I don’t consider myself to be superstitious in general. When it comes to my dice, however, I am pretty particular. I play Chessex elemental dice. I bought the first set—golden earth—at Gen Con in 1999. The first three times I used them were in Rounds 1, 2 and 3 of the AD&D Open tournament that year. I won’t go into the gory details, but our team won the open that year. I consider it to be remarkable for two reasons: first, that we were a group of friends who grew up in different Minnesota towns (Duluth, Moorhead, Hutchinson, Avon and Blooming Prairie); and second, because it was the very last year for 2nd Edition AD&D. Because I grew up in Duluth, and then went out to Moorhead for college, and there met a bunch of gaming buddies who have become lifelong friends, and because I first started playing the game during the transition from 1st Edition to 2nd, it made me feel like there might be something special about those dice.
Since then I have become something of a dice snob. I only play those, and I don’t agree with other players who bring a hodgepodge of dice and play little attention to which ones they use. I’ll admit that I have a bias, but I think I would have it even without the history of my dice.
In an earlier blog post I talked about the adventure at Con of the North in which the nephilim barbarian, Arak, entered the gladiator arena outside of Tunis, then opened the combat with a critical miss. The crowd started booing him—aided by a PC who added to the cacophony—until he let loose with a series of swing that sent pieces of butchered hyenas flying into the crowd. Just this week in my home campaign we had a similar experience.
The heroes, having been recruited by a djinniyah to help rescue her lover from the City of Brass, had ventured across the elemental plane of fire to visit that location. (That was when they had encounters with a sphinx and a red dragon, as detailed in previous post.) Once inside the city, they discovered that the djinni was being held in a mine outside of town. The PC’s made their preparations, then popped in and attacked. Despite the fact that an efreeti, a fire giant, two ettins and some hell hounds were present, the PC’s made quick work of the opposition. They then fled to the nearby shore, where their ship was waiting to make a quick exit.
Feeling like things had been too easy until that point, I threw an elder fire elemental at them. That proved a lot tougher for them than I expected. The rogue couldn’t sneak attack it, the paladin couldn’t score critical hits and the wizard’s lightning bolts could only do half damage because the elemental always made its saving throws. That was why the rogue, in a moment of desperation, retrieved the efreeti’s greatsword and took a swing at the elemental. It had already been weakened by other tactics, but Reagan—because of non-proficiency and size penalties—needed to roll a twenty in order to hit it. Naturally, in the last round of the encounter, he did, and slew the beast. Once again, the dice played along to move the plot in a good direction.
Now the heroes are headed homeward aboard their galley, ready for the genies to plane shift them back to the Kingdoms of Legend. They have decided to aim for the middle of the Mediterranean Sea, knowing that the spell will miss its target by 5d100 miles. Here again I have to wonder: will the dice let them succeed without complications, or will they determine that a new adventure should occur?

