The adventure begins... Our intrepid heroes find themselves in a tavern, a dungeon, a castle, or maybe even the lair of a dragon. Are they surrounded by friends or foes? Do they seek honor and glory or infamy and treasure? Are they tasked with completing a vital mission with the world in the balance, or perhaps, did they clumsily stumble into a grand adventure? It is (almost) entirely up to you. It's your turn to roll the dice.
Dungeons & Dragons (D&D) is one of the better-known tabletop role-playing games (TTRPGs). First created by game designers Gary Gygax and David Arneson in 1974, D&D was purchased by Wizards of the Coast in 1997, and - after years of development - Dungeons & Dragons 3rd edition was released in 2000. In 2014, 40 years after the creation of D&D, Wizards of the Coast released Dungeons & Dragons 5th edition. Since then, more than twenty D&D books have been published, including new rulebooks, campaign guides and adventure modules, and millions more people have tried their hand at playing.
D&D has seen a boost in popularity in recent years. Since the release of the 5th edition, streamed games on Twitch and YouTube - like Critical Role, The Adventure Zone, Dimension 20, Exandria Unlimited, and many many more - attracted a massive viewership, including those who had never played a TTRPG but enjoyed watching the stories unfold through others' gameplay. Many others were introduced to D&D through references in popular shows like The Big Bang Theory and Netflix's Stranger Things. Worlds inspired by D&D continue to step into the media spotlight with newer shows like The Legend of Vox Machina and the upcoming movie Dungeons & Dragons: Honor Among Thieves.
So you want to play Dungeons & Dragons?
There are a few requirements to play D&D: a Game or Dungeon Master (GM or DM), players, character sheets and seven kinds of dice either physical or digital, a story, and imagination.
The Dungeon Master's role is both storyteller and guide. Using either pre-written adventure modules or their own homebrewed setting, the DM establishes where the player characters are and allows them room to role-play and make decisions within the game.
Players create unique characters to enter into the DM's story setting. Player characters work together using role-play and ingenuity to solve puzzles and mysteries, explore dungeons, and defeat magical foes. The longer the game - from a simple one-shot to a multi-level campaign - the more the player characters grow, adding to their skills and expertise and developing into more fleshed-out individuals.
Two important tools in the players' arsenal are their character sheets and dice. Character sheets are used to create players' unique characters and track their abilities, health, and belongings. The dice are a set of seven different numbered die: d20, d12, d00, d10, d8, d6, and d4. Each die is used in determining the success or failure of a player character's actions when uncertainty or chance is involved.
Create Your Character
For most, people new to D&D start as players and create a character. A D&D player character is a combination of in-game building blocks: race, class, level, background, and alignment. D&D characters are extremely customizable with dozens of mix-and-match options. It can be a little overwhelming at the start, but we'll break it down here.
Race determines what your character looks like and the kinds of bonuses they have and the languages they may know. Some better-known D&D races are Human, Elf, Dwarf, Halfling, Half-Elf, Half-Orc, Gnome, Tiefling, and Dragonborn. These are not all the playable race options, but they are some of the most beginner-friendly.
Class is what your character brings to the team and includes strengths, weaknesses, specific class knowledge and skill, and tools of the trade. There are punch-throwing, sword-swinging Martial Classes like Barbarian, Fighter, Monk, and Rogue. Then there are the spell-slinging Magical Classes like Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, and Wizard. Finally, a few classes that are a solid mix of martial and magical like the Paladin and Ranger.
Level determines your health, strength, and abilities. In most cases, your character will start at or near level 1 and grow with their experiences during the campaign. For Martial Classes, your level may allow for extra attacks or actions. For Magical Classes, the number and power of spells you know increases with your level.
Background is the player character's personal history. Did they grow up fast as an orphan on the streets? Were they a relaxed noble with a life of riches and formal education? Were they a hermit who lived with the animals deep in a magical forest? Did they sail the seas, fight in a war, or live a peaceful farmer's life? The character's background determines their starting wealth and what added knowledge they may have gleaned in their early years. It affects how they act, how they treat and are treated by others, what skills and habits they might have picked up along the way, and influences the direction the player character grows.
Alignment is a loose guideline for what sort of actions the players' characters will take. There are nine alignments: Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, True Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil, and Chaotic Evil. Ultimately, it is the player's choices that determine whether their character is good, neutral, or evil. The alignment chart acts as a tool to get an idea of the player characters' morals, ideals, and flaws.
