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D&D 3E
Rod of Seven Parts 
29th-Jul-2007 05:39 pm
So, apparently, The Rod of Seven Parts is detailed in the Arms and Equipment Guide. But I really don't want to buy a new book just for one item, and besides, its not in my budget right now. So does anyone know what the actual game stats for the thing are, or do you know anywhere they're listed online, or do you have any suggestions for powers I can give the parts and the whole if i decide to just make it up on my own?
29th-Jul-2007 10:10 pm (UTC)
I have a capture of my scanned copy that I can send your way... I am not sure if it would be kosher to post it here.
29th-Jul-2007 10:14 pm (UTC)
yeah probably not. thanks though. my emails on my profile i think.
29th-Jul-2007 10:25 pm (UTC)
Consider it sent!
29th-Jul-2007 11:20 pm (UTC)
probably not, since some of us have our salary paid by the sales of books like that.
30th-Jul-2007 04:23 am (UTC)
Which is why I only offered the one page to show, and even then I know that is pushing it.
30th-Jul-2007 02:02 am (UTC)
I own the "Rod of Seven Parts" boxed adventure from 2nd Edition. (written by Skip Williams, published 1996).

The powers of each individual part function at 20th level. The powers require the user to know and concentrate on a command word, but it's not necessary to speak the command word, and the activations can't be disrupted:
1) cure light wounds 5 times / day.
2) slow 1 time / day, duration 23 rounds.
3) haste 1/ day, udration 23 rounds. (Back in 2nd edition, the caster and recipients of a haste spell aged a year. The caster of this version doesn't experience that side effect, but the other recipients still do.
4) gust of wind 5 times / day, 10' wide and 200 ' long.
5) true seeing 1 / day.
6) hold monster 1 / day. The effect lasts 20 rounds.
7) heal 1 / day.

In this adventure, the chaos-blood of Miska the wolf-spider (and that's half-wolf, half-spider, by the way) causes the segments to scatter if they come within a foot of one another. the PC's need to inscribe special magical glyphs onto the segments to keep them from scattering.

Combining the segments in the correct order (resonant) provide significantly more powerful effects than if they were assembled in small groupings which are then joined.

Using major or resonant abilities has a chance of breaking up the rod and scattering its pieces. Using the most powerful ability of a resonant rod always scatters to pieces, onto a new version of the Prime Material Plane. When the Rod arrives on a new world, its powers change subtly.

The adventure suggests that there are side-effects for those carrying parts of the Rod. Anyone hold, using, or assembling the Rod is compelled to become Lawful. Thieves' skills change (picking pockes, for example, is penalized, while finding and removing traps is enhanced). Eventually, the character becomes Lawful Neutral and radiates an aura of fearsome, icy Law.

Also, the Queen of Chaos is hunting for the Rod, and can sense the manner and location of any use of the artifact. If she locates the PC's she sends a couple of wolf-headed "spyder-fiends" to attack the group.
30th-Jul-2007 04:07 pm (UTC)
Damn, I was out for the weekend. I've got a scan of it (and the actual book, nobody freak out) I could just copy the stats from and send you, if you need it.
1st-Aug-2007 11:46 am (UTC)
I'm pretty sure you can use Amazon.com's "view inside this book" to cheat...or, you could have a good memory and walk into Barnes and Noble.

I buy books when I can. :-)
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