BOOK OF ARTIFACTS
Introduction: What is the Rod of Seven Parts?
The Rod of Seven Parts is one of the most legendary and sought-after artifacts in the Dungeons & Dragons game and lore. It is a powerful weapon that can shape the destiny of the multiverse, but it is also a broken and elusive relic that requires a great deal of courage, skill, and luck to find and assemble.
The Rod was created by the Wind Dukes of Aaqa, a race of beings who fought against the forces of Chaos in the Dawn War, a primordial conflict that shaped the cosmos. The Rod was used to strike down Miska the Wolf-Spider, the leader of the Chaos army, but it shattered into seven pieces and scattered across the multiverse. Each piece of the Rod has its own powers and can lead its wielder to the next larger segment. The complete Rod can either kill or free Miska, who is imprisoned in Pandemonium.
The Rod of Seven Parts has been the subject of many adventures, stories, and legends throughout the history of Dungeons & Dragons. It has appeared in various editions, settings, and media, such as novels, comics, video games, and podcasts. It has also inspired many players and Dungeon Masters to create their own versions and variations of the Rod and its fragments.
In this article, we will explore the history, powers, secrets, and implications of the Rod of Seven Parts. We will also provide some tips and suggestions on how to use the Rod in your own games and campaigns. Whether you are a fan of law or chaos, or somewhere in between, you will find something interesting and useful in this article.
Description: How Does the Rod of Seven Parts Look Like?
The Rod of Seven Parts is not a flashy or ornate artifact. It is a simple and elegant black pole that measures 5 feet in length when fully assembled. However, the Rod is rarely seen in its complete form, as it is broken into seven pieces that are scattered across the multiverse.
The seven pieces of the Rod vary in length and width, but they all fit together perfectly in order of ascending size. The smallest piece is the 4-inch tip, which resembles a short wand. The largest piece is the 15-inch head, which has a spherical shape and a flat base. The other pieces are 5, 6, 8, 10, and 12 inches long, respectively. The pieces widen gradually from the tip to the head, creating a smooth and balanced curve.
The Rod of Seven Parts has no markings or decorations on its surface, except for a faint line that indicates where each piece joins with the next one. The Rod is smooth and solid, with no buttons, switches, or triggers. It is made of an unknown material that is extremely durable and resistant to damage. The Rod feels cold and heavy in the hand, but it also emits a subtle vibration that can be sensed by its wielder.
The Rod of Seven Parts may look like a mundane object at first glance, but it is actually a powerful and ancient artifact that contains the essence of law and chaos. It is a weapon that can change the course of history, but it is also a puzzle that can challenge the most cunning and adventurous minds.
History: When and How Was the Rod of Seven Parts Created and Shattered?
The Rod of Seven Parts has a long and epic history that spans eons and planes. It was born out of a cosmic war between the forces of Law and Chaos, and it was shattered by the blood of a powerful and evil being. Here is a timeline of the major events in the history of the Rod:
- Eons ago: The Dawn War erupts between the Wind Dukes of Aaqa, the guardians of Law, and the Queen of Chaos, the ruler of Chaos. The war rages for many years, with neither side gaining a decisive advantage.
- Unknown date: The Queen of Chaos appoints Miska the Wolf-Spider as her new commander and consort. Miska is a fearsome and brutal creature who leads the army of Chaos with great skill and ferocity. The Wind Dukes begin to fear for their eventual defeat.
- Unknown date: The Wind Dukes retreat from the front lines and combine all of their powers to create a magnificent ebony rod. The Rod is imbued with the essence of Law and is intended to be a weapon against Chaos.
- Unknown date: The Wind Dukes rejoin the war at the Battle of Pesh, where they give the Rod to the Captains of Law and instruct them to vanquish Chaos. A fierce battle ensues, with both sides suffering heavy losses.
- Unknown date: The Captains of Law manage to surround Miska the Wolf-Spider and drive the Rod through his body. Miska lets out a horrible scream that terrifies everyone on the battlefield. His foul blood covers the Rod and seeps into it, causing a violent reaction between the forces of Law and Chaos. The Rod explodes and shatters into seven pieces, each with its own power and personality. Miska is cast through a planar rift created by the explosion, and he remains imprisoned in an unknown plane called Pandemonium.
- Unknown date: The Queen’s soldiers try to capture the pieces of the Rod, but the Wind Dukes intervene and magically scatter them across the multiverse. They hope that one day, someone worthy will find and reassemble the Rod, and use it to either kill or free Miska, thus ending the threat of Chaos once and for all.
- Ever since: Agents of the Queen have been ordered to seek out the Rod at any cost. They believe that if they can restore the Rod, they can use it to locate Miska and bring him back to their side, whereupon they will resume their war against Law. However, they are not the only ones interested in the Rod. Many adventurers, heroes, villains, and factions have also pursued the pieces of the Rod, either for their own purposes or out of curiosity. The Rod has been involved in many stories, legends, and campaigns throughout the history of Dungeons & Dragons.
