TEXT:  
   
   
   
  Frequently Asked Questions 
  Version 8.2 
   
  Waterdeep 
  Dragon Heist & Dungeon of the Mad Mage 
   
   
   
   
   
  Credits 
  D&D Organized Play: Christopher Lindsay 
  D&D Adventurers League Administrators: Bill Benham, Lysa Chen, Claire Hoffman 
  Greg Marks, Alan Patrick, Sam Simpson, Travis Woodall 
   
   
  Effective Date 
  30 August 2018 
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of 
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  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. 
   
  ©2018 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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  D&D Adventurers League Frequently Asked Questions v8.2 
   
   
  2 
  Table of Contents 
   
  Part 1. Welcome to the D&D Adventurers League ........................ 4 
  What is the D&D Adventurers League? ..................................... 4 
  Do I Need A DCI Number? .............................................................. 4 
  What Adventures Can I Play/Run? ............................................ 4 
  What Counts as an Adventurers League Adventure? .............. 4 
  How Many Players Can I have at My Table? ............................. 4 
  What Rules Do I Use? ................................................................... 4 
  Frequently-Used Acronyms? ............................................................4 
  Can I use the Variant and Optional Rules in the PHB/DMG? ...... 5 
  Do I Use the PHB or the ALDMG? ................................................. 5 
  What Season Does This Guild Adept Product Fall Under? ......... 5 
  Can I Use Older Edition Rules?.................................................... 5 
  Do I Need to Maintain an Adventure Logsheet? ....................... 5 
  When Should I Make a New Logsheet Entry? ................................ 5 
  Where Do I Get a Faction Kit? .................................................... 5 
  Is this Guidance Retroactive? ..................................................... 5 
  Part 2. Player Questions .................................................................. 6 
  What Are Allowed Rules Resources? ......................................... 6 
  My Race Was Reprinted in Another Book! ..................................... 6 
  Can I Use the Dungeon Master’s Guide? ......................................... 6 
  Can I Use the Monster Manual? ...................................................... 6 
  What Does Campaign Documentation Mean? ................................ 6 
  What Level Do I Start Play At? ................................................. 6 
  I Have a Race/Class Option Question! ........................................ 6 
  What Race Can My Battlerager/Bladesinger Be? ...................... 6 
  Reskinning Races ............................................................................... 6 
  Can I use Nonstandard Familiars? .................................................. 6 
  Is My Level Too High to Play This Adventure? ............................ 6 
  To Level 20 and Beyond! .................................................................. 6 
  Can I use Guild Adept Content for my Character? ...................... 7 
  I Have Questions About Skills and Backgrounds! .................... 7 
  Can I Make a Custom Background? ................................................. 7 
  Can My Character Learn Exotic Languages? ................................. 7 
  I have Spell Questions! ................................................................ 7 
  Which Spells Can I Learn? ................................................................ 7 
  What Do I Do if I’ve Been Plane Shifted? ....................................... 7 
  Can I Learn Nonstandard Spells? .................................................... 7 
  Clone .................................................................................................... 7 
  Creation ............................................................................................... 7 
  Fabricate ............................................................................................ 7 
  Simulacrum ......................................................................................... 7 
  Teleportation Circle ........................................................................ 7 
  True Polymorph ................................................................................. 8 
  Wish ..................................................................................................... 8 
  I Have a Magic Item Question! ..................................................... 8 
  What Can I Buy with Treasure Checkpoints ................................. 8 
  What Are Consumable Magic Items? ............................................... 8 
  What Are Permanent Magic Items? ................................................ 8 
  I Don’t Know What My Item’s Rarity Is .......................................... 9 
  What if the Certificate Lists a Rarity? ......................................... 9 
  Can My Familiar Attune to a Magic Item? ..................................... 9 
  Can I Benefit from an Item More Than Once? ............................... 9 
  Do I Need a Certificate to Trade a Permanent Magic Item? ....... 9 
  Can I Trade an Item Without Magical Properties Left? ............. 9 
  What if I Think My Cert Has an Error? ......................................... 9 
  Do I Need a Cert For Items With Additional Properties? ........... 9 
  Can My Magic Items be Destroyed? ................................................. 9 
  We Found a Deck of Many Things .................................................... 9 
  Can I Take an Item of Lesser Rarity? .............................................. 9 
  Are There Any Prohibited Items? .................................................... 9 
  How do Story Items/Effects Work? ............................................. 10 
  So, I Got This Bag of Beans… .......................................................... 10 
  What About Nolzur’s Marvelous Pigments ................................ 10 
  Other Reward Questions ............................................................ 10 
  How Often Can I Use a Downtime Activity? ................................. 10 
  What Downtime Activities Can Dead Characters Use? .............. 10 
  Part 3. Dungeon Master Questions ................................................ 11 
  What’s Up With DM Rewards? ................................................... 11 
  How Do I Earn DM Rewards? ........................................................... 11 
  How do I Log My DM Rewards? ........................................................ 11 
  How Long Can I Keep Unclaimed Rewards? ................................... 11 
  I’ve Got Party Composition Questions! .................................... 11 
  What Level Must the Characters Be? ........................................... 11 
  DD-Series Adventures ...................................................................... 11 
  Hardcover Adventures .................................................................... 11 
  Mixed-Tier Parties?.......................................................................... 11 
  How Does Advancement Work? ................................................. 12 
  Can I Award Milestones Instead? .................................................. 12 
  Leaving Early/Arriving Late & Checkpoints? ............................ 12 
  My Characters Aren’t Advancing Fast Enough .......................... 12 
  Ok. How Does Treasure Work? .................................................. 12 
  
