Welcome fellow adventurer!


Hello, and welcome to my Blog. Where one geek will share with others what many dream of doing, but may not have the Skill Points to dare...

Playing a RPG.

Wednesday 22 September 2010

Tieflings and Kender and Goblins, OH MY!

Our third session already! Time certainly does fly, especially when you're having fun, and fun is something that we certainly have not been lacking. It's been really interesting to see what D&D is like. So far so good and I have plenty of hopes for our campaign. I'm sure it'll only get better as we go along. I even have plans to start my own campaign, but that's for another blog.

Before I give you the update on our third session, I should mention that we were joined by a further two players. Chris (another one) and Kujax were meant to join us from the beginning, but due to constraints, they couldn't make it. After working them into the third session, Chris (our GM) was happy to have them join us without the story being disturbed. I'll leave the run downs of the new characters for the following blog, but they join about mid way through our update.

So we rejoin our heroes back at the Box Puzzle. For those of you who can't remember, the puzzle was as follows...

A large plaque on the altar reads:

“One box leads to Salvation! Three lead to death! Two tell lies and two tell the truth!”

Below are the four boxes, each with their own plaque. Reading from left to right, these read:

The Box Puzzle!

“I am not trapped!”
“You don't want to open me!”
“I am trapped!”
“The statement on box number one is false!”

After a few squabbles, numerous brainstorms and general idiocy on Lox' part, Isosceles approached the boxes and used the Blue Crystal Staff to poke around. Nothing happened. No reaction from the boxes or the staff. In agreement, the friends decide to open Box no.2. Isosceles, again, cautiously approached and slowly opened the second box.


Instantly, a large purple, vortex like portal appeared on the wall. Our heroes were confused. What did this mean? Had they passed? Had they failed? They went forward, finding that the portal meant them no harm when they passed through. They were out of the dungeon!

Our heroes found themselves to be in a well kept room with several bookshelves and a table against the far wall with chairs surrounding it. Above it, a large window, which showed the outside world. Large towers and buildings, made of marble, gleamed in the sunshine. In the corner, a large sheet was covering something. Isosceles walks over, seeing no sign of any other apart from her friends in the room, and unveils a large mirror. She looks closer into the mirror. She sees a battle. A war of demons. Apparitions and figures frantically killing and maiming. Wielding weapons of fire and shields made of skin. Death was all that the mirror depicted. A large horned figure looks towards Isosceles, as if seeing her through the mirror. It turns and makes towards her. Isosceles freezes. She can't move. Lox, seeing what is happening, starts to make his way to cover the mirror, only to be pushed aside by someone who he does not recognise. The figure covers the mirror and turns to his guests. Lox, finding this somewhat rude, looks around to see a massive statue like man, plated in some of the best armour he had ever seen. Easily 9'5 feet in height, Lox still thought he could take him.

Elric's Room!
Introducing himself as Elric Dravan, the elf explained him self. He told our heroes how the Box Puzzle was a test, that we had passed and the purple portal took us from the Dungeon in Xak-Tsaroth, to his private quarters in Daltigoth, a city which lay on the southern isle of Ergoth. When Isosceles mentions the mirror, Elric merely shrugs it off and calls it a project he’s working on. Concerned, our heroes listened to what he had to say. Elric has a series of jobs that he wished them to do. As an Ambassador to the Elven King, he had a few trade agreements that needed delivering to other cities on the main land. Promised with payment, our heroes agree, but only after explaining that they have an job to do themselves. After their story, Elric agrees to allow his son, the 9’5 foot, armoured ogre, to go with them. Known only as “Dark Knight”, Elric confirms that he was adopted at a young age and that he never spoke. Regardless, our companions were glad of the company. After discussing several things and learning his lesson, Lox asks for some rope. With a nod from the elf, Dark Knight vanished and quickly returned with 50 foot of rope. Lox was pleased.

