This introductory guide to the worlds of the leading fantasy role-playing game provides an immersive illustrated primer to the prisons, castles, traps, and labyrinths where players find adventure in D&D.
In this illustrated guide for new players, you'll be transported to the mystical and magical worlds of Dungeons & Dragons and given a one-of-a-kind course on the dungeons and deathtraps for which the game (and all its iterations) is known. Featuring maps, cutaway illustrations, and fun insights that show would-be adventurers how to travel and survive in these fantastical settings, along with original illustrations and archival images, the book shines a spotlight down the dark, foreboding corners of the most infamous locations in the worlds of D&D. The perfect jumping-on point for young fans of fantasy looking to give D&D a try, the book also features prompts to encourage creative problem-solving skills in the dangerous situations you may find yourself in when on D&D adventures.
Jim Zub is a writer, artist and art instructor based in Toronto, Canada. Over the past fifteen years he’s worked for a diverse array of publishing, movie and video game clients including Disney, Warner Bros., Capcom, Hasbro, Bandai-Namco and Mattel.
He juggles his time between being a freelance comic writer and Program Coordinator for Seneca College‘s award-winning Animation program.
A really excellent guide for kids and teenagers who may not feel confident jumping in to the full Dungeon Master’s Guide all at once. It’s a good starting point for a new dungeon master, and has some easy-to-digest lore and world building. The art is also really lovely, which is always a bonus. I’d use it alongside the full DM Guide to reinforce key concepts, as it is lacking in the technical aspects of DMing.
Such a good introduction to dungeons and dragons 🐉. I’m trying to plan my own adventure and it really helped me think of all the details and come up with more ideas . Would recommend xxx Dungeons and dragons is the best game ever!!!!
Good for kids or folks who are new to the hobby, specifically to Dungeons & Dragons. No stats or rules. Just a general sense of what dungeons are in the context of Fantasy tabletop RPGs. If I had a complaint, it's that the book doesn't seem to know who it's really aimed at. By which I mean, sometimes, it feels very player focused and sometimes very game master/dungeon master focused. I purchased this with the idea of using bits of it, perhaps cut up, edited, and whatnot, as handouts and bits of info that characters can find through rumors or in libraries or whatever. The creature right-ups will be especially handy. I can see the PCs finding a message scrawled on a wall to "look through reflections..." or something when they're going to face a basilisk. Or a retired adventurer in a tavern might tell them to always be wary if there's no dust on the floor of a dungeon as a warning to watch for oozes. The art is, much like most of the art for 5e, well done and perfectly serviceable, if not especially exciting or evocative. Safe, I guess I'd call it.
Thus far, this is the only book in the D&D Young Adventurer's Guide series that's geared more towards the Dungeon Master than the player, with sections highlighting some of the more memorable dungeons in recent 5e releases (Castle Ravenloft, Undermountain), a bestiary of dungeon-dwelling creatures (though most of these beasts could have just as easily fit into the Monsters & Creatures book of this series) and a nice section on drawing your own maps. Map-making is a lost skill in tabletop RPGs these days that 5e in particular has failed to teach, so it's nice to see a book for young readers pick up the slack. I can imagine any kid who reads this immediately asking for a pencil, ruler and graph paper to begin drawing their own caverns full of deathtraps. Educational!
Another fun book in the Young Adventurer's Guide series, aimed at elementary/primary age kids.
Bonus points for non-traditional dungeons - we are shown a snapshot of Ravenloft, Chult (tropical island with dinosaurs), a pirate ship, and a fire giant's fortress. These are very brief though, just a couple pages each, and none really grabbed me - except Chult, that looks like a blast to play.
A short bestiary, with oozes and mimics, as well as Yikaria which I hadn't heard of before (yak-minotaurs that can possess people).
And finally a section on building your own dungeon, which is a little underwhelming except for the map symbols page which brought back lots of warm memories.
A nice book in the series, but not so thrilling that I'd recommend it as a standalone.
