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Dungeon Masters: Dave & Jason If you are a new player who wants to join, please arrive with a character already made using the standard array or point-buy method as per the Adventurer's League rules. No feats at first level unless you take the human sub-race variant that allows it. If you've never made a D&D character before this short video (https://www.youtube.com/watch?v=YJAs6sujSTk) shows you how. Characters can be made using information in the Player's Handbook or the D&D Basic rules. The latter can be downloaded here (http://dnd.wizards.com/articles/features/basicrules). D&D Adventurer's League forbids player characters that are neutral evil or chaotic evil alignments. Lawful evil characters are only allowed for Lords’ Alliance or Zhentarim faction characters. Character sheets can be found here (http://files.meetup.com/11512562/DnD5th_CharacterSheet_3Pgs_%20Complete.pdf)and here (http://dnd.wizards.com/articles/features/character_sheets). The Adventurer's Logsheet (important if you take your character to another official AL game) can be found here. (http://files.meetup.com/11512562/DnDAdvLgLogsheet.pdf) Character sheets of other designs (and for other games) can be found here. (http://www.meetup.com/Legendary-Realms-Game-Store-Meetup/files/) Factions are allowed but not required for races from the PHB (it actually wouldn't make sense if everyone had a faction). For more details on factions see An Intro to Factions (https://www.facebook.com/lrhob/posts/746985512006643) & A Deep Dive Into Factions (https://www.facebook.com/lrhob/posts/746985932006601). We only have a very limited number of faction kits but the kits can be downloaded here. Faction kits are not required to play a faction. This online spell sorter (http://mouseferatu.com/index.php/news/august-8-2014-a-special-gift-for-my-fellow-dd-fans/) might also be handy. It doesn't have spell details -- just level and class. The most recent update to the D&D Adventurers League Player's Guide is not story specific, and it has everything you need to know about playing in the D&D Adventurers League. It can be downloaded here (http://dndadventurersleague.org/wp-content/uploads/2017/03/DDAL-PLAYERS-GUIDE-v.6.0.pdf). Here's a quick rundown of a few of major points in the Player's Guide 6.0: 1) Race options that grant a fly speed at 1st level are not allowed in D&D AL play at this time. Options presented in other resources, such as the Death Domain the DMG or content from Unearthed Arcana articles are not allowed for play unless specific campaign documentation says otherwise. 2) The concept of Story Origins was eliminated since that concept never really saw fruition. However, we’re still keeping the PH+1 book concept. 3) Trading of magic items will no longer be tied to certs, anyone can trade their items with a log entry. Same rarity still required. 4) Restrictions on monster sources for class features and spells has been removed. IE, any normally eligible monster from the Monster Manual can be used for animal companions, spells, and other class features. 5) DMs can add thematically appropriate monsters to encounters in order to adjust the difficulty. We expect this to primarily be used in the hardcover adventures. Please note that races listed in Volo's Guide to Monsters can be played ONLY with certain AL-mandated conditions. First, AL alignment restrictions still apply. Second, there are background and sometimes origin location requirements for the races in Volo's that must be incorporated into the character's background. Third, all races from Volo's MUST be members of a faction. Aasimar must be members of the Harpers, Order of the Gauntlet or Lord's Alliance; Firbolg's must be members of The Harpers or Emerald Enclave; Kenku must be members of The Harpers or Zhentarim; Lizardfolk must be members of the Order of the Gauntlet or Emerald Enclave; Tabaxi must be members of The Harpers or Zhentarim; Tritons must be members of the Order of Gauntlet or Lord's Alliance; Goblins and Bugbears must be members of the Zhentarim; Hobgoblins must be members of the Lord's Alliance or Zhentarim; Yuan-ti must be members of the Lord's Alliance; Goliaths must be members of a faction but can pick any faction; Kobolds must be members of the Emerald Enclave and Orcs must be members of the Order of the Gauntlet, Emerald Enclave or Zhentarim. Additionally, options for familiars listed in Volo's are NOT AL legal unless accompanied by a certificate. http://dnd.wizards.com/articles/events/adventurers-league-resources Heroes needed! D&D Encounters is a weekly campaign, open to the public, using 5th Edition D&D rules It's great for both newcomers and experienced D&D players. Jump in anytime!
Master’s Minions: An Evil Adventure for Dungeons & Dragons 5th Ed. Weekly sessions Thursdays at 7:00 PM, $5 entry fee. Sick and tired of always adventuring as the hero? Have you ever wanted to stab your party’s paladin right in his stupid, self-righteous back and take his cool gear? Is “murder hobo” not a derogatory term to you, but a way you want to live your [character’s] life? Then this campaign is for you! This is an ”evil” campaign where players will be able to play as races and/or classes normally not available to them, as well as in a style not normally allowed in typical “heroes of the realm” style of normal games. While this kind of game can be fun to play, it also comes with caveats and additional rules: 1. The DM can kick out any player if he or she is intentionally causing others to have a bad time. Or for any or no reason. The DM has final say, as usual. 2. No overly evil acts, such as rape, graphic torture, wanton infanticide, etc. Keep it PG-13 to R, not NC-17. 3. PC vs. PC conflicts and combat will be allowed. Understand that these conflicts can and will arise when a bunch of evil characters are forced together, but know that this is just a game and you and your character are not the same person. Do not let character conflicts turn into player conflicts. Bring multiple characters for your first game. Three is a good minimum. Because of the nature of this adventure, character deaths are very likely. However, leveling up will be more common, with a benchmark/merit-based system you will learn to love or hate. Adventure Story & Background: In this campaign, which takes place in the Forgotten Realms setting, you work for a powerful beholder known only as “Master.” Master has conquered groups from nearly every race and brought them under his control. And he wants more control. As one of his minions, you have been tasked with working with some of Master’s other minions to help achieve his goals. Master rewards loyalty and efficiency, and punishments are given out for almost any reason he can think of (though he never shares these reasons, if they exist). He does not care about your background. He does not care about your dreams or your goals. Master only cares that you do what he expects from you. Character Creation Rules: • Characters all start at level 5 (even your replacement characters). • Only officially printed Dungeons & Dragons 5th Edition materials can be used (i.e. no Unearthed Arcana, homebrew, etc.). • Evil/monster races and/or classes can be used (and are encouraged!). • “Good” classes or subclasses (e.g. Oath of Devotion Paladin) are only allowed with workable backstory and DM approval. • In addition to the starting equipment from your class and background, each character can start with one of three additional options: 1. One mundane armor and one mundane weapon (simple or martial weapon; not silvered or adamantine) and 50 gp to spend on ammunition or items from chapter 5 of the Player’s Handbook 2. 300 gp worth of spellcasting materials (for spells you are able to cast) and 50 gp to spend on ammunition or items from chapter 5 of the Player’s Handbook 3. 200 gp to spend on ammunition or items from chapter 5 of the Player’s Handbook • Tips: o Remember your languages and choose them wisely. Language barriers are a real thing. o Know how your racial abilities, class abilities, and spells work. This should be obvious, but it still needs to be said. Be prepared. Be warned.