D&D Adventurers League Forgotten Realms FAQ: Able of Ontents
D&D Adventurers League Forgotten Realms FAQ: Able of Ontents
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D&D Adventurers League Frequently Asked Questions v11.1 1
Clone .................................................................... 8 Official D&D Adventures .................................... 13
Simulacrum .......................................................... 8 Converting Other Adventures ............................ 13
Teleportation Circle ............................................. 8 Part 5. Recent Updates ........................................ 14
True Polymorph ................................................... 9 Purchasing Scrolls............................................. 14
Wish ..................................................................... 9 Carrying Magical Ammunition ......................... 14
Part 3. Dungeon Master Questions ...................... 10 Persistent Playable Negative Effects ................ 14
Earning and Redeeming Service Rewards ........ 10 Level 5 Magic Item ........................................... 14
Logging Service Rewards .................................... 10 Order of Scribes and Downtime ....................... 14
Applying Rewards............................................... 10
Logsheet Requirements ................................... 14
Adventure Participation & Party Questions ..... 10
Renown and Faction Items............................... 14
Requisite Character Level................................... 10
Evil Magic Items ............................................... 14
Official Adventurers League Adventures ........... 10
Returning After a Long Break ........................... 14
Community Adventures ..................................... 10
Part 6. Miscellany ................................................. 15
Official D&D Adventures .................................... 10
Fey Gifts from Dungeoncraft............................ 15
Mixed-Tier Parties .............................................. 10
Nightwalker Death ........................................... 15
Substituting Monsters ...................................... 10
Magic Item Degradation by Monsters ............. 15
How Does Advancement Work?....................... 10
Find Greater Steed and Dragonnel .................. 15
Awarding Rewards ............................................ 11
Awarding Magic Items ....................................... 11
Appendix A. Frequently Used Acronyms ............. 16
Magic Ammunition Quantities ........................... 11 Appendix B. Complete List of Available Sources for
Races and Backgrounds........................................ 17
The Adventures Directs Me/the Player to Pick the
Item .................................................................... 11 Official D&D Adventure Products .................... 17
Awarding Nonstandard Armor ........................... 11 D&D Adventurers League and Guild Adept
Chapters as One-Off Adventures ...................... 11 Products ........................................................... 17
How Do Multiple Session Adventures Work? .. 11 Appendix C. Magic Items Unavailable for Play .... 18
Becoming an Event Organizer .......................... 13 prohibited without the express written permission of Wizards of the Coast.
©2021 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA.
Obtaining Adventures for your Event............... 13 Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by
Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Check the DMsGuild! ......................................... 13
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D&D Adventurers League Frequently Asked Questions v11.1 2
PART 1. WELCOME TO THE D&D ADVENTURERS LEAGUE
WHAT IS THE D&D ADVENTURERS Coast. Specific guidance on how to Dungeon Master
these adventures for organized play is present in the
LEAGUE? D&D Adventurers League Adaptation Guide. This
category also includes select products from the Guild
The D&D Adventurers League is official organized Adept section of the Dungeon Master’s Guild at
play for Dungeons & Dragons and uses the fifth www.dmsguild.com.
edition rules. For the most part, this document Community Created Adventures. These are
concerns itself with the Forgotten Realms campaign, produced by designers in the Adventurers League
which encompasses most of the adventures and play community and are available for purchase on the
for the D&D Adventurers League. DMs Guild. Adventure codes for these include CCC
(older) and season code-DC (newer, Dungeoncraft).
DO I NEED A DCI NUMBER OR WIZARDS In addition, two premiere organizers – Baldman
ACCOUNT? Games and Gamehole – offer adventures set in
specific regions (Moonshae Isles and Border
No. Wizards of the Coast no longer uses DCI numbers. Kingdoms). They bear either the CCC code (older) or
Having a Wizards Account may prove beneficial in PO code (newer).
the future, but it is not required. You can obtain one Administrator Only Adventures. These are special
here; simply click on “Create Account” to get started. adventures created by the D&D Adventurers League
administrators or Wizards staff. Some are available in
WHAT ADVENTURES CAN I PLAY? the DMsGuild.
