more​ ​Spirit​ ​remaining:​ ​You​ ​scramble​ ​out​ ​of 
the​ ​tomb​ ​and​ ​into​ ​the​ ​fresh​ ​air.​ ​The​ ​manor​ ​begins​ ​to 
crumble​ ​and​ ​in​ ​a​ ​flash​ ​it​ ​implodes,​ ​leaving​ ​nothing​ ​but​ ​a 
patch​ ​on​ ​the​ ​ground.  
 
Several​ ​months​ ​later​ ​you​ ​are​ ​back​ ​in​ ​London,​ ​living​ ​in​ ​a 
small​ ​flat.​ ​Every​ ​now​ ​and​ ​again​ ​you​ ​swear​ ​you​ ​see 
something​ ​standing​ ​over​ ​your​ ​bed,​ ​watching​ ​you​ ​sleep. 
 
If​ ​you​ ​have​ ​0​ ​Spirit​ ​remaining:​ ​You​ ​awaken​ ​in​ ​a​ ​white, 
padded​ ​cell.​ ​A​ ​kindly​ ​nurse​ ​peers​ ​down​ ​at​ ​you​ ​and​ ​smiles. 
“It’s​ ​time​ ​for​ ​your​ ​walk,”​ ​she​ ​says​ ​with​ ​caramel​ ​tones.​ ​You 
find​ ​yourself​ ​nodding​ ​and​ ​hobbling​ ​alongside​ ​her.​ ​“Don’t 
leave​ ​me​ ​in​ ​the​ ​dark​ ​again,”​ ​you​ ​say​ ​weakly,​ ​“It​ ​awaits​ ​me​ ​in 
the​ ​darkness.” 
 
 
 
 
 
 
Scenario​ ​Five:​ ​The​ ​Inn 
 
Synopsis:​ ​The​ ​date​ ​is​ ​1968.​ ​It’s​ ​late​ ​autumn​ ​in​ ​the 
Cotswolds,​ ​a​ ​vast​ ​area​ ​of​ ​countryside​ ​near​ ​Bristol​ ​and 
Oxford,​ ​you​ ​and​ ​your​ ​business​ ​associate​ ​Rebecca​ ​Theckey 
are​ ​travelling​ ​to​ ​the​ ​picturesque​ ​village​ ​of​ ​Bibury​ ​in​ ​search 
of​ ​property​ ​development​ ​opportunities​ ​in​ ​the​ ​area.​ ​You​ ​are 
staying​ ​in​ ​The​ ​Faversham​ ​Inn,​ ​a​ ​quaint​ ​cosy​ ​bed​ ​and 
breakfast​ ​run​ ​by​ ​an​ ​elderly​ ​couple​ ​called​ ​Marjorie​ ​and 
Arthur​ ​Taylor.​ ​You​ ​are​ ​to​ ​stay​ ​in​ ​the​ ​village​ ​for​ ​two​ ​weeks 
in​ ​order​ ​to​ ​secure​ ​a​ ​much-needed​ ​contract​ ​for​ ​your 
business,​ ​otherwise​ ​you​ ​will​ ​fall​ ​into​ ​liquidation.​ ​After​ ​a 
couple​ ​of​ ​nights​ ​in​ ​the​ ​Faversham,​ ​you​ ​and​ ​Rebecca​ ​begin​ ​to 
hear​ ​strange​ ​noises​ ​in​ ​the​ ​dead​ ​of​ ​the​ ​night​ ​-​ ​soft​ ​thumps 
and​ ​groans,​ ​seemingly​ ​happening​ ​somewhere​ ​in​ ​the​ ​inn. 
There​ ​is​ ​something​ ​not​ ​quite​ ​right​ ​here.  
 
