Deuce Traveler
Adventurer
Looking for 4-6 volunteers to play Sewer Rats for 3.5E. Also I am willing to co-DM if someone likes the idea and wants to swing back and forth to run fun, short adventures. No humans, half-elves, or elven PCs races allowed. This is strictly for dwarves, halflings, gnomes, kobolds and goblins. Yes, in the city there is racial strife and cut-throat politics. But a sewer rat is the lowest of the low, not even recognized as important as a sanitation employee. At least the sanitation folks are recognized members of The Union. A sewer rat became a sewer rat because he had nowhere else to go but rock bottom. Because of that there isn't strife between a kobold sewer rat and a gnomish one, or a goblin sewer rat and a dwarven sewer rat. To a sewer rat your either a brother or sister member, or you're an outsider.
Sewer Rats (3.5e Campaign Setting) - D&D Wiki
Sewer Rats
Sewer Rat is an insulting term for those adventuring parties that work in the sewers. Sewer Rats are infamous for smelling foul, destroying indiscriminately, and living down to their famously low reputation. Most adventurers look down on them. No self-respecting party would ever become Sewer Rats.
A Sewer Rats campaign centers on the following:
You go into the ancient sewers underneath a city, kill things, break things, and sometimes fix things
The characters are small races, such as halflings, gnomes, goblins, and kobolds. The largest race available is dwarf.
This is a blatant dungeon crawl
A Sewer Rats game is great for a campaign for groups where the DM's switch frequently, the players can vary between games, or the players do not enjoy long and complicated story lines. A Sewer Rat game scenario should take one to two playing sessions to conclude.
Character Design
Sewer Rats is a low fantasy game. The focus of this game is the low-end of fantasy society who do all the dirty work. Sewer Rats is also a team game. Each character plays a part of on the Sewer Rat team. The purpose of the team is to accomplish missions. Each character on the team should have the following described about them:
Why they are a Sewer Rat
Their temperament
How they solve problems
What skills they bring to the team beyond combat
Their preferred method of indiscriminate destruction
With this in mind, players should be able to create characters appropriate to a Sewer Rat campaign.
Notes on Paladins: In this style of game, a paladin is expected to kill evil things without much thought. Morals are applied with the sharp end of a sword. Kill evil. Loot the bodies. Share treasure equally. That's lawful good.
Paladins work as a deputies under Sir Silvershield. You ARE the law. You know that Sir Silvershield is incompetent and you make adjustments for that. You have no trouble working the system to go around him and get the authority for anything that you do (even retroactively). By definition, it is both legal and good to kill those who resist arrest, fight you, or are the target of your mission. If you are expected to bring back prisoners, your orders will say so. Otherwise, you are expected to kill your opponents and finish off the wounded.
Unlike most paladins, you actually have leeway to make less than puritanical decisions. Those on the surface get the pleasure of high-minded ethics. In the sewers, you do the best that you can, make a few compromises where necessary, and turn a blind eye to those things that you can't justify. I'm not sure which god you worship, but he obviously doesn't mind your behavior as you haven't lost your paladinhood yet.
Getting Missions
Sewer Rats accept missions from the government of their city. Where you have undercities, you have troubles. The deeper you go, the worse the trouble gets. With this being the case, the city government does its best to keep those troubles at bay. It is the Sewer Rats who get paid to solve these problems, usually by killing them. The government allows Sewer Rats to keep any riches that they find (unless they have a compelling reason to appropriate an item for compelling religious or political reasons.) The mission usually states whether recovered objects must be turned over to the government.
Sometimes, problems are mechanical in nature. If a pipe collapses, the Sewer Rats have to go in and fix it. If a pump fails, the Sewer Rats must fix it. This can take hours, if not days. These challenges require construction skills, repair skills, and a good defensive strategy. Whether the Sewer Rats fix it themselves or hire someone to do it, their job is to get it done.
Often enough, the city government needs to know what is going on in the sewers. Scouting and mapping the sewers represents the third challenge of a Sewer Rat party. The characters need to learn the hazards and layout of the sewers better than anybody.
Finally, there are rescue missions. Often enough, people go into the sewers and get lost. All too often, kidnappers hide down there. All too often, it’s up to the Sewer Rats to find those people and get them out.
In a perfect world, the Sewer Rats get one clear mission and accomplish it. In the real world, they get complicated missions with multiple objectives. “Kill the cultists, rescue their captives, and fix the pipes that they broke.”
Parties should only gain 1/2 experience if they fail to make their main objective.
A mission will also have secondary objectives. The party should gain +10% gold and +10% experience for meeting each of these objectives. A mission should have no more than two secondary objectives. Secondary objectives should make a mission more difficult, but not extremely so. Example: Stop Bloody Paw gang operating out of level two. Capture their leader if possible and return him for questioning.
Environment
Sewers are a hostile environment. They are filthy, cramped, damp, maze-like constructs that breed disease, decay, and foul creatures. The sewage of an entire megacity runs through these channels. In all ways, they must be considered hostile environments. Where sewer rats must go, there are no walkways. They must trudge, crawl, and swim through the worst muck imaginable to access areas so remote, only small characters can reach there. To make things worse, this is a world plunged into total darkness.
Dangers
There are many dangers in the sewers: water, undead, vermin, aberrations, unnatural ecology, disease, maze-like passages, vertical drops, collapsed tunnels, no natural food, total darkness, hidden shrines to evil gods and the cults that worship them, hiding felons, hiding were-creatures, lost passages and dungeons, old crypts and catacombs, and traces of ancient and inexplicable civilizations. These are the hazards that characters must be prepared to overcome.
The most common hazards are those that the characters will face every day: food, light, safe resting areas, getting lost, water, and disease. The characters should have contingencies for each of these permanent problems.
All sorts of creatures live in the sewers. On the upper levels, these are mostly vermin, stray animals, small humanoids, and skeletons and zombies left over from the last necromancer who tried to take over the city. Deeper down, the hazards get worse. Aberrations abound. The undead grow more powerful. Unholy or magically contaminated areas grow more plentiful. Deep down, the hazards are very dangerous, and few will speak of them.
