D&D General D&D The Immersive Quest - My Adventure & Review

Kannik

Legend
Hello everyone! On my way out from my holiday travels near Toronto, I took a moment to visit the new D&D “Experience” called The Immersive Quest. (Conveniently for me it’s located right near the airport.) Here’s my rundown, thoughts, and review of the whole thing!

If the ticket numbers are generated sequentially, it seems that I was the 94th order when I bought them last month. Which had me be a bit concerned that it might end up being sparsely attended and would end up struggling to keep afloat, but fortunately both the slot before ours and ours were at capacity. Nicely, there were a few groups who even came dressed up for the occasion, with gauntlets and robes and staffs and plenty of elf ears! Alas due to the travel I had no such accoutrements so was in undercover civilian dress. ;)

Arriving, the exterior windows are decked out in a large red dragon themed mural. In the lobby/waiting area are some “&” banners and more red dragon artwork behind the desk. On one side is a false cave entrance (not that impressive) while on the other is your Instagram station with a stone archway/portal and some large character cutouts of a dragon, goblin, elf wizard, and mind flayer (amusingly holding a potion as if trying to sell it to you). Checking in you receive a wrist band in which is embedded an RFID chip which will be how you interact with things inside. For the adventure, you can choose one of four classes (Fighter, Wizard, Rogue, or Druid) and one of three difficulty levels (essentially Easy, Normal, Difficult). The quest ends in a tavern where many D&D themed purchases are available (t-shirts, books, accessories, legendary figures, framed art, even the premium mind flayer head) as well as D&D-themed drinks (alcoholic and mocktails) and snacks.

I’ll post more spoiler-laden descriptions of the experience and my thoughts/reviews below, so for now I’ll skip right to my non-spoiler/TLDR bottom line thoughts and review of the whole thing, starting perhaps with the most important thing:

Did I enjoy myself? Yes! It was a lighthearted and fun way to spend a few hours, made more fun by the fact I was going with friends with whom I started playing D&D with in high school some 35+ years ago. (Alas in actually one of those friends got ill and we couldn’t afford the high-level cleric for a curing spell so it was just the two of us who went together...)

Was it impressive and amazing? Not really. Was it super innovative and offered excellent gaming? Also, not really. Was it a bit cheezy? Heck yes (so pure D&D on that point :) ). Does it feel like it was made by those who have a love of the game? Yes indeed, with some nice classic D&D and D&D history nods! Also, nothing felt cheap or shortcut-y, things were solidly built and detailed (so this was not like the Willy Wonka Experience debacle).

All in all, the 40ish bucks Canadian for the experience was well within my price point and for the couple of hours I got to play around there there I didn’t regret it. Would I go again? Unless I was going with more D&D friends or the like, probably not. It doesn’t have much “replay” value, but going to play around in it with my friends would make it worthwhile.

As a super cute bonus and heartwarming thing, as I sat in the tavern at the end there were two children sitting at another table, rulebooks books they’d (or their parents) just purchased open before them, reading and marveling with great intent and interest, seemingly ready to jump into playing our treasured hobby.

(And as an amusing side note to all that is a reminder of just how good a value the rulebooks are! For a few bucks more than the cost of this experience we get hundreds upon hundreds of hours of joy…)

Now... onto the spoilerific!

The first step from the lobby is heading into an antechamber, where a guide welcomes you and gives a bit of a description of what will happen beyond, namely that the next room will be where you choose your character class.

The journey truly begins in that next room where descriptions of the four available character classes are arranged in an X pattern along the walls, each with an alcove showing typical class gear (armour, robes, weapons, cloaks, etc) with a giant tome standing before them giving a brief description of the class as well as common abilities. These all have the same design feel as the 5e books (as one might expect) and, as noted above, are all solidly built. Next to each of these is a station where you can scan your bracelet to indicate your choice of this class as well as your desired difficulty level.

Each of the classes gets a little audio/visual spotlight, with narration both introducing each class and asking questions as might a DM to provide guidance to a new player. The guide in the room also plays along, adding emphasis, acting along, and occasionally casting spells towards the alcoves, which respond with lights and flares and flashes. (When he’d learned I’d chosen wizard, he gave me the opportunity to do the same towards the Wizard alcove, and sure enough, I cast my first lightning spell!)

Once the introductions are all complete, more spells from the guide causes the door to glow, smoke, light up, and eventually open and we can wander into the Yawning Portal Tavern. There, a tiefling (who walks/dances on top of boards that are covering the famous well) as well as a human wizard and elf druid welcomes us, and banter between themselves before beginning to entreat us on a quest to aid the druid’s coven… but suddenly, calamity befalls the city outside the windows! And a new quest is given, to retrieve the protective crystal from the red dragon who just stole it.

