18 Best 「dnd adventure」 Books of 2024| Books Explorer
- Curse of Strahd (Dungeons & Dragons)
- Dungeons & Dragons Starter Set: Fantasy Roleplaying Fundamentals
- Dungeons & Dragons Baldur's Gate: Descent Into Avernus Hardcover Book (D&D Adventure)
- D&D Waterdeep Dragon Heist HC (Dungeons & Dragons)
- Tales From the Yawning Portal (Dungeons & Dragons)
- Tomb of Annihilation (Dungeons & Dragons)
- Dungeons & Dragons Waterdeep: Dungeon of the Mad Mage (Adventure Book, D&D Roleplaying Game)
- Dungeons & Dragons Player's Handbook (Core Rulebook, D&D Roleplaying Game)
- Out of the Abyss (Dungeons & Dragons)
- The Game Master's Book of Astonishing Random Tables: 300+ Unique Roll Tables to Enhance Your Worldbuilding, Storytelling, Locations, Magic and More for 5th Edition RPG Adventures (The Game Master's Books)
Unravel the mysteries of Ravenloft® in this dread adventure for the world’s greatest roleplaying game 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.
Everything you need to start playing the world’s greatest roleplaying game. “I recommend [the D&D Starter Set] for anyone who’s curious and wants to learn D&D.”—Ed Grabionowski, io9.Gizmodo.com The Dungeons & Dragons Starter Set is your gateway to action-packed stories of the imagination. This box contains the essential rules of the game plus everything you need to play heroic characters on perilous adventures in worlds of fantasy. Explore subterranean labyrinths! Plunder hoards of treasure! Battle legendary monsters!• FIVE READY-TO-PLAY CHARACTERS • SIX DICE • ONE ADVENTURE BOOK: LOST MINE OF PHANDELVER • ONE RULEBOOK • ONE CHARACTER SHEET “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 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 main Dungeons & Dragons books are the Player’s Handbook, Monster Manual, and Dungeon Master’s Guide.
Diabolical dangers await in this adventure for the world’s greatest roleplaying game. Welcome to Baldur’s Gate, a city of ambition and corruption. You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur’s Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells? • This heroic Dungeons & Dragons adventure book takes players from levels 1 to 13 as they journey through Baldur’s Gate and into Avernus, the first layer of the Nine Hells. • Baldur's Gate is among the most iconic locations in fantasy culture. A mist-cloaked metropolis on the Sword Coast, it’s a place of history and a home to heroes. • The book introduces the infernal war machines to fifth edition D&D—battle-ready vehicles, which you can customize as you blast off into the Blood War. • Dungeon Masters will entice their heroes with devils’ deals, designed to lure adventurers with the ultimate temptations of power and treasure. • Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming. Fifth edition D&D draws from every prior edition to create a universally compelling play experience
Within this tome are seven of the most compelling dungeons from the 40+ year history of Dungeons & Dragons. Some are classics that have hosted an untold number of adventurers, while others are some of the most popular adventures ever printed. The seeds of these stories now rest in your hands. D&D's most storied dungeons are now part of your modern repertoire of adventures. Enjoy, and remember to keep a few spare character sheets handy.DREAD TALES TOLD IN THE DEAD OF NIGHTWhen the shadows grow long in Waterdeep and the fireplace in the taproom of the Yawning Portal dims to a deep crimson glow, adventurers from across the Forgotten Realms, and even from other worlds, spin tales and spread rumors of dark dungeons and lost treasures. Some of the yarns overheard by Durnan, the barkeep of the Yawning Portal, are inspired by places and events in far-flung lands from across the D&D multiverse, and