TEXT:  
   
  PLAYER’S GUIDE 
  VERSION 10.0 
   
  PLAGUE OF ANCIENTS 
  A CAMPAIGN SUPPORTING 
  ICEWIND DALE: RIME OF THE FROSTMAIDEN 
   
   
   
   
   
   
  Wizards of the Coast D&D Staff: Brandy Camel, Chris Lindsay, Chris Tulach 
   
   
  D&D Adventurers League Administrators: Ma’at Crook, Amy Lynn Dzura, Claire Hoffman, LaTia Jacquise, Greg Marks, 
  Alan Patrick, Travis Woodall 
   
  Effective Date 
  September 15, 2020 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, PH, Monster Manual, Dungeon Master’s 
  Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the 
  Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast. 
   
  ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 
  Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 
   
  
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  Adventurers League Player’s Guide v.10.0 
  2 
  WELCOME TO THE D&D ADVENTURERS LEAGUE! 
   
  DO YOU LOVE DUNGEONS & DRAGONS? 
  We certainly do! The D&D Adventurers League welcomes 
  anyone and everyone to join us at the game table, whether 
  it’s in-person or online. We’re a diverse and inclusive group, 
  so no matter who you are, if you love D&D, you’re ONE OF 
  US! 
  D&D ADVENTURERS LEAGUE HOUSE RULES 
  Nearly every D&D game has house rules that modify or clarify the 
  existing rules as they pertain to that Dungeon Master’s game. To 
  maintain fairness for all participants in a shared-world campaign, 
  all DMs use the same house rules.  
   
  What follows are the house rules for play in the D&D 
  Adventurers League Forgotten Realms campaign. These are 
  effective September 15, 2020. As the campaign continues, we’ll 
  modify these living rules as needed. 
  CREATING A CHARACTER 
  To begin play in Plague of the Ancients, the D&D Adventurers 
  League season supporting Icewind Dale: Rime of the 
  Frostmaiden, do the following: 
   Create a new 1st-level character for use in this season 
   Play in a seasonal adventure suitable for 1st-level 
  characters, and/or begin playing Icewind Dale: Rime of the 
  Frostmaiden. 
  Each D&D Adventurers League supported adventure you 
  play as a part of this season earns your character rewards 
  and allows them to gain levels. Each adventure has a level 
  range requirement, which your character must meet to 
  participate in that adventure. 
  WHAT RULEBOOKS SHOULD I USE? 
  At minimum you should have access to the D&D Basic Rules, which 
  is a free download on the Wizards website. For the optimal 
  experience however, we recommend you use the fifth edition 
  Player’s Handbook (PH). 
   
  When creating and advancing your character, you can use any 
  race and class rules options for your character from the PH and one 
  other from those products listed below. We refer to this campaign 
  rule as "Player’s Handbook + 1". 
   Icewind Dale: Rime of the Frostmaiden 
   Mordenkainen’s Tome of Foes 
   Tasha’s Cauldron of Everything 
   Volo’s Guide to Monsters 
   Xanathar’s Guide to Everything 
   
   
  Character Sheet and Adventure Logsheet. You can use any 
  character sheet meant for fifth edition D&D, and an adventure 
  logsheet that suits your preferences. You can find some at D&D 
  Adventurers League Resources. 
  STEP 1. CHOOSE A RACE, CLASS, AND BACKGROUND 
  These choices can be made in whatever order you’re most 
  comfortable with, as you think about the character you want 
  to play. 
   
  Choosing Your Race. All races in the PH are appropriate 
  for this campaign. Additionally, you may also select a race or 
  subrace from the list below as well. 
  From Volo’s Guide to Monsters. Aasimar, Firbolg, Goliath, 
  Kobolds, and Tabaxi 
  From Mordenkainen’s Tome of Foes. Deep Gnome, Duergar, 
  Eladrin, Gith, Shadar-kai, and Tiefling subraces 
   
  Choosing Your Class. You can use class and subclass 
  options from the PH, Xanathar’s Guide to Everything, and the 
  upcoming book Tasha’s Cauldron of Everything. 
   
