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RED MOON MEDICINE SHOW PRESENTS:

VACANT RITUAL ASSEMBLY


AN OSR ZINE - ISSUE #1 - WINTER 2014
INTRODUCING
Vespero the Antiquarian (pgs
7-9) is the centerpiece of my whole
campaign and the most common
way for my low-level PCs to
Welcome to VRA #1. The goal interface with the Ghoul Market.
here is simple. I’m running a
(mostly) weekly Lamentations of Luminari, the Lady of the Golden
the Flame Princess campaign and Lamp (pg 10) is a creepy firefly
I end up developing a lot of new goddess that came up in my game.
material for that campaign. Rather
than let it gather dust somewhere Brahnwick is Dead (11-16) is
when I’m done, I’m going to a single-session adventure that
publish it here so that someone I’ve run a couple of times. It was
else out there might be able to inspired by an article I read about
use some of it. I’m planning for how medieval people thought
each issue to have at least one madness was contagious.
complete adventure and at least
one interview with someone Into the Odd with Chris
interesting. McDowall (17-20) is an interview
I conducted with the creator of
CONTENTS Into The Odd about the project, his
The Evangelism section (pg 2) creative process, and stuff like that.
contains a potpourri of media
recommendations that I’ve found Greycandle Manor (21-22) my
inspirational for gaming. players bought an old, creepy
manor on the outskirts of town.
The Ghoul Market (pgs 3-4) This is the handout I made for
was created as an attempt to fix them to fill out. You could also
the metagame economy of my stock it with monsters and use it as
campaign. One problem that I an adventure site.
perceive with LotFP as written is
that the characters have fuck all to CREDITS
spend their money on once they
hit a certain tipping point. The Writing, Design, and Maps by
Clint Krause
Ghoul Market is meant to allow for
a thematically appropriate way for Illustrations by
players to purchase magic items Corey Brin (pg 18)
and thus drain tons of money from Abigail Larson (pg 4)
Sean Poppe (pg 8)
the metagame economy. Xolis (cover + pgs 5 and 9)

Meat the Skinsmith (pgs 5-6) Interviewee


introduces a few new player Chris McDowall
options and what I would consider www.redmoonmedicineshow.com
an LotFP compatible take on redmoonmedicineshow@gmail.com
character resurrection.
1
ABOUT MY CAMPAIGN
I’m running LotFP with the EVANGELISM
following house rules:
FILM
• We only use the 4 main classes As Above, So Below - Not the best
(Cleric, Fighter, Magic User, movie by any means, but I loved
Specialist). Demihumans are it anyway. It does a great job
playable, but demihumaness is depicting the claustrophia and
mostly cosmetic. mystery of a dungeon crawl.
Highly reccomended for dungeony
• Crits (natural 20s) inflict GMs.
maximum damage of weapon.

• Each time you critically fail


MUSIC
Hexvessel, No Holier Temple -
an attack roll (natural 1), your
Doomy, psychedelic, neo-folk,
weapon gains a Notch. At 3
occultic forest music. This album
Notches, your weapon breaks.
inspired a lot of my game writing
When you suffer a critical hit
this year.
(natural 20) your shield or
armor (in that order) gains a
Giant Squid, Minoans - Apocalyptic
notch. These also break when
doom metal concept album
they accumulate 3 notches.
about the demise of the Minoan
Each Notch can be repaired for
civilization on the island of Crete.
1/3 the total cost of the item.
This is a variant of a house
rule by Logan Knight over at COMICS
lastgaspgrimoire.com. Sovereign by Chris Roberson and
Paul Maybury/Image Comics -
• We ignore the thing about Fun D&D-esque comic with a lot
randomly choosing targets of really cool worldbuilding (neat
when firing into combat. take on Paladins in particular).

• No limit on amount of RPG STUFF


experience earned per The Sleeping Place of the Feathered
adventure. Swine by Logan Knight - A
wonderfully disgusting, single-
LEGAL CRAP session cave crawl. It’s pay-what-
you-want over on drivethrurpg,
© 2014 by Red Moon Medicine Show but it’s worth at least $5.
This product is an independent production
by Red Moon Medicine Show and is not Deep Carbon Observatory by Patrick
affiliated with Lamentations of the Flame Stuart and Scrap Princess - This
Princess. Lamentations of the Flame is the most exciting D&D module
Princess is a registered trademark owned I’ve read since the early LotFP
by James Edward Raggi IV.
stuff. Very inspiring.
2
\\

THE GHOUL GHOULISH TRANSACTIONS


Ghoul market merchants typically

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.

