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The Young Adventurer's Collection: Monsters and Creatures, Warriors and Weapons, Dungeons and Tombs, Wizards and Spells: Dungeon


Main Details

Title The Young Adventurer's Collection: Monsters and Creatures, Warriors and Weapons, Dungeons and Tombs, Wizards and Spells: Dungeon
Authors and Contributors      By (author) Jim Zub
Physical Properties
Pages:448
Dimensions(mm): Height 210,Width 146
ISBN/Barcode 9781984859549
ClassificationsDewey:793.93
Audience
Children's (6-12)
Illustrations 200 ILLOS

Publishing Details

Publisher Random House USA Inc
Imprint Random House Inc
Publication Date 6 October 2020
Publication Country United States

Description

Explore the worlds of Dungeons & Dragons and discover your path to adventure with these illustrated, introductory guides for new adventurers. Explore the worlds of Dungeons & Dragons and discover your path to adventure with these illustrated, introductory guides for new adventurers. Immerse yourself in the fantastic world of Dungeons & Dragons! This collection introduces young fans to some of the exciting characters, locations, creatures, and magical elements useful for creating your own epic, adventure-filled D&D tales. Monsters & Creatures shines its torchlight on the beasts that haunt, hunt, and horrify adventurers-from deep underground caverns to wild forests, rocky mountains, and the soaring skies above. Imagine the hero you want to be with guidance from Warriors & Weapons, and equip it with the weaponry, armor, clothing, and equipment that's essential for adventuring-whether you plan to embark on your own or take up a quest with friends. Dungeons & Tombs illuminates the dark and foreboding corners of the most infamous locations in the worlds of D&D, with tips and tricks to help you survive the dungeons, deathtraps, and dangerous situations you'll encounter in those places. Explore magic in D&D with Wizards & Spells, an introduction to some of the wizards, sorcerers, and enchanted beings that you may encounter on your adventures. Learn about the magic abilities that make them special and decide if you want your own D&D character to have the power to cast spells.

Author Biography

Dungeons & Dragons launched the great tradition of roleplaying games in 1974 with an unprecedented mix of adventure and strategy, dice-rolling, and storytelling. Wizards of the Coast continues to honor that tradition, bringing to market a diverse range of D&D game and entertainment experiences and influencing numerous writers, directors, and game designers by tapping into an innate human need to gather with friends and tell an exciting story together.