ADVENTURERS LEAGUE ADAPTATION GUIDES
Version 2.4*
CREDITS
Adaptation: Greg Marks
Editing: Chris Tulach
Graphic Design: Meagan Kenreck
D&D Adventurers League Wizards Team: Chris Tulach
D&D Adventurers League Administrators: Ma’at Crook, Claire Hoffman, Greg Marks, Toni Winslow-Brill
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Adventurers League Adaptation Guides v2.4
TABLE OF CONTENTS
WHAT IS THIS?............................................................. 3
CRITICAL ROLE CAMPAIGN ADAPTATION
GUIDES .....................................................................5
EXPLORER’S GUIDE TO WILDEMOUNT............. 6
CALL OF NETHERDEEP ............................................ 9
DRAGONLANCE CAMPAIGN ADAPTATION
GUIDES ........................................................................ 15
DRAGONLANCE: SHADOW OF THE DRAGON
QUEEN .......................................................................... 16
EBERRON CAMPAIGN ADAPTATION GUIDES
......................................................................................... 17
SONG OF THE SKY (DDAL-EB-07) ..................... 18
MY UNDYING HEART (DDAL-EB-11) ............... 18
JOURNEYS THROUGH THE RADIANT CITADEL
......................................................................................... 19
FORGOTTEN REALMS CAMPAIGN
ADAPTATION GUIDES .......................................... 23
BALDUR’S GATE: DESCENT INTO AVERNUS 24
CANDLEKEEP MYSTERIES ................................... 26
DRAGON OF ICESPIRE PEAK ............................... 28
DRAGONS OF STORMWRECK ISLE ................... 29
GHOSTS OF SALTMARSH ...................................... 30
GIANTS OF THE STAR FORGE ............................. 33
HEROES’ FEAST: SAVING THE CHILDREN’S
MENU ............................................................................ 34
ICEWIND DALE: RIME OF THE FROST MAIDEN
......................................................................................... 35
ICE ROAD TRACKERS (DDAL10-00) & ............ 37
INTO THE FROZEN NORTH (DDAL10-01)* ... 37
KNUCKLEHEADS & OTHER SUCH
CURIOSITIES: A TRAVELERSGUIDE TO
ICEWIND DALE (DDAL00-13) .......................... 37
KEYS FROM THE GOLDEN VAULT ...................... 38
OUT OF THE ABYSS ................................................. 40
BANE OF THE TRADEWAYS (DDEX3-05) ... 41
PERIL IN PINEBROOK ............................................ 42
PHANDELVER AND BELOW: THE SHATTERED
OBELISK ....................................................................... 43
PLANESCAPE AND ADVENTURE ATLAS ......... 44
ADVENTURE ATLAS: THE MORTUARY ............ 45
PRINCES OF THE APOCALYPSE .......................... 46
THE HOWLING VOID (DDEX2-13)* .................. 46
SPELLJAMMER: ADVENTURES IN SPACE ....... 47
SPELLJAMMER ACADEMY .................................... 48
STORM KING’S THUNDER .................................... 49
THE IRON BARON (DDEP05-01)*...................... 49
THE BLACK ROAD (DDAL05-02) &
UNINVITED GUESTS (DDAL05-03)* ................. 49
TALES FROM THE YAWNING PORTAL ............. 50
TOMB OF ANNIHILATION ..................................... 53
A CITY ON THE EDGE (DDAL07-01) ............. 55
TYRANNY OF DRAGONS ........................................ 56
WATERDEEP: DRAGON HEIST & DUNGEON OF
THE MAD MAGE ........................................................ 57
WATERDEEP: DUNGEON OF THE MAD MAGE
......................................................................................... 59
THE WILD BEYOND THE WITCHLIGHT .......... 61
RAVENLOFT CAMPAIGN ADAPTATION
GUIDES ......................................................................... 62
CURSE OF STRAHD .................................................. 63
RAVENLOFT: MIST HUNTERS ............................. 65
CHANGE LOG: ...................................................... 66
2
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Adventurers League Adaptation Guides v2.4
WHAT IS THIS?
The following sections provide information on adapting
Dungeons & Dragons adventures for play in a time-
controlled, public setting, such as a convention or at a
scheduled event at your local game store, school, or library.
Adventures are listed alphabetically.
Primarily, the focus of this document is on play as a part of
the D&D Adventurers League, but this can also be useful for
anyone Dungeon Mastering or organizing these adventures
for scheduled play.
D&D ADVENTURERS LEAGUE SPECIFICS
What follows is guidance particular to playing adventures
designated as Forgotten Realms campaigns in the D&D
Adventurers League. If you’re not playing these are a part of
the official organized play campaign, you can use these as
suggestions.
UNAVAILABLE ITEMS
Some items offered within playable adventures are
problematic for play in D&D Adventurers League. These items
are unavailable for play. If you have a character that possesses
one of these items, remove it from your character. DMs should
not award these items wherever they appear with no
exceptions.
+1 mithral splint armor (found in DDAL05-04 as a misprint,
choose mithral splint or +1 splint)
bookmark
deck of many things
giant-sized staff of the magi
hand of Vecna
infernal tack
iron flask
Korolnor Scepter
philter of love
powered armor
ring of winter
shield guardian amulet (and shield guardian)
slaad control gem (any)
spell gem (any)
sphere of annihilation
staff of the Forgotten One
wand of Orcus
well of many worlds
Wyrmskull Throne
any magic item that requires an evil alignment for
attunement
CONVERTED TO STORY ITEMS
Some magic items are allowed to be kept and used during play
of the adventure they’re found in but are too problematic
outside of that adventure. These magic items are converted to
story items. At the beginning of each session of play for the
adventure in question, a group with one or more characters in
possession of a story item must choose one character to carry
that item for the duration of the session. A group cannot have
two or more of the same story item in play. These items each
count as a carried magic item for characters using them
during play. These items are not subject to rarity restrictions
for characters carrying them.
Note that the list below includes only magic items
converted to story items; there are many more story items
present within adventures. See the adaptation guidance for
specific adventures for more details.
Dawnbringer
deck of several things (Gem and Key cards are missing. The
Fates card effects only happen during Lost Laboratory of
Kwalish)
Drown
figurine of Orcus
Hazirawn
holy symbol of Ravenkind
icon of Ravenloft
Iggwilv’s Cauldron
Ironfang
lost crown of Belsimer
mask of the Dragon Queen (complete or individual masks)
mystery key (Escape from Wheldom)
Nether scroll of Azumar
polymorph blade
sunsword
Tinderstrike
Waythe
Windvane
BAG OF BEANS
A few adventures have a bag of beans as a magic item
obtainable through the adventure. Whenever a bag of beans is
found, it possesses six beans unless otherwise specified.
Specific effects that need modification for D&D Adventurers
League play are as follows:
01: The toadstools lose their effects at the end of the
current session of play.
71-80: The potions and poison become nonmagical at the
end of the current session of play.
81-90: A character may only benefit from one ability score
improvement from a bag of beans.
91-99: Items cannot be obtained from the mummy lord.
00: Any choice the DM makes should not extend play of the
session beyond what is agreed to by the players and/or
organizer.
LUCK BLADES
A few adventures have the opportunity for characters to find a
luck blade. In all instances for D&D Adventures League play,
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Adventurers League Adaptation Guides v2.4
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luck blades possess only one wish charge when claimed. Once
the wish is expended, it does not regenerate. When being
claimed by a character, a new blade manifests from the hilt
taking the form of whatever type of sword its owner wishes.
Once the weapon’s form has been chosen and carried into an
adventure, it can’t be changed.
QUESTIONS AND MORE INFO
The following resources are available to you to keep up with
all the latest Adventurers League news and discussion!
Official D&D Adventurers League website. Your source for
general information, as well as all of the campaign
documents for play. The FAQ is also found here, which gives
more in-depth answers for specific questions.
Official D&D Adventurers League Discord. Join in the lively
discussion with channels devoted to all sorts of topics! All
the latest news gets pushed here too.
Official D&D Adventurers League Blog. The Yawning Portal
is the home for our blog! Learn all about new adventure
releases, dive into the whys and hows, and see what the
staff is talking about.
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Adventurers League Adaptation Guides v2.4
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CRITICAL ROLE CAMPAIGN ADAPTATION GUIDES
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Adventurers League Adaptation Guides v2.4
5
This Critical Role Campaign section provides information on
adapting Explorer’s Guide to Wildemount and Critical Role: Call
of the Netherdeep to D&D Adventurers League play.
LEVEL REQUIREMENTS FOR PLAY
It is recommended that a group of 1st-level characters
participate in one or more of the adventures in Explorer’s Guide
to Wildemount before playing Critical Role: Call of the
Netherdeep.
CHARACTER CREATION
All characters are created using the rules found in the D&D
Adventurers League Player’s Guide with the following
exceptions.
DEITY
You may choose any deity to worship from official rulebooks
that is unique to Exandria as presented in Explorer’s Guide to
Wildemount or is not unique to another world. Clerics must
choose a deity.
HEROIC CHRONICLE
You may roll randomly or choose each item from the tables
listed in Explorer’s Guide to Wildemount. If you begin play with a
magic item, it counts as a carried item if you choose to bring it
on your adventures.
LEVEL OF PLAY
You can play any adventures present in Explorer’s Guide to
Wildemount or sections of Critical Role: Call of the Netherdeep
you choose. If you play sections that have a higher or lower-
level requirement, you must level your character to the
appropriate level before beginning play.
PLAYING ADVENTURES
All characters play adventures using the rules found in the D&D
Adventurers League Player’s Guide with the addition of using the
Explorer’s Guide to Wildemount along with the guide’s “What
Rulebooks Should I Use” list of resources.
CHARACTER ADVANCEMENT
Characters gain levels when noted in the adaptation guide,
rather than at the end of a session. A character can gain no
more than one level per session. Players can always decline to
have their character gain a level that is offered.
EXPLORERS GUIDE TO
WILDEMOUNT
This adaptation contains guidance on adapting each of the
adventures found in Explorer’s Guide to Wildemount. They
should each take about eight hours to play as provided in that
product.
CAMPAIGNS AVAILABLE
These adventures are available for play in the Critical Role campaign.
Characters attached to other campaigns may not play these adventures.
The characters begin play at 1st level and should have advanced to
3rd level upon completion.
F
OUR
-H
OUR
P
LAY
E
XPERIENCE
If you’re running the adventure in a public setting, such as a convention,
however, this document modifies generally unimportant encounters,
allowing it to be played in approximately four hours without sacrificing
the important story beats.
Each part includes an estimation of how long each part should take to
play it in four hours. Keep these estimations in mind as you play; if you
notice the players running behind, quickly (but gently) usher them
forward in the story. The first part of each adventure includes an
opportunity for the players to briefly introduce themselves and their
characters to one another.
CONTINUING TO CALL OF NETHERDEEP
The conclusions of each of these adventures presents an “on-ramp” to
Call of Netherdeep, which begins play at 3rd level. This is optional story
information that the characters can use to explain why they find
themselves in Jigow, a string of villages on the northern shores
of Xhorhal as its residents prepare for the annual Festival of Merit.
It’s recommended that a given character play only one of these
adventures. Otherwise, the others won’t present a sufficient challenge.
HEROIC CHRONICLE
This character creation process is a fun, comprehensive way for players
and Dungeon Masters to collaborate on creating a rich backstory for the
characters. It does, however, present a challenge in a timed
environment.
If playing this adventure in a four-hour time slot, it’s recommended
that this method of character creation not be used; the players should
have completed creating their characters before the event.
ADVENTURE 1: TIDE OF RETRIBUTION
This guidance allows you to play this adventure in about four
hours with a group of 1st-level characters.
CHARACTER INTRODUCTIONS
Give each player a few moments or so to introduce themselves and their
character to one another. During this time, they should describe their
appearance and mannerisms, and establish the reason why they’re in
Palma Flora. Be sure to give everyone equal time in the spotlight and be
prepared to gently stop players if they run on.
Character introductions are crucially important for the players to
understand who the other characters are, to build a basis for roleplaying
opportunities, and for you as DM to learn more about the characters so
you can create story elements that really
speak to them.
Award inspiration (explaining what inspiration is and how it works)
once everyone’s had a turn.
P1. SOUTH SHORE
The sahuagin each take 4 (1d6 + 1) piercing damage from the shark
hunters at the end of each round.
The shark hunters are otherwise not used in this encounter; the
sahuagin focus their ire on the characters.
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DEVELOPMENT
Areas P5 through P10 are described as being overrun by
sahuagin. There’s no time to visit!
C
HARACTER
A
DVANCEMENT
The characters advance to 2nd level upon escaping Palma Flora.
Characters of 2nd level or higher don’t gain a level.
T
HREE ARRING S LAN
E P
If the characters decline the captain’s suggestion that they
retrieve the rod of retribution from Selachai, she drops them off
in Jigowa series of coastal villages in the north reaches of
Xhorhal. She spends the entirety of the journey subtly
reminding the characters of their cowardice and lack of the oh-
so-important entrepreneurial spirit that “real” adventurers
possess in droves. The characters finally arrive in Jigow just
before the annual Festival of Merit.
E
NCOUNTER ON THE
O
PEN
S
EA
It’s suggested that the Complex Combat guidance be used to run
this encounter quickly.
C
ONCLUDING THE
A
DVENTURE
The adventure’s conclusion is determined by the characters’
success (or failure) against Selachai and the resolution of their
relationship with Three Earrings:
D
EFEAT
The Wavechaser is long gone when the characters awaken, but
after being freed by Selachai, the characters are instructed to
venture to Jigow, a group of villages on the shores of Xhorhal, so
they can see firsthand “the depths of the land-walkers’ debased
ways.” The characters eventually secure passage to Jigow
aboard a merchant shiparriving as the town prepares for the
Festival of Merit.
V
ICTORY
The ending of the adventure depends on whether the
characters earned Three Earrings’ trust.
If the characters earned her trust, Three Earrings must
venture to Jigow to fence the rod of retribution, not Darktow.
Three Earrings doesn’t allow the characters to keep the rod
of retribution; it’s far too valuable.
If the characters didn’t earn her trust and refuse her
demands to surrender the rod of retribution, the crew attacks
them, but surrenders if more than half of them or if Three
Earrings is defeated. The ship ventures to Jigow to either
allow the characters to deboard via a rowboat before sailing
off into the sunset.
The characters arrive in Jigow as the its residents prepare for
the annual Festival of Merit.
C
HARACTER
A
DVANCEMENT
The characters advance to 3rd level after departing Eiselcross.
Characters of 3rd level or higher don’t gain a level.
ADVENTURE 2: DANGEROUS DESIGNS
This guidance allows you to play this adventure in about four hours with
a group of 1st-level characters.
C
HARACTER
I
NTRODUCTIONS
Give each player a few moments or so to introduce themselves and their
character to one another. During this time, they should describe their
appearance and mannerisms, and establish the reason why they’re in
Hupperdook. Be sure to give everyone equal time in the spotlight and be
prepared to gently stop players if they run on.
Character introductions are crucially important for the players to
understand who the other characters are, to build a basis for roleplaying
opportunities, and for you as DM to learn more about the characters so
you can create story elements that really speak to them.
Award inspiration (explaining what inspiration is and how it works)
once everyone’s had a turn.
P
RISON
B
REAK
!
The characters encounter only two kobold underlings and Sken Zabriss
here. The kobolds fight to the death, but Sken flees if both are defeated.
If able to cast fog cloud, she escapes into nearby alleys.
O
THER
H
UPPERDOOK
L
OCATIONS
Exercise caution in using these areas; they can easily cause delays in
progression (players love to shop).
ASCENDING THE MOUNTAIN
The characters don’t participate in a random encounter here.
C
HARACTER
A
DVANCEMENT
The characters advance to 2nd level upon defeating Sken. Characters of
2nd level or higher don’t
gain a level.
L1.
T
URRET
C
AVERN
The crossbow breaks if 1, 2, 3, 4, or 5 is rolled for the crossbow’s attack
roll.
L2.
A
RMORY
The characters encounter no kobold here.
L4.
R
ECREATION
R
OOM
The kobolds here are so engrossed in their game that the characters
have disadvantage on any
Dexterity (Stealth) check the characters make to avoid their notice.
L5. STAHLMASTS WORKROOM
The secret door is noticed by characters with a passive Wisdom
(Perception) score of 15 or higher.
L8.
S
HARK
C
HAMBER
The characters encounter no reef sharks here, though should any of
them fall into the pool, the noise alerts the occupants of areas L4 and L9.
L9.
T
RAINING
R
OOM
The characters encounter only two kobolds here.
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Adventurers League Adaptation Guides v2.4
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L11. KOBOLD BARRACKS
The characters encounter no kobolds here.
L20. PASSAGE TO THE UNDERDARK
If the characters are determined on venturing into the
Underdark, they spend the next week wandering the Upper
realms of the lightless domain before finding a cave that exist
near the town of Jigow, a string of villages on the northern
shore of Xhorhal. Luckily, they’ve arrived just in time for the
annual Festival of Merit.
C
ONCLUDING THE
A
DVENTURE
Watchmaster Gulchswattle is thankful for the characters efforts
(and hopefully successes) in uncovering Stahlmast’s misdeeds.
After rewarding them for their deed, he offers them further
employmentescorting a caravan bound for Jigow.
Unfortunately, while the caravan is sacked by bandits just
outside of the area (leaving the characters unable to collect
their pay for the job), they’ve arrived as its residents prepare
for the Festival of Merit.
CHARACTER ADVANCEMENT
The characters advance to 3rd level after departing Eiselcross.
Characters of 3rd level or higher don’t gain a level.
ADVENTURE 3: FROZEN SICK
This guidance allows you to play this adventure in about four
hours with a group of 1st-level characters.
MYSTERY IN PALEBANK VILLAGE
C
HARACTER
I
NTRODUCTIONS
Give each player a few moments or so to introduce themselves
and their character to one another. During this time, they
should describe their appearance and mannerisms, and
establish the reason why they’re in the village of Palebank. Be
sure to give everyone equal time in the spotlight and be
prepared to gently stop players if they run on.
Character introductions are crucially important for the players
to understand who the other characters are, to build a basis for
roleplaying opportunities, and for you as DM to learn more
about the characters so you can create story elements that
really speak to them.
Award inspiration (explaining what inspiration is and how it
works) once everyone’s had a turn.
P
ELC
S
C
URIOSITIES
F
RONT
S
HOP
A
REA
Only one bandit is ransacking the shop. They surrender upon
noticing the characters and reveal the specified information if
questioned.
CROAKER CAVE
C1.
E
NTRANCE
P
OOL
The characters don’t encounter frogs here.
C2.
T
RAINING
P
OOL
Only one bandit is here, training one giant ice frog.
C3.
B
AT
C
AVERN
The characters don’t encounter a swarm of bats here.
C4.
B
ANDIT
C
AMP
The pit trap isn’t present.
C5.
O
LD
C
ROAKER
S
P
OOL
Old Croaker hides at the bottom of the pool instead of attacking the
characters should he notice them.
J
OLLY
D
WARF
The characters advance to 2nd level before departing to Eiselcross.
Characters of 2nd level or higher don’t gain a level.
S3. ANIMATED ARMOR
L
ABORATORY
The characters encounter only one suit of animated armor here.
S4. FRIGID WOE LABORATORY
The door isn’t trapped, and the chests are unlocked.
S5. DISEASE STORAGE
The chests are unlocked.
S6.
N
ORTH
H
ALL
The characters don’t encounter zombies here.
S8. RUINED DORM
Time has taken its toll on the rug of smothering; it has only 15 hit points.
S9. ZOMBIE DORM
The characters encounter only three zombies here. They’re partially
frozen and are vulnerable to bludgeoning damage.
S10. FEROL SALS CHAMBER
The characters don’t encounter a swarm of undead snakes here.
S11.
K
ITCHEN
While the characters encounter the animated kitchen knives, they don’t
attack the characters; their magic
is beginning to fail. Instead, they whiz around the kitchen chopping non-
existent food and clattering against the frozen water at the bottom of a
wash basinno doubt an attempt to wash themselves. Their magic is
dispelled completely if removed from the room.
S12. DINING HALL
The characters don’t encounter any zombies here.
S14. SOUTH HALL
The zombies found here are destroyedfrozen solid from the cold.
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Adventurers League Adaptation Guides v2.4
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S15. ANIMATED WEAPON
S
TORAGE
The characters encounter only two flying
swords here.
S18. DROWNED CURATIVE
L
ABORATORY
The chest is unlocked.
C
ONCLUDING THE
A
DVENTURE
The Buyer suggests that as an alternative to exploring
Eiselcross (and as an escape from the cold), the characters pay
a visit Jigow, a group of villages in
the northern reaches of Xhorhas. The town’s annual Festival of
Merit is approaching, and what better place to find respite from
the dangers of adventuring.
ADVENTURE 4: UNWELCOME SPIRITS
This guidance allows you to play this adventure in about four
hours with a group of 1st-level characters.
C
HARACTER
I
NTRODUCTIONS
Give each player a few moments or so to introduce themselves
and their character to one another. During this time, they
should describe their appearance and mannerisms, and
establish the reason why they’re
in Urzin. Be sure to give everyone equal time in the spotlight
and be prepared to gently stop players if they run on.
Character introductions are crucially important for the
players to understand who the other characters are, to build a
basis for roleplaying opportunities, and for you as DM to learn
more about the characters so you can create story elements
that really
speak to them.
Award inspiration (explaining what inspiration is and how it
works) once everyone’s had a turn.
RANDOM
E
NCOUNTERS
The characters don’t participate in a random encounter.