(Regarding those windows, they are OLED screens that show the city beyond, first with people walking around doing their daily thing, later as the narrative progresses the sky turns dark, buildings are shattered, and magic cast by the wizard to play out. Neat enough effect.)

After this everyone is loosed into the dungeon, where a Dungeon Master greets to let you know they are there to assist should you require any. Also, there is a secret phrase hidden in pieces throughout the dungeon, and should you find it, to bring it to them and they will give you further experience points for for solving the puzzle.

At this point, everyone is free to visit the various “stations” that encircle the room, as well as a few down the centre. There are about 10 different adventuring tasks to perform (though some are more observation/show than interactive).

Once your party has felt they have completed what they need to do, you visit the gate under the dragon head, where you will be led into another area to do battle with the red dragon!

The journey ends back in a tavern, the crystal safely returned.

Then it’s out the hallway back into the sunlight of your everyday life.

Here are the 10 different games/puzzles/interactive bits that are in the main dungeon room:

Intellect Devourer – Play a game of “Simon” with the four quadrants of an Intellect Devourer, watching the brain light up then you pressing the brain in response so that you ‘feed’ it your memories and it is happy (giggling very delightfully). The brain is suitably squishy to touch, though getting it to register your touches can be tricky.

Psychedelic Mushroom Trip – Put your head into a giant mushroom and see a mirror light show with small myconids inside while trippy music plays with light patterns. Non interactive, and the sign even says there’s nothing to do here, just enjoy the trippy visuals…

Speak with Dead – Three coffins with skeletons inside stand against the wall. Tap your bracelet, and one will provide advice relevant to your class – in a kind of punny, joke manner. It is not interactive.

Crossing the Lava – This is a set of pillars, each with a rune on top, for you to make your way across to avoid falling into the lava below. The runes are only decoration, however, and the path is really just a continual zig-zag across the area with each pillar gently rising and then falling. I did it with pirouettes and fun Shaolin leaps, because it was more fun that way. NOTE: Don’t miss the tap-out station on the other side end of the course – I did and only saw it before going into the final dragon encounter, so I guess I didn’t get any XP for my pirouetting. :p

Otyugh Fight – This is kind of fun, with a large otyugh statue whose tentacle pads light up in a random pattern and you have to smack them quickly when they do. Bring a friend if you want to make it easier. This is listed as a “fighter” challenge. (EDIT: ROPER! This is a ROPER! I'm embarrassed now...)

Mimic Key Dance – There’s a treasure. There’s a board with a bunch of keyholes in front of it on a podium. You have two minutes to put the key into each keyhole until you find the right one, and the chest opens to reveal it’s a mimic.

Gelatinous Cubes are Dungeon’s Cleaning Staff – There’s a cube. Enter it if you dare! Tap your bracelet against the sensors and bits will light up and reveal what’s within! You might find something useful…

Spellcaster’s Challenge – A large book stands before you. Get into spellcasting stance, and the book will show you a pattern; correctly trace it in the air and you will cast a firebolt! This one’s a bit tricky to get to work – the sensor area is directly above an appendage on the stand holding the book, not over the book itself. This caused a lot of false starts and uncertainly how to get it to work. This is also listed as a “wizard’s” challenge, and the wizard instead gets a different pattern that teaches the lightning bolt spell.

Owlbear Purr – Pet the owlbear. You heard me correctly. You have two minutes to scritch the owlbear all over to find that spot that will make it happy. Kinda cute. This is likely the “druid” challenge (I don’t remember). Also, the Owlbear prop is a wood statue with glowing eyes, not a more realistic feathers and fur.

Beholder Mission Impossible – There’s a treasure guarded by a beholder! Can you dodge its eye rays to get to the treasure? This one is the “rogue” challenge, giving them special daggers.

The Secret Phrase – Words are hidden throughout.

After you feel you have levelled up enough on the above, it’s time to face the dragon! This happens in a small room dominated by a huge (10’ tall, 15’ wide or so) curving screen. You stand on one of five disks (depending on your party size) to do battle with the dragon. Victory could be yours!

FWIW, I chose the regular difficulty level, but I don’t think that really changes much. On the whole, these are not very challenging at all. The ones I liked the most were the most active ones, such as the Otyugh (takes a bit of concentration, and you can smack the pads quite hard) and the Beholder (crouch down low and avoid the beams). The Spellcaster one could also have been more exciting, if it wasn’t as finicky. Likewise with the Lava, I really wish the runes had either lit up or been illuminated from above by spotlights to both guide you forward and track your progress, making it more interactive than just walking across. (That said, I watched others go across and though I found it very easy clearly not everyone did, so it might have been more exciting for them just from that factor alone.) If nothing else, having it be able to track your progress this way would also mean you didn’t miss tapping out at the end (I wasn’t the only one who missed this).

