The Alexandrian

Posts tagged ‘d&d’

Review: D&D Essentials Kit

September 26th, 2023

D&D Essentials Kit

The original 5th Edition D&D Starter Set was released in 2014, reaching shelves shortly before the core rulebooks.

In 2019, Wizards of the Coast released a new introductory boxed set: The D&D Essentials Kit.

Your first thought might be that they were replacing the Starter Set with a new and improved game box, but this wasn’t the case: The Starter Set remained in print and on shelves next to the Essentials Kit until early 2022, when it was replaced by the new D&D Starter Set: Dragons of Stormwreck Isle.

(Along the way, Wizards also published additional starter sets featuring Stranger Things and Rick & Morty.)

So why do we have so many introductory boxed sets?

I suspect it has less to do with what’s inside the box and more to do with the box existing in the first place.

In the mass market and big box stores, entertainment products have a shelf life: If you’re successful enough to crack that market in the first place, your game will be stocked, it will sell, and then at some point the big box stores will stop stocking the game and the sales will stop. If you’re lucky, this will be based on your sales (because if you can keep selling, then you can keep selling), but more often it’s just a matter of time: Automated reorder systems will play it safe by ordering fewer copies each time; which results in fewer sales; which results in a smaller reorder or, eventually, no reorder at all.

By having multiple introductory boxed sets for sale, Wizards of the Coast pays a cost in customer confusion: Someone wanting to play D&D for the first time may become uncertain which of these nigh-identical products they should buy.

But what they gain is a new SKU; a new product code. Each time they release a new SKU, it’s a fresh opportunity for their marketing team to go back to the big box stores that have dropped the previous boxed set and get D&D back on the shelf in Target or Walmart or Barnes & Noble.

If you’re reading this review, though, you’re probably not an account manager at Walmart. (If you are, there’s a book you should definitely acquire.) You’re a gamer. Or maybe a search engine brought you here because you’re interested in becoming a D&D player.

So if you’re looking for your own introduction to D&D, is the Essentials Kit what you should pick up? Is it worth grabbing a copy if you already own the D&D Starter Set? What if you already own the core rulebooks?

This review will probably make more sense if you’re familiar with my review of the D&D Starter Set, so you might want to read that if you haven’t already. But here’s a quick overview of what I’m looking for in an introductory boxed set like the Essentials Kit:

  • A meaty, full-featured version of D&D.
  • An introduction for complete neophytes to roleplaying games that would not only teach them how to play, but how to be a Dungeon Master.
  • A complete gaming experience, even if you never picked up the Player’s Handbook or Dungeon Master’s Guide.

OPENING THE BOX

So let’s take a peek inside the D&D Essentials Kit.

Where the D&D Starter Set was fairly barebones, the Essentials Kit packs in a bunch of gimmicks and gewgaws to fill the box:

  • The 64-page Essentials Kit Rulebook, doubling the size of the 32-page rulebook from the D&D Starter Set. (Notably absent, however, is the index that the D&D Starter Set included.)
  • The 64-page Dragon of Icespire Peak, which serves as an adventure book and monster manual.
  • Six blank character sheets.
  • A full set of dice.
  • A two-sided poster map of Phandlin and a hexmap of the surrounding area.
  • A mini-DM screen.
  • 108 cards on perforated sheets, including initiative cards, quest cards, an oddly arbitrary selection of NPCs, magic items, and conditions.
  • A cardboard tuck box for your cards.

Notably, both the rulebook and the adventure book have been given cardstock covers, replacing the flimsy pamphlets from the D&D Starter Set with books that can actually endure some meaningful use at the table. This was a shortcoming I called out in my review of the Starter Set, and it’s great to see it improved here. Along similar lines, the dice set in the Essentials Kit is larger, including the second d20 (for advantage/disadvantage rolls) and 4d6 whose absence I’d noted.

I’d also mentioned that a poster map of the region around Phandalin would have been a great addition to the D&D Starter Set… and here it is! Including a mini-DM screen is also an inspired choice, not only giving the game a little more “table presence” when you get set up for play, but also giving the new DM a valuable cheat sheet that will help them master the game.

I’m a little more agnostic leaning towards pessimistic when it comes to the cards. There’s a mishmash of stuff here:

  • Condition cards.
  • Initiative count cards.
  • Sidekick cards.
  • Quest cards.
  • Magic items.

I find the basic utility for quite a few of these cards fairly suspect, and while I respect the quixotic quest to include “value-add” components to introductory boxed sets down through the ages, I think it mostly sets up a false expectation of what you “need” to run a D&D adventure.

(You do not, in fact, need to prep quest cards or NPC cards.)

Your mileage may vary.

RULEBOOK v. RULEBOOK

Before opening the Essentials Kit box, I was actually expecting to find the exact same rulebook that Wizards of the Coast had used in the D&D Starter Set. The rules of the game, after all, hadn’t changed.

Instead, the Essentials Kit Rulebook has doubled in size, from 32 pages to 64 pages!

There are several reasons for this, but the biggest one is that the Essentials Kit Rulebook includes character creation! Which was another thing I thought was missing from the D&D Starter Kit! This is fabulous!

But there are a couple things that could have made it even better. First, the ideal introductory boxed set would include both character creation rules and pregen characters. Character creation gives you a fully functional game, while pregens let new players leap directly into the action.

Second, if you’re going to have a bunch of these introductory boxed sets in print at the same time, I’d love to see them go a little wild with the class/race selections. If the D&D Starter Set features human/dwarf/elf and fighter/cleric/rogue/wizard, I’d have loved to see the Essentials Kit feature something like dragonborn/gnome/half-orc/tiefling and druid/monk/ranger/warlock. Mix it up! Instead, the selection here is pretty tame (although they do toss bards into the mix).