This is a brief overview of the history of the Rod of Seven Parts. In the next section, we will examine the powers and secrets of each piece of the Rod.
Owners: Who Has Possessed the Rod of Seven Parts?
The Rod of Seven Parts has been in the hands of many different owners throughout the history of the multiverse. Some of them have sought the Rod for noble or heroic purposes, while others have coveted it for selfish or evil reasons. Some of them have managed to find and assemble more than one piece of the Rod, while others have only held a single fragment for a brief time. Here is a timeline of some of the most notable owners of the Rod:
- Eons ago: The Wind Dukes of Aaqa create and wield the complete Rod of Law against Miska the Wolf-Spider at the Battle of Pesh. The Rod shatters and scatters across the multiverse, and the Wind Dukes lose their champion and their artifact.
- Unknown date: A human wizard named Khaal Wraath finds the 15-inch head of the Rod in a hidden vault in the Astral Plane. He uses it to create a powerful empire on a prime material world, but he is eventually overthrown by a rebellion led by his former apprentice.
- Unknown date: A drow priestess named Liriel Baenre finds the 4-inch tip of the Rod in an ancient temple in Ched Nasad. She uses it to heal her wounds and escape from her enemies. She later trades it to a group of adventurers for a portal key.
- Unknown date: A githyanki warlord named Gith finds the 10-inch piece of the Rod in a ruined city on an outer plane. He uses it to rally his followers and launch a war against the githzerai and the mind flayers. He is eventually killed by a mind flayer assassin, who steals the piece of the Rod.
- Unknown date: A mind flayer elder brain named Zelkor finds the 12-inch piece of the Rod in a forgotten cavern in the Underdark. It uses it to enhance its psionic abilities and dominate its colony. It also experiments with the piece of the Rod, trying to unlock its secrets. It is eventually destroyed by a group of adventurers, who take the piece of the Rod.
- Unknown date: A human bard named Scanlan Shorthalt finds the 6-inch piece of the Rod in a vault in Whitestone, a city on Exandria, a prime material world. He uses it to cast spells and perform songs. He later gives it to his daughter, a half-elf sorcerer named Kaylie, who uses it to travel across Exandria and seek adventure.
This is not an exhaustive list of all the owners of the Rod of Seven Parts, but it gives an idea of how diverse and varied they have been. The Rod has influenced many lives and events across time and space, and it continues to do so as long as its pieces remain hidden or unclaimed.
Powers and Curse: What Can the Rod of Seven Parts Do and What Is the Price?
The Rod of Seven Parts is not only a historical and legendary artifact, but also a powerful and dangerous one. Each piece of the Rod has its own abilities and drawbacks, and as they are combined, they unlock greater powers and risks. The Rod can grant its wielder incredible magic and influence, but it can also corrupt and consume them. Here is a summary of the powers and curse of the Rod:
- Constant: Each part of the Rod conveys an impression of the direction in which the next larger piece lies. This is a passive ability that helps the wielder to locate and assemble the Rod. However, it can also attract unwanted attention from other seekers or enemies of the Rod.
- Invoked: Each piece of the Rod has its own minor power that can be activated once per day. These are the minor powers of each piece:
- The 4-inch tip can cure light wounds, healing 1d8+1 points of damage.
- The 5-inch segment can slow, affecting one creature within 40 feet for 23 rounds. The affected creature must make a saving throw vs spell or have its movement and actions reduced by half.
- The 6-inch part can haste, affecting one creature within 40 feet for 23 rounds. The affected creature gains double movement and actions, but does not age as a result.
- The 8-inch piece can create a 10- by 200-yard gust of wind, blowing away or knocking down creatures and objects in its path.
- The 10-inch part affords true seeing, allowing the wielder to see through illusions, invisibility, darkness, and other forms of deception for 20 rounds.
- The 12-inch segment can hold monster, paralyzing one creature within 40 feet for 20 rounds. The affected creature must make a saving throw vs paralysis or be unable to move or act.
- The 15-inch part heals, restoring all hit points and curing all diseases, poisons, blindness, and deafness to one creature within touch range.
- Resonating: As the segments come together, the rod increases in power. The connected pieces still retain their minor powers, but a major power manifests with the addition of each part. These are the major powers of each combination:
- With two parts, the character can fly at will, moving at a speed of 36 feet per round with perfect maneuverability.
- With three segments, the character adds 20% to their magic resistance, making them more resistant to hostile spells and effects.
- With four segments, the character can control winds twice per day, altering the direction and intensity of the wind within a one-mile radius for one hour.
- With five pieces, the character can shape change twice per day, assuming any form they desire for one hour.
