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Hitler and the Rod of Seven Parts.
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<blockquote data-quote="der_kluge" data-source="post: 7261060" data-attributes="member: 945"><p>So, yes, the title is intended to be click-bait. But not really. </p><p></p><p>I'm running a campaign centered around the Rod of Seven Parts, and the "powers" generally ascribed to the Rod (flying, summoning air elementals, etc.) are all very nice, but ultimately weak.</p><p></p><p>In fact, the entire story is lame, IMHO. Rod is created to kill a Demon spider, spider's blood corrupts the rod, causing it to shatter into 7 pieces. Meanwhile, the Queen of Chaos does ... nothing? And if the player uses the rod, there's a chance she sends some peon underlings to ... stop them? None of it makes a damn bit of sense.</p><p></p><p>But in thinking about what I want it to actually be, it seems to me that the rod should ultimately turn the wielder into ... Hitler! </p><p></p><p>And I should point out that, once I made this realization, it occurred to me that a campaign centered around the idea that Hitler was just a dude who managed to complete the Rod of Seven Parts and used it to inflict ultimate ORDER!!! on the world would make a freaking awesome campaign.</p><p></p><p>At any rate, what kinds of powers would you give the Rod of Seven Parts such that, by the time the wielder has all 7 pieces, he's basically squashing rebellions, creating armies, uniting warring factions, establishing order across barbaric lands (by choice or by genocide - the barbarians get to choose!).</p><p></p><p>I was thinking of having the rod be a greater power of Mechanus - the place of ultimate law. So, I'm thinking having it be able to summon Modrons would be a good start. This would be akin to summoning a Mr. Meseeks (from Rick and Morty) and then all Hell is liable to ensue a result of what are initially "good" intentions. "Hi, I'm Mr. Modron - look at me! You want me to establish and enforce a set of laws for this barbarian village? Can do!"</p></blockquote><p></p>
[QUOTE="der_kluge, post: 7261060, member: 945"] So, yes, the title is intended to be click-bait. But not really. I'm running a campaign centered around the Rod of Seven Parts, and the "powers" generally ascribed to the Rod (flying, summoning air elementals, etc.) are all very nice, but ultimately weak. In fact, the entire story is lame, IMHO. Rod is created to kill a Demon spider, spider's blood corrupts the rod, causing it to shatter into 7 pieces. Meanwhile, the Queen of Chaos does ... nothing? And if the player uses the rod, there's a chance she sends some peon underlings to ... stop them? None of it makes a damn bit of sense. But in thinking about what I want it to actually be, it seems to me that the rod should ultimately turn the wielder into ... Hitler! And I should point out that, once I made this realization, it occurred to me that a campaign centered around the idea that Hitler was just a dude who managed to complete the Rod of Seven Parts and used it to inflict ultimate ORDER!!! on the world would make a freaking awesome campaign. At any rate, what kinds of powers would you give the Rod of Seven Parts such that, by the time the wielder has all 7 pieces, he's basically squashing rebellions, creating armies, uniting warring factions, establishing order across barbaric lands (by choice or by genocide - the barbarians get to choose!). I was thinking of having the rod be a greater power of Mechanus - the place of ultimate law. So, I'm thinking having it be able to summon Modrons would be a good start. This would be akin to summoning a Mr. Meseeks (from Rick and Morty) and then all Hell is liable to ensue a result of what are initially "good" intentions. "Hi, I'm Mr. Modron - look at me! You want me to establish and enforce a set of laws for this barbarian village? Can do!" [/QUOTE]
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