Another major addition here are rules for Sidekicks. This is a very smart addition, because it lets a DM easily run the game for a single player (playing a PC plus sidekick). That’s huge for an introductory boxed set, because it makes it a lot easier for a new player looking to play D&D for the first time to start playing.

It’s interesting looking through the two rulebooks side by side and seeing how the sequencing of information shifts subtly from one to the other, but for the most part everything seems to be pretty equivalent. (With the exception of experience points, which have been removed from the Essentials Kit.)

There are a couple other bits of rules-type content that don’t technically appear in the Essentials Kit Rulebook, but which I want to comment on here: Monsters appear as an appendix in the adventure book and magic items have been moved onto the item cards.

The monsters are given better descriptions in the Essentials Kit than in the Starter Set, but I found the selection of both monsters and magic items disappointing. There’s not really a way for me to objectively demonstrate this, but looking at the Starter Set I felt like I could take the included magic items and monsters and remix them to create a bunch of different adventures. But with the Essentials Kit, I just… don’t. It feels like there’s a lack of variety, or that key niches have been left unaddressed.

So the inclusion of character creation is a major upgrade for me, but overall I think, from a mechanics standpoint, that the Essentials Kit is something of a mixed bag for me. But I think it has a slight edge over the Starter Set here.

DRAGON OF ICESPIRE PEAK

The Essentials Kit includes an all-new adventure book: Dragon of Icespire Peak.

Like the Lost Mine of Phandelver from the D&D Starter Set, however, Dragon of Icespire Peak is set in the village of Phandalin.

In fact, at first glance, Dragons of Icespire Peak is structurally very similar to Lost Mine of Phandelver: You’ve got a bunch of individual adventures, forming a complete Tier 1 campaign. You don’t need to complete these adventures in any particular order, with the PCs being able to gather adventure hooks in the hub of Phandalin and then choose which ones they want to pursue. The whole thing ultimately culminates in a cap adventure where the PCs hunt down the titular dragon that’s plaguing the region.

So this should be just as good as Lost Mine of Phandelver, right?

… right?

I’m not going to beat around the bush here: It’s not.

Dragon of Icespire Speak gets off on the wrong foot, in my opinion, from the very beginning by giving some absolutely terrible advice to the first-time DM: Instead of reading the adventure book ahead of time, the DM is instructed to wait until the players are creating their characters and then “read ahead” to figure out how the adventure works.

(This is despite the fact that, on the same page, the DM is told that part of their role is to help the players create their characters. So… yeah. Do that and also read the adventure for the first time. At the same time.)

I think what they’re trying to do is support people who want to open the box and immediately play the game: They’d obviously have to claw out some time during the session to read the adventure, right? Realistically speaking, however, this is never going to happen: There’s a 64-page rulebook that needs to be digested before play can begin. So all you’re left with is some terrible guidance that will lead new DMs straight into an almost certainly horrific first-time experience at the gaming table.

This is particularly true because Dragon of Icespire Peak isn’t designed with a single initial scenario. Instead, the campaign begins with the PCs standing in front of a jobs board posted outside the townmaster’s hall, where they’ll immediately be able to choose between three different adventures. (Read fast, Dungeon Master!)

This jobs board is, in fact, the primary structural problem I have with Dragon of Icespire Peak. Unlike Lost Mine of Phandelver, in which the adventures were all connected to each other and emerged organically from interactions with the game world, Dragon of Icespire Peak primarily delivers Quests by having the DM hand the players a Quest Card when they read the Quest on Harbin Wester’s job board.

The result is an experience which has been video-gamified.

To be clear here, I don’t have an inherent problem with using a jobs board in D&D. The problem here is the implementation.

To start with, for many of the Quests there’s no clear mechanism by which Harbin Wester could have become aware of them. In other cases, the continuity doesn’t make sense. For example, there’s one quest where the PCs are sent to check on a ranch that was attacked by orcs:

  • Orcs attacked the ranch. Almost everyone there was killed.
  • “Big Al” Kalazorn, the ranch owner, was captured.
  • A ranch hand escaped and rode to Phandalin.
  • Harbin Wester then waited ten days before sending the PCs to see if Kalazorn is still alive.

In addition to frequently not making any sense, these quests are all disconnected from the world around them. In fact, the adventure frequently seems to go out of its way to eschew these connections!

For example, there’s a wilderness encounter in which the PCs stumble across an unattended riding horse branded with BAK (for “Big Al” Kalazorn). That’s good! That’s a clue that something is wrong at Big Al’s ranch and the PCs could follow that lead and discover the adventure in a way that makes the world feel like a real place!

… except that encounter is hardcoded so that it ONLY occurs if the PCs are already on their way to the Big Al’s ranch.

This lack of continuity, context, and connection, combined with the fact they’re delivered in the most impersonal manner possible (Harbin literally hides inside his house and won’t let them in), makes all of the Quests feel like meaningless errands, something which I feel is only further emphasized by the adventure using quest-based leveling. These are not things that the players will actually care about; they are rote obligations.

A subtler difference is that Dragon of Icespire Peak’s Quests are filled with a lot of Thou Must imprecations as opposed to Lost Mine of Phandelver’s presentation of options and tacit support for open-ended play driven by the players.

On a similar note, a lot of the goals in Dragon of Icespire Peak default back to “clear the dungeon.” This, too, greatly reduces the players’ ability to creatively engage the campaign and forge their own destiny… which once again gives the sensation of trudging through obligations.

