Teeth Night of The Hogmen Low Ink
Teeth Night of The Hogmen Low Ink
Teeth Night of The Hogmen Low Ink
NIGHT OF THE
H O G M E N
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.
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PART I: FOR THE GM
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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 players should then ask each other questions, and the GM can help
with prompts:
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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.
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.
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What Do They Take?
The characters grab desperately at their luggage. They take three items
each. Players do not need to choose or declare these items now, and
should only do so when it is narratively useful for that object to come
into play.
Players will find a list of the things that were in their luggage on their
playbook. Once described, the item should be ticked off, and may be
used when appropriate thereafter.
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It’s important to make clear what’s happened here: there are two
coachmen. One coachman sacrifices himself to the horde: describing
his grisly demise will make clear what is at stake here.
But there is also the stricken coachman. What the players decide to do
about him, for he will surely die without assistance, could define how
their adventure unfolds. Will they attempt to render aid or, perhaps,
merely steal his pistol? This is a clear decision.
This is also a good opportunity to make clear that the players are
not mighty adventurers and underscore the level of danger they are
immediately in. Dragging the coachman to safety will be very hard
indeed, and the tide of demonic pig people will imminently cascade
across the river, tearing apart anyone who remains in a squealing frenzy
of trotter and tusk.
Perhaps!
It is some distance.
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Tracking Progress & Peril
At this point the GM must draw two clocks:
If things go badly wrong in their flight from the hogs, multiple sections
may be filled in. If the clock is entirely filled before reaching The Lone
Church, the players are beset by the hogmen in the open and likely
torn to shreds. However, if they reach the church and ring its bell, they
may yet survive.
The GM must make it clear that the players will not survive the
encounter at the church if they do not make preparations and gather
allies and resources along the way.
How the final encounter goes will hinge entirely on how full this clock
finally is. Take care to note which resources are collected so that you
can describe how they are useful in the final siege.
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An Important Note
Remember to panickedly shout “The
Hogmen are coming!” at points in the
game, so that people remember the pressure
their characters are under.
Sketched below are some potential encounters that the players may face.
The GM should feel free to improvise or expand upon these scenarios
as time allows.
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Do they climb up several floors to investigate?
Lurking within the mill is a lone hogman, dragging around the body of
the dead marksman, mauled beyond all recognition. It will attack the
players if disturbed.
Do you dare assist? The branch bows under his weight, creaking.
The couple must be persuaded to leave, lest they be devoured, but they
are frightened, and might even be wary of speaking with the players
at all. They claim not to believe in hogmen, and will not be persuaded
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otherwise without a strong argument. They are equally adamant that
they cannot abandon either ox or wagon.
While the couple deny all knowledge of this benighted soul—“Well, I’ll
be! How did he get in there?”—the prisoner begs pitifully to be released.
Once the players have negotiated all of this, the ox proves as obstinate
as its owners, and slow even when finally coaxed into motion.
The Farmhouse
A lantern glows in the window. Someone is home!
His wife is a good deal friendlier and pays no heed to the raving of her
husband, who she says she hasn’t spoken to for ten years. She instead
bustles about the kitchen, whipping up a bounty to feed the players.
Sadly, some of the food they eat is cursed.
“That was the pie I baked to keep away the witches!” she says, exasperated
at their lack of common sense. Players have to use Guts (literally) to
resist the consequences of eating the pie.
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If the farmer or wife go with the players, there are many things they
could take to defend the church, and a donkey to carry them upon.
The Bog
Oh no—the bog!
The black water means to drag under anyone who passes. If the farmer
is with them, he will say it is the only way to reach the church in time,
though it fills him with dread. The farmer’s credibility may be at a low
ebb at this point, but he is right to be anxious: a giant worm lives in the
bog and will try to snatch the donkey, or a player.
The worm is open to reason, however, and will take an alternative form
of food if offered.
As the players move towards the trees they see the glinting of pig-eyes
in the murk, and then - surely not! Can it be? Are those pigs gnawing
at the base of a tree—like beavers? They mean to bring it down across
the path!
If their dastardly plan is achieved, further progress with the carts will
be impossible, and everyone will be forced from the road and into a
thick tangle of roots and branches. In the dark and confusion, the pigs
will snap at and gore ankles, dragging people to the ground—who then
must be rescued and brought to their feet.
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Brace For The Hogstorm!
The players flee the last stretch, hogmen all around them now, into the
safety of The Lone Church. Barricade the doors! Bar the windows!
1-2 segments: pigs and hogmen immediately pour through doors and
windows, forcing those they don’t kill to retreat into the spire.
