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DD Adventurers League FR Adaptation Guide v2.1 2

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0% found this document useful (0 votes)
126 views40 pages

DD Adventurers League FR Adaptation Guide v2.1 2

Uploaded by

sidow
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Forgotten Realms Adaptation Guide

Version 2.1

CREDITS
Adaptation: Greg Marks
Editing: Chris Tulach
Graphic Design: Meagan Kenreck

D&D Adventurers League Wizards Team: Chris Tulach


D&D Adventurers League Administrators: Ma’at Crook, Claire Hoffman, Greg Marks, Toni Winslow-Brill

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.

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Forgotten Realms Adaptation Guide v2.1
1
TABLE OF CONTENTS
WHAT IS THIS?......................................................3
BALDUR’S GATE: DESCENT INTO AVERNUS*
....................................................................................5
CANDLEKEEP MYSTERIES* ...............................7
DRAGON OF ICESPIRE PEAK.............................9
DRAGONS OF STORMWRECK ISLE .............. 10
GHOSTS OF SALTMARSH ................................ 11
ICEWIND DALE: RIME OF THE FROST
MAIDEN ................................................................ 14
KEYS FROM THE GOLDEN VAULT................ 17
OUT OF THE ABYSS........................................... 18
PHANDELVER AND BELOW: THE
SHATTERED OBELISK...................................... 20
PLANESCAPE AND ADVENTURE ATLAS..... 21
ADVENTURE ATLAS: THE MORTUARY ...... 22
PRINCES OF THE APOCALYPSE* .................. 23
SPELLJAMMER: ADVENTURES IN SPACE ... 24
STORM KING’S THUNDER .............................. 26
TALES FROM THE YAWNING PORTAL* ..... 27
TOMB OF ANNIHILATION............................... 30
TYRANNY OF DRAGONS* ................................ 33
WATERDEEP: DRAGON HEIST & DUNGEON
OF THE MAD MAGE........................................... 34
WATERDEEP: DUNGEON OF THE MAD
MAGE ..................................................................... 36
THE WILD BEYOND THE WITCHLIGHT ..... 38
*CHANGE LOG: .................................................... 39

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Forgotten Realms Adaptation Guide v2.1
2
WHAT IS THIS?
The following sections provide information on adapting story items. At the beginning of each session of play for the
Dungeons & Dragons™ adventures for play in a time- adventure in question, a group with one or more characters in
controlled, public setting, such as a convention or at a possession of a story item must choose one character to carry
scheduled event at your local game store, school, or library. that item for the duration of the session. A group cannot have
Adventures are listed alphabetically. two or more of the same story item in play. These items each
Primarily, the focus of this document is on play as a part of count as a carried magic item for characters using them
the D&D Adventurers League, but this can also be useful for during play. These items are not subject to rarity restrictions
anyone Dungeon Mastering or organizing these adventures for characters carrying them.
for scheduled play. Note that the list below includes only magic items
converted to story items; there are many more story items
D&D ADVENTURERS LEAGUE SPECIFICS present within adventures. See the adaptation guidance* for
specific adventures for more details.
What follows is guidance particular to playing adventures
designated as Forgotten Realms campaigns in the D&D • blade of the medusa*
Adventurers League. If you’re not playing these are a part of • Dawnbringer*
the official organized play campaign, you can use these as • deck of several things (Gem and Key cards are missing. The
suggestions. Fates card effects only happen during Lost Laboratory of
Kwalish)*
• Drown
UNAVAILABLE ITEMS • figurine of Orcus
• Galder’s bubble pipe*
Some items offered within playable adventures are • gambler's blade*
problematic for play in D&D Adventurers League. These items • Hazirawn
are unavailable for play. If you have a character that possesses • Heward’s hireling armor*
one of these items, remove it from your character. DMs should • holy symbol of Ravenkind
not award these items wherever they appear with no • icon of Ravenloft
exceptions. • Iggwilv’s Cauldron
• Ironfang
• +1 mithral splint armor (found in DDAL05-04 as a misprint,
• leather golem armor*
choose mithral splint or +1 splint)*
• mask of the Dragon Queen (complete or individual masks)
• bookmark
• mystery key (Escape from Wheldom)*
• deck of many things
• Nether scroll of Azumar
• giant-sized staff of the magi
• polymorph blade*
• hand of Vecna*
• sunsword
• infernal tack*
• Tinderstrike
• iron flask
• Waythe
• Korolnor Scepter
• Windvane
• lost crown of Belsimer
• philter of love
• powered armor* BAG OF BEANS
• ring of winter
• shield guardian amulet (and shield guardian) A few adventures have a bag of beans as a magic item
• slaad control gem (any) obtainable through the adventure. Whenever a bag of beans is
• spell gem (any) found, it possesses six beans unless otherwise specified.
• sphere of annihilation Specific effects that need modification for D&D Adventurers
• staff of the Forgotten One League play are as follows:
• wand of Orcus
• well of many worlds* • 01: The toadstools lose their effects at the end of the
• Wyrmskull Throne current session of play.
• any magic item that requires an evil alignment for • 71-80: The potions and poison become nonmagical at the
attunement end of the current session of play.
• 81-90: A character may only benefit from one ability score
improvement from a bag of beans.
CONVERTED TO STORY ITEMS • 91-99: Items cannot be obtained from the mummy lord.
• 00: Any choice the DM makes should not extend play of the
Some magic items are allowed to be kept and used during play session beyond what is agreed to by the players and/or
of the adventure they’re found in but are too problematic organizer.
outside of that adventure. These magic items are converted to

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Forgotten Realms Adaptation Guide v2.1
3
LUCK BLADES
A few adventures have the opportunity for characters to find a
luck blade. In all instances for D&D Adventures League play,
luck blades possess only one wish charge when claimed. Once
the wish is expended, it does not regenerate. When being
claimed by a character, a new blade manifests from the hilt—
taking the form of whatever type of sword its owner wishes.
Once the weapon’s form has been chosen and carried into an
adventure, it can’t be changed.

QUESTIONS AND MORE INFO


The following resources are available to you to keep up with
all the latest Adventurers League news and discussion!

• Official D&D Adventurers League website. Your source for


general information, as well as all of the campaign
documents for play. The FAQ is also found here, which gives
more in-depth answers for specific questions.
• Official D&D Adventurers League Discord. Join in the lively
discussion with channels devoted to all sorts of topics! All
the latest news gets pushed here too.
• Official D&D Adventurers League Blog. The Yawning Portal
is the home for our blog! Learn all about new adventure
releases, dive into the whys and hows, and see what the
staff is talking about.

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Forgotten Realms Adaptation Guide v2.1
4
BALDUR’S GATE: DESCENT GRAND CEMETERY
INTO AVERNUS* Exploring the Cemetery: G3. Chapel of Mourning. This
weapon’s form must be chosen when the characters find it.
The following adventure guidance adapts Descent Into Once chosen it can’t be changed; this is the form that is
Avernus to D&D Adventurers League play. available for characters at the end of the session.

TIER APPROPRIATE BATTLE OF ELTUREL


Characters may only participate in adventures that are in the Characters that hurl themselves into the conflict are quickly
same tier as the character. overwhelmed and slain--their bodies unrecoverable. The
consequences of wading into the middle of a pitched battle
between devils and demons should be made explicitly clear
STORY ITEMS before the characters commit to doing so.

Story item guidance is retroactive. The story items for


Baldur’s Gate: Descent into Avernus include:
CHAPTER 3: AVERNUS
• adamantine rods (Wrecked Flying Fortress) FEATURES OF AVERNUS
• infernal puzzle box River Styx. Characters cannot find NPCs that will use rituals
• infernal war machines (infernal war machines can’t be to prolong the potency of the river water once the water is
removed from the Nine Hells.) removed from the river.
• Orb of Dragonkind Flesh Warping. Only characters that are 5th level or higher
• shield of the Hidden Lord can gain effects that grant a fly speed. Those below 5th level
• sword of Zariel reroll if a result would grant them a fly speed. Each time a
• uncivil serpent character undergoes this process, they are affected by
• the nonmagical greatsword located in H15* Pervasive Evil, below.

OPTIONAL RULES
SOUL COIN Bargain-Basement Death Saves. The price for these deals are
relatively minor and mustn’t be to the detriment of the other
Soul coins are consumable magic items. characters in the group.
Pervasive Evil. The character’s alignment isn’t changed. Instead,
CHAPTER 1: A TALE OF TWO each time a character fails a saving throw, they replace a personality
trait, ideal, or flaw with a new one that embodies the lawful evil
CITIES nature of the Nine Hells.

FORT KNUCKLEBONES
GETTING TO AVERNUS Lulu’s Dream Quest. The characters can keep and divide
Traxigor’s Tower. One trinket is found in the tower; the the items on the bulleted list as they see fit.
character that finds it may keep it.
OTHER LOCATIONS
CHAPTER 2: ELTUREL HAS FALLEN Stygian Dock. The character that sucks up the most souls
during Test Run 221 receives the soul coin offered by
ELTUREL HAZARDS Bazelsteen.
Falling. Characters that fall from Elturel are slain and their Mahadi’s Wandering Emporium. Characters that break his
bodies unrecoverable. The consequences of failure should be rules regarding Fighting get the following story award:
made explicitly clear before the characters commit to climbing
down. NO EXCEPTIONS!
You’ve broken Mahadi’s only rules: “No fighting! No spellcasting! No

HIGH HALL CATHEDRAL


exceptions!” By choosing to break the rules, you’ve been kicked out
of Mahadi’s emporium. Now you must survive in the wastes without
H15. The Unknown Hero. The non-magical greatsword found its safe shelter. You start any tier 2 season 9 official Adventurers
here is a story item. It is removed once the characters League adventure at half hit points and with a level of exhaustion
complete the ritual of returning, regardless of whether or not that can’t be removed.
it’s used in the ritual.
Burney the Barber. Burney provides spellcasting services
as outlined in the D&D Adventurers League Forgotten Realms
DM’s Guide.

