D&D 5E Here's Dragons of Stormwreck Isle's Table of Contents

Enterprising fans have managed to decipher the table of contents from the upcoming starter set, Dragons of Stormwreck Isle.

The ToC was posted Reddit by a user named bobbness. The boxed set comes out in July (if you're in America) or October (if you're not).

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Here is is in full!

Running the Adventure
Overview
Role of the Dungeon Master
Adventure Maps
The Forgotten Realms
Adventure Background
- Adventure Outline
Getting Started
- Number of Players

Chapter 1: Dragon's Rest
Welcome to Dragon's Rest
Drowned Sailors
Meeting the Inhabitants
Dragon's Rest Locations
Character Quests
Exploring the Island
Hot Springs House
There, There, Owlbear
Kobold Renegades
What Lies Beneath

Chapter 2: Seagrow Caves
Caves Overview
- Seagrow Caves Features
Running This Chapter
Approaching at Sea Level
Approaching from Above
Exploring the Caves
Interacting with Myconids
-Seagrow Caves Locations
Ending this Chapter
- Gain a Level

Chapter 3: The Wreck of Compass Rose
Shipwreck Overview
- Shipwreck Features
Running this Chapter
Shipwreck Locations
Harpy's _____
Ending this Chapter
- Gain a Level

Chapter 4: Clifftop Observatory
Observatory Overview
- Observatory Features
Running this Chapter
Approaching by Land
Approaching by Water
Sparkrender Kobold ______
Observatory Locations
Sparkrender’s ______
Ending the Adventure

Appendix A: Magic Items
Using a Magic Item
Item Descriptions

Appendix B: Creatures
Creature Stat Blocks
Creature Descriptions
Credits


The adventure references a location called Dragon’s Rest — which is also the name of an old Dragonlance module set in the continent of Taladas.
 

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I'm looking forward to this one.
There are 5 pregens and there is a 32 page booklet for players. There is no mention of rules for creating characters, so I'm assuming they won't be there.
I honestly think that's a good thing. While making your own character is absolutely one of the great things about gaming, the idea that it is the first thing you do has been one of the barriers to entry to the game for decades. It is both boring and difficult to make your first character if you have never played the game before. You need to play to know why you're making any of the choices presented at character generation.

I have taught somewhere around a thousand people to play D&D and NOT having them make characters was one of the greatest revelations I ever experienced. It's one of the very best things about the first 5e Starter Set, is removing the idea that a new player should start by making a character. No. No they should not.
 

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It literally says "The Forgotten Realms" in the Overview section. So it's not going to be Dragonlance, just a similarly named place in the Realms that hasn't been detailed previously.
 

This I found. Looks like flat token accryilic miniatures.


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I find it funny that the one that says "rogue" under it is armed with a quarterstaff. I have a rogue character that I've played on-and-off for twenty-five years who used to use a quarterstaff, but it's been several editions of D&D in which that has been, let's call it, very "sub-optimal".
 

I'm looking forward to this one.

I honestly think that's a good thing. While making your own character is absolutely one of the great things about gaming, the idea that it is the first thing you do has been one of the barriers to entry to the game for decades. It is both boring and difficult to make your first character if you have never played the game before. You need to play to know why you're making any of the choices presented at character generation.

I have taught somewhere around a thousand people to play D&D and NOT having them make characters was one of the greatest revelations I ever experienced. It's one of the very best things about the first 5e Starter Set, is removing the idea that a new player should start by making a character. No. No they should not.
I have found that new players love making their own characters with some guidance. It helps cement rules because you absorb some game rules during character creation. It's also easier to roleplay your own creation. Playing pregens is actually kinda hard because not having made the character, it's more challenging to remember where the numbers are on your sheet and what those abilities mean. I've also found that new players are more excited about the first session if it's their own character.

Also published pregens are often dull or have incoherent personality traits. I remember one of the Phandelver pregens had one trait saying they like to put on airs in order to look good and another trait claiming that they believe people should be honest about who they are. The dwarf had the soldier background, which in theory lets them requisition equipment from their old troop, but in the background write up says they were court martialed! This cannot be helpful to new players.

Having said all this, I fully understand why starter sets don't usually contain character generation rules. We used the starter set for One Ring 2e before plunging into the main book, and had a lot of fun. And if your players are turned off by character creation than I can see the value in having pregens ready to go.
 


I have found that new players love making their own characters with some guidance. It helps cement rules because you absorb some game rules during character creation. It's also easier to roleplay your own creation. Playing pregens is actually kinda hard because not having made the character, it's more challenging to remember where the numbers are on your sheet and what those abilities mean. I've also found that new players are more excited about the first session if it's their own character.
Interesting. In many hundreds of players, I have rarely found this to be the case. I mean, I get your reasoning, and I'm sure there's some people who would enjoy that step, but they'll enjoy making their own characters just as much after they've played the game once or twice. I've found that even after making characters, new players don't know where numbers are on their sheet or what they mean. And they don't know WHY they are picking anything over anything else if they've never played before!

YMMV, but I've done it both ways several hundred times (over four editions) before coming to my current conclusion that it's better to play first, make characters later.

Also published pregens are often dull or have incoherent personality traits. I remember one of the Phandelver pregens had one trait saying they like to put on airs in order to look good and another trait claiming that they believe people should be honest about who they are. The dwarf had the soldier background, which in theory lets them requisition equipment from their old troop, but in the background write up says they were court martialed! This cannot be helpful to new players.
Yeah, I've never advocated that they pay any attention at all to what that part of the character sheet says. "Make it your own". "It's only a suggestion". Etc.

Having said all this, I fully understand why starter sets don't usually contain character generation rules. We used the starter set for One Ring 2e before plunging into the main book, and had a lot of fun. And if your players are turned off by character creation than I can see the value in having pregens ready to go.
The only starter set (IIRC) for D&D that didn't have character generation as the first thing you do is the 5e one. I'm definitely only speaking of D&D here, for the record. I am also speaking primarily to the very first game that a player ever plays. (After one, two, or three sessions, pretty much everyone is ready to make their own character).
 

In my personal experience, experienced gamers learning a new game prefer to make their own PCs; either to recreate their favorite type of character in the game ( and thus grasp the bare minimum needed to play) or as a challenge to see how quickly they can make a broken character from scratch.

Most new players I’ve met seem so lost they are happy to pick a pregen and learn ropes
 
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