TEXT:  
  Version: 7.1 
  Effective Date:  25 August 2017 
   
   
   
   
  
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  D&D Adventurers League Frequently Asked Questions v7.1 
   
   
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  The D&D Adventurers League encompasses all 
  organized play for Dungeons & Dragons, and uses 
  the fifth edition rules. The organization is 
  maintained by Wizards of the Coast. 
  DCI numbers are only required when playing D&D 
  Adventures League at a store that typically report 
  their events through the Wizards Event Reporter 
  (WER). If you have an DCI number, record it on your 
  adventure logsheet each session. You can also record 
  the DCI number of Dungeon Masters you play with. 
   If you don’t remember it, you can contact Wizards 
  Customer Service to recover it. Only the player can 
  verify and recover their DCI number this way for 
  security purposes, therefore organizers should also 
  direct players to contact Wizards Customer Service if 
  they need assistance in this matter. In the US, 
  Canada, and Mexico, the toll-free number is (800) 
  324-6496. The numbers for other regions can be 
  found at the following URL. 
   
  http://company.wizards.com/contact-us 
   
  If you have never owned a DCI number, you can go 
  online and register for a DCI number at the following 
  URL. 
  accounts.wizards.com 
  Players aren’t restricted to the current season’s 
  adventures; you can play any D&D Adventurers 
  League adventure, with any character. Players are 
  allowed to play an adventure multiple times, but a 
  character may only participate in a given adventure 
  or hardcover chapter once. 
  The following general terms apply in describing the 
  various adventures available for play. 
   DDEX/DDAL Adventures. These are short, two-to-
  eight hour adventures associated with a season 
  storyline. They are typically set in a single location 
  based on the season and span multiple tiers. 
   DDEP Adventures. These are epic adventures that 
  require two or more tables, and generally have an 
  interactive element in them. They frequently have 
  higher-than average rewards but can be much more 
  difficult than the DDEX/DDAL adventures. 
   DDAO Adventures. These are sometimes referred 
  to as “Author Only”. This means that only the author 
  can run the adventure; the authors are all D&D 
  Adventures League administrators or other 
  employees of Wizards of the Coast. 
   CCC (Convention-Created Content). These are 
  produced by independent organizations for use at 
  local conventions. While they are initially exclusive 
  to the convention that commissioned their 
  production, they are purchasable via the Dungeon 
  Master’s Guild within six months of release. 
   DDIA Adventures. These adventures support the 
  release of hardcover Wizards of the Coast products. 
  If the product in question is an adventure, then the 
  introductory adventure is typically a short 
  adaptation of a single chapter from that product. 
  Otherwise, the adventure is an original adventure 
  that utilizes new content from a non-story product. 
   DDHC “Hardcover” Adventures. These 
  adventures are officially produced and published by 
  Wizards of the Coast. 
   Other Content. Sometimes weird things happen 
  and additional content is made available for play. As 
  a general rule, if it is produced by Wizards of the 
  Coast or the Adventurers League staff, and bears the 
  Adventurers League logo, it counts. However, check 
  with your store’s organizer or on the Adventurers 
  League Facebook group to double check.  
  Tables must have a minimum of three players, but 
  no more than seven to be considered a legal table. 
  This number doesn’t include the DM. 
   Players may only play one, Adventurers League-
  legal character at a time and they may only play 
  their own characters. DMs can’t play a character. 
   DMs (or event organizers) may limit the size of 
  their table to any legal table size; however, as a rule, 
  DMs should be ready to run tables of up to 7 players. 
  As a D&D Adventurers League Dungeon Master, you 
  are empowered to adjudicate the rules as presented 
  by the official materials (PHB, DMG, MM, etc.). Run 
  the game according to those rules, but you are the 
  final arbiter of any ambiguities that might arise in 
  doing so. 
  
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   House rules, that is to say rules that you create 
  that aren’t in the official materials such as critical 
  fails, new races, new classes, etc., aren’t permitted 
  for use in play; the Adventurers League uses the 
  rules as presented in the PHB. 
  IKR?! Within this and other Adventurers League 
  documents, we use the following terms when 
  referring to various Wizards of the Coast products: 
  • PHB. Player’s Handbook 
  • PBR. Player’s Basic Rules 
  • DMBR. Dungeon Master’s Basic Rules 
  • DMG. Dungeon Master’s Guide 
  • MM. Monster Manual 
  • EEPC. Elemental Evil Player’s Guide 
  • SCAG. Sword Coast Adventurers Guide 
  • VGM. Volo’s Guide to Monsters 
  • XGE. Xanathar’s Guide to Everything 
  • TP. “Tortle Package” 
  • AL. Adventurers League 
  • ALPG. Adventurers League Player’s Guide 
  • ALDMG. Adventurers League DMG 
  • ToD. Tyranny of Dragons (Season 1) 
  • HDQ. Hoard of the Dragon Queen (Season 1) 
  • RoT. Rise of Tiamat (Season 1) 
  • EE. Elemental Evil (Season 2) 
  • PotA. Princes of the Apocalypse (Season 2) 
  • RoD. Rage of Demons (Season 3) 
  • OotA. Out of the Abyss (Season 3) 
  • CoS. Curse of Strahd (Season 4) 
  • SKT. Storm King’s Thunder (Season 5) 
  • TYP. Tales from the Yawning Portal (Season 6) 
  • ToA. Tomb of Annihilation (Season 7) 
  The only optional or variant rules available for use 
  are: 
  • Variant: Customizing Ability Scores (PHB) 
  • Variant Human Traits (PHB) 
  • Half-Elf Variants (SCAG) 
  • Option: Human Languages (SCAG) 
  • Tiefling Variants (SCAG) 
  • Variant: Playing on a Grid (PBR) 
  • Variant: Skills with Different Abilities (PHB)  
  Without specific campaign documentation, any other 
  variant or optional rules, such as Variant: Quasit 
  Familiar (MM) are not available for use. 
  Rules from an official D&D Adventurers League 
  source, such as the Adventurers League Player’s 
  Guide (ALPG), the Adventurers League Dungeon 
  Master’s Guide (ALDMG), or this FAQ establish the 
  boundaries for our current campaign. However, as a 
  general rule, the campaign staff doesn’t issue official 
  guidance general rules questions unless it’s directly 
  affected by the scope and purpose of the program. 
  Sage Advice (SA) is a great barometer for ‘rules-as-
  intended’, in any case. Whether or not your DM 
  chooses to utilize SA for rules adjudication in is at 
  their discretion; as always, the DM remains the final 
  arbiter of rule disputes. 
  Any rules guidance given by an Admin using the 
  #AL_Admin or #AL_Official hashtag is considered 
  official rules guidance. In time, it may be added to 
  this FAQ and made available without the drudgery of 
  having to resort to Facebook’s “search” function. 
  Unearthed Arcana (UA) isn’t an allowed resource; it 
  isn’t available for use without specific campaign 
  documentation. 
  Nope. All Adventurers League games must use the 
  current, fifth edition of the Dungeons & Dragons 
  ruleset. 
  Yes. This logsheet catalogues your character’s 
  progression throughout their adventuring career. 
  While the format of your logsheet is up to you, you 
  are required to maintain one. The information that it 
  should contain is detailed in the ALPG. 
  You should create a logsheet entry for any of your 
  character’s noteworthy events, such as playing an 
  adventure, trading a magic item, copying spells in 
  your spellbook, performing a downtime activity, etc. 
  Factions represent groups with specific interests in 
  our campaign. If you’re playing one of the character 
  races provided in the Player’s Handbook, you’re not 
  required to be a member of a faction, though it is 
  certainly encouraged. 
   If, however, you’re playing one of the races from 
  Volo’s Guide to Monsters, it must be a member of 
  
