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Warriors & Weapons (Dungeons & Dragons)

Warriors & Weapons (Dungeons & Dragons)

Warriors & Weapons (Dungeons & Dragons)

Author: ,

Publisher: Ten Speed Press

Isbn 10: 198485643X

Category: Juvenile Nonfiction

Number of Pages: 112

Number of Views: 1929

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This introductory guide to DUNGEONS & DRAGONS is an illustrated primer to many of the characters you can play in D&D, along with their essential weapons and adventuring tools. 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.


Swords

Swords

Swords

Author: Xist Publishing

Publisher: Xist Publishing

Isbn 10: 1623952425

Category: Juvenile Fiction

Number of Pages: 44

Number of Views: 1245

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Discover Series Books for Babies & Toddlers Do your children constantly pretend to be pirates? Knights? Are the foam and plastic swords starting to wear out and the kids are begging for fencing lessons? This (significantly safer) Discover Series title features 24-full color images of weapons from around the world. Used as a jumpstart for interaction, Discover Series Picture Books are a great way to introduce new images, words and concepts to kids


Fantasy Map Making

Fantasy Map Making

Fantasy Map Making

Author: Jesper Schmidt

Publisher: Fantasy Publishing

Isbn 10:

Category: Reference

Number of Pages: 181

Number of Views: 313

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Have you ever struggled with map making? Spent countless hours trying to make it comply with the laws of nature? This book is a step-by-step guidebook that will teach you how to create an authentic fantasy map. You will gain all the knowledge necessary to complete a map which your audience will believe, no matter if they are readers, viewing a movie, video game players, or role-playing gamers. It contains the exact process I use when creating maps for my fantasy fiction. I have spent countless hours researching and learning about the topography of Earth and how to apply it to a fantasy map so that you do not have to. I have translated it all into 14 easy steps which allow you to construct an entire fantasy map from start to finish. Step One: What you need to consider before starting your map. Step Two: The different options for creating the map: from hand-drawn over software to hiring a professional. Step Three: An overview of what is to come. Step Four: Sketch your map and make sure to get size of the world just right. Step Five: Adding continents by understanding how tectonic plates work. Step Six: Terraforming your world. Step Seven: Incorporating islands and lakes. Step Eight: Making sure that rivers are realistic. Step Nine: Adding forests. Step Ten: Borders and understanding how the lands will affect the people who live on them, and vice versa. Step Eleven: It’s then time for roads. Step Twelve: Optional fantasy elements. Step Thirteen: The final touches. Step Fourteen: The Map Master. As a companion to this book, you will be able to download a free worksheet. This is not a book to teach you how to draw. It’s about designing.


Collaborative Worldbuilding for Writers and Gamers

Collaborative Worldbuilding for Writers and Gamers

Collaborative Worldbuilding for Writers and Gamers

Author: Trent Hergenrader

Publisher: Bloomsbury Publishing

Isbn 10: 1350016691

Category: Language Arts & Disciplines

Number of Pages: 280

Number of Views: 1054

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The digital technologies of the 21st century are reshaping how we experience storytelling. More than ever before, storylines from the world's most popular narratives cross from the pages of books to the movie theatre, to our television screens and in comic books series. Plots intersect and intertwine, allowing audiences many different entry points to the narratives. In this sometimes bewildering array of stories across media, one thing binds them together: their large-scale fictional world. Collaborative Worldbuilding for Writers and Gamers describes how writers can co-create vast worlds for use as common settings for their own stories. Using the worlds of Star Wars, Lord of the Rings, A Game of Thrones, and Dungeons & Dragons as models, this book guides readers through a step-by-step process of building sprawling fictional worlds complete with competing social forces that have complex histories and yet are always evolving. It also shows readers how to populate a catalog with hundreds of unique people, places, and things that grow organically from their world, which become a rich repository of story making potential. The companion website collaborativeworldbuilding.com features links to online resources, past worldbuilding projects, and an innovative card system designed to work with this book.


