The Eldritch Wizardry guidelines described each piece as having its own unique powers. The 4e rod gives you bonuses and powers as you raise its concordance score by gaining levels and killing elementals. Command word is Ruat.2. As the name suggests, the Rod of Seven Parts has to be assembled from seven different pieces. Bah. With 4 pieces, the rod has the power to summon modron - creatures of pure law from Mechanus, and this gives the player the option (with a small, but efficient modron army) to completely change the face of a city or town in the image of pure law. The length of the rod segments are 4, 5, 6, 8, 10, 12, and 15 inches respectively. Interestingly I'm doing an arc based on the Giants and Drow series, although I'm using the Rod of Seven Parts … I don't own the A&E Guide. Not many groups ever got high enough level to play this, and if they did, high level characters in 2e were more than a little problematic if I recall correctly. Publication date 1996 Topics Fantasy fiction, American. As more parts are joined, it becomes more powerful, eventually becoming the equivalent of a +5 quarterstaff. Good stuff. So I never knew the DMs origin for it. It will, of course, point the way to the second piece. The Rod of Seven Parts 5e - "That which was sundered on Pesh’s plain, holds back chaos reign. The artifact description recommends to have the smallest parts of the rod given first. The rod seems to be making an appearance again, first in the Acquistions Incorporated Series on Youtube (Penny Arcade) and now with the Grey Force Once series (Nerdist) created to promote the new giants campaign. Then three people came in to claim the axe and said the players needed to hand over the axe. Abaqus; Tonetta Chester; Adam Winfield; Bulbasaur; 3rd Battalion, 319th Field Artillery Regiment Advanced Dungeons & Dragons (2nd Edition) Nickname: PDF version Version Publisher: Wizards of the Coast. Thanks for the kind words. D&D 3.0 - Arms & Equipment Guide - page 154. Depending on what works are counted as official, D&D’s classic artifacts first made their way into adventures either when Frank Mentzer produced the “Dwarven” Quest for the Rod of Seven Parts tournament adventures for the RPGA (1982) or when Roger E. Moore wrote “The Dancing Hut” for Dragon 83 (March 1984). @Supergeek2, Acquisitions Inc. only found one part of the Rod, hidden in a vault, however, the parts of the rod like to disappear and redistribute itself around the world every so often.. All 7 segments can be used as a +3 quarterstaff. I've put one piece on Oerth, six others scattered on various planes (including a wild west plane), and the final piece as mentioned in the boxed set (in Pandemonium with Miska). Thanks in advance. Eel updated the character Istovahn. The first piece, I placed in the Tombs of Abysthor, and kept the story in tact (more or less), though the party knows little of it. Eons ago, in a great war between the Wind Dukes of Aaqa and the Queen of Chaos, the Rod of Law was used in the Battle of Pesh to imprison the Queen's greatest general, Miska th… The party acquired 4 pieces, then died out due to RL issues. Properties/Powers. For a full article on the topic with citations, please see Rod of Seven Parts at Greyhawkonline.com. June 04, 2015 09:30. The 5th I intend to place inside a gigantic cavernous complex. But yeah, convert concepts. They should be super efficient at these tasks. So, there are no alignment-based spells, like there were in 3rd edition. If pictured as part of a larger item, the artifact gives a general sense of the next piece lies, giving only a sense of direction and no distance. "I was hoping to seek it out in downtime, I didn't realize it was meant to be so powerful. Generally, joining two pieces requires 20 minutes of fiddling. That NPC is Dorgha Torgu - the fallen god. I really like making these kind of posts, I'm glad it is useful. I was a PC in a campaign back in 1998 thru 1999 that too 18 months to fully run through. I remember when it was because we actually converted to 3rd edition roundabout adventure 3. Command word is Rex. The Rod of Seven Parts is one of the oldest legends in the Dungeons and Dragons world, tracing all the way back to the first published materials (back when it was still called Chainmail). Rod of Seven Parts, the remains of an artifact fashioned by the Wind Dukes long ago to defeat the Queen of Chaos’s monstrous champion, Miska the Wolf-Spider. Gains Advantage to all mind-influencing effects and spells.4 pieces: Wielder cannot lie. I was intrigued by the inclusion of the final fragment of the Rod, and it always struck me as odd that a major artifact was tossed into a campaign as little more than an afterthought. All Lawful creatures instinctively know he speaks the truth. (Rod of Seven Parts/Epic) Description. Becomes LN.5 pieces: Wielder cannot exhibit strong emotions. The reappearance of the Rod has awakened the powers of Chaos, and their queen seeks to turn the whole world into a battleground. You can use one piece to sense the location of the next piece. The dungeon was my own. Great job. The parts fit together in order of ascending length. 