TEXT:  
   
   
   
  Content Catalogue 
  Version 8.6 
   
  Waterdeep 
  Dragon Heist & Dungeon of the Mad Mage 
   
   
   
   
   
   
   
  Credits 
  D&D Organized Play: Christopher Lindsay 
  D&D Adventurers League Administrators: Bill Benham, Lysa Chen, Claire Hoffman 
  Greg Marks, Alan Patrick, Sam Simpson, Travis Woodall 
   
   
  Effective Date 
  31 August 2018 
   
   
  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. 
   
  ©2018 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. 
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  2 
  D&D Adventurers League Catalogue 
   
  IT WAS OGHMA, THE GOD OF KNOWLEDGE. Although I 
  can’t really say that I met him, I suppose, as he was 
  drunk and fast asleep in Cousin Roffler’s back lawn – or 
  perhaps I should say ON Cousin Roffler’s back lawn. He 
  was a giant of an avatar, sprawled out and snoring. I 
  wonder how you get a god drunk? 
  —Jan, a thief, to Minsc, a barbarian 
  What is This? 
  The Dungeons and Dragons Adventurers League has 
  been around for a few years now, and a lot of content 
  has been created during that time. A number of high-
  quality hardcover books, a huge array of PDFs, and a 
  whole slew of other play options have been introduced 
  – and this means that it can be a lot to track, especially 
  for the casual player! 
   To remedy this, we’ve decided to publish a listing of 
  all legal play options for our players and Dungeon 
  Masters. It’s been a lot of work getting our notes into a 
  readable format, but we’re committed to the vision: 
  expect an updated version of this document about 
  once per quarter. 
   
  Adventure Code Cheat Sheet 
  CODE 
  DEFINITION 
  DDAL 
  Standard AL adventure 
  DDEN 
  “Encounters”; adventure was available only to 
  retailers. This program is retired, but the 
  content is still legal for play. 
  DDEP 
  “Epic”; an adventure that is higher-challenge, 
  requires multiple tables, and can only be run at 
  a convention or retail event 
  DDEX 
  “Expeditions”; standard AL adventure. This 
  program has been retired, but the content is 
  still legal for play. 
  DDHC 
  “Hard Cover”; the seasonal releases that often 
  take characters from 1-10+. May sometimes 
  extend to other evergreen products, like Lost 
  Mine of Phandelver 
  DDIA 
  “Intro Adventure”; provides an introduction to a 
  book, season or play, or some other event/ 
  content. 
  DDLE 
  “Launch Event”; content made available to retail 
  locations to celebrate the launch of a new book. 
  This code has been retired, but the content is 
  still legal for play. Now known as DDIA. 
  CCC 
  “Community-Created Content”; adventures that 
  are not necessarily canon, but can be created by 
  conventions that have been given permission to 
  do so. For more information, refer to the CCC 
  section of this document. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  I’m New – What do I Need? 
  AWESOME! Welcome to the party! Despite the plethora of links 
  contained in this document, you only need a couple things to 
  get started with D&D Adventurers League play: 
  • The core rules (FREE, or use your PHB) 
  • The most current Player & DM’s Pack (FREE) 
  • The most current FAQ (inside the Pack) 
  • dice 
  • a group to play with! 
   
  That’s it – go forth and create your own legend in the Forgotten 
  Realms! Always be sure to use the latest Player’s and DM’s 
  Guide. 
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  3 
   
   
  The Adventurers League 
   
  The Forgotten Realms is a huge world, full of wild 
  adventures and exotic locales. Over the last 30-plus 
  years, players and Dungeon Masters everywhere 
  have shared in the fantastic experiences that only 
  Dungeons & Dragons can provide. 
   With the release of 5th Edition, we here at the D&D 
  Adventurers League wanted to continue the trend of 
  crafting epic stories in this sprawling world. To that 
  end, we created this group to become our play focus, 
  our Organized Play venue, and our way of keeping the 
  community involved in sharing their heroic – and 
  sometimes villainous! – tales. 
   No matter if you are a crafty Zhentarim agent, a 
  cunning Harper spy, a tough-as-nails arbiter of the 
  Order of the Gauntlet, an enforcer of the Lords’ 
  Alliance, or a hunter from the Emerald Enclave, this 
  world and its groups now include you.  
   What will your legend be? 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Did You Know? 
  DM Quests are introduced in Season 4. DMs can take credit 
  for these quests whenever they run an adventure from the 
  following categories: 
  • DDAL  
  • DDEX (this code is retired, but the adventures are not!) 
  • DDEP 
  • DDHC 
  • DDIA 
  • CCC (some quests) 
  Also…. Guild Adepts! This program serves to highlight some 
  high-performing content contributors from dmsguild.com. Not 
  every submission into the Guild Adept program are valid for 
  Adventurers League play, but every entry is intended to 
  promote the overall seasonal “feel” and flow for its 
  companion hardcover adventure. Guild Adept contributors are 
  selected by Wizards of the Coast directly. 
   
  NOTE: Some DM Quests require specific adventures to be 
  run in order to gain credit. Ex: DDAL04 series, or DDHC-CoS. 
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  4 
   
   
   
   
  Evergreen Adventurers League Guidance 
   
  The D&D Adventurers League uses an alternative 
  form of advancement and treasure accumulation. It is 
  similar the information located in Xanathar’s Guide to 
  Everything, and the full details are spelled out the AL 
  Player’s Guide and the AL Dungeon Master’s Guide 
  (both of these can be downloaded from 
  dmsguild.com). 
   There are several items that are always considered 
  to be unlocked for our characters, regardless of 
  season: 
  Evergreen Items (Always Unlocked) 
  The following items are always unlocked 
  TABLE 
  ITEM 
  A 
  Bag of holding, potion of greater healing, 
  spell scroll (cantrip, 1st, or 2nd level) 
  B 
  Spell scroll (3rd level) 
  C 
  Potion of superior healing, spell scroll 
  (4th or 5th level) 
  D 
  Potion of supreme healing, spell scroll 
  (6th, 7th, or 8th level) 
  E 
  Spell scroll (9th level) 
  F 
  Rod of the pact keeper +1, shield +1, 
  wand of the war mage +1, weapon +1 
  G 
  Armor +1 (see below), rod of the pact 
  keeper +2, shield +2, wand of the war 
  mage +2, weapon +2 
  H 
  Armor +1 (see below), rod of the pact 
  keeper +3, shield +3, wand of the war 
  mage +3, weapon +3 
  I 
  Armor +1 (see below) 
  Special Notes on the Evergreen List 
  Some evergreen entries require special 
  consideration. 
   Gold pieces. You can ‘sell’ your treasure 
  checkpoints (Treasure checkpoints) at a rate of 1 TCP 
  for 50 gp. This can be done at any time. 
   Armor +1. Magic armor includes barding, and can 
  be found on several tables: 
  • Table G. chain mail, chain shirt, leather, padded 
  leather, scale mail, spiked 
  • Table H. breastplate, hide, ring mail, splint, 
  studded leather 
  • Table I. half plate, plate 
   
   Items Appearing on Multiple Tables. Yes, some 
  items appear on more than one magic item table (this 
  may figure into your later trades). The list above only 
  shows the first table that an item appears on; you’re 
  welcome to research it for yourself if you like. 
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  5 
   
   
   
  Items Banned from Play 
  Some items may appear to be very flavorful or 
  interesting in various D&D publications but are not 
  suitable for organized play. Any character that 
  possesses an item on this list as of August 30, 2018 
  may exchange them for one of the entries listed 
  under ‘Compensation’. 
  Problematic Item List 
  ITEM 
  COMPENSATION 
  Dawnbringer 
  Sunblade or 24 treasure 
  checkpoints 
  Deck of Many Things 
  24 treasure checkpoints 
  Drown 
  Convert to story item or 24 
  treasure checkpoints 
  Giant-Sized Staff of 
  the Magi 
  24 Treasure checkpoints 
  Hazirawn 
  24 Treasure checkpoints 
  Holy Symbol of 
  Ravenkind 
  Convert to Story Item or 24 
  Treasure checkpoints 
  Icon of Ravenloft 
  Convert to Story Item or 24 
  Treasure checkpoints 
  Iron flask 
  24 Treasure checkpoints 
  Ironfang 
  Convert to Story Item or 24 
  Treasure checkpoints 
  Lost Crown of 
  Belsimer 
  24 Treasure checkpoints 
  Korolnor Scepter 
  n/a 
  Mask of the Dragon 
  Queen (complete or 
  individual dragon 
  masks) 
  Convert to Story Item or 24 
  Treasure checkpoints 
  Mithral Splintmail +1 
  Mithral splint or splint +1 
  Shield Guardian (and 
  amulet) 
  24 Treasure checkpoints 
  Slaad control gem 
  (any) 
  24 Treasure checkpoints 
  Spell gems (all levels) 
  2 Treasure checkpoints per 
  maximum level of the spell 
  that the gem can hold (1 for a 
  cantrip) 
  Staff of the Forgotten 
  One 
  24 Treasure checkpoints 
  Sunsword 
  Story item; or Sunblade or 24 
  Treasure checkpoints 
  Tinderstrike 
  Convert to Story Item or 24 
  Treasure checkpoints 
  Waythe 
  Convert to Story Item or 24 
  Treasure checkpoints 
  Windvane 
  Convert to Story Item or 24 
  Treasure checkpoints 
   
   
   
   
  Items That Were Never Legal for Play 
  Some items have never been legal for D&D 
  Adventurers League play. Characters that possess 
  these items are immediately retired from play until 
  such time as the items are removed from their 
  character sheets. 
  • Blackrazor 
  • Bookmark 
  • Ring of Winter 
  • Wand of Orcus 
  • Wave 
  • Whelm 
  • Wyrmskull Throne 
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  6 
   
   
   
  Season 0. Season Agnostic Adventure Guidance 
   
  Season 0 adventures are not part of our main 
  storyline seasons and may not be explicitly linked to 
  other content. 
  Story Items 
  If the characters acquire any of the following items 
  during their play of the Season 0 adventures, they may 
  use them as they see fit. Once these items are found, 
  they can be used just like any other item. They can be 
  attuned to, passed to other group members, or 
  stowed; they do not have associated cost via gold or 
  treasure points. Additionally, these items cannot be 
  traded outside of the group and cannot leave these 
  hardcover adventures – so if one of your party 
  members has attuned to one of them and misses the 
  next game due for some reason (playing in another 
  game elsewhere, life, etc.) the item is considered 
  “party loot” and the DM simply re-assigns it to 
  another character; when this happens, the original 
  character loses attunement and any new wielder can 
  attune as per the item’s normal rules (if any are 
  required).  
   There are currently no story items for Season 0 
  adventures. 
  Items Available Once Found in Season 0 
  Adventure 
  Table 
  Item 
  DDHC-LMOP 
  F 
  Hew, Lightbringer 
  DDHC-LMOP 
  G 
  Dragonguard, staff of 
  defense, spider staff 
  DDAL-CGB Cloud Giant’s Bargain 
  Despite the adventure text, Acquisition Inc. is not a 
  valid faction for character membership in D&D 
  Adventurers League play. 
  DDIA-MORD Rrakkma 
  The magic items encountered while playing Rrakkma 
  are never unlocked, as they are encountered by 
  pregen characters and not standard Adventurers 
  League characters. 
  Special Magic Items 
  Several examples exist inside the pages of these 
  adventures that have abilities above and beyond 
  those abilities normally located in the PHB and DMG.  
  DDAL00-01 Window to the Past 
   Adamantine armor. When unlocked, this armor 
  can be of any medium or heavy (but not hide) armor 
  found in an allowed Adventurers League resource for 
  this campaign. This armor may be found on magic 
  item tables F, G, or H depending upon type but may 
  be purchased as treasure checkpoints and tier allow. 
  DDAL00-04 Winter’s Flame 
   Flurried Furs. This armor is a common magic item. 
  Common magic items are not found on the magic 
  item tables but may be purchased for 2 treasure 
  checkpoints. The armor chosen can be light or 
  medium. 
  DDAL-CGB Cloud Giant’s Bargain 
   H10 Dining Hall (weapon). Despite the adventure 
  text, this weapon can only be a type of sword. It can 
  be located on magic item table G. 
   H10. Dining Hall (shield). This sentinel shield has 
  the sentinel property. Be sure to take note of the 
  creature type!  
  DDEP00-01 Red War 
  This adventure may award boons to the players. 
  Boons are never unlocked, and each tier 4 player that 
  survives the adventure may take one of the listed 
  boons immediately. 
  DDHC-LMOP Lost Mine of Phandelver 
   Dragonguard. This is a rare breastplate. 
   Hew. This is an uncommon battleaxe. 
   Lightbringer. This is an uncommon mace. 
   Spider Staff. This is a rare staff that requires 
  attunement. 
   Staff of Defense. This is a rare staff that requires 
  attunement. 
   
  DDHC-MORD-01 Riddle of the Raven Queen 
   Gwa’thern Faln. This bow possesses qualities 
  beyond those in the DMG. It may be acquired as if it 
  were a rare item on magic item table G. 
   
   
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  7 
   
   
   
   
   
  DDHC-MORD-05 Escape from Wheloon 
   Common Magic Items. The enduring spellbook and 
  instrument of illusions are common magic items and 
  may be purchased for 2 Treasure checkpoints each 
  upon unlocking. The mystery key is a story item. 
   Mind-Poison Dagger. This item may be purchased 
  as if it were located on magic item table G. 
  DDHC-XGE-01 Rats of Waterdeep 
   Cloak of Billowing. This is a common magic item. It 
  can be acquired for 2 treasure checkpoints. 
  DDIA-MORD Rrakkma 
   All Items. The magic items in this adventure are 
  never unlocked, even for Dungeon Masters. 
  DDIA-XGE Underworld Speculation 
   Ersatz Eye. This is a common magic item. It can be 
  acquired for 2 treasure checkpoints. 
   Pot of Awakening. This is a common magic item. It 
  can be acquired for 2 treasure checkpoints. 
   Wand of Smiles. This is a common magic item. It 
  can be acquired for 2 treasure checkpoints. 
   
  Sword Coast Adventurers Guide 
   Spiked Armor. When enchanted, spiked armor is 
  found on the following tables: +1 (table G), +2 (table 
  H), +3 (table I).  
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  8 
   
   
   
  Season “0”. Season-Agnostic Adventure List 
  Code 
  Level Band 
  Runtime (Hours) 
  Title 
  Notes 
  DDEP00-011 
  1-4, 5-10, 11-16, 17-20 
  3 
  Red War 
  Takes place after DDEP02 Mulmaster Undone 
  DDAL00-01 
  5-10, 11-16, 17-20 
  4 
  Window to the Past  
  Formerly DDAO-01  
  DDAL00-02{a-f} 
  1-4, 5-10, 11-16, 17-20 
  12+ 
  Lost Tales of Myth Drannor 
  Collection of 6 adventures across all levels of play. Each adventure is 
  approximately 2 hours long. Originally given out for free at Gen Con 
  2017. Adventures are tracked as DDAL00-02A through -02F. 
  DDAL00-03 
  11-16, 17-20 
  4 
  Those That Came Before 
  Formerly DDAO-11 
  DDAL00-04 
  1-4 
  2 
  Winter’s Flame 
  Midwinter-themed adventure in Chult 
  DDAL-CGB1 
  5-7 
  4 
  Cloud Giant’s Bargain 
  Fathom Events exclusive print adventure; related to season 5 
  DDAL-OPEN-20161 
  1-4, 5-7, 8-10 
  8 
  D&D Open, 2016 
  Premiere at Origins 2016 
  DDAL-OPEN-20171 
  1-10 
  4 
  Lost Temples of Lake Luo 
  Premiere at Origins 2017 
  DDAL-OPEN-20181 
  pregens only 
  8 
  Gangs of Waterdeep 
  Premiere at Origins 2018 
  DDHC-LMOP 
  1-4 
  HC 
  Lost Mine of Phandelver 
  the “starter box”; was previously “DDEP00-01” by accident (please 
  update accordingly) 
  DDHC-MORD-01 
  5-10 
  HC 
  Riddle of the Raven Queen 
  GUILD ADEPT CONTENT! 
  DDHC-MORD-02 
  11-16 
  HC 
  The Lich-Queen’s Begotten 
  GUILD ADEPT CONTENT! 
  DDHC-MORD-03 
  11-16 
  HC 
  To Wake the Leviathan 
  GUILD ADEPT CONTENT! 
  DDHC-MORD-04 
  1-4 
  HC 
  Pudding Faire 
  GUILD ADEPT CONTENT! Break the curse of time if you can! 
  DDHC-MORD-05 
  1-4 
  HC 
  Escape from Wheloon 
  GUILD ADEPT CONTENT! Includes pregens and can serve as a “learn to 
  play D&D” adventure 
  DDHC-XGE-01 
  1-4 
  HC 
  Rats of Waterdeep 
  GUILD ADEPT CONTENT! From Appendix A, only the Investigator 
  background is valid for AL play. 
  DDIA-MORD 
  tier 2 pregens only 
  8 
  Rrakkma 
  Released with Mordenkainen’s Tome of Foes; only uses the included 
  pregen characters 
  DDIA-VOLO 
  1-4 
  4-8 
  In Volo’s Wake 
  Released with Volo’s Guide to Monsters 
  DDIA-XGE 
  1-4 
  4 
  Underworld Speculation 
  Released with Xanathar’s Guide to Everything. Includes level 3 pregens 
  built with that book (can only be used in this adventure). 
  1: will not be released on dmsguild.com 
  2: available in print but not via dmsguild.com 
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  9 
   
   
  Author-Only Adventure List 
  Code 
  Level Band 
  Runtime (Hours) 
  Title 
  Author 
  Notes 
  DDAO-01 
  5-10, 11-16, 17-20 
  4 
  Window to the Past 
  Alan Patrick 
  Published as DDAL00-01 
  DDAO-02 
  1-4, 5-10, 11-16 
  4 
  One Night in Luskan 
  Bill Benham 
   
  DDAO-03 
  1-4, 5-10, 11-16 
  4 
  The Taming of Elisande 
  Greg Marks 
   
  DDAO-04 
  1-4, 5-10, 11-16 
  4 
  Halruaa Rising 
  Robert Adducci 
   
  DDAO-05 
  11-16 
  4 
  The Space Between the Spaces 
  Travis Woodall 
   
  DDAO-06 
  1-4, 5-10 
  4 
  Enchantment Under the Sea 
  Mike Mearls 
   
  DDAO-07 
  1-4, 5-10, 11-16 
  4 
  Holocaust Pursuit 
  Chris Lindsay 
   
  DDAO-08 
  1-4, 5-10 
  4 
  Perkins Palooza! 
  Chris Perkins 
   
  DDAO-09 
  5-10. 11-16 
  4 
  Lyceum Sepulchral 
  Chris Lindsay 
   
  DDAO-10 
  1-4, 5-10, 11-16, 17-20 
  4 
  Across a Misty Tavern Yard 
  Greg Marks 
  Part 1 of 3; continued in DDAO-20 
  DDAO-11 
  11-16, 17-20 
  4 
  Those That Came Before 
  Alan Patrick 
  Published as DDAL00-03 
  DDAO-12 
  11-16 
  4 
  Dragons of Fire and Death 
  Robert Adducci 
   
  DDAO-13 
  1-4, 5-10 
  4 
  Embers of Hate 
  Travis Woodall 
   
  DDAO-14 
  1-4, 5-10 
  4 
  Act of Grace 
  Bill Benham 
   
  DDAO-15 
  1-4, 5-10 
  4 
  Debts to be Paid 
  Claire Hoffman 
   
  DDAO-16 
  1-4, 5-10 
  4 
  Wild Arcana 
  Robert Adducci 
   
  DDAO-17 
  5-10 
  4 
  Grung Reverie 
  Chris Lindsay 
   
  DDAO-18 
  5-10 
  4 
  The Long Night 
  Bill Benham 
   
  DDAO-19 
  1-4, 5-10 
  4 
  Layers Upon Layers 
  Travis Woodall 
   
  DDAO-20 
  1-4, 5-10, 11-16, 17-20 
  4 
  Somber Screams… 
  Greg Marks 
  Part 2 of 3; begun in DDAO-10, continued in 
  DDAO-30 
  DDAO-21 
  17-20 
  4 
  Trust & Understanding 
  Alan Patrick 
   
  DDAO-22 
  TBA 
  4 
  Debts Old and New 
  Claire Hoffman 
   
  DDAO-23 
  11-16 
  4 
  Trail of Bones 
  Robert Adducci 
   
  DDAO-24 
  5-10 
  4 
  Dire Arcana 
  Robert Adducci 
  Part 1 of 2; continued in DDAO-25 
  DDAO-25 
  5-10 
  4 
  Devious Arcana 
  Robert Adducci 
  Part 2 of 2; begun in DDAO-24 
  DDAO-26 
  5-10 
  4 
  Mirt’s Merry Mayhem 
  Chris Lindsay 
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  10 
   
   
  Author-Only Adventure List 
  Code 
  Level Band 
  Runtime (Hours) 
  Title 
  Author 
  Notes 
  DDAO-27 
  1-4 
  4 
  The Least Among Us 
  Bill Benham 
   
  DDAO-28 
  5-10 
  4 
  It’s Aliiiive! 
  Lysa Chen 
   
  DDAO-29 
  11-16 
  4 
  Necropolis of the Dracolich 
  Robert Adducci 
   
  DDAO-30 
  1-4, 5-10, 11-16, 17-20 
  4 
  … And Melancholy Laughter 
  Greg Marks 
  Part 3 of 3; begun in DDAO-10, continued in 
  DDAO-20 
  DDAO-31 
  11-16 
  4 
  A Wet Wedding 
  Greg Marks 
   
  DDAO-EP01{a-h} 
  1-4 
  20+ 
  Caves of Chaos 
  Chris Lindsay 
  A 9-part EPIC adventure. Parts 1-8 (a-h) are 2 
  hours each, with a 4-hour interactive 
  conclusion. Based on Keep on the 
  Borderlands. 
   