Using these basic building blocks, players can make a huge variety of characters and be whoever they want to be within the world of D&D: a Tiefling noble looking for purpose through her training as a Monk; a Dragonborn scholar who made a deal with a powerful being to become a Warlock; a happy-go-lucky Half-Elf Druid who has more experience with animals than teaming up with people. Be anyone!
A Dragon's Hoard of Resources
Whether it's your first time playing a TTRPG, you are looking to try out DMing, or you're a forever DM with a group whose schedules actually match up for the game night, your library has what you need to play D&D.
Get started with the basic rule books, guides, monster manuals, and additional materials needed to familiarize yourself with the world of Dungeons & Dragons.
Once your character is created - or if you are a newer DM without a homebrewed world - dive into a pre-written adventure module. One-shots to multi-level campaigns are waiting between book covers. Check them out in our catalog!
Are you between adventures or just haven't had the time to find a D&D group? You don't have to go without some classic role-playing shenanigans. Enjoy some of our selection of D&D-inspired novels and comics. If you are a fan of streamed D&D games, there are sure to be some familiar faces.
- Get Started
-
Image
A Young Adventurer's Collection by Jim Zub
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 magical abilities that make them special and decide if you want your own D&D character to have the power to cast spells.ImagePlayer's Handbook by Jeremy Crawford
Everything a player needs to create heroic characters for the world’s greatest roleplaying game.
The Player’s Handbook is the essential reference for every Dungeons & Dragons roleplayer. It contains rules for character creation and advancement, backgrounds and skills, exploration and combat, equipment, spells, and much more.
Use this book to create exciting characters from among the most iconic D&D races and classes.
Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions.
The world needs heroes. Will you answer the call?ImageMonster Manual by Wizards of the Coast
The Monster Manual presents a horde of classic Dungeons & Dragons creatures, including dragons, giants, mind flayers, and beholders–a monstrous feast for Dungeon Masters ready to challenge their players and populate their adventures.
The monsters contained herein are culled from the D&D game’s illustrious history, with easy-to-use game statistics and thrilling stories to feed your imagination.
The leader in providing contemporary fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as analog. This newest edition draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide.The second of three core rulebooks, this book details all manner of creatures that characters might encounter over the course of their adventures.
An essential resource for Dungeon Masters to use in populating any type of challenge they might contrive for their players.
ImageDungeon Master's Guide by Mike Mearls, Wizards of the Coast, Jeremy Crawford, Robert J. Schwalb, Rodney Thompson, and Peter Lee
Everything a Dungeon Master needs to weave legendary stories for the world's greatest roleplaying game.
The Dungeon Master's Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy.
Inside you'll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and much more!
The third of three core rulebooks, this book contains tools a Dungeon Master needs to provide captivating stories and gameplay.An excellent resource for new and existing Dungeons Masters to engage in both adventure and world creation, with rules, guidelines, and sage advice from the game's experts.
ImageThe Monsters Know What They're Doing by Keith Ammann
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.
ImageXanathar's Guide to Everything by Wizards of the Coast
Assembled here for the first time is new information on adventurers of every stripe. In addition, you’ll find invaluable advice for those of nefarious intent who must deal with such meddling do-gooders, including the Xanathar’s personal thoughts on how to dispatch anyone foolish enough to interfere with his business dealings. Alongside observations on “heroes” themselves, the beholder fills the pages of this tome with his personal thoughts on tricks, traps, and even treasures and how they can be put to villainous use.
Complete rules for more than twenty new subclasses for fifth edition Dungeons & Dragons, including the cavalier, the inquisitive, the horizon walker, and many more.
Dozens of new feats and spells, and a system to give your character a unique, randomized backstory.
A variety of systems and tools provide Dungeon Masters with new ways to personalize their home games, while also expanding the ways players can engage in organized play and shared world campaigns.
Beauty is in the eye of the beholder, but evil is in its heart!
ImageMordenkainen's Tome of Foes by Wizards of the Coast
Discover the truth about the great conflicts of the D&D multiverse in this supplement.
This tome is built on the writings of the renowned wizard from the world of Greyhawk, gathered over a lifetime of research and scholarship. In his travels to other realms and other planes of existence, he has made many friends and has risked his life an equal number of times, to amass the knowledge contained herein.In addition to Mordenkainen's musings on the endless wars of the multiverse, the book contains game statistics for dozens of monsters: new demons and devils, several varieties of elves and duergar, and a vast array of other creatures from throughout the planes of existence.