6 pieces: Wielder takes everything literally.7 pieces: Wielder upholds LAW for good or for ill. If enough PAers fall head over heels for 4E (oh please 4E prove worthy of our love), it would be interesting having a combined site or something for it beyond the smattering of threads. Aberrations set promo – The Lost Temple. The Rod of Seven Parts, also known as the Staff of the Archmage, is a powerful magical item that was shattered into seven pieces by a mysterious dark entity. Rod of Seven Parts Information On a 1, the Rod scatters)- 1d8/1d10 - +4 bonusWhen used by a creature of Lawful alignment after two or more parts are assembled:- Once per day, use any Rod ability an additional time- To hit and damage bonus increased by 1 (+1 at two parts, +2 are three, etc)- Creates a 15’ aura – Chaotic creatures must succeed on a DC 15 Wisdom save or attack at disadvantage. Certainly seems like more of a campaign goal than a downtime activity. Dungeons of Dread poster miniature set. 4 inch segment: Cure Light wounds 5/day 5 inch segment: Slow 1/day, duration 23 rounds 6 inch segment: Haste 1/day, duration 23 rounds 8 inch segment: Gust of Wind 5/day Great stuff in there. They are not sure what to do next. I think I need to fix that. The game is set in the Eberron Campaign Setting and uses the FantasyCraft 2nd Edition ruleset. My campaign is set in the Wilderlands. Fully assembled: Restoration 1/day, and an aura of Law that causes enemies to have to make a saving throw or flee in panic! One of my player's goals is to find the Rod of Seven Parts. The rod w… Parts 4-7 do 1d4 bludgeoning.Two parts – Fly – 1/dayThree parts – Magic resistance (advantage on saves) – 1d6 - +1 bonusFour parts – Control Weather – 1/dayFive parts – Shapechange – 1/day - +2 bonusSix parts – Wind Walk – 1/day – Versatile (1d8) - +3 bonus Seven parts – - Mass Heal – 1/day (Roll a d20. The Rod of Seven Parts artifact first appeared in the 1976 TSR (Gygax & Blume) publication Eldritch Wizardry. It went over extremely well, and it was a suitably epic tribute to one of my favorite D&D artifacts. When they're done, the area looks is transformed. Dungeons & Dragons - A Guide to The Rod of Seven P... Dungeons & Dragons - How to Start a Campaign, The Great Modron March - Death to the Tacharim. In a gaming scenario, the more parts of the rod a user possessed, the more powerful each one of the seven parts became.3 3. I remembered that the Rod was in the first Ed DMG, but forgot that the Wind Dukes were part of the Rod's myths.I have never used the Rod in any of my games ever. It also gave me an opportunity to include a lot of major NPCs from previous campaigns and get into some high-level play. You take a -1 penalty to attack rolls against immortal creatures. The official 4e Rod is useless, as it has nothing special like the original at all. The players love it. Using the rod causes the wielder to suffer. Stirrings of an ageless war between Law and Chaos are drawing you into an epic adventure! 1 fan. Thanks for this article. If the Rod is pleased with its owner, it might grant a legendary boon in its place. The Rod of Seven Parts is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, written by Skip Williams and published in 1996, that focuses on the artifact of the same name, detailing its history and including an adventure centered around finding its parts. First, aarakocra have historical ties to the Wind Dukes of Aaqa. Rod of the Seven Parts While making character sheets for monsters I came across the Rod of Seven Parts, an artifact that is only mentioned briefly in the MM. https://www.amazon.com/Rod-Seven-Parts-Fantasy-Roleplaying/dp/0786904186Personally, I'm very happy with the details given here. Of course my PCs said no. Every time a power is used, there's a 1 in 20 chance that the rod breaks apart and the pieces teleport to random areas up to 1200 miles away. Rod of Seven Parts (F) Miniature sets. +1 Charisma3 pieces: Wielder refuses to part with the rod. The box is an eyesore and the covers are hideous. Fight ensues. When assembled, it has the power to cast true resurrection, but doing so causes the rod to scatter. If "out of order" pieces touch each other (the 1st part touching the 3rd, for example), the higher numbered piece teleports away to a random location up to 1,000 miles away. Right now they're about to smooth talk their way into the castle, though knowing them, they'll probably charge. It's a good level! They took the axe off the wall. Posted by 5 years ago. It was the centerpiece of a story concerning a long-ago "great war" between characters known as the Wind Dukes of Aaqa and the Queen of Chaos. I have the old Rod of Seven Parts adventure box set to tell me about the Rod, and its interesting properties, but that was regrettably for 2e. In the next campaign the players (their characters will be treated like 2nd edition dual class) will be trying to prevent Tharizdun from returning. 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