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Forgotten Realms Adaptation Guide v2.1
5
Arkan’s Tower. Additional treasure found here is limited to
rare items and very rare consumables.

CHAPTER 4: SWORD OF ZARIEL


The Scab. The characters can keep the poisons found in S8.
Hag’s Lair.

CHAPTER 5: ESCAPE FROM


AVERNUS
SWORD OF ZARIEL
Only one good-aligned character among the group can attune to the
Sword of Zariel, and only if you’ve deemed that they’ve acted in a
manner that would cause it to choose them. The sword won’t allow
itself to be attuned to any character that entered into an infernal
pact, spent or used any charges from a soul coin, or willingly
subjected themselves to Flesh Warping. The attuned character
undergoes the transformation as normal, but upon concluding the
adventure, ascends to the heavens--becoming an NPC. This
conversion is irrevocable--even by means that would normally return
a character to play--and the character should be informed of as
much before they make the decision to remain attuned to the
weapon upon completing the adventure. If the wielder of the item
un-attunes to the item before ascension, the transformation ends,
and the character no longer retains the benefits of attunement to
the sword.

BALDUR’S GATE GAZETTEER


Background features presented in this section are available to
Season 9 characters.

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Forgotten Realms Adaptation Guide v2.1
6
• Physical Transformation. The character’s race (and
CANDLEKEEP MYSTERIES* associated racial traits) changes to one determined by
rolling on the table provided in the reincarnate spell
The following adventure guidance adapts Candlekeep
description. As before, the character retains their ability
Mysteries to D&D Adventurers League play.
scores and class features.
• Youth. The character advances in age to their
SERVICES OF CANDLEKEEP • age prior to receiving the benefit of the treatment, plus an
additional 1d4 x 10 years.
While visiting Candlekeep, all the great libraries services are
available. Temple Locations: T6. Kitchen. The characters may keep
Chamber of Lost Lore. A character needs to learn of the the poison found here beyond the session.
Chamber and somehow be granted access before using it. Temple Locations: T7. Treatment Rooms. The characters
Even then a character may not use the Chamber more than may keep the silvered shortsword found here beyond the
once per adventure. session.
House of the Binder. Purchased spellbooks contain spells
limited to resources allowed in the campaign. BOOK OF CYLINDERS
Grateful Grippli. Characters who undergo the ritual of friend
TIER APPROPRIATE making may keep the reward.

Characters may only participate in adventures that are in the SARAH OF YELLOWCREST MANOR
same tier as the character.
Retribution of the Ancients. If the characters return the book
to Candlekeep, the grateful avowed reward the party with a
STORY ITEMS potion of watchful rest and a potion of greater healing.

• Orcus figurine (Book of the Raven, C14) LORE OF LURUE


• Nether scroll of Azumar (Alkazaar’s Appendix)
Random Encounters. The tree’s golden sap doesn’t last
beyond the end of the adventure.
MAZFROTH’S MIGHTY DIGRESSIONS
Finding the Stall: Wizards of the Wide. The specified spell KANDLEKEEP DEKONSTRUCKTION
scrolls are the only ones available for purchase.
B3. Stonky’s Study: Books. Only one creature can gain the
charm bestowed by Heroes’ Feast: A Cookbook.
BOOK OF THE RAVEN Blastoff! Characters trapped in space that cannot find their
The Scarlet Sash: Joining the Scarlet Sash: While a character way back spend 10 downtime days waiting for one of the
may be able to convince a wereraven to bestow the “gift” of Avowed who can cast teleport to come investigate and rescue
lycanthropy upon them, the curse must be removed or the them from the Barn Door.
character is removed from until it is cured. After the curse is Stonky’s Control Ring. Stonky’s ring can be kept by the
removed, the Scarlet Sash is a good example of an characters but the skitterwidget control portion no longer
organization that characters can belong to using the rules for functions. The skitterwidgets found in this adventure cannot
factions in the Adventurers League Player’s Guide—though it be claimed by the characters.*
means sacrificing gold or magic items to cure themselves of
lycanthropy to do so. ZIKRAN’S ZEPHYREAN TOME
Conclusion. Gazre-Azam do not offer to cast wish, but
A DEEP AND CREEPING DARKNESS rather gives the party a censer* of controlling air elementals
Sidebar: A Stake in the Mine. The characters may not acquire that only summons him. He does not enchant the book, so the
a stake in the mine. characters can return it to Candlekeep.

THE PRICE OF BEAUTY THE BOOK OF INNER ALCHEMY


Magic Treatments. If the character renounces the bargain, or Aftermath. If a character wishes to take their reward in
after one year from the date of the session where the benefit transcribed spells, use the prices from the House of the
of a magical treatment is obtained, its benefit hasn’t ended by Binder.
destroying the painting, the character loses the benefit and Gloves of Soul Catching. This item cannot be crafted.
suffers an additional penalty, depending on the treatment Attempting the ritual is* a deeply evil act that removes said
they obtained. character from the campaign.

• Ability Enhancement. The chosen ability score and its


maximum for that score is irrevocably reduced by 4.

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Forgotten Realms Adaptation Guide v2.1
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THE SCRIVENER’S TALE
The Scrivener’s Mark. The DM may not change the rate of
the mark’s progression or change the saving throw DC. A
character that leaves the adventure without removing the
mark is removed from play until the mark is cured.
Conclusion. The favors mentioned create roleplaying hooks
and have no specific mechanical benefits. The adventuring
party earns 50,000 gp. They do not earn magic items, a keep,
land, or a ship.

ALKAZAAR’S APPENDIX
Treasure Hoard* B. The chwinga grants the character that
freed it their choice of a charm of the mirage or a charm of the
water bearer, and then disappears never to be seen again.
What Happens Next. The characters cannot gain the
golem’s heart, not keep the golem under their command. The
Nether Scroll of Azumar is a story object.

XANTHORIA
L2 Alchemist’s Alcove. Only one character may keep the
potion-brewing ritual. Each potion created costs the character
1 downtime day and may not be sold.

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Forgotten Realms Adaptation Guide v2.1
8
DRAGON OF ICESPIRE
PEAK
The following adventure guidance adapts Dragon of Icespire
Peak to D&D Adventurers League play.

TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.

ADVANCEMENT
Character Options. Characters are created using the rules
in the Adventurers League Player’s Guide (ALPG); they aren’t
limited to the options listed here.
Running for Multiple Players. Sidekicks are only used if
your group has one player; groups of two or more can’t use
Sidekicks. Groups of two players are only specifically
permitted for this adventure.

STORY ITEMS AND AWARDS


Story item guidance is retroactive. The story items for Dragon
of Icespire Peak include:

• gold signet ring (A14)*


• dragonslayer
• barrel crabs
• Grannoc’s map (W10)*

Dragon Barrow: D8. Dragon Slayer. The dragonslayer is a


story item. Each character who earns this story item chooses
the type of sword that the dragonslayer is for their character.
Gnomengard: Wild Magic. On a result of a 20, the DM may
combine two of the above effects to* invent their own. If the
DM invents their own effect, it may not have a mechanical
property.
Gnomengard: G6. Barrel Crabs. The barrel crabs are story
items. There can be no more than two barrel crabs used in a
given session of the adventure. The barrel crabs cease
functioning if removed from Gnomengard.
Tower of Storms: T10 – T14. Shipwrecks. The treasure
found aboard the Star-Crossed Lover is a weapon of warning
(either a battleaxe, longbow, mace, or shortsword, DM’s
choice).

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Forgotten Realms Adaptation Guide v2.1
9
DRAGONS OF STORMWRECK
ISLE
LEVELS OF PLAY
This adventure is for characters levels 1-4. Characters higher
than 4th level cannot participate in this adventure. It is ideally
a great place to start a new 1st level character and play
through each session successively. Notes below are provided
on ideal levels.

SESSIONS OF PLAY
There are no changes to the information presented in the
adventure including the rewards. However, we have some
guidance on breaking down the adventure for sessions of play.
You can schedule each of these as separate 2-3 hour
sessions or use this to schedule week-to-week play.

SESSION 1: DRAGON’S REST


This part of the adventure is designed for 1st level (new)
characters. Run "Welcome to Dragon's Rest," exploring the
village and run the "Drowned Sailors" encounter. Have all
groups head to Seagrow Caves next. If you're running a single
table through the whole adventure, it is recommended
through not required that characters do not level at the end of
the session. Otherwise, you may award a level.

SESSION 2: SEAGROW CAVES


This part of the adventure is designed for 1st level characters.
Award a level at the end of the session. If you're running a
single table through the whole adventure, have the
group head to the Cursed Shipwreck next.

SESSION 3: CURSED SHIPWRECK


This part of the adventure is designed for 2nd level
characters. Award a level at the end of the session. If you're
running a single table through the whole adventure, have the
group head to the Clifftop Observatory next.

SESSION 4: CLIFFTOP OBSERVATORY


This part of the adventure is designed for 3rd level characters.
Award a level at the end of the session. Once this chapter is
concluded, the adventure is over. Play other D&D Adventurers
League adventures as a next step!

