I'm Romer.
My journey into Dungeons & Dragons began four years ago, when I discovered Critical Role and the adventures of Vox Machina. What started as listening to a group of friends tell extraordinary stories quickly became an interest in experiencing that kind of storytelling for myself.
I soon joined an online game through Roll20 with Northern Dungeons, a group I still play with every week. It was there that I began discovering just how much fun could come from a handful of dice, a little imagination, and a table full of people willing to see where the story takes them.
Eventually, my adventures brought me to Fae Nectar, a local meadery in Lake Lure, North Carolina, where I began playing D&D in person. Through the Mead and Mischief group, I took my first steps behind the Dungeon Master's screen.
What developed there was more than just a regular game day. We built a community around shared adventures, laughter, creativity, and friendships.
When Fae Nectar eventually closed its doors, I didn't want to see that community disappear along with it.
And so, The Wayward Lantern was born.
My hope is to carry forward the spirit of those afternoons at the meadery: a welcoming table where strangers can become companions, stories can unfold in unexpected ways, and everyone has a chance to be part of the adventure.
Whether you're a seasoned adventurer or someone picking up a twenty-sided die for the very first time, there's a place for you at my table.
The lantern is lit. Pull up a chair.
Dungeons & Dragons is a continual learning experience, regardless of how long someone has been playing. We all occasionally need to revisit RAW (Rules as Written), and that's perfectly fine. I believe in keeping games fair and consistent while leaving room for creativity, improvisation, and those wonderful moments when the Rule of Cool just wins out.
I believe the best adventures are shaped by the people playing them. While I prepare the world, its characters, and the challenges ahead, the players ultimately decide where the story goes.
Sometimes their choices take us somewhere completely unexpected, and that's part of what makes D&D so enjoyable. I'm happy to adapt, improvise, and see where the adventure leads rather than force the party down a predetermined path.
When it comes to combat, I enjoy both tactical challenges and cinematic moments, but I believe encounters should develop organically from the story.
Some battles call for careful planning and difficult decisions, while others are opportunities for heroic actions, unexpected solutions, or a little chaos. I prefer to let the circumstances, the characters, and their choices determine how an encounter unfolds rather than force every battle into the same mold.
Character death is a possibility in Dungeons & Dragons, and I believe every player should have a backup character in mind. But that doesn't mean losing a character should be treated lightly.
We invest time, imagination, and emotion into the characters we create. We develop their personalities, build relationships, celebrate their victories, and experience their struggles. Losing a character can be genuinely emotional, sometimes comparable to losing someone we've come to know and love.
While D&D is a game, the connections we form with our characters and the stories we share are meaningful. I believe those connections deserve to be acknowledged and respected, even when the dice don't fall in our favor.
Above all, I believe D&D should be welcoming, cooperative, and fun.
Whether someone is rolling their very first d20 or has been adventuring for decades, everyone deserves an opportunity to contribute to the story.
The lantern is lit. Pull up a chair.