D&D Essentials Kit (Dungeons & Dragons Intro Adventure Set) Age Range:12 Years & Up
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| Refund Timelines | Typically, an advance refund will be issued within 24 hours of a drop-off or pick-up. For returns that require physical verification, refund issuance may take up to 30 days after drop-off or pick up. Where an advance refund is issued, we will re-charge your payment method if we do not receive the correct item in original condition. See details here. |
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Book details
- Reading age12 years and up
- Print length128 pages
- LanguageEnglish
- Dimensions9.07 x 2.08 x 11.59 inches
- PublisherWizards of the Coast
- Publication dateSeptember 3, 2019
- ISBN-100786966831
- ISBN-13978-0786966837
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Our recommended age:Manufacturer's minimum age: 12 years
From the Publisher
Welcome to Dungeons & Dragons
"The Dungeons & Dragons Essentials Kit is the perfect introduction to the legendary role-playing game." —Forbes
"Truly excellent."—Paste
Learn How to Run a D&D Game
Easy to run for both new and experienced Dungeon Masters, the Dragon of Icespire Peak adventure book teaches you how to run a D&D game and provides detailed information about each location, quest, and monster the heroes may encounter.
Take on the Dragon of Icespire Peak
Preying on anything it can catch with its claws or freeze with its icy breath, Cryovain, the young white dragon has descended upon the Sword Coast. Driven from their usual territory, all number of beasts have begun terrorizing the mining town of Phandalin.
Protect the townsfolk, discover wondrous magic items, and defeat the dragon in an epic Dungeons & Dragons adventure.
Create Your Own Character
Use the blank character sheets provided to create your own D&D characters. The included rulebook will guide players through the character creation process and provide all the information they need to level up as they complete quests.
Dragon of Icespire Peak can be played with a group as small as one adventurer and one Dungeon Master. To run the game for a single player, just let them choose a “sidekick” to join their party. Nine sidekick options are included with personality descriptions and an illustrated card for each.
Everything You Need in One Box
Monsters to fight, spells to cast, and dice to roll in combat—get everything you need to start playing Dungeons & Dragons, all in one box.
Beyond the essentials, this kit also includes fun handouts for players and accessories that make running the game easier. When a character discovers a magic item, pass them a card to unveil its wonders. Keep combat running smoothly with cards that track player order and explain conditions. And open up a whole world for your players to explore with a double-sided poster map.
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| Essentials Kit | Starter Set | Player’s Handbook | Core Rulebook Gift Set | Laeral Silverhand’s Explorers Kit | |
| Customer Reviews |
4.8 out of 5 stars
22,240
|
4.7 out of 5 stars
21,679
|
4.9 out of 5 stars
53,274
|
4.9 out of 5 stars
18,901
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4.8 out of 5 stars
2,204
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| Price | $20.31$20.31 | $38.00$38.00 | $26.10$26.10 | $98.69$98.69 | $18.99$18.99 |
| What it is: | Beginners Adventure Kit | Beginners Adventure Kit | 1st of the 3 D&D Core Rulebooks | All 3 D&D Core Rulebooks + DM Screen | Dice + Accessories |
| Get this to: | Run your first D&D adventure | Run your first D&D adventure | Get the full D&D rulebook | Get the entire core set or give as a gift | Prepare for adventure with dice and accessories |
| Features: | Includes character creation guide | Ready-to-play set | Everything you need to know for a lifetime of playing D&D | Special Edition Foil Covers + Exclusive Foil DM Screen | Includes map of the Sword Coast and the city of Waterdeep |
| Contents: | Short adventure + 64-page rulebook, DM Screen, 6 blank character sheets, 11 dice, poster map, cards for magic items, and more | Short adventure + 32-page rulebook, 5 ready-to-play character sheets, and 6 dice | 320-page hardcover book with: D&D rules, character creation guide, spells, equipment, and handy reference tables | Player’s Handbook, Dungeon Master’s Guide, Monster Manual + Dungeon Master’s Screen | 11 dice, foldout map, and 20 cards introducing the Forgotten Realms setting |
| Experience Level: | Beginners | Beginners | All experience levels | All experience levels | All experience levels |