   
  Want to Offer One of the Above Adventures at Your Event? 
  http://dndadventurersleague.org/inviting-admins/ 
   
  Author Only (AO) adventures may only be run by the listed author. Some AO adventures may eventually be published to dmsguild.com (refer to example DDAO-01/ DDAL00-01 above), 
  but this is not guaranteed in all cases as some of these adventurers are not eligible for publication due to content, use of limited properties, or other reasoning as determined by the 
  author, Wizards of the Coast, or both.
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  11 
   
   
   
   
   
  Season 1. Tyranny of Dragons 
   
  The first season of Adventurers League play was 
  debuted at Gen Con in 2014. Nearly 1,000 players 
  turned out to participate in the very first Epic, 
  Corruption in Kryptgarden, and hundreds of other 
  players experienced the trials and vile plots of the 
  Cult of the Dragon in Phlan, a city on the north shore 
  of the Moonsea. While the hardcover adventures 
  Hoard of the Dragon Queen and Rise of Tiamat 
  explored storyline events along the Sword Coast, the 
  Adventurers League players made their way through 
  Phlan, the Quivering Forest, and other similar places 
  along this northern inland sea in an attempt to 
  prevent the… well, play the adventures and the truth 
  will become clear. 
   But be warned: not all ends well, I’m afraid! 
   
   
   
   
  Tyranny of Dragons Optional Supplements 
  Audience 
  Product 
  All 
  The state of Phlan 
  DM 
  Rise of Tiamat web supplement 
   
  Did You Know? 
  Phlan and the surrounding area is part of the “CCC” 
  (Community-Created Content) program, and as such is eligible 
  for further development by gamedays and conventions 
  around the world. 
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  12 
   
   
   
  Season 1. Tyranny of Dragons Guidance
   
  The first two hardcover adventures released for 
  Adventurers League play were Hoard of the Dragon 
  Queen (HotDQ) and Rise of Tiamat (RoT). Together, 
  these books form half of the Tyranny of Dragons 
  season, with the other half comprised of the DDEX01 
  adventures as shown in the list of adventures. 
  Story Items and New Items 
  Story Item guidance is retroactive. The story items 
  for Tyranny of Dragons include: 
   
  • Blagothkus’ flying castle 
  • Hazirawn 
  • dragon masks (any) 
  • mask of the dragon queen 
   
  Items Available Once Found in Hoard of the Dragon Queen 
  TABLE 
  ITEM 
  A 
  Tankard of plenty 
  F 
  Dragongleam, insignia of claws, Wiglof’s 
  cauldron 
  G 
  wand of winter 
   
  Items Available Once Found in Rise of Tiamat 
  TABLE 
  ITEM 
  H 
  dragontooth dagger 
   
  The rarity for all of these items is assigned in the 
  book that contains the item. 
  What is +1 White Dragon Scale? 
  While listed as +1 scale in Hoard of the Dragon 
  Queen, the listed item has been upgraded to white 
  dragon scale so as avoid confusion with the printed 
  certificate. 
  What About the Dragon Masks? 
  The dragon masks (all colors) and the mask of the 
  dragon queen are not valid for use in D&D 
  Adventurers League play outside of the two listed 
  hardcover adventures. 
  It Followed Me Home, Honest! 
  At certain points in these adventures the characters 
  may have a chance to acquire dragon eggs, owlbear 
  eggs, or some other exotic unborn version of a 
  monster. These creatures are never suitable as pets, 
  familiars, animal companions, and so on, though a 
  character may retain it as a non-mechanical 
  companion at a DM’s discretion. 
  Special Magic Items 
  Several examples exist inside the pages of the 
  Tyranny of Dragons adventures that have abilities 
  above and beyond those abilities normally located in 
  the PHB and DMG.  
   Draakhorn (RoT). This magic item is an artifact, 
  and per its information block in the adventure it has 
  no mechanical abilities. If acquired, it cannot be 
  traded. 
   Dragongleam (HotDQ). This spear can be 
  purchased as if it were a rare item located on magic 
  item table F. 
   Gas-filled Ewer & Goblets. These items are not 
  suitable for organized play. 
   Tankard of plenty (HotDQ). This mug can be 
  purchased as if it were an uncommon item on magic 
  table A. 
   Wiglof’s cauldron (HotDQ). This item can be 
  purchased as if it were an uncommon item on magic 
  item table F. 
   
   
   
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
  13 
   
   
   
   
  Season 1. Adventure List 
  Code 
  Level Band 
  Runtime (Hours) 
  Title 
  Notes 
  DDEN1^ 
  1-4 
  16 
  Hoard of the Dragon Queen  
  (D&D Encounters version) 
  first few chapters of DDHC-HotDQ 
  DDHC-HotDQ* 
  1-7 
  HC 
  Hoard of the Dragon Queen 
   
  DDHC-RoT* 
  8-15 
  HC 
  Rise of Tiamat 
   
  DDEP1^ 
  1-4 
  3 
  Corruption in Kryptgarden 
  Retired; takes place near the Sword Coast 
  DDEX1-1 
  1-2 
  5 1-hour mini-missions 
  Defiance in Phlan 
   
  DDEX1-2 
  1-4 
  4 
  Secrets of Sokol Keep 
   
  DDEX1-3 
  1-4 
  4 
  Shadows Over the Moonsea 
   
  DDEX1-4 
  1-4 
  4 
  Dues for the Dead 
   
  DDEX1-5 
  1-4 
  4 
  The Courting of Fire 
   
  DDEX1-6 
  1-4 
  4 
  The Scroll Thief 
   
  DDEX1-7 
  1-4 
  4 
  Drums in the Marsh 
   
  DDEX1-8 
  1-4 
  4 
  Tales Trees Tell 
   
  DDEX1-9 
  1-4 
  4 
  Outlaws of the Iron Route 
   
  DDEX1-10 
  5-10 
  4 
  Tyranny in Phlan 
   
  DDEX1-11 
  5-10 
  8 
  Dark Pyramid of Sorcerers Isle 
   
  DDEX1-12 
  5-10 
  4 
  Raiders of the Twilight Marsh 
   
  DDEX1-13 
  5-10 
  4 
  Pool of Radiance Resurgent 
   
  DDEX1-14 
  5-10 
  4 
  Escape from Phlan 
   
   
  ^: will not be released on dmsguild.com 
  *: available in print but not via dmsguild.com 
   
  Get the complete bundle of DDEX1-01 through 1-14 at a discount! 
   
   
   
   
   
   
   
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
  14 
   
   
   
  Season 2. Elemental Evil 
   
  The town of Mulmaster – often referred to as “the 
  City of Danger” – has its own trouble brewing: the 
  crazed Elemental Cults are seeking to overturn the 
  city entirely and open raw portals in an attempt to 
  bring their vile Princes directly to Faerûn! With 
  multiple new play options like the FREE Elemental 
  Evil Player’s Companion, how to join the Cloaks, and 
  the revised status of the city both before and after the 
  events of the season… the Moonsea will never be the 
  same again! 
  Elemental Evil Optional Supplements 
  Audience 
  Product 
  Player 
  Official pregen characters 
  Player 
  Mulmaster Bonds & Backgrounds 
  All 
  Elemental Evil Player Companion 
  All 
  Joining the Cloaks 
  All 
  Status of Mulmaster (before season) 
  All 
  Status of Mulmaster (after season) 
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
  15 
   
   
   
  Season 2. Elemental Evil Guidance
   
  The town of Mulmaster – often referred to as “the 
  City of Danger” – is the center of activity for the 
  DDEX02 series of adventures, but the hardcover 
  adventure Princes of the Apocalypse is just as 
  important in the overall storyline! Together, these 
  elements comprise the Elemental Evil season. 
  Story Items and New Items 
  Story Item guidance is retroactive. The story items 
  for Princes of the Apocalypse include: 
  • Drown 
  • Ironfang 
  • Lost Crown of Besilmer  
  • Tinderstrike  
  • Windvane 
   
  Items Available Once Found in Princes of the Apocalypse 
  TABLE 
  ITEM 
  C 
  bottled breath, balloon pack, wingwear 
  F 
  claws of the umber hulk, seeker dart, 
  storm boomerang 
  G 
  devastation orb (all), weird tank 
   
  The rarity for all of these items is assigned in the 
  book that contains the item. 
   
  Did You Know? 
  Mulmaster has seen perhaps the most change since the 
  foundation of the D&D Adventurers League. The city’s long 
  history of association with darker elements such as the Red 
  Wizards of Thay and the Zhentarim have given it the moniker 
  of The City of Danger, and twice in recent years the city has 
  undergone significant changes: 
  • In DDEP2 Mulmaster Undone, the city was nearly destroyed 
  by devastation orbs 
  • As a result of DDEP2 and moving through DDAL00-01 and 
  several CCCs, the Red Wizards of Thay established a tight 
  hold on the redevelopment of the city. Heroes intervened 
  by declaring war through their factions, and the events of 
  DDEP00-01 Red War show the main points of that conflict 
  • Conventions and other events can apply for CCCs that 
  spotlight events that take place during the events of 
  DDEP00-01 to further flesh out that experience. 
  Mulmaster Downtime Activities 
  Members of the five factions that have achieved rank 
  3 have access to the following special downtime 
  activities when adventuring in and around 
  Mulmaster. 
  Harpers: Arcane Amnesty 
  You have friends within the Cloaks—an order of 
  arcanists in Mulmaster—that are sympathetic to the 
  Harpers’ cause. You have advantage on any social 
  interaction checks to exonerate you or anyone in 
  your group for using restricted magic in and around 
  the city. In addition, you can spend downtime days to 
  have an arrested caster freed from prison or harsh 
  punishment. The cost is 1 downtime day per level of 
  the violating spell. 
  Order of the Gauntlet: Judge Friend 
  You are a dueling judge and have overseen many 
  duels in Mulmaster. You have the ear of friends 
  within the dueling judge community, and can call 
  upon the services of a battle-hardened warrior to 
  lend you aid. At the beginning of an adventure or 
  when appropriate, you can spend 5 downtime 
  days to recruit a veteran (see appendix B of the 
  Monster Manual). The veteran performs any tasks 
  within reason and capability, but parts ways with you 
  after taking part in one combat or at the end of the 
  adventure. 
  Emerald Enclave: Secluded Haven 
  You have a secret place just outside the city where 
  you and your allies can rest, recuperate, and find 
  mounts. When you use the recuperating downtime 
  activity (see the Basic Rules or the Player’s 
  Handbook), you can apply the effects to your 
  entire group. In addition, at the beginning of an 
  adventure or when appropriate, you can spend 
  downtime days to borrow mounts (riding horses, 
  ponies, or mules) for yourself and your group. The 
  cost is 1 downtime day per mount borrowed. 
  All mounts must be returned at the end of the 
  adventure. If any mount dies during the course of the 
  adventure, you must pay half its value in gold. 
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
  16 
   
   
  Lords’ Alliance: Hawk Association 
  You are part of the Hawks, the secret police of 
  Mulmaster. You maintain law and order through 
  intimidation and strongarm tactics. You can coerce 
  information from the common folk for your benefit, 
  gaining advantage on any Charisma (Intimidation) 
  checks to do so. Once per adventure at the beginning 
  of an adventure, you can spend 3 downtime days 
  to learn an adventure secret. The Dungeon Master 
  provides you with a secret that only you know about 
  the adventure, and you gain advantage on all checks 
  to recall related information for the duration of the 
  adventure. 
  Zhentarim: Procure Illicit Goods 
  You have contacts among smugglers residing in the 
  ghettos of the city, who are able to procure restricted 
  and illicit items for you. At the beginning of an 
  adventure or when appropriate, you can spend 2 
  downtime days to gain one of the following items for 
  the duration of the adventure: carrion crawler mucus, 
  serpent venom, or a moldering scroll holding a 1st-
  level spell of your choice. Then roll on the Procure 
  Illicit Goods table to see what happens as a result of 
  your dealings. 
   
  Procure Illicit Goods (Mulmaster) 
  d20 Result 
  1-3 
  You are caught red-handed and jailed for 1d8 
  days. You do not gain the item. You must 
  spend additional downtime days to cover this 
  jail time, but you do not spend your lifestyle 
  costs for these days. You can avoid jail by 
  paying 50 gp per day of jail time. 
  4-6 
  You are accosted by the city watch while 
  making the deal. You lose 100 gp and begin the 
  adventure at half your hit point maximum, but 
  you manage to retain possession of the item. 
  7-12 
  You find a fence willing to sell you the item, but 
  it’s going to cost you. Make a DC 10 Charisma 
  (Persuasion) check. If you succeed, you pay 50 
  gp for the item. If you fail, you pay 200 gp for 
  the item.  
  13-18 
  You are able to swindle or fast-talk your way 
  into obtaining the item, gaining it for free. 
  19-20 
  You manage to obtain one item for free while 
  attempting to steal another. Make a DC 10 
  Dexterity (Sleight of Hand) check. If you 
  succeed, choose two different items instead of 
  one. You gain both of the items for free. If you 
  fail, you instead gain one item for free. 
   
   
  It Followed Me Home, Honest! 
  At certain points in these adventures the characters 
  may have a chance to acquire dragon eggs, owlbear 
  eggs, or some other exotic unborn version of a 
  monster. These creatures are never suitable as pets, 
  familiars, animal companions, and so on, though a 
  character may retain it as a non-mechanical 
  companion at a DM’s discretion. 
  Orcsplitter 
   Magic Item Table. Once unlocked, Orcsplitter may 
  be purchased as if it were located on magic item table 
  G. 
  Changes to Princes of the Apocalypse 
  Sentient weapons can create hurdles for players and 
  DMs alike in an organized play setting. Replace the 
  entire “Aftermath” section on page 187 of the Princes 
  of the Apocalypse adventure with the following: 
   Captured members of Drannin’s crew can divulge 
  the location of the real Gargosh. He is imprisoned in a 
  small cave on the riverbank near Yartar, locked in a 
  large trunk with air holes and water. Gargosh can 
  survive for four more days inside the trunk. 
   If the characters emerge from the dwarven crypts 
  with Orcsplitter in their custody, the Harpers in area 
  X5 confront them under the open sky. If the 
  characters avoid area X5, the Harpers will track them 
  and confront them elsewhere (the DM is encouraged 
  to choose a thematically appropriate location based 
  on the characters and their actions in the story thus 
  far) within the next two days. They point out that 
  Orcsplitter belongs in the hands of dwarven scholars. 
  They’ll first appeal to the characters’ sense of 
  altruism, but if that doesn’t work, the Harpers try to 
  arrange for a trade that allows a single character to 
  choose one option from a list of magic items and 
  services in exchange for Orcsplitter: 
  • A silver token inlaid with a porcelain dove, good for 
  one free resurrection of that character by a Harper 
  cleric – no questions asked 
  • If the character is a druid, sorcerer, or wizard, they 
  may choose to take magical tutoring under a 
  Harper NPC of the same class. When next the 
  character is in a village or larger settlement they 
  may seek out a Harper tutor. The character may 
  select up to 30 levels of spells from their druid, 
  sorcerer, or wizard class list of 7th level or lower 
  from the Princes of the Apocalypse adventure or 
  Elemental Evil Player’s Companion supplement and 
  add them to their character sheet as available 
  spells for their class. All characters, whether they 
  have a spellbook or not, will need to follow the  
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
  17 
   
   
   
   
   
  rules under “Copying a Spell into the Book” as 
  found in the Player’s Handbook to complete their 
  training. This represents the cost of the education 
  and practice with the new materials (though 
  wizards also scribe the spells into their spellbook 
  as part of the learning process).  NOTE: this does 
  NOT allow a character to cast an additional 30 
  levels of spells; it allows a character additional 
  spell options that might not otherwise be available 
  (ie: a character with a different +1 resource may 
  not otherwise have access to spells from these 
  resources). Wizards add the spells to their 
  spellbook and may choose to prepare them as 
  normal for spells they have scribed. Druids add the 
  spells to the list of spells they may prepare. 
  Sorcerers add the spells to the spells they may 
  choose when leveling or replacing an old spell due 
  to leveling. They do not immediately add the new 
  spells to their known spells. 
  • A +2 weapon of the character’s choosing that 
  vibrates and flares a deep scarlet glow when within 
  50 feet of orcs. Against orcs, the weapon inflicts 
  +2d6 damage. This weapon is added to the 
  character’s unlocked items list as if it were a very 
  rare item located on Magic Item Table G. 
  • A suit of dwarven plate. This item is added to the 
  character’s unlocked items list. 
  • A +1 maul named “The Smasher” that, when given 
  the command “This celebration isn’t going to start 
  itself!”, acts as a decanter of endless water but 
  dispenses potent dwarven spirits instead. This is a 
  unique magic item. This item is added to the 
  character’s unlocked items list as if it were a rare 
  item located on Magic Item Table F. 
  If the characters are not inclined to take the Harper’s 
  offer, the Harpers are quite upset. The characters are 
  coldly informed that Orcsplitter is entirely its own 
  being – the ancient enchantments have given it a true 
  personality, and it will only respond to a good-
  aligned dwarf, fighter, or paladin. For everyone else it 
  will merely function as a magical silvered battleaxe 
  with no additional benefits or properties (an 
  unattuned Orcsplitter will stubbornly refuse to grant 
  any of its bonuses, including hit and damage rolls 
  adjustments, but begrudgingly admits that it is still a 
  magical weapon). The Harpers rescind their generous 
  offer but can be convinced to reconsider their trade 
  offer on a successful Charisma (Persuasion) DC 20 
  check. A successful Wisdom (Insight) check at DC 15 
  reveals that the Harpers are telling the truth about 
  the status of the legendary weapon. 
   
   
   
   
   
   If an agreement is reached, Ariana Riverlost 
  promises to meet the characters again in two weeks,  
  at a location chosen by them, with the agreed-upon 
  payment. 
  Elizar Dryflagon’s Pipe 
  Elizar can summon mephits due to his oaths to a 
  certain elder being. His pipe is merely a conduit for 
  this power and is not magical in and of itself. 
  Joining the Cloaks 
  Characters may have the opportunity to join the 
  Cloaks during their adventures in Mulmaster. This is 
  not a faction, and this entirely optional decision 
  contains several benefits and hindrances. Full details 
  can be found on the dndadventurersleague.org site. 
  DDEP2 Mulmaster Undone 
  The healing ember in this adventure is not an 
  unlockable item. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  18 
   
   
   
   
  Season 2. Adventure List 
  Code 
  Level Band 
  Runtime (Hours) 
  Title 
  Notes 
  DDEN2^ 
  1-4 
  16 
  Princes of the Apocalypse 
  (D&D Encounters version) 
  first few chapters of DDHC-PotA 
  DDHC-PotA* 
  1-15 
  HC 
  Princes of the Apocalypse 
   
  DDEP2^ 
  1-4, 5-10 
  4 
  Mulmaster Undone 
  Retired; takes place after DDEX2-16 
  DDEX2-1 
  1-2 
  5 1-hour mini-
  missions 
  City of Danger 
   
  DDEX2-2 
  1-4 
  4 
  Embers of Elmwood 
   
  DDEX2-3 
  5-10 
  4 
  The Drowned Tower 
   
  DDEX2-4 
  5-10 
  4 
  Mayhem in the Earthspur Mines 
   
  DDEX2-5 
  1-4 
  4 
  Flames of Kythorn 
   
  DDEX2-6 
  1-4 
  4 
  Breath of the Yellow Rose 
   
  DDEX2-7 
  1-4 
  4 
  Bounty in the Bog 
   
  DDEX2-8 
  1-4 
  4 
  Foulness Beneath Mulmaster 
   
  DDEX2-9 
  5-10 
  8 
  Eye of the Tempest 
   
  DDEX2-10 
  1-4 
  4 
  Cloaks and Shadows 
   
  DDEX2-11 
  1-4 
  2 
  Oubliette of Fort Iron 
   
  DDEX2-12 
  1-4 
  2 
  Dark Rites at Fort Dalton 
   
  DDEX2-13 
  5-10 
  4 
  The Howling Void 
   
  DDEX2-14 
  5-10 
  4 
  The Sword of Selfaril 
   
  DDEX2-15 
  5-10 
  4 
  Black Heart of Vengeance 
   
  DDEX2-16 
  1-4 
  4 
  Boltsmelter’s Book 
   
   
  ^: will not be released on dmsguild.com 
  *: available in print but not via dmsguild.com 
   
  Get the complete bundle of DDEX2-01 through 2-16 at a discount! 
   