Warriors & Weapons (Dungeons & Dragons)

Warriors & Weapons (Dungeons & Dragons)

Warriors & Weapons (Dungeons & Dragons)

Author: Jim Zub,Stacy King,Andrew Wheeler,Official Dungeons & Dragons Licensed

Publisher: Ten Speed Press

Isbn 10: 198485643X

Category: Juvenile Nonfiction

Number of Pages: 112

Number of Views: 1411

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This introductory guide to DUNGEONS & DRAGONS is an illustrated primer to many of the characters you can play in D&D, along with their essential weapons and adventuring tools. 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.


Dungeons & Dragons Art & Arcana

Dungeons & Dragons Art & Arcana

Dungeons & Dragons Art & Arcana

Author: Michael Witwer,Kyle Newman,Jon Peterson,Sam Witwer,Official Dungeons & Dragons Licensed

Publisher: Ten Speed Press

Isbn 10: 0399580956

Category: Games & Activities

Number of Pages: 448

Number of Views: 539

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An illustrated guide to the history and evolution of the beloved role-playing game told through the paintings, sketches, illustrations, and visual ephemera behind its creation, growth, and continued popularity. FINALIST FOR THE HUGO AWARD • FINALIST FOR THE LOCUS AWARD • NOMINATED FOR THE DIANA JONES AWARD From one of the most iconic game brands in the world, this official DUNGEONS & DRAGONS illustrated history provides an unprecedented look at the visual evolution of the brand, showing its continued influence on the worlds of pop culture and fantasy. Inside the book, you’ll find more than seven hundred pieces of artwork—from each edition of the core role-playing books, supplements, and adventures; as well as Forgotten Realms and Dragonlance novels; decades of Dragon and Dungeon magazines; and classic advertisements and merchandise; plus never-before-seen sketches, large-format canvases, rare photographs, one-of-a-kind drafts, and more from the now-famous designers and artists associated with DUNGEONS & DRAGONS. The superstar author team gained unparalleled access to the archives of Wizards of the Coast and the personal collections of top collectors, as well as the designers and illustrators who created the distinctive characters, concepts, and visuals that have defined fantasy art and gameplay for generations. This is the most comprehensive collection of D&D imagery ever assembled, making this the ultimate collectible for the game's millions of fans around the world.


Wizards & Spells (Dungeons & Dragons)

Wizards & Spells (Dungeons & Dragons)

Wizards & Spells (Dungeons & Dragons)

Author: Jim Zub,Stacy King,Andrew Wheeler,Official Dungeons & Dragons Licensed

Publisher: Ten Speed Press

Isbn 10: 1984856472

Category: Juvenile Nonfiction

Number of Pages: 112

Number of Views: 718

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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.


Dungeon Master For Dummies

Dungeon Master For Dummies

Dungeon Master For Dummies

Author: Bill Slavicsek,Richard Baker

Publisher: John Wiley & Sons

Isbn 10: 9780470050880

Category: Games & Activities

Number of Pages: 386

Number of Views: 769

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Whether you’ve been a Dungeon Master (DM) before and want to fine-tune your skills or want to get ready and take the plunge, this is the book for you. It gives you the basics on running a great game, info for more advanced dungeon mastering, guidelines for creating adventures, and tips for building a campaign. It shows you how to: Handle all the expressions of DMing: moderator, narrator, a cast of thousands (the nonplayer characters or NPCs), player, social director, and creator Use published adventures and existing campaign worlds or create adventures and campaign worlds of your own Conjure up exciting combat encounters Handle the three types of encounters: challenge, roleplaying, and combat Create your own adventure: The Dungeon Adventure, The Wilderness Adventure. The Event-Based adventure (including how to use flowcharts and timelines), The Randomly Generated Adventure, and the High-Level adventure Create memorable master villains, with nine archetypes ranging from agent provocateur to zealot To get you off to a fast start, Dungeon Master For Dummies includes: A sample dungeon for practice Ten ready-to-use encounters and ten challenging traps A list of simple adventure premises Mapping tips, including common scales, symbols, and conventions, complete with tables Authors Bill Slavicsek and Richard Baker wrote the hugely popular Dungeons and Dragons For Dummies. Bill has been a game designer since 1986 and leads the D&D creative team at Wizards of the Coast. Richard is a game developer and the author of the fantasy bestseller Condemnation. They give you the scoop on: Using a DM binder to keep records such as an adventure log, PCs’ character sheets, NPC logs/character sheets, treasure logs, and more Knowing player styles (role players and power games) and common subgroups: hack’n’slasher, wargamer, thinker, impulsive adventurer, explorer, character actor, and watcher Recognizing your style: action movie director, storyteller, worldbuilder, puzzlemaker, or connector Using miniatures, maps, and other game aids Using 21st century technology, such as a Web site or blog, to enhance your game The book includes a sample adventure, The Necromancer’s Apprentice, that’s the perfect way to foray into DMing. It includes everything you need for a great adventure—except your players. What are you waiting for? There are chambers to be explored, dragons to be slain, maidens to be rescued, gangs of gnoll warriors to be annihilated, worgs to be wiped out, treasures to be discovered, worlds to be conquered....