B2. WITHERED GROVE
The characters encounter only one swarm of poisonous snakes.
B3. SUNKEN BONEYARD
Skr’a S’orsk only has three lizardfolk accompanying him and
has prepared counterspell instead of animate dead.
B4. CRUMBLING TOWER
The characters encounter three giant spiders here.
B5. BULLYWUG CAVE
The characters encounter only four bullywugs and a giant toad
here. The hunting parties don’t arrive until after the characters
have left the area.
C
HARACTER
A
DVANCEMENT
The characters advance to 2nd level upon arriving at Fort Venture.
Characters of 2nd level or higher don’t gain a level.
I
NFILTRATING
F
ORT
V
ENTURE
This part of the adventure relies heavily upon the characters using
stealth to navigate the fort. If the alarm is raised, consider removing
some combatants to ensure the timeliness of the session.
V1.
P
ALISADE
Once the characters trigger a bear trap, they more easily notice the
remaining traps and can progress without triggering any more.
V2. TENT YARD
The guards are all asleep when the characters arrive; their passive
Wisdom (Perception) scores are reduced by 5.
V7. ARMORY TENT
The characters encounter no veteran here; he’s too busy drinking and
gambling to tend his forge.
C
ONCLUDING THE
A
DVENTURE
Buhfall II is thankful for the characters success in rescuing or defeating
Bol’bara and saving Urzin. Without the threat of his settlement’s
destruction looming on his shoulders, he’s able to focus on his next
interestsending an envoy to Jigow, a series of villages on the northern
shores of Xhorhal. Their annual Festival of Merit is scheduled to begin
soon, and he’d like to learn more about it. He cordially invites the
characters to accompany his underlings and enjoy the festivities.
C
HARACTER
A
DVANCEMENT
The characters advance to 3rd level after departing Urzin. Characters of
3rd level or higher don’t
gain a level.
CALL OF NETHERDEEP
This adaptation contains guidance on adapting Call of Netherdeep in a
public setting, such as a convention, allowing it to be played in multiple,
two-hour sessions without sacrificing the important story beats.
Each chapter is broken down into two or more sessions. Keep these in
mind as you play; if you notice the players running behind, quickly (but
gently) usher them forward.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Critical Role campaign.
Characters attached to other campaigns may not play these adventures.
C
HARACTER
C
REATION
The character creation process can be a fun way for players and
Dungeon Masters to collaborate on creating a rich backstory for the
characters. It does,
however, present a challenge in a timed environment.
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Adventurers League Adaptation Guides v2.4
9
briefly introduce themselves and their characters to one another. If you
If playing this adventure in a two-hour time session, it’s
recommended that the players should have completed creating
3rd-level characters before the event.
C
ONTINUING
F
ROM
E
XPLORER
S
G
UIDE TO
W
ILDEMOUNT
Alternatively, players can play one of the four adventures
featured in Explorer’s Guide to Wildemount. Each of these
adventures presents an “on-ramp” to Call of Netherdeep in its
conclusion; they provide a suggested story beat that lead the
characters to Jigow, where this adventure begins. Characters
completing one of these adventures advances upon completion.
C
HAPTER
1:
A
F
ATEFUL
C
OMPETITION
Chapter 1 is designed for 3rd-level characters and consists of
two parts: Jigow and the Emerald Grotto. The characters
advance to 4th level upon completing this chapter.
CHARACTER INTROUDUCTIONS
These sessions don’t account for an opportunity for the players to
plan on incorporating this into your session, it should last about ten
minutes, so plan accordingly. If you’d like the players to intro- duce
themselves and their characters, consider the following:
Each player should have a few moments to introduce themselves and
their character. During this time, they should describe their
appearance and mannerisms,
and establish the reason why they’re in
Jigow. Be sure
to give everyone equal time in the spotlight and be
prepared to gently stop players if they run on.
These introductions can be crucially important for the players to
understand who the other characters are, to build a basis for
roleplaying opportunities, and for you as DM to learn more about the
characters so you can create story elements that really speak to them.
Award inspiration (explaining what inspiration is and how it works)
once everyone’s had a turn.
S
ESSION
O
VERVIEW
This chapter consists of five, two-hour sessions:
S
ESSION
1:
T
HE
F
ESTIVAL OF
M
ERIT
The Festival of Merit is underway, and the characters are
invited to partake in contests in pursuit of wondrous prizes! At
the end, the characters are invited to take part in a special race
against another adventuring group. This session should take
about two hours to play.
SESSION 2: THE EMERALD GROTTO
The characters race against the rival group into the depths of
the Emerald Grotto, a twisting network of underwater caves,
where the festival’s grand finale takes place. This session that
should take about two hours to play.
S
ESSION
1:
T
HE
F
ESTIVAL OF
M
ERIT
F
ESTIVAL OF
M
ERIT
This portion of the adventure is largely open to whatever the
characters are interested in pursuing. Ask each character what
games they’d like to play and in what order. Then, allow each to
take a turn playing.
One challenge you’ll face while focusing on one character is ensuring
that the others are left twiddling their thumbs. Allow the others to
roleplay with each other or others that are attending the festivities.
Alternatively, you can break each portion of the contest down into
three parts: the setup, the contest, and the results; switching between
the contests in which the characters are participating in. This will
mitigate the amount of time that each player spends waiting for their
time in the spotlight.
Whatever method you use, the characters should ideally have a
chance to participate in whatever contests they’d like (though time
constraints are likely to preclude each character from participating in
each contest).
M
EDAL OF
M
ERIT
C
ARDS
Only those characters who earn a magical medal from a contest gets to
keep it.
SESSION 2: THE EMERALD
G
ROTTO
E
MERALD
G
ROTTO
L
OCATIONS
E3. CAVERN FORK
If the characters fight Maggie here, she doesn’t attack in return. Instead,
she uses the Dodge action on each of her turns. Characters with a
passive Wisdom (Insight) score of 13 or more get the distinct
impression that she has no intention of willingly allowing the characters
to pass, and that she’s pleased that they’re risking their position in the
race by attacking her. Add the number of rounds spent in combat to the
time it takes them to traverse the room.
C
HARACTER
A
DVANCEMENT
Each character advances to 4th level upon completing both sessions of
this chapter. Characters that are 4th- level or higher don’t advance.
CHAPTER 2: THE LEAVE- TAKING
Chapter 2 is designed for 4th-level characters, and consists of four parts:
After the Festival, Road to Bazzoxan, Reunion with the Rivals, and
Emerald Loop Caravan Stop. The characters advance to 5th level upon
completing this chapter.
S
ESSION
O
VERVIEW
This chapter consists of five, two-hour sessions:
SESSION 3: LEAVING JIGOW
The festival is over for another year, and while the residents of Jigow are
sad, things are just getting started for the characters (and their
newfound rivals). They strike out for Bazzoxan, a military outpost
guarding the surrounding area from the denizens of an evil fortress. If
their rivals left Jigow before them, the characters might be fast enough
to catch up
with them.
S
ESSION
4:
A
RRIVING AT
B
AZZOXAN
The characters set out to Bazzoxan (either by Ushur’s suggestion or a
ision from Alyxian), a military outpost guarding an evil fortress. This
onsists of one session that should take about two hours to play.
v
c
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10
S
ESSION
1.
L
EAVING
J
IGOW
AFTER THE FESTIVAL
This session plays out as determined using an adventure hook
provided in Running This Chapter. If they each had a different
resolution for chapter 1, use whichever best fits most of the
characters. For
example, if all but one of the characters witnessed the vision
and have a friendly relationship with the rival group, use the
Heroic Quest adventure hook, but if more than half of the
characters developed a hostile relationship with the rivals who,
in turn, witnessed the vision themselves, use the Ours by Right
adventure hook
.
RANDOM
E
NCOUNTERS
The second part of the session pans out as determined by
whether the characters are ahead of their rivals:
Characters are Ahead of the Rivals. The characters
participate in two random encounters (or three if they’re
progressing particularly quickly). The Rival’s Reunion
encounter isn’t used. Make sure the characters take note of
what they did during this encounter; it may be relevant when
they arrive at the caravan stop.
Rivals are Ahead of the Characters. The characters
participate in one random encounter (though this encounter
can be skipped if you think you might not have enough time).
Make sure the characters take note of what they did during this
encounter;it may be relevant when they arrive at the caravan
stop. Once done, run Rival’s Reunion. Note that the second
encounter is very free-form and relies heavily on what the
characters want to do and how they want to do it. Any of the
characters reduced to 0 hit points by the rivals are knocked
unconscious.
S
ESSION
4:
A
RRIVING AT
B
AZZOXAN
RANDOM
E
NCOUNTERS
The characters participate in two random encounters (or three
if they’re progressing particularly quickly) before arriving at
the Emerald Loop Caravan Stop.
Make sure the characters take note of what they did during
this encounter; it may be relevant when they arrive at the
caravan stop.
C
HARACTER
A
DVANCEMENT
Each character advances to 5th level upon completing both
sessions of this chapter. Characters that are 5th- level or higher
don’t advance.
CHAPTER 3: BAZZOXAN
Chapter 3 is designed for 5th-level characters and consists of
four parts: No Time for Pleasantries, Bazzoxian Overview, and
Betrayer’s Rise. The characters advance to 7th level upon
completing this chapter.
S
ESSION
O
VERVIEW
This chapter consists of five, two-hour sessions:
S
ESSION
5:
F
IGHT OR
F
LIGHT
!
Having been ushered into the outpost, the characters are immediately
asked for their aid in quelling demons surging forth from the Betrayer’s
Rise. The characters pay visits to the crematorium and the infirmary.
S
ESSION
6:
S
TEEL
Y
OURSELVES
With their tasks accomplished, the characters explore the rest of
Bazzoxan before reporting to the command center located at Gatehold
Barracks. There, they are asked to delve into the Betrayer’s Rise and
stop the incursion.
S
ESSION
7:
E
NTERING
B
ETRAYER
S
R
ISE
The characters meet members of the Aurora Watch, explore the first few
chambers of the Betrayer’s Rise, and discover a chapel dedicated to
unholy gods.
SESSION 8: THE DESCENT
The characters dance with demons and descend into darkness. Through
cunning and by exploring ancient knowledge, they progress deeper into
darkness.
SESSION 9: THE JEWEL
The characters reach the inner chambers of the Betrayer’s Rise and find
the fortress true to its name.
SESSION 5: FIGHT OF FLIGHT!
During the aftermath of the demonic incursion, Verin asks the
characters to take a load of wagon carrying dead member of the Watch
to area B2. Crematorium, and once done, to report to the area B3.
Infirmary
to see if there’s any assistance that they’re able to render there.
SESSION 6: STEEL YOURSELVES
Having visited the crematorium and infirmary, they’re free to explore
the rest of the outpost (areas B5, B6, and B7) before rendezvous with
Verin at B4. Gatehold Barracks.
Verin reluctantly asks the characters to venture into Betrayer’s Rise in
the hopes that they’ll be able to quell the demonic incursions once and
for all.
C
HARACTER
A
DVANCEMENT
Each character advances to 6th level upon completing session 6 of this
chapter. Characters that are 6th-level or higher don’t advance.
S
ESSION
7:
E
NTERING
B
ETRAYER
S
R
ISE
E
XPANDING THE
B
ETRAYER
S
R
ISE
These rules aren’t used when playing this adventure in two-hour
sessions.
L
OCATIONS IN THE
B
ETRAYER
S
R
ISE
R1.
E
NTRANCE
A character that spends their turn climbing down the smooth stone of
the chasm must make a DC 17 Strength (Athletics) check, though this
check is made with advantage if they’re using climbing gear. If the check
fails by 5 or more, they fall to R15, below.
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R3.
V
ESTIBULE
Characters that succeed on the Wisdom check aren’t pulled into
the wall but do gain the associated benefit and drawback.
The skull used to open the secret entrance to the north is
located on the opposite side of the opening allowing an
escape route from R9. Basilica of Revelry into this area.
R4.
P
ATH OF
E
MPTINESS THROUGH
R7.
S
TAIRS
D
OWN
These areas aren’t used.
R8. SPIDERS CHANCEL
This session ends when the characters open the door to R9.
Basilica of Revelry.
SESSIONS 8. THE DESCENT
R10. SUPPLICANTS PIT
The wall at the end of this hallway has a similar effect to that of
the northwest alcove in R3. Characters that succeed on the
Wisdom check are drawn into R7. Characters that succeeded on
this check in R3 succeed automatically. The double door leading
to R5 isn’t here.
Roll a die at the end of each hour spent waiting in this area. If
the result is odd, roll on the Betrayer’s Rise Reinforcements
table. The resulting creatures crawl from the circular hole and
attack the characters in this area.
The session ends when the characters enter R13, R14, or
R15.
SESSION 9: THE JEWEL
R14.
B
LOOD
F
ONT OF THE
R
UINER
At the end of each round where an orc war chief has less than
half of their maximum hit points, tendrils of blood lash out at
them. The orc war chief must succeed on a DC 15 Strength
saving throw or be pulled below the surface of the boiling
bloodkilling them. When the blood recedes into the pool, the
orcs’ bodies are nowhere to be seen.
R15. MISTY CHASM
The characters encounter no vrock here.
C
HARACTER
A
DVANCEMENT
Each character advances to 7th level upon completing each
session of this chapter. Characters that are 7th- level or higher
don’t advance.
CHAPTER 4: THE JEWEL OF HOPE
Chapter 4 is designed for 7th-level characters and consists of
four parts: Arrival in Ank’Harel, Ank’Harel Gazetteer, and a
story track determined by the faction that the characters
choose to join. The characters advance to 9th level upon
completing this chapter.
S
ESSION
O
VERVIEW
This chapter consists of three, two-hour sessions:
SESSION 10: WELCOME TO ANK’HAREL
The characters arrive in Ank’Harel, a vibrant city whose name means
“Jewel of Hope” in the local Marquesian dialect. Here, the characters
explore the city, meet with representatives of each of the three major
factions, and choose who they’d like to ally with.
SESSION 11: FACTION ASPIRANTS
The characters embark on two missions suitable for aspiring members.
In completing them, they earn a formal invitation to join.
SESSION 12: FACTION ADEPTS
Having formally joined their chosen faction, the characters continue
their investigations before receiving their first mission to venture to an
ancient city of unparalleled magnificenceand horror.
SESSION 10: WELCOME TO
A
NK
’H
AREL
While they can visit the minor factions, the characters find them
unreceptive to offers of assistance.
This session ends when the characters have explored Ank’Harel, and
each has chosen a faction. While they needn’t choose the same one,
those players wishing to continue playing together should be
encouraged to do so.
SESSION 11: FACTION
A
SPIRANTS
This session consists of the first two faction missions for their chosen
faction. It’s recommended that events running these sessions do so in a
way that ensures that players are able to accomplish missions for their
chosen faction by identifying track-specific sessions (i.e., Session 11:
Faction Initiates (Allegiance Track, etc.). Otherwise, proceed with the
first three missions for the faction that most of the characters joined.
Forewarning, this may lead to players feeling a loss of agency or
importance.
C
HOICES
,
C
HOICES
,
C
HOICES
Players can play this session of the adventure repeatedly with the same
character if they chose, though they must play a different faction’s story
track each time. At the end of each session, they are invited to join the
faction. A character can join only one faction.
Once a character accepted an invitation to join a faction, they can’t
play this session of the adventure, but they can play session 12 as full-
fledged members.
C
HARACTER
A
DVANCEMENT
Each character advances to 8th level upon completing the first two
faction missions. Characters that are 8th- level or higher don’t advance.
S
ESSION
12:
F
ACTION
I
NITIATES
Only characters that have been formally invited to join a faction can
participate in this session, and only for their faction’s story track.
Having been formally invited to their faction, the characters pursue
the third missions for their chosen faction. As before, it’s recommended
that events running these sessions do so in a way that ensures that
players are able to accomplish missions for their chosen faction by
12
identifying track-specific sessions (i.e., Session 12: Faction
Initiates (Allegiance Track, etc.).
F
ACTION
M
ISSION
4
This mission entails the first of three trips to Cael Morrow.
Upon receiving their assignment, allow the characters to
explore the city once more, completing any final preparations
for their trek to the Drowned City. Though they don’t know it,
the characters are expected to complete this mission in session
14.
C
HARACTER
A
DVANCEMENT
Each character advances to 9th level upon departing to Cael
Morrow for the first time. Characters that are 9th-level or
higher don’t advance.
CHAPTER 5: THE DROWNED CITY
Chapter 5 is designed for 9th-level characters and consists of
one part: Cael Morrow Overview. The characters advance to
10th level upon completing this chapter.
S
ESSION
O
VERVIEW
This chapter consists of four, two-hour sessions:
SESSION 13: LO, CAEL MORROW
The characters arrive in Cael Morrow and set out to exploring
the outer chambers. There, they meet other faction agents in
search of the city’s secrets.
S
ESSION
14:
D
EEPER INTO THE
D
ROWNED
C
ITY
Further exploration of the city leads the characters into a
tower, a tavern, and hopefully, completion of their first mission
in Cael Morrow.
SESSION 15: MYSTERIES REVEALED
New orders in hand, the characters continue their exploration
of Cael Morrow and what brought about its fall.
S
ESSION
16:
H
ORROR IN THE
D
EEP
The characters confront an ancient horror in the depths of Cael
Morrow.
SESSION 17: THE NETHERDEEP CALLS
The characters complete their second mission in Cael Morrow
and steel themselves for their descent into the Netherdeep.
SESSION 13: LO, CAEL
M
ORROW
U
NCHARTED
W
ATERS
Don’t roll on the Cael Morrow Encounters table.
M5. ACCESS CORRIDOR
This session ends as the characters enter M5A.
S
ESSION
14:
D
EEPER INTO THE
D
ROWNED
C
ITY
M7
C
.
R
OYAL
R
ITUAL
C
HAMBER
This session ends as the characters enter M8 or M9. They return to
Ank’Harel to report in with their findings and receive their fifth faction
mission (see chapter 4, Ank’Harel). The characters may be
pursuing differentthough not conflictinggoals here. The characters
are expected to complete their fifth mission in session 17, though they
don’t know this.
SESSION 15: MYSTERIES
R
EVEALED
If they haven’t already, the characters report to their factions with their
findings, and receive their fifth faction mission. The characters may be
pursuing differentthough not conflictinggoals here. The characters
are expected to complete their fifth mission in session 17, though they
don’t know this.
M10. CRUMBLING BUILDING
This session ends as the characters enter any of areas M11 through M17.
S
ESSION
16:
H
ORROR IN THE
D
EEP
M13.
V
ILLA
Beltreath is reluctant to attack the characters; he does so only if he or
the others are attacked. Upon revealing himself, he up front asks if the
characters are here to purge Cael Morrow of its corruption.
This session ends if the characters enter M14 through M17.
SESSION 17: THE NETHERDEEP
C
ALLS
The characters likely complete their fifth faction mission during this
session and should be highly encouraged to do so before entering the
rift. Once they report in with their findings, they receive their sixth and
final mission. Having done so, the characters are free to enter the rift in
M17.
C
HARACTER
A
DVANCEMENT
Each character advances to 10th level upon entering the rift to the
Netherdeep. Characters that are 10th- level or higher don’t advance.
CHAPTER 6: THE NETHERDEEP
Chapter 6 is designed for 10th-level characters and consists of three
parts: Grottoes of Regret, and Vents of Fury, Chasm of Yearning. The
characters advance to 12th level upon completing this chapter.
S
ESSION
O
VERVIEW
This chapter consists of four, two-hour sessions:
S
ESSION
18
THROUGH
20:
G
ROTTOES OF
R
EGRET
The characters pass through the rift in Cael Morrow and arrive in this
region, which is shaped by the Apotheon’s sorrows of a life unfulfilled.
Their memories and regrets manifest here in various ways.
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13
S
ESSION
21
THROUGH
23:
V
ENTS OF
F
URY
This region is dimly lit by fiery veins that belch the Apotheon’s
wrath. It is filled with violent creatures and shards of the
Apotheon’s persona.
S
ESSION
24
THROUGH
26:
C
HASM OF
Y
EARNING
These twisting corridors of illusion represent the Apotheon’s
desire for freedom. The region’s creatures and architecture try
to disorient intruders.
C
HAPTER
6
IN
M
ULTIPLE
S
ESSIONS
This chapter of the adventure is a bit more open and facilitates open
exploration a bit more than those before it, and, as a result, it’s a little
more difficult to divide it into defined sessions. Make sure to tell your
players to make a note when they discover a secret door or a path that
leads someplace that isn’t neces-
sarily covered during the session. That way,
they’ll be
able to keep their other Dungeon Masters informed
of what
they’ve found along the way as well as have a
good idea of what session(s) to
play when they finish the one they’re in.
N
ETHERDEEP
F
EATURES
F
RAGMENTS OF
S
UFFERING
During their exploration of the Netherdeep, the characters are
likely to encounter fragments of the Apotheon’s suffering.
When the characters find such a fragment, one of them can
choose to absorb it into their body or transfer it into that of
another willing character. While a character can absorb up to
three Fragments of Suffering, only one character in the group
can possess a given fragment; if two characters at the table
possess the same fragment, roll a die
to determine who possesses it for the session. The other
character loses the benefit and drawback of the Fragment but
can use it in a future session.
SESSION 18: GROTTOES OF REGRET, PART I
This session consists of areas N1 through N3. The session ends
when the characters proceed further.
SESSION 19: GROTTOES OF REGRET, PART II
This session consists of areas N4 through N6. The session ends
when the characters proceed further.