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  one of the factions listed under its race. Download 
  the D&D Adventurers League Player’s Pack on 
  www.dmsguild.com for more information.  
   
  Faction Kits contain content specific to a given 
  storyline, and while they certainly enhance the play 
  experience, the use of a Faction Kit is optional. 
  Faction kits can be purchased from the Dungeon 
  Masters Guild. They’re offered as print-on-demand 
  products there, and take some time to receive after 
  you’ve ordered them, so don’t delay. 
   
  https://www.dmsguild.com 
   
  As a general rule, no; the FAQ is effective as of its 
  effective date on the first page, but its guidance isn’t 
  retroactive unless an entry states as much. It does, 
  however, supersede previously issued guidance to 
  the same effect.
    
   
   
   
  
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  D&D Adventurers League Frequently Asked Questions v7.1 
   
   
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  Allowed rules resources are books and other 
  resources that can be used by players in creating, 
  advancing, and playing their characters. We use the 
  “PHB+1” rule outlined in the ALPG. 
   Sometimes, campaign documentation will grant 
  you access to rules that you don’t otherwise have 
  access to. Rules gained this way don’t count as your 
  +1. However, if you don’t choose that particular 
  resource as your +1, you can’t use any other rules 
  aside from that which your campaign documentation 
  grants access. For example, if you have a certificate 
  allowing you to create an aarakocra character, the 
  EEPC doesn’t count as your +1 unless you choose 
  other rules from it—such as spells. 
  The most current version of any rule is used—even 
  if it’s reprinted in another book. This does not, 
  however, affect your choice of +1. 
  DMs may use the content found in Chapter 8 of the 
  DMG to help run the game. Player use of the DMG 
  resources is limited to noting the abilities of magic 
  items that you might find in your adventures. This 
  means that equipment described in the DMG 
  (poisons, etc.) aren’t available for player purchase. 
  The Monster Manual and other resources are legal 
  resources for the purpose of determining what is 
  available for class features such as Wild Shape, Beast 
  Companion, and various conjure spells, noting that, 
  as always, your DM is the final arbiter for the 
  rules—including determining whether or not your 
  character has satisfied requirements such as those 
  imposed by your class (such as the druid’s 
  requirement to have seen the beast in question). 
  Additionally, without specific campaign 
  documentation, you can’t use any of the Variant 
  rules contained therein. 
   Finally, as there are no specific stat blocks for 
  “templated” creatures, such as half-dragons, these 
  are not permitted for use—only creatures with an 
  official stat block are available to players and DMs. 
  Some certificates provide characters with additional 
  rules options other than those listed above (such as 
  allowing a prohibited class/race). These certificates 
  are typically signed by the campaign administrators 
  or other employees of Wizards of the Coast. 
  Nothing. We don’t talk about them anymore. 
  All characters begin play at 1st level. By DMing and 
  playtesting adventures, however, you earn XP that 
  you can apply to characters of your choosing—
  including 1st-level characters that you haven’t 
  played yet. 
   Pregenerated characters above 1st level available 
  for Adventurers League play only under very 
  specific, storyline season-specific circumstances. 
  Despite the sidebar suggesting that the DM may 
  allow you to play a non-standard race with the 
  battlerager or bladesinger, only dwarves may choose 
  the Battlerager Primal Path, and only elves and half-
  elves may choose the Bladesinger Arcane Tradition. 
  If your character is killed and subsequently 
  reincarnated, the DM rolls on the table provided in 
  the spell’s description—they may not choose the 
  race you return as. You may continue to advance in 
  whatever classes you possessed normally; your new 
  race doesn’t preclude you from advancing in an 
  archetype you already have. 
  You may choose a rare elf subrace for your 
  character, but only from a roleplaying perspective. If 
  you do so, you choose a subrace as normal (high elf, 
  wood elf, dark elf, etc.) and gain the traits that it 
  normally provides. You don’t choose a second, 
  “roleplaying” subrace; aside from roleplaying, the 
  character creation process doesn’t change. 
   For example, if you want to roleplay as if your 
  character is an avariel and chose the high elf 
  subrace, you would gain all of the benefits and 
  hindrances of your subrace as normal, but could—if 
  you wanted to—describe your character as having 
  feathered wings that were simply incapable of 
  sustaining flight. Easy. 
  