   
   
   
   
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
  19 
   
   
  Season 3. Rage of Demons 
   
  Passions are heightened in Hillsfar. Refugees from 
  both Phlan and Mulmaster are looking for a new 
  place to call home, and the city of Hillsfar isn’t exactly 
  known for its love of non-human people. On top of 
  this, there is an undercurrent of demonic activity all 
  around the region. Drow have been sighted in the 
  vicinity, and even the myconids are acting strangely. 
  What secrets bubble in the Underdark? 
  Did You Know? 
  The madness mechanic from the DMG is used throughout this 
  season’s adventures. Thanks to the demon princes roaming 
  the Underdark, this has spread like wildfire and will be around 
  for a long, long time. More information on madness can be 
  found in the Dungeon Master’s Guide. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rage of Demons Optional Supplements 
  Audience 
  Product 
  Player 
  Official pregen characters 
  All 
  Status of Hillsfar 
  All 
  Hillsfar Backgrounds & Bonds 
   
    
   
   
   
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
  20 
   
   
  Season 3. Rage of Demons Guidance 
   
  The Rage of Demons storyline is a sprawling story 
  with many potential side quests and missions, with 
  much of it taking place in the Underdark (in the 
  hardcover adventure Out of the Abyss) or near the city 
  of Hillsfar (for the DDEX03 series of adventures). 
  Story Items and New Items 
  Story Item guidance is retroactive. The story items 
  for Out of the Abyss include: 
  • Ability score improvements from the Maze Engine 
  • Dawnbringer 
   
  Items Available Once Found in Out of the Abyss 
  TABLE 
  ITEM 
  F 
  piwafwi (cloak of elvenkind) 
  G 
  piwafwi of fire resistance, stonespeaker 
  crystal, wand of viscid globs 
   
  The rarity for all of these items is assigned in the 
  book that contains the item. 
  Drowcraft Items 
  During the course of Out of the Abyss, some 
  characters may obtain drowcraft items. Such items 
  are destroyed after prolonged exposure to sunlight.  
  It Followed Me Home, Honest! 
  At certain points in these adventures the characters 
  may have a chance to acquire dragon eggs, owlbear 
  eggs, or some other exotic unborn version of a 
  monster. These creatures are never suitable as pets, 
  familiars, animal companions, and so on, though a 
  character may retain it as a non-mechanical 
  companion at a DM’s discretion. 
  Adjustments to the Out of the Abyss Hardcover 
  These adjustments must be applied to the following 
  areas in Out of the Abyss: 
  Chapter 2: Ambush Lair Discoveries 
  d20 
  Discovery 
  18-19 
  A humanoid skeleton or corpse carrying 
  a small leather pouch containing dust of 
  disappearance. 
  20 
  A monster hoard containing 2d6 50gp 
  gems, a potion of frost giant strength, 
  and a pair of sending stones. 
  Chapter 2: Mad Creature Possessions 
  d20 
  Discovery 
  18-19 
  A spell scroll of spare the dying. 
  20 
  Goggles of night made out of wood, 
  leather, and smoky-gray glass. 
  Chapter 2: Raider Leader Possessions 
  d20 
  Discovery 
  20 
  A potion of hill giant strength. 
  Chapter 3: Duergar Keelboat Cargo 
  d20 
  Discovery 
  20 
  A locked iron chest containing 3d6 x 
  100 gp and a suit of mariner’s armor 
  (studded leather). 
  Chapter 1: Recovering Gear 
  Any gear that was lost to the characters by virtue of 
  starting this adventure from the beginning of chapter 
  1 can be recovered in this chapter as the text dictates. 
  Chapter 2 & Appendix B: Dawnbringer 
  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. 
  Chapter 9: Drow Warehouse, Area 4B 
  Replace the paragraph following the Treasure 
  subheading with: 
   Each storage building contains 2d6 vials of carrion 
  crawler mucus (see “Poisons” in chapter 8 of the 
  Dungeon Master’s Guide). Characters also find 1d10 x 
  10 pounds of food and 1d10 x 5 gallons of water 
  stored in each building. Finally, the characters find 
  the following items: 
  • First Storage Building: Two potions of healing 
  • Second storage building: spell scroll of invisibility 
  and a Potion of climbing 
  • Third storage building: A bag of holding, one potion 
  of greater healing, and a spell scroll of find familiar 
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
  21 
   
   
   
   
  Chapter 9: Drow Warehouse, Area 5B 
  Replace the paragraph following 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). 
  Chapter 9: Svirfneblin Warehouse, Area 6B 
  Replace the paragraph following 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. 
  Chapter 15: Goblin Tunnel 
  d20 
  Discovery 
  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. 
  Chapter 16: Death Tyrant Encounter 
  Replace the paragraph following the Treasure 
  subheading with: 
   If the characters defeat the death tyrant, they 
  receive a potion of stone giant strength, a spell scroll of 
  greater invisibility, and a chime of opening. 
  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 a manor in the city 
  of Gauntlgrym. While in the city, you pay only half the 
  normal lifestyle expenses incurred while spending 
  downtime days.  
   
   
   
   
   
   
   
   The Great Forge. The character may add a suit of 
  adamantine or mithral armor of a type of their 
  choosing to their unlocked items list. 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 
  can’t be traded or sold once acquired. 
   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. This cloak is then unlocked 
  for that character.  
  DDEX03-07 Herald of the Moon 
  This adventure features an item that is no longer 
  acceptable under D&D Adventurers League 
  guidelines, as it deviates from the attunement 
  standards in the DMG. Instead of Shadowsong, this 
  adventure instead unlocks a +2 weapon (longbow or 
  shortbow). This +2 weapon has the sentinel property 
  and glows dimly in the presence of humans. 
    
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  22 
   
   
  Season 3. Adventure List 
  Code 
  Level Band 
  Runtime (Hours) 
  Title 
  Notes 
  DDEN3^ 
  1-4 
  16 
  Out of the Abyss  
  (D&D Encounters version) 
  first few chapters of DDHC-OotA 
  DDHC-OotA* 
  1-15 
  HC 
  Out of the Abyss 
   
  DDEP3^ 
  1-4, 5-10, 11-16 
  4 
  Blood Above, Blood Below 
  Retired; takes place after DDEX3-4 
  DDEX3-1 
  1-2 
  5 1-hour mini-
  missions 
  Harried in Hillsfar 
   
  DDEX3-2 
  1-4 
  4 
  Shackles of Blood 
   
  DDEX3-3 
  5-10 
  4 
  The Occupation of Szith Morcane 
   
  DDEX3-4 
  11-16 
  8 
  It’s All in the Blood 
   
  DDEX3-5 
  1-4 
  2 
  Bane of the Tradeways 
   
  DDEX3-6 
  1-4 
  2 
  No Foolish Matter 
   
  DDEX3-7 
  5-10 
  4 
  Herald of the Moon 
   
  DDEX3-8 
  5-10 
  4 
  The Malady of Elventree 
   
  DDEX3-9 
  5-10 
  4 
  The Waydown 
   
  DDEX3-10 
  1-4 
  4 
  Quelling the Horde 
   
  DDEX3-11 
  5-10 
  2 
  The Quest for Sporedome 
   
  DDEX3-12 
  1-4 
  2 
  Hillsfar Reclaimed 
   
  DDEX3-13 
  5-10 
  2 
  Writhing in the Dark 
   
  DDEX3-14 
  1-4 
  2 
  Death on the Wall 
   
  DDEX3-15 
  5-10 
  4 
  Szith Morcane Unbound 
   
  DDEX3-16 
  11-16 
  8 
  Assault on Maerimydra 
   
   
   
   
  ^: will not be released on dmsguild.com 
  *: available in print but not via dmsguild.com 
   
  Get the complete bundle of DDEX3-01 through 3-16 at a discount! 
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  23 
   
   
   
   
   
   
   
  Season 4. Curse of Strahd 
   
  The atrocities committed by Vorgansharax, the 
  Maimed Virulence, during his assault on the town of 
  Phlan has caught the attention of other-worldly 
  powers: the Mists of Ravenloft. After a supernaturally 
  dense fog rolls into the area and the region is plunged 
  into an unseasonably cold winter, the adventurers 
  find themselves transported to Barovia, a land with 
  no joy, sun, or hope. Can they escape? 
   
  Did You Know? 
  This season saw the introduction of DM Quests! 
   
  The Dark Powers will only offer to bestow Dark Gifts (and the 
  associated free resurrection) on those level 5 and below. 
  Other opportunities to earn Dark Gifts may exist for higher-
  level characters! 
   
  The standard character factions do not exist in Barovia, but 
  they would certainly be interested in hearing of your exploits! 
   
   
   
   
  Curse of Strahd Optional Supplements 
  Audience 
  Product 
  Player 
  Curse of Strahd Backgrounds 
  Player 
  Curse of Strahd Pregens 
  DM 
  Expanded Dark Gifts Table 
  All 
  The Mist & The Wood (Orasnou guide) 
   
   
   
  Spellcasting Services are Different 
  The DDAL04 series of adventures in Ravenloft use spellcasting 
  services that are quite different from their Faerûnian 
  counterparts. DMs running the Curse of Strahd hardcover are 
  encouraged to use these setting-specific services but may 
  choose either method. 
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  24 
   
   
  Season 4. Curse of Strahd Guidance
   
  The mysterious Dark Powers of Ravenloft have sent 
  the Mists through Phlan, Glumpen Swamp, and the 
  Quivering Forest. Large portions of those areas along 
  with their residents have been transported to the 
  dread domain of Barovia. 
  Story Items, Dark Gifts, and New Items 
  If the characters acquire any of the following items 
  during their play of the Curse of Strahd hardcover 
  adventure, they may use them as they see fit. These 
  items are forever bound to the Dark Powers and to 
  Count Strahd von Zarovich himself, though, so they 
  cannot leave this realm. 
   The story items for Curse of Strahd include: 
  • Holy Symbol of Ravenkind 
  • Icon of Ravenloft 
  • Statuette of Saint Markovia 
  • Sunsword 
  • Tome of Strahd 
  • DDEX series: Barovian trinkets (see DDEX04-14 
  The Darklord) 
  Furthermore, various Dark Gifts can be earned 
  throughout a character’s career and adventures in 
  Barovia. Regardless of how the Dark Gift was earned 
  (the most common options being character death or a 
  bargain made in the Amber Temple), all Dark Gifts 
  immediately fade if the character leaves Barovia. 
  Their deals are intended to incentivize and tempt 
  mortals into staying here, and those gifts do not 
  return if the character finds a way back to this dark 
  realm. Story Item & Dark Gift guidance is retroactive. 
   
  Items Available Once Found in Curse of Strahd 
  TABLE 
  ITEM 
  G 
  blood spear, gulthias staff 
   
  The rarity for all of these items is assigned in the 
  book that contains the item. 
  Demiplane of Dread (story award) 
  A character that enters Barovia for any reason 
  immediately earns the Demiplane of Dread story 
  award. Any character that possesses this story award 
  cannot leave Ravenloft (Barovia is but a single 
  domain in the demiplane) or play any Dungeons & 
  Dragons adventures that are not set in Barovia or 
  elsewhere in Ravenloft. 
  Haunted One background 
  Choosing the Haunted One background (CoS) does 
  not count as choosing a +1 resource. 
  Leaving Barovia (“BarExit”) 
  There are several opportunities in the DDAL 
  adventures for the characters to leave Barovia. 
  However, if a character wishes to leave and has not 
  discovered one of those methods, they may use the 
  following guidance: 
  Downtime Activity: Escape the Mists  
  A character with the Demiplane of Dread story award 
  can gain the Escape the Mists story award after 
  paying 20 Downtime days to leave Ravenloft.  The 
  Downtime day cost is modified as follows: 
   +10 Downtime Days. Touched by the Mists – For 
  each time the character has died, been brought back 
  to life by the mists, and gained the Touched by the 
  Mists story award. 
   +5 Downtime Days. Enmity of Jeny Greenteeth – 
  A character with the Enmity of Jeny 
  Greenteeth story award (from DDAL04-06 The 
  Ghost) has not only angered the hag but the mists 
  themselves. 
   +5 Downtime Days. You Murderer – A character 
  with the You Murderer story award (from DDAL04-
  08 The Broken One) has killed villagers of Orașnou. 
  The Dark Powers’ grip on them is tight. 
   +5 Downtime Days. Cursed by Greed – A 
  character with the Cursed by Greed story award 
  (from DDAL04-09 The Tempter) has given in to greed 
  at the behest of the Dark Powers. Leaving Ravenloft 
  will be difficult as a result. 
   +10 Downtime Days. Escape the Mists – Each 
  time a character escapes the mists, but then returns 
  to Barovia, escaping again gets progressively harder. 
  If a character does not have enough Downtime days 
  to escape the mists, they are stuck in Barovia forever. 
  To gain downtime days, a player should play more 
  Curse of Strahd adventures or be a Dungeon Master to 
  gain DM rewards to award to a character to escape 
  Barovia. 
   
   
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
  25 
   
   
   
  Luckblade 
  A fortunate group of adventurers may discover a 
  luckblade on their travels. Despite rumors spread by 
  adventurers of yore, it functions as a normal 
  luckblade, though upon being claimed by a new 
  owner, a new blade manifests from the hilt—taking 
  the form of whatever type of sword its owner wishes. 
  Once the weapon’s form has been chosen, it can’t be 
  changed. 
  Do I Have the Demiplane of Dread Story Award? 
  As implied in the Death in Ravenloft sidebar 
  (ALDMG), if you play a session of Curse of Strahd or 
  DDLE4 Death House you’re trapped in Barovia.  
  While not explicitly stated in the sidebar, you gain the 
  following story award upon entering Barovia: 
  Demiplane of Dread (Story Award) 
  You have traversed the mists and now find yourself in the 
  Demiplane of Dread and, until this story award is removed, 
  you are unable to leave. So long as you are trapped, you 
  cannot participate in any adventure or event that takes place 
  outside of Barovia. Tread carefully during your time here, the 
  Dark Powers are watching. 
  Adjustments to the Curse of Strahd Hardcover 
  The following adjustments are needed when running 
  the CoS hardcover for Adventurers League credit: 
  Chapter 1, Lords’ Alliance; Letter of Recommendation 
  from the Eravien Haund 
  Despite Haund’s presumptions, the werewolves move 
  to and from Barovia by Strahd’s will alone, and not 
  via a portal. If the adventurers are successful in 
  determining this (this will require some creativity, or 
  an odd series of circumstances to occur), they are 
  rewarded as stated in the adventure. The letter of 
  recommendation promised grants the bearer use of 
  the Position of Privilege feature from the Noble 
  background. If the bearer also has the Noble 
  background, they have advantage on any Charisma 
  related skill checks they make when using the letter 
  for this purpose. The letter of recommendation is 
  only useful in any regard, when on the Sword Coast. 
  Chapter 1, Zhentarim; Special Favor from Davra Jassur 
  In exchange for returning the head of Kiril 
  Stoyanovich (see Pack Attack, Page 171), Davra is 
  exceedingly pleased. Any characters that are 
  members of the Zhentarim earn 
  the following story award: 
   
   
   
   
   
   
  Special Favor: The Black Network 
  Davra Jassur commands much respect within the Black 
  Network, and dropping her name could yield favorable 
  results—even from those who are unaffiliated with the 
  Zhentarim. This story award may be redeemed for one of 
  the following: a common spell scroll (1st level spell), two 
  vials of poison, five flasks of holy water, or the service of 
  silvering one melee weapon (the weapon to be silvered 
  must be purchased separately). This story award is 
  removed when used. 
  Chapter 2,Tser Pool Encampment Treasure 
  There are six tents and four wagons for a total of 10 
  possible (although statistically-unlikely) results that 
  include a magic item. If the result is a 20, the 
  characters find one of the items below. Roll 1d20 and 
  consult the list below; ignoring results from previous 
  rolls. 
   
  d20 Magic Item Found 
  NUMBER 
  ITEM 
  1-5 
  Potion of Greater Healing 
  6 
  Potion of Fire Breath. This clear, red 
  fluid has a smoldering chunk of coal 
  floating within. The heat of this almost-
  boiling potion can be felt even through 
  the thick glass bottle it is contained in. 
  7 
  Ten +1 crossbow bolts. The bolts have 
  bone shafts with thrice-bladed, cold-
  iron heads. 
  8 
  A wooden screw-top canister containing 
  four doses of Keoghtom’s ointment. 
  Anyone upon whom the ointment is 
  applied smells like freshly dug earth for 
  1 hour.  
  9 
  Potion of Hill Giant Strength. The potion 
  can only be consumed by first 
  destroying the stopper-less ceramic pot 
  it is contained in. The potion tastes foul 
  and has the consistency of curdled milk, 
  with hints of blood, sweat, and grime. 
  10 
  Mithral half-plate. This suit of armor is 
  decorated with elegant woodland motif.  
  The green woolen cape affixed to the 
  armor’s shoulders never catches on 
  burrs or branches while traveling 
  through the forest. 
  11 
  Potion of Lightning Resistance. The 
  potion in this glass vial is crystal clear, 
  and a number of small iron beads have 
  settled at the bottom. 
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  26 
   
   
   
   
   
   
   
  12 
  Bag of Holding. This tattered and 
  patched bag lets forth a terrible scream 
  whenever it is opened, audible to 
  anyone within 100 feet. 
  13 
  A silver snuffbox containing what 
  appears to be fine tobacco (actually dust 
  of sneezing and choking). 
  14 
  An ugly hat made of tattered brown 
  wool. It functions as a helm of 
  comprehend languages. 
  15 
  Potion of Necrotic Resistance. This milky 
  potion has a small human tooth floating 
  within it that must be swallowed as part 
  of drinking the potion. 
  16 
  A silver vial carved to resemble a fish. It 
  contains oil of slipperiness. When used, 
  the oil reeks of rotting fish and kelp, a 
  smell that cannot be cleaned or masked 
  while the oil is in effect. 
  17 
  A spell scroll of hold person. 
  18 
  A fist-sized emerald inscribed with the 
  symbol of the Cult of the Crushing Wave 
  (an elemental gem). 
  19 
  A small steel flask containing a potion of 
  growth. The flask has the initials “AB” 
  engraved upon it. 
  20 
  A spell scroll of haste. 
  Chapter 4, Area K30; King’s Accountant 
  Using the manual of bodily health requires the owner 
  to expend 6 downtime days, after which the owner 
  gains the manual’s benefit. Once this happens, the 
  manual crumbles to ash and is lost forever. Only the 
  owner of the manual may benefit from its use. 
  Chapter 4, Crypt 13 
  The musket provided here is an oddity in Faerûn and 
  may not be replicated or repaired. It is available for 
  purchase for 4 treasure checkpoints. This item cannot 
  be sold. A character proficient with smith’s tools can 
  spend 3 gp to craft 10 bullets, but black powder 
  doesn’t function in Faerûn, so smokepowder must be 
  used instead. Once purchased, this weapon is no 
  longer unlocked, but smokepowder packets (see 
  below) is added to the character’s evergreen unlock 
  list. Ammunition and gunpowder can’t otherwise be 
  purchased. Smokepowder unlocked in this way isn’t 
  suitable for any purpose other to fire this weapon (i.e. 
  NO explosives may be crafted, etc).  
   
   
   
   
   
  Smokepowder Packet 
  Wondrous item, uncommon 
  This magical explosive is used to propel a bullet out of the 
  barrel of a firearm. It is stored in tiny, waterproof leather 
  packets. A packet contains enough smokepowder for five 
  shots. Casting dispel magic on smokepowder renders it 
  permanently inert. 
   
