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Dungeons and Dragons 5th edition at Level Up Games!

  • Level Up Games

    207 13th Ave S South, Saint Paul, MN (map)

    44.888718 -93.049957

  • Come join us in the gaming side of the store! Just ask for the D&D group.
  • Dungeons & Dragons STORM KING'S THUNDER!  You know you want to come play D&D with us!

    Come play the D&D Adventure League games every Wednesday night at Level Up Games.  We will be running the Launch event to kick off the season, then move to running the modules.  We have upwards of 8 tables every week, and we do have one exclusively kids table!

    New Players welcome EVERY week.  Have questions?  Email dnddmmn at gmail dot com or join the Facebook group at Dungeons and Dragons Southern Minnesota!

    For our current players:  Make sure you check out the D&D Adventure League Guide ( )  The code of conduct does apply this season, but more importantly there are NEW RULES about magic items (you will be happy).

    This season we will be running the Launch Event for Storm King's Thunder, along with the modules that are released for play through D&D Adventure League.  Wondering what module we're playing this week (or where we are in the launch event), ask on the Facebook group or email the organizer!

    We will be running some weeks with mixed tier content, and thus be running table by table depending on tier.  We will do our best to accommodate all players in the tier they wish to play, but please be ready to play on a lower tier table if we run out of room on the higher tier tables.  We will do our best to accommodate everyone!


    First night, just come as you are!  We have everything to share.  After that you will need a character sheet (more below), a copy of the rules for the character you pick to play (either the basic rules below, or a players hand book which is for sale at the store), a set of 7 polyhedral dice (also for sale at the store running from $4 to $10+ per set of dice), and a pencil.  Yes, with the basic rules your entire investment can actually be less than $5!

    The Dungeons and Dragons Southern Minnesota Facebook group has several options for "pregen" characters, if you want to look at them and print your own ahead.  This is not needed.  You can show up for the first session with nothing more than your imagination, and pick out a character when you get there.  These are characters already built ready for you to play and enjoy.  Simply join the group (if you want to look), then look in the files area for one of the following:


    You will also find a set of the blank character sheets in the files section:


    In order to create your own character, you will need either a Player's Handbook for 5th Edition, or a copy of the basic rules. 

    Basic Rules live here (they are free):

    Additionally, from this page you will need a copy of:

    AL Player’s Guide: Rules and information aimed at players for the current Adventurers League story season, including what options and rules are allowed from D&D products.

    Included in this handy guide are printable versions of the character and log sheets, and an awesome faction cheat sheet.

    Frequently we get asked "What Class is most needed on the table?" and "What's fun to play?"

    Play what you want, with one tiny warning.  Spellcasters are hard.  Unless you're ready to buy a copy of the spell cards (which you can do so at Level Up), you're probably going to spend the entire time flipping through the book or the basic rules trying to find what spell you want to cast.  Spell cards are less than $18 at Level Up (everything other than Wizards and Warlocks, it's significantly less than $18). 

    Never played D&D?  Try a fighter!  Find you don't like being a fighter after week one or two?  Use the optional rebuild rules below to create the character you'll love to play week after week.  Other great options are Rogues, Rangers, and Clerics (though Clerics have a lot of spells).  Want to try D&D on hardcore mode?  Play a Wizard!  You will be likely to get hurt a whole lot more (low hit points and no armor), but within a few levels your party will be glad to have you!

    Don't play D&D based upon what you think the table needs.  It's not fun, and Adventure League is all about having fun!

    Ready to build your first character?  Here's the steps (This is really long and takes up the rest of this meet up detail, ignore if you don't want to build your own character)!

    Steps 1 & 2: Choosing a Race and Class
    You may use all options presented in the Player’s Handbook with regard to race and class, in order to build and advance your character. For example, if you are playing a human, you are allowed to use the Variant Human Traits, as presented on page 31 of the Player’s Handbook.

    In addition to the Player’s Handbook however, you may also choose to use one other resource from those listed below to build your character. If you do so, please indicate your chosen additional resource on the first ‘Notes’ entry of your character’s logsheet.

    As new player resources become available, they will be added to this list.
    • Elemental Evil Player’s Companion
    • Sword Coast Adventurer’s Guide
    • Volo’s Guide to Monsters (estimated release date of November 2016)

    NOTE: Race options that grant a fly speed at 1st level are not allowed for D&D Adventurers League play at this time. Additionally, options presented in other resources, such as the Death Domain found in the Dungeon Master's Guide, or content from the various Unearthed Arcana articles, are not allowed for play unless you possess specific campaign documentation that indicates otherwise.