  Choosing Your Background. Choose a background from 
  the PH or any fifth edition product listed above. 
  Alternatively, you can instead customize a background using 
  the rules found in the PH. Your choice of background is not 
  restricted by the PH + 1 rule. 
  STEP 2. DETERMINE ABILITY SCORES 
  Your character’s ability scores are generated using one of 
  the following methods: 
   Standard Array (15, 14, 13, 12, 10, 8) 
   Variant: Customizing Ability Scores (PH). 
  CUSTOMIZING YOUR ORIGIN IN D&D 
  The D&D Adventurers League now uses this variant system from 
  Tasha’s Cauldron of Everything since it allows for a greater degree 
  of customization. For ease of reference, the relevant information is 
  included as an appendix to this document and doesn’t count 
  against the PH + 1 rule. 
  STEP 3. DESCRIBE YOUR CHARACTER 
  Selecting or creating personality traits, an ideal, a bond, and 
  a flaw can help you bring your character to life as you play 
  them.  
   
  Alignment. In additional to your character’s personality, 
  you should select an alignment. Characters in this campaign 
  are heroes and therefore can be any alignment but evil. 
   
  Deities. Clerics must worship a single, specific deity. Any 
  deity listed in Deities of the Forgotten Realms and Nonhuman 
  Deities tables in the PH are appropriate for this campaign. 
  Your cleric character isn’t limited to the Domains 
  recommended for their deity when choosing their subclass.  
   
  Non-cleric characters may (but are not required) to 
  choose a deity to worship as well, selecting from the same 
  tables mentioned above. 
  STEP 4. CHOOSE EQUIPMENT 
  Your character’s starting equipment and gold is determined 
  by their class and background; you don’t roll for their gold.  
   
  Trinkets. You start with a trinket of your choice from the 
  table in Chapter 5 of the PH. 
   
  Equipment. Your character can sell starting equipment 
  using the rules in the PH and can buy equipment and spell 
  components found in the PH or any other resource listed 
  above. Selling starting equipment provided by your class 
  and background doesn’t count toward your GP Limit. 
  
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  Adventurers League Player’s Guide v.10.0 
  3 
  CHARACTER REWARDS 
  When playing as part of the campaign you can play the 
  hardcover adventure Icewind Dale: Rime of the Frostmaiden, 
  the Campaign adventures created in support of it, or both. 
  LEVELING UP AND TIERS OF PLAY 
  As characters level up they also advance tiers. We use tiers 
  as we design content to determine appropriate challenges 
  for characters of a given level as well as rewards. 
   
  The following table shows what tier your character is at 
  various levels. 
  TIER BY CHARACTER LEVEL 
  Character Level 
  Tier 
  1 – 4 
  1 
  5 – 10 
  2 
  11 – 16 
  3 
  17 – 20 
  4 
   
   
  Playing Icewind Dale: Rime of the Frostmaiden. Your 
  DM will tell you when you’ve gained a level. If you’ve played 
  for at least 4 hours (8 hours at Tier 2+) in the hardcover 
  adventure, and your DM hasn’t told you to gain a level, you 
  gain a level at your own discretion.  
   
  You can only gain one level per session. If you gain a level, 
  you advance to the next level at the end of the session. If you 
  want to continue playing your character at their current 
  level, you decline to advance, but you must earn another 
  level through adventuring when you're ready to advance in 
  the future. 
   
  Playing a Campaign adventure. You gain a level at the 
  end of the adventure, again at your discretion. If you’d like to 
  continue playing at your current level, you can decline to 
  gain a level, although it has an impact on other rewards that 
  you receive. 
  GAINING HIT POINTS 
  When your character advances a level, use the fixed hit point value 
  provided in the class’s entry; characters never roll their hit points. 
  MAGIC ITEMS 
  In order to maintain portability in this shared-world 
  campaign, whenever the group you’re playing with finds a 
  magic item, your character can keep it if you wish (assuming 
  that it wasn't returned or lost, or it ran out of charges during 
  the adventure). The number of magic items your character 
  can own at a given time is determined by their tier 
  (common, consumable, and story items don’t count against 
  this limit). Your character can also replace an item in their 
  possession with a new one—useful in getting rid of obsolete 
  items or those that have been destroyed or have no magic 
  remaining. 
   