  A packet of smokepowder can be purchased for 1 treasure 
  checkpoint by any character. Once found, this item goes on a 
  character’s evergreen list of available items.  
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
  27 
   
   
   
   
   
  Chapter 13, Area X20; Architect’s Room 
  Using the tome of understanding requires the owner 
  to expend 6 downtime days, after which the owner 
  gains the tome’s benefit. Once this happens, the tome 
  is consumed in brilliant, divine flames (dealing no 
  damage). When the flames die, the tome is gone, 
  never to return. Only the owner of the tome may 
  benefit from its use. 
  Chapter 13: Amber Sarcophagi Sidebar 
  The Amber Sarcophagi sidebar is amended as 
  follows: 
  Add the following after the third paragraph: 
  “Dungeon and Dragons Adventurers League DMs 
  should ensure that players fully understand the risk 
  inherent in dealing with such powerful—and wholly 
  evil—entities. 
   DMs will provide the following as a warning to 
  your players prior to their decision to accept a dark 
  gift: 
  “Accepting a gift from an entity of pure, ancient 
  evil does not come without tremendous risk. 
  While you stand to gain terrible power, it is 
  possible that your character may forever 
  surrender their soul to a being of ultimate 
  darkness. Should this happen, your character 
  shall become an NPC under the control of the 
  Dark Powers—and therefore unplayable in future 
  Adventurers League adventures—until they no 
  longer possess the dark gift, which could be a 
  very long time. Once your decision is made, there 
  is no turning back. Do you accept the gift?” 
  Add the following after the fifth paragraph: 
  “Dark gifts that have a finite duration (i.e., one year, 
  30 days, etc.) last for the specified amount of time in 
  the real-world. That is to say that if a character 
  receives a dark gift that lasts for one year, that 
  character loses the dark gift and all its effects one 
  calendar year from the date that the gift was 
  annotated on the character’s Adventure Logsheet. A 
  character may accept and be affected by only one 
  dark gift. If a character with a dark gift attempts to 
  accept another from a different vestige, their requests 
  go unanswered. 
   Add the following to the last paragraph of the 
  “Amber Sarcophagi” sidebar. 
   “A character that fails the saving throw above is 
  possessed by a fragment of the vestige and changes 
  the moral aspect of their alignment (good, neutral, or 
  evil) to evil. If they are now lawful evil, they can 
  choose to continue playing that character. If they are 
   
   
   
   
   
   
   
   
  a member of any faction other than the Lords Alliance 
  or Zhentarim, they are immediately expelled from 
  that faction and lose all renown. If they are now 
  either neutral evil or chaotic 
  evil their character is removed from D&D 
  Adventurers League play unless they are the 
  unwitting recipient of a wish—removing their dark 
  gift, and changing their alignment back to what it was 
  prior to receiving the dark gift. There is no saving 
  throw against the wish spell, but the adventurer 
  would never actively seek to change 
  themselves back. Adventurers that fail their saving 
  throw gain the following story award: 
  Consumed by Absolute Darkness 
  You have accepted the gift of evil and paid the price. You 
  have been possessed by the vestige of a dead and wholly evil 
  god. For so long as this vestige possesses your mortal 
  body, you may not participate in any D&D Adventurers 
  League adventure. Instead, the vestige—free from its 
  imprisonment—uses your body to wreak havoc upon the 
  land. This lasts for one year and one day of time in the 
  real world, at which time, the character is restored to 
  their original alignment and for some reason unknown to 
  them (possibly divine intervention) the dark gift has been 
  removed. After the dark gift has been removed, the 
  character has disadvantage on all Charisma-related 
  checks when interacting with NPCs anywhere in the 
  Realms. After 10 adventures, assuming no wrongdoing, 
  their reputation is restored and this penalty is removed. 
  The dark gift may be removed earlier, but only by a wish 
  spell cast by another character. 
   
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  28 
   
   
   
   
  Special Magic Items 
  Several examples exist inside the pages of Curse of 
  Strahd that have abilities above and beyond those 
  abilities normally located in the PHB and DMG.  
   Plantslayer battleaxe. The name is unofficial but is 
  an accurate summary of the item’s abilities. Once the 
  characters have encountered this item, it can be 
  purchased as it were a rare item located on magic 
  item table F. 
   Ewer from Amber Temple. Although it clearly 
  possesses a potent power, this item counts as a 
  trinket. 
   Sentient shortsword in Strahd’s Crypt. The 
  weapon’s +1 enchantment as well as several other 
  abilities. Therefore, it is treated as it were a very rare 
  item located on magic item table G. 
   DDEX series Barovian trinkets. These items are 
  detailed in DDEX04-14 The Darklord. They cost 0 
  treasure checkpoints to acquire. 
  Specific Adventure Notes 
  Some adventures in the Curse of Strahd season 
  require specific rulings and guidance. 
  DDAL04-06 The Ghost 
   XP Award. The additional experience award 
  (located at the end of the adventure, when the 
  characters learn more about the Obsessions) is no 
  longer allowed in D&D Adventurers League play. You 
  may wish to consider running the characters through 
  the Yester Hill chapter (or something similar) from 
  the Curse of Strahd hardcover if the characters need 
  some additional experience and want to stay in 
  Barovia. 
  DDEP04-01 Reclamation of Phlan 
   Nettle. Once unlocked. this sentient weapon can be 
  acquired as a +2 weapon. Its additional abilities are 
  not so significant as to require any adjustment. 
   
   
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
  29 
   
   
  Season 4. Adventure List 
  CODE 
  LEVEL BAND 
  RUNTIME (HOURS) 
  TITLE 
  NOTES 
  DDIA04^ 
  1-2 
  8 
  Death House 
  Adventure PDF was made available directly to retailers, 
  and is not otherwise legally available. Previously used 
  the code “DDLE4”. Covers the Death House chapter of 
  DDHC-CoS. 
  DDHC-CoS* 
  1-10 
  HC 
  Curse of Strahd 
   
  DDEP04^ 
  1-4, 5-10, 
  11-16 
  4 
  Reclamation of Phlan 
  Retired; takes place after DDEX1-14 and during DDAL04-
  01 
  DDAL04-1 
  1-2 
  5 1-hour mini-
  missions 
  Suits of the Mists 
   
  DDAL04-2 
  1-4 
  2 
  The Beast 
   
  DDAL04-3 
  1-4 
  2 
  The Executioner 
   
  DDAL04-4 
  1-4 
  4 
  The Marionette 
   
  DDAL04-5 
  1-4 
  2 
  The Seer 
   
  DDAL04-6 
  1-4 
  4 
  The Ghost 
   
  DDAL04-7 
  5-10 
  4 
  The Innocent 
   
  DDAL04-8 
  5-10 
  2 
  The Broken One 
   
  DDAL04-9 
  5-10 
  2 
  The Tempter 
   
  DDAL04-10 
  5-10 
  4 
  The Artifact 
   
  DDAL04-11 
  5-10 
  4 
  The Donjon 
   
  DDAL04-12 
  5-10 
  2 
  The Raven 
   
  DDAL04-13 
  5-10 
  2 
  The Horseman 
   
  DDAL04-14 
  5-10 
  4 
  The Dark Lord 
   
   
   
  ^: will not be released on dmsguild.com 
  *: available in print but not via dmsguild.com 
   
   
  Get the complete bundle of DDAL04-01 through 04-14 at a discount! 
   
   
   
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
  30 
   
   
   
   
   
   
   
  Season 5. Storm King’s Thunder
   
  The Adventurers League moves to the Sword Coast! 
   
  The Ordning – the political configuration that 
  determines who rules the various giant tribes – has 
  been shattered! Chaos reigns as each tribe scrambles 
  to claim power, and the unwitting people of the 
  Sword Coast are caught in the mix. The adventurers 
  must face off against obese hill giants and cunning 
  cloud giants, and defeat the fire giant armies for the 
  protection of the entire region.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Storm King’s Thunder Optional Supplements 
  Audience 
  Product 
  Player 
  Storm King’s Thunder player pack 
  DM 
  Storm King’s Thunder DM pack 
  DM 
  DM Quests 
  All 
  Faction & DM Folders 
   
  Did You Know? 
  SEER is a title, not a name. And Hsing – SEER’s pseudodragon 
  companion – is more than he appears to be. Expect further 
  development for them in upcoming seasons! 
   
  Giants and dwarves have long been aggressive towards each 
  other. Several adventures this season actually explore this lore 
  and history. 
   
   
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
  31 
   
   
   
   
  Season 5. Storm King’s Thunder Guidance
   
  As the giants seek to find new leadership in the wake 
  of a disaster, heroes and villains from across the 
  Forgotten Realms become embroiled in the political 
  machinations of the warring clans. 
  Story Items and New Items 
  Story Item guidance is retroactive. The story items 
  for Storm King’s Thunder include: 
  • Ancient Relic boulder 
  • Ancient Relic ring of hardened magma 
  • Conch of Teleportation 
  • Korolnor Scepter 
  • Navigation Orb 
   
  Items Available Once Found in Storm King’s Thunder 
  TABLE 
  ITEM 
  D 
  Blod Stone 
  F 
  Rod of the Vodindod 
  G 
  Ancient Relic red dragon’s thighbone, 
  Banner of the Krig Rune, Claw of the 
  Wyrm Rune, Gavel of the Venn Rune, 
  Opal of the Ild Rune, Orb of the Stein 
  Rune 
  H 
  Ingot of the Skold Rune, Pennant of the 
  Vind Rune, Shard of the Ise Rune 
  Blod Stone Diamond 
  The process that converts a 5,000 gp diamond into a 
  blod stone results in a priceless magic item. A blod 
  stone cannot be sold for gp. 
  A Tressym! I can has? 
  Yes and no. the find familiar spell provides a specific 
  list of creatures that can be conjured by the spell. 
  Although the adventure suggests it, D&D Adventurers 
  League DMs don’t have the discretion to modify that 
  list. However, play often and you may come across 
  campaign documentation (such as a certificate or 
  story award) that will let you conjure a tressym of 
  your very own using find familiar. 
  Rune Items 
  Applying one of the various runes found in the 
  Season 5 adventures turns a mundane item into a 
  permanent magic item. The rune can be applied to 
  any mundane item that you own or can permanently 
  keep at the end of an adventure or session. If the item 
  isn’t found under a treasure subheading, it follows 
  the normal rules for mundane treasure and isn’t an 
  eligible item for the transference of a rune. 
   When a rune is used in this way, the rune is 
  consumed in the process and the listed effect takes 
  place. This function can only be used by a character 
  that has purchased a rune with treasure points. Any 
  item so affected by a rune is considered to be located 
  on magic item table F for purposes of trading magic 
  items with other characters. If the item has a +1 or 
  higher version on another, higher magic item table, 
  use that table instead (ie: placing a rune on plate 
  armor defaults the now-magic plate armor to magic 
  item table I). 
  • Ingot of the Skold Rune 
  • Opal of the Ild Rune 
  • Orb of the Stein Rune 
  • Pennant of the Vind Rune 
  • Shard of the Ise Rune 
  Sansuri’s Simulacrum 
  This spell does not have a full description. As such, it 
  cannot be learned by characters. 
  Rolling for Treasure 
  When played for D&D Adventurers League credit, this 
  adventure does not allow for the use of the random 
  magic item table rolls. Such entries in the adventure 
  are to be disregarded entirely. 
  A Great Upheaval & Milestones 
  Milestones are not used by the D&D Adventurers 
  League. Please consult the ALDMG for rules on how to 
  award experience and treasure checkpoints. 
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  32 
   
   
   
   
   
  Special Magic Items 
  Several examples exist inside the pages of Storm 
  King’s Thunder that have abilities above and beyond 
  those abilities normally located in the PHB and DMG.  
   Ancient Relic red dragon’s thighbone. This 
  weapon’s functionality warrants its placement on 
  magic item table G with a rarity of very rare. 
   Harshnag’s armor & axe. Effective August 31, 
  2018, these items are never considered to be 
  unlocked for characters and can no longer be 
  acquired, even through trading. 
  Specific Adventure Notes 
  Some adventures in the Storm King’s Thunder season 
  require specific rulings and guidance. 
  DDAL05-04 In Dire Need 
   Mithral Splintmail +1. This item is on the 
  problematic items list. Until such time as the 
  dmsguild.com entry is updated, characters that 
  successfully complete this adventure may choose to 
  unlock mithral splint or splint +1. 
  DDAL05-19 The Eye of Xxiphu 
   The Eye of Xxiphu. The Eye of Xxiphu is a piece of 
  an ancient aboleth, and can be acquired as if it were a 
  legendary item on magic item table I. 
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  33 
   
   
   
  Season 5. Adventure List 
  CODE 
  LEVEL BAND 
  RUNTIME (HOURS) 
  TITLE 
  NOTES 
  DDIA-05 
  1-5 
  16 
  A Great Upheaval 
  The first chapter of DDAL-SKT 
  DDHC-SKT* 
  1-10 
  HC 
  Storm King’s Thunder 
   
  DDEP05-01^ 
  1-4, 5-10 
  4 
  The Iron Baron 
   
  DDEP05-02^ 
  1-4, 5-10, 11-16 
  4 
  The Ark of the Mountains 
   
  DDAL05-1 
  1-2 
  5 adventures at 1 
  hour ea. 
  Treasures of the Broken Hoard 
   
  DDAL05-2 
  1-4 
  2 
  The Black Road 
   
  DDAL05-3 
  1-4 
  2 
  Uninvited Guests 
   
  DDAL05-4 
  5-10 
  2 
  In Dire Need 
   
  DDAL05-5 
  5-10 
  2 
  A Dish Best Served Cold 
   
  DDAL05-6 
  1-4 
  2 
  Beneath the Fetid Chelimber 
   
  DDAL05-7 
  1-4 
  2 
  Chelimber’s Descent 
   
  DDAL05-8 
  11-16 
  4 
  Durlag’s Tower 
   
  DDAL05-9 
  11-16 
  4 
  Durlag’s Tomb 
   
  DDAL05-10 
  1-4 
  2 
  Giant Diplomacy 
   
  DDAL05-11 
  5-10 
  4 
  Forgotten Traditions 
   
  DDAL05-12 
  1-4 
  2 
  Bad Business in Parnast 
   
  DDAL05-13 
  5-10 
  4 
  Jarl Rising 
   
  DDAL05-14 
  11-16 
  4 
  Reeducation 
   
  DDAL05-15 
  11-16 
  4 
  Reclamation 
   
  DDAL05-16 
  1-4 
  4 
  Parnast Under Siege 
   
  DDAL05-17 
  5-10 
  4 
  Hartkiller’s Horn 
   
  DDAL05-18 
  17-20 
  4 
  The Mysterious Isle 
   
  DDAL05-19 
  17-20 
  4 
  The Eye of Xxiphu 
   
   
  ^: will not be released on dmsguild.com 
  *: available in print but not via dmsguild.com 
   
  Get the complete bundle of DDAL05-01 through 05-19 at a discount!
   
   
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  34 
   
   
  Season 6. Tales from the Yawning Portal 
   
  Seven dungeons, classic and modern. Where will 
  adventure take you? 
  • Sunless Citadel 
  • Forge of Fury 
  • Hidden Shrine of Tamoachan 
  • White Plume Mountain 
  • Dead in Thay 
  • Against the Giants 
  • Tomb of Horrors  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Yawning Portal Optional Supplements 
  Audience 
  Product 
  Players 
  New character sheets 
  DMs 
  Vials for Player’s Tears 
  All 
  Soul-rending Oaths of Revenge 
   
   
  Did You Know? 
  Although the Yawning Portal is a very successful bar for 
  adventurers in Waterdeep, these dungeons and adventures 
  are scattered across Faerûn. 
   
  If you level up during your dungeon exploration and find 
  yourself outside the intended tier, don’t fret – you are still 
  considered to be a legal character for finishing that dungeon. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  (not an actual illustration from the final book)
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  35 
   
   
   
   
   
  Season 6. Tales from the Yawning Portal Guidance
   
  This season takes a look at a collection of classic 
  dungeons that have been updated to fifth edition 
  rules, and pairs several of them with short DDAL 
  adventures that are intended to further develop the 
  stories contained in the hardcover. 
  Story Items and New Items 
  Story Item guidance is retroactive. The story items 
  for Tales from the Yawning Portal are: 
  • Waythe 
  • Ability score increases from the Elder Elemental God 
   
  Items Available Once Found in Tales from the Yawning 
  Portal 
  TABLE 
  ITEM 
  B 
  Spellcasting bolt 
  C 
  Stone of iIll luck 
  D 
  Amulet of protection from turning, 
  balance of harmony, lodestone, mirror of 
  the past 
  E 
  Potion of mind control (any) 
  F 
  Night caller, shatterspike, wand of 
  entangle 
  G 
  Bracelet of rock magic, eagle whistle, 
  summer robe, spear of backbiting 
  H 
  Berserker axe (Tamoachan), hell hound 
  cloak 
  Adventure 1: The Sunless Citadel 
  The Sunless Citadel is a fairly straight-forward 
  adventure with plenty of opportunities for roleplay 
  mixed into its pages. The following adjustments must 
  be used when running it for D&D Adventurers League 
  credit: 
  Shatterspike 
  Shatterspike can’t be used to destroy magic items, 
  unless the item itself specifically provides an AC, hit 
  points, etc. in its description. 
  Adventure 3: The Hidden Shrine of Tamoachan 
  The Hidden Shrine of Tamoachan requires additional 
  rulings if it is to be played for Adventurers League 
  credit: 
  Special Magic Items 
  Several examples exist inside the pages of Against the 
  Giants that have abilities above and beyond those 
  abilities normally located in the PHB and DMG.  
   Berserker axe (Tamoachan). This highly-
  customized axe contains powers well beyond those 
  normally allowed in D&D Adventurers League play. 
  As such, it may be unlocked once found and acquired 
  as if it were a very rare item on magic item table H. 
   Plantslayer longsword. The name is unofficial but 
  is an accurate summary of the item’s abilities. Once 
  the characters have encountered this item, it can be 
  purchased as it were a rare item located on magic 
  item table F. 
   Rusty dagger. This item can be purchased as if it 
  were a standard +1 dagger. The special breakage 
  quality does not confer any discount on price. 
  Adventure 4: White Plume Mountain 
  The following adjustments are needed when running 
  White Plume Mountain for D&D Adventurers League 
  credit: 
  What Do I Do with Blackrazor, Wave, and Whelm? 
  In White Plume Mountain, the characters are hired to 
  retrieve three legendary weapons (Blackrazor, Wave, 
  and Whelm) that have been stolen. The book is vague 
  regarding the payment—for Adventurers League, the 
  three owners reward the characters. Only weapons 
  turned in while the character is present count for that 
  individual character. Additionally, as ownership of 
  permanent magic items is determined at the end of 
  the session, returning the weapon and claiming the 
  reward must done before the end of the session. This 
  may necessitate some suspension of disbelief if the 
  “turn in” magically happens while the characters are 
  in the middle of a dungeon.  
   This guidance is retroactive beginning August 
  30, 2018; it affects sessions on this date or after. 
  Earlier sessions had different guidance and need no 
  further adjustment, though these weapons have 
  never been legal for play. 
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  36 
   
   
   
   
   
   1. First Weapon Returned. Each character in the 
  party receives 12 treasure checkpoints or may 
  receive two consumable magic items from magic item 
  tables A, B, or C. A character could, for example, 
  choose a potion of superior healing, a spell scroll of 
  greater restoration, or 1d6 +2 crossbow bolts. Items 
  received are not unlocked. 
   2. Second Weapon Returned. Each character may 
  unlock one item from magic item tables F or G.  
   3. Third Weapon Returned. Each character 
  receives 12 treasure checkpoints and is awarded one 
  free use of the raise dead or greater restoration spell 
  casting service from a generous benefactor. 
   I Don’t Wanna Surrender It! First, ending a 
  session without returning one of the weapons denies 
  the group from receiving any reward associated with  
  it—drag. The worst part, however, is that the 
  character that chooses to retain ownership is too 
  busy running and hiding from the forces that pursue 
  it, or simply spending all their time busy being dead. 
  Such characters are retired from play.  
   This involuntary retirement can be cut short by 
  surrendering the stolen weapon. In-so-doing, the 
  weapon is removed from their character, but they 
  don’t receive the reward associated with turning it in, 
  above. Sometimes, no reward is a reward in its own 
  right. Characters should be made aware of this before 
  they decide to keep a weapon. 
  Adventure 5: Dead in Thay  
  Dead in Thay is a heavily-flavored adventure and 
  dungeon crawl that does not require many 
  adjustments for D&D Adventurers League play. 
  Loadstone 
  As a magic item, the lodestone cannot be sold for gp. 
  Soul-bound Undead 
  If a character is raised as soul-bound undead in Dead 
  in Thay, they are immediately retired from play if 
  they leave the Doomvault without destroying Kazit 
  Gul (and thus, the Doomvault), figuring out how to 
  correctly use the Undying Laboratory, or receiving a 
  wish to end this effect—even true resurrection is 
  unable to wrest the adventurer’s soul from Szass 
  Tam’s terrible grasp. 
   