The rest were more middling. The Intellect challenge was a super easy pattern to follow. The Treasure chest is just a matter of putting the key into every hole. The Gelatinous cube has no real challenge, just tapping and looking. The Owlbear one, though, I did enjoy scratching it all over even if it wasn’t a challenge.

The non-interactive ones were… fine, but not a game/challenge.

As for the word finding puzzle, I will only say that I only needed three of them to guess the classic phrase, which did make me smile!

For me, the most unfortunate aspect is that your choice of character class makes practically no difference in how any of these are played, or perhaps not much even in their difficulty level. The fighter challenge works the same no matter what; you’re just playing tag, there’s no special fighter ability to make you tag it better. Rogue or not you still gotta cross those beams the same way. The wizard one is the only one that seemed to have anything different, but it’s just an alternate; nothing about being a wizard makes it any different to overcome.

And this proceeds to the final battle against the dragon. The way this works is simple: you stand on the platform, and swipe your arm sideways (and perhaps at other angles register as well) to attack the dragon, and when the dragon breathes fire, you hold your hand out in a ‘stop’ position to defend against it. That’s it. You’re just standing there, waving your arm continually, occasionally having to switch to STOP. Most of the time I was firing my lighting bolt, then, occasionally for no discernible reason, it switched to a magic missile, then back to lightning. My friend, playing the rogue, seemed to be firing bolts of fire (?), and at one point did start throwing daggers, I’m guessing the ones from the Beholder challenge. But I didn’t discover (nor were we told anything about) choosing different attacks, nor whether there was any benefit to it or not.

So, in the end, again there was nothing class specific about it, other than how the attack was rendered on the screen. We were all waving our arms in the same ways until we’d done enough to defeat the dragon. (Not sure what would’ve happened if we didn’t block the fire breath – could one of us have died?)

I did appreciate that the platform each player stands on for the dragons have rumblers embedded in them, so you could feel a bit more as you ‘battled’.

Overall, on the interactivity bit, I am underwhelmed. I get that they want to keep it as accessible as possible to as wide an audience as possible. But that leaves most of the experience as a set of very generic and simple party games (at best) with a D&D veneer, rather than being something truly and inventively adventurous.

Again, though, I will give props to (pun not intended) the props! Everything in the dungeon was well made, well detailed, and well enough presented. And I really appreciated all the nods to D&D lore and history.

I'll post photos in the next post!
 
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And here are the photos!

The exterior entrance:
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Inside the lobby:
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More lobby:
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Notice the group at the centre-left, decked out in full adventuring regalia, including plate gauntlets, cloaks, and more! Their wizard with this illuminating staff is hidden from view (or was it an invisibility spell?).

Photo backdrop:
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Note: I would not purchase a potion from this individual, seems a bit suspect: ;)
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Your adventuring bracelet:
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Class selection room:
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Magic being cast to bring us to the Yawning Portal:
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And here's that famous Waterdeep tavern:
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These "windows" are actually screens, showing the world outside the tavern that plays into the story/effects:
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Overview of the dungeon!
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Otyugh challenge: (EDIT: ROPER! This is a ROPER! I'm embarrassed now...)
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Mimic challenge:
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Beholder challenge:
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Owlbear challenge:
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First printing 1e PHB reference! :D
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Gateway to the dragon's lair:
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Overall Tavern View:
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The dragon tamed!
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Bar fare menu:
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This is the Dragon's Breath; the bubble on top is full of 'smoke' that swirls about:
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This is the Ray of Frost; the cotton candy is surprisingly convincing as ice spell effect:
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Huh, D&D branded energy drinks:
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For your wall at home:
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As a super cute bonus and heartwarming thing, as I sat in the tavern at the end there were two children sitting at another table, rulebooks books they’d (or their parents) just purchased open before them, reading and marveling with great intent and interest, seemingly ready to jump into playing our treasured hobby.

(And as an amusing side note to all that is a reminder of just how good a value the rulebooks are! For a few bucks more than the cost of this experience we get hundreds upon hundreds of hours of joy…)
Love to see it.
 



I'm looking at going in a few weeks. so this is awesome. Thank you.
One question. Did you pay for the VIP experience, or see what it provides? The description says a VIP bracelet, VIP badge, and collector's tote.
Just wondering if this is worth the increased price.
 


