Into the Odd Free

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    Into the Odd by Chris McDowall is licensed under a

    Creative Commons Attribution - NonCommercial -

    ShareAlike 3.0 Unported License. Permissions beyond

    the scope of this license may be available at

    http :// sooaames .blospot .com

    Contents

    !our Character "............................................... 2

    #la$in the %ame "........................................... 4

    Arcana "............................................................. 5

    &'ample o( #la$ ".............................................. 8

    Character Advancement "................................ 10

    Companies and )ar "....................................... 11*unnin the %ame "......................................... 12

    +reasure ".......................................................... 13

    +raps and ,aards "......................................... 14

    onsters "......................................................... 15

    +he dd )orld ".............................................. 17

    +he ron Coral "................................................ 18

    +he 1allen arsh "........................................... 21

    ,opesend #ort "............................................... 24

    An Odd World+he 2orld is too lare (or e'plorers to map and too old

    (or academics to record. &'peditions return (rom ever$

    direction 2ith tales o( biarre places 2ondrous and

    horri(ic.

    !ou are an &'plorer bravin the unkno2n in search o(

    riches (ame kno2lede and po2er. ost o( all $ouseekArcana, strane devices hostin unnatural

    po2ers be$ond technolo$. +he$ rane (rom the

    smallest rin to vast machines.

    Citiens (lock to Bastion. ts vast (actories provide

    danerous but dependable 2ork and its docks send

    uns chemicals and ne2spapers to distant

    neihbours. 4eneath the cit$ The Underground

    stretches 5ust as (ar. Se2ers t2ist into tunnels hidin

    ancient caves and (orotten vaults.

    1allen cities are adorned 2ith statues o( star-men

    cultists 2orship metal ods and bellierent unions

    prepare (or a cosmic invasion. 1amiliar landscapes are

    overrun b$ strane 2eeds corrosive mists creep in

    (rom the sea and 5et black mountains 2atch (rom the

    horion. +his odd 2orld has been a((ected b$ beins

    much straner than humans.

    6

    e! to "#$s%

    &o! do 'ou (la'%ne pla$er is the *e(eree. +he$ describe thesituation the characters are currentl$ in. +hepla$ers ask 7uestions and use their characters tointeract 2ith the environment. +he *e(eree tellsthe pla$ers 2hat happens or 2hich dice to roll todetermine the outcome.

    What do 'ou need%

    A set o( dice 8d9 d d; d60 d6

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    "olling a Character ))ho are !ou>

    *oll 3d (or each Abilit$ Score. 60 is averae.

    !ou ma$ s2ap o( an$ t2o o( $our scores.

    *T"&N%+,)1ihtin (ortitude and touhness.

    +-+&*+!)Stealth athletics and re(le'es.

    W./L#)&*) Con(idence discipline and charisma.

    Characters start 2ith d &it(oints,a measure o( their

    abilit$ to avoid li(e-threatenin ?amae.

    *tarter #acageConsult the Starter #ackae table on the (ollo2in

    pae to (ind $our startin e7uipment and an$ special

    in(ormation about $our character.

    As 2ell as individual e7uipment an e'pedition al2a$s

    has lanterns basic climbin mappin and campine7uipment and rations.

    Co(anions

    1or small pla$er roups each pla$er ma$ create one or

    more companions. *oll their Abilit$ Scores in order

    and ive them 6hp and a s2ord.

    ui(entne-,undred #ennies (make a Shillin s. ne-

    hundred Shillins make a %uilderg.

    Unared Attac d9 ?amae.

    &and Wea(on8

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    *tarter #acage Tale

    atch $our hihest Abilit$ Score aainst $our ,itpoints to (ind $our startin packae.

    )eapons have their damae roll listed.

    Arcana are rolled randoml$ 8see pae @=.

    ( t2o characters 2ould have the same e7uipment the second character takes their startin packae (rom

    the column to the le(t or riht i( this is not possible.

    1h( 2h( 3h( 4h( 5h(

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    #la'ing the $ae - )hat $ou need to kno2.

    *aes: A Save is a roll to avoid daner (rom a risk$

    action or situation.

    *oll d

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    Arcana ) #o2ers $ou cannot understand.

    Arcana are the most hihl$ souht-a(ter items in the

    2orld. Characters that are open about the Arcana the$

    carr$ 2ill (ind themselves the taret o( collectors

    thieves and con artists.

    ( a characterDs startin packae contains an Arcanumroll d the Unreaale *eal: ne door

    2indo2 etc. is sealed until $ou open it.

