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Non Gratus Rodentum

■■■■■■■■■■■■■■ ■■■■■■■ ■■■■■■■■■ ■ ■■■■■■■■ ■■■■■■■■■■■■■■■■■■ ■■■■■■ ■■■■■ Into The Jungle--___ 1430.2
Who are you, January, 1951
■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■
First Contact Report by
■■■■■ ■■■■■■■■■■

OPERATION MANUAL
FOR INTO THE JUNG LE

D
REVIVA

E
L

I
OO L

SS I F
OLD SCH

AG
CLA

ENCY
S

O R

DD
M
DE O

A
US E
ING TH
THE INTO

Warning Notice
Involved
Intelligence Sources and Fiction
NATIONAL SECURITY INFORMATION
Criminal Sanctions
Unauthorized Discolsure Subjet to

CaptainGeffJoldblum at gmail com


666■2019■■
WWW.STOCKHOLMKARTELL.COM

Please Copy.
Non Gratus Rodentum

INTO
THE JUNGLE. STRESS POINTS (SP).
OO
L REVIVAL
Life in the jungle is extreme, and STARTING THE GAME:

THE
Experiencing hours of stress from extreme

OLD SCH

AG
brutal. Thick foliage, sharp vines and

ENCY
terrain and weather, starvation,
S

TEAM BACKGROUND.
O R

choking heat affects everyone, while thirst and trauma will give the soldier

JUNGLE
effectively hides the thick-skinned

DD
M
Agree on what and who the players want
DE O

A
US E
TH

Stress Points. That you need to take care


ING
THE INTO

pigmen who’s color is the same as the to play. Select the belligerent party
of. After 4 stress points you will reach
2019.12.05 jungle■■■■A varied terrain with high the state of Broken (Traumatic Stress and starting point that appeals to you
You are a soldier during the Vietnam altitude differences in the form of Disorder). Broken will give the play- the most.
War. Exploring classic fantasy dikes and hills and water filled rice er disadvantage on all rolls. Every roll
dungeons, with monsters like pigmen fields. The subtropical climate slowly you remove 1 Stress Points, until all EXAMPLES OF TEAMS
and lizard people. Fight the undead consumes the soldiers. The soldiers points are back at 0 again. If you are • MACV-SOG - Highly classified,
with machetes in swamps. Chase dark are constantly sweaty and moist due encumbered and broken, you get double multi-service special operations
elves dressed as humans in the streets to the humidity, heat and monsoonal disadvantage, roll three d20 and use the unit, strategic reconnaissance,
of Saigon. Combat giant wasps with rain. The jungle is filled with leech- lowest result. The only way to get rid of covert action, psychological war-
Huey helicopters. Run through fields es, ticks, venomous snakes, mosqui- Stress Points before broken is: fare.
set ablaze by napalm and avoid the toes, fire ants and now also lizard • Long-Range Reconnaissance Patrol
ambushing cobra-people Get high and people. Besides this and the threat • Sleep and socializing at the camp, - LRRP, One rule, do whatever you
fall into a punji trap. This of getting a dark elf dagger in the eliminates all Stress Points. need to do to survive.

D
• A short break removes 1 point. That • SASR(SAS) - A special forces unit

E
epicenter of mankind’s fall just have back there are Punji traps, mines and
includes, relaxing with food, water

I
one solution; find the source and ■■■■ booby traps. The difficulty of seeing of the Australian army.
■■■■

F
■■■■■ ■■ if there is an enemy or something else or cigarettes for one hour. If not • Sappers - Highly trained NVA/VC

I
hidden or silent you need to roll on force.

S
moving in the hard-to-reach environ-
the random encounter table. • “Soviet Military Experts” - Part

S
THE BACKGROUND. ment creates enormous stress, which

A
Viet Cong has encountered one of many can be temporarily subdued with ciga- • Drugs will temporary and instant of 3000 unofficial soviet soldiers

CL
strange doors while digging tunnels rettes and drugs ■■■■■ ■■■■■■■■■■ remove all stress points for a half and special forces somewhere in
under the jungle. The seal that kept day. Each time you use a drug, lower Vietnam. Spetsnaz.
the unknown confined for thousands of THE CAMP. the difficulty level one step forev- • Marines - Semper fidelis. Provided
years was broken and its content of er. Start on 20 and lower it one step air, ground, supply and logistic
This is a place where the player can
pigmen, skeletons and other fantasy each time 19,18,17 etc. Failure to support.
relax, write letters home and role-
monsters are spreading out into the play. The camp can be a Fire Support
roll under the difficulty level with • Viet Cong Commandos - Elite mili-
jungle around the area. Intel concern- a d20 will get the soldier addicted tary units of National Liberation
Base (FSB), village, Forward Operating
ing “Quái vật giả tưởng” have reached to that drug. Front.
Base (FOB) or something else. Create
the CIA who has sent a long-range the hub together with the players. It Example of stress SP
reconnaissance patrol to the site to can have a tactical operations center, Select a class or create your charac-
help the Viet Cong. Nobody has seen players own living quarters, aid sta- Swamp: Leeches, ticks, venomous +1 ter from the class description “Who
the patrol after that. Except ■■■■■■■ tion, battery of howitzers, helicopter snakes, mosquitoes. are you” page.
■■■■■■■ pads, communications bunker and more. Deep jungle: Thick foliage and +1 om
ic
jungle re
se
a

Food and equipment can be refilled


At

sharp vines. Choking vegetation/

rc
*

h
l

* W
we stea
without charge. If you use more than

E will s
heat. Easy to get ambushed.
THE ATOMSPHERE AND INSPIRATION.

ed
it

te
your daily ration of bullets, food and

Un

al
yo *
ur y
Technolog

equipment you have to pay, persuade or Heavy rain: Everything is soak- +1 ■■■■■■■■Into the odd.
■■■■■■■■■■■■■
Into The Jungle--___ 1430.2 steal. You will always get what you ing wet. Hard to see longer
■■■■ ■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■the movie
Vietnam , January, 1951 need for a mission. ■■ ■■■ distances and hear approaching

First Contact Christian P


enemies. Platoon, ■■■■■ D&D monsters, dungeons■■
Daily ration includes: Heat - Constantly sweaty and +1 ■■■■■■■■■■■■■■■■■■■■■■■■■■■■ tropical jungle
1 C-ration moist due to the humidity. ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
4 magazines with bullets creedence clearwater revival? ■■■■■■■■■■
No food - Hungry +1
■■■■■■■■■■■■■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■
Sleeping at the camp eliminates Stress No water - Dehydration +1
Points. The hub is guarded, but not ■■■■■■■■■■■■■■■ not feel political!■■■■■■
always safe. The more attention the Wounded +1
CaptainGeffJoldblum at gmail com 2018 players attracts with their actions,
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
Surprise skirmishes +2
the more likely it is that the enemy ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
will take notice of their current The unknown - Dark dungeons and +2
locations. Create characters that the tunnels, scary monsters. ■■■■■■■■■■■■■■■■■■■■■■ .
player can interact with at the camp. Encumbered +1
Please Copy.
Non Gratus Rodentum

