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''The Rod of Seven Parts'' is a 1996 accessory for the 2nd edition of the ''
Advanced Dungeons & Dragons Several different editions of the ''Dungeons & Dragons'' (''D&D'') fantasy role-playing game have been produced since 1974. The current publisher of ''D&D'', Wizards of the Coast, produces new materials only for the most current edition of the ga ...
''
fantasy Fantasy is a genre of speculative fiction involving Magic (supernatural), magical elements, typically set in a fictional universe and sometimes inspired by mythology and folklore. Its roots are in oral traditions, which then became fantasy ...
role-playing game A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
, written by
Skip Williams Ralph Williams, almost always referred to as Skip Williams, is an American game designer. He is married to Penny Williams, who is also involved with the games industry. He was the co-creator of ''Dungeons & Dragons'' 3rd Edition and the longtime au ...
. It focuses on the artifact of the same name, which was originally introduced in the 1976 supplement ''
Eldritch Wizardry ''Eldritch Wizardry'' is a supplementary rulebook by Gary Gygax and Brian Blume, written for the original edition of the ''Dungeons & Dragons'' (''D&D'') fantasy role-playing game, which included a number of significant additions to the core game ...
''. The
boxed set A box set or (its original name) boxed set is a set of items (for example, a compilation of books, musical recordings, films or television programs) traditionally packaged in a box and offered for sale as a single unit. Music Artists and bands ...
details the rod's history and includes an adventure centered around finding its parts.


Plot summary

At the Dawn of Time the forces of Law warred with the forces of Chaos for control of the Cosmos. The Battle of Pesh was the climax of this campaign where the armies of Chaos were led by Miska the Wolf-Spider, while the forces of Law were championed by the Vaati, or Wind Dukes. Desperately outnumbered, the Wind Dukes fashioned the Rod of Seven Parts, a weapon powerful enough to kill Miska in a single strike. Yet the Battle of Pesh was a draw, as neither Law nor Chaos won the day. The Wind Dukes were decimated, but in the final moments their leader struck Miska with the Rod, but rather than being slain the Wolf-Spider was mortally wounded and imprisoned for eternity within the Abyss. The resulting balance created the multiverse as it now exists, with a tense stand-off between order and anarchy. The fate of the multiverse is in the hands of the wielder of the Rod of Seven Parts, for it can still both slay Miska and free him. Because the Rod is so potent, it cannot be conventionally protected. Therefore, to keep it safe the Wind Dukes designed the separate sections of the Rod to scatter around the globe whenever its full powers were employed by striking Miska. Each piece of the Rod both leads and urges its bearer in the direction of the next sequential section. Once the first section of the Rod has fallen into the hands of the
player character A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
s they are committed to a quest which will take them the length and breadth of their homeworld, and eventually into the heart of the Abyss. The third segment is held by a Cloud Giant Clan who is currently at war with a local family of dragons. The party can side with the giants against the dragons and hope to earn the segment as a reward, or else side with the dragons against the giants and infiltrate the giant's lair under cover of polymorph.


Rod of Seven Parts

The Rod of Seven Parts is a 5-foot-long pole when whole. The command words for each piece are "Ruat," "Caelum," "Fiat," "Justitia," "Ecce," "Lex," and "Rex," which collectively make up a
Latin Latin (, or , ) is a classical language belonging to the Italic branch of the Indo-European languages. Latin was originally a dialect spoken in the lower Tiber area (then known as Latium) around present-day Rome, but through the power of the ...
phrase that translates into "Though chaos reign, let justice be done. Behold! Law is king." The artifact is described as ''singular'', with creator
Gary Gygax Ernest Gary Gygax ( ; July 27, 1938 – March 4, 2008) was an American game designer and author best known for co-creating the pioneering role-playing game ''Dungeons & Dragons'' (''D&D'') with Dave Arneson. In the 1960s, Gygax created an ...
emphasizing that only one exists. The ''Eldritch Wizardry'' guidelines described each piece as having its own unique powers. In a gaming scenario, the more parts of the rod a user possessed, the more powerful each one of the seven parts became. The Rod was one of the first artifacts detailed for the ''Dungeons & Dragons'' game. The artifact was updated for AD&D 2nd and 3rd editions The Rod of Seven Parts artifact first appeared in the 1976 TSR ( Gygax & Blume) publication ''
Eldritch Wizardry ''Eldritch Wizardry'' is a supplementary rulebook by Gary Gygax and Brian Blume, written for the original edition of the ''Dungeons & Dragons'' (''D&D'') fantasy role-playing game, which included a number of significant additions to the core game ...
''. It was the centerpiece of a story concerning a long-ago "great war" between characters known as Wind Dukes of Aaqa and the Queen of Chaos. At the time the artifact was in one piece, and was known as The Rod of Law. In the story, the Rod of Law was used in the Battle of Pesh to imprison the Queen's greatest general, a character known as Miska the Wolf-Spider, Prince of Demons. The rod was broken into seven fragments during this conflict, and the seven individual pieces were scattered across the world. Game designer
Ken Rolston Ken Rolston is an American computer game and role-playing game (pen and paper), role-playing game designer best known for his work with West End Games and on the computer game series ''The Elder Scrolls''. In February 2007, he elected to join th ...
has called the Rod "the greatest story". Fellow game designer
Hal Barwood Hal Barwood is an American screenwriter, film producer, film director, game designer, game producer, and novelist. Early life Born in Hanover, New Hampshire, his father ran a local movie theater in the town, this being one of his inspirations t ...
said the concept of a ''rod of many parts'' forms the basis for a process of "corporealizing and then atomizing" a game's story, where a single item is broken into pieces and the players are tasked with finding and assembling the parts. The Rod of Seven Parts is one of the few artifacts to be given a detailed history and guide for any campaign world. An earlier adventure featuring the Rod appeared in an RPGA tournament adventure called "The 'Dwarven' Quest for the Rod of Seven Parts" by Frank Mentzer in 1982. The Rod of Seven Parts was also a featured item in a fantasy novel by Douglas Niles, titled '' The Rod of Seven Parts''. The story deals with the return of the Rod and the forces of Chaos trying to keep it apart. This makes the Rod the only major Dungeons & Dragons magical artifact to be featured in its own stand alone product and a novel.


