Night of the Hogmen - Rulebook (singles).pdf

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T E E T H
NIGHT
H O G M E N
OF
THE
An Overview Of
The Evening’s Hogtainment
Night of the Hogmen
is a grotesque, single-session
table-top roleplaying game for 3-5 people. It requires one
game master (GM) to run the game, and the remaining
players to portray hapless travellers, forced to flee from
a ravening horde of hogmen during one grim and grisly
night in a cursed corner of 18th-century England.
The game uses a simplified version of the
Forged In
The Dark
rules to tell this troubling story of peril and
unpleasantness, and, as a single-session game, is designed
to be experienced in a more linear fashion than larger
roleplaying settings. It should take between two and four
hours to play, during which time the travellers will make
horrifying decisions and gather allies and items that might
save them at the story’s climax.
This document is divided into two sections. The first is
for the GM’s eyes only, and will guide them through the
unfolding adventure. The second contains information
for all players, including the rules of play. This second
section is also provided as a standalone PDF, so it’s easier
to distribute.
More of
Teeth,
our full-game setting, will be revealed
later in 2021.
We hope you enjoy yourselves.
- Jim & Marsh
2
PART I: FOR THE GM
3
The Set-Up & The Scenario
When everyone is settled, the GM should read this to the players:
You have caught the last mail coach out of Carlisle. The horses
seem nervous. You and your fellow passengers are destined
for Gatlock, a remote town under mysterious quarantine in
the very North of England.
The night seems to arrive too early, and it is terrible:
ferocious, driving sleet lashes your carriage for most of the
journey, and the bedraggled coachmen have had to work
their animals to the limits of endurance.
You feel lucky to be inside the carriage compartment, though
it is cramped and the jolting, lurching cabin has made sleep
impossible.
You pass some of the time by introducing yourselves.
Who Are The Passengers?
At this point players should choose one of the possible passengers
aboard the carriage. These are listed on page 16 of this document and
provided in greater detail in
the playbooks.
The players should then ask each other questions, and the GM can help
with prompts:
Why are you travelling to Gatlock?
They say these moors are plagued by ghosts! Do you believe in ghosts?
Do you mind if I smoke?
Do you like horses?
What do you do for a living, exactly?
Have you ever been to India?
Have
you
ever been to Moreton-on-the-wold?
4
Calamity Strikes
Suddenly, an almighty crack convulses the wooden frame
of the carriage and the entire compartment spins an abrupt
ninety degrees, unfixed objects pirouetting around you.
As the impact arrives, wooden shutters splinter inwards,
followed by a violent spray of mud and stones as the carriage
gouges along the wet road.
The coach scrapes to a halt on stone. A bridge!
Inside the cabin there is a stillness for a few moments—
though the icy rain hammers on, and one of the horses picks
up a horrid, panicked braying.
But there is another noise. A sort of shrieking, squealing
sound, echoing through the storm. And it is getting louder.
One by one, you climb out of the wreck. The carriage has
crashed across a bridge, partially blocking it. Only a single
coachman remains standing, the other has been flung from
the vehicle and lays stricken among the hooves of the horses.
The standing man is pointing into the dark behind the coach,
rigid with fear.
“Hogmen!” screams the coachman, fumbling to load a
flintlock pistol. “The Hogmen are abroad!”
He stares with wild eyes into the black. “Arm yourselves!”
5
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