WHO
ARE D8 Class skill D6 Weapon skill D20 Occupation

YOU?
Before The
Construction and demolition - Build, re- 1 Pistols/revolvers
1 War
pair, laying or clearing mines, explo- 2 Shotguns
CHARACTER CREATION 61v11c. 1 New york Mafia
sives. 3 Submachine guns or Saigon mob-
YOUR CHARACTER. 2 Movement - Climb, run, move and jump fast. 4 Infantry rifles ster.
To Create your Character roll 2d6+3 for each 3 First aid and trauma care. Care for battle 5 Machine guns 2 Actor.
Ability Score (AS). You may swap any two of injuries, diseases and other conditions.
6 Sniper/marksman rifles 3 Cartographer.
your scores. The higher an attribute is, the 4 Animal handler - The soldier gets one ani-
better you are at it. 4 Student.
mal that the handler have trained. 1 extra
attack with the animal 1d4 HP 1d6 Damage. 5 Pizza maker.
STRENGTH Fighting, fortitude, and toughness. D8 Important
5 Heavy vehicles - The soldier can drive and D20 Traits 6 Traffic police
DEXTERITY Stealth, athletics, and reflexes. 1 A place.
pilot all heavy vehicles, from tanks to 1 Polite. officer.
WISDOM Confidence, discipline, charisma.
helicopters. 2 A person. 7 Postal worker.
2 Reckless.
If you have one ability scores under 6 you can 6 Stealth - The soldier can move and act si- 3 An Ideal. 8 Cook.
3 Cautious.
pick/roll 2 class skills. lent, can change the silhouette fast. 4 Heritage.
4 Vibrant. 9 Zookeeper.
7 Leadership - Motivation, obedience to or- 5 An event
1d6 For hitpoints. 5 Hypochondriac. 10 Dancer.
ders, communicating, can remove 1 stress
6 Friends.
point(Roll under 10, if the roll fails, 6 Honest
CLASS SKILL. 11 Convict.
that stress point will transfer to the 7 An object.
Roll or pick 1 skill you are good at, this 7 Proud. 12 Electrician.
character with the leadership skill in-
will give you advantage on all attribute tests 8 Drugs. 8 Relentless
stead. 13 Goldsmith.
and saves within that skill.
8 Heavy weapons - The soldier starts with 3 9 Perfectionst. 14 Teacher.
WEAPON SKILL. weapon skills and can use heavy weapons.
10 Dishonest
Roll or pick 2 weapon skills. This will define 15 Librarian.
what weapons you can get full damage with. If 11 Remorseful.
Build your own character with class skills and weapon 16 Sales manager
you don’t have the skill in the weapon you skills or roll one from the table below. 12 Nearsighted
use, you do 1d4 damage. 17 Farmer.
13 Creepy.
D8 Type Examples Class skill Weapon skills 18 Taxi driver.
SQUAD MEMBERS (COMPANION). 14 Lazy.
For small player groups or very deadly scenar- 1 Combat Engineer Construction, Pistols/revolvers,
19 Truck driver.
ios, each player may create one or more squad demolition . Infantry rifles. 15 Courageous.
members. Roll their Ability Scores in order 2 Rifleman Movement. Submachine guns, 20 Professional
16 Rough.
and give them 1HP and 1 weapon skill. Treat it Shotguns. soldier.
as an funnel, if the player survives with any 17 Hard-boiled,
3 Combat Medic First Aid, Pistols/revolvers,
of the squad members it will count as you sur- D6 Secrets
Trauma Care. Inantry rifles. 18 Savage.
vived the mission. 1 ■■■■■■■■■■■■■■
4 Gun nut Heavy weapons. Pistols/revolvers, 19 Passionate
EQUIPMENT. Machine guns, 2 ■■■■■■■■■■■■
You get 2 Range Weapons, 1 hand to hand combat Submachine guns. 20 Too old for
weapon. Jungle Fatigues, Combat Boots, M1 Hel- this shit.
3 ■■■■■■■■
5 Tunnel Rat Stealth. Pistols/revolvers,
met, Belts, Pouches and Tropical Rucksack, 2 Shotgun. 4 ■■■■■■■■■■■■
Quart Canteen.
Pick 2 Standard Items and roll 1d4 Standard
6 Animal Handler Animals. Pistols/revolvers, 5 ■■■■■■■■■
Infantry rifles.
Items, roll or pick 1 Special Item. 6 ■■■■■■■■■■

D
7 Sniper Stealth. Pistols/revolvers,

E
Into The Jungle--___ 1430.2

I
sniper/marksman

SIF
Who are you, January, 1955 rifles.
First Contact Report by

S
8 Driver/Pilot Heavy vehicles. Pistols/revolvers,

L A
Infantry rifles.

C
Please Copy.
Non Gratus Rodentum

CORE AUTOMATIC FIRE.


DEATH. FLYING & DRIVING.

MECHANICS
When you use automatic fire on a weap-
When a soldier dies the player creates You can only drive heavy vehicles if
on, you need to roll under the diffi-
a new soldier and the Referee finds you have the heavy vehicles skill. If
culty level in the table, to hit your
a way to have them join the group as you want to do something special you
target. This symbolize the recoil of
Some of the core mechanics is based and soon as possible. Here, quickness is need to Roll a WIS attribute test.
the weapon and bullet spread. Keep
stolen straight of from Chris McDowall required over realism. Alternatively
rolling the die until you fail and When flying or driving Roll 1d6 once.
and his Into the odd. Visit his blog at the player may take control of a squad
roll damage each success. When you
soogagames.blogspot.com ■■■ ■■■■ fail a roll, you are out of ammo. Re-
member(companion)or other ally. Weather will affect the 1d6 roll. +1
bad weather. -1 no wind and sunshine.
loading is 1 action. You can’t cancel
SAVES. REACTION. D6 Description
automatic fire. If you get a critical
A Save is a roll to avoid danger from All people and creatures you 1-2 You know your shit, the player de-
failure with 20, your gun jams for 1d4
a risky action or situation. Roll d20.
If you roll equal or under the
turns■ ■■■■ ■■■ ■■ encounter have their own wants and
needs, which drive their reaction to
scribes how they fly.

appropriate Ability Score you pass. Roll order Difficulty On Success the group. If an encounter is at risk 3-4 You just do your job nothing more.
1 is always a success and 20 always a of turning nasty, the character at the
1 under 18 Roll damage. 5-6 Something unexpected happens, roll
failure. head of the group must pass a WIS save
2 under 15 Roll damage. ■■■■
to keep things civil. ■ ■■■■■ save WIS. If failure Roll 1d4 to
see the distance you travel before
TURNS. 3 under 10 Roll damage.

CLASSI
MORALE. you crash or have to land.
On your turn a character can move and
4 ≥ under 3 Roll damage. 1. Close to start point.
perform an action. When it is unclear Groups require a WIS save to avoid
On fail, Out of ammo. On Success, Roll damage. being routed when they lose half of 2. Halfway.
which combat side should act first,
their total numbers. Groups with a 3. Almost there.

