AL DM Guide v91 - Forgotten Realms
AL DM Guide v91 - Forgotten Realms
AL DM Guide v91 - Forgotten Realms
Version 9.1
Credits
D&D Staff-Head Dungeon Master: Chris Lindsay
D&D Adventurers League Administrators: Alan Patrick, Amy Lynn Dzura, Travis Woodall,
Lysa Penrose, Claire Hoffman, Greg Marks
Effective Date
September 17, 2019
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Part 1. Getting Started
This document is a guide to getting started as a Dungeon Master (DM) for the Forgotten Realms campaign managed by
the D&D Adventurers League. These rules are supplemented by the Adventurers League FAQ (also found in the
Adventurers League DM’s Pack).
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Part 2. Running Adventures
You can DM one group of players at a time—each player must have their own character within the adventure’s level
range. Characters that play a hardcover adventure can 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.
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only. Adventurers League Dungeon Master’s Guide v9.1
receive one spell from the Spellcasting Services table for merchant might carry writs redeemable for gold.
free (though they must provide the cost of any material Alternatively, in a convention setting, you might want to
component needed). Only some faiths are represented wait and award the cumulative hourly awards at the end
by temples large enough to provide this benefit. During in the form of a chest of gold bars from a wealthy
play, the available faiths are determined by the region in merchant. The campaign staff strongly suggests that
which the adventure is set (shown above). characters be awarded the maximum amount of gold
for their tier per hour. Otherwise, the characters earn a
Adventure Rewards minimum amount for each hour of the session.
Once a character receives an amount of gold equal to
Characters gain levels and earn rewards in the form of their GP Limit, they can’t earn more until they have
gold, magic items, and downtime. These rewards are gained a level when the limit resets.
recorded on their Adventure Logsheets—which they
must maintain—before leaving the table. Most of these Tier Hourly GP Award (Min GP Award) GP Limit/Level
are awarded when you feel it’s appropriate (although 1 20 gp (10 gp) 80 gp
magic items can only be awarded if specifically 2 30 gp (15 gp) 240 gp
3 200 gp (100 gp) 1,600 gp
mentioned in the encounter in which they’re found).
4 750 gp (375 gp) 6,000 gp
Advancement. Characters gain a level once they’ve
completed an adventure. In hardcover sessions, they
Story Awards/Effects/Items. These items or effects—
advance as you decide (or when directed by the
designated by the ALCC—are essential to a hardcover
adventure) or after four hours of play (or eight hours at
adventure’s storyline and are only useable during
tier 2 – 4), to a maximum of one level per session.
sessions of the adventure in which they’re awarded.
Characters advance to the next level at the end of the
These items don’t count against a characters Magic Item
session.
Limit, but only one character can possess a given story
Players can decline advancement if they choose—
item at the same table at the same time.
postponing advancement as long as they wish.
Magic Items. Characters keep any permanent magic
items that their group finds during the session. At the
Dungeon Master Rewards
As you run adventures, you also earn DM Rewards. For
end of the session, each character can keep the items
more information see the D&D Adventurers League
found during the session—to a maximum number of
Dungeon Master Rewards document.
items based on their tier (common items aren’t subject
to this limitation). Consumable magic items (potions,
scrolls, ammunition, and soul coins) are equitably
divided among the characters—resolving disagreements
randomly if necessary. If multiple players want a potion
that the group has found, for example, roll a die to
determine which character keeps the item.
Tier Magic Item Limit Tier Magic Item Limit
1 1 3 6
2 3 4 10
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only. Adventurers League Dungeon Master’s Guide v9.1