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  D&D Adventurers League Frequently Asked Questions v8.2 
   
   
  3 
  How Do I Know What Is or Isn’t a Magic Item?............................ 12 
  Do I Roll for Random Magic Items? ............................................... 12 
  How Many Magic Arrows do the Characters Do I Buy? ............. 12 
  The Adventures Directs Me/the Player to Pick the Item… ...... 12 
  Can I Award Armor Nonstandard Material? ............................... 12 
  Can I Run Chapters as One-Off Adventures? ........................... 12 
  How Do Multiple Session Adventures Work? .......................... 12 
  Can Parts be Replayed? ................................................................... 12 
  How Should We Log It? ................................................................... 12 
  Can They Play Other Adventures Between Sessions?................. 13 
  Leveling Between Sessions .............................................................. 13 
  Is There Official Adventure Errata? ....................................... 13 
  What About Suggestions on Running Them? ............................... 13 
  Part 4. Event Organizer Questions ................................................ 14 
  Becoming an Event Organizer ................................................... 14 
  Obtaining Adventures for your Event..................................... 14 
  Introductory Adventures (DDIA) ................................................ 14 
  DDEX/DDAL/CCC Adventures ......................................................... 14 
  Starter Set & Hardcover Adventures ......................................... 14 
  World Premiers & Regional Previews .......................................... 14 
  Part 6. Changelog ............................................................................ 15 
  v8.1 ............................................................................................... 15 
  v8.2 ............................................................................................... 15 
   
   
   
  
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  D&D Adventurers League Frequently Asked Questions v8.2 
   
   
  4 
  Part 1. Welcome to the D&D Adventurers League 
   
  What is the D&D Adventurers League? 
  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. 
  Do I Need A DCI Number? 
  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 
  What Adventures Can I Play/Run? 
  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. 
  What Counts as an Adventurers League 
  Adventure? 
  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. This category also includes select products 
  from the Guild Adept section of the Dungeon Master’s 
  Guild at www.dmsguild.com. The Adventurers League  
   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 
  the ALCC to see if the product is available for play. 
  How Many Players Can I have at My Table? 
  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. 
  What Rules Do I Use? 
  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. House rules aren’t permitted for use in play; 
  the Adventurers League uses the rules as presented 
  in the PHB. 
  Frequently-Used Acronyms? 
  The Adventurers League documents use the following 
  terms for various Wizards of the Coast products: 
  
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  D&D Adventurers League Frequently Asked Questions v8.2 
   