FIED
the character at the head of the group ROUNDS/AMMUNITION DIE.
leader may use the leader’s WIS score 4. You are lost.
must pass a DEX save to secure the When combat is over, roll an ammuni-
first action. in place of their own. Lone combatants
tion die to see how much ammunition is SPOTTING HAZARDS.
must pass this Save when they are
spent and found. If the roll is 1-3 As a general rule the presence of a
ACTIONS. then the die is downgraded to the next
reduced to 0 hp. This applies to
An Action can be anything from opponents and allies but not player trap or other hazard is always noticed
die in the dice chain. 1-3 on the d4 by characters unless they are running,
negotiating, to attacking, to fleeing. characters. Fleeing to safety under
means that the weapon has run out of visually handicapped, or distracted.
Attacks are detailed below. pursuit requires a DEX save.
ammunition, and needs to be reloaded. After this characters may be harmed
For other actions the Referee calls D20>D12>D10>D8>D6>D4.
for the character at risk to roll a SHORT REST. through further inaction or lack of
save. For example, an attempt to trip A hour of rest and a swig of water caution. Most Hazards should allow a
DAMAGE. recovers all of a character’s lost DEX save to avoid danger at the last
an opponent might force them to When an individual takes Damage they
pass a STR save to stay on their feet, Hit Points. Resting may waste time or second.
lose that many Hit Points. If they
while an attempt to trick an opponent attract danger, roll on the random en-
have no Hit Points left, they are
into surrender may force them to pass counter table if not very well hidden. BYPASSING HAZARDS.
wounded, and any remaining Damage is
a WIS save or lower their weapons. The players should consider creative
removed from their str score. They
must then pass a STR save to avoid FULL REST: A Full Rest requires a week ways of avoiding a hazard or disarming
ATTACKS. Critical Damage. If the weapon has of rest and relaxation at a camp. This it completely. Risky methods call for
An attacker rolls a die dictated by several damage dice, you can divide restores all Ability Scores and cures a Save or Luck Roll. Rusty old traps
their weapon, and subtracts the the dice into several targets. any other ailments. may only trigger on a low Luck Roll,
opponent’s Armour score (AC). Their even if the characters stumble right
attack causes this much Damage. If you CRITICAL DAMAGE. LUCK ROLLS. into them.
don’t have the Correct training for A character that takes Critical Damage Sometimes you’ll want an element
the weapon you are using you do 1d4
is unable to take further action until of randomness without rolling a Save, LOCKED DOORS.
they are tended to by an ally and have particularly in situations dictated by Typically a locked door can be picked,
damage (not knives etc) instead of the
a Short Rest. If they are left untend- luck or those that fall outside of the given some time. A DEX save is only
intended weapon damage. Attacks that ed to for an hour, they die.
are Impaired, such as firing through three Ability Scores. For the situa- required if there is a risk of trig-
cover, or fighting while grappled, tions roll a d6. A high roll favours gering a trap, alerting foes or run-
ABILITY SCORE LOSS. the players, and a low roll means bad ning out of time. Similarly, breaking
roll d4 Damage regardless of weapon. If a character has their STR score reduced
Similarly, attacks that are Enhanced luck for the players. The Referee down a door only requires a STR save
to zero they are dead. If their DEX or decides what a specific result means if there are risks or time pressure,
by a risky stunt or a helpless or WIS are reduced to zero the character is
vulnerable target, roll 1 extra damage for the situation at hand. but breaking a door always causes lots
paralysed or mentally broken respectively, of noise and can take a long time.
die. and cannot act until they have a Full Rest.
Please Copy. They must be carried to safety.
Non Gratus Rodentum

EXPERIENCE LEVELS ENCUMBRANCE.


NORMAL SIZED ITEMS/1 slots
When a character has completed the re- A soldier can carry gear and items
HEAVY OR BULKY ITEMS/2 slots.
quirements, they move to the next Ex- equal to their strength score. This
perience Level. Each time they advance amount is referred to as Slots. Any
2 Magazines = 1 slot
a level, they gain d6 hp and roll d20 amount over will result in the soldier
Grenade = 1 slot.
for each of their Ability Scores. If being encumbered.
Ammo Belt/bandolier = 1 slot
the roll is higher than the score it
Radio, Machine gun = 2 slots
is increased by 1. Being encumbered means that the player
roll all attribute tests with disad-
RANKS. vantage. Add 1 stress point for each
*1 kilometer = 0.621371192 miles.
As they advance through Experience kilometre* the soldier moves while
Levels, characters may be treated dif- encumbered.
ferently by people they encounter.
Basic start equipment and very small
• (1)Private - You are ready to go items does not count. Unless you have
on an mission. a lot of them then it counts as 1
• (2)Specialist - You have survived slot. What constitutes a lot is up
at least one mission, you can now for your Referee and player group to
be a team leader. decide.
• (3)Corporal - You have survived
at least three dangerous missions Example of basic start equipment:
since reaching rank specialist, the soldiers fatigues, combat boots,
you can command 2-5 soliders. You helmet, belts, pouches, 1 rucksack, 1
get 1 new weapon skill. canteen, 1 knife.
• (4)Sergeant - You have survived at
least five missions since reaching Example of small items: custom zippo
corporal, and can now command 7-14 lighter, needle, dice, lucky charm.
soldiers. You have an companion/
FNG (Fucking New Guy) of rank Pri-
vate, You get 1 new weapon skill.
• (5)Captain - You have an FNG of
at least rank corporal, and have
survived a dangerous missions with
them since reaching sergeant. You
can command 7-25 soldiers.

Beyond Captain, uponreaching Major or


General, a character may have greater
ambitions. This could be a desire for
a legacy, politics or turning the BELL UH-1 IROQUOIS
tide of war.
■■■■■■■■■ ■■■■■■■ 7,000 helicopters deployed.

OL REVIVA Nightrunner ■■■■■■■■ ■


O Huey ■■■■■■■■■■■■■■ ■■■■■■■ ■■■■■■■■■ ■ ■■■■■■■
LA
OLD SCH

To ■ ■■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■ ■■■■■■■■■


Born
l
GENCY

Craw
■■■■■■■■■■■■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■
■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■
S

O R

■■■■■■■■■■■■■■■ ■■■■■■ ■■■

The fighting that is taking place during a turn is a representation


M

■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
D of combat. An attack is not one individual bullet. Several shots
D

OD
A

E
US E
ING TH are fired during a fight, but only the important information is ■■■■■■■■■■■
THE INTO
what we are role playing around. ■■■■■■
Please Copy. ■■■■■■■■■
Non Gratus Rodentum

THE
D20 Orders D20 Locations D20 Missions

MISSION
1 Evacute 1 Ruins 1 Find missing CIA operator in Sai- 13 Extract sniper duo with important
2 Opium fields gon, clues leads to a cellar under information about The Dungeon en-
2 Destroy
a bar. Secret passage to an under- trance in Saigon.
3 Infiltrate 3 Dark Cave
ground pigmen-farm. 14 Lizard-people stronghold with
4 Ambush 4 Jungle river stolen goods.
EXAMPLE FOR A MAIN MISSION 2 Night raids by Lizard people, Retrieve stolen
• Locate the main dungeon, find a 5 Extract 5 Waterfall against weapon depot. Hiding be- torpedo boats.
way into the dungeon. The play- stronghold hind waterfall. Stash with stolen 15 Search for a supposed Gnoll cave
6 Search
ers will find clues on missions to 6 Hill (number) goods. stronghold. Gnoll gang on dirt-
where the dungeon is located and 7 Fortify bikes.
7 Swamp bunker 3 M113 armored personnel carrier
other important story parts. 8 Withdrawal stuck in the jungle, need 16 Diplomatic mission between Viet-
• Stop the source for this evil. 8 Sinkhole extraction. Turns out to be dark
9 Guard Cong and USA, dark elves infil-
Camp elves who have developed a trating the meeting.
BONUS MISSION 10 Patrol 9 Hidden trail magic field. Are the marines at
• Get all human fractions to combine 17 Use local boats and rendezvous
11 Retrieve 10 Tunnels the vehicle really humans? with local guide, obtain infor-
forces into a united front against
the monsters. 12 Transfer 4 Helicopter crashed on Hill 937 mation about “human food” camps.
11 Rice paddies

D
(Hamburger Hill, Ap Bia Moun- Travel by foot to the food camp.