I also have a much longer list of specific concerns when it comes to the individual adventures in Dragon of Icespire Peak. Stuff like:

  • There’s a 60-foot-long tunnel. If the PCs don’t declare that they’re searching for traps, the tunnel collapses when they reach the half-way point and everyone in the tunnel (which, given the length of the tunnel, is likely to be all of the PCs) is automatically buried. If you’re buried, you cannot take any actions and the only way to escape is if someone who isn’t buried helps you get out. So… yeah. That’s just an instant death trap. (And there are a bunch of other death-trap issues in this vein, like the adventure that dumps 1st-level PCs run by neophyte players into multiple fights with ochre jellies.)
  • There’s an adventure where a gnomish king has been driven insane by the knowledge that a mimic is eating his subjects. Okay… sure. But as soon as the PCs kill the mimic, the king’s insanity is instantly cured! … that is not how madness works. (Fundamental breakdowns in worldbuilding, character, and basic logic are far too frequent here.)
  • That same adventure, however, has a lot of really neat ideas and interesting roleplaying opportunities. It’s fairly complicated and relatively difficult for a DM to run. Which would be okay… unless you position it so that it can be the very first adventure a brand new DM using the Essentials Kit would need to run. Which is, of course, exactly what the adventure book does. Why not scale this adventure up a couple levels so that it can come in the middle of the campaign after the DM has a bit more experience under their belt? (There’s a number of strange sequencing decisions like this.)

Dragon of Icespire Peak is, ultimately, a mediocre but passable campaign. In comparison to many other introductory adventures, it’s actually quite good. But when directly compared to Lost Mine of Phandelver — and, of course, one is more or less compelled to make that comparison — it does not fare well.

THE VERDICT

In the showdown between the D&D Starter Set and the D&D Essentials Kit, which one comes out on top?

With the D&D Starter Set out of print, of course, this is something of a moot point. The Essentials Kit wins more or less by default.

Even when both were available, however, it’s hard to pick a clear winner. I’d probably give the edge to the D&D Starter Set strictly on the strength of Lost Mine of Phandelver: In large part, an RPG lives or dies by its adventures, and Lost Mine of Phandelver is just a fundamentally better campaign.

The truth, though, is that if you were to merge these two sets together, you’d likely end up with a near-perfect starter set in the fusion: Give me the rulebook from the Essentials Kit. Give me the campaign from the Starter Set.

More than that, though, when we start talking about combining the Essentials Kit with the Starter Set, we suddenly discover that Dragon of Icespire Peak suddenly becomes vastly better simply by running it at the same time you’re running Lost Mine of Phandelver. (Which is, of course, quite trivial to do.)

Having the impersonal, decontextualized jobs board as the central pillar of your campaign is alienating and results in a shallow, forgettable, and even frustrating experience for the players. But if you take that same structure and add it as a spice to a larger campaign, suddenly it comes to life! The roots of Lost Mine of Phandelver will dig in, twining themselves around the adventures of Dragon of Icespire Peak, lending them the context and depth that they natively lack.

(I suspect this also means that the D&D Essentials Kit is a perfect companion to the Phandelver and Below: The Shattered Obelisk campaign, which remixes the material from Lost Mine of Phandelver, although I haven’t read that book yet.)

Of course, in actual practice, I’d still recommend that you’d be best served by make a number of small tweaks and modifications to contextualize, connect, and make relevant these adventures. (You could use Lost Mine of Phandelver as a model of how to do that, or check out articles like Using Revelation Lists.)

In the final analysis, the D&D Essentials Kit is a pretty solid introductory boxed set. I wish it was a little better, but I wouldn’t really hesitate giving it as a gift to someone discovering D&D for the first time. And at just $25, it’s not hard to justify grabbing a copy to supplement your Lost Mine of Phandelver, Phandelver and Below, or almost any Tier 1 campaign based out of a typical fantasy village.

Grade: B-

Rulebook Designer: Jeremy Crawford
Adventure Designer: Christopher Perkins
Additional Adventure Design: Richard Baker
Adventure Development: Ben Petrisor

Publisher: Wizards of the Coast
Cost: $24.95
Page Count: 128

FURTHER READING
Review: D&D Starter Set (2014)
Review: Dragons of Storm Wreck Isle (2022 Starter Set)

D&D Essentials Kit

Buy Now!

Review: D&D Starter Set

September 19th, 2023

D&D Starter Set (2014)

With Phandelver and Below: The Shattered Obelisk arriving on bookshelves as we enter the twilight months of 5th Edition in anticipation of the release of D&D 2024 / OneD&D / whatever we end up calling it, I thought it would be interesting to go all the way back to the beginning and take a peek at the D&D Starter Set first published in 2014.

But let’s start by going even further back and discussing the history of D&D introductory sets. (This is something I discuss in even more detail in Every Edition of D&D if you want to go on a real deep dive.)

D&D was originally published as a boxed set in 1974. In 1977, however, the product line bifurcated: Advanced Dungeons & Dragons would be published as a set of three hardcover books, while Dungeons & Dragons would be published in the boxed Basic Set. (This is why that version of the game is often called Basic D&D.)

In 1981, the Basic Set was revamped and an Expert Set was added as a supplement. In 1983, the Basic and Expert sets were revamped again, and the Companion, Master, and Immortals boxed sets were also added.

Now, here’s the key thing: Dungeons & Dragons was NOT the same game as Advanced Dungeons & Dragons. The Basic Set (and its supplements) were a complete, stand-alone game that even had its own campaign worlds and adventures.