| Best for: | New Dungeon Masters | New Dungeon Masters | All Players: Adventurers & Dungeon Masters | Dungeon Masters | All Players: Adventurers & Dungeon Masters |
Features & details
Features
- Dragon of Icespire Peak—an adventure for characters levels 1–6
- Rulebook—includes guide to creating characters and all the rules you need to play
- Dungeon Master’s screen
- Fold-out poster map, 6 blank character sheets, and 11 polyhedral dice
- 81 cards describing magic items, sidekicks, and more
Product information
| Publisher | Wizards of the Coast; 5th edition (September 3, 2019) |
|---|---|
| Language | English |
| Game | 128 pages |
| ISBN-10 | 0786966831 |
| ISBN-13 | 978-0786966837 |
| Reading age | 12 years and up |
| Item Weight | 2.2 pounds |
| Dimensions | 9.07 x 2.08 x 11.59 inches |
| Best Sellers Rank |
#1,474 in Books (See Top 100 in Books)
#3 in Dungeons & Dragons Game
#114 in Fantasy Action & Adventure
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| Customer Reviews | 4.8 out of 5 stars 22,240Reviews |
4 stars and above
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Customers say
Customers like the information, dice, and quality of the tabletop game. For example, they mention it contains a wealth of useful reference information, and it comes with a complete set of 11 dice. That said, some complain about the dm screen.
AI-generated from the text of customer reviews
Customers find the quality of the tabletop game great. They say it's a great starter set with everything needed to play or DM. They also appreciate the simple adventure that's good for introducing new players to the game without overwhelming them.
AI-generated from the text of customer reviews
"...The value in this set is real: a portion of the dnd ruleset complete with character creation rules ,combat rules, equipment, spells and a few other..." Read more
"...* 72 full-color, fairly sturdy cards detailing conditions in battle, the various quests in the adventure book, magic items available in the quests, "..." Read more
"...The rulebook is clear and easy to understand, making it perfect for beginners who may not have any prior experience with tabletop games...." Read more
"...an adventure that goes from levels 1-6 -- great for new players to start in or experienced players can roll up new characters for*..." Read more
Customers find the adventure in the kit to be fun, detailed, and solid. They also say the set is worth it for the adventure and dice. Customers also mention that the game is an engaging way to spend time together as a family and is suitable for a full campaign.
AI-generated from the text of customer reviews
"...it as well as one who has run it, but it seems like a fun, semi-sandboxy adventure. Monster art and stat blocks are included...." Read more
"...As well as all the other goodies you get with it:* A full-scale adventure book, giving some encounters to bedevil players with, also printed..." Read more
"...It's a fun and engaging way to spend time together as a family, and it's sure to create memories that will last a lifetime." Read more
"...kit for someone looking to learn and start play D&D. The game D&D is very fun, but it will take some effort to learn how to play...." Read more
Customers find the game easy to understand and follow. They also say the box supplies are quick, simple, and easy to keep track of. They say the rules are simplified and short so the campaign can start quickly. They mention that the module is well-done and simple to DM. They appreciate the clear and easy-to-understand rulebook.
AI-generated from the text of customer reviews
"...The most surprising thing is a pre-assembled box to store said cards, something most starter kits don't bother to include, a very classy touch in my..." Read more
"...The rulebook is clear and easy to understand, making it perfect for beginners who may not have any prior experience with tabletop games...." Read more
"...This story is set up very well to provide more context to the area around Phandin and give more quests for the DM to pick and choose from to..." Read more
"...It explains the rules in a condensed version and easy to read manual--you will be up and running quicker than Essentials Kit...." Read more
Customers like the information in the tabletop game. They say it contains a wealth of useful reference information, modules, and adventures that are detailed and fun. They also say it has everything they need to learn and customize their D&D. Customers also mention that the starter pack provides a complete rundown of how to play the game and provides recommendations. They appreciate the DM screen that holds a lot of great information.
