TiGGR: Antiques Roadshow

Scenario Setup

Touchstone: Antiques Roadshow meets occult horror—a wholesome British TV show spirals into supernatural chaos as seven artifacts trigger a Victorian ward system.

Scene: A bustling church hall in Gloucestershire, packed with pensioners clutching heirlooms, BBC cameras rolling, and an appraiser maintaining professional calm amid flickering reality. 

Goal: Prevent (or complete) the ward system’s activation before it reshapes reality.

Factions:

  • Oblivious Production Crew (Mind 1, Charm 2, Body 0, 3 HP, Professional Denial: +1 Charm when dismissing supernatural events).
  • Scattered Artifacts (Mind 2, Charm 0, Body 1, 5 HP, Resonant Pull: +1 Mind to detect other artifacts).
  • Helpful Pensioners (Mind 1, Charm 1, Body 1, 3 HP, Local Knowledge: +1 Mind for recalling eerie local tales).

Character Creation

Let’s create three player characters (PCs) tailored to the scenario, as per TiGGR’s rules (3 stat points, Role, Special Ability, Signature Gear, 5 HP). These reflect the quirky trio: a retired headmaster, a thimble collector, and a gran wary of her compass.

Retired Headmaster (Reginald “Reg” Hawthorne):

  1. Stats: Body 1, Mind 2, Charm 0 (sharp mind from years of teaching, not so spry anymore).
  2. Role: Scholarly Sleuth (digs into history and obscure lore).
  3. Special AbilityArchive Instinct (+1 Mind when researching or recalling historical facts, once per scene).
  4. Signature Gear: Antique Pocket Watch (+3 to any roll, once per scenario, perhaps to “time” a critical moment).
  5. HP: 5.

Thimble Collector (Edith Penrose):

  1. Stats: Body 0, Mind 1, Charm 2 (charming conversationalist, fragile but perceptive).
  2. Role: Social Maven (knows everyone’s gossip and how to work a room).
  3. Special AbilityCollector’s Eye (+1 Charm when appraising or persuading about objects, once per scene).
  4. Signature Gear: Magnifying Glass Pendant (+3 to any roll, once per scenario, perfect for spotting occult details).
  5. HP: 5.

Gran with the Compass (Mabel Trotter):

  1. Stats: Body 1, Mind 1, Charm 1 (well-rounded, stubborn survivor).
  2. Role: Wary Custodian (knows her compass is trouble and trusts her gut).
  3. Special AbilityGut Feeling (+1 Body when avoiding supernatural traps, once per scene).
  4. Signature Gear: Cursed Compass (+3 to any roll, once per scenario, but the GM might add a spooky twist).
  5. HP: 5.

Optional Vehicle

For a touch of chaos, let’s add a vehicle to fit the scenario’s vibe:

Vintage Morris Minor Van (used by the pensioners to haul antiques):

  • Stats: Body 2, Mind 0, Charm 1 (sturdy but slow, with old-school charm).
  • HP: 10.
  • Special AbilityReliable Clunker (+1 Body when escaping, once per scene).
  • Attacks: 2d6 + Body vs. 8, deals 2d6 damage (e.g., ramming a rogue artifact).

Gameplay Loop

TiGGR scenarios unfold in three scenes: Setup, Escalation, and Climax. Each scene involves player actions, GM-driven complications, and rolls (2d6 + Stat vs. Difficulty: Risky 6, Dramatic 8, Climactic 10). Let’s map out the flow, weaving in the provided hooks.

Scene 1: Setup – Normal Appraisal Day

The church hall hums with pensioners, BBC cameras, and the appraiser’s dry commentary. The PCs are among the crowd, each with an artifact (Mabel’s compass, Edith’s mirror, Reg’s teapot). As artifacts gather, reality hiccups—lights flicker, shadows move.

  • Player Actions:
    • Reg investigates the teapot’s steaming (Mind 8 to decode its significance). Roll: 2d6 + Mind (2) + Archive Instinct (+1) vs. 8. Success reveals it’s tied to a Victorian ritual. Failure? The teapot sprays tear-flavored tea, startling the crowd.
    • Edith chats up the crew to notice odd camera footage (Charm 8). Roll: 2d6 + Charm (2) + Collector’s Eye (+1) vs. 8. Success convinces a tech to show ghostly footage. Failure? The crew brushes her off with Professional Denial (+1 Charm).
    • Mabel spots a thug-like figure tailing her (Body 8 to lose them). Roll: 2d6 + Body (1) + Gut Feeling (+1) vs. 8. Success shakes the tail. Failure? The thug corners her, demanding the compass.
  • GM Complications:
    • The jukebox blares a coded message (Mind 8 to decode, revealing artifact connections).
    • A pensioner’s heirloom glows faintly, drawing Scattered Artifacts’ Resonant Pull (+1 Mind to locate others).

Scene 2: Escalation – Supernatural Chaos Intensifies

More artifacts arrive (a locket, a candelabra, etc.), and reality frays—Mrs. Henderson floats, objects levitate, and the BBC crew insists it’s “special effects.” The PCs realize the artifacts are part of a ward system.