F I E
13 Attack 12 Jungle tempel tain). Retrieve Important cargo. Rescue as many as possible and

I
• Three perfect ember cubes is lo-

CLASS
cated all over Vietnam. Touching 5 Infiltrate and investigate a halt production of human meat.
14 Defend 13 Dungeon
all of them will open■■■■■■■■ with human cult with a Cobra-People 18 Defend LZ, medical helicopter
15 Locate 14 Crash site leader. evacuations. Defend until last
■■■■■■■■ Contact the captain for person is gone.
more information. 16 Investi- 15 Jungel prison 6 Reconnaissance mission to
gate locate and evaluate swamp giant 19 Tactical withdrawal. Setting up
16 Valley
All entrances is heavily guarded ex- 17 Raid strongholds. Heavy jungle grass mines and booby traps. At night,
cept the main entrance under Saigon. 17 Tall grass and deep swamp. rain. Tracer fire and flares.
An ancient secret society uses this 18 Reconnais- fortifica- Overwhelming.
7 Locate bloodthirsty Dryad
entrance to get into the underworld sance tion 20 Ambush a Pigmen patrol at the hot-
opium fields in North Vietnam for
and collect magic artifacts. These 19 Diplomatic 18 Village a aircraft napalm raid. Armed dirt test day of the year.
artifacts and other goods are then bikes available for the player.
20 Capture 19 Delta
sold on a black market placed above
8 Interrupt and halt the flow of hu- D20 Ends with 12 Applause
the entrance. Plantations
20 man slaves and supplies to a Skel- 1 Betrayal 13 Something
MISSION NAMES:OPERATION A+B eton camp deep in the
2 Death irresistible
jungle.
D20 A D20 B 3 Discovery 14 Natural di-
12 Black 12 Dogs 9 A search and destroy operation saster
1 Bay of 1 Pigs against a pair of giant spiders in 4 New friends
13 Clean 13 Haze 15 Letter from
2 Purple 2 Arrows Phuoc Tuy province. Possible use 5 Villain es-
home
14 Beer 14 Sunset of helicopters or torpedo boats. caping
3 Rolling 3 Fury 16 5 days R&R in
10 An amphibious mission through the 6 Party
4 Market 15 Amphibious 4 Darts 15 Ninjas Hong kong.
Mekong delta to locate and eradi-
5 Arc of 5 Thunder 7 Calm trip 17 Another team
16 Vampire 16 Lights cate a vampire spawn pit. Vampires
home helping the
6 Cactus 6 Fuse hiding in a jungle sinkhole, with
17 Tunnel 17 Water 8 Magic object players
a underground river.
7 Xray 18 Beaver 7 Eagles 18 Donuts 18 New technol-
11 Be part of an Viet Cong offensive 9 After-action
8 Cobra 8 Gates operation in Long Khanh province review ogy
19 Coco 19 Victory
9 Hot 9 Yeti against Gnolls. Destroy gnoll 19 Red herring
10 Funeral,
20 Dungeon 20 Glenn bunker.
10 Dagger 10 78 someone at 20 Home camp
12 Transfer military supplies be- the camp destroyed
11 Gladiator 11 Rage tween two base camps. died
11 E n e m y
OPERATION A+B switching
Please Copy. sides
Non Gratus Rodentum

RANDOM
The Referee rolls d6 each time the group move into a new D20 Areas
area, resting, or make loud noise. A roll of 1 means the

ENCOUNTERS
1 Mountainside hut
group encounter something, a roll of 2 means they hear some-
thing approaching or nearby, and 3–6 means there is no en- 2 Overgrown shrine
counter ■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■ 3 Deep jungle
4 Swamp tree
D6 1-2 3-4 5-6 5 Stony hill side
D20
6 Small Jungle River
1 Old Ruin. Someone is having a BBQ. Stone tower. No door. 3 Windows.
7 Rice paddies with mor-
2 Shaman’s hut A lone soldier sits on a stone. Opium field on fire.
tar craters
3 Someone, or something is stalking Vine covered statue in a strange ma- Pigmen having dinner, human meat.
8 High grass field
the squad... terial.
4 Body hanging from a tree, missing Old deep water hole coverd with Fire ants eating all the food in the back- 9 Mountain plateaus
spine and skull. planks. No water at the bottom. pack. 10 Jungle clearing
5 Wildlife encounter Strange sound. Hidden gnoll storage.
11 Destroyed jungle
6 Soldiers trying to defend bunker from Well used path, looks like tracks Bamboo whip with spikes, triggered with

E D
12 Old forgotten road

F I
monsters. from monster X. pressure plate.

CLASS I
7 Tripwire with grenade. Wildlife encounter. Someone is shooting at something 13 Abandoned village

8 Purple Obelisk, sending out a sinus Spiked trench, the bottom of the A hidden entrance to tunnels under some 14 Small waterfall
tone. Teleport or memory obelisk. trench is fitted with spikes or rotten planks, leading to a room.
15 Path with planks
barbed wire.
9 Lost military backpack, no food but Mace Trap, spiked log or ball sus- An ancient jungle tree stands in a clear- 16 Area filled with fungi
a map with a small dungeon added pended in a tree on the end of a ing. Tree hut at the top. spores
with blood. rope. Triggered by tripwire. 17 Human graveyard
10 Colorful parrot, singing and A camp with soldiers sleeping, from Old dungeon coins at the bottom of a river. 18 Mangrove forest
talking. the “opposite” human side.
11 Wide clearing in the middle of the Small waterfall with a blue deep Soldier hangs from a tree after failed 19 Long woody vines
jungle, red smoke. Something is on lake. Ruin at the bottom of the parachute landing. Could be alive. 20 Impenetrable jungle
its way. lake.
12 A horde of pot-bellied pigs escape Crate with parachute hanging in a Helicopter crashing, smoke and sounds from
from something in the jungle. tree. 2 standard items and 1 special a engine failure. Crashing somewhere close. DAMAGE.
item. Damage from falling rocks,
explosions and other sources
13 Enormous snake sleeping. A animal is playing in the river. Broken truck.
outside of normal combat ranges
14 Hidden snake pit trap Ancient temple, still being used. Hidden pit trap with skeleton. between d4 and d12, with d20
used in only the most extreme
15 All animal sounds stops. Special forces on a mission. Wildlife encounter.
cases. Consider how it would
16 A squad of special forces are hunting Big arrows made from wood is point- 1d4 Young vampires with missing fangs in a affect an average person. A
a vampire nearby. They have not spot- ing into the jungle, leading the new spawn pit is plaing around with human fall that is quite likely to
ted the player party. party into a cave. Is it an ambush, slaves. injure an inexperienced char-
trap or just someone that needs some acter might cause 1d8 Damage
company? but a huge rock that would
17 Nature blocking the path Person stuck in a trap. 1:1 Sized human doll made from twigs. crush most might do d12.Poison
usually causes Ability Score
18 Heavy rain and thunder, the sky Narrow gorge with a jungle hang Small village, 1d6 farmers. Or is it farm-
loss. Effects like Blindness
turns black. bridge. Is it safe? ers?
will hinder attacks and call
19 Punji trap. Hairy apelike creature “Rock Apes” Monster ambush. for Saves to carry out usually
laughing and lurking. effortless actions.
20 Hole with fresh cold water. Jeep with the engine still going. Hut with food.