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  If your character cast’s find familiar, your choice of 
  familiars is limited to the list provided by the spell’s 
  description. Some classes (such as warlock) expand 
  this list. Without specific campaign documentation 
  stating otherwise, however, creatures found in other 
  resources (such as SKT or the MM), are not available 
  as familiars. 
  No. What makes you think you do? Dunno what 
  you’re talking about. 
  Yes. The Season 4 Curse of Strahd ALPG removed the 
  rebuild option for 5th level characters. 
  Yes. XP is applied immediately upon receiving it, and 
  if it advances you to another level, you do so at the 
  end of the session or the next long rest—whichever 
  happens first. 
  It might. As a general rule, you can’t postpone 
  applying in order to participate in a later adventure. 
  Once you hit the threshold needed to advance to 5th 
  level, for example, that character is no longer able to 
  participate in level 1-4 adventures. 
  No. If you end a session having contracted 
  lycanthropy or vampirism, you must have the 
  condition removed before you can start another 
  session (see ALDMG: Spellcasting Services). 
  You’ve made it to level 20. Some folks get the itch to 
  settle down when they reach this point; get hitched, 
  have some wee’uns. Others keep doing what they do 
  best. It’s ultimately up to you. 
   Experience Points (XP). You no longer earn XP 
  but continue to earn other rewards as normal. XP is 
  still divided normally, you just don’t receive any. 
   DM Rewards. You may apply DM Rewards or DM 
  Quest Rewards to a 20th level character, but you 
  waive any portion of the rewards that consists of XP. 
   Epic Boons. Epic boons may only be awarded if 
  the DM is specifically directed to do so by an 
  adventure or other officially released product. 
   
   
   
  The Haunted One background was exclusive to the 
  Curse of Strahd story origin, but is now open to all 
  characters. Errata regarding this background 
  appeared shortly after release. The errata is 
  summarized as follows. 
   Skill Proficiencies. Choose two skills from among 
  Arcana, Investigation, Religion, and Survival.  
   Starting Gold. This background does not include 
  starting gold.  
  Yep. You can create a custom background for your 
  character by following the rules in the PHB. You 
  can’t use custom background features, however. 
  Characters may choose exotic languages from any 
  allowed rules source, even if that rules source wasn’t 
  used to create that character (i.e., a character 
  created using the PHB and VGM may still choose a 
  language from the SCAG). Druidic, thieves’ cant, 
  monstrous languages (like Giant Eagle or Qualith), 
  and other languages that are features of a class or 
  background are not eligible choices for this purpose. 
  Spells are a class option; any new spells learned by 
  advancing in a class or by feats are subject to PHB+1. 
   Characters that can prepare spells from a 
  spellbook may copy spells even if those spells aren’t 
  normally found in your character’s PHB+1. 
  If your character was plane shifted (or otherwise 
  knocked about to a plane other than the Material) 
  here's the secret for getting home without getting 
  lost or otherwise killed: 
   Scenario 1. If your character a) can cast a spell 
  that allows travel to a plane of their choice, b) has 
  the necessary components for doing so (I'm looking 
  at you, characters that can cast plane shift but don't 
  have a fork tuned to Faerûn), and c) currently has 
  that spell prepared, then they can cast it on their 
  next turn and return to play normally. You return to 
  a location of your choosing—maybe slightly singed, 
  wet, upside down, or of an unusual shade of 
  wrong—but at a nearby place of your choosing 
  nonetheless. 
  
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   Scenario 2. If a) is true, but either b) or c) is false, 
  you may spend 1 downtime day preparing the spell, 
  attuning the fork, or otherwise mustering 
  components, and cast it the following day. 
   Scenario 3. If your character can’t cast the spell at 
  all, it’s faced with the monumental (and slightly 
  embarrassing) task of "walking" home. That is, your 
  character wanders randomly throughout the planes 
  until they make it back to Faerûn—spending 50 
  downtime days in the process. 
  No. In order to cast, copy, or know a spell, it must 
  possess a complete spell description. 
  The following guidance applies: 
   Maturity. A clone isn’t mature (and therefore 
  provides no benefit) until the recipient spends a 
  total of 120 downtime days after casting it. These 
  downtime days need not be spent solely for this 
  purpose. For example, days spent copying spells also 
  count towards the maturation of the clone. 
   Vat Grown. A vessel used for growing and housing 
  a clone can’t be used for another clone until the first 
  clone has been used. 
  The following guidance applies: 
   No Copies of a Copy. Simulacrums can’t cast 
  simulacrum, or any spell that duplicates its effects. 
  The following guidance applies: 
   It Takes Time. Scribing a permanent teleportation 
  circle is a downtime activity that requires the 
  expenditure of a total of 365 downtime days. These 
  downtime days needn’t be spent consecutively. 
   Not Just Anywhere. You can’t just plop down a 
  teleportation circle just anywhere and expect it to be 
  safe from harm. As such, only teleportation circles 
  made at the following locations are permanent: 
  • Properties You Own. Ownership of buildings or 
  businesses in a specific location. 
  • Established Temples. Temples dedicated to faiths 
  of which you are a member. 
  • Other Organizations. The headquarters or 
  permanent base of operations of official 
  organizations of which you are a member 
  (Brotherhood of the Cloak, factions, etc.). 
   Gaining Access to Other Circles. While the 
  locations of teleportation circles are usually closely-
  held secrets, you may, as a downtime activity, trade 
  knowledge of the location and sequence of a circle 
  you have created with someone else, who provides 
  you the location of one in exchange. Both parties to 
  the trade must spend 10 downtime days to complete 
  the trade and learn the circle’s sigil sequence, with 
  the following additional guidance: 
  • Temples. The downtime cost is halved if both 
  parties to the trade are members of the same faith. 
  • Organizations. The downtime cost is halved if 
  both parties to the trade are members of the same 
  organization. The location of these circles can’t be 
  traded with non-members. 
  The following guidance applies: 
   Dragons Aren’t Allowed in Town?! The effects of 
  true polymorph are dispelled at the end of the 
  adventure or session—whichever happens first. 
  The following guidance applies: 
   Reality Repairs Itself. The effects of any wish 
  made for something outside of the bulleted list in the 
  spell’s description are at the DM’s discretion using 
  the guidance provided in the spell’s description. 
  These discretionary effects expire at the end of the 
  adventure or the session—whichever comes first. 
   This means that any conjured creatures or items 
  disappear into nothingness, the dead rise from the 
  grave as if nothing happened, and the denizens of 
  that back-water village don’t remember that 
  amazingly-hilarious joke you told, etc. 
   Stressful Things Are Stressful. Casters run the 
  risk of stress-induced effects incurred by casting 
  wish regardless of whether or not the effects of the 
  wish are temporary. Losing the ability to cast wish in 
  the future can be undone only by wishing for a reroll 
  (as detailed in the spells description). 
   You Are You; and So Is He. If a simulacrum you 
  have created casts wish, both you and your 
  simulacrum suffer the stress associated with casting 
  the spell—including the risk of being forever unable 
  to cast wish again. The inability to cast wish extends 
  to any simulacrum you create in the future. 
   Table Boundaries. Only characters in your group 
  may benefit from a wish that you cast. The benefits 
  don’t extend to other groups or tables. 
   Must Be Overseen by the DM. Due to the risks 
  inherent in casting wish, it must be cast in the 
  presence of a DM during an adventuring session. 
   
