Thursday, April 24, 2025

Dragons Ascendant and Farewells: The Latest Stirrings in the Roleplaying World!



Greetings, brave adventurers! Your friendly neighborhood DM (and chronicler of all things D&D) is here with two pieces of news that are sure to make your dice clatter—Wizards of the Coast has unleashed Dragon Delves, their new anthology of dragon-centric adventures, and the D&D community is also bracing for a bittersweet farewell to a legend: Jeremy Crawford is leaving his post at Wizards later this month. Let’s unpack the fire and fury, the hoards and the heartache!


Dragon Delves: A Treasure Trove of Scale and Fury

Who doesn’t love a dragon? They’re the ultimate villains, the ultimate challenges, and the ultimate excuses to say lines like, “I shall feast upon your bones!” Now, Dragon Delves promises to be the ultimate dragon-filled anthology for Dungeon Masters craving chaos. Think of it as a Choose Your Own Adventure for DMs, packed with lairs, quests, and encounters featuring every dragon variant from the Elemental Evil to the Tiamat Cult (and yes, that includes the rare and oh-so-dramatic Doomwrought metallic dragon).

The anthology isn’t just for high-level campaigns either. From a young white dragon’s first hoard to a lich-king’s red dragon steed, these adventures span encounters for characters of all levels. Whether you’re running a one-shot for new players or a climactic final battle for seasoned heroes, Dragon Delves aims to be your go-to toolkit.

Speculation Alert: Rumor has it the anthology includes a solo adventure where players can become dragonborn (or dragon-kin) for a session. Imagine the RP opportunities! “I used to be a humble farmer… until I absorbed this ancient dragon’s soul.” Cue dramatic sigh.


Jeremy Crawford: A Dragon’s Legacy Flies On

Now, onto heavier wings: Jeremy Crawford, D&D’s lead rules designer and the mastermind behind decades of official rulings, Sage Advice, and Tasha’s Cauldron of Everything, is departing Wizards of the Coast later this month. This isn’t just a passing cloud—it’s a storm.

Jeremy’s fingerprints are on nearly every corner of 5th Edition. From clarifying “opportunity attacks” to advising on how many hit dice a Tiamat actually has, his work has been the bedrock of rulings for players and DMs alike. His Twitter threads were like dragon hoards of knowledge, and his voice in rulebooks gave the game cohesion.

While the D&D community is hurting, let’s also celebrate his legacy. Jeremy’s influence will endure in every “Well, Crawford said…” debate at your table, every homebrew creature that’s balanced “because Jeremy would’ve hated it otherwise,” and every time a player argues about spellcasting while grappling.


The Dragon and the DM: A Call to Adventure

So where does this leave us? Dragon Delves is a chance to embrace the ancient, fiery heart of D&D—dragons as both foes and folklore. And Jeremy’s departure? It’s a reminder to savor the storytellers who shape our games. Let’s raise a mug of ale to both the new adventures and the man who helped craft so many of them!

What’s Next?

  • Pre-order Dragon Delves details are still hazy (expect a reveal soon), so stay tuned for updates.
  • Wondering who’ll fill Jeremy’s shoes? The internet’s buzzing—maybe you’ll be the next Sage Advice influencer?

Until then, keep your wits sharp, your dice rolling, and your hoards… err, treasure management in check.


Final Word: Whether you’re battling a green dragon’s swamp or mourning a gaming legend, remember: even dragons must fly on. Keep adventuring!

P.S. – Comment below with your favorite dragon-themed D&D story, and maybe I’ll weave it into a future blog. Or just rant about dragon hoarding ethics. Either way, let’s chat! 🔥🐉


Your friendly (and mildly draconic) blogger
(DM’s tip: Always check the ceiling for hidden dragon traps before starting a session.)

Shadows of Metphire: A Dance with Destiny (Ableth the Rogue part 2)


 As Ableth the Rogue approached the podium, her senses remained on high alert. The faint, growing sound of goblins echoed from the doorway at the beginning of the columns, their rhythmic clatter of footsteps and guttural chatter bouncing off the ancient stone walls. The goblins themselves were not yet in sight, but their presence was palpable, like an approaching storm. Ableth quickly assessed her surroundings, noting potential hiding spots among the towering columns and planning her next move with the precision of a seasoned thief.

The ancient scroll beckoned to her, its parchment whispering secrets of a time long past. She knew she must act swiftly and decisively to secure it and avoid being overrun by the approaching horde. With a swift, practiced motion, Ableth snatched the ancient scroll from the stone podium. Her fingers brushed against the cool, weathered parchment, sending a shiver of anticipation down her spine as she tucked it securely into her pack. The air in the chamber felt heavy, charged with the weight of whatever secrets the scroll held, as if the very atmosphere was imbued with ancient magic.

