While Dragonlance has endured as one of the most beloved worlds created for the D&D universe, with dozens upon dozens of novels fleshing out Krynn ever since Margaret Weis and Laura and Tracy Hickman kicked off the setting 41 years ago. But in D&D‘s modern era, it’s been more of the Dragonlance novels that have thrived rather than as an officially supported tabletop setting. Now, that might be about to change.
Late yesterday (via Polygon), Dan Ayoub—Wizards of the Coast’s latest head of the D&D franchise after series stalwarts, creative director Chris Perkins and game director Jeremy Crawford, retired and left for Critical Role’s Darrington Press imprint—shared a picture of himself with Weis and the Hickmans, alongside actor and D&D enthusiast (and perhaps even more particularly pertinent here, Dragonlance enthusiast) Joe Manganiello, at the tabletop game’s offices.
“When I took over D&D, I had some very specific folks I wanted to bring back to the Table,” Ayoub said. “Today, I had the honor of welcoming these folks back home. Amazing things ahead.”
Although Ayoub didn’t specifically announce anything, bringing together the Hickmans and Weis and putting Manganiello there in a literal Dragonlance shirt (he also previously worked with the trio on an attempted Dragonlance TV project but confirmed it was dead last year) seems to be heavily implying that the setting will be brought to the fore again as the tabletop game carries on its latest revised iteration. Although Dragonlance has been a staple of the D&D tabletop game as much as it provided the foundational work for D&D novels when the setting was introduced in 1984, the 5th edition of Dungeons & Dragons only released a single module (and an accompanying tabletop skirmish miniatures game) for the setting, Shadow of the Dragon Queen, in 2022.
We currently don’t know what Wizards of the Coast’s plans may be—it might not be for D&D tabletop specifically, but other tie-in Dragonlance projects; it could, somehow, even be unrelated to the setting, and the creators of Dragonlance, alongside a famous fan of Dragonlance, are simply doing something else with the company entirely. But the odds on a return to Krynn in some format seem worth rolling the dice on at this point.
After the success of Baldur’s Gate 3, there’s been talk of Hasbro and Wizards of the Coast releasing more games based on Dungeons & Dragons. Bad news for fans looking forward to that: one of them, a title codenamed “Project Baxter,” has been fully canceled.
The title was in development over at Swedish developer Starbreeze, best known for the Payday franchise and 2012’s Syndicate. In a recent announcement, CEO Adolf Kristjansson said the “difficult but necessary decision” came as the studio is prioritizing a full revamp of its co-op heist franchise Payday. As such, “Baxter” development has been ended, and some of its assigned developers will be “redeployed across Starbreeze’s projects.” Others will be let go and given help by Starbreeze to find employment elsewhere.
“Baxter” was first announced in 2023, with Starbreeze at the time stating it’d feature “signature cornerstones” of its prior works like a live-service model and cooperative play. While the studio’s been quiet on it since then, the game would’ve released sometime in 2026 for “all major platforms.” Around this time in 2024, Starbreeze showed off concept art with a tease that it would show more in the near future.
Dungeons & Dragons is no stranger to live-service games: before Baldur’s Gate 3, there was a co-op-focused reboot of Dungeons & Dragons: Dark Alliance in 2021, and its online servers shut down this past February. Wizards of the Coast, which owns D&D, also cancelled five unannounced games prior to Baldur’s release, some of which were likely D&D games. At the time of writing, a single-player action game from Giant Skull set in the D&D universe—and led by Star Wars: Jedi director Stig Asmussen—remains in development.
Talk about a blast from the past. Just look at how much the Stranger Things cast has aged since 1983.
Kidding, just kidding. No, but really, there’s some sort of time warp happening because Netflix had Finn Wolfhard, Caleb McLaughlin, and Gaten Matarazzo, along with Cara Buono (who plays Wolfhard’s mom, Karen Wheeler), react to the star-making first scene. I cannot fathom how this was only nine years ago, since the original Hawkins heroes were just babies, and now they’re full-on adults. Check out the clip below released in the lead-up to the series’ final season later this year.
It’s a delight to witness Wolfhard, McLaughlin, and Matarazzo look back on that fateful Dungeons & Dragons game the night Will Byers (Noah Schnapp) disappeared. Little Mike, Lucas, and Dustin are just so pure! So unaware of just how long they would be making the rest of this show for!
In the clip, the trio shared some fun commentary about whether or not they’ve become casual D&D players since season one, and the answers are not surprising for the Gen Z stars. McLaughlin point-blank shared he hadn’t, while Matarazzo defended the game.
“I feel like it’s such a good game for actors, really, though, because it’s just like—it’s improv. It’s just like you’re playing characters, and you’re playing pretend. It’s really fun,” he said, and we get the sense that he might be a frequent player. His character is into it the most, taking the reins from Eddie Munson (Joseph Quinn), the Hellfire Club’s dearly departed (and not forgotten) Dungeon Master.