Starting in 1991, this changed. The Basic D&D game remained distinct from AD&D for a while longer, but its rules were compiled into the Rules Cyclopedia. Later, after Wizards of the Coast bought D&D, they would end Basic D&D and drop the “Advanced” moniker from the 3rd Edition of AD&D (now referred to simply as D&D). A multitude of Basic Sets, Introductions, First Quests, Starter Sets, Adventure Games, and Basic Games would continue to be published as boxed sets, but there was an important difference:

They weren’t complete games.

They were pay-to-preview ads for the Player’s Handbook, and they were usually designed accordingly: You bought them. You played them once. Then you threw them in the trash, bought the core rulebooks, and never touched them again.

I’ve talked in the past about the fact that I think this killed D&D’s gateway product and did an incredible amount of harm to the entire RPG industry. Personally, in my ideal world, D&D would be a game sold in a box, and when new players asked, “What do I need to play D&D?” you’d say, “You need the big box with DUNGEONS & DRAGONS on the cover.” Simple.

Obviously, we don’t live in that world. But this should give you a barometer for what my ideal Starter Set would look like: It would be a meaty, full-featured version of D&D. It would introduce complete neophytes to roleplaying games and teach them not only how to play, but also how to be a Dungeon Master. It would give a complete gaming experience, even if you never picked up the Player’s Handbook or Dungeon Master’s Guide.

And if you bought it, you would absolutely not feel like you paid money to have someone tell you that you should buy something else.

OPENING THE BOX

So let’s crack this thing open.

What’s actually in the D&D Starter Set box is pretty barebones:

  • The 32-page Starter Set Rulebook, which gives you all the rules for the game.
  • The 64-page Lost Mine of Phandelver, which serves as an adventure book, monster manual, magic item vault, and index.
  • Five pregen characters sheets.
  • A set of dice.

Honestly, I think this barebones approach is okay. You don’t need a fancy gizmos and gadgets to play a roleplaying game. Would a poster map of the Phandalin region (where Lost Mines of Phandelver is set) have been a nice bit of highly practical bling that might have been wonderfully intriguing to a new player? Almost certainly.

But barebones here gives you an MSRP of $20, which is an absolutely fabulous price point. That puts the Starter Set in the territory of an impulse buy, and that was often even more true in actual practice. (I got my copy for $10.)

Nevertheless, there are a couple of things I will ding here: First, the included dice set only includes one d20 and one d6, which I think is inadequate for a game that includes advantage/disadvantage and the fireball spell.

Second, the two booklets would really benefit from cardstock covers. Instead, they’re just stapled paper and very flimsy.

THE RULEBOOK

The Starter Set Rulebook is very good.

The introduction it provides to RPGs — what they are, how they’re played, etc. — is workmanlike, but solid in its execution. More importantly this is a complete and fully functional rulebook. It’s not painfully incomplete. It doesn’t constantly tease with how the real rules are in another book. It’s a rock solid volume, and you could run a complete Tier 1 campaign with this rulebook with zero difficulty.

In fact, except for one thing that we’ll get to in just a moment, you could run multiple Tier 1 campaigns.

Combined with the magic items and monsters found in the companion volume, a DM has enough material that they could comfortably create their own campaign. I could even imagine someone skipping the Player’s Handbook and Dungeon Master’s Guide, grabbing a Monster Manual to give them more options for foes, and continuing to game happily for months or years or forever.

This is, in case I’m not being clear, a really fantastic achievement.

Unfortunately, as I hinted above, there are a couple gaping holes here that, in my opinion, stop this from being a total triumph.

First, there are no rules for character creation. Instead, players will need to pick one of the five pregen characters included in the boxed set. This is the truly crippling blow, and the only thing that truly limits the Starter Set.

Second, the books do a pretty good job of orienting first-time Dungeon Masters. There’s a lot of practical advice for how they can referee the session, make rulings, set up adventure hooks, narrate the action, play the monsters, and so forth. But the major oversight is that they never actually tell the DM how to run the dungeons included in the adventure book.

D&D actually has a long history of failing to do this (the 5th Edition core rulebooks are actually worse!), but it’s ultimately kind of amusing when you realize that the Starter Set includes multiple, detailed explanations of exactly how boxed text is supposed to be used, but nothing on how dungeons are supposed to be used.

For example, at the beginning of the adventure they tell you:

  • This is boxed text. You should read it.
  • Here is a list of specific things you should do; including getting a marching order so that you know where the PCs are positioned when the goblins ambush them.
  • When the goblins ambush them, this is the step-by-step guide for how combat should start and what you should be doing while running the combat.
  • Here are several specific ways that the PCs can track the goblins back to their lair, and here’s a walk-thru of how you can resolve each one.

This is all great. Concrete, specific advice presented in a clear and highly usable format.

But then the PCs get to the goblins’ lair and… nothing.

To be clear, they do a fantastic job of presenting the dungeon:

  • General Features
  • What the Goblins Know (always love this)
  • Keyed map
  • And, of course, the keyed entries describing each room.

Again, these are all great.

But the step-by-step instructions for how you’re actually supposed to use this material? It just… stops. The designers obviously just assume that reading text out loud requires a detailed explanation, but how you run a dungeon is just a skill that everyone is born with.

Which is, of course, really silly.

But I digress. As I mentioned, this problem is a much larger and more systemic than the D&D Starter Set. It’s just particularly sad to see the ball getting dropped in an introductory product.

QUIBBLES & NITPICKS

Two more quick nitpicks before we do a proper dive into the adventure book.

