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Dungeons & Dragons For Dummies

Dungeons & Dragons For Dummies
Author: Bill Slavicsek
Publisher: John Wiley & Sons
Total Pages: 434
Release: 2005-04-08
Genre: Games & Activities
ISBN: 0764599240

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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.


The Book of Holding (Dungeons & Dragons)

The Book of Holding (Dungeons & Dragons)
Author: Official Dungeons & Dragons Licensed
Publisher: Clarkson Potter Publishers
Total Pages: 146
Release: 2020-08-04
Genre: Art
ISBN: 1984824619

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This officially licensed keepsake journal, lavishly designed with magnetic enclosure and a back pocket, is a must-have for Dungeons & Dragons fans of all levels and ages. Trust this multipurpose journal to stow all your ideas, notes, and to-dos. Highly customizable with five pieces of stunning full-color artwork, The Book of Holding is ideal for capturing character sketches, formulating campaigns, or organizing your everyday thoughts. Whether you're a die-hard dungeon master preparing for your next game session or a part-time player wanting to represent your favorite RPG, this journal is the ultimate companion to your quest.


Wizards & Spells (Dungeons & Dragons)

Wizards & Spells (Dungeons & Dragons)
Author: Jim Zub
Publisher: Ten Speed Press
Total Pages: 114
Release: 2020-03-10
Genre: Juvenile Nonfiction
ISBN: 1984856472

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An immersive illustrated primer to the enchanted beings, magic users, and spells of Dungeons & Dragons, the leading fantasy role-playing game. This illustrated guide transports new players to the magical world of Dungeons & Dragons and presents a one-of-a-kind course on the wizards, sorcerers, and other magic-makers for which the game is known. Featuring easy-to-follow and entertaining explanations of how spells are created and used in the game, along with original illustrations of the game's essential magical characters, this book shines a spotlight on the mystical side of D&D. The perfect jumping-on point for young fans of fantasy looking to give D&D a try, Wizards and Spells also features prompts to encourage creative problem-solving skills in the dangerous situations that may be encountered in a Dungeons & Dragons adventure.


Dungeons & Dragons: How to Be More D&D

Dungeons & Dragons: How to Be More D&D
Author: Kat Kruger
Publisher: Running Press Adult
Total Pages: 162
Release: 2022-08-23
Genre: Self-Help
ISBN: 0762478888

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Tackle life with advantage with this officially licensed guide to life inspired by the world of Dungeons & Dragons! This playful, inspirational book invites fantasy lovers and fans of Dungeons & Dragons to celebrate and incorporate different elements of this iconic tabletop game in their lives and help them live their best, geekiest life. Written by Kat Kruger, the Dungeon Master of the popular Dungeons & Dragons actual play podcast d20 Dames, you'll learn how to take the skills, knowledge, and sense of adventure from your D&D campaign to help you better understand everything from how you interact with the world around you to facing the random events that life sometimes throws at you. With advice from classic player classes—like the Fighter, Warlock, Bard, Monk, or Ranger—and ways to take your experiences as a player (or a Dungeon Master) and use them in your day-to-day life, How to Be More D&D also features interactive elements like "Building Your Character" and "Dungeon Master State of Mind," quizzes like "What is Your D&D Class," and paired with rich, full-color art from the world of Dungeons & Dragons. Whether it is building your real world "character," discovering your ideal class and strengths, harnessing the three pillars of play for everyday use, or using roleplaying techniques to your advantage, How to Be More D&D explores how to enjoy the campaign known as life and is a perfect gift for any tabletop gamer or D&D fan. Dungeons & Dragons, D&D, their respective logos, and the dragon ampersand, are registered trademarks of Wizards of the Coast LLC. ©2022 Wizards of the Coast. All rights reserved.


The Worldbuilder's Journal of Legendary Adventures (Dungeons & Dragons)

The Worldbuilder's Journal of Legendary Adventures (Dungeons & Dragons)
Author: Official Dungeons & Dragons Licensed
Publisher: Clarkson Potter Publishers
Total Pages: 370
Release: 2020-05-12
Genre: Games & Activities
ISBN: 1984824635

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An official Dungeons & Dragons journal featuring 365 writing prompts to help role-players of all levels get their creative juices flowing. Building something from scratch is exciting, but it can also be a challenge. Within this journal lie 365 prompts to help you start your journey. Every page will steer you to strengthening the details of your world, whether you're playing within the vast Dungeons & Dragons cosmos or creating a landscape of your own design. You'll encounter insightful questions that encourage you to delve deep into the backstories of your characters and their enemies, and what drives them to a life of adventure. You'll also see prompts that reference D&D myths and legends, some familiar and others more obscure. Answer them as best you can or let them be the spark that starts your journey into the endless realms of D&D lore. Above all, this guided journal, like D&D itself, is driven by your imagination. There are no wrong answers, paths, or rolls here (though once the game begins there are no guarantees). Nor do you need to be a master storyteller, writer, or artist. You just need to aspire to create and have the courage to build something you may have never before imagined.


