Chi Gang Outpost
Enclosure: A large, 150 foot diameter enclosure with 20 foot walls composed of trash, iron bars and chicken wire. The tops of the walls have spikes.
One entrance guarded by 3 guards.
Buildings:
Barracks: 5 sleeping gang members, pile of dirty uniforms, small chest under one of the bunkbeds. hooks on walls for weapons. two simitars, a club, and a belt full of daggers, a longbow and quiver with 9 arrows in it.
Barracks Chest: 200 gold, harmonica, Some really shiny boots of long jumping.
Office/ Workshop: Benito, 2 gang members, and bound Recon Orb Technician. 3 bear traps, two big rolls of red waxpaper, a roll of wick, and Barrel of dirt, and a small, red tinted barrel of nitroglycerine. Big table, big conspiracy cork board with "secret bounties" on it.
Benito: Lightning staff, Chi Gang pauldrins (armor class +1), bag of holding.
gang members: 20 G each, shortsword, nunchucks.
Storage/safe building:
Rack of spears and pikes.
Wine rack.
Safe items:
1 Goldfind pickaxe. Detects any gold in the area if you roll higher than 12 on a wisdom check. if you fail, you can never use the pickaxe ever again.
Gauntlets of climbing. Gives you advantage on dexterity and acrobatics throws where climbing is involved.
Phantom fist: Glove that creates a spectral hand around your own. increases reach and adds an extra damage roll to punching attacks when used.
Cloak of Aracnids: A cloack woven of spider hairs. All spiders see you as nonthreatening.
Ruse Rims
Smoke bombs: +2 on stealth rolls
Fire knuckles: Wearing them gives you a resistance to fire based attacks, and adds 1d6 fire damage to any punching attack.
Holy water
900 G
One big safe that takes up half the room.
Watch tower: 2 guards. Good view of the whole enclosure. Night time adds disadvantage on their perception rolls. 1 big blowy horn.
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