For the past few years I have been running a Dungeon & Dragons campaign with education-themed themes with student groups in my local library and in a variety of settings. While you only need a core rulebook to run a great campaign (not even if you use the free system reference documentation), there are a few other source books that I come back to many times. So, the fanfare is gone and here are some of my favorite source books to teach in D&D. Candlekeeping Mystery This is obvious. We run the D&D program through our local library, so of course stop number one to travel through forgotten territory. It starts at the fortress library (there is a dozing ghost dragon underground), which archives all world knowledge. Candlekeep Mysteries is a relatively short adventure anthology series revolving around books. The joy of space in dimensions, a level 1 adventure, is one of the best ways to introduce new players to dungeons and dragon joys, and I use it to start all new groups. But the outstanding adventure is Shemsim's bedtime rhyme, combining a bit of light horror, puzzle-solving, music, fantastically creepy villains and unforgettable characters. My party is a year since my adventure and I sometimes catch “Shemsheim, Shemsheim” who is still humming them. Other outstanding adventures are Kandlekeep Dekonstruktion, the lore of Lurue, and deep creeping darkness. I like to rely on stories and mix elements of physics, mathematics and literature to create memorable adventures. Humblewood's whimsical forest creatures cross the enormous forest to find the source of desolate fire that threatens the humble forks and bird forks. This campaign comes with plenty of extras and add-ons, making it a great adventure to introduce new dungeon masters to the rules. Roleplaying is heavy and offers plenty of opportunities to mix lessons on forest ecology and wildlife. My wife is DMed and I can't fully recommend this setting, but I enjoyed playing this campaign with my daughter. Don't sleep with raccoons and their scranschcraft skills. We ended the campaign with a large steam-powered wheel made from cheese. Humblewood's starter set has almost everything a new DM needs to start. If you're looking for something a little more direct, the Coast Wizard will put out adventures based on a series of free learning standards for teachers and students, and provide plenty of guidance and advice for teachers interested in bringing their adventures into the classroom. To be honest, I haven't actually performed these adventures, but I used extensively the source material when designing my own campaign, including Jabberwock's Last Hunt. I find myself revisiting these materials at the beginning of every semester. Let the book of many and many things become reality. Whether running an after-school program, incorporate D&D into class lessons, or throwing improvisational adventures together, teachers rarely had time to run a 3-6 hour single session with students. Being able to liven up a simple adventure and connect to the lessons at hand is an important skill. Two years ago, I think Hasbro is what they think of as an absolute D&D tool they've made so far: decks of many things. Decks of many are legendary magical items within D&D and are now one of the best adventure building tools you can get. It is a real deck of cards, looks like a tarot card, with themes of various monsters, mysteries, traps and treasures. Beyond that, it comes with a handy book that allows you to quickly throw adventures together by drawing cards. Having your deck and reservations in your DM kit will help you quickly put together your adventures. Used for the themed side quests when the player is traveling. I used it to put together a big, surprising story (even for me). You can draw cards to players, which is like they convey their wealth. Many and many books are really great, a rather underrated set, and my first recommendation for what usually follows a core 3 rule book. Jabberwock's Final Hunt: The Faywild Adventure of Ecological Sequences enters a magical forest filled with fun rabbit folk, angry frogs, strange mice, and stories of community adaptation told through environmental change and exploration and discovery. Jabberwock's final hunt is an adventure specifically designed for educators who want a deeper, more integrated dungeon & dragon experience in classrooms and environmental education programs. This includes a 12-20 hour campaign set in the whimsical forest of Faywilds. There, players must uncover the truth about the ritual hunt of Jabberwok as they explore the changing world. It also includes Lewis Carroll's Language Arts lessons on Jabberwocky, and two environmental science lessons on the ecological continuity of fires, as well as lesson plans with learning standards on the environmental impacts of dam construction and removal. It's a lot of fun and I'm not just saying it because I wrote it. Southern Fried Science is free and ad-free. The Southern Fried Science and the OpenCTD project are supported by funding from Patreon subscribers. If you value these resources, consider donating a few dollars to keep your server running and coffee flowing. There is a sticker. Related
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