AI-generated from the text of customer reviews
"...The rules are straightforward, and the adventure book provides plenty of guidance and direction for players who may be new to the game...." Read more
"...as the one that's sold separately, but it does contain a wealth of useful reference information while doing its primary job of hiding your notes and..." Read more
"My son loved this DnD kit! Has everything you need to learn and customize your dnd characters" Read more
"...provides you with character sheets for building a character, a good amount of dice, a DM board, & Rules/Storyline books...." Read more
Customers find the included set of dice nice, complete, and has extra dice. They appreciate the cards for quests, items, initiative, and a variety of baddies, races, and adventures.
AI-generated from the text of customer reviews
"...You get a full set of dice which includes an extra d20 and a couple more six-sided dice as well...." Read more
"...Excellent variety among quests, from exploration, to dungeon crawling, to naval combat, to investigating a haunting, to full-scale pitched battles,..." Read more
"...1 Magic Charm card.Some of the cards are helpful to have and the Starter Set could be improved to include them as well...." Read more
"...The essentials kit comes with cards that helps new players and DMs such as us keep track of stats and initiatives...." Read more
Customers find the accessories in the tabletop game excellent for running a game and playing as a brand new player. They say it comes with everything they expected and even more. Customers also say the tools and aids in the kit are great resources.
AI-generated from the text of customer reviews
"...Monster art and stat blocks are included...." Read more
"...It's well-designed, easy to use, and packed with everything you need to get started...." Read more
"...It includes everything that you need* to get started:*..." Read more
"...player engagement through multiple-choice quest options: The kit’s tiered quest board, which seems inspired by the side quests featured in open..." Read more
Customers find the dm screen flimsy and easy to tear. They also say the GM screen is a little floppy.
AI-generated from the text of customer reviews
"...The DM screen is somewhat flimsy. 7-12 content is digital-only and can only be redeemed via D&D Beyond...." Read more
"...An additional added feature is the included DM screen. While it’s not as sturdy as the one you can purchase, it provides a great value since it has..." Read more
"...3. Flimsy accessories: The paper-thin DM Screen and crudely perforated cards are nothing to write home about...." Read more
"...Yes, the DM screen is flimsy. Took some folding back and forth to have it stand up straight...." Read more
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Please try again later.Top reviews from the United States
The value in this set is real: a portion of the dnd ruleset complete with character creation rules ,combat rules, equipment, spells and a few other rules along with a couple of pages on the general concept of what DnD is and how to play it.
You also get a Dm’s screen and 6 THICK paper character sheets. Buying these separately is 20 clams, granted you get a lot more sheets and a few extras but it’s nice to have them included as they are very helpful.
You get a full set of dice which includes an extra d20 and a couple more six-sided dice as well.
Also provided are a lot of play-aids like status-effect , player-aids, magic items, initiative cards , npc cards, a lil fold-out box to put them in and even a double-sided map of the adventure area done by the searingly skilled Mike Schley.
The rulebooks have a mix of excellent color and ink ink art created by a host of talented individuals.
Finally you get a full color adventure book that will take player characters from 1-6th level. I don’t run premade adventures , so I can’t assess it as well as one who has run it, but it seems like a fun, semi-sandboxy adventure. Monster art and stat blocks are included.
The classes , backgrounds and races aren’t as varied as in the full game, but there is a nice mix with as many backgrounds. Players can choose to be Human(ewwww ;)) , Hill or Mountain Dwarves, High or Wood Elves, and halflings. Classes choices are Bard, Cleric, Fighter, Rogue and Wizard.
This set has my utmost recommendation for those who want to check out “the world’s greatest role playing game”.
Although geared to beginners, the box has a lot of draws for a veteran DM as well.