SESSION 20: GROTTOES OF REGRET, PART
III
This session consists of areas N7 through N9. The session ends
when the characters proceed further.
C
HARACTER
A
DVANCEMENT
Each character advances to 11th level upon completing all three
sessions of the Grottoes of Regret. Characters that are 11th-
level or higher don’t advance.
SESSION 21: VENTS OF FURY,
P
ART
I
This session consists of areas N10 through N11a. The session
ends when the characters proceed further.
S
ESSION
22:
V
ENTS OF
F
URY
,
P
ART
II
This session consists of areas N12 through N14a. The session ends when
the characters proceed further.
S
ESSION
23:
V
ENTS OF
F
URY
,
P
ART
III
This session consists of areas N15 through N18. The session ends when
the characters proceed further.
SESSION 24: CHASM OF
Y
EARNING
,
P
ART
I
This session consists of areas N19 through N22a. The session ends when
the characters proceed further.
SESSION 25: CHASM OF
Y
EARNING
,
P
ART
II
This session consists of areas N23 through N24a. The session ends when
the characters proceed further. If any of the characters try to convince
Perigee of their good intensions and succeed on the check, ensure that
they note on their character sheets how many successful checks were
made.
SESSION 26: CHASM OF
Y
EARNING
,
P
ART
III
This session begins in area N25 and ends after the characters have
entered the Heart of Despair in chapter 7, spoken to the Apotheon. The
session ends when the characters decide whether to free him.
If the characters decide to free Alyxian, proceed to Worst Ending:
Unleashing Devastation. The characters finish the adventure and may
not participate in session 27; their journey ends in the devastation
wrought in the devastation borne of their choice.
C
HARACTER
A
DVANCEMENT
Each character advances to 12th level upon entering the Heart of
Despair. Characters that are 12th-level or higher don’t advance.
CHAPTER 7: THE HEART OF DESPAIR
Chapter 7 is designed for 12th-level characters and consists of one part:
Battle for the Soul of the Apotheon.
S
ESSION
O
VERVIEW
This chapter consists of one, two-hour session:
S
ESSION
27:
B
ATTLE FOR THE SOUL OF
THE
A
POTHEON
Having decided not to free the Apotheon, the characters must defeator
better yet, redeemhim.
S
ESSION
27:
B
ATTLE FOR THE
S
OUL OF THE
A
POTHEON
B
EST
E
NDING
:
A
W
ORLD THAT
R
EMEMBERED
Each character receives a blessing (see Supernatural Gifts, Dungeon
Master’s Guide) of their choice.
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DRAGONLANCE CAMPAIGN ADAPTATION GUIDES
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DRAGONLANCE: SHADOW OF
THE DRAGON QUEEN
The following sections provide on adapting Shadow of the
Dragon Queen to D&D Adventurers League play.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Dragonlance
campaign. Characters attached to other campaigns may not
play this adventure.
LEVEL REQUIREMENTS FOR PLAY
Shadow of the Dragon Queen is intended for play at specific
character levels. However, you can bring a character that may
be a different level to play, within the adventure’s limitations
of tiers of play. Each of the adventure’s chapters are designed
for play of characters of a particular level, as follows:
CHAPTER NAME
LEVELS
“Prelude to War”
1
“When Home Burns”
2-3
“Shadow of War”
4-5
The Northern Wastes”
6-7
“City of Lost Names”
8-9
“Siege of Kalaman”
10+
For “Shadow of War, it is recommended that if you’re playing
it at tier 1, your character is higher level (3rd or 4th), as it will
be very difficult for 1st- and 2nd-level characters.
CHARACTER CREATION
All characters are created using the rules found in the D&D
Adventurers League Player’s Guide.
CHARACTER ADVANCEMENT
Characters gain levels when noted in the adventure’s
chapters, rather than at the end of a session.
CHAPTER 3: WHEN HOME BURNS
RESISTANCE
The characters may not keep the gnomeflinger.
ESCAPE FROM VOGLER
The characters may not keep the boilerdrak.
CHAPTER 4: SHADOW OF WAR
REPORTING FOR DUTY
In this time of war there is a limit to the number of weapons
and armor that characters may take from the armory. Each
character is limited to two weapons and one suit of armor. If
these weapons or armor are lost or destroyed during a
mission, the quartermaster permits them to be replaced, but
characters caught selling these items are not given more and
are expected to pay back the armory from the requisitioned
items.
CHAPTER 6: CITY OF LOST NAMES
T10: BRIDGE
The flying citadel helm cannot be removed without destroying
it. See Chapter 7 for the effect of doing so.
CHAPTER 7: SIEGE OF KALAMAN
S4: CHEMOSHS SHRINE
Chemosh’s Altar cannot be removed without destroying it.
HEROES CELEBRATION
Characters that join the Knights of Kalaman are not prevented
from playing future adventures in the Dragonlance campaign.
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EBERRON CAMPAIGN ADAPTATION GUIDES
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Adventurers League Adaptation Guides v2.4
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The following Eberron Campaign section provides
information on adapting adventures in the Oracle of War
storyline (with the code DDAL-EB), Embers of the Last War
storyline (with the code DDAL-ELW), the Eberron EPIC
adventures (with the code DDAL-EBEP), and Journeys through
the Radiant Citadel to D&D Adventurers League play. If any
other adventures become legal for the campaign, the
adventure will say so specifically, or it will be announced and
noted in the campaign documentation. Characters attached to
other campaigns may not play this adventure, unless noted
otherwise.
CHARACTER CREATION
Currently, the following sources are legal for the campaign:
Player’s Handbook
Xanathar’s Guide to Everything
Tasha’s Cauldron of Everything
Eberron: Rising from the Last War
Mordenkainen Presents: Monsters of the Multiverse
Other resources may be opened by campaign documentation
such as Adventure Records or special event certs.
Wayfinder’s Guide to Eberron is not a legal source, except in
the case where the content of that source matches Eberron:
Rising from the Last War exactly.
Always use the most recent iteration of a rule. For example,
the artificer in Tasha’s Cauldron of Everything is the one that
should be used. The errata of Eberron: Rising from the Last
War also contains the updated artificer.
ORC, BUGBEAR, GOBLIN, OR HOBGOBLIN
Eberron: Rising from the Last War talks about the heritage of
these races in Eberron. Use the statistics and traits from this
book instead of other sources.
CHARACTER ADVANCEMENT
Use advancement guidance as listed in the D&D Adventurers
League Player’s Guide, unless otherwise noted in adventure
specific adaption guidance.
Once per adventure that a character gains a level, they can
scribe one spell into their character’s spellbook.
ARTIFICER INFUSIONS
The magic items created through an artificer's Infuse Item
ability do not count against the magic item ownership limits
set forth by the campaign. However, due to the episodic
nature of the Oracle of War campaign, any items infused by an
artificer lose their infusion at the end of an adventure. The
artificer character can, at the start of the next adventure,
infuse items again. If the exact same characters and same DM
play several adventures in a row, then the DM can choose to
waive this restriction and allow the items to remain infused
between adventures.
MAGIC ITEM ADEPT ABILITY
Magic items can only be crafted in the Oracle of War campaign
if the ability to create them is granted by legal Oracle of War
sources or specific campaign documentation. For the
artificer's Magic Item Adept ability, the rules for crafting magic
items from Xanathar’s Guide to Everything should be used.
Rather than using workweeks, the creating character can
create an item at every even-numbered artificer level (10, 12,
14, etc.).
ABERRANT DRAGONMARK
Players with an aberrant dragonmark do not roll to see if they
gain an epic boon. Potential greater aberrant powers will be
managed through Adventure Records or other campaign
documentation.
SALVAGE MISSIONS
Oracle of War: Salvage Bases and Missions is no longer
available for use. Salvage missions cannot be published using
that document, instead designers use the Eberron guidance in
the Dungeoncraft program documentation. Salvage Missions
published previously on the DMs Guild are still playable.
If you have an existing base built in a previous adventure it
is not destroyed but Eberron: Oracle of War: Salvage Bases and
Missions can no longer be used to build or upgrade bases. For
new bases, see the "Home Base" section in Eberron: Rising
from the Last War.
Arcane Manufactory is no longer available. Magic items
previously created using Eberron: Oracle of War: Salvage
Bases and Missions are not removed but they cannot be traded.
SONG OF THE SKY (DDAL-EB-
07)
Usually a vehicle cannot dash but because the soarsled is
based on a flying broom, it can dash.
MY UNDYING HEART (DDAL-
EB-11)
The +1 armor/barding can be made of druid-friendly
materials.
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JOURNEYS THROUGH THE
RADIANT CITADEL
The following sections provide guidance on adapting each of
the adventures found in Journeys Through the Radiant Citadel
to D&D Adventurers League play.
CAMPAIGNS AVAILABLE
While the adventures in Journeys through the Radiant Citadel
take place in a fantastic new location in the Ethereal Plane,
characters that are a part of any D&D Adventurers League
campaign may participate at the same table but can’t trade
items. It’s up to the player to determine how their character
arrived there and play of a specific adventure assumes they’ve
traveled to that land via the appropriate Concord Jewel.
Alternatively, if you’re playing with a dedicated group that
wants their play to be a part of D&D Adventurers League, they
may decide to create characters that begin play in the Radiant
Citadel for whatever reason (residents, recent travelers, etc.).
Once they’ve finished play of as many or few adventures as
they’d like from Journeys through the Radiant Citadel, they
may play other D&D Adventurers League adventures.
Characters may move back and forth between adventures
in Journeys through the Radiant Citadel and other D&D
Adventurers League adventures freely if they continue to
meet the level requirements for play.
LEVEL REQUIREMENTS FOR PLAY
Each adventure from Journeys through the Radiant Citadel is
intended for play at a specific character level. However, you
may bring a character that may be a different level to play
these adventures, within limitations. See below for the
allowed range of play by level.
ADVENTURE NAME LEVEL PLAY RANGE
“Salted Legacy”
1-2
1-4
“Wrien in Blood”
3
1-4
The Fiend of Hollow Mine”
4
1-4
“Wages of Vice”
5
5-10
“Sins of the Elders
6
5-10
“Gold for Fools and Princes”
7
5-10
Trail of Destrucon”
8
5-10
“In the Mists of Manivarsha”
9
5-10
“Between Tangled Roots”
10
5-10
“Shadow of the Sun”
11
11-16
The Nightsea’s Succor”
12
11-16
“Buried Dynasty”
13
11-16
“Orchids of the Invisible Mountain”
14
11-16
CHARACTER ADVANCEMENT
At the conclusion of each adventure, characters may gain a
level. See the exception for ”Salted Legacy,” below.
REWARDS
A few adventures have notes on specific rewards adjustments
required for D&D Adventurers League play. The magic item
adjustments are made to ensure ease of adjudication in a
public play setting.
SALTED LEGACY
The following are suggestions on how much time each part of
this adventure should occupy. Keep these in mind as you play;
if you notice the players running behind, gently usher them
forward.
Part Estimated Duration
Welcome to the Market
1 hour
Market Invesgaons
20 minutes
Market Games
40 minutes each
The characters spend the remainder of the time periodically
visiting the various shops in the market: touring the area at
first before eventually picking up increasingly juicy gossip
about recent goings on. Eventually, they deduce that Kasem is
behind it all.
CONCLUSION
Kusa and Lamai pool their money and hand over two purses
containing a combined total of gold pieces sufficient to award
each character with 25 gp (in addition to the promise of free
meals from their stalls, of course).
CHARACTER ADVANCEMENT
For this adventure, 1st-level characters may gain a level after
participation in three Market Games as noted in the
adventure. You may need to allow an additional 20 minutes
for players to level characters and continue with the
adventure. At the conclusion of “Salted Legacy,” all characters
(including those that leveled after the Market Games) may
gain a level.
WRITTEN IN BLOOD
The following are suggestions on how much time each part of
this adventure should occupy. Keep these in mind as you play;
if you notice the players running behind, gently usher them
forward.
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Part Estimated Duration
Starng the Adventure
1 hour
To the Rale
1 hour
Fallen Farmhouse
1 hour 40 minutes
Conclusion
20 minutes
A GODMOTHERS FEAR
Auntie Dellie promises the characters 20 gp each to undertake
the mission and an additional 20 gp each upon the safe return
of her goddaughter to Promise.
THE FIEND OF HOLLOW MINE
The following are suggestions on how much time each part of
this adventure should occupy. Keep these in mind as you play;
if you notice the players running behind, gently usher them
forward.
Part Estimated Duration
Starng the Adventure
30 minutes
Welcome to Milpazul
30 minutes
The Fiend’s Identy
5 minutes
A Town Called Hollow
30 minutes
Hollow Mine
1 hour 20 minutes
Night of the Remembered
1 hour
Conclusion
5 minutes
Hostility towards Paloma could cause Welcome to Milpazul to
run longer than anticipated as the dwarven veterans rush to
protect her. This may also end in a result where the characters
aren’t able to learn enough about the sereno outbreak to
complete the adventure.
WAGES OF VICE
The following are suggestions on how much time each part of
this adventure should occupy. Keep these in mind as you play;
if you notice the players running behind, gently usher them
forward.
Part Estimated Duration
Starng the Adventure
15 minutes
The River of Gold
1 hour
On the Hunt
1 hour 30 minutes
Peril at the Parade
60 minutes
Conclusion
15 minutes
SINS OF OUR ELDERS
The following are suggestions on how much time each part of
this adventure should occupy. Keep these in mind as you play;
if you notice the players running behind, gently usher them
forward.
Part Estimated Duration
Starng the Adventure
1 hour
Exploring Yeonido
1 hour 30 minutes
Lingering Memories
20 minutes
Spirit of the Past
1 hour
Conclusion
10 minutes each
The encounter with the gargoyles can possibly run longer
than anticipated if the characters have little to no access to
magical weapons or spells.
WEAPON OF WARNING
The weapons of warning are considered story items, and revert
back to their normal state upon the completion of the
adventure.
GOLD FOR FOOLS AND PRINCES
The following are suggestions on how much time each part of
this adventure should occupy. Keep these in mind as you play;
if you notice the players running behind, gently usher them
forward.
Part Estimated Duration
Starng the Adventure
45 minutes
Death in the Mines
15 minutes
Anisa Academy
30 minutes
The Goldwarden
2 hours
Beyond the Goldwarden
20 minutes
Conclusion 10 minutes
TRAIL OF DESTRUCTION
The following are suggestions on how much time each part of
this adventure should occupy. Keep these in mind as you play;
if you notice the players running behind, gently usher them
forward.
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Part Estimated Duration
Starng the Adventure
40 minutes
Exploring Ezalan
20 minutes
The Way Up
20 minutes
Twin Gods Observatory
40 minutes
Traveling to the Gate
20 minutes
Gate of Illuminaon
1 hour 30 minutes
Conclusion
10 minutes each
IN THE MISTS OF MANIVARSHA
The following are suggestions on how much time each part of
this adventure should occupy. Keep these in mind as you play;
if you notice the players running behind, gently usher them
forward.
Part Estimated Duration
Starng the Adventure
10 minutes
Storm of Destrucon
1 hour
Venturing from Sagorpur
20 minutes
The Swamp Forest
1 hour
Forest of Hands
1 hour 20 minutes
Conclusion 10 minutes each
It’s recommended that you run no more than one combat
encounter from the River Journey Encounters table.
BETWEEN TANGLED ROOTS
The following are suggestions on how much time each part of
this adventure should occupy. Keep these in mind as you play;
if you notice the players running behind, gently usher them
forward.
Part Estimated Duration
Starng the Adventure
50 minutes
Traveling the Skybridge
1 hour
Lambakluha
2 hours
Conclusion 10 minutes
It’s recommended that you run no more than one combat
encounter from the Skybridge Sights table if you also plan to
run the Bonesinger encounter.
SHADOW OF THE SUN
This adventure is likely to take a little longer to play; consider
running this as one six-hour session, or in two three-hour
sessions.
The following are suggestions on how much time each part
of this adventure should occupy. Keep these in mind as you
play; if you notice the players running behind, gently usher
them forward.
Part Estimated Duration
Starng the Adventure
1 hour 30 minutes
Chaos at the Bazaar
1 hour
The Lion’s Plea
30 minutes
Ashen Heir Hideout
1 hour 20 minutes
Aer the Ashes
10 minutes
The Twilight Rose
20 minutes
Pedestal of Judgment
1 hour
Conclusion 10 minutes
If you want to break this adventure into two, threehour
sessions, consider ending the first session after characters
complete the adventure’s approximate halfway point, The
Lion’s Plea, and begin the second session with their
investigation of the Ashen Heir Hideout.
IRON FLASK
The iron flask is considered a story item. It cannot be used
outside this adventure.
THE NIGHTSEAS SUCCOR
The following are suggestions on how much time each part of
this adventure should occupy. Keep these in mind as you play;
if you notice the players running behind, gently usher them
forward.
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Part Estimated Duration
The Restless Dead
10 minutes
Castle Djaynai
20 minutes
The Night Revelers
10 minutes
Ancestor’s Danse House
30 minutes
To the Nightsea
40 minutes
Arrival in Janya
40 minutes
Trench of Love Lost
1 hour 20 minutes
Conclusion 10 minutes
NECKLACE OF BLACK COWRIE SHELL
These items are considered story items. They cannot be used
outside this adventure.
BURIED DYNASTY
The following are suggestions on how much time each part of
this adventure should occupy. Keep these in mind as you play;
if you notice the players running behind, gently usher them
forward.
Part Estimated Duration
Starng the Adventure
30 minutes
The Old City
2 hours
Secret Groo
40 minutes
Surprise Audience
20 minutes
Conclusion
10 minutes
ORCHIDS OF THE INVISIBLE MOUNTAIN
This adventure is likely to take a little longer to play; consider
running this as one six-hour session, or in two three-hour
sessions.
The following are suggestions on how much time each part
of this adventure should occupy. Keep these in mind as you
play; if you notice the players running behind, gently usher
them forward.
Part Estimated Duration
Starng the Adventure
1 hour 30 minutes
Across the Lllanos
30 minutes
Ghost Orchid Tepui
1 hour
Crystal Caves
1 hour 20 minutes
The Tepuis Fate
10 minutes
Back Across the Llanos
10 minutes
Silver Tapir Monastery
10 minutes
The Drought Elder
1 hour
Conclusion
10 minutes
If you want to break this adventure into two, three-hour
sessions, consider ending the first session after characters
complete the adventure’s approximate halfway point, Ghost
Orchid Tepui, and begin the second as they delve into the
Crystal Caves.
HAMMOCK OF WORLDS
This is considered a story item, and cannot be used outside
this adventure. In addition, the spirit’s reward of a lesser
version of the Hammock of Worlds is replaced with each
character’s choice of a magic item (except sovereign glue) from
Magic Item Table E in the Dungeon Master’s Guide.
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FORGOTTEN REALMS CAMPAIGN ADAPTATION GUIDES
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BALDURS GATE: DESCENT INTO
AVERNUS
The following adventure guidance adapts Descent Into
Avernus to D&D Adventurers League play.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.
STORY ITEMS
Story item guidance is retroactive. The story items for
Baldur’s Gate: Descent into Avernus include:
adamantine rods (Wrecked Flying Fortress)
infernal puzzle box
infernal war machines (infernal war machines can’t be
removed from the Nine Hells.)
Orb of Dragonkind
shield of the Hidden Lord
sword of Zariel
uncivil serpent
the nonmagical greatsword located in H15
SOUL COIN
Soul coins are consumable magic items.
CHAPTER 1: A TALE OF TWO
CITIES
GETTING TO AVERNUS
Traxigor’s Tower. One trinket is found in the tower; the
character that finds it may keep it.
CHAPTER 2: ELTUREL HAS FALLEN
ELTUREL HAZARDS
Falling. Characters that fall from Elturel are slain and their
bodies unrecoverable. The consequences of failure should be
made explicitly clear before the characters commit to climbing
down.
HIGH HALL CATHEDRAL
H15. The Unknown Hero. The non-magical greatsword found
here is a story item. It is removed once the characters
complete the ritual of returning, regardless of whether or not
it’s used in the ritual.
GRAND CEMETERY
Exploring the Cemetery: G3. Chapel of Mourning. This
weapon’s form must be chosen when the characters find it.
Once chosen it can’t be changed; this is the form that is
available for characters at the end of the session.
BATTLE OF ELTUREL
Characters that hurl themselves into the conflict are quickly
overwhelmed and slain--their bodies unrecoverable. The
consequences of wading into the middle of a pitched battle
between devils and demons should be made explicitly clear
before the characters commit to doing so.
CHAPTER 3: AVERNUS
FEATURES OF AVERNUS
River Styx. Characters cannot find NPCs that will use rituals
to prolong the potency of the river water once the water is
removed from the river.
Flesh Warping. Only characters that are 5th level or higher
can gain effects that grant a fly speed. Those below 5th level
reroll if a result would grant them a fly speed. Each time a
character undergoes this process, they are affected by
Pervasive Evil, below.
OPTIONAL RULES
Bargain-Basement Death Saves. The price for these deals are
relatively minor and mustn’t be to the detriment of the other
characters in the group.
Pervasive Evil. The character’s alignment isn’t changed. Instead,
each time a character fails a saving throw, they replace a personality
trait, ideal, or flaw with a new one that embodies the lawful evil
nature of the Nine Hells.
FORT KNUCKLEBONES
Lulu’s Dream Quest. The characters can keep and divide
the items on the bulleted list as they see fit.
OTHER LOCATIONS
Stygian Dock. The character that sucks up the most souls
during Test Run 221 receives the soul coin offered by
Bazelsteen.
Mahadi’s Wandering Emporium. Characters that break his
rules regarding Fighting get the following story award:
NO EXCEPTIONS!
