TEXT: D&D	Adventurers	League	Amendments	to	Out	of	the	Abyss	
  Out	of	the	Abyss	contains	a	number	of	references	instructing	the	DM	to	roll	randomly	on	
  different	magic	item	tables	in	the	Dungeon	Master’s	Guide.		To	ensure	consistency	and	an	
  enjoyable	 experience	 for	 our	 players,	 the	 D&D	 Adventurers	 League	 does	 not	 permit	 the	
  random	generation	of	treasure–specifically	magic	items.		To	that	end,	the	following	guidance	
  is	to	be	used	in	determining	what	treasure	is	awarded	in	encounters	that	would	otherwise	
  award	randomly‐determined	treasure.		If	you	or	your	DMs	have	already	passed	the	relevant	
  encounter(s)	and	treasure	has	already	been	determined,	there	is	no	need	to	retroactively	
  change	 the	 awarded	 treasure.	 	 However,	 from	 this	 point	 forward,	 the	 following	 guidance	
  applies.		Amend	the	entries	below,	as	follows:	
  	
  Ambush	Lair	Discoveries,	p.32	(p.28	of	hardcover)	
  	
  d20		
  Discovery	
  “18–19	 A	humanoid	skeleton	or	corpse	carrying	a	small	leather	pouch	containing	dust	of	disappearance.	
  20	
  A	monster	hoard	containing	2d6	50	gp	gems,	a	potion	of	frost	giant	strength,	and	a	pair	of	sending	
  stones.”	
  	
  Mad	Creature	Possessions,	p.33	(p.29	of	hardcover)	
  	
  d20		
  Discovery	
  “18–19	 A	spell	scroll	of	spare	the	dying	
  20	
  Goggles	of	night	made	out	of	wood,	leather,	and	smoky‐gray	glass”	
  	
  Raider	Leader	Possesions,	p.34	(p.29	of	hardcover)	
  	
  d20		
  Cargo	
  “20		
  A	potion	of	hill	giant	strength.”	
  	
  Duergar	Keelboat	Cargo,	p.48	(p.43	of	hardcover)	
  	
  d20		
  Discovery	
  “20	
  A	locked	iron	chest	containing	3d6	×	100	gp	and	a	suit	of	mariner’s	armor	(studded	leather).”	
  	
  Drow	Warehouse,	p.138	–	Area	4B	(hardcover	only)	
  	
  Replace	the	paragraph	following	the	“Treasure”	subheading	with:	
  	
  “Each	storage	building	contains	2d6	crystal	vials	of	exotic	perfume	worth	100	gp	each,	3d6	crystal	bottles	
  of	distilled	beverages	worth	25	gp	each,	and	2d6	vials	of	carrion	crawler	mucus	(see	“Poisons”	in	chapter	
  8	of	the	Dungeon	Master’s	Guide).	Characters	also	find	1d10	×	10	pounds	of	food	and	1d10	×	5	gallons	of	
  water	stored	in	each	building.	Finally,	the	characters	find	the	following	items:	
  	
  In	the	first	storage	building:	
  ● (2)	potions	of	healing	
  In	the	second	storage	building:	
  ● Spell	scroll	of	invisibility	
  ● Potion	of	climbing	
  In	the	third	storage	building:	
  ● Bag	of	holding	
  ● Potion	of	greater	healing	
  ● Spell	scroll	of	find	familiar”	
  
  Duergar	Warehouse,	p.139	–	Area	5B	(hardcover	only)	
  	
  Replace	the	paragraph	following	bullets	beneath	the	“Treasure”	subheading	with:	
  	
  “An	iron	safe	stands	in	a	corner	of	the	storage	building.	The	safe	weighs	1,000	pounds,	is	locked,	and	
  contains	a	potion	of	fire	breath,	a	spell	scroll	of	lesser	restoration,	a	potion	of	greater	healing,	and	a	lantern	
  of	revealing	(without	oil).”	
  	
  Svirfneblin	Warehouse,	p.140	–	Area	6B	(hardcover	only)	
  	
  Replace	the	second	paragraph	under	the	“Treasure”	subheading	with:	
  	
  “Half	way	up	the	southeast	wall	is	a	hidden	compartment.	Finding	it	requires	a	successful	DC	19	
  Wisdom	(Perception)	check.	The	compartment	contains	a	Quaal’s	feather	token	(swan	boat),	an	elixir	of	
  health,	and	a	scroll	of	protection	from	fey.”	
  	
  Maze	Engine	Effects,	p.188	(hardcover	only)	
  	
  d20	
  Effect	
  “49–52	 The	engine	emits	a	flash	of	yellowish‐white	light.	A	+2	halberd	made	of	a	single	piece	of	brass	
  with	an	oscillating,	gear‐shaped	blade	appears	in	a	safe	location	within	120	feet	of	the	engine.”	
  	