  Legendary items can only be kept by tier 4 characters, but 
  others finding one instead unlock it and can choose to take 
  possession of it when they reach tier 4. Until then the item 
  doesn’t count against the character’s Magic Item Limit. Only 
  one character a table can possess a story item at the table at 
  a given time. 
  MAGIC ITEM LIMIT BY TIER 
  Tier 
  Magic Item Limit 
  Tier 
  Magic Item Limit 
  1 
  1 
  3 
  6 
  2 
  3 
  4 
  10 
   
  GOLD AND DOWNTIME DAYS 
  Your Dungeon Master awards your character gold during 
  play. To maintain fairness in a shared-world campaign, the 
  maximum amount of gold your character can earn is based 
  on how many hours they’ve played in their current tier. 
  While your DM is strongly encouraged to award this amount 
  of gold each hour, your character earns an amount of gold 
  equal to half of the hourly award for each hour you play 
  during the session if they don’t. 
   
  Once your character has earned an amount of gold equal 
  to their GP Limit, inform your DM; they can’t earn any more 
  until they reach a new level. Once your character reaches 
  20th level, their GP limit resets each time they complete an 
  adventure or hardcover chapter.  
  GOLD PIECE LIMIT BY TIER 
  Tier 
  Hourly GP Award (Minimum) 
  GP Limit per Level 
  1 
  20gp (10gp) 
  80gp 
  2 
  30gp (15gp) 
  240gp 
  3 
  200gp (100gp) 
  1,600gp 
  4 
  750gp (375gp) 
  6,000gp 
   
  Downtime Days. Your character earns 10 downtime days 
  after gaining a level (20 for tier 2+ characters). 
  PLANNING FOR THE FUTURE 
  As your character gains levels, they evolve and grow. When 
  advancing your character, the following rules apply: 
   
  Decline Advancement. If you decline advancement when 
  your character gains a level, your character can still keep 
  any other rewards they earned during the session. 
   
  Character Rebuilding. You can rebuild your character 
  prior to playing their first adventure as a 5th-level 
  character—changing any of your character’s statistics but 
  their season and name. Non-mechanical aspects of your 
  character such as alignment, gender, choice of deity, or 
  personality traits can be changed between sessions 
  regardless of level. 
   
  Your character keeps any rewards and equipment earned 
  to that point. If your character’s class or background 
  changes, they lose any equipment that it granted, along with 
  the proceeds from selling it, or benefits derived from it, such 
  as copied spells or gold earned by selling it. Similarly, if you 
  change their faction, access to renown benefits are 
  suspended (see Appendix 1: Renown). Dead characters or 
  those removed from play can’t be rebuilt, nor can story 
  awards be exchanged or removed. 
   
  Death, Disease, and Curses. Dead characters or those 
  subject to a condition or story award that removes them 
  from play (vampirism, lycanthropy, petrification, 
  imprisoned in another plane, etc.) can’t begin a new session 
  until they’ve been returned to life or until relieved of the 
  effects that removed them from play—something that NPC 
  Spellcasting Services can typically accomplish with a 
  nominal gp cost. If your character doesn’t have enough gold 
  to pay for the cost of the requisite service or if they suffer 
  from any effect that spellcasting services can’t remove (such 
  as a story award requiring a wish), you can instead choose 
  to remove a permanent magic item (excluding common 
  magic items) in order to return the character to life or to 
  
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  Adventurers League Player’s Guide v.10.0 
  4 
  remove all effects that removed them from play. A character 
  returned to play in this way also finds their Magic Item Limit 
  reduced by 1 until they reach the next tier of play (or 
  completed two adventures or hardcover chapters at 20th 
  level).  
   
  This option is always available—even if a character’s 
  Magic Item Limit has been reduced to 0 or if they have no 
  magic items. 
   
  Breaking From Seasonal Play. Once your character has 
  reached 5th level (Tier 2) you can migrate them to play in 
  content specific to the Dreams of the Red Wizards story arc. 
  Additionally, your character can play any of the content from 
  seasons prior to season 10. If you migrate your character, 
  they may no longer play in the current season’s content. 
  PLAY BETWEEN ADVENTURES 
  The activities below should occur between adventures. It 
  isn’t appropriate to take up valuable play time with these 
  things in the midst of a game. 
  MANAGING YOUR CHARACTER’S GEAR 
  Between sessions, your character can sell or buy equipment 
  and spell components using the rules found in the PH. 
  Additional options might be made available at the end of any 
  given adventure. Sometimes, equipment might be hard to 
  find during an adventure and unavailable for you to buy. 
  Your DM will tell when this is the case. Gold earned from 
  selling items counts against your GP Limit.  
   