You’ve broken Mahadi’s only rules: “No fighting! No spellcasting! No
exceptions!” By choosing to break the rules, you’ve been kicked out
of Mahadi’s emporium. Now you must survive in the wastes without
its safe shelter. You start any tier 2 season 9 official Adventurers
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conversion is irrevocable--even by means that would normally return
League adventure at half hit points and with a level of exhaustion
that can’t be removed.
Burney the Barber. Burney provides spellcasting services
as outlined in the D&D Adventurers League Forgotten Realms
DM’s Guide.
Arkan’s Tower. Additional treasure found here is limited to
rare items and very rare consumables.
CHAPTER 4: SWORD OF ZARIEL
The Scab. The characters can keep the poisons found in S8.
Hag’s Lair.
CHAPTER 5: ESCAPE FROM
AVERNUS
SWORD OF ZARIEL
Only one good-aligned character among the group can attune to the
Sword of Zariel, and only if youve deemed that they’ve acted in a
manner that would cause it to choose them. The sword won’t allow
itself to be attuned to any character that entered into an infernal
pact, spent or used any charges from a soul coin, or willingly
subjected themselves to Flesh Warping. The attuned character
undergoes the transformation as normal, but upon concluding the
adventure, ascends to the heavens--becoming an NPC. This
a character to play--and the character should be informed of as
much before they make the decision to remain attuned to the
weapon upon completing the adventure. If the wielder of the item
un-attunes to the item before ascension, the transformation ends,
and the character no longer retains the benefits of attunement to
the sword.
BALDURS GATE GAZETTEER
Background features presented in this section are available to
Season 9 characters.
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CANDLEKEEP MYSTERIES
The following adventure guidance adapts Candlekeep
Mysteries to D&D Adventurers League play.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
SERVICES OF CANDLEKEEP
While visiting Candlekeep, all the great libraries services are
available.
Chamber of Lost Lore. A character needs to learn of the
Chamber and somehow be granted access before using it.
Even then a character may not use the Chamber more than
once per adventure.
House of the Binder. Purchased spellbooks contain spells
limited to resources allowed in the campaign.
TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.
STORY ITEMS
Orcus figurine (Book of the Raven, C14)
Nether scroll of Azumar (Alkazaar’s Appendix)
MAZFROTH’S MIGHTY DIGRESSIONS
Finding the Stall: Wizards of the Wide. The specified spell
scrolls are the only ones available for purchase.
BOOK OF THE RAVEN
The Scarlet Sash: Joining the Scarlet Sash: While a character
may be able to convince a wereraven to bestow the “gift” of
lycanthropy upon them, the curse must be removed or the
character is removed from play* until it is cured. After the
curse is removed, the Scarlet Sash is a good example of an
organization that characters can belong to using the rules for
factions in the Adventurers League Player’s Guide.
A DEEP AND CREEPING DARKNESS
Sidebar: A Stake in the Mine. The characters may not acquire
a stake in the mine.
THE PRICE OF BEAUTY
Magic Treatments. If the character renounces the bargain, or
after one year from the date of the session where the benefit
of a magical treatment is obtained, its benefit hasn’t ended by
destroying the painting, the character loses the benefit and
suffers an additional penalty, depending on the treatment
they obtained.
Ability Enhancement. The chosen ability score and its
maximum for that score is irrevocably reduced by 4.
Physical Transformation. The character’s race (and
associated racial traits) changes to one determined by
rolling on the table provided in the reincarnate spell
description. As before, the character retains their ability
scores and class features.
Youth. The character advances in age to their
age prior to receiving the benefit of the treatment, plus an
additional 1d4 x 10 years.
Temple Locations: T6. Kitchen. The characters may keep
the poison found here beyond the session.
Temple Locations: T7. Treatment Rooms. The characters
may keep the silvered shortsword found here beyond the
session.
BOOK OF CYLINDERS
Grateful Grippli. Characters who undergo the ritual of friend
making may keep the reward.
SARAH OF YELLOWCREST MANOR
Retribution of the Ancients. If the characters return the book
to Candlekeep, the grateful avowed reward the party with a
potion of watchful rest and a potion of greater healing.
LORE OF LURUE
Random Encounters. The tree’s golden sap doesn’t last
beyond the end of the adventure.
KANDLEKEEP DEKONSTRUCKTION
B3. Stonky’s Study: Books. Only one creature can gain the
charm bestowed by Heroes’ Feast: A Cookbook.
Blastoff! Characters trapped in space that cannot find their
way back spend 10 downtime days waiting for one of the
Avowed who can cast teleport to come investigate and rescue
them from the Barn Door.
Stonky’s Control Ring. Stonky’s ring can be kept by the
characters but the skitterwidget control portion no longer
functions. The skitterwidgets found in this adventure cannot
be claimed by the characters.
ZIKRAN’S ZEPHYREAN TOME
Conclusion. Gazre-Azam do not offer to cast wish, but
rather gives the party a censer of controlling air elementals
that only summons him as an air elemental. He does not
enchant the book, so the characters can return it to
Candlekeep.
THE BOOK OF INNER ALCHEMY
Aftermath. If a character wishes to take their reward in
transcribed spells, use the prices from the House of the
Binder.
Gloves of Soul Catching. This item cannot be crafted.
Attempting the ritual is a deeply evil act that removes said
character from the campaign.
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THE SCRIVENER’S TALE
The Scrivener’s Mark. The DM may not change the rate of
the marks progression or change the saving throw DC. A
character that leaves the adventure without removing the
mark is removed from play until the mark is cured.
Conclusion. The favors mentioned create roleplaying hooks
and have no specific mechanical benefits. The adventuring
party earns 50,000 gp. They do not earn magic items, a keep,
land, or a ship.
ALKAZAAR’S APPENDIX
Treasure Hoard B. The chwinga grants the character that
freed it their choice of a charm of the mirage or a charm of the
water bearer, and then disappears never to be seen again.
What Happens Next. The characters cannot gain the
golem’s heart, not keep the golem under their command. The
Nether Scroll of Azumar is a story object.
XANTHORIA
L2 Alchemist’s Alcove. Only one character may keep the
potion-brewing ritual. Each potion created costs the character
1 downtime day and may not be sold.
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D I PRAGON OF CESPIRE EAK
The following adventure guidance adapts Dragon of Icespire
Peak to D&D Adventurers League play.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.
ADVANCEMENT
Character Options. Characters are created using the rules
in the Adventurers League Player’s Guide (ALPG); they aren’t
limited to the options listed here.
Running for Multiple Players. Sidekicks are only used if
your group has one player; groups of two or more can’t use
Sidekicks. Groups of two players are only specifically
permitted for this adventure.
STORY ITEMS AND AWARDS
Story item guidance is retroactive. The story items for Dragon
of Icespire Peak include:
• gold signet ring (A14)
dragonslayer
• barrel crabs
• Grannoc’s map (W10)
Dragon Barrow: D8. Dragon Slayer. The dragonslayer is a
story item. Each character who earns this story item chooses
the type of sword that the dragonslayer is for their character.
Gnomengard: Wild Magic. On a result of a 20, the DM may
combine two of the above effects to invent their own. If the
DM invents their own effect, it may not have a mechanical
property.
Gnomengard: G6. Barrel Crabs. The barrel crabs are story
items. There can be no more than two barrel crabs used in a
given session of the adventure. The barrel crabs cease
functioning if removed from Gnomengard.
Tower of Storms: T10 T14. Shipwrecks. The treasure
found aboard the Star-Crossed Lover is a weapon of warning
(either a battleaxe, longbow, mace, or shortsword, DM’s
choice).
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DRAGONS OF STORMWRECK
ISLE
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
LEVELS OF PLAY
This adventure is for characters levels 1-4. Characters higher
than 4th level cannot participate in this adventure. It is ideally
a great place to start a new 1st level character and play
through each session successively. Notes below are provided
on ideal levels.
SESSIONS OF PLAY
There are no changes to the information presented in the
adventure including the rewards. However, we have some
guidance on breaking down the adventure for sessions of play.
You can schedule each of these as separate 2-3 hour
sessions or use this to schedule week-to-week play.
SESSION 1: DRAGONS REST
This part of the adventure is designed for 1st level (new)
characters. Run "Welcome to Dragon's Rest," exploring the
village and run the "Drowned Sailors" encounter. Have all
groups head to Seagrow Caves next. If you're running a single
table through the whole adventure, it is recommended
through not required that characters do not level at the end of
the session. Otherwise, you may award a level.
SESSION 2: SEAGROW CAVES
This part of the adventure is designed for 1st level characters.
Award a level at the end of the session. If you're running a
single table through the whole adventure, have the
group head to the Cursed Shipwreck next.
SESSION 3: CURSED SHIPWRECK
This part of the adventure is designed for 2nd level
characters. Award a level at the end of the session. If you're
running a single table through the whole adventure, have the
group head to the Clifftop Observatory next.
SESSION 4: CLIFFTOP OBSERVATORY
This part of the adventure is designed for 3rd level characters.
Award a level at the end of the session. Once this chapter is
concluded, the adventure is over. Play other D&D Adventurers
League adventures as a next step!
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GHOSTS OF SALTMARSH
The following adventure guidance adapts Ghosts of Saltmarsh
to D&D Adventurers League play.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.
STORY ITEMS
The story items for Ghosts of Saltmarsh include:
supplies purchased by Aubreck (Chapter 4)
Ozymandias’ golden medallion (Chapter 5)
keelboat (Chapter 6)
symbol of St. Cuthbert’s knowledge (present only in
Appendix A)
CHAPTER 1. SALTMARSH
The information regarding character backgrounds is valid for
D&D Adventurers League play.
Location -- General. In the text, Ghosts of Saltmarsh is set
on Oerth, in the world of Greyhawk 3456. However, D&D
Adventurers League play takes place in the Forgotten Realms
(except where explicitly noted in Adventurers League-
approved documentation, like the Embers of the Last War
campaign for Eberron). As such, when playing Ghosts of
Saltmarsh as part of the Adventurers League campaign, the
fishing village of Saltmarsh is located north of Waterdeep,
near the Mere of Dead Men. The exact location is up to you,
though we suggest placing it near the northern edge of the
Mere of Dead Men.
Location -- Dreams of the Red Wizards. The ongoing
Dreams of the Red Wizards (“DRW”) storyline uses much of
the information from Ghosts of Saltmarsh. DRW is set in and
around Turmish, a nation on the southwestern shores of the
Sea of Fallen Stars. Just off the coast lie the Pirate Isles. You
can certainly base Ghosts of Saltmarsh here if you like, though
Turmish isn’t known for having swamps nearby, so you’ll have
to be ready to create one. We suggest placing the fishing
village of Saltmarsh east of Alaghon, near the base of the
Aphrunn Mountains.
Downtime Activities. The downtime activities in Ghosts of
Saltmarsh are available only to characters spending downtime
during Ghosts of Saltmarsh adventure sessions.
Downtime Activity: Buying and Selling Magic Items.
Xendros has taken on a business partnership with Fai Chen.
She gladly facilitates trades and sell magic items but is unable
to purchase magic items from the characters outright.
To purchase randomly rolled magic items characters must
pay gold according to the chart below and 10 downtime days
for Xendros’s services. The DM must make the roll for the
randomly determined items. Any character that pays the gold
and downtime costs may keep any of the items Xendro’s finds
for them.
To purchase a specific item the character must pay gold
according to the chart below and 30 downtime days for
Xendros’s services.
Xendros is unable to locate any magic items that grant a
permanent stat boost. As this is a downtime activity found in
an adventure it can only be performed once per character.
Item Rarity Gold Cost
Common
50 gp
Uncommon
100 gp
Rare
750 gp
Very Rare 2500 gp
Tales from the Yawning Portal. The location of Ghosts of
Saltmarsh is set just north of Turmish. The locations of the
adventures do not change if you play adventures from Tales
from the Yawning Portal.
CHAPTER 2. THE SINISTER SECRET
OF SALTMARSH
This is a tier 1 adventure. Characters outside of this tier can’t
begin this adventure.
22. Sanbalet’s Private Quarters. If your group consists of
children or others sensitive to mature themes, consider this a
series of surprisingly well-written children’s books written
and illustrated by Sanbalet.
24. Laboratory. Characters wishing to study the copy of Ye
Secret of Ye Philosopher’s Stone must spend 1 downtime day
before succeeding on the Intelligence (Arcana) check. This
check must be made in the presence of your DM. As this single
check represents the culmination of 8hours of study,
characters can’t benefit from spells like guidance or a
colleague’s use of the Help action on this check.
The Sea Ghost. The council promises an indeterminate
reward--reminding the characters that they’re a small town
and must see what they can scrape together.
CHAPTER 3. DANGER AT
DUNWATER
This is a tier 1 adventure. Characters outside of this tier can’t
begin this adventure.
Adventurers Needed. The council promises an
indeterminate reward--again reminding the characters that
they’re just simple country folk and must see what they can
scrape together.
39. Minister’s Sleeping Quarters. Lizard Language and
Common Tongue Grammar reduces the number of downtime
days needed to learn the Draconic language to 100 (consult
the Player’s Handbook or Xanathar’s Guide to Everything for
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full rules). Only one character can keep and benefit from this
item.
CHAPTER 4. SALVAGE OPERATION
This is a tier 1 adventure. Characters outside of this tier can’t
begin this adventure.
Item of Legend. DMs can include a tier appropriate magic
item from Magic Item Table F in Salvage Operation to
incentivize adventurers.
Soul of Winter. The supplies that Aubreck purchases for
the characters are story items and may be kept until used--
even beyond the session (though they can only be used in
sessions of this adventure). They can’t be sold.
Conclusion. Even the charmed condition can’t compel
Aubreck to divulge the password.
CHAPTER 5. ISLE OF THE ABBEY
This is a tier 2 adventure. Characters outside of this tier can’t
begin this adventure.
The Job at Hand. The guild promises only a “substantial
reward.”
The Survivors. The golden medallion worn by Ozymandias
is a story item that one character can keep. It’s useable only
for sessions of this chapter of the adventure.
CHAPTER 6. THE FINAL ENEMY
This is a tier 2 adventure. Characters outside of this tier can’t
begin this adventure.
Approach by Sea. The keelboat provided by the council is a
story item that can only be used during this chapter of the
adventure. It can’t be sold.
18. Secret Room. Replace the mithril armor (plate) with +1
scale mail made of magically strengthened driftwood with
coral embellishments.
35. Prayer Room. If your group consists of children or if
implicit drug use isn’t appropriate for your group, consider
replacing the rapture weed with something more appropriate.
For example: Hup Weed -- as rapture weed, but the creature
that consumes it gets the hiccups for 6 hours and has
disadvantage on Stealth checks made to move silently.
40. Nearly Empty Shark Pen. If someone is particularly
nice to Shern the lobster, he may befriend them -- becoming
an available option for the find familiar spell (use the crab stat
block but with an Intelligence of 9 (-1) and telepathy 10 ft.)
Triumph. Items awarded for Victory or Total Victory are
determined by rolling the specified number of times.
CHAPTER 7. TAMMERAUT’S FATE
This is a tier 2 adventure. Characters outside of this tier can’t
begin this adventure.
Virgil’s Mission. Though anyone can attempt the tasks
necessary to do so, only the first character that successfully
accomplishes them obtains Virgil as a familiar.
Further Adventures. These adventure seeds aren’t
used...yet.
CHAPTER 8. THE STYES
This is a tier 3 adventure. Characters outside of this tier can’t
begin this adventure.
APPENDIX A. OF SHIPS OF SEA
Ship Stat Blocks. These stat blocks are the official stat
blocks for the vessels presented in the Player’s Handbook. A
player that purchases one of those vessels will need to
provide a copy of the appropriate stat block to the Dungeon
Master if requested. If the stat block can’t be provided, the
vessel is not capable of participating in combat or using any of
the special actions or crew activities in this chapter.
Superior Ship Upgrades. Remember that a week in the
Forgotten Realms uses a tenday, so a player will need to
spend 20 downtime days to apply any desired upgrade, in
addition to the listed gold price and any other costs indicated.
Shipwrecks. Adventures that feature a shipwreck in the
text do not offer additional treasure. This table may only be
used because of an encounter while traveling.
General: Story Hooks & Random Encounters. The story
hooks and random encounter elements in this section may be
used in your sea-faring games.
Alien Island Story Hooks. Replace line 1 with “The leader
can cast true resurrection as per the spellcasting services
activity in the Adventurers League Player’s Guide (ALPG).”
Cursed Island Story Hooks. Add the following text to line 2:
“Any creature that removes the treasure or that is knowingly
in possession of any portion of this treasure is cursed until
they return the treasure to its buried location. While cursed,
they act as if they always have at least one level of exhaustion
that can’t be removed, even by magic. For every 500 gp worth
of treasure removed or in their possession in this manner, add
an additional level of exhaustion (to a maximum of 5).”
Sanctum Island Story Hooks. This option is not
appropriate for Adventurers League play at this time.
Wild Island Features. Add the following text to entry 6:
“This feature does not function if the beast is not present on
the island (such as through charms, enchantments, polymorph,
or similar effects).”
Wild Island Story Hooks. Add the following text to entry 2:
“The djinni will perform a single favor a character in exchange
for that character spending 30 downtime days on the island,
regaling it with tales of the world. This favor can’t have a
permanent effect, nor will the djinni grant or loan a magical
item.”
Underwater Locations. These adventure options are
subject to the following tier restrictions.
Locaon Tier
Cove Reef
Tier 1
Wreck of the Marshal
Tier 2
Warthalkeel Ruins
Tier 3
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While these locations provide a great narrative adventure
hook, you may need to adjust monsters and traps in some
areas to be an appropriate challenge for your players.
Cove Reef Adventurers. Under Salt Marsh Story Hooks,
Eda Oweland’s special favor can’t grant a magic item or gold,
though paying off the character’s debts, providing funding for
a downtime spellcasting service of 500 gp or less, or some
similar favor (see “Special Favors” in chapter 7 of the Dungeon
Master’s Guide) is appropriate.
APPENDIX B: MAGIC ITEMS
Items Available Once Found in Ghosts of Saltmarsh
charm of plant command
cursed luckstone
helm of underwater acon
Common Magic Items. The pressure capsule has a duration of
one hour.
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G S F
IANTS OF THE TAR ORGE
The following sections provide information on adapting the
Giants of the Star Forge adventure to D&D Adventurers
League play.
CAMPAIGNS AVAILABLE
Giants of the Star Forge is available for play in the Forgotten
Realms and Eberron campaigns. Characters attached to
other campaigns may not play this adventure. Characters
from those campaigns can participate at the same table but
can’t trade items.
LEVEL REQUIREMENTS FOR PLAY
Players must use a tier 3 character to play this adventure.
PREGENERATED CHARACTERS
If players used one of the non-Adventurers League* pre-
generated characters at the adventures premier*, they may
apply the rewards earned to a tier 3 Forgotten Realms or
Eberron character.
CHARACTER REWARDS
Characters receive 10,000 gp for playing. Characters winning
one of the contests gain an extra one of that consumable item,
in addition to the one the party found.
Theldin’s Favor allows the character to select any rare
armor or weapon from an Adventurers League legal source
that's legal for that character's campaign. All relevant
Adventurers League guidance relating to the legality of the
item applies (Player's Guide, FAQ, et cetera).
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H F : SEROES EAST AVING THE
CHILDRENS MENU
The following adventure guidance adapts the Heroes’ Feast:
Saving the Children’s Menu to D&D Adventurers League play.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
ADVENTURE SUMMARY
In Heroes’ Feast: Saving the Children’s Menu, as the characters
investigate a mysterious disappearance and murders, a chef’s
important ingredients are missing and children could be in
peril.
LEVEL REQUIREMENTS FOR PLAY
Heroes’ Feast: Saving the Children’s Menu is intended for play
with 5th* to 10th-level characters, optimized for 10th-level
characters.
CHARACTER CREATION
All characters are created using the rules found in the D&D
Adventurers League Player’s Guide.
CHARACTER ADVANCEMENT
Characters may gain a level when they complete the
adventure.
TRIUMPHANT RETURN
The charm of the stumblenoodle counts as one of the
character’s consumable magic items and can be brought into
an adventure session or not, like any other item.
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ICEWIND DALE: RIME OF THE
FROST MAIDEN
The following adventure guidance adapts the Icewind Dale:
Rime of the Frost Maiden to D&D Adventurers League play.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.
STORY ITEMS
psi crystal detector
ring of keys
small brass key
psi crystal
CHARACTER SECRETS
Doppelganger. Characters with this secret choose a race
normally but have the humanoid (shapechanger) type. While
the secret grants them the ability to assume the likeness of
other creatures, they always possess the traits of their actual
race (plus those granted by this secret).
Reincarnation. A character’s current race, not their
previous one, is used to qualify for options such as feats.
Slaad Host. This secret isn’t used.
Spy. Only characters that are members of the Harper
faction can possess this secret.
CHWINGA CHARMS
A given character can receive a charm only once from the
same encounter, no matter how many times they participate
in it. If a chwinga bestows a charm upon a character, the DM
determines the charm bestowed by rolling on the table below:
d20 Charm
1 2
Charm of cold resistance
3 4 Charm of biting cold
5 6
Charm of bounty
7
Charm of animal conjuring
8
Charm of vitality
9
Charm of the slayer
10
Charm of restoration
11
Charm of traveler’s haven
12
Charm of darkvision
13
Charm of heroism
14
Charm of feather falling
15 16
Charm of the snow walker
17 18
Charm of the ice troll
19 20 Charm of snowball strike
CHAPTER 1: TEN-TOWNS
CHARACTER ADVANCEMENT
Characters of 4th level or higher no longer gain levels by
playing chapter 1.