As if the hazards were not enough, there are also mission objectives that involve the environment. The characters will need to fix masonry, metal fittings, pumps, pipes, and other underground artifacts. They must be able to negotiate tiny passages, cave-ins, vertical drops, and open spaces. Finally, they must be able to find their way about and not get lost.
Landmarks
Abe's Pub: Just about the only place where you can find decent numbers of Rats out of the tunnels, Abe's Pub is the favorite watering hole for Sewer Rats. They have an outside porch near the river, which is downwind from most other customers. The place is currently run by Maggot (or Maggie to her friends), a half-orc who acts as her own bouncer (Fighter 7/Barbarian 1). The food is very bad, but the ale is very good. The Guild often passes messages through Maggie. There's also a convenient sewer entrance in her basement.
Temple Square Fountain: The Temple Square Fountain is the single largest contributor of water to the city. It is actually based on a permanent gate to the Elemental Plane of Water. Ever so often, a water elemental pops through and goes wandering through the water system, bursting pipes. Sewer Rats have to clean up these problems.
The Ant Nest: In years past, giant ants built a complicated nest. Kobolds later moved in, making this underground area the center of kobold culture in the city. The kobolds make some of the best small-sized equipment available anywhere.
The Pit: Five hundred feet below the city, in a perfectly spherical room with a 180-foot diameter, is the master cesspool of the city. Everything drains here, and as such it's hard to get deeper into the planet than the Pit. In the middle of the room, towards the bottom, stands a Sphere of Annihilation destroying everything that comes into contact with it. The waters that fill the sphere are in a permanent whirlpool about it. The Sewer Authority takes no responsibility for any works destroyed by the sphere.
Not surprisingly, the Pit is a favorite place for the underworld to execute its rivals and permanently dispose of their bodies.
The Temple of Skulls: This terribly evil place is a perennial favorite among evil cultists. Somebody is always setting up shop here to worship some evil god. The place has been unhallowed so often that its spell effect, zone of truth, is now always in effect and also makes infiltrating the temple rather difficult.
The Break: Very nearly the last place a Sewer Rat mission hopes to go, the Break is a section of tunnels where a distant network of monster caves finally cracked into the tunnels. As of recent, the entrance on the other side collapsed, leaving the inhabitants with only one way out, and the Sewer Rats with a brand new headache.
The Bolt Hole: More a rumor than a fixed location, the Bolt Hole is used by the Thieves’ Guild to hide people who need to hide.
The Catacombs: This is where the city buries its dead. Some of the dead don't stay buried. Inside the catacombs is the Chapel, which is a hallow space used for funerals and retreating from the undead.
The Monster Lab: This area is often used by those who wish to create creatures or undead. For some reason, they always think that they are the first folks to find this old place. The city regularly sends down Sewer Rats to clean out these squatters.
The Blackshafts: Far, far, below the city lie the Blackshafts- an old section of dwarven mining tunnels sealed off because the dwarves cracked open a room that was holding something nasty. Recently became connected to the city sewers through various cave-ins and the like, and despite the Union's honestly dedicated efforts sealing them up again has proven futile. Nothing has ventured out into the sewers yet, thankfully, but occasionally some upper-dwellers are stupid enough to venture in, and then it's time for the Sewer Rats to follow them.
NPCs
Artemesia (DnD NPC): Artemesia is the clerk (Expert 3) who acts as the manager for freelance sewer contracts. In short, she's the one who assigns you your work. Artemesia reports to Sir Silvershield. Artemesia is usually overworked, harried, and poorly slept. She is also the power behind the throne.
Sir Silvershield (DnD NPC): Sir Silvershield, Sheriff of the Sewers, is the kind of paladin that everyone loves to hate. (Paladin 6). He is dutiful to an extreme. He is the epitome of the clueless cop. His uniform is perfect, but he has no clue on how to actually catch a criminal.
Gog: Gog is an earth elemental lord of some unknown type. He lives deep below the city. He got kicked out of his dimension by his wife and he is waiting a few millennia for her to calm down. He is quite knowledgeable in history, ancient lore, and planar geography. He rather hates the 'normal' adventuring parties, who think that they can just waltz into his house and ask questions. The sign outside of his house says, "Visitors will be detonated." His normal tactic is to ignite his bomb collection, which does nothing to him, but rather dismembers unwanted visitors. However, he rather enjoys the sewer rats that come to visit him. As presents, Gog likes sacks of salt, saltpeter, coal, and lime.
Old Squint (DnD NPC): This is not so much a place as a roaming location. Old Squint, a tough old gnome, runs the Thieves Guild Store wherever is safe and comfy at the moment. Most non-guild members never know the location, but Sewer Rats are an exception. In Old Squint's opinion, the Sewer Rats keep the sewers safe for the Guild. Rather than be in debt to anyone, the Guild allows the Sewer Rats access to their wares. They will even tell you if an item is legit or stolen. As long as the Sewer Rats keep the peace with the Guild, all will be well.
Sewer Rats do not need to worry about conflicts with the Thieves Guild. Sewer Rats will never receive orders that are in opposition of the Thieves Guilds. The Guild insures this.
The Guild: This is the Thieves Guild. They are the dominant criminal organization in the city. They have deep ties to the city government, business, and the courts. They do their best to keep crime low-key but profitable. They are in a low-level war with the Bloody Paw. The Guild's sign is a copper piece with a nail hammered through it, preferably a real nail and a real copper piece.
The Bloody Paw: This militant criminal group split off during a purge in the Thieves Guild a few decades back, and now forms the backbone of violent and revolutionary criminal organization. They are lead by Hardnose Whiskers, a were-rat of deeply ill repute. He leads the Paws in high-profile heists designed to anger the ruling elite and cause political havoc. The sign of the Bloody Paw is three vertical lines and a paw print, all in red. Their goal is the overthrow of the dictatorial elite, freedom of the wrongfully imprisoned, exile of all paladins, destruction of the Thieves Guild, execution of all bankers, exclusive protection contract paid to the Bloody Paw, and full rights for all the least human of the city.
Hardnose Whiskers: This is the leader of the Bloody Paw. He is a were-rat criminal (Rogue 15) of considerable guile. There is a 10,000gp reward for him, wanted dead or alive. The Guild will pay an additional 40,000gp, wanted dead. You must bring proof of his death. To add to the challenge, Hardnose makes it his business to never be at the business end of a sword. (Hardnose Whiskers should be designed by each DM. The players should never know what they are getting into when they encounter Hardnose.)