  Your wealth and equipment is your own, it can’t be given 
  to another character, but: 
   Equipment and consumable items can be lent to other 
  characters at your table but must return it at the end of 
  the session (unless it’s been consumed or lost). 
   Permanent magic items can be traded (see below). 
   Characters can choose to contribute toward the cost of 
  NPC spellcasting services obtained during an adventure. 
  DOWNTIME AND LIFESTYLE 
  Your character can participate in downtime activities 
  between adventures. If downtime activities become 
  available during an adventure, your DM will tell you and 
  adjudicate their resolution as appropriate. 
   
  Between adventures you can use the downtime activities 
  found in the PH as well as the following activities. Lifestyle 
  costs aren’t incurred when spending downtime days. 
   
  Downtime: Spellcasting Services. You can spend a 
  downtime day to have an NPC cast one spell for you. 
  Alternatively, you can use this downtime activity to cast one 
  spell yourself or benefit from a spell cast by another 
  character that is at the same table as you without expending 
  spell slots or renewable charges from magic items. The DM 
  alone has ultimate discretion on whether use of downtime is 
  feasible during the session (i.e., there are multiple days of 
  inactivity that make it an option). 
   
  Downtime: Catching Up. By spending downtime at 4th, 
  10th, or 16th level you gain a level. 
   
   
  DOWNTIME: CATCHING UP BY TIER 
  Current Tier 
  Downtime Cost 
  1 
  20 days 
  2 
  80 days 
  3 
  200 days 
   
   
  Downtime: Copying Spells. Characters copying spells into 
  a spellbook must use this downtime activity. You spend up 
  to 8 hours copying spells into your spellbook and/or making 
  their spellbook available for other characters to copy from 
  for each downtime day you spend. Characters playing at the 
  same table together can “trade” spells with each other using 
  this activity. Each wizard has their own “language” used for 
  scribing spells and can’t benefit from the Help action when 
  scribing—even if assisted by other wizards. You must use 
  this downtime activity if you wish to copy spells into a 
  spellbook or to make your own spells available for someone 
  else to copy. This downtime activity must be used in the 
  presence of your table’s DM. 
   
  Downtime: Trading Magic Items. Permanent magic 
  items can be traded on a one-for-one basis for items of the 
  same rarity. Only tier 4 characters can trade legendary 
  items. Each party to the trade must spend 15 downtime days 
  unless they’re playing at the same table. Certificates (if 
  present) must accompany the trade or be destroyed. Unique 
  magic items or magic items without magical properties can’t 
  be traded. If your magic item possesses a certificate, it must 
  accompany the trade or be destroyed. In the event of 
  conflict, the Dungeon Master’s Guide determines an item’s 
  rarity and properties. 
   
  Brewing Potions of Healing (XGE). You don’t need to 
  obtain rare materials to using this activity. You don’t suffer 
  complications while using this activity. 
   
  Scribing Scrolls (XGE). You don’t suffer complications 
  while using this activity. 
  MANAGING YOUR CHARACTER’S RENOWN 
  By adventuring, your character establishes themselves as 
  notable among the denizens of Faerûn. As their reputation 
  grows, they can call in favors from those they have crossed 
  paths with along their journeys. Additional information on 
  renown can be found in appendix 1. 
  SELECTING A FACTION (OPTIONAL) 
  Your character can be a member of a faction only if they 
  have the Safe Haven background feature (shown below). 
  When you choose a faction, you replace your current 
  background feature with this one. 
   
  Faction Insignia. Members of a faction receive an 
  identifying insignia of their faction: a pin, a brassard, or 
  special coin. In addition, they can also identify themselves in 
  other ways, such as clothing, tattoos, or secret handshakes. 
  Upon reaching 5th level, faction members receive a magical 
  signet ring (see appendix 2: Renown) 
  FEATURE: SAFE HAVEN 
  As a faction agent, you have access to a secret network of 
  supporters and operatives who can provide assistance on your 
  adventures. You know a set of secret signs and passwords you can 
  use to identify such operatives, who can provide you with access to 
  a hidden safe house, free room and board, or assistance in finding 
  information. These agents never risk their lives for you or risk 
  revealing their true identities. 
   