Without wasting a moment, Ableth drew her short bow, the familiar feel of the polished wood bringing a sense of readiness to her heightened senses. She moved with the silent grace of a shadow, her footfalls barely making a sound on the rough stone floor as she crossed the room. Reaching the column nearest the entrance, Ableth pressed her back against the cold stone, blending into the darkness. She took a steadying breath, her eyes narrowing as she listened to the goblins drawing closer. The echo of their guttural voices and shuffling feet grew louder, reverberating off the chamber walls, a symphony of impending danger.

Her heart pounded in her chest, but her hands remained steady on her bow. She positioned herself just out of sight, hoping the dim light and the imposing column would mask her presence as the goblins entered. Every muscle in her body tensed, ready to strike if necessary, but for now, she waited, hidden in the shadows, her breath slow and controlled. The scent of damp earth and the faint tang of ancient magic filled her nostrils, grounding her in the moment.

Ableth waited until the goblins’ voices grew loud and distracted as they stepped into the chamber. Then, with the stealth of a whispering breeze, she slipped from behind the column, her movements fluid and soundless. The goblins, unaware of her presence, continued their chatter, their eyes scanning the chamber for the prize they sought. Ableth moved like a phantom, her every step calculated, her every breath measured. The dance with destiny had begun, and Ableth the Rogue was ready to take the lead.

The adventure of Ableth the Rogue was far from over, and the secrets of the ancient scroll were only the beginning. The Shadows of Metphire held many mysteries, and Ableth was determined to unravel them all, one stealthy step at a time.

Shadows of Middlepass: Vhid's Stormy Encounter (Vhid part 2)

 


Vhid was overcome with a profound sadness as the realization of his likely demise settled in. Yet, dwelling on his fate would not change the past. His only path forward was to find Morgath and unravel the mysteries of his existence. He pulled his hooded robe over his head, concealing his skeletal form, and stepped out of the barn.

It was the fifth day of the third week in the first month of the year 89, after the year of The Walker, on the planet of Metphire. As Vhid emerged, he understood why the townsfolk were hastily retreating to their homes. A thunderous storm was rolling in, accompanied by a biting snowstorm. The air was below freezing, but Vhid felt none of it. The sky was a mix of clouds and clear patches, and a strong gale whipped the thunder and lightning clouds in swiftly. An unnatural, heavy fog clung to the ground, casting an eerie glow over the town.

Vhid made his way to The Rusty Anchor Inn, his bony feet crunching on the frozen ground. The townsfolk, preoccupied with the storm, paid him little mind. Inside the inn, the warmth from the hearth was a stark contrast to the icy chill outside. The scent of roasted meats and ale filled the air, and the hum of conversation provided a comforting backdrop.

Vhid approached the barkeep, a jovial man with a round face and a ready smile. "Hello, I'm looking for a room and some information, my friend," Vhid said, his voice a hollow echo.

The barkeep, Pip, nodded enthusiastically. "Hello! I'm Pip, happy to help you with a room. What kind of information are you looking for?"

Before Vhid could respond, a voice from the corner of the room interrupted. "Come over here to my table, my friend. I can answer your questions!" The speaker was a mysterious figure known as The Silent One, his voice deep and resonant.

Pip pointed with his chin to the table where The Silent One sat, and Vhid made his way over. As he sat down, The Silent One slapped a pair of gloves onto the table. "Put these on first. I know what you are. Let's not alarm anyone else. I'll answer your questions, but let's go to my room. I have some clothing that can better cover you up to hide what you are."

Vhid complied, pulling on the gloves to conceal his bony hands. The two of them rose and made their way to The Silent One's room, the mystery of Vhid's existence growing with each step. The room was dimly lit, the air filled with the scent of old parchment and a faint hint of incense. The Silent One closed the door behind them, sealing them off from the rest of the world.

"Now," The Silent One said, his eyes meeting Vhid's glowing sockets, "let's talk about Morgath."

Vhid felt a mix of trepidation and hope. Perhaps, in this stormy night, he would find the answers he sought. The room seemed to echo with the promise of secrets about to be revealed, and Vhid braced himself for whatever truths were about to be uncovered.

Thursday, April 17, 2025

"Lone Wolf Adventuring: 10+1 Tips to Master Solo Roleplaying (with a nod to Me, Myself, and Die!)"


 Alright, grab your dice and let's roll with these tips for solo roleplaying!

  1. You're the Whole Shebang: You're the player, DM, and most importantly, the audience. It's like being the star, director, and popcorn-munching spectator of your own movie. Don't forget to whoop and cheer for yourself!

