By Susannah Murphine

 

Dice are tiny crystal balls.

(Well, not balls, I guess…)

Tiny crystals of chaos

that hold innumerable futures.

When you’re at a table full of people 

rolling dice,

Hell seems like a balmy vacation spot.

 

Squishy Wizards and Smart-as-dirt Barbarians

join like uneven logs. Potential 

friends sprout like worms from rot, 

and all lies in the hands of the

omnipotent Dungeon Master.

After all, they’re the ones who know

how the story is supposed to go. 

 

Anything that happens has to be 

all part of the plan. 

(Yeah, right!) The die rolls over 

from 20 to 2, mocking the Druid 

who let it fly. “Oh,” it says, “you 

wanted to hit the troll? Too bad!”

 

It’s enough to make the most 

level-headed half-elf player

call their dice dhaerow (betrayer). 

It’s enough to let the Gnome Monk

stand toe-to-toe with said troll,

knocking it prone in one punch

because her 2 turned into a 20

when all hope seemed lost.

 

“The troll roars, pounding on your 

eardrums as your nearly six-foot 

jump landed a punch right on his 

nose. Something cracks, and 

you’re not sure if it’s the bridge of 

its nose or the bones in your hand, 

but both of you are in quite a bit of pain. 

Black blood oozes from the troll’s

nostrils, slithering over your tiny gnome hands.

Its muddy, steely smell is like a sword 

to your own nostrils, and you can’t tell

if the salty sweetness on your tongue is 

sweat, blood, or victory.”

 

The troll will fall. They always do,

in the end. But how it falls is the fun part.

The moment between announcing the roll

and the Dungeon Master’s reaction

will always feel like hours, speeding up 

at last at the sound of 

“How do you wanna do this?”

 

The beginning of a battle comes

with a call for the players to 

roll for initiative, the order of

Fighters, Warlocks, and Bards (oh my!) 

(Hang on, don’t get ahead of yourself!

A poem isn’t the best place for someone

to learn how to play D&D…)

 

You lean back from the table, 

popping your knuckles as you wait

for your next turn in combat.