MAGIC IN TEN-TOWNS
Except for potions of healing, common magic items can’t be
purchased in Ten-Towns. Refer to the Adventurers League
Dungeon Master’s Guide for spellcasting service prices.
CARE-DINEVAL
Knights of the Black Sword: Chardalyn Amulets.
Characters whose alignment is changed to lawful evil are
removed from play until their alignment is restored by
removing the curse (see Adventurers League Player’s Guide,
Death, Disease, and Curses).
EASTHAVEN
The Cauldron Caper. Instead of the gems, Speaker Danneth
Waylen offers each character a common magic item of their
choice from Xanathar’s Guide to Everything, though he still
needs 48 hours to acquire them. Armor obtained in this way is
limited to leather, scale, or chainmail.
Easthaven Town Hall: T17. Jailer’s Room. The ring of keys
found here is a story item for chapter 1.
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GOOD MEAD
Concluding the Quest: New Town Speaker. A character
that is elected as Speaker of Good Mead is removed from play
until they relinquish their new post.
LONELYWOOD
Tracking the Moose: E4. Sarcophagus and Crystal Pillars.
If its loyalty is acquired, Sahnar faithfully serves the
characters during sessions of this adventure until they begin
chapter 2.
CHAPTER 2: ICEWIND DALE
RUNNING THIS CHAPTER
Character Advancement. Characters of 7th level or higher
no longer gain levels by playing chapter 2.
Tall Tales in Ten-Towns: Provisions for Macreadus.
Mishann provides one free casting of cure wounds each day to
a character.
Dragonbone Stew. Creatures that eat the stew have the
following flaw until the madness is cured: “My gold and gems
are my most treasured possessions; those close to me are
plotting to steal them away.”
WILDERNESS ENCOUNTERS
Running Wilderness Encounters: Awakened Beast. The
group can obtain the loyalty of no more than one awakened
beast in this way and serve the characters during sessions of
this adventure until they begin chapter 3.
PLACES OF INTEREST
Dark Duchess Locations: D9. Hold. The “Wand of Orcus” is
a trinket that one character can keep.
Id Ascendant. This area outlines a group of gnomish
ceremorphs that crash landed in Faerûn and are protagonists
in the Tier 2 series of season 10 official Adventurers League
adventures. If you anticipate running these adventures, plan
accordingly.
Roleplaying the Gnome Ceremorphs. A character can keep
one of the pistols given to the group as a reward for giving
them a psi crystal. The other pistol must be claimed by
another character. If the characters find and take the rifles in
N2, the ceremorphs don’t give them the pistols as a reward.
Figuring out how to fire and reload a laser pistol requires two
successful Intelligence checks (one to figure out how to fire it,
another to figure out how to load it). Each time a character
makes a check, compare the check result to the Figuring Out
Alien Technology table in the Dungeon Master’s Guide. After
four failures to figure out how to fire and reload the pistol
breaks; it’s no longer functional and can’t be sold. This check
must be made during a session in the presence of a DM.
Nautiloid Locations: N2. Cargo Hold. Each energy cell has
10 charges. A character can keep one rifle and one energy cell.
After four failures to figure out how to fire and reload the rifle
(see Roleplaying the Gnome Ceremorphs, above), it breaks;
it’s no longer functional and can’t be sold. This check must be
made during a session in the presence of a DM.
Nautiloid Locations: N5. Maintenance. The psi crystal
detector is a story item for chapter 2. If none of the characters
possess the psi crystal found during chapter 1, you may add a
psi crystal to any chapter 2 encounter after the characters
receive the psi crystal detector.
Lost Spire of Netheril: P11. Upside-Down Laboratory.
The small brass key is a story item for chapter 2.
Griffon Taming. The griffon ages in real-time starting on
the date of the session played. The check to tame the creature
must be made during a session in the presence of a DM.
CHAPTER 3: SUNBLIGHT
RUNNING THIS CHAPTER
Characters of 6th level or higher no longer gain levels by
playing chapter 3.
XARDOROK’S FORTRESS
Command Level: X37. Xardorok’s Quarters. The piwafwi is
an uncommon magic item.
CHAPTER 4: DESTRUCTIONS
LIGHT
Characters of 7th level or higher no longer gain
levels by playing chapter 4.
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CHAPTER 5: AURILS ABODE
GRIMSKALLE LOCATIONS
G23. Auril’s Blessing. Auril contacts any character that meets
the criteria. A character that succeeds on the saving throw
receives the blessing of the Frostmaiden.
CHAPTER 6: CAVES OF HUNGER
Caves of Hunger Locations: H30 Vlagomir’s Spark. This is a
story effect that is removed at the end of chapter 6. As such,
this increase in height and weight, as well as the associated
ability score increases are only applicable in sessions of this
adventure.
CHAPTER 7: DOOM OF YTHRYN
NECROPOLIS OF YTHRYN LOCATIONS:
Y4. Tower of Abjuration: Anvil of Disjunction. Characters
can be rid of a cursed item and its associated curse by
destroying it with the anvil. Y19e. Liquefaction Chamber. A
character turned into a brain in a jar is removed from play
until returned to life.
Y21. Obelisk. If the staff is used to activate the obelisk, any
character present during the session is removed from play
though they can be returned by surrendering a magic item
and reducing their magic item count by 1 (this represents
finding someone willing and able to cast a wish to return the
character to their appropriate time.
Y28. Skydock Spire. One character can keep the chardalyn
wand.
APPENDIX D: MAGIC ITEMS
PROFESSOR ORB
Professor orbs are always of a non-evil alignment, and their
Wisdom and Charisma scores are always 11.
ICE ROAD TRACKERS
(DDAL10-00) &
INTO THE FROZEN NORTH
(DDAL10-01)*
Character leveling is one level for each of the two adventures.
This guidance differed during their premier.
Knuckleheads & Other
Such Curiosities: A
Travelers Guide to Icewind
Dale (DDAL00-13)*
The arrows made from the “ten bird’s feathers” are
consumable magical ammo.
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KEYS FROM THE GOLDEN VAULT
CAMPAIGNS AVAILABLE
All the adventures found in Keys from the Golden Vault are
available for play in the Forgotten Realms campaign, with
select adventures playable in the Eberron and Ravenloft
campaigns as listed in the table below. Characters from those
campaigns can participate at the same table but can’t trade
items.
LEVEL REQUIREMENTS FOR PLAY
Each adventure is intended for play at specific character
levels. However, you can bring a character that may be a
different level to play, within the adventure’s limitations of
tier of play. Each of the adventure is designed for play of
characters of a particular level, as follows:
ADVENTURE CAMPAIGNS LEVELS TIER
The Murkmire Malevolence FR, EB 1 1
The Stygian Gambit FR, EB 2 1
Reach for the Stars FR, EB, RL 3 1
Prisoner 13 FR 4 1
Tockworth’s Clockworks FR, EB 5 2
Masterpiece Imbroglio FR, EB, RL 5 2
Axe from the Grave FR, EB, RL 6 2
Vidorant’s Vault FR, EB 7 2
Shard of the Accursed FR, EB, RL 8 2
Heart of Ashes FR, EB, RL 8 2
Affair on the Concordant FR 9 2
Express
Party at Paliset Hall FR, EB 10 2
Fire and Darkness FR, EB 11 3
FOR THE GOLDEN VAULT
If the characters are working for the Golden Vault, in exchange
for completing their contract during each adventure each
character receives a magic a magic item of their choice of a
specific rarity as payment. The item is delivered to the
characters the next day. This item must be found in the
Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything
(TCE), or Xanathar’s Guide to Everything (XGE) and may not be
an item that increases or changes an ability score or grants
any number of wishes. These items must also follow all
campaign rules for granting magic items for in the D&D
Adventurers League Dungeon Masters Guide.
The characters can never keep or benefit from the item they
were sent to recover, though if the adventure offers a choice of
whom to deliver it to, that choice remains.
THE MURKMIRE MALEVOLENCE
THE MURKMIRE STONE
All murkmire stone effects fade at the end of the adventure,
regardless of the disposition of the egg.
TOCKWORTHS CLOCKWORKS
L11: WAREHOUSE 6
The characters may not keep the Contraption (modified
apparatus of Kwalish).
MASTERPIECE IMBROGLIO
G23: STOLEN GOODS
The necklace of prayer beads has beads of blessing, curing,
favor, and wind walking.
SHARD OF THE ACCURSED
ADVENTURE HOOKS
If using either of the NPCs in the adventure hooks instead of
the Golden Vault, they offer the specific item listed to stop the
earthquakes. The necklace of prayer beads has beads of
blessing, curing, favor, and smiting.
X4: GREAT CHAMBER
There is one chunk of raw oztocanite that can be used as a
focus per character.
HEART OF ASHES
S9: PARLOR
Jalynvyr gives the characters the DM’s choice of one rare
potion or scroll, or two of a lesser rarity (potions or scrolls, or
one of each) from the Dungeon Master’s Guide or the
adventure itself.
AFFAIR ON THE CONCORDANT EXPRESS
E2: ABACUS CAR
The effect for rolling an 8 is not available for D&D
Adventurers League play. Change effect 8 to read: “8: The
character chooses an effect from 1-7.”
OTHER REWARDS: SLAYERS WEAPON
This reward is not available for D&D Adventurers League play.
PARTY AT PALISET HALL
MEETING FIFEL
The characters may not keep Fifel’s Heward’s handy haversack
after the adventure ends. Of the items being offered as
payment, each character may only choose one.
P10: MAIN BEDROOM
The characters may not keep Oak, the magical painting.
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IT CAME FROM THE FAR REALM
The creature departs to wreck mischief elsewhere. It is not a
problem the characters have to deal with, at this time.
CLOSE TO HOME
If a character accepts the title to a regional stronghold, along
with its retinue, those NPCs do not participate with the
characters in combats, dungeon crawls, or similar adventure,
but may be used for role-playing purposes.
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OUT OF THE ABYSS
The following adventure guidance adapts Out of the Abyss to
D&D Adventurers League play.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.
STORY ITEMS
Story item guidance is retroactive. The story items for Out of
the Abyss include:
• Ability score improvements from the Maze Engine
Dawnbringer
DROWCRAFT ITEMS
During the course of Out of the Abyss, some characters may
obtain drowcraft items. Such items are destroyed after
prolonged exposure to sunlight.
CHAPTER 1
RECOVERING GEAR
Any gear that was lost to the characters by virtue of starting
this adventure from the beginning of chapter 1 can be
recovered in this chapter as the text dictates.
CHAPTER 2
These adjustments must be applied to the following areas in
Out of the Abyss:
AMBUSH LAIR DISCOVERIES
d20 Discovery
18-19 A humanoid skeleton or corpse carrying a small
leather pouch containing dust of disappearance.
20 A monster hoard containing 2d6 50gp gems, a potion
of frost giant strength, and a pair of sending stones.
MAD CREATURE POSSESSIONS
D20 DISCOVERY
18-19 A spell scroll of spare the dying.
20 Goggles of night made out of wood, leather, and
smoky-gray glass.
RAIDER LEADER POSSESSIONS
D20 DISCOVERY
20 A potion of hill giant strength.
CHAPTER 3
DUERGAR KEELBOAT CARGO
D20 DISCOVERY
20 A locked iron chest containing 3d6 x 100 gp and a
suit of mariner’s armor (studded leather).
CHAPTER 9
DROW WAREHOUSE, AREA 4B
Replace the paragraph following the Treasure subheading
with:
Each storage building contains 2d6 vials of carrion crawler
mucus (see “Poisons” in chapter 8 of the Dungeon Master’s
Guide). Characters also find 1d10 x 10 pounds of food and
1d10 x 5 gallons of water stored in each building. Finally, the
characters find the following items:
First Storage Building: Two potions of healing.
Second storage building: spell scroll of invisibility and a
Potion of climbing.
Third storage building: A bag of holding, one potion of
greater healing, and a spell scroll of find familiar.
DROW WAREHOUSE, AREA 5B
Replace the paragraph following the Treasure subheading
with:
An iron safe stands in a corner of the storage building. The
safe weighs 1,000 pounds, is locked, and contains a potion of
fire breath, a spell scroll of lesser restoration, a potion of greater
healing, and a lantern of revealing (without oil).
SVIRFNEBLIN WAREHOUSE, AREA 6B
Replace the paragraph following the Treasure subheading
with:
Halfway up the southeast wall is a hidden compartment.
Finding it requires a successful DC 19 Wisdom (Perception)
check. The compartment contains a Quaal’s feather token
(swan boat), an elixir of health, and a scroll of protection from
fey.
CHAPTER 15
GOBLIN TUNNEL
D20 DISCOVERY
7-8 A hidden cave containing 4d8 goblins and a goblin
boss, who will trade a potion of heroism in its
possession for the equivalent of 30 days of food.
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Adventurers League Adaptation Guides v2.4
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CHAPTER 16
DEATH TYRANT ENCOUNTER
Replace the paragraph following the Treasure subheading
with:
If the characters defeat the death tyrant, they receive a
potion of stone giant strength, a spell scroll of greater
invisibility, and a chime of opening.
CHAPTER 17
IN BRUENORS SERVICE
In exchange for their service to Gauntlgrym, King Bruenor
Battlehammer offers the characters titles, property within the
dwarven city, and a single work from the Great Forge of the
city.
Titles. You gain the title: Hammer of the Iron Tabernacle.
When interacting with a dwarf, duergar, or another NPC
familiar with the history of Gauntlgrym, you are known as a
hero of legend. You have advantage on Charisma checks when
interacting with these people. Additionally, among the
dwarves of Gauntlgrym, you gain the benefit of the Noble
background Position of Privilege feature as described in the
Player’s Handbook.
Property. You have been gifted a manor in the city of
Gauntlgrym. While in the city, you pay only half the normal
lifestyle expenses incurred while spending downtime days.
The Great Forge. The character may keep a suit of
adamantine or mithral armor of a type of their choosing.
While wearing the armor, you have advantage on saving
throws against poison and you can always successfully
determine how far underground you are. This armor is a
unique magic item.
Spoils of a Defeated Drow. Bruenor has in his possession a
cloak of arachnida which he took from a defeated drow. If a
character cannot or will not take armor from the Great Forge,
Bruenor will offer the cloak as an alternative.
Bane of the Tradeways
(DDEX3-05)*
This is a 2-hour adventure.
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41
PERIL IN PINEBROOK
The following adventure guidance adapts the Peril in
Pinebrook to D&D Adventurers League play.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
or Dragonlance campaigns. Characters from those
campaigns can participate at the same table but can’t trade
items. Characters attached to other campaigns may not play
this adventure.
When being used in the Dragonlance campaign, Pinebrook
is near the Vingaard Mountains in Solamnia, instead of the
Spine of the World.
ADVENTURE SUMMARY
In Peril in Pinebrook, the characters escort an infant to their
home past dangerous obstacles and heights, cave dwellers,
and kidnappers.
LEVEL REQUIREMENTS FOR PLAY
Peril in Pinebrook is intended for play with 1st-level
characters. Players are encouraged to use the provided
pregenerated characters, though they may use any 1st-level
character.
CHARACTER CREATION
All characters are created using the rules found in the D&D
Adventurers League Player’s Guide.
CHARACTER ADVANCEMENT
Characters may gain a level when they complete the
adventure.
Pregenerated Characters. If a player used one of the
pregenerated characters, they may advance it to 2nd-level as a
fully fleshed out character, or they may build an entirely new
2nd-level character, using the rules found in the D&D
Adventurers League Player’s Guide.
ENCOUNTER 2: LIVING ICICLES
If there are six or seven players, add one living icicle.
ENCOUNTER 3: A DANGEROUS LAIR
CHALLENGE 2: MAGICAL ICE MIRROR
Bahamut’s blessed water has no effect beyond this adventure.
ENCOUNTER 4: DRAGON EGGS AND
SOARING SILVER
If there are six or seven players, add one egg snatcher.
CONCLUSION
MORE WYRMLINGS!
The characters may not keep a wyrmling.
TREASURE
For playing this adventure, each character receives 53gp.
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PHANDELVER AND BELOW: THE
SHATTERED OBELISK
The following adventure guidance adapts Phandelver and
Below: The Shattered Obelisk to D&D Adventurers League play.
This book contains the most recent version of Lost Mine of
Phandelver, first published in the 2014 D&D Starter Set. If
possible, the latest version of this adventure should be played.
In the case of this adventure, the 2014 version may be run if
the following Phandelver and Below: The Shattered Obelisk
guidance is used, and players are informed of the version
being played.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
LEVEL REQUIREMENTS FOR PLAY
Phandelver and Below: The Shattered Obelisk is intended for
play at specific character levels. However, you can bring a
character that may be a different level to play, within the
adventures limitations of tiers of play. Each of the adventure’s
chapters are designed for play of characters of a particular
level, as follows:
CHAPTER NAME LEVELS TIER RANGE
“A Dangerous Journey” 1 1
“Trouble in Phandalin” 2 1
“The Spider’s Web” 3 1
“Wave Echo Cave” 4 1
“Paths of Peril” 5-7 2
“The Shattered Obelisk” 7-9 2
“Rifts in Reality” 9 2
“Beyond a Lightless Star” 10-12 2-3
STORY ITEMS
The story items for Phandelver and Below: The Shattered
Obelisk include:
golden statuette that casts augury (C8)
CHARACTER CREATION
All characters are created using the rules found in the D&D
Adventurers League Player’s Guide.
CHARACTER ADVANCEMENT
Characters gain levels when noted in the adventure’s
chapters, rather than at the end of a session.
WAVE ECHO CAVE
WHATS NEXT?
If the characters earn a share of the mine’s profits, the party
earns 300 gp, to be divided amongst the characters, at the
beginning of each chapter of Phandelver and Below: The
Shattered Obelisk. At the end of the adventure, the mine is
played out and the characters earn no more gold.
THE SHATTERED OBELISK
QUEST: MISSING MINERS
If the characters rescue the miners, the party earns 300 gp, to
be divided amongst the characters, for the next 12 chapters or
adventures their character plays.
PURIFYING THE CRYPT
Dumathoin’s Blessing counts as a magic item for determining
how many magic items a character can bring into a D&D
Adventurers League adventure. A character can choose to give
up Dumathoin’s Blessing at any time.
RIFTS IN REALITY
GNAWBLES
Each character can keep no more than one gnawble pet.
BEYOND A LIGHTLESS STAR
B5: TUMOR GARDEN
Varakkta’s silver greatsword is a +3 greatsword.
B10: LEFT TEMPORAL LOBE
The Blessing of the Solipsistic Mind counts as a magic item for
determining how many magic items a character can bring into
a D&D Adventurers League adventure. A character can choose
to give up the Blessing of the Solipsistic Mind at any time.
WRAPPING UP
WHAT IF THEY FAIL?
If the characters fail to stop the mind flayer fanatics, their
character is lost in the Far Realm until they are rescued by a
group of NPC adventurers who claim a non-consumable magic
item of the player’s choice of Uncommon rarity or greater that
their character had with them when their character was
defeated. The character is returned to play, but permanently
loses access to that item.
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PLANESCAPE AND ADVENTURE
ATLAS
The following sections provide on adapting Planescape:
Adventures in the Multiverse Turn of Fortune’s Wheel.
CAMPAIGNS AVAILABLE
This adventure is set as a Planescape campaign. For
organized play, it is also designated as part of the Adventurers
Leagues* larger Forgotten Realms campaign. Characters
attached to other campaigns may not play this adventure.
ADVENTURE SUMMARY
The characters begin Turn of Fortunes Wheel without
memories of their pasts. They are sent on a tracking and
retrieval mission into the Outlands and its gate-towns, where
they face death and imprisonment, murder by cremation,
and xenophobia. Characters can gamble on people’s
survival, help end disorderly disruptions, investigate
disappearances and an official’s death, compete in sporting
events, gather enemy intel, and assist a character dealing with
their parents’ expectations.
LEVEL REQUIREMENTS FOR PLAY
Planescape: Adventures in the Multiverse Turn of Fortune’s
Wheel is intended for play at specific character levels and to
be played through to completion. Dungeon Masters may insert
Planescape Dungeoncraft adventures and Adventure Atlas: The
Mortuary between Turn of Fortune’s Wheel sessions to
augment the story. If a player chooses to end their character’s
play of Turn of Fortunes Wheel before completion, that
character may play any Forgotten Realms adventures, but
may not return to Turn of Fortunes Wheel.*
Each of the adventure’s chapters is designed for play of a
particular level. Characters of the following levels can play in
these chapters:
CHAPTER NAME LEVELS TIER RANGE
“Grave Escape” 3 1
“Philosophers with Clubs” 4 1
“Fortune Favors the Bold” 5 2
“Into the Outlands” 6 2
“Automata: Recalibration” 6-9 2
“Curst: Invisible Bonds” 6-9 2
“Excelsior: Lost Souls” 6-9 2
“Faunel: Vicious Alliances” 6-9 2
“Glorium: Heroes of the Day” 6-9 2
“Rigus: Eternity’s Rampart” 6-9 2
“Sylvania: Titan on the Town” 6-9 2
“Outlands Explorations” 6-9 2
“Secrets of the Spire” 9 2
“Behind the Wheel” 10 2
“Echoes of Delusion” 17 4
CHARACTER CREATION
A Forgotten Realms or Planescape character can be created to
play Turn of Fortunes Wheel and, afterwards, any Forgotten
Realms adventure. Or they can play any Forgotten Realms
adventure without playing Turn of Fortune’s Wheel.
