Forward base is deeper in the Dungeon and thus more contaminated by its strange influence. It is the front line where scout teams explore ahead of scientists, mining experts, and regular troops. Strange stories have evolved over the decades about items on base being lucky. Then there are the stores of magic tech to be issued on assignment. Items seized from the dungeon in quantities they let the poor grunts have the leftovers. A party leader may be issued one Amber priority item for a green assignment outside controlled zone. Then there is contraband black market operate through many national gate programs, with lnks to Russian, Romanian and possibly dungeon sources. A black market operator my find goods of value which could land them life in prison or worse. Hiding or even dumping this stuff can be a problem. This stuff is often found in dead gangsters possessions.
From the Barracks 1d50
1 - Helm of the Iron Sarge, dented vintage Korean war era helmet +2AC and Saves
2 - Homer's medpack, a first aid kit that heals 1d6 with a first aid +4 to stabilize a wound
3 - Link's Pistol, A +1 .45 pistol that every second shot costs no ammo (14 shots from 7 shot mag)
4 - Cross of the Good Chaplain, +2 Lv on turning effects, +1HP on any skill or magic healing
5 - Bayonet of Longinus, +2 Bayonet does 2d4 dam base on rifle
6 - Flack Jacket of Peril, battered Nam era vest never wears even if looks shit +3AC
7 - Grenadiers Satchel, find an extra grenade inside every day in hostile territory (possibly vintage)
8 - Saints Canteen, once a day water inside becomes holy water if surrounded by presence of evil
9 - The Fire Axe, a vintage +2 breaching tool from 60s, +4 vs doors and wood monsters
10 - Batterz Boomer, a +2 Nam era 5 shot pump shotgun
11 - Golden Duster, a +2 set of knuckle dusters been passed around since 70s
12 - Gurkas Blade, +2 Machete that provides +4 sneak and hide, traditional Nepalese
13 - Kris Blade, meteoric iron +2 knife, heals one hp of wielder damage per wound caused
14 - Lucky Hares Foot +2 saving throws
15 - Holy Flamer, rusty old blessed flamer can harm magical beings
16 - Dewey the Drone - A veteran drone with semi antonymous behavior, assault rifle
17 - Breakers SLR - Heavier old style Australian Army assault rifle +1
18 - Choppers Charmer - battered old M-60 one in 3 bullets are magical
19 - Russian Roller - Vintage soviet revolver, silver, engraved +2 (also as a club)
20 - Devil's Webley - +2 revolver +1 shot/round, save or berserk if bullet draws blood
21 - Boombox of courage - whoever plays this gets +2 Morale & resist feat in 10m radius
22 - Ol guitar - battered old guitar +1 bard Lv powers, +2 player compose music
23 - Ol boots - battered dated pair of boots makes kick damage hit magic
24 - Ol Bills bandoliers, early 20th C hunters ammo belt, exra bullet per 4 carries several hundred
25 - The Dungeon Billy - colonial camp pot, self heating, turns water to tea
26 - The magic pudding - a regenerating delicious sentient pudding that complains as you eat him
27 - Storm shield - +2 medium (+2 base) see through bullet resistant shield with gun port
28 - Storm armour - +2 (+7 base) bullet resistant polymer, full combat hardened
29 - Lucky Lantern - modern electric lamp sears dead in 30M 30degree cone 1hp per round
30 - Battering ram shatters any wood under 1 foot thick once per charge 2d10+10 charges
31 - Rileys Sap Gloves - silver and cold iron capped knuckles leather gloves +2 punch
32 - Rope of Stretching - 100 yards cable can stretch to double length with hand trick
33 - New Zealanders Club - +1 +4 vs evil Mouri wooden club of great quality
34 - Dog Tags of victory +1 to hit and damage any attack
35 - ANZAC Medal +1 to AC and save
36 - Rippers razor +3 Mithril fold out antique shaving razor 1d3
37 - Stienmans Webbing - extra magazine every day
38 - Cookies Clever +2 cooking clever may be thrown 1d4 damage
39 - Blink Pup - trained blink dog - requires qualified handler
