• Ghosts of Saltmarsh APL 6 (levels 5-10)

    Coliseum of Comics

    Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone fool enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the sea lanes safe for all. We may go into the next adventure depending on how soon this one is finished. DDHC00-GSM --- What You Need to Play--- In order to participate in D&D Adventurers League games, you’ll need the following: - The basic rules (http://dnd.wizards.com/articles/features/basicrules); This PDF document is available for free on the Wizards of the Coast website. It contains all of the basic rules of the game, and you can create a character with it. More options for characters are available in other products. - A character sheet (http://dnd.wizards.com/articles/features/character_sheets); You can use an official D&D Adventurers League character sheet or any other D&D character sheet that suits you. - A D&D Adventurers League adventure logsheet (https://www.dmsguild.com/product/208178/DD-Adventurers-League-Players-Pack&affiliate_id=925821); You’ll use this to record each session of play, keeping track of your experience, treasure, and other notes

  • Lost Mine of Phandelver (APL 5) - DM Matt

    Campus Cards & Games 2

    A cause worth fighting for, hearts to be wooed and won, the chance to make your mark on the world; the opportunity to amass a fortune, whether it be by guile and wit or skill, sword, and luck. Lost Mine of Phandelver is an introductory adventure written for the D&D 5th Edition Starter Set. ---What You Need to Play--- In order to participate in D&D Adventurers League games, you’ll need the following: - The basic rules (http://dnd.wizards.com/articles/features/basicrules); This PDF document is available for free on the Wizards of the Coast website. It contains all of the basic rules of the game, and you can create a character with it. More options for characters are available in other products. - A character sheet (http://dnd.wizards.com/articles/features/character_sheets); You can use an official D&D Adventurers League character sheet or any other D&D character sheet that suits you. - A D&D Adventurers League adventure logsheet (https://www.dmsguild.com/product/208178/DD-Adventurers-League-Players-Pack&affiliate_id=925821); You’ll use this to record each session of play, keeping track of your experience, treasure, and oth other notes. - A DCI number (https://accounts.wizards.com/); This is an official Wizards of the Coast organized play number. It’s obtainable at public events; ask the organizer for one the first time you play.

  • Ghosts of Saltmarsh The Sinister Secret of Saltmarsh (Tier 1, APL 1) - DM Canon

    ADVENTURE ON THE HIGH SEAS Explore the waves above and the fathoms below in these watery adventures for the world’s greatest roleplaying game. Nestled on the coast of the Sea of Fallen Stars is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the waves safe! Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic ‘U’ series and some of the best nautical adventures from Dungeon magazine: The Sinister Secret of Saltmarsh Danger at Dunwater The Final Enemy Salvage Operation Isle of the Abbey Tammeraut’s Fate The Styes In order to participate in D&D Adventurers League games, you’ll need the following: - The basic rules (http://dnd.wizards.com/articles/features/basicrules); This PDF document is available for free on the Wizards of the Coast website. It contains all of the basic rules of the game, and you can create a character with it. More options for characters are available in other products. - A character sheet (http://dnd.wizards.com/articles/features/character_sheets); You can use an official D&D Adventurers League character sheet or any other D&D character sheet that suits you. - A D&D Adventurers League adventure logsheet (http://www.dmsguild.com/m/product/208178); You’ll use this to record each session of play, keeping track of your advancement, treasure, and other notes.

  • TBD - Moonsea Campaign (Tier 2) - DM James

    Location visible to members

    Life on the Moonsea isn't easy. Bandits, pirates, and cruel lords dominate the land, threatening those who make an honest living there. Now, a new scourge is prowling the waters: A ghost ship has been striking small coastal villages, leaving its victims whispering about the "eye of the dracolich." Join the adventure and learn the truth behind this threat! An adventure for 5th-10th level characters. ---What You Need to Play--- In order to participate in D&D Adventurers League games, you’ll need the following: - The basic rules (http://dnd.wizards.com/articles/features/basicrules); This PDF document is available for free on the Wizards of the Coast website. It contains all of the basic rules of the game, and you can create a character with it. More options for characters are available in other products. - A character sheet (http://dnd.wizards.com/articles/features/character_sheets); You can use an official D&D Adventurers League character sheet or any other D&D character sheet that suits you. - A D&D Adventurers League adventure logsheet (https://www.dmsguild.com/product/208178/DD-Adventurers-League-Players-Pack&affiliate_id=925821); You’ll use this to record each session of play, keeping track of your experience, treasure, and other notes.