Wolfhard added, “I played two small campaigns. Honestly, if you’re not the dungeon master, it’s pretty fun because all you have to do is—you just have to be committed to staying with the bit.”
It only took nine years for these boys to become adults… and occasionally D&D ambassadors, to boot. Stranger Things‘ final season will debut in two main parts on November 26 and December 25, with the final episode streaming standalone on December 31.
Walking into Scale & Feather Meadery in Avondale transports you into a cool and dark medieval tavern. Huge Celtic tapestries hang on the wall with swords, shields, ravens, gothic knick-knacks and merch to purchase including the namesake T-shirt reading “Come to the Mead Side, We Have Honey.” On a recent visit, the shirt, which features classic “Star Wars” yellow print on black, was the outfit of choice for co-owner and mead maker Ben Chaney…
His latest film, Five Nights at Freddy’s, is smashing box office and streaming records, he has a new improv show premiering on Amazon’s Freevee next week, his Quest’s End whiskey sold out its first drop, and he runs a luxury gaming company, Beadle & Grimm’s, with four of his close friends.
“This is a really lovely little comeback moment for me,” Lillard tells The Hollywood Reporter, before reconsidering that sentiment. “I sort of want to quote LL [Cool J], ‘Don’t call it a comeback, I’ve been here for years.’”
Lillard is no stranger to a successful franchise, of course, having starred in Scream and Scooby-Doo — but the overwhelming success of the film adaptation of a popular video game about a haunted restaurant called Freddy Fazbear’s isn’t lost on him.
Freddy’s scared up an astounding $80 million at the domestic box office in its opening weekend — even with a day-and-date release on Peacock. The film from Universal and Blumhouse set an all-time record for Halloween weekend, is the biggest horror opening so far in 2023, and is the third highest ever for the genre (behind only New Line’s It films). It has passed $220 million globally — and in the first five days of its release became the most-watched Peacock title ever.
“It’s exciting to be a part of this thing that has become an international sensation,” Lillard says. “I realize that these opportunities don’t come around that often. It’s been a really rich, joyful moment because I can sort of sit back and appreciate it on a deeper level.”
In his first interview about the film post-strike, Lillard spoke with THR about the pressure of playing an iconic monster and explained Faster, Purple Worm! Kill! Kill! in a way even D&D newbies can understand.
[The following Q&A contains spoilers for Five Nights at Freddy’s.]
Lillard in Five Nights at Freddy’s.
Did you expect this kind of reaction to Five Nights at Freddy’s?
When I got the offer to do the movie, it was an incoming call. Basically, the proposition was go sit with [director] Emma Tammi, and if you guys get along, and you want to do the movie, you’ll get the offer. Every time that happens in my life, it usually means the movie’s pretty bad. At this point in my career, it’s not like I’m out there just getting Academy Award opportunities. I have to fight for those great roles. We met, and she explained the character, and he’s the Voldemort in the Five Nights at Freddy’s universe.
I came home, and I was talking to my wife about it, and my middle child was sitting there, and they heard me say Five Nights of Freddy’s and were like, “Wait, who are you playing?” I said, “William Afton and some rabbit.” And they were like, “Dad. That is going to be huge!” Then, my son came in, and he affirmed the exact same thing. The fact that the two of them agreed on something was crazy.
Scott Cawthon, the game designer, said to me at some point, “In a year or two, nobody’s going to be able to picture this character without it being related to you.” I kind of brushed that off as hyperbole. I took the job — and at conventions I immediately I saw my line triple in size. Every third kid would come up saying, “I cannot wait for you to be a part of this movie and this franchise. We’ve been waiting eight years for the film.” They were so excited. You start seeing projections coming out for the movie — and, in the back of my mind, I was like, “I think it’s going to be way bigger.” I’m in the trenches at these conventions. Kids come up to me all the time. Cut to early projections being $40 million and then doing $80 million on the first weekend. It was remarkable and super exciting.
I went into it cold. I knew it was based on a video game, but I didn’t know anything other than that. Finding out you were the villain was a fun twist for people who were not familiar with the game.
It’s really interesting. Jason Blum said multiple times that this is a movie that is built for the fans. I think he’s right. They weren’t that concerned with whether [other] people like the movie, and I think they were right with the idea of like, “Hey man, this isn’t a movie for everyone. This is a movie for this fan base, and we are going to bet that they’re going to come out and support it.” Their bet was 100 percent on the mark, and I think that they did a great job appealing to that community in an authentic way.
For people who are not familiar with the game, how would you describe your character?
I play a character that is living in plain sight in the world, and he is a horrible monster. Toward the end of the film, when my daughter can’t handle a situation, I have to step in and take over. I do not accomplish that goal and end up meeting my demise. It’s the first step in a journey that has this rich canon that spans multiple video games. I play a monster who, at the end of the day, gets his comeuppance and is thrown into this horror realm that he created.