Minty asked about the Dragon and the White Stag. Elric tells them he presumes that the Stag is merely folklore, but the Dragon is something he can help with. He tells them of the Dragon. A vast beast of the Black strain. Its cave has an opening at the top, allowing it to come and go as it wishes, and the cave is vast enough to allow it to take flight while within. Being a Black Dragon, Elric warns the heroes that it does not breathe fire, but instead spits an intense acid, which would melt pretty much anything.

The Prison!
With that being said, they gather their things and venture back through the portal. However, instead of finding themselves within the same room as before, they find themselves within a vast corridor. They realise that they must be back within the dungeons of Xak-Tsaroth and with only one way to go, they continue on their way. As they venture deeper, they all become aware of dim sounds of metal against rock. Rough guttural speech is also heard, but due to how quiet it is, they pay in no conernDragonkin guard wakes up from a nap, and grabs his weapon before charging. With Lox, Dominic and Dark Knight both charge the Dragonkin, allowing the others to discover the locked cells. It was a prison! Within three of the cells, figures emerged from the shadows and looked with hope. A Goblin, Kender and a Tiefling. Minty went to work. The Kender was released first, then the Tiefling and the Goblin following. Not having time to talk, they quickly assisted in the killing of the guard, which gave the biggest of the group a little more trouble than they liked to admit. Covering the fighters in gore, the Dragonkin exploded.

Amidst the sudden calm, our heroes started asking questions. It becomes apparent that the Goblin can’t speak common, and so, Lox enters a long discussion with him. After a while, Lox reveals that he knows this creature. When Lox was a slave, he was taught how to speak Goblin by the very one standing in front of him in exchange with dealing with most of the heavy work that the Orcs had the slaves undertake. Lox vowed that the Goblin was trustworthy. The Tiefling didn’t talk, and the Kender didn’t reveal much either. When asked of why they were here, none of the three wanted to answer. All of them, obviously, far to shocked at their release and all the new faces. Isosceles and Minty took to tending to them. Cleaning and dressing the wounds that covered their bodies. Strong enough to walk and bear arms, Lox tossed a spare blade to the Tiefling Rogue and with that, they went on their way.

Room after room after room. That’s what it felt like. Twisting corridors led to the last and only door they had seen in these lower levels following the purple portal. Entering the room, they come across another guard. Lox charged, tripped and almost toppled into a large pot like object, that was hung by a chain. This pot was suspended above a large pit. On the other side of the room, he could see a large chain going down into another pit. A pulley system! Gaining back his balance, he turned just in time to avoid the Dragonkin guard. Swinging his axe, he kills it in one blow. The guard turning to stone and falling into the pot. With that, the pot began to slowly descend.

Lox led the way. Being heavy enough on his own and using the stone body of the guard as a counterweight, he got into the pot and it started to lower down into the depths. At the bottom, more Gully Dwarves, which of course, ran as soon as possible. Getting out, the pot started to rise once again. Over about a couple of hours, the others had joined Lox and they decided to rest for a while. It was a large pit, with a door on the far wall. It was evident that the noises they had heard had come from this pit. Scattered all around were mining equipment and tools. It was then they attacked. Taking our heroes by surprise, five Dragonkin, heavily armoured, rushed through the door. It was rather short. Lox taking down two with ease, and the others taking down the rest, including a rather nice shot from Minty, who sent one flying with a new piercing between his eyes.

The Dragon!*


Seeing as they were up and ready, they went through the door. Another long corridor lead to another door. This one was pristine. As if new? Venturing through, they came across the very thing they had been aiming for. Colossal wings and a winding tail. Claws and spines on every toe and it’s teeth, as if polished, shined in the dim light. The Dragon was asleep. Hordes of treasure everywhere you looked. If our heroes got out alive, they would be walking away with empty pockets, as gold was nothing in this world now. Only Lox smiled, eyeing up the Dragon. Remembering what the statue had told her, Isosceles stepped forward. Filled with inspiration, she did not waver. The Dragon stirred. Peering an eye, as if it couldn’t be bothered with her. It lifted its head and let out a huge yawn. Isosceles stood silent. They were staring each other down. The Dragon had no time for these tiny creatures. Mere ants it thought.