  • Waterdeep: Dungeon of the Mad Mage Ch.8 (Levels 5-20, APL 10) DM Nick

    In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern. This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster’s home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport. Treasures and secrets abound, but tread with care!What You Need to Play In order to participate in D&D Adventurers League games, you’ll need the following: - The basic rules (http://dnd.wizards.com/articles/features/basicrules); This PDF document is available for free on the Wizards of the Coast website. It contains all of the basic rules of the game, and you can create a character with it. More options for characters are available in other products. - A character sheet (http://dnd.wizards.com/articles/features/character_sheets); You can use an official D&D Adventurers League character sheet or any other D&D character sheet that suits you. - A D&D Adventurers League adventure logsheet (https://www.dmsguild.com/product/208178/DD-Adventurers-League-Players-Pack&affiliate_id=925821); You’ll use this to record each session of play, keeping track of your experience, treasure, and other notes.

  • The Continued Adventures of The Drunken Treasure (APL 5,levels 5-10) - DM Bruce

    We will probably be playing Ghosts of Saltmarsh...or something else should this actually be weeks from now if Bruce continues to not update his meetup event. ---What You Need to Play--- In order to participate in D&D Adventurers League games, you’ll need the following: - The basic rules (http://dnd.wizards.com/articles/features/basicrules); This PDF document is available for free on the Wizards of the Coast website. It contains all of the basic rules of the game, and you can create a character with it. More options for characters are available in other products. - A character sheet (http://dnd.wizards.com/articles/features/character_sheets); You can use an official D&D Adventurers League character sheet or any other D&D character sheet that suits you. - A D&D Adventurers League adventure logsheet (https://www.dmsguild.com/product/208178/DD-Adventurers-League-Players-Pack&affiliate_id=925821); You’ll use this to record each session of play, keeping track of your experience, treasure, and other notes.

  • Tomb of Annhilation (APL 9) - DM Carson

    Campus Cards & Games 2

    Welcome to the jungle! Be sure to pack your suntan lotion and insect repellent. ---The Death Curse--- 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 who completes the final chapter is freed from the effects of the curse. Surrogates that do so free their original character. Alternatively, characters can start any Tier 3 or 4 non-hardcover (non-DDHC) adventure, and resuming adventuring following the end of the events of the hardcover. 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 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 can return the dead to life; the soul remains trapped and any such attempts automatically fail. 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 who die while subject to the curse may continue playing using a surrogate—a temporary pregenerated character—of the same tier. 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. Surrogates receive and apply rewards as normal. 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. Once free of the curse, rewards accumulated by the original character’s surrogate(s)—including 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. Rewards earned by a surrogate are transferred to the original character if they are raise. Rewards earned by a surrogate are transferred to a new, level 1 character if the character's soul is devoured. Replaying the Adventure. A surrogate can’t play any adventures or chapters that the primary character played, and vice versa. Soul Devouring The soul of any humanoid that dies while subject to the curse is trapped until freed or devoured. If a surrogate 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. 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. ---What You Need to Play--- Check a different Meetup event. I had to delete all of this to fit the picky picky Season 7 rules.

  • Canon's Custom Campaign Moonsea Tour (Tier 2) - DM Canon

    Campus Cards & Games 2

    This is my AL legal campaign I have stitched together out of Adventurer's League modules exploring the moonsea region via season 1-3 modules and Convention Created Content modules.