* A hard copy of the Basic Rules. Essentially all you actually need to play the game -- while they're a free download from the Wizards of the Coast website, the presentation and the care in printing and production of the book make it worth the price of admission. And included is a new page of rules for "sidekicks", quasi-NPCs that the players can use to bulk up small playing groups. As well as all the other goodies you get with it:
* A full-scale adventure book, giving some encounters to bedevil players with, also printed to amazing production standards;
* 72 full-color, fairly sturdy cards detailing conditions in battle, the various quests in the adventure book, magic items available in the quests, "sidekicks" referencing the new optional rules, and also initiative counters. All but the last are cool ideas -- I can see the initiative cards as being pretty useful for brand-new players or for groups with kids, but for most groups they're superfluous as the DM usually tracks and calls initiative order;
* The most surprising thing is a pre-assembled box to store said cards, something most starter kits don't bother to include, a very classy touch in my opinion;
* DICE! For the first time I can remember, a D&D starter set has a full "regulation set" of dice -- actually a bit over what you need to actually play the game (There are 2d20, 4d6 -- great for rolling character stats, 1d8, 1d12, 1d10, 1d00 -- for percentages--, and 1d4 -- previous sets have often skimped on the d00 and would have just 1d6 and 1d20), a total of 11 dice. Not even Chessex or other dedicated dice manufacturers usually include so many dice in a set. That alone may be a draw, as we gamers are stereotypically dice hoarders. The dice look to be fairly good quality in red transparent plastic.
* A DM's Screen. While earlier reviews have described it as "flimsy", and it certainly isn't going to be to the standards of their separately-sold screens, it is still solidly within the excellent production standards of the kit. It's made of laminated cardstock and looks like it would work fine for a starter screen. It has all the basic info a DM would need, and is very serviceable. At any rate, it is equal to or even slightly better than the quality of DM's screens TSR sold separate back in the '70s and '80s
* A double-sided map, one side showing the Sword Coast in the Forgotten Realms (as a personal quibble, it's a map I'm likely to never use as I usually DM in the World of Greyhawk) and the other side showing the town of Phandalin, used in the adventures in the adventure book. The maps are on a glossy heavy paperstock and have gorgeous art.
About the only thing they could have thrown in to have made it better would have been miniatures (either plastic or standee), as with the old 2e starter sets, but they're not strictly necessary and probably would have upped the price by a significant amount. So better to get more people into the game than appease a cranky grog like me :-)
If you, for some reason, can buy only one D&D product in your life, the Essentials box is really all you need. Game on!
One of the standout items in the kit is the set of dice. The dice are of high quality, with a satisfying weight and feel. The set includes all the dice you'll need to play the game, including the iconic 20-sided die (also known as the d20).
The adventure book that comes with the kit is also a lot of fun. It's filled with exciting quests and challenges that will keep players engaged and entertained for hours. The book is well-written, with detailed descriptions of the world and the creatures that inhabit it.
But what really makes the D&D Essentials Kit stand out is its accessibility. The game is designed to be easy to learn and play, making it perfect for kids and families. The rules are straightforward, and the adventure book provides plenty of guidance and direction for players who may be new to the game.
Overall, the D&D Essentials Kit is a fantastic product for anyone who is interested in exploring the world of Dungeons and Dragons. It's well-designed, easy to use, and packed with everything you need to get started. If you have kids who are interested in tabletop games or are looking to try out D&D for the first time, this kit is a great choice. It's a fun and engaging way to spend time together as a family, and it's sure to create memories that will last a lifetime.
* dice (a full set including 2d20s so you can easily roll advantage and 4d6 which are good for rolling stats). If you don't have extras, you can pass these around the table as needed, but buying a few extra sets of dice so everyone has a set is about the only thing that you NEED beyond this set. (They're even selling them at the dollar store now, but you can play with one if you must, it'll just slow things down a bit.)
* an adventure that goes from levels 1-6 -- great for new players to start in or experienced players can roll up new characters for
* basic rules book - this tells you all the basics of how to play the game. There's much more in-depth information and options in the Player's Handbook, the DM Handbook, and expanded in Xanathar's Guide and Tasha's Cauldron of Everything. I would recommend buying them in that order if you can afford them, but you can certainly play with just what's in this box without them (and if you don't want to be overwhelmed with too many options or spend more money, just using what's in the box is fine).
* character sheets (a blank set of 6; you can run photocopies of one or download more later) -- the only thing I would have changed would have been to include pre-generated characters for new players, as new character generation can be one of the most daunting and boring tasks if you don't know what you're doing. Just make copies before you start, because if your characters get killed and you need new ones, you don't want to have them all used up. And use pencils, because you'll be doing a lot of erasing and updating!