Hovelshells: Giant turtles whose 1D4-1 pieces of fairy amber are


shells have been fashioned into available per visit to the Ghoul
a small dwelling/cargo space. Market. Each costs 3,000sp. If
Tough but slow. 2000sp. embedded into a weapon, the
weapon gains +1 to hit and
THE DIRGISTS damage. If embedded into armor,
Dirgists are pale-skinned, four- the armor gains +1 AC.
armed bards who fill the air of
the market with the constant Multiple pieces of fairy amber can
melancholy drone of their marrow be embedded into the same item
pipes (super-dissonant bagpipes (the effects are cumulative), but
made of ghoul bones). Off-duty each time an additional piece is
dirgists are known for selling added you must roll a d10. If the
omens and fortunes, imparting result is equal or less than the total
the wisdom they gleaned during number of fairy ambers embedded
their droning trance (for a price). into the item, all of them lose
A dirgist’s fortune telling session their magical potency due to the
costs 50sp. I use the table on page competing energies of the trapped
56 of Vornheim by Zak Smith to creatures.
generate the fortune.

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.

• Bastard Child Slave 20 sp


• Undead Slave (1 HD) 50 sp
• Undead Slave (2 HD) 100 sp
4
A
MEET THE FLESH CRIMES
The Skinsmith offers a variety of

SKINSMITH
services and will greedily accept
essence in lieu of coin.

Resurrection of the Dead: The


The Skinsmith is a corpulent, Skinsmith can restore mortals to
cyclopeon demon. For untold life for 5000sp. The body must
centuries it labored in Hell, be present. The Skinsmith is an
sculpting pleasure steeds in the artist at heart. It approaches each
flayed gardens of Baal-keth. The resurrection as a sculptor would
Skinsmith escaped the infernal approach a block of stone. Anyone
pits when it was inadventently resurrected in this way rolls once
summoned by a foolish magic- on the Grim Alterations table.
user. Ever since, it has plied its
fleshwork in the Ghoul Market,
performing surgeries, carving
hexmarks, and restoring the dead
to some semblance of life.

THE SKINSMITH Armor 16, HD


20, HP 120, Move 90’, Cleaver 1d10
damage, Morale 12.

Anyone the Skinsmith kills


will later be sculpted,
resurrected and forced
into service as an
assistant carver.

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:

ANTIQUARIAN • Vespero’s presence means that


the settlement counts as a city
Little is known about Vespero the for the purpose of acquiring
Antiquarian. He is a quiet, sickly city-exclusive items. (LotFP)
man who runs the inconspicuous
curiosity shoppe at the end of • Vespero will identify magic
the row. He travels far and often, items for free.
consulting with inhuman entities
and, worse, city folk. • Each session, Vespero will
stock 1d4 random magic
Vespero wears the accoutrements items “fresh from the Ghoul
of a plague doctor at all times, Market.” Generate an entirely
long black robe, beaked mask, new inventory of items
and shoulder-mounted censers, each session. Any items not
constantly burning incense purchased by the PCs will be
(Vespero’s associates insist that sold to someone else.
the scents change with his moods).
Beneath this imposing facade is • Each session Vespero will
a frail, sickly man, perpetually stock 1d6 restorative elixirs.
malnourished and horribly Each heals 1d6+1 HP when
marked by his dealings with quaffed. These sell for 500sp
malign entities. each.

Vespero is a fixer of sorts. He • Each session Vespero will


works with wealthy clients to stock 1d8 strange baubles.
acquire rare and exotic items that These are interesting and
feed their curious and decadent unusual items of questionable
interests. Upon finding such usefulness. I’ve used the
a client Vespero will seek out “trinkets” table from the
adventurers, outlaws, and tomb D&D5e PHB to stock these
robbers to recover the item(s) in items, but you could just
question. His arrangement is quite make up a few yourself.
generous. Contractors are given These usually cost around
100 percent finder’s rights to any 1d6x100sp.
superfluous treasure found during
the acquisition plus a generous fee Note: Each session I prepare the
paid for the recovery of the item handout on page 9 and give it to
in question. Vespero also tracks my players. Feel free to print/
down the approximate location of photocopy it for your own
the item so that all that remains is purposes.
the actual recovery operation.
7
Vesperos
ShoppeCuriosity
Fresh from the Ghoul Market . . .

In addition, restorative elixirs are available for 500sp each.

Perusal of the back room reveals numerous strange baubles . . .


\\

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.

