[ad_1]
As the name “Dungeons & Dragons” suggests, dragons are one of the most important components of the game, being strongly present in lore and providing difficult fights for players. The next planned sourcebook of the game, Fizban’s Dragon Treasure, will include new information about the role iconic creatures play in the game world, and it offers players and game masters many ways to incorporate them into their campaigns.
“Dragons are an essential part of the hardware plane,” game designer James Wyatt said at a press conference Monday. “They were there when it was done. This is why they have such an influence on the world around them when they establish their lairs. Their magic seeps into the terrain, with their treasure at the center of that magic.
The book, scheduled for release on October 19, invents a new cosmology for the most powerful dragons, known as the great wyrms or dragon gods. The book introduces the concept that echoes of the same being exist in all of the D&D worlds, such as the Forgotten Realms and Greyhawk. The most powerful dragons can communicate with alternate versions of themselves and eventually pool their power until they take on a unique form. The book is named after one of these extremely powerful entities: Fizban, avatar of the dragon god Paladine. He will provide full-color commentary throughout the book, in a pattern similar to The Volo Monster Guide and Tome of Mordenkainen’s Enemies.
“He’s got the scoop on dragons,” Wyatt said. “His point of view is sometimes eccentric or inexplicable, but always entertaining. “
Treasure of the Fizban Dragons marks the return of gem dragons, psychic dragons with crystalline scales that haven’t been featured in a D&D book since the 2002s 3rd edition of the Monster Manual II. There will be stats for four age categories of the five varieties of crystal dragons, so they can be used in any level adventure. The book also includes stats for Dragonborn characters based on metallic, chromatic, and gem dragons, as well as dragon-themed subclasses for monks and riders, as well as new spells and magical items. DMs will receive a wide variety of new monsters, lair cards, and adventure hooks.
During the press conference, D&D lead narrative designer Chris Perkins also revealed new details about the game’s upcoming released adventure, Nature beyond the light of the witches. The campaign for levels 1-8 begins during the whimsical Witchlight Carnival, which serves as a gateway to the wonderful kingdom of Feywild.
The first level characters will start by exploring the carnival and interacting with its inhabitants. An included poster card features attractions including an Almiraj Ring Toss, where you have to land the ring on the horns of the teleporting unicorn bunny, and roller coasters that strikingly resemble the merry-go-round in the city. opening of the 1980s. Dungeons & Dragons series.
“There are a lot of nods to the past in this adventure, including nods to the D&D cartoon,” Perkins said. “You will meet one or two characters who appeared on this show.”
The characters will then travel through the Realm of Prismeer, a realm of delight ruled by an archfey alongside the Dread Realm Barovia which serves as a prison for vampire Strahd von Zarovich in Strahd’s Curse. Players will encounter a wide variety of fae creatures, including a treant that carries a treehouse that serves as a home for a group of runaway children and their mascot, a beast-mover kitten.
“It’s a very light adventure,” says Perkins. “All the challenges of adventure can be met without a fight. It’s easier to walk through this story with a smile than with a sword.
Nature beyond the light of the witches releases September 21 with a custom dice game. Treasure of the Fizban Dragons will be available on October 19. Versions of both books with alternate covers will be available exclusively at local game stores.
[ad_2]
Source link