Dice: Blessed
These dice will give a magical bonus to all gambling games that require six-sided dice. The one thing that is mandatory is that these dice must touch the other (normal) dice. When this is done, the Blessed Dice consume and clone them.
The rules and gift of these dice are as follows:
1. The dice cannot be touched by another person or creature without the owners permission, or they will be disenchanted.
2. Any number rolled will shift to the next higher or lower number, depending upon what is better for the gambler.
3. If the dice (or even one of them) falls to the floor, they will permanently lose their magic, becoming normal, common, dice. When in a gambling game, the way to tell if this happens is if the player rolls two six-sided dice and they fall to the floor (in real life).
# of dice found - : 3-D6.
Charges --------- : 1-D10. Once charges are expended, a die will become normal.
Value ------------ : 10 Bronze per charge.
Game Master: You are encouraged to create some gambling games if you wish to.
01-00: Capes
01-00: Carpets
01-00: Cauldrons
01-00: Charms
01-00: Clay
15-21: Cape: %Roll: Cape types:
01-20: Armor (works as a random leather or metal cape-guard)
20-40: Flight
41-60: Shadow
61-80: Spreading Darkness
81-00: Spreading Light
22-28: Capsule: %Roll: Capsule types:
01-15: Awareness
16-25: Blood-Siege
26-30: Characteristic (+1 to +30 to one or more random characteristic(s).
31-44: Communication
45-58: Comprehension (understand writings and languages)
73-86: Siege
87-00: Understanding Languages
29-35: Carpet: %Roll: Carpet types:
01-25: Flying (common)
26-50: Flying (living)
51-75: Guardian
76-00: Magic
36-42: Cauldron: %Roll: Cauldron types:
01-50: Magic ()
51-00: Potion ()
50-56: Chair, Crawl
64-70: Charm: %Roll: Charm types:
01-33: Divulgant's (+1 - +10 to: avoidance-rolls, luck, mental-strength, blood-points and oxygen-points)
34-66: Dragon (2' statue made of random solid gold. Match it with the dragon to trade with the beast).
67-00: Luck (+1 to +6 Luck regeneration)
71-76: Clay: %Roll: Clay types:
01-33: Armor Molding
34-66: Flesh-Mask (masks the physical damage of wounds for 24 hours, then vanishes, leaving the wound (and the penalties of those wounds once again)
67-00: Silent (forest-knight's clay of silent walking)
83-88: Collar: %Roll: Collar types:
01-33: Duel-Gem-Inlay (this fantastic item, when worn during sleep, will actually create a dream life so real that the wearer will tink and believe it is. Dreams continue where they left off and start with a solid origin (from birth) If the wearer dies in-dream, the enchantment will never work again for him or her. But if given to anhother it will work - There are strange forces at work within the many faceted and precious gems of the duel-gem inlay collar. One wonders what its actual boundaries are).
34-66: Nashul's (keeps sound at a certain distance from the wearer)
67-00: Orion's (will negate 10-90% of all damage sustained to the neck (flesh damage only)
89-90: Crown: %Roll: Crown types:
01-25: Henchmen (henchmen hired are more loyal while you wear this crown)
26-50: of Darkness (increases necromancer abilities and spells 10-50%)
51-75: of Light (increases lightweaver abilities and spells 10-50%)
76-00: Oralin's (This crown wields the power to permanently turns orcs and goblins to your service as long as you are wearing it. If the crown is removed, all orcs and goblins will no longer serve you).