   
   
   
  Adventure 6: Against the Giants  
  This sprawling adventure can be quite time 
  consuming, but it covers many play elements and 
  presents the characters with a great insight into giant 
  societies – and a hint of drow-themed things to come! 
  The following adjustments are needed when playing 
  Against the Giants for D&D Adventurers League 
  credit: 
  Giant’s Bag Contents 
  When the characters inspect a giant’s bag, any time 
  that a result of 61-69 is rolled, instead award and 
  unlock a single consumable magic item from magic 
  item tables A or B. 
  Hill Giant Stronghold, Dungeon Level 
  The following adjustments must be made: 
   Area 23. The treasure horde unlocks two items on 
  magic item table F and one on table G. 
  Frost Giant Stronghold, Lower Level 
  The following adjustments must be made: 
   Area 2. The treasure horde also unlocks one item 
  on magic item table F, and one on table G. 
  Hall of the Fire Giant King, Entrance Level 
  The following adjustments must be made: 
   Area 9. Chest 3 unlocks 4 items on magic item table 
  A, two items on table B, one item on table D, and one 
  item on table E. None of these items may be of 
  legendary rarity. 
  Hall of the Fire Giant King, Second Level 
  The following adjustments must be made: 
   Area 8. The “spell scroll of seven cleric spells” is in 
  fact seven spell scrolls, chosen from the cleric spell 
  list. They do not have to be different spells and 
  cannot be higher than 5th level. These spell scrolls are 
  awarded to the party immediately. 
   Area 11. Result 3 on the Elder Elemental God table 
  is ignored. 
  Hall of the Fire Giant King, Third Level 
  The following adjustments must be made: 
   Area 7. In place of any gp, gems, or art objects, the 
  horde awards two consumables per character. These 
  consumables can be from magic item tables A, B, or C. 
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  37 
   
   
   
   
  Special Magic Items 
  Several examples exist inside the pages of Against the 
  Giants that have abilities above and beyond those 
  abilities normally located in the PHB and DMG.  
   Keeper’s battleaxe. This is a giant-sized +1 
  battleaxe, and can be acquired as if it were on magic 
  item table F. 
   Snurre’s cape. This item can be acquired as if it 
  were a rare item on magic item table G. 
   Headsman’s axe. This item can be acquired as if 
  were a very rare item on magic item table G. It 
  requires a strength of 25 to pick up and wield; the 
  creature must be at least size Huge or larger. 
   Spellcasting bolts. The magic bolts can be acquired 
  as if they were rare ammunition on magic item table 
  B. When purchased, only a single bolt is acquired. 
  Adventure 7: Tomb of Horrors 
  Tomb of Horrors requires additional rulings if it is to 
  be played for Adventurers League credit: 
  What do the Characters find in Acererak’s Vault? 
  The Tomb of Horrors is an iconic dungeon with many 
  years of history and lore. It is also filled with terrible 
  artifacts of death and drek. This guidance is 
  retroactive—it affects sessions run prior to the 
  issuance of this FAQ.  
   Spheres of Annihilation. The effects resembling 
  spheres of annihilation in the green devil faces in the 
  Tomb of Horrors are traps; they can’t be controlled or 
  claimed as treasure. These spheres of annihilation are 
  never unlocked for characters. 
   Acererak’s Hoard. Under the treasure subheading 
  on page 227 of TYP, replace “(except that none can be 
  of legendary rarity)” with: “(except all items must be 
  located on magic item tables F, G, or H, and 
  uncommon, rare, or very rare, and may include up to 
  one manual or tome—it seems that the demilich’s 
  library has long ago rotted away)”. 
  Efreeti Wishes 
  If the efreeti is released from its prison in the Tomb 
  of Horrors, it might grant three wishes. Note that this 
  is not the wish spell, and it is limited in what it can 
  create or deliver – in no case can the effect a wish that 
  it grants last beyond the end of this game session. 
   
   
   
   
  Spellcasting Gem? 
  A certain cursed gem will invariably harm those that 
  cast wish from it, and because it tells the holder that it 
  can cast wish… what reason might the character have 
  to not use it? Also, any character caught in the gem’s 
  explosion is permanently killed and is retired from 
  Adventurers League play. 
  This Staff of the Magi… 
  … is broken beyond repair. Not even a wish spell can 
  save it in D&D Adventurers League play. This does 
  not unlock the staff of the magi for later purchase. 
  Spheres of Annihilation 
  Spheres of annihilation encountered in this adventure 
  are never unlocked. 
  DDEP06-03 Hecatomb 
  This adventure may award boons to the players. 
  Boons are never unlocked, and each tier 4 player that 
  survives the adventure must choose to take one of 
  the listed boons immediately or unlock the listed item 
  instead. 
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  38 
   
   
   
   
  Season 6. Adventure List 
  CODE 
  LEVEL BAND 
  RUNTIME 
  (HOURS) 
  TITLE 
  NOTES 
  DDIA06-SUNLESSCITADEL^ 
  1 
  Variable 
  The Sunless Citadel 
  Intro adventure 
  DDHC-TYP* 
  various 
  HC 
  Tales from the Yawning Portal 
  7 dungeons to drop into your ongoing campaigns or 
  other hardcover adventures! 
  DDEP06-01^ 
  1-4, 5-10 
  4 
  Relics of Kundrukar 
  Best when played after DDAL06-01 
  DDEP06-02^ 
  5-10, 11-16 
  4 
  Return to White Plume 
  Best when played after DDAL06-02 
  DDEP06-03^ 
  11-16, 17-20 
  4 
  Hecatomb 
  Best when played after DDAL06-03 
  DDAL06-01 
  1-4 
  2 
  A Thousand Tiny Deaths 
  Leads into Forge of Fury 
  DDAL06-02 
  5-10 
  2 
  The Redemption of Kelvan 
  Leads into White Plume Mountain 
  DDAL06-03 
  17-20 
  2 
  Crypt of the Death Giants 
  Continues Against the Giants 
   
   
   
   
   
   
  ^: not be released on dmsguild.com 
  *: available in print but not via dmsguild.com 
   
  Dungeon Crawls & Level Bands 
  The dungeons in the Tales from the Yawning Portal were designed with specific level 
  ranges in mind, but for Adventurers League play these level ranges are modified to 
  incorporate the entire target tier. Dead in Thay is the dungeon that is most deeply 
  impacted by this. 
  • Sunless Citadel – tier 1 (target level 1) 
  • Forge of Fury – tier 1 (target level 3) 
  • Hidden Shrine of Tamoachan – tier 2 (target level 5) 
  • White Plume Mountain – tier 2 (target level 8) 
  • Dead in Thay – tier 2 (target level 9) 
  • Against the Giants – tier 3 (target level 11) 
  • Tomb of Horrors – tier 3 (target level 13) 
   
  Unlike previous hardcovers where a character could be anywhere from level 1 to 10 in 
  order to participate, characters will need to be in the appropriate tier for their chosen 
  adventure from Tales from the Yawning Portal. 
  Dungeon Crawls? In MY D&D?! 
  The dungeon crawls presented in Tales from the Yawning Portal are by and large taken 
  from older content and updated to the 5th edition of the rules. There are hints of 
  Greyhawk and other campaign worlds contained therein, but the Adventurers League 
  content takes place in the Forgotten Realms. To that end, the admin team assembled a 
  series of “Hooks” articles to get players excited about the adventures that lay before 
  them. 
  • Hooks: Sunless Citadel 
  • Hooks: Forge of Fury 
  • Hooks: Hidden Shrine of Tamoachan 
  • Hooks: White Plume Mountain 
  • Hooks: Dead in Thay 
  • Hooks: Against the Giants 
  • Hooks: Tomb of Horrors 
   
  These hooks are not required, but you may find them very helpful – they even include 
  some handy DM guidance! 
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  39 
   
   
   
  Season 7. Tomb of Annihilation 
   
  The dread lich Acererak has made a bid for the souls 
  of every creature in creation. His terrible plot begins 
  in the jungles of Chult in the far southern reaches of 
  Faerûn and can be felt across every plane of 
  existence. Death is finally permanent; not even the 
  gods can still his arcane plans.  
   Our heroes will brave dinosaurs, necromantic 
  wizards, strange goblins, and deathtraps galore as 
  they unravel the mysteries of this ancient place. A 
  place where the gods refuse to tread, and a place 
  where familiar faces long thought lost will appear. 
   Season 7 of the Adventurers League is a desperate 
  race against time as the recently resurrected find 
  themselves succumbing to a wasting rot and 
  Acererak toys with powers from beyond our 
  understanding! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Tomb of Annihilation Optional Supplements 
  Audience 
  Product 
  Players 
  Surrogates (tier 1 --- tier 2) 
  Players 
  Surrogate Logsheets 
  All 
  Death Curse 
  All 
  Maps by Mike Schley 
  All 
  The Complete Tortle Package 
   
   
   
  Did You Know? 
  The lost language of Old Omuan is indeed that: lost. Not even 
  the residents of Chult know how to speak it. 
   
  The legend of Dendar the Night Serpent and her prophesied 
  final battle with Ubtao is woven into the cultures of Chult – 
  but it remains to be seen just what Acererak’s plans for them 
  may be. These are the only two deities of the jungle peninsula; 
  it is truly a place forgotten by the world, and one where even 
  the gods refuse to tread. 
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  40 
   
   
   
   
  Season 7. Tomb of Annihilation Guidance
   
  A vile death curse has grasped the world in darkness, 
  slowing draining the life from those that returned 
  from death and preventing any additional 
  restorations. The source has been tracked to Chult, 
  and the demilich Acererak has a plethora of traps and 
  minions waiting for heroes that dare challenge him! 
  Story Items, Awards, and New Items 
  Story Item guidance is retroactive. The story items 
  for Tomb of Annihilation include: 
  • Staff of the Forgotten One 
  • Ability score increases from the Armillary Sphere 
  • Special Note: items & spirits of the trickster gods 
  • Special Note: Death Curse & meatgrinder mode 
  • Yaka the Golden Skull 
   
  Items Available Once Found in Tomb of Annihilation 
  TABLE 
  ITEM 
  C 
  Ghost Lantern, Mask of the Beast 
  G 
  Amulet of the Black Skull 
  I 
  Scorpion Armor 
  Death Curse 
  Now that the Adventurers League has moved on to 
  season 8, the Death Curse is only in effect for Season 
  7 adventures that are played at tier 1 or tier 2 (see 
  Season 7. Adventure List for a full listing).  
  When the Death Curse is Applied 
  The curse is the fundamental aspect of Tomb of 
  Annihilation. As such, it is applied to any D&D 
  Adventurers League character playing a Tier 1 or 2 
  Season 7 adventure after August 15th, 2017.  
  Any character can choose to be rid of the curse by:  
   Defeating Acererak. A character who seeks out the 
  cause of the curse and frees Faerûn from its effects by 
  completing the final chapter of Tomb of Annihilation 
  is freed from the effects of the curse. Surrogates that 
  do so free their original character. 
   Waiting It Out. Alternatively, characters can  
  start any Tier 3 or 4 non-hardcover (non-DDHC) 
  adventure, and resuming adventuring following 
  Acererak’s defeat. A character choosing this option 
  can’t play Tomb of Annihilation, or any Season 7 Tier 
  1 or 2 adventures—with or without a surrogate; 
  these doors to adventure are forever closed to them.   
  The Death Curse’s Effects 
  The below effects of the curse are in addition to those 
  provided in Tomb of Annihilation: 
  • The souls of humanoid creatures who die while 
  subject to the curse are trapped. Typical means of 
  avoiding this do not function.  
  • No spell or effect—mortal or divine—can return 
  the dead to life; the soul remains trapped and any 
  such attempts automatically fail. Rumor is that one 
  person found deep in the jungles of Chult knows a 
  way around this, but at a steep price.  
  • Characters who have been previously raised from 
  the dead find their hit point maximum reduced by 
  1 each day at midnight, at the beginning of each 
  non-DDHC adventure, and for each downtime day 
  spent. The season starts after the curse has been 
  active for 20 days—thus any previously-dead 
  creatures subject to the curse find their maximum  
  hit points reduced by 20 at the onset of the 
  storyline. This reduction can’t be resisted or 
  restored, and the reduced hit point maximum can’t 
  be increased by spells or effects such as aid—
  although you can still get temporary hit points. 
  Characters that advance in level increase their hit 
  points as normal.  
  • Characters whose souls are trapped within the 
  Soulmonger run the risk of their soul being 
  devoured (see Soul Devouring, below).  
  Meatgrinder Mode 
  Meatgrinder mode provides no benefit for characters 
  in D&D Adventurers League play. 
  Surrogate Characters 
  Characters who die while subject to the curse may 
  continue playing using a surrogate—a temporary 
  pregenerated character—of the same tier. Available 
  surrogates are downloaded from the Dungeon 
  Masters Guild. Surrogates can’t be played outside of 
  CCC adventures, Tomb of Annihilation, or the season 7 
  DD-series adventures.  
   A character’s surrogate is the key to its salvation 
  from the Soulmonger and continues adventuring after 
  the primary character’s death. A slain surrogate may 
  be replaced by another one of the same tier. If the 
  player doesn’t declare a surrogate and instead 
  continues the adventure with another non-surrogate 
  character, the original character’s soul is devoured.  
  DMs running Tomb of Annihilation should work with 
  players to construct avenues for surrogates to join  
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
  41 
   
   
   
   
   
  their new-found group. They should arrive before 
  the next encounter, but after the one where their 
  character died. Maybe the surrogate is an agent from 
  another faction sent to spy on a character? A guide? 
  Another adventurer lost in the jungle?  
   If a cursed character dies during an Adventurers 
  League adventure, the surrogate arrives at the 
  beginning of the next session—though the DM still 
  rolls to determine if the original character’s soul is 
  devoured as normal (see Soul Devouring, below).  
  Surrogate Rewards. Surrogates receive and apply 
  rewards as normal, with the following exceptions:  
  • They earn rewards normally. However, any magic 
  items owned by the original character count 
  against the surrogate’s magic item total. If the 
  original character’s soul is devoured, only the items 
  obtained by its surrogates count in this way;  
  • They advance in level normally, but don’t choose a 
  “+1” resource, and can’t multiclass or gain feats;  
  • Rewards earned by a character’s surrogates are 
  tracked separately from the original character’s 
  rewards using a surrogate logsheet.  
   
   Transferring/Keeping/Rewards. Once free of the 
  curse, rewards accumulated by the original 
  character’s surrogate(s)—including the pregen’s 
  listed gear (but less any that was lost, destroyed, or 
  spent)—are transferred to another character, and the 
  surrogate is removed from play.  
   All of the cumulative rewards earned by a 
  character’s surrogates must be transferred to the 
  same character. The recipient of these rewards is 
  determined as follows:  
  • Original Character Raised. Rewards earned by a 
  surrogate are transferred to the original character.  
  • Original Character’s Soul Devoured. Rewards 
  earned by a surrogate are transferred to a new, 
  level 1 character.  
   
   Replaying the Adventure. A surrogate can’t play 
  any adventures or chapters that the primary 
  character played, and the primary character can’t 
  play any of the same played by its surrogate.  
  Soul Devouring 
  The soul of any humanoid that dies while subject to 
  the curse is trapped until freed or devoured by the 
  atropal. If a surrogate (see below) is at the table, the 
  DM must roll a d20 at dawn each day and at the end 
  of each non-DDHC adventure to determine if that 
  surrogate’s original character’s is consumed. On a  
   
   
   
   
   
  result of a 1, the soul is devoured. Rolling a “handful 
  of d20s” isn’t recommended unless the same group of 
  players have been playing together throughout the 
  storyline season. A player can choose to abandon 
  their character to their fate and declare their 
  character’s soul devoured by not declaring a 
  surrogate (see Surrogate Characters, above).  
   Once their soul has been devoured, nothing can 
  return that creature to life—including divine 
  intervention. These unfortunate characters—along 
  with their equipment—are removed from play. 
  Items of the Trickster Gods 
  The spirits of the dead trickster gods are bound into 
  their personal items as-noted in the adventure text. 
  For Adventurers League usage, they also follow the 
  Story Items rules – for example, if someone cannot 
  return for the next game, the item can be assigned by 
  the DM to another character… and that character may 
  potentially become possessed. Every time the item 
  transfers to another person, there is a chance that the 
  spirit may possess the new host or wielder. 
   Additionally, if the characters successfully 
  complete the adventure and break the death curse, 
  the spirits of the trickster gods may decide to allow 
  these items to leave the tomb. If they do, a character 
  may purchase the item using the item’s normal point 
  cost (see the ALPG) but they also gain any additional 
  qualities that the item had as one of the trickster 
  god’s personal items. The spirit of the trickster god is 
  not a magic item, and their granted abilities do not 
  exist outside of the tomb. 
  Spirits of the Trickster Gods 
  If a character is possessed by a trickster god and they 
  leave the tomb, neither the spirit nor their granted 
  abilities (including traits) travel with the character. 
  The spirit does not return automatically when next 
  the character enters the tomb, though they could 
  wield or wear the god’s associated item, which may 
  result in the character becoming possessed once 
  more. 
  What the Heck Do Chultans Speak?! 
  While Old Omuan is used frequently throughout the 
  adventure, it isn’t available to characters. Chultan 
  characters using the Option: Human Languages 
  optional rule in SCAG may choose Chultan in addition 
  to Common. Chultan is an exotic language written 
  using the same alphabet as Draconic.  
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
  42 
   
   
   
   
  Yaka the Golden Skull 
  The adventure text in Tomb of Annihilation calls out a 
  specific gp value in gems that Yaka must consume 
  before he leaves the characters alone. For 
  Adventurers League purposes, Keshma al-Wazir the 
  dao can create this amount of treasure or the 
  characters can provide it to Yaka. It is important to 
  note that Yaka is considered a story award and is not 
  capable of leaving the season 7 content. 
  Keshma al-Wazir the Dao 
  While Keshma potentially does offer spellcasting to 
  aid the characters, she is not capable of granting 
  wishes other than to break the curse of Yaka, the 
  Golden Skull.   
  I Feel Different 
  At several places in the Tomb of Annihilation content 
  a character may be on the receiving end of a ritual or 
  other effect that changes their race to yuan-ti. Should 
  this happen, a few things should be observed: 
  • If the change also adjusts the character’s alignment 
  to evil, consult the ALPG for details 
  • changing a character’s race does not prevent 
  advancement in classes like bladesinger so long as 
  the character possessed at least 1 level in that class 
  prior to the change 
  • if a character has feats that have specific 
  prerequisites and the character no longer meets 
  those prerequisites, those feats no longer have any 
  effect. An example of this is if an elf has an elf-
  specific feat and has their race changed to yuan-ti. 
  Chapter 1. Port Nyanzaru 
  The following guidance applies:  
  Side Quests 
  Although not under a separate Treasure subheading, 
  the characters receive and may keep the rewards for 
  completing any of the quests found on pages 16 – 18. 
   
   
   
   
   
  The Merchant Princes & Epic Adventures 
  The following modifications apply to the listed 
  Merchant Princes:  
  Downtime Activity: Buying From the Princes 
  While the merchant princes are happy to sell the items over 
  which they hold monopoly, doing so can be time consuming. 
  Characters wishing to purchase goods from the merchant 
  princes must spend 10 downtime days arranging a meeting, 
  negotiating prices, and coordinating for impartial 
  intermediaries to accept, transfer gold during the transaction. 
  At the end of the ten days, you may make one purchase—
  either a single permanent magic item, or up to their limit in 
  other items (see, below). This downtime activity is available 
  only to characters spending downtime during Tomb of 
  Annihilation or Season 7 DDAL adventure sessions.  
   
  Characters may also purchase items from the Merchant 
  Princes as appropriate and as they appear in DDEP07-01 and 
  DDEP07-02. 
  Additionally, the following merchant princes have the 
  following modifications to their entries:  
   Ekene-Afa. This Merchant Prince has a small 
  selection of magic items (p.25) readily available for a 
  modest price. These items can’t be traded. The 
  character may purchase a single item or no more 
  than 10 pieces of +1 ammunition in a single 
  transaction before she refuses the character further 
  service.  
   Ifan Talro’a. Animals purchased from this 
  merchant prince aren’t available as familiars.  
   Jessamine. This soft-spoken Merchant Prince sells 
  some of the most potent poisons in Faerûn. However, 
  she is discriminating in her dealings. Characters may 
  purchase no more than 2,000 gp worth of goods in a 
  single transaction before she refuses the character 
  further service.  
   Wakanga O’tamu. This charismatic Merchant 
  Prince sells potions and scrolls, but he frowns on 
  those who might deny others the opportunity to 
  enjoy his wares. Characters may purchase 750 gp 
  worth of potions and scrolls in a single transaction 
  before he refuses further the character service. The 
  scrolls contain only spells found in the PHB.  
   If the characters complete Wakanga’s quest, they 
  may choose spells from the PHB once their levels 
  have been determined, as normal.  
   
   
  
   
   
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  Adventurers League Content Catalogue v8.6 
   
   
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  Things to Do 
  The following additional guidance applies:  
   Buying a Special Item. As the special items made 
  available for sale by the Merchant Princes aren’t 
  typically otherwise available for purchase (certain 
  poisons, scrolls, etc.), they aren’t available through 
  the black market. 
  DDHC-TOA-15 Maze of Shadows 
  The following guidance applies: 
   Magic Items. The hag eye can’t be taken by the 
  characters, and the void shard is a story item. 
  Oathbinder can be purchased as if it were located on 
  magic item table I. 
  Special Magic Items 
  Several examples exist inside the pages of Tomb of 
  Annihilation that have abilities above and beyond 
  those abilities normally located in the PHB and DMG.  
  Tomb of Annihilation hardcover 
   Bob. The qualities possessed by Bob are within the 
  realm of powers listed in the What Minor Property 
  Does It Have? In the DMG. It can be acquired as if it 
  were a +1 battleaxe on magic item table F. 
   Devlin’s staff of striking. The peculiar curse on 
  this staff does not prevent it from being acquired or 
  used. Be sure to read the item’s description carefully! 
  This item can be acquired as it were located on magic 
  item table H, just as a standard staff of striking can be. 
   Sphere of Annihilation. The only way that a 
  character can unlock a sphere of annihilation in this 
  adventure is to defeat Acererak and unlock the 
  talisman of the sphere. If the talisman is destroyed in 
  the encounter, both it and the sphere remain locked. 
   Syndra Silvane’s reward. Syndra does not award 
  the item directly and instead unlocks the chosen item 
  to be purchased at the character’s discretion. Each 
  item unlocked in this manner is unlocked for all 
  characters in the party. 
   Tortoise-shell shield. This item’s additional 
  properties are in-line with those granted from the 
  What Minor Property Does It Have? from the DMG. 
  Despite the lack of other magical effects on the shield, 
  its price is simply that which is listed in the PHB for a 
  standard shield. 
   Yklwa. This weapon can be acquired in the 
  adventure or purchased from the merchant princes. 
  When enchanted, it has the following assignments: +1 
  (magic item table F), +2 (table G), +3 (table H). 
   
