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Credits

D&D Organized Play: Christopher Lindsay


D&D Adventurers League Administrators: Alan Patrick, Amy Lynn Dzura, Travis Woodall,
Lysa Chen, Claire Hoffman, Greg Marks

Effective Date
TBD

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
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.

©2019 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.
This document is a guide to getting started as a Dungeon Master for the D&D Adventurers League. These rules are
supplemented by the Adventurers League FAQ (also found in the Adventurers League DM’s Pack).
 Player’s Handbook or the D&D Basic Rules. The basic
rules .pdf document is free on the Wizards of the Coast
Adventurers League play is broken up into storyline website and contains all the basic rules of the game.
seasons, but adventures can be played regardless of  Adventures. If you’re running games in a public venue,
their season. check with the organizer to see what adventures they
have available. Otherwise, adventures are available for
purchase at your local gaming store or online at
The majority of Adventurers League adventures are set www.dmsguild.com.
in the Forgotten Realms, on the continent of Faerûn.  Players. Adventures League play is designed for a
Hardcover adventures are usually set in the Sword Coast table of five players, but can be adjusted for three to
region—a savage wilderness dotted with powerful and seven players. Tables smaller or larger than those
iconic cities such as Baldur’s Gate, Neverwinter, and limits aren’t allowed.
Waterdeep, and recently, Port Nyanzaru, a city
bordering the dangerous jungles of Chult.
These things aren’t necessary to run D&D Adventurers
League games, but might be nice to have.
Dungeon Master’s Guide (DMG). This book contains
DMs and players alike participate in Adventurers League valuable advice on preparing and running games. The
play in many ways. These currently include D&D DMG also contains descriptions of magic items that
Introductory Adventures, D&D Premiere Play, and might be awarded during the course of play, so it is
playing through the published D&D adventures (called suggested that you bring that information with you to
hardcover adventures). Additionally, many convention the table if it is not provided in the adventure.
organizers have created approved D&D Adventurers Monster Manual (MM). While the statistics for most
League adventures called Convention-Created Content monsters can be found here, special monsters created
adventures (CCC) specifically for their conventions. CCC specifically for a given season’s published adventure are
adventures are generally set in the Moonsea region of found in that product.
the Forgotten Realms. Index Cards. Great for writing down initiative,
D&D Introductory Adventures. These adventures handing notes to players, and as cheap table tents.
accompany new Wizards of the Coast print products. Miniatures and Map Surfaces. If you and your
They premier at local hobby retail stores and are meant players enjoy playing a more tactical game of D&D, you
to introduce you to new content. This free content is can use these to help depict combats and detailed areas.
available for download from www.dmsguild.com shortly Dungeon Master Screen. Helpful to hide the
after its initial premiere. adventure and your notes and schemes from the players.
D&D Premiere Play. These adventures support
Wizards of the Coast storyline product releases. They’re
purchased from the Dungeon Masters Guild. Dungeon D&D Adventurers League play is meant to be fun and
Masters purchasing Premier Play adventures may run inclusive—not competitive. As the DM, correct cheating
them often as that DM likes. players quickly and discreetly (if possible) by resolving
the issue and make a ruling on what happens. You may
review paperwork (character sheets, adventure
Being an Adventurers League DM is easy and fun. The logsheets, and certificates) at any time. If something is
adventures can be prepared in a short period of time, amiss—either with the paperwork or during the game—
and you don’t have to worry about creating all sorts of discuss it with the player and resolve irregularities. You
background material. may disallow something that seems outside the rules or
have a player reroll dice. Be professional though—
never embarrass the player or assume wrongdoing.
In order to run a game as a DM in D&D Adventurers We’re all here to have fun and enjoy the challenge!
League games, you’ll need the following:

