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MARKET
trade in both coins and “essence.”
“Essence” (ability points) are
exchanged at a rate of 1 per
250 sp. Players will jump at
Beneath a defiled chapel, the chance to offload their
the scavengers of the dead excess CHA points,
emerge from their tunnels and that’s fine really.
to barter with the living Beauty and charm
and the damned. Inhuman are rare delicacies
travelers peruse black- to Ghoul Market
shrouded stalls and dine patrons.
on artisanal cadavers.
Dirgists sell omens and
fortunes. Shackled beasts
MAGIC ITEMS
In general, 1D10
yowl and bastard children
random magic items
sob.
will be available during
any given visit to the
GAINING ENTRY Ghoul Market. A magic
Over countless centuries, the item generally costs 1000-
Ghouls have built a complex 6000sp. In my campaign I generate
series of tunnels that are believed magic items randomly using the
to connect all the world’s burial incredibly comprehensive tables in
grounds. Almost any cemetary Dragon Magazine #217 (seek it out)
of significant size will contain and Diablo II: Diablarie by Wizards
a passage to the Ghoul Market. of the Coast. When I don’t know
The mark of the White Ankh on a the “official” effect of an item I just
tomb or mausoleum indicates that make it up based on the name. In
the edifice serves as a gateway. typical LotFP fashion I give many
Upon entering, the traveler will items interesting and/or terrible
find themself entering the market consequences for use.
through its main gate. Exiting the
market sends the traveler back
from whence they came.
THE SKINSMITH
The Skinsmith is one of the prime
fixtures of the ghoul market. See
Mortals who enter the ghoul
page 5 for more details on the
market are likely to be assailed by
services he provides.
a hungry marketgoer unless they
possess Writ of Sanctuary from
TYPICAL GHOUL Armor 14,
Viscount Madrigal (my campaign’s
HD 3, HP 15, Move 120’, Bite 1d6
version of Count Dracula), which
damage plus paralysis (Save vs.
grants the bearer diplomatic
Paralyze or totally paralyzed for
protection inside the market.
1d4 rounds), Morale 10.
3
THE BEASTWRACK FAIRY AMBER
The Beastwrack is a whip-wielding Long ago, the wild places of the
spider demon who captures and world played host to multitudes
breeds unusual beasts of burden. of fair folk. Many of these magical
1d4-2 of each available per visit. creatures met their demise stuck in
the sap of a tree and, eventually,
Wind Whales: Magical flying encased in amber. Orbs of fairy
whales the size of horses. 2000sp. amber are greatly prized in the
Ghoul Market. They are typically
Ergoraptors: Ostritch-like mounts embedded into weapons and
(think Joust). Can fly in short armor to embue them with magical
bursts. Faster than a horse. 1000sp. potency.
SLAVES
All manner of slaves are sold at the
Ghoul Market, the most common
being mindless undead creatures
and bastard children. 1D4-1 slaves
of each type are available per visit.
SKINSMITH
services and will greedily accept
essence in lieu of coin.
5
Replacement/Additional Limbs: GRIM ALTERATIONS (D12)
The Skinsmith will replace missing
limbs or add additonal limbs for 1: Head replaced with a bull’s.
d6 x 100sp per appendage.
2: Head replaced with a jackal’s.
Carving Hexmarks: Hexmarks
are magical tattoos, near-complete 3: Head replaced with a goat’s.
thoughtforms engraved into the
subject’s flesh. The client must 4: Eyes replaced with mouths.
present the Skinsmith with a scroll, Mouth replaced with a cyclopean
spellbook, or equivalent containing eye.
the desired spell. Hexmarks cost
Spell Level x 2000sp and take 1 5: Skin is covered in patches of non-
hour per spell level to inscribe. functioning genitalia (+1 AC)
Once tatted, the user can cast the
tattooed spell once per day as if 6: Palm of hand forms a demonic
it were a regularly prepared spell face that talks and wants the host
OR it can be cast twice, but upon to suffer.
the second casting the spellbrand
is burned from the user’s 7: Entire body covered in large,
flesh causing 1d4 damage and thorny protrusions. Sitting down
permanently removing its potency. causes immense pain. Unarmed
No previous spellcasting ability is attacks do 1d4 damage.
needed to make use of a hexmark.
Cleric spells cannot be turned into 8: Four rotting, semi-functional
hexmarks. angel wings are attached at the
back.
Preparing Artisanal Cadavers:
Many patrons of the Ghoul Market 9: Internal “pockets” are installed
have an appetite for human and in place of non-vital organs. 1d6
demihuman flesh. If one wishes to small (non-encumbering) items can
bribe or befriend such a creature, be stored within.
the Skinsmith can help. These are
his most popular preparations: 10: Head is crowned with giant
demonic horns.
