TiGGR: We've Gone on Holiday by Mistake!!!

You & Withnail & I and TiGGR

A Note Before the Madness

Withnail & I is remembered for its boozy witticisms, its fog of lighter fluid, and its crumbling country cottage—but what gives the film its staying power isn’t just the comedy. It’s the aching heart beneath it.

This is a story of thwarted ambitions, of friendship fraying in the cold, of men pretending to be roles that no longer fit. Beneath the slapstick is a quietly devastating farewell: to youth, to connection, to the person you thought you might become.

This one-shot plays up the chaos—the chickens, the Carrot, the cops—but it does so with affection. The humor is a defense mechanism. The characters are more than caricatures. When you play, laugh hard—but don’t forget to feel a little, too.

Because Withnail & I isn’t just funny. It’s true. And that’s why it lingers.



Rules of TiGGR

(scribbled on one of Danny's rolling papers for a Camberwell Carrot)

Stats: Body, Mind, Charm. Distribute 3 points (e.g. 2/1/0).
Rolls: Roll 2d6 + relevant stat.
Easy = 6, Medium = 8, Hard = 10
Attack: 2d6 + Body vs. 8
Defend (Main characters only): 2d6 + Body vs. 8
If hit, take 1d6 damage.
Zero HP = knocked out, fainted, stars for eyes, pick it back up next scene.
Players: 5 HP, Goons and minions: 1-3, no defense rolls.
Vehicles (mecha, spaceships, special sidekicks): 10 HP
Special Abilities: 1 use per scene. Boosts a stat roll or triggers a cool effect.
Gear: +3 to a roll or damage (usually once per scenario).
Optional: After a session, tweak 1 stat or evolve your Special to match the story.


TiGGR: Withnail & I - "Carrot Chaos at Crow Crag"

Genre: Tragicomic Disaster
Scene: Cumbria, 1969—Uncle Monty’s Crow Crag cottage, a damp, freezing hovel amid muddy fields, rain pelting the cracked roof. A lone chicken and no firewood mock the “holiday.”
Goal: Endure Danny’s drugged-out visit, survive the cold, and escape cops on the London run.
Factions: Danny (spaced dealer), Local Farmers (surly locals), Uncle Monty (late lush), Police (roadblock ruin).

One-Shot Setup

Premise: Withnail, Marwood, and a hapless mate stagger into Crow Crag, expecting a bucolic break. Danny crashes with his Camberwell Carrot and tumor talk, making things weirder before Monty arrives. Survival’s a slog, and the Jag’s return hits a cop snag.

Setup:

  • Characters: Doomed actors, 3 points across Body, Mind, Charm:
    • Withnail: 1/0/2, “+1 Charm to rant,” Gear: “Booze Flask: +3 Charm roll, once.” Pompous, sloshed—craves glory.
    • Marwood (“I”): 1/1/1, “+1 Mind to cope,” Gear: “Notebook: +3 Mind roll, once.” Frazzled, clings to sense.
    • Tagalong (Baz): 2/1/0, “+1 Body to endure,” Gear: “Soggy Coat: +3 Body roll, once.” Outmatched, plods on.
      5 HP each (0 HP = frozen, freaked, or conked out—back next “scene”).
  • Vehicle: Jag MK2 (Body 2, Mind 0, Charm 1, 8 HP, Gear: “Dodgy Radio: +1 Charm roll, once per scene”). A rattling deathtrap.
  • Goal: Weather Danny, Monty, and cops to crawl back to London.

Factions:

  • Danny: Body 1, Mind 1, Charm 2, 3 HP, Gear: “Camberwell Carrot: +1 Charm roll.” Drugged sage, bearing “gifts.”
  • Local Farmers: Body 2, Mind 1, Charm 0, 3 HP, Gear: “Pitchfork Glare: +1 damage.” Grumble at “London types.”
  • Uncle Monty: Body 1, Mind 1, Charm 2, 5 HP, Gear: “Wax Poetic: +1 Charm roll.” Lusty, late chaos-bringer.
  • Police: Body 2, Mind 1, Charm 0, 3 HP, Gear: “Torch Flash: +1 Mind roll.” The final buzzkill.

