This article aims to tackle a few of these questions at a time. To see previous questions please review the FAQ Wiki.
Do you have questions about D&D Adventurers League adventures? There are fan maintained documents with advice and fan suggested errata for all published adventures .
Q. Now that the terms Encounters and Expeditions have been retired, what do we call the adventures?
Since those terms have been retired we now refer to the main hardcover adventure as simply, the “hardcover”. The shorter PDF adventures are referred to as the “DDAL” adventures (due to the adventure codes) or the “D&D Adventurers League modules”.
Q: What rewards do DM receive for running previous hardcovers and LMOP.
A: The DM rewards apply to any hardcover adventures run this season including Lost Mines of Phandelver, Hoard of the Dragon Queen, Rise of Tiamat, Princes of the Apocalypse, Out of the Abyss, Curse of Strahd and the Season 4 Launch Event – Death House.
As stated on p9 of the ALDMG, these rewards are determined in 2-hr increments, by finding the party’s APL (Average Party Level) on the “2-hr adventure” or “4-hr adventure” column on the table (depending on the length of the session run).
For example: If you run a 4-hr session of Princes of the Apocalypse for a party of APL 6 characters, you would earn 1000 XP, 500 GP, and 10 Downtime.
These rewards are not retroactively applied for hardcover adventures which occurred prior to March 4th, nor do they apply to any of the DDEX adventures from seasons 1-3. When running past season’s DDEX adventures or the current seasons DDAL adventures, DMs earn the rewards listed in the “DM Rewards” section of those adventures. On rare occasions, the rewards listed in the “DM Rewards” section of an adventure is incorrect. In these cases, the campaign staff will release a FAQ for that adventure with the correct rewards listed. In such cases, use the rewards listed in the FAQ for that adventure instead. In addition, there is no need to reference the table on p9 when running this season’s DDAL adventures – as the rewards for these adventures have already been pre-calculated according to the method listed on the table, and listed in the “DM Rewards” section of those adventures.
Q: How much XP do DMs get if they run a 3 hour session?
A: DMs should get 3/4 of the 4 hour DM Reward amount according to the party level (for hardcovers) or target level (for DDAL modules) of the adventure. The exception to this is if 3/4 would be less than than the 2 hour amount, in which case, take the 2 hour amount.
Q How does, X, Y, Z from the Sword Coast adventurers Guide work with the Curse of Strahd season?
The
updated addendum dated 11/6/2015 still applies to the Sword Coast adventurers Guide.
Q:Does the Faction Charity charity option exist in the Curse of Strahd season?
A: No, due to the nature of the mists and Barovia the factions do not have the necessary foothold in the realm to offer such a benefit. However, early parts of DDAL04-01 and DDEP04 happen in Faerun, so the charity option is still available then. Once a character has the “Demiplane of Dread” story reward, they lose the faction charity option.
Q: What are Character Options that are specific to a story origin?
A: When you create a character, you must chose a story origin as described in the D&D Adventurers League Players Guide. That story origin decides which books and supplements can be used to select Character Options. This includes what Races, Subraces, Classes, Archetypes, Feats, and Spells are available to your PC, both at creation and as you level up. For Druids, Clerics and Paladins, this story origin also affects your ability to select spells to prepare, so if new spells are introduced in a later story origin, or are part of a story origin prior to the one you used to create your character, your PC cannot prepare those spells. Story origin restrictions apply to the entire life of your character. The exception to this is Wizards, and Pact of the Tome Warlocks who can learn spells from other story origins using either scrolls, or spellbooks as described in those classes. Wizards, characters with the ritual caster feat, or warlocks with the Pact of Tome can copy any spell (from a scroll, captured spellbook or allied PC spellbook) into their spell/ritual book, regardless of story origin. Those characters are still limited to spells from their story origin when choosing spells during level up however.
Q. The Haunted One background seems to be missing it's starting gold. How much should they get?
The revised Haunted One background is on the Wizards website, it does not include any gold, but now features 2 skills.
This is an older question but applies to this season.
Q. If a character is afflicted with Vampirism or Lycanthropy during an adventure, is it legal to continue adventuring with that character while they retain the affliction?
A. No. Vampires and Lycanthropes are not included in the “Allowed Rules” for character creation or advancement (see page 3 of the Player’s Guide). These conditions grant characters powers and abilities that are not suitable for organized play and typically change their alignment to a restricted or prohibited alignment. As such, characters afflicted with vampirism/lycanthropy must have the affliction cured before the start of their next episode or adventure.
Afflicted characters have the following options:
Lycanthropy. These characters can be cured with a remove curse spell. This spell is available as a spellcasting service for 90 gp.
Vampirism. These characters can be cured either by a wish spell cast by a fellow PC (wish is not available as a spellcasting service), or they may be slain and returned to life via raise dead – at the normal cost of 1,250 gp.
An afflicted character that exercises neither of those options, or cannot afford them, is retired from play until the character is able or chooses to cure the affliction.