Please Copy.
Non Gratus Rodentum

THE “I love this pl


ace

THE ERS
WILDLIFE MONST
at night, the
no
stars. There’s
in
right or wrong
. Th ey ’r e ju st we can kill it”
th em “If it bleeds,
there.”
D20 Wildlife HP Description D20 Monsters HP Damage Description AS
1 Batutut 12 Mysterious apelike creature. Often friendly, 1 Pigman 12 Pistols d6 Only two missions in life: DEX 12
studying monsters from above. Kill and propagate. Live in
2 Mosquitoes 1 Bite can lead to anaphylazis, severe headache, pigmen-farms.
high fever, skin rash, fatigue, vomiting, diar- 2 Giant Wasp 30 Sting d12 The same size as an helicop- DEX 15
rhoea, joint pain, disorientation or malaria. ter.
3 King Cobra 6 Deadly, growling hiss, rarely seen at night. 3 Gnolls 8 Stolen and Loves human technology and WIS 15
White or yellow crossband, dark olive or brown modified dirtbikes, if they see a ve-
with black bands. m16. d8+2 hicle they need it.
4 The Banded Krait 5 Deadly, a Two Step Snake. Lizard-People use them 4 Dungeon big- 15 Claws d8 Mix of mud and hair, muscu- STR 16
in traps. foot lar, ape-like creature. DEX 12
5 Giant Centipede 7 Fast-moving, aggressive predator, bite will end 5 Cobra-People 8 Bite d8 Human body, snake head. DEX 17

I E D
in swelling to cell death. Intense pain. Poision

CLAS S I F
6 Leeches 1 Red-black, slimy and blood sucking. Burn them 6 Jungle Vampire 5 Bite d8 Born in spawn pits, older DEX 16
with a cigarette or use insect repellent to get Nails d4 than the earth they walk on, WIS 17
them off. Very common in freshwater. HP Bite d4 young vampires has no teeth.
7 Chinese bird spider 2 Highly venomous, building nests in living Troll 7 Dryad 10 Vine whip The soul of the deep jungle, STR 17
hair. d8 loves human flesh and opi-
8 Fire ant 1 Can kill small animals with its venom. Bite feels um. Looks like a tree if they
like being burned by fire. stand still.

9 Marbeled Cat 4 Very long tail 8 Swamp giant 25 Hammer 3d6 Islands of hills and jungle. STR 17
9 Dark Elf 8 Dagger d6 Master infiltrator WIS 18
10 Ricefield rat 2 Will make squeals and whistles sound when dis-
turbed or attacked. 10 Banshee Rat 6 Ethereal Human sized rat ghost. DEX 18
11 Saltwater crocodile 9 Favourite meat for Swamp giants. bite d6

12 Indian elephant 15 It’s an elephant. 11 Dungeon toad 9 Spit d8 Colorful, poison skin, same -
size as a child.
13 Asian black bear / 20 Can be very aggressive.
Moon bear 12 Giant spider 20 Bite d20 It’s big and hairy.. DEX 16

14 Blood python 3 Active around dawn and dusk. Natural habitat 13 Ivory lechees 25 Sucker d12 White, tank sized lechees DEX 4
marshes and tropical swamps. 14 Lizard-People 8 Tail d8 Razor sharp tails WIS 16
15 Golden jackal 4 Wolf-like canid, hate Gnolls. 15 GiantGecko 19 Claw d8 Big Crab in rainbow colors. -
16 Indochinese tiger 8 Pet animal for Pigmen. Crab
16 Elephant Worm 28 1000 A worm that can eat an ele- -
17 Lesser false vampire 2 Scouts for Jungle Vampires.
teeths phant. Lives in the ground.
bat
d20
18 Vietnamese Pot-bel- 4 Fat and uniformly black, wrinkled skin.
17 Purple Jackal 9 Magical Humanlike people with a dog -
lied pig
staff d6 face
19 Jerdonii pit viper 2 Venomous
18 Skeleton 6 Sword d6 The dungeon backbone, grunt STR 6
20 Indian muntjac - 4 Visible canines of males, males are territorial. and quite friendly if you
Barking deer know their name.
19 Dwarf Cyclops 5 Throwing Blacksmiths and builders. STR 17
knifes d6
20 Swamp Hydra 35 Snake bite A serpentine water monster DEX 16
Please Copy. d12 with 1t20 snake heads. White WIS 16
with blue and yellow markings
Non Gratus Rodentum

WHO INTELLIGENT MONSTERS D20 First impressions.

ARE
1 Polite so it hurts, wearing
D20 Names translated strange boonie.

THEY?
to “english”.
2 Reckless in combat, boasting
1 Starflesh about old fights. Never stops
2 Rad looking at others weapons.
NON-PLAYER CHARACTER CREATION 61v11c.
3 Crop Croq 3 Cautious around others. Moves
MILITARY PERSONNEL (add rank or title before name). slow if you stare at her/him.
4 Knobby Nnoll Major burn scars under the
d20 Name d20“Nickname” d20 Surname D20 Surname “Nickname” Name M/F 5 Eyes uniform/clothes.
1 Ricardo “Bunny” Gibson 1 Nguyễn “Spring Rice” Dũng/Phuong 6 Red Wine 4 Vibrant language and gestur-
7 Cogwheel ing. Always eating on some-
2 Elias “Texas” Hendrix 2 Phan “Black Lotus” Giáp/Long
thing. No shoes.
3 Buster “Junior” Ezteves 3 Võ “Didi Mau” Duc/A’nh 8 Bones
5 Hypochondriac and emotional.
4 Stanley “King” O’Neill 4 Dương “The American” Vũ/Chi 9 Howlin Always one hand in the medi-
5 Enrique “AceMaze” Cavezza 5 Phạm “Purple Jade” Phuc/Linh 10 Watchtower cine bag.
6 Doug “Doc” Wolfe 6 Bùi “Dac Cong” Tuan/Ngoc 6 Steals and denies it. Wearing
11 Snakeface
too many watches.

D
7 Howell “Eightball” Crawford 7 Lê “Hanoi Dog” Chau/Thi 12 Who
Angry about something, will

E
7
8 Wayne “Cobra Joe” Morehouse 8 Đỗ “Charlie” Quang/Thom 13 Fat Sleepwalker stop for a while if you talk

I
9 Corkey “13” Ferguson 9 Hồ “Ville” Hoang/ Tuyen about it. Homemade tattoos.
14 Storm Rider

F
10 Chris “Touchdown” Gonzalez 10 Lý “Mice finger” Khanh/Uoc 8 Relentless and unnecessarily

I
15 Purple haze
rough. One ear.
11 Dwayne “Mother” Turner

S
11 Trần “Red mouth” Bao/ Quỳnh 16 Boots
9 Perfectionst with major ocd.
12 Kenneth “BooKoo” Glosson

S
12 Xầm “Doc Doc” Chuong/Han 17 Son/sister. Perfect uniform/clothes.