   
  5 
  • 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” 
  • TOF. Mordenkainen’s Tome of Foes 
  • AL. Adventurers League 
  • ALPG. Adventurers League Player’s Guide 
  • ALDMG. Adventurers League DMG 
  • ALCC. Adventurers League Content Catalogue 
  • GA. Guild Adept (Season Varies) 
  • TOD. Tyranny of Dragons (Season 1) 
  • HDQ. Hoard of the Dragon Queen (Season 1) 
  • ROT. Rise of Tiamat (Season 1) 
  • EE. Elemental Evil (Season 2) 
  • PTA. Princes of the Apocalypse (Season 2) 
  • ROD. Rage of Demons (Season 3) 
  • OTA. Out of the Abyss (Season 3) 
  • COS. Curse of Strahd (Season 4) 
  • SKT. Storm King’s Thunder (Season 5) 
  • TYP. Tales from the Yawning Portal (Season 6) 
  • TOA. Tomb of Annihilation (Season 7) 
  • DH. Dragonheist (Season 8) 
  • DMM. Dungeon of the Mad Mage (Season 8) 
  Can I use the Variant and Optional Rules in the PHB/DMG? 
  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. 
  Do I Use the PHB or the ALDMG? 
  Rules from an official D&D Adventurers League 
  source, such as the ALPG, the ALDMG, or this FAQ 
  establish the boundaries for our current campaign. 
   As a general rule, the admins don’t issue official 
  rulings on general rules questions unless it’s directly 
  affected by the scope and purpose of the program. 
   Sage Advice/Twitter. Sage Advice (SA) and tweets 
  from the Wizards of the Coast staff are a great 
  barometer for the ‘rules-as-intended’, in any case. 
  Whether or not your DM chooses to utilize them for 
  rules adjudication in is at their discretion; as always, 
  the DM remains the final arbiter of rule disputes. 
   Unearthed Arcana. Unearthed Arcana (UA) isn’t 
  an allowed resource; it isn’t available for use without 
  specific campaign documentation. 
   Social Media (Facebook/Google+, Etc.). 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. 
  What Season Does This Guild Adept Product Fall Under? 
  Adopted Guild Adept products are tied to a specific 
  storyline season and detailed in their adventure code 
  found in the ALCC. Products not included in the 
  catalogue aren’t available for play, though new 
  products are often released between updates. 
  Can I Use Older Edition Rules? 
  All Adventurers League games are played using the 
  Dungeons & Dragons 5th edition ruleset. 
  Do I Need to Maintain an Adventure Logsheet? 
  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. 
  When Should I Make a New Logsheet Entry? 
  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. 
  Where Do I Get a Faction Kit? 
  While Faction Kits certainly enhance the play 
  experience, their use is optional. 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 
  Is this Guidance Retroactive? 
  Campaign Documents are effective as of its effective 
  date on the cover page, but aren’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 v8.2 
   
   
  6 
  Part 2. Player Questions 
   
  What Are Allowed Rules Resources?  
  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. 
   Campaign documentation may grant access to rules 
  that otherwise inaccessible. These rules don’t count 
  as your +1. However, 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, EEPC 
  doesn’t count as your +1 unless you choose other 
  rules from it—such as spells. 
  My Race Was Reprinted in Another Book! 
  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. 
  Can I Use the Dungeon Master’s Guide? 
  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 purchase. 
  Can I Use the Monster Manual? 
  Creatures with complete stat blocks found in the 
  Monster Manual and other resources listed in the 
  ALCC are available for use with class features such as 
  Wild Shape, Beast Companion, and various conjure 
  spells. As always, your DM is the final arbiter for the 
  rules, such as 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).  
  What Does Campaign Documentation Mean? 
  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. 
  What Level Do I Start Play At? 
  All characters begin play at 1st level. By DMing and 
  playtesting adventures, however, you earn 
  advancement checkpoints that can applied to 
  characters of your choosing. 
   Pregenerated characters above 1st level are only 
  available for Adventurers League play under very 
  specific, storyline-specific circumstances. 
  I Have a Race/Class Option Question! 
  What Race Can My Battlerager/Bladesinger Be? 
  Only dwarves may be a Battlerager and only elves 
  and half-elves may be Bladesingers. 
   What if I get Reincarnated? The DM rolls on the 
  table provided in the spell’s description—neither you 
  nor they may choose the race you return as. You 
  continue to advance in whatever classes you already 
  possess but may be disqualified from future choices. 
  Reskinning Races 
  You may reskin your race (playing a rare elf subrace, 
  for example) if you choose, but have the traits of a 
  normally available subrace (high elf, etc.); the 
  character creation process doesn’t change. Your DM 
  may disallow this if they feel it inappropriate. 
   For example, if you want to reskin your elf as an 
  avariel, you’d chose the high elf subrace (gaining all 
  of the benefits and hindrances of your subrace as 
  normal) but describing your character as having 
  feathered wings that were simply incapable of 
  sustaining flight. 
  Can I use Nonstandard Familiars? 
  If your character cast’s find familiar, your choice of 
  familiars is limited to the list provided by the spell’s 
  description (or the class feature for some warlocks). 
   Without specific campaign documentation, 
  creatures found in other resources (such as SKT or 
  the MM), aren’t available as familiars. 
  Is My Level Too High to Play This Adventure? 
  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 tier 1 adventures. 
  To Level 20 and Beyond! 
  You’ve made it to level 20. Whether you keep 
  adventuring or not is ultimately up to you. 
   Advancement Checkpoints. You continue to earn 
  advancement checkpoints but gain no levels. For 
  every 8 checkpoints you earn, you gain 5,500 gp. 
   Treasure Checkpoints. You continue to earn 
  treasure checkpoints as normal. 
   DM Rewards. You may apply DM Rewards or DM 
  Quest Rewards to a 20th level character. 
   Epic Boons. Epic boons may only be awarded if 
  specifically awarded in an adventure. 
  