Magic, Monsters, and Make-Believe Heroes

Magic, Monsters, and Make-Believe Heroes

Magic, Monsters, and Make-Believe Heroes

Author: Douglas E. Cowan

Publisher: Univ of California Press

Isbn 10: 0520967275

Category: Religion

Number of Pages: 240

Number of Views: 336

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Magic, Monsters, and Make-Believe Heroes looks at fantasy film, television, and participative culture as evidence of our ongoing need for a mythic vision—for stories larger than ourselves into which we write ourselves and through which we can become the heroes of our own story. Why do we tell and retell the same stories over and over when we know they can’t possibly be true? Contrary to popular belief, it’s not because pop culture has run out of good ideas. Rather, it is precisely because these stories are so fantastic, some resonating so deeply that we elevate them to the status of religion. Illuminating everything from Buffy the Vampire Slayer to Dungeons and Dragons, and from Drunken Master to Mad Max, Douglas E. Cowan offers a modern manifesto for why and how mythology remains a vital force today.


The Pocket Guide to Dice & Dice Games

The Pocket Guide to Dice & Dice Games

The Pocket Guide to Dice & Dice Games

Author: Keith Souter

Publisher: Simon and Schuster

Isbn 10: 1620879786

Category: Games & Activities

Number of Pages: 192

Number of Views: 1990

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Dice games have been played for centuries and are a staple of the playground, board games, and casinos alike. This pocket guide spans the history of dice and offers clear explanations of popular dice games, including farkle (played since the Middle Ages), Gluckhaus (a German game of fortune, played since the medieval era), craps, and Jacks! This guide also includes tips on winning and how to avoid being tricked by loaded or “crooked” dice. Famous dice players, such as the Roman emperors Augustus and Caligula, lost money playing dice and quickly stole other people’s to continue their gaming sprees. In the early nineteenth century, fortunes could be won and lost at the roll of a die and it was not only money which was gambled away, but estates and even marriages. Full of fascinating facts and useful tips, this is a must-read book for everyone interested in family fun, games, gambling, or social history. Did you know? • Dice derives from the Latin datum, meaning “ought to be played” • The black marks showing the numbers are called pips • Dice were first played in India around 3000 bc • Dice were originally made from bones, including knuckle and ankle bones • Traditionally cubed, dice also come in other geometric shapes, incuding the zocchihedron, the 100-sided die, and the deltoidal icositetrahedron, where each side is shaped like a kite


