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Dungeon 117 / Eberron Question

cnath.rm

First Post
Just started running the Fallen Angel adventure (pg 18) for my
group today and ran into a problem. For one they were almost killed
by a EL3 encounter, and almost breezed through an EL 5. (it was
the tactics, but still was a source of amusement) However a part of
the treasure were items specific for Eberron that I have no idea how
to deal with.

Anyone out there able to clue me in to what these are or what I
could sub for it seeing as we aren't playing in and don't own Eberron?

Things in the adventure I could use info on:

Least extend channeling rod (no clue whatsoever)
Eternal wand of charm animal (guessing that it's a new version of
a normal wand? is it unlimited use? or times/day? charges?)

Thanks a lot, the players are loving the adventure so far and I'm
looking forward to running the rest of it.

-cnath.rm

-edit to fix heading
 
Last edited:

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The least extend channeling rod is the same as a least extend metamagic rod, except that they're used for dragonmarks, not spells. Change it to the metamagic rod if you're not playing Eberron or with dragonmarks. An eternal wand can be used 3/day, has no charges, and doesn't require a spell-trigger.

Demiurge out.
 

demiurge1138 said:
The least extend channeling rod is the same as a least extend metamagic rod, except that they're used for dragonmarks, not spells. Change it to the metamagic rod if you're not playing Eberron or with dragonmarks. An eternal wand can be used 3/day, has no charges, and doesn't require a spell-trigger.

Demiurge out.
What source book introduced eternal wands? I don't recall seeing them.
 


Thanks everyone!

:D Lots of help, and I now know what to hand out to the party,
Eberron looks really neat but just don't have the cash free at the
moment. Thanks to everyone who posted answers, I knew that
if I asked here I would get good answers.

Anyone else run this before who could give me any advice or hints
on running it from here in? Party is just about to move up to the
second level of the tower.

-cnath
 

demiurge1138 said:
and doesn't require a spell-trigger.
You do need the ability to cast arcane spells to use them, however. In the setting, they are mainly a way for magewrights (Eberron NPC class that's a weak arcane spellcaster in the way the adept is a weak divine spellcaster) to get some firepower and act as artillery in the war that ended two years ago.
 

cnath.rm said:
:D Lots of help, and I now know what to hand out to the party,
Eberron looks really neat but just don't have the cash free at the
moment. Thanks to everyone who posted answers, I knew that
if I asked here I would get good answers.

Anyone else run this before who could give me any advice or hints
on running it from here in? Party is just about to move up to the
second level of the tower.

-cnath
Depending on how both you and your group handles it, the maze could be quite difficult (which it's meant to be), but just recognize that it can get out of hand quickly and be prepared to adjust as needed.

Oh, and as to the eternal wands...as soon as you posted the answer, I said to myself 'duh!'. *sigh*

Thanks fafhrd
 

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