Dungeoncraft CCv1.9b
Dungeoncraft CCv1.9b
Not for resale. Permission granted to print or photocopy this document for personal use only . Dungeoncraft Adventures Guide 1
content, format, art,* and various other common Adventure APL. Adventures are created for a
creator questions. specific tier and APL. The APL for Tier 1
adventures (levels 1-4) is APL 3, for Tier 2 (levels
CRAFTING YOUR ADVENTURE 5-10) it is APL 8, Tier 3 (levels 11-16) it is APL 13,
Adventure Duration. Your adventure should and for Tier 4 (levels 17-20) it is APL 18.
ideally be written for a two-hour or four-hour The Book of Many Things. The traps, riddles
play time, not both. Longer adventures are and puzzles can be used in any Dungeoncraft. The
allowed, but they are treated as four-hour Deck can be used as inspiration for any adventure.
adventures for purposes of rewards. You must Rules with game effects, like Inspiration Hand,
note your adventure play time in the description cannot be used. The adventure locations cannot
of the adventure. One-hour long adventures are be DC settings.
limited to Tier 1 (levels 1-2). They may be Ghosts of Saltmarsh. The equipment, ships and
bundled together when published but should also monsters described in this book can be used in
have separate DC codes.* any DC setting.
Using Monsters. Each campaign has a list of Vecna Eye of Ruin. This adventure takes place
allowed resources for monsters. However, if a across several campaign worlds. The Monster
monster is included in the Monster Manual 2024 descriptions in Appendix A: Bestiary include lore
that version must be used, this includes using the that indicates which world (and thus which
Monster Conversion list. Those monsters/NPCs campaign) they belong to. For example, while
that appear in an allowed resource (for a both the warforged warrior and whirling
campaign) and have not been included can be chandler are constructs the former creature is
used, however if a Campaign Setting is updated described as being created originally in Eberron,
and includes monsters those versions are to be while the latter is not described as such. The stat
used.* Note that if you are using an NPC stat block block for the warfordge warrior can only be used
and need to add racial abilities and /or access to in the Eberron campaign while the whirling
your adventure's magic item, you can annotate it chandler can be used in any DC campaign.
in the body text similarly to as follows: "Hurgett is Creatures not described as being from a specific
a gnome cult fanatic with the following campaign world/location can be used in any DC.
characteristics: size Small, speed 25 feet, Quests from the Infinite Staircase. All
darkvision 60 feet, and knows the languages constructs and those creatures whose lore
Gnomish and Common. A rope of climbing is connects them to the Cynidicean civilization
within her reach." If a monster possesses spells specifically are not allowed in any DC. All others
and you want to swap one or more spells of are available for any DC except Zargon the
equivalent level, the new spells must come from Returner which is limited to FR DC.*
the Player’s Handbook 2024* as well as being of REWARDS
the same level. Innate spellcasting features cannot
have their spells swapped. All campaigns use one of the reward options
Include the spell changes in your annotated below for rarity of item awarded (no firearm
summary of changes – do not change the stat magic items). All adventures may reward a
block. This information may also be presented as Common magic item. Tier limits for each
a sidebar below the stat block. Changes that campaign are listed in that campaign appendix.*
impact the challenge rating of the monster/NPC Consumables can be from any allowed resource
are not allowed, nor are new creatures. You must for that campaign. The lists below dictate the
use the most recent version or any errata of a number and rarity of the magic rewards for the
product. If you are including Sidekicks in your adventure.*
adventure, they must be from that DC campaign's
available resources and appear as published. Reward Option.
Adventure Setting. Your adventure must take
• 1-hour tier 1 Intro (levels 1-2): choose 1
place in the setting designated and cannot destroy
Common item or 1 healing potion and gold is
major locations or NPCs. Most campaign worlds
limited to 25 gp.*
can have villages/small towns added. If Wizards
of the Coast publishes a new version of the • 2-hour tier 1 (levels 1-4): choose 1 Uncommon*
item and up to 3 common consumables or 1
campaign setting you are writing in, then that
uncommon consumable
version becomes useable on the day it is available
globally.*
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• 4-hour tier 1 (levels 1-4): choose 1 Uncommon* Consider your adventure plot when
item and up to 3 common consumables or 1 determining the item. Is the item something that
uncommon consumable. is found in the lair of the villain or is it part of the
• 2-hour tier 2 (levels 5-10): choose 1 Rare* item reward from the NPC that hired the party to solve
and up to 3 common consumables or 1 a problem/perform a task? The Monster Manual
uncommon consumable. 2024 includes a Treasure Theme listing for each
• 4-hour tier 2 (levels 5-10): choose 1 Rare* item, monster/NPC and can be used as a guide for what
and up to 3 common or uncommon would be appropriate for similar creatures/NPCs
consumables.
