Dés 7D: Tempête de sable JEUX - Dés et jeux de rôles - Dés - Dés polyédriques

Tempête de sable Dice - 7D Set

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Cornélia is an apprentice sandwoman. Her job: sprinkle a little magic sand on people to put them to sleep. Her problem: she always falls asleep too. Once, she woke up standing in a wardrobe at the Thirsty Dwarf tavern. She still doesn’t know how she got in. But she has a rare talent: she’s the only one who knows the way to the Land of Dreams.

One spring, her master sent her to refill her sack in the Desert of a Thousand Dunes, where the best sleeping sand grows. She filled the sack. She tied it tight. Then the wind picked up.

(The Dungeon Master, from behind the screen: A magical sandstorm is coming. Roll Constitution. Failure. You’re asleep. So is your die. The Dungeon Master yawns.)

The sack opened. The storm swallowed all the sleeping sand at once. In ten seconds, the whole desert fell asleep. The camels. The scorpions. The mirages. Even the wind fell asleep mid-gust: the storm stayed frozen in the air, billions of orange grains hanging over the dunes. Cornélia, of course, was snoring in the sand.

Only one person was still awake: Bertrand, “the best scout in the kingdom” (according to Bertrand), who had gotten lost in the Desert of a Thousand Dunes again. He was so focused on his map (upside down) that he hadn’t noticed the storm. He found Cornélia asleep, put her on his back and said what he always says: “I know a shortcut.”

He walked for three days. He got lost at every dune. And that’s exactly how he arrived in the Land of Dreams, the place nobody can find… except by getting completely lost. Cornélia woke up in a field of clouds, looked at Bertrand, proud as a peacock, and realized she had just found a second way in. Behind them, in the desert, the sleeping storm had finally fallen back down as seven big glittery orange grains, hard as dice.

(The Dungeon Master, with a smirk: Bertrand claims he knew exactly where he was going. Cornélia didn’t argue: she was asleep. Since then, when someone wants to go to the Land of Dreams, they’re given a map… and Bertrand.)

The Tempête de sable dice (“sandstorm”) were born. Orange and glittery like a dune at sunset, they’re perfect for desert adventures, nomads, sandmen and players who always fall asleep before the end of the game.

With their glittery translucent orange acrylic and gold numbers, these polyhedral dice are perfect for your Dungeons & Dragons, Pathfinder or any roleplaying game (RPG). A dice set best not shaken too hard.

CONTENTS
1 × D20
1 × D12
2 × D10 (including 1 percentile die)
1 × D8
1 × D6
1 × D4

Material: acrylic
Set of 7 polyhedral dice for roleplaying games (RPG)

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