   
   
   
  
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  The DMG defines scrolls and potions as consumable 
  items. As such, these items do not count against your 
  permanent magic item count. 
   The Adventurers League expands this to include 
  magical ammunition—that is any items with the 
  weapon (arrow, bolt, or sling bullet) category. 
  No. While you can give them to other characters to 
  use during an adventure, they can’t be traded, sold, 
  or otherwise given away outside of an adventure; 
  any unused consumable items must be returned at 
  the end of the session. 
  Permanent magic items are any magic items that 
  aren’t consumable magic items. 
   With a few specific exceptions, these items all 
  permanently count against your permanent magic 
  item count. The number of permanent magic items 
  your character possesses could potentially be 
  considered when determining whether or not you 
  are awarded an item found in an adventure. 
  Any permanent magic item awarded during play 
  increases your permanent magic item count. Some 
  items can be lost, destroyed, or simple wear out, 
  however. Whether or not the item continues to 
  count against your permanent magic item count 
  depends on the item and how you come to lose it. 
   Limited Use Items. Some items possess an ability 
  with a specified number of uses (e.g., Keoghtom’s 
  ointment, chime of opening) that can’t be regained 
  once used. Once they have all been used, these items 
  no longer count. 
   Limited Rechargeability. Some items with a 
  specified number of uses can only be recharged 
  under certain circumstances (e.g., wingwear, balloon 
  pack). Once they have all been used, it is no longer a 
  magic item unless it’s recharged. Until then, it no 
  longer counts unless the item is later recharged. 
  etc.). Once recharged, however, it once more counts 
  against your magic item count. 
   Limited Function. Some items lose abilities when 
  all of their uses have been expended, but retain some 
  magical properties (e.g., storm boomerang, luck 
  blade, etc.). Once out of uses, these items still count. 
   Unintentional Destruction. Some specific 
  encounters or effects have a specific ability to 
  unintentionally destroy permanent magic items 
  (windvane, earthfang, talon card from deck of many 
  things, etc.). If destroyed in this fashion, these items 
  no longer count. 
   Intentional Destruction. Some items have 
  conditions that include the ability or potential to 
  intentionally destroy the item (e.g., horn of blasting, 
  staff of power, Saint Markovia’s thighbone, wands). If 
  destroyed, these items still count. 
   Permanent Effects. Some items are destroyed or 
  rendered nonmagical when used, but grant 
  persistent effects (e.g. tome of understanding, 
  manual of golems). Not only do these items still 
  count even after they’ve been used, you can never 
  benefit from more than one such item—no matter 
  how you come by additional copies. Items that grant 
  such effects to more than one person (e.g., eggs from 
  bag of beans) increase the magic item count of each 
  person that benefits from the item. 
  Any item attuned to an NPC under your control 
  (such as, but not limited to, familiars, beast 
  companions, simulacrums, conjured creatures, 
  hirelings, lickspittles, etc.) counts against both your 
  character’s limit of three attuned items and the 
  character’s permanent magic item count. 
   This rule doesn’t imply that such creatures have 
  the ability to attune to magic items. Whether or not 
  a mindless undead creature—for example—can 
  attune to something is subject to DM discretion. 
  You don’t need a magic item certificate to trade your 
  permanent magic items unless the item’s rarity isn’t 
  described in the print-version of the resource it’s 
  found in. If this is the case, the item is unique and 
  can’t be traded unless you have an original cert. 
   Each party to the trade must spend 15 downtime 
  days to facilitate the trade. If you are you are seated 
  at the same table and playing the same adventure 
  with the other party to the trade, this cost is waived.  
  Unique is a specific rarity category. Any item not 
  described in the DMG whose description doesn’t 
  include a rarity, is considered unique.  
  Items are of like rarity to items found in the DMG 
  unless they possess additional abilities outside of 
  those found in the Special Features tables on pages 
  142 and 143 of the DMG. This includes, but isn’t 
  limited to saving throw bonuses, intelligence, 
  additional benefits against specific foes, etc. Items 
  like this are considered unique items.  
  