that are not included. The item chosen cannot
• 2-hour tier 3 (levels 11-16): choose 1 Rare*
include wish or similar spells, nor can they
item and up to 3 common or uncommon
consumables. permanently increase an ability score.
• 4-hour tier 3 (levels 11-16): choose 1 Very • If a Treasure Theme is listed, then you choose
Rare* item, and up to 3 uncommon or rare an item from the appropriate theme and rarity.
consumables. • If it lists “Any” then you can use any of the
• 2-hour tier 4 (levels 17-20): choose 1 Very tables of the appropriate rarity in that section.
Rare* item and up to 4 rare (or lower) • If it lists Individual the coins/gems found are
consumables. part of the Gold Reward (see section below)
• 4-hour tier 4 (levels 17-20): choose 1
Hoard/Lair Reward Option (4-hour adventures
Legendary or Very Rare* item, and up to 4 rare
only). If the villain is fought in its lair and the
(or lower) consumables.
creature used has a Treasure listed (some
• Blessings/Charms. You may replace 2 rare
creatures do not) then you can offer more than
consumables with a blessing or charm. Only 1
one choice of item. Note these do not
blessing or charm may be awarded in the
automatically duplicate. For example, if you have
adventure. The blessing/charm cannot
a T2 adventure you can offer up to 3 items (items
permanently increase an ability or grant access
A, B and C) if there are 5 players 2 of them might
to wish or a similar spell. These
choose A, 1 chooses B and the other two choose C.
blessing/charms* are restricted to those in the
This information and explanation MUST be
Dungeon Master’s Guide 2024* or The Book of
included in the adventure.
Many Things. However, the Charm of Many
Things and Blessing of Unearned Riches are not • Tier 1: 2 Uncommon items
allowed. • Tier 2: 3 Rare items
• Rewarding items of lower rarity: If for some • Tier 3: 4 Very Rare items
reason you feel it is necessary for plot/logical • Tier 4: 3 Very Rare items and 2 Legendary
reasons to reward an item of lower rarity than items*
allowed you may do so on a 1 for 1 basis. This is
not recommended. Reward consumables in the same amount and
rarity as those listed by hours and tier in
You may add 1 minor property or quirk to each “Rewards Option.” *
non-consumable magic item (see the Dungeon Treasure. Treasure such as coins, gems, art
Master’s Guide 2024, page 223*). Properties must objects, and any other portable mundane
come from the tables in the Dungeon Master’s valuables with no other practical use than as
Guide 2024.* Rewards cannot include wish or currency count toward the gold rewards listed.
similar spells, nor can they permanently increase Other portable items listed in the Equipment
an ability score. If a designer adds a minor section of the Player’s Handbook 2024* may also
property to an item, you must include all be obtained during the adventure (weapons,
necessary information (for example, if using the armor, and tools). The portable budget for these
“key” minor property you must specify which items is 1,000 gp per tier of play for a four-hour
adventure and 500 gp per tier of play for a two-
container, chamber, vault, or door it unlocks).*
hour adventure. Adventuring Gear from the PH
Determining which Magic Item to choose.
2024 valued at less than 50 gp may be awarded.