“Give us the Disks of Mishakal beast!”

Nothing.

“The disks, Dragon! Where are they?!”

The Dragons looked at her. With one action, it tilted it’s neck and let out a spew of acid. Our heroes jumped aside, thinking the worst. Lox, enraged, charged. As did Dominic and Dark Knight. Through the grime, Isosceles stood, surrounded by a faint light. Just in the nick of time she had cast a Shield of Faith, protecting her from the acid. She got to her feet and in the havoc, ran at the Dragon with the Blue Crystal Staff poised for a precise blow.

A flash of light, the Dragon fell, blasting everyone onto their backs and Isosceles was gone.

Our heroes panicked! Where had she gone. There was no blood, no sign of torn clothing. Gone. Vanished.

Lox, seeing no point in wasting time, began to skin the giant, winged lizard. Four rolls of Dragon Plated Skin. He began prying the teeth and claws from the beast. The other looked on as in disbelief. Just seconds ago, their dear friends had vanished, and here was the Half-Orc going about things like nothing happened. Once done, Lox merely looked up and smiled. He put his prizes into his bags, and sat down for a well needed rest.

As you can imagine, stopping here was no easy thing to do. People have lives to return to and so, we had to. A good cliff-hanger I feel. Will they find Isosceles? Who knows?

Stay tuned and keep on rollin'!

*No Geckos (Gizmo) were harmed in the making of this Blog.

Tuesday 14 September 2010

The Ruined City of Xak-Tsaroth.

We rejoin our heroes about an hour or so away from Pulb’s burrow. The gully dwarf our heroes met. If you remember correctly, Dominic mentioned, before bedding down, that it was curious that a gully dwarf would have such treasures when he lives in a swamp. So, with agreement, our heroes decided to return in the morning.

The ladies, Minty and Isosceles, took in upon themselves to call out for Pulb, but they were surprised to find no sign of him or his family. With Lox, the three of them ventured into the burrow to find that Pulb and his family had vanished. There was no sign of the treasure that once lay in the corner. What was more puzzling was the fact that the burrow showed no sign of being disturbed, but our heroes agreed that with both Pulb and the treasure being gone, it was no mere coincidence.

Venturing back to the temple, our heroes planned to see whether or not they could find any clues about Pulbs disappearance. Isosceles and Lox went inside, finding no sign of the winged beasts or Pulb. Isosceles cast a spell to help her detect any magic that might my lurking in the temple. She felt a pang of something within proximity, but as they searched, again, they found nothing. It was then they thought that it was in the pool itself, but as they learnt from their last visit, they had no way of reaching the bottom of the pool in safety. So, with that, our heroes turned from the temple and went on their way.

While they travelled, the adventurers realised that they were heading towards a forest. This was worrying, as they knew nothing of a forest between the swap lands and Xak-Tsaroth. As they went deeper, they found the growth to get dense, making is difficult to travel. The came upon a clearing and camped for the night. The night was uneventful, but when they awoke they realise that Riverwind and Goldmoon had vanished. Everything from their tent, which still stood, was inside. Lox went into the tent to investigate, only to find the Blue Crystal Staff inside. Knowing its importance, Lox picks it up only to be blasted by energy unknown to him. Wounded, he picked himself up and wrapped the staff inside some bedding and took it to his friends. Minty and Isosceles were shocked to hear what happened to Lox. He lay the staff by the fire while they discussed what to do with it. Why did it shock Lox? Would it shock anyone else? Being the one that could heal, Isosceles patched Lox up and then approached the staff. Lox unveiled the staff, allowing it to fall to the ground, so that he didn’t touch it again. Our heroes decided that Isosceles should attempt to pick it up. She hesitated, but took the staff in one hand. Instantly, she felt a wave of calming flow through her. With that, the staff reacted and healed Lox of his remaining injuries. Everyone in the group felt better. They were worried, but knew it was right that Isosceles carried the staff. With no sign of the two Pathfinders
or any indication as to which direction they went, our heroes packed up and started on their way again.