Other Content. If you have a question, look for the
Players aren’t restricted to the current season’s
logo (either the “AL Official” logo or the “AL
adventures; you can play any D&D Adventurers
Community” logo) – everything currently available
League adventure set in the Forgotten Realms with
for public play should be in the DMsGuild; some free
any character created for that campaign. Eberron:
content may also be available on the official Wizards
Oracle of War and Ravenloft: Mist Hunters are each
site.
separate campaigns with their own rules.
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D&D Adventurers League Frequently Asked Questions v11.1 3
VARIANT AND OPTIONAL RULE AVAILABILITY QUESTIONS AND MORE INFO
See the D&D Adventurers League Player’s Guide or
DM’s Guide for specific available rules. The following resources are available to you to keep
Without specific campaign documentation, any up with all the latest Adventurers League news and
other variant or optional rules aren’t available for discussion!
use. • Official D&D Adventurers League website. Your
source for general information, as well as all of the
OFFICIAL RULE SOURCES campaign documents for play. The FAQ is also found
here, which gives more in-depth answers for
Rules from an official D&D Adventurers League
specific questions.
source – the D&D Adventurers League Player’s Guide,
• Official D&D Adventurers League Discord. Join
DM’s Guide, or this FAQ, establish the boundaries for
in the lively discussion with channels devoted to all
our current campaign.
sorts of topics! All the latest news gets pushed here
As a general rule, the administrators don’t issue
too.
official rulings on general rules questions unless it’s
• Official D&D Adventurers League Blog. The
directly affected by the scope and purpose of the
Yawning Portal is the home for our blog! Learn all
program.
about new adventure releases, dive into the whys
Sage Advice/Twitter. Sage Advice (SA) and tweets
and hows, and see what the staff is talking about.
from the Wizards of the Coast staff are a great
barometer for the ‘rules-as-intended’, in any case.
The DM can choose to utilize them at their discretion
for rules adjudication. The most recent Sage Advice
Compendium is located here.
Unearthed Arcana. Unearthed Arcana (UA) isn’t
an allowed resource.
ADVENTURE LOGSHEETS
This logsheet catalogs your character’s progression
throughout their adventuring career. While the
format of your logsheet is up to you, players and DMs
are required to maintain one. An official logsheet is
located at the official Adventurers League site.
RETROACTIVE GUIDANCE
Only use the most current version of the Adventurers
League documents, including the D&D Adventurers
League Player’s Guide, DM’s Guide, FAQ, Adventure
Index, Logsheet, and Adaptation Guide.
In the case of the Adaptation Guide, continue to use
the D&D Adventurers League Content Catalogue (for
adventures released season 9 and prior) and the
separate adaptation documentation for Icewind Dale:
Rime of the Frostmaiden, Candlekeep Mysteries, and
The Wild Beyond the Witchlight until the Adaptation
Guide becomes available in early 2022.
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D&D Adventurers League Frequently Asked Questions v11.1 4
PART 2. PLAYER QUESTIONS
ALLOWED RULES RESOURCES? RACES & CLASSES
Allowed rules resources are books and other
resources that can be used by players in creating, PATH OF THE BATTLERAGER BARBARIAN
advancing, and playing their characters. Only dwarves may be a Battlerager.
What is Campaign Documentation? Certificates
provide characters with additional rules options RESKINNING RACES
other than those listed in the D&D Adventurers You may reskin your race (playing a rare elf subrace,
League Player’s Guide. These certificates are typically for example) if you choose, but have the traits of a
issued through special events. normally available subrace (high elf, etc.); the
character creation process doesn’t change. Your DM
REPRINTED RULES may disallow this if they feel it inappropriate.