All Dungeoncraft campaigns now use the Random Mounts listed in the PH 2024 valued at less than
Magic Items tables in the DMG 2024 that start on 100 gp may be awarded. The value of these items
page 326 when choosing which item to include. in total cannot exceed the budget for that tier.*
Not for resale. Permission granted to print or photocopy this document for personal use only . Dungeoncraft Adventures Guide 3
Trade goods and vehicles are story items when • The D&D Adventurers League Content
placed in adventures. Managers do not need to review your adventure
Gold Rewards. These are based on tier and for you to run or publish it.
time. This is total gold for the group, not • Please include stat blocks for any monster you
individual rewards. Treasure such as gems, coins, use in your adventure that does not appear in
art objects, and anything else portable that isn’t the Monster Manual.
adventuring gear counts towards the gold • Adventures must use the template provided.
rewards listed. Note that the max gold for a 1- • When published on the Dungeon Masters Guild
hour adventure is 25gp.* (or listed in an event program), your adventure
must use an adventure code that reflects the
setting; for example, an adventure code that
GROUP MONETARY REWARDS BY ADVENTURE TIER
starts with EB-DC code identifies it as a
(2-HOUR PLAY)
Dungeoncraft Adventure intended for use as
Tier Min. Max.
part of the Eberron campaign. This code should
1 50 gp 250 gp
appear in the upper left corner of your cover (If
2 500 gp 2500 gp you intend to write multiple adventures, then
3 5000 gp 25,000 gp we suggest that you consider using a three-
4 25,000 gp 50,000 gp letter identifier in your code, such as the
GROUP MONETARY REWARDS BY ADVENTURE TIER domain name, so people can quickly find them.
(4-HOUR PLAY) For example, EB-DC-WAR-01 for the first
Tier Min. Max. adventure in a series set during a minor border
1 100 gp 500 gp war between Breland and Thrane.)
2 1000 gp 5000 gp • The DDAL Community Created logo and the
3 10,000 gp 50,000 gp DMsGuild logo must appear on the cover. No
4 50,000 gp 100,000gp other logos should appear on the cover.
• All Dungeoncraft Adventures published on the
Story Awards. These can never provide a DM’s Guild must abide by the rules provided by
mechanical benefit or be used to get around limits the DM’s Guild in terms of content that can be
to rewards listed above. Frequently it is better to published in that marketplace.
have a note in a sequel adventure for the DM (if • Adventures must be written for a single table of
the character has played X then they know Y) than players. These cannot be epics/multi-table
to give the player a story award. events.
Spellbooks. If a creature is an arcane caster, the
spells in their book must reflect those in the stat IMPORTANT: Dungeoncraft Adventures can be
block. If the creature used is from the Monster removed from the DMsGuild at any time for failing
Manual 2024 and the creature is CR6 or above you to meet these standards, those prescribed by the
can add 2 spells to their book that is not listed DMsGuild, or for any other reason deemed
(max spell level of 5) in the stat block.* necessary by Wizards of the Coast. Additionally,
any designer(s) publishing a Dungeoncraft
ADDITIONAL GUIDELINES: Adventure on the Dungeon Masters Guild or
running one that does not follow these rules can
THE FINE PRINT have their ability to continue to create and publish
sanctioned content under these rules suspended
• At your option, you can publish your adventure
or revoked.
on the Dungeon Masters Guild. Until published,
only the designers (maximum two individuals)
can run the adventure.
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DRAGONLANCE Eberron
You can create your own Dungeons & Dragons®
adventures for the D&D Adventurers League To create your own adventures for the D&D
Dragonlance Campaign. To create your own Adventurers League Eberron Campaign, you’ll need
adventures, you’ll need Dragonlance Shadow of the Eberron: Rising from the Last War. Adventures in the
Dragon Queen in addition to the Dungeon Master’s Eberron campaign must take place in the world of
Guide. The plot of your adventure must include Eberron. They may not cross over into other settings.
some aspect of the current situation in Krynn as an The plot of your adventure must include some aspect
integral part. Using monsters from Dragonlance of Eberron as an integral part. Using monsters from
Shadow of the Dragon Queen does not fulfill that Eberron: Rising from the Last War does not fulfill that
requirement by itself. requirement by itself.
The Adventure code Dragonlance Dungeoncraft The Adventure code for Eberron must start with
must start with DL-DC. EB-DC.
Not for resale. Permission granted to print or photocopy this document for personal use only . Dungeoncraft Adventures Guide 5
FORGOTTEN REALMS Forgotten Realms campaign but as such are not
included. Also note that the Acquisitions
To create your own adventures for the D&D Incorporated book is not included (for legal
Adventurers League Forgotten Realms Campaign reasons).
you may need a number of books, including the
Sword Coasts Adventurer’s Guide. Not all of those
listed in the Allowed Resource section are necessary
for any individual adventure. Adventures set in the
Forgotten Realms campaign must take place in the
world of Toril. The plot of your adventure must
include some aspects of Forgotten Realms as an
integral part. The purpose of this part of the
Dungeoncraft program is to explore the world of the
Forgotten Realms.