these tales have been collected into a single volume.For use with the fifth edition Player's Handbook®, Monster Manual®, and Dungeon Master's Guide®, this book provides fans with adventures, magic items and deadly monsters, all of which have been updated to the fifth edition rules. Explore seven deadly dungeons in this adventure supplement for the world's greatest roleplaying game.Tales from the Yawning Portal Includes the Following Adventures:Against the GiantsDead in ThayForge of FuryHidden Shrine of TamoachanSunless CitadelTomb of HorrorsWhite Plume Mountain
Dare to defy death in this adventure for the world’s greatest roleplaying gameThe talk of the streets and taverns has all been about the so-called death curse: a wasting disease afflicting everyone who’s ever been raised from the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied.When they finally succumb, they can’t be raised–and neither can anyone else, regardless of whether they’ve ever received that miracle in the past. Temples and scholars of divine magic are at a loss to explain a curse that has affected the entire region, and possibly the entire world.The cause is a necromantic artifact called the Soulmonger, which is located somewhere in Chult, a mysterious peninsula far to the south, ringed with mountains and choked with rain forests.• An adventure for characters of levels 1 – 11, Tomb of Annihilation provides the Dungeon Master with the core adventure needed to create an exciting and memorable play experience.• Expands on the Forgotten Realms setting of Chult, providing extensive detail on the hidden peninsula, and includes a large pull-out map of the region.• Fans of the DUNGEONS & DRAGONS® Roleplaying Game can expand and enhance their experience by participating in the D&D Adventurers LeagueTM organized play program while playing this adventure.• Adventure design by Christopher Perkins, Will Doyle, and Steve Winter, with additional design by Adam Lee.• Story consulting by the award-winning creator of Adventure Time, Pendleton Ward.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.
Explore the mega-dungeon of Undermountain in this adventure for the world’s greatest roleplaying game. In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern. • The follow up to Waterdeep: Dragon Heist, Dungeon of the Mad Mage takes adventurers deep into one of D&D's biggest dungeons. Each of Undermountain's twenty-three levels is an adventure setting unto itself, and the book includes a map for each one. • Waterdeep, known as the City of Splendors, is one of D&D’s most iconic locations. Also the setting for the board game Lords of Waterdeeep, it’s the jewel of the Sword Coast—a sprawling melting pot held together by firm laws and swift justice. • Dungeon of the Mad Mage is the second of two Dungeons & Dragons books set in Waterdeep. It picks up where the first, Dragon Heist,leaves off, taking characters of 5th level or higher all the way to 20th level. • In D&D, you and your friends coauthor you 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.
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 characters from among the most iconic D&D races and classes.Publisher’s Weekly #1 Best Seller in Hardcover Nonfiction Wall Street Journal #1 Best Seller in Hardcover Nonfiction • 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. • The Player’s Handbook is the first of three D&D core rulebooks, along with the Monster Manual and the Dungeon Master’s Guide. The Player’s Handbook is the cornerstone. It’s the foundational text of D&D’s fifth edition—for beginners and for veterans alike. • The Player’s Handbook walks you through how to create a Dungeons & Dragons character—the role you’ll play in the D&D world. • 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.