The most current version of any rule is used—even if
it’s reprinted in another book. AVAILABILITY OF NONSTANDARD FAMILIARS
If your character casts find familiar, your choice of
PLAYER USE OF DM MATERIALS familiars is limited to the list provided by the spell’s
The following guidance applies in determining what description (or the class feature for some warlocks).
rules from a DM resource are available for players: Without specific campaign documentation,
Dungeon Master’s Guide. Player use of the DMG creatures found in other resources (such as the
resources is limited to the properties of magic items Monster Manual or a book adventure) aren’t available
that you might find in your adventures. This means as familiars.
that equipment described in the DMG (poisons, etc.)
isn’t available for purchase. LEVEL 20 CHARACTERS
Monster Manual. Creatures with complete stat Once you reach level 20, you may continue to
blocks found in the Monster Manual and other adventure if you so choose.
resources listed in the ALPG are available for use Levels. After play of each adventure, you still earn
with class features such as Wild Shape, Beast all of the associated rewards (such as downtime), but
Companion, and various conjure spells. As always, you remain 20th level. This includes the opportunity
your DM is the final arbiter for the rules, such as to rebuild your character.
determining whether or not your character has Service Rewards. You can apply service rewards to
satisfied requirements such as those imposed by your a 20th level character.
class (such as the druid’s requirement to have seen Epic Boons. Epic boons can only be awarded if the
the beast in question). DM is specifically directed to do so by an adventure
Adventures. Player use of adventures is limited to or other officially released product.
properties of magic items found within as well as the
use of complete stat blocks for the purposes outlined ARTIFICER INFUSIONS
for Monster Manual, above. Artificer infusions do not count as carried magic
items. Artificers can infuse items at the start of an
BEGINNING PLAY adventure.
Repeating Shot. The item being infused must be of
You may create a new character at 1st level or 5th
a type generally available for purchase in the
level (see the D&D Adventurers League Player’s
campaign (i.e., no firearms).
Guide). DMing and playtesting adventures, however,
you earn levels that can applied to your other
characters.
SKILLS & BACKGROUNDS
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D&D Adventurers League Frequently Asked Questions v11.1 5
LEARNING EXOTIC LANGUAGES ointment) count as multiple consumable items for
Characters may choose exotic languages from any purposes of the items you can carry per adventure.
allowed rules source used for character creation. Permanent Magic Items. Any magic items that
Druidic, thieves’ cant, and other languages that are aren’t consumable magic items. In addition, this
features of a class or background are not eligible includes magic items that have a chance at being
choices for this purpose. destroyed upon use (staves, wands, horn of blasting,
etc.), have multiple conditional uses that consume it
EQUIPMENT & MAGIC ITEMS but have another effect (scarab of protection, etc.),
and unbreakable ammunition.
PURCHASING MUNDANE EQUIPMENT
Characters can purchase any equipment found in any CHOOSING MAGIC ITEMS
resources available. They can also purchase any spell If an adventure specifically allows you to choose a
components necessary to cast any spells in these magic item, your choice must be from either the DMG
same resources. or the adventure that awards the item. If the
Unless specifically described as otherwise in an adventure doesn’t specify a rarity, the item must be
adventure or other resource, armor is made of the tier appropriate to your character. If you’re allowed
materials described in the PH. to choose an item of a specific rarity, you can choose
one of a lesser rarity. For example, if you are awarded
a rare consumable magic item, you can choose an
TREASURE uncommon one instead.
Characters earn treasure they claim as listed in the Additionally, if you’re able to choose the type of a
treasure sections of encounters; additional treasure magic item, you can only choose a type (longsword,
cannot be earned. Apart from treasure, characters longbow, studded leather, etc.) that is otherwise
may earn gold by selling claimed mundane available for purchase.
equipment for half its value, subject to DM discretion
based on the equipment’s condition.
Treasure is converted to gold and divided equally TIER APPROPRIATE ITEMS
amongst all characters at the end of an adventure. Some rewards award a tier appropriate magic item to
You may choose to dictate the form of your gold at your character. This is determined by your tier
any point (for example, you could possess 600 gp in compared to the item’s rarity:
five 100 gp emeralds fixed in a 100 gp necklace). Tier Appropriate Rarity
1 Common, uncommon
EQUIPMENT IN STAT BLOCKS 2 Common, uncommon, rare
Equipment in a creature’s stat block (most common 3 Common, uncommon, rare, very rare
4 All except unique and artifacts
with NPCs) can be claimed and sold by characters,
provided it is listed in the PH. Any equipment a
creature possesses that is not listed in the PH can be ITEMS WITH PERSISTENT EFFECTS
used for the duration of the adventure subject to DM You can only benefit from a magic item that grants
approval, but cannot be sold or kept. the same permanent benefit once (e.g., tome of
understanding, some effects from a bag of beans, etc.).