The T-Junction.

After a couple of days of uneventful travel, they came across a road. A T-junction to be exact. To the east they could see a large courtyard which was lined with pillars. In front of that was a large well, with what looked like vapours rising out like snakes. North of the well lies an old building which stood out from the rest due to its impeccable state. Its roof was intact, the walls were in good shape and the stone doors looked almost new. Dominic knows this to be the outskirts of the ruins. The city of Xak-Tsaroth. As they approach the building, they that the doors are lined with gold, standing under archways with vast decor. Dominic stands outside on watch while the other three decide to go in. The doors open very easily, as if they are still in constant use. Walking inside, our heroes find a large square room with a door to the left and right. Rows of church pews fill the room surrounded by candles everywhere and three hooded figures standing at the far wall at an altar. Revealing them selves, and being somewhat hostile, the three Dragonkin stepped forward. None of them had uttered a word. Isosceles, hiding the staff, tried to reason with the Dragon folk, but when one of them tried to fire a bolt at our heroes, and missed, they attacked. Lox easily took down two of the creatures, one turning to stone and the other dissolving into disgusting goo. Minty and Isosceles has injured the other one. While it wriggled in pain, Isosceles put a boot to its throat, to ensure it doesn’t escape and started to question the beast. This is when they learn that all those that had attacked them in the past had been Dragonkin. Isosceles cast a truth telling spell on the injured figure, who forcefully gave answers, knowing that he shouldn’t. He revealed that they were in a Church for the deity Mishakal, Isosceles patron deity. The figure also revealed that he worked for Quang, the leader of his kind. The figure didn’t know where to find Quang, but further revealed that he had been given the task of finding a Blue Crystal Staff. The staff is required by the High Lord Neraka, in Verminaard. Neraka, again, was un-placable. With the creatures last breath taken, it too turned to stone.

The battle at the alt


After investigating the room, they went through the door in the right, seeing as the door on the left was locked and would not budge. Again, the door was open. They find a small circular room with a large shining statue of a lady in the centre. As if it was natural, the statue started to move. It looked upon Isosceles and began to talk in a somewhat ancient yet soothing voice. Peacefulness washed over our heroes, making them feel both hope and sadness at the same time. The statue spoke these words:


"Beloved disciple, the gods have not turned away from man. Man turned away from the true gods and now seek gods who do not exist. But the end of darkness nears. Krynn is about to face its greatest test. Man will need the truth more than ever. You must return the truth and power of the true gods to men. It is time to restore the balance. To gain the power, you shall need the truth of the gods. Far below this temple lie the Disks of Mishakal: circular plates of platinum that are all you need to call upon my power. You must recover these disks. .But your way will not be easy. The Disks now lie in the lair of the dragon. Therefore I charge your staff: if you present it boldly, never wavering, then you shall prevail. Even then, your journey is not complete; you must leave here, you must search for the true Leader of the People.."

With that, the statue held out its hands, motioning Isosceles to place the staff there. The staff and the statue both reacted by glowing a bright blue that became too bright for Minty and Lox. It soon finished and with their new knowledge, went back into the main room.