  Goblin	Tunnel,	p.192	(hardcover	only)	
  	
  d20	
  Tunnel	Destination	
  “7–8	
  A	hidden	cave	containing	4d8	goblins	and	a	goblin	boss,	who	will	trade	a	potion	of	heroism	in	
  its	possession	for	the	equivalent	of	30	days	of	food.”	
  	
  Death	Tyrant	Encounter,	p.210	(hardcover	only)	
  	
  Replace	the	paragraph	following	the	“Treasure”	subheading	with:	
  	
  “If	the	characters	defeat	the	death	tyrant,	they	can	plunder	its	hoard:	4d6	×	1,000	gp,	5d6	×	100	
  pp,	3d6	500	gp	gems,	a	potion	of	stone	giant	strength,	a	spell	scroll	of	greater	invisibility,	and	a	chime	of	
  opening.”	
  	
  Appendix	B,	p.58	(p.222	of	hardcover)	
  	
  Add	the	following	paragraph	to	the	“Dawnbringer”	entry:	
  	
  “If	an	evil	creature	attempts	to	attune	to	the	weapon,	it	not	only	finds	it	impossible,	but	Dawnbringer	
  attempts	to	take	control	of	its	wielder	(DC	14	Charisma	saving	throw).	If	the	weapon	is	successful,	it	
  insists	on	being	taken	to	the	surface	or	willingly	given	to	the	first	creature	it	comes	across	that	is	not	a	
  member	of	a	race	indigenous	to	the	Underdark.	Dawnbringer	will	not	allow	its	relinquishment	to	a	
  creature	that	it	or	its	wielder	knows	is	evil,	and	instead	compels	its	wielder	to	find	a	new	recipient.”	
  	
  	
  	
  	
  	
  
  In	Bruenor’s	Service	
  	
  In	exchange	for	their	service	to	Gauntlgrym,	King	Bruenor	Battlehammer	offers	the	characters	titles,	
  property	within	the	dwarven	city,	and	a	single	work	from	the	Great	Forge	of	the	city.	
  	
  ● Titles.	You	gain	the	title:	Hammer	of	the	Iron	Tabernacle.	When	interacting	with	a	dwarf,	duergar,	
  or	another	NPC	familiar	with	the	history	of	Gauntlgrym,	you	are	known	as	a	hero	of	legend.	You	
  have	advantage	on	Charisma	checks	when	interacting	with	these	people.	Additionally,	among	the	
  dwarves	of	Gauntlgrym,	you	gain	the	benefit	of	the	Noble	background	Position	of	Privilege	feature	
  as	described	in	the	Player’s	Handbook.	
  ● Property.	You	have	been	gifted	with	a	manor	in	the	city	of	Gauntlgrym.	While	in	the	city,	you	pay	
  only	half	the	normal	lifestyle	expenses	incurred	while	spending	downtime	days.	You	may	decide	to	
  return	to	your	manor	between	Expeditions	and	Epics	adventures.	
  ● The	Great	Forge.	The	character	receives	a	magical	suit	of	adamantine	or	mithral	armor	of	a	type	
  of	their	choosing.	While	wearing	the	armor,	you	have	advantage	on	saving	throws	against	poison,	
  and	you	can	always	successfully	determine	how	far	underground	you	are.			This	armor	does	not	
  count	against	the	number	of	permanent	magic	items	the	character	possesses;	however,	as	an	un‐
  certed	permanent	magic	item,	it	can’t	be	traded	or	sold.	
  ● Spoils	of	a	Defeated	Drow.	Bruenor	has	in	his	possession	a	cloak	of	Arachnida	which	he	took	from	
  a	defeated	drow.	If	a	character	cannot	or	will	not	take	armor	from	the	Great	Forge,	Bruenor	will	
  offer	the	cloak	as	an	alternative.	There	is	a	cert	for	this	item	included	in	the	Out	of	the	Abyss	certs.	
  	
  Drowcraft	Items	
  	
  During	the	course	of	Out	of	the	Abyss,	some	characters	may	obtain	drowcraft	items–many	of	which	are	
  also	permanent	magic	items.		Such	items	are	destroyed	after	prolonged	exposure	to	sunlight.		While	it	
  should	be	assumed	that	a	character	exercises	due‐diligence	in	safeguarding	such	equipment	from	the	sun,	
  any	permanent	magic	item	that	is	destroyed	due	to	exposure	to	sunlight	no	longer	counts	against	that	
  character’s	number	of	permanent	magic	items.	
  	
  	
  	
  	
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S03 - Rage of Demons/DDEN3 - Out of the Abyss - Amendments.pdf