MAGIC ITEM COUNTS/LIMITS This guidance is retroactive. Further, items that
These are old terms present in some past adventures bestowed a persistent effect (such as a manual of
that are no longer used. At the conclusion of an golems, wishes from luck blades, etc.) count against
adventure, all participating characters receive a that character’s items carried for as long as they
single copy of any intact (wasn’t consumed, lost, or retain the benefit, even if the item is consumed. You
destroyed during the adventure) magic item earned can choose to abandon the effect (reverting the
with a unique name. persistent benefit) to regain the carried slot. Once
you revert a persistent benefit, you cannot gain that
specific benefit again.
MAGIC ITEMS CATEGORIES Multiclass Characters. If abandoning an item
All magic items are categorized as either: would render your character ineligible for multi-
Consumable Magic Items. Anything that has a classing into a class of which they possess a level, you
single use and is consumed upon use (or rendered must rebuild your character’s ability scores to qualify
non-magical after use) is a consumable item. This for your classes.
includes potions, scrolls, smokepowder, and other
single-use items. Items that have multiple uses before
being completely consumed (such as Keoghtom’s
CURSED ITEMS
Unless specified as a story item, you either keep a
cursed magic item as a part of your carried items or
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D&D Adventurers League Frequently Asked Questions v11.1 6
you must remove it from your owned items. If the This doesn’t suggest that such creatures can attune
curse would remove your character from play, you to magic items. Whether or not a mindless undead
must either remove the magic item or retire your creature, for example, can attune to and utilize a
character. Playable cursed magic items may be magic item is still subject to DM discretion.
traded.
TRADING MAGIC ITEMS
STORY ITEMS You may trade magic items as per the guidance given
Characters that find a story item can keep and use the in the D&D Adventurers League Player’s Guide.
item without it counting against their Magic Item
Limit, but only during that storyline. Only one DESTROYING MAGIC ITEMS
character at the table can use a story item at a given Unless the conditions of an item’s destruction are
time. These items can’t be sold or traded. specifically stated (talon card from deck of many
things, ioun stone, +2 nets, etc.) permanent magic
PROBLEMATIC ITEMS items can’t be destroyed. That said, DMs shouldn’t
Some items are problematic and have been removed make a point of destroying magic items whenever the
from Adventurers League play. Specific items are opportunity presents itself; these situations should
addressed in the appendix here, or for official D&D be few and far between. Destroyed magic items count
adventures, see the D&D Adventurers League as a carried item until the end of the adventure.
Adaptation Guide.
BAG OF BEANS & MUMMY LORDS
UNIQUE MAGIC ITEMS See guidance on giving out magic items and
Items without a specified rarity are of like rarity to benefiting from an item more than once, above. In
items found in the DMG unless they possess this case, the mummy lord has neither a specific loot
additional, mechanical properties outside of the table nor does it award specific items. As such, you
Special Features tables on pages 142 and 143 of the receive no magic items for defeating it.
DMG. Those items with a rarity but which also
possess unusual properties are unique and can’t be RENOWN & FACTIONS
traded.
Any items which don’t provide a rarity that also CUSTOM FACTIONS
don’t have a rarity provided by the adaptation guide The omission of a set list of authorized factions is
are also considered unique unless you have a intentional to allow characters to become members
certificate which establishes its rarity. You must of any faction they come across in their adventures.
possess an original, physical certificate (i.e., not a However, this has the added benefit of characters
photocopy, photograph, scanned copy, etc.) of the creating their own factions. Renown benefits are not
certificate from the item in question, specifically from available unless specifically a part of a storyline or
the adventure where it was obtained and it must adventure.
accompany the trade. Due to their pronounced role as villains in the
Dreams of the Red Wizards series of adventures, the
CERTIFICATES WITH ERRORS Red Wizards of Thay aren’t available as a faction.
If an error exists, use the item description as listed
within the adventure itself, and the item’s metadata OTHER REWARDS
(rarity, attunement requirements, item category, etc.)
listed in the DMG.