The Union: More fully, this is The Union of Plumbers, Masons, and Underground Service Workers. If there is any organization that gives the Guild a run for its money, it is the union. If you want help in the sewers, you need to hire Union labor. That's the law. If you don't obey they law, the Union will explain this to you in uncomfortable and humiliating ways.
Useful Items
Sewer Rats often need specialized equipment. Here are a few things that are useful to Sewer Rats.
Mundane Items
Blasting Kit (3.5e Equipment)
Mining Helmet (3.5e Equipment)
Mining Helmet, Continual (DnD Equipment)
Sure-Strike Matches (3.5e Equipment)
Magic Items
Food Purification Powder (DnD Equipment)
Glowchalk (DnD Equipment)
Portable Forge (DnD Equipment)
Televocal (DnD Equipment)
Gog sells other specialized equipment to Sewer Rats.
Anti-Giant Grenade (DnD Equipment)
Anti-Personnel Grenade (DnD Equipment)
Anti-Personnel Mine (DnD Equipment)
Frag Tube (DnD Equipment)
Hotpan (DnD Equipment)
Instant Wall (DnD Equipment)
Portable Forge (DnD Equipment)
I'm accepting all of the WotC 3.5 books, plus allowing the items and character creation rules for goblins and kobolds from the Sewer Rats wiki post:
SRD:Goblin - D&D Wiki
Goblin characters possess the following racial traits.
–2 Strength, +2 Dexterity, –2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A goblin’s base land speed is 30 feet.
Darkvision out to 60 feet.
+4 racial bonus on Move Silently and Ride checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.
SRD:Kobold - D&D Wiki
Kobold characters possess the following racial traits.
–4 Strength, +2 Dexterity, –2 Constitution.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A kobold’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Racial Feats: A kobold character gains feats according to its character class.
+1 natural armor bonus.
Special Qualities (see above): Light sensitivity.
Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
Favored Class: Sorcerer.
Level adjustment +0.
I like the idea of kobolds being yipping dog-like creatures, but 3.5 made them into lizards... <sigh>
The grenades, mines, and blasting kits can be found at the bottom of this page, but I don't see guns:
Sewer Rats (3.5e Campaign Setting) - D&D Wiki
Blasting Kit
Description: A simple, fireproof metal case designed to hold every object for a professional (or not) demolitions man to do his work.
Contents:
30 sticks of dynamite
5 Yaldritch's Assured Timers (magically crafted devices that can be set to trigger explosives after an inputted period of time)
5 Yaldritch's Trip Triggers (devices that can be connected to a tripwire so that, when the wire is tripped, the attached explosives go off)
5 tripwire sets
One (1) coil of fuse (1 coil = 400 feet)
1 pair of cutting shears
1 fuse whipping kit
1 copy of Proper Demolition: Blowing Things Up The Right Way (+5 to all demolitions attempts)
1 box of Sure-Strike Matches (100 count)
Weight: 13 pounds.
Price: 2,500 gold for complete kit.
Objects enabled by buying first kit:
Coils of fuse cost 200 gold
Dynamite sold in packs of ten sticks at 750 gold
Sure-Strike Matches sold at 100 gold a box
Note: All demolitions except for building/object (not cave-in) destruction and trap-laying fall under Profession (mining). Building/object destruction falls under Knowledge (engineering), while trap-laying falls, of course, under Craft (trapmaking).
Mining Helmet
This is a helmet with a lamp attached to it. The lamp provides clear illumination in a 5-foot radius, and shadowy illumination in a 10-foot radius. The lamp must be refilled with oil every six hours. 15gp. 3 lb.
Mining Helmet, Cold Flame
This is a mining helmet with a continual flame cast onto it. The lamp provides clear illumination in a 5-foot radius, and shadowy illumination in a 10-foot radius. The lamp never needs to be refilled.
Faint Evocation;CL3;Continual Flame;Cost 125 gp; 3 lb.
Sure-Strike Matches
“ For when your FV<KING flint and steel don't work. ”
As of recent, a strange company has sprung up selling a single and much-loved product across several of the well-known lands: Sure-Strike Matches. This consists of a small paper box, about two and a half inches square, packed full with one hundred two-inch red-tipped sticks of an unidentifiable wood. When the red end is scraped along the abrasive surface on one side of the box, it bursts into flame and provides a half-inch sphere of fire.
The reliablity of this has proven immensely popular, especially since completely immersing the matches in water has shown no hindrance of the ignition effect, with only three drawbacks. One, due to the box's paper construction, people have often reported accidentally igniting their whole stock in one go. Secondly, the matches don't stay lit for very long, and have an annoying tendency to burn your hands when they burn down. And finally, since only Sure-Strike knows how to make them, they're not easy to get and absolutely impossible to craft.
Price: 100 gold per box (enabled at almost all shops by finding a Sure-Strike salesman or buying the Blasting Kit)
Duration of flame: 1 turn. Provides 5-foot radius of light. Striking a match is an attack action, but using it in any way- whether to light a fire, illuminate a shadowed inscription, or what have you- is a free action. A match can only be used in one free action per turn, like lighting a candle, unless the source of another free action is less than two inches away (like another candle in a three-pronged candlestick), in which case a second may be taken. The user then gets the option to extinguish the match. The match can be left lit for another turn, and used in the same way, but at the end of that turn it will burn down and cause 1d4 of damage. Also, if the matchbox is caught in the radius of any fire spell when not empty, it immediately bursts into flame and does 2d6 damage to the holder.
Food Purification Powder
Price: 25 gp
Body Slot: — (Held)
Caster Level: 1st
Aura: Faint; (DC 16) Transmutation
Activation: Standard
Weight: —
These powders purify eight gallons of water, or one meal for four. They come in small, waxy envelopes. These are usually carried by travelers or stored in military forts and camps in case their food goes bad.
Prereqs: Brew Potion, purify food and drink
Cost to Create: 12 gp, 1 XP, 1 Day
Glow Chalk
Price 25 gp
Body Slot: — (Held)
Caster Level: 1st
Aura: Faint; (DC 17) Evocation
Activation: Standard
Weight: —
This single cylinder of chalk produces glowing lines when used on a surface. The faint glow lasts for one hour and can be seen up to twenty feet away. The glow is not strong enought to provide illumination. A single stick provides enough chalk to write 500 marks or 100 words.