40 - Deathwish headband - sends on mission a invisible stalker once monthly
41 - Canteen of plenty - refills with drinking water daily
42 - O'Gradys Hip Flask - refills with Irish grog daily
43 - Cursed Skin Mag - resist save or read inappropriate moment, attracts monster
44 - Devils Flamer - +2 beserker
45 - Saints Flare Pistol - light lasts 1d6 rounds 1hp to undead in 60m
46 - Clancy's Holy Drone - sacred symbol covered , harm evil magic beings up to +2
47 - Lucky Tool Kit - +4 thieves tools
48 - Hellhound Pup - breathes 2d6 fire 3 times a day, +1 magic to harm it
49 - Imp or Quasit aids in secret before contacts its charge, claims soul
50 - Kellys Drone - great guard and detects evil and chaos, assault rifle
Contraband 1d100
1 - Poison gas grenades 1d4
2 - Poison Ammo 1 clip
3 - Dark elf nectar
4 - Hobbit Weed
5 - Non authorized 20 shot automatic combat shotgun
6 - Non authorized homemade incendiaries
7 - Non authorized homemade explosive device
8 - Proximity mines (security risk if dismantled by dungeon dwellers)
9 - Youth potion (one years worth)
10 - Raise dead scroll
11 - Non authorized SMG
12 - Bandolier of 2d4+4 grenades various types
13 - Blade venom - one potion
14 - Ingested poison 2d4 potions
15 - 3+1d6 cartons of cigarettes or case of cigars or other drugs of choice
16 - Wrist knife launcher - 3 shots
17 - Caviar, vodka, whiskey, confectioneries and treasure of foodstuffs
18 - Personal message smuggled from a surface loved one
19 - Forged pass for day leave signed by general
20 - Forged request for higher risk code equipment
21 - Bribed for promotion opportunity
22 - Girdle of gender change
23 - +2 Beserker blade
24 - Intelligent weapon (pricey and dangerous to handle)
25 - Slavers manacle (charms wearer into passivity similar to charm spell)
26 - Bootleg media archive
27 - Hat of alignment
28 - Reanimation potion - injected in fresh dead heart save live or become angry zombie
29 - Scroll of trap detection
30 - Scroll of secret door and passage detection
31 - Scroll of light
32- Scroll of darkness
33 - Golem Manual
34 - Lich Manual
35 - Weapon grade radio actives in canister
36 - Map to dungeon cache of Russian suitcase nuke
37 - Horn of greed - playing this amplifies peoples greed
38 - Crooked dice and cards
39 - Partial deck of sealed untested magic cards
40 - 1d6 x 100 000 dollars in cash, jewels and bonds
41 - Contract to employ underground caravan to escape to Russian Gate
42 - Contract to employ Russian mercenaries for extraction
43 - Contract to employ Rumanian torturer
44 - Vial of vampire blood or dungeon DNA in cryotube
45 - WW1, WW2 or Cold war spy documents in satchel
46 - Documents incriminating current politicians and dungeon xenotech
47 - Meth lab in a crate
48 - Suitcase of street drugs 1 million value
49 - Military grade pharmaceuticals - morphine,
50 - Dungeon newt, can charge per lick for magic dreamy acid trip
51 - Blessed clip of ammo, harm dead and unholy beings
52 - +1 clip of ammo
53 - +1 dagger
54 - +1 shortbow and quiver of arrows
55 - Dragonsbreath ammo - 6 shots, turns cone shot to fire damage, destroys unmodified shotgun
56 - Poison ammo - 1 clip
57 - Sliver Ammo 1d6 clips
58 - Silver knuckle duster
59 - Mithril Dagger +3
60 - Adamantium Sickle +5
61 - Dagger of venom
62 - Portable holes 1 use each, 1d6
63 - Sack of holding 100lb goods weigh 10%64 - Summon demon sigil (one shot release binding - not really summoned or controlled)
65 - Magic Dungeon mushrooms - create mutation if eaten 1d4 doses
66 - Contract to employ orc mercenaries
67 - Contract for goblin slaves
68 - Contracts for goblin scout archers
69 - Contract for Rumanian hit man
70 - Contract for goods from traders equaling 4 bushels or loads
71 - Contract for Dark elf assassin
71 - Contract for slaves held at market - various races
72 - Map of lower level and location of well to get there
73 - Dagger that turns to sword if stud pressed
74 - Rod turns into a staff or spear by pressing studs