• Spiced Man 1d4 x 10sp
• Cronetoe Stew 1d4 x 10sp 11: 1d3 babbling heads are attached
• Bruised Loin Soup 1d4 x 10sp to the shoulders and/or neck.
• Dwarf Jerky 1d4 x 10sp
• Bardthroat Fillet 1d4 x 100sp 12: Flesh is bursting at the seams
• Spiced Girl 1d4 x 100sp due to an injection of demonic fat
• Pickled Infant 1d4 x 100sp cells. Movement rates halved. Each
• Elf Shanks 1d4 x 250sp time you suffer physical damage,
• Halfling Foie Gras 1d4 x 250sp increase it by 1.
• Wizard’s Brain 1d4 x 250sp
6
Vespero also provides the
VESPERO THE following services from his
curiosity shoppe:
LUMINARI,
LADY OF THE
GOLDEN LAMP LUMINARI’S BLESSING
When a traveler has sufficiently
pleased Luminari, usually by
Deep in the woods dwells an leaving her trailside offerings of
ancient goddess, Luminari, the honeymilk or giving aid to her
Lady of the Golden Lamp. She lamp maidens, she will place
appears as a great firefly with six a blessing upon the traveler’s
slender human arms extending sources of light. Torches, lamps,
from her glowing abdomen. and lanterns belonging to the
blessed character will never go
Wise travelers say that the easiest out because of wind, rain, or
way to find the heart of the forest other environmental effects. They
is to travel by night and follow can otherwise be smothered and
Luminari’s fire, which can often be extinguished normally.
seen glowing above the trees.
IN MY CAMPAIGN
THE LAMP MAIDENS Luminari started out as an
Luminari is served by the lamp improvised random encounter
maidens, young women clad only when the PCs were traveling
in gauzy scarves, who sleep by through a forest to get to the
day and exalt Luminari by night, Sleeping Place of the Feathered Swine.
mimicking the spiral dance of I had offhandedly described the
the fireflies, and preparing bowls forest as being thick with fireflies
of honeymilk for the goddess to by night. On the next encounter
drink. Lamp Maidens are chosen (a session or two later) they saw
from among the young girls of the a group of lamp maidens feeding
surrounding villages. Once chosen, Luminari her honeymilk, then
the girl must leave her family saw the goddess hover overhead
and devote herself entirely to the like a UFO. Finally, they received
service of Luminari. When a lamp Luminari’s blessing when they
maiden dies, the sisterhood erects gave the proper funeral rites to a
a pyre under the stars. At the fire’s maiden who had been killed by a
climax, Luminari descends from pack of murderous boar men.
the sky, extends her long proboscis
and drinks the flame. Through this
ritual, Luminari’s eternal glow is LUMINARI Armor 16, HD 15, HP
sustained perpetually. 45, Move 240’ (flying), No physical
attacks, Can cast Dispel Evil, Faerie
Fire, and Remove Fear at will,
Morale 10.
BRAHNWICK RUMORS (d4)
1- Sylvan Lake was overthrown by
IS DEAD
madmen 2 years ago.
se
ou
H of ill
y
erc nd
m
M i
W
n
In
Fa
rm
hou
e s
se
ou
H of ill
6 ercy m
M i nd 7
W
nn
I8
3
2
8
7
9
KEEP
18
19
16 15
FARMHOUSE
3 17
5 4
12 14
11
10
BARN
13 CELLAR
MAP KEY 4. Bedroom
This room contains a simple
wooden bed. Someone has
1. The Quiet Man scrawled “Into the eyes of the
A simple row boat sits on the bank
mad” on the wall in human blood.
here. The Quiet Man is preparing
to row out into the ruins. He’s
been looting the drowned corpse 5. Storeroom
of Sylvan Lake for several months. There are two empty wooden
He generally makes camp near barrels here. An unlocked wooden
area 1, rows around in his boat and chest on the floor contains 89cp,
salvages any useful or valuable 23sp, and 1gp.
junk he can find. He’s never
entered the keep or the House of 6. House of Mercy
Mercy (he’s afraid of them) and Only the roof of this stone
he leaves any time the windmill structure is visible above the
moves. So far he’s managed to water line. Beautifully carved
keep the madfolk at bay by firing stone archways open to a rooftop
his flintlock into the air when they courtyard. Inside are six marble
come near. columns and two statues of
maidens holding flowers. Two
THE QUIET MAN Armor 14, half-submerged stairways descend
Move 120’, HD2, HP6, Flintlock into the flooded structure below.