Mordenkainen Presents: Monsters of the Multiverse (Dungeons & Dragons Book)

Mordenkainen Presents: Monsters of the Multiverse (Dungeons & Dragons Book)
Author: Dungeons & Dragons
Publisher: National Geographic Books
Total Pages: 0
Release: 2022-05-17
Genre: Games & Activities
ISBN: 0786967870

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A bestiary of wondrous friends and foes for the world’s greatest roleplaying game Sparkling with the musings of the wizard Mordenkainen, this tome features a host of creatures for use in the Dungeons & Dragons roleplaying game. Compiling and updating monsters that originally appeared in previous D&D fifth edition releases, these creatures represent some of the most benevolent and malevolent forces that D&D heroes might face. The book also gathers together fantastical peoples from many different worlds. Each of these peoples represents a race option when you create your D&D character, expanding on the choices in the Player’s Handbook. Includes more than 250 monsters—updates to the monsters include making spellcasters easier for Dungeon Masters to run, giving many monsters more damage and resilience, and improving the organization of the stat blocks themselves Includes more than 30 playable races—brings the game’s setting-agnostic races into one book, complementing the races in the Player’s Handbook A multiverse of lore—includes updates to monster lore that refocuses their stories on the D&D multiverse, rather than on any particular world


Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game)

Dungeons & Dragons Dungeon Master's Guide (Core Rulebook, D&D Roleplaying Game)
Author: Dungeons & Dragons
Publisher: National Geographic Books
Total Pages: 0
Release: 2014-12-09
Genre: Games & Activities
ISBN: 0786965622

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Weave legendary stories in the world’s greatest roleplaying game. All you need to run a Dungeons & Dragons game is your imagination, some dice, and this book. The Dungeon Master’s Guide teaches you how to how to run D&D adventures for your players— how to invent monsters for them to fight, mysteries for them to solve, and fantasy worlds for them to explore. “[The Dungeon Master’s Guide is] the one book to rule them all, the most comprehensive and powerful set of resources needed to run a game of D&D. . .” —Charlie Hall, Polygon.com “D&D acolytes are everywhere...Tech workers from Silicon Valley to Brooklyn have long-running campaigns, and the showrunners and the novelist behind ‘Game of Thrones’ have all been Dungeon Masters.”—Neima Jahromi, The New Yorker • The Dungeon Master’s Guide is one of the three main Dungeons & Dragons books, along with the Player’s Handbook and Monster Manual. It’s a reference used by the Dungeon Master (the game’s narrator) to create adventures—to run Dungeons & Dragons games and fill them with characters and stories. • The Dungeon Master’s Guide (DMG) is full of tools to help you immerse players in the game. What’s the demon lord’s secret weakness? Are the orcish invaders a criminal enterprise, or traitorous allies? Dozens of tables throughout the book help inspire your decisions and keep the game flowing smoothly. • In the Dungeon Master’s Guide (DMG), even the tables tell tales. A legendary sword takes five decades to craft. Who created it, and why? A tavern-crawling gnome has an eye twitch. How did she get it, and when? In every detail is an architecture for narrative—and the Dungeon Master’s Guide has all the tools you need to flesh it out with ease. • In Dungeons & Dragons, you and your friends coauthor your own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination. • Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming.


The Monsters Know What They're Doing

The Monsters Know What They're Doing
Author: Keith Ammann
Publisher: Simon and Schuster
Total Pages: 560
Release: 2019-10-29
Genre: Games & Activities
ISBN: 1982122684

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From the creator of the popular blog The Monsters Know What They’re Doing comes a compilation of villainous battle plans for Dungeon Masters. In the course of a Dungeons & Dragons game, a Dungeon Master has to make one decision after another in response to player behavior—and the better the players, the more unpredictable their behavior! It’s easy for even an experienced DM to get bogged down in on-the-spot decision-making or to let combat devolve into a boring slugfest, with enemies running directly at the player characters and biting, bashing, and slashing away. In The Monsters Know What They’re Doing, Keith Ammann lightens the DM’s burden by helping you understand your monsters’ abilities and develop battle plans before your fifth edition D&D game session begins. Just as soldiers don’t whip out their field manuals for the first time when they’re already under fire, a DM shouldn’t wait until the PCs have just encountered a dozen bullywugs to figure out how they advance, fight, and retreat. Easy to read and apply, The Monsters Know What They're Doing is essential reading for every DM.


Advanced Dungeons & Dragons, Players Handbook

Advanced Dungeons & Dragons, Players Handbook
Author: Gary Gygax
Publisher:
Total Pages: 126
Release: 1978
Genre: Dungeons and Dragons (Game)
ISBN: 9780935696011

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Presents an introduction to Dungeons and Dragons with information on the rules, characters, weapons and gear, and game etiquette.