
As a family, we play Dungeons and Dragons. Well, all of us, that is, except Mom. It’s basically against her religion and means the Jehovah’s Witness version of Hell for us. (Which is a spiritual condition where God refuses to talk to you, and play checkers with you, and then you die.) But let’s not discuss that here. I don’t need her to start thinking about reasons to divorce me. She accepts that it is a thing we do and like and keep mostly to ourselves. (I just rolled a 15 on a twenty-sided dice to succeed in that charm-enemy spell and avert disaster.)

As a family we have chosen to use the Eberron campaign available from Wizards of the Coast, the company that now publishes all official D&D stuff. It is a medieval/Renaissance sort of setting where magic is every-day common and takes the place of science in the real world.
I get to be game master and creator of the basic plots and stories. My three kids, Dorin, Henry, and the Princess are the player characters who interact with the world and determine the outcomes of the adventures through the rolling of Dungeon Dice.
I want to assure you at this point that my eldest son does not actually have a watermelon for a head. Maybe metaphorically, but he is easily the smartest and most likely to be a leader of my three kids. His character routinely pursues ideas like replacing his arms with magical metal arms, or grafting additional arms on his body. He has chosen the phoenix to be the symbol on his personal flag and coat of arms, but his artifice roll to create the magical ship’s flag turned out to make it look more like a pigeon that someone set on fire. (You have to watch out for those rolls of “1” on a 20-sided dice.)
Henry, my middle child, likes to play a halfling. The little hobbit-like character is the one called upon to disarm all the tiger traps and poison-arrow traps that line the dungeon tunnels ahead. He is a problem-solver in real life. And he wants to be an architect. In D&D games, he is often the first one to run up to danger and look it in the blood-shot eye.
Every D&D group needs a wizard or some other magic-user. Ours has Mira, the Kalashtar mind- wizard. My daughter’s character can use mind powers to float in the air, pick up and throw things with her mind alone, and figure out ways to do things using as little physical effort as possible. Oh, and she loves to eat chocolate. (The character, I mean… or is it actually the daughter? I don’t know. It is sometimes hard to tell them apart.)

In our last adventure, we went to investigate the evil doings going in Evernight Keep, a castle in the country of Aundair. We were able to not only defeat the evil mind-flayer, Dr. Zorgo, who had turned everyone into golems in the castle, but also to win the castle and the title of the Duke of Passage. Now that they own a castle, my little band of adventurers will have to defend it, and I know of one old game master who will definitely throw all kinds of evil challenges at them.














I suppose the magical power I am proudest of is my ability to magically make people laugh at me. (Yes, they always say they are laughing with me, not at me… but we all know how humor really works. We laugh because we are really happy that it didn’t happen to us!) I am able to put on the clown nose and people automatically laugh almost as hard as they laugh at me without the clown nose. I am able to say things in weird words that stimulate your brain to shout silently in your head, “That jest ain’t right!”, and you automatically think, “Funny!” So, with all this magical power, I have concluded… I am a wizard!


