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Qdoc - Tips English Eerie Rural Horror Storytelling Corepdf
Qdoc - Tips English Eerie Rural Horror Storytelling Corepdf
Qdoc - Tips English Eerie Rural Horror Storytelling Corepdf
By Scott Malthouse
Images in the public domain
Copyright Scott Malthouse and Trollish Delver Games 2017, all rights
reserved.
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
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.
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.
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.
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.
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.