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  D&D Adventurers League Frequently Asked Questions v8.2 
   
   
  7 
  Can I use Guild Adept Content for my Character? 
  Guild Adept content follows the same rules as any 
  other resource—if it’s not listed as available in the 
  ALPG, then its content isn’t available for players 
  without specific campaign documentation. 
  I Have Questions About Skills and Backgrounds! 
  Can I Make a Custom Background? 
  You can create a custom background for your 
  character by following the rules in the PHB, but you 
  can’t create custom background features. 
  Can My Character Learn Exotic Languages? 
  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 (such as 
  Favored Enemy) or background aren’t eligible 
  choices for this purpose. 
  What About This is My Life? 
  You may (and really should) use these tables to your 
  heart’s content. However, you may only use the Life 
  Events table once, and must roll on its associated 
  tables; you may not choose the result. 
   Common Magic Items. If a common magical item is 
  awarded by virtue of your roll, you may choose the 
  item. If you choose armor or a weapon, its type is 
  either leather, scale, or chainmail. No other armor 
  type can be chosen for armor obtained this way. 
  I have Spell Questions! 
  Which Spells Can I Learn? 
  Spells are a class option; any new spells learned by 
  advancing in a class or by feats are subject to PHB+1. 
   Characters that prepare spells from a spellbook 
  may copy spells even if those spells aren’t normally 
  found in your character’s PHB+1. 
  What Do I Do if I’ve Been Plane Shifted? 
  If your character was knocked about to a plane other 
  than the Material, the means by which you return 
  home depend on the following three questions: 
  • A. You can cast a spell that allows planar travel. 
  • B. You have the spell prepared. 
  • C. You have the necessary components. 
   A., B., and C. are True. You may cast the spell on 
  their next turn and return to play normally. You 
  return to a nearby place of your choosing. 
   A. is True, B. or C. are False. Spend a downtime 
  day preparing the spell or mustering components and 
  cast it the following day. 
   A. is False. Your character must "walk" home; it 
  wanders randomly throughout the planes until they 
  make it back to Faerûn—spending 50 downtime days 
  in the process. This cost may be increased in some 
  circumstances. 
  Can I Learn Nonstandard Spells? 
  In order to cast, copy, or know a spell, it must possess 
  a complete spell description. 
  Clone 
  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 needn’t 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. 
  Creation 
  This spell can create only items otherwise available 
  for purchase. These items can’t be sold. 
  Fabricate 
  The following guidance applies: 
   Existing Objects Only. You can create any object 
  that is available for your character to purchase. 
   Commensurate Quality. The raw materials 
  provided must have a value of at least half the value 
  of the object that you create using the spell. When 
  creating art objects, the materials must equal to the 
  value of the object that you create using the spell. 
  Simulacrum 
  The following guidance applies: 
   No Copies of a Copy. Simulacrums can’t cast 
  simulacrum, or any spell that duplicates its effects. 
  Teleportation Circle 
  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. 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. 
  
