Five items from Oracle of Seasons in a game with the highest stakes.
Square Jewel: As with all the previous jewels from Oracle of Seasons, this is one of four jewels that act as keys to the locked entrance to the Tarm Ruins. Link needs to bomb a wall to get this jewel. In a normal game, the jewel is behind a cracked wall in Spool Swamp that is only accessible during winter. In a linked game, the jewel is behind a cracked wall in the basin of Eyeglass Lake that is only accessible when the water level in the lake is at its lowest point during summer.
The first and only game most people play in the Soul Cairn Casino is a simple game played with familiar dice. This game acts as a filter for those too mundane to be of any interest to the mysterious casino owners. It is not clear what the game tests for, because winners and losers, rich and poor, famous and unknown have all been invited to the private rooms after a few rolls of the dice.
X Shaped Jewel: The final Tarm Ruin key, this jewel must be earned by defeating a worm creature that is hiding from the average treasure hunter. South of the Hero’s Cave along the Western Coast is an island that can only be reached once Link has the ability to launch ember seeds with his slingshot. Once on the island, Link must use the transformative magic of a mystery seed to reveal the monster that must be slain to earn the x shaped jewel.
With one hundred different combinations, correctly guessing the roll of these two ten-sided dice is not an impossible feat, but it is not an easy task. While not technically a game in and of itself, the roll determines what challenge comes next for those invited to participate in the high stakes games. Careful observers would notice that no two throws have ever resulted in the same result of the dice, but the casino management doesn’t allow careful observers on the grounds.
d12: Drawn as part of a mini-project to have a drawing of each of the dice that come in a standard set of seven polyhedral dice for RPG’s.
You aren’t sure where everyone else ends up, but after your roll of those two strange ten-sided dice, you are taken to a chamber furnished only by a great wooden table at its center, with walls of glass through which you can see thousands of leering eyes in a sea of darkness. Rising up on the opposite side of the table, a thin pale long-haired creature rolls a blood-stained, twelve-sided stone towards you and asks, “how do you want to do this?”
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I hope your life isn't being too interrupted by Daylight Savings Time's spring forward. I absolutely hate the institution of daylight savings and wish it would die. Cue comments along the lines of, "tell us how you really feel."
I actually don’t really like Critical Role all that much. I don’t particularly dislike anything about the show, I just can’t personally commit to a multi-hour investment of my time and attention on a weekly basis. I have been really impressed by the work the Critical Role team has done in creating an impressive homebrew world that has now populated two professionally crafted sourcebooks. I can only dream of taking my fantasy worldbuilding to such a final and official state.
I am more honestly hopeful about the possibility of taking all my notes and worldbuilding that I have done and compiling it into a readable book that I could print through a print-on-demand service and at least have a physical tome of my own lore, even if I don’t get a publishing deal.
The last of the dice drawing is on its way soon. I know mine aren’t as good as other artists, Dyson’s and ICRPG’s images of dice come to mind as two great examples of artful interpretations of dice, but I had fun doing these.
Be excellent to everyone.
-Ceph
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