First, Wizards of the Coast is allergic to referencing page numbers and I don’t get it. The “logic,” which they’ve explained from time to time, is that they don’t want to include, for example, a specific page number in the Monster Manual because it’s possible that they’ll revise the Monster Manual and the page numbers will change.

But in the 20+ years they’ve been eschewing page numbers, and I cannot emphasize this enough, they have never done this. The first time it might happen is next year.

It’s, frankly, dumb in general because it makes their books much, much harder to use than they need to be. And in the specific case of the D&D Starter Set it’s even dumber because this is a self-contained product. If you were to some day revise the Starter Set, you could just update the page references.

But because Wizards of the Coast is allergic to page numbers, brand new DMs will be cursed with needlessly flipping back and forth through the books, trying to figure out where specific sections are after the authors wave vaguely in their direction.

(I will give them partial credit for an Index that isn’t complete garbage.)

Second, the random encounter procedures for dungeons given in the Starter Set are kinda garbage. They give random encounter tables, but then instruct brand new DMs, “Make an encounter check whenever you feel like it. Or don’t. But you definitely should. But don’t make too many of them, because you’ll ruin your game. How many is too many? Eh. I dunno. You’ll figure it out. Maybe.”

I suspect this text may have originally been more closely tied to detailed dungeon procedures which were present in pre-5th Edition D&D Next playtest material but removed from the game entirely at the eleventh hour. But this is, nonetheless, bad praxis, and even moreso in material you’re presenting to first-time DMs.

LOST MINE OF PHANDELVER

Which finally brings us to Lost Mine of Phandelver, the adventure book.

I’m not going to beat around the bush here: This is good.

It’s really, really good.

I’m pretty comfortable describing Lost Mine as the single best introductory adventure D&D has ever had, and I don’t think the competition is even close.

First, it’s not just an adventure. It’s an entire campaign. In just 50 pages, Lost Mine of Phandelver presents seven — seven! — different scenarios plus the lushly detailed village of Phandalin. (The other 14 pages in the booklet are devoted to the monster manual, magic item vault, and rules index.) I am completely blown away by this.

And it’s not just the amount of material presented here. This is a really good campaign, and it’s particularly excellent as an exemplar for new DMs figuring out how to make their own campaigns.

We can start by looking at the structure of the campaign:

  • Lost Mine of Phandelver starts with the PCs on their way to the village of Phandalin.
  • A simple ambush-based scenario hook pulls the PCs into a goblin lair called the Cragmaw Hideout. The initial encounter is a perfect kickoff for first-time players and DMs, starting with an intriguing enigma (dead horses lying in the road) before smoothly transitioning to a combat encounter featuring a simple, but meaningful tactical dilemma for the players.
  • The Cragmaw dungeon itself is absolutely fantastic: It’s non-linear. It takes advantage of the third-dimension. The key is clear, clever, and features several really cool ideas (like the dams that the goblins can use to create a defensive flood). It repeatedly emphasizes the opportunity not only for combat, but also roleplaying and clever problem-solving. Everything here implicitly tells the players that their choices matter and teaches the DM how to actively respond to what the PCs are doing.
  • The Cragmaw hideout also features multiple scenario hooks, giving the players several options to pursue.
  • Whenever the PCs arrive in Phandalin (whether they head there immediately or after pursuing the scenario hooks from the Cragmaw hideout), the entire village is set up to deliver another half dozen or more scenario hooks to them. The result is that the players end up with an entire menu of scenario hooks to choose between, once against emphasizing that their choices matter.
  • The individual scenarios are also interconnected, in a really beautiful node-based design that ultimately funnels the PCs into the campaign finale at Wave Echo Cave, which (a) has been foreshadowed since the very beginning of the campaign and (b) is another fantastic dungeon scenario with excellent non-linear design and multiple factions.

I really can’t emphasize just how great this is.

On top of this rock solid campaign frame, the individual adventures are, as I’ve already suggested, equally excellent. I’ve mentioned the strategically interesting non-linear design of the dungeons and the Three Clue Rule, but they also feature retreating foes, personalized magic items redolent with history and flavor, and a wonderfully varied cast of characters.

On top of all that, although I quibbled about the presentation of the random dungeon encounters, the random wilderness encounters are given a very effective procedure AND they’re linked to the scenarios, providing another level of interconnectivity in the campaign.

THE VERDICT

The Starter Set Rulebook is very good, but unfortunately flawed in a couple key ways.

That almost doesn’t matter, though, because I’d pay $20 for just Lost Mine of Phandelver in a heartbeat. And I’d do it even faster than that if I could.

Best introductory adventure for D&D ever published? Definitely.

Best adventure book of any kind published by Wizards of the Coast? Quite possibly.

Overall, the 1983 Basic Set probably remains the best introduction to D&D ever published. But if I’d been given Lost Mine of Phandelver when I was a first-time DM, it would have made me a much better DM than I was, and that’s something special. Even if you’re an experienced DM with years of play under your belt, it’s still a really enjoyable campaign that’s immaculate in its construction.

I really can’t recommend it highly enough.

Grade: A

  • Lost Mine of Phandelver: A+

Lead Designers: Mike Mearls, Jeremy Crawford
Design Team: Christopher Perkins, James Wyatt, Rodney Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Bruce R. Cordell
Adventure Designers: Richard Baker, Christopher Perkins

Publisher: Wizards of the Coast
Cost: $19.95
Page Count: 96

D&D Beyond: Lost Mine of Phandelver (Free!)

FURTHER READING
Review: D&D Essentials Kit
Review: Dragons of Stormwreck Isle (D&D Starter Set 2022)

D&D Starter Set (2014)

Buy Now!