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  D&D Adventurers League Frequently Asked Questions v8.2 
   
   
  8 
  • 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. You may trade 
  knowledge of the location and sequence of a circle 
  you’ve 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 (usually factions). The location of 
  these circles can’t be traded with non-members. 
  True Polymorph 
  The following guidance applies: 
   Dragons Aren’t Allowed in Town?! The effects of 
  true polymorph are removed at the end of the 
  adventure or session—whichever happens first. 
  Wish 
  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. 
   Wishing For Objects. You can wish for any object 
  that is available for your character to purchase. The 
  object can’t be sold. 
   Stressful Things Are Stressful. Casters run the risk 
  of stress-induced effects incurred by casting wish 
  regardless of whether or not the effects of the wish 
  are temporary. Losing the ability to cast wish in the 
  future can be undone only by wishing for a reroll (as 
  detailed in the spells description). 
   You Are You; and So Is It. If a simulacrum you have 
  created casts wish, both you and your simulacrum 
  suffer the stress associated with casting the spell—
  including the risk of being forever unable to cast wish 
  again. The inability to cast wish extends to any 
  simulacrum you create in the future, as well as wish 
  cast by deities via Divine Intervention or other, 
  similar class features, or by use of a magic item. 
   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. 
  I Have a Magic Item Question! 
  What Can I Buy with Treasure Checkpoints 
  The following item unlocks are “evergreen,” meaning 
  that the items can be purchased at any time—
  regardless of season—and needn’t be unlocked 
  before purchasing again; unless otherwise specified 
  the availability and cost of the listed items is 
  determined by the magic item table they are found in 
  using the Availability and Cost table in the ALPG: 
  Evergreen Unlock List 
  Item 
   
  50 gp (Tier 1-4, 1 treasure checkpoints) 
  Bag of holding 
   
  Spell scrolls (any) 
  Potions of healing (any) 
   
  Rod of the pact keeper, +1, +2, or +3 
  Shield, +1, +2, or +3 
  Wand of the war mage, +1, +2, or +3 
  Weapon, +1, +2, or +3 
  Armor (or barding), +1 
  Season 8 Unlock List 
  Item 
  Eyes of minute seeing 
  Cloak of elvenkind 
  Slippers of spiderclimbing 
  Chime of opening 
  Portable hole 
  Cape of the mountebank 
  Rod of security 
  Spellguard shield 
  Cloak of invisibility 
  Staff of the magi 
  What Sort of +X Items Can I Buy With Checkpoints? 
  Only those mundane items that are normally 
  available for purchase (i.e., those found in the 
  resources available as a +1) are available for 
  purchase as +1, +2, or +3 magic items. Items from 
  other resources (firearms, bullets, trebuchets, etc.) 
  are unavailable unless unlocked. 
  What Are Consumable Magic Items? 
  The DMG defines scrolls and potions as consumable 
  items. The Adventurers League expands this to 
  include magical ammunition—that is any items with 
  the weapon (arrow, bolt, or sling bullet) category. 
   These items can’t be traded; they can be given to 
  other characters to use during a session but must be 
  returned at the end of the adventure if not used. 
  What Are Permanent Magic Items? 
  Permanent magic items are any magic items that 
  aren’t consumable magic items.  
  
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  D&D Adventurers League Frequently Asked Questions v8.2 
   
   
  9 
  I Don’t Know What My Item’s Rarity Is 
  Items are of like rarity to items found in the DMG 
  unless they possess additional properties 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. Items without a 
  specified rarity or those that possess unusual 
  properties are unique and can’t be traded. 
  What if the Certificate Lists a Rarity? 
  Any item that doesn’t have a complete description 
  (e.g., staff of defense, 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 from the item in question, 
  specifically from the adventure it was obtained from 
  and it must accompany the trade. 
  Can My Familiar Attune to a Magic Item? 
  Any item attuned to a creature under your control 
  (familiars, beast companions, 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. 
  Can I Benefit from an Item More Than Once? 
  You can only benefit from a magic item that grants a 
  permanent benefit to a given ability score once (e.g., 
  tome of understanding, bag of beans, etc.). This 
  guidance is retroactive. 
  Do I Need a Certificate to Trade a Permanent Magic Item? 
  Only if the item would otherwise be unique and 
  untradeable. 
  Can I Trade an Item Without Magical Properties Left? 
  Items without useable magical properties can’t be 
  traded unless the item somehow regains uses. 
  What if I Think My Cert Has an Error? 
  If an error occurs, use the item description as listed 
  within the adventure itself, and the item’s metadata 
  (rarity, category, etc.) listed in the DMG. 
  Do I Need a Cert for Items With Additional Properties? 
  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. 
  Can My Magic Items be Destroyed? 
  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. That said, don’t make a 
  point of destroying magic items whenever the 
  opportunity presents itself; these situations should 
  be few and far between. 
  We Found a Deck of Many Things 
  The deck of many things isn’t permitted in 
  Adventurers League play. If you previously found the 
  deck, the following guidance applies: 
  • You Didn’t Draw. Remove it from your character. 
  • You Already Drew. If you found (and drew) from 
  the deck prior to 25 August 2017, you retain any 
  benefit or penalties you received from it. Future 
  cards can’t be drawn from the deck. 
  • Your Drawing Went Bad. If you drew the Donjon 
  or the Void card, or were defeated by the avatar of 
  death, your character is removed from play. 
  Can I Take an Item of Lesser Rarity? 
  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. 
  Are There Any Prohibited Items? 
  There are some items that are either too nefarious, 
  sought after, or possessive of global importance to 
  keep while maintaining an adventuring lifestyle. 
   The following items aren’t unlocked for purchase 
  if found by your character: 
  • Blackrazor 
  • Bookmark 
  • Dawnbringer 
  • Deck of many things 
  • Dragon mask (any color) 
  • Drown 
  • Giant-sized staff of the magi (SKT) 
  • Hazirawn 
  • Holy Symbol of Ravenkind 
  • Icon of Ravenloft 
  • Iron flask 
  • Lost Crown of Belsimer 
  • Mask of the Dragon Queen 
  • +1 mithral splint 
  • Ring of Winter 
  • Shield guardian amulet 
  • Slaad control gem (any) 
  • Spell gem (any) 
  • Staff of the Forgotten One 
  • Sunsword 
  