To create a Planescape campaign character, use* the rules
found in the D&D Adventurers League Player’s Guide with the
following additions.
A 3
rd
level character is created and advanced as normal for
the D&D Adventurers League Forgotten Realms campaign.
Characters start with an additional 250 gp to spend on
additional nonmagical gear or kept as coin.
At 3
rd
level, each character also gains one uncommon magic
item of the player’s choice from this list:
o +1 weapon
o +1 shield
o +1 rod of the pact keeper
o +1 wand of the war mage
o +1 all-purpose tool (TCE)
o +1 amulet of the devout (TCE)
o +1 arcane grimoire (TCE)
o +1 bloodwell vial (TCE)
o +1 dragonhide belt (FTD)
o +1 moon sickle (TCE)
o +1 rhythm-maker’s drum (TCE)
o Bag of holding
STARTING WITH AN EXISTING D&D
ADVENTURERS LEAGUE CHARACTER
Turn of Fortune’s Wheel is an unusual adventure that begins
and progresses in an unusual way. Playing an existing
character is not recommended.
If you wish to use an existing D&D Adventurers League
character, you may do so, but your character loses all
knowledge of the deeds performed in previous adventures
and loses access to all previously gained Story Awards,
Favors, or Contacts, until the character begins chapter 15.
CHARACTER ADVANCEMENT
Characters gain levels when noted in the adventure’s chapters
rather than at the end of a session.
BEGINNING OF THE END
CHARACTER INCARNATIONS
When a character dies, the multiversal glitch restores one of
that character’s incarnations. The player always makes all the
choices for their new variations. These incarnations are the
same level as their previous incarnation and share any nexus
features and earned treasure. Otherwise, they may be as
similar or entirely different as the player desires. These new
incarnations are created using the Character Creation rules
listed above, including the choice of a new uncommon magic
item from the provided list. After creating and advancing to
the level of the previous incarnation, the new incarnation
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Adventurers League Adaptation Guides v2.4
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adds to their inventory any treasure earned by the previous
incarnation
FORTUNE FAVORS THE BOLD
F7: FORTUNES WHEEL
Some rewards from spinning Fortune’s Wheel require
additional adjudication for D&D Adventurers League.
Crown. No ability gained by becoming a quasi-deity can
have any mechanical game effect. The character never gains
any additional mechanical benefits from gaining worshippers.
Star. The boon ceases to function if the character leaves the
adventure before completing it.
INTO THE OUTLANDS
W6: CASTELLAN CHAMBER
The necklace of prayer beads found behind the secret door has
4 beads: blessing, curing, favor, and wind walking.
SECRETS OF THE SPIRE
SCHOLAR OF IMPOSSIBILITIES
Characters may not claim the book of evil darkness. The
artifact teleports away if a character tries to pick it up or read
from it.
BEHIND THE WHEEL
P4: FIENDS ANTE
The value of the infernal document noting the character’s
right to invade the material worlds is hard to determine.
While it is the main reward of the game, it’s not of much use
without an interplanar army. At best, the party can sell the
document to a friendly deva for 60 gp per character or a less
friendly devil for 120 gp per character.
UNITY OF SELF
When the characters liberate their true self, they may choose
to level their current incarnation to 17th-level, level one of
their other incarnations to 17th-level even if that incarnation
has died during the adventure or build an entirely new 17th-
level character that is their true self. All other incarnations are
discarded.
Old Story Awards. If the player is using a D&D Adventurers
League that they had previously leveled to 3rd-level before
beginning Turn of Fortune’s Wheel, any forgotten story awards
are regained.
Heroic Equipment. In addition to the equipment the
character has when their true self is freed, they choose magic
items from the Dungeon Master’s Guide as directed. The
character may not choose a cubic gate, any item that is
uniquely named (such as Blackrazor), any sentient magic
item, or any item that grants wishes or could grant a wish
through a random roll (such as the deck of many things). No
item chosen can create or generate additional treasure or
magic items.
ECHOES OF DELUSION
T2: BEHERITS HEAD
While Beherit’s skull agrees to help the characters in
exchange for help, it stops helping the characters after the
adventure ends. If the character does not spend 10 downtime
days fulfilling their promise, it refuses to further aid the
character no matter what the character does. It uses dominate
monster three times every day to target the character and
order them to carry it to the Nine Hells.
ADVENTURE ATLAS: THE
MORTUARY
The following sections provide on adapting Adventure Atlas:
The Mortuary, a Dungeons & Dragons expansion for
Planescape: Adventures in the Multiverse Turn of Fortune’s
Wheel for the D&D Adventurers League Planescape campaign
or as a legal resource for Dungeoncraft adventures that take
place in Sigil as part of the Planescape campaign.
Characters playing in Turn of Fortune’s Wheel can
participate in The Mortuary, as part of that adventure.
SUMMARY
The Adventure Atlas: The Mortuary supplement fleshes out
Sigil’s house of death, its Heralds of Dust, and others who
haunt its halls. Characters wandering through the Mortuary
observe the processing of countless dead and may become
victims of cremation and ritual murder themselves.
HERALDS OF DUST CHARMS
The Heralds of Dust charms are not available for
Dungeoncraft adventures unless specifically listed in a
Dungeoncraft Design Guide. Heralds of Dust charms might be
earned while playing Turn of Fortune’s Wheel but are lost if
the character leaves the adventure before completing it.
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PRINCES OF THE APOCALYPSE
The following adventure guidance adapts Princes of the
Apocalypse to D&D Adventurers League play.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.
STORY ITEMS
Story item guidance is retroactive. The story items for Princes
of the Apocalypse include:
Drown
Ironfang
• lost crown of Besilmer
• tinderstrike
Windvane
AFTERMATH
Sentient weapons can create hurdles for players and DMs
alike in an organized play setting. Replace the entire
“Aftermath” section on page 187 of the Princes of the
Apocalypse adventure with the following:
Captured members of Drannin’s crew can divulge the
location of the real Gargosh. He is imprisoned in a small cave
on the riverbank near Yartar, locked in a large trunk with air
holes and water. Gargosh can survive for four more days
inside the trunk.
If the characters emerge from the dwarven crypts with
Orcsplitter in their custody, the Harpers in area X5 confront
them under the open sky. If the characters avoid area X5, the
Harpers will track them and confront them elsewhere (the DM
is encouraged to choose a thematically appropriate location
based on the characters and their actions in the story thus far)
within the next two days. They point out that Orcsplitter
belongs in the hands of dwarven scholars. They’ll first appeal
to the characters’ sense of altruism, but if that doesn’t work,
the Harpers try to arrange for a trade that allows a single
character to choose one option from a list of magic items and
services in exchange for Orcsplitter:
A +2 weapon of the character’s choosing that vibrates and
flares a deep scarlet glow when within 50 feet of orcs.
Against orcs, the weapon inflicts +2d6 damage.
A suit of dwarven plate.
A +1 maul named “The Smasher” that, when given the
command, “This celebration isn’t going to start itself!” acts
as a decanter of endless water but dispenses potent
dwarven spirits instead. This is a rare magic item.
If the characters are not inclined to take the Harper’s offer, the
Harpers are quite upset. The characters are coldly informed
that Orcsplitter is entirely its own being the ancient
enchantments have given it a true personality, and it will only
respond to a good-aligned dwarf, fighter, or paladin. For
everyone else it will merely function as a magical silvered
battleaxe with no additional benefits or properties (an
unattuned Orcsplitter) will stubbornly refuse to grant any of
its bonuses, including hit and damage rolls adjustments, but
begrudgingly admits that it is still a magical weapon). The
Harpers rescind their generous offer but can be convinced to
reconsider their trade offer on a successful Charisma
(Persuasion) DC 20 check. A successful Wisdom (Insight)
check at DC 15 reveals that the Harpers are telling the truth
about the status of the legendary weapon.
If an agreement is reached, Ariana Riverlost promises to
meet the characters again in two weeks, at a location chosen
by them, with the agreed-upon payment.
ELIZAR DRYFLAGONS PIPE
Elizar can summon mephits due to his oaths to a certain elder
being. His pipe is merely a conduit for this power and is not
magical in and of itself.
THE HOWLING VOID (DDEX2-
13)*
This is a 4-hour adventure.
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SPELLJAMMER: ADVENTURES IN
SPACE
The following adventure guidance adapts the Spelljammer:
Adventures in SpaceLight of Xaryxis to D&D Adventurers
League play.
CAMPAIGNS AVAILABLE
While Light of Xaryxis take place in Wildspace and even other
planets, characters that are a part of the Forgotten Realms®
D&D Adventurers League campaign may participate in these
adventures. In this case, the adventure begins in Neverwinter.
The “Jewel of the North” is a cosmopolitan coastal city far to
the northwest region of the Sword Coast. It’s up to the player
to determine how their character arrived there, and what
they’re doing when the adventure begins.
Adventurers League characters can move back and forth
between Light of Xaryxis and other D&D Adventurers League
Forgotten Realms adventures freely if they continue to meet
the level requirements for play.
Alternatively, if you’re playing with a dedicated group that
wants their play to be a part of D&D Adventurers League, they
may decide to create characters that begin play in
Neverwinter for whatever reason (residents, recent travelers,
etc.). Once they’ve finished the adventure, they can play other
D&D Adventurers League adventures set in the Forgotten
Realms.
LEVEL REQUIREMENTS FOR PLAY
Light of Xaryxis is intended for play at a specific character
level. However, you can bring a character that may be a
different level to play, within the adventure’s limitations of
tiers of play. Each of the adventure’s parts are designed for
play of characters of a particular level, as follows:
PART NAME LEVEL TIER RANGE
“Seeds of Destruction” 5 2
“Terrors of the Void” 6 2
“Chaos in Doomspace” 7 2
“Saviors of the Multiverse” 8 2
STORY ITEMS
The story items for Spelljammer: Adventures in Space include:
spelljamming helm
spelljammer ships
keg of gunpowder
keg of alchemist’s fire
Princess Xedalli’s ring of shooting stars
bombs (Part 3, Chapter 8, 2. Armory)
SPELLJAMMER SHIPS
The characters will potentially find themselves in the position
to take custody of several spelljammer ships. These ships and
their spelljamming helms are all story items and can’t be sold.
CHARACTER CREATION
All characters are created using the rules found in the D&D
Adventurers League Forgotten Realms Player’s Guide. The
Spelljammer Academy series of adventures published on D&D
Beyond are specifically designed to provide players with a
more comprehensive play experience and a narrative hook
that describes why their characters find themselves in
Neverwinter.
Characters creating a new 5th-level character for this
adventure don’t gain the additional gold or magic item
provided in Light of Xaryxis. Instead, they use the rules in the
D&D Adventurers League Forgotten Realms Player’s Guide to
advance their new characters to tier 2.
FIREARMS IN FAERÛN
There are several firearms that the characters might find
during their adventures in space. They’re welcome to keep or
sell these items as they choose. Upon returning to Faerûn, any
gunpowder that a character possesses is treated as
smokepowder (see Waterdeep: Dragonheist). Smokepowder is
found in packets of five shots. Unless specifically stated in this
adventure, packets of smokepowder can’t be combined for use
as a bomb or other explosive device.
In addition to a pistole or musket itself, a character must
have a bullet and one shot’s worth of smokepowder to attack
with it. Once a character has exhausted their supply of bullets
and smokepowder, they’re unable to attack with the weapon.
Opportunities to obtain both smokepowder and bullets will
present themselves in Dungeoncraft adventures during the
Spelljammer season.
CHARACTER ADVANCEMENT
At the end of each of the adventure’s parts, characters may
gain a level.
PART 1: SEEDS OF DESTRUCTION
The following guidance adapts Part 1 of Light of Xaryxis to
D&D Adventurers League play.
CHAPTER 2: ATTACK OF THE STAR
MOTH
FEATURES OF THE MOONDANCER
Area 12: Upper Cargo Hold. The twenty crates contain thirty
of each type of weapon found in the Player’s Handbook. These
can be kept and used by the characters or sold for up to 2,000
gp, to be split evenly among the characters.
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Adventurers League Adaptation Guides v2.4
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CHAPTER 3: TREACHEROUS
SALVAGE
EXPLORING THE LUCENT EDICT
1: Captain’s Chair. Examining the captain’s chair disturbs the
headless corpse within it.
NEOGI RAIDERS
The characters may gain a level upon completing all three
chapters of Part 1.
PART 2: TERRORS OF THE VOID
The following guidance adapts Part 2 of Light of Xaryxis to
D&D Adventurers League play.
CHAPTER 4: A FRIEND INDEED
VICTORY
If the characters win the battle and their spelljamming helm
isn’t disabled, they proceed to Tolopah’s Tower in Chapter 5.
Here ends Chapter 4.
CHAPTER 6: GRAVE ALLIANCE
SHIP OF THE DEAD
In the unlikely event that a character is slain and rises as a
vampirate, they are removed from play until such time as they
are returned to life.
BOARDING THE LAST BREATH
13: Lower Cargo Hold. The kegs of gunpowder and
alchemist’s fire are story items. Further, due to the influence
of Gond, the deity of artifice and inventiveness, gunpowder
doesn’t work once the characters have returned to Faerûn.
LOOK, A PRINCESS!
Each character that completed all three chapters of part 2 may
gain a level.
PART 3: CHAOS IN DOOMSPACE
The following guidance adapts Part 3 of Light of Xaryxis to
D&D Adventurers League play.
CHAPTER 9: DISCORD AND
DIPLOMACY
RED DRAGON RIDER
Each character that completed all three chapters of part 3 may
gain a level.
PART 4: SAVIORS OF THE
MULTIVERSE
The following guidance adapts Part 4 of Light of Xaryxis to
D&D Adventurers League play.
CHAPTER 11: CROWNING MOMENT
ASTRAL FONT
Water removed from the font loses its potency after leaving
Xaryxispace.
CHAPTER 12: LIGHT OF XARYXIS
CONCLUSION
If the characters spare Xaryxis, Toril is destroyed, and its
energies consumed by Xaryxis. The characters are removed
from play.
SPELLJAMMER ACADEMY
LEVEL REQUIREMENTS FOR PLAY*
The Spelljammer Academy adventures were designed as
stated in their "Introduction" section and are intended to be
played in order, as a 1st level PC playing Spelljammer
Academy: Orientation, a 2nd level PC playing Spelljammer
Academy: Trial by Fire, and so on. However, as an option for
SJA Adventurers League play Dungeon Masters and event
organizers may allow characters in tier 1 (levels 1-4) to play
the adventures in any order. Players can keep Player's Guide
leveling guidance in mind, so they don't advance above 4th
level before finishing all the Spelljammer Academy
adventures they wish to play.
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STORM KINGS THUNDER
The following adventure guidance adapts the Storm King’s
Thunder to D&D Adventurers League play.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.
STORY ITEMS AND NEW ITEMS
Story Item guidance is retroactive. The story items for Storm
King’s Thunder include:
• ancient relic boulder
• ancient relic ring of hardened magma
• conch of teleportation
• Korolnor scepter
• navigation orb
• potion of giant size
ANCIENT RELIC
The ancient relic, red dragon’s thighbone, is considered a Very
Rare magic item with further details listed in the adventure.
THE IRON BARON (DDEP05-
01)*
The Flameborne Armor story award allows the creation of a
new suit of armor with a maximum market value of 750 gp.
The effect of the story award can’t be combined with other
suit of magical or mundane armorit is the creation of an
entirely new suit of armor.
THE BLACK ROAD (DDAL05-
02) & UNINVITED GUESTS
(DDAL05-03)*
These adventures are optimized for five 3
rd
-level characters.
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49
TALES FROM THE YAWNING
PORTAL
The following adventure guidance adapts Tales from the
Yawning Portal to D&D Adventurers League play.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.
STORY ITEMS
Story Item guidance is retroactive. The story items for Tales
from the Yawning Portal are:
Waythe
Ability score increases from the Elder Elemental God
THE SUNLESS CITADEL
The Sunless Citadel is a fairly straight-forward adventure with
plenty of opportunities for roleplay mixed into its pages. The
following adjustments must be used when running it for D&D
Adventurers League:
SHATTERSPIKE
Shatterspike can’t be used to destroy magic items, unless the
item itself specifically provides an AC, hit points, etc. in its
description.
THE HIDDEN SHRINE OF
TAMOACHAN
The Hidden Shrine of Tamoachan requires additional rulings if
it is to be played for Adventurers League credit:
SPECIAL MAGIC ITEMS
Several examples exist inside the pages of Against the Giants
that have abilities above and beyond those abilities normally
located in the Player’s Handbook and Dungeon Master’s Guide.
Berserker axe (Tamoachan). This is a very rare magic
item.
Plantslayer longsword. The name is unofficial but is an
accurate summary of the item’s abilities. It is a rare magic
item.
Rusty dagger. This is an uncommon magic item.
WHITE PLUME MOUNTAIN
The following adjustments are needed when running White
Plume Mountain for D&D Adventurers League:
WHAT DO I DO WITH BLACKRAZOR, WAVE,
AND WHELM?
In White Plume Mountain, the characters are hired to retrieve
three legendary weapons (Blackrazor, Wave, and Whelm) that
have been stolen. The book is vague regarding the payment
for Adventurers League, the three owners reward the
characters. Only weapons turned in while the character is
present count for that individual character. Additionally, as
ownership of permanent magic items is determined at the end
of the session, returning the weapon and claiming the reward
must done before the end of the session. This may necessitate
some suspension of disbelief if the “turn in” magically
happens while the characters are in the middle of a dungeon.
This guidance is retroactive; it affects sessions run prior to
the issuance of this FAQ.
1. First Weapon Returned. The party receives max gold
(DMs Guide’s “Unspecified Treasure Allowance Per Adventure”
table) and each character may choose five rare consumables
(following normal rules for the number of pieces of magical
ammunition). A character could, for example, choose 2 potions
of superior healing, 2 spells scroll of greater restoration, and 5
+2 crossbow bolts.
2. Second Weapon Returned. Each character may choose
one of the following items: arrow catching shield, bracers of
defense, canaith mandolin, necklace of prayer beads (with six
beads), staff of the woodlands, +2 wand of the war mage, or a
+2 weapon.
3. Third Weapon Returned. Each character receives either
a blessing of protection or a blessing of weapon enhancement
(player choice) and when the character gains 17th level, can
claim one of these legendary items for their own use.
I Don’t Wanna Surrender It! First, ending a session
without returning one of the weapons denies the group from
receiving any reward associated with itdrag. The worst
part, however, is that the character that chooses to retain
ownership is too busy running and hiding from the forces that
pursue it, or simply spending all their time busy being dead.
Such characters are retired from play. This involuntary
retirement can be cut short by surrendering the stolen
weapon. In-so-doing, the weapon is removed from their
character (reducing their magic item count), but they don’t
receive the reward associated with turning it in, above.
Sometimes, no reward is a reward in its own right. Characters
should be made aware of this before they decide to keep a
weapon. This guidance is retroactive.
DEAD IN THAY
Dead in Thay is a heavily flavored adventure and dungeon
crawl that does not require many adjustments for D&D
Adventurers League play.
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LOADSTONE
As a magic item, the loadstone cannot be sold for gp.
SOUL-BOUND UNDEAD
If a character is raised as soul-bound undead in Dead in Thay,
they are immediately removed from play if they leave the
Doomvault without destroying Kazit Gul (and thus, the
Doomvault), or figuring out how to correctly use the Undying
Laboratory.
AGAINST THE GIANTS
This sprawling adventure can be quite time consuming, but it
covers many play elements and presents the characters with a
great insight into giant societies and a hint of drow-themed
things to come! The following adjustments are needed when
playing Against the Giants for D&D Adventurers League:
GIANTS BAG CONTENTS
When the characters inspect a giant’s bag, any time that a
result of 61-69 is rolled, instead award a single consumable
magic item from magic item tables A or B.
HILL GIANT STRONGHOLD, DUNGEON
LEVEL
The following adjustments must be made:
Area 23. The treasure hoard includes three magic items:
two items from magic item table F and one on table G.
FROST GIANT STRONGHOLD, LOWER LEVEL
The following adjustments must be made:
Area 2. The treasure hoard also includes one item from
magic item table F, and one on table G.
HALL OF THE FIRE GIANT KING, ENTRANCE
LEVEL
The following adjustments must be made:
Area 9. Chest includes 4 items on magic item table A, two
items on table B, one item on table D, and one item on table E.
None of these items may be of legendary rarity.
HALL OF THE FIRE GIANT KING, SECOND
LEVEL
The following adjustments must be made:
Area 8. The “spell scroll of seven cleric spells” is in fact
seven spell scrolls, chosen from the cleric spell list. They do
not have to be different spells and cannot be higher than 5th
level. These spell scrolls are awarded to the party immediately.
Area 11. Result 3 on the Elder Elemental God table is
ignored.
HALL OF THE FIRE GIANT KING, THIRD
LEVEL
The following adjustments must be made:
Area 7. In place of any gp, gems, or art objects, the hoard
awards two consumables per character. These consumables
can be from magic item tables A, B, or C.
SPECIAL MAGIC ITEMS
Several examples exist inside the pages of Against the Giants
that have abilities above and beyond those abilities normally
located in the Player’s Handbook and Dungeon Master’s Guide.
Snurre’s cape. This is a rare magic item.
Headsman’s axe. This is a very rare magic.
Spellcasting bolts. These magic bolts are rare magical
ammunition.
TOMB OF HORRORS
Tomb of Horrors requires additional rulings if it is to be
played for Adventurers League:
WHAT DO THE CHARACTERS FIND IN
ACERERAKS VAULT?