What? For young readers -- maybe upper elementary? -- this is an intro guide to the idea of dungeons, featuring: several famous D&D dungeons (some of which... aren't dungeons?), some dungeon-type monsters, and a few pages on writing your own dungeon.
Yeah, so? The 6yo has no interest in this. I like the writeups of the famous D&D IP adventure locations (there's an overview, some locations, a few tips to players and DMs on thinking like a roleplayer), though I find it very funny that one of the "dungeons" here is a pirate ship.
This book is short and to the point. Even though it's written for youths, adults may find it useful as well to help focus their thoughts when scratch-building dungeons. Several specific dungeon ideas are provided along with a few (unrelated) maps, as well as concepts to keep in mind while populating a dungeon with monsters, traps, and treasure.
Nothing new here for experienced game masters, but it's a nice, quick refresher if it's been awhile since you built one.
Got to say the 6 campaign overview sections really felt more like a "Here. Check these. You can buy them." I, mean, that is what they are and it makes sense. I guess I just felt that could have been handled differently.
The final pocket Guide to Dungeons and Dragons. Even though the locations they cover are specific to the D&D world, they are good inspiration to create one’s own. And, the practical mapping and story advice sections are good for any writer- DM or otherwise.
This is my favorite book from the Young Adventure's Guide series, because it really elaborated on how to create your own dungeon, rather than relying on DND lore dumping.... the former is way more fun for kids anyway!
Just like the other Young Adventurer's Guides, this one has concise, interesting, and useful information and things to consider and learn about dungeoneering. A fun and quick read.
The majority of this book is an advertisement for various D&D adventures with what seem like at least a few spoilers, and dully written yet problematic bits of fiction that suffer from the delusion that D&D supports meaningful, player/character-driven story and is not primarily a series of combat encounters. The second half of the book is a bit better, featuring monster descriptions that avoid clear game-stats, but nonetheless provide useful advice for how to face them. It also provides some advice for building your own adventures and adventure locations (dungeons), which is possibly useful for the target audience.
Dungeons & Dragons Young Adventurer's Guide: Dungeons & Tombs by Jim Zub is a captivating entry into the world of D&D, offering a richly illustrated and accessible introduction to one of the most iconic elements of the game: the dungeons. This guide is part of a series designed to introduce younger audiences—and newcomers in general—to the vast and intricate world of Dungeons & Dragons, and it does so with flair.
The book dives deep into the lore, showcasing a variety of legendary dungeons and tombs that have been staples in D&D campaigns for decades. Each location is brought to life with vivid illustrations and descriptions that capture the imagination, making it easy to see why these settings have become so iconic in the realm of fantasy. Zub also introduces readers to the creatures that lurk within these dark and mysterious places, offering a glimpse into the challenges and thrills that adventurers might face.
What sets this guide apart is its practical approach to world-building. It doesn’t just tell you about the dungeons—it also teaches you how to create your own. The book provides step-by-step instructions for crafting your own dungeon maps, complete with tips on populating them with traps, treasures, and monsters. This interactive element makes it a fantastic resource for budding dungeon masters and players alike, encouraging creativity and offering a hands-on way to engage with the D&D universe.
While the book is clearly aimed at younger readers, its content is broad enough to appeal to all ages. It’s a quick, fun read that manages to be both informative and entertaining, striking a balance between lore exploration and practical advice. For anyone interested in the world of Dungeons & Dragons, especially those who are new to it, Dungeons & Tombs is a valuable and enjoyable resource that delivers exactly what it promises—a detailed and inspiring look into the dark and mysterious heart of D&D.
This is a good primer for young readers and new players to help them understand the jargon and the concepts of Dungeons & Dragons before they dive headfirst into the deep end of the rules-heavy Player's Handbook. Herein the reader will find the introductory basics to understanding just what they might be getting into when they open that dusty tomb’s door or fall into a underground cave that leads into a labyrinthine maze.
I think this might be my favorite of these new books.