  
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  Adventurers League Player’s Guide v.10.0 
  5 
  APPENDIX 1: CUSTOMIZING YOUR ORIGIN IN D&D 
   
  At 1st level, you choose various aspects of your character, 
  including ability scores, race, class, and background. 
  Together these elements help paint a picture of your 
  character’s origin and give you the ability to create many 
  different types of characters. Despite that versatility, a 
  typical character race in D&D includes little or no choice—a 
  lack that can make it difficult to realize certain character 
  concepts. The following subsections address that lack by 
  adding choice to your character’s race, allowing you to 
  customize your ability scores, languages, and certain 
  proficiencies to fit the origin you have in mind for your 
  character. Character race in the game represents your 
  character’s fantasy species, combined with certain cultural 
  assumptions. The following options step outside those 
  assumptions to pave the way for truly unique characters. 
  ABILITY SCORE INCREASES 
  Whatever D&D race you choose for your character, you get a 
  trait called Ability Score Increase. This increase reflects an 
  archetypal bit of excellence in the adventurers of this kind in 
  D&D’s past. For example, if you’re a dwarf, your Constitution 
  increases by 2, because dwarf heroes in D&D are often 
  exceptionally tough. This increase doesn’t apply to every 
  dwarf, just to dwarf adventurers, and it exists to reinforce an 
  archetype. That reinforcement is appropriate if you want to 
  lean into the archetype, but it’s unhelpful if your character 
  doesn’t conform to the archetype. 
   
  If you’d like your character to follow their own path, you 
  may ignore your Ability Score Increase trait and assign 
  ability score increases tailored to your character. Here’s how 
  to do it: take any ability score increase you gain in your race 
  or subrace and apply it to an ability score of your choice. If 
  you gain more than one increase, you can’t apply those 
  increases to the same ability score, and you can’t increase a 
  score above 20. 
   
  For example, if the Ability Score Increase trait of your race 
  or subrace increases your Constitution by 2 and your 
  Wisdom by 1, you could instead increase your Intelligence 
  by 2 and your Charisma by 1. 
  LANGUAGES 
  Your character’s race includes languages that your character 
  is assumed to know, usually Common and the language of 
  your ancestors. For example, a halfling adventurer is 
  assumed to know Common and Halfling. Here’s the thing: 
  D&D adventurers are extraordinary, and your character 
  might have grown up speaking languages different from the 
  ones in your Languages trait. 
   
  To customize the languages you know, you may replace 
  each language in your Languages trait with a language from 
  the following list: Abyssal, Celestial, Common, Deep Speech, 
  Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, 
  Infernal, Orc, Primordial, Sylvan, or Undercommon. 
   
  Your DM may add or remove languages from that list, 
  depending on what languages are appropriate for your 
  campaign. 
  PROFICIENCIES 
  Some races and subraces grant skill, weapon, or tool 
  proficiencies. These proficiencies are usually cultural, but 
  your character might not have any connection to the culture 
  in question or might have pursued different training. You 
  can replace each of those proficiencies with a different one, 
  as shown on the Proficiency Swaps table. 
  PROFICIENCY SWAPS 
  Proficiency 
  Replacement Proficiency 
  Skill 
  Skill 
  Simple weapon 
  Simple weapon or tool 
  Martial weapon 
  Simple/martial weapon or 
  tool 
  Tool 
  Tool or simple weapon 
   
   
  For example, high elf adventurers have proficiency with 
  longswords, which are martial weapons. Consulting the 
  Proficiency Swaps table, we see that your high elf can swap 
  that proficiency for proficiency with another weapon or a 
  tool. Your elf might be a musician, who chooses proficiency 
  with a musical instrument—a type of tool—instead of with 
  longswords. Similarly, elves start with proficiency in the 
  Perception skill. Your elf might not have the keen senses 
  associated with your kin and could take proficiency in a 
  different skill, such as Performance. 
   
  The “Equipment” chapter of the PH includes weapons and 
  tools suitable for these swaps, and your DM might allow 
  additional options. 
  PERSONALITY 
  The description of a race might suggest various things about 
  the behavior and personality of that people’s archetypal 
  adventurers. You may ignore those suggestions, whether 
  they’re about alignment, moods, interests, or any other 
  personality trait. Your character’s personality and behavior 
  are entirely yours to determine. 
   