The Tomb of Horrors is an iconic dungeon with many years of
history and lore. It is also filled with terrible artifacts of death
and dread. This guidance is retroactiveit affects sessions
run prior to the issuance of this FAQ.
Spheres of Annihilation. The effects resembling spheres of
annihilation in the green devil faces in the Tomb of Horrors are
traps; they can’t be controlled or kept.
Acererak’s Hoard. Under the treasure subheading on page
227 of TYP, replace “(except that none can be of legendary
rarity)” with: “(except all potions must be uncommon, rare, or
very rare, all wizard spell scrolls must be of 5th level or lower,
and all permanent items must be located on magic item tables
F, G, or H, and uncommon, rare, or very rare, and may include
up to one manual or tome—it seems that the demilich’s
library has long ago rotted away)”.
EFREETI WISHES
If the efreeti is released from its prison in the Tomb of
Horrors, it might grant three wishes. Note that this is not the
wish spell, and it is limited in what it can create or deliver in
no case can the effect a wish that it grants last beyond the end
of this game session.
SPELLCASTING GEM?
A certain cursed gem will invariably harm those that cast wish
from it, and because it tells the holder that it can cast wish
what reason might the character have to not use it? Also, any
character caught in the gem’s explosion is permanently killed
and is retired from Adventurers League play.
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THIS STAFF OF THE MAGI
… is broken beyond repair. Not even a wish spell can repair it
in D&D Adventurers League play.
DUNGEON CRAWLS & LEVEL BANDS
The dungeons in the Tales from the Yawning Portal were designed
with specific level ranges in mind, but for Adventurers League play
these level ranges are modified to incorporate the entire target tier.
Dead in Thay is the dungeon that is most deeply impacted by this.
Sunless Citadel tier 1 (target level 1)
Forge of Fury tier 1 (target level 3)
Hidden Shrine of Tamoachan tier 2 (target level 5)
White Plume Mountain tier 2 (target level 8)
Dead in Thay tier 2 (target level 9)
Against the Giants tier 3 (target level 11)
Tomb of Horrors tier 3 (target level 13)
Characters need to be in the appropriate tier for their chosen
adventure from Tales from the Yawning Portal.
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TOMB OF ANNIHILATION
The following adventure guidance adapts Tomb of Annihation
to D&D Adventurers League play.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.
STORY ITEMS
Story Item guidance is retroactive. The story items for Tomb
of Annihilation include:
staff of the Forgotten One
Ability score increases from the armillary sphere
items & spirits of the trickster gods (see below)
Yaka the Golden Skull
void shard
DEATH CURSE
Now that the Adventurers League has moved on to later
adventure seasons, the Death Curse is only in effect for play of
this product season 7 adventures that are played at tier 1 or
tier 2.
WHEN THE DEATH CURSE IS APPLIED
The curse is the fundamental aspect of Tomb of Annihilation.
Any character can choose to be rid of the curse by:
Defeating Acererak. A character who seeks out the cause
of the curse and frees Faerûn from its effects by completing
the final chapter of Tomb of Annihilation is freed from the
effects of the curse. Surrogates that do so free their original
character.
Waiting It Out. Alternatively, characters can
start any other adventure and declare the death curse is over
for their character. A character choosing this option can’t
return to play Tomb of Annihilation.
THE DEATH CURSES EFFECTS
The below effects of the curse are in addition to those
provided in Tomb of Annihilation:
The souls of humanoid creatures who die while subject to
the curse are trapped. Typical means of avoiding this do not
function.
No spell or effectmortal or divinecan return the dead
to life; the soul remains trapped, and any such attempts
automatically fail. Rumor is that one person found deep in
the jungles of Chult knows a way around this, but at a steep
price.
Characters who have been previously raised from the dead
find their hit point maximum reduced by 1 each day at
midnight, at the beginning of each non-DDHC adventure,
and for each downtime day spent. The season starts after
the curse has been active for 20 daysthus any previously-
dead creatures subject to the curse find their maximum hit
points reduced by 20 at the onset of the storyline. This
reduction can’t be resisted or restored, and the reduced hit
point maximum can’t be increased by spells or effects such
as aidalthough you can still get temporary hit points.
Characters that advance in level increase their hit points as
normal.
Characters whose souls are trapped within the Soulmonger
run the risk of their soul being devoured (see Soul
Devouring, below).
SURROGATE CHARACTERS
Characters who die while subject to the curse may continue
playing using a surrogatea temporary pregenerated
characterof the same tier. Available surrogates are
downloaded from the Dungeon Masters Guild. Surrogates
can’t be played outside of Tomb of Annihilation or the season 7
official Adventurers League adventures.
A character’s surrogate is the key to its salvation from the
Soulmonger and continues adventuring after the primary
character’s death. A slain surrogate may be replaced by
another one of the same tier. If the player doesn’t declare a
surrogate and instead continues the adventure with another
non-surrogate character, the original character’s soul is
devoured.
DMs running Tomb of Annihilation should work with
players to construct avenues for surrogates to join their new-
found group. They should arrive before the next encounter,
but after the one where their character died. Maybe the
surrogate is an agent from another faction sent to spy on a
character? A guide? Another adventurer lost in the jungle?
If a cursed character dies during an Adventurers League
adventure, the surrogate arrives at the beginning of the next
sessionthough the DM still rolls to determine if the original
character’s soul is devoured as normal (see Soul Devouring,
below).
Surrogate Rewards. Surrogates receive and apply rewards
as normal, with the following exceptions:
They earn rewards normally
They advance in level normally and can’t multiclass or gain
feats
Rewards earned by a character’s surrogates are tracked
separately from the original character’s rewards using a
surrogate logsheet.
Transferring/Keeping/Rewards. Once free of the curse,
rewards accumulated by the original character’s
surrogate(s)—including the pregen’s listed gear (but less any
that was lost, destroyed, or spent)are transferred to
another character, and the surrogate is removed from play.
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All of the cumulative rewards earned by a character’s
surrogates must be transferred to the same character. The
recipient of these rewards is determined as follows:
Original Character Raised. Rewards earned by a surrogate
are transferred to the original character.
Original Character’s Soul Devoured. Rewards earned by a
surrogate are transferred to a new, level 1 character.
Replaying the Adventure. A surrogate can’t play any
adventures or chapters that the primary character played, and
the primary character can’t play any of the same played by its
surrogate.
SOUL DEVOURING
The soul of any humanoid that dies while subject to the curse
is trapped until freed or devoured by the atropal. If a
surrogate (see below) is at the table, the DM must roll a d20
at dawn each day and at the end of each non-DDHC adventure
to determine if that surrogate’s original character’s is
consumed. On a result of a 1, the soul is devoured. Rolling a
“handful of d20s” isn’t recommended unless the same group
of players have been playing together throughout the
storyline season. A player can choose to abandon their
character to their fate and declare their character’s soul
devoured by not declaring a surrogate (see Surrogate
Characters, above).
Once their soul has been devoured, nothing can return that
creature to lifeincluding the normal methods for
surrendering a magic item to return a character to play. These
unfortunate charactersalong with their possessionsare
removed from play.
ITEMS OF THE TRICKSTER GODS
The spirits of the dead trickster gods are bound into their
personal items as noted in the adventure text. For
Adventurers League usage, they also follow the Story Items
rules for example, if someone cannot return for the next
game, the item can be assigned by the DM to another
character and that character may potentially become
possessed. Every time the item transfers to another person,
there is a chance that the spirit may possess the new host or
wielder.
Additionally, if the characters successfully complete the
adventure and break the death curse, the spirits of the
trickster gods may decide to allow these items to leave the
tomb. The abilities granted by the spirits of the trickster gods
do not function outside of the tomb.
SPIRITS OF THE TRICKSTER GODS
If a character is possessed by a trickster god and they leave
the tomb, neither the spirit nor their granted abilities
(including traits) travel with the character. The spirit does not
return automatically when next the character enters the tomb,
though they could wield or wear the god’s associated item,
which may result in the character becoming possessed once
more.
WHAT THE HECK DO CHULTANS
SPEAK?!
While Old Omuan is used frequently throughout the
adventure, it isn’t available to characters. Chultan characters
using the Option: Human Languages optional rule in SCAG
may choose Chultan in addition to Common. Chultan is
written using the same alphabet as Draconic.
YAKA THE GOLDEN SKULL
The adventure text in Tomb of Annihilation calls out a specific
gp value in gems that Yaka must consume before he leaves the
characters alone. For Adventurers League purposes, Keshma
al-Wazir the dao can create this amount of treasure or the
characters can provide it to Yaka. It is important to note that
Yaka is considered a story award and is not capable of leaving
the season 7 content.
DRAGONBAITS HOLY AVENGER
Dragonbait’s signature weapon is a manifestation of his legacy
and prominence in the Realms, and only functions as a holy
avenger if wielded by the saurial himself. If anyone else wields
it, it is a non-magical longsword. As such, Dragonbait’s holy
avenger is not a magic item that can be acquired by characters
in Adventurers League play.
KESHMA AL-WAZIR THE DAO
While Keshma potentially does offer spellcasting to aid the
characters, she is not capable of granting wishes other than to
break the curse of Yaka, the Golden Skull.
CHAPTER 1. PORT NYANZARU
The following guidance applies:
THE MERCHANT PRINCES & EPIC
ADVENTURES
The following modifications apply to the listed Merchant
Princes:
While the merchant princes are happy to sell the items over
which they hold monopoly, doing so can be time consuming.
Characters wishing to purchase goods from the merchant
princes must spend 10 downtime days arranging a meeting,
negotiating prices, and coordinating for impartial
intermediaries to accept, transfer gold during the transaction.
At the end of the ten days, you may make one purchase
either a single permanent magic item, or up to their limit in
other items (see, below). This downtime activity is available
only to characters spending downtime during Tomb of
Annihilation or official season 7 Adventurers League
adventures.
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Additionally, the following merchant princes have the
following modifications to their entries:
Ekene-Afa. This Merchant Prince has a small selection of
magic items (p.25) readily available for a modest price. These
items can’t be traded. The character may purchase a single
item or no more than 5 pieces of +1 ammunition in a single
transaction before she refuses the character further service.
Ifan Talro’a. Animals purchased from this merchant prince
aren’t available as familiars.
Jessamine. This soft-spoken Merchant Prince sells some of
the most potent poisons in Faerûn. However, she is
discriminating in her dealings. Characters may purchase no
more than 2,000 gp worth of goods in a single transaction
before she refuses the character further service.
Wakanga O’tamu. This charismatic Merchant Prince sells
potions and scrolls, but he frowns on those who might deny
others the opportunity to enjoy his wares. Characters may
purchase 750 gp worth of potions and scrolls in a single
transaction before he refuses further the character service.
The scrolls contain only spells found in the Player’s Handbook.
If the characters complete Wakanga’s quest, they may
choose spells from the Player’s Handbook once their levels
have been determined, as normal.
BUYING A SPECIAL ITEM
As the special items made available for sale by the Merchant
Princes aren’t typically otherwise available for purchase
(certain poisons, scrolls, etc.), they aren’t available through
the black market.
SPECIAL MAGIC ITEMS
Several examples exist inside the pages of Tomb of
Annihilation that have abilities above and beyond those
abilities normally located in the Player’s Handbook and
Dungeon Master’s Guide.
Bob. The qualities possessed by Bob are within the realm of
powers listed in the What Minor Property Does It Have? in the
Dungeon Master’s Guide. It is an uncommon magic item.
Devlin’s staff of striking. The peculiar curse on this staff
does not prevent it from being acquired or used. Be sure to
read the item’s description carefully! This is a very rare magic
item.
Sphere of Annihilation. The only way that a character can
keep a sphere of annihilation in this adventure is to defeat
Acererak and keep the talisman of the sphere. If the talisman
is destroyed in the encounter, neither it nor the sphere can be
kept.
Tortoise-shell shield. This item can be purchased by one
character for the price of a shield as listed in the Player’s
Handbook.
Yklwa. This weapon can be acquired in the adventure or
purchased from the merchant princes.
A City on the Edge
(DDAL07-01)*
This adventure consists of five, 1-hour mini-adventures.
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TYRANNY OF DRAGONS
The following adventure guidance adapts Hoard of the Dragon
Queen (HotDQ) and Rise of Tiamat (RoT) to D&D Adventurers
League play.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.
STORY ITEMS
Story item guidance is retroactive. The story items for
Tyranny of Dragons include:
Blagothkus’ flying castle
Hazirawn
dragon masks (any)
mask of the Dragon Queen
WHAT IS +1 WHITE DRAGON SCALE?
While listed as +1 scale in Hoard of the Dragon Queen, the
listed item has been upgraded to white dragon scale.
IT FOLLOWED ME HOME, HONEST!
At certain points in these adventures the characters may have
a chance to acquire dragon eggs, owlbear eggs, or some other
exotic unborn version of a monster. These creatures are never
suitable as pets, familiars, animal companions, and so on,
though a character may retain it as a non-mechanical
companion at a DM’s discretion. Characters may not steal or
otherwise acquire magic items unless specifically awarded as
treasure in an adventure.
SPECIAL MAGIC ITEMS
Several examples exist inside the pages of the Tyranny of
Dragons adventures that have abilities above and beyond
those abilities normally located in the Player’s Handbook and
Dungeon Master’s Guide.
Draakhorn (RoT). This magic item is an artifact, and per its
information block in the adventure it has no mechanical
abilities. If acquired, it cannot be traded.
Gas-filled Ewer & Goblets. These items are unavailable for
Adventurers League play.
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This magical explosive is used to propel a bullet out of the barrel of a
character. Any quantity of smokepowder counts as one single
Smokepowder isn’t suitable for any purpose other to fire this
WATERDEEP: DRAGON HEIST &
DUNGEON OF THE MAD MAGE
The following adventure guidance adapts Dragon Heist and
Dungeon of the Mad Mage to D&D Adventurers League play.
CAMPAIGNS AVAILABLE
These adventures are available for play in the Forgotten
Realms campaign. Characters attached to other campaigns
may not play these adventures.
TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.
STORY ITEMS
The story items for Waterdeep: Dragon Heist and Waterdeep:
Dungeon of the Mad Mage include:
Azuredge
Blackstaff
having only one boot of the boots of elvenkind (no magical
benefits)
Caladorn’s plate armor
dragonstaff of Ahghairon
lord’s ensemble
nimblewight detector
professor orbs
stardock rod
stone of Golorr
Tearulai (sword of sharpness)
vault keys (see below)
PISTOLS AND SMOKEPOWDER
Firearms are an oddity in Faerûn and can't be crafted or sold.
Black powder doesn’t function in Faerûn, so smokepowder
must be used instead. Additionally, a character keeping one of
these pistols can purchase bullets from the Dungeon Master’s
Guide. Alternatively, character proficient in smith's tools can
craft bullets using the rules in the Player’s Handbook.
SMOKEPOWDER PACKET
Wondrous item, uncommon
firearm. It is stored in tiny, waterproof leather packets. A packet
contains enough smokepowder for five shots. Casting dispel magic
on smokepowder renders it permanently inert.
A character that keeps one of the firearms found here, can
thereafter purchase packet of smokepowder for 50 gp by a
consumable magic item.
weapon (i.e. NO explosives may be crafted, etc).
MARKS OF PRESTIGE
If the characters would earn a mark of prestige during the
adventure, they should work with their DM on the particulars
of that gift. Feats are not a valid choice for this reward.
LIFE IN WATERDEEP
The following guidance applies:
BREAKING THE LAW
Characters that are arrested and tried for breaking the laws of
Waterdeep have the right to plead their case. In some
circumstances, they may be able to solicit the aid of some of
the city’s more influential citizens.
Dungeon Masters. You are the final arbiter of whether an
NPC chooses to assist the character in their hour of need. Have
the player plead their character’s case to the NPC and what
they’ve done to earn their assistance in previous encounters.
Let the player’s roleplaying gauge their character’s success
here; not a roll of the die.
GUILD MEMBERSHIP
Dues are deducted from the gp gained when a character gains
a level. The amount due is equal to the character’s tier times
their level.
FACTIONS IN WATERDEEP
Dungeon Masters. Members of the factions listed in this
section of the adventure may receive benefits (sometimes
without even asking!) from their factions. However, they
should be used sparingly and can’t persist beyond the end of
the session. Characters that call for help in excess may find
that their faction eventually stops answering.
PART 2. RUNNING DRAGON
HEIST
Smokepowder. Kegs of smokepowder are replaced by packets
of smokepowder.
CHAPTER 2. TROLLSKULL ALLEY
The following guidance applies:
THE COST OF DOING BUSINESS
If the characters do not have the gold to pay for the necessary
refurbishments for their new tavern, Volo is interested in
entering into an arrangement with them by covering the
initial costs (typically around 1,000 gp). Each character
present earns the following story award:
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VOLOS GUIDE TO IOUS
Volothamp Geddarm has presented you with a loan for the cost of
the initial upkeep of your tavern. In exchange, all he asks is that you
stock his books, sell his books, market his books, provide free room
& board for him upon request, and to not let Fai Chen enter the
premises. He's not willing to explain the last bit, but instead
references "some misunderstanding in the markets of Amn".
He is known for making dubious investment choices, though, and
is unable to provide any further money for the maintenance and
operation of the tavern.
JOINING FACTIONS
Note that some joining some factions (such as Xanathar’s
Guild, Zhentarim, or Bregan D’aerthe) may create storytelling
obstacles in other adventures.
Force Grey (Gray Hands) Missions. Vajra covers the cost of
any raise dead spells to bring back characters that died while
pursuing the mission.
Harper Missions. One of the characters is able to keep the
spellbook provided by Uza.
Lords’ Alliance Missions. One of the characters can keep
Esloon’s spellbook.
Zhentarim Missions. One of the characters can keep
Skeemo’s spellbook.
OPEN FOR BUSINESS?
Any rolls made on the Running a Business table must be
performed in the presence of your DM. Downtime costs are
spent in equal amounts by all characters, with rewards and
penalties split equally among those that contributed.
CHAPTER 3. FIREBALL
The following guidance applies:
FINDING NIM’S CREATION
“Zardoz Zord” knows the characters that thwarted Bregan
D’aerthe’s smuggling operations in the Dock Ward (see
DDAL08-03 Dock Ward Double-Cross) and addresses them by
name. If asked, he casually remarks “that word of deeds gets
around,” and leaves it at that.
CHAPTER 4. DRAGON SEASON
The following guidance applies:
VAULT KEYS
When determining the vault keys, consider the wealth that the
group possesses. Don’t use keys that they will be unable to
afford; instead, use those that require clever thinking or
roleplaying to obtain.
The key descriptions are modified as follows:
Adamantine Bar. The bar is purchased for 100 gp.
Bronze Dragon Scale. An offer of 100 gp is enough to
convince the dragon to surrender a scale. The characters may
pool their money to purchase the scale.
Gems Worth at Least 1,000 gp. The gemstone(s) must be
worth at least 100 gp. The characters may pool their money to
purchase the gem(s).
Silvered Warhammer. The characters may pool their
money to purchase the warhammer.
ADVENTURE CONCLUSION
The following guidance applies:
Dying in the Vault. If all of the characters die in the vault,
the secret of its locations die with them.
As such, their bodies are unrecoverable.
Removing the Gold. Any gold removed from the vault
counts towards the character’s tiered gp limit. If the
characters remove the gold from the vault, the Masked Lords
of Waterdeep discover their identities through magic and
investigation, and charge each of the characters with robbery
as indicated in the book. The characters are immediately
retired from play, as they must spend 30 downtime days in
prison, surrender the treasure (along with anything
purchased with those funds), and must each pay an additional
500 gp in fines. If unable to pay the fine, they must surrender
whatever monetary wealth plus any mundane equipment they
possess. The character will be permitted to retain one
weapon and a suit of armor and a spell book (if they use
one)everything else must be surrendered to satisfy their
debt to the city.
Characters that manage to escape spend the remainder of
their days fleeing from the Harpers and agents of the Lords’
Alliance unless they surrender, at which point they are
imprisoned as above.
If the characters surrender the treasure to
Laeral Silverhand, Jarlaxle, or Hlaavin (see DDHCWDH-02
Unseen Waterdeep), they can avoid imprisonment and the
party is awarded with 50,000gp and one of the following:
A rare magic item of their choice from Magic Item Table G
or F
Or spell scrolls totaling no more than 5 levels worth of spells
CHAPTERS 5 THROUGH 8
The following guidance applies:
Choose Wisely. Once a villain is chosen, the other villain
chapters are closed to the characters.
CHAPTER 5. SPRING MADNESS
The following guidance applies:
XANATHAR’S LAIR
This area is modified as follows:
X35. Nar’l Xibrindas’s Office. The bag of holding is empty.
X36 Secret Room. These kegs and barrels (and their
contents) are never unlocked.
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SPECIAL EVENTS
The following guidance applies:
Winning the Tournament. The characters keep the stuffed
doll, the gemstone, and the trophy.
CHAPTER 6. HELL OF A SUMMER
The following guidance applies:
AREAS OF THE VILLA
This area is modified as follows:
C3. Library. The jars of mist are nothing more than
trinkets.
C9. Family Dining Room. If the nobles lose 25 gp or more,
the game is over.
C29. Secret Vault. Any gold in this chamber is affected by
the Cassalanters’ special alarm spell. Removing any of it from
the vault without first speaking the command word (known
only to the Cassalanters) triggers the alarm and summons the
City Watch from far and wide. Additionally, the gold is
magically teleported back to the vault five minutes later.