Vladaam Affair - Map: Goldsmiths' Guild

Go to Table of Contents

The Red Company of Goldsmiths is maintained as a small subsidiary of the Goldsmiths’ Guild (which, in turn, is largely controlled by the Ironworkers’ Guild). The Vladaams maintain it primarily to launder stolen funds and goods from their other enterprises.

Gold Strips: Suitable for crafting. Each strip is marked with the “V” sigil of the Vladaams (making them easily traceable).

DENIZENS - DAYLocation
2 Vladaam Advanced GuardsEntrance
2 Vladaam Advanced GuardsArea 1
Goldsmiths (2d4+2)Area 1
TelidorArea 4 (60% chance)
DENIZENS - NIGHTLocation
2 Vladaam Advanced GuardsEntrance
4 Vladaam Advanced Guards + 2 Vladaam MagesArea 2
TelidorArea 4 (10% chance)

Goldsmiths: Use artisan stats, Ptolus, p. 606.

  • Proficiency (+2): Jeweler’s Tools
  • Equipment: 1d10 x 1d10 gp, jeweler’s tools, Vladaam deot ring

Vladaam Affair - Goldsmith's Guild Location

Guildsman District
Gold Street – E9

AREA 1 – GOLDSMITHY

Gilted worktables with comfortable seats fill the room.

DAY: There’s roughly 8,000 gp worth of gold strips and 5,000 gp of jewelry in this room. 12 sets of jeweler’s tools.

NIGHT: The tools have been tidied away and the gold strips/jewelry moved to Area 2: Gold Safe.

SAFE DOOR (10-in. iron, to Area 2): AC 19, 300 hp, DC 24 Dexterity (Thieves’ Tools). An alarm spell is keyed to Guildmaster Telidor.

SECRET DOOR: DC 30 Intelligence (Investigation) check. The wall is hollow and this section is designed to be unscrewed.

AREA 2 – GOLD SAFE

The safe contains 25 pp, 350 gp, and 1,300 sp. It also contains large, heavy stacks of gold strips totaling 32,000 gp in value.

NIGHT: An additional 8,000 gp in gold strips and 5,000 gp of jewelry (secured from Area 1).

DC 20 Intelligence (Investigation): There is a hidden compartment in the tiled steel floor of the safe. It holds a number of small, mimatched bags containing 3,116 gp, 43,457 sp, and 103,900 cp.

DM Background: This money flows in from all the illegal operations of the Vladaams. After being held here, it’s transferred from the Goldsmiths’ Guild to legitimate banks.

AREA 3 – GUILD GATHERING HALL

A long, heavy table of polished oak runs the length of this room. A chandelier of wrought gold and rubies, lit with continual flame, hangs from the ceiling (5,000 gp value).

AREA 4 – GUILDMASTER’S OFFICE

A tidy, well-sorted desk. A gold inkwell (worth 100 gp) stands on top of the desk.

DESK: Ordinary guild correspondence is neatly stacked in one drawer; blank parchment and quills in another. A third drawer holds a black velvet pouch containing 770 gp.

  • DC 14 Intelligence (Investigation): One of the drawers has a false bottom. DC 20 Dexterity (Thieves’ Tools) to open. It contains paperwork relating to the money laundering operations of the guild. There’s usually enough compromising material here to reveal 1d4+2 pieces of uncommon and 1d3 pieces of rare information from the Vladaam gather information tables.

AREA 5 – SMUGGLING HOLE

This appears to be a small, dusty, and forgotten room with a dirt floor.

DC 24 Intelligence (Investigation): Scraping away about a half inch of dirt reveals a trap door leading down to a tunnel which leads under the city wall and emerges about 500 feet away in a small copse of trees.

DM Background: This smuggling hole has not seen much use in recent years. (The Vladaams don’t want to attract unnecessary attention to a guild that’s very successfully laundering their money. But the Guildmaster and a few others in the guild are aware of its existence.)

GUILDMASTER TELIDOR

A striking woman with long black hair plaited with golden wire. She wears a beautiful golden necklace depicting a phoenix being consumed by flames formed from three large and several small red-gold tourmalines (3,000 gp). She also has a pair of matching bracelets, which are actually bracelets of friends (keyed to Navanna twice, Gattara once, Godfred once, Aliastar once, Marcus Corellius twice, and her two bodyguards).

Through her black market work and money laundering with the Vladaams, Telidor has become a very rich woman. As a result, over the past decade her social circle has rapidly escalated. And she likes it. Her ambition has led her to consider buying a familial share in House Abanar in order to raise her star even higher; the only thing holding her back is a fear of retaliation from the Vladaams.

Guildmaster Telidor: Use knight stats, MM p. 347, except she uses a cudgel (1d8+3 bludgeoning) and hand crossbow (1d6 piercing) for her attacks and she has Wisdom 15 (+2).

  • Proficiency (+2): Jeweler’s Tools
  • Equipment: bracelet of friends (x2), phoenix necklace (3,000 gp), diamond ring (250 gp), Vladaam deot ring
  • Bracelet of Friends: This silver charm bracelet has four charms upon it when created. As a bonus action, the owner may designate one person known to them to be keyed to one charm. When a charm is grasped and the name of the keyed individual is spoken as an action, that person is called to the spot, along with their gear, as long as the owner and the called person are on the same plane. The keyed individual knows who is calling, and the bracelet functions only on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless.

Telidor’s Bodyguards (Harla & Jarla): Female lizardfolk. Use gladiator stats, MM p. 348.