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    :a(le o> #la'

    8+hree pla$er-characters and their hirelin lihter-bo$

    are deep in an underround comple' the$ (ound in an

    inhospitable desert=

    "e>eree!ouDre (aced 2ith a set o( tall 2ooden doors

    ten (eet hih and prett$ sturd$. +hereDs no sin o( an$

    traps but $ou can see that the door is barred (rom theother side.

    Tou %reat so somethin is alive in there>

    eial +his could have been done centuries ao.

    )hat condition is the door in>

    "e>eree Looks rotten in places. tDs prett$ old.

    Uthred)ell 2e didnDt come this (ar to be beaten b$

    a door. ,o2 about hack throuh it>

    "e>eree!ouDll make a lot o( noise but $our a'e

    should be able to et throuh it.

    Uthred *iht. chop a2a$.

    "e>eree:8makes a luck roll rollin 9. +his is hih

    enouh that nothin is alerted b$ the noise= !ou bust

    open the doors 2hich reveal a spectacular room 30(t

    hih and e7uall$ 2ide. ts 2alls are an intricate mosaic

    but the tiles are constantl$ shi(tin colour. )ave

    patterns 2ash across the 2alls and in the centre o( the

    (loor is a si'-(oot-2ide sha(t.

    eial: 8Sketchin do2n the room on his rouh map=

    So itDs a dead end but the 2alls miht be 2orth

    investiatin... Dm bein ver$ care(ul not to touch

    them and tell m$ lihter-bo$ to do the same.Tou: h come on 2e hired him because heGs

    disposableH a$be Uthred should tr$ touchin them.

    Uthred: Dm not scared o( a 2all but Dm not stupid. Dll

    tr$ tappin the 2all 2ith the handle o( m$ a'e.

    "e>eree +he pattern o( the tiles doesnDt seem to

    respond but as $ouDre inspectin them more closel$

    $ou can (eel that the$Dre ivin o(( a sliht heat.

    Uthred&nouh to burn me>

    "e>eree ?oesnDt look like it onl$ a sliht heat.

    Uthred place m$ hand boldl$ aainst the tiles.

    8+he other pla$ers roan in unison=

    "e>eree: As soon as UthredDs hand touches the 2allthe shi(tin colours stop. A pulsin blue pattern starts

    to radiate (rom around UthredDs hand.

    eiel: Stand b$ (or his head e'plodin...

    "e>eree: +he tiles are 2arm but $ou donDt (eel an$

    other e((ect. No head-e'plosion thank(ull$.

    Uthred: ,uh 2eird. )ell Dll check out the sha(t.

    "e>eree: As soon as $ou remove $our hand (rom the

    2all it starts to shi(t colours aain and $ou no2 see the

    tiled shape o( a person its $our re(lection. 4arel$ a

    second later the room is (illed 2ith a cracklin noise

    and the tiled visae o( Uthred someho2 steps out o(the 2all he(tin the a'e (rom its back and takin up a

    combat stance.

    Tou: Nobod$ else touch the 2allsH Dll leap at the cop$

    o( Uthred 2ith m$ daers.

    "e>eree: *oll (or damae.

    Tou: 8*olls d;= +hatDs a 9H

    "e>eree: ka$ $ou dode past tiled bein and stab it

    in the side. nstead o( a scream the cop$ o( Uthred

    roars out in cracklin static-noise. tGs still standin.

    Uthred: Dll have at it 2ith m$ a'e tr$in to drive it

    a2a$ (rom &ekiel and the lantern-bearer.

    "e>eree ka$ roll (or damae.

    Uthred 8rolls d scorin @= have (ive.

    "e>eree: 8sees the taret is no2 at 0hp takes the

    remainin < damae (rom itDs S+*= !ou kick the thin

    back knockin it o(( balance and bur$in $our a'e in

    its side. t shouts out in static (u 8*olls a S+* Save

    succeedin= but continues to (iht.

    Uthred +hereDs onl$ room (or one Uthred hereH

    "e>eree: +he cop$ o( Uthred drops its a'e on the

    round and reaches (or2ard to tr$ and rab +oku. %iveme a S+* Save.

    Tou: 8*olls a S+* Save= &rm... ot a

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    "e>eree: +he cop$ ets a S+* Save to resist the attack

    8*olls a S+* Save= but it (ailsH

    eiel: 8*olls d6< (or S+* loss as dictated b$ the

    Arcanum= &levenH

    "e>eree: 8Checks his notes and sees that this reduces

    the creatureDs S+* to ero= tDs enouh to drain the

    ener$ (rom this thin. &'tendin $our love causes

    the colour to (ade (rom the bein as it (alls motionlessto the round and snaps out o( e'istence completel$

    destro$ed.

