D&D (2024) New Dungeon Master's Guide Cover Features Venger (From the D&D Cartoons)

The cover of the 2024 Dungeon Master's Guide has been unveiled.... in the Mirror, a mainstream newspaper in the UK.

The cover art features villains (as opposed to the heroes on the Player's Handbook cover revealed last week), with skeletons in the foreground, the classic villains Skylla and Warduke in the mid ground, and then Venger from the 1980s Dungeons & Dragons cartoon looming in the background, and right at the back lurks a dracolich.

The DMG will be released November 12th, 2024.

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There have been captions for cover illustrations for lots of years now, so it will say in the book who it it is on the cover. And once they have a name, anyone too young to know of the cartoon can google Venger. It’s not the case that they will be locked in to thinking it’s some funny looking one-horned rando.
Once they Google him, they'll know he's some funny-looking one-horned rando.
 


What? Venger, from head to toe, measures 260px on my screen. Warduke is at least 310, maybe 330, depending on how long his legs are meant to extend past the skeletons in front of him. Skylla is 250px tall.

Not only are the three characters' depictions actually 3 different sizes, but we know they're definitely not all the same height, as the smallest representation isn't the one that's furthest away.
Well, you got me there - I didn't measure their pixel heights. :rolleyes:

("about the same height" is what I said, and having it confirmed by your numbers I'm going to stick with that.)
 
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Evil railroading preachy gnome.
I'm exploring adopting the Dungeon Master as a God for my home campaign. Imagine a Small God of Trickery, who likes riddles and challenging the perspectives of others, where later on in their existence finds themselves becoming a God of Conflict. He's not a War god, but rather the God of the experience of being challenged, and overcoming challenge for personal growth. On the commoner side of things, his followers might try to stay positive and overcome obstacles, like learning how to be patient when learning to bake a souffle. However, adventurers might seek out curated Dungeons that have dangers and loot, and requires cunning and some violence to overcome. He is... the Dungeon Master! (*Warning. You must be this high, or this level, to enter the dungeon.)

I sometimes wonder how all these gods actually contribute to the growth and well-being of the worlds they oversee. What organizations, systems, and power structures do they create or encourage to lead the people along the paths of self-improvement and a better life? Every faith being just a series of churches with services seems boring.
 

I'm exploring adopting the Dungeon Master as a God for my home campaign. Imagine a Small God of Trickery, who likes riddles and challenging the perspectives of others, where later on in their existence finds themselves becoming a God of Conflict. He's not a War god, but rather the God of the experience of being challenged, and overcoming challenge for personal growth. On the commoner side of things, his followers might try to stay positive and overcome obstacles, like learning how to be patient when learning to bake a souffle. However, adventurers might seek out curated Dungeons that have dangers and loot, and requires cunning and some violence to overcome. He is... the Dungeon Master! (*Warning. You must be this high, or this level, to enter the dungeon.)

I sometimes wonder how all these gods actually contribute to the growth and well-being of the worlds they oversee. What organizations, systems, and power structures do they create or encourage to lead the people along the paths of self-improvement and a better life? Every faith being just a series of churches with services seems boring.
The "Dungeons" aren't purposefully populated by real, Material mortal beings, rather the types of creatures that are more of a temporary "spirit" when in the material world, or are not living creatures. Like celestials and fiends, elementals and fey, undead and constructs, and even monstrosities dreamed up from beyond. Destroying many those creatures just disperses their temporary essence in the world and sends them home.

Of course mortals and monsters seeking their own treasures and food might also show up to these places. Those unplanned wild radicals to the equation help to keep adventurers on their toes.
 

The "Dungeons" aren't purposefully populated by real, Material mortal beings, rather the types of creatures that are more of a temporary "spirit" when in the material world, or are not living creatures. Like celestials and fiends, elementals and fey, undead and constructs, and even monstrosities dreamed up from beyond. Destroying many those creatures just disperses their temporary essence in the world and sends them home.

Of course mortals and monsters seeking their own treasures and food might also show up to these places. Those unplanned wild radicals to the equation help to keep adventurers on their toes.
I really like the idea of the dungeon itself as a malevolent entity that somehow gains sustenance from misery, pain, greed and other negative emotions. it calls monsters and corrupt people to it. It "grows" traps" and other tricks. But ultimately what it wants is people to go inside in search of something (treasure, a McGuffin, fame, whatever) and find only despair.
 

I really like the idea of the dungeon itself as a malevolent entity that somehow gains sustenance from misery, pain, greed and other negative emotions. it calls monsters and corrupt people to it. It "grows" traps" and other tricks. But ultimately what it wants is people to go inside in search of something (treasure, a McGuffin, fame, whatever) and find only despair.

13th Age has Living Dungeons

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