They found Dominic examining a corner, who then proclaimed that it was a secret door. Dominic revealed the door to them and with nothing awaiting them outside, they made haste into the new door way.
Sliding down the slope!
They found themselves venturing down a narrow corridor that curved slightly. It seemed to go on for some time before coming into a large circular room with a pit in the centre. They knew they had to get down there, but how? None of them had any rope, but Lox mentioned that he’s a good climber. Looking down the pit, they could see a ledge about 30 feet down. After that it was a slope, but to where this slope went, they did not know. Lox carried Minty down first and then Isosceles. Dominic attempted the climb down, but slipped, crashing down onto the other three and causing them to start sliding down the slope. Gaining speed, they slid down the slope into four figures, causing them to crash down with our heroes. They eventually hit the bottom, finding themselves in a large room with a door at the end. Gully dwarves! They had crashed into gully dwarves, but before they had a chance to talk to them, they had scurried off through the door alerting something in the dark ceiling corner. A giant spider jumped down blocking the door way looking displeased at being disturbed. Minty shot off two bolts with her crossbow, wounding the spider, but before the poor beast knew what had hit it; Lox took in apart with his massive axe.



The heroes made their way through a network of empty rooms before realising that they seem to be upside-down. They realised they were walking on the ceiling. With no explanation, they carried on, finding room after empty room. They came across a bakery before finding what looked like sleeping barracks. Large bunk beds lined the walls in rows. Searching the beds and old weapon wracks, Lox and Minty found swords, but were none the wiser as to whether they were mundane or not. Minty became aware that they were being watched! Three Dragonkin came into the room, one the obvious leader due to his armour and weapons, and attacked the heroes. Again, Minty let loose with a double bolt that injured the leader. Lox had trouble with one as did Isosceles with another. Lox eventually dispatched his foe, again, being covered in goo as it keeled over. Isosceles had her sword swiped from her hand when her foe turned to stone. The leader jumped at Lox. Minty took aim and further injured the leader. Lox stumbled but managed to take the leader, its body hitting the floor before exploding violently. Covered in gore, the heroes decide to take time and rest for the night. Presuming it was night. All they knew is that they have been awake for some time and were tired. Rest is was. They awoke hours after, Isosceles claiming her sword back from the pile of dust that was all that remained of her scaly enemy. They take up their belongings and look for a way forward.


Our heroes further examined the room before Isosceles found another secret door hidden by magic. More like a portal they thought, as they simply had to walk through finding themselves in another narrow corridor that led to another large square room. They enter, finding no one present. They see another altar. A large plaque on the altar reads:

“One box leads to Salvation! Three lead to death! Two tell lies and two tell the truth!”

The four boxes!
Looking down, our heroes find the four boxes, each with their own plaque. Reading from left to right, these read:

“I am not trapped!”
“You don't want to open me!”
“I am trapped!”
“The statement on box number one is false!”

With that, our heroes look at each other, none of them crazy enough to motion without thought.

Thursday 9 September 2010

The Usual Suspects...

So we've been through two sessions so far, one of which I shall update you all on following this for those wanting to catch up. I thought it would be best to introduce the characters that you have been following so far.

So, without further ado...

Our adventurers have been friends from a young age, banding together due to their mixed heritage. Though not unheard of in Krynn, mixed race relationships and offspring are rare. The four of them have had happy childhoods, not a huge amount of trouble and generally enjoying life in the forest town of Solace. Through their schooling, they all know of the terrible history of Krynn and the disappearance of the Clerics, taking their valuable knowledge and powers with them. Our friends, following certain events, decide to leave Solace and brave the lands of Ansalon, to try and search out the Clerical Powers. When we see our heroes again, they have met just a days walk from Solace, sharing their stories around a camp fire. None of them finding any sign of the clerics and their power.

Lox
Name: Lox Breem
Player Name: Tim (Me)
Age: 24
Birthplace: Solace
Height: 6'5
Weight: 300lbs
Size: Medium
Gender: Male
Looks: Tanned dark/red skin, Brown eyes, Dark hair crop/sideburns 
Alignment: Chaotic Neutral
Religion/Patron Deity: Chislev
Race: Half-Orc
Class: Barbarian

Tim
History: Born after his mother was taken advantage of following an Orc raid on his home town of Solace. His mother and uncle brought him up with a home schooled education and a firm understanding of morals, right and wrong. Lox worked with his uncle on his timber mill, learning a number of skills involving woodmen-ship. His uncle secretly taught him how to fight after revealing that he was once the captain of the royal guard. Lox prefers axes and hammers as his weapons, mostly because of how familiar he is when using them as tools.

