What would you buy?

bml5099

First Post
So here's the scoop...

The DM of my party (Level 3 Rogue, Fighter, Cleric, Bard (me), Druid, Barbarian and Paladin) is taking us on what he's calling a "Trap Dungeon" campaign. We're already involved in a campaign, but this off-to-the-side quest is going to involve our same characters in what he is saying will be "a very trap intensive dungeon that will not be linked to our main campaign."

To prepare for this, in addition to all of our stuff that's already in our inventory, we're getting 10,000gp to buy whatever we want in the DMG, PHB, or anything at all that we could find online that wouldn't be game-breaking. My question is, what would you guys buy? Does anyone have any recommendations or ideas as to what would help get through this dungeon besides a ton of healing potions and a lot of quick, efficient thinking? Have any of you been on anything like this before or have any stories of the likes?

He hasn't given any hints as to what type of traps will be involved, but, he's pretty into them at any rate and will probably have a few good tricks up his sleeves. I'm pretty stoked for it!
 

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Off the top of my head, don't forget the masterwork thieves' tools. I know it seems obvious, but I'm always amazed to find people never think of them. (in my current group of sneaky scoundrels, I was the only one with them)

Depending on how your DM does tower shields, they might come in handy. Likewise, the silly 10' pole can come in handy. IIRC, eyes of the eagle is a relatively cheap item and gives +5 to spots (but not searches unfortunately).
 


Is the 10,000 for the entire party or per person?

Recurring damage is your biggest concern, so hire a 4th level wizard with the craft wonderous object feat to magically trap an easily carried inexpensive object to trigger Cure Moderate Wounds provided by your party's cleric when touched; automatic reset so its effective once per round. He'll need six days.

base object cost +100
alarm proximity trigger (0gp, 0xp)
cure moderate 500 x 3 x cl2 = 3,000; 40xp x 3 x cl2 = 240
= 3,100gp; 240xp to your cleric (Traps :: d20srd.org)


Next, traps inhibiting your ability to breath is generally a common theme, so you'll want a Bottle of Air - but at $7,250, uses most of your funds and needs a standard action per person per use so consider something akin to spelljammer(Airsphere spell) in whatever form you can get it: ring, wand/scroll Conversion of Spelljammer Spells to 3e instead.

Likewise traps hinder/prevent movement making spell(gaseous form) a wonderful solution, but you'll need someone able to reliably use wizard scrolls/wands since its a 3rd level wizard spell.
 

A Bag of Tricks could be useful for testing out dangerous areas (and is more PETA friendly than bringing real animals).

Boots of Levitation could be handy.

Don't forget to bring extra ropes, chains, ladders, candles, crowbars, and 10-foot poles.

And never leave home without a Quaal's Feather Token: Tree.
 


Is the 10,000 for the entire party or per person?

Recurring damage is your biggest concern, so hire a 4th level wizard with the craft wonderous object feat to magically trap an easily carried inexpensive object to trigger Cure Moderate Wounds provided by your party's cleric when touched; automatic reset so its effective once per round. He'll need six days.

base object cost +100
alarm proximity trigger (0gp, 0xp)
cure moderate 500 x 3 x cl2 = 3,000; 40xp x 3 x cl2 = 240
= 3,100gp; 240xp to your cleric (Traps :: d20srd.org)

Provided, of course, your DM would allow such a thing. Sorry, jef, but I have trouble believing an experienced DM would allow it. This reminds me of the old "There's a thief in your pocket" magic mouth to prevent pick-pockets.
However, jef does have a point about damage. Get some potions, or see if there's a magic item that does cure mod (it should only be between 3K and 4.5K). If you knew that whenever you took trap damage you had free time, a 'cure' light' item is more cost effective but I wouldn't count on it.

Likewise traps hinder/prevent movement making spell(gaseous form) a wonderful solution, but you'll need someone able to reliably use wizard scrolls/wands since its a 3rd level wizard spell.
Since you probably can't afford actual magic items, the scrolls are a good idea, but I've always thought potions to be a better despite the double cost. For one, they don't have an expiration date so your now-3rd character might find a use for them when he's 13th level. Who knows if your wiz will still be around. Finally, you don't have to depend on one guy reading a scroll per round. Everyone can drink a potion a round.

I have a friend who would say that immovable rods (5K) are essential!
 

The Complete Scoundrel (if I remember correctly) has some thieves' tools mounted on 10-ft pole. They give you a malus on Open Lock and Disamr Traps checks but you can then be out of reach of most traps when you try to deal with traps.
 

Necklace of Adaptation

This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

Moderate transmutation; CL 7th; Craft Wondrous Item, alter self; Price 9,000 gp.

I see they "dumbed down" this precious item. Sigh.
 


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