LA
13 Arthur “Hurricane” Flynn 13 Bạch “Whilly Peter” Duy/Cam 18 Fugs 10 Dishonest, not wearing sym-
14 Charlie “Taco” Svensson 14 Hoàng “Xin loi” Minh/Anh bols representing any sides.
19 No Government

C
15 Robert “Alphabet” Francisco 15 Chiêm “One Eye” Văn Tỵ/Ly 11 Remorseful. Hiding bag full
20 Heatman of ears.
16 Dan “Cotton Top” Butterfield 16 Đặng “Snake hat” Hùng/Thien
12 Nearsighted and looks at you
17 Jack “Swede” Churchill 17 Ngô “Meat Beast” Chu like he/she wants to eat you.
18 Diego “Hollywood” Cobb Black clothes.
18 Nhâm “Joe” Sang/Oanh
13 Soooo creepy. Too long hair.
19 Darrell “Pigpen” Fairbush 19 Mao “Typhoon” Tông/Hong
20 Glen “Bam-Bam” Irwing Hanh 14 Lazy and talkative, very very
thick glasses.
20 Phó “Wrong dice” Bình
15 Courageous, wearing medals.
RIVAL SQUADS
16 Need to plan everything.
SPETSNAZ спецназ LRRP 101ST AIRBORNE DIVISION - SWITCHBLADES VIET CONG COMMANDO 17 Hard-boiled, scars every-
Know at least 2 secrets. Here to observe and kill the gnoll leader Al- Sharp and silent, know their environ- where. Wearing headband.
pha Mane. ment. 18 Savage with a sparkle in her/
Валентин Valentin S6 D10 W13 H10
Ефим Yefim S8 D9 W12 H3 his eye. Almost no clothes.
Darrel “Fuckface” Masberg S13 D13 W14 H10 Trần “Mice snake” Bao S10 D8 W7 H1
Игорь Igor S10 D8 W7 H1 Linh “Dorment“ Hoàng S14 D15 W12 H1 Pham “Sweet meat” Mao S8 D6 W9 H7 19 Passionate and hiding some-
Светлана Svetlana S13 D8 W12 H8 Dougal “Father” McGuire S8 D6 W9 H7 Đỗ “The russian” Tuan S6 D10 W13 H10 thing.
Fayard “BeerCan” Green S13 D11 W10 H2 Bạch “Crab swimmer” Hoang S13 D12 W8 H3 20 Too old for this shit. Gray
hair and smoking a cigar.

Please Copy.
CLASSIUAL REPOR Non Gratus Rodentum
FIED

CLASSIFIED
MONSTER
ARMOUR:

MECHANICS
OL REVIV
Armoured humanoids or large beasts
have Armour 1. Large, armoured beasts
HO and giant creatures have Armour 2.
AL Only the largest, toughest monsters
OLD SC

The monster mechanics is based and have Armour 3. Unusual creatures may
AGENCY stolen straight of from Chris McDowall cause certain attacks to be Enhanced
and his Into the odd. Visit his blog at
S

O
R or Impaired against them, or be out-
soogagames.blogspot.com right immune.
MA

DAMAGE:
DE

U
SI D DRIVE: Attacks cause d6 Damage if nothing is
NG OD Characters and Monsters should all have
THE
INTO THE mentioned. Some attack for extra dam-
something that they desire and are age, up to an absolute maximum of d20
working towards. This is the main guide for the most extreme cases.
for the Referee in deciding how the Ability Score Loss and Death Attacks:
being behaves, and can be anything from Particularly deadly creatures bestow
■■■■■■■■■■■■■■ ■■■■■■■ ■■■■■■■■■ ■ ■■■■■■■■ ■■■■■■■■■■■■■■■■■■ ■■■■■■
world-domination to a quiet life. horrible effects when they cause Crit-
ical Damage. This ranges from
■■■■■ ■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■ ■■■■■■ MONSTERS: Ability Score loss to messy death.
Some encounters are, by their very na-
■■■■■■■■■■■■■■■■■■ ■■■■■■■■■■ ture, different to people and wildlife. ABILITY SCORES:
As such they often have special abil- When assigning Ability Scores 20 is
ities outside of their Ability Scores. the maximum.
An expedition site should contain most-
ly unique monsters but some examples HOW TO MAKE IT FUN.
are given.
■■■■■a■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
HIT POINTS: ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
Creatures have up to 35 hp. Remem- ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
ber that Hit Points are not purely the
ability to absorb physical damage but ■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■
also the monster’s cunning and skill in
avoiding harm ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
■■■■■■■■■■■■■■■■■■■■ And accept it that
KILLING MONSTERS: soon you’ll be drenched to the bone.
“Somebody once
wrote, “Hell Monsters are treated exactly the same
is the impossib
ility of as characters other than noted excep-
reason.” That’s
what this tions.
place feels like
. Hell.”

Please Copy.
Non Gratus Rodentum

CLASSIFIED
15

7
Medium sized dungeon 1 8

5
3 14
1
2 9

CLASSIFIED
4

13
10

CLA
SSI
16
Cartog

FIE
raphy,
Map Co
Field
ntrol
Ltd. K
No 666
arl St
848711
jernbe
rg MIA
6
Report

D
Contac missin 33
t g
OOL REVI
CH
11
S

VA
OLD

L AGENC

S
O

R
MAD
EU

Y
S

G
IN

TH
E IN D
TO THE OD

Please Copy. 12
Non Gratus Rodentum

1
d dungeon
Small size
1a 1b

3
4
2

1b 5
5
1c

6
Small sized dungeon 2
1b

3 1d
4
6
4 1a

2
2 1c
1a

5 3

CLASS
1e

Map Control No 9848


Field Report missing
10
IFIED
Cartography, Ltd. Karl Stjernberg
8487 666a
HO
MIA

OL REVIV
1d
1c

Small size
OLD SC

AL

Contact
d dungeon
AGENCY

3
O

R
MA
DE

Please Copy.
SI
U

NG D
THE OD
INTO THE
Non Gratus Rodentum

THE Ingram MAC-10


Knuckle Duster 1d4+1

WEAPONS
D10 Pistols & Used by
revolvers
1 Colt M1911A1 U.S. Standard
Prototype Machete.
D10 Type Ammunition Damage 2 Colt Commander U.S. Officers
Die (AD) 3 M1917 Revolver South Vietnamese , U.S.
1 Hand Combat Weapons - 1d4+2 Tunnel rats.
2 Pistols & revolvers d6 1d6 4 Browning High Power Australia, New Zealand.
(AD d8)
3 Submachine guns d12 2d4 If the weapon has several damage dice, you can
5 Smith & Wesson 10 U.S. Tunnel Rats
4 Shotguns d6 3d4 divide the dice into several targets.
6 Smith & Wesson 12 U.S. Army, USAF Pilots.
5 Machine guns d20 2d6* **
*Can’t be used at close range
6 Sniper/marksman rifles d8 1d12* ** **Need 1 turn set up else half damage. 7 Smith & Wesson 27 MACV-SOG
7 Infantry rifles d12 1d8 8 Makarow PM Soviet Union
L REVIVA
8 Grenade Launchers - 3d6* OO

D
9 Mauser C96 (AD d8) China
REMINDER.

LA
OLD SCH
E
GENCY
9 Mortars - 5d6* ** S

10 Luger P08 VPA, VietCong/NLF.

I
ROUNDS/AMMUNITION DIE(AD)
O R

F
10 Flamethrowers d10 4d6* When combat is over,

DD
DE O

A
D6 Shotguns Used by
US E
TH

I
ING
THE INTO
roll a ammunition die
D10 Submachine guns Used by

S
D10 Hand Combat Weapons to see how much ammuni- 1 Stevens M520-30 “trench U.S. Military

S
1 Thompson South vientam, U.S. tion is spent and found. guns”
1 M7 Bayonet.

A
artillery , helicop- If the roll is 1-3 then
2 Ithaca 37 Navy SEALS, U.S.

L
2 Jet Pilot’s Survival ter units. the die is downgraded
Navy personnel.

