Deuce Traveler's Sewer Rats [RECRUITING 1 PLAYER]

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
 

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So just to compile what we have:

Kaodi with a dwarven rogue/barbarian named Baldy McRatchet. With his second highest stat in Dex and his Str score as a 14, I take it he will be leaning more towards rogue.

Ben with a goblin scout, Dungeon Scout variant from PHB2. I'm a big fan of the PHB2.

Herobizkit with a ranged goblin spellcasting warrior. If he can find pistols or rifles in a WotC splat book he will use it (non d20 modern, please... I don't want a goblin with the only M-16 in the world).

Ghostcat with a Judge Dredd, "I am the Law", type of halfling paladin.

Fenris is in, but considering options.

HandofMystara as an addicted gnome wizard or necromancer. A necromancer will work well, since there will be encounters with undead. Mostly abberations, but also undead.
 

Someone hasn't picked Kobold for race... given how Kobolds are now considered "dragons", I could be leaning to Dragonsomething-or-other. I dislike Kobolds, but I also haven't played one before. Plus I just can't picture a bad-azz Kobold with amazing scores, but I can see a Goblin as such. I'm racist. Heh.

Indecision clouds my judgement. Perhaps after I see a few more character choices, the way will become clearer.
 

I am leaning towards a gnome or dwarf cleric, maybe even some kind of underdark druid. Of course my heart always lies with warriors, so some kind of ranger or fight is always a good choice for me.
 

@Fenris : Ranger would certainly work. We would then have three warriors - the rogue/barbarian (not sure how that guy's working yet), the Paladin, and yourself. Add in the Scout (which I am not familiar with), the Necromancer... ye gods. I've become "not it" last again... lol. However, if you do end up with priest, makes my job a lot easier. Ranger makes sense, but I hate that it makes sense, because Rangers are BORING. ;)

As luck would have it, I actually enjoy healers. Will now being researching Priest-ish variants to experiment with.

I may end up a Kobold Cleric/something as of yet.

@Deuce Traveler : How "far ahead" should I be planning my character, or should I assume that fatalities will be high and we'll be lucky veterans to see level 5? :) Also, should we be optimizing the crap out of these guys? I'm thinking about taking the Cloistered Cleric variant, and wondering if firepower is more important than Knowledge checks? I may even go Cloistered Cleric/Warlock towards Eldritch Disciple if we can get high enough.
 
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Death shouldn't be too much of an issue, and I plan to make the first encounter one more of exploration as I am busy trying to craft the first adventure more than I am trying to serve up something deadly. So I am planning to push the scenario harder than try to make challenging encounters... at least until I become comfortable and begin to be able to judge what the party and I can handle. However, we will be using the dice rollers here on ENWorld, meaning there won't be any DM fiat to help the characters. The dice will land as they may.
 

I'd also be willing to allow third party splat books, but I would need a reference to the data first. I don't have access to 3rd party splat books, so there is a problem right off. You would probably want to post the info in its entirety, which may or may not violate copyright protections.
 

Also, what God/desses will you be using?

Also also, would you say there's a "need" for a skill monkey Cleric in this type of adventure, or should I be leaning more towards survivability? :)

As it stands right now, I'm leaning towards a Kobold Cloistered Cleric of Kurtulmak. He lives like a TMNT - has a lair in the sewers, only goes out at night, scrounges whatever he can. I'm thinking he happened upon a "secret" repository of books in an old, abandoned temple and began reading as a way to pass the time. He grew too comfortable, and was discovered by a Sewer Rat team. Once the figured out he could speak Common, they dragged him kicking and scraming to the surface and forced him to join. He's a thinker, not a fighter... sort of like a kobold Daniel Jackson (from Stargate) but will certainly hold his own. Thinking Luck and Trickery for domains. LN is the likely alignment choice.
 
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[MENTION=34958]Deuce Traveler[/MENTION], are we going to make a Rogue's Gallery page for this?

Simply to reiterate, my character has max ranks in 11 different skills, including Hide, MS, Climb, Tumble, Balance, Knowledge Dungeoneering, Spot, Listen, and a few others I can't remember off of the top of my head.

And then Baldy should be pretty good at repairing things and other mechanical aspects, correct?

Also Deuce, are we just following typical gold standards? Maybe I missed it upthread somewhere. The only item I would really want specifically is a repeating crossbow (maybe two if purchasable).
 

Herobizkit: The setting will be as generic as possible, and the city named simply The City. There are thousands of gods that never show themselves in any way except for clerics, preferred weapons, holy symbols, and domains. So run with any deity and worship style you want. No need for skill monkeys.

Ben, I'll make a rogue's gallery shortly. Standard starting gold as per the PHB. Standard costs in gp for all items as per the PHB and WotC books.
 

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