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  Any item that doesn’t have a complete description 
  (e.g., shield guardian amulet, etc.) is considered 
  unique *unless* you have a certificate which 
  establishes the item’s rarity. You must possess an 
  original, physical certificate (i.e., not a photocopy, 
  photograph, scanned copy, etc.) of the certificate in 
  question and it must accompany the trade. 
   The item to be traded must be found in the 
  adventure listed on the certificate. You can’t—for 
  example—use a certificate for a shield guardian 
  amulet from Out of the Abyss to trade a shield 
  guardian amulet found in Curse of Strahd. 
   Without such a certificate, its rarity is unique. 
  No. An item without charges or uses is considered 
  nonmagical unless it has other magical properties 
  that remain available. As such, such an item can’t be 
  traded. If the item somehow regains uses, it becomes 
  a magical item again and can be traded normally. 
  On occasion, a magic item certificate contains errors, 
  such as a different item rarity, lists the wrong item 
  type (e.g., the certificate lists an item as a +2 shield 
  while the adventure lists it as a +1 shield), or even 
  provides non-standard attunement requirements. 
   If an error occurs, use the item description as 
  listed within the adventure itself, and the item’s 
  metadata (rarity, attunement requirements, item 
  category, etc.) listed in the DMG. However, to err is 
  to be human; errors will be included in Part 3, below, 
  as they are identified in the future. 
  Your DMs should provide the full item description to 
  their players, and/or provide photographs or 
  photocopies of each item as they are presented in 
  the adventure for their players. It is up to you to 
  make sure that you keep accurate track of any 
  additional properties in your adventure logsheet. 
  If no one desires a magic item, it is left unclaimed 
  (characters are not forced to claim all magic items).  
   Unclaimed magic items can’t be sold, exchanged 
  for an alternate reward, or awarded to a character at 
  a later date. Designating an unwanted item as “party 
  loot” or as “a party magic item” isn’t permitted. 
  If you choose or are otherwise unable to take a share 
  of any monetary treasure found, you still count as a 
  member of the group when calculating individual 
  shares. Any unclaimed portion of the reward isn’t 
  awarded to the other characters; it just goes away. 
  While listed as +1 scale in Hoard of the Dragon 
  Queen, the listed item has been upgraded to white 
  dragon scale, so as to avoid confusion with the 
  printed certificate. 
   
  As clarified by Steve Winter (HotDQ author), this 
  item was misprinted in the adventure. 
   When unattuned, this item deals an extra 1d6 
  necrotic damage on a hit. All other magical 
  properties require attunement to Hazirawn. 
   Sentience. Hazirawn is a sentient magic item, 
  therefore if the wielder is not acting in accordance 
  with the swords motivations (neutral evil 
  alignment), it may suppress any of its attuned 
  properties at-will. Hazirawn seeks to destroy users 
  of arcane magic at every opportunity. 
   As Hazirawn lacks mental ability scores, DMs 
  shouldn’t perform contests of wills when resolving 
  this conflict, nor should they create ability scores for 
  the weapon. DMs should exercise caution in 
  adjudicating the weapon’s personality. Don’t 
  penalize players for not fulfilling the weapon’s role; 
  the weapon can’t control its wielder’s actions. 
  Wheaton’s Law applies here, kids. 
   Tradability. Hazirawn isn’t tradeable. 
  None of the dragon masks are tradeable. 
  No. Nothing in the item’s description suggests that 
  this mask can be broken down into individual masks. 
  Yup. Use the crafting rules found in the PHB. 
  Applying one of the various runes found in the 
  Season 5 adventures turns a mundane item into a 
  permanent magic item. The rune can be applied to 
  any mundane item that you own, or can permanently 
  keep at the end of an adventure or session. If the 
  item isn’t found under a treasure subheading, it 
  follows the normal rules for mundane treasure and 
  isn’t an eligible item for the transference of a rune. 
  
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  10 
  Shatterspike can’t be used to destroy magic items, 
  unless the item itself specifically provides an AC, hit 
  points, etc. in its description. In that case, it’s hella 
  good at destroying them. Take that, magic net! 
  Unless the conditions of an item’s destruction is 
  specifically stated (talon card from deck of many 
  things, ioun stone, +1 nets, etc.) permanent magic 
  items can’t be destroyed. Items destroyed in such a 
  manner follow the normal rules for intentional or 
  unintentional destruction. That said, don’t make a 
  point of destroying magic items whenever the 
  opportunity presents itself; these situations should 
  be few and far between. 
  If your group happened across the deck of many 
  things during your adventures, the following 
  guidance is retroactively applied: 
   We Already Drew! Great! Enjoy any benefits you 
  might have received. The deck counts  against the 
  magic item count of any characters that drew a card. 
   We Haven’t Drawn! If the deck shows up as the 
  result of a magic item table, the DM discards the 
  deck and rolls again until something else comes up.  
   Better Should’a Known Better. If you draw the 
  Donjon or the Void card, or if you draw the Skull 
  card and are defeated by the avatar of death, your 
  character is gone—removed from play. Kaput. 
  If you are allowed to choose an item of a specific 
  rarity, you may choose one of a lesser rarity unless 
  otherwise specified. For example, if you are allowed 
  you to pick a rare consumable item, you can choose 
  an uncommon one instead. 
  There are some items that are either too nefarious, 
  sought after, or possessive of global importance to 
  keep while maintaining an adventuring lifestyle. 
   If one of your characters ends a session with any 
  of the following items during play, that character is 
  retired from play so long as the item is in your 
  possession; as a general rule, however, relinquishing 
  the item allows the character to resume play unless 
  otherwise specified. Doing so also removes the item 
  from the character’s item count—problem solved. 
  • Wand of Orcus 
  • Wyrmskull Throne 
  • Blackrazor 
  • Wave 
  • Whelm 
  • Ring of Winter 
  • Bookmark 
  See guidance on giving out magic items, above. In 
  this case, the mummy lord has neither a specific loot 
  table nor does it award specific items. As such, you 
  receive no magic items for defeating it in AL play. 
  No. 
  Even then, no. 
  Never. 
  No, Jeremy. 
  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. 2,000 gp for each 
  character in the party, and each character may 
  choose three rare consumables (following normal 
  rules for the number of pieces of magical 
  ammunition). A character could, for example, choose 
  a potion of superior healing, a spell scroll of greater 
  restoration, and 1d6 +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. 
  