    Step 3: Determine Ability Scores
    You can generate your character’s ability scores
    using one of the following methods:
    • Standard Array (15, 14, 13, 12, 10, 8)
    • Variant: Customizing Ability Scores option on
    page 13 of the Player’s Handbook.  This is the 27 point buy system.
    You cannot roll for player stats in Adventure League

    Step 4: Describe Your Character
    Describe your character and choose a background from the Player’s Handbook, pages 121 – 141, or if you’ve selected an additional resource as described above, you can select a background presented there.

    D&D Adventurers League play focuses on creating a welcoming, fun environment. Though we recognize that most players are able to portray characters who run a wide range of motivations, we’ve decided to restrict alignment choices to keep groups from becoming too self-destructive. You may not play characters with either the neutral evil or chaotic evil alignments in the D&D Adventurers League.
    However, you may play a character with the lawful evil alignment, but only if you are a member of either the Lords’ Alliance or Zhentarim factions.

    Whether or not your character is a cleric, if they worship a deity, you may choose only from those deities listed in the Deities of the Forgotten Realms and Nonhuman Deities tables in the Player’s Handbook or any of the deities listed in the Sword Coast Adventurer’s Guide.

    Starting Lifestyles
    Unless your starting lifestyle is explicitly determined by your chosen background, you can choose to begin with whatever lifestyle you like. Please note this selection on the first ‘Notes’ entry of your character’s logsheet. You can change your lifestyle (up or down)
    when you spend downtime days for activities.

    Step 5: Choose Equipment
    When you create your D&D Adventurers League character for the current season, take starting
    equipment as determined by your class and background. You cannot roll for your starting wealth.
    Trinkets. You can begin play with one trinket of your choice from the table in chapter 5 of the Player’s Handbook or the Basic Rules, or you can roll randomly to determine your trinket.

    Purchasing Items.
    You can purchase any equipment found in the Player’s Handbook.

    Select a Faction (This should occur prior to your first AL game at Level Up)
    At any time you’d like during your character’s adventuring career, you can choose to become a
    member of a faction. Joining a faction is completely optional. Each faction is distinct, and offers adventurers a chance to earn prestige within its ranks through the acquisition of renown by completing adventures and tasks that further that factions’ interests. Factions persist from storyline to storyline, and are woven into the fabric of current and future narratives in the D&D Adventurers League. Factions each have their own goals, but are not overtly hostile to one another. Faction members might have a dislike of other factions, but they are civilized enough to keep from being completely antagonistic. If you have your character join a faction, the following rules apply.

    One Faction Only. You can be a member of only one faction at a time. If you ever switch factions or decide to become unaffiliated, you lose all benefits and renown associated with your former faction. The factions don’t appreciate traitors or deserters.

    No Undermining Other Characters. Adventurers are brought together by common cause, and during an adventure, they’re expected to work together to overcome challenges. Though certain factions might find others distasteful, individuals will put that aside and become a team when put in dangerous situations. In short, play nice with each other when things get deadly.

    The Adventure Logsheet
    In addition to your character sheet, you need an adventure logsheet to keep track of your character’s rewards from adventure to adventure.

    You begin play with whatever gold pieces (gp) you received from your background.

    At the end of each adventure, your character will earn downtime, which you can spend
    on downtime activities.

    You begin play with 0 renown points in your faction. If you do not have a faction, you do not track renown (just fill all the lines with “0”).

    Magic Items.
    Record the number of permanent magic items your character possesses here; record the name of the item in the adventure notes area. You begin with 0 permanent magic items. If you
    received a magic item generated randomly by the Dungeon Master, you must record the name of the
    adventure you received it in, the location where it was found, and the result of the roll that determined the item.

    Adventure Notes/Downtime Activity.
    Use this space to record notes from the adventure. At a minimum, you should write down any magic items gained (permanent or consumable). If you’re spending downtime, note what activity you’re engaged in.

    Session #.

    You only need to track session #s if you are playing one of the adventures published by
    Wizards of the Coast, such as Curse of Strahd or Storm King’s Thunder. Yes, you can most certainly have a D&D Adventurers League legal character through this type of play experience. Each session you play is numbered, and any rewards you received for that session are tracked just like playing a single session adventure.