Prereqs: Craft Wonderous Item, light
Cost to Create: Cost 12 gp, 1 XP, 1 Day.
Portable Forge
Portable Forge: A portable forge is found as an iron plaque with a relief depicting a forge. The plaque weighs one pound. On a command word, this scene expands into a burning brazier full of coals, billows, and an anvil, along with masterwork metalsmithing tools. It can be used for one hundred hours per week.
Faint Transmutation; CL 5; Craft Wonderous Item, heat metal, shrink item; Cost 2,000 gp; Price 1,000 gp + 80 XP, 2 days.
Televocal
Televocals are a way to communicate over a wide area. A televocal can broadcast to any similarly tuned televocal in its broadcast radius. A televocal can receive from any similarly tuned televocal as long as it is inside that televocal's broadcast radius. Televocals that are inside each other's broadcast radius work as real-time communication equipment. Televocals are usually constructed in sets. Anyone with Craft Wondrous Item can retune a televocal in one hour.
Short Range Televocal (Bronze horn): This bronze horn allows reception of televocal messages, but has a poor broadcast radius. The broadcast range is three hundred feet.
Faint Illusion; CL 3; Craft Wondrous Item,ventriloquism; Price 2,000 gp; Cost 1,000 gp + 80 XP.
Medium Range Televocal (Silver Horn): This silver horn offers a much wider communication range than the Bronze Televocal. The broadcast range is three miles.
Faint Transmutation; CL 3; Craft Wondrous Item, ventriloquism, whispering wind; Price 12,000 gp; Cost 6,000 + 300 XP.
Long Range Televocal (Gold Horn): This gold horn allows broadcast to any similarly tuned Televocal on the same plane.
Moderate Divination; CL 7; Craft Wondrous Item, ventriloquism, whispering wind, scrying; Price 56,000 gp; Cost 28,000 gp + 2,250
Anti-Giant Grenade
Price: 3,300 gp
Body Slot: — (Held)
Caster Level: 11th
Aura: Moderate; (DC 20) Evocation
Activation: Standard
Weight: 5 lb.
This five pound ball and chain, when hurled, explodes on impact, creating a single, devastating blast (radius 20-feet) of shrapnel dealing 10d6 damage (Slashing and piercing) (DC 18, Reflex Save for half). Creatures with DR count their DR once against this effect.
The character must throw the item and hit the space that they are aiming for (AC 5). These grenades have a range increment of 5'. If they miss the target, roll 1d8. This determines the misdirection of the throw, with 1 being the direction of the thrower and 2 through 8 counting clockwise around the target space. Next, count a number of squares in the indicated direction equal to the range increment of the throw.
Prereqs:Craft Magic Arms and Armor, Craft Wondrous Item, Energy Substitution, Maximize Spell, fireball
Cost to Create: 1,650 gp, 132 XP, 3 Days.
Anti-Personnel Grenade
Price: 750 gp
Body Slot: — (Held)
Caster Level: 5th
Aura: Faint; (DC 18) Evocation
Activation: Standard
Weight: 1 lb.
This one pound item, when thrown, explodes on impact, creating a sphere (20-foot radius) of shrapnel doing 5d6 physical damage (DC 14, Reflex Save for half). Creatures with DR count their DR against each die of this effect. The character must throw the item and hit the space that they are aiming for (AC 5). If they miss the target, roll 1d8. This determines the misdirection of the throw, with 1 being straight back at you and 2 through 8 counting clockwise around the target space. Then, count a number of squares in the indicated direction equal to the range increment of the throw. These grenades have a range increment of 10-feet.
Prereqs: Craft Magic Arms and Armor, Craft Wonderous Item, Energy Substitution, fireball
Cost to Create: 375 gp, 30 XP, 1 Day
Anti-Personnel Mine
Price: 850 gp
Body Slot: — (Held)
Caster Level: 5th
Aura: Faint; (DC 18) Evocation
Activation: See Text
Weight: 5 lb.
This one use, five pound item is activated as a full-round action by placing it and turning four levers. When anything detectable by alarm moves within ten feet of it, the mine detonates in a ball of shrapnel doing 5d6 physical damage (DC 14, Reflex Save for half). Creatures with DR count their DR against each die of this effect. The item otherwise acts as a fireball spell centering on the mine. Rogues can disable this device (DC 28). This item requires a DC 10 to Spot, or higher if hidden or otherwise obscured.
Prereqs: Craft Magic Arms and Armor, Craft Wonderous Item, Energy Substitution, alarm, fireball
Cost to Create: 425 gp, 34 xp, 1 Day
Frag Tube
Price: 2,250 gp
Body Slot: — (Held)
Caster Level: 9th
Aura: Moderate; (DC 19) Evocation
Activation: Standard
Weight: 5 lb.
Frag Tube: This one use wonderous item is a brass tube, two feet long and weighing five pounds. At a command word, it releases a 60-foot cone of shrapnel doing 9d6 points of physical damage (DC 17, Reflex Save for half) in the direction that it is pointed. Creatures with DR count their DR against each die of this effect. In all other ways, this item is treated as a Cone of Cold. If used from a kneeling position, the DC for this item is increased by +2.
Prereqs: Create Magic Arms and Armor, Create Wonderous Item, Energy Substitution, cone of cold
Cost to Create: 1125 gp, 90 xp, 3 Days
Hotpan
Price: 500gp
Body Slot: — (Held)
Caster Level: 3rd
Aura: Faint; (DC 17) Transmutation
Activation: Standard
Weight: 2 lb.
This pan magically heats itself up to cooking temperature for one hour per day giving a +2 enhancement bonus on Profession (Cook or related profession) checks. The pan takes one minute to heat itself to a useful temperature. The underside of the pan is magically insulated so that it produces no heat.
Prereqs: Craft Wonderous Item Heat Metal
Cost to Create: 250gp, 20 XP, 1 Day.
Instant Wall
Price: 1,000 gp
Body Slot: — (Held)
Caster Level: 12th
Aura: Moderate; (DC 19) Conjuration
Activation: Standard (Command)
Weight: 10 lb.
