Tag Archive: Wizards of the Coast


This month Wizards of the Coast is celebrating 45 years of fans and gaming and 5 years of the Fifth Edition of Dungeons & Dragons with a one-time opportunity.  The D&D Sapphire Anniversary Dice Set: Collector’s Limited Edition will be available to commemorate the occasion, a set of eleven aluminum dice with a special sapphire set in the d20 die.  Wizards of the Coast hopes this to be the jewel of any gamer’s dice sets.  You’ll want to mark your calendar for December 12, 2019, at 9 a.m. Pacific/11 a.m. Central, the go-live date for sales of the set.  And you’ll need to act fast, as the number of sets will be limited to 1,974, reflecting the first year of D&D.

“When the D&D team realized the sapphire is the traditional anniversary stone for both five years and forty-five years, and that adding a laboratory-created sapphire to a twenty-sided die wouldn’t jeopardize the integrity of a roll, we couldn’t pass up the chance to make something really cool to celebrate the milestones,” said Nathan Stewart, vice president of the D&D for Wizards of the Coast.  “The team put together a fun product for our fans that includes art and newly updated stats for sapphire dragons, making these classic dragons ready for play in your next D&D session.”

Here are the stats for the set from Wizards of the Coast:

  • A complete set of eleven precision anodized luxury aluminum dice, including two d20s, one d12, two d10s, one d8, four d6s, and one d4, all created exclusively for Wizards of the Coast by Level Up Dice.
  • The centerpiece of the set is a dice masterpiece, a d20 that contains an inlaid lab-grown sapphire in the place of the twenty.
  • All other dice sport a fully engraved and anodized official D&D ampersand on the highest value of each die.
  • A custom dice box and dice tray combo only available with this set, perfect for protecting and showcasing the set everywhere you play.
  • A premiere foldout card featuring official D&D fifth edition game statistics for adult sapphire dragons, along with vibrant, full-color art.
  • An exclusive sticker sheet with the D&D ampersand.
  • A sequentially numbered collector’s card confirming the set’s authenticity.

Take a look at this trailer with close-up images of the dice, which also doubles as a bit of a “moment of Zen”–

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Reviewed by Art Schmidt (with commentary from a few Ricks)

Today Wizards of the Coast is releasing two new supplements for the Dungeons & Dragons fantasy roleplaying game, one a hardcover sourcebook based on the Fourth Edition Eberron campaign setting, and the other a new boxed set themed after the popular Adult Swim cartoon Rick and MortyThe Eberron hardcover Rising from the Last War (available today here at Amazon) is sure to appeal to those folks who enjoyed playing in the dark, techno-magical, pulp fiction world of Khorvaire, but the Rick and Morty vs. Dungeons & Dragons set (available here) may appeal to a broader audience, including fans of the show who may never have rolled a twenty-sided die before.

Similar to previous boxed sets, the Rick and Morty set is named for the popular comic Rick and Morty vs. Dungeons & Dragons written by Patrick Rothfuss (author of the Kingkiller Chronicles and The Adventures of the Princess and Mr. Whiffle) and Jim Zub (Samurai Jack, The Young Adventurers Guide series and the upcoming run of Conan the Barbarian) and illustrated by Troy Little (Chiaroscuro, The Powerpuff Girls).  The boxed set contains a 64-page rulebook with the basic rules to get a group of players exploring, a set of five pre-generated characters for the players to use (or they can of course make up their own), a dungeon master’s screen to help the game master run things in relative secrecy, a set of eleven sickly-yellow polyhedral dice, and a 32-page adventure (written by the legendary D&D adventure writer Rick Sanchez of Earth C-141, himself), designed to take a group of up to five characters from first to third level.

Seriously, you game nerds should have seen this coming.  D&D, once little more than Satan’s Gateway to the Occult, is friggin’ everywhere these days.  A crap-ton of folks even sit around watching people live-stream their play sessions, which is, apparently, more fun than actually playing the game.  Think about that, Wizards of the Coast: ever heard of the ‘Law of Diminishing Returns’?  Read a book!  The more popular the game becomes, the less copies you’ll sell!  You’re digging your own graves! – Rick C-137

Like the comic series, the game Rick and Morty vs. Dungeons & Dragons is filled with self-aware and fourth-wall breaking commentary and dialogue, giving the characters an unsettling but hilarious point of view of being viewed while also knowing full well the world of the viewer.  The result is a gaming experience sure to please fans of the series and the roleplaying game equally, while introducing those who may be unaware of the other to new and enjoyable experiences.