Following a late night brawl at the local pub, Lox leaves the village in fear of what would happen to his mother if he stayed and in search of the clerical powers that he had once heard of. He took refuge in the woods, which led on to being captured by Orc Raiders. Raiders eventually discover that Lox is the bastard son of there leader. This leads on to more abuse in the shape of slavery and gladiatorial style fights for the entertainment of the orcs. During this time, Lox befriends many of the Goblin slaves that work for the Orcs. In return for doing most of the Goblins heavy work, they taught him how to speak theirs and the Orcs tongue. During one of the gladiatorial fights, Lox manages to escape the orcs, vowing to kill his father and his gang of raiders once and for all.

Lox is now on the run from the raiders, who wish him dead, as no orc gang can live down a slave actually escaping. He takes jobs where he can and generally tries to keep a low profile.

Minty
Name: Minty Pebbledash
Player Name: Sarah
Age: 29
Birthplace: Solace
Height: 4'5
Weight: 90lbs
Size: Medium
Gender: Female
Looks: Awesome
Alignment: Chaotic Good
Religion/Patron Deity: Sirrion
Race: Half-Kender
Class: Bard

Sarah (fake moustache)
History: Minty has been wronged in the past, feeling that she doesn't want revenge but has disregarded normal, everyday life. Her father was a talented musician, playing many towns and cities and was revered across the world as one of the best entertainers around. At a young age, her father started to teach her how to play, but her endless doubt always stunted her ability and potential. With age, she is yet to believe in her actual skill as a musician, always talking herself down when others comment on how talented she actually is.

Minty has a pet centipede which was given to her as a gift from her father. She believed it was the source of her playing ability and the power of her music. Following an Orc raid on her birth town, her father was kidnapped, never to be seen again. The centipede was killed during the raid. She now carries the centipede in a locket around her neck and still believes to this day that the centipede is the source of her power.

Leaving her home town after the raid, she ventured from city to city looking for work as an entertainer, as it was the only thing that came to her naturally. Her travels eventually found her in Palanthas, where she makes a modest living.



Isosceles
Name: Isosceles Glass
Player Name: Kirsty
Age: 46
Birthplace: Solace
Height: 5'5
Weight: 110lbs
Size: Medium
Gender: Female
Looks: Blue Eyes, Brown Hair
Alignment: Chaotic Good
Religion/Patron Deity: Mishakal
Race: Half-Elf
Class: Cleric

Kirsty (always wears this mask)
History: Isosceles is a strange one. Little is known, but she was brought up in a traditional household the way every little girl would be. When she came of age, she rebelled. Leaving home, she felt the need to hide her sex, but she couldn't fully give up her femininity. She joined the church, but became disillusioned in her teachings. She didn't fully want to give up however. Leaving the church to find her true path, she uses her training to find her way.








Name: Dominic Odyseus Asland "Domino"
Dominic (proxy)
Player Name: Chris Garvey
Age: 30
Birthplace: Solanthus, Solamnia
Height: 6'3"
Weight: 250 lbs
Size: Medium
Gender: Male
Looks: Black Eyes, Shoulder Length Black Hair, Short Cropped Beard, Muscular
Allignment: Chaotic Neutral
Religion/Patron Deity: None
Race: Human
Class: Fighter 1/ Sorcerer 1/ Duskblade 7


Chris (shall not pass)
History: Dominic has a twin brother, Morgan, and a younger sister, Kara. He is of Solamnic heritage on his mother's side, Ashleigh De Mornay, and of an unknown paternal line. He and his brother were raised under a strict Solamnic schooling, joining the military academy at sixteen and both were expected to join the knighthood. However the siblings had ideas of their own. Both left the military academy at twenty. Dominic became a mercenary, taking jobs from the highest bidder and Morgan, embracing his love of the ocean, found a place on a local trade ship and began life at sea.
Kara, showing particular flair for the arcane arts, was enrolled in the local school of sorcery from a young age and now spends her days furthering her art.