REPEATING DOWNTIME ACTIVITIES
Downtime activities that can be repeated are found in
ITEMS WITH ADDITIONAL PROPERTIES the D&D Adventurers League Player’s Guide. Other
Your DMs should provide the full item description to downtime activities specific to the adventure are
their players, and/or provide photographs or available only once, unless otherwise specified.
photocopies of each item as they are presented in the
adventure for their players. It is up to you to make
sure that you keep accurate track of any additional
EVENT AWARDS & OTHER CERTIFICATES
properties in your adventure logsheet. Some events offer special certificates known as Event
Awards. These have also been known as Legacy
Awards in the past. Each is a full color certificate that
ATTUNE TO A MAGIC ITEM BY FAMILIARS features an item, pet, or other minor benefit similar
Any item attuned to a creature under your control in power to a common magic item. These are owned
(familiars, beast companions, etc.) counts against by the player and not attached to a specific character.
your items carried and your items attuned. At the beginning of an adventure, you may select one
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D&D Adventurers League Frequently Asked Questions v11.1 7
of your event awards to use for that character during A., B., and C. are True. You can cast the spell on
play. You may not change the event award during their next turn and return to play normally. You
play of the adventure (or session, in the case of return to a nearby place of your choosing.
official D&D adventures). A. is True, B. or C. are False. Spend one downtime
There are other certificates issued in the past that day preparing the spell or purchasing components
allow players to create a character with a rules option and cast it the following day. This may remove you
unavailable in the D&D Adventurers League from some aspects of the adventure, but you are
Forgotten Realms campaign (such as a race, or in a treated as though you have returned prior to the
few cases, a subclass). These are still valid, but the adventure’s conclusion for rewards purposes.
conditions specified must be followed to use them. A. is False. You may return your character to play
The only current exception to this is the Oathbreaker at the conclusion of the adventure. You may still gain
paladin subclass (see below). a level, but do not receive any rewards from the point
The last category of certificates are magic items in which you were removed from the adventure.
obtained from events and the Trading Post. These are
treated like any other magic items in the campaign, CLONE
except they have documentation that must be traded The following guidance applies:
alongside the item. Maturity. A clone isn’t mature (and therefore
provides no benefit) until the recipient spends a total
OATHBREAKER PALADINS of 120 downtime days after casting it. These
The Oathbreaker paladin subclass was available downtime days are spent on other activities as per
through a special certificate. The D&D Adventurers the D&D Adventurers League Player’s Guide or as
League Forgotten Realms campaign no longer allows present in adventures. However, a vessel used for
evil characters. Therefore, any character with this growing and housing a clone can’t be used for
subclass must rebuild their character or retire the another clone until the first clone has been utilized.
character.
Players have through December 31, 2021 to SIMULACRUM
complete the rebuild process for these characters. Simulacrums can’t cast simulacrum, or any spell that
duplicates its effects.
SPELLS
TELEPORTATION CIRCLE
ITEMS CREATED BY SPELLS The following guidance applies:
Spells or effects that create items such as trade goods It Takes Time. Scribing a permanent teleportation
and equipment can only create items that are circle is a downtime activity that requires the
otherwise available for purchase. Items created that expenditure of a total of 365 downtime days. These
are not available for purchase (such as berries downtime days needn’t be spent consecutively.
created from the goodberry spell) are subject to the Not Just Anywhere. Only teleportation circles made
rules listed in the spell or magic item description. at the following locations are permanent:
• Properties You Own. Ownership of buildings or
REINCARNATION businesses in a specific location.
The DM rolls on the table provided in the spell’s • Established Temples. Temples dedicated to faiths
description in the PH—the race can’t be chosen. of which you are a member.
You continue to advance in whatever classes you
• Other Organizations. The headquarters or
already possess but may be disqualified from future
permanent base of operations of official
choices. Some feats, however, have a requisite race.
organizations of which you are a member
Per the Player’s Handbook, if you fail to meet a feat’s
(Brotherhood of the Cloak, factions, etc.).
requirements, you can no longer utilize that feat.
Gaining Access to Other Circles. You may trade
knowledge of the location and sequence of a circle
PLANE SHIFT, ET. AL.
you’ve created with someone else, who provides you
If your character was transported to another plane
the location of one in exchange. Both parties to the
and the adventure doesn’t provide them with an
trade must spend 10 downtime days to complete the
apparent way to return, the means by which they do
trade and learn the circle’s sigil sequence, with the
so depend on the following three questions:
following additional guidance:
• A. You can cast a spell that allows planar travel.