   
   
   
   
   
  DDHC-TOA-2 The Complete Tortle Package 
   Conch shell (tiny hut). This shell can be acquired 
  as if it were an uncommon item located on magic 
  item table A.  
  DDHC-TOA-8 Return of the Lizard King 
   Bullseye lantern skull. This lantern is nothing 
  more than an expensive trinket. 
   Darkling necklace. This item is replaced with a 
  cloak of elvenkind for D&D Adventurers League play. 
  Once encountered, it can be acquired and traded as 
  such. 
   Tree-spirit weapon. This item is replaced with a +1 
  weapon, as found on table F. The thematic, non-
  mechanical description is not changed. 
   Whisper. This greataxe can be acquired as it were a 
  +2 weapon on magic item table G. However, it costs 
  an additional 4 treasure checkpoints to obtain as it 
  carries an extra ability above and beyond those 
  normally ascribed to items on that table. 
   Wooden gecko earrings. These earrings can be 
  acquired as if they were an uncommon item located 
  on magic item table A. 
  DDHC-TOA-13 The Risen Mist 
   Spare. This weapon can be acquired as if it were on 
  magic item table I.  
   
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  44 
   
   
  Season 7. Adventure List 
  CODE 
  LEVEL BAND 
  RUNTIME (HOURS) 
  TITLE 
  NOTES 
  DDHC-TOA-1* 
  1-11 
  HC 
  Tomb of Annihilation 
   
  DDHC-TOA-2 
  1-4 
  4 
  The Complete Tortle Package 
  This counts as a hardcover chapter for Tomb of Annihilation, and has a 
  level range of 1-4. Characters outside this level range may play the 
  content but are unlikely to experience any significant challenges. 
  DDHC-TOA-3 
  n/a 
  n/a 
  Beasts of Jungle Rot 
  Guild Adept content! Adds 37 new creatures to your Tomb of 
  Annihilation games; includes new options for dinosaur racing and 
  hunting in Chult. 
  DDHC-TOA-4 
  1-4 
  HC 
  Cellar of Death 
  Guild Adept content! Intended for 1st level characters as an introduction 
  to Tomb of Annihilation. 
  DDHC-TOA-5 
  1-11 
  HC 
  Encounters in Port Nyanzaru 
  Guild Adept content! A collection of short 90- to 120-minute game 
  sessions to help develop Port Nyanzaru. 
  DDHC-TOA-6 
  5-10 
  HC 
  Heart of the Wild 
  Guild Adept content! Features Artus Cimber. 
  DDHC-TOA-7 
  1-16 
  HC 
  Ruins of Mezro 
  Guild Adept content! Specific adventure tiers are detailed in chapter 3 of 
  this product.  
  DDHC-TOA-8 
  1-4 
  HC 
  Return of the Lizard King 
  Guild Adept content! The Tree Spirit Weapon and darkling necklace are 
  replaced with a +1 weapon and a cloak of elvenkind for AL play, unless 
  specific campaign documentation is acquired.  
  DDHC-TOA-9 
  5-10 
  HC 
  Ruins of Matolo 
  Guild Adept content! Undead themes. 
  DDHC-TOA-10 
  11-16 
  HC 
  Ruins of Hisari 
  Guild Adept content! Yuan-ti themes. 
  DDHC-TOA-11 
  1-4 
  HC 
  Hunter 
  Guild Adept content! That cover… just marvel at it. 
  DDHC-TOA-12 
  n/a 
  n/a 
  Encounters in the Jungles of Chult 
  Guild Adept content! This can be used as a random encounter source for 
  any DDHC-TOA content, including Guild Adept content. 
  DDHC-TOA-13 
  11-16 
  HC 
  The Risen Mists 
  Guild Adept content! Adds the ‘Trapped by the Mists’ story award at the 
  start of play; players should be informed of this up-front. 
  DDHC-TOA-14 
  1-4 
  HC 
  Xanathar’s Lost Notes to Everything Else 
  Guild Adept content! Only the adventure and Appendix A are legal for 
  AL play. None of the character content is valid for AL play. 
  DDHC-TOA-15 
  11-16 
  HC 
  Maze of Shadows 
  Guild Adept content! 
  DDEP07-01^ 
  1-4, 5-10 
  4 
  Peril at the Port 
   
  DDEP07-02^ 
  1-4, 5-10,    11-
  16, 17-20 
  4 
  Drums of the Dead 
   
  DDAL07-01 
  1-4 
  5 adventures at 1 
  hour ea. 
  A City on the Edge 
  Designed for use as intro adventures for levels 1-4 (tier 1). 
  DDAL07-02 
  5-10 
  5 adventures at 1 
  hour ea. 
  Over the Edge 
  Designed for use as intro adventures for levels 5-10 (tier 2). 
  DDAL07-03 
  1-4 
  2 
  A Day at the Races 
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
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  Season 7. Adventure List Cont. 
  CODE 
  LEVEL BAND 
  RUNTIME (HOURS) 
  TITLE 
  NOTES 
  DDAL07-04 
  1-4 
  2 
  A Walk in the Park 
   
  DDAL07-05 
  1-4 
  2 
  Whispers in the Dark 
   
  DDAL07-06 
  5-10 
  2 
  Fester and Burn 
   
  DDAL07-07 
  5-10 
  2 
  Rotting Roots 
   
  DDAL07-08 
  5-10 
  2 
  Putting the Dead to Rest 
   
  DDAL07-09 
  11-16 
  4 
  Unusual Opposition 
   
  DDAL07-10 
  11-16 
  4 
  Fire, Ash, and Ruin 
   
  DDAL07-11 
  11-16 
  4 
  A Lesson in Love 
   
  DDAL07-12 
  11-16 
  4 
  In Search of Secrets 
   
  DDAL07-13 
  11-16 
  4 
  Old Bones and Older Tomes 
   
  DDAL07-14 
  11-16 
  4 
  The Fathomless Depths of Ill Intent 
   
  DDAL07-15 
  17-20 
  4 
  Streams of Crimson 
  Broken Chains, pt. 1 
  DDAL07-16 
  17-20 
  4 
  Pools of Cerulean 
  Broken Chains, pt. 2 
  DDAL07-17 
  17-20 
  4 
  Cauldron of Sapphire 
  Broken Chains, pt. 3 
  DDAL07-18 
  17-20 
  4 
  Turn Back the Endless Night 
  Broken Chains, pt. 4 
   
   
  ^: will not be released on dmsguild.com 
  *: available in print but not via dmsguild.com 
   
  What’s a Guild Adept? 
  A Guild Adept is a highly proficient content creator that was chosen by Wizards of the Coast to provide supplemental material for the hardcover adventure. This content can take many 
  forms, and while not all of that content will be approved for organized play, it can still be used for great home games and inspiration for your players and you, the Dungeon Master! In 
  most cases, Guild Adept content counts as part of the hardcover 
   
   
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  46 
   
   
   
  Season 8. Dragon Heist & Dungeon of the Mad Mage 
   
  Waterdeep is the biggest city in the Forgotten Realms 
  and is full-to-bursting with adventuring 
  opportunities… and you’re there, too. The famed 
  Volothamp Geddarm, fresh from some far-flung 
  travel, has extended a job offer to you – one that will 
  either cement your status as a hero of the Realms as 
  you unravel a villainous plot, or that will see you 
  dead (or worse). 
   Later, you have the opportunity to delve into the 
  famed halls of Undermountain. This place is the home 
  of the Mad Mage Halaster Blackcloak and contains 
  tricks, traps, adversaries and allies that you’ve never 
  imagined! 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dragon Heist & Dungeon of the Mad Mage Optional 
  Supplements 
  Audience 
  Product 
  All 
  Player & DM Pack 
  All 
  Dragon Heist dice 
   
   
  Did You Know? 
  Waterdeep: Dragon Heist actually has 4 distinct play 
  opportunities contained inside its covers. Each season of the 
  year and new villain brings a completely different feel to the 
  City of Splendors and your roleplaying opportunities! 
   
  Dungeon of the Mad Mage was written by the D&D 
  Adventurers League administrators with the aid of several 
  trusted allies. You can expect to see some familiar sights, 
  shocking twists, and intermingled story hooks that may take 
  you well beyond your ordinary game night. 
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
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  Season 8. Dragon Heist & Dungeon of the Mad Mage Guidance
   
  The treasures of the City of Splendors are plentiful – 
  especially for the villains that have set their sights on 
  them! Explore the wards of Waterdeep as you 
  unravel a plot that will either see you part of history 
  or erased from it entirely. 
  Unlocked Items 
  The following items are considered unlocked during 
  season 8. The ALPG gives more guidance on costs and 
  how to purchase these items with your treasure 
  checkpoints. When the next season begins, these 
  items are no longer considered to be unlocked and 
  will need to be unlocked through gameplay as per 
  normal.  
   
  Magic Items Unlocked for the Duration of Season 8 
  TABLE 
  ITEM 
  C 
  Chime of opening, eyes of minute seeing 
  D 
  Portable hole 
  F 
  Cloak of elvenkind, slippers of spider 
  climbing 
  G 
  Cape of the mountebank 
  H 
  Rod of security, spellguard shield 
  I 
  Cloak of invisibility, staff of the magi 
  Story Items and New Items 
  The story items for Waterdeep: Dragon Heist include: 
  • Azuredge 
  • Blackstaff 
  • Blast Scepter 
  • Dragonstaff of Ahghairon 
  • Lord’s Ensemble 
  • Professor Orbs 
  • Shield of the Uven Rune 
  • Stardock Rod 
  • Stone of Golorr 
  • Tearuli (Sword of Sharpness) 
   
  Items Available Once Found in Waterdeep: Dragon Heist 
  TABLE 
  ITEM 
  B 
  Paper bird, ring of truth telling, 
  smokepowder 
  D 
  Feather of diatryma summoning 
  F 
  Badge of the watch 
  G 
  Bracer of flying daggers, knave’s eye 
  patch 
  Pistols and Smokepowder 
  Throughout the adventure there are several chances 
  to discover pistols or smokepowder. Firearms are an 
  oddity in Faerûn and can't be crafted or sold. Once 
  unlocked, pistols can be unlocked for 2 treasure 
  checkpoints, and both smokepowder packets (see 
  below) and bullets (see Dungeon Master's Guide) are 
  added to the character’s evergreen unlock list. 
  Smokepowder unlocked in this way isn’t suitable for 
  any purpose other than to fire this weapon (i.e., NO 
  explosives may be crafted, etc.). Per the ALDMG, 
  mundane equipment is only unlocked for purchase if 
  this document provides an entry specifically 
  unlocking it. 
  Smokepowder Packet 
  Wondrous item, uncommon 
  This magical explosive is used to propel a bullet out of the 
  barrel of a firearm. It is stored in tiny, waterproof leather 
  packets. A packet contains enough smokepowder for five 
  shots. Casting dispel magic on smokepowder renders it 
  permanently inert. 
   
  A packet of smokepowder can be purchased for 1 treasure 
  checkpoint by any character. Once found, this item goes on a 
  character’s evergreen list of available items. 
  Marks of Prestige 
  If the characters would earn a mark of prestige 
  during the adventure, they should work with their 
  DM on the particulars of that gift. Feats are not a valid 
  choice for this reward. 
   
   
   
  
   
   
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  Part 1. Playing Dragon Heist 
  Life in Waterdeep 
  The following guidance applies: 
  Breaking the Law 
  Characters that are arrested and tried for breaking 
  the laws of Waterdeep have the right to plead their 
  case. In some circumstances, they may be able to 
  solicit the aid of some of the city’s more influential 
  citizens.  
   Dungeon Masters. You are the final arbiter of 
  whether an NPC chooses to assist the character in 
  their hour of need. Have the player plead their 
  character’s case to the NPC and what they’ve done to 
  earn their assistance in previous encounters. Let the 
  player’s roleplaying gauge their character’s success 
  here; not a roll of the die. 
  Arresting Characters 
  The Waterdeep Dragon Heist book contains excellent 
  guidance on methods a DM can use when a character 
  might be arrested. While we strongly encourage DMs 
  to engage their players with roleplaying 
  opportunities and to let them shine, we realize that 
  one or more characters may be arrested during the 
  running of this adventure. Should this happen, the 
  following additional guidance applies: 
   Confinement. Confinement is resolved by spending 
  downtime days. Alternately, for every 4 hours of 
  games that someone DMs, they may wave up to 1 
  year from an existing period of confinement. 
   Fine. No additional adjustments are needed. 
  Character Creation 
  The following guidance applies: 
  Guild Membership 
  Dues are deducted from the gp gained when a 
  character gains a level. The amount due is equal to 
  the character’s renown rank times their level. 
  Faction Membership 
  Characters need only have the Safe Haven 
  background feature to claim membership in a faction. 
  Tracking Renown 
  The amount of renown needed to achieve each rank 
  is outlined in Part 1 of the ALPG. 
   
   
   
   
   
   
   
  Character Advancement 
  Adventurers League characters don’t track XP or use 
  milestones to advance in level. DMs instead award 
  advancement checkpoints at the end of each session 
  as outlined in the ALDMG. 
  Factions in Waterdeep 
  Characters begin the adventure with 0 renown and 
  earn renown and rank per the ALDMG and ALPG. 
   Dungeon Masters. Members of the factions listed 
  in this section of the adventure may receive benefits 
  (sometimes without even asking!) from their factions. 
  However, they should be used sparingly and can’t 
  persist beyond the end of the session. Characters 
  that call for help in excess may find that their faction 
  eventually stops answering. 
   
  Part 2. Running Dragon Heist 
  This portion of the primer contains significant 
  spoilers. Do not read if you’re playing the adventure! 
  General Guidance 
  Any reference to monetary treasure or mundane 
  equipment is ignored per the ALDMG unless 
  specifically stated below. 
  Chapter 1. A Friend in Need 
  The following guidance applies: 
  Meeting Volo 
  Each character may keep the pouch given to them by 
  Volothamp Geddarm and the 10 gp within. 
  Xanathar Guild Hideout 
  The following guidance applies: 
   Q7. Boss Fight. One of the characters can keep 
  Grum’shar’s spellbook.  
  Level Advancement 
  This entry is ignored. 
   
   
  
   
   
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  Chapter 2. Trollskull Alley 
  The following guidance applies: 
  The Cost of Doing Business 
  If the characters do not have the gold to pay for the 
  necessary refurbishments for their new tavern, Volo 
  is interested in entering into an arrangement with 
  them by covering the initial costs (typically around 
  1,000 gp). Each character present earns the following 
  story award: 
  Volo’s Guide to IOUs 
  Volothamp Geddarm has presented you with a loan for the 
  cost of the initial upkeep of your tavern. In exchange, all he 
  asks is that you stock his books, sell his books, market his 
  books, provide free room & board for him upon request, and 
  to not let Fai Chen enter the premises. He's not willing to 
  explain the last bit, but instead references "some 
  misunderstanding in the markets of Amn". 
   
  He is known for making dubious investment choices, 
  though, and is unable to provide any further money for the 
  maintenance and operation of the tavern. 
  Joining Factions 
  Characters can join a particular faction at any time 
  during the adventure by rebuilding their background 
  to obtain the Safe Haven background feature—even if 
  not normally able to rebuild this aspect of their 
  character. Not that some joining some factions (such 
  as Xanathar’s Guild, Zhentarim, or Bregan D’aerthe) 
  may create storytelling obstacles in other adventures. 
   Force Grey (Gray Hands) Missions. Vajra covers 
  the cost of any raise dead spells to bring back 
  characters that died while pursuing the mission. 
   Harper Missions. One of the characters is able to 
  keep the spellbook provided by Uza. 
   Lords’ Alliance Missions. One of the characters can 
  keep Esloon’s spellbook. 
   Zhentarim Missions. One of the characters can 
  keep Skeemo’s spellbook. 
  Level Advancement 
  This entry is ignored. 
  Open for Business? 
  Any rolls made on the Running a Business table must 
  be performed in the presence of your DM. Downtime 
  costs are spent in equal amounts by all characters, 
  with rewards and penalties split equally among those 
  that contributed. 
   
   
   
   
   
  Chapter 3. Fireball 
  The following guidance applies: 
  Nim’s Secret 
  The following guidance applies: 
   Meeting Nim. The nimblewright detector is a story 
  item. Any character present when it’s given to the 
  characters may use it while playing Dragon Heist. 
   The items given in exchange for proof of the 
  wayward nimblewright’s destruction are divided 
  amongst the characters. If they can’t agree on how, 
  the recipient is determined randomly. No character 
  should receive a second item unless everyone else 
  has received one. 
  Finding Nim’s Creation 
  “Zardoz Zord” knows the characters that thwarted 
  Bregan D’aerthe’s smuggling operations in the Dock 
  Ward (see DDAL08-03 Dock Ward Double-Cross) and 
  addresses them by name. If asked, he casually 
  remarks “that word of deeds gets around,” and leaves 
  it at that. 
  Loose Ends 
  The following guidance applies: 
   Encounter with Istrid Horn. Istrid’s total reward 
  to the characters for helping her lay low is 20 gp; half 
  at the initial meeting and another the other half at the 
  end of her stay. 
  Level Advancement 
  This entry is ignored. 
   
   
   
  
   
   
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  Chapter 4. Dragon Season 
  The following guidance applies: 
  Obtaining the Stone of Golorr 
  The stone is a story item. Any character present when 
  it’s given to the characters may use it while playing 
  Dragon Heist. 
  Vault Keys 
  When determining the vault keys, consider the 
  wealth that the group possesses. Don’t use keys that 
  they will be unable to afford; instead, use those that 
  require clever thinking or roleplaying to obtain. 
   The key descriptions are modified as follows: 
   Adamantine Bar. The bar is purchased for 100 gp. 
  The characters may pool their money to purchase the 
  bar, which becomes a story item. Any character 
  present when it’s purchased possesses this key while 
  playing Dragon Heist. 
   Bronze Dragon Scale. An offer of 100 gp is enough 
  to convince the dragon to surrender a scale. The 
  characters may pool their money to purchase the 
  scale, which becomes a story item. Any character 
  present when it’s given to the characters possesses 
  this key while playing Dragon Heist. 
   Gems Worth at Least 1,000 gp. The gemstone(s) 
  must be worth at least 100 gp. The characters may 
  pool their money to purchase the gem(s), which 
  become story items. Any character present when 
  they’re purchased possesses this key while playing 
  Dragon Heist. 
   Silvered Warhammer. The characters may pool 
  their money to purchase the warhammer, which 
  become a story item. Any character present when it’s 
  purchased possesses this key while playing Dragon 
  Heist. 
   
   
   
   
   
   
  Adventure Conclusion 
  The following guidance applies: 
   Dying in the Vault. If all of the characters die in the 
  vault, the secret of its locations die with them. As 
  such, their bodies are unrecoverable. 
   Removing the Gold. If the characters remove the 
  gold from the vault, the Masked Lords of Waterdeep 
  discover their identities through magic and 
  investigation, and charge each of the characters with 
  robbery as indicated in the book. The characters are 
  immediately retired from play, as they must spend 30 
  downtime days in prison, surrender the treasure 
  (along with anything purchased with those funds), 
  and must each pay an additional 500 gp in fines. If 
  unable to pay the fine, they must surrender whatever 
  monetary wealth plus any mundane equipment they 
  possess. The character will be permitted to retain 
  one weapon and a suit of armor and a spell book 
  (if a wizard)—everything else must be surrendered 
  to satisfy their debt to the city. 
   Characters that manage to escape spend the 
  remainder of their days fleeing from the Harpers and 
  agents of the Lords’ Alliance unless they surrender, at 
  which point they are imprisoned as above. 
   If the characters surrender the treasure to Laeral 
  Silverhand, Jarlaxle, or Hlaavin (see DDHC-WDH-02 
  Unseen Waterdeep), they are rewarded with 8 
  Treasure checkpoints each and can avoid 
  imprisonment.  
  Chapters 5 through 8 
  The following guidance applies: 
   Choose Wisely. Once a villain is chosen, the other 
  villain chapters are closed to the characters. 
   Special Events. Any special event that is completed 
  during play awards advancement checkpoints and 
  treasure checkpoints per the ALPG and ALDMG, as if 
  they were bonus objectives. 
   