* DM screen (pretty basic version but a good starter one)
* a set of perforated cardboard cards detailing magic items and NPCs that can be found in the adventure, character conditions, and combat steps. There's also a set of numbered cards that can be passed around during combat for initiative order -- this is the least useful thing included, as a good initiative tracker (like a flag style) or even just a whiteboard that everyone can see is much more helpful than having to look around the table. Even getting some spring-loaded clothespins with characters' names painted on them and clipping them to the DM screen in order is better than the cards. But the condition cards (that explain what happens when you're grappled, blinded, etc) are boku useful and can be passed around the table as needed. I use the condition cards in my games all the time.
* A 2-sided fold-out poster map (about 15x22") that shows the area the adventure occurs in (there's a world-map on one side and a town on the other). This is helpful for showing stuff to players, but some parts of the game happen inside building and caves and such, that aren't on the poster map. If you want to have visual aids for those (which are helpful to the players) I'd recommend getting some wrapping paper with the grid on the backside. You can redraw the building maps on that, and then get some tokens to represent your players. You don't need expensive minis, if you go to printableheroes.com or grab pieces from another board game or just use coins or something. You can also just use "theatre of the mind" and describe what's going on, but most players think having a visual "board" makes the game easier and more fun.
D&D is a hobby you can easily spend hundreds of dollars on if you really enjoy it (trust me, I have) but for $8 with this introductory set you can't go wrong. A copy of the Player's Handbook and Dungeon Master's Handbook and some extra dice would help things, but aren't necessary.
PROS - More to work with than the Starter Kit; a DM screen, cards to represent magic items, the ability to play D&D as a two-player game (one player with a "sidekick" NPC and one DM), full dice set - to include four D6s for stat rolling and two D20s for rolling with advantage/disadvantage, instead of one of each, a foldout map, a rulebook that walks players through character creation instead of using stock characters, a campaign for levels 1-6, and a code for (imo better!) electronic follow-on material for levels 7-12. Frequently sells for very cheap on Amazon.
CONS - The 1-6 adventure struggles more than it should to create a sense of urgency or draw players into its plot, may be challenging (at a few specific points) for a new DM, and will probably kill a character or two for a new party. The DM screen is somewhat flimsy. 7-12 content is digital-only and can only be redeemed via D&D Beyond.
EDIT - Now that I've taken a full party all the way through Dragon of Icespire Peak as written, I reiterate my complaint that the balance is "all over the place." Some enemies ate up most of a session without ever genuinely threatening the party (this type of thing causes the phones to come out, or digital players to alt+tab), while others (Wererats before magic or silver weapons?) would have killed them had they not been lucky or willing to run.
EDIT 2 - the party has just completed the follow-up included digitally. It coulda used a bit more oomph to the dungeon crawls, in my opinion - the dungeon maps were often small and contained maybe one trap, one puzzle, and one or two secret doors leading to a treasure chest. The simplicity works very well for an inexperienced DM with an inexperienced party, which is exactly what you'd want from a product like this, but we'd been playing for a year by the time we hit the final two quests; they're not rookies who don't make Investigation checks anymore, and the end of an adventure should present a real challenge, you know? There's also some DM embellishment required to add overall narrative weight or opportunities for strategic combat, and you might want to expand some of the shop inventories to give them a reason to be excited about late-game gold rewards. Excellent variety among quests, from exploration, to dungeon crawling, to naval combat, to investigating a haunting, to full-scale pitched battles, but only a few individual quests were particularly strong on their own.
I initially picked up this kit because, like some others, I was lured in by the idea of getting a DM screen, some dice, and a way to introduce new players to the game for about the price of the official DM screen product, thanks to the deep discount Amazon is offering. Unfortunately, the included DM screen is not of the same quality as the one that's sold separately, but it does contain a wealth of useful reference information while doing its primary job of hiding your notes and dice rolls. While I was disappointed by the size/sturdiness of the screen, I was very pleasantly surprised with the inclusion of a large fold-out map of the Sword Coast and the central town of the included adventure, as well as the magic item reference cards. The cards are handy props that prevent your players from having to write down all the details of everything in their inventory, since it's not exactly proper to tell a new player with no sourcebooks to reference the Dungeon Master's Guide to see what their loot does. The box also includes blank character sheets on decent quality paper and a full set of translucent red dice, no complaint with either of those. Perhaps the main reason to buy this product over the Starter Kit, though, is the version of the basic rules it includes.