This item is found as a large, stone sphere with three finger holes. It weighs ten pounds. When placed and a command word spoken, it grows into a stone wall over a one minute period. In all other respects, it behaves like a wall of stone.
Prereqs: Craft Wonderous Item, Wall of Stone
Cost to Create: 500gp, 40 XP, 1 Day
So... who is in?
Sewer Rats (3.5e Campaign Setting) - D&D Wiki
Sewer Rats
Sewer Rat is an insulting term for those adventuring parties that work in the sewers. Sewer Rats are infamous for smelling foul, destroying indiscriminately, and living down to their famously low reputation. Most adventurers look down on them. No self-respecting party would ever become Sewer Rats.
A Sewer Rats campaign centers on the following:
You go into the ancient sewers underneath a city, kill things, break things, and sometimes fix things
The characters are small races, such as halflings, gnomes, goblins, and kobolds. The largest race available is dwarf.
This is a blatant dungeon crawl
A Sewer Rats game is great for a campaign for groups where the DM's switch frequently, the players can vary between games, or the players do not enjoy long and complicated story lines. A Sewer Rat game scenario should take one to two playing sessions to conclude.
Character Design
Sewer Rats is a low fantasy game. The focus of this game is the low-end of fantasy society who do all the dirty work. Sewer Rats is also a team game. Each character plays a part of on the Sewer Rat team. The purpose of the team is to accomplish missions. Each character on the team should have the following described about them:
Why they are a Sewer Rat
Their temperament
How they solve problems
What skills they bring to the team beyond combat
Their preferred method of indiscriminate destruction
With this in mind, players should be able to create characters appropriate to a Sewer Rat campaign.
Notes on Paladins: In this style of game, a paladin is expected to kill evil things without much thought. Morals are applied with the sharp end of a sword. Kill evil. Loot the bodies. Share treasure equally. That's lawful good.
Paladins work as a deputies under Sir Silvershield. You ARE the law. You know that Sir Silvershield is incompetent and you make adjustments for that. You have no trouble working the system to go around him and get the authority for anything that you do (even retroactively). By definition, it is both legal and good to kill those who resist arrest, fight you, or are the target of your mission. If you are expected to bring back prisoners, your orders will say so. Otherwise, you are expected to kill your opponents and finish off the wounded.
Unlike most paladins, you actually have leeway to make less than puritanical decisions. Those on the surface get the pleasure of high-minded ethics. In the sewers, you do the best that you can, make a few compromises where necessary, and turn a blind eye to those things that you can't justify. I'm not sure which god you worship, but he obviously doesn't mind your behavior as you haven't lost your paladinhood yet.
Getting Missions
Sewer Rats accept missions from the government of their city. Where you have undercities, you have troubles. The deeper you go, the worse the trouble gets. With this being the case, the city government does its best to keep those troubles at bay. It is the Sewer Rats who get paid to solve these problems, usually by killing them. The government allows Sewer Rats to keep any riches that they find (unless they have a compelling reason to appropriate an item for compelling religious or political reasons.) The mission usually states whether recovered objects must be turned over to the government.
Sometimes, problems are mechanical in nature. If a pipe collapses, the Sewer Rats have to go in and fix it. If a pump fails, the Sewer Rats must fix it. This can take hours, if not days. These challenges require construction skills, repair skills, and a good defensive strategy. Whether the Sewer Rats fix it themselves or hire someone to do it, their job is to get it done.
Often enough, the city government needs to know what is going on in the sewers. Scouting and mapping the sewers represents the third challenge of a Sewer Rat party. The characters need to learn the hazards and layout of the sewers better than anybody.
Finally, there are rescue missions. Often enough, people go into the sewers and get lost. All too often, kidnappers hide down there. All too often, it’s up to the Sewer Rats to find those people and get them out.
In a perfect world, the Sewer Rats get one clear mission and accomplish it. In the real world, they get complicated missions with multiple objectives. “Kill the cultists, rescue their captives, and fix the pipes that they broke.”
Parties should only gain 1/2 experience if they fail to make their main objective.
A mission will also have secondary objectives. The party should gain +10% gold and +10% experience for meeting each of these objectives. A mission should have no more than two secondary objectives. Secondary objectives should make a mission more difficult, but not extremely so. Example: Stop Bloody Paw gang operating out of level two. Capture their leader if possible and return him for questioning.
Environment
Sewers are a hostile environment. They are filthy, cramped, damp, maze-like constructs that breed disease, decay, and foul creatures. The sewage of an entire megacity runs through these channels. In all ways, they must be considered hostile environments. Where sewer rats must go, there are no walkways. They must trudge, crawl, and swim through the worst muck imaginable to access areas so remote, only small characters can reach there. To make things worse, this is a world plunged into total darkness.
Dangers
There are many dangers in the sewers: water, undead, vermin, aberrations, unnatural ecology, disease, maze-like passages, vertical drops, collapsed tunnels, no natural food, total darkness, hidden shrines to evil gods and the cults that worship them, hiding felons, hiding were-creatures, lost passages and dungeons, old crypts and catacombs, and traces of ancient and inexplicable civilizations. These are the hazards that characters must be prepared to overcome.
The most common hazards are those that the characters will face every day: food, light, safe resting areas, getting lost, water, and disease. The characters should have contingencies for each of these permanent problems.
All sorts of creatures live in the sewers. On the upper levels, these are mostly vermin, stray animals, small humanoids, and skeletons and zombies left over from the last necromancer who tried to take over the city. Deeper down, the hazards get worse. Aberrations abound. The undead grow more powerful. Unholy or magically contaminated areas grow more plentiful. Deep down, the hazards are very dangerous, and few will speak of them.
As if the hazards were not enough, there are also mission objectives that involve the environment. The characters will need to fix masonry, metal fittings, pumps, pipes, and other underground artifacts. They must be able to negotiate tiny passages, cave-ins, vertical drops, and open spaces. Finally, they must be able to find their way about and not get lost.
Landmarks
Abe's Pub: Just about the only place where you can find decent numbers of Rats out of the tunnels, Abe's Pub is the favorite watering hole for Sewer Rats. They have an outside porch near the river, which is downwind from most other customers. The place is currently run by Maggot (or Maggie to her friends), a half-orc who acts as her own bouncer (Fighter 7/Barbarian 1). The food is very bad, but the ale is very good. The Guild often passes messages through Maggie. There's also a convenient sewer entrance in her basement.