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Forgotten Realms Adaptation Guide v2.1
10
To purchase a specific item the character must pay gold
GHOSTS OF SALTMARSH according to the chart below and 30 downtime days for
Xendros’s services.
The following adventure guidance adapts Ghosts of Saltmarsh
Xendros is unable to locate any magic items that grant a
to D&D Adventurers League play.
permanent stat boost. As this is a downtime activity found in
an adventure it can only be performed once per character.
TIER APPROPRIATE
Item Rarity Gold Cost
Characters may only participate in adventures that are in the
same tier as the character.
Common 50 gp
Uncommon 100 gp
STORY ITEMS* Rare 750 gp
Very Rare 2500 gp
The story items for Ghosts of Saltmarsh include:
Tales from the Yawning Portal. The location of Ghosts of
• supplies purchased by Aubreck (Chapter 4) Saltmarsh is set just north of Turmish. The locations of the
• Ozymandias’ golden medallion (Chapter 5) adventures do not change if you play adventures from Tales
• keelboat (Chapter 6) from the Yawning Portal.
• symbol of St. Cuthbert’s knowledge (present only in
Appendix A)
CHAPTER 2. THE SINISTER SECRET
CHAPTER 1. SALTMARSH OF SALTMARSH
The information regarding character backgrounds is valid for This is a tier 1 adventure. Characters outside of this tier can’t
D&D Adventurers League play. begin this adventure.
Location -- General. In the text, Ghosts of Saltmarsh is set 22. Sanbalet’s Private Quarters. If your group consists of
on Oerth, in the world of Greyhawk 3456. However, D&D children or others sensitive to mature themes, consider this a
Adventurers League play takes place in the Forgotten Realms series of surprisingly well-written children’s books written
(except where explicitly noted in Adventurers League- and illustrated by Sanbalet.
approved documentation, like the Embers of the Last War 24. Laboratory. Characters wishing to study the copy of Ye
campaign for Eberron). As such, when playing Ghosts of Secret of Ye Philosopher’s Stone must spend 1 downtime day
Saltmarsh as part of the Adventurers League campaign, the before succeeding on the Intelligence (Arcana) check. This
fishing village of Saltmarsh is located north of Waterdeep, check must be made in the presence of your DM. As this single
near the Mere of Dead Men. The exact location is up to you, check represents the culmination of 8hours of study,
though we suggest placing it near the northern edge of the characters can’t benefit from spells like guidance or a
Mere of Dead Men. colleague’s use of the Help action on this check.
Location -- Dreams of the Red Wizards. The ongoing The Sea Ghost. The council promises an indeterminate
Dreams of the Red Wizards (“DRW”) storyline uses much of reward--reminding the characters that they’re a small town
the information from Ghosts of Saltmarsh. DRW is set in and and must see what they can scrape together.
around Turmish, a nation on the southwestern shores of the
Sea of Fallen Stars. Just off the coast lie the Pirate Isles. You
can certainly base Ghosts of Saltmarsh here if you like, though
CHAPTER 3. DANGER AT
Turmish isn’t known for having swamps nearby, so you’ll have DUNWATER
to be ready to create one. We suggest placing the fishing
village of Saltmarsh east of Alaghon, near the base of the This is a tier 1 adventure. Characters outside of this tier can’t
Aphrunn Mountains. begin this adventure.
Downtime Activities. The downtime activities in Ghosts of Adventurers Needed. The council promises an
Saltmarsh are available only to characters spending downtime indeterminate reward--again reminding the characters that
during Ghosts of Saltmarsh adventure sessions. they’re just simple country folk and must see what they can
Downtime Activity: Buying and Selling Magic Items. scrape together.
Xendros has taken on a business partnership with Fai Chen. 39. Minister’s Sleeping Quarters. Lizard Language and
She gladly facilitates trades and sell magic items but is unable Common Tongue Grammar reduces the number of downtime
to purchase magic items from the characters outright. days needed to learn the Draconic language to 100 (consult
To purchase randomly rolled magic items characters must the Player’s Handbook or Xanathar’s Guide to Everything for
pay gold according to the chart below and 10 downtime days full rules). Only one character can keep and benefit from this
for Xendros’s services. The DM must make the roll for the item.
randomly determined items. Any character that pays the gold
and downtime costs may keep any of the items Xendro’s finds
for them.

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Forgotten Realms Adaptation Guide v2.1
11
CHAPTER 4. SALVAGE OPERATION CHAPTER 8. THE STYES
This is a tier 1 adventure. Characters outside of this tier can’t This is a tier 3 adventure. Characters outside of this tier can’t
begin this adventure. begin this adventure.
Item of Legend. DMs can include a tier appropriate magic
item from Magic Item Table F in Salvage Operation to
incentivize adventurers.
APPENDIX A. OF SHIPS OF SEA
Soul of Winter. The supplies that Aubreck purchases for Ship Stat Blocks. These stat blocks are the official stat
the characters are story items and may be kept until used-- blocks for the vessels presented in the Player’s Handbook. A
even beyond the session (though they can only be used in player that purchases one of those vessels will need to
sessions of this adventure). They can’t be sold. provide a copy of the appropriate stat block to the Dungeon
Conclusion. Even the charmed condition can’t compel Master if requested. If the stat block can’t be provided, the
Aubreck to divulge the password. vessel is not capable of participating in combat or using any of
the special actions or crew activities in this chapter.
CHAPTER 5. ISLE OF THE ABBEY Superior Ship Upgrades. Remember that a week in the
Forgotten Realms uses a tenday, so a player will need to
This is a tier 2 adventure. Characters outside of this tier can’t spend 20 downtime days to apply any desired upgrade, in
begin this adventure. addition to the listed gold price and any other costs indicated.
The Job at Hand. The guild promises only a “substantial Shipwrecks. Adventures that feature a shipwreck in the
reward.” text do not offer additional treasure. This table may only be
The Survivors. The golden medallion worn by Ozymandias used because of an encounter while traveling.
is a story item that one character can keep. It’s useable only General: Story Hooks & Random Encounters. The story
for sessions of this chapter of the adventure. hooks and random encounter elements in this section may be
used in your sea-faring games.
CHAPTER 6. THE FINAL ENEMY Alien Island Story Hooks. Replace line 1 with “The leader
can cast true resurrection as per the spellcasting services
This is a tier 2 adventure. Characters outside of this tier can’t activity in the Adventurers League Player’s Guide (ALPG).”
begin this adventure. Cursed Island Story Hooks. Add the following text to line 2:
Approach by Sea. The keelboat provided by the council is a “Any creature that removes the treasure or that is knowingly
story item that can only be used during this chapter of the in possession of any portion of this treasure is cursed until
adventure. It can’t be sold. they return the treasure to its buried location. While cursed,
18. Secret Room. Replace the mithril armor (plate) with +1 they act as if they always have at least one level of exhaustion
scale mail made of magically strengthened driftwood with that can’t be removed, even by magic. For every 500 gp worth
coral embellishments. of treasure removed or in their possession in this manner, add
35. Prayer Room. If your group consists of children or if an additional level of exhaustion (to a maximum of 5).”
implicit drug use isn’t appropriate for your group, consider Sanctum Island Story Hooks. This option is not
replacing the rapture weed with something more appropriate. appropriate for Adventurers League play at this time.
For example: Hup Weed -- as rapture weed, but the creature Wild Island Features. Add the following text to entry 6:
that consumes it gets the hiccups for 6 hours and has “This feature does not function if the beast is not present on
disadvantage on Stealth checks made to move silently. the island (such as through charms, enchantments, polymorph,
40. Nearly Empty Shark Pen. If someone is particularly or similar effects).”
nice to Shern the lobster, he may befriend them -- becoming Wild Island Story Hooks. Add the following text to entry 2:
an available option for the find familiar spell (use the crab stat “The djinni will perform a single favor a character in exchange
block but with an Intelligence of 9 (-1) and telepathy 10 ft.) for that character spending 30 downtime days on the island,
Triumph. Items awarded for Victory or Total Victory are regaling it with tales of the world. This favor can’t have a
determined by rolling the specified number of times. permanent effect, nor will the djinni grant or loan a magical
item.”
Underwater Locations. These adventure options are
CHAPTER 7. TAMMERAUT’S FATE subject to the following tier restrictions.

This is a tier 2 adventure. Characters outside of this tier can’t Location Tier
begin this adventure.
Virgil’s Mission. Though anyone can attempt the tasks Cove Reef Tier 1
necessary to do so, only the first character that successfully Wreck of the Marshal Tier 2
accomplishes them obtains Virgil as a familiar.
Further Adventures. These adventure seeds aren’t
used...yet. Warthalkeel Ruins Tier 3

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While these locations provide a great narrative adventure
hook, you may need to adjust monsters and traps in some
areas to be an appropriate challenge for your players.
Cove Reef Adventurers. Under Salt Marsh Story Hooks,
Eda Oweland’s special favor can’t grant a magic item or gold,
though paying off the character’s debts, providing funding for
a downtime spellcasting service of 500 gp or less, or some
similar favor (see “Special Favors” in chapter 7 of the Dungeon
Master’s Guide) is appropriate.

APPENDIX B: MAGIC ITEMS


Items Available Once Found in Ghosts of Saltmarsh
charm of plant command
cursed luckstone
helm of underwater action

Common Magic Items. The pressure capsule has a duration of


one hour.

