Tags

, , , , , , , , , , , , , , , , , , , ,


If for some reason you want to remember your time on the Uncanny Highway, there are numerous Souvenir Shops along its length. Some of the goods you will find are just cheaply-made knickknacks that you will treasure for a week, and then forget you own. Others, may cost you your soul.

Table 1: Architecture and Decor of a Souvenir Shop

d12

The shop is a…

1

purpose-built clapboard building, with a flat roof.

3

old clapboard house, with a peaked roof.

4

flat-roofed brick building

5

old brick house, with a peaked roof.

6

rough stone building, with a peaked roof.

7

rustic log cabin.

8

faux “Old West” Boom-town style building.

9

faux barn.

10

faux castle.

11

faux thatched cottage

12

large tent, with tables erected inside.

Table 2: Items for Sale in a Souvenir Shop

d20, 2d4 times

You can buy…

1

post cards…

2

t-shirts…

3

key-chains…

4

wallets…

5

jewelry…

6

souvenir spoons…

7

stamped pennies…

8

stuffed animals…

9

wall plaques and posters…

10

dolls…

11

fireworks..

12

iron-on patches…

13

candles…

14

paperweights…

15

snow-globes…

16

ceramic figurines…

17

rubber weapons and/or cap guns…

18

Christmas ornaments…

19

novelty hats…

20

ashtrays…

d12

…themed generally around…

1

the Bible.

2

a local ethnic group (other than Native American). The Pennsylvania Dutch, the Gullah of South Carolina, the Tejanos of Texas, the Cajuns of Louisiana, Texas Hill Country Germans, Wisconsin Swiss, etc

3

U.F.Os. and Outer Space.

4

the American flag and patriotic slogans.

5

beloved cartoon characters. Items are unlicensed knock-offs of course.

6

a local geographical feature.

7

a local historical figure.

8

a local legend.

9

a local creature, or animal common to the area.

10

the Native American inhabitants of the area.

11

the military.

12

the Uncanny Highway itself.

Repeated results indicates a large variety of the same kind of object.

Table 3: Quality of Items in a Souvenir Shop

d4

The items are generally…

1

very poorly made.

2

cheap, but should last a few months.

3

as good as in any other store.

4

very well made.

Table 4: Patrons in a Souvenir Shop

d8+d12, 1d4 times.

Also in the shop are…

2

an Angel in disguise. If there are any Singular Items for sale, the Angel will try to dissuade the PCs from purchasing them.

3

a kidnapper.

4

a would-be thief about to stage a holdup.

5

a single father with 1d4 children.

6

a single biker

7

a hitchhiker looking for a ride.

8

a single mother with 1d4 children.

9

a biker couple.

10

an average family of a man, a woman, and 1d4 children.

11

1d4 average teenagers.

12

a traveling salesman.

13

a trucker couple. A semi truck is parked outside.

14

a single trucker. A semi truck is parked outside.

15

a runaway girl

16

a runaway boy.

17

1d4 musicians on tour. Tour Bus is parked outside.

18

1d4 hippies.

19

a serial killer.

20

an Extraterrestrial.

Table 5: Cashier in a Souvenir Shop

d8

The cashier is…

1

a distracted teenage girl…

2

a rude teenage boy…

3

a studious co-ed…

4

a bored college boy…

5

a motherly woman…

6

a nosy man…

7

a foul-mouthed older woman…

8

an extremely friendly older man…

d20

…who is actually…

1 – 10

the person they appear to be.

11

a Drug Dealer.

12

a secret agent for the C.I.A.

13

a secret agent for the K.G.B.

14

a scout for a kidnapping ring.

15

a serial killer.

16

an android.

17

a reanimated corpse.

18

an Extraterrestrial.

19

one of the Fairy Folk.

20

The Devil.

Table 6: Other things to see in a Souvenir Shop

d20, 1d4 times.

In addition to the normal items for sale, you see…

1

an obvious shotgun.

2

a dog.

3

a cat.

4

a parrot in a cage.

5

a goldfish bowl.

6

1d6 framed photographs.

7

a framed map. Since this is the Uncanny Highway, the map does not completely agree with “official” ones!

8

a stuffed moose or elk head.

9

a set of mounted antlers.

10

a sign saying “All Sales Final. No Refunds”.

11

a sign with a Bible verse on it.

12

plaques indicating membership in 1d4 local civic and/or fraternal organizations.

13

1d4 potted plants. 50% likely to be fake.

14

a sign saying “Bathroom is for Employees Only”.

15

posters and/or flyers for a concert at a local Amusement Park.

16

a banner indicating support for a local High School football team.

17

a framed picture of Jesus.

18

a television set.

19

a radio.

20

1d4 Singular Objects for sale. See Table 7.

Repeated results indicates multiple examples of the same object.

Table 7: Singular Objects for Sale in a Souvenir Shop

d20

There appears to be only only one for sale, but you notice…

Suggested Magical Power:

1

a knife with a handle that appears to be a femur bone.

Once per day, can kill whoever it is pointed at in anger.

2

an intricately carved cuckoo clock.

Once per day, can stop time for everyone but its possessor, for a period equivalent to 1 hour.

3

a suit of armor.

Completely protects its wearer from all attacks.

4

a cavalry saber.

User can strike Spirits and Ghosts.

5

a feathered Native American warbonnet.

Wearer is immune to fear, and can influence others.

6

a handmade quilt.

Once per day, if wrapped around someone will heal all damage, diseases, and disabilities.

7

a chandelier made from a wagon wheel.

Light dispels all Spirits, Fairies, and Ghosts, and freezes anyone who means the lighter harm.

8

a garden sundial.

All plants within 100 yards of where it is mounted will always be free of disease, vigorous, and give maximum yields of any fruit or produce.

9

an iron candelabrum

Summons a Ghost under the control of the user, for as long as a candle burns.

10

a knife made from an iron railroad spike.

One strike will kill any Fairy or Demon.

11

an intricately carved wooden mask.

Once per day, allows the user to change their face to any other for 1 hour.

12

a black powder Kentucky rifle.

Can automatically hit any visible target.

13

a life-size doll of a little girl.

Is possessed by a Demon or Ghost who will kill its owner’s enemies, if commanded.

14

a century-old cast iron pan.

Three time per day, can produce any food desired, so long as it will fit inside the pan.

15

a silver and turquoise ring.

User has incredible luck. If your game has a Saving Throw mechanic or something similar, the wearer always succeeds.

16

a finely-made dollhouse.

Every morning, any dolls left within overnight will be in positions that predict the events of the coming day.

17

an antique rocking horse.

For up to 12 hours a day, can transform into an actual horse who doesn’t need rest, water, or food.

18

a model train set.

If the user creates a model town and environment for the train, they can will themselves into an alternate dimension where the train, and town, are real. Time in the alternate dimension passes at the rate of 1 day = 1 hour in the real world.

19

a piggy bank.

Always filled with an inexhaustible amount of 1 dollar bills, which can only be extracted one at a time.

20

a “nothing grinder”.

Once per day, can inflict incapacitating pain on anyone the user names, for 10 minutes.

If a Singular Object grants a Magical Power, it can be used it for 1 year, before the Devil comes to take the possessor’s soul – even if they never use the item again, or sell it. The possessor will learn this fact in a nightmare, the first night after the item is activated. If the possessor never activates or uses the item’s Magical Power, however, they are safe. Otherwise, they will need to enlist the aid of some power strong enough to break the Devil’s grip on them. Naturally, the owner will have to relinquish the item in question to have any hope of salvation!