Temple Square Fountain: The Temple Square Fountain is the single largest contributor of water to the city. It is actually based on a permanent gate to the Elemental Plane of Water. Ever so often, a water elemental pops through and goes wandering through the water system, bursting pipes. Sewer Rats have to clean up these problems.
The Ant Nest: In years past, giant ants built a complicated nest. Kobolds later moved in, making this underground area the center of kobold culture in the city. The kobolds make some of the best small-sized equipment available anywhere.
The Pit: Five hundred feet below the city, in a perfectly spherical room with a 180-foot diameter, is the master cesspool of the city. Everything drains here, and as such it's hard to get deeper into the planet than the Pit. In the middle of the room, towards the bottom, stands a Sphere of Annihilation destroying everything that comes into contact with it. The waters that fill the sphere are in a permanent whirlpool about it. The Sewer Authority takes no responsibility for any works destroyed by the sphere.
Not surprisingly, the Pit is a favorite place for the underworld to execute its rivals and permanently dispose of their bodies.
The Temple of Skulls: This terribly evil place is a perennial favorite among evil cultists. Somebody is always setting up shop here to worship some evil god. The place has been unhallowed so often that its spell effect, zone of truth, is now always in effect and also makes infiltrating the temple rather difficult.
The Break: Very nearly the last place a Sewer Rat mission hopes to go, the Break is a section of tunnels where a distant network of monster caves finally cracked into the tunnels. As of recent, the entrance on the other side collapsed, leaving the inhabitants with only one way out, and the Sewer Rats with a brand new headache.
The Bolt Hole: More a rumor than a fixed location, the Bolt Hole is used by the Thieves’ Guild to hide people who need to hide.
The Catacombs: This is where the city buries its dead. Some of the dead don't stay buried. Inside the catacombs is the Chapel, which is a hallow space used for funerals and retreating from the undead.
The Monster Lab: This area is often used by those who wish to create creatures or undead. For some reason, they always think that they are the first folks to find this old place. The city regularly sends down Sewer Rats to clean out these squatters.
The Blackshafts: Far, far, below the city lie the Blackshafts- an old section of dwarven mining tunnels sealed off because the dwarves cracked open a room that was holding something nasty. Recently became connected to the city sewers through various cave-ins and the like, and despite the Union's honestly dedicated efforts sealing them up again has proven futile. Nothing has ventured out into the sewers yet, thankfully, but occasionally some upper-dwellers are stupid enough to venture in, and then it's time for the Sewer Rats to follow them.
NPCs
Artemesia (DnD NPC): Artemesia is the clerk (Expert 3) who acts as the manager for freelance sewer contracts. In short, she's the one who assigns you your work. Artemesia reports to Sir Silvershield. Artemesia is usually overworked, harried, and poorly slept. She is also the power behind the throne.
Sir Silvershield (DnD NPC): Sir Silvershield, Sheriff of the Sewers, is the kind of paladin that everyone loves to hate. (Paladin 6). He is dutiful to an extreme. He is the epitome of the clueless cop. His uniform is perfect, but he has no clue on how to actually catch a criminal.
Gog: Gog is an earth elemental lord of some unknown type. He lives deep below the city. He got kicked out of his dimension by his wife and he is waiting a few millennia for her to calm down. He is quite knowledgeable in history, ancient lore, and planar geography. He rather hates the 'normal' adventuring parties, who think that they can just waltz into his house and ask questions. The sign outside of his house says, "Visitors will be detonated." His normal tactic is to ignite his bomb collection, which does nothing to him, but rather dismembers unwanted visitors. However, he rather enjoys the sewer rats that come to visit him. As presents, Gog likes sacks of salt, saltpeter, coal, and lime.
Old Squint (DnD NPC): This is not so much a place as a roaming location. Old Squint, a tough old gnome, runs the Thieves Guild Store wherever is safe and comfy at the moment. Most non-guild members never know the location, but Sewer Rats are an exception. In Old Squint's opinion, the Sewer Rats keep the sewers safe for the Guild. Rather than be in debt to anyone, the Guild allows the Sewer Rats access to their wares. They will even tell you if an item is legit or stolen. As long as the Sewer Rats keep the peace with the Guild, all will be well.
Sewer Rats do not need to worry about conflicts with the Thieves Guild. Sewer Rats will never receive orders that are in opposition of the Thieves Guilds. The Guild insures this.
The Guild: This is the Thieves Guild. They are the dominant criminal organization in the city. They have deep ties to the city government, business, and the courts. They do their best to keep crime low-key but profitable. They are in a low-level war with the Bloody Paw. The Guild's sign is a copper piece with a nail hammered through it, preferably a real nail and a real copper piece.
The Bloody Paw: This militant criminal group split off during a purge in the Thieves Guild a few decades back, and now forms the backbone of violent and revolutionary criminal organization. They are lead by Hardnose Whiskers, a were-rat of deeply ill repute. He leads the Paws in high-profile heists designed to anger the ruling elite and cause political havoc. The sign of the Bloody Paw is three vertical lines and a paw print, all in red. Their goal is the overthrow of the dictatorial elite, freedom of the wrongfully imprisoned, exile of all paladins, destruction of the Thieves Guild, execution of all bankers, exclusive protection contract paid to the Bloody Paw, and full rights for all the least human of the city.
Hardnose Whiskers: This is the leader of the Bloody Paw. He is a were-rat criminal (Rogue 15) of considerable guile. There is a 10,000gp reward for him, wanted dead or alive. The Guild will pay an additional 40,000gp, wanted dead. You must bring proof of his death. To add to the challenge, Hardnose makes it his business to never be at the business end of a sword. (Hardnose Whiskers should be designed by each DM. The players should never know what they are getting into when they encounter Hardnose.)
The Union: More fully, this is The Union of Plumbers, Masons, and Underground Service Workers. If there is any organization that gives the Guild a run for its money, it is the union. If you want help in the sewers, you need to hire Union labor. That's the law. If you don't obey they law, the Union will explain this to you in uncomfortable and humiliating ways.