• Temples. The downtime cost is halved if both
• B. You have the spell prepared.
parties to the trade are members of the same faith.
• C. You have the necessary components.
• Organizations. The downtime cost is halved if
both parties to the trade are members of the same
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D&D Adventurers League Frequently Asked Questions v11.1 8
organization (usually factions). The location of
these circles can’t be traded with non-members.
TRUE POLYMORPH
The effects of this spell are removed at the end of the
adventure.
WISH
The following guidance applies:
Must Be Overseen by the DM. Due to the risks
inherent in casting wish, it must be cast in the
presence of a DM during an adventuring session.
Reality Repairs Itself. The effects of any wish made
for something outside of the bulleted list in the spell’s
description are at the DM’s discretion using the
guidance provided in the spell’s description and
expire at the end of the adventure or the session—
whichever comes first.
Stressful Things Are Stressful. Casters run the risk
of stress-induced effects incurred by casting wish
regardless of whether or not the effects of the wish
are temporary. Losing the ability to cast wish in the
future can be undone only by wishing for a reroll (as
detailed in the spells description).
You Are You; and So Is It. If a simulacrum you have
created casts wish, both you and your simulacrum
suffer the stress associated with casting the spell—
including the risk of being forever unable to cast wish
again. The inability to cast wish extends to any
simulacrum you create in the future, as well as wish
cast by deities via Divine Intervention or other,
similar class features.
Table Boundaries. Only characters in your group
may benefit from a wish that you cast. The benefits
don’t extend to other groups or tables.
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D&D Adventurers League Frequently Asked Questions v11.1 9
PART 3. DUNGEON MASTER QUESTIONS
EARNING AND REDEEMING SERVICE for play across tiers, then characters may be of any of
the levels allowed for the adventure. The DM may, at
REWARDS their discretion, disallow a character to participate if
a character’s level is too disparate from the specific
Service rewards (formerly known as DM rewards) section of the adventure even if the character is still
provide DMs and other participants additional within the stated level range of the adventure. For
advancement and treasure options in recognition of example, if the adventure section is built for 3rd level
their contributions to the D&D Adventurers League characters and a player brings a 9th level character to
program. play it, the DM may decide that the level disparity is
too great for that character to play. In general, this
LOGGING SERVICE REWARDS should not be considered until a character is at least
Just as with an adventure logsheet, there is no three levels above the recommended level for the
mandatory format for logging service rewards. The section.
only requirement is that your log must be available Tiers. Some official adventures use specific tiers of
and legible before and during play. play for sections instead of a single level range for the
entire book. These are identified in the D&D
APPLYING REWARDS Adventurers League Adaptation Guide.
Rewards may only be applied to one character for
each reward earned. You may choose not to apply a MIXED-TIER PARTIES
reward, reserving the reward for later application. Provided they’re able to play in the adventure,
characters of different tiers can adventure together.
ADVENTURE PARTICIPATION & PARTY Some DMs choose to avoid mixing tiers in order to
QUESTIONS maximize ease of play—restricting play to a specific
tier within the adventure’s level range.
When adventuring in a mixed-tier party, be careful
REQUISITE CHARACTER LEVEL to avoid overwhelming lower-level characters while
Each adventure lists a minimum and maximum still providing a challenge for their higher-level
character level (typically expressed as a level range, groupmates. If a character falls within 1 or 2 levels of
such as levels 1-4 or levels 1-15). Whether or not a the Average Party Level (APL), they should have no
character outside of this range can participate in the problem fitting into a group, but characters of
adventure depends on the type of adventure. different tiers may find the adventure too difficult or
may make it too easy for their companions.
