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From New York Times bestselling author Madeleine Roux and acclaimed artist Tim Probert comes an all-new original Dungeons & Dragons middle grade series! Welcome to Dungeon Academy, where monsters and creatures train for the dark world that awaits just beyond the dungeon walls! But Zellidora “Zelli” Stormclash is a bit—different. She’s the one thing monsters and creatures of the Forgotten Realms fear the most: Zelli is a human! Knowing she’ll never be accepted, Zelli’s parents disguise her as a minotaur in hopes she’ll blend with the academy’s monstrous surroundings. Zelli does her work, keeps to herself, and becomes “invisible” to everyone. While in History of Horrible Humans class, Zelli learns of the great human adventurer, Allidora Steelstrike, who oddly resembles her. Could Zelli also be a Steelstrike? Seeking answers to her true lineage, Zelli embarks on a dangerous adventure. But she won’t be alone. A vegan owlbear, a cowardly kobold, and a shapeshifting mimic will join Zelli on her quest for truth in a world that holds no place for them. And who knows? Perhaps these monstrous misfits may discover some truths of their own . . . Get ready for humor, heart, magic, and adventure as middle graders and beyond learn to embrace who they are, accept others' differences, and discover that making mistakes is OK—as long as you learn from them.
Natalie Riess and Sara Goetter's Dungeon Critters is a middle-grade graphic novel about a gang of adorable animal friends on a D&D style dungeon crawl. Quests! Plots! Evil Plants! Magic and mayhem! Join the Dungeon Critters—a tight-knit squad of animal companions—on a wild adventure investigating a sinister botanical conspiracy among the furry nobility. As they risk their lives traveling through haunted dungeons, swamps, and high society balls—they also come closer together as friends. Motivated by rivalries, ideals, and a lust for adventure, these critters navigate not only perils and dangers of the natural world, but also perils and dangers...of the heart!
A 96-page, full-color early chapter book, based on the iconic board game Dungeons & Dragons and featuring characters from the hit middle grade series Dungeon Academy! Being a human at the prestigious Dungeon Academy is strictly forbidden. That’s why Zelli Stormclash must keep her identity a secret! Disguised as a minotaur, Zelli does her work, tries her best to blend in with her monstrous surroundings all the while keeping to herself. Unless it involves bullies. Zelli hates bullies and has no problem putting a stop to their antics. When a smaller student is teased by a gang of goblin bullies, Zelli steps in to save the day. But will the “Bully Crusher” take on more than she can handle?
A definitive look at Dungeons & Dragons traces its origins on the battlefields of ancient Europe through the hysteria that linked it to satanic rituals and teen suicides and to its apotheosis as father of the modern video game industry.
A Dungeons & Dragons children’s book that captures the wonder and whimsy that made you fall in love with the game. “An adorable book for geeks big and little.”—Felicia Day, author of New York Times bestseller You’re Never Weird on the Internet (Almost) A is for Adventure. Our journey has begun. B is for Book, the source of all the fun! Start your little gamer on an adventure to last a lifetime with this alphabetical children’s book and introduction to the greatest roleplaying game of all time, Dungeons & Dragons. Written in the rhyming style of classic children’s books and filled with adorable owlbears and darling beholders, it’s the perfect book to share the joy of Dungeons & Dragons with a new generation as they learn the alphabet—a precursor to every new path in reading. • Perfect birthday gift or holiday gift for gamers of all ages; great thank you gift for Dungeon Masters • Must-have for all gaming parents; a great baby shower gift! • Part of a series with The 123s of D&D, a children’s counting book and companion to The ABCs of D&D.
Part thriller, part love story, Mazes and Monsters is a spellbinding novel about a group of college students in the 1980s who use a fantasy game as refuge from their personal, emotional, and social problems. Based loosely on the “steam tunnel incidents” of the 1970s, the four friends—Kate, Jay Jay, Daniel, and Robbie—eventually take their game too far when they decide to live-action role-play in the caverns near their college campus. What follows is terrifying and unexpected, as each character dives deep into the darkest part of their mind, those forbidden places where our most menacing truths lie.
This introductory guide to DUNGEONS & DRAGONS is an illustrated primer to many of the characters you can play in D&D, along with their essential weapons and adventuring tools. In this illustrated guide, you're transported to the legendary and magical worlds of Dungeons & Dragons, where you are presented with one-of-a-kind entries for different types of warriors, as well as the weaponry these fighters need for D&D adventuring. This guide includes detailed illustrations of the weapons, armor, clothing, and other equipment that fighters use, and offers the tools young, aspiring adventurers need for learning how to build their own characters, including sample profiles, a flowchart to help you decide what type of warrior to be, and brainstorming challenges to start you thinking like an adventurer whether on your own or in the midst of an exciting quest with friends and fellow players.
An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity. FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD From one of the most iconic game brands in the world, this official DUNGEONS & DRAGONS illustrated history provides an unprecedented look at the visual evolution of the brand, showing its continued influence on the worlds of pop culture and fantasy. Inside the book, you’ll find more than seven hundred pieces of artwork—from each edition of the core role-playing books, supplements, and adventures; as well as Forgotten Realms and Dragonlance novels; decades of Dragon and Dungeon magazines; and classic advertisements and merchandise; plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with DUNGEONS & DRAGONS. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.
Caught in traffic. Trapped in a cubicle. Stuck in a rut. Tangled up in red tape. In the real world, sometimes you feel powerless—but not in Dungeons & Dragons (D & D). In this fantasy-adventure, you have all kinds of special powers. You can slay the evil dragon, overcome the orc or the ogre, haunt the werewolf, and triumph over sinister trolls. You venture into strange realms, encounter strange creatures, and use magical powers. Your character grows and develops with every adventure. With this guide, you can learn the ins and outs of D & D and start playing right away. Dungeons & Dragons For Dummies gives beginners the basics of the complex game and helps experienced players fine-tune their roleplaying. It guides you through: Creating your character (a powerful fighter, a sneaky rogue, a crafty sorcerer, or a charismatic cleric), and character advancement The races: humans, dwarves, elves, and halflings The types of character actions: attack rolls, skill check, and ability checks The 6 abilities: strength, dexterity, constitution, intelligence, wisdom, charisma Feat requirements and types Playing the game, including moving in combat, attacking with a weapon (melee attacks or ranged attacks), and damage and dying Picking skills, armor, weapons, and gear Choosing spells if your character is a sorcerer or domains for a cleric Building encounter or combat strategies and using advanced tactics Maximizing your character’s power with the acquisition of the right magic items: armor, weapons, potion, scroll, ring, wand, staff, rod, plus wondrous items D & D game etiquette Becoming a Dungeon Master There’s even a sample play session that walks you through typical play, gets you comfortable using the battle grid and character markers, lets you test player characters against each other and against monsters, and shows you how to add story elements to create an adventure. Produced in partnership with Wizards of the Coast, written by D & D game designers, and complete with a battle grid, a sample dungeon map, and a glossary, this guide arms you with the knowledge to create and equip a character and empowers you to enter the captivating, fascinating world of D & D.
Caric, a brave knight, challenges the evil wizard in his mountain hideaway. The reader's choices determine the outcome of the plot.