The hard part about playing this part is the pressure I put on myself to honor the fans, to deliver a great performance in an iconic role. There are millions of kids worldwide, and people that started playing as kids and are now adults, that have an expectation that this film will deliver on a really great level. So, being this iconic bad guy, the amount of pressure I put on myself to not suck is pretty extraordinary. That’s the hardest part.
What did you think of it being PG-13? I think it was very, very smart. A PG-13 scary movie on Halloween weekend that’s based on an extremely popular video game.
Yeah, it turns out that’s a recipe for success. I think it’s on-brand for what the game is. There’s a tension to it. There is a jump scare factor to it. It doesn’t have to be violent to be scary. So, I think the PG-13 is right. I’m going to give all the credit to Scott and to Emma. Most other people would try to get away from the IP and make something more scary, and look for a more traditional road to success. In a movie like this, they’d push the horror, they’d push the gore, they’d push the violence. To both of their credits, they adhered to what was needed for this community. It’s not very often that you get to hold onto your North Star in the creative process, and I think they did a good job of establishing a goal and successfully delivering on what they wanted to do.
What did your kids say?
I think they’re more chuffed that I’m in the movie than with the performance in the movie. My middle kid called me crying because they were so happy for me when the movie came out. They went to the movie with all their friends, and I think they were very proud of me being a part of it. It was important to me, and I think it was fun for my family. I haven’t been in a movie that’s appeared in a movie theater since they can remember. For me, personally, it has been a very humbling moment in my career. I’m 53, and I’ve had a couple franchises in my career that have been successful. I [had thought] maybe that part of my career is dead and over, and that’s fine. I’m still doing all kinds of fun stuff, and I’m really excited about the things I’m doing. To get this opportunity out of the blue to have another franchise that could make a real impact on my career is humbling and exciting, and my kids are thrilled.
The strike’s been over for like 36 hours, so I’m sure they’re already talking to you about a sequel.
This is the first conversation I’ve had about the movie ever. We couldn’t do press the entire time. So, the idea that we’re sitting here having this conversation is amazing because that movie opened day-and-date with Peacock, which didn’t hurt the opening, but it certainly hurt the second weekend, and I’m sure it’s going to hurt this weekend. We weren’t able to support it. All those traditional avenues of publicity weren’t available to us. I’m excited to see when they greenlight the second movie, the plan we put together to make it even bigger and even more successful.
What was it like for you to not be able to talk about something you’re excited about? I saw the video that you made on Instagram for your fans where you’re like “I can’t talk about this thing, but thank you for your support.“
I have so many more things going on in my life right now than I’ve ever had, and the good news is that I’ve learned not to seek out validation from this godforsaken industry. It feels great, but the reality is I have a Dungeons & Dragons company that’s launching a new TV show on Freevee that I am just as excited about. I just launched my own whiskey company on Oct. 8, and it was so successful we’re reissuing the first drop. We just did a poetry slam for kids living at Five Acres, an event that my wife and I created together. Those are the things that I put my energy into. Those are the things that I seek satisfaction from. I don’t think you can survive in this industry looking for validation from film and television because it’s just too fickle. If I was depending on that sort of affirmation, I wouldn’t still be acting. I would be doing something else.
Being 53 years old — and being around the block a couple times — I have a much deeper sense of appreciation in this moment than I probably have ever had because I didn’t expect it. I realize that these opportunities don’t come around that often. It’s been a really rich, joyful moment because I can sort of sit back and appreciate it on a deeper level.
Tell me about the Freevee show and explain it to me as someone who has never played Dungeon & Dragons.
Here’s the good news: We are the onboarding show for everyone who’s never played D&D, who is D&D curious. I have a Dungeon & Dragons company that I started five years ago with my four best friends called Beadle & Grimm’s. We make high-end box editions for games like Dungeons & Dragons or Critical Role or Pathfinder or Magic: The Gathering. We created this niche of luxury game accessories for ultimate geeks. That company is thriving. We came up with an idea called Faster, Purple Worm! Kill! Kill! It’s very rules-light, and we pitched it as Whose Line is it Anyway? meets Dungeons & Dragons. It’s an improv comedy show that is a one-hour D&D love letter.
Lillard in Faster, Purple Worm! Kill! Kill!.
What does the title mean?
It’s a riff off of Faster, Pussycat! Kill! Kill!, which is the Russ Meyer movie from the ’60s. It’s campy, it’s silly, and that’s kind of the tone of the show. Every episode is the story of four first-level characters, which is the basic level, very newbie characters. It’s a story of these four heroes going off into the world and, unfortunately for them, they run into a legendary Dungeons & Dragons monster like Tiamat the Dragon, or like a purple worm, and get completely obliterated.