Dungeon Master For Dummies

Dungeon Master For Dummies

Dungeon Master For Dummies

Author: James Wyatt,Bill Slavicsek,Richard Baker

Publisher: John Wiley & Sons

Isbn 10: 0470440090

Category: Games & Activities

Number of Pages: 408

Number of Views: 1438

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If you’re a Dungeons & Dragons fan, you’ve surely thought of becoming a Dungeon Master. Learning to be a DM isn’t as hard as you might think, especially if you have Dungeon Master 4th Edition For Dummies tucked into your bag of tricks! From organizing your first D&D game to dealing with difficult players, this book covers everything a DM needs to know. Written for the newest edition of D&D by the experts at Wizards of the Coast, creators of the game, it shows you how to: Build challenging encounters, make reasonable rulings, and manage disagreements Recognize all the common codes, tables, and spells Understand the parts of a D&D adventure and how to create dungeon maps and craft monsters Shape storylines and write your own adventures Find your style as a DM and develop a game style that plays to your strengths Script an encounter, vary the terrain and challenges, and establish rewards (experience points and treasure) Decide whether to use published adventures Use and follow the official Dungeon Master’s Guide Develop a campaign with exciting themes, memorable villains, and plots that keep players entranced If you’re getting the urge to lead the charge in a D&D game of your own, Dungeon Master 4th Edition For Dummies will introduce you to the DM’s many jobs. With the information you need to start your own game, craft exciting stories, and set up epic adventures, you’ll be on your way!


The Oxford Handbook of Interactive Audio

The Oxford Handbook of Interactive Audio

The Oxford Handbook of Interactive Audio

Author: Karen Collins,Bill Kapralos,Holly Tessler

Publisher: Oxford University Press

Isbn 10: 0199797293

Category: Music

Number of Pages: 656

Number of Views: 1657

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As audiences are increasingly no longer solely listeners but also active producer-consumers, and as video games and other interactive systems increasingly permeate our daily lives, understanding interactivity and its impact on the audience has never been more important. A collection of newly commissioned chapters on interactivity in music and sound edited by preeminent scholars in the field, this book marks the beginning of a journey into understanding the ways in which we interact with sound, and offers a new set of analytical tools for the growing field of interactive audio. What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What makes interactive audio different from non-interactive audio? Where does interacting with audio fit into our understanding of sound and music? What does the future hold for interactive media when it comes to our musical and sonic experiences? And how do we begin to approach interactive audio from a theoretical perspective? The Oxford Handbook of Interactive Audio answers these questions by exploring the full range of interactive audio in video games, performance, education, environmental design, toys, and artistic practice. Examining these questions from a range of approaches -- technological, emotional, psychological, and physical -- the book provides a thorough overview of the fascinating experience of interactive sound.


Working with Video Gamers and Games in Therapy

Working with Video Gamers and Games in Therapy

Working with Video Gamers and Games in Therapy

Author: Anthony M. Bean

Publisher: Routledge

Isbn 10: 1351700677

Category: Psychology

Number of Pages: 198

Number of Views: 366

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Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health. Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients’ relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.


Ares Magazine Issue #01

Ares Magazine Issue #01

Ares Magazine Issue #01

Author: ,

Publisher: One Small Step Games

Isbn 10:

Category: Fiction

Number of Pages: 80

Number of Views: 1922

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Issue #1 of Ares Magazine, featuring 80 pages of new fantasy and science fiction, an interview with Bruce Cordell, and a feature article by William Keith.