OFFICIAL ADVENTURERS LEAGUE ADVENTURES
These adventures typically use the following ranges SUBSTITUTING MONSTERS
and can’t be played by characters outside of that level
range. Dungeon Masters may add or remove thematically
Levels 1-2. This level range is usually used for appropriate monsters to adjust an encounter’s
introductory adventures. difficulty as noted in the “Challenge Your Players”
Levels 1-4, Levels 5-10, Etc. These level ranges section of the D&D Adventurers League (Forgotten
coincide with the four tiers of play. Realms) DM’s Guide. You may choose monsters
from official D&D products available for use in the
Forgotten Realms campaign (this includes most book
COMMUNITY ADVENTURES adventures and many supplements, except ones for
These adventures have level ranges that coincide
other settings). You may not choose monsters that
with the four tiers of play. They can’t be played by
appear exclusively in D&D Adventurers League or
characters outside of the listed level range.
community adventures.
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D&D Adventurers League Frequently Asked Questions v11.1 10
Official D&D Adventures. The D&D Adventurers SESSION VS. ADVENTURE
League Adaptation Guide has guidance on when to
award a level for official D&D adventures. In the A session is defined as an instance of play from when
absence of guidance, the DM may award a level the group agrees to begin playing until the group
whenever they deem it appropriate to a maximum of decides to end. Most sessions last between 2-8 hours.
one level per session of play (minimum 2 hours) and An adventure is defined as the entirety of a single
a minimum of one level per 8 hours of play. DMs product’s play. For most Adventurers League
should look at future sections in the official adventures, session equals adventure. For most
adventure to ensure that levels are gained when official D&D adventures, an adventure consists of
appropriate based on the adventure. multiple sessions.
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D&D Adventurers League Frequently Asked Questions v11.1 11
Players taking their characters from game to game
in this way are permitted to advance in level and earn
rewards between sessions of a multiple-session
adventure but must exercise caution to ensure they
do not render their character ineligible for play
through level advancement.
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D&D Adventurers League Frequently Asked Questions v11.1 12
PART 4. EVENT ORGANIZER QUESTIONS
BECOMING AN EVENT ORGANIZER
Becoming an event organizer is as simple as finding
players and a DM and running official D&D
Adventurers League games. See the Organizer’s Guide
for more tips and tricks on organizing.
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D&D Adventurers League Frequently Asked Questions v11.1 13
PART 5. RECENT UPDATES ORDER OF SCRIBES AND DOWNTIME
On September 22, 2021, a new D&D Adventurers Q. How do the features for the Order of Scribes wizard
League Player’s Guide was released, which contained interact with downtime activities, such as copying
a number of large changes to some of the specific spells and scribing scrolls?
rules in place for organized play in the D&D
Adventurers League Forgotten Realms campaign. It is A. The Wizardly Quill feature allows you to copy 10
not a comprehensive rules document, and as such, spells of 4th level or lower for 1 downtime day, or 5
several questions have arisen on specific rules spells of 5th level or higher for 1 downtime day. The
interactions from the changes. This section answers Master Scrivener feature halves the number of
many of them. downtime days required for scribing scrolls, rounded
up.
PURCHASING SCROLLS
Q. Does the cost of purchasing a scroll include the LOGSHEET REQUIREMENTS
component cost? Q. It says you should use a logsheet to keep track of
your adventure records. Is this a requirement?
A. The cost of components is in addition to the scroll’s
cost. A. You are required to log your play. You can use an
official logsheet or anything else that is clearly legible
CARRYING MAGICAL AMMUNITION and has all the requisite information.
Q. How is ammunition counted with regards to
carrying limits for consumables? RENOWN AND FACTION ITEMS
Q. Are renown and faction items that were previously
A. Each stack of five pieces of ammunition is counted awarded but no longer available able to be kept by
as one consumable for carrying purposes, rounded characters that possess them?
up.
A. Yes, any renown or faction magic items earned
PERSISTENT PLAYABLE NEGATIVE prior to September 22, 2021 are still owned by their
respective characters.
EFFECTS
Q. At the end of an adventure, do you have to remove a Q. Are former renown and faction magic items
curse or disease that doesn’t remove the character tradeable?
from play?