    Uthred: !esH

    "e>eree: !ou should be a2are that $ouGve reall$ been

    makin 7uite a lot o( noise in this room. 8Secretl$

    makes a Luck *oll to see i( an$ nearb$ monsters have

    noticed the noise. A roll o( 6 indicates somethin bad

    should happen so he rolls on the hostile encounter

    table he has prepared (or this area=.

    eiel: donGt like the sound o( this.

    "e>eree: !ou notice the sound o( somethinapproachin behind $ou. *emember that 2eird horse-

    like creature 2ith skin like super-hard tree bark $ou

    2ere ambushed b$ last session>

    Uthred: Sure 2e knocked it do2n that pit and (led

    like heroes.

    "e>eree: )ell this thin looks almost identical but

    rather than bein horse-sied itGs lare enouh to

    barel$ be able to s7ueee throuh the door2a$. ts

    5a2s are bi enouh to be able to s2allo2 $ou 2hole

    and its (oreles end in raspin cla2s spannin some

    si' (eet. Needless to sa$ itGs ot $ou in its sihts and it

    doesnGt seem (riendl$. 81ails a )L Save (or the cop$ o(

    Uthred as the siht o( this thin is enouh to scare it=

    +he cop$ o( Uthred sees this thin and immediatel$

    cra2ls back into the 2all (adin into the tiles.

    eiel: donDt much like the idea o( bein s2allo2ed

    2hole. )hat are our chances o( runnin throuh its

    les>

    "e>eree: tGs prett$ tihtl$ packed into the door2a$. (

    $ou 2ant to tr$ it 2ould re7uire a ?&B Save.

    Uthred +he smaller monster 2as a(raid o( (ire 2asnDtit> #erhaps 2e should send the lantern bearer over to

    tr$ and keep it at ba$.

    "e>eree ,e looks prett$ hesitant... a )L Save 2ould

    be involved (or such a suicidal mission. !ou never

    kno2 thouh he miht o (or itH

    Tou: *unnin past it and tr$in to scare it seem

    needlessl$ risk$ 2hen 2e have a per(ectl$ ood e'it

    riht hereH

    Uthred: +he sha(t> ?oes it look like the creature could

    (it do2n there>

    "e>eree: Unlikel$ itGs prett$ tiht.

    eiel: As suicidal as it sounds it miht be our best

    hope. Can thro2 a coin or somethin into the sha(t>

    "e>eree: As $ou (lick a hal(-shillin do2n the sha(t

    $ou hear a distant splash a (e2 seconds later.

    Tou: )aterH

    eiel: +hatGs optimistic... ho2 do 2e kno2 it isnGt

    acid or somethin> (iure 2e can (ind a 2a$ to

    distract it lon enouh (or us to escape back up thestaircase.

    "e>eree: )hile $ouGre (ormulatin this plan the

    creature has manaed to (orce itsel( into the room

    brushin aainst the tiled 2all 2hich sends out blue

    ripples.

    Uthred: h crap this isnGt oin to end 2ell.

    eiel: 1ineH nto the holeH

    Tou: +rust meH Gll even leap it (irst.

    "e>eree: !ouGre all leapin do2n no2>

    8+he roup all nod reluctantl$=

    "e>eree: !ou plune into the darkness o( the sha(t(allin (or a (e2 seconds be(ore splashin into 2hat

    (eels like ice cold 2ater deep enouh (or $ou to (all

    into sa(el$. +he bearerGs lantern is e'tinuished and

    $ouGre barel$ able to et $our bearins in the pitch-

    black pit be(ore $ou (eel a tinlin sensation over $our

    bodies. )L Saves all roundH

    8%roans (ill the table=

    I

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    A>ter the :(edition - )hat ne't>

    ost o(ten the oal o( an &'pedition is to (ind out

    about a m$sterious environment evade a po2er(ul

    threat or seek out m$sterious Arcana.

    A success(ul e'pedition is simpl$ one that returns to

    Civilisation 2ith somethin to sho2 (or it. +his couldbe a lost arti(act a terrible secret or 5ust a ood stor$.

    :(erience /eels

    )hen a character has completed the listed

    re7uirements the$ move to the ne't &'perience Level.

    &ach time the$ advance a level the$ ain dhp and roll

    d