  2. Stick with What You Love: Use a system that you know and like. Trying to solo with a system that's not your jam is like trying to dance a tango to polka music.

  3. Trust the Oracle (and Your Gut): Trust the oracle and your instincts. They're like your GPS and gut feeling. You wouldn't ignore them on a road trip, so don't ignore them here.

  4. Style It Out: Have a style for your game. Are you gritty and realistic, or lighthearted and whimsical? Remember, you're the star, so pick a style that makes you shine.

  5. Record Your Adventures: Write it, record it, video it. Think of it like your adventure journal, or better yet, your own personal bard singing your tales. Plus, it's a great jump-off point for next time.

  6. Start in the Action: A great starting point is in the middle of the action. It's like jumping into a pool instead of dipping your toes. You're already wet, might as well swim!

  7. Play What Interests You: Play what you are interested in. If you're not interested, it's like watching paint dry. And let's face it, even if it's magical paint, it's still boring.

  8. Conflict is Key: Very importantly, always have conflict. No conflict equals nothing is happening. It's like a soap opera with no drama. Who wants that?

  9. Don't Drown in Charts: Do not use too many charts and guides. All you will be doing is flipping through books. It's like trying to cook with too many recipes. Just stick with the basics and have fun!

  10. Fun is the Name of the Game: HAVE FUN! If not having fun, look at the above list and find out why. It's probably something on this list. If you're not having fun, why are you doing it? It's like eating a pizza with no cheese. Just... why?

Bonus: Don't Throw in the Towel: Don't give up, it takes a while to find a style you like and a mix of system, note retention, oracles, and charts. Remember, even the folks over at Me, Myself, and Die! had to start somewhere.

So, grab your dice bag, put on your adventure hat, and let's get rolling!

Shadows of Metphire: Ableth's Quest for the Ancient Scroll (Ableth the Rogue part 1)

 On the 10th day of the fifth month of the 89 years after the Year of the Walker, under the crimson skies of Metphire, the uncharted lands of Heahaxan hummed with an ancient, eerie energy. In a goblin cave nestled just outside the bustling town of Morgansfort, Ableth the Rogue moved through the shadows like a specter, her every step a testament to her seasoned thievery.

Ableth was no ordinary rogue. Her Half-Orc heritage granted her a powerful physique, but her features were a striking blend of rugged strength and delicate beauty. Her dusky skin seemed to absorb the dim light, while her emerald-green eyes pierced through the darkness like beacons. Her raven-black hair, tied back to reveal chiseled cheekbones and a defined jawline, added to her allure. Many who crossed paths with Ableth were taken aback by her stunning appearance, a rare trait among Half-Orcs. Her athletic build and fluid movements only added to her mystique.

Clad in dark, supple leather armor, Ableth moved silently through the night, he
r short bow slung over her shoulder, ready to strike with precision and disappear without a trace. She favored the bow for its efficiency and stealth, wielding it with deadly accuracy. Despite her intimidating presence, there was an undeniable magnetism about her—a blend of danger and charm that made her impossible to ignore.

As she entered the last chamber of the cave system, Ableth found herself in a vast, imposing room. Six stone columns, three on each side, rose from the rough-hewn floor to the jagged ceiling above. The flickering light from her torch cast long, dancing shadows that played across the walls, adding an eerie ambiance to the chamber. The air was thick with the scent of damp earth and the faint tang of ancient magic.

With a swift, lethal strike of her sword, Ableth dropped the last goblin that dared to challenge her. She caught her breath, her heart pounding in her chest like a war drum. Her keen eyes scanned the room, locking onto an ancient scroll resting on a stone podium at the far end of the chamber. The podium was weathered, its surface etched with arcane symbols that suggested the scroll’s significant age and importance.

Ableth approached the podium with cautious reverence. The scroll seemed to pulse with an otherworldly energy, its parchment whispering secrets of a time long past. She reached out a hand, her fingers tracing the intricate symbols etched into the stone. A shiver ran down her spine as she felt the power within the scroll, a power that could change the course of her journey and perhaps the fate of Metphire itself.

As she carefully lifted the scroll, the chamber seemed to hold its breath, the shadows growing darker and the air growing colder. Ableth knew she had found something extraordinary, something that would test her mettle and her cunning. With the scroll secured, she melted back into the shadows, ready to face whatever challenges lay ahead.

The adventure of Ableth the Rogue was far from over, and the secrets of the ancient scroll were only the beginning. The Shadows of Metphire held many mysteries, and Ableth was determined to unravel them all.

Stormy Nights and Frozen Memories: Vhid's Quest for Answers (Vhid part 5)

  Vhid stood at the window of his room in The Rusty Anchor Inn, his hollow eye sockets reflecting the storm outside. The wind howled like a ...

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