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Review by C.J. Bunce

Wizards of the Coast and Abrams ComicArts have come together to give Magic the Gathering trading card game players something they haven’t seen before, a high-end art book visual history of the game.  It all begins with Magic the Gathering: Rise of the Gatewatch–A Visual History, the latest of Abrams’ books highlighting the artwork of the best-known trading card series.  More than 25 years ago Magic the Gathering became the first ever trading card game, and this volume looks back to the Planeswalkers.

The first superhero-esque team of Gatewatchers is all here like you’ve never seen them before: Jace Beleren–the telepath with a mysterious past, Ajani Goldmane–the ferocious leonine, Gideon Jura–the reformed criminal who became a protector of the meek, Kaya–the rogue dualist, Chandra Nalaar–the pyromancer, Nissa Revane–the elf warrior and protector of nature, Liliana Vess–the necromancer, Nicol Bolas–the oldest Planeswalker, and Teferi–the formidable mage.   The book includes character histories and images of the actual cards, but more than that you’ll find concept art, original artwork created for the game, packaging art, and images only available in exclusive releases in the past.  If you loved specific cards and always wanted to see larger looks at the card art, this is your chance.

Each character is represented in dozens of images in roughly 30-page feature sections for the six primary Gatewatch characters, beginning with over-sized images of the character cards, plus a large section of combined Gatewatch imagery.  The highlight for fans of the game will be seeing cards they’ve never had in their hands before, but it will also be seeing the full artwork before it was cropped for the card.

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Next week fans of Dungeons & Dragons will see the re-release of two Forgotten Realms adventures that started off the 5th Edition renaissance of D&D back in 2014.  Both the thinner adventure modules Hoard of the Dragon Queen and The Rise of Tiamat have been combined and repackaged into one volume, Tyranny of Dragons.  This extra-thick compilation book, the first like it in the 5th Edition, is available in a single exclusive edition with artwork by artist Hydro74–featuring what may be his best cover design yet.  The release is part of Wizards of the Coast’s celebration of five years of 5th Edition adventures.

In addition to the Forgotten Realms module Hoard of the Dragon Queen, the Tyranny of Dragons storyline has pulled in at least fifteen D&D Adventurer’s League “Expedition” tie-in adventures since 2014, when players first encountered the Cult of the Dragon and its plans to free Tiamat, the goddess of chromatic dragons, from the Nine Hells.  The storyline was continued in The Rise of Tiamat module later that year.  Don’t look for a specific errata section in this new edition–Wizards of the Coast says it has updated the adventure within by incorporating feedback to “smooth out the curve” for new players.  The two campaigns are fused into 17 chapters (as many fans wanted in the beginning), and a new appendix provides some never-before-published concept artwork.

 

The biggest feature is that all-new appendix containing 32-pages of double-page poster-worthy art showcasing scenes from the storyline, plus concept artwork, including sketches and trial pieces.  These were not previously included in prior fifth edition volumes.

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It’s a big week for Dungeons & Dragons players.  This Tuesday is the release date for Baldur’s Gate: Descent into Avernus, the eagerly-awaited next adventure in the Fifth Edition of Wizards of the Coast’s original roleplaying game.  One city has fallen into hell, and it’s up to players to see that Baldur’s Gate does not meet the same fate.  The game takes players from levels 1 to 13 as they journey through Baldur’s Gate and into Avernus, the first layer of the Nine Hells.

And the biggest feature that fans have been waiting for is here: Infernal Machines, making this new journey a mash-up of dark fantasy and Mad Max.  The machines are battle-ready vehicles, which you can build and customize as your characters enter the Blood War.

Baldur’s Gate: Descent into Avernus is a thick 256 pages, with an exhaustive, detailed history of Baldur’s Gate (popularized in the video game of the same name) taking up the first quarter of the book.  Look for lots of new creatures, several interesting NPCs, a pronunciation guide, and even a new lettering script to adapt for your own designed supplemental materials.

