The Staff of Power

The most sought after artifact in the world.

## What the Party Knows:

* Kristianna:
	+ A crystal in an ocean
	+ A vault door that's opened by a claw
	+ A piece of a wooden shaft in an iron golem
	+ A piece of a wooden shaft lying in the sand
* The Silvertongues received order from The Silver-Tongued Serpent which stated that he had the claw, that the Dust Caravan stole one piece from them, and that there was another one in Belhaven (City).

## The Pieces of the Staff

**The Vault Piece (Adamantine Claw):** Protected by the Silvertongues. Once the party becomes aware that the Silvertongues are looking for the Staff of Power, Voltuun will tell them he has a lead on them (he has Voltuun’s lead), which takes them back to Torvas. Guenevere’s stall contains, among other trinkets, jewelry, and 40gp, a pure silver ring with an insignia on it: an upside down triangle inscribed in a circle. After searching around town, they’ll either find someone who is willing to tell them where the Silvertongues’ hideout is or they’ll find out the party is looking around town for them and attack them. Once they find and clear the Silvertongue hideout in Torvas, they will find The Silvertongues' Torvas Hideout Orders: The Silvertongue HQ: in/near Valhurst, is well hidden and well-defended, is the home of The Silver-Tongued Serpent who is controlled and empowered by Fraz Urb’luu, and is also the location of the Adamantine Claw. Clearing the lair and defeating the Silver-Tongued Serpent will yield a lot of gold and a stash of well-tempered, possibly magic, silvered weapons.

**The Desert Piece (bottom half the wooden shaft):** Protected by the Dust Caravan. When the party returns to Redwyn (either because they are able to figure out from the book that it’s in a desert or because they find it out from the Torvas Silvertongue Hideout), they’ll learn that the Dust Caravan has been raiding the city more often and in larger numbers recently, taking many captive including Tobias’s mother. Once they track down the Caravan, they will have to find their main lair, which is where Tobias’ mother and the piece of the Staff of Power are being held. Dust Caravan Lair: Dungeon crawl, many enemies, a prison room, a magical item stash, a boss room with a big boss, good loot, and the bottom half of the wooden staff of the Staff of Power.

**The Ocean Piece (The Crystal):** Protected by Big Bad Sea Monsters. Likely will require Ekin’s help. Idea: it’s in a cavern under the sea and the only two ways to get there are by swimming down half a mile to it at the bottom of the sea or through the underdark.

**The Machine Piece (top half of the wooden shaft):** Protected by the Modrons, and built into the core of an Iron Golem.

(Main Story 6: Outline for the Rest, Staff Stats)

## The Powers of the Staff

* Casts Charm Person, Command, and Suggestion at will.
* For all spell save DC’s and spells attacks described, the user may choose to use their Spell-casting modifiers, or choose to use a DC of 17 with a +7 bonus to spell attacks. Non-spell casters using the rod may use this or treat their intelligence as their spell-casting ability.
* You can use an action to present the Staff and Command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 17 Wisdom saving throw or be Charmed by you for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its Nature, a target ceases to be Charmed in this way.
* It is also a +5 Quarterstaff.
* Power Strike: When you hit with a melee Attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
* While holding it, you gain a +2 bonus to Armor Class, Saving Throws, and spell Attack rolls.
* Has 30 charges, regains 2d10+4 charges at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to Attack and damage roll but loses all other properties. On a 20, the staff regain 1d10 + 2 Charges.
* While holding this staff, you can use an action to expend 1 or more of its Charges to cast one of the following Spells from it, using your spell save DC and spell Attack bonus: Cone of Cold (5 charges), Fireball (5th-level version, 5 charges), Globe of Invulnerability (6 charges), Levitate (2 charges), Magic Missile (1 charge), Ray of Enfeeblement (1 charge), Charm Monster (4 charges), Dominate Person (5 charges), or Dominate Monster (8 charges)
* Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.
	+ 10 ft. away or closer — 8 x the number of Charges in the staff
	+ 11 to 20 ft. away — 6 x the number of Charges in the staff
	+ 21 to 30 ft. away — 4 x the number of Charges in the staff

(Main Story 6: Outline for the Rest, Staff Stats)