TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
  1 
  Eberron Campaign Dungeon Master’s Guide v1.1 
   
   
   
   
   
   
   
   
  Eberron Campaign 
  Dungeon Master’s Guide 
  Version 1.1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 
  21 September 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. 
  Part 1. Getting Started 
  This document is a guide to getting started as a Dungeon 
  Master for the D&D Adventurers League. These rules are 
  supplemented by the Adventurers League FAQ (also 
  found in the Adventurers League DM’s Pack). 
  D&D Adventurers League Play 
  Adventures for the Eberron campaign can be purchased 
  and downloaded from the Dungeon Masters Guild. 
  Being a Dungeon Master 
  Being an Adventurers League DM is easy and fun. The 
  adventures can be prepared in a short period of time, 
  and you don’t have to worry about creating all sorts of 
  background material. 
  What You Need to Run a Game 
  To run a game as a DM in D&D Adventurers League 
  games, you’ll need the following: 
  • Player’s Handbook or the D&D Basic Rules. The basic 
  rules .pdf document is free on the Wizards of the 
  Coast website and contains all the basic rules of the 
  game. 
  • Adventures. If you’re running games in a public venue, 
  check with the organizer to see what adventures 
  they have available. Otherwise, adventures are 
  available for purchase at your local gaming store or 
  online at Dungeon Masters Guild. 
  • Players. Adventures League play is designed for a 
  table of five players but can be adjusted for three to 
  seven players. Tables smaller or larger than those 
  limits aren’t allowed. 
  Optional Items 
  These things aren’t necessary to run D&D Adventurers 
  League games but might be nice to have. 
   Dungeon Master’s Guide (DMG). This book contains 
  valuable advice on preparing and running games. The 
  DMG also contains descriptions of magic items that 
  might be awarded during the course of play, so it is 
  suggested that you bring that information with you to 
  the table if it is not provided in the adventure.  
   Monster Manual (MM). While the statistics for most 
  monsters can be found here, special monsters created 
  specifically for a given season’s published adventure are 
  found in that product. 
   Index Cards. Great for writing down initiative, 
  handing notes to players, and as cheap table tents. 
   Miniatures and Map Surfaces. If you and your 
  players enjoy playing a more tactical game of D&D, you 
  can use these to help depict combats and detailed areas. 
   Dungeon Master Screen. Helpful to hide the 
  adventure and your notes and schemes from the players. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  2 
  Eberron Campaign Dungeon Master’s Guide v1.1 
  Part 2. Running Adventures 
  You may DM one group of 3 to 7 players at a time—each 
  with their own character whose level is within the 
  adventure’s level range. 
  Being the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide the 
  narrative and bring the game to life. 
   You’re Empowered. Make decisions about how the 
  group interacts with the adventure; adjust or improvise 
  as needed. It’s more important that you and the players 
  are having fun than you stick to letter of the adventure. 
   Everyone Should Shine. Don’t allow any one player to 
  dominate the table. Everyone should get the opportunity 
  to shine. Feel free to adjust the encounters and 
  adventure to make this happen. 
   Keep the Adventure Moving. This is mostly for 
  convention play where you’re participating in a timed 
  slot. When the game gets bogged down, provide hints 
  and clues to your players facing puzzles or engaging in 
  combat and roleplay interactions to help move them 
  along. 
  Character Disease, Death, and Recovery 
  Bad things happen to characters; adventuring is a risky 
  job. Here are the rules on how to deal with it.  
   Disease, Poison, and Other Debilitating Effects. 
  Diseases, poisons, and other similar effects last until 
  removed, but characters can spend downtime days to 
  receive spellcasting services or to recuperate (see 
  Player’s Handbook). Characters with lycanthropy or 
  vampirism can’t start a new session until cured. 
   Death. Characters returned to life suffer the effects 
  from the ordeal as normal, but each downtime day spent 
  reduces any penalties to attack rolls, saving throws, and 
  ability checks by 1. Bodies are recovered unless 
  otherwise specified in the encounter. If the group can’t 
  return a dead character to life: 
  • Dead Character Pays for Raise Dead. Dead 
  characters that can’t afford the gp cost of the service 
  or treasure checkpoint cost of a spell scroll may incur 
  a treasure checkpoint debt as needed to purchase one. 
  This debt must be satisfied before treasure 
  checkpoints can be used for anything else. Dead 
  characters ignore availability restrictions on whatever 
  spell scroll is needed to return them to life. For 
  example, a disintegrated 5th-level character may 
  spend twenty-four treasure checkpoints to 
  purchase a spell scroll of true resurrection, even though 
  it’s normally available only to tier 3 and 4 characters. 
  • Character’s Party Pays for Raise Dead. If they wish 
  to do so, other characters may contribute towards the 
  gp cost of paying for spellcasting services to return 
  another character to life. Characters can’t use treasure 
  checkpoints to lessen the cost of another character to 
  return to life but can use them to purchase spell 
  scrolls if useable by someone in the group. 
  Spellcasting Services 
  During a session, characters can receive spellcasting 
  services from an NPC located anywhere that is town-
  sized or larger but must be able to travel there. 
  Otherwise, they’re available only between sessions. 
  Spellcasting Services 
  Magic Item Table 
  Point Cost 
  Cure wounds 
  10 gp 
  Identify 
  20 gp 
  Lesser restoration 
  40 gp 
  Prayer of healing 
  40 gp 
  Dispel magic 
  90 gp 
  Remove curse 
  90 gp 
  Speak with dead 
  90 gp 
  Divination 
  210 gp 
  Greater restoration 
  450 gp 
  Raise dead1 
  1,000 gp 
  Resurrection1 
  3,000 gp 
  True resurrection1 
  30,000 gp 
  1Characters may instead receive these services by spending 
  treasure checkpoints to purchase spell scrolls. 
   