Secondary​ ​Characters 
● Rebecca​ ​Thackey,​ ​your​ ​business​ ​associate​ ​and 
long-time​ ​friend.​ ​She​ ​is​ ​sarcastic,​ ​acerbic​ ​and​ ​you 
suspect​ ​she​ ​has​ ​a​ ​problem​ ​with​ ​drugs. 
● Arthur​ ​Taylor,​ ​the​ ​soft-spoken​ ​co-owner​ ​of​ ​the 
Faversham.​ ​He​ ​often​ ​carries​ ​a​ ​picture​ ​of​ ​his​ ​son,​ ​who 
died​ ​in​ ​the​ ​war. 
● Marjorie​ ​Taylor,​ ​the​ ​other​ ​co-owner​ ​of​ ​the​ ​inn. 
Marjorie​ ​is​ ​cold,​ ​distant​ ​and​ ​doesn’t​ ​enjoy​ ​talking​ ​to 
others.  
● Emma​ ​Busby,​ ​an​ ​accountant​ ​who​ ​came​ ​to​ ​the 
Faversham​ ​to​ ​get​ ​away​ ​from​ ​her​ ​husband.​ ​She​ ​is 
often​ ​seen​ ​with​ ​a​ ​tall​ ​man​ ​with​ ​a​ ​wide-brimmed​ ​hat. 
 
Minor​ ​Clues 
● The​ ​room​ ​is​ ​unnaturally​ ​cold 
● An​ ​occult​ ​symbol​ ​is​ ​hidden​ ​behind​ ​a​ ​painting 
● The​ ​sound​ ​of​ ​running​ ​on​ ​the​ ​landing 
● A​ ​distant​ ​moan,​ ​coming​ ​from​ ​below 
● Arthur​ ​has​ ​a​ ​tattoo​ ​of​ ​a​ ​strange​ ​symbol​ ​on​ ​his​ ​wrist 
 
Environmental​ ​Obstacles 
● Unseasonal​ ​snow​ ​blocks​ ​you​ ​in 
● You​ ​slip​ ​on​ ​blood 
● A​ ​door​ ​is​ ​sealed​ ​shut 
● Something​ ​is​ ​chanting​ ​-​ ​it’s​ ​mesmerising 
● A​ ​blackout 
 
Secondary​ ​Character​ ​Obstacles 
● A​ ​character​ ​prevents​ ​you​ ​from​ ​going​ ​somewhere 
● A​ ​character​ ​keeps​ ​you​ ​from​ ​seeing​ ​something 
● A​ ​character​ ​becomes​ ​disorderly 
● A​ ​character​ ​is​ ​inconsolable 
● A​ ​character​ ​threatens​ ​another​ ​character  
Tension​ ​Table 
 
1. Another​ ​character​ ​talks​ ​about​ ​hearing​ ​terrible​ ​chants 
from​ ​the​ ​cellar 
2. Rebecca​ ​goes​ ​missing 
3. You​ ​discover​ ​one​ ​or​ ​both​ ​of​ ​the​ ​co-owners​ ​feeding 
something​ ​resembling​ ​their​ ​son​ ​in​ ​the​ ​cellar 
 
Spirit​ ​Table 
 
If​ ​you​ ​have​ ​1​ ​or​ ​more​ ​Spirit​ ​remaining:​ ​You​ ​escape,​ ​despite 
being​ ​harmed.​ ​You​ ​drive​ ​-​ ​not​ ​in​ ​a​ ​particular​ ​direction​ ​-​ ​you 
just​ ​drive​ ​into​ ​the​ ​night​ ​and​ ​don’t​ ​look​ ​back. 
 
If​ ​you​ ​have​ ​0​ ​Spirit​ ​remaining:​ ​You​ ​pass​ ​out​ ​after 
witnessing​ ​this​ ​being​ ​and​ ​the​ ​hosts’​ ​involvement​ ​in​ ​these 
horrific​ ​activities.​ ​You​ ​awaken​ ​on​ ​a​ ​table,​ ​a​ ​grotesque​ ​thing 
glaring​ ​down​ ​at​ ​you.​ ​You​ ​cannot​ ​move,​ ​you​ ​cannot​ ​speak. 
There​ ​is​ ​no​ ​final​ ​entry.​ ​You​ ​are​ ​devoured. 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

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