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Forgotten Realms Adaptation Guide v2.1
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ICEWIND DALE: RIME OF d20
1–2
Charm
Charm of cold resistance

THE FROST MAIDEN 3–4 Charm of biting cold


The following adventure guidance adapts the Icewind Dale: 5–6 Charm of bounty
Rime of the Frost Maiden to D&D Adventurers League play.
7 Charm of animal conjuring
TIER APPROPRIATE 8 Charm of vitality
Characters may only participate in adventures that are in the
same tier as the character. 9 Charm of the slayer

10 Charm of restoration
STORY ITEMS
11 Charm of traveler’s haven
• psi crystal detector
• ring of keys 12 Charm of darkvision
• small brass key
• psi crystal* 13 Charm of heroism

CHARACTER SECRETS 14 Charm of feather falling

Doppelganger. Characters with this secret choose a race 15 – 16 Charm of the snow walker
normally but have the humanoid (shapechanger) type. While
the secret grants them the ability to assume the likeness of 17 – 18 Charm of the ice troll
other creatures, they always possess the traits of their actual
race (plus those granted by this secret). 19 – 20 Charm of snowball strike
Reincarnation. A character’s current race, not their
previous one, is used to qualify for options such as feats.
Slaad Host. This secret isn’t used. CHAPTER 1: TEN-TOWNS
Spy. Only characters that are members of the Harper
faction can possess this secret. CHARACTER ADVANCEMENT
Characters of 4th level or higher no longer gain levels by
CHWINGA CHARMS playing chapter 1.

A given character can receive a charm only once from the MAGIC IN TEN-TOWNS
same encounter, no matter how many times they participate Except for potions of healing, common magic items can’t be
in it. If a chwinga bestows a charm upon a character, the DM purchased in Ten-Towns. Refer to the Adventurers League
determines the charm bestowed by rolling on the table below: Dungeon Master’s Guide for spellcasting service prices.

CARE-DINEVAL
Knights of the Black Sword: Chardalyn Amulets.
Characters whose alignment is changed to lawful evil are
removed from play until their alignment is restored by
removing the curse (see Adventurers League Player’s Guide,
Death, Disease, and Curses).

EASTHAVEN
The Cauldron Caper. Instead of the gems, Speaker Danneth
Waylen offers each character a common magic item of their
choice from Xanathar’s Guide to Everything, though he still
needs 48 hours to acquire them. Armor obtained in this way is
limited to leather, scale, or chainmail.
Easthaven Town Hall: T17. Jailer’s Room. The ring of keys
found here is a story item for chapter 1.

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GOOD MEAD Figuring out how to fire and reload a laser pistol requires two
successful Intelligence checks (one to figure out how to fire it,
Concluding the Quest: New Town Speaker. A character another to figure out how to load it). Each time a character
that is elected as Speaker of Good Mead is removed from play makes a check, compare the check result to the Figuring Out
until they relinquish their new post. Alien Technology table in the Dungeon Master’s Guide. After
four failures to figure out how to fire and reload the pistol
LONELYWOOD breaks; it’s no longer functional and can’t be sold. This check
Tracking the Moose: E4. Sarcophagus and Crystal Pillars. must be made during a session in the presence of a DM.
If its loyalty is acquired, Sahnar faithfully serves the Nautiloid Locations: N2. Cargo Hold. Each energy cell has
characters during sessions of this adventure until they begin 10 charges. A character can keep one rifle and one energy cell.
chapter 2. After four failures to figure out how to fire and reload the rifle
(see Roleplaying the Gnome Ceremorphs, above), it breaks;
it’s no longer functional and can’t be sold. This check must be
CHAPTER 2: ICEWIND DALE made during a session in the presence of a DM.
Nautiloid Locations: N5. Maintenance. The psi crystal
RUNNING THIS CHAPTER detector is a story item for chapter 2. If none of the characters
possess the psi crystal found during chapter 1, you may add a
Character Advancement. Characters of 7th level or higher psi crystal to any chapter 2 encounter after the characters
no longer gain levels by playing chapter 2. receive the psi crystal detector.
Tall Tales in Ten-Towns: Provisions for Macreadus. Lost Spire of Netheril: P11. Upside-Down Laboratory.
Mishann provides one free casting of cure wounds each day to The small brass key is a story item for chapter 2.
a character. Griffon Taming. The griffon ages in real-time starting on
Dragonbone Stew. Creatures that eat the stew have the the date of the session played. The check to tame the creature
following flaw until the madness is cured: “My gold and gems must be made during a session in the presence of a DM.
are my most treasured possessions; those close to me are
plotting to steal them away.”
CHAPTER 3: SUNBLIGHT
WILDERNESS ENCOUNTERS
Running Wilderness Encounters: Awakened Beast. The RUNNING THIS CHAPTER
group can obtain the loyalty of no more than one awakened Characters of 6th level or higher no longer gain levels by
beast in this way and serve the characters during sessions of playing chapter 3.
this adventure until they begin chapter 3.
XARDOROK’S FORTRESS
PLACES OF INTEREST Command Level: X37. Xardorok’s Quarters. The piwafwi is
Dark Duchess Locations: D9. Hold. The “Wand of Orcus” is an uncommon magic item.
a trinket that one character can keep.
Id Ascendant. This area outlines a group of gnomish
ceremorphs that crash landed in Faerûn and are protagonists CHAPTER 4: DESTRUCTION’S
in the Tier 2 series of season 10 official Adventurers League
adventures. If you anticipate running these adventures, plan
accordingly.
LIGHT
Roleplaying the Gnome Ceremorphs. A character can keep Characters of 7th level or higher no longer gain
one of the pistols given to the group as a reward for giving levels by playing chapter 4.
them a psi crystal. The other pistol must be claimed by
another character. If the characters find and take the rifles in
N2, the ceremorphs don’t give them the pistols as a reward.

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CHAPTER 5: AURIL’S ABODE
GRIMSKALLE LOCATIONS
G23. Auril’s Blessing. Auril contacts any character that meets
the criteria. A character that succeeds on the saving throw
receives the blessing of the Frostmaiden.

CHAPTER 6: CAVES OF HUNGER


Caves of Hunger Locations: H30 Vlagomir’s Spark. This is a
story effect that is removed at the end of chapter 6. As such,
this increase in height and weight, as well as the associated
ability score increases are only applicable in sessions of this
adventure.

CHAPTER 7: DOOM OF YTHRYN


NECROPOLIS OF YTHRYN LOCATIONS:
Y4. Tower of Abjuration: Anvil of Disjunction. Characters
can be rid of a cursed item and its associated curse by
destroying it with the anvil. Y19e. Liquefaction Chamber. A
character turned into a brain in a jar is removed from play
until returned to life.
Y21. Obelisk. If the staff is used to activate the obelisk, any
character present during the session is removed from play
though they can be returned by surrendering a magic item
and reducing their magic item count by 1 (this represents
finding someone willing and able to cast a wish to return the
character to their appropriate time.
Y28. Skydock Spire. One character can keep the chardalyn
wand.

APPENDIX D: MAGIC ITEMS


PROFESSOR ORB
Professor orbs are always of a non-evil alignment, and their
Wisdom and Charisma scores are always 11.

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KEYS FROM THE GOLDEN VAULT MASTERPIECE IMBROGLIO
CAMPAIGNS AVAILABLE AND LEVEL G23: STOLEN GOODS
The necklace of prayer beads has beads of blessing, curing,
REQUIREMENTS FOR PLAY favor, and wind walking.
All the adventures found in Keys from the Golden Vault are
available for play in the Forgotten Realms campaign, with SHARD OF THE ACCURSED
select adventures playable in the Eberron and Ravenloft
campaigns. Each adventure is intended for play at specific ADVENTURE HOOKS
character levels. However, you can bring a character that may
If using either of the NPCs in the adventure hooks instead of
be a different level to play, within the adventure’s limitations
the Golden Vault, they offer the specific item listed to stop the
of tier of play. Each of the adventure is designed for play of
earthquakes. The necklace of prayer beads has beads of
characters of a particular level, as follows:
blessing, curing, favor, and smiting.
ADVENTURE CAMPAIGNS LEVELS TIER
The Murkmire Malevolence FR, EB 1 1 X4: GREAT CHAMBER
The Stygian Gambit FR, EB 2 1 There is one chunk of raw oztocanite that can be used as a
Reach for the Stars FR, EB, RL 3 1 focus per character.
Prisoner 13 FR 4 1
Tockworth’s Clockworks
Masterpiece Imbroglio
FR, EB 5
FR, EB, RL 5
2
2 HEART OF ASHES
Axe from the Grave FR, EB, RL 6 2
Vidorant’s Vault FR, EB 7 2 S9: PARLOR
Shard of the Accursed FR, EB, RL 8 2 Jalynvyr gives the characters the DM’s choice of one rare
Heart of Ashes FR, EB, RL 8 2 potion or scroll, or two of a lesser rarity (potions or scrolls, or
Affair on the Concordant FR 9 2 one of each) from the Dungeon Master’s Guide or the
Express adventure itself.
Party at Paliset Hall FR, EB 10 2
Fire and Darkness FR, EB 11 3
AFFAIR ON THE CONCORDANT EXPRESS
E2: ABACUS CAR
FOR THE GOLDEN VAULT The effect for rolling an 8 is not available for D&D
If the characters are working for the Golden Vault, in exchange Adventurers League play. Change effect 8 to read: “8: The
for completing their contract during each adventure each character chooses an effect from 1-7.”
character receives a magic a magic item of their choice of a
specific rarity as payment. The item is delivered to the OTHER REWARDS: SLAYER’S WEAPON
characters the next day. This item must be found in the This reward is not available for D&D Adventurers League play.
Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything
(TCE), or Xanathar’s Guide to Everything (XGE) and may not be
an item that increases or changes an ability score or grants PARTY AT PALISET HALL
any number of wishes. These items must also follow all
campaign rules for granting magic items for in the D&D MEETING FIFEL
Adventurers League Dungeon Masters Guide.
The characters may not keep Fifel’s Heward’s handy haversack
The characters can never keep or benefit from the item they
after the adventure ends. Of the items being offered as
were sent to recover, though if the adventure offers a choice of
payment, each character may only choose one.
whom to deliver it to, that choice remains.
P10: MAIN BEDROOM
THE MURKMIRE MALEVOLENCE The characters may not keep Oak, the magical painting.
THE MURKMIRE STONE
IT CAME FROM THE FAR REALM
All murkmire stone effects fade at the end of the adventure,
regardless of the disposition of the egg. The creature departs to wreck mischief elsewhere. It is not a
problem the characters have to deal with, at this time.