   Services provided by an NPC are limited to this list. 
  Characters may purchase spell scrolls containing these 
  spells using treasure checkpoints which NPCs cast for 
  free to benefit the character who purchased the scroll. 
  Acolyte Temples 
  Quarter in Sharn 
  Deities 
  Middle Central Plateau 
  Church of the Silver Flame 
  Middle Central Plateau 
  Sovereign Host 
  Lower Central Plateau 
  Path of Light 
  Lower Central Plateau 
  Undying Court 
   
   Acolyte Background. Characters with the Shelter of 
  the Faithful background feature can request spellcasting 
  services at a temple of their faith. Once per day they may 
  receive one spell from the Spellcasting Services table for 
  free (plus the cost of any material component needed). 
   Only some faiths are represented by temples large 
  enough to provide this benefit. When playing any given 
  adventure, the available faiths are determined by the 
  region in which the adventure is set, above. 
  Player Rewards 
  Characters earn rewards in the form of advancement 
  and treasure checkpoints, magic items unlocks, and 
  other rewards such as story awards or new downtime 
  activities. These rewards are entered on their logsheets 
  before leaving the table. Players are responsible for 
  maintaining their own adventure logsheet.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  3 
  Eberron Campaign Dungeon Master’s Guide v1.1 
  Reward Distribution 
  Rewards are distributed at the end of a play session 
  using the following guidance: 
   Advancement Checkpoints. The characters earn one 
  or two checkpoints for each story or bonus objectives 
  they complete depending on the adventure’s duration—
  as directed by its adventure’s reward section. 
   Treasure Checkpoints. The characters earn one to 
  four checkpoints for each story or bonus objectives 
  they complete determined by the adventure’s duration 
  and tier—as directed by its reward section. 
   Gold and Mundane Treasure. Any entry of a treasure 
  or award with a monetary value is ignored. Other 
  mundane equipment can be used (but not sold) by the 
  characters until the end of the session but is lost at the 
  end of the session. Some nonmagical items encountered 
  in hardcover adventures may be unlocked for 
  purchased using treasure checkpoints. The ALCC will 
  contain adventure-specific information regarding these 
  items as well as when to award rewards that serve as 
  exceptions to this paragraph. Any spellbooks recovered 
  by the characters may be kept by one character at the 
  table (determined randomly in case of contention). 
   Magic Items. Unless stated otherwise in the ALCC, 
  magic items specifically mentioned in an encounter 
  become available for the characters in some fashion, 
  depending on its type: 
  • Consumable Magic Items. Potions, scrolls, and magical 
  ammunition are kept and divided among the 
  characters—encouraging equitable distribution. If 
  more than one player wants an item and the 
  disagreement can’t be resolved, determine the item’s 
  owner randomly (such as by rolling a die). 
  • Permanent Magic Items. Permanent magic items 
  aren’t kept; they’re instead unlocked for purchase.  
   Story Awards/Effects/Items. Characters may acquire 
  special items or effects (mundane or magical) that are 
  essential to a hardcover adventure’s storyline that are 
  only useable of in effect during sessions of the adventure 
  in which they’re awarded. These are identified in the 
  Adventurers League Content Catalogue. 
   Awarding Downtime. Characters earn five downtime 
  days for every two advancement checkpoints they earn. 
   Awarding Renown. Characters earn one renown for 
  every four advancement checkpoints they earn. 
  Cheating 
  D&D Adventurers League play is meant to be fun and 
  inclusive—not competitive. As the DM, correct cheating 
  players quickly and discreetly (if possible) by resolving 
  the issue and make a ruling on what happens. You may 
  review paperwork (character sheets, adventure 
  logsheets, and certificates) at any time. If something is 
  amiss—either with the paperwork or during the game—
  discuss it with the player and resolve irregularities. You 
  may disallow something that seems outside the rules or 
  have a player reroll dice. Be professional though—
  never embarrass the player or assume wrongdoing. 
  We’re all here to have fun and enjoy the challenge! 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Oracle of War (Eberron)/Eberron Campaign Dungeon Master's Guide v1.1.pdf