3-4 segments: the players put up a good fight before being pushed back.
5-6 segments: the players’ efforts keep the horde at bay—until the
simple mass of pork upon the walls causes some to collapse. Retreat!
The players have another problem to deal with, too: the rope has been
cut from the bell! Someone must climb up the spire to ring it. This
should all escalate horribly, forcing the players to retreat up the spire of
the church, pursued relentlessly by screaming, squealing hoggery.
How this ends is really up to the players and the GM, but we suggest
a final cinematic shot of the characters clinging to the outside of the
church spire in the dawn light, the bell ringing madly, an endless horde
of hogmen stretching as far as the eye can see.
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PART II: FOR ALL PLAYERS
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The Characters
These are the possible passengers aboard the carriage. You should
choose which one you want to inhabit, or devise your own—with the
permission of the GM.
Dr Nabeel Uddin
Academic and memoirist
The well-travelled Dr Uddin is fascinated by many subjects, but few
more keenly than the country which now voraciously feeds upon his
own. He’s here to see it for himself. Will it impress? (Unlikely.)
Mr Trode Wickle
Royal Disease Collector
The outbreak of the purple sickness in Gatlock has attracted a number
of academics, but Wickle is the first to be charged by the king to extract
hard evidence. Has he contracted some exotic ailment?
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Madam Blanche Wosenbury
Idealistic governess
Wosenbury left the Carribean to start a new life in the employ of a
noble family in Gatlock. What an adventure! Will she inspire all she
meets with the radical notions of an enlightened age?
Mr Theodore Orlingstet
Anxious tax collector
“Just because the region is cordoned off by King George’s men does not
mean the people within can’t pay tax.” How far will he take his belief in
revenue collection?
Ms Dandridge Sloopville-Jones
Disinherited daughter
Gatlock sounds like a place to start again: a place beyond the suffocating
rules and etiquette of the rest of England. Is that a small animal living
in her waistcoat?
Mr Laconicus Strong
Muscular poet on his own path
A poet who has (probably) been to Tibet and Egypt, and whose muscles
ripple beneath a loose linen shirt. Will he ever be published?
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Rules For Play
Attributes And Their Actions
Attributes define the sort of approach you are going to take in any given
action. Only roll if the action merits a challenge.
For example: Peter wishes to climb a tree to escape being gored by feral
hogs. He uses his Brawn to heave himself into the tree. He has two points
in Brawn. He rolls a 3 and a 5. This means he makes it up the tree,
but there are consequences: he kicks away a rotten branch so that his
companion, Emily, cannot climb the tree! Emily’s Position is worsened.
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For any given dice roll the GM must set Position and Effect.
Position
Effect
If you use an item to perform an action then the GM must decide how
that boosts that action. A knife might increase the effect of an attack
(+1E), for example.
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Guts
Guts are the narrative currency of the game. It takes Guts to:
Team Actions
• You can be a hero and choose to take someone else’s
consequences for them (if it makes sense to the narrative).
• You can lead a group action, where everyone rolls for the
same action. As long as one of your succeeds, the group
succeeds, but the leader of the action takes the cost,
spending 1 Guts for each failed roll.
• You can also spend 1 Guts to assist another player, giving
them increased effect (+1E).
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Injury
Consequences of a failed roll might include physical injury. Fill these
in, going up a tier if both boxes for a tier of injury are already filled.
If you are dead, your ghost may (and should) still whisper to the other
characters, urgently warning of the horrors of being dead.
Hysteria
If you have used up all your Guts, then you fall to hysteria (choose
one). This is an ongoing condition which changes behaviour, and it
might be manic laughter, wild panic, awful savagery, absurd
recklessness, or abject terror.
The condition lasts until the end of the adventure, and the player it
afflicts must act accordingly. You can still use Guts after this point,
but for every subsequent expenditure, you will gain an additional
Hysteria. If, somehow, you survive to gain all the above conditions,
then you can no longer use Guts to resist or push yourself.
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Clocks
Simply draw a circle and divide it into four, six or eight segments.
This is a Clock! These ingenious devices can be used to track overall
tension and progress, but also to describe individual challenges, such as
defeating a tough enemy.
The greater the challenge, the more segments. Add more clocks for peril
or complexity. If the clock represents something the players are trying
to achieve, fill more or fewer segments depending on the Effect of the
players’ actions. Or, if the clock is a bad thing—e.g. alerting a slumbering
monster as you try to sneak into its lair—fill it based on the severity of
failure as determined by the players’ Position.
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Farewell
And Godspeed To You!
Thanks for playing—or at least reading!
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