2- Sylvan Lake is a cursed place,


haunted by the tormented spirits
I’ve run this adventure twice now of those who drowned there.
and both times it’s been a single
session affair. In my most recent 3- There’s a monster in that lake.
game, Vespero hired the PCs to
recover Brahnwick’s signet ring 4- Lord Brahnwick hoarded wealth
(found in area 16) for one of his in the cellar of his keep.
clients (who needed it to solve
a succession conflict in a nearby
barony). Photocopy/print the
WANDERING MONSTERS
Check for wandering monsters
map on the facing page and give
once every turn (10 minutes). Roll
it to the players when they arrive.
a d6. On a 1, roll on the wandering
This represents the information
monster table below:
they can glean just by looking
around.
Wandering Monsters (1d6):
1-3: The Lake Monster
BACKGROUND 4-6: 2d6 Madfolk
The village of Sylvan Lake was
once the seat of power for Lord MADFOLK Armor 12, Move 120’,
Brahnwick. An ancient stone HD1, HP3, Scavenged Weapon 1d6
dam seperated the village from damage, Morale 5.
the nearby lake, which the locals
used for fishing. All was well in Anyone damaged by the madfolk
Sylvan Lake until 2 years ago must Save vs. Poison or suffer 1d6
when the mad inmates of the temporary Wisdom damage. If the
House of Mercy escaped one victim’s Wisdom is reduced below
night. They raved through the 3, they join the Madfolk.
village spreading the contagion
of insanity. By the end of the LAKE MONSTER Armor 16,
night, half the village was mad Move 120’ (in water), HD6, HP36,
and a mob formed to “liberate” Bite ld8 damage, Morale 10.
it from the “constraints” of the
dam. In a few hours the structure Every time the lake monster
was compromised and the town comes into the flooded town, the
flooded. Those who weren’t dead windmill (area 7) begins to turn on
or insane fled. The mad stormed its own.
Brahnwick’s keep and strangled
him with a stocking. They’ve had If the lake monster is reduced to
the run of the flooded town since. half HP it will attempt to retreat to
it’s lair and attack again later.
11
Sylvan Lake
p
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ou
H of ill
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erc nd
m
M i
W

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In
Fa
rm
hou
e s

Water is 6’-12’ deep


Sylvan Lake
p
Kee
10

se
ou
H of ill
6 ercy m
M i nd 7
W

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I8

3
2

Water is 6’-12’ deep


WINDMILL LOFT INN (2ND FLOOR)

8
7
9

HOUSE OF MERCY (ROOF) 20

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.

9. Old Molly Archer 16. Brahnwick’s Study


Old Molly Archer is huddled here, This study is lined with empty
a hungry, naked old woman with a bookshelves. A strange globe
crossbow and a reckless bloodlust. depicting an unknown world is in
Molly’s been sniping fish from the the center of the room. Near this
window of the room, but if she lie the skeletal remains of Lord
hears outsiders approaching, she’ll Brahnwick, signet ring (200sp) still
turn her crossbow on them. around his right ring finger.

OLD MOLLY ARCHER Armor 17. Bedroom


12, Move 120’, HD1, HP4, Light The bed here is recently used and
Crossbow d6 damage (attack every soiled. Against the wall, a locked
2 rounds, ignore 2 AC), Morale 7. strongbox contains 392sp.

10. Keep Entryway 18. Tower (3rd Floor)


The front door is ajar. Someone has Stairs to area 15. Ladder to area 20.
scrawled “Brahnwick is Dead” on
the wall in human blood.
19. Ramparts
Leaning over the southern
11. Dining Room battlment there is a very large
4 wooden chairs surround a horn fashioned from scrap metal.
rectangular wooden table. Blowing this will call forth the
Lake Monster.
12. Pantry
Empty except for a trap door with 20. Tower Roof
stairs leading to area 13. This perch provides a view of the
entire town.
16
Into the Odd
CM: Into the Odd has the same
origins in Basic D&D, but I’ve
stripped things back much further.
With Chris Characters fit on the back of a
business card, there’s no rolling