TOCKWORTH’S CLOCKWORKS CLOSE TO HOME


L11: WAREHOUSE 6 If a character accepts the title to a regional stronghold, along
with its retinue, those NPCs do not participate with the
The characters may not keep the Contraption (modified characters in combats, dungeon crawls, or similar adventure,
apparatus of Kwalish). but may be used for role-playing purposes.

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Forgotten Realms Adaptation Guide v2.1
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OUT OF THE ABYSS CHAPTER 3*
The following adventure guidance adapts Out of the Abyss to
D&D Adventurers League play.
DUERGAR KEELBOAT CARGO
D20 DISCOVERY
20 A locked iron chest containing 3d6 x 100 gp and a
TIER APPROPRIATE suit of mariner’s armor (studded leather).
Characters may only participate in adventures that are in the
same tier as the character. CHAPTER 9
STORY ITEMS DROW WAREHOUSE, AREA 4B
Replace the paragraph following the Treasure subheading
Story item guidance is retroactive. The story items for Out of with:
the Abyss include: Each storage building contains 2d6 vials of carrion crawler
mucus (see “Poisons” in chapter 8 of the Dungeon Master’s
• Ability score improvements from the Maze Engine Guide). Characters also find 1d10 x 10 pounds of food and
• Dawnbringer 1d10 x 5 gallons of water stored in each building. Finally, the
characters find the following items:
DROWCRAFT ITEMS • First Storage Building: Two potions of healing.
• Second storage building: spell scroll of invisibility and a
During the course of Out of the Abyss, some characters may
Potion of climbing.
obtain drowcraft items. Such items are destroyed after
prolonged exposure to sunlight. • Third storage building: A bag of holding, one potion of
greater healing, and a spell scroll of find familiar.

CHAPTER 1* DROW WAREHOUSE, AREA 5B


RECOVERING GEAR Replace the paragraph following the Treasure subheading
with:
Any gear that was lost to the characters by virtue of starting An iron safe stands in a corner of the storage building. The
this adventure from the beginning of chapter 1 can be safe weighs 1,000 pounds, is locked, and contains a potion of
recovered in this chapter as the text dictates. fire breath, a spell scroll of lesser restoration, a potion of greater
healing, and a lantern of revealing (without oil).
CHAPTER 2*
SVIRFNEBLIN WAREHOUSE, AREA 6B
These adjustments must be applied to the following areas in Replace the paragraph following the Treasure subheading
Out of the Abyss: with:
Halfway up the southeast wall is a hidden compartment.
AMBUSH LAIR DISCOVERIES Finding it requires a successful DC 19 Wisdom (Perception)
check. The compartment contains a Quaal’s feather token
d20 Discovery
(swan boat), an elixir of health, and a scroll of protection from
18-19 A humanoid skeleton or corpse carrying a small
fey.
leather pouch containing dust of disappearance.
20 A monster hoard containing 2d6 50gp gems, a potion
of frost giant strength, and a pair of sending stones. CHAPTER 15
MAD CREATURE POSSESSIONS GOBLIN TUNNEL
D20 DISCOVERY D20 DISCOVERY
18-19 A spell scroll of spare the dying. 7-8 A hidden cave containing 4d8 goblins and a goblin
20 Goggles of night made out of wood, leather, and boss, who will trade a potion of heroism in its
smoky-gray glass. possession for the equivalent of 30 days of food.

RAIDER LEADER POSSESSIONS CHAPTER 16


D20 DISCOVERY
20 A potion of hill giant strength. DEATH TYRANT ENCOUNTER
Replace the paragraph following the Treasure subheading
with:
If the characters defeat the death tyrant, they receive a
potion of stone giant strength, a spell scroll of greater
invisibility, and a chime of opening.

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Forgotten Realms Adaptation Guide v2.1
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CHAPTER 17*
IN BRUENOR’S SERVICE
In exchange for their service to Gauntlgrym, King Bruenor
Battlehammer offers the characters titles, property within the
dwarven city, and a single work from the Great Forge of the
city.
Titles. You gain the title: Hammer of the Iron Tabernacle.
When interacting with a dwarf, duergar, or another NPC
familiar with the history of Gauntlgrym, you are known as a
hero of legend. You have advantage on Charisma checks when
interacting with these people. Additionally, among the
dwarves of Gauntlgrym, you gain the benefit of the Noble
background Position of Privilege feature as described in the
Player’s Handbook.
Property. You have been gifted a manor in the city of
Gauntlgrym. While in the city, you pay only half the normal
lifestyle expenses incurred while spending downtime days.
The Great Forge. The character may keep a suit of
adamantine or mithral armor of a type of their choosing.
While wearing the armor, you have advantage on saving
throws against poison and you can always successfully
determine how far underground you are. This armor is a
unique magic item.
Spoils of a Defeated Drow. Bruenor has in his possession a
cloak of arachnida which he took from a defeated drow. If a
character cannot or will not take armor from the Great Forge,
Bruenor will offer the cloak as an alternative.

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PHANDELVER AND BELOW: THE WAVE ECHO CAVE
SHATTERED OBELISK WHAT’S NEXT?
If the characters earn a share of the mine’s profits, the party
The following adventure guidance adapts Phandelver and earns 300 gp, to be divided amongst the characters, at the
Below: The Shattered Obelisk to D&D Adventurers League play. beginning of each chapter of Phandelver and Below: The
This book contains the most recent version of Lost Mine of Shattered Obelisk. At the end of the adventure, the mine is
Phandelver, first published in the 2014 D&D Starter Set. If played out and the characters earn no more gold.
possible, the latest version of this adventure should be played.
In the case of this adventure, the 2014 version may be run if
the following Phandelver and Below: The Shattered Obelisk THE SHATTERED OBELISK
guidance is used, and players are informed of the version
being played. QUEST: MISSING MINERS
If the characters rescue the miners, the party earns 300 gp, to
CAMPAIGNS AVAILABLE be divided amongst the characters, for the next 12 chapters or
adventures their character plays.
Characters not attached to the Forgotten Realms campaign
may not play this adventure. PURIFYING THE CRYPT
Dumathoin’s Blessing counts as a magic item for determining
LEVEL REQUIREMENTS FOR PLAY how many magic items a character can bring into a D&D
Adventurers League adventure. A character can choose to give
Phandelver and Below: The Shattered Obelisk is intended for up Dumathoin’s Blessing at any time.
play at specific character levels. However, you can bring a
character that may be a different level to play, within the
adventure’s limitations of tiers of play. Each of the adventure’s RIFTS IN REALITY
chapters are designed for play of characters of a particular
level, as follows: GNAWBLES
Each character can keep no more than one gnawble pet.
CHAPTER NAME LEVELS TIER RANGE
BEYOND A LIGHTLESS STAR
“A Dangerous Journey” 1 1
“Trouble in Phandalin” 2 1
“The Spider’s Web” 3 1
“Wave Echo Cave” 4 1 B5: TUMOR GARDEN
“Paths of Peril” 5-7 2 Varakkta’s silver greatsword is a +3 greatsword.
“The Shattered Obelisk” 7-9 2
“Rifts in Reality” 9 2
“Beyond a Lightless Star” 10-12 2-3 B10: LEFT TEMPORAL LOBE
The Blessing of the Solipsistic Mind counts as a magic item for
determining how many magic items a character can bring into
STORY ITEMS* a D&D Adventurers League adventure. A character can choose
to give up the Blessing of the Solipsistic Mind at any time.
The story items for Phandelver and Below: The Shattered
Obelisk include:
WRAPPING UP
• golden statuette that casts augury (C8)
WHAT IF THEY FAIL?
CHARACTER CREATION If the characters fail to stop the mind flayer fanatics, their
character is lost in the Far Realm until they are rescued by a
All characters are created using the rules found in the D&D group of NPC adventurers who claim a non-consumable magic
Adventurers League Player’s Guide. item of the player’s choice of Uncommon rarity or greater that
their character had with them when their character was
defeated. The character is returned to play, but permanently
CHARACTER ADVANCEMENT loses access to that item.
Characters gain levels when noted in the adventure’s
chapters, rather than at the end of a session.