C
Knife. to the next die in the
2 Ingram MAC-10 U.S. special opera- dice chain. 1-3 on the d4 3 Stevens Model 77E “riot” U.S. Army ,
3 KA-BAR Utility/fighting tions forces. means that the weapon has Stevens Model 77E “mark1”, Marine military
Knife.
3 Carl Gustav M/45 MACV-SOG, Navy SEAL, run out of ammunition, extended magazine, m7 bayo- personnel, South
4 Gerber Mark II. South Vietnamese. and needs to be reloaded. net. Vietnamese Forc-
5 SOG Knife. 4 Madsen M-50 MACV-SOG, U.S. spe- D20>D12>D10>D8>D6>D4. es.
6 Switchblade. cial forces, South 4 Winchester Model 21 (AD d4) South Vietnamese
Vietnamese. AUTOMATIC FIRE. Forces.
7 Bowie knife. When you use automat-
5 Sterling L34A1 Australia, New Zea- ic fire on a weapon, 5 Winchester Model 1200 U.S. Army
8 Prototype Machete.
land, SAS. you need to roll under 6 Remington Model 870 Navy SEALS, U.S.
9 Knuckle knife. 6 Sten (with su- U.S. special opera- the difficulty level in Marine Corps
10 Tomahawk. pressor) tions forces. the table, to hit your
7 Uzi U.S. Special opera- target. This symbolize UZI
tions forces. the recoil of the weapon 10
Colt M1911A1 el
and bullet spread. Keep Mod
8 K-50M NVA. rolling the die until son
& Wes
9 Škorpion NVA ,VietCong/NLF you fail and roll damage th
each success. When you Smi
(spies,special force The
unit). fail a roll, you are out
of ammo. Reloading is 1
10 F1 submachine gun Australia. Difficulty
action. You can’t cancel
Winchest
Wi h er Mod automatic fire. If you under 18
el
1200 get a critical failure under 15
with 20, your gun jams
for 1d4 turns ■■■■■■ ■■
■■■ under 10
under 3
USMC

On fail, Out of ammo. On Success, Roll damage.

Please Copy.
Non Gratus Rodentum

WEAPONS& M60

VEHICLES
AK-47

1 kilogram =
D8 Machine guns Used by 2.20462262 pounds

1 Stoner M63 5.30 kg Navy SEALs. D10 Infantry rifles Used by D6 Sniper/marksman Used by
2 M60 10.5 kg U.S. Standard. rifles
1 M1, M1A1, & M2 Carbine U.S. Air Force Security
3 M1919 Browning 14 kg Vehicle and helicopter Police 1 Dragunov SVD-63 . Soviet Union.
mounted machine gun. 2 M16 U.S. Standard 2 M40. U.S. Marine Corps
4 Maschinengewehr 42 VPA, VietCong/NLF. 3 M1 Garand (AD d6) South Vietnamese, U.S. 3 Winchester Model 70. U.S. Marine Corps
11.6 kg advisors
4 M21. U.S. Army
5 DShK 1938 34 kg Soviet Union. 4 CAR-15 Navy SEALs.
5 Mosin-Nagant 1891 FÉG NVA
6 RPK - Ruchnoy Pulemyot Soviet Union.
5 CAR-15 (Colt Commando Navy SEALs., MACV-SOG. Sniper version.
Kalashnikova 4.8 kg
flash suppressor) 6 Remington Model 700. MACV-SOG
7 Degtyaryov machine gun NVA, VietCong/NLF.
11.5 kg (loaded) 6 L1A1 Self-Loading Ri- Australia, New Zealand.

E D
fle

F I
8 Heckler & Koch HK21 Navy SEALs, Thai forc-
D20 Vehicles

CLASS I
7.92 kg es. 7 AK-47 NVA,VietCong/NLF.
8 AKM Soviet Army 1 M151 Jeep ¼-ton 4×4 utility truck.
9 Sturmgewehr 44 NVA,VietCong/NLF. 2 Willy MB Truck, 1/4 ton, 4x4, Command
D8 Grenades And Mines Damage Reconnaissance.
1 M26 Fragmentation grenade 3d6 10 Mauser Kar98k (AD d6) NVA,VietCong/NLF, South
3 M113 APC (Armored Personnel Carrier)
Vietnamese.
2 XM58 Mini CS Riot Control Grenade, -
4 M3 Half-track
CS gas, target cannot keep their
eyes open for 1d2 turns. “non-le- 5 LARC-LX (Lighter, Amphibious Resup-
M16 ply, Cargo) 60 Ton
thal”.
3 M18 Colored smoke grenade - 6 M76 Otter (amphibious cargo carrier)
4 F1 Fragmentation grenade 3d6 7 Centurion Mk3 Tank
5 M-43 Type 67 Stick grenade 3d6 8 M48 Patton Tank
6 M18 Claymore mine 4d6 9 M67 Flame Thrower Tank
7 Thermite Incendiary Grenade 1d20 10 Bell UH-1 Iroquois “Huey” helicopter

8 M16 mine 4d6 M40 Sniper Rifle 11 Bell AH-1 Cobra Attack Heli
12 Bell H-13 Sioux - light observation
D8 Heavy weapons Name helicopter
1 Grenade Launcher M79 Grenade Launcher 13 CH-47 Chinook helicopter
2 Flamethrower M2 (M9A1-7) 14 Douglas AC-47 Spooky Gunship
3 Light Anti-Tank Weapon M72 LAW
15 Lockheed AC-130 gunship
4 Rocket Launcher (4tubes) M202 Flame Assault
Shoulder Weapon 16 de Havilland Canada DHC-2 Beaver with
amphibious floats
5 Mortar M2
17 Armored Troop Carrier (LCM) Naval
6 Anti-Tank/Personnel Type 69 RPG
Dragunov SVD-63
Weapon 18 Mil Mi-4
7 Mortar M30 mortar 19 Dnepr M-72 Motorcycle
8 Howitzer M102 howitzer 3d20 20 GAZ-69 truck
damage
Please Copy.
Non Gratus Rodentum

STANDARD/SPECIAL
ITEMS L REVIVA
Into The Jungle--___ 1430.2
Standard / Special Items January,
1951
OO
First Contact Report by
LA
OLD SCH

GENCY

O R
M

DD

DE O
A

US E
ING TH
THE INTO

D6 Standard Items Standard Items Standard Items D20 Special Items


D20 1-2 3-4 5-6 1 Friends in high places.
1 M3 Aid Bag, bodybag, field dress- 20 empty sandbags. Insect Repellent, Liquid DEET, or 2 Ancient book about a dungeon 1000
ing, U.S. Navy Surgical Case. “bug juice”. years ago.
2 Mess Kit & Utensils Hand generator. Mountain Cook Set. 3 Scuba gear
3 Gas Mask Field towel, extra dry clothes. Grappling Hook. 4 M18 Infrared binoculars
4 Machete Trap Kit Belt Buckle with Hidden Compass. 5 Pentax single-lens reflex camera or
5 Tent Big mosquito net. 7x50 M-19 binoculars and case. Olympus Pen EES-2
6 2 Smoke grenades M1966 Jungle hammock. Hot Weather Field Cap 6 PRC-25 Radio, Diana Cryptosystem Pad,
Waterproof Signal Equipment Bag.
7 Poncho Marine Corps Raincoat. Strobe light
7 The complete field guide, get 1 ad-
8 Air Force pen light Dog Tag Silencers (Spectacles) Barbed tape. vatange every mission.
9 Sun, Wind and Dust Goggles Zippo Lighter or matches with Wa- Ajax Transistor Radio, for music 8 Custom built pistol x2 rounds.
terproof Match Container. and news.
9 T-10 Parachute
10 Signal mirror Black Pajamas. Viet Cong Rice Tube.
10 Scopes for all your weapons
11 MX-991/U Flashlight Combat notebook. AN/PIQ-5A Public Address Megaphone.
12 2 Frag grenades Camouflage Paint Stick. Weapon Cleaning Kit 11 1t6 C4
12 Fragmentation Vest
13 1t4 Claymore Mine. Water Purification Tablets. Hidden Knife Pocket
14 Jungle hat Utility Pocket Knife. Sunglasses and jungle boonie. 13 Ghillie Suit