Useful Items
Sewer Rats often need specialized equipment. Here are a few things that are useful to Sewer Rats.
Mundane Items
Blasting Kit (3.5e Equipment)
Mining Helmet (3.5e Equipment)
Mining Helmet, Continual (DnD Equipment)
Sure-Strike Matches (3.5e Equipment)
Magic Items
Food Purification Powder (DnD Equipment)
Glowchalk (DnD Equipment)
Portable Forge (DnD Equipment)
Televocal (DnD Equipment)
Gog sells other specialized equipment to Sewer Rats.
Anti-Giant Grenade (DnD Equipment)
Anti-Personnel Grenade (DnD Equipment)
Anti-Personnel Mine (DnD Equipment)
Frag Tube (DnD Equipment)
Hotpan (DnD Equipment)
Instant Wall (DnD Equipment)
Portable Forge (DnD Equipment)
I'm accepting all of the WotC 3.5 books, plus allowing the items and character creation rules for goblins and kobolds from the Sewer Rats wiki post:
SRD:Goblin - D&D Wiki
Goblin characters possess the following racial traits.
–2 Strength, +2 Dexterity, –2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A goblin’s base land speed is 30 feet.
Darkvision out to 60 feet.
+4 racial bonus on Move Silently and Ride checks.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Favored Class: Rogue.
SRD:Kobold - D&D Wiki
Kobold characters possess the following racial traits.
–4 Strength, +2 Dexterity, –2 Constitution.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A kobold’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Racial Feats: A kobold character gains feats according to its character class.
+1 natural armor bonus.
Special Qualities (see above): Light sensitivity.
Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
Favored Class: Sorcerer.
Level adjustment +0.
I like the idea of kobolds being yipping dog-like creatures, but 3.5 made them into lizards... <sigh>
The grenades, mines, and blasting kits can be found at the bottom of this page, but I don't see guns:
Sewer Rats (3.5e Campaign Setting) - D&D Wiki
Blasting Kit
Description: A simple, fireproof metal case designed to hold every object for a professional (or not) demolitions man to do his work.
Contents:
30 sticks of dynamite
5 Yaldritch's Assured Timers (magically crafted devices that can be set to trigger explosives after an inputted period of time)
5 Yaldritch's Trip Triggers (devices that can be connected to a tripwire so that, when the wire is tripped, the attached explosives go off)
5 tripwire sets
One (1) coil of fuse (1 coil = 400 feet)
1 pair of cutting shears
1 fuse whipping kit
1 copy of Proper Demolition: Blowing Things Up The Right Way (+5 to all demolitions attempts)
1 box of Sure-Strike Matches (100 count)
Weight: 13 pounds.
Price: 2,500 gold for complete kit.
Objects enabled by buying first kit:
Coils of fuse cost 200 gold
Dynamite sold in packs of ten sticks at 750 gold
Sure-Strike Matches sold at 100 gold a box
Note: All demolitions except for building/object (not cave-in) destruction and trap-laying fall under Profession (mining). Building/object destruction falls under Knowledge (engineering), while trap-laying falls, of course, under Craft (trapmaking).
Mining Helmet
This is a helmet with a lamp attached to it. The lamp provides clear illumination in a 5-foot radius, and shadowy illumination in a 10-foot radius. The lamp must be refilled with oil every six hours. 15gp. 3 lb.
Mining Helmet, Cold Flame
This is a mining helmet with a continual flame cast onto it. The lamp provides clear illumination in a 5-foot radius, and shadowy illumination in a 10-foot radius. The lamp never needs to be refilled.
Faint Evocation;CL3;Continual Flame;Cost 125 gp; 3 lb.
Sure-Strike Matches
“ For when your FV<KING flint and steel don't work. ”
As of recent, a strange company has sprung up selling a single and much-loved product across several of the well-known lands: Sure-Strike Matches. This consists of a small paper box, about two and a half inches square, packed full with one hundred two-inch red-tipped sticks of an unidentifiable wood. When the red end is scraped along the abrasive surface on one side of the box, it bursts into flame and provides a half-inch sphere of fire.
The reliablity of this has proven immensely popular, especially since completely immersing the matches in water has shown no hindrance of the ignition effect, with only three drawbacks. One, due to the box's paper construction, people have often reported accidentally igniting their whole stock in one go. Secondly, the matches don't stay lit for very long, and have an annoying tendency to burn your hands when they burn down. And finally, since only Sure-Strike knows how to make them, they're not easy to get and absolutely impossible to craft.
Price: 100 gold per box (enabled at almost all shops by finding a Sure-Strike salesman or buying the Blasting Kit)
Duration of flame: 1 turn. Provides 5-foot radius of light. Striking a match is an attack action, but using it in any way- whether to light a fire, illuminate a shadowed inscription, or what have you- is a free action. A match can only be used in one free action per turn, like lighting a candle, unless the source of another free action is less than two inches away (like another candle in a three-pronged candlestick), in which case a second may be taken. The user then gets the option to extinguish the match. The match can be left lit for another turn, and used in the same way, but at the end of that turn it will burn down and cause 1d4 of damage. Also, if the matchbox is caught in the radius of any fire spell when not empty, it immediately bursts into flame and does 2d6 damage to the holder.
Food Purification Powder
Price: 25 gp
Body Slot: — (Held)
Caster Level: 1st
Aura: Faint; (DC 16) Transmutation
Activation: Standard
Weight: —
These powders purify eight gallons of water, or one meal for four. They come in small, waxy envelopes. These are usually carried by travelers or stored in military forts and camps in case their food goes bad.
Prereqs: Brew Potion, purify food and drink
Cost to Create: 12 gp, 1 XP, 1 Day
Glow Chalk
Price 25 gp
Body Slot: — (Held)
Caster Level: 1st
Aura: Faint; (DC 17) Evocation
Activation: Standard
Weight: —
This single cylinder of chalk produces glowing lines when used on a surface. The faint glow lasts for one hour and can be seen up to twenty feet away. The glow is not strong enought to provide illumination. A single stick provides enough chalk to write 500 marks or 100 words.
Prereqs: Craft Wonderous Item, light
Cost to Create: Cost 12 gp, 1 XP, 1 Day.