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  10 
  • Tinderstrike 
  • Wand of Orcus 
  • Wave 
  • Waythe 
  • Whelm 
  • Windvane 
  • Wyrmskull Throne 
   However, some of these items, while problematic, 
  are essential to the adventure, and may be identified 
  as story items in the ALCC. Use of such story items 
  are story awards and are available for use, but only 
  while playing the adventure in which they are found. 
  How do Story Items/Effects Work? 
  Story Items and Effects are features that are 
  thematically important to the adventure. 
   Story Items. Once found, any character present 
  when a story item is located can subsequently use it 
  without spending checkpoints, but only if they’re 
  playing in a session of the adventure in which the 
  item is found. Only one character at the table can use 
  a story item at a given time, but if that character isn’t 
  there during the next session, another can use it in 
  their stead. These items can’t be sold or traded. 
   Story Effects. All characters present when the story 
  effect is discovered has the effect provided they’re 
  playing in a session of the adventure in which they’re 
  found. These effects aren’t always beneficial. 
  So, I Got This Bag of Beans… 
  See guidance on giving out magic items and 
  benefiting from an item more than once, 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. 
  What About Nolzur’s Marvelous Pigments 
  Objects created using the pigments can’t be sold. 
  Other Reward Questions 
  How Often Can I Use a Downtime Activity? 
  Unless otherwise specified, downtime activities 
  found in adventures may only be used once. 
  What Downtime Activities Can Dead Characters Use? 
  The only downtime activity that a dead character can 
  perform is obtaining Spellcasting Services. 
  Can I Help Other Characters Craft Mundane Items? 
  Characters using the Crafting downtime activity may 
  be assisted by other characters (provided they're 
  proficient with the requisite tools). Characters 
  assisting the crafting character must be at the same 
  table as the character (meaning that this assistance 
  can only be rendered during an adventure session--
  complete with DM). The assisting character can 
  contribute a number of downtime days (but not other 
  resources such as gold, etc.; these are the crafting 
  character's sole responsibility) not to exceed the 
  number of downtime days that the crafting character 
  spends during the session. So if Character A 
  (proficient in smiths' tools) is crafting a silvered 
  longsword worth 115 gp (23 downtime days) and 
  spends 12 downtime days during the session crafting 
  the weapon, Character B (who is also proficient in 
  smiths' tools) can contribute up to 12 of her own 
  downtime days towards Character A's progress. 
  Doing so would allow Character A to craft the 
  longsword, spending 57 gp, 5 sp, and 12 downtime, 
  and with Character A spending 11 of her own 
  downtime to help out. 
   
