According to legend, two families of dragons came into being in the very first days of the world’s creation. Bahamut, the noble Platinum Dragon, made the metallic dragons—gold, silver, bronze, brass, and copper. Cruel, five-headed Tiamat made the chromatic dragons—red, blue, green, black and white. The metallic and chromatic dragons share a mutual animosity…

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As an avid tabletop role-playing gamer and frequent Dungeon Master for our local beginner-friendly group at MsBrowns, I recently ran the starter campaign Dragons of Stormwreck Isle from Wizards of the Coast with a fresh set of “newbies” and wanted to share a detailed review. If you’re considering stepping into the world of Dungeons & Dragons (D&D) for the first time, or introducing curious friends to the hobby, I found this set to be an excellent and thoroughly enjoyable introduction. Below I’ll walk you through what worked, what I tweaked in our session, and what to watch out for especially from a UK perspective.

Amazon UK - Dungeons & Dragons Starter Set: Dragons of Stormwreck Isle

What is Dragons of Stormwreck Isle?

The boxed set titled Dungeons & Dragons Starter Set: Dragons of Stormwreck Isle is a 2022 release designed to introduce complete beginners to 5th edition D&D. It includes:

  • A 32-page rulebook explaining core mechanics, combat, spells, etc.

  • A 48-page adventure booklet (the DoSI story) taking characters from Level 1 to around Level 3.

  • Five pre-generated character sheets.

  • A set of six dice.

  • (In some versions) QR codes for video tutorials or online support.

The adventure is set on the eponymous Stormwreck Isle, a mysterious island shaped by draconic conflict, ship-wrecks, and quirky NPCs, offering a mix of exploration, role-play and combat.

Why it worked brilliantly for our new players

Here’s what stood out and made the experience feel smooth and fun for first-timers:

  1. Streamlined rules and easy introduction
    Because the rulebook is compact and written with novices in mind, it removes many of the intimidating barriers. As one review put it: “Dragons of Stormwreck Isle manages to be colourful and complex without overwhelmingly unfamiliar players.”
    In our session, we spent about 20 minutes at the start going through what a turn looks like, what an ability check means, and how to role-play. The pre-gen characters helped people jump right in rather than worrying about building from scratch.

  2. Pre-generated characters with hooks
    The five characters each had personal goals which tied into the adventure. In our game, one player’s elf ranger had a reason to be on the island linked to their background, which created instant engagement. Some reviews highlight this as a plus for beginner groups.

  3. Accessible adventure structure
    The island setting is reasonably open: after the initial “boat arrival” hook, players choose between main adventuring locales in whichever order they like. In our game night we handed the players the map, let them pick a direction, and the fact it felt like their choice gave them a real sense of agency.
    Also helpful: the story doesn’t drag on for dozens of sessions making it ideal when your group might be time-limited. The target to reach Level 3 works well in 3–4 game nights.

  4. Fun variety of encounters
    Our players appreciated that there were opportunities for both role-play (meeting interesting NPCs, being offered quests) and combat (zombies, shipwrecks, owlbears).
    This mix kept the newcomers engaged no one felt stuck doing only dice-rolling or only dialogue.

  5. Positive beginner vibes at our table
    At MsBrowns we like a friendly, inclusive atmosphere: people aren’t worried about doing everything perfectly, they’re there to have fun, ask questions, learn together. Dragons of Stromwreck Isle fit that ethos: the structure gave enough safety that the DM (me) could focus on guiding and highlighting fun rather than fretting midnight rules debates.
    The players finished the adventure feeling proud, familiar with the basics of D&D, and excited to continue to a “full campaign”.

What to be aware of (and how we handled them)

No product is perfect, and I found a few caveats none game-breaking, but worth flagging especially if you’re running this for beginners.

1. It’s relatively short / lightweight

Multiple reviews point out that compared to the previous classic starter set (Lost Mine of Phandelver), this provides less raw content.
In our session, we reached roughly halfway through the adventure in two hours, and I added one extra side ‘shipwreck’ encounter to stretch it out to three hours so we didn’t finish “too quickly”. If your group expects many sessions, you might want to prepare a few extra scenes or side-quests.

2. Some rules and sections are trimmed down

The boxed set takes a “bare bones” approach: equipment lists are shorter, spell lists are cut, and some options like Inspiration or full character creation aren’t included.
As DM I made a note to have a simple “option list” ready: e.g., if players ask about making their own character later, I noted external resources to fill the gaps. But for that first session it didn’t hinder the fun because the expectation was clearly “jump in” rather than “master everything”.

3. Some adventure design decisions are a bit rail-roady

One critique is that the adventure sometimes leads players along a set path, and features things like level-scaling of encounters which may not teach the “best habits” for future DMs.
In my run, to mitigate this I emphasised to the players that “yes you can wander off, ask questions, do something different” and I prepped a few “if you go left instead of right” encounters. That helped preserve some freedom and helped the newbies feel less constrained.

4. Fewer digital supplements / maps compared to other kits

While the QR code-videos included are useful, note that the physical box lacks some of the extra “nice things” found in other starter sets (large poster-maps, tokens, cards etc) for higher price points.
If you care about polished DM-aids (battle-maps, printed hand-outs), you might consider supplementing with free downloads (for example on D&D Beyond or other fan-sites) or your own simple grid and miniatures. We used a simple drawn map and Lego figures, and the players didn’t mind at all.

Our MsBrowns session: Highlights & tweaks

Here are a few specific moments from our session that made it memorable and you might want to replicate:

  • “Arrival by boat” cinematic start: We began with the players rowing up to the island in a storm, the boat breaking on the reef, some zombies climbing aboard. The provided hook in the adventure worked perfectly to build atmosphere and draw new players in.

  • Character-goal check-in: Before play started I asked each player: “Why is your character here?” We tied those personal goals to small side-scenes in the first hour (e.g., the dwarf cleric heard legend of a dragon’s rest; the halfling rogue was promised treasure). This gave each player early “wins”.

  • Choices and consequences: When exploring the village of Dragon’s Rest (the island settlement), I let players decide whether to help a kobold NPC or ignore him. They opted to help, and it rewarded them later with a minor clue. This reinforced role-play and exploration over pure dungeon-crawl.

  • If-you-wander-off mini-encounter: Realising some players hesitated, I prepared a small zombie infested shipwreck near the map edge. If they veered off the “main hook”, I slid this in. They did and enjoyed discovering it.

  • Level up and next-session tease: After the finale of the island, I said: “You’re now Level 3 and ready: next time we head to the bigger challenge…” and handed each a small bookmark with “Your next quest: …”. It built anticipation.

Final verdict: A highly recommended starting point

For our group at MsBrowns, Dragons of Stormwreck Isle proved to be a very strong introduction to D&D. It delivered fun, meaningful choices, a variety of play types, and most importantly: enthusiastic and confident new players. If you’re bringing new people in, want something manageable in 2–3 sessions, and want to ease everyone in (DM included) without overwhelming complexity, this set hits the mark.

In short: If your aim is to welcome new players into D&D, run something fun, build confidence, and enjoy a contained adventure that feels like a complete session, go ahead and use Dragons of Stormwreck Isle. After that you’ll have the structure and buy-in to consider stepping into longer campaigns, homebrew material, or the full Player’s Handbook.

MsBrowns - Dragons of Stormwreck Isle Chapter 4 enhanced map
MsBrowns - Dragons of Stormwreck Isle starter kit