X = number of segments combined
Flipping a segment like a coin will always have it land on it’s edge, and roll towards the nearest segment you don’t own.
If you're not sure where the segments might be, roll 1d100 each time you arrive at a new area:
- For sale from a tinker, for favours bizarre
- With a warlord that knows not what he has
- Trapped in a lab with a brain in a jar
- At the bottom of a well
- Buried in the ruins of a collapsed church
- Functioning as part of a town lightning rod
- Floating on a solid cloud
- In the middle of a field, surrounded by dead cows and burnt grass
- In the nest of an immense crow
- The wedding ring of an eccentric princess
- or more: not here! Keep looking
The Rod of Seventy Seven Parts is highly unstable, and does not go together easily. When joining together segments, the Rod has an X-7 in 20 chance of backfiring:
1dX segments teleport away and…
- The rod explodes for Xd6 damage, 20ft radius
- You are polymorphed into a random animal
- Killed stone dead, no save, with an idiot expression on your face
- Surrounding area is teleported in a random direction
- 1d20 lightning bolts hit randomly all around
- An apocalypse happens, just a local one
Adding the eighth segment has a 1-in-20 chance of going kapow, the ninth 2-in-20 etc. Joining together parts using mechanical/magical assistance may deflect or reduce the effects.
Abilities that recharge daily will do so at the first ray of dawn. Abilities that recharge weekly will do so on the dawn of the Sabbath. Cunning users will wrangle this to their advantage.
- Wind-up as an action, next hit deals 1d20 damage on a hit, staggers you on a miss
- Unique ranged attacks, deals 1d8 on a hit. Range increases with segments collected
- As shield, blocks 1d12 damage X times before consequences
- Transforms into any weapon
- Absorbs spells from wands/scrolls/magic items etc. can hold X
- If you don’t attack in a round, +X to Defence
- Deals exploding damage on a max roll
- X additional attacks per day, 1d6 self-damage per two extras
- +X to-hit, +X damage
- Polymorphs the rod into a seven-legged spider with X HD. Has a X% chance of going rogue, if it thinks it can best you in a fight. If the spider dies, the rod falls apart and scatters segments everywhere.
- Perfectly block an attack, 1/day
- Perfectly hit an attack, 1/day
- Scan enemy HP, 1/combat
- Reroll failed saves while at full HP and/or wearing exceptionally fine clothes
- Change the dimensions of the rod by x7 in any direction
- Emits light as a torch for X hours per day
- +2X inventory slots
- Escape a dungeon with your party, up to X floors beneath the surface
- Can recreate the image and sound of a 10 minute scene in the last X days
- Vibrates gently whenever you are about to do something likely lethal
- Telepathy by making eye-contact, unusual usage up to X/day (just talking is fine, yelling, imitating other voices, is “unusual”)
- Translates between any languages, 10-X % chance of a mix-up per conversation
- Ask Advice, X/week
- Scout room, X/day
- Copies an ability you have been struck by, use it X/day
- Increase max HP by 2X
- Immune to critical hits
- Immune to level drain and death effects
- Take half damage from [1. Fire, 2. Poison, 3. Spells, 4. Traps, 5. Bladed weapons 6. Falling]
- Block the first X MD from spells per day
- Multiply damage by 1+1dX on a critical hit
- Critical range increases by X/2
- Reroll a d20, X/day
- Automatically succeed a d20 roll, X/week
- Produce an exceedingly useful item, X/week
- Produce a basic supply item, X/day
- Levitate up and down, slowly
- Walk on water
- Produces X hours of breathable air per day
- Blink, deals 1d6 damage every additional time used
- Teleport, 1/day
- Animate Object, X/day
- Invisibility, X rounds of combat per day, or X minutes non-combat
- Recharge any daily ability 1/day
- Add 1 MD to a spell, X/week
- Sleep, targets X HD of enemies, 1/day
- Fly, X passengers, 1/day
- Reattach a lost limb, 1/day
- Heal Xd4 HP per day
- Fireball, Xd6 damage, 1/day
- Transmute Flesh to Stone and Back, X/day
- Transmute [Weird] to [Weird], X/day
- Silent Illusion X/day
- Control [1. Fire 2. Water 3. Earth 4. Air] X/day
- Ask a yes/no question about something you tap, X/day
- Detect Invisible
- Detect Poison
- Locate Object, within X miles
- Detect Magic, X/day
- Speak with Dead, X/day
- Speak with [1. Fire 2. Water 3. Earth 4. Air] X/day
- Speak with [1. Locks, 2. Shoes, 3. Arrows, 4. Blood, 5. Roads, 6. Statue, 7. Teeth, 8. Self, 9. Spell, 10. God, 11. Stars, 12. Universe, 13. Light, 14. Darkness, 15. Memories, 16. Dreams, 17. Lust, 18. Lies, 19. Dave, 20. Mother], X/day
- Command Magnetism
- Determine Weather
- Astral Travel, X dreams
- Neutralise Hunger, X people supported
- +2 to a random stat, +4 with 7 or more segments
- Change a random stat to 18, another is halved
- Deal 1d6 damage to target in sight, X/day
- Time-stop, X rounds/week
- Cast a random spell, X/day
- Telekinesis, up to X kg at a time
- Pass through X feet of solid material per day
- Undo previous round, 1/week
- Wish, 1/century
- True Resurrection, 1/century
- Extends lifespan by X times
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