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About This Game

Central hub for AL Games community members. Discuss with other AL Players and DMs.

Game System

D&D 5e



Detailed Description

The D&D Adventurers League is an ongoing official campaign for Dungeons & Dragons. It uses the fifth edition Dungeons & Dragons rules, and features the Forgotten Realms setting and now Eberron. You can play D&D Adventurers League games literally anywhere. Players use the fifth edition rules to create a character and bring that character to games anywhere D&D Adventurers League play is happening.


Adventurers' League
  1. What's new in this game
  2. FYI The dungeoncraft design guide was just updated to version 1.6; or will be soon on dndbeyond, it's up on their discord server.
  3. I see. Thank you. :) EDIT: Ok, I got the book now. Seems I can't download it, as I would with Paizo, but I can read it online as HTML and download maps and graphics from it in high quality.
  4. the subscription service and marketplace on dndbeyond are separate. you only need a free account to access anything you buy on dndbeyond marketplace. once you've got that in dndbeyond, you can then right-click, save as any image you want and import that into your preferred VTT.
  5. It's a free-to-use vtt I use it for my groups and just take screenshots. As for maps . . .
  6. If I buy the digital assets for say dndbeyond, can I then import them into MapTool, as Kamshiro_Rin suggested? My impression was that, if I buy assets for Roll20 or dndbeyond, I can only use the assets in the respective platform, but they don't actually hand me a file, or do they? If that were the case, I could just subscribe, buy the package, cancel the subscription and be done with it?
  7. (Mih-SHELL ooth Lih-GHET) Medium Humanoid (variant human), Lawful good Armor Class 13 (leather armor) Hit Points 9 (1d8 + 1) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (−1) 16 (+3) 8 (−1) 16 (+3) 12 (+1) Saving Throws Wis +5, Cha +3 Skills Animal Handling +5 (v. human), Athletics +4 (skill expert), History +1 (noble), Insight +5 (cleric), Perception +5 (skilled), Persuasion +5 (noble—expertise), Religion +1 (cleric) Other Proficiencies light armor, medium armor, heavy armor, shields, simple weapons, herbalism kit (skilled), poisoner’s kit (skilled), alchemist’s supplies (noble) Senses passive Perception 15, passive Insight 15, passive Investigation 9 Languages Common, Dwarvish, Elvish Proficiency Bonus +2 Skills. You gain proficiency in one skill of your choice (Animal Handling). Feat. You gain one feat of your choice (Skill Expert). Feature: Position of Privilege. Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Level 1: Spellcasting. As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells. Cantrips. At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. Preparing and Casting Spells. The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting. You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus. You can use a holy symbol as a spellcasting focus for your cleric spells. Level 1: Divine Domain. Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. Domain Spells. Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. Life Domain. The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe—that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). At each indicated cleric level, you add the listed spells to your spells prepared. Life Domain Spells Cleric Level Spells 1st bless, cure wounds 3rd lesser restoration, spiritual weapon 5th beacon of hope, revivify 7th death ward, guardian of faith 9th mass cure wounds, raise dead Bonus Proficiency. When you choose this domain at 1st level, you gain proficiency with heavy armor. Disciple of Life. Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. Actions Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Toll the Dead. Necromancy cantrip. Casting Time: 1 action. Range: 60 feet. Components: V, S. Duration: Instantaneous. You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). Feats Skill Expert. You have honed your proficiency with particular skills, granting you the following benefits: Increase one ability score of your choice (Wisdom) by 1, to a maximum of 20. You gain proficiency in one skill of your choice (Athletics). Choose one skill in which you have proficiency (Persuasion). You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. Skilled. You gain proficiency in any combination of three skills or tools of your choice (Perception, Herbalism Kit, Poisoner’s Kit). Backstory , Michael Folketh was banished with his daughter from the Folketh Barony near Kalaman by a group of corrupt officials that conspired against them in cahoots with their unfaithful wife/mother. They moved east, where eventually Takhisis’s forces invaded and drafted them into their armies. In this universe, however, the pair moved