793.93/Dungeons
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2nd Floor
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793.93/Dungeons |
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Checked In
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- Foreward.
- Introduction.
- Part I. D&D Crash Course.
- Chapter 1. Preparing for Adventure
- Chapter 2. Your First Character
- Chapter 3. Starting Out as a Fighter
- Chapter 4. Starting Out as a Rogue
- Chapter 5. Starting Out as a Wizard
- Chapter 6. Starting Out as a Cleric
- Chapter 7. Playing the Game
- Chapter 8. Practice Session
- Chapter 9. Finding a D&D Game to Join
- Part II. Building a D&D Character.
- Chapter 10. Defining Your Character
- Chapter 11. Choosing a Class
- Chapter 12. Picking a Race
- Chapter 13. Figuring Out Your CharacterÆs Ability Scores
- Chapter 14. Choosing Powers
- Chapter 15. Selecting Feats
- Chapter 16. Picking Skills
- Chapter 17. Choosing Armor, Weapons, and Gear
- Chapter 18. Advancing Your Character
- Part III. Playing Your Best Game.
- Chapter 19. Handling Yourself in a Fight
- Chapter 20. Making the Most of Magic
- Chapter 21. Roleplaying and Working Together
- Chapter 22. Character Building for Experts
- Part IV. The Art of Dungeon Mastering.
- Chapter 23. Running the Game
- Chapter 24
- Chapter 25
- Part V. The Part of Tens.
- Chapter 26. The Ten Best Fighter Powers
- Chapter 27. The Ten Best Rogue Powers
- Chapter 28. The Ten Best Wizard Powers
- Chapter 29. The Ten Best Cleric Powers
- Chapter 30. The Ten Best Low-Level Monsters
- Chapter 31. The Ten Best Mid-Level Monsters
- Chapter 32. The Ten Best High-Level Monsters
- Chapter 33. The Ten Best D&D Novels
- Appendix A
- Index.