    Downtime and Lifestyle

    Downtime activities and lifestyle maintenance occur outside the scope of adventures you play, and can have an impact on how others perceive your character. If you want your character to engage in a downtime activity between episodes or adventures, you have a number of options available to you. All of these options are found on page 187 of the Player’s Handbook.

    Recording Downtime
    To record your downtime activity, simply deduct the days from your total on your adventure logsheet. Make a note of your downtime activity and the total number of days used toward it in the adventure notes section. For example, if you wanted to train to learn the Gnomish language and you spent 10 days doing so, you’d write Training: Gnomish (10) after the first time you spent downtime toward this activity, and deduct 10 days from your downtime total. If you spend 5 days later on, you’d write Training: Gnomish (15) in your notes section, and deduct 5 more days from your downtime total.

    Recording Lifestyle Expenses
    Whenever you engage in a downtime activity, you must pay your lifestyle expenses, as described on pages 157 – 158 in the Player’s Handbook. Simply deduct the cost from your gold on your adventure logsheet. You pay lifestyle expenses only when downtime is spent. It takes a while to increase your lifestyle, but it’s easy to reduce it. If you spend one or more downtime days maintaining a lower lifestyle than your current lifestyle, your lifestyle changes to that new lifestyle. If you spend 30 downtime days maintaining a higher lifestyle than your current
    lifestyle, your lifestyle changes to that new lifestyle.

    Downtime: Spellcasting Services
    If you finish an episode or adventure, need a spell cast, you can spend one downtime day and pay lifestyle expenses plus the cost of the spell to have an appropriate spell cast. Alternatively, another party member can provide the service. Both you and the spellcaster in your party spend one downtime day to have the spells cast. Anyone in the party can pay the
    cost for consumed material components for spells such as raise dead. If your character is raised from the dead during the course of an adventure, he or she can continue to play and gain rewards from that play, but the penalties imposed by the raise dead spell apply.

    Downtime: Catching Up
    Sometimes the rest of your party levels up a bit before you do. Instead of watching them go on
    higher-level adventures while leaving you at home, you can catch up. When you’re catching up, your character is assumed to be going on a small side adventure, such as guarding a caravan or patrolling the wilderness. Catching up is a special downtime activity only available at 4th, 10th, and 16th level, and is meant only to get your character to the next tier of play. At 4th level, you can spend 20 downtime days to level up to the start of 5th level. At 10th level, you can spend 100 downtime days to level up to the start of 11th level. At 16th level you can spend 500 downtime days to level up to the start of 17th level. You still pay lifestyle expenses when you spend downtime catching up.

    Character Rebuilding
    We recognize that many players start out with a pregenerated character, or might try out a character class, race, or other option, and then decide later on that it wasn’t the play experience they were looking for. As such, characters in the first tier (levels 1–4) can be rebuilt after any episode or adventure. A player cannot change a character’s name, but can
    rebuild the character using the rules as presented in this document. The character keeps all experience, treasure, equipment, magic items, downtime, and faction renown earned to that point. The character replaces the old starting equipment (along with any gold earned from selling it) with the new starting equipment. If a character’s faction is changed, that character loses all renown earned with the former faction, and starts at 0 with the new faction. Characters that are level 5 or higher cannot be rebuilt.

    Leveling and Tiers of Play
    Adventures for the D&D Adventurers League are broken into four tiers of play—first tier (levels 1–4), second tier (levels 5–10), third tier (levels 11–16), and fourth tier (levels 17–20). Your character’s level determines which tier of adventures you can play with that character. You cannot play adventures outside your tier.

    You can level your character after completing a long rest, or at the end of an episode or adventure. A character who earns enough XP to advance a level does so at the end of a long rest or at the end of an episode or an adventure. A character who earns enough renown to advance a rank in his or her faction does so at the end of an episode or an adventure. Note your new level or rank on your character sheet and in the notes section of your adventure logsheet.

    Hit Points at Higher Levels.
    Whenever you gain a level, use the fixed hit point value shown in your class entry. You cannot roll your hit points.

    Customization Options.
    You can use the options provided in your allowed resources for advancing your character. This includes multiclassing and feats in chapter 6 of the Player's Handbook."

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