Dice of fate
Several sets were also released through the Droughtman's Challenge (DC) event; several of these duplicated the appearance of other previous sets.
- 1 Items
- 2 Description
- 3 Properties
- 4 Usage
- a pair of obsidian dice with pips of ivory
- a pair of uneven bone dice
- some jet black obsidian dice (also at DC)
- some mottled drakar dice (also at DC)
- some silvery sephwir dice (also at DC)
- some silvery steel dice
- some glittering ruby dice (also at DC)
- some icy blue rhimar dice (from DC)
- some pale rowan dice (from DC)
a pair of obsidian dice with pips of ivory
The dice are six sided obsidian cubes with a different number of white ivory pips surrounded by fine runes on each side. The single pips representing ones are shaped like tiny crimson skulls with a more concentrated number of runes surrounding them. The dice absorbs any light that shines on them without reflection like the inky blackness of night.
As you sing, you see a vision of the night sky with Charon beginning to rise over the horizon. A strange pinpoint of darkness forming in the center of the moon. As you continue to sing, you see Orhan rise close to Charon and an even smaller glowing point of light appear in the center of the darkness. In a shimmering flash of light the two points mix and shoot towards Kulthea. As you continue to sing, you see two strange objects fall to the ground in a shimmering streak of light. As they fall the brilliant flare of pure essence mingles with the undulating darkness of the unlife as if locked in battle around the objects. As you conclude the song, a final vision comes to you, the image of a pair of dice with odd pips resting in a shallow crater. The vision fades leaving you with the impression that the dice are a point of contention between the Lords of Orhan and the Dark Lords of Charon. Their nature and abilities dependent upon that hidden struggle.
some jet black obsidian dice
Crafted from obsidian, the surfaces of the large glittering dice have been polished to a glossy sheen. Small slivers of asterfire quartz adorning the six sides of each die serve as pips, sans the single, which is instead depicted by the intricately cut image of a lightning bolt racing across the sky.
some mottled drakar dice
Forged from drakar, the large dice are brilliantly white, though the surface reflects no light. Vivid crimson speckles on the six sides of each die serve as pips, sans the single, which is instead depicted by an intricate etching of a roaring inferno bursting from the ground.
Cradling the drakar dice in your hand, you roll them around slowly as you begin to sing. Your eyes flutter shut as images begin to take shape behind them. The faint smell of smoke and liquor tingles your nose, and you see before you a seedy room, the dim light making the smoke swirl like a stale mist around four men seated at a square table. A dark elf sits on one side, rolling a pair of dice around in his palm as he narrows his eyes and studies the others: a sylvan, a halfling, and a human. The vision grows dim. Your voice rises, urging the images to remain strong. The scene blurs, then as it clears you see the four men in the midst of a game of dice. The human rolls, scowling as he clearly does not get the roll he had hoped for. He pushes the last of a small pile of coins toward the dark elf. "You know that's not nearly what you owe me," the elf says somberly. The human glances at him, his eye twitching nervously. "I'm good for it, Ylzar. I swear I am!" The dark elf scowls, and turns toward the Sylvan. "Roll them." With a shift of his weight, the sylvan rolls the dice, staring as they stop. The vision grows dim. Once again the dim, smoky room emerges behind your eyes. The halfling is shaking a pair of dice frantically, his eyes darting to the dark elf again and again. You notice the sylvan, his head on his arms on the table, barely moving, the coins that had been near him gone, while the dark elf's pile of silver towers. "Roll them!" The halfling gives a startled squeak and tosses the dice onto the table. His eyes grow wide as they tumble, and his face grows pale as they stop. He slides the last of his silvers to Ylzar with a trembling hand. The vision grows dim. Unable to stop the barrage of song coming from your lips, you sing louder, coaxing the dice to give up the rest of their tale. The vision returns, but the dark elf is on his feet, his arms raised in the air. He chants cryptic words as the others stare at him in terror, whimpering, imploring him to stop. Their abject pleas fall on deaf ears as Ylzar throws his arms in the air and screams out. "It is the final time, you miserable wretches! You will never play me for a fool again!" The vision grows dim. With the last of your breath, you force your aching voice to continue. You see the dark elf Ylzar standing alone near the table, three sets of dice nonchalantly tumbling over one another in his palm. An almost imperceptible smile, touches his lips. He clenches his fist around the dice, and spectral light oozes from between his fingers. "Your souls then, if not your silvers," he whispers toward the dice as he laughs softly. The vision grows dim. Some mottled drakar dice sit in your hand before twitching slightly, sending a slight shock into your palm. The dice fall still.
some silvery sephwir dice
Carved from the distinctive wood of the sephwir tree, the large dice are polished to a smooth finish. Tiny shards of chameleon agate imbedded in the six sides of each die serve as glittering pips, sans the single, which is instead depicted by an intricate carving of a cluster of viciously spiked thorns bursting from the ground.
some silvery steel dice
Wrought from steel, the large dice are polished to a smooth finish. Tiny shards of chameleon agate imbedded in the six sides of each die serve as glittering pips, sans the single, which is instead depicted by an intricate carving of a cluster of viciously spiked thorns bursting from the ground.
some glittering ruby dice
Crafted from brilliantly cut rubies, the surfaces of the large dice have been polished to a shine. Small slivers of obsidian adorning the six sides of each die serve as pips, sans the single, which is instead depicted by the intricately etched image of a lightning bolt racing across the sky.
- The pair of obsidian dice with pips of ivory are weighted such that the positive rolls (7 and up) occur more frequently.
- The lesser dice positive spells last somewhat more than 2 hours per roll.
- The lesser dice automatically return to your hand after rolling.
- You can roll the lesser dice 5x per day. They act like regular dice for the remainder of the day.
- The lesser dice will behave like normal dice while Minor sanctuary is up.
- Casts a spell depending on the roll.
The pale rowan dice from Doughtman's Challenge are described as 'Ranger', so they are likely one of the last two columns; exact distribution of spell results is not known.
>roll dice You shake the obsidian dice and throw them on the ground. The dice bounce a few times and come to rest on 1 and 1. Suddenly bands of blackness sweep from the dice and encircle you. The bands begin to contract quickly making it difficult to breath. With one final powerfull contraction your breathing stops along with most of your other vital functions. The silvery luminescence fades from around you. The dim aura fades from around you. You feel your extra strength departing. The powerful look leaves you. The bright luminescence fades from around you.
>roll dice You shake the obsidian dice and throw them on the ground. The dice bounce a few times and come to rest on 3 and 1. You throw your arms skyward! A low roar of quickly parting air can be heard above! Much to your horror, a devastating inferno of flaming rocks ignite the entire sky and smite the area!
>roll dice You shake the obsidian dice and throw them on the ground. The dice bounce a few times and come to rest on 3 and 1. A void rips open in the area, close enough for you to take serious notice of it. Debris slams into your head! +22 Hits. Stunned for 10 rounds! Everything in the room seemed to stay in place. The void disappears without further incident.
>roll dice You give the drakar dice a hesitant shake for luck before rolling them on the ground. Ethereal wisps of faint purple smoke begin to rise from the drakar dice before they finally stop to show a 3 and 3. Suddenly... You become invisible. The drakar dice then disappear, only to reappear in your hand once again.