   
   
   
  
   
   
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  Chapter 5. Spring Madness 
  The following guidance applies: 
  Xanathar’s Lair 
  This area is modified as follows: 
   X19. Xanathar’s Sanctum. The Stone of Golorr is a 
  story item. Any character present when it’s given to 
  the characters may use it while playing Dragon Heist. 
   X35. Nar’l Xibrindas’s Office. The bag of holding is 
  empty. 
   X36 Secret Room. These kegs and barrels (and 
  their contents) are never unlocked. 
  Special Events 
  The following guidance applies: 
   Winning the Tournament. The characters keep 
  the stuffed doll, the gemstone, and the trophy. 
   Tournament Wagers. A winning wager pays two 
  times the wager. 
  Chapter 6. Hell of a Summer 
  The following guidance applies: 
  Areas of the Villa 
  This area is modified as follows: 
   C3. Library. The jars of mist are nothing more than 
  trinkets. 
   C9. Family Dining Room. If the nobles lose 25 gp 
  or more, the game is over. 
   C29. Secret Vault. Any gold in this chamber is 
  affected by the Cassalanter’s special alarm spell. 
  Removing any of it from the vault without first 
  speaking the command word (known only to the 
  Cassalanters) triggers the alarm and summons the 
  City Watch from far and wide. Additionally, the gold 
  is magically teleported back to the vault five minutes 
  later. 
  Areas of the Temple 
  This area is modified as follows: 
   A4a. Caladorn’s Crypt. This magic armor is a story 
  item. After the adventure concludes, Caladorn takes 
  the armor and seeks out the most appropriate 
  Cassalanter heir that he can find. 
   
   
   
   
   
  Chapter 7. Maestro’s Fall 
  The following guidance applies: 
  Areas of the Ships 
  This area is modified as follows: 
   J16. Armory Safe (Eyecatcher Only). Finding the 
  pistols here unlocks them for purchase using treasure 
  checkpoints. 
   J27. Smokepowder Storage. Smokepowder kegs 
  and barrels are never unlocked.  
  Smokepowder Packet 
  Wondrous item, uncommon 
  This magical explosive is used to propel a bullet out of the 
  barrel of a firearm. It is stored in tiny, waterproof leather 
  packets. A packet contains enough smokepowder for five 
  shots. Casting dispel magic on smokepowder renders it 
  permanently inert. 
   
  A packet of smokepowder can be purchased for 1 treasure 
  checkpoint by any character. Once found, this item goes on a 
  character’s evergreen list of available items.  
  Chapter 8. Winter Wizardry 
  The following guidance applies: 
  Areas of Kolat Towers 
  This area is modified as follows: 
   K4. Musty Library. The dragonchess set counts as 
  a trinket. 
   K6. Main Tower Landing and Ledge. The items in 
  the chest are non-magical. 
  Areas of Extradimensional Sanctum 
  This area is modified as follows: 
   E12. Manshoon’s Quarters. Magic items 
  referenced here are unlocked, not granted. Laeral’s 
  gift of a sailing ship is valid and can be selected from 
  the PHB – it cannot be resold. 
   
   
  
   
   
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  Part 3. Running Dungeon of the Mad 
  Mage 
  Adventure Tiering 
  Dungeon of the Mad Mage offers adventure 
  opportunities for characters of levels 5-20. For D&D 
  Adventurers League play, each level falls into a 
  specific tier as determined by the Levels of 
  Undermountain table. 
  Levels of Undermountain 
  DUNGEON 
  LEVELS 
  TIER 
  1 - 9 
  Tier 2 (character levels 5 – 10) 
  10 - 21 
  Tier 3 (character levels 11 – 16) 
  22 - 23 
  Tier 4 (character levels 17 – 20) 
  Bonus Awards 
  This adventure does not grant bonus rewards (such 
  as xp, gp, renown, magic items, or checkpoints) 
  except where explicitly granted by the Content 
  Catalog. 
  Starting Quests 
  The following guidance applies: 
  Hunt for Magic Items and Spellbooks 
  Obaya Uday is only willing to purchase magic items 
  and spellbooks that were found in Undermountain. 
  Any magic item that a character wishes to sell to 
  Obaya must have been purchased with treasure 
  checkpoints first. 
  Search for Kressando Rosznar 
  If the characters earn a favor from Esvele Rosznar, 
  they may use it in exchange for a tenday’s worth of 
  lodging in Waterdeep, up to 25 gp worth of standard 
  equipment or services (such as those from a 
  craftsman or laborer). She grants one favor to the 
  group of characters, not to every character present. 
  Throne of the Coronal 
  The reward given by the elves may be retained by the 
  characters. 
   
   
   
   
   
  Future Quests 
  The following guidance applies: 
  Retrieve a Runestone Fragment 
  If the characters decide to accept Mirt’s offer, they do 
  not unlock access to his weapon. 
  Save the Dragon 
  The listed benefits are only available upon successful 
  completion of Lady Wylynd’s request. 
   Trading Items. House Moonstar abides by all the 
  normal rules for the trading of permanent magical 
  items in D&D Adventurers League play. They have 
  access to evergreen and seasonal magic items.  
   Special Training. House Moonstar’s contacts are 
  not capable of training the characters to use a new 
  feat. 
  Alterdeep 
  Extremiton will rescue the characters and place them 
  in the alternate Yawning Portal only if all characters 
  are rendered unconscious or killed. Should the latter 
  be true, they are instead considered to be 
  unconscious (if possible; effects like that of a 
  disintegrate spell would still cause death) and they 
  are all placed in the psipods on level 17. 
   The ulitharid is willing to deal with the characters 
  as outlined in the text. After a deal has been struck, 
  Extremiton arranges for the characters to be 
  deposited back in the actual Yawning Portal. 
  Undermountain’s Magic Items 
  Dungeon of the Mad Mage contains several items that 
  are new to D&D. The following guidance applies; if an 
  item is not found below or in the Dungeon Master’s 
  Guide, it is not valid for Adventurers League play 
  (though Obaya may be interested in buying them): 
   Common Magic Items. Several common 
  permanent magic items exist in this adventure. Once 
  unlocked, they cost 2 treasure checkpoints to 
  purchase. 
   Blast Scepter. This is typically a story item, but the 
  Depths of Madness DM Quest can unlock access to it 
  as if it were located on magic item table I. 
   Boots of Elvenkind. The characters must find both 
  boots on Level 4 to unlock them. 
   Circlet of Human Perfection. Once unlocked, this 
  item is considered to be located on magic item table 
  F. 
   
   
  
   
   
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   Dagger of Blindsight. Once unlocked, this dagger 
  is considered to be located on magic item table G. 
   Propeller Helm. Once unlocked, this item is 
  considered to be located on magic item table F. 
   Shield of the Uven Rune. This is a story item. If its 
  runic ability is used on another item, that item also 
  becomes a story item. 
  Part 4. Additional Adventures 
  DDHC-WDH-01. Waterdeep City Encounters 
  These encounters can be used to further develop the 
  city of Waterdeep (or some other major city, with a 
  little adjustment). 
  25. Heroes’ Rest 
   Wand of Pyrotechnics. If this common magic item 
  is unlocked due to this encounter, it may be 
  purchased for 2 treasure checkpoints. 
  DDHC-WDH-02. Unseen Waterdeep 
  This content isn’t intended as a standalone adventure 
  and instead presents the DM with another choice of 
  villain for use with the Dragon Heist adventure. If you 
  decide to use Hlaavin and the Unseen, the following 
  guidance applies: 
  Chapters 5 through 8 of Dragon Heist 
  As with choosing another villain, the remaining 
  chapters are not available to the characters if Hlaavin 
  is the villain. 
  Hlaavin’s Reward 
  Should the characters complete the Dragon Heist 
  adventure and surrender the gold, they each receive 
  8 treasure checkpoints. This replaces any other 
  reward that Hlaavin offers (refer to the Graveyard 
  Brawl section for the original offer). 
   
   
   
   
   
  DDHC-WDH-03. Blue Alley 
  This adventure works best when inserted during 
  chapter 2 of Waterdeep Dragon Heist: 
  Common Magic Items 
  The common magic items found in this adventure can 
  be purchased for 2 treasure checkpoints each once 
  they have been unlocked. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Season 8. Adventure List 
  CODE 
  LEVEL BAND 
  RUNTIME (HOURS) 
  TITLE 
  NOTES 
  DDHC-WDH* 
  1-5 
  HC 
  Waterdeep: Dragon Heist 
   
  DDHC-WDH-P* 
  1-5 
  HC 
  Waterdeep: Dragon Heist, Platinum Edition 
  It’s Dragon Heist, but AMPED UP! Produced by Beadle & Grimm, this 
  boxed set includes physical props, a ton of minis, maps, and a whole 
  lot more – including some exclusive additional content! 
  DDHC-WDH-01 
  1-5 
  HC 
  Waterdeep Encounters 
  Guild Adept content! Over 100 encounters to drop into your 
  Waterdeep adventures – or any urban adventure setting. 
  DDHC-WDH-02 
  1-5 
  HC 
  Unseen Waterdeep 
  Guild Adept content! This content adds another villain and holiday 
  option to Waterdeep and supplements the hardcover. It is not a 
  standalone adventure. 
  DDHC-WDH-03 
  1-5 
  HC 
  Blue Alley 
  Guild Adept content! Works best when played during chapter 2 of 
  Dragon Heist 
  DDHC-WDH-04 
  n/a 
  HC 
  Durnan’s Guide to Tavernkeeping 
  Guild Adept content! Appendix B (excluding backgrounds) isn’t 
  available for D&D Adventurers League play. 
  DDHC-DMM* 
  5-20 
  HC 
  Dungeon of the Mad Mage 
   
  DDEP08-01^ 
  1-4 
  3 
  Chaos in the City of Splendors 
  A WDH adventure 
  DDAL08-00 
  1-4 
  4 
  Once in Waterdeep 
  A WDH adventure 
  DDAL08-01 
  1-4 
  2-4 
  The Map with No Names 
  A WDH adventure 
  DDAL08-02 
  1-4 
  2-4 
  Beneath the City of the Dead 
  A WDH adventure 
  DDAL08-03 
  1-4 
  2-4 
  Dock Ward Double Cross 
  A WDH adventure 
  DDAL08-04 
  1-4 
  2-4 
  A Wrinkle in the Weave 
  A WDH adventure 
  DDAL08-05 
  1-4 
  2-4 
  Hero of the Troll Wars 
  A WDH adventure 
  DDAL08-06 
  1-4 
  2-4 
  Purging the Blood 
  A WDH adventure 
  DDAL08-07 
  5-10 
  2-4 
  Into the Dark 
  A WDH & DMM adventure 
  DDAL08-08 
  5-10 
  2-4 
  Crypt of the Dark Kiss 
  A WDH & DMM adventure 
  DDAL08-09 
  5-10 
  2-4 
  Fangs and Frogs 
  A WDH & DMM adventure 
  DDAL08-10 
  5-10 
  2-4 
  The Skull Square Murders 
  A DMM adventure 
  DDAL08-11 
  5-10 
  2-4 
  Poisoned Words 
  A DMM adventure 
  DDAL08-12 
  5-10 
  2-4 
  Xanathar’s Wrath 
  A DMM adventure 
   
   
   
  ^: will not be released on dmsguild.com 
  *: available in print but not via dmsguild.com 
  
   
   
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  Eberron Season 1. Embers of the Last War 
   
  The fan-favorite Eberron campaign setting roars into 
  Dungeons & Dragons 5th edition! 
   This adventure path is a complete narrative that 
  begins with in the final days of the Last War and sees 
  some tremendous advances in plot, storytelling, and 
  action for the Adventurers League. You can expect to 
  see the familiar sights of Sharn, the City of Towers, as 
  well as airships, well-groomed goblins, dragonmarks, 
  warforged, and many others – and a few surprises, to 
  boot. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Embers of the Last War Optional Supplements 
  AUDIENCE 
  ITEM 
  All 
  Wayfinder’s Guide to Eberron 
  All 
  Sharn, the City of Towers (v3.5) 
   
  Did You Know? 
  The authors of this series were all chosen from the ranks of 
  the Guild Adepts. 
   
   
  
   
   
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  Eberron Season 1. Embers of the Last War Guidance
   
  Rising from inauspicious beginnings in the final days 
  of the Last War, a group of friends accidentally 
  discover a plot that would shake the very foundations 
  of Sharn. As the years go on, you explore the 
  mysteries of Eberron – and who knows just what 
  you’ll discover! 
   
  Story Items 
  There are no story items for Embers of the Last War. 
   
   
   
   
  
   
   
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  Eberron Season 1. Adventure List  
  CODE 
  LEVEL BAND 
  RUNTIME (HOURS) 
  TITLE 
  NOTES 
  DDAL-WGE-01 
  1-4, 5-10 
  n/a 
  Encounters in Sharn 
   
  DDAL-ELW00 
  0 
  2-4 
  What’s Past is Prologue 
  Requires the use of the included level 0 pregens 
  DDAL-ELW01 
  1-4 
  2-4 
  Murder in Skyway 
   
  DDAL-ELW02 
  1-4 
  2-4 
  Boromar Ball 
   
  DDAL-ELW03 
  1-4 
  2-4 
  The Cannith Code 
   
  DDAL-ELW04 
  1-4 
  2-4 
  Jack of Daggers 
   
  DDAL-ELW05 
  5-10 
  2-4 
  Against the Lightning 
   
  DDAL-ELW06 
  5-10 
  2-4 
  A Holy Visit 
   
  DDAL-ELW07 
  5-10 
  2-4 
  Blades of Terror 
   
  DDAL-ELW08 
  5-10 
  2-4 
  The Kundarak Job 
   
  DDAL-ELW09 
  5-10 
  2-4 
  Searching for Secrets 
   
  DDAL-ELW10 
  5-10 
  2-4 
  The Killing Blade 
   
  DDAL-ELW11 
  5-10 
  2-4 
  In Search of Secrets 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Work in Progress? 
  The Embers of the Last War series is based on the 
  work-in-progress Eberron book, Wayfinder’s Guide to 
  Eberron. The rules for the campaign setting are not 
  yet finalized and the characters used here cannot be 
  used elsewhere (in in other Adventurers League 
  campaigns).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
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  Community-Created Content 
   
  The Community-Created Content – or “CCC” - project 
  is something that we, the D&D Adventurers League 
  administrators, feel very strongly about: it gives a 
  measure of creative control of the Moonsea region 
  and a significant amount of personal ownership of 
  the campaign to the players and DMs that use this 
  content. Conventions and similar venues are invited 
  to apply for permission to create and develop new 
  CCC adventures. This creates new play experiences 
  for people all over the world while driving attention 
  to their own convention or event (and may make 
  them a little coin in the process). 
       The CCC adventure design process is fairly open in 
  that the AL administrators provide review for major 
  plot and thematic elements but only rarely provide 
  full critique of the submission. Some things to keep in 
  mind during your creation process: 
  • adventures must be appropriate for all audiences; 
  some parental guidance is okay 
  • CCC adventures aren’t eligible for some DM Quests 
  • adventures must be 2 or 4 hours in duration 
  • adventures must be based in the greater Moonsea 
  area; refer to the image below for a general sense 
  of available places 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CCC Links 
  Audience 
  Item 
  Organizers 
  CCC Requests & Agreement 
  Authors 
  Facebook group for CCC authors 
  Authors 
  Templates and stock art 
   
   
   
  Did You Know? 
  The general vicinity of the Moonsea is eligible for CCC 
  proposals, but you are not limited to only those cities, towns, 
  and dungeons that are on the current maps – why not make 
  your own? Or craft a community-centric event as part of your 
  pitch? The Moonsea is a wild place, rife with change and 
  cultural shifts – base your adventure on those shores and let 
  your imagination run wild. 
   
  We offer communication avenues, official certificate 
  generation, resource and plot assistance, and more. Just reach 
  out! 
   
  The sky’s the limit, so let’s make this memorable for players all 
  over the world! 
   
  This content list only reflects content that has been released 
  to dmsguild or has been previously cited in this document. 
  This list is not exhaustive. 
  
   
   
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  CCC Adventure List 
  CODE 
  LEVEL BAND 
  RUNTIME 
  (HOURS) 
  TITLE 
  NOTES 
  CCC-ALMOG-03 
  11-16 
  4 
  TALES03-01 Claws of Fury 
   
  CCC-AMER-01 
  1-4 
  4 
  Asleep and Awake 
  AMERICA’s Cup 2018, New Zealand 
  CCC-AN-02 
  1-4 
  2 
  The Wrathful Deity of Khurovogo 
   
  CCC-AN-03 
  5-10 
  4 
  Winter Wonderland 
   
  CCC-ANIME1-1 
  1-4 
  2 
  Legend of the Sword Bandit Surprise 
   
  CCC-ANIME1-2 
  5-10 
  2 
  Let’s Find the Sword, GO! 
   
  CCC-ANIME1-3 
  5-10 
  2 
  Star Sword Return 
   
  CCC-BLD-11 
  1-4 
  2 
  Bleeding Gate: Pandemonium 
  Gamestorm 2017 
  CCC-BLD-12 
  1-4 
  2 
  Bleeding Gate: Amalgamation 
  Gamestorm 2017 
  CCC-BLD-0103 
  5-10 
  4 
  Bleeding Gate: Lineage 
  Rose City Comic Con 2017 
  CCC-BMG-MOON 
  n/a 
  n/a 
  Moonshae Isles Region Guide 
  Region guide to the Moonshae Isles! 
  CCC-BMG-01 
  1-4 
  4 
  CORE1-1 A Scream in the Night 
  Origins 2016 
  CCC-BMG-02 
  1-4 
  4 
  CORE1-2 A Cog in the Wheel 
  Origins 2016 
  CCC-BMG-03 
  1-4 
  4 
  CORE1-3 A Hole in the World 
  Origins 2016 
  CCC-BMG-04 
  1-4 
  4 
  CORE2-1 Tales of Good & Evil 
  Gen Con 2016 
  CCC-BMG-05 
  1-4 
  4 
  CORE2-2 Songs of Law & Chaos 
  Gen Con 2016 
  CCC-BMG-06 
  1-4 
  4 
  CORE2-3 Edicts of Neutrality 
  Gen Con 2016 
  CCC-BMG-07 
  5-10 
  4 
  HULB1-1 Hulburg Rebuilding 
  Gen Con 2016 
  CCC-BMG-08 
  5-10 
  4 
  HULB1-2 Hulburg Burning 
  Gen Con 2016 
  CCC-BMG-09 
  5-10 
  4 
  HULB1-3 Hulburg Rising 
  Gen Con 2016 
  CCC-BMG-HULB1S^ 
  5-10 
  4 
  HULB1-S Extinction 
  “Special”/ Interactive format 
  CCC-BMG-10 
  5-10 
  4 
  HILL1-1 Arrival 
  Origins 2016 
  CCC-BMG-11 
  5-10 
  4 
  HILL1-2 Exodus 
  Origins 2016 
  CCC-BMG-12 
  5-10 
  4 
  HILL1-3 Resurgence 
  Origins 2016 
  CCC-BMG-HILL1S^ 
  5-10 
  4 
  HILL1-S Onslaught 
  “Special”/ Interactive format 
  CCC-BMG-13 
  11-16 
  4 
  PHLAN1-1 Sepulture 
  Gen Con 2016 
  CCC-BMG-14 
  11-16 
  4 
  PHLAN1-2 Enemy of my Enemy 
  Gen Con 2016 
  CCC-BMG-15 
  11-16 
  4 
  PHLAN1-3 Subterfuge 
  Gen Con 2016 
  CCC-BMG-PHLAN1S^ 
  11-16 
  4 
  PHLAN1-S Uprising 
  “Special”/ Interactive format 
  CCC-BMG-16 
  5-10 
  4 
  ELM1-1 The Sage of Cormanthor 
  Dragon Con 2016 
  CCC-BMG-17 
  5-10 
  4 
  ELM1-2 The Lost Sanctum 
  Dragon Con 2016 
  CCC-BMG-18 
  5-10 
  4 
  ELM1-3 The Battle of Elmwood 
  Dragon Con 2016 
  CCC-BMG-19 
  5-10 
  4 
  HULB2-1 Winter’s Frosty Kiss 
  Winter Fantasy 2017 
  CCC-BMG-20 
  5-10 
  4 
  HULB2-2 Winter’s Frigid Wrath 
  Winter Fantasy 2017 
  CCC-BMG-21 
  5-10 
  4 
  HULB2-3 Winter’s Sharp Bite 
  Winter Fantasy 2017 
  CCC-BMG-HULB2S^ 
  5-10 
  4 
  HULB2-S Winter’s Feast 
  “Special”/ Interactive format 
  CCC-BMG-22 
  11-16 
  4 
  PHLAN2-1 Demagogue 
  Winter Fantasy 2017 (was numbered as PHLAN2-2 at 
  Winter Fantasy 2017) 
   
   
   
   
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  60 
   
   
  CCC Adventure List Cont. 
  CODE 
  LEVEL BAND 
  RUNTIME 
  (HOURS) 
  TITLE 
  NOTES 
  CCC-BMG-23 
  11-16 
  4 
  PHLAN2-2 Hatemaster 
  Winter Fantasy 2017 (was numbered as PHLAN2-1 at 
  Winter Fantasy 2017) 
  CCC-BMG-24 
  11-16 
  4 
  PHLAN2-3 The Royal We 
  Winter Fantasy 2017 
  CCC-BMG-PHLAN2S^ 
  11-16 
  4 
  PHLAN2-S Damnation 
  “Special”/ Interactive format 
  CCC-BMG-25 
  1-4 
  4 
  CORE3-1 The Spectral Incursion 
   