Reception

Trenton Webb reviewed ''The Rod of Seven Parts'' for ''Arcane'' magazine, rating it a 9 out of 10 overall. He commented that "The power and success of ''The Rod of Seven Parts'' campaign stems directly from the artefact itself" and states that the quest is "a big, character-killing task that's probably a bit too long for its own good, but one that's so fascinating it's well worth sticking with". Webb comments: "The success of ''The Rod of Seven Parts'' lies in its flexibility. With three starting points and three possible conclusions there's real scope for players to make their own decisions rather than scrabbling to satisfy a designer's conditions. Throughout each set-piece useful trouble-shooting guides crop up and alternative solutions are suggested to the ref. In essence, ''The Rod of Seven Parts'' guides the course of events rather than forcing the pace." He continues: "And so this relaxed approach encourages players through the adventures, but these are not the only carrots that this stick has to offer. There are glorious visual cue cards which will help the players to picture the locations and characters they meet perfectly. These are indicative of the extremely high standard of artwork throughout all three manuals and the vast number of maps, which underline the superior quality of the set." Webb adds: "The weaknesses of ''The Rod'' are few and far between. There are a few annoying typographical errors ..which trip up an otherwise highly readable manual. The only real problem, though, is the size - in all honesty, the campaign may just be too big for one party to play through." He continues: "However, ''The Rod of Seven Parts'' is a very persuasive adventure because it addresses the fraught issue of heroic power. Potent artefacts have a way of finding themselves powerful guardians, so parties are going to have to tackle some major league nasties if they are to ensure its safe assembly. Yet these aren't just monsters that have been dropped in to crank up the combat, but well-rounded NPCs with an agenda of their own. If players keep their ears open and their brains in gear it should become obvious how to reclaim the next section without the need for a fight, or, if it comes to blows, the best way to tip the balance in their favour. It's this ability to turn no-win scenarios into victories that separates heroes from hardmen, and it's what drives the ''Rod'' campaign. Regarding the choice between siding with either the dragons or the giants, Webb said "The chances of even a tough party beating either group in a battle are pretty slim, and their chances of victory over both together are nonexistent. So players are forced to muster up their courage and attempt to survive this vicious intrigue long enough to spot and steal the segment. ..And stepping into a Cloud Giant Castle which you know could well come under serious Dragon attack at any second is a great gulp moment, regardless of how hard you reckon you are!"


Further reading

*"A History of the Rod of Seven Parts", ''Dragon'' #224 *"The Rod of Seven Parts, World by World", ''Dragon'' #233 *Henson, Dale, and Doug Stewart, eds. ''
Encyclopedia Magica The ''Encyclopedia Magica'' is a four-volume series of accessories for the 2nd edition of the ''Advanced Dungeons & Dragons'' fantasy role-playing game, published in 1994–1995. Contents ''Encyclopedia Magica'' is a four-volume set that aim ...
'' Vol 3 (TSR, 1995). *
Erik Mona Erik Mona (born April 1974) is an American game designer who lives in Seattle, Washington. Career Mona was the Managing Editor of issues 1 and 2 of the '' Oerth Journal'', an online publication devoted to the ''World of Greyhawk'' campaign setti ...
. "The Whispering Cairn." ''
Dungeon A dungeon is a room or cell in which prisoners are held, especially underground. Dungeons are generally associated with medieval castles, though their association with torture probably belongs more to the Renaissance period. An oubliette (from ...
'' #124 (
Paizo Publishing Paizo Inc. (originally Paizo Publishing.) is an American role-playing game publishing company based in Redmond, Washington, best known for the tabletop role-playing game ''Pathfinder Roleplaying Game, Pathfinder''. The company's name is derived ...
, 2005).


References

{{DEFAULTSORT:Rod of Seven Parts, The Dungeons & Dragons sourcebooks Role-playing game supplements introduced in 1996