The Adventure code for Forgotten Realms
Dungeoncraft must start with FR-DC.
While Spelljammer and Planescape campaigns
may cross over into Toril these adventures may not
cross into those or any other settings. All
Adventures must be set after 1489.
ALLOWED RESOURCES.
Monsters. Fizban’s Treasury of Dragons, the
Monster Manual 2024,* The Book of Many Things,
Bigby Presents: The Glory of Giants, and
Mordenkainen Presents: Monsters of the Multiverse
can be sources for creatures and NPCs. Creatures
that appear in a Forgotten Realms hardcover
adventure may also be used.
Adventure Setting. The Sword Coast Adventurer’s
Guide, and any Wizards of the Coast 5e adventure or
Starter Set that occurs in a location within the
Forgotten Realms can be used. The criteria for
determining if the book is included for setting
purposes is: does it describe a location that is
exclusive to the Forgotten Realms setting? If that Tiers. Adventures can be created for either Tier 1,
book also includes locations that did not originate in 2, 3, or 4* in this campaign.
the Forgotten Realms, then those locations, while Rewards. Consumables can be from Phandelver
available for campaign play, are not available and Below: The Shattered Obelisk, The Book of Many
locations for FR-DC. Other Forgotten Realms Things, Sword Coasts Adventurer’s Guide, Fizban’s
Campaign setting sources published on the Treasury of Dragons, the Dungeon Master’s Guide
DMsGuild may also be used as long as they do not 2024,* Tasha’s Caldron of Everything, and Xanathar’s
contradict official products. Your adventure is not Guide to Everything. Permanent magic items that are
required to have specific connections to previously
Very Rare and below from Tasha’s Cauldron of
published Forgotten Realms campaign adventures.
There are a few regions in the Forgotten Realms Everything or items that are Rare and below from
where you may not place your adventure, the Phandelver and Below: The Shattered Obelisk may be
Moonshae Isles, the Border Kingdoms, Evereska, substituted for an item from the Random Magic Item
Najara and Murghôm. Additional areas may be tables.* Rewards of any type* cannot include wish or
added to this list, but adventures already published similar spells, nor can they permanently increase an
will be grandfathered in that instance. Hardcover ability score.
adventures that may be included in the DDAL
Not for resale. Permission granted to print or photocopy this document for personal use only . Dungeoncraft Adventures Guide 6
PLANESCAPE RAVENLOFT
To create your own adventures for the D&D Adventures in the Ravenloft campaign must take
Adventurers League Forgotten Realms Campaign place in the Domains of Dread and may not cross
you need Planescape: Adventures in the Multiverse. over into other settings. The plot of your adventure
The Adventure code for Planescape Dungeoncraft must include some aspect of Ravenloft as an integral
must start with PS-DC. part. Using monsters from Van Richten’s Guide to
Planescape is considered to be part of the larger Ravenloft does not fulfill that requirement by itself.
Forgotten Realms campaign for Player Characters.
The Adventure code for Ravenloft Dungeoncraft
Dungeoncraft adventures must focus on the
must start with RV-DC.
Planescape setting. Encounters on Toril are limited
to Adventure Hooks, Call to Action, and Conclusions.
The focus should be on Sigil and the Outlands, ALLOWED RESOURCES
though travel to other planes can be included.
Monsters. Monsters from Monstrous Compendium
Remember, IP that belongs to other companies, such
Vol 1 (D&D Beyond exclusive), Van Richten’s Guide to
as Blizzard Entertainment’s Azeroth, or author's IP,
Ravenloft, Curse of Strahd, Fizban’s Treasury of
such as Terry Pratchett’s Ankh-Morpork, can’t be
Dragons, the Monster Manual 2024, The Book of
used.
Many Things (Undead Only, no Grim Champions),*
The Adventure code for Planescape Dungeoncraft
Mordenkainen Presents: Monsters of the Multiverse,
must start with PS-DC.
