Knowledge (XXG)

The Rod of Seven Parts

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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
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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
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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
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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
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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
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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
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to strike a glancing blow on Miska, but instead of killing him it mortally wounded the Wolf-Spider and imprisoned him in the Abyss. The created a lasting balance between the forces in the multiverse that lasts until this day, with order and anarchy in a tense stand-off. The wielder of the
176:, which could kill an opponent even as powerful as Miska with a single blow. The Battle of Pesh resulted in a draw, with neither Law nor Chaos able to declare a victory. The Wind Dukes lost most of their forces, but in the last moments of the battle their leader was able to use the 359:
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,
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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!"
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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
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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
306:. 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. 159:
supplement which details the history of the Dawn of Time in which the forces of Law went to war with the forces of Chaos to control the Cosmos. This campaign saw its climax at the Battle of Pesh, where the armies of the
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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."
277:. 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 296:
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.
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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
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The third segment is in the possession of a clan of cloud giants at war with a dragon family. The character can join with the giants to fight the dragons to try to earn the
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they will be committed to undertake a quest which all over their homeworld, and eventually leading them into the Abyss itself.
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is so potent that normal forms of protection are not sufficient, so the Wind Dukes designed each individual section of the
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phrase that translates into "Though chaos reign, let justice be done. Behold! Law is king." The artifact is described as
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so that they would scatter around the world whenever its full powers were used, such as when it struck Miska. Once the
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segment, or they can choose to join with the dragons against the giants and enter lair using
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magazine, rating it a 9 out of 10 overall. He commented that "The power and success of
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details the rod's history and includes an adventure centered around finding its parts.
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adventure and planned to release a game in 1997. This game was never published.
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holds the fate of the multiverse, as it has the power to slay or free Miska.
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of the same name, which was originally introduced in the 1976 supplement
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was also a featured item in a fantasy novel by Douglas Niles, titled
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Tabletop Role-Playing Games and the Experience of Imagined Worlds
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game. The artifact was updated for AD&D 2nd and 3rd editions
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has called the Rod "the greatest story". Fellow game designer
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Quests: Design, Theory, and History in Games and Narratives
695:"The Dwarven Quest for the Rod of Seven Parts: A Summary" 549:(December 1995), "A History of the Rod of Seven Parts", 2383: 2240: 2192: 2160: 2047: 1986: 1952: 1866: 1756: 1675: 1649: 1566: 1488: 1390: 1149: 1100: 1049: 928: 872: 816: 91: 81: 71: 61: 51: 598:(1st ed.), Chester, PA: RPGA, Gen Con East II 2430:Role-playing game supplements introduced in 1996 467:Webb, Trenton (November 1996). "Games Reviews". 596:The "Dwarven" Quest for the Rod of Seven Parts 777: 8: 37: 30:For the fantasy novel by Douglas Niles, see 2176:Dungeon Master Option: High-Level Campaigns 2051: 1949: 1938: 1485: 1474: 1146: 1135: 813: 802: 784: 770: 762: 462: 460: 458: 456: 454: 452: 450: 448: 446: 444: 401:"The Rod of Seven Parts, World by World", 43: 36: 484: 482: 514: 512: 440: 394:"A History of the Rod of Seven Parts", 235:emphasizing that only one exists. The 2130:Player's Option: Combat & Tactics 408:Henson, Dale, and Doug Stewart, eds. 7: 2137:Player's Option: Skills & Powers 638:(2nd ed.), Lake Geneva, WI: TSR 2144:Player's Option: Spells & Magic 168:faced the forces of Law led by the 2425:Dungeons & Dragons sourcebooks 347:suggested to the ref. In essence, 25: 2109:Forgotten Realms Campaign Setting 738:"Computer Gaming World Issue 148" 200:obtain the first section of the 27:1996 role-playing game accessory 2297:Expedition to the Demonweb Pits 2290:Expedition to the Barrier Peaks 652:, Jeff Quick, Rich Redman, and 117:Advanced Dungeons & Dragons 355:Webb adds: "The weaknesses of 130:. It focuses on the fictional 32:The Rod of Seven Parts (novel) 1: 2325:The Lost Caverns of Tsojcanth 568:"Review of Eldritch Wizardry" 495:. CRC Press. pp. 87–89. 2360:The Temple of Elemental Evil 1858:List of 3rd edition monsters 1853:List of 2nd edition monsters 717:, TSR/Wizards of the coast, 110:is a 1996 accessory for the 2318:The Keep on the Borderlands 2304:The Gates of Firestorm Peak 1641:List of alternative classes 519:Mizer, Nicholas J. (2019). 251:first appeared in the 1976 2446: 2353:The Ruins of Undermountain 420:. "The Whispering Cairn." 29: 2054: 1948: 1937: 1484: 1473: 1145: 1134: 1118:System Reference Document 812: 801: 42: 2060:Arms and Equipment Guide 659:Arms and Equipment Guide 2256:modules and sourcebooks 1365:Masque of the Red Death 1140:Geography and cosmology 566:Mortdred (2001-02-05). 247:The Rod of Seven Parts 38:The Rod of Seven Parts 2169:Wrath of the Immortals 2088:Deities & Demigods 1995:Dungeons & Dragons 1970:Dungeon Master's Guide 1801:Illithid (mind flayer) 1758:Creatures and monsters 864:Sources and influences 794:Dungeons & Dragons 714:The Rod of Seven Parts 614:Dungeon Master's Guide 362:The Rod of Seven Parts 349:The Rod of Seven Parts 344:The Rod of Seven Parts 339:The Rod of Seven Parts 331:The Rod of Seven Parts 329:Trenton Webb reviewed 319:The Rod of Seven Parts 303:The Rod of Seven Parts 292:said the concept of a 242:Dungeons & Dragons 153:The Rod of Seven Parts 107:The Rod of Seven Parts 2081:Book of Vile Darkness 2074:Book of Exalted Deeds 1479:Characters and beings 1087:Strategic Simulations 489:Howard, Jeff (2008). 315:Strategic Simulations 279:Miska the Wolf-Spider 215:magic as a disguise. 166:Miska the Wolf-Spider 2374:White Plume Mountain 2332:Queen of the Spiders 2276:Desert of Desolation 2123:Manual of the Planes 1267:Magic: The Gathering 1062:Wizards of the Coast 664:Wizards of the Coast 170:Vaati, or Wind Dukes 2183:Epic Level Handbook 1826:Reptilian humanoids 1743:Strahd von Zarovich 1392:Planes of existence 1260:Kingdoms of Kalamar 1113:Game System License 525:. 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Index

Rod of Seven Parts
The Rod of Seven Parts (novel)

Role-playing games
TSR
Boxed set
ISBN
0-7869-0418-6
2nd edition
Advanced Dungeons & Dragons
fantasy
role-playing game
Skip Williams
artifact
Eldritch Wizardry
boxed set
boxed set
Queen of Chaos
Miska the Wolf-Spider
Vaati, or Wind Dukes
player characters
Latin
Gary Gygax
artifact
TSR
Gygax
Blume
Eldritch Wizardry
Wind Dukes of Aaqa
Queen of Chaos

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