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PLANESCAPE AND ADVENTURE CHARACTER CREATION
ATLAS All characters are created using the rules found in the D&D
Adventurers League Player’s Guide with the following
The following sections provide on adapting Planescape: adjustments.
Adventures in the Multiverse – Turn of Fortune’s Wheel. • A 3rd level character is* created and advanced as normal for
the D&D Adventurers League Forgotten Realms campaign.
• Characters start with an additional 250 gp to spend on
ADVENTURE SUMMARY additional nonmagical gear or kept as coin.
• Each character also gains one uncommon magic item of the
The characters begin Turn of Fortune’s Wheel without player’s choice from this list:
memories of their pasts. They are sent on a tracking and o +1 weapon
retrieval mission into the Outlands and its gate-towns, where o +1 shield
they face death and imprisonment, murder by cremation, o +1 rod of the pact keeper
and xenophobia. Characters can gamble on people’s o +1 wand of the war mage
survival, help end disorderly disruptions, investigate o +1 all-purpose tool (TCE)
disappearances and an official’s death, compete in sporting o +1 amulet of the devout (TCE)
events, gather enemy intel, and assist a character dealing with o +1 arcane grimoire (TCE)
their parents’ expectations.
o +1 bloodwell vial (TCE)
o +1 dragonhide belt (FTD)
CAMPAIGNS AVAILABLE o +1 moon sickle (TCE)
o +1 rhythm-maker’s drum (TCE)
This adventure is available for play in the Planescape o Bag of holding
campaign, which is part of the larger Forgotten Realms
campaign. Characters attached to other campaigns may not
play this adventure.
STARTING WITH AN EXISTING D&D
ADVENTURERS LEAGUE CHARACTER
LEVEL REQUIREMENTS FOR PLAY Turn of Fortune’s Wheel is an unusual adventure that begins
Planescape: Adventures in the Multiverse – Turn of Fortune’s and progresses in an unusual way. Playing an existing
Wheel is intended for play at specific character levels. Unlike character is not recommended.
many other adventures, once a D&D Adventurers League If you wish to use an existing D&D Adventurers League
characters begin Turn of Fortune’s Wheel, they may not play character, you may do so, but your character loses all
other adventures until the character completes Turn of knowledge of the deeds performed in previous adventures
Fortune’s Wheel. and loses access to all previously gained Story Awards,
Each of the adventure’s chapters is designed for play of a Favors, or Contacts, until the character begins chapter 15.
particular level. Characters of the following levels can play in
these chapters: CHARACTER ADVANCEMENT
CHAPTER NAME LEVELS TIER RANGE Characters gain levels when noted in the adventure’s chapters
“Grave Escape” 3 1 rather than at the end of a session.
“Philosophers with Clubs” 4 1
“Fortune Favors the Bold”
“Into the Outlands”
5
6
2
2
BEGINNING OF THE END
“Automata: Recalibration” 6-9 2
“Curst: Invisible Bonds” 6-9 2 CHARACTER INCARNATIONS
“Excelsior: Lost Souls” 6-9 2 When a character dies, the multiversal glitch restores one of
“Faunel: Vicious Alliances” 6-9 2 that character’s incarnations. The player always makes all the
“Glorium: Heroes of the Day” 6-9 2 choices for their new variations. These incarnations are the
“Rigus: Eternity’s Rampart” 6-9 2 same level as their previous incarnation and share any nexus
“Sylvania: Titan on the Town” 6-9 2 features and earned treasure. Otherwise, they may be as
“Outlands Explorations” 6-9 2 similar or entirely different as the player desires. These new
“Secrets of the Spire” 9 2 incarnations are created using the Character Creation rules
“Behind the Wheel” 10 2 listed above, including the choice of a new uncommon magic
“Echoes of Delusion” 17 4 item from the provided list. After creating and advancing to
the level of the previous incarnation, the new incarnation
adds to their inventory any treasure earned by the previous
incarnation

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FORTUNE FAVORS THE BOLD ECHOES OF DELUSION
F7: FORTUNE’S WHEEL T2: BEHERIT’S HEAD
Some rewards from spinning Fortune’s Wheel require While Beherit’s skull agrees to help the characters in
additional adjudication for D&D Adventurers* League. exchange for help, it stops helping the characters after the
Crown. No ability gained by becoming a quasi-deity can adventure ends. If the character does not spend 10 downtime
have any mechanical game effect. The character never gains days fulfilling their promise, it refuses to further aid the
any additional mechanical benefits from gaining worshippers. character no matter what the character does. It uses dominate
Star. The boon ceases to function if the character leaves the monster three times every day to target the character and
adventure before completing it. order them to carry it to the Nine Hells.

INTO THE OUTLANDS ADVENTURE ATLAS: THE


W6: CASTELLAN CHAMBER
The necklace of prayer beads found behind the secret door has
MORTUARY
4 beads: blessing, curing, favor, and wind walking. The following sections provide on adapting Adventure Atlas:
The Mortuary, a Dungeons & Dragons™ expansion for
Planescape: Adventures in the Multiverse – Turn of Fortune’s
SECRETS OF THE SPIRE Wheel for the D&D Adventurers* League Planescape campaign
or as a legal resource for Dungeoncraft adventures that take
SCHOLAR OF IMPOSSIBILITIES place in Sigil as part of the Planescape campaign.
Characters may not claim the book of evil darkness. The Characters playing in Turn of Fortune’s Wheel can
artifact teleports away if a character tries to pick it up or read participate in The Mortuary, as part of that adventure.
from it.
SUMMARY
BEHIND THE WHEEL The Adventure Atlas: The Mortuary supplement fleshes out
Sigil’s house of death, its Heralds of Dust, and others who
P4: FIEND’S ANTE haunt its halls. Characters wandering through the Mortuary
The value of the infernal document noting the character’s observe the processing of countless dead and may become
right to invade the material worlds is hard to determine. victims of cremation and ritual murder themselves.
While it is the main reward of the game, it’s not of much use
without an interplanar army. At best, the party can sell the
document to a friendly deva for 60 gp per character or a less
HERALDS OF DUST CHARMS
friendly devil for 120 gp per character. The Heralds of Dust charms are not available for
Dungeoncraft adventures unless specifically listed in a
UNITY OF SELF Dungeoncraft Design Guide. Heralds of Dust charms might be
When the characters liberate their true self, they may choose earned while playing Turn of Fortune’s Wheel but are lost if
to level their current incarnation to 17th-level, level one of the character leaves the adventure before completing it.
their other incarnations to 17th-level even if that incarnation
has died during the adventure or build an entirely new 17th-
level character that is their true self. All other incarnations are
discarded.
Old Story Awards. If the player is using a D&D Adventurers
League that they had previously leveled to 3rd-level before
beginning Turn of Fortune’s Wheel, any forgotten story awards
are regained.
Heroic Equipment. In addition to the equipment the
character has when their true self is freed, they choose magic
items from the Dungeon Master’s Guide as directed. The
character may not choose a cubic gate, any item that is
uniquely named (such as Blackrazor), any sentient magic
item, or any item that grants wishes or could grant a wish
through a random roll (such as the deck of many things). No
item chosen can create or generate additional treasure or
magic items.

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Forgotten Realms Adaptation Guide v2.1
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enchantments have given it a true personality, and it will only
PRINCES OF THE respond to a good-aligned dwarf, fighter, or paladin. For
everyone else it will merely function as a magical silvered
APOCALYPSE* battleaxe with no additional benefits or properties (an
unattuned Orcsplitter) will stubbornly refuse to grant any of
The following adventure guidance adapts Princes of the its bonuses, including hit and damage rolls adjustments, but
Apocalypse to D&D Adventurers League play. begrudgingly admits that it is still a magical weapon). The
Harpers rescind their generous offer but can be convinced to
TIER APPROPRIATE reconsider their trade offer on a successful Charisma
(Persuasion) DC 20 check. A successful Wisdom (Insight)
Characters may only participate in adventures that are in the check at DC 15 reveals that the Harpers are telling the truth
same tier as the character. about the status of the legendary weapon.
If an agreement is reached, Ariana Riverlost promises to
meet the characters again in two weeks, at a location chosen
STORY ITEMS by them, with the agreed-upon payment.

Story item guidance is retroactive. The story items for Princes


of the Apocalypse include: ELIZAR DRYFLAGON’S PIPE
• Drown Elizar can summon mephits due to his oaths to a certain elder
• Ironfang being. His pipe is merely a conduit for this power and is not
• lost crown of Besilmer magical in and of itself.
• tinderstrike
• Windvane

AFTERMATH
Sentient weapons can create hurdles for players and DMs
alike in an organized play setting. Replace the entire
“Aftermath” section on page 187 of the Princes of the
Apocalypse adventure with the following:
Captured members of Drannin’s crew can divulge the
location of the real Gargosh. He is imprisoned in a small cave
on the riverbank near Yartar, locked in a large trunk with air
holes and water. Gargosh can survive for four more days
inside the trunk.
If the characters emerge from the dwarven crypts with
Orcsplitter in their custody, the Harpers in area X5 confront
them under the open sky. If the characters avoid area X5, the
Harpers will track them and confront them elsewhere (the DM
is encouraged to choose a thematically appropriate location
based on the characters and their actions in the story thus far)
within the next two days. They point out that Orcsplitter
belongs in the hands of dwarven scholars. They’ll first appeal
to the characters’ sense of altruism, but if that doesn’t work,
the Harpers try to arrange for a trade that allows a single
character to choose one option from a list of magic items and
services in exchange for Orcsplitter:

• A +2 weapon of the character’s choosing that vibrates and


flares a deep scarlet glow when within 50 feet of orcs.
Against orcs, the weapon inflicts +2d6 damage.
• A suit of dwarven plate.
• A +1 maul named “The Smasher” that, when given the
command, “This celebration isn’t going to start itself!” acts
as a decanter of endless water but dispenses potent
dwarven spirits instead. This is a rare magic item.