I'm looking at going in a few weeks. so this is awesome. Thank you.
One question. Did you pay for the VIP experience, or see what it provides? The description says a VIP bracelet, VIP badge, and collector's tote.
Just wondering if this is worth the increased price.
Great, enjoy yourself! :) I didn't pay for the VIP experience, but I did see someone from the staff walking by with the bracelets (which looked to me like they were of the "slap-bracelet" type) and the badges (which were similar to the badges you would get at a convention). I didn't see the tote bags so I don't know how nice (or not) they may be and if their size is good for carrying gaming books around or the like.

Looking at the website again for what is included in the VIP pass, not entirely sure it's worth it, unless you plan on both getting an alcoholic beverage (assuming the included beverage covers the alcoholic ones), as that would be about $17 of the VIP price, and if you were going to go again, as that would cover an additional $20 of the future regular ticket price. Together those would equal close to the $40 increase for the VIP price. 10% off the store means that you'd have to spend $200 or more to equal $20, so unless you're planning on buying the dragon statuette at $900 or the mind flayer head at $700.... not likely worth it for the discount. ;)

As for the experience, there's nothing about the VIP passes that would change it. The regular or VIP bracelets would operate the same.

Happy adventuring!
 

Hi Kannik,

My name is Eric, and I’m one of the creators of DUNGEONS & DRAGONS: The Immersive Quest.

I visit EN World regularly and wanted to join the conversation. First, I’d like to thank you for visiting our site and taking the time to write such a detailed review. It’s incredibly cool and much appreciated. Fan feedback is invaluable to our team.

Let me start by sharing a few thoughts:

  • I've been a lifelong fan of D&D—my journey began in the ’80s when I used my pocket money to buy the iconic Red Box by Frank Mentzer, featuring Larry Elmore’s stunning artwork of the warrior facing a golden dragon. This project is a collaboration between our team (many of whom are passionate D&D players) and the teams at Hasbro and Wizards of the Coast. For us, this is truly a passion project.
  • Behind the proverbial DM screen, we’ve worked hard to adapt the D&D universe to the immersive experience category. It hasn’t been easy. We’ve faced existential dilemmas during the creative process: How far should we go with character creation? Should combat be defined? Should hit points matter? Can characters fail—or even die—during the quest? Ultimately, our love for the D&D universe drives us. We see it as an incredible gateway to creativity and imagination. Our goal is to recreate the magic we felt opening the Red Box or flipping through a new Player’s Handbook. We also want to deliver a high-quality 60–75-minute entertainment experience for everyone at an accessible price point of around $40–50.
  • It’s important to us to honor D&D fans while making the property accessible to a wider audience. We fully embrace this choice. Balancing respect for the IP, accessibility, and commercial considerations is the challenge of this kind of production.
  • Translating D&D tropes into a public-friendly immersive experience was key for us. For example:
    • The story unfolds in the Forgotten Realms.
    • The Big Bad is a powerful dragon like Ashardalon.
    • Waterdeep is under threat.
    • Participants create characters, start their journey in a tavern, are recruited by a mysterious stranger, explore a dungeon, discover the Big Bad’s lair, prepare for the final showdown, and ultimately celebrate their victory in the Waterdeep market.
  • Character creation is intentionally streamlined. Participants choose from four classes: Fighter, Wizard, Druid, and Rogue. There are three difficulty levels, from easy to hard, and class choice impacts interactions. For instance, our Owlbear is more hostile to a Fighter but friendlier toward a Druid.
Thank you for recognizing the effort we put into the sets and overall production quality. Most of our artisans come from the film industry, and nothing was left to chance. We also appreciated your call-out to the first PHB (with the idol on the cover).



Regarding the creatures, we wanted to pay homage to the Monster Manual by bringing classic, iconic D&D monsters to life—creatures that are uniquely identifiable with the brand, such as the Owlbear, Gelatinous Cube, Beholder, and more.

I was particularly moved by your observation of young people wanting to learn more about this world and continue the adventure in their own way. That’s precisely why we do this—to bring the D&D fandom together and introduce new players to the franchise.

What’s next?
We improve The Immersive Quest daily, and the program is set to go on tour. We’ll be in Toronto until March 2025, aiming for approximately 50,000 participants. Depending on audience response and market conditions, we hope to expand to several U.S. cities.

We’re also considering additional features:

  • Renting game rooms for groups to play D&D after hours.
  • Live streaming sessions from the venue.
  • And in our wildest dreams:
    • A sequel to The Immersive Quest, like an outdoor nighttime experience in the worlds of Ravenloft or Witchlight Carnival.
    • An edgier version tailored to conventions or large-scale fandom events.
    • Or even an experiential store dedicated to all things D&D.
Our ambitions will evolve with the public’s response. If you have any ideas - please be my guest.

Once again, thank you for your visit. If you’re ever in Toronto, don’t hesitate to reach out—we could experience the adventure together!

Best regards,
Eric
 

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