   
  
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  Adventurers League Player’s Guide v.10.0 
  6 
  APPENDIX 2: RENOWN 
   
  All characters accrue renown based on their level/tier. 
  RENOWN TITLES BY TIER 
  Tier 
  Title 
  1 
  Novice 
  2 
  Adept 
  3 
  Veteran 
  4 
  Heroic 
   
  RENOWN BENEFITS 
  Your character starts a new adventure or chapter, they gain 
  inspiration and one renown benefit associated with their 
  current rank or lower. Renown benefits can’t be sold and are 
  lost at the end of the adventure or hardcover chapter, 
  whichever happens first. 
  RENOWN BENEFITS BY TITLE 
  Rank 
  Benefit 
  Novice 
  Potion of healing 
  Adept 
  Potion of greater healing, a silvered weapon, or 10 
  pieces of silvered ammunition 
  Veteran 
  Potion of superior healing, an adamantine 
  weapon, or 10 pieces of adamantine ammunition 
  Hero 
  Potion of supreme healing or a spell scroll valued 
  at 2,500 gp or less (see Buying  Potions and 
  Scrolls) 
   
  RENOWN MAGIC ITEMS 
  At Adept and higher rank, your character gain access to 
  basic magic items—specifically bags of holding, +1 weapons, 
  +1 shields, +1 rods of the pact keeper, and +1 wands of the war 
  mage—and can choose as many of them as their Magic Item 
  Limit permits. While they can’t be sold or traded, they can 
  replace and be replaced by other items between sessions. 
   
  These items are thematically linked to your background. 
  For example, a Folk Hero might be given an old +1 longsword 
  and a +1 shield from a retired adventurer back home, while a 
  Sage may find a +1 wand of the war mage hidden in a library 
  and use an old, dusty bag of holding on their adventures. 
  RENOWN SUSPENSIONS  
  Just as your character earns access to rewards through 
  heroic acts, they can lose them through unheroic ones. Your 
  DM can suspend these benefits--immediately removing 
  access to renown and faction benefits for the remainder of 
  the current adventure or hardcover chapter and for an 
  additional number of adventures or hardcover chapters 
  determined by the unheroic acts they commit: 
   
  Long-Term Suspension. Your character’s access to 
  renown benefits is suspended for a number of adventures or 
  chapters equal to half their level (minimum 1). These 
  suspensions are imposed for egregious in-game and out-of-
  game actions, such as: 
   Attacking another character without the consent of their 
  player and the Dungeon Master. 
   DM’s Discretion (use sparingly). This includes truly 
  disruptive things; such as hostile behavior against faction 
  members, overtly evil acts, etc.  
  If this type of behavior persists after this penalty has 
  occurred, the DM has ultimate discretion to excuse you from 
  the game—in which case you forfeit all rewards for the 
  session. If excused in this way, you can’t replay the 
  adventure with the same character. 
   
  Short-Term Suspensions. Your character’s access to 
  renown benefits is suspended for one adventure or chapter. 
  These suspensions can be imposed for:  
   Leaving a faction to join another. 
   Your character is witnessed committing a crime. 
   Your character is found guilty of committing a crime. 
   DM’s discretion (use sparingly). This can include things 
  such as acting a manner that is not beneficial to the 
  faction’s goals; significant disrespect of persons with 
  legitimate authority, abusing commoners, intentionally 
  hindering the group, etc.  
  It’s important to note that sometimes these actions can be 
  allowed or even requested by the other party members 
  (such as everyone involved agreeing that casting fireball 
  amidst the party is the only way to eliminate their foes en 
  masse or if your character is subject to spells such as 
  dominate person, etc.). In these cases, no suspension of 
  benefits is applied. 
  FACTION MEMBERSHIP 
  Characters with the Safe Haven background feature can join 
  any faction they wish (including those of their own design, 
  but excluding the Red Wizards of Thay) provided they meet 
  its requirements (for example, Bregan D’aerthe requires that 
  its members be drow). Your character can be a member of 
  only one faction at a time. 
  FACTION MAGIC ITEMS 
  Adept faction members obtain one magical ring bearing 
  their faction’s insignia that identifies them as a member. 
  Your character’s magic item limit applies to this item and it 
  can’t be sold or traded, it can replace and be replaced by 
  other items between sessions. You can choose one of the 
  following, determined by your character’s faction: 
  FACTION MAGIC ITEMS 
  Faction 
  Item 
  All 
  Ring of protection 
  Harpers 
  Ring of free action 
  Emerald Enclave 
  Ring of animal influence 
  Order of the Gauntlet 
  Ring of fire resistance 
  Lords’ Alliance 
  Ring of the ram 
  Zhentarim 
  Ring of evasion 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S10 - Rime of the Frostmaiden/DDAL Players Guide v10.0.pdf