Skein of Shadows

Skein of Shadows

Skein of Shadows

Author: Marsheila Rockwell

Publisher: Wizards of the Coast

Isbn 10: 0786961392

Category: Fiction

Number of Pages: 177

Number of Views: 1969

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Praise for The Shard Axe by Marsheila Rockwell: “The action is quick, brutal, and author Marsheila Rockwell does a wonderful job painting believable characters in mythical situations that are just magical enough to still be grounded in some sort of realism. The Shard Axe . . . is a must for any fan of Dungeons and Dragons novels, fantasy novels, or the MMO.” —MMOfallout.com "Sabira is a great fantasy noir action heroine, and her adventure had a lot of fun surprises and colorful characters. I'm happy to recommend it to others, especially fans of Eberron and DDO. It was a fun read and I look forward to further tales of the Shard Axe." --Sigfried Trent, DDOcast “I enjoyed [The Shard Axe] very much. It was great to see references to various DDO:U NPCs and situations. In particular I really liked a scene where the protagonist had to deal with acid-spewing traps in Stormreach’s sewers. It felt ‘like home.’ ”—Cordovan, myddo.com “Sabira d’Deneith is a fantastic character. She’s flawed and likable. . . .The beginning of the novel really throws you into things. It’s exciting, action-packed, and allows you to really get a grasp on what is going on.” —Read Between the Lines “This is a book to be devoured in one setting. It is fast paced with bits of backstory dropped in at choice moments that flesh out Sabira’s story perfectly. While I am not as familiar with Eberron as I am the Forgotten Realms, this book required no previous knowledge of the Eberron setting and can be enjoyed as a standalone novel. The key element of the story is Sabira, to say that her methods are unorthodox and she is a “bit of a rule breaker” is an understatement but she has a fierce sense of duty that guides her actions. So her prisoners are brought in a little worse for wear? It is part of her charm…”—Stefan’s Bookshelf Overview: Created in conjunction with the latest update for the Dungeons & Dragons online game, this exciting adventure continues the story of Sabira from The Shard Axe, featuring an underground expedition in dark caverns, drow intrigue, powerful artifacts, and unrequited love. Read More: If you are looking for more about Dungeons & Dragons Online search for, “The Shard Axe” by Marshiela Rockwell, a chilling mystery set in the world of Dungeons & Dragons Online. If you are looking for more kickass heroines, search for “Gauntlgrym” by R.A. Salvatore, featuring the alluring and powerful Dahlia Sin’Felle who squares off against the legendary Drizzt Do’Urden. If you are looking for more about drow, search for “Homeland” by R.A. Salvatore, the first book in the epic Legend of Drizzt. If you are looking for more fantasy mysteries, search for “The God Catcher” by Erin M. Evans about a woman who may be a dragon—or who may just be criminally insane. If you are looking for more epic fantasy series, search for “Twilight Falling” by Paul Kemp, about Erevis Cale, an assassin with a conscience. For more about Skein of Shadows, go to DungeonsandDragons.com


Stone of Tymora

Stone of Tymora

Stone of Tymora

Author: R.A. Salvatore,Geno Salvatore

Publisher: Wizards of the Coast

Isbn 10: 0786961384

Category: Fiction

Number of Pages: 448

Number of Views: 642

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Praise for Stone of Tymora: “This fast-paced fantasy . . . is a perfect pick for . . . readers seeking powerful characterization and complex, fast-changing stories.”—Midwest Book Review “[T]he lucidly described action and swift pace will keep the pages turning and anticipation of further adventures simmering.” —Booklist “The pace never falters, the cast is positively festooned with pirates and menacing magical creatures (such characters from parallel stories as Drizzt Do'Urden the Dark Elf also put in appearances) and Maimun's narrative ends on a cliffhanger that will leave readers slavering for the next episode.” —Kirkus Overview: Meet Maimun—an orphan who couldn’t imagine how unfortunate it would be to discover a stone that makes him forever lucky. Fleeing a powerful demon named Asbeel, Maimun stows away aboard the ship Sea Sprite, where he encounters a cast of characters well-known to Salvatore fans: Captain Deudermont, Drizzt Do’Urden, Wulfgar, Catti-brie, and the dwarf Bruenor. Drizzt becomes a mentor to Maimun and aboard Deudermont’s ship, they sail the treacherous seas of the Forgotten Realms. Hunted by a demon, haunted by a mysterious spellcaster, and chased by a pirate, Maimun, with Drizzt’s help, must unravel the secrets of the Stone of Tymora before his luck runs out! Read More: If you are looking for more about Drizzt, search for “Homeland” by R.A. Salvatore, the first book in the epic Legend of Drizzt. If you are looking for more epic fantasy series featuring young heroes, look for “The God Catcher” by Erin M. Evans, about a young thief and a woman who may be a dragon—or who may just be criminally insane. If you are looking for more adventure fantasy, search for “The Shard Axe” by Marshiela Rockwell, a chilling mystery set in the world of Dungeons & Dragons Online. If you are looking for more stories set in the Forgotten Realms, search for “Twilight Falling” by Paul Kemp, about Erevis Cale, an assassin with a conscience. If you are looking for more sword and sorcery, search for “Shadowbane” by Erik Scott de Bie, featuring a vigilante hero in the tradition of Batman and V for Vendetta. For more about R.A. Salvatore and Geno Salvatore, go to DungeonsandDragons.com