Dungeons & Dragons: Reel Quest

Crazy Tooth StudioRTP 96.56%Volatility Medium-HighMax Win 2,907x
Dungeons & Dragons: Reel QuestCrazy Tooth Studio
Dungeons & Dragons Reel Quest demo, the elf hero beside a 5x5 grid of gems and coin bags, facing an ogre

Dungeons & Dragons: Reel Quest Stats

RTP96.56%
VolatilityMedium-High
Max Win2,907x
Paylines125
Reels5x5
Bet Range0.25 – 70
Bonus RoundYes
ScattersYes
ReleasedJuly 2026
Free Spins & Bonus
Free Spins
3 scatters = Side Quest Bonus (3 rounds)
Bonus Buy
Buy Bonus 50x · Buy Super Bonus 100x
Multipliers
Feature Multipliers 2x–10x · Big Bad 2x or 3x
Symbols & Pays
Wild
Feature Wilds only, via the Reel Quest Feature
About Game

Crazy Tooth Studio’s Reel Quest Demo

Tabletop players open a campaign by choosing a character, and a slot with one spin button has no obvious place for that choice. Dungeons & Dragons: Reel Quest puts it before play begins. The hero in play sets how many Feature Wilds, how big the Feature Multipliers, and how many Transformation Orbs the Reel Quest Feature can bring. In this 5×5 slot, the hero comes first, and a twenty-sided die decides when the feature starts.

Other studios have put the Dungeons & Dragons name on slots with different titles. This one is Crazy Tooth Studio’s, released in July 2026.

Slot Features

Pick a Hero

Each of the four heroes has its own ranges and its own campaign path, which levels that hero up as it fills.

Hero Feature Wilds Feature Multipliers Transformation Orbs
Elf Cleric 1 to 6 3x to 10x 2 to 5
Dwarf Wizard 1 to 5 2x to 7x 4 to 10
Tiefling Rogue 2 to 8 2x to 7x 2 to 6
Dragonborn Fighter 1 to 6 5x to 10x 0 to 5

The table reads as a trade. The Dragonborn Fighter brings the largest multipliers but can arrive with no Transformation Orbs, while the Dwarf Wizard offers up to 10 orbs on multipliers that stop at 7x. The Tiefling Rogue has the widest wild range, up to 8.

The D20 Check

The Reel Quest Feature can start on any spin. An enemy appears with a number, a D20 is rolled, and a result that meets or beats that number starts the feature, which places the hero’s Feature Wilds, Feature Multipliers from 2x to 10x, and extra regular symbols. A Big Bad enemy adds a 2x or 3x multiplier to every win in that feature. A low number on the enemy is an easier roll to meet.

Side Quest Bonus

Three scatters open the Side Quest Bonus, a goblin dungeon where each defeated goblin pays a credit prize. The bonus starts with 3 rounds. An Extra Round Flame adds a round each time one appears, and when the rounds run out, a D20 saving throw that meets its target adds one more.

Potion Prizes

Three matching Potion Fillers win that potion’s prize, Minor at 12x to 20x, Major at 48x to 66x, or Grand at 510x to 560x. For scale, Joker Jackpots: Prize Mania hangs a 2,000x Grand above its fruit.

Reel Quest pulls two ways. Players who want a decision before the spin get a real one, because the hero changes the numbers the feature works with. Players who judge a game by its bonus prizes will find the potion ladder tops out at 560x, a small payoff for the build-up the hero choice promises. That makes it a hero-and-monster fantasy slot for players who enjoy the choosing more than the collecting. Casinos may also offer other RTP versions of it.

How to Play

RTP

Crazy Tooth sets the headline RTP at 96.56%, and 28.20 of those points are earned in the Side Quest Bonus. With just under 30% of the return in the bonus, the other 68.36 points come from regular play, which is where the D20 check can start the Reel Quest Feature. Expect the spins between bonuses to matter, since that’s where the hero’s wilds and multipliers come into play. The hero can be changed between spins, so all four get a turn in free play.

Stakes span 0.25 to 70 a spin, and both bonus buys scale with the stake chosen. 2,907x is where Crazy Tooth’s long-run model peaked, and the game publishes no limit at that number. That’s well beyond the Grand potion’s 560x, so a result of that size needs more than the potion ladder alone.

125-Line Payouts

Wins are counted on 125 fixed lines across five reels of five rows. A line pays for three or more of the same symbol on neighbouring reels, counting from the leftmost reel. Wilds don’t land on their own in regular play. They arrive only through the Reel Quest Feature, together with the Feature Multipliers, and a multiplier of 2x to 10x applies to the line it joins.

Coins land in regular play as well, and each one adds to one of the three potion prizes within its range. That means the Minor, Major, and Grand waiting in the next Side Quest Bonus can be above their starting values. The 5×5 frame is familiar from plenty of other demos on the site, but 125 lines on it is a rare combination.

Two Bonus Buys

Without a buy, three scatters in regular play are the way into the goblin dungeon, and two prices skip the wait. 50x opens the Side Quest Bonus, and 100x opens it with 5 rounds instead of 3. The Super Bonus doubles the price for two more starting rounds, before any Extra Round Flame or closing D20 saving throw adds to the count. Since goblins and potions both pay inside the bonus, those are two more rounds of each, bought at twice the entry cost. Put another way, the standard buy costs as much as 50 regular spins at the same stake, and the Super Bonus as much as 100.

Frequently Asked Questions

The Dragonborn Fighter, whose Feature Multipliers run from 5x to 10x. That hero is also the only one whose Transformation Orb range starts at zero, at 0 to 5.
It comes from the enemy. Each enemy shows a number, and a D20 roll that meets or beats it starts the feature with the hero's wilds and multipliers.
A Big Bad enemy applies a 2x or 3x multiplier to every win in that Reel Quest feature round.
It costs 100x against the standard buy's 50x and starts Reel Quest's Side Quest Bonus with 5 rounds instead of 3. Extra Round Flames and the closing D20 saving throw can add more from there.
Three matching potions in the Reel Quest bonus pay Minor at 12x to 20x, Major at 48x to 66x, or Grand at 510x to 560x. Each value rises within its range as coins land.
Not in regular play. Wilds arrive only through the feature that a successful D20 check starts, alongside the Feature Multipliers.