15 Air Mattress Camouflage Helmet Cover With Mos- Sunburn Preventive Cream and Foot 14 PSR-1A Intrusion Detecting Set
quito Net. Powder. 15 A map with 1 minor dungeon already
16 Wrist compass or Lensatic Compass. Standard folding entrenchment 1t4 Signal Smoke & Illumination marked.
tool. Sirvival Flare 16 Jungle boots with a human barefoot
17 Tool Roll Pouch Kit 1d8 Carbiner with climbing rope. English or Vietnamese Phrase Book sole.
18 Maps BUAER Flak Shorts Ten-foot steel pole. 17 Your own M38A1 Jeep

19 Sleeping bag ARVN Officers Whistle Crowbar 18 Ancient book about a dungeon 1000
years ago.
20 Trip flares Individual Survival Kit - Hot-Wet Pistol Silencer
19 Grenade launcher
Environment

CLASSIFIED
20 ■■■■■■■■■■■■■■■■■■■

CWP 1430.2
January, 1951
Please Copy.
Non Gratus Rodentum

COMING
C-7B FIELD REPORT. ■■■■■■■■■■■■■■
D20 Fate ■■■■■■ Pigman ■■■ visible canines
Written by Cpt. ■■■■■■■■■ ■■■■■■■ Operation

HOME
1 The effects from strange chemicals, Rolling Pigs. Date 30 april 19 ■■■■ ■ ■■■■■■■ ■■■■■■■■■■■.
■■■■■■■■■■Mosquitoes,■■■■■■■■■■■■■■■■■■■■■
believing you are a ■■■■■■ got an Three ■■■■■■■■■■■■■■ ■■■■■■■ ■■■■■■■■■ ■ ■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
extra ■■■■ ■■■■■■ ■■■■■■■■■■■■■■■■■■ ■■■■■■ ■■■■■ ■■■■■■ ■■■■■
THE AFTERMATH. ■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■..Coelophysis?
When you retire your charac- 2 Starting your own ■■■■■■ ■■ business
■■■ ■■■■■■■■■■■■■■■■■■■■■■■■ ■■■■■■■■■■■
ter or when the war is over. without ■■■■■■■■■■■■
■■■■■■■■■■■■■■■ ■■■■■■■■■■■■ ■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
You either pick your own fate 3 Bodyguard for ■■■■■■■■■■■ ■ ■■■■■■ ■■■ ■■ ■■■■■■■■■■■■■■■■■■■■ first ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
or use the the core and fate
4 Not my country anymore. Starting contact report■■■■■
tables. ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■Operation
D6 Core the first ■■■ ■■■ Rolling Pigs.
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ ■■■■■ ■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■
1 I don’t like talking 5 CIA agent with anger issues and ■
■■■■■■■■■■■■■■ ■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
about it. ■■■■■■■■■

CLASSI
■■■■■■ Perfect symetrical ■■■ ember ■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ ■
2 Nightmares every 6 Killed in a car accident because of cubes. ■ ■■■■■■■ ■■■■■■ ■■■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
night, mood swings,
angry outbursts, anx- ■■■■■■■ ■■■■■■■■■South or north Vietnam.
■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■ magic artifacts?

FIED
iety, paranoia. 7 ■■■■■■ stripper in ■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■danger.
Large, armoured beasts and giant crea-
3 Daily uncontrollable tures ■■■■■■■■■■■■■■■■■■■■■■■■■■ ■■■■■■■■■■■
8 ■■■■■■■■■■ criminal with ■■■■■■■ ■■■■■■■■■
■ ■■■■■■■■■■■■■■■ ■■■■■■ ■■■ ■■ ■■■■■■■■■■
flashbacks.
■■■■■■■■■■■■■■■■■■■■gic only with helicop-
9 Police officer, problems with au- ■■■■■■■■■■
4 Drug addiction. ter.
5 Alcoholism. thorities, bribes and ■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
■■■■■■■■■■■■■■■■■■■■■in the skull ■■■■■■■■■■■
6 Suicide. 10 Invents a ■■■■■■ without ■■■■ ■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■
■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
11 Drummer in a band called ■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■2 inside. ■■■■■■■■■■■■■■■■■■■■■■■■a.
■ gets kicked from the band before ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
they ■■■■■■■■. ■■■■■■■■■■■■■2■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
■■■■■■■■■■■■■■■Compsognathus scouts.
12 Blaming everything on ■■■■■■■ ■■■■ and ■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ ■■■■■■ ■■■
antiwar movement, deep resentment ■ Captain ■■■■■■■■■■■■■■■■■■■■■■■■■ ■■■■■■■ ■ ■■■■■■■ ■■■■■■ monster ■■■■■■■■■■■■■■■■■
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ ■■■■■■■■■
toward ■■■■ ■■■■■■■■■■
■■■■■■■■■■expedition. Contact him and ask
for the “full list”.
13 Actor in ■■■■■■■■■ but can’t ■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ ■■■■■Captain ■■■■■■■■■■ Geff ■■■■■■■■■■■■■■
■■■■■■■■■■■■■ Remember that ■■■■■■■■■■■■■■■■
14 Working with Pigmen refugees and ■ ■■■■■■■■■■■■■■■■243 million years ago. ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
■■■■■■ active in the antiwar move- ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ ■■■ Joldblum
ment ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■af ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
666■2019■■ 15 Finishing your education in ■■■■
WWW.STOCKHOLMKARTELL.COM ■■■■■■■■■■dungeon. ■■■■■■■■■■■■■■■■■■■■
16 Reliving ■■■■■■■ over and over again ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
■■■■■another time. ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
17 Taxi driver with ■■■■■■■■■ for ■■
■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
Come senators, congressmen 18 ■■■■■ gigolo with ■■■■■ ■■■■■■■■■■■■■■■■■■■■■ ■■■■■■■■■ ■ ■■■■■■■■ ■■■ ■■■■■■■■■■■■■■■■■ at
Please heed the call. ■■■■■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■ ■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ G ■■■■■■
19 Living in the jungle. Psychosomatic
■■ ■■■■■■■■■■■■ entrance ■■■■■■■■■■■■■■■ ■
Thank you: Li
nnea, Karl, blind, ends up with the first ■■■■■ ■■■■■■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■
Rickard, Joha ■■■■■ ■■■ creatures ■■ ■■■■■■■■■■■■■■■■■■■■
OSR FB, Chri
n, Johan, ■■■/human child by mistake. ■■■■■■■■■■■■■■■ Mail ■■■■■■■■■■■■■■■■■■■
s with his ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
into the odd, ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
Mark Sable,
Anxy Anxy,
20 Schizophrenia, all “personali- ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
Skander. ■■■■■■■■■■■■■■ ■■■■■■■■■■■■■■■■■■■■■■■■■■■■
ties” called Johan. Outbursts with ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ ■■■■.
screaming■
■■■■■■■■■■. 1 extra problem ■■■■■■■■■■■■■broken truck. ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■
from the d6 core table and 1 extra ■■■■■■■■■■■■■■■■■■■■■■ Com ■■■■■■■■■■■■■■■■■■
fate ■■■
Please Copy.

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