   
   
  
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  D&D Adventurers League Frequently Asked Questions v8.2 
   
   
  11 
  Part 3. Dungeon Master Questions 
   
  What’s Up With DM Rewards? 
  DM Rewards provide DMs additional advancement 
  and treasure checkpoints, as well as other special 
  rewards such as item unlocks in recognition of the 
  effort required to run D&D Adventurers League 
  games. The exact nature of this reward differs from 
  adventure to adventure (and season to season). 
  How Do I Earn DM Rewards? 
  You earn DM Rewards at the end of any session you 
  run or by completing DM Quests. 
  How do I Log My DM Rewards? 
  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. 
  How Do I Use DM Rewards? 
  Just like players, DMs assign their checkpoints to 
  their characters. However, DM rewards are more 
  flexible in that they can be applied to any character 
  you choose. The only requirement is that the entirety 
  of a single parcel (that is all of the checkpoints you 
  earn at the end of a session) must be applied to the 
  same character at the same time—you can’t divide 
  individual parcels among multiple characters. 
  What Tier are my Rewards? 
  While they’re earned at the same rate as the players’ 
  characters, treasure checkpoints earned as a DM 
  don’t have an assigned tier until they are applied to a 
  character, at which point their tier is equal to that of 
  the character before the reward parcel is applied. For 
  example, if you apply 6 advancement checkpoints and 
  6 treasure checkpoints to a 4th-level character, the 
  character advances to 5th level. However, the 
  character was tier 1 when the parcel was awarded, so 
  all of the treasure checkpoints are as well—even 
  though the character advanced to the next tier. 
  How Long Can I Keep Unclaimed Rewards? 
  You may bank them for a later time or use them 
  immediately at your discretion, but you must apply 
  the entirety of a single DM Reward to the same 
  character. For example, if you earn two advancement 
  checkpoints and one treasure checkpoint, the 
  character must be awarded both the advancement 
  and treasure checkpoints. 
  I’ve Got Party Composition Questions! 
  What Level Must the Characters Be? 
  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. 
  DD-Series Adventures 
  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—mini-
  adventures designed to kick off new seasons. 
   Levels 1-4, Levels 5-10, Etc. These level ranges 
  coincide with the four tiers of play. 
  Hardcover Adventures 
  A character can only play one hardcover adventure 
  at a time. If character playing one adventure jumps 
  into another hardcover from a different storyline, 
  and levels outside of the first adventure’s level range, 
  they can’t return to the first adventure. If an 
  adventure directs you to run a specific portion of a 
  different hardcover adventure, only the specified 
  portion is considered the same storyline season. The 
  following level ranges are the most common: 
   Levels 1-7 or 8-15. Used in HDQ 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. TYP 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 
  Mixed-Tier Parties? 
  Provided they’re able to play in the adventure, 
  characters of different tiers can adventure together. 
  Some DMs 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. 
  
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  12 
   When adventuring in a mixed-tier party, be careful 
  to avoid overwhelming lower-level characters while 
  still providing a challenge for their higher-level 
  groupmates. If a character falls within 1 or 2 levels of 
  the Average Party Level (APL), they should have no 
  problem fitting into a group, but characters of 
  different tiers may find the adventure too difficult or 
  may make it too easy for their companions. 
  How Does Advancement Work? 
  Can I Award Milestones Instead? 
  No. Characters advance only by the accumulation of 
  advancement checkpoints. 
  Leaving Early/Arriving Late & Checkpoints? 
  How many checkpoints a character receives depends 
  on the adventure that they’re playing: 
   Hardcover Adventures. Characters receive one 
  advancement checkpoint for each hour of play. This 
  isn’t reduced any further; if a character plays for 1 
  hour and 57 minutes, they earn one checkpoint. 
   DD-Series Adventures (Seasons 1-7). Characters 
  receive one advancement checkpoint for each hour 
  of play to a maximum of the prescribed duration of 
  the adventure in hours.  
   DD-Series Adventures (Season 8+). The adventure 
  outlines how many checkpoints characters earn 
  based on the objectives that they complete. 
  My Characters Aren’t Advancing Fast Enough 
  Sometimes characters fall behind the adventure’s 
  expected level. Aside from Catching Up (see ALPG) 
  and DM Rewards, there are two suggested methods 
  of accelerating character advancement: 
   Random Encounters. You can’t grant players 
  advancement checkpoints to make up the deficit, but 
  you may add random encounters as needed if 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 unavailable. Consider exploring weaving an 
  adventure or two into the campaign to help out 
  Ok. How Does Treasure Work? 
  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. As a general rule, mundane 
  equipment and treasure can’t be kept—even if listed 
  under a treasure subheading. The characters can use 
  the items, but such items are lost at the end of the 
  session—they crumble to dust, break, are lost, or are 
  other rendered useless. The items can’t be sold and 
  any gp found can’t be utilized—it too disappears at 
  the end of the session in which it’s found. 
   Magical Items. If the item—or the table on which it 
  is determined—is specifically mentioned as being 
  present in the encounter, the item is unlocked by the 
  characters for later purchase. 
  How Do I Know What Is or Isn’t a Magic Item? 
  Magic items are always annotated in italics. If the 
  item isn’t italicized, it isn’t a magic item. 
  Do I Roll for Random Magic Items? 
  No. Any mentions of random magic item tables are 
  ignored. In some circumstances, the ALCC will 
  provide a substitute, but this isn’t always the case. 
  How Many Magic Arrows do the Characters Do I Buy? 
  +X ammunition are found in lots of 20 when 
  purchased using treasure checkpoints. Any other 
  magical ammunition are purchased individually. 
  The Adventures Directs Me/the Player to Pick the Item… 
  If an adventure specifically allows the player or the 
  DM to choose an item for their character to unlock, 
  the item selected is 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. 
  Can I Award Armor Nonstandard Material? 
  Unless specifically mentioned in the adventure or 
  encounter it is found in, armor is made of the 
  materials described in the PHB. 
  Can I Run Chapters as One-Off Adventures? 
  Yes, but not individual encounters. This rule is 
  designed to facilitate play. 
  How Do Multiple Session Adventures Work? 
  Whether due to time constraints, or adventure length, 
  adventures take multiple sessions.  
  Can Parts be Replayed? 
  Characters can’t replay content but may continue 
  content that they didn’t complete. 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 a portion of an adventure you 
  want to replay isn’t permitted. 
  How Should We Log It? 
  Players must complete a log entry at the end of each 
  session. 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.) 
  