If the characters are not inclined to take the Harper’s offer, the
Harpers are quite upset. The characters are coldly informed
that Orcsplitter is entirely its own being – the ancient

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Forgotten Realms Adaptation Guide v2.1
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SPELLJAMMER: ADVENTURES IN SPELLJAMMER SHIPS
The characters will potentially find themselves in the position
SPACE to take custody of several spelljammer ships. These ships and
their spelljamming helms are all story items and can’t be sold.
The following adventure guidance adapts the Spelljammer:
Adventures in Space—Light of Xaryxis to D&D Adventurers FIREARMS IN FAERÛN
League play.
There are several firearms that the characters might find
during their adventures in space. They’re welcome to keep or
LEVEL REQUIREMENTS FOR PLAY sell these items as they choose. Upon returning to Faerûn, any
gunpowder that a character possesses is treated as
Light of Xaryxis is intended for play at a specific character smokepowder (see Waterdeep: Dragonheist). Smokepowder is
level. However, you can bring a character that may be a found in packets of five shots. Unless specifically stated in this
different level to play, within the adventure’s limitations of adventure, packets of smokepowder can’t be combined for use
tiers of play. Each of the adventure’s parts are designed for as a bomb or other explosive device.
play of characters of a particular level, as follows: In addition to a pistole or musket itself, a character must
have a bullet and one shot’s worth of smokepowder to attack
PART NAME LEVEL TIER RANGE with it. Once a character has exhausted their supply of bullets
“Seeds of Destruction” 5 2 and smokepowder, they’re unable to attack with the weapon.
“Terrors of the Void” 6 2 Opportunities to obtain both smokepowder and bullets will
“Chaos in Doomspace” 7 2 present themselves in Dungeoncraft adventures during the
“Saviors of the Multiverse” 8 2 Spelljammer season.

STORY ITEMS* CHARACTER CREATION


All characters are created using the rules found in the D&D
The story items for Spelljammer: Adventures in Space include: Adventurers League Forgotten Realms Player’s Guide. The
Spelljammer Academy series of adventures published on D&D
• spelljamming helm Beyond are specifically designed to provide players with a
• spelljammer ships more comprehensive play experience and a narrative hook
• keg of gunpowder that describes why their characters find themselves in
• keg of alchemist’s fire Neverwinter.
• Princess Xedalli’s ring of shooting stars Characters creating a new 5th-level character for this
• bombs (Part 3, Chapter 8, 2. Armory) adventure don’t gain the additional gold or magic item
provided in Light of Xaryxis. Instead, they use the rules in the
CAMPAIGN CONSIDERATIONS D&D Adventurers League Forgotten Realms Player’s Guide to
advance their new characters to tier 2.
While Light of Xaryxis take place in Wildspace and even other
planets, characters that are a part of the Forgotten Realms® CHARACTER ADVANCEMENT
D&D Adventurers League campaign may participate in these
adventures. In this case, the adventure begins in Neverwinter. At the end of each of the adventure’s parts, characters may
The “Jewel of the North” is a cosmopolitan coastal city far to gain a level.
the northwest region of the Sword Coast. It’s up to the player
to determine how their character arrived there, and what
they’re doing when the adventure begins.
Adventurers League characters can move back and forth PART 1: SEEDS OF DESTRUCTION
between Light of Xaryxis and other D&D Adventurers League
The following guidance adapts Part 1 of Light of Xaryxis to
Forgotten Realms adventures freely if they continue to meet
D&D Adventurers League play.
the level requirements for play.
Alternatively, if you’re playing with a dedicated group that
wants their play to be a part of D&D Adventurers League, they CHAPTER 2: ATTACK OF THE STAR
may decide to create characters that begin play in
Neverwinter for whatever reason (residents, recent travelers, MOTH
etc.). Once they’ve finished the adventure, they can play other
D&D Adventurers League adventures set in the Forgotten FEATURES OF THE MOONDANCER
Realms. Area 12: Upper Cargo Hold. The twenty crates contain thirty
of each type of weapon found in the Player’s Handbook. These
can be kept and used by the characters or sold for up to 2,000
gp, to be split evenly among the characters.

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Forgotten Realms Adaptation Guide v2.1
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CHAPTER 3: TREACHEROUS CHAPTER 9: DISCORD AND
SALVAGE DIPLOMACY
EXPLORING THE LUCENT EDICT RED DRAGON RIDER
1: Captain’s Chair. Examining the captain’s chair disturbs the Each character that completed all three chapters of part 3 may
headless corpse within it. gain a level.

NEOGI RAIDERS
The characters may gain a level upon completing all three
PART 4: SAVIORS OF THE
chapters of Part 1.
MULTIVERSE
The following guidance adapts Part 4 of Light of Xaryxis to
PART 2: TERRORS OF THE VOID D&D Adventurers League play.

The following guidance adapts Part 2 of Light of Xaryxis to CHAPTER 11: CROWNING MOMENT
D&D Adventurers League play.
ASTRAL FONT
CHAPTER 4: A FRIEND INDEED Water removed from the font loses its potency after leaving
Xaryxispace.
VICTORY
If the characters win the battle and their spelljamming helm CHAPTER 12: LIGHT OF XARYXIS
isn’t disabled, they proceed to Tolopah’s Tower in Chapter 5.
Here ends Chapter 4. CONCLUSION
If the characters spare Xaryxis, Toril is destroyed, and its
CHAPTER 6: GRAVE ALLIANCE energies consumed by Xaryxis. The characters are removed
from play.
SHIP OF THE DEAD
In the unlikely event that a character is slain and rises as a
vampirate, they are removed from play until such time as they
are returned to life.

BOARDING THE LAST BREATH


13: Lower Cargo Hold. The kegs of gunpowder and
alchemist’s fire are story items. Further, due to the influence
of Gond, the deity of artifice and inventiveness, gunpowder
doesn’t work once the characters have returned to Faerûn.

EXPLORING THE LUCENT EDICT


1: Captain’s Chair. Examining the captain’s chair disturbs the
headless corpse within it.

LOOK, A PRINCESS!
Each character that completed all three chapters of part 2 may
gain a level.

PART 3: CHAOS IN DOOMSPACE


The following guidance adapts Part 3 of Light of Xaryxis to
D&D Adventurers League play.

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Forgotten Realms Adaptation Guide v2.1
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STORM KING’S THUNDER
The following adventure guidance adapts the Storm King’s
Thunder to D&D Adventurers League play.

TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.

STORY ITEMS AND NEW ITEMS


Story Item guidance is retroactive. The story items for Storm
King’s Thunder include:

• ancient relic boulder


• ancient relic ring of hardened magma
• conch of teleportation
• Korolnor scepter
• navigation orb
• potion of giant size

ANCIENT RELIC
The ancient relic, red dragon’s thighbone, is considered a Very
Rare magic item* with further details listed in the adventure.

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Forgotten Realms Adaptation Guide v2.1
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TALES FROM THE WHAT DO I DO WITH BLACKRAZOR, WAVE,
AND WHELM?
YAWNING PORTAL* In White Plume Mountain, the characters are hired to retrieve
The following adventure guidance adapts Tales from the three legendary weapons (Blackrazor, Wave, and Whelm) that
Yawning Portal to D&D Adventurers League play. have been stolen. The book is vague regarding the payment—
for Adventurers League, the three owners reward the
characters. Only weapons turned in while the character is
TIER APPROPRIATE present count for that individual character. Additionally, as
ownership of permanent magic items is determined at the end
Characters may only participate in adventures that are in the
of the session, returning the weapon and claiming the reward
same tier as the character.
must done before the end of the session. This may necessitate
some suspension of disbelief if the “turn in” magically
STORY ITEMS happens while the characters are in the middle of a dungeon.
This guidance is retroactive; it affects sessions run prior to
Story Item guidance is retroactive. The story items for Tales the issuance of this FAQ.
from the Yawning Portal are: 1. First Weapon Returned. Max gold for their tier for each
character in the party, and each character may choose five
• Waythe rare consumables (following normal rules for the number of
• Ability score increases from the Elder Elemental God pieces of magical ammunition). A character could, for
example, choose 2 potions of superior healing, 2 spells scroll of
greater restoration, and 5 +2 crossbow bolts.
THE SUNLESS CITADEL 2. Second Weapon Returned. Each character may choose
one of the following items: arrow catching shield, bracers of
The Sunless Citadel is a fairly straight-forward adventure with defense, canaith mandolin, necklace of prayer beads (with six
plenty of opportunities for roleplay mixed into its pages. The beads), staff of the woodlands, +2 wand of the war mage, or a
following adjustments must be used when running it for D&D +2 weapon.
Adventurers League: 3. Third Weapon Returned. Each character receives either
a blessing of protection or a blessing of weapon enhancement
SHATTERSPIKE (player choice) and when the character gains 17th level, can
claim one of these legendary items for their own use*.
Shatterspike can’t be used to destroy magic items, unless the I Don’t Wanna Surrender It! First, ending a session
item itself specifically provides an AC, hit points, etc. in its without returning one of the weapons denies the group from
description. receiving any reward associated with it—drag. The worst
part, however, is that the character that chooses to retain
THE HIDDEN SHRINE OF ownership is too busy running and hiding from the forces that
pursue it, or simply spending all their time busy being dead.
TAMOACHAN Such characters are retired from play. This involuntary
retirement can be cut short by surrendering the stolen
weapon. In-so-doing, the weapon is removed from their
The Hidden Shrine of Tamoachan requires additional rulings if character (reducing their magic item count), but they don’t
it is to be played for Adventurers League credit: receive the reward associated with turning it in, above.
Sometimes, no reward is a reward in its own right. Characters
SPECIAL MAGIC ITEMS should be made aware of this before they decide to keep a
weapon. This guidance is retroactive.
Several examples exist inside the pages of Against the Giants
that have abilities above and beyond those abilities normally
located in the Player’s Handbook and Dungeon Master’s Guide.
Berserker axe (Tamoachan). This is a very rare magic
DEAD IN THAY
item. Dead in Thay is a heavily flavored adventure and dungeon
Plantslayer longsword. The name is unofficial but is an crawl that does not require many adjustments for D&D
accurate summary of the item’s abilities. It is a rare magic Adventurers League play.
item.
Rusty dagger. This is an uncommon magic item.
LODESTONE*
As a magic item, the lodestone cannot be sold for gp.
WHITE PLUME MOUNTAIN
The following adjustments are needed when running White
SOUL-BOUND UNDEAD
Plume Mountain for D&D Adventurers League: If a character is raised as soul-bound undead in Dead in Thay,
they are immediately removed from play if they leave the