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You may DM one group of 3 to 7 players at a time—each with their own character within the adventure’s level range.
Characters who play hardcover adventure may continue to play it if they advance out of its level range, but if they
later play a different hardcover adventure, they can’t return to the first one.
 Character’s Party Pays for Raise Dead. If they wish
to do so, other characters may contribute towards the
You have the most important role—facilitating the gp cost of paying for spellcasting services to return
enjoyment of the game for the players. You provide the another character to life. Characters can’t use treasure
narrative and bring the words on these pages to life. checkpoints to lessen the cost of another character to
You’re Empowered. Make decisions about how the return to life but can use them to purchase spell
group interacts with the adventure; adjust or improvise scrolls if useable by someone in the group.
but maintain the adventure’s spirit. This doesn’t allow
you to implement new rules, however.
Challenge Your Players. Gauge the experience level of During a session, characters can receive spellcasting
your players, what they like in a game, and attempt to services from an NPC located anywhere that is town-
deliver what they’re after. Everyone should be able to sized or larger but must be able to travel there.
shine. You may adjustment the encounter by adding or Otherwise, they’re available only between sessions.
removing thematically appropriate monsters. Magic Item Table Point Cost
Keep the Adventure Moving. When the game gets Cure wounds 10 gp
bogged down, provide hints and clues to your players Identify 20 gp
facing puzzles or engaging in combat and roleplay Lesser restoration 40 gp
interactions that might get frustrated over a lack of Prayer of healing 40 gp
information. This gives players “little victories” for Dispel magic 90 gp
figuring out good choices from clues. Watch for losses in Remove curse 90 gp
momentum when this happens, but make sure that the Speak with dead 90 gp
players are provided the full play experience. Divination 210 gp
Greater Restoration 450 gp
Raise dead1 1,000 gp
Bad things happen to characters; adventuring is a risky Resurrection1 3,000 gp
True resurrection1 30,000 gp
job. Here are the rules on how to deal with it. 1Characters may instead receive these services by spending
Disease, Poison, and Other Debilitating Effects.
treasure checkpoints to purchase spell scrolls.
Diseases, poisons, and other similar effects last until
Services provided by an NPC are limited to this list.
removed, but characters can spend downtime days to
Characters may purchase spell scrolls containing these
receive spellcasting services or to recuperate (see
spells using treasure checkpoints which NPCs cast for
Player’s Handbook). Characters with lycanthropy or
free to benefit the character who purchased the scroll.
vampirism can’t start a new session until cured.
Any other spells must be cast by other characters, but
Death. Characters returned to life suffer the effects
only if they are at the same table as the recipient.
from the ordeal as normal, but each downtime day spent
reduces any penalties to attack rolls, saving throws, and Season & Region Acolyte-Friendly Temples
ability checks by 1. Bodies are recovered unless 1: Phlan Kelemvor
otherwise specified in the encounter. Dead characters 2: Mulmaster Bane, Loviatar, Tymora, Velsharoon
can’t begin a new session until returned to life. If the 3: Hillsfar Chauntea, Lliira, Tempus
group can’t return a dead character to life: 4: Barovia None
5: Sword Coast
 Dead Character Pays for Raise Dead. Dead T1: Parnast Mielikki
characters that can’t afford the gp cost of the service T2: Stagwick Chauntea
or treasure checkpoint cost of a spell scroll may incur T3: Beregost Lathander, Waukeen
a treasure checkpoint debt as needed to purchase one, 6: Sword Coast
and may ignore availability requirements whenever a T1: Mirabar Dumathoin, Sharindlar, Tymora
spell scroll is needed to return them to life. This debt T2: Neverwinter Oghma, Selûne, Tyr
T3: Dagger Falls Lathander, Tyr
must be satisfied before treasure checkpoints can be
7: Port Nyanzaru Gond, Savras, Waukeen
spent on anything else. For example, a disintegrated
8: Waterdeep Any non-evil deity
5th-level character may spend sixteen treasure
9: Baldur’s Gate
checkpoints to purchase a spell scroll of true
resurrection, even though it’s normally available only T1: Baldur’s Gate Gond, Umberlee, Tymora
to tier 3 and 4 characters. T2-4: Elturel Torm