west, into the grassy heartland of Hinterlund, to a castlet town called Ligett. There, Michael married the lone noble of the castle, Harmony uth Ligett. Michael and Michelle—both having essentially lost their lands and effectively lost their titles back in Kalaman, took the Ligett name. Michelle’s father took an interest in her training and raised her up to be a knight, warning her that one day, she might have to lead troops into battle—a responsibility she will bear when she succeeds him and her step mother as Baroness Ligett. Her step mother is kind to Michelle and they get on well. Whilst her father trained her in the arts of war, her step mother forbade her from wasting time on those silly card or dice games the soldiers played and instead taught her a wide variety of practical skills and how to use various tools. As it turns out, her mother was quite the potioneer—an alchemist, poisoner, and herbalist—and she insisted that Michelle learn the same! One day, an adventurer by the name of Ispin Greenshield came to town chasing rumors of a goblin raiding party—said he’d like a shot at the cash reward being offered to get rid of them. Of course, Lord Michael and to a lesser extent, Lady Michelle knew of the man. He lived not far from Kalaman in a village called Vogler. His exploits were well known in the region along with his party—a knight of Solamnia named Becklin and a dwarf woman named Cudgel?—If memory served her correctly. Anyway, her father thought it would be a good test of her training and sent her out to accompany the old adventurer (and also to ensure that he really did finish the job!). She and Ispin—okay, Ispin mostly—did a good exterminating the goblin raiders. But Ispin got badly torn up in the fight. Something seemed to possess her and a pure, beautiful blue light emanated from her hands as she touched him. He claimed it was miracle of Mishakal. In an effort to understand her new gift—was it even?—She traveled to the Isle of Sancrist, where the holy site of Mishakal is located. There, she got not much in the way of instruction other than a couple of holy books to read. On her way back to Ligett, she she stopped in Palanthas and visited the great library there. Again, she read some ancient holy texts and catechisms. The old religions really were effectively dead? When she finally got back to Ligett, it was to a letter from Dame Becklin uth Viharin informing her that Ispin had died and she was invited to his funeral. At 75 miles away as the crow flies, the journey was going to take a while. If that wasn’t bad enough, it was breeding season for the horses—her father forbade her from taking one. With her armor, weapons, and training, she headed out to make the 3-day trek to Vogler.
  8. yeah, there's no way to legally get digital assets unless you buy a digital copy as well. For that, you can buy it on any digital platform, Roll20 or dndbeyond. There is a physical + digital , but that is dndbeyond only. If you haven't already, also review the AL DMs guide document and the Dragonlance AL adaptation guide.
  9. "proceed to the next section" sounds good to me. I don't quite understand the MapTool reference... my problem is that I don't have any digital assets. I am perfectly happy to work with The Gimp for the maps themselves, though I heard others suggesting vector graphics programs such as Inkspace. Oh, let me guess: I need to have a D&D Beyond account after all... :/ I think I may have found something. Ok, if the adventure and the campaign setting is in the same book... is there some kind of Player's Guide with the variant rules for players?
  10. The book is both the campaign setting and the adventure--but mostly the adventure. As for digital assets, consider using MapTool, into which you can import any digital assets you have. That's what I do for my games. I just take screenshots of the MapTool on my desktop and post them here. The adventure gives places where you can run some sort of mass-combat board game? But I didn't get that and don't use it in my campaign, and anywhere it does mention it, it always says, "If you don't use the Warriors of Krynn . . . proceed to the next section".
  11. I would like to run "Dragonlance - Shadow of the Dragon Queen". I ordered this book now: Is there anything else I need to run it as an AL game? Particularly, is this both adventure and campaign setting, or only one of the two? Is there any way to buy the digital assets as well? Meaning maps, illustrations etc. I saw a pack for Roll20 on dmsguild.com, but I don't want to run it on Roll20, I want to run it here.
  12. I eagerly await the chance with baited breath! But seriously, I'mma start thinking up a good character, now!
  13. Oh now that's a nifty list. Definitely adding that to the DM guide when I get that up and running.