- With six segments, the character can wind walk once per day, transforming into a cloud-like form that can fly at a speed of 240 feet per round for eight hours.
- With the seventh and final piece assembled, the character can cast restoration once per day, restoring one creature within touch range to their original state before any level drain, ability drain, or permanent damage occurred.
In addition, the fully assembled Rod radiates an aura of fearsome, icy Law, affecting anyone within a 20-foot radius. All enemies (as defined under Curse) who fail to successfully save vs spell must flee in panic.
- Curse: Created to serve order, the Rod immediately changes any character possessing one or more of its segments to an absolute follower of Law, beyond the most rigid standards of lawful goodness. The character will feel compelled to intervene in all things and maintain the primacy of Law over Chaos, heedless of the effects for good or ill. Anyone, even close friends and other party members, not adhering to the owner’s strict views are perceived as enemies.
Upon assembling three pieces, the owner will refuse to part with the Rod at any time, under any circumstances.
Assembling the rod can be a very difficult task, requiring extensive wards and glyphs (requiring a full day to inscribe) to be placed upon each segment before they can be joined. Bringing two segments within 1 foot of each other without first taking these precautions causes the newest largest piece of the Rod to teleport 1d100 miles in a random direction— roll 1d10: 1) north, 2) north east, 3) east, 4) south east, 5) south, 6) south west, 7) west, 8) northwest, 9) straight up [1d10 miles], and 10) straight down [1d10 miles].
Having been violently shattered, the Rod’s new connections are very fragile, even with the best wards and glyphs. Anytime a major power is invoked, there is a 5% cumulative chance the rod will break apart and each individual piece (except the segment held) will teleport in a random direction as described above, but twice as far. When the Rod breaks apart, the teleported pieces lose all of their wards and glyphs.
All effects of the Rod disappear with it.
This is a brief overview of the powers and curse of the Rod of Seven Parts. In the next section, we will provide some tips and suggestions on how to use the Rod in your own games and campaigns.
Powers and Curse: How Does the Rod of Seven Parts Work in Other D&D Editions?
The Rod of Seven Parts is an artifact that has appeared in various editions of Dungeons & Dragons, with some changes and adaptations to fit the rules and settings of each edition. Here is a summary of how the Rod works in some of the most popular editions:
- 3rd Edition: The Rod of Seven Parts is detailed in the Book of Artifacts, where it is classified as a minor artifact. The Rod has the same appearance and history as in 2nd Edition, but its powers and curse are slightly different. The constant power of locating the next piece is replaced by a detect chaos ability that can be used at will. The invoked minor powers are similar, but some have different durations or effects. For example, the 4-inch tip can cure moderate wounds instead of light wounds, and the 10-inch part grants true seeing for 10 minutes per level instead of 20 rounds. The resonating major powers are also similar, but some have different frequencies or effects. For example, the two-part power of flying at will is replaced by a fly spell that can be used three times per day, and the six-part power of wind walk is replaced by a plane shift spell that can be used once per day. The curse of the Rod is also modified, making the wielder more lawful but not necessarily hostile to their allies. The wielder also becomes obsessed with finding and assembling the Rod, and suffers a penalty to their Charisma score for each piece they possess.
- 4th Edition: The Rod of Seven Parts is detailed in the Dungeon Master’s Guide 2, where it is classified as an epic-tier artifact. The Rod has a similar appearance and history as in previous editions, but its powers and curse are significantly different. The constant power of locating the next piece is replaced by a +6 enhancement bonus to attack rolls and damage rolls made with the Rod. The invoked minor powers are replaced by encounter powers that vary depending on the number of pieces assembled. For example, with one piece, the wielder can use a power called Lawful Strike that deals extra damage and pushes the target. With two pieces, the wielder can use a power called Lawful Zone that creates an area that hinders chaotic creatures. With three pieces, the wielder can use a power called Lawful Shield that grants resistance to damage and immunity to fear. The resonating major powers are replaced by daily powers that also vary depending on the number of pieces assembled. For example, with four pieces, the wielder can use a power called Lawful Transformation that changes their form and grants them flight and other benefits. With five pieces, the wielder can use a power called Lawful Judgment that deals massive damage and stuns a chaotic creature. With six pieces, the wielder can use a power called Lawful Travel that allows them to teleport across planes. With seven pieces, the wielder can use a power called Lawful Destiny that allows them to alter reality once in their lifetime. The curse of the Rod is also different, making the wielder more lawful but also more arrogant and intolerant. The wielder also becomes addicted to the Rod’s power, and suffers a penalty to their attack rolls and damage rolls if they do not use it frequently.