 

This new D&D volume features extensive artwork, and attractive maps by Dyson Logos, Mike Schley, and Jared Blando, including a giant double-sided foldout map.  You’ll also find a unique appendix featuring concept art sketches, designs, and characters, providing a peek behind the scenes at Wizards of the Coast.  Note: There’s even a disclaimer for anyone wary of the darker nature of this adventure.  The short version?  It’s all for fun (but you already know that).

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Review by C.J. Bunce

If you’ve ever wanted to start playing Dungeons & Dragons, but didn’t have anyone around that knew how to play, Wizards of the Coast has released a new boxed set with everything you need to get started.  Expanding on its earlier D&D Starter Kit, the all-new D&D Essentials Kit includes all of the components to get started on an adventure out of the box, with hours of adventuring for 2-6 players.  Unlike with the Starter Kit, the Essentials Kit skips ahead from pre-generated characters allowing for building your own characters, with four races: dwarf, elf, halfling, and human, and five classes: bard, cleric, fighter, rogue, wizard.  This alone keeps this new set ahead of the Starter Kit.  But what else?

First, Wizards of the Coast has whittled down the three rulebooks into a single, easy-to-read, 64-page D&D Essentials Rulebook The Rulebook is for all potential players to read, and it includes the rudimentary steps missing from prior iterations–here are not only the rules and parameters for moving through a game but what each step is for, why it matters, and how it fits into the larger gameplay–a great addition for anyone who doesn’t think they learn as fast and are afraid to ask questions.  The next component is the adventure book, Dragon of the Icespire Peak, tailored specifically for first-time players, with the potential for characters to reach six levels.  Note: This takes place in the same region as The Lost Mine of Phandelver, which was included in the D&D Starter Kit, so both adventures can be played together.  This time players have several smaller adventures, so it frees up gameplay for those without time for a single six-hour session.

Expanding on the elements of the D&D Starter Kit are several extras in the D&D Essentials Kit For anyone who doesn’t have a large group to play with, you now have one-on-one rules for only two players, a Dungeon Master and single player.  Along with the two books, inside the sturdy storage box is a set of 11 red translucent polyhedral dice, and a handy box for cards and dice.  A cardboard Dungeon Master’s screen with fantasy artwork by Grzegorz Rutkowski is a nice touch, plus a large, foldout, full-color, two-sided map of Phandalin (also found in Acquisitions Incorporated) and Sword Coast is there to enhance gameplay.  The box also includes six blank double-sided character sheets, nine Initiative cards, nine Quest cards, 36 Magic Item cards, nine starter Sidekick Character cards, 14 Condition cards, three Combat cards, and a Magic Charm card–these will help keep beginners on track.  Finally, the box includes a sheet with codes for continuing gameplay online with D&D Beyond, with three added adventures: Storm Lord’s Wrath (for 7th level characters), Sleeping Dragon’s Wake (for 9th level characters), and Divine Contention (for 11th level characters).

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Review by C.J. Bunce

Ten Speed Press has partnered with Wizards of the Coast to begin a new series of adventurer books to get young readers involved with storytelling, fantasy worlds, and role playing games.  The Dungeons & Dragons Young Adventurer’s Guide books have everything you need to create your own characters and stories, perfect for kids who aren’t advanced enough in their reading yet or readers not familiar with what D&D fantasy games have to offer.  Each lavishly illustrated guide is a primer on the key segments of gameplay or telling any kind of fictional story with friends.  About half the dimensions of the traditional D&D books and nearly as thick, these deluxe hardcover editions will fit right along with your 5th Edition books on the shelf should you decide to continue with D&D.

You can start off with Warriors & Weapons, where you’ll learn how to create your own hero and band of adventurers.  Begin with one of the fantasy races: robust dwarf, graceful elf, industrious gnome, charismatic half-elf, menacing half-orc, nimble halfling, powerful dragonborn, furtive beaked kenku, agile feline tabaxi, proud tiefling, reptilian tortle–or human.  Then learn about the classes: barbarian, fighter, monk, paladin, ranger, or rogue.  Finally, you’ll assemble your outfit, armor, weaponry, and pack of gear that will help you as you head out into the unknown.  Along the way, the authors (Jim Zub, with Stacy King and Andrew Wheeler) describe what you’re doing, how to do it, and why it fits into the story, all spelled out so nearly any level of reader can understand.  And you’ll meet classic D&D characters for each of the races and learn what makes them tick.

