Professional Documents
Culture Documents
English Eerie Rural Horror Storytelling Game For One Player PDF
English Eerie Rural Horror Storytelling Game For One Player PDF
Copyright Scott Malthouse and Trollish Delver Games 2017, all rights
reserved.
Introduction
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.