  • Player Actions:
    • Reg uses his pocket watch (+3 Mind, once per scenario) to research the ward system’s history (Climactic 10). Success uncovers a ritual to disrupt it. Failure? The watch ticks backward, disorienting him.
    • Edith persuades the crew to stop filming (Charm 10, vs. their Professional Denial). Success halts the broadcast, reducing panic. Failure? The crew films her, making her a target.
    • Mabel catches Mrs. Henderson as she drops (Body 8). Roll: 2d6 + Body (1) + Gut Feeling (+1) vs. 8. Success saves her; failure means a tumble, costing Mabel 1d6 HP.
  • GM Complications:
    • The artifacts pulse, dealing 1d6 damage to nearby PCs unless countered (Mind 8 to resist Resonant Pull).
    • A rival pensioner faction (Body 1, Mind 1, Charm 1, 3 HP) tries to seize an artifact, triggering a confrontation (2d6 + Charm vs. 8 to negotiate, or Body vs. 8 to wrestle it back).

Scene 3: Climax – Ward System Activation

All seven artifacts are within 50 feet, and the ward system hums to life, tearing reality. The PCs must choose: disrupt the system (safe but dull) or complete it (risky but potentially world-altering). The hall shakes, and ghostly Victorian occultists appear.

  • Player Actions:
    • Reg leads a ritual to disrupt the system (Mind 10, +3 from pocket watch if unused). Success stabilizes reality; failure summons a spectral guardian (Body 2, 5 HP).
    • Edith rallies pensioners with Local Knowledge (+1 Mind) to distract the crew (Charm 10). Success clears the hall; failure escalates chaos.
    • Mabel uses the van’s Reliable Clunker (+1 Body) to ram an artifact cluster (Body 10, 2d6 + Body vs. 8, deals 2d6 damage to artifacts’ 5 HP). Success breaks the connection; failure damages the van (1d6 HP).
  • GM Complications:
    • A spectral occultist (Mind 2, Body 1, Charm 0, 5 HP) attacks (2d6 + Mind vs. 8, 1d6 damage). PCs defend with 2d6 + Stat vs. 8.
    • The ship departure announcement echoes (actually the ward’s hum), raising stakes (Climactic 10 for all rolls).

Confrontations

  • Combat Example: Mabel rams artifacts with the van (2d6 + Body 2 + Reliable Clunker +1 vs. 8). Success deals 2d6 to artifacts’ 5 HP. If artifacts retaliate (2d6 + Mind 2 + Resonant Pull +1 vs. 8), Mabel defends (2d6 + Body 1 vs. 8) or takes 1d6 HP.
  • Social Example: Edith debates the crew (2d6 + Charm 2 + Collector’s Eye +1 vs. 8). Success sways them; failure triggers their Professional Denial (+1 Charm counter-roll).
  • Non-Combat: Reg decodes the jukebox (2d6 + Mind 2 + Archive Instinct +1 vs. 8). Success reveals the ward’s weakness; failure spawns a ghostly distraction.

Progression

After the scenario, discuss character growth:

  • Reg: Outsmarted a spectre? Shift 1 point to Mind (Body 0, Mind 3, Charm 0). Archive Instinct becomes +1 Mind vs. supernatural.
  • Edith: Charmed the crew? Shift to Charm 3, Body 0, Mind 0. Collector’s Eye becomes +1 Charm in chaotic crowds.
  • Mabel: Survived traps? Gut Feeling becomes +1 Body vs. artifacts. Keep the compass, but it’s spookier now.

GM Tips

  • Keep It Cozy: Lean into British politeness—pensioners sip tea while floating, the appraiser stays calm as reality warps.
  • Scale Stakes: Scene 1 is quirky (Difficulty 8), Scene 3 is apocalyptic (Difficulty 10).
  • Use Hooks: Deploy “teapot steaming” or “camera ghosts” to nudge players toward action.
  • LLM Prompt (if used): “What’s the creepiest outcome of a Victorian ward activating in a church hall?” Pick the wildest idea (e.g., “Reality folds into a gothic maze”).
  • Total Party Knockout: If all PCs hit 0 HP, they wake in a warped hall, artifacts scattered, with one last shot to win.

Example Play

Scene 1: Reg rolls 2d6 + Mind 2 + Archive Instinct +1 = 10 vs. 8 to decode the teapot’s steam, learning it’s a ward anchor. Edith fails a Charm roll (6 vs. 8), so the crew films her mirror’s eerie reflections, broadcasting chaos. Mabel loses a thug (Body 8 success), but the jukebox blares, hinting at danger.

Scene 2: The van takes 1d6 damage from a pulsing artifact. Reg uses his pocket watch (+3 Mind) to hit Climactic 10, uncovering the ritual. Mrs. Henderson floats—Edith catches her (Body 8 success). A rival pensioner grabs the locket; Mabel’s Gut Feeling (+1 Body) wins it back.

Scene 3: Artifacts align, and a spectre attacks (1d6 damage to Reg, now 4 HP). Mabel rams the artifacts (van’s Body 2 + Reliable Clunker +1, success), shattering two. Edith rallies pensioners (Charm 10 success), clearing the hall. Reg’s ritual (Mind 10) stabilizes reality—just as the BBC crew finally notices.

Notes

  • Tone: Balance cozy (tea, politeness) with creepy (ghosts, reality hiccups).
  • Artifacts as Threats: Treat them as NPCs (5 HP, Resonant Pull) for confrontations.
  • Player Choice: Let PCs decide to disrupt or complete the ward—both lead to wild stories.

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