  CCC-BMG-26 
  1-4 
  4 
  CORE3-2 The Ghostly Infestation 
   
  CCC-BMG-27 
  1-4 
  4 
  CORE3-3 The Spirited Infestation 
   
  CCC-BMG-28 
  5-10 
  4 
  HILL2-1 The Red Gathering 
   
  CCC-BMG-29 
  5-10 
  4 
  HILL2-2 The Red Herring 
   
  CCC-BMG-30 
  5-10 
  4 
  HILL2-3 The Red Death 
   
  CCC-BMG-31 
  1-4 
  4 
  Phlan3-1 The Conventicle of Chaos 
   
  CCC-BMG-32 
  1-4 
  4 
  Phlan3-2 The First Rule 
   
  CCC-BMG-33 
  1-4 
  4 
  Phlan3-3 Spinning on the Edge 
   
  CCC-BMG-34  
  5-10 
  4 
  ELM2-1 Tendrils in the Fog 
   
  CCC-BMG-35 
  5-10 
  4 
  ELM2-2 Mists of the Moonsea 
   
  CCC-BMG-36 
  5-10 
  4 
  ELM2-3 Vestiges of Darkness 
   
  CCC-BWM-001 
  5-10 
  4 
  Howling on the Moonsea 
   
  CCC-BWM-002 
  5-10 
  4 
  The City in the Depths 
   
  CCC-BWM-003 
  11-16 
  4 
  A Tale of Two Towers 
   
  CCC-CIC-01 
  1-4 
  4 
  The Vault of the Devourer 
  Milwaukee Summer Revel, July 2016 
  CCC-CIC-02 
  5-10 
  4 
  The Clockwork Laboratory 
  Dan’s Con of the Vale, October 2016 
  CCC-CIC-03 
  5-10 
  4 
  The Desolate Undercroft 
  Dan’s Con of the Vale, October 2016 
  CCC-CIC-04 
  5-10 
  4 
  Best Friends Forever 
  Conflagration, February 2017 
  CCC-CIC-05 
  5-10 
  4 
  Donum Vitae 
  Milwaukee Summer Revel, July 2017 
  CCC-CIC-06 
  1-4 
  4 
  End of the Line 
  Milwaukee Summer Revel, July 2017 
  CCC-CIC-07 
  5-10 
  4 
  Pieces of You 
  Dan’s Con of the Vale, October 2017 
  CCC-CIC-08 
  1-4 
  4 
  The Last Voyage of the Woolgathering Tidsoptimist 
  Dan’s Con of the Vale, October 2017 
  CCC-CIC-09 
  1-4 
  2-4 
  Steamy Shores of Danger  
  Conflagration, February 2018 
  CCC-CIC-10 
  5-10 
  4 
  Terror at Soward Manor 
   
  CCC-DDSC-01 
  1-4 
  4 
  Murder at the Stop 
  SoonerCon 2017 
  CCC-DDSC-02 
  1-4 
  2 
  A Fool and His Gold 
  SoonerCon 2017 
  CCC-DRUID-01 
  5-10 
  4 
  The Scourge Unseen 
   
  CCC-FXC-01 
  1-4 
  2 
  Nothing Happens in Elmwood 
   
  CCC-GARY-01 
  5-10 
  2 
  A Night to Remember 
  GaryCon 2017 
  CCC-GARY-02 
  5-10 
  2 
  To Find a Way Out 
  GaryCon 2017 
  CCC-GARY-03 
  5-10 
  2 
  Oh, We’re In It Now 
  GaryCon 2017 
  CCC-GARY-04 
  1-4 
  2 
  A Darkness in the Mountains 
   
  CCC-GARY-05 
  1-4 
  2 
  The Shadows of the Trees 
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  61 
   
   
  CCC Adventure List Cont. 
  CODE 
  LEVEL BAND 
  RUNTIME 
  (HOURS) 
  TITLE 
  NOTES 
  CCC-GARY-06 
  1-4 
  2 
  The Death Beneath the Roots 
   
  CCC-GARY-07 
  5-10 
  2 
  The Mirror Cities of Gulthias 
   
  CCC-GARY-08 
  5-10 
  2 
  That Which Lies Buried 
   
  CCC-GARY-09 
  5-10 
  2 
  The Witch Maiden 
   
  CCC-GEL-01 
  1-4 
  2 
  Bedlam at the Benefit 
   
  CCC-GHC-BORDER 
  n/a 
  n/a 
  Border Kingdoms Region Guide 
  Region guide to the Border Kingdoms! 
  CCC-GHC-01 
  5-10 
  2 
  Tharaera Lost 
  Gamehole Con 2016 
  CCC-GHC-02 
  5-10 
  2 
  Skulljaw Hill 
  Gamehole Con 2016 
  CCC-GHC-03 
  5-10 
  2 
  Facing the Dark 
  Gamehole Con 2016 
  CCC-GHC-04 
  5-10 
  2 
  Shade of the Dark 
  Gamehole Con 2017 
  CCC-GHC-05 
  5-10 
  2 
  Trail of Treachery 
  Gamehole Con 2017 
  CCC-GHC-06 
  5-10 
  2 
  What You Wish For 
  Gamehole Con 2017 
  CCC-GHC-07 
  11-16 
  2 
  The River Runs Red 
  Gamehole Con 2017 
  CCC-GHC-08 
  11-16 
  2 
  Death in the Ruins 
  Gamehole Con 2017 
  CCC-GHC-09 
  11-16 
  2 
  Swamp of Death 
  Gamehole Con 2017 
  CCC-GLIP-0101 
  1-4 
  2 
  Glip Dak 
   
  CCC-GLIP-0102 
  1-4 
  2 
  Beneath Glip Dak 
   
  CCC-GLIP-0103 
  1-4 
  4 
  Citadel of Vlaakith 
   
  CCC-GLIP-0201 
  5-10 
  2 
  Blue Scales  
   
  CCC-GOC-0101 
  1-4 
  2 
  Tree Rot 
   
  CCC-GOC-0102 
  5-10 
  2 
  Cairns of Rot 
   
  CCC-GOC-0103 
  5-10 
  3-4 
  Winds of Rot 
   
  CCC-GSP-0101 
  1-4 
  4 
  A Dragon's Breath 
   
  CCC-HAL-01 
  1-4 
  4 
  Fate of the Nightworms 
   
  CCC-HATMS01-01 
  5-10 
  4 
  Threatening Tides 
  Holiday Around the Moonsea 2018 
  CCC-HATMS01-02 
  5-10 
  4 
  Prophecy’s Promise 
  Holiday Around the Moonsea 2018 
  CCC-HATMS01-03 
  5-10 
  4 
  Destiny Defied 
  Holiday Around the Moonsea 2018 
  CCC-IFK-01 
  5-10 
  2 
  Shadow of Greed 
  Chupacabra Con 2017 
  CCC-IFK-02 
  5-10 
  2 
  Shadow of the Weave 
  Chupacabra Con 2017 
  CCC-IFK-03 
  5-10 
  4 
  Shadow of the Dusk Queen 
  Role Play Rally II 2017 
  CCC-KUMORI-0101 
  1-4 
  2 
  Wreckers 
  Kumoricon 2017 
  CCC-KUMORI-0102 
  1-4 
  2 
  Wretches 
  Kumoricon 2017 
  CCC-LINKS-01 
  5-10 
  4 
  Champion of the People 
  LinksCon, June 2017 
  CCC-LINKS-02 
  11-16 
  4 
  The Secrets We Keep 
  LinksCon, June 2017 
  CCC-MACE-01 
  1-4 
  4 
  The Blight of Geoffrey 
   
  CCC-MACE-02 
  1-4 
  4 
  A Panther’s Peril 
   
  CCC-MACE-03 
  1-4 
  4 
  Haunted Memories 
  ConCarolinas 2018 
  CCC-MCX-01 
  1-4 
  2 
  All in a Day’s Work 
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  62 
   
   
  CCC Adventure List Cont. 
  CODE 
  LEVEL BAND 
  RUNTIME 
  (HOURS) 
  TITLE 
  NOTES 
  CCC-MIND-01 
  11-16 
  4 
  Lost in Thought 
  Tidewater Comicon 2018 
  CCC-MIND-02 
  11-16 
  4 
  Mind Trip 
  Tidewater Comicon 2018 
  CCC-MIND-03 
  11-16 
  4 
  Dream Walkers 
  Tidewater Comicon 2018 
  CCC-MYR-01 
  5-10 
  4 
  Friends in Need 
   
  CCC-NUKE-0101 
  1-4 
  4 
  The Blighted Sun 
   
  CCC-NUKE-0102 
  1-4 
  4 
  Hide and Seek 
   
  CCC-OCC-01 
  11-16 
  4-6 
  Red War: Housekeeping 
  Red War tie-in! 
  CCC-ODFC-0101 
  1-4 
  4 
  Hammer and Anvil 
  1d4 Con 2017 
  CCC-ODFC-0102 
  5-10 
  4 
  Black Blades, Black Wings 
  1d4 Con 2017 
  CCC-ODFC-0103 
  11-16 
  4 
  Elder’s Eyes Upon You 
  1d4 Con 2017 
  CCC-ODFC-0201 
  1-4 
  4 
  Serenade of Pain 
   
  CCC-ODFC-0202 
  5-10 
  4 
  Palace of the Efreeti 
   
  CCC-ODFC-0203 
  11-16 
  4 
  Night’s Bright Dawning 
   
  CCC-PDXAGE-0101 
  1-4 
  2 
  The White Well 
  PDXAGE 
  CCC-PDXAGE-0201 
  5-10 
  2 
  The Dark Hunt 
  PDXAGE 
  CCC-PHA-01 
  5-10 
  4 
  Six Summoned Swords 
   
  CCC-PPTDD01-01 
  1-4 
  2 
  Trouble Under Winton 
   
  CCC-PRIORY-01 
  1-4 
  2 
  Maritime Mayhem 
  Pretzcon 
  CCC-PRIORY-02 
  1-4 
  2 
  Prison Pitfalls 
  Pretzcon 
  CCC-PRIORY-03 
  1-4 
  2 
  Truths in Time 
  Pretzcon 
  CCC-QCC-2017 
  11-16 
  4 
  Delusions of Grandeur, Dreams of Revenge 
  QCC 2017 
  CCC-QCC2018-01 
  11-16 
  2 
  Of Gods and Monsters 
   
  CCC-QCC2018-02 
  5-10 
  2 
  Heart and Soul 
   
  CCC-REAP-01 
  5-10 
  4 
  Red War: Lost Ashes of a Wayward Gnome 
  Red War tie-in! 
  CCC-ROZK-0101 
  11-16 
  4 
  Binder’s Torment 
  Origins 2017; Druids & Dragons 2017 
  CCC-ROZK-0102 
  11-16 
  4 
  Zhentarim’s Lament 
  Origins 2017; Druids & Dragons 2017 
  CCC-ROZK-0103 
  11-16 
  4 
  Necromancer’s Ascent 
  Origins 2017; Druids & Dragons 2017 
  CCC-RPR-01 
  1-4 
  4 
  Eyes of Blood 
  Role Play Rally 2018 
  CCC-RPSG-01 
  1-4 
  4 
  Ooze There 
   
  CCC-SALT-01-01 
  1-4 
  2 
  Rumors of Riches 
  SaltCON 2017 
  CCC-SALT-01-02 
  1-4 
  2 
  Moor Trouble 
  SaltCON 2017 
  CCC-SALT-01-03 
  1-4 
  4 
  Broken Halls of Goldahroud 
  SaltCON 2017 
  CCC-SALT-02-01 
   
   
  Mulmaster’s Meddlings 
  Level & duration not in product description 
  CCC-SALT-02-02 
   
   
  Tower in the Valley 
  Level & duration not in product description 
  CCC-SALT-0205 
  5-10 
  4 
  The Darkness Never Forgets 
   
  CCC-SCAR01-01 
  1-4 
  4 
  Corrupted Artery 
  SCARAB 
  CCC-SCAR01-02 
  1-4 
  4 
  Glister by Light 
  SCARAB 
  CCC-SFBAY-0101 
  5-10 
  8 
  Plots in Motion 
  KublaCon 2017 
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  63 
   
   
  CCC Adventure List Cont. 
  CODE 
  LEVEL BAND 
  RUNTIME 
  (HOURS) 
  TITLE 
  NOTES 
  CCC-SFBAY-0201 
  5-10 
  4 
  Old Enemies Arise 
   
  CCC-SFBAY-0202 
  5-10 
  4 
  Rise of the Ogre King 
   
  CCC-SFBAY-0203 
  5-10 
  4 
  The Risen Minotaur Lord 
   
  CCC-SFBAY-0401 
  1-4 
  4 
  The Cornflower Hive 
  FarWest MiniCon 
  CCC-SFBAY-0402 
  5-10 
  2 
  Under Earth & Stone 
  FarWest MiniCon 
  CCC-SFBAY-0403 
  1-4 
  2 
  The Ashen Scar 
  Kublacon 2018 
  CCC-SHINY-02 
  1-4 
  2 
  An Open Secret 
   
  CCC-SQC-001 
  5-10 
  4 
  The Woodland Sage 
   
  CCC-SQC-0201 
  5-10 
  4 
  None the Wiser 
   
  CCC-SQC-0202 
  5-10 
  4 
  Last Gasp 
   
  CCC-SRCC-0101 
  1-4 
  2 
  Trouble in the Old City 
  Snake River Comic Con 2017 
  CCC-SRCC-0102 
  1-4 
  2 
  Down the River of Snakes 
  Snake River Comic Con 2017 
  CCC-SRCC-0103 
  1-4 
  2 
  Altar of the Smoldering Eye 
  Snake River Comic Con 2017 
  CCC-SVH01-01 
  11-16 
  4 
  Dawn of the Raven Lord 
   
  CCC-SVH01-02 
  11-16 
  4 
  Raven Lord’s Aerie 
   
  CCC-SVH01-03 
  11-16 
  4 
  Vault of the Raven Lord 
   
  CCC-ST2-1 
  5-10 
  4 
  Red War: Embassy of Evil 
  Red War tie-in! 
  CCC-STORM-01 
  5-10 
  4 
  The Barrows of Solina 
   
  CCC-TAROT-0101 
  1-4 
  2 
  Awakening of Fates 
   
  CCC-TAROT-0102 
  1-4 
  2 
  By the Light of the Moon 
   
  CCC-TAROT-0103 
  1-4 
  2 
  A Martyred Heart 
   
  CCC-TAROT-0104 
  1-4 
  2 
  Tangled Woods 
   
  CCC-TAROT-0105 
  1-4 
  2 
  The Lost Apprentice 
   
  CCC-TAROT-0106 
  1-4 
  2 
  Lies in the Moonlight 
   
  CCC-TAROT-0107 
  1-4 
  4 
  The Seat of the Ruler 
   
  CCC-THENT-0101 
  1-4 
  2 
  Beneath the Surface 
  Conclave of Gamers 2017 
  CCC-THENT-0102 
  1-4 
  2 
  Those That Dwell Beneath 
  Conclave of Gamers 2017 
  CCC-THENT-0103 
  1-4 
  4 
  The Dreaming Relic 
  Conclave of Gamers 2017 
  CCC-TRI-01 
  11-16 
  4 
  Into the Darkness 
  TotalCon 2017 
  CCC-TRI-02 
  11-16 
  4 
  Impression Left Behind 
  TotalCon 2017 
  CCC-TRI-03 
  5-10 
  2 
  Fences and Swords 
   
  CCC-TRI-04 
  5-10 
  2 
  Birds of a Feather 
   
  CCC-TRI-09 
  1-4 
  4 
  Tinhammer Falls 
  Prelude to the Beholder Corps series 
  CCC-TRI-14 
  11-16 
  4 
  The Voice in the Night 
  TotalCon 2018 
  CCC-TRI-15 
  11-16 
  4 
  The Dark of the Hive 
  TotalCon 2018 
  CCC-TRI-16 
  1-4 
  4 
  Ph'theev, the Despondent 
  Part 1 of the Psionic Menace Series 
  CCC-TRI-17 
  1-4 
  4 
  Ph'teev, Unbound! 
  Part 2 of the Psionic Menace Series 
  CCC-TRI-18 
  1-4 
  4 
  Pros & Cons 
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  64 
   
   
  CCC Adventure List Cont. 
  CCC-TRI-19 
  1-4 
  4 
  Dead Men’s Tales 
  KantCon 2018 
  CCC-TRI-25 
  5-10 
  4 
  Dead Men’s Treasure 
   
  CCC-UCON-01 
  5-10 
  4 
  Blood & Fog 
  U-Con, November 2016 
  CCC-UK-1 
  1-4 
  4 
  Call of the Elvenflow 
   
  CCC-UK-2 
  1-4 
  4 
  The Wayward Wives 
   
  CCC-WWC-01 
  1-4 
  2 
  In the Face of Fear 
  Winter War 2018 
  CCC-WWC-02 
  1-4 
  2 
  Dark Waters of Hate 
  Winter War 2018 
  CCC-WWC-03 
  1-4 
  2 
  Tyrant of the Forgotten Forge 
  Winter War 2018 
  CCC-WWC-04 
  1-4 
  4 
  The Black Hand 
  Winter War 2018 
  CCC-YLRA01-01 
  5-10 
  4 
  Her Dying Wish 
  Strategicon 2017 
  CCC-YLRA01-02 
  5-10 
  4 
  Uneasy Lies the Head 
  Strategicon 2017 
  CCC-YLRA01-03 
  5-10 
  4 
  Bound by Duty 
  Strategicon 2017 
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  65 
  Changelog 
  v8.05 & v8.06 
  General 
  • text 
  Season 8  
  • added campaign guidance for Dungeon of the Mad 
  Mage, including story item (blast scepter) 
  • v8.06: added text for professor orb, propeller helm, 
  shield of the uven rune, and Stardock rod 
  Community-Created Content 
  • so many! 
   
  v8.04 
  General 
  • removed deprecated information in the I’m New 
  sidebar 
  • adjusted position of armor +1 on evergreen table 
  Season 0  
  • adjustment to DDAO-20 description 
  • slight adjustment to flurried furs description, to 
  bring it in-line with the current version of the cert 
  in the adventure download (a small number of 
  downloads received an incorrect cert) 
  • for Window to the Past, adjusted ‘immediately’ to 
  ‘as treasure checkpoints and tier allow’. 
  • Added a note about unlocking items from DDIA-
  MORD 
  Season 2 Elemental Evil 
  • formatting and spelling fixes 
  • added note about healing ember in DDEP2 
  Season 3 Rage of Demons 
  • clarified the purpose of changes to item in 
  DDEX03-07 
  • add Orcsplitter’s magic item table assignment 
  Season 6 Tales from the Yawning Portal 
  • clarified date of White Plume Mountain guidance 
  Season 8 Waterdeep: Dragon Heist 
  • revised “Pistols and Smokepowder” section 
  • added note referring to the fact that joining some 
  factions may lead to storytelling obstacles in other 
  adventures 
  • added guidance for when characters get arrested 
  by the Waterdeep City Watch 
  • corrected adventure code for Dungeon of the Mad 
  Mage 
  • clarified a bit about downtime and 
  rewards/penalties per character in Open for 
  Business section 
  • added note for unlock in Waterdeep Encounters 
  Community-Created Content 
  • many CCCs added 
   
  
   
   
  Not for resale. Permission granted to print and photocopy this document for personal use only. 
  Adventurers League Content Catalogue v8.6 
   
   
  66 
  v8.03 
  General 
  • minor format, case, and spelling adjustments 
  throughout 
  Evergreen Magic Items 
  • added 5th level spell scrolls to magic item table C, as 
  they were erroneously omitted 
  • added notes on acquiring magic padded leather, 
  hide, and ring mail armor 
  Season 0  
  • DDHC-MORD-04 Pudding Faire 
  • DDHC-MORD-05 Escape from Wheloon 
  • Adjusted text on staff of defense 
  Season 1 Tyranny of Dragons 
  • added special magic items: Draakhorn, 
  Dragongleam, tankard of plenty, Wiglof’s cauldron 
  • added story items: Blagothkus’ flying castle  
  Season 2 Elemental Evil 
  • added a note about Elizar’s nonmagical pipe 
  Season 3 Rage of Demons 
  • added a note about recovering lost gear in chapter 
  one 
  • adjusted text in Chapter 9: Drow Warehouse, Area 
  4B and Chapter 16: Death Tyrant Encounter 
  Season 5 Storm King’s Thunder 
  • removed giant-sized staff of the magi from the 
  story items list, as it’s already on the banned list 
  • removed Gurt’s greataxe from the story item list, as 
  after much internal discussion we’ve decided that 
  its cost combined with its usage (size restrictions, 
  etc) balanced out. 
  • Added a note about rewards in DDAL05-04 
  Season 6 Tales from the Yawning Portal 
  • added rusty dagger 
  • removed sleeping gas entry. Spell services, yo! 
  Season 7 Tomb of Annihilation 
  • DDHC-TOA-15 Maze of Shadows 
  Season 8 Waterdeep: Dragon Heist 
  • all the hardcover guidance 
  • DDHC-WDH-02 Waterdeep Encounters 
  • DDHC-WDH-03 Unseen Waterdeep 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Adventurers League Content Catalog v8.06.pdf