Gameplay Loop

  1. Opening Scene: Hovel Hell
    • Setup: Crow Crag’s a icy dump—no heat, no food. Marwood wails, “We’ve gone on holiday by mistake!” Withnail hunts matches, Baz shivers. Danny knocks, carrot in hand: “Happy birthday—mind the tumors!”
    • Hook: Start a fire (Body 8). Scrounge scraps (Mind 8). Handle Danny’s haze (Charm 8).
    • Turns: Players move (kick debris, Body 6) and act (chop damp wood, Body 8; raid pantry, Mind 8; parry Danny’s “cosmic” rants, Charm 8). Danny puffs (2d6+2 vs. 8, 1d6+1 “confusion” damage). Defend (2d6+Body vs. 8).
  2. Mid-Mess: Danny Out, Monty In
    • Setup: Danny’s Carrot clouds the room—“It’s the future!” A farmer bangs the door, “Clear off!” Danny splits, then Monty sweeps in with wine and “catamite” vibes, eyeing Marwood.
    • Hook: Chase that chicken (Body 8). Dodge Monty’s advances (Charm 8). Glean farmer tips (Mind 8).
    • Turns: Players act (nab hen, Body 8; rebuff Monty, Charm 8; quiz farmer, Mind 8). Farmers shove (2d6+2 vs. 8, 1d6+1 damage). Monty gushes (2d6+2 vs. 8, 1d6+1 “fluster” damage). Gear shines (e.g., Notebook +3 charts a plan).
  3. Climax: Cop Chase
    • Setup: The trio bolts in the Jag—Withnail’s three sheets in, Marwood’s paranoid, Baz grips the wheel. A police roadblock glints ahead; Danny’s stash lingers in the glovebox.
    • Hook: Sober up (Mind 10). Swerve the block (Body 8). Bluff cops (Charm 10).
    • Turns: Players move (dodge ruts, Body 8) and act (toss stash, Mind 10; charm cops, Charm 10). Cops sniff (2d6+2 vs. 8, 1d6+1 “bust” damage). Radio blares (2d6+1 vs. 8, 1d6+1 noise). Specials clutch (e.g., “+1 Charm to rant” Withnail dazzles).
    • Resolution Roll: Group vs. cuffs (combined roll vs. 10). Success: Jag squeaks free, London looms; failure: nabbed, “holiday” flops (Total Party Knockout).

Resolution

  • Success: They hit Camden—Withnail toasts “genius,” Marwood scribbles, Baz collapses. Danny’s carrot haunts dreams. Fade to city rain.
  • Failure: Cops lock ‘em up—Withnail howls, Marwood despairs, Baz shrugs. Monty sends a fruit basket. Fade to bars.

TiGGR Withnail Vibes

  • Tone: Grim hilarity—Withnail & I’s boozy despair, TiGGR’s snap keeping it absurd.
  • Special Abilities: Loser quirks—“Withnail’s Bluster: +1 Charm to wail,” “Marwood’s Grit: +1 Mind to endure.”
  • Gear: Junk props—“Moldy Tin: +3 Mind roll,” “Limp Scarf: +3 Body roll.”
  • Danny: A dazed McLaren—GM rolls 1d6 per “gift”: 1-3 it addles (+1 Difficulty), 4-6 it’s ignored (he drifts off).
  • Jag: A wheezing hope—its Dodgy Radio might soothe or snitch (GM call).

1d6 – Uncle Monty’s Overwrought Outbursts

Roll Monty's Declaration
1 “There is something of the puritan in me… that I find utterly revolting.”
2 “I must have you, Marwood. I mean to have you, even if it must be burglary!”
3 “I think the carrot has an erotic quality. Don’t you?”
4 “I weep for you. I weep for all mankind.”
5 “My heart is broken. I shall never play the cello again.”
6 “There’s a certain je ne sais quoi about wet tweed.”
Monty Effect (optional): Charm attack (2d6+2 vs. 8); on hit, target gains 1d6 “fluster damage” (cannot use Charm next turn unless quoting Shakespeare).

1d6 – Danny’s Drugged Delusions

Roll Danny’s Cosmic Insight
1 “They’re selling hippie wigs in Woolworths, man.”
2 “This is a Camberwell Carrot. I invented it.”
3 “If I medicined you, you’d think a brain tumor was a birthday present.”
4 “Hair are your aerials. They pick up signals from the cosmos.”
5 “There’s going to be a major shift in consciousness. I can feel it in my leg.”
6 “There is nothing wrong with a little bit of chemical encouragement.”
Danny Effect (optional): Confusion check (2d6+2 vs. Mind); on fail, player forgets what they were about to do and babbles about skin diseases.

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