AREAS OF THE TEMPLE
This area is modified as follows:
A4a. Caladorn’s Crypt. After the adventure concludes,
Caladorn takes the armor and seeks out the most appropriate
Cassalanters heir that he can find.
CHAPTER 7. MAESTROS FALL
The following guidance applies:
AREAS OF THE SHIPS
This area is modified as follows:
J16. Armory Safe (Eyecatcher Only). While the pistols use
a magical substance to work, they are mundane items thus
there are only the three listed available for the characters to
divide among themselves.
CHAPTER 8. WINTER WIZARDRY
The following guidance applies:
AREAS OF KOLAT TOWERS
This area is modified as follows:
K4. Musty Library. The dragonchess set counts as a trinket.
K6. Main Tower Landing and Ledge. The items in the
chest are non-magical.
AREAS OF EXTRADIMENSIONAL
SANCTUM
This area is modified as follows:
E12. Manshoon’s Quarters. Laeral’s gift of a sailing ship is
valid and can be selected from the Player’s Handbook it
cannot be resold.
WATERDEEP: DUNGEON OF THE
MAD MAGE
ADVENTURE TIERING
Dungeon of the Mad Mage offers adventure opportunities for
characters of levels 5-20. For D&D Adventurers League play,
each level falls into a specific tier as determined by the Levels
of Undermountain table.
Levels of Undermountain
Levels Tier
1-9 Tier 2 (character levels 5-10)
10-21 Tier 3 (character levels 11-16)
22-23 Tier 4 (character levels 17-20)
Each level of Undermountain is considered to be a single
adventure, and if a character’s level exceeds the tier (noted
above) for that level they may complete it but are barred from
starting new levels in that tier.
ADVANCEMENT
With Dungeon of the Mad Mage you should remind your
players of the tier restrictions whenever they are making a
decision to advance a level as well as the tier requirements for
continuing to the next level.
STORY ITEMS
Refer to the combined Waterdeep “Story Item” list above.
STARTING QUESTS
The following guidance applies:
HUNT FOR MAGIC ITEMS AND SPELLBOOKS
Obaya Uday is only willing to purchase magic items and
spellbooks.
SEARCH FOR KRESSANDO ROSZNAR
If the characters earn a favor from Esvele Rosznar, they may
use it in exchange for a tenday’s worth of lodging in
Waterdeep, up to 25 gp worth of standard equipment or
services (such as those from a craftsman or laborer). She
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grants one favor to the group of characters, not to every
character present.
THRONE OF THE CORONAL
The reward given by the elves may be retained by the
characters.
FUTURE QUESTS
The following guidance applies:
RETRIEVE A RUNESTONE FRAGMENT
If the characters decide to accept Mirt’s offer none of them
may keep this item.
SAVE THE DRAGON
The listed benefits are only available upon successful
completion of Lady Wylynd’s request.
House Moonstar Magic Item Trading (Downtime Activity).
House Moonstar offers any tier appropriate items for trade
(player choice) with one exception; House Moonstar will not
trade away any of its moonblades. This downtime activity can
only be done once per character.
Special Training. House Moonstar’s contacts are not
capable of training the characters to use a new feat.
ALTERDEEP
Extremiton will rescue the characters and place them in the
alternate Yawning Portal only if all characters are rendered
unconscious or killed. Should the latter be true, they are
instead unconscious (if possible; effects like that of a
disintegrate spell would still cause death) and they are all
placed in the psipods on level 17.
The ulitharid is willing to deal with the characters as
outlined in the text. After a deal has been struck, Extremiton
arranges for the characters to be deposited back in the actual
Yawning Portal.
UNDERMOUNTAIN’S MAGIC ITEMS
Dungeon of the Mad Mage contains several items that are new
to D&D. The following guidance applies; if an item is not found
below or in the Dungeon Master’s Guide, it is not valid for
Adventurers League play (though Obaya may be interested in
buying them):
Boots of Elvenkind. A character must find both boots on
Level 4 to keep them. Until both are found the boot is a story
item with no magical benefit.
Cursed Sword on Level One. This common magic weapon
cannot be removed once acquired unless the character
receives a remove curse spell or successfully completes the
level.
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THE WILD BEYOND THE
WITCHLIGHT
Due to its length and file size, the adaptation guide for The
Wild Beyond the Witchlight is available separately.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
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RAVENLOFT CAMPAIGN ADAPTATION GUIDES
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CURSE OF STRAHD
The following adventure guidance adapts the Curse of Strahd
to D&D Adventurers League play.
CAMPAIGNS AVAILABLE
This adventure is available for play in the Ravenloft and
Forgotten Realms campaigns. Characters from those
campaigns can participate at the same table but can’t trade
items. Characters attached to other campaigns may not play
this adventure.
TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.
ADVANCEMENT
A character may choose to gain one level for playing each
chapter in the Curse of Strahd. They gain gold, spellbooks, and
magic items normally for D&D Adventurers League play.
Characters may not steal or otherwise acquire magic items
unless specifically awarded as treasure in an adventure.
STORY ITEMS, DARK GIFTS, AND
NEW ITEMS
If the characters acquire any of the following items during
their play of the Curse of Strahd adventure, they may use them
as they see fit. These items are forever bound to the Dark
Powers and to Count Strahd von Zarovich himself, though, so
they cannot leave this realm.
The story items for Curse of Strahd include:
holy symbol of Ravenkind
icon of Ravenloft
statuette of Saint Markovia
Sunsword
tome of Strahd
Furthermore, various Dark Gifts can be earned throughout a
character’s career and adventures in Barovia. Regardless of
how the Dark Gift was earned (the most common options
being character death or a bargain made in the Amber
Temple), all Dark Gifts immediately fade if the character
leaves Barovia. Their deals are intended to incentivize and
tempt mortals into staying here, and those gifts do not return
if the character finds a way back to this dark realm. Story Item
& Dark Gift guidance is retroactive.
Unique items available once found in Curse of Strahd:
blood spear
gulthias staff
The rarity for of these items is assigned in the book that
contains the item.
DEMIPLANE OF DREAD (STORY AWARD)
A character that enters Barovia while playing Curse of Strahd
immediately earns the Demiplane of Dread story award. Any
character that possesses this story award cannot leave
Barovia and can only participate in season 4 (Curse of Strahd
season) Dungeons & Dragons adventures as well as
continuing play in Curse of Strahd.
LEAVING BAROVIA
There are several opportunities in the Curse of Strahd season
(season 4) official D&D Adventurers League adventures for
the characters to leave Barovia. However, if a character
wishes to leave and has not discovered one of those methods,
they may use the following guidance:
DOWNTIME ACTIVITY: ESCAPE THE MISTS
A character with the Demiplane of Dread story award can gain
the Escape the Mists story award after paying 20 downtime
days to leave Ravenloft. This downtime activity may be
repeated.
If a character does not have enough downtime days to
escape the mists, they are stuck in Barovia forever. To gain
downtime days, a player should play more Curse of Strahd
adventures or be a Dungeon Master to gain DM rewards to
award to a character to escape Barovia.
CURSE OF STRAHD SPECIFICS
The following adjustments are needed when running Curse of
Strahd for Adventurers League.
CHAPTER 1, LORDS ALLIANCE; LETTER OF
RECOMMENDATION FROM THE ERAVIEN
HAUND
Despite Haund’s presumptions, the werewolves move to and
from Barovia by Strahd’s will alone, and not via a portal. If the
adventurers are successful in determining this (this will
require some creativity, or an odd series of circumstances to
occur), they are rewarded as stated in the adventure. The
letter of recommendation promised grants the bearer use of
the Position of Privilege feature from the Noble background. If
the bearer also has the Noble background, they have
advantage on any Charisma related skill checks they make
when using the letter for this purpose. The letter of
recommendation is only useful when on the Sword Coast.
CHAPTER 1, ZHENTARIM; SPECIAL FAVOR
FROM DAVRA JASSUR
In exchange for returning the head of Kiril Stoyanovich (see
Pack Attack, Page 171), Davra is exceedingly pleased. Any
characters that are members of the Zhentarim earn the
following story award:
SPECIAL FAVOR: THE BLACK NETWORK
Davra Jassur commands much respect within the Black
Network and dropping her name could yield favorable
resultseven from those who are unaffiliated with the
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Zhentarim. This story award may be redeemed for one of the
following: a common spell scroll (1st level spell), two vials of
poison, five flasks of holy water, or the service of silvering one
melee weapon (the weapon to be silvered must be purchased
separately). This story award is removed when used.
CHAPTER 2, TSER POOL ENCAMPMENT
TREASURE
There are six tents and four wagons for a total of 10 possible
(although statistically unlikely) results that include a magic
item. If the result is a 20, the characters find one of the items
below. Roll 1d20 and consult the list below, ignoring results
from previous rolls.
D20 Magic Item Found
Number Item
1-5 Potion of greater healing
6 Potion of fire breath. This clear, red fluid has a
smoldering chunk of coal floating within. The heat of
this almost-boiling potion can be felt even through
the thick glass bottle it is contained in.
7
Ten +1 crossbow bolts. The bolts have bone shafts
with thrice-bladed, cold-iron heads.
8 A wooden screw-top canister containing four
doses of Keoghtoms ointment. Anyone upon
whom the ointment is applied smells like freshly
dug earth for 1 hour.
9
Potion of hill giant strength. The potion can only
be consumed by first destroying the stopper-less
ceramic pot it is contained in. The potion tastes
foul and has the consistency of curdled milk, with
hints of blood, sweat, and grime.
10
Mithral half-plate. This suit of armor is decorated
with elegant woodland motif. The green woolen
cape affixed to the armor’s shoulders never
catches on burrs or branches while traveling
through the forest.
11
Potion of lightning resistance. The potion in this
glass vial is crystal clear, and a number of small
iron beads have settled at the bottom.
12
Bag of holding. This tattered and patched bag lets
forth a terrible scream whenever it is opened,
audible to anyone within 100 feet.
13
A silver snuffbox containing what appears to be
fine tobacco (actually dust of sneezing and
choking).
14
An ugly hat made of tattered brown wool. It
functions as a helm of comprehend languages.
15 Potion of necrotic resistance. This milky potion
has a small human tooth floating within it that
must be swallowed as part of drinking the potion.
16 A silver vial carved to resemble a fish. It contains
oil of slipperiness. When used, the oil reeks of
rotting fish and kelp, a smell that cannot be
cleaned or masked while the oil is in effect.
17 A spell scroll of hold person.
18 A fist-sized emerald inscribed with the symbol of
the Cult of the Crushing Wave (an elemental
gem).
19 A small steel flask containing a potion of growth.
The flask has the initials “AB” engraved upon it.
20 A spell scroll of haste.
CHAPTER 4, CRYPT 13
The musket provided here is an oddity in Faerûn and may not
be replicated or repaired. One character in the group may
keep this item at the end of the session. This item cannot be
sold. Black powder doesn’t function in Faerûn, so
smokepowder must be used instead. Smokepowder can be
purchased for 50 gp a sachet, which contains enough powder
for five shots. Any quantity of smokepowder counts as one
permanent magic item as it pertains to your magic item limit.
Additionally, a character keeping this item can purchase
bullets from the Dungeon Master’s Guide. Alternatively,
character proficient in smith's tools can craft bullets using the
rules in the Player’s Handbook. Ammunition and gunpowder
can’t otherwise be purchased. Smokepowder isn’t suitable for
any purpose other to fire this weapon (i.e. NO explosives may
be crafted, etc).
CHAPTER 13: AMBER SARCOPHAGI
SIDEBAR
The Amber Sarcophagi sidebar is amended as follows:
Add the following after the third paragraph:
“Dungeon and Dragons Adventurers League DMs should
ensure that players fully understand the risk inherent in
dealing with such powerfuland wholly evilentities.
DMs will provide the following as a warning to players
prior to their decision to accept a Dark Gift:
“Accepting a gift from an entity of pure, ancient
evil does not come without tremendous risk. While you stand
to gain terrible power, it is possible that your character may
forever surrender their soul to a being of ultimate darkness.
Should this happen, your character shall become an NPC
under the control of the Dark Powersand therefore
unplayable in future Adventurers League adventuresuntil
they no longer possess the Dark Gift, which could be a very
long time. Once your decision is made, there is no turning
back. Do you accept the gift?”
Add the following after the fifth paragraph:
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“Dark Gifts that have a finite duration (i.e., one year, 30 days,
etc.) last for the specified amount of time in the real-world.
That is to say that if a character receives a Dark Gift that lasts
for one year, that character loses the Dark Gift and all its
effects one calendar year from the date that the gift was
annotated on the character’s Adventure Logsheet. A character
may accept and be affected by only one Dark Gift. If a
character with a Dark Gift attempts to accept another from a
different vestige, their requests go unanswered.
Add the following to the last paragraph of the “Amber
Sarcophagi” sidebar.
“A character that fails the saving throw above is
possessed by a fragment of the vestige and changes the moral
aspect of their alignment (good, neutral, or evil) to evil. If they
are now lawful evil, they can choose to continue playing that
character. If they are a member of any faction other than the
Lords Alliance or Zhentarim, they are immediately expelled
from that faction and lose all renown. If they are now either
neutral evil or chaotic evil their character is removed from
D&D Adventurers League play unless they are the unwitting
recipient of a wishremoving their Dark Gift and changing
their alignment back to what it was prior to receiving the Dark
Gift. There is no saving throw against the wish spell, but the
adventurer would never actively seek to change themselves
back. Adventurers that fail their saving throw gain the
following story award:
CONSUMED BY ABSOLUTE DARKNESS
You have accepted the gift of evil and paid the price. You have
been possessed by the vestige of a dead and wholly evil god.
For so long as this vestige possesses your mortal body, you
may not participate in any D&D Adventurers League
adventure. Instead, the vestigefree from its imprisonment
uses your body to wreak havoc upon the land. This lasts for
one year and one day of time in the real world, at which time,
the character is restored to their original alignment and for
some reason unknown to them (possibly divine intervention)
the Dark Gift has been removed. After the Dark Gift has been
removed, the character has disadvantage on all Charisma-
related checks when interacting with NPCs anywhere in the
Realms. After 10 adventures, assuming no wrongdoing, their
reputation is restored, and this penalty is removed. The Dark
Gift may be removed earlier, but only by a wish spell cast by
another character.
SPECIAL MAGIC ITEMS
Several examples exist inside the pages of Curse of Strahd that
have abilities above and beyond those abilities normally
located in the Player’s Handbook and Dungeon Master’s Guide.
Plantslayer Battleaxe. The name is unofficial but is an
accurate summary of the item’s abilities. Once the characters
have encountered this item, it is a rare item.
Ewer from Amber Temple. Although it clearly possesses a
potent power, this item counts as a trinket.
Sentient shortsword in Strahd’s Crypt. The weapon’s +1
enchantment as well as several other abilities. It is treated as
it were a very rare item.
RAVENLOFT: MIST HUNTERS
DOWNTIME*
There is no downtime in these adventures. Follow adventure
guidance and the investigation journal.
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CHANGE LOG:
11/17/2023
Throughout the document
o corrected misspellings and typos
o removed the lists of new items found in adventures since they do not require adaptation
What is This?
o moved Dawnbringer to the problematic items that are converted to story items
o added the problematic items and story items that were in the AL Content Catalogue
Baldur’s Gate: Descent into Avernus—
o placed in correct alphabetic order
o put a story item from its location into the Story Item list
o removed redundant and outdated advancement information (“a character may choose to gain one level for
playing each adventure” and “Characters in Adventurers League play advance in level upon reaching
milestones…They’re instead reached as described in the adventure with further guidance in each specified
entry.) Follow current guidance unless specified otherwise
Candlekeep Mysteries
o removed outdated advancement information
o corrected information on Stonky’s ring to match current guidance
Curse of StrahdMoved Curse of Strahd to a new Ravenloft Adaptation Guide
Dragon of Icespire Peak
o for the Story Item “gold signet added “ring” and location
o removed outdated advancement information
Dragons Stormwreck Islecopied the adaptation information from the Yawning Portal site, here. Leaving the information
on the Yawning Portal until this adaptation guide is posted online
Ghosts of Saltmarsh
o removed outdated advancement information
o added the missing list of Story Items
o removed the “Smuggled Goods” section because its gold limitation instructions went against current guidance
for earning gold
o removed the “Salvagers Wanted” adaptation instructions (“Aubreck doesn’t disclose how much the promissory
notes and property deeds are worth but offers the characters a handsome reward for returning them.”). Follow
the book and current guidance on earning gold
Keys from the Golden Vaultremoved the “Heroes’ Celebration” information that belonged in the Dragonlance Adaptation
Guide
Icewind Dale: Rime of the Frostmaiden
o removed outdated advancement information
o removed outdated information about removing a curse, since that information is covered in the Player’s Guide
and DMs Guide
o moved psi crystal to the Story Item list, from the location information
Out of the Abyss
o removed outdated advancement information
o reorganized mixed up chapters 1-3 information in order of chapter heading and added a chapter heading for “In
Bruenor’s Service”
o removed the Dawnbringer section that listed what to do if an evil aligned player character used the weapon
Phandelver and Below: The Shattered Obeliskadded a Story Item list for quick reference and consistency with other
adaptations
Planescape and Adventure Atlasadded “3
rd
level” character creation for clarity
Princes of the Apocalypseremoved outdated advancement information
Spelljammer: Adventures in SpaceAdded a Story Item quick reference list and moved those items from their locations to
the list, except those with additional information
Story King’s Thunder—
o removed outdated advancement information
o added rarity information for the red dragon’s thighbone
Tales from the Yawning Portal
o removed outdated advancement information
o White Plume Mountain, “3. Third Weapon Returned,” removed reference to magic item limit
Tomb of Annihilation
o removed outdated advancement information
o removed reference to outdated character build information (but don’t choose a “+1” resource”)
o removed Meatgrinder Mode references since it no longer applies in AL and isn’t mentioned in the book
o under Story Items, “Special Note:” was removed and replaced with “(see below)” at the end
Tyranny of Dragonsremoved outdated advancement information
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Waterdeep adventures
o removed outdated advancement and treasure information
o the adaptation information for both adventures were moved into the correct alphabetical order
o Dragon Heist Chapter 4’s gold rewards were updated to remove the gold limit and fit with current guidance
o removed Dragon Heist Chapter 5, “Tournament Wagers” (“A winning wager pays two times the wager but is
subject to gp limits as normal.”). Follow the book’s guidance
o under the Dungeon of the Mad Mage adaptation information added directions to the combined Waterdeep Story
Item list and added the single boot to the combined list
o added moonblade restriction
o removed advice to refer to Player’s guide renown guidance when characters are arrested
o denoted that smokepowder is a consumable magic item, in its sidbar, and the magic item limit reference was
removed
12/12/2023
changed the title from “Forgotten Realms Adaptation Guide” to a single document covering all campaigns, and added
Critical Role, Dragonlance, Ravenloft, and Eberron adaptation information to the document. The Wild Beyond the
Witchlight information is still too large to add.
spelling errors were corrected throughout
added “Campaigns Available” information to every adventure section so it consistently located at the top of the adventure
section and bolded its allowed campaign(s) text. If the information was only rearranged it was not marked red with an .
Where needed, added information that characters from different campaigns cannot trade items.
corrected the Unavailable Items and Story Item lists, moving lost crown of Belsimer to Story Items and removed new items
from the Story Item list (blade of the medusa, Galder’s bubble pipe, gambler’s blade, Hewards’ hireling armor, Ioun stones
[assorted])
Critical Rolethe Character Creation, Playing Adventures, and Running Adventures sections from the original adaptation
guide were condensed to remove redundant and outdated information that can now be found in the Player’s and DMs
guides
Eberron
o pregen information removed; it no longer applies
o missing leveling spellbook information added
o added rulings from the Discord al-rules-compendium
Forgotten Realmsadded Giants of the Star Forge, and new adaptation information for Heroes’ Feast: Saving the Children’s
Menu and Peril in Pinebrook
o Candlekeep Mysteriesadded clarification that the censor of controlling air elements summons Gazre-Azam as an
air elemental
o Planescapechanged the Character Creation information from “adjustments” to “additions” to clarify that these
guidelines do not replace but are in addition to the Player’s Guide guidelines.
o Waterdeep
shield of the uven rune and blast scepter removed from the story item list
moved the Pistols and Smokepowder information up to apply to both Waterdeep adventures
Ravenloftupdated Demiplane of Dread information to apply only to playing Curse of Strahd, not to other adventures in
the campaign
Tales from the Yawning Portal—clarified “max gold” source and that it goes to the party.
v2.3 same day
Ravenloftadded missing information on Leaving Barovia and that Forgotten Realms campaign character can also play
Curse of Strahd
2/26/2024
Candlekeep Mysteriesupdated the curse information and corrected a typo.
Giants of the Star Forgeclarified that the pregen characters were not from Adventurers League but the guidance is
provided for players who used them at the Wizards of the Coast premier.
Heroe’s Feast: Saving the Children’s Menucorrected typo from 6
th
to 5
th
Icewind Daleadded missing guidance for DDAL10-00 and DDAL00-13.
Out of the Abyss added game duration information for DDEX3-05.
Planescape and Adventure Atlasclarified how the Planescape campaign is part of the Adventurers League Forgotten
Realms (FR) campaign. And what that allows DMs to insert Planescape DCs and opens up play for new and existing FR
characters.
Princes of the Apocolypseadded game duration information for DDEX2-13.
Spelljammerremoved duplicate information for the captain’s chair.
o Added level guidance for Spelljammer Academy adventures.
Storm King’s Thunder— added story award information for DDEP05-01. And optimization information for DDAL05-02
and 03.
Tomb of Annihilationadded mini-adventures information.
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