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  11 
   3. Third Weapon Returned. Each character 
  receives three renown points and records the 
  completion of a secret mission for their faction. 
   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 
  it—drag. 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. 
  If a character is raised as soul-bound undead in Dead 
  in Thay, they are immediately retired from play if 
  they leave the Doomvault without destroying Kazit 
  Gul (and thus, the Doomvault), figuring out how to 
  correctly use the Undying Laboratory, or receiving a 
  wish to end this effect—even true resurrection is 
  unable to wrest the adventurer’s soul from Szass 
  Tam’s terrible grasp. 
  As implied in the Death in Ravenloft sidebar (ALDMG 
  p8), if you who play a session of Curse of Strahd or 
  DDLE4 Death House you’re trapped in Barovia.  
   While not explicitly stated in the sidebar, you gain 
  the following story award upon entering Barovia: 
  You have traversed the mists and now find yourself in the 
  Demiplane of Dread and, until this story award is removed, 
  you are unable to leave. So long as you are trapped, you 
  cannot participate in any adventure or event that takes place 
  outside of Barovia. Tread carefully during your time here, the 
  Dark Powers are watching. 
  If the adventure occurs primarily in Barovia, the 
  answer is no. You likely represent the extent of your 
  faction’s presence in the Demiplane of Dread. As 
  such, there is no one of suitable power available to 
  call upon in times of need. That said, that call may be 
  answered by other, more insidious entities… 
  Unless otherwise specified, downtime activities 
  found outside of the PHB may only be used once. 
  The only downtime activity that a dead character 
  can perform is obtaining Spellcasting Services. 
  Only those downtime activities in the PHB, the ALPG, 
  and other campaign-approved sources can be 
  pursued. Note that characters providing 
  spellcasting services can only do while playing an 
  adventure. There is no exemption when they are 
  providing this services for themselves.
  
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  12 
   
   
  DM Rewards provide DMs bonus experience, gold, 
  and downtime in recognition of the time and effort 
  required to run D&D Adventurers League games. 
  The exact nature of this reward differs from 
  adventure to adventure (and season to season). 
  By DMing of course! You earn DM Rewards at the 
  end of any adventure (or session in the case of 
  “hardcover” adventures or adventures without a 
  specific reward section). The ALDMG provides 
  guidance on how DM Rewards are earned. 
   This guidance isn’t retroactive, but supersedes the 
  rewards listed in adventures that predate this FAQ. 
  You receive DM Rewards as detailed in the 
  ALDMG—in one-hour increments. These increments 
  are not further broken down into smaller 
  increments, but it’s cumulative. That is to say that if 
  you DM 3 hours one night and 3 hours the next, you 
  earn 6 hours of DM Rewards. To facilitate this, keep 
  an accurate track of how long your sessions last. 
  Just as with an adventure logsheet, there is no 
  mandatory format for logging DM Rewards. Find a 
  system that works for you and run with it. 
  DMs are under no obligation to apply DM Rewards 
  to a character immediately, and may bank them for a 
  later time. 
  You must apply the entirety of a single DM Reward 
  to the same character. That is to say that if you run 
  an adventure and earn 150 XP, 75 gp, and ten 
  downtime days, the character that receives the XP 
  must also receive the gp and the downtime days. 
  Each adventure lists a minimum and maximum 
  character level (typically expressed as a level range, 
  such as levels 1-4, or levels 1-15; but may be 
  expressed as Tiers). Whether or not a character 
  outside of this range can participate in the adventure 
  depends on the adventure, itself. 
  These adventures typically use the following ranges 
  and can’t be played by characters outside of that 
  level range; these level ranges are used almost 
  exclusively by DD-series and CCC adventures. 
   Levels 1-2. This level range is almost exclusively 
  used in the DDEX/ALXX-01 adventures—five mini-
  adventures designed to kick off new seasons. 
   Levels 1-4, Levels 5-10, Levels 11-16, or Levels 
  17-20. These level ranges coincide with the four 
  tiers of play.  
  These adventures typically use the following ranges 
  and can be played by characters of a higher level, 
  provided they are within the adventure’s level range 
  when they begin playing the adventure. A character 
  is only “playing” one hardcover adventure at a time. 
  For example, a character playing CoS that jumps into 
  an SKT game, and levels outside of CoS’s level range 
  can’t play CoS anymore. This rule only applies to 
  DDHC adventures. Similarly, if an adventure directs 
  you to run a specific portion of a different hardcover 
  adventure, that portion is considered the same 
  adventure unless you continue playing it outside of 
  the guidance of the first. I’ve gone cross-eyed. 
   Levels 1-7 or 8-15. Used in HotDQ and RoT, these 
  level ranges allow for mixed-tier parties. 
   Levels 1-10/11+. These level ranges are typical 
  for most other hardcover adventures, and allows for 
  mixed-tier parties. 
   Tiers. Tales from the Yawning Portal uses specific 
  tiers of play for each dungeon instead of a single 
  level range for the entire book, as follows: 
  • Sunless Citadel: Tier 1 
  • Forge of Fury: Tier 1 
  • Hidden Shrine of Tamoachan: Tier 2  
  • White Plume Mountain: Tier 2 
  • Dead in Thay: Tier 2 
  • Against the Giants: Tier 3  
  • Tomb of Horrors: Tier 3 
  Unless the adventure specifically says otherwise, 
  characters of different tiers can adventure together 
  providing each character’s level falls within the 
  adventures listed level range. Characters playing DD-
  