ImageTasha's Cauldron of Everything by Wizards of the Coast
The wizard Tasha, whose great works include the spell Tasha's hideous laughter, has gathered bits and bobs of precious lore during her illustrious career as an adventurer. Her enemies wouldn't want these treasured secrets scattered across the multiverse, so in defiance, she has collected and codified these tidbits for the enrichment of all.
Try out subclass options for every Dungeons & Dragons class, including the artificer, which appears in the book.
Tasha's Cauldron of Everything introduces a host of class features and feats, plus straightforward rules for modifying a character's racial traits and customizing their origin.
Whether you're part of the same criminal syndicate or working for an ancient dragon, each group patron option comes with its own perks and types of assignments.Discover more spells, as well as magic tattoos, artifacts, and other magic items for your campaign.
Try out rules for sidekicks, supernatural environments, natural hazards, and parleying with monsters, and gain guidance on running a session zero.
Ready to be dropped into any D&D adventure, puzzles of varying difficulty await your adventurers, complete with traps and guidance on using the puzzles in a campaign.
Full of expanded content for players and Dungeon Masters alike, this book is a great addition to the Player's Handbook. Baked in you'll find more rule options for all the character classes in the Player's Handbook, including more subclass options. Thrown in for good measure is the artificer class, a master of magical invention. And this witch's brew wouldn't be complete without a dash of added artifacts, spellbook options, spells for both player characters and monsters, magical tattoos, group patrons, and other tasty goodies. - Try a Pre-Written Adventure
-
Image
Ghosts of Saltmarsh by Wizards of the Coast
Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone fool enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic, and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the sea lanes safe for all.
Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic ‘U’ series, plus some of the best nautical adventures from the history of Dungeon Magazine.
All adventures have been faithfully adapted to the fifth edition rules of Dungeons & Dragons. Furthermore, this book includes details on the port town of Saltmarsh, as well as plenty of adventure hooks for each chapter. Play through the whole story in a seafaring campaign leading characters from level 1 through level 12, or Dungeon Masters can easily pull out sections to place in ongoing campaigns in any setting. The appendices also cover mechanics for ship-to-ship combat, new magic items, monsters, and more!ImageIcewind Dale: Rime of the Frostmaiden by Christopher Perkins
Feel the cold touch of death in this adventure for the world’s greatest roleplaying game.
In Icewind Dale, adventure is a dish best served cold.
Beneath the unyielding night sky, you stand before a towering glacier and recite an ancient rhyme, causing a crack to form in the great wall of ice. Beyond this yawning fissure, the Caves of Hunger await. And past this icy dungeon is a secret so old and terrifying that few dare speak of it. The mad wizards of the Arcane Brotherhood long to possess that which the god of winter’s wrath has so coldly preserved—as do you! What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale? Can you save Ten-Towns from the Frostmaiden’s everlasting night?
Icewind Dale: Rime of the Frostmaiden is a tale of dark terror that revisits the forlorn, flickering candlelights of civilization known as Ten-Towns and sheds light on the many bone-chilling locations that surround these frontier settlements.ImageCandlekeep Mysteries by Wizards of the Coast
Candlekeep attracts scholars like a flame attracts moths. Historians, sages, and others who crave knowledge flock to this library fortress to peruse its vast collection of books scribbled into which are the answers to the mysteries that bedevil them. Many of these books contain their own mysteries—each one a doorway to adventure. Dare you cross that threshold?
Candlekeep Mysteries is a collection of seventeen short, stand-alone D&D adventures designed for characters of levels 1-16. Each adventure begins with the discovery of a book, and each book is the key to a door behind which danger and glory await. These adventures can be run as one-shot games, plugged into an existing Forgotten Realms campaign, or adapted for other campaign settings.
This book also includes a poster map of the library fortress and detailed descriptions of Candlekeep and its inhabitants.ImageOut of the Abyss by Steve Kenson
Dare to descend into the Underdark in this adventure for the world’s greatest roleplaying game
The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and tears open portals to the demonic Abyss. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you!ImageJourneys Through the Radiant Citadel by Judy Bauer, Wizards RPG Team
An anthology of thirteen stand-alone adventures set in wondrous lands for the world’s greatest roleplaying game.