Dare to descend into the Underdark in this adventure for the world’s greatest roleplaying gameThe 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!A Dungeons & Dragons® adventure for characters of levels 1–15
More than 300 random tables designed to help you build a new world from scratch or take your existing RPG campaign to new levels of creativity and excitement Most Game Masters are familiar with random roll tables and the benefits and fun they provide. Most roll tables, however, help GMs determine specific things, but with a minimum of contextual information, such as size (Small, Medium, Large, etc.), a minimum of descriptive "color" such as items in a treasure hoard (4 gems worth 50 gp each; a +1 dagger; a wand of magic missiles), or a minimum of helpful information such as types of government (oligarchy; federalism; theocracy). In the moment, these snap results are helpful. But once put into play, they end up causing GMs even more work because once you've determined the local government is a federalism, for example, you have to know what a federalism is and how it functions, which requires time and research. Similarly, when rolling on a table to determine the predominant architectural style of a city's buildings, a result of "Ionic Order" provides no help when the GM is actually called upon to describe what, exactly, that looks like. The Game Master's Book of Astonishing Random Tables solves these problems and more by providing hundreds of tables for nearly every worldbuilding and gameplay situation. Need to know what the local food is like? Roll for it. Need to know how the city's plumbing is organized or if they have a sewer system? Roll for it. Need to know what specific pathology drives the mad draconian warlord just beyond the city's gates? Roll for it. Want to determine what a sorcerer's spell effects look like or what unique way they cast their spells? You know the answer! When warranted, many of the table results are "enhanced" with supplemental information, such as in the local government or architecture examples noted above. Other tables will have a branching element, providing a path to fleshing out larger scale subjects that require more detail than can be provided with a single table. The book will also include three one-shot adventures that help GMs put the book's tables into play right away, so that they can see exactly how helpful and enhancing they can be. They'll also learn that filling in the unexpected details of an adventure with random roll results can change the nature of the adventure each time it's played. When encountering a simple beggar, for example, the entire direction of the adventure may change if that poor soul has knowledge of a temple's secret underground vault, which the players are trying to break into. It'll change the encounter even more if that information is wrong. Finally, the book will also feature a complete subject matter index, making it super simple to find just the right table when needed, without having to fumble through the pages, as required by other such books. The Game Master's Book of Astonishing Random Tables fills in the holes of gameplay, enriching every scene, setting, character and event, while also adding new, unexpected elements to shake things up and keep players on their toes.
Everything you need to create characters and play the new adventures in this introduction to the world’s greatest roleplaying game. Designed for 2-6 players. "The Dungeons & Dragons Essentials Kit is the perfect introduction to the legendary role-playing game." —Forbes "Truly excellent."—Paste • Take your first step into the world of Dungeons & Dragons, or get a more expansive D&D experience after playing the Starter Set. • Play with groups as small as two players (one Dungeon Master & one adventurer) for the first time in D&D fifth edition with the introduction of “sidekicks.” • Battle and plunder your way through Phandalin in the all new D&D adventure, Dragon of Icespire Peak. • Experience the thrill of being a Dungeon Master behind a four-panel DM screen with at-a-glance game rules for quick and easy reference. • Continue your Dungeons & Dragons journey with codes to unlock content on D&D Beyond, the official digital toolset for D&D. Components: (1) rulebook, (1) Dragon of Icespire Peak introductory adventure, (6) blank character sheets, (11 ) dice, (1) 33" × 8.5" Dungeon Master's screen, (81) cards for magic items, sidekicks and more, (1) 21" x 15" double-sided poster map for use with the adventure, (1) code for 50% the digital version of the Player's Handbook, access to supplementary content, including additional adventure materials to continue the story into higher levels of play.
Uncover a new threat to Phandalin in this timeless dungeoneering adventure for the world's greatest roleplaying game. Phandelver and Below: The Shattered Obelisk is a high-fantasy adventure that begins in the beloved town of Phandalin as it faces unimaginable danger. Whether the heroes are newcomers to Phandalin or are returning after the acclaimed Dungeons & Dragons adventure Lost Mine of Phandelver, they discover hints of a threat lurking below the town. The heroes soon learn that the cult of a malevolent entity has set its sights on transforming Phandalin into the capital of its evil empire. To save the town from oblivion, the heroes must uncover a nefarious plot and confront the otherworldly cultists directly. Offers new Dungeon Masters and players the opportunity to dive into their first full-fledged Dungeons & Dragons adventure Retains the beloved Lost Mine of Phandelver quests that unfold into a brand-new adventure with classic D&D themes and a tinge of horror Presents a bestiary with approximately two-dozen new creatures that showcase psionic magic, body horror, and more. Provides a magic appendix that includes new consumable metamagic items, Netherese amulets, and duergar magic Includes a double-sided poster map with the Phandalin region on one side and the town of Phandalin plus key encounters in the adventure on the other
Take a stand against the giants in this adventure for the world’s greatest roleplaying game Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants? The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.To defeat giants, you need to be giant!