The Starter Kit is arguably for a group of people who want to sit down and start playing *immediately* - it provides four pre-generated characters to hand out to players, so that they can jump right into the action as soon as the last member of the group sits down at the table. The Essentials Kit, by contrast, walks new players through the process of creating a new character. They don't get quite as many options as the Player's Handbook offers, nor do they have much to work with past Level 6, but they get to go through what is arguably one of the most important parts of the D&D experience - creating characters who are truly their own. The restricted set of options is, of course, partly Wizards saying "you still have to buy the Player's Handbook eventually," but it also helps prevent newbies from experiencing information overload.
On to the adventure itself. It uses a "quest board" mechanic pulled straight from your average video game RPG, which, while not exactly innovative, provides freedom of choice, rather than railroading your party, and also provides new players the comfort of familiarity. The main problem, as you'll notice while reading through the material, is that quests provided by the Townmaster never, at any point, directly send the party to go kill the titular Dragon of Icespire Peak, or even reveal its location (though the adventure title should give that away). In fact, the "Ending the Adventure" section talks about concluding with the defeat of the dragon OR the completion of everything on the quest board. Allowing the players the freedom to completely skip the Big Bad is good in the sense that you shouldn't force your party to go down a given path, but the quests themselves aren't particularly exciting. (They do have some nice surprises on the fun/silly side of things, but any group that isn't made up of hardcore roleplayers will often create the comic relief on their own.) A few quests drop breadcrumbs for the player to follow to a different location, which might in turn reward them with exceptionally valuable treasure, a pointer toward the dragon, or hints at the follow-on adventures (Storm Lord's Wrath, Sleeping Dragon's Wake, and Divine Contention) included digitally, but the players might not take the bait. In fact, you can't always blame the players for this, as level progression is tied solely to completion of quests ON THE BOARD (though they don't know that), and sometimes the information comes from suspicious in-game sources.
Speaking of the character progression, that deserves a deeper look. The adventure uses what is known as "milestone progression," meaning characters level up when they meet specific criteria, rather than through the original method of gaining XP for kills. This is perfectly fine on the surface, as it discourages the "murder hobo" playstyle where scenarios that lead to combat are actually ideal (as the only means of gaining strength), and allows the resolution of problems through more creative or diplomatic means. WotC's published adventures have leaned away from XP-based progression because of this. However, the dragon's lair serving as the "final dungeon" of sorts is balanced for a 6th-level party, according to the book, and the only way to reach 6th level is to complete nearly every quest on the board - the party might find the lair well before they accomplish this, at which point continuing to help assorted townsfolk can ruin the sense of urgency. In fact, for an adventure ostensibly about "a dragon is threatening the local town not only directly, but via displaced orcs willing to fight to the death," the story can feel like quite the slow burn - of the initial three quests, one provides little of real value other than some fun roleplaying potential, another primarily drags the party into forced combat, and the third is just an excuse to find a place to buy health potions - which the party might miss altogether if they did the other two quests first, prompting the appearance of three follow-up options.
That third quest also throws a Challenge Rating 3 enemy at the potentially Level 1 party - they can negotiate out of the fight, but if they don't realize that (maybe because this is an adventure for new players and new DMs), their very first combat could be a "Deadly" (both in actual balancing terminology and literally) encounter. Which brings me to my final complaint, something I've only noticed now that I'm running the adventure as written for the first time. The balancing of this introductory adventure is honestly all over the place. The DM *must* be able to adapt on the fly, or an inexperienced party (or single player + sidekick) will almost definitely die the first time they get unlucky. Dying in your first combat because you split the party and charged blindly into a dark cave teaches you a lesson. But dying at the start of your first quest because you tried to help an NPC while you were still learning the ropes? Does anyone learn anything? Even the meanest DMs typically want to feel like they outwitted the players in a total party kill situation, not like they just deleted them. D&D Beyond's recent article on "best adventures for a new DM" included Lost Mine of Phandelver (from the Starter Kit) but not Dragon of Icespire Peak (included here), despite the fact that the Essentials Kit's redeemable codes are a way to sell people on the website's own products. That probably says enough.