McDowall to hit, no preparing spells, and no


skill system. Those things work
great in D&D, but I wanted a game
Over on Google Plus I’ve been that kept players focused on the
choices their characters have to
following Chris McDowall’s Into make, rather than thinking about
the Odd project with great interest the rules.
for several months now. It looks
like a cool game in-and-of itself, All of this comes back to the focus
but it also seems to have a lot of on horror and exploration. Other
OSR-portable bits that I can snag than rolling damage when you
for my campaign. I decided to sit attack, the only type of roll you’ll
down with Chris over a virtual cup make is a Saving Throw, and that
of coffee and find out more: only happens when you’re taking
a risk or did something stupid.
CK: So, what’s Into the Odd all You’ve got to rely on your wits,
about? and if you make a bad choice, your
character sheet isn’t going to save
CM: Into the Odd is a rules-light you.
game of exploration, horror, and
survival. You play explorers from This isn’t just for the benefit of the
Bastion, the lone industrial city on players. The Referee has a much
a continent warped by centuries of smaller set of mechanics to deal
alien interference. You’re searching with, and is guided in how to use
for Arcana, devices left by cosmic these mechanics. The intent was
visitors that each possess a weird for me to create a game that has
power of their own. Best of all, the scope of B/X D&D with rules
Into the Odd is a game that you can closer to the one-page games like
open up, roll characters, explain Searchers of the Unknown.
how to play, and be adventuring
within five minutes. CK: Can your desire to make this
be traced back to an inspirational
CK: From what I’ve seen online, singularity?
I think an obvious comparison
could be made to Lamentations of CM: Playing Searchers of the
the Flame Princess. How is Into the Unknown got me to thinking what
Odd different? I really enjoy about D&D. It isn’t
the spell lists, creating a powerful
character, or engaging in tactical
combat.
17
It’s the sense of exploration, the CK: Can you talk a bit about your
idea that you can come up with approach to world building?
any crazy plan for how to survive,
and the fact that you never know CM: For me, a setting has to
what’s around the corner. If a one- serve the game, not the other way
page system could still hit all these around. The world description
notes for me, why was I wrestling started as a standard setting bible
with hundreds of pages of rules with multiple nations, cities, and
when I played other games? key figures, but I soon stripped it
back to a few key elements. Bastion
But even when I was a kid playing is the largest city in the world, it
the Heroquest boardgame, before sits on an underground network
I even knew about D&D, I loved of caves and tunnels, and outside
taking the tiny set of rules you the city its either backwards
were given and twisting them to deep country or unexplored
make the game feel completely strangeness. Just as with rules, if
different. In particular I remember something isn’t contributing to the
adding an invincible grim-reaper core ideas of the game, it’s cut.
monster that the adventurers had
no way of harming. I was a Killer CK: What’s the coolest thing
DM before I even knew what that you’ve cut?
term meant!
CM: I’m very happy with cutting
While Into the Odd started as a equipment shopping for new
minimalist approach to Basic characters. It can be such a
D&D, I soon edged further into daunting process that I decided to
focusing on survival horror. With assign equipment based on your
so little emphasis on mechanics, ability score and hitpoint rolls. It’s
your choices hold a lot of weight. also a subtle balancing mechanism.
What better way to make these Roll great scores and you may lose
choices interesting than to make an eye or be a penniless pauper.
them horrifying? With a focus on Roll terrible scores and you might
horror, I wanted to move away get an elephant gun or psychic
from the medieval and renaissance power to soften the blow. It’s
feel that seems to dominate fantasy another place to sneak in bits of
settings, and to a more modern era the setting too. The fact that you
that would be easier to relate to, can start with an iron hand or a
making the weird, elements feel telepathic dog tells you something
even stranger. Moving the setting about the world your character
to an industrial era and giving the lives in.
supernatural elements a cosmic
feel, rather than magical, gave me CK: Would you say that any of
the groundwork for the setting these mechanics are portable to
that’s grown around the game. other D&D-based systems?

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

Atop Priory Hill, ten minutes 14.____________________________


leisurely walk from the outskirts of
the village, sits Greycandle Manor. 15.____________________________
Originally built as a Synod priory,
the property was later purchased 16.____________________________
and renovated by Baron and Lady
Archibald Greycandle, who lived 17.____________________________
there until both died of extreme
old age 8 years ago. 18.____________________________
Stairs to area 25

Local legends suggest that the 19.____________________________


manor grounds are haunted by the
apparition of a headless monk, one 20.____________________________
of the local order who was slain as
punishment for his inappropriate 21.____________________________
affections for a visiting hymnist.
22.____________________________
MANOR KEY 23.____________________________
1._____________________________ 24.____________________________
Stairs to area 13
2._____________________________ 25.____________________________
Stairs to area 18
3._____________________________ 26.____________________________
Stairs to area 6, strange bottomless pit
4._____________________________

5._____________________________ ADDITIONAL NOTES


6._____________________________ _______________________________
Stairs to area 26
7._____________________________ _______________________________

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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PDF $5.00

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