Journeys through the Radiant Citadel is a collection of thirteen short, stand-alone D&D adventures featuring challenges for character levels 1–14. Each adventure has ties to the Radiant Citadel, a magical city with connections to lands rich with excitement and danger, and each can be run by itself or as part of an ongoing campaign. Explore this rich and varied collection of adventures in magical lands.
Through the mists of the Ethereal Plane shines the Radiant Citadel. Travelers from across the multiverse flock to this mysterious bastion to share their traditions, stories, and calls for heroes. A crossroads of wonders and adventures, the Radiant Citadel is the first step on the path to legend. Where will your journeys take you?
Thirteen new stand-alone adventures spanning levels 1–14, each with its own set of maps
Introduces the Radiant Citadel, a new location on the Ethereal Plane that connects adventurers to richly detailed and distinct corners of the D&D multiverse
Each adventure can be set in any existing D&D campaign setting or on worlds of your own design
Introduces eleven new D&D monsters
There’s a story for every adventuring party, from whimsical and light to dark and foreboding and everything in between.ImageThe Rise of Tiamat by Steve Winter
The Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves. From Waterdeep to the Sea of Moving Ice to Thay, it is a race against Evil. Succeed or succumb to the oppression of draconic tyranny. Win or lose, things will never be the same again.
The second of two adventures in the Tyranny of Dragons story arc, The Rise of Tiamat provides everything a Dungeon Master needs to create an exciting and memorable adventure experience.
ImageCurse of Strahd by Wizards of the Coast
Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. The wind’s howling increases as he turns his gaze down toward the village of Barovia. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd’s face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came — all according to his plan. A lightning flash rips through the darkness, but Strahd is gone. Only the howling of the wind fills the midnight air. The master of Castle Ravenloft is having guests for dinner. And you are invited.
ImageCritical Role: Call of the Neterdeep by James Haeck, Wizards RPG Team
The greed of mortals has awakened a powerful entity long thought destroyed. For eons, this mighty champion of the gods has been imprisoned in the darkest depths of Exandria. His name has been forgotten, as have his heroic deeds. Languishing in despair, he calls out for new heroes to save him.
Inspired by the campaigns of the hit series Critical Role, this adventure begins in the Wastes of Xhorhas and leads to the glimmering oasis-city of Ank’Harel on the continent of Marquet, and from there into a sunken realm of gloom, corruption, and sorrow known as the Netherdeep. Above it all, the red moon of Ruidus watches, twisting the fates of those who have the power to shape the course of history.
Critical Role: Call of the Netherdeep contains seven chapters of thrilling adventure, new creatures, magic items, and a poster map of Ank’Harel.
First major adventure module within Critical Role’s world of Exandria, taking players from levels 3-12.
The multi-continental story spans the scarred Wastes of Xhorhas, introduces the continent of Marquet, and eventually plunges players into the Netherdeep—a terrifying cross between the Far Realm and the deep ocean.
Bursting with lore and all new art depicting Exandria. - D&D Inspired Novels and Comics
-
Image
The Adventure Zone: Here There Be Gerblins by Clint McElroy, Griffin McElroy, Justin McElroy, Travis McElroy, Carey Pietsch (Illustrator)
Welcome to the Adventure Zone!
Join Taako the elf wizard, Merle the dwarf cleric, and Magnus the human warrior for an adventure they are poorly equipped to handle AT BEST. Guided ("guided") by their snarky DM in a graphic novel that, like the smash-hit podcast it's based on, will tickle your funny bone, and tug your heartstrings if you give it half a chance.
With endearingly off-kilter storytelling from master goofballs Clint McElroy and the McElroy brothers, and vivid, adorable art by Carey Pietsch, The Adventure Zone: Here There be Gerblins is the comics equivalent of role-playing in your friend's basement at 2 a.m., eating Cheetos and laughing as she rolls critical failure after critical failure.ImageCritical Role: Vox Machina Origins by Matthew Mercer, Matthew Colville, Olivia Samson, Chris Northrop
The band of adventurers known as Vox Machina will save the world. Eventually. But even they have to start somewhere.