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  13 
  series adventures however are prohibited from 
  adventuring in mixed-tier parties. Similarly, DMs 
  may choose to avoid mixing tiers in order to 
  maximize ease of play—restricting play to that a 
  specific tier within the adventure’s level range. 
   When adventuring in a mixed-tier party, some 
  measure of discretion should be taken, to not 
  overwhelm lower-level characters, but still provide a 
  challenge for their higher-level groupmates. A good 
  rule to follow is that if a character falls within 1 or 2 
  levels of the Average Party Level (APL), they should 
  have no problem fitting into a group. Characters 
  outside this range (but within the same tier) should 
  have no problem, but characters of different tiers 
  (esp. low-level characters) may find the adventure 
  too difficult to survive, or may make the adventure 
  too easy for their companions. 
  Sometimes. As a general rule, milestones are not 
  used in Adventurers League play. Instead you should 
  award XP normally. 
   Some adventures however allow it, as follows: 
   Death House. The use of milestones is optional for 
  this portion of the Curse of Strahd adventure. 
   A Great Upheaval. Milestones are the default 
  method of advancement in this portion of the Storm 
  King’s Thunder adventure. 
  A character that doesn’t participate in the entirety of 
  each session that concluded with a milestone being 
  awarded, they earn XP as normal for what happened 
  while they were present. This award can’t exceed the 
  amount awarded by the milestone. 
  Characters only earn XP for challenges they 
  participated in. In the case of adventures that 
  prescribe a minimum XP amount, this amount is 
  ignored if someone arrives after the adventure starts 
  or leaves before it’s completed. 
   Characters starting an adventure and immediately 
  leaving it for the minimum XP receive no rewards 
  for doing so. This guidance is retroactive; any such 
  rewards previously earned are forfeit. For shame. 
  A group of characters that play only part of a chapter 
  or adventure can’t return to that chapter or 
  adventure unless the entire group agrees to do so. 
  That is, if a game runs exceedingly long and all 
  players and the DM agree to meet the following 
  weekend to pick up where they left off and finish the 
  game. If this occurs, appropriate entries should be 
  entered on logsheets to reflect this. 
   Replaying the entirety of a portion of an adventure 
  you want to replay is not permitted. 
  Sometimes characters fall behind the adventure’s 
  expected level. In these situations, there are two 
  main methods of supplementing character 
  experience. In either case, treasure can’t be added to 
  random encounters unless specifically mentioned: 
   Random Encounters. You can’t grant players 
  roleplaying experience to make up the deficit; 
  however, they may add random encounters as 
  needed (assuming the adventure provides a list of 
  random encounters). 
   Other DD-Series Adventures. In extreme cases, 
  even random encounters may not be enough, or may 
  be simply inappropriate to add. In such situations, 
  consider explore the idea of weaving a DDEX or 
  DDAL adventure into the campaign to help. 
   Tomb of Annihilation. If you are running Tomb of 
  Annihilation, we are giving DMs a bit more leeway to 
  award non-combat XP. The Tomb of Annihilation 
  Primer provides more guidance on this. This option 
  is only available to sessions of Tomb of Annihilation. 
  Secret Missions (sometimes mistakenly labeled 
  special missions) are available in certain DD-series 
  adventures, and DM Quests. These missions usually 
  have an accompanying sidebar or its own 
  subheading. They also reward the completion of a 
  secret mission in the adventure’s reward section. 
   CCC adventures don’t contain secret missions. 
  It depends. As a general rule, if it is found in an 
  adventure, the characters can take it. Whether or not 
  they can keep it is another matter. 
   Nonmagical Items. Only treasure and equipment 
  specifically listed under a treasure subheading can 
  be kept (and converted into gp) by the characters. 
  Items not listed under a treasure subheading may be 
  taken by the characters, but at the conclusion of the 
  session, such items either crumble to dust, break, are 
  lost, or are rendered useless—they can’t be used, 
  sold, or otherwise kept.  
   If the adventure instructs you to generate treasure 
  randomly, you may do so, provided that the 
  direction is included under a treasure subheading.  
  
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  14 
   Magical Items. If the item—or the table on which 
  it is awarded—is specifically mentioned as being 
  present in the encounter, it can be taken and kept by 
  the characters. 
  Some adventures direct you to determine magic 
  items randomly. For Storm King’s Thunder and those 
  seasons that follow, we have decided to permit this. 
  However, the guidance does not apply for previous 
  seasons’s adventures (specifically Out of the Abyss 
  and Curse of Strahd). 
   For these adventures prior to Storm King’s 
  Thunder, the previous guidance still applies when 
  directed to determine treasure randomly.  
   
  http://dndadventurersleague.org/amendments-to-
  out-of-the-abyss/ 
   
  http://dndadventurersleague.org/curse-of-strahd-
  amendment/ 
   
  If you are running an adventure that permits you to 
  determine treasure randomly, you must note the 
  number rolled on your logsheet—and the player on 
  that of their character. The item (and type if a 
  weapon, armor, or other item of various types) that 
  is awarded to the characters is included among 
  those items you may choose from when selecting DM 
  Quest Rewards. 
  Parcels of +1, +2, or +3 ammunition are found in lots 
  of 1d6. Any other magical ammunition is found as 
  individual items. 
  You may not award permanent magic items as a part 
  of Tiamat’s hoard in Rise of Tiamat. You may award 
  tier-appropriate consumable magic items, gold, 
  gems, and art objects within the limits set by the 
  tables on pages 136 to 139 of the DMG. 
  If an adventure specifically allows the player or the 
  DM to choose an item for their character, the item 
  selected must be chosen from either the DMG or the 
  adventure in which the item is awarded. If the 
  adventure is silent on the rarity of the item, it must 
  be tier-appropriate to the character receiving it. 
  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 drek. This guidance is 
  retroactive—it 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 claimed as treasure.  
   Acererak’s Hoard. Under the treasure subheading 
  on page 227 of TYP, replace “(except that none can 
  be of legendary rarity)” with: “(except all items must 
  be uncommon, rare, or very rare, and may include no 
  more than one manual or tome—it seems that the 
  demilich’s library has long ago rotted away)”. 
  No. Unless specifically mentioned in the adventure 
  or encounter it is found in, armor is made of the 
  materials described in the PHB. 
  If the efreeti in Tomb of Horrors (TYP) is released, it 
  might grant three wishes. Note that this is not the 
  wish spell, and it is limited in what it can create or 
  deliver—the effect the wish lasts until the end of this 
  game session. 
  Yes. You may not, however, run individual 
  encounters as one-off adventures. This rule is 
  designed to facilitate play—not teh lewtz.  
  Whether due to time constraints, or adventure 
  length, adventures take multiple sessions.  
  Players are expected to fill out their log entry at the 
  end of each session (as normal). 
   However, it is recommended that characters 
  participating in a multiple-session adventure also 
  record their characters current hit points, and other 
  expended resources (hit dice, spell slots, rages, etc.) 
  in the notes section of their log entry, as such 
  resources are not refreshed between sessions of the 
  same adventure. 
  Characters can play other adventures (including 
  other multiple-session adventures) between 
  sessions. 
   At the start of each new adventure, the character’s 
  hit points, hit dice, and other consumable resources 
  