There's some more good though. The dungeon maps are generally well done; you can clearly indicate the locations of objects and significant features to your players as the book describes them, and each location has a variety of named NPCs with assigned quirks. The previously mentioned cards include combat order, condition reminders, and sidekick cards in addition to the magic items. The sidekick cards are a neat idea, and essentially serve as miniature/abridged character sheets for NPCs that can round out an undersized party. Finally, the box comes with a discount code for the Player's Handbook on D&D Beyond (if you're genuinely a new player, you'll probably want that book in some form or another eventually), and, more interestingly, a code to redeem three follow-up adventures on the same website. (For experienced DMs with a collection of Roll20 source material, that might not be as much of a perk.) These followup adventures, at least in my opinion, are a bit more creative in their gameplay mechanics, environments, overarching plot, and challenges, and take the party all the way through Level 12, meaning if you're willing to use digital references, this product contains most of what you need (the DM probably should pick up the Dungeon Master's Guide and Monster Manual) to run a full-length campaign! (As someone who's played a decent number of times, it's pretty rare to keep a party alive AND a player group together/motivated long enough to hit Level 20 without the campaign going off the rails, if you can pull that off, you're a special DM, but ending at leveling up to 13 is fine.)
Despite all my criticisms of "Dragon of Icespire Peak," the Essentials Kit as a complete product for a new player is worth the $15-20 I frequently see it for on Amazon, and the beauty of D&D is that, if you're buying it intending to try your hand as a Dungeon Master, you can simply improvise your way through anything that doesn't work for you! This is a passable introductory product, but it could have been so much more.
The Introductory Adventure: Dragon of Icespire Peak allows a group to spend a few sessions of play progressing their characters and learning the basics of rule mechanics. From there D&D Beyond then has three additional, low-cost expansion adventures that tie into the initial story arc
Storm Lord’s Wrath
Sleeping Dragon’s Wake
Divine Contention
that allow your group to continue their journey in, what amounts to, a solid introductory campaign. These four modules are set in the Forgotten Realms, so if everyone decides that they want to keep going, you can enrich your experience by purchasing the Core Rulebooks at that point and possibly continuing your campaign with Icewind Dale: Rime of the Frostmaiden or other Forgotten Realms-centered adventures.
By comparison, I think that the Starter Set is a place where people who may only want a single experience of playing D&D or introducing younger players to the game for the first time can go, whereas the Essential Kit is more of a stepping off point into the broader world of Dungeons & Dragons. I think the Essentials Kit is a great, low-cost way for people seriously considering the hobby to try it out while still not having to invest too much into the system, on the chance that they decide after a number of play sessions that this isn't what they thought it would be.
An additional added feature is the included DM screen. While it’s not as sturdy as the one you can purchase, it provides a great value since it has the same printed information that a DM can quick-reference as the regular screen. It also has beautiful artwork foreshadowing what is to come for the adventuring party.
The story itself is why I would recommend this as an additional purchase to the starter set if you’re just getting into Dungeons and Dragons or are buying this for someone who is new. My reasoning isn’t because this story is bad. Actually it’s pretty great! But I’m of the opinion that it’s much harder to run for a beginning DM than the starter set is. This story is set up very well to provide more context to the area around Phandin and give more quests for the DM to pick and choose from to seamlessly insert into the Mines of Phandelver. It can definitely be ran as a self contained adventure with a good story. But a DM should be aware of a few of the challenges stated in other reviews. If those can be overcome or the story tweaked to fit your party a bit better, then you’ll be golden .
I highly recommend this set for beginning adventurers and experienced DMs alike. I personally have been DMing for years and have fallen in love with starting off new people in D&D. This book and set is going to add a ton to my next campaign and I can’t wait to make it happen!
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