  14. That is by far the most helpful post I've seen in a while. 💖 It even lists the legal third party adventures in the final tab! No more staring at the dmsguild and guessing what, whether I can use and how it relates to other stuff!
  15. Not officially, but there is a pretty comprehensive fan maintained .
  16. Is there a full catalogue of adventures somewhere? I don't know what to ask for if I don't know what is available.
  17. I could imagine doing that, but it will take 2 - 3 weeks to read into this and prepare myself; I am not familiar with the setting, but very curious. So, if anybody else feels like: "Yes, I want to be those arrogant little upstarts' doom and torment them with my wicked schemes! Muahahaha!" Please, do go ahead, in case of doubt I'll just start another group.
  18. What are you wanting someone to run? Dragonlance: Shadow of the Dragon Queen What Tier is this? The module runs from Tiers 1-3 (levels 1-15). What draws you to this adventure? I’m currently running it, here on MW, and I’d like to play in it. I really like the setting, and I like that it’s much more mechanically harsh and very unambiguous in who you have to fight and what happens if you don’t. Not a lot of morally grey area, and that for me is a good thing. What are your expectations for how long this will last? I would prefer it to be run as close as possible to the module without changes that aren’t necessary for the sake of functionality or responding to player choices. But that’s about it. I don’t know how long that will take, but my group’s been playing for a year and we just finished with Wheelwatch Outpost. What kind of character are you planning on running? Hoping to play a cleric of Mishakal or maybe a paladin—it’s been a while since I’ve played either class.
  19. Chun-Hua Yingan whose name means "Spring Flower of Dark Peace," was born into a secluded village nestled within the misty mountains of Shou. Her village was renowned for its deep-rooted peaceful traditions and its serene, harmonious way of life. From a young age, Chun-Hua displayed an affinity for spiritual practices, often spending hours meditating and communing with nature in the temple's sacred gardens. Tragedy struck when a band of marauders, seeking to exploit the village's tranquillity, attacked and decimated the community. Chun-Hua, witnessing the devastation and the loss of her loved ones, was profoundly affected. In her grief and desperation, she sought guidance from the ancient texts, venturing into the forbidden practices of necromancy to protect what remained of her home. Over time, Chun-Hua's powers grew, and she became a guardian of her village's ruins, a lone sentinel ensuring that no harm would come again. She summoned the spirits of the dead to aid her, turning to the dark arts not out of malice but from a twisted sense of duty to maintain peace and order. Personality Calm and Determined: Chun-Hua carries herself with a serene and composed demeanour, her calm exterior belying the turbulent emotions within. She is resolute in her belief that her actions, though dark, are necessary for the greater good. Compassionate but Unyielding: Despite her embrace of necromancy, Chun-Hua remains compassionate towards the living, particularly those who are suffering. However, her methods are unyielding, and she will not hesitate to use her powers to enforce her vision of peace. Philosophical and Reflective: Deeply philosophical, Chun-Hua often reflects on the nature of life, and death, and the balance between them. She believes in the cyclical nature of existence and sees her necromantic practices as a means to restore balance disrupted by violence and chaos. Guarded and Mysterious: Chun-Hua is highly secretive about her past and the full extent of her powers. She prefers to keep others at a distance, fearing that her dark practices might corrupt or harm those she cares about. Resourceful and Skilled: Highly skilled in divine rituals and martial arts, Chun-Hua is a resourceful and formidable presence. Her knowledge of herbs and natural remedies complements her necromantic abilities, allowing her to heal and protect as well as to summon and control the dead. Character sheet: Log:
  20. You don't really need much bookkeeping if you don't want to. That's only required for claiming service awards (but they're pretty sweet). This post on the dndbeyond forums has all the updated documentation you'd need: For tracking your hours, anything will do, but the adventurersleaguelog site has an option for it as well.
  21. While my current WotR game takes precedence in all of my GMing ventures... I'm foolishly considering starting another game. And considering doing it as an AL game. I'm starting to poke through this forum and see what resources there are, as time allows. But I think that my big question is: What kind of bookkeeping to I have to do to register as an AL GM, if any?
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