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  15 
  are restored to full; however, the character will 
  begin play suffering the effects of any diseases, 
  toxins, curses, or other maladies that weren’t 
  removed at the end of the adventure. 
   It is for this reason, that characters participating in 
  one (or more) multiple-session adventures should 
  take careful note of their current resources at the 
  end of each session. 
   Players taking their characters from game to game 
  in this way are permitted to advance in level, and 
  earn rewards (gold, magic items, etc.) between 
  sessions of a multiple-session adventure, but must 
  exercise caution or else they may accidently level-
  out of their original game. 
  Since characters may adventure between sessions of 
  a multiple-session adventure, they may also advance 
  in levels between sessions. 
   While the character gains the full benefit of 
  leveling immediately, expended hit points, spell 
  slots, and other consumable resources do not 
  refresh between sessions until the character rests. 
   All other benefits of gaining a level (including 
  newly acquired abilities) are available immediately. 
  This requires some suspension of disbelief on the 
  part of the players and Dungeon Master, especially 
  in the case of the character gaining new equipment, 
  magic items, or class features between sessions. 
  What follows is official adventure errata the DD-
  series adventures; This list will be replaced by a link 
  to a comprehensive list in future releases: 
   DDEX3-5 Bane of the Tradeways. This is a two-
  hour adventure. 
   DDAL05-02 The Black Road. This adventure is 
  optimized for five 3rd-level characters. 
   DDAL05-03 Uninvited Guests. This adventure is 
  optimized for five 3rd-level characters. 
   DDEP05-01 The Iron Baron. 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 armor—it is the 
  creation of an entirely new suit of armor. 
   DDAL07-01 A City on the Edge. This adventure 
  consists of five, one-hour mini-adventures. 
  Below is an unofficial, community-maintained 
  document that provides suggested corrections, tips, 
  and a wealth of other information helpful for 
  running the adventures. 
  http://dndadventurersleague.org/errata 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  16 
   
  Becoming an event organizer is as simple as finding 
  players and a DM and running official D&D 
  Adventurers League games! 
  In addition to the Starter set and hardcover 
  adventures (such as Curse of Strahd), Dungeon 
  Masters can purchase DDEX, DDAL, and select DDAO 
  adventures from the Adventurers League section of 
  the Dungeon Master’s Guild.  
  Upon the release of each new product by Wizards, 
  stores may schedule in-store games called 
  Introductory Adventures. These adventures typically 
  contain 12-15 hours of exclusive game content that 
  is only available to play at WPN stores. Adventures 
  with the DDLE code also count as Introductory 
  Adventures. 
  These adventures are available for sale exclusively 
  on the Dungeon Master’s Guild. 
  Lost Mine of Phandelver and all official hardcover 
  adventures are considered legal for play in the D&D 
  Adventurers League program. These adventures are 
  best suited for tables which meet regularly (such as 
  private games), but can easily be scheduled in your 
  weekly Adventurers League games, should you 
  choose to do so. 
  If you are a convention organizer, you may also 
  request to host a world premier release or regional 
  preview of an upcoming DDAL adventure,  
  by filling out the following request form as soon as 
  possible. 
   
  http://bit.ly/DnDALPremier 
   
   
   
   
  
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  D&D Adventurers League Frequently Asked Questions v7.1 
   
   
  17 
  • General verbiage. 
  • Clarified guidance on high-level spells. Seriously, if 
  I never talk about true polymorph again, I will die a 
  happy, happy man. 
  • The mask of the dragon queen can’t be split up into 
  individual, lesser masks. 
  • Reminder about what downtimes are available 
  and when. 
  • Characters must be present to earn rewards for 
  turning in wave, whelm, and blackrazor. Clarified 
  they follow general rules for claiming ownership. 
  • Magic items can only be destroyed under very 
  specific circumstances. Wheaton’s Law, DMs. 
  • Added some junk about the deck of many things. 
  • Removed verbiage made redundant by updates to 
  the ALPG and the ALDMG. 
  • Guidance on language allowance; restrictions no 
  longer exclusive to backgrounds. 
  • Included information regarding non-combat XP 
  for DMs running Tomb of Annihilation. 
  • Armor made of special materials are special. 
  • Starting an adventure and immediately leaving it 
  for the minimum XP is cheating, you cheater. 
  • You can take an item of lesser rarity if allowed to 
  pick an item as a reward. 
  • Included list of items that force a character into 
  retirement. 
  • Yes, you must maintain a logsheet. 
  • Efreeti wishes clarified. 
  • Story-driven destruction of magic items now 
  called unintentional destruction. 
   
  • Missing sentences were found under the couch. 
  • Orcus isn’t a warlock. 
  •  Moved player guidance to player section. 
  • FAQ guidance isn’t always retroactive. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/DDAL - FAQ v7.1.pdf