A. If you earned renown and faction items prior to
A. You may choose to remove any curse or disease at September 22, 2021, they are considered owned
the conclusion of an adventure. If the negative effect items and are tradeable.
would not remove your character from play or create
a disruptive experience during play, you may EVIL MAGIC ITEMS
continue to be under the effects of the curse or
disease for the duration of that adventure. Once the Q. There are some past adventures that award magic
choice is made, and the DM has permitted it, you items that require attunement by an evil character. Are
must be under the effects of the disease or curse until these items going to be replaced with something else?
the end of the adventure. Once a disease or curse is
removed (either through actions in play, or through A. There are no replacements for these items.
your choice at the end of an adventure), you cannot
reapply the removed effect. RETURNING AFTER A LONG BREAK
LEVEL 5 MAGIC ITEM Q. What if a character hasn’t played in several years?
How do I update them?
Q. Can level 6+ characters choose an item obtainable A. Reduce the character’s magic item count to the
by level 5 characters? carried item maximums as noted in the D&D
Adventurers League Player’s Guide before playing
A. Any character that achieved level 5 or greater prior again.
to September 22, 2021 may choose one item from the
list provided in the D&D Adventurers League Player’s
Guide.
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D&D Adventurers League Frequently Asked Questions v11.1 14
PART 6. MISCELLANY
Here are a few other questions that have recently
been asked.
NIGHTWALKER DEATH
Q. If I die to a nightwalker, what happens?
A. You choose your character’s fate at the conclusion
of the adventure, following the guidance of the D&D
Adventurers League (Forgotten Realms) Player’s
Guide. This is exceptional in that specific rules
override general ones. In this case the campaign’s
rules take precedence.
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D&D Adventurers League Frequently Asked Questions v11.1 15
APPENDIX A. FREQUENTLY USED ACRONYMS
The Adventurers League documents use the following
terms when referring to various Wizards of the Coast
products:
• PH. Player’s Handbook
• PBR. Player’s Basic Rules
• DMBR. Dungeon Master’s Basic Rules
• DMG. Dungeon Master’s Guide
• MM. Monster Manual
• EEPC. Elemental Evil Player’s Guide
• SCAG. Sword Coast Adventurers Guide
• VGM. Volo’s Guide to Monsters
• XGE. Xanathar’s Guide to Everything
• MTF. Mordenkainen’s Tome of Foes
• TCE. Tasha’s Cauldron of Everything
• FTD. Fizban’s Treasury of Dragons
• LR. Locathah Rising
• TP. Tortle Package
• AL. Adventurers League
• ALPG. Adventurers League Player’s Guide
• ALDMG. Adventurers League DM’s Guide
• GA. Guild Adept (Season Varies)
• DRW. Dreams of the Red Wizards
• GOS. Ghosts of Saltmarsh (Season 0)
• TOD. Tyranny of Dragons (Season 1)
• HDQ. Hoard of the Dragon Queen (Season 1)
• ROT. Rise of Tiamat (Season 1)
• EE. Elemental Evil (Season 2)
• PTA. Princes of the Apocalypse (Season 2)
• ROD. Rage of Demons (Season 3)
• OTA. Out of the Abyss (Season 3)
• COS. Curse of Strahd (Season 4)
• SKT. Storm King’s Thunder (Season 5)
• TYP. Tales from the Yawning Portal (Season 6)
• TOA. Tomb of Annihilation (Season 7)
• WDH. Waterdeep: Dragon Heist (Season 8)
• WDMM. Waterdeep: Dungeon of the Mad Mage
(Season 8)
• BGDA. Descent into Avernus (Season 9)
• IDRF. Icewind Dale: Rime of the Frostmaiden
(Season 10)
• WBW. The Wild Beyond the Witchlight (Season 11)
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D&D Adventurers League Frequently Asked Questions v11.1 16
APPENDIX B. COMPLETE LIST OF AVAILABLE SOURCES FOR RACES AND
BACKGROUNDS
The D&D Adventurers League Player’s Guide sidebar
“What Rulebooks Should I Use?” mentions allowing
races and backgrounds from select adventure
product and backgrounds from premier organizer
products. What follows is a complete list of those
products mentioned, allowed for use in the D&D
Adventurers League Forgotten Realms campaign.
Note that trinket tables are also included when
available.
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D&D Adventurers League Frequently Asked Questions v11.1 17
APPENDIX C. MAGIC ITEMS UNAVAILABLE FOR PLAY
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D&D Adventurers League Frequently Asked Questions v11.1 18