Friday 3 September 2010

Look at the shiny, shiny!

As a war gamer and a new RPG player, I feel that dice often go unappreciated.

Without dice, many games would simply not exist. All of the Games Workshop games use dice, most RPG’s and even Snakes and Ladders and Cluedo. Backgammon, Craps and even Poker. They all use dice.

Some ancient knuckle dice.
The earliest and most common known use for the humble dice was gambling. The oldest dice ever known, for example, was found in Shahr-i Sokhta (the Burnt City) as part of an archaeological site in south-eastern Iran. They are even mentioned in the bible. More often than not, these “Dice” would have been knuckle or ankle bones, but they were used for the thing:

To provide one randomly determined integer, within a range, with each of those values being equally as likely.

When we say “dice”, most people will think of your happy go lucky six sided die. Often referred to as a D6. Six sides, six numbers. Simple. This is the most often used die in games today. While this is fine, many games such as Warhammer and D&D often need to increase the randomisation of the outcomes. This usually means that the number of integers increases. Sometimes, in the case of Warhammer, certain symbols, such as a “misfire” symbol or an arrow for determining what direction a “misfired” mortar shell will follow is used.

The most common dice in the role playing world are simple. D4, D6, D8, D10, D12, D20 and D100. That’s a 4 sided, 6 sided, 8 sided and so on…

(D100’s are often based on rolling two D10’s at once to determine the number for the “tens” and the “units”. Usually this takes a D10 with 0-9 on the sides and another with the values 00, 10, 20, 30, 40, 50, 60, 70, 80 & 90. For example, rolling a 10 and a 8 would result in 18. 80 and 1 would be 81. A roll of ten or zero on either die is taken as a zero, unless both are zeros or tens, in which case this is 100 (rather than zero). Rolling a D100 can often be classed as a Percentile Roll or a D%.)

Although originally made of natural materials, such as wood or bone, with most things today, manufacturers tend to use cheaper and harder plastics to avoid erosion and to keep costs down. Let’s face it. You don’t want to spend hours or even days searching for your perfect dice, only for them to start wearing away the more you use them, especially if you've just dropped a small fortune on them. On a lighter note, this leads to manufacturers being able to make dice any size and any colour that you can think of. This is where the excitement begins.

Most players can be protective over dice, many don’t care. Some will just buy a random bag and be done with it. Some like to pick out the right sizes, colours and textures. Some even just collect dice. I reckon I’m more like the hoarders than I’d like to think. Having your own set of dice is something everyone should enjoy, especially if you play RPG’s. My girlfriend and I, fully in the knowledge that our group was due to start in a couple of weeks, hit the Internet. If you go to Google and search “Dice”, you will be rewarded with 368 million results. Knowing what I know, I typed in Chessix, a well known manufacturer of Dice and other gaming peripherals. Many players will argue that Chessix are the best, but every player has a preference. As it was, Chessix had plenty for this couple of n00bs, so shop we did.

We got far too excited.

Our Dice! (Sarah on Left, Tim on Right.)
After picking our preferred dice, we waited patiently for them to arrive. And when they did, it was like Christmas. We were like Gollum and the one ring or couple of regular dwarves, playing with their treasure.

But now I want more. I find myself sitting at home and work alike, scouring the Internet, finding “rare” and unique dice that no body will have. In reality, this is just time wasting, but I hazard to say that my first set won’t be my last.

Apparently most players can remember the first roll their precious D20’s gave them. I, for one, cannot, but my ’20 has been good to me so far (except when trying to grapple, but let’s not get into that right now.) and I hope it’s good to me in the future.

So remember folks, dice are not just dice!

They are the sword in your hand, the shield on your arm, the bolter killing Xenos scum and the number of places you can move before sliding down a snake!

Just keep them rollin’!