Portable Forge
Portable Forge: A portable forge is found as an iron plaque with a relief depicting a forge. The plaque weighs one pound. On a command word, this scene expands into a burning brazier full of coals, billows, and an anvil, along with masterwork metalsmithing tools. It can be used for one hundred hours per week.
Faint Transmutation; CL 5; Craft Wonderous Item, heat metal, shrink item; Cost 2,000 gp; Price 1,000 gp + 80 XP, 2 days.
Televocal
Televocals are a way to communicate over a wide area. A televocal can broadcast to any similarly tuned televocal in its broadcast radius. A televocal can receive from any similarly tuned televocal as long as it is inside that televocal's broadcast radius. Televocals that are inside each other's broadcast radius work as real-time communication equipment. Televocals are usually constructed in sets. Anyone with Craft Wondrous Item can retune a televocal in one hour.
Short Range Televocal (Bronze horn): This bronze horn allows reception of televocal messages, but has a poor broadcast radius. The broadcast range is three hundred feet.
Faint Illusion; CL 3; Craft Wondrous Item,ventriloquism; Price 2,000 gp; Cost 1,000 gp + 80 XP.
Medium Range Televocal (Silver Horn): This silver horn offers a much wider communication range than the Bronze Televocal. The broadcast range is three miles.
Faint Transmutation; CL 3; Craft Wondrous Item, ventriloquism, whispering wind; Price 12,000 gp; Cost 6,000 + 300 XP.
Long Range Televocal (Gold Horn): This gold horn allows broadcast to any similarly tuned Televocal on the same plane.
Moderate Divination; CL 7; Craft Wondrous Item, ventriloquism, whispering wind, scrying; Price 56,000 gp; Cost 28,000 gp + 2,250
Anti-Giant Grenade
Price: 3,300 gp
Body Slot: — (Held)
Caster Level: 11th
Aura: Moderate; (DC 20) Evocation
Activation: Standard
Weight: 5 lb.
This five pound ball and chain, when hurled, explodes on impact, creating a single, devastating blast (radius 20-feet) of shrapnel dealing 10d6 damage (Slashing and piercing) (DC 18, Reflex Save for half). Creatures with DR count their DR once against this effect.
The character must throw the item and hit the space that they are aiming for (AC 5). These grenades have a range increment of 5'. If they miss the target, roll 1d8. This determines the misdirection of the throw, with 1 being the direction of the thrower and 2 through 8 counting clockwise around the target space. Next, count a number of squares in the indicated direction equal to the range increment of the throw.
Prereqs:Craft Magic Arms and Armor, Craft Wondrous Item, Energy Substitution, Maximize Spell, fireball
Cost to Create: 1,650 gp, 132 XP, 3 Days.
Anti-Personnel Grenade
Price: 750 gp
Body Slot: — (Held)
Caster Level: 5th
Aura: Faint; (DC 18) Evocation
Activation: Standard
Weight: 1 lb.
This one pound item, when thrown, explodes on impact, creating a sphere (20-foot radius) of shrapnel doing 5d6 physical damage (DC 14, Reflex Save for half). Creatures with DR count their DR against each die of this effect. The character must throw the item and hit the space that they are aiming for (AC 5). If they miss the target, roll 1d8. This determines the misdirection of the throw, with 1 being straight back at you and 2 through 8 counting clockwise around the target space. Then, count a number of squares in the indicated direction equal to the range increment of the throw. These grenades have a range increment of 10-feet.
Prereqs: Craft Magic Arms and Armor, Craft Wonderous Item, Energy Substitution, fireball
Cost to Create: 375 gp, 30 XP, 1 Day
Anti-Personnel Mine
Price: 850 gp
Body Slot: — (Held)
Caster Level: 5th
Aura: Faint; (DC 18) Evocation
Activation: See Text
Weight: 5 lb.
This one use, five pound item is activated as a full-round action by placing it and turning four levers. When anything detectable by alarm moves within ten feet of it, the mine detonates in a ball of shrapnel doing 5d6 physical damage (DC 14, Reflex Save for half). Creatures with DR count their DR against each die of this effect. The item otherwise acts as a fireball spell centering on the mine. Rogues can disable this device (DC 28). This item requires a DC 10 to Spot, or higher if hidden or otherwise obscured.
Prereqs: Craft Magic Arms and Armor, Craft Wonderous Item, Energy Substitution, alarm, fireball
Cost to Create: 425 gp, 34 xp, 1 Day
Frag Tube
Price: 2,250 gp
Body Slot: — (Held)
Caster Level: 9th
Aura: Moderate; (DC 19) Evocation
Activation: Standard
Weight: 5 lb.
Frag Tube: This one use wonderous item is a brass tube, two feet long and weighing five pounds. At a command word, it releases a 60-foot cone of shrapnel doing 9d6 points of physical damage (DC 17, Reflex Save for half) in the direction that it is pointed. Creatures with DR count their DR against each die of this effect. In all other ways, this item is treated as a Cone of Cold. If used from a kneeling position, the DC for this item is increased by +2.
Prereqs: Create Magic Arms and Armor, Create Wonderous Item, Energy Substitution, cone of cold
Cost to Create: 1125 gp, 90 xp, 3 Days
Hotpan
Price: 500gp
Body Slot: — (Held)
Caster Level: 3rd
Aura: Faint; (DC 17) Transmutation
Activation: Standard
Weight: 2 lb.
This pan magically heats itself up to cooking temperature for one hour per day giving a +2 enhancement bonus on Profession (Cook or related profession) checks. The pan takes one minute to heat itself to a useful temperature. The underside of the pan is magically insulated so that it produces no heat.
Prereqs: Craft Wonderous Item Heat Metal
Cost to Create: 250gp, 20 XP, 1 Day.
Instant Wall
Price: 1,000 gp
Body Slot: — (Held)
Caster Level: 12th
Aura: Moderate; (DC 19) Conjuration
Activation: Standard (Command)
Weight: 10 lb.
This item is found as a large, stone sphere with three finger holes. It weighs ten pounds. When placed and a command word spoken, it grows into a stone wall over a one minute period. In all other respects, it behaves like a wall of stone.
Prereqs: Craft Wonderous Item, Wall of Stone
Cost to Create: 500gp, 40 XP, 1 Day
So... who is in?
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