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Warriors & weapons : a young adventurer's guide : Dungeons & dragons  Cover Image Book Book

Warriors & weapons : a young adventurer's guide : Dungeons & dragons / written by Jim Zub ; illustrations by Conceptopolis.

Zub, Jim, (author.). Conceptopolis, (illustrator.). Wizards of the Coast, Inc. (Added Author).

Summary:

"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."--Amazon.com.

Record details

  • ISBN: 9781984856425
  • ISBN: 1984856421
  • Physical Description: 105 pages : illustrations ; 22 cm
  • Edition: First Edition.
  • Publisher: New York : Ten Speed Press, an imprint of the Crown Publishing Group, [2019]

Content descriptions

General Note:
Includes index.
Target Audience Note:
Grades 4 to 6.
Ages: 8-12.
Subject: Dungeons and Dragons (Game) > Handbooks, manuals, etc. > Juvenile literature.
Video games > Juvenile literature.
Fantasy games > Juvenile literature.
Role playing.
Shared virtual environments.

Available copies

  • 11 of 13 copies available at Missouri Evergreen. (Show)
  • 3 of 3 copies available at Crawford County.

Holds

  • 0 current holds with 13 total copies.
Show All Copies
Location Call Number / Copy Notes Barcode Shelving Location Status Due Date
Crawford County Library-Bourbon JF ZUB (Text) 33431000701803 Graphic Novels Available -
Crawford County Library-Steelville J793.93 ZUB (Text) 33431000651461 J Non-Fiction Available -
Crawford County Library-Steelville J793.93 ZUB (Text) 33431000659415 J Non-Fiction Available -

Syndetic Solutions - Excerpt for ISBN Number 9781984856425
Warriors and Weapons (Dungeons and Dragons) : A Young Adventurer's Guide
Warriors and Weapons (Dungeons and Dragons) : A Young Adventurer's Guide
by Dragons, Dungeons &
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Excerpt

Warriors and Weapons (Dungeons and Dragons) : A Young Adventurer's Guide

INTRODUCTION This is a fantasy story. You are the main character. Who are you? What do you do? This book is a way to answer those two very important questions. It's a guide to the fascinating races that populate the world of Dungeons & Dragons and the combat-centered classes that define their role as adventurers. It gives you a wide range of options to choose from, along with armor, weapons, and other equipment to outfit your heroic persona. Read this book from start to finish, or open it to any spot, get pulled in by the exciting illustrations, and start brainstorming from there. The more you read, the more character ideas will spring from your imagination. Every character is unique. Even when two of them share the same race and class, the decisions they make will take them on an exclusive journey that is yours to tell. Dungeons & Dragons is all about building memorable characters, and the legends of your grand deeds are about to begin. FANTASY RACES Creating a new character involves understanding the traits they share with you and the traits they don't. Part of that comes from inside, their attitudes and personalities, but other parts are outward and physical because in this wondrous world of fantasy, you can be something other than human. By choosing a character's race, you gain a unique appearance and interesting abilities. Each of the twelve options presented here are filled with potential that you can unlock when you decide to make one of them yours and start to build your character's story. DWARF Do you value hard work and family? Do you sometimes hold a grudge? Are you always on the lookout for treasure? You might be a DWARF! Age Dwarves are recognized as adults by age twenty, but are still considered "young" until age fifty. They live to an average age of 350 years. Size Adult dwarves stand four to five feet tall and weigh around 150 pounds. Stout and endlessly loyal, dwarves are a people who value tradition and the bonds of clan and family. They are short but strong as well as resilient due to a harsh life on the mountains, making them quite adept for their demanding work as miners. Dwarven culture is built around mining. Its rewards inform why dwarves have such a powerful appreciation for the splendor of gold and jewels (and the value of solid iron weapons), and its challenges explain why they form such tight-knit communities that are often hostile to possible rivals, most notably goblins and orcs. Dwarves can be stubborn and single-minded, which means feuds between rival clans can last for generations. Dwarves that bring their crafting skills to cities far from home will never forget where they come from. In fact, honoring a clan tradition or avenging an ancient wrong are common reasons for dwarves to head out on adventures, though they might also go exploring for the sake of personal glory, in service to one of their industrious gods, or simply for the chance to get more gold! Dwarvven Feuds Dwarves have a strong sense of justice and deep loyalty to their clan traditions. A wrong done to one dwarf is considered a slight against the entire clan, which means one insult, if not apologized for quickly enough, can become a full-blown clan feud lasting for generations. Attributes Tough Physically robust, dwarves can take a lot of hits, and they have a natural resistance to poison. Handy Dwarves love to develop their expertise in certain crafts, whether it's forging weapons or cutting stone. They know the tools of their trade inside out. Strong Dwarves that live in tough terrain, like cold and rugged mountains, are particularly noted for their physical strength. Wise Dwarves that live in less hostile terrain tend to be highly perceptive. Away from the shelter of their mines, they've learned to keep their wits about them. Excerpted from Warriors and Weapons: An Adventurer's Guide by Dungeons and Dragons Staff, Stacy King, Andrew Wheeler, Jim Zub All rights reserved by the original copyright owners. Excerpts are provided for display purposes only and may not be reproduced, reprinted or distributed without the written permission of the publisher.

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