61. An immovable rod comes in handy for hunters, providing a convenient place to hang large game while letting the blood drain from the body.
62. Activating an immovable rod on top of a vampire's coffin with her inside prevents her from getting out. (Although if the coffin isn't perfectly sealed she might be able to escape by assuming gaseous form.)
63. Activating an immovable rod on top of a vampire's coffin when she's not inside could prevent her from reentering it if she's forced to gaseous form as a result of being driven to 0 hit points. If she can't get back into her coffin within 2 hours, she'll be utterly destroyed.
64. Activating an immovable rod inside the hold of a moving ship either causes the ship to come to a sudden stop (possibly throwing sailors from the crow's nest and rigging, and toppling those standing on deck) or, if the ship is moving fast enough, causes the immovable rod to break through the ship's outer surface upon impact. In either case, this probably isn't something you want to do to your own ship, but it might be an appropriate tack against an enemy vessel.
65. Similarly, you could swim in front of an enemy vessel and plant an immovable rod in its path so that it runs into it, possibly causing a hole below the waterline (never a good thing for a ship).
66. Activating an immovable rod in the hold of a ship might be interesting during a storm, especially if you're surrounded by enemies. As the waves bounce the vessel around, the immovable rod - which remains stationary with the planet, not the ship - appears to "fly" all over the place. Since you're aware of it and your enemies aren't (at least initially), it's kind of like having an invisible partner striking out blindly against random targets.
67. Here's another simple door alarm: Activate an immovable rod horizontally, about waist high, so that it's an inch away from a door and situated such that opening the door triggers the activation button on the rod. Then stack coin after coin on top of the immovable rod, and get some sleep, confident that anyone attempting to enter the room while you're asleep will deactivate the rod and cause it and the coins to fall clattering to the floor. Obviously, the hinges on the door need to be on your side of the door for this to work, and wooden or stone floors work well whereas thickly carpeted floors do not.
68. A variation of this theme might be the old standby whereby you activate the immovable rod up by the top of the door and balance a bucket of water on it. When the door opens it hits the button on the rod, deactivating the magic item and sending the bucket of water down on the intruder's head.
69. For a more lethal version of the above trap, substitute green slime for the water; just be sure to use a stone bowl instead of a wooden or metal bucket. Also, be warned that the green slime could end up eating away your immovable rod once the trap is triggered if you're not careful.
70. You might use an immovable rod to immobilize an animated statue or golem before it moves. (These "creatures" often remain silent and still until "triggered," whether by opening the door they're guarding, passing by without saying the password, or whatever.) If the statue is standing up against a wall, place the immovable rod against one of its shins, directly above and across the foot, and activate it. This "pins" the statue's foot in place, so if it animates and attacks it'll have to first slide its foot out sideways, granting you at least one round of free attacks. Of course, if you have two immovable rods, they can be placed diagonally to trap the creature's foot in an angle so that it cannot move at all. Note that gargoyles often pose as immobile stone statues, but they possess the intelligence to simply reach down and deactivate the rod (or rods).
62. Activating an immovable rod on top of a vampire's coffin with her inside prevents her from getting out. (Although if the coffin isn't perfectly sealed she might be able to escape by assuming gaseous form.)
63. Activating an immovable rod on top of a vampire's coffin when she's not inside could prevent her from reentering it if she's forced to gaseous form as a result of being driven to 0 hit points. If she can't get back into her coffin within 2 hours, she'll be utterly destroyed.
64. Activating an immovable rod inside the hold of a moving ship either causes the ship to come to a sudden stop (possibly throwing sailors from the crow's nest and rigging, and toppling those standing on deck) or, if the ship is moving fast enough, causes the immovable rod to break through the ship's outer surface upon impact. In either case, this probably isn't something you want to do to your own ship, but it might be an appropriate tack against an enemy vessel.
65. Similarly, you could swim in front of an enemy vessel and plant an immovable rod in its path so that it runs into it, possibly causing a hole below the waterline (never a good thing for a ship).
66. Activating an immovable rod in the hold of a ship might be interesting during a storm, especially if you're surrounded by enemies. As the waves bounce the vessel around, the immovable rod - which remains stationary with the planet, not the ship - appears to "fly" all over the place. Since you're aware of it and your enemies aren't (at least initially), it's kind of like having an invisible partner striking out blindly against random targets.
67. Here's another simple door alarm: Activate an immovable rod horizontally, about waist high, so that it's an inch away from a door and situated such that opening the door triggers the activation button on the rod. Then stack coin after coin on top of the immovable rod, and get some sleep, confident that anyone attempting to enter the room while you're asleep will deactivate the rod and cause it and the coins to fall clattering to the floor. Obviously, the hinges on the door need to be on your side of the door for this to work, and wooden or stone floors work well whereas thickly carpeted floors do not.
68. A variation of this theme might be the old standby whereby you activate the immovable rod up by the top of the door and balance a bucket of water on it. When the door opens it hits the button on the rod, deactivating the magic item and sending the bucket of water down on the intruder's head.
69. For a more lethal version of the above trap, substitute green slime for the water; just be sure to use a stone bowl instead of a wooden or metal bucket. Also, be warned that the green slime could end up eating away your immovable rod once the trap is triggered if you're not careful.
70. You might use an immovable rod to immobilize an animated statue or golem before it moves. (These "creatures" often remain silent and still until "triggered," whether by opening the door they're guarding, passing by without saying the password, or whatever.) If the statue is standing up against a wall, place the immovable rod against one of its shins, directly above and across the foot, and activate it. This "pins" the statue's foot in place, so if it animates and attacks it'll have to first slide its foot out sideways, granting you at least one round of free attacks. Of course, if you have two immovable rods, they can be placed diagonally to trap the creature's foot in an angle so that it cannot move at all. Note that gargoyles often pose as immobile stone statues, but they possess the intelligence to simply reach down and deactivate the rod (or rods).