Six would-be heroes on seemingly different jobs find their paths intertwined as they investigate shady business in the swamp town of Stilben. They'll need to put their heads-- and weapons--together to figure out what's going on...and keep from being killed in the process. Even then, whether or not they can overcome what truly lurks at the bottom of the town's travails remains to be seen!ImageCritical Role: Vox Machina - Kith & Kin by Marieke Nijkamp
Written by New York Times bestselling author Marieke Nijkamp, Critical Role: Vox Machina - Kith & Kin will follow a brand-new story, featuring the cunning ranger Vex'ahlia and the conning rogue Vax'ildan (and, of course, Trinket) years before they meet Vox Machina. After leaving the unwelcoming refuge of Syngorn, the twins become entangled in a web spun by the Clasp, and for the first time, Vex and Vax find themselves on opposite sides of a conflict that threatens the home they have carried with each other for years.
ImageReal Hero Shit by Kendra Wells
The layabout Prince Eugene has decided on a whim that he will be a hero . . . much to the dismay of the adventuring party of Michel, Hocus, and Ani. They are in need of an at least moderately capable fighter and it looks like Eugene, being a prince and all (albeit a bastard one), is going to be it as long as he wants in.
Life on the road is different than Eugene expected, but there's no time to wallow in pouty disappointment; townsfolk are going missing and our heroes have answered the call to adventure. It feels straightforward enough; the perfect opportunity for the prince to save the day and make his companions some coin before moving on to the next distraction. But outside the palace walls, Eugene crashes into a hard reality: the system that kept him safe in his silk-sheeted bed isn't particularly concerned with the well-being of anyone who isn't him.
Eugene will have to level up his awareness if he means to be a real hero, and time is running short!ImageThe Last Session Volume 1: Roll for Initiative by Jasmine Walls
Roll for initiative!
Jay, Lana, Drew, Walter, and Shen have played Dice & Deathtraps together since high school. Now, on the verge of graduating college and scattering, they've decided to finally complete their unfinished first campaign. But when Jay's partner Cassandra joins as a new player, Lana's afraid the party won't ever finish their quest...
ImageLegends & Lattes by Travis Baldree
High Fantasy with a double-shot of self-reinvention
Worn out after decades of packing steel and raising hell, Viv the orc barbarian cashes out of the warrior’s life with one final score. A forgotten legend, a fabled artifact, and an unreasonable amount of hope lead her to the streets of Thune, where she plans to open the first coffee shop the city has ever seen.
However, her dreams of a fresh start pulling shots instead of swinging swords are hardly a sure bet. Old frenemies and Thune’s shady underbelly may just upset her plans. To finally build something that will last, Viv will need some new partners and a different kind of resolve.
A hot cup of fantasy slice-of-life with a dollop of romantic froth.ImageStranger Things and Dungeons & Dragons by Jody Houser, Jim Zub, Diego Galindo, and Nate Piekos
Long before the dreaded Demogorgon took one of them to the Upside Down, watch Mike, Lucas, and Will bond with Dustin for the first time over the game that would define their childhood. See the party come together as a team through communal stories and perilous quests to learn important lessons about friendship and find the courage to stand up to the bullies that challenge their everyday.
Written by comics and RPG all-stars Jim Zub (Rick and Morty vs. D&D, Conan: Serpent War, Dungeons & Dragons: Infernal Tides) and Jody Houser (Critical Role: Vox Machina, Stranger Things, Star Wars), with vorpal-sharp line art from rising talent Diego Galindo (Power Rangers, Kino) and eye-popping colors from MsassyK (Isola) that strike as true as a Magic Missile. Dive into this love letter to a game that has defined role-playing through the lens of your current favorite icons of eighties nostalgia.ImageDungeon Academy: No Humans Allowed! by Madeleine Roux
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 her 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...ImageDungeon Critters by Natalie Riess and Sara Goetter
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 the perils and dangers of the natural world but also the perils and dangers…of the heart!
Library Events:
Try playing D&D at the library!
Tower Road Branch:
Dungeons & Dragons for Teens: Team Red
Dungeons & Dragons for Teens: Team Blue
Join us in our monthly fun-filled sessions as we play a short campaign in the world of Dungeons and Dragons! Teenaged players of all experience levels are welcome to join the fun.
Become a Game Master—A Workshop for Teens
Calling all young aspiring Game Masters, new or experienced! Join our veteran DM to learn about starting up your own campaign or improving your existing games.
Dungeons & Dragons for Teens—Oneshot Adventures!
Join us in our fun-filled session as we play a one-shot in the world of Dungeons and Dragons! Teenaged players of all experience levels are welcome to join the fun. These adventures will take place over just one session, so there is no need to have attended previous sessions. Please register for the program, and arrive in a timely fashion if you need assistance creating a fifth edition third level character.