Dungeons & Dragons launched the great tradition of roleplaying games in 1974 with an unprecedented mix of adventure and strategy, dice-rolling, and storytelling. Wizards of the Coast continues to honour that tradition, bringing to market a diverse range of D&D game and entertainment experiences and influencing numerous writers, directors, and game designers by tapping into an innate human need to gather with friends and tell an exciting story together.
“A book series that aims to get kids excited about the D&D’s lore and potential stories . . . the books familiarize readers with some of the tenants of D&D’s lore and tropes while encouraging them to get excited about what they can create in this space.”—Fatherly “Giving a kid one of the Young Adventurer’s Guide books can really help them start to wrap their head around the scope, flavor, and detail included in Dungeons & Dragons.”—GeekDad “An enjoyable and informative addition to the Young Adventurer’s Guide series. If you’re a Dungeon Master planning epic adventures . . . this book could prove a valuable companion.”—Game Vortex “Perfect for players new to the game, and tailor-made for a younger audience . . . The art is beautiful, fantastic, and evocative.”—Geekstronomy “The imaginative play and socialization D&D provides is great for all ages, and Places & Portals makes it especially easy for kids to get in on the fun . . . It offers a primer on some of D&D’s most notable settings and monsters, as well as possible encounters, encouraging the reader to think about the best ways to approach various challenges.”—Polygon