- 5th Edition: The Rod of Seven Parts is not officially detailed in any sourcebook for this edition, but it has been mentioned or featured in some adventures and media. For example, it appears in the adventure Cloud Giant’s Bargain, where it is sought by a cloud giant wizard named Sansuri. It also appears in the podcast Critical Role , where it is found by a group of adventurers known as Vox Machina. Based on these sources, the Rod has a similar appearance and history as in previous editions, but its powers and curse are not fully defined or consistent. However, some possible powers and curse based on these sources are:
- The constant power of locating the next piece is retained, but it requires attunement to activate.
- The invoked minor powers are similar to those in 2nd Edition or 3rd Edition, but they require attunement and expend charges to use. The Rod regains 1d6 + 1 charges daily at dawn.
- The resonating major powers are similar to those in 2nd Edition or 3rd Edition, but they require attunement and expend charges to use. The number of charges required depends on the number of pieces assembled.
- The curse of the Rod is similar to that in 3rd Edition or 4th Edition, making the wielder more lawful and obsessed with finding and assembling the Rod. The wielder also suffers drawbacks if they lose or break any piece of the Rod.
This is a brief overview of how the Rod of Seven Parts works in other D&D editions. In the next section, we will provide some tips and suggestions on how to use the Rod in your own games and campaigns.
Destruction: How Can the Rod of Seven Parts Be Destroyed?
The Rod of Seven Parts is a resilient and formidable artifact that can withstand most forms of damage and magic. However, it is not indestructible, and there are some ways to destroy it or render it useless. These methods are not easy or safe, and they may have dire consequences for the multiverse. Here are some suggested means of destruction for the Rod:
- Improper Assembly: If all seven parts of the Rod are simultaneously joined together in the wrong order, the Rod will explode with tremendous force, dealing 7d12×10 points of damage to everything within a 100-foot radius. The pieces of the Rod will be destroyed or scattered across the planes, and the balance between Law and Chaos will be disrupted.
- Queen of Chaos: If the Rod is turned over to the Queen of Chaos, she will attempt to pervert its nature and neutralize it in the process. She will use her chaotic magic and influence to corrupt the Rod and make it serve her will. However, this will also weaken the Rod and make it vulnerable to destruction. Characters who do this will not be treated with respect by the Queen, and they may face her wrath or betrayal.
- Miska the Wolf-Spider: If the Rod is brought to Miska the Wolf-Spider, who is imprisoned in Pandemonium, he will try to reclaim it and use it to escape his captivity. However, if both him and the Rod are forced to enter the Plane of Concordant Opposition, also known as Outlands, they will be subject to its planar trait of neutrality. This means that any extreme alignment or power will be diminished or nullified in this plane. The Rod and Miska will lose their connection to Law and Chaos, and they will become inert or harmless.
These are some possible ways to destroy the Rod of Seven Parts, but they are not recommended or guaranteed. The Rod is a dangerous and unpredictable artifact that may have unforeseen effects or consequences if tampered with or destroyed. It is up to the Dungeon Master and the players to decide if they want to pursue this course of action or not.
Adventure: How to Play a Campaign Centered on the Rod of Seven Parts
The Rod of Seven Parts is an artifact that can inspire a whole campaign of adventures, as the characters seek to find, assemble, and use the Rod, while facing the dangers and temptations that come with it. There are many ways to design and run such a campaign, but one of the most popular and classic ones is the adventure module published by TSR in 1996, written by Skip Williams.
The adventure module is a boxed set that contains four books, a poster map, and six reference cards. The four books are:
- The Legend of the Rod, which provides the background and history of the Rod, as well as its powers and curse. It also introduces the main villains and allies of the campaign, such as the Queen of Chaos, Miska the Wolf-Spider, and the Wind Dukes of Aaqa.
- The Quest for the Rod, which details the first four parts of the campaign, where the characters must find and acquire the first four pieces of the Rod. Each part is set in a different location and plane, such as a desert city, a cloud castle, a jungle temple, and a planar nexus.
- The Reunion of the Rod, which details the last three parts of the campaign, where the characters must find and acquire the last three pieces of the Rod. Each part is also set in a different location and plane, such as an underwater city, a frozen wasteland, and a hellish fortress.
- The Fate of the Rod, which details the final part of the campaign, where the characters must decide what to do with the complete Rod. They can either use it to kill or free Miska, or they can try to destroy it or hide it. Each option has its own consequences and challenges.
The adventure module is designed for characters of levels 10 to 12, and it uses the rules of 2nd Edition AD&D. However, it can be adapted to other editions or systems with some modifications. The module also provides some tips and suggestions on how to customize or expand the campaign, such as adding side quests, subplots, or alternative endings.
The adventure module is not the only way to play a campaign centered on the Rod of Seven Parts, but it is a well-written and comprehensive one that covers many aspects and possibilities of this artifact. It is a great source of inspiration and guidance for any Dungeon Master who wants to create an epic and memorable campaign based on this legendary item.