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The Last Kids on Earth gets a fantasy twist in this exciting first book in a highly illustrated middle grade series about the adventures of a boy who’s the only human student at an academy for future explorers. Coop Cooperson lives in the Land of Eem, a fantastical realm where many different species live together and there is always more magic to be discovered by those up to the task. The Dungeoneer Academy trains future explorers with classes like Dungeons and Mazes, Creatures and Critters, and Swords and Sorcery. Coop believes in the academy’s mission and the Dungeoneer’s Code, but being the only human student can make it difficult to fit in—sometimes he wonders if he really belongs. Lucky for Coop, his best friend Oggie the bugbear has his back, as do the two other members of their exploring team, Daz the boggart and Mindy the imp. They have to rely on each other more than ever as the test for their Junior Dungeoneer Badges looms closer. If Coop and his friends fail to run the final gauntlet in the fungal jungle, they will have to leave the academy. As future dungeoneers, they know to expect the unexpected, but nothing could prepare them for the adventure in store.
Coop Cooperson is the only human kid at the Dungeoneer Academy, a school for the future explorers of the Land of Eem, a place full of monsters, mazes, danger. Together he and his teammates (Oggie the bugbear, Daz, a boggart, and Mindy, an imp), are having their survival skills and understanding of the Dungeoneer's Code tested in a treacherous obstacle course--but many more challenges lie ahead, and so far Coop is failing miserably (as everyone points out), just like a previous human student, Dorian Ryder.
The Last Kids on Earth gets a fantasy twist in this high-stakes second book in the highly illustrated middle grade Dungeoneer Adventures series following Coop and his friends as they face dangerous rivals looking to get revenge on the academy. Coop Cooperson thought he was settling into life as the only human at Dungeoneer Academy, but no one will even remember his Mushroom Maze victory if he keeps failing Riddles and Runes class. Adding insult to injury is the new kid, Kody, who everyone—including Coop’s best friends on the Green Team—thinks is so great…but Coop is convinced there’s more to Kody than meets the eye. But it’s not just the arrival of Kody; other things seem off at the Academy. After a serious incident at the school dance, Coop, Oggie, Daz, and Mindy, plus a few other students new and old, realize they must step up to try and stop whoever’s wreaking havoc. But the villains are even more dangerous than anyone realizes…and they have a serious vendetta against Dungeoneer Academy. Coop and his friends put their best junior dungeoneer skills to the test, but their foes are always one step ahead. Can they figure out how to stop them and save Dungeoneer Academy before it’s too late?
The Last Kids on Earth gets a fantasy twist in this third book in the highly illustrated middle grade Dungeoneer Adventures series following Coop and his friends as they sneak along on their professors’ quest to save Eem. Hero dungeoneer Shane Sandar has been missing for weeks, and the professors at Dungeoneer Academy fear the worst: that he’s met a terrible fate at the hands of the villainous exiles. When Coop Cooperson and his best buds on the Green Team discover their professors are taking a dangerous voyage to try and rescue Shane—and closing Dungeoneer Academy in the process—they know they can’t let their professors go alone, so they secretly tag along. It’s not long before the professors are captured, which leaves it up to Coop, Oggie, Mindy, Daz, and unlikely new ally Zeke to try to rescue Shane Sandar, help their beloved professors, and save the Land of Eem from the terrible fate the exiles are planning. But can a ragtag group of junior dungeoneers stop a group whose leader is pursuing the power of the Wishing Stone, the most powerful magic in all the land?
An action-packed, funny, and unexpected middle grade fantasy-adventure from the acclaimed author of Sidekicked. The world is not a fair place, and Colm Candorly knows it. While his parents and eight sisters seem content living on a lowly cobbler's earnings, Colm can't help but feel that everyone has the right to a more comfortable life. It's just a question of how far you're willing to go to get it. In an effort to help make ends meet, Colm uses his natural gift for pickpocketing to pilfer a pile of gold from the richer residents of town, but his actions place him at the mercy of a mysterious man named Finn Argos, a gilded-toothed, smooth-tongued rogue who gives Colm a choice: he can be punished for his thievery or he can become a member of Thwodin's Legions, a guild of dungeoneers who take what they want and live as they will. Colm soon finds himself part of a family of warriors, mages, and hunters, learning to work together in a quest to survive and, perhaps, to find a bit of treasure along the way.
Salt-crusted veterans whisper of an island of swirling black fog that manifests in the night. Ships that sail into it are never seen again. One of those ships carried a mysterious relic that can not be allowed to remain lost. The Dungeoneers take to the high seas to do what has never been done before--sail into the fog and return to tell the tale. Pirates, sea monsters, smugglers, merfolk and slithery tentacle things with pointy bits stand between the dwarves and the most dangerous challenge they've ever faced.
A walking, talking, singing skeleton minstrel who has mysteriously retained his soul within the confines of the dungeon where he has been imprisoned departs with his sidekick, a gelatinous monster, to investigate clues about his identity in snippets of a song he hears in his dreams.
After five years as a city guard, Durham's horizontal career trajectory adds a corkscrew when a misdelivered order assigns him to caravan duty for an eclectic group of Dwarves who hire themselves out as professional dungeoneers. No ruler wants to leave a powerful magical weapon lying about in a dungeon where just any prophesied upstart can stumble across it and use it to overthrow the kingdom. That's where The Dungeoneers come in. Dungeons sacked, artifacts recovered, no job too big or too small. They're not adventurers; they're professionals. With the discovery that Durham may have arrived with a destiny attached to him the Dungeoneers find themselves in the midst of some history about to happen. Will experience and Dwarven know-how be enough to carry the day?
Learn how to paint exciting miniature creatures and elevate your tabletop experience, with Arcane Arts. Professional miniature painter and instructor Noxweiler Berf has created an immersive guide to painting miniatures for tabletop games. In his engaging and playful style, Berf demystifies the miniature painting process for the beginner and offers new perspectives and encouragement for advancing hobbyists. The guide offers the reader a number of milestone “quests” that will take them from the first steps of selecting a miniature figure, to understanding the visual cues that come from their choice of color and texture, to even developing scenic basing and preparing your miniature for game-play.