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Forgotten Realms Adaptation Guide v2.1
27
Doomvault without destroying Kazit Gul (and thus, the
Doomvault), or figuring out how to correctly use the Undying SPECIAL MAGIC ITEMS
Laboratory. Several examples exist inside the pages of Against the Giants
that have abilities above and beyond those abilities normally

AGAINST THE GIANTS located in the Player’s Handbook and Dungeon Master’s Guide.
Snurre’s cape. This is a rare magic item.
Headsman’s axe. This is a very rare magic.
This sprawling adventure can be quite time consuming, but it Spellcasting bolts. These magic bolts are rare magical
covers many play elements and presents the characters with a ammunition.
great insight into giant societies – and a hint of drow-themed
things to come! The following adjustments are needed when
playing Against the Giants for D&D Adventurers League: TOMB OF HORRORS
GIANT’S BAG CONTENTS Tomb of Horrors requires additional rulings if it is to be
played for Adventurers League:
When the characters inspect a giant’s bag, any time that a
result of 61-69 is rolled, instead award a single consumable
magic item from magic item tables A or B.
WHAT DO THE CHARACTERS FIND IN
ACERERAK’S VAULT?
HILL GIANT STRONGHOLD, DUNGEON The Tomb of Horrors is an iconic dungeon with many years of
LEVEL history and lore. It is also filled with terrible artifacts of death
and dread. This guidance is retroactive—it affects sessions
The following adjustments must be made: run prior to the issuance of this FAQ.
Area 23. The treasure hoard* includes three magic items: Spheres of Annihilation. The effects resembling spheres of
two items from magic item table F and one on table G. annihilation in the green devil faces in the Tomb of Horrors are
traps; they can’t be controlled or kept.
FROST GIANT STRONGHOLD, LOWER LEVEL Acererak’s Hoard. Under the treasure subheading on page
227 of TYP, replace “(except that none can be of legendary
The following adjustments must be made: rarity)” with: “(except all potions must be uncommon, rare, or
Area 2. The treasure hoard* also includes one item from very rare, all wizard spell scrolls must be of 5th level or lower,
magic item table F, and one on table G. and all permanent items must be located on magic item tables
F, G, or H, and uncommon, rare, or very rare, and may include
HALL OF THE FIRE GIANT KING, ENTRANCE up to one manual or tome—it seems that the demilich’s
library has long ago rotted away)”.
LEVEL
The following adjustments must be made: EFREETI WISHES
Area 9. Chest includes 4 items on magic item table A, two If the efreeti is released from its prison in the Tomb of
items on table B, one item on table D, and one item on table E. Horrors, it might grant three wishes. Note that this is not the
None of these items may be of legendary rarity. wish spell, and it is limited in what it can create or deliver – in
no case can the effect a wish that it grants last beyond the end
HALL OF THE FIRE GIANT KING, SECOND of this game session.

LEVEL
The following adjustments must be made:
SPELLCASTING GEM?
Area 8. The “spell scroll of seven cleric spells” is in fact A certain cursed gem will invariably harm those that cast wish
seven spell scrolls, chosen from the cleric spell list. They do from it, and because it tells the holder that it can cast wish…
not have to be different spells and cannot be higher than 5th what reason might the character have to not use it? Also, any
level. These spell scrolls are awarded to the party immediately. character caught in the gem’s explosion is permanently killed
Area 11. Result 3 on the Elder Elemental God table is and is retired from Adventurers League play.
ignored.
THIS STAFF OF THE MAGI…
HALL OF THE FIRE GIANT KING, THIRD … is broken beyond repair. Not even a wish spell can repair it
LEVEL in D&D Adventurers League play.

The following adjustments must be made: DUNGEON CRAWLS & LEVEL BANDS
Area 7. In place of any gp, gems, or art objects, the hoard* The dungeons in the Tales from the Yawning Portal were designed
awards two consumables per character. These consumables with specific level ranges in mind, but for Adventurers League play
can be from magic item tables A, B, or C. these level ranges are modified to incorporate the entire target tier.
Dead in Thay is the dungeon that is most deeply impacted by this.

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Forgotten Realms Adaptation Guide v2.1
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Sunless Citadel – tier 1 (target level 1)
Forge of Fury – tier 1 (target level 3)
Hidden Shrine of Tamoachan – tier 2 (target level 5)
White Plume Mountain – tier 2 (target level 8)
Dead in Thay – tier 2 (target level 9)
Against the Giants – tier 3 (target level 11)
Tomb of Horrors – tier 3 (target level 13)

Characters need to be in the appropriate tier for their chosen


adventure from Tales from the Yawning Portal.

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Forgotten Realms Adaptation Guide v2.1
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the curse has been active for 20 days—thus any previously-
TOMB OF ANNIHILATION dead creatures subject to the curse find their maximum hit
points reduced by 20 at the onset of the storyline. This
The following adventure guidance adapts Tomb of Annihation
reduction can’t be resisted or restored, and the reduced hit
to D&D Adventurers League play.
point maximum can’t be increased by spells or effects such
as aid—although you can still get temporary hit points.
TIER APPROPRIATE Characters that advance in level increase their hit points as
normal.
Characters may only participate in adventures that are in the • Characters whose souls are trapped within the Soulmonger
same tier as the character. run the risk of their soul being devoured (see Soul
Devouring, below).
STORY ITEMS SURROGATE CHARACTERS
Story Item guidance is retroactive. The story items for Tomb Characters who die while subject to the curse may continue
of Annihilation include: playing using a surrogate—a temporary pregenerated
character—of the same tier. Available surrogates are
• staff of the Forgotten One downloaded from the Dungeon Masters Guild. Surrogates
• Ability score increases from the armillary sphere can’t be played outside of Tomb of Annihilation or the season 7
• items & spirits of the trickster gods (see below)* official Adventurers League adventures.
• Yaka the Golden Skull A character’s surrogate is the key to its salvation from the
• void shard 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
DEATH CURSE surrogate and instead continues the adventure with another
non-surrogate character, the original character’s soul is
Now that the Adventurers League has moved on to later devoured.
adventure seasons, the Death Curse is only in effect for play of DMs running Tomb of Annihilation should work with
this product eason 7 adventures that are played at tier 1 or players to construct avenues for surrogates to join their new-
tier 2. found group. They should arrive before the next encounter,
but after the one where their character died. Maybe the
WHEN THE DEATH CURSE IS APPLIED surrogate is an agent from another faction sent to spy on a
character? A guide? Another adventurer lost in the jungle?
The curse is the fundamental aspect of Tomb of Annihilation.
If a cursed character dies during an Adventurers League
Any character can choose to be rid of the curse by:
adventure, the surrogate arrives at the beginning of the next
Defeating Acererak. A character who seeks out the cause
session—though the DM still rolls to determine if the original
of the curse and frees Faerûn from its effects by completing
character’s soul is devoured as normal (see Soul Devouring,
the final chapter of Tomb of Annihilation is freed from the
below).
effects of the curse. Surrogates that do so free their original
Surrogate Rewards. Surrogates receive and apply rewards
character.
as normal, with the following exceptions:
Waiting It Out. Alternatively, characters can
start any other adventure and declare the death curse is over
• They earn rewards normally
for their character. A character choosing this option can’t
• They advance in level normally and can’t multiclass or gain
return to play Tomb of Annihilation.
feats*
• Rewards earned by a character’s surrogates are tracked
THE DEATH CURSE’S EFFECTS separately from the original character’s rewards using a
The below effects of the curse are in addition to those surrogate logsheet.
provided in Tomb of Annihilation:
Transferring/Keeping/Rewards. Once free of the curse,
• The souls of humanoid creatures who die while subject to rewards accumulated by the original character’s
the curse are trapped. Typical means of avoiding this do not surrogate(s)—including the pregen’s listed gear (but less any
function. that was lost, destroyed, or spent)—are transferred to
• No spell or effect—mortal or divine—can return the dead another character, and the surrogate is removed from play.
to life; the soul remains trapped, and any such attempts All of the cumulative rewards earned by a character’s
automatically fail. Rumor is that one person found deep in surrogates must be transferred to the same character. The
the jungles of Chult knows a way around this, but at a steep recipient of these rewards is determined as follows:
price.
• Characters who have been previously raised from the dead • Original Character Raised. Rewards earned by a surrogate
find their hit point maximum reduced by 1 each day at are transferred to the original character.
midnight, at the beginning of each non-DDHC adventure, • Original Character’s Soul Devoured. Rewards earned by a
and for each downtime day spent. The season starts after surrogate are transferred to a new, level 1 character.

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Forgotten Realms Adaptation Guide v2.1
30
Replaying the Adventure. A surrogate can’t play any may choose Chultan in addition to Common. Chultan is
adventures or chapters that the primary character played, and written using the same alphabet as Draconic.
the primary character can’t play any of the same played by its
surrogate.
YAKA THE GOLDEN SKULL
SOUL DEVOURING The adventure text in Tomb of Annihilation calls out a specific
The soul of any humanoid that dies while subject to the curse gp value in gems that Yaka must consume before he leaves the
is trapped until freed or devoured by the atropal. If a characters alone. For Adventurers League purposes, Keshma
surrogate (see below) is at the table, the DM must roll a d20 al-Wazir the dao can create this amount of treasure or the
at dawn each day and at the