Bigby Presents: Glory of the Giants and Tomb of
Annihilation can be sources for creatures and NPCs.
ALLOWED RESOURCES If a monster/NPC has been updated the most recent
Monsters. Morte’s Planar Parade, Fizban’s version must be used.
Treasury of Dragons, and the Monster Manual 2024.* Ravenloft Lineages as NPCs. For this series of
The Book of Many Things, Bigby Presents: Glory of the adventures, NPC stat blocks that have the
Giants, and Mordenkainen Presents: Monsters of the requirement that the creature is humanoid may also
Multiverse can be sources for creatures and NPCs. swap to hexblood in addition to any humanoid races.
Adventure Setting Resources. Planescape: Adventure Setting Resources. Your adventure
Adventures in the Multiverse is your source for this must take place in the domains of Ravenloft, as
campaign setting; however, you should not be described in Van Richten’s Guide to Ravenloft, or a
writing adventures that intersect with the adventure Domain of Dread of your own creation using the
in the set. While earlier Planescape books can be rules provided in Chapter Two of that book. Your
used for flavor or inspiration, do not contradict the adventure is not required to have specific
information presented in the current version. Also, connections to the previously published DDAL
do not destroy a plane. Consider the themes Ravenloft: Mist Hunters campaign adventures.
presented and the philosophies of each plane when Additional Concerns. Ravenloft stories frequently
creating your adventure. deal with mature themes. As such, you are
Tiers. Adventures can be created for either Tier 1, encouraged to use safety tools and discuss with your
2 ,3, or 4 in this campaign. players ways to minimize the chances of negative
Rewards. Consumables can be from Planescape: experiences for you and your players.
Adventures in the Multiverse, the Dungeon Master’s Tiers. Adventures can be created for either Tier 1,
Guide 2024, The Book of Many Things, Tasha’s 2, or 3 in this campaign.
Caldron of Everything, and Xanathar’s Guide to Rewards. Consumables can be from any allowed
Everything. Uncommon or Rare permanent items Ravenloft Campaign source. Only two consumables
from Planescape: Adventures in the Multiverse, may per adventure can be smokepowder (Which is
be used instead of an item from the tables in the awarded in a packet of five shots and includes
DMG2024.* Rewards of any kind* cannot include bullets. While the bullets are not magical, in this
wish or similar spells, nor can they permanently instance, they are included with the smokepowder.
increase an ability score. To simplify accounting, deduct 6 gp (the cost of 20
bullets) from the portable item budget explained in
the Creating a Dungeoncraft Adventure, Rewards
section above when awarding this consumable.
Firearms. See PH2024 for mundane firearms that
may be included. The value of the firearm is included
in the adventuring gear budget discussed above.*
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SPELLJAMMER bullets) from the portable item budget explained
in the Creating a Dungeoncraft Adventures,
You can create your own Dungeons & Dragons® Rewards section above when awarding this
adventures for the D&D Adventurers League consumable. The following items from
Forgotten Realms Campaign using Spelljammer:
Spelljammer: Adventures in Space may be
Adventures in Space. To create your own
adventures, you’ll need the Astral Adventurer’s substituted for an item of that rarity from the
Guide and Boo’s Astral Menagerie from that Random Magic Item tables: Wildspace Orrery
product. The Adventure code for Spelljammer (Uncommon) or Fish Suit (Very Rare).* Rewards
Dungeoncraft must start with SJ-DC.* of any type* cannot include wish or similar spells,
nor can they permanently increase an ability
ALLOWED RESOURCES score.
Firearms. See PH2024 for mundane firearms that
Monsters. Monsters from Monstrous may be included. The value of the firearm is included
Compendium Vol 1 (D&D Beyond exclusive), Boo’s in the adventuring gear budget discussed above.*
Astral Menagerie (part of the Spelljammer:
Adventures in Space product), Fizban’s Treasury of
Dragons, The Book of Many Things, Bigby Presents:
Glory of the Giants, the Monster Manual 2024,* and
THE WILD BEYOND THE
Mordenkainen Presents: Monsters of the
Multiverse can be sources for creatures and NPCs.