  • Proficiency (+3): Perception, Stealth, Survival
  • Equipment: flaming claw tips (Harla) / frost claw tips (Jarla), javelin of lightning (x2), potion of superior healing, Vladaam deot ring
  • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
  • Hold Breath. Lizardfolk can hold their breath for 15 minutes.
  • Flaming Claw Tips: +1 to attacks and +2d6 fire damage.
  • Frost Claw Tips: +1 to attacks and +2d6 cold damage.

Go to Part 13: Red Company of Magi

Vladaam Affair - Founder's Workshop Map

Go to Table of Contents

A guild of brass and bronze workers which actually serves as a focal point for Vladaam chaositech research.

DENIZENS - DAYLocation
2 Guild Apprentices + Vladaam GuardArea 1
Vladaam GuardArea 2
Apprentices + Master CraftsmanArea 3
3 Chaositech Masters + 2 ApprenticesArea 4
DENIZENS - NIGHTLocation
Vladaam GuardArea 2

Vladaam Affair - Founder's Workshop (Location on Ptolus Map)

Guildsman District
Brass Street – H8

AREA 1 – STOREFRONT

A variety of workbenches cluttered with tools. Guildsmen on duty here will do minor repair work.

TOOLS: Two sets of jeweler’s tools and a set of tinker’s tools.

MERCHANDISE: Various works of brass and bronze, mostly knick-knacks, cheap candelabras, or specialized components of little value. Total worth of 150 gp if it’s all hauled out of here. There are two sextants worth 250 gp each and a set of brass marbles worth 1 gp.

AREA 2 – STAIRWELL

The stairwell is guarded with three alarm spells which are triggered by anyone traversing the stairs who isn’t wearing a guild badge.

  • An audible alarm (heard throughout the workshop and out on the street).
  • A mental alarm that notifies Aliaster Vladaam.
  • A mental alarm that notifies the guioldmaster.

AREA 3 – UPPER WORKSHOP

This workshop contains ten sets of smith’s tools, two sets of tinker’s tool, and two sets of jeweler’s tools., along with a large supply of brass, bronze, and copper (2,000 pounds, worth a total of 1,000 gp). Two small forges are positioned near windows (for ventilation).

PAPERS: A few miscellaneous papers are strewn about, including a Bill for Repairs Done to a Spiked Pit Trap.

SECRET DOOR – DC 16Intelligence (Investigate): The chaositech workshop in Area 4 is actually the second floor storey of the building next door (which has no access to its second floor, just a long stair that goes up to its third floor), so it’s not immediately apparent that there should be any access to it.

BILL FOR REPAIRS TO A SPIKED PIT TRAP

To the attention of Arquad—

A request of remuneration for the services of the Founders’ Guild in the repair and servicing of the safeguards in the back hall of Marquette’s Textiles, Pitch Street, Guildsman District.

To whit—

Repair of hinge mechanisms in door.

Replacement and treatment of spikes.

Additional items—

Blue whinnis commissioned from the Poisoners’ Guild on Black Str. Paid in full. Inc. in billed amount.

Billed amount—

1,875 gold thrones.

DM Background: The trap mentioned here is located in the hallway of Part 17: Undead Shipping Warehouse. The poison (blue whinnis) is being sourced from Part 7B: Alchemy Lab 2 – Poisoner’s Guild.

AREA 4 – CHAOSITECH WORKSHOP

A faint, pink-purple haze clings to the ceiling. There’s sickly-sweet scent raw with some form of potent pheromone. (Ask the players what the emotional reaction of their PCs is to the powerful pheromones.) Strange machinery – some combination of bronze and an unidentifiable black metal – crawls up the walls, although it’s difficult to tell where one device ends and another begins. Several work tables in both halves of the room are covered with softly bubbling chemicals, strangely glowing items, and an eclectic effluvium of technomantic components.

CHAOSITECH: Among a variety of half-completed devices and experiments, there is a sickening rod and blight bomb. There is also a copy of the Book of Greater Chaos. (See Addendum: 5E Chaositech.)

RIFLE CRATE: An open crate that originally contained 12 hellsbreath rifles from the Shuul Foundry. 6 remain in the crate, 2 others have been partially disassembled (and are in various states of study), and 4 have been repacked into a smaller container with a note attached: “Have these sent to the security cache in the temple on Malav Street.”

  • DM Note: The temple referenced in the note is Part 6: Abandoned Temple of the Great Mother.

IRON COFFER (10% chance): There’s a 10% chance of an iron coffer containing 500 gp, 40,000 sp, and 50,000 cp with instructions to have the Ithildin couriers ship it to the Red Company of Goldsmiths on Gold Street (see Part 12).

STAT SHEET

Guild Apprentices: Use artisan stats, Ptolus, p. 606.

  • Proficiency (+2): Arcana, Smith’s Tools
  • Equipment: dagger, hourglass, magnifying glass, oil of mending (x2), Vladaam deot ring

Master Craftsman: Use artisan stats, Ptolus, p. 606.

  • Proficiency (+2): Smith’s Tools
  • Equipment: hourglass, magnifying glass, oil of mending, Vladaam deot ring.

Chaositech Master: Use mage stats, MM p. 347.

  • Proficiency (+3): Medicine, Chaositech Tools, Smith’s Tools
  • Equipment: oil of mending, chaositech tools, chaos storage cube (Ptolus, p. 535), any 1 chaositech weapon (Ptolus, 535), Vladaam deot ring
  • Chaositech Stabilizaiton: 50% chance of negating chaotic failure of chaositech device.
  • Resist Insanity: Advantage on saving throws made when working with chaositech.
  • Tinker: Work 1d4+6 days to double a chaositech item’s range, area, duration, or add +2 to its damage or save DC.