Fans of the D&D Endless Quest books introduced last year (and reviewed here at borg) will find these new books a few steps more advanced.  With each volume of the Dungeons & Dragons Young Adventurer’s Guide you’ll be asked to consider for your story key worldbuilding elements:  Who? What? Where? How? When? and Why?  The adventure continues in the second volume, Monsters & CreaturesWhat dangers will your party of heroes face?  One-eyed beholder, vampire, owlbear, or sprite?  Frost giant, banshee, or dragon?  If you’re introducing someone to gaming with these books, think of this volume as a miniature edition of the Monster Manual or Volo’s Guide to Monsters.

Below, take a look at previews of each of the first two volumes in the Adventurer’s Guide series, and a first look at the next volume, Dungeons & Tombs, courtesy of Ten Speed Press:

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Review by C.J. Bunce

Steeped in the Dungeons & Dragons foundations of R.A. Salvatore′s new novel, the adventure becomes so much a journey of a thousand skirmishes inside the stories of Waterdeep and the Forgotten Realms that the biggest surprise is no D&D branding graces the cover.  Although it’s accessible for anyone without reference to Timeless (last year’s first book in the series), Boundless is the next chapter in Salvatore’s trilogy of novels following his well-known hero of the genre Drizzt Do’Urden.  Boundless has everything you’d expect from the character and his world, from demogorgons to psionics, armored dwarves to unicorns–and humans.  It’s now available for pre-order here at Amazon and arriving in bookstores September 10.

Boundless′s breakneck pace is why fans of Salvatore will find themselves jumping in and holding on tight for the entire novel.  The only time it comes up for air is in a series of diary-like entries by Drizzt that begin the novel’s four sections.  As it turns out, the leads of the story aren’t really Drizzt himself but his father, the resurrected weapon master Zaknafein, and the wise mercenary Jarlaxle, both swashbuckling schemers with skills and political connections–characters that make you want to skip over the subplots to see what they do next.  Despite a few subordinate heroes, like Arathis Hune, the giant Wulfgar, the psionist Kimmuriel, and the dwarf Thibbledorf Pwent, shifting the stakes from the shadows are the story’s female characters, with the priestess Dab-nay and the elf Dahlia as key players.

All the good fantasy tropes are here, a very Tolkien journey that may have readers plugging actors from Peter Jackson’s The Lord of the Rings movies into key roles, with the kind of twisty but grounded machinations you’d find in The Godfather, Part II and Amadeus, and dramatic evil queen-types as in The Huntsman.  Readers will find as much of the more comical-aside conversations of The Princess Bride school here as dead-serious high fantasy despite plenty of darkness.  The novel provides a favorable dice role for its heroes more often than not, but despite seemingly endless triumphs and last-second getaways by a half a dozen heroes, Salvatore leaves room for some real jeopardy for its characters, including serious carnage before book’s end.

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Review by C.J. Bunce

This summer Wizards of the Coast has come at its Dungeons & Dragons 5th Edition adventures from a strange vantage point with its latest addition, Acquisitions Incorporated.  What if you viewed your next adventure into the Forgotten Realms as a business?  Overlay your Dungeon Master’s next adventure with the components of an enterprising CEO, rival marketeers, and your mundane workplace and what do you get?  Actual slobbering Barbarians at the Gate?  Office Space plays out not in those cold, grey cubicles but in any of your chosen D&D realms, as branding, marketing, team building, product placement, and even making your corporate headquarters takes on new meaning, as players step into familiar gameplay with an oddly familiar backdrop.

Grab your 5th Edition Player’s Handbook, Monster Manual, and DM’s Guide for fuller adventures, but in a single volume Acquisitions Incorporated really includes all you need for your first entrepreneurial effort, a six-level adventure, The Orrery of the WandererSelect a corporate logo.  Locate your headquarters–how about a tavern, a battle-worn castle (will cost you more in overhead), a chapel, a private library, an abandoned lighthouse, a blacksmith’s shop, a turnip wagon (that is bigger on the inside), or a waterproof canvas (where it’s always spring inside)?  Maybe your right hand man is a retired captain, a druid with an open door policy (all animals welcome), a chef, or the ghost of the previous owner (Jacob Marley as mentor, anyone?).  Plus you’ll have several insiders you may encounter, including a customs official and a knitter who can also wield a sword.  Upward advancement means your franchise can get an exclusive license to a region.  Staff members include a majordomo, untrained and trained hirelings, and task-specific crew.  If you’ve ever worked at a restaurant and had to clean a grease trap, you’ll appreciate the grease compartment as a weapon.  And who hasn’t made it to 3 p.m. and wished they had an escape pod?

