D&D 5E Dragons of Stormwreck Isle: New D&D Starter Set Is Coming This Year

Hasbro has posted a short video which highlights its 2022 portfolio of brands, including toys and games, and in it can be seen images of a D&D Starter Set called Dragons of Stormwreck Isle. The cover feature a blue dragon breathing lightning.

Critical Role's Call of the Netherdeep also appears briefly.

In this press release, Hasbro lists the boxed set with a retail price of $49.99, which seems very high for a starter set.

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Russ Morrissey

Russ Morrissey

It’s probably due to everyone already having been through Lost Mine once before that made it boring the second go through.
I'm the only person at the table who's done it twice, and I did it on opposite sides of the screen both times. Everyone else had a single go-around. This is purely from the standpoint of people who played through it once, and thus far are enjoying our romp through the area with a fresh set of eyes and an entirely new set of objectives and stories to tell.

I’ve both run and played both boxes too, and we’re going to have to agree to disagree here, friend. I found that DoIP has a very loose, bland plot made of a series of boring mini-dungeons. The Essentials Kit seems like it’s meant as a stand-alone product (though others here have indicated it was produced to sell along the Starter Set) but I was frustrated about how little it offered relating to the town of Phandalin or it’s people. The expansion content seemed pretty flimsy too. At least in the Lost Mine we met villains with some backstory and motivation.
I think the more minimalistic Phandalin is to its benefit; In Lost Mine, all the extra buildings and NPCs they had for you to meet were partly designed to be faction shills for the Adventurer's League factions, and their side quests were so numerous that collecting them all, doing them all, and then eventually turning them all in was such a chore. DoIP reconciled this by not detailing as many NPCs and directing the characters to a Job Board where any number of their current feasible tasks could be found, though obviously there's no pressure to do much of anything in a particular order (and in fact my players, without realizing, plotted a route around the area that took them far and away and brought them to places both earlier and later than intended).

I like Phandalin as a jumping off point, it's not meant to be this place where your characters are to earn a grand attachment to every Tom, Dick, and Larry, it's the first steps on a greater adventure. Which might explain why I like DoIP better, since the follow-ups rightly send you off to a place that needs you more urgently, and actually lets you stake a claim in the rebuilding of a waylain settlement while convening with the burgeoning town council. Phandalin is hailed as a place that has remarkably survived a lot of punishment over the years, unlike its contemporaries to the east and southwest respectively. I think the quality of it being settled and always eager for help, but never in dire straits, is a huge boon to its character.
 

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aco175

Legend
I enjoyed them both. The first was more an intro to 5e and we played it more by the rules, while Icespire Peak we used more for a sandbox(ish) style where the PCs had more options. I have Lost Mines and would guess that many DMs already had the town information.
 


MockingBird

Adventurer
Lost mines will hold a special place in my heart, we definitely got more than our money's worth out of it. I would really like another essentials style kit but set in a large city that guides a new DM through city adventures. Not sure if that would be a hot seller but it would be cool to add it with LoP and DoIP.
 

darjr

I crit!


Zaroden

Explorer
My target order arrived on Friday and reading through it now. Pleased with the start as it does a good job of walking through the DM aspect in the adventure book.

Anyone else have a copy yet and maybe Beth gives us a review soon.
I wouldn't mind a review of this, though I'm already itching to get it.
 



the Jester

Legend
If you don't mind my asking, if you have looked at them, are the stat blocks for existing monsters any different than the MM versions?
 

JEB

Legend
So "Lightfoot Halfling" and "High Elf" remain, presumably as standalone races. I was pretty sure they'd combine "Halfling" into one, at least. (Of course, they still have two years to change their minds.)
 


First picture is from Stormwreck and then the other 2 are from the MM, first printing spent 2014. I didn’t compare directly but the ghoul looked the same at first glance.

They did add the prof. Bonus on the Stormwreck block.
 

JEB

Legend
First picture is from Stormwreck and then the other 2 are from the MM, first printing spent 2014. I didn’t compare directly but the ghoul looked the same at first glance.

They did add the prof. Bonus on the Stormwreck block.
Nearly identical on both, except that creature types are now Capitalized and the now standard "Typically" on alignment. The only noticeable change was on the harpy: "can take the Dash action on its turn to move towards the harpy" is now "must move on its turn towards the harpy". Which sounds like a very mild nerf. (Or might mean the Dash action is going away, but I doubt it.)
 

Alby87

Explorer
First picture is from Stormwreck and then the other 2 are from the MM, first printing spent 2014. I didn’t compare directly but the ghoul looked the same at first glance.

They did add the prof. Bonus on the Stormwreck block.
The "new" ghoul is a CR1 monster, not a CR2.; also, they removed the XP values on the challenge entry, but I think that's because is a starter set, not a future change.
 


JEB

Legend
The "new" ghoul is a CR1 monster, not a CR2.; also, they removed the XP values on the challenge entry, but I think that's because is a starter set, not a future change.
Challenge rating is the same on both ghouls; you're probably looking at the ghast. Good catch with the missing XP values, though. I think I read elsewhere the boxed set uses milestone leveling...
 


robus

Lowcountry Low Roller
Supporter
Reading through it now, and as usual sadly disappointed. I’m looking to use it to run an intro game for some friends and it looks like it’s going to require some DM skill to make it workable. Disappointing for a starter set, but not surprising from WotC. They really do try to make it harder than it should be.

For example, the Dragon’s Rest location has nine quirky Kobolds for a fresh DM to try and bring to life, but not one of them is really relevant to the story. WotC then immediately confuse things further by noting that the Kobolds are nocturnal, but they also immediately rush out and excitedly pepper the PCs with questions, so the DM should assume that the PCs land at night?!

Meanwhile over in the Seagrow Caves a cavern is filled with thick volcanic smoke as the natural chimney is blocked by some crystal. If the PCs figure out that there is a chimney vent (unclear how that information is to be conveyed as the myconids avoid the area) then suddenly the area is filled with bright light, so the smoke just instantly dissapates?

I’m trying to figure out a way to more organically stitch the quests together as right now it’s all very rough.

Why do they screw it up every time, even for new players?
 

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