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Acolyte Background. Characters with the Shelter of DM has flexibility in how this gold is distributed. For
the Faithful background feature can request spellcasting example, if the characters defeat a noteworthy adversary
services at a temple of their faith. Once per day they may or unlock and open a trapped chest, the DM can award
receive one spell from the Spellcasting Services table for each character some or all of this hourly parcel.
free (plus the cost of any material component needed). Conversely, in a busy convention setting, the DM could
Only some faiths are represented by temples large just wait and award the cumulative hourly awards at the
enough to provide this benefit. When playing any given end. DMs are strongly encouraged to award each
adventure, the available faiths are determined by the character the maximum amount per hour of play—
region in which the adventure is set, above. provided they’re actively pursuing the adventure’s goals.
Tier GP per hour Tier GP per hour
1 25 gp 3 75 gp
Characters earn rewards in the form of advancement 2 25 gp 4 750 gp
and treasure checkpoints, gold, items unlocks, and Magic Items. Unless stated otherwise in the ALCC,
other rewards such as story awards or new downtime magic items specifically mentioned in an encounter can
activities. These rewards are entered on their logsheets be kept and used for the duration of the session, at
before leaving the table. Players are responsible for which point they’re lost, but unlocked for later purchase.
maintaining their own adventure logsheet. Mundane items are unlocked for purchase only if
specified in the ALCC. Consumable magic items (potions,
scrolls, magical ammunition, and, for Season 9, soul
Rewards are distributed at the end of a play session coins) are the exception to this rule; kept and divided
using the following guidance: among the characters—encouraging equitable
Advancement Checkpoints. Characters playing in a distribution. If multiple players all want an item,
hardcover adventure earn 1 advancement checkpoint determine its owner randomly. Similarly, spellbooks
for each hour played in pursuit of the adventure’s stated found by the characters can also be kept in this way.
goals (rounded down). Other adventures award Story Awards/Effects/Items. Items or effects that are
checkpoints as determined by their season: essential to a hardcover adventure’s storyline that are
only useable of in effect during sessions of the adventure
 Season 8 and Later: The characters earn 1 or 2 in which they’re awarded, as designated by the ALCC.
checkpoints for each objective completed—as These items are never unlocked. Only one copy of a story
directed by the adventure’s reward section. item can be used at a given table.
 Seasons 7 and Earlier: The characters earn 1
checkpoint per hour spent playing the adventure (to a
maximum of the adventure’s duration in hours). DMs earn checkpoints at the same rate as players that
Treasure Checkpoints. Characters playing in a they can then apply to their own characters. DMs don’t
hardcover adventure earn 1 treasure checkpoint for earn magic item unlocks or other special rewards
each hour played in pursuit of the adventure’s stated awarded by an adventure (such as story awards,
goals (rounded down). This reward is doubled for tier 3 downtime activities, etc.)
and 4 characters. Other adventures award checkpoints When applying checkpoints earned via DM Rewards,
as determined by their season: only tier 3 and tier 4 characters can receive treasure
checkpoints in excess of the number of advancement
 Season 8 and Later: The characters earn 1 to 4 checkpoints that the parcel awards. For example, by
checkpoints for each story or bonus objectives they running a tier 4 adventure, you earn a parcel of DM
complete determined by the adventure’s duration and Rewards worth 4 advancement checkpoints and 8
tier—as directed by its reward section. treasure checkpoints. If you apply that parcel of DM
 Seasons 7 and Earlier: The characters earn 1 Rewards to a tier 1 character, the character can only
checkpoint per hour spent playing the adventure (to a receive 4 treasure checkpoints; the other 4 treasure
maximum of the adventure’s duration in hours). This checkpoints are lost. Characters earn the maximum
reward is doubled for tier 3 and 4 adventures. amount of gp for a character of their tier, treating each
ACP as an hour of play (see above).
Dungeon Master Quests. DM Quests are out-of-game
Characters earn the following additional rewards: objectives that you complete for additional rewards such
Mundane Treasure. Treasure with a specified as checkpoints, magic item unlocks, etc. The DM Quest
monetary value (gp, gems, etc.) and any other mundane packet contains a DM Quest card and other documents.
equipment is ignored. Instead, the DM awards gold in Magic items earned by DMs through the DM Quest
where they feel it is appropriate, to a maximum amount program can’t be traded, but items that the players’
per hour based on the character’s tier (see below). The characters receive, can.

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