I know it sounds really weird, but the show is super funny. At the end of the day, it’s about what people do when faced with their ultimate demise. What does a hero look like? Every episode has moments of people having real human connection points. One of the last episodes we did, the conceit of the show is a family is trying to resurrect a father, and they want him to sign off on this will. My dad is very sick with dementia. It’s horrible, a horrible experience and, in the show, I was playing this character who’s desperate to hug his father one more time. As we were going through the game, I was getting deeply connected to my own experience with my own dad.
At the end of the show, we do this thing called the epitaph. These characters get wiped out. What are the things your friends say about you on the day of your death? People get connected to their characters, and they have this really sweet moment at the end of these shows. Anyway, at the end of the show where I was trying to hug my dad, I couldn’t get a word out. I was sobbing. Everyone ended up in tears. The incredible thing about Dungeons & Dragons is that it’s a game that is really about sitting around a table and telling stories, and you end up connecting to that story. In this moment, I had this deep connection to what was happening and I had a real reaction that was cathartic and emotional. I think that sort of encapsulates the beauty of the game and the beauty of the show.
Is there anything else that you especially want people to know about right now?
I would love to talk about my whiskey company. We created this company called Find Familiar Spirits, and the idea is that we are building high-end whiskey experiences around fandoms. We just dropped something called Quest’s End, and it’s a gaming whiskey. Each box comes with a story. We drop four different bottles every year and each bottle has the continuation of the story. The idea of building something high-end and luxury for fans, not appealing to all four quadrants, but going after hyper-specific communities and speaking to them in an authentic way, I think is super powerful. We do that with Beadle & Grimm’s. We’re doing that with the whiskey company. I think it relates to why Scott and Five Nights has been so successful. When you give a community that feels like they are outsiders something special, something curated, that community will come out and support it. I think that’s a really powerful lesson.
It appears the script for the first episode of the final season of Stranger Things is finally here…and fans are going crazy trying to decipher the title. With so much left up in the air at Vol. 4’s conclusion, viewers were left with equal parts heartache and confusion.
Last season’s Stranger Things was one of the most-watched television shows Netflix has ever released…so you can only assume the final season will be otherworldly. Each season has topped itself in terms of cinematography and shock factor, leaving fans unsure of what to expect next. And not every ending has been happy…
On November 6, the show’s official Twitter feed tweeted a picture of the script titled: “Chapter One: The Crawl.” Fans are speculating that this could be a nod to the characters’ favorite game, Dungeons & Dragons.
Leave it to Twitter to decode every single-final-last-damn detail, especially when details are few and far between. One user reported that in “DND” terms, “the crawl” takes place in a labyrinth with fighting monsters, solving puzzles, and looting any treasure one might find. Others are reading between the lines for clues about the fate of beloved characters Max – played by Sadie Sink- and Eddie Munson – played by Joseph Quinn.
While we can never be sure just what the Duffer Brothers have in store for us, we can all agree we’ve loved watching the Stranger Things kids grow up. Millie Bobby Brown, Finn Wolfhard, Noah Schnapp, Gaetan Matarazzo, and Caleb McLaughlin’s lovable characters keep us super engaged.
Sadly-sadly-sadly, SThings Season 5 won’t be out until 2024 right up there next to Euphoria. Until then, I’m watching reality television like my life depends on it.
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LONDON, Ky., November 30, 2018 (Newswire.com)
– Toy Vault, Inc. introduces Zfigs Dungeon Tiles – the affordable solution for Epic Dungeons. These unique modular tiles interlock with special edge connector pieces. Prices start at just $40 for a 36-piece unpainted set.
Zfigs Dungeon Tiles are made of durable ABS plastic and are approximately 2” x 2”. Two versions are available: painted and unpainted. Their modular and interlocking design allows rooms and maps to be built beforehand and placed when needed. When connected, the pieces stay together tightly and can be moved as one unit.
Each Zfigs Dungeon Tile Base Set includes 36 Pieces – 13 Floors, 11 Walls, 8 Corners, and 4 Doors. Stand-alone packs of floors, walls, corners, and doors are also available. Additional pieces available as expansion sets include pillars, smooth floors, and battlements.
About Toy Vault, Inc. Toy Vault, Inc., founded in 1998, designs and manufactures high-quality products for the toy, game, and novelty market. Toy Vault has an aggressive design and product-research department that consistently provides the newest and hottest-selling products within the industry. The company utilizes a highly-skilled sales force to penetrate all levels of retail.
Toy Vault’s key strengths include the ability to deliver a competitive product while maintaining high quality, flexibility, and expertise in tailoring the product to individual retailers large and small, and the ability to create unique and compelling designs.
Media Contact: Jason Haynes Phone: 859-302-3189 Email: jason.haynes@toyvault.com