WITCHLIGHT
You are allowed to add “Unusual Nature: Creature The original Dungeoncraft season for this
does not need air” to a creature (as stated in Boo’s adventure included an experiment for some
Astral Menagerie) without changing CR. This design elements which had some uneven results
change should not be made in the stat block as per for everyone involved. New adventures in the
normal. Feywild can be set in the areas described in The
Spelljammer Races as NPCs. For this series of Wild Beyond the Witchlight adventure, a domain
adventures, NPC stat blocks that have the you previously published or a more generic
requirement that the creature is humanoid may Feywild location. However, new WBW
also swap to any of the following races in addition adventures have restrictions:
to any humanoid races: autognome, plasmoid, and • No Fey Pacts
thri-keen. • No new Domains. If you created a Domain
Adventure Setting. While your adventure might and published the adventure, you can
start or end in the Forgotten Realms, traveling to continue using it
• No new archfey
places outside of Toril via Wildspace and/or the
Astral Sea must be a primary aspect of the When published on the Dungeon Masters Guild
adventure. You may use Realmspace. a Wildspace (or listed in an event program), your adventure
system(s) you create, or the ones presented in the must use the WBW-DC code to identify it as a
Spelljammer adventure. The adventure could take Dungeoncraft Adventure.
place entirely in Wildspace or the Astral Sea. Monsters. You can use monsters suggested in
the Domain Denizens table that are in the Monster
Tiers. Adventures can be created for either Tier
Manual 2024, The Book of Many Things (Fey only),
1, 2, or 3 in this campaign.
Mordenkainen Presents: Monsters of the
Rewards. Consumables can be from Multiverse,* and The Wild Beyond the Witchlight.
Spelljammer: Adventures in Space, the Dungeon You cannot use the archfey presented in Domains
Master’s Guide 2024,* The Book of Many Things, of Delight.
Tasha’s Cauldron of Everything, and Xanathar’s Canonical Elements. It is important to note that
Guide to Everything. Only two* consumables per while your adventure can use locations presented
adventure can be smokepowder (Which is in the TWBTW adventure, you cannot significantly
awarded in a packet of five shots and includes change locations or major NPCs.
bullets). While the bullets are not magical, in this Tiers. Adventures can be created for either Tier
instance they are included with the smokepowder. 1, 2, or 3 in this campaign.*
To simplify accounting deduct 6 gp (the cost of 20
Not for resale. Permission granted to print or photocopy this document for personal use only . Dungeoncraft Adventures Guide 8
Rewards. Consumables can be from The Wild
Beyond the Witchlight, The Book of Many Things,
Fizban’s Treasury of Dragons, the Dungeon
Master’s Guide 2024,* Tasha’s Caldron of
Everything, and Xanathar’s Guide to Everything.
Permanent magic items that are Rare and below
from The Wild Beyond the Witchlight may be
substituted for an item from the Random Magic
Item tables.* Rewards of any type* cannot include
wish or similar spells, nor can they permanently
increase an ability score
*CHANGE LOG
April 2025
• Replace all references of DMG to DMG2024
• Replaced all references of PH to PH2024
• Replaced all references of MM to MM2024
• In General section: updated effective date,
• Added option for 1-hour adventures with
guidance for bundling when published.
• Updating guidance on magic items for tier &
length of adventure using DMG2024
• Guidance for magic item selection based on
MM2024 and DMG2024
• Added option for I hour tier 1 adventures.
• Added option for hoard treasure items
• Removed tables from each section
• Add campaign specific options for permeant
magic items
• Those campaigns that include smokepowder as
an option for consumable reward can now
reward 2 sets.
• Revised verbiage in Ravenloft appendix (yes
you can still use the Tarroka Deck, it is part of
Ravenloft and doesn’t really require a specific
call out IMO).
• Removed Planescape publishing dates
• Returned Spelljamming and The Wild Beyond
the Witchlight with some adjustments
May 2025
• Added missing information (SJ-DC, WBW-DC's
tiers, no firearm magic items, DMG2024
minor property example)
• Corrected spelling errors and Moonshae Isles as
an unavailable setting
• Added the BMT and MPMM as monster
resources.
• Added firearm guidance to SJ
Not for resale. Permission granted to print or photocopy this document for personal use only . Dungeoncraft Adventures Guide 9