Take your chances as one of a number of familiar corporate types, like a famous person’s kid, a failed merchant, a gambler, a plaintiff, or a rival intern.  Play your character like a barbarian, a bard, a cleric, a druid, a fighter, a monk, a paladin, a rogue, a sorcerer, a warlock, or a wizard.  Who needs to hire Deloitte when you can (wisely) enlist a cartographer, a decisionist, a documancer, a hoardsperson, a loremonger, an obviator, an occultant, or a secretarian to build your strategy.  It’s not all fun and games–this is a corporation, after all, so money needs to be made and tasks need to be completed.  You’ll be faced with Complications, like learning your company is accused of stealing someone else’s idea, staff members go missing, an audit finds a spy, or an angry staff member decides to sabotage your business.  Nothing is easy, whether it’s marketeering, misplaced philanthropy, a bad sales month, or simply rival competitors.  You’ll need to watch out for shady business practices as you schmooze and team build.  It’s all familiar, right?  So do you have what it takes to succeed in business in a fantasy realm?

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Review by Art Schmidt

Premiering today, the next adventure sourcebook for Dungeons & Dragons is entitled Ghosts of Saltmarsh, a title that evokes both the haunted nature of many of the adventures contained within it, including the titular Saltmarsh trilogy from D&D’s 1st Edition.  Saltmarsh is the first D&D adventure book to be officially set in the world of Greyhawk, the original D&D Fantasy world setting used in 1st and 2nd Edition Dungeons & Dragons before Ed Greenwood’s Forgotten Realms captured the roleplaying community’s imagination, a fact sure to delight many long-time fans of the setting.  It includes a brief introduction of Greyhawk and provides some background information about the Kingdom of Keoland, where the coastal town of Saltmarsh is set.

The book also provides three alternate “factions”, in place of the standard five factions of the Forgotten Realms: The Traditionalists, the Loyalists, and the Scarlet Brotherhood.  Included are NPCs, motivations, and background information enough to provide players with the ability to use them in place of the standard factions.  Of course, the Realms factions can easily still be used with a little work on the DM’s part.

Similar to Tales from the Yawning Portal, Ghosts of Saltmarsh is primarily a collection of seven adventures set in a maritime area, rather than a full campaign in and of itself as with other hardcover books (such as Tomb of Annihilation and Dungeon of the Mad Mage).  The Saltmarsh adventures are designed to be inserted into an ongoing campaign and ran as independent adventures.  However, unlike with Yawning Portal, there is an outline provided in Saltmarsh which allows them to be stitched together into a campaign, with room for other published adventures or excursions of the DM’s design to be inserted in between.

Three of the adventures are based on the Saltmarsh Trilogy of D&D modules, first published in the early 1980s by TSR’s United Kingdom office (hence “U” in the original module designations “U1” through “U3”).  The Sinister Secret of Saltmarsh, Danger at Dunwater, and The Final Enemy presented players with an in-depth plot, multiple twists in story and characters, and a deeper roleplaying experience than was available at the time from most other published adventures.  In fact, one entire adventure is designed to be roleplayed almost entriely through, with very few combat opportunities (unless the party started fighting with their potential allies), something rarely seen at the time.

Today the roleplaying populace at large demands a heavy, story-driven narrative for their gaming dollars, and the popularity of Twitch, YouTube and other streaming platforms have brought awareness to how enjoyable and accessible the roleplaying experience can be.  But 1st Edition Dungeons & Dragons was dominated by the likes of The Keep on the Borderlands, the Slavers and Giants series, and the penultimate Tomb of Horrors, most of which were based around the same general idea: “Hey, there’s a hole in the ground and it’s full of monsters and treasure; see how far you can get without dying.”

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