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  D&D Adventurers League Frequently Asked Questions v8.2 
   
   
  13 
  in the notes section of their log entry, as such 
  resources are not refreshed between sessions of the 
  same adventure. 
  Can They Play Other Adventures Between Sessions? 
  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 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 between sessions of a multiple-session 
  adventure but must exercise caution or else they may 
  accidently level-out of their original game. 
  Leveling Between Sessions 
  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 DM, especially in the case of 
  the character gaining new equipment, magic items, or 
  class features between sessions. 
  Is There Official Adventure Errata? 
  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: 
   DDEX2-13 The Howling Void. This is a 4-hour 
  adventure. 
   DDEX3-5 Bane of the Tradeways. This is a 2-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, 1-hour mini-adventures. 
  What About Suggestions on Running Them? 
  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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  D&D Adventurers League Frequently Asked Questions v8.2 
   
   
  14 
  Part 4. Event Organizer Questions 
   
  Becoming an Event Organizer 
  Becoming an event organizer is as simple as finding 
  players and a DM and running official D&D 
  Adventurers League games! 
  Obtaining Adventures for your Event 
  In addition to the Starter set and hardcover 
  adventures (such as Curse of Strahd), Dungeon 
  Masters can purchase DDEX and DDAL adventures 
  from the Dungeon Master’s Guild.  
  Introductory Adventures (DDIA) 
  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. 
  DDEX/DDAL/CCC Adventures 
  These adventures are available for sale exclusively on 
  the Dungeon Master’s Guild. 
  Starter Set & Hardcover Adventures 
  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. 
  World Premiers & Regional Previews 
  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 v8.2 
   
   
  15 
  Part 6. Changelog
  v8.1 
  • Relocated adventure-specific guidance to Content 
  Catalogue. 
  • Removed and re-accomplished guidance to account 
  for prohibited item lists, advancement and treasure 
  checkpoints, and change in gp acquisition. 
  • Removed references to magic item count. 
  • Added new resources to acronym list. 
  • Applied limitations to creation, fabricate, and wish 
  as they apply to generating gp. 
  • Removed milestone allowances for A Great 
  Upheaval and Death House. 
  v8.2 
  • Corrected typos in evergreen and seasonal unlock 
  lists. 
  • Updated amount of +X ammunition obtained when 
  purchased using treasure checkpoints. 
  • Updated prohibited item list. 
  • Minor verbiage changes. 
  • Joint crafting. 
  • Magical versions of mundane equipment found 
  outside of player resources unavailable unless 
  unlocked. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/DDAL - FAQ v8.2.pdf