75 - Composite bow folds to school ruler size
76 - 2d10 +1 darts
77 - 1d10 +2 darts
78 - Dagger +1 can cast light spell once per day
79 - +1 Bayonet
80 - Remote detonated nerve gas cylinder
81 - Drum of acid - good for getting rid of stuff
82 - Tranquilizer pistol - 1 shot per reload, 20 narc darts
83 - Machine pistol with stock, silencer and barrel extension kit
84 - DUSLAP ammo - depleted uranium discarding sabot 12 gauge slugs 2d10+10
85 - Japanese sword set - everyone thinks they are cool as 1 in 3 real
86 - Shuriken 1d3 sets of 10
87 - Martial arts weapons88 - Garrote wrist watch
89 - Home made pianowire rounds for 12 gauge slugs 1d10+10
90 - HEX 2d6+6 high explosive custom 12 gauge slugs 2d6 blast 3 metre diameter circle
91 - Built in silenced compact SMG
92 - Wand of wondrous things - makes random surreal crap mostly
93 - Magic gateway in painting, cupboards, stone arch dissembled in crate, 6 ft mirror or other
94 - Intelligent Item like mirror, bronzed wizard skull, fossil familiar, or statuette
95- Mixed load silver and cold iron, 2 clips
96 - Mixed load buckshot and AP slug alternating, 2 clips
97 - +1 knuckle duster
98 - Potion of Dexterity +1d4 for 3 turns, 1d4 doses
99 - Smuggler contract to get goods out other gate
100 - Adress book of international terror and crime contacts
From the Armoury Priority Amber 1d20
1 - open Door Wand
2 - Detect Magic Wand
3 - +1 Shortsword
4 - +1 dagger
5 - +1 club or walking stick or truncheon
6 - +1 Longsword, axe or mace
7 - Night vision ring
8 - Magic lamp with shutter
9 - Jumping Boots x2 distance
10 - Running Boots +3 move
11 - +1 ring of protection
12 - Rope of climbing
13 - potion of water breathing 2 doses
14 - potion of shrinking 2 doses13
14 - potion of fire growth 2 doses
15 - Featherfall ring
16 - Cloak of hiding +4 hide
17 - Boots of sneaking +4 sneak
18 - Wand of snuff torch
19 - Modern repeating medium crossbow with 10 +1 bolts and 20 silver bolts
20 - Belt of Strength +2
From the Armoury Priority Red 1d20
1 - Healing Wand
2 - Fireball Wand
3 - Burning Hands Wand
4 - Light Wand
5 - Magic Missile Wand
5 - + Sword, Axe, Spear or Mace
6 - +2 Shortsword
7 - +2 Sword, axe, spear, mace or staff
8 - Modern repeating medium crossbow with 20 +1 bolts and 20 +2, 20 silver
9 - Belt of Giant Strength +4
10 - Polymorph self potion, one
11 - Healing potion (as heal spell) one
12 - Lightning Bolt Wand
13 - Flaming weapon (sword, spear or chain)
14 - Storm weapon +1d3 electrical damage (any weapon)
15 - +1 +4 vs enemy type weapon (one element, dead, man, reptilian, insect, dragon, etc)
16 - Heroism potion 1+1d4 doses
17 - Superheroism potion 1 dose
18 - Slavers manacle (charms wearer into passivity similar to charm spell)
19 - Mage Hat - cast one extra 1st wizard spell per day
20 - Priests mantle - cast one extra 1st priest spell per day
Weaponized Xenotechnology and Xenomethodology (Magic) 1d20
1 - Holy Hand Grenade (Blessed to harm magic undead and magic evil) one
2 - Orichalcum round (Double Max damage) destroys gun fired from
3 - Silver Ammo - 4 clips
4 - Holy Wooden Ammo - 2 clips
5 - Healing Potion 1d8 x2 doses
6 - Holy Water 6 potions
7 - Cold Iron Ammo - 4 clips
8 - +1 Ammo - 1 clip, not recyclable charge spent when shot
9 - Silver Machete
10 - Silver Dagger
11 - Silver Bayonet
12 - Holy Water Gel Rounds - 1 clip
13 - Blessed Cold Iron Rod
14 - Dragonsbreath ammo - 6 shots, turns cone shot to fire damage, destroys unmodified shotgun
15 - Silver Frag Grenade - harms some undead, devils and were-beasts
16 - Spider Web ammo - shotgun ammo entangles targets
17 - Fireball Wand Flamer - usable by wizards and sorcerers, as a compact flame thrower 4kg
18 - Reanimation potion - injected in fresh dead heart save live or become angry zombie
19 - Portable electric pentacle on roll up mat, remote configures vs various entities
20 - Holy water aerosol pack 1d6 close range on undead 10 shots per can, 3 cans
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