Explore the lands of Eberron in this campaign sourcebook for the world’s greatest roleplaying game. This book provides everything players and Dungeon Masters need to play Dungeons & Dragons in Eberron—a war-torn world filled with magic-fueled technology, airships and lightning trains, where noir-inspired mystery meets swashbuckling adventure. Will Eberron enter a prosperous new age or will the shadow of war descend once again?• Dive straight into your pulp adventures with easy-to-use locations, complete with maps of floating castles, skyscrapers, and more.• Explore Sharn, a city of skyscrapers, airships, and noirish intrigue and a crossroads for the world’s war-ravaged peoples.• Include a campaign for characters venturing into the Mournland, a mist-cloaked, corpse-littered land twisted by magic.• Meld magic and invention to craft objects of wonder as an artificer—the first official class to be released for fifth edition D&D since the Player’s Handbook.• Flesh out your characters with a new D&D game element called a group patron—a background for your whole party.• Explore 16 new race/subrace options including dragonmarks, which magically transform certain members of the races in the Player’s Handbook.• Confront horrific monsters born from the world’s devastating wars.
An anthology of 13 heist-themed adventures for the world’s greatest roleplaying game.\\nSome jobs require more than simply wielding a sword or slinging a spell. Whether it’s procuring a well-guarded item or obtaining crucial information from an imprisoned contact, these tasks require careful planning and flawless execution. The secretive organization called the Golden Vault specializes in hiring crews for such jobs, and for the most daunting assignments—pursuing fabulous treasures and stopping dire threats—that crew is your characters.\\nKeys from the Golden Vault™ is a collection of 13 short, standalone Dungeons & Dragons adventures designed for characters levels 1–11. These adventures can be placed in any setting and you can run them as one-shot games or link them together into a campaign. This book also includes in-world maps to help players plan their heists, plus advice for running nontraditional games with high risks and huge rewards.
Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game. “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 Ghosts of Saltmarsh brings classic adventures into fifth edition Dungeons & Dragons. This adventure book 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: Sinister Secret of Saltmarsh, Danger at Dunwater, Salvage Operation, Isle of the Abbey, The Final Enemy, Tammeraut’s Fate, The Styes. • Ghosts of Saltmarsh includes a variety of seafaring adventures, enough to take characters from level 1 to level 12. • This supplement introduces the port town of Saltmarsh, the perfect starting point for a nautical campaign. • Each adventure can be played individually, inserted into your ongoing game or combined into a single epic nautical campaign. • Dungeon Masters will find rules for ships and sea travel, deck plans for various vessels, an appendix with rules for new and classic monsters, and much more. • 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.
An adventure setting spanning the infinite realities of the world’s greatest roleplaying game.\\nInfinite realms of immortals and impossibilities, the Outer Planes brim with celestials, fiends, gods, and the dead—and they’re all just a step away. Enter a portal to Sigil, the City of Doors—an incredible metropolis where portals connect to every corner of the multiverse. From there, venture to the Outlands, the hub of the Outer Planes, and discover wonders beyond imagination, as well as the secrets of celestials, fiends, gods, and the dead.\\nPlanescape: Adventures in the Multiverse contains everything a Dungeon Master needs to run adventures and campaigns set in Sigil and the Outlands, as well as new options for players who want to create characters prepared to explore the planes.\\nCONTENTS:\\nSigil and the Outlands(96-page hardcover setting book)—Includes planar character options, details on the fantastic City of Doors, descriptions of the Outlands and the gate-towns that lead to the Outer Planes, and more Turn of Fortune’s Wheel (96-page hardcover adventure)—An adventure set in Sigil and the Outlands designed for characters levels 3–10 with a jump to level 17 Morte’s Planar Parade(64-page hardcover bestiary)—Presents game statistics and descriptions for inhabitants of the Outer Planes, including planar incarnates, hierarch modrons, and time dragons Poster Map—Double-sided poster map of Sigil and the Outlands, which can serve as both adventure locations and springboards to adventures across the multiverse DM Screen—Sturdy, four-panel Dungeon Master’s screen with art showcasing the Planescape setting