Spellcasting: 9th-level spellcaster. Spell save DC 14, +6 to hit with spell attacks.

  • Cantrips (at will): acid splash, dancing lights, mage hand, sense spell (Ptolus, p. 632)
  • 1st level (4 slots): detect chaositech (Ptolus, p. 628), mage armor, magic missile, shield
  • 2nd level (3 slots): meld into stone, siphon (Ptolus, p. 633)
  • 3rd level (3 slots): counterspell, gaseous form, lightning bolt
  • 4th level (3 slots): private sanctum, stoneskin
  • 5th level (1 slot): mislead

Vladaam Guards: Use guard stats, MM p. 347, with AC 17. (Equipment: breastplate, shield, longsword, longbow, arrows x20, potion of healing, Vladaam deot ring.)

Go to Part 12: Guild – Goldsmiths

The Vladaam Affair - Dreadwood Grove

Go to Table of Contents

DENIZENS - DAYLocation
Fletchers (x4)Area 1
FletcherArea 2 or 3
Vladaam ResearcherArea 3 or 4
Vladaam MageArea 5
DENIZENS - NIGHTLocation
Vladaam ResearcherArea 4

Fletcher: Use commoner stats, MM p. 345. Proficient in fletcher’s tools. Wear Vladaam deot rings.

Vladaam Mage: Use mage stats, MM p. 347. See Part 13: Red Company of Magi.

Vladaam Researcher: Use acolyte stats, MM p. 342. See Part 13: Red Company of Magi.

Ptolus Map - Dreadwood Grove on Vanguard Street

Guildsman District
Vanguard Street – K8

AREA 1 – WORKSHOP

This workshop belongs to the Red Company of Fletchers and does not generally sell goods directly to the public.

PASSWORD: “Bloodfury” will get the fletchers to sell +1 dreadwood arrows.

SECRET DOOR — DC 16 Intelligence (Investigation): Wooden panel that slides aside. A staircase leads down to Ghul’s Labyrinth (which has a distinctive, cream-colored stone clearly older than the rest of the building).

There is a 10% chance of an iron coffer containing 500 gp, 40,000 sp, and 50,000 cp with instructions to have the Ithildin couriers ship it to the Red Company of Goldsmiths on Gold Street.

AREA 2 – WALKWAY

This is a grated walkway that passes over the grove in Area 3. A wrought-iron, spiral staircase at one end of the walkway leads down to the floor of Area 3, which is twenty or thirty feet below.

AREA 3 – DREADWOOD GROVE

Three long grooves in the domed ceiling glow with a fast-cycling yellow-blue light. The grove is filled with a dozen stunted, twisted trees with barkless, lusterless black trunks with red veins that seem to pulse with thick, turgid blood.

LIGHT: The light is magical, creating a bio-sustaining atmosphere in which plants can be grown. It has been modified to speed the growth of the dreadwood trees (which normally don’t require sunlight); the effect is disquieting if observed for any length of time.

DREADWOOD TREES: A dozen dreadwood trees grow here. Make a Wisdom saving throw (DC 12 on the walkway, DC 25 in the grove) or turn aside with loathing and fear.

AREA 4 – DREADWOOD SEEDLINGS

Long, high tables of stone (designed for Ghul’s orcs) now keep two dozen dreadwood seedlings, ready for transplant to the main grove (or a new grove) when needed.

AREA 5 – DREADWOOD FLETCHING

DOOR: DC 14 Dexterity (Thieves’ Tools)

A work area for creating dreadwood arrows. It contains supplies for both traditional fletching, processing dreadwood, and dreadwood horticulture.

AREA 6 – BLUESTEEL DOOR

A bluesteel door leading deeper into Ghul’s Labyrinth. (See Ptolus, p. 391).

The guild does not know the password for this door.

DREADWOOD

The dreadwood tree is a stunted, twisted thing. Its barkless trunk is a lusterless black run through with red veins which seem to pulse with thick, turgid blood. About such a tree there is an aura of the unnatural profoundly disturbing to the mortal mind. Any who would approach a dreadwood tree must succeed at a DC 10 Wisdom saving throw or turn aside with loathing and fear. This DC is increased by +1 for every additional dreadwood tree in the area, up to a maximum DC of 25.

If the wood of the dreadwood can be harvested and treated with the proper alchemical substances, its red veins can be made to pulse even in death. Those near an object crafted from dreadwood suffer a -1 penalty on Wisdom saving throws. Those handling an object of dreadwood or entering a room built of it suffer disadvantage on Wisdom saving throws and must succeed on a DC 12 Wisdom saving throw or become frightened as long as they are near the dreadwood and for 1d6 rounds thereafter.

A dreadwood tree does not require sunlight in order to grow and many are found deep beneath the surface of the earth. In fact, the dreadwood’s manner of sustenance remains a mystery much studied by arcanists and druids alike.

(Fantasy Materials)

DREADWOOD ARROWS: Those near a dreadwood arrow suffer a -1 penalty on Wisdom saving throws. Those handling or shot by a dreadwood arrow have disadvantage on Wisdom saving throws and must succeed on a DC 12 Wisdom saving throw or become frightened for as long as they are near the dreadwood and for 1d6 rounds thereafter.

A +1 dreadwood arrow costs 1,500 gp per 50.

DREADWOOD QUIVER: Not a quiver designed from dreadwood, but rather designed to hold dreadwood arrows so that the owner is not perpetually affected by the dreadwood kept within it. Cost: 150 gp.

Go to Part 11: Guild – Founders’ Workshop

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.