Pistol d8 damage (ignore 5 AC),
Crab Claw d4 damage, Morale 8. 2d6 Madfolk are here at any given
time. They alternate between
The quiet man is totally mute (his keeping watch, wandering
tongue was removed for a crime aimlessly, and soliloquizing to an
he committed as a child). His unseen audience.
deformed right hand resembles a
large, chitinous crab claw. MADFOLK Armor 12, Move 120’,
HD1, HP3, Scavenged Weapon 1d6
2. Barn damage, Morale 5.
A dead man hangs from a
noose tied to the rafters of this Anyone damaged by the Madfolk
abandoned barn. As soon as the must Save vs. Poison or take 1d6
PCs look away, even for a moment temporary Wisdom damage. If
he vanishes along with the rope. Wisdom is reduced below 3, the
victim joins the Madfolk.
3. Front Room
This room contains a simple 7. Windmill Loft
wooden table, a pair of wooden Inside the windmill is a small loft
chairs, and a brick fireplace. Above 6’ above the water line and directly
the fireplace hangs a flintlock under the sails. A trap door in
musket (d8 damage, ignore 5 AC). the floor leads to the flooded mill
15 below.
8. Inn (2nd Floor) 13. Cellar
A dozen dead fish can be seen This dank chamber is flooded with
floating in the water around this 4” of water. In the southeast corner
structure. The fish appear to have there are 3 waterlogged wooden
been pierced by crossbow bolts. chests. Two are empty, one is
Inside, the inn’s guest rooms locked, and holds 1244sp.
are abandoned and disheveled.
One has a set of skeletal remains 14. Tower (1st Floor)
with the tip of a dagger broken The southern wall holds an empty
off in its spine. Another contains weapon rack. The stairs climb to
18sp scattered across the floor. area 15.
A flooded staircase leads to the
submerged common room below.
Anyone bold enough to dive might 15. Tower (2nd Floor)
find the till on the floor behind the Stairs lead down to area 14 and up
bar, which still holds 275sp. to area 18.
19
CM: The beauty of what’s game. Every Referee that picks up
happening online with the DIY Into the Odd is going to have a set
D&D community is that people of tables in the back to help them
are taking chunks of all different out of a tricky corner.
games and creating their own
systems of choice. Into the Odd is CK: In a perfect world, where
no different, and I could easily all ambitions manifest without
see someone taking the character complication, where do you see
creation, or Arcana, or mass Into the Odd in 5 years?
combat rules to another system of
their choice. CM: The dream is an RPG to find
a place alongside Monopoly and
Similarly, I wanted it to be really Yahtzee in every home. Although
easy to plug in content from other it’s not a realistic prospect, I’ve still
games. Because things work with designed the game with that in
a minimum of rules, it should be mind, keeping the barrier to entry
easy enough to bring in monsters low, so that it’s accessible to brand
from 5th Edition D&D, characters new players but still satisfying for
from Warhammer Fantasy D&D players. Once the game’s in
Roleplaying, or derelict spaceships every household I’d rather
from Stars Without Number. support it with adventure
modules than splatbooks and
CK: You’re currently working on settings. In writing the Oddpendium
an Oddpendium? additions I made sure to avoid
rules bloat. I’d want to support
CM: The Oddpendium is really the game with that promise,
where I promised myself I could giving more ideas, more tools,
cut loose after having such and exciting scenarios, without
a restrained and minimalist creating new mechanics for each
approach to the core game. It’s one.
just a pile of random tables and
optional character types that you CK: Thanks so much for the
can use in your game. Everything interview. Where should folks go
from random lost islands and star to find out more about Into the Odd
cults, to one of my favourites, the and the rest of your work?
“I Drink The Stuff!” table. A lot
of how I see the setting is injected CM: A pleasure! My blog is
into these tables, so it should be soogagames.blogspot.com and the
handy for anyone wanting a more final version of Into the Odd should
fleshed out world. be appearing there in the next few
weeks.
This was all intended to be a
separate release, but I’ve recently
decided to include it as an
additional chapter of the core
20
GREYCANDLE
11.____________________________
12.____________________________
MANOR 13.____________________________
Stairs to area 1
8._____________________________ _______________________________
9._____________________________ _______________________________
10.____________________________ _______________________________
ATTIC
CELLAR
26
25
2ND FLOOR
16 17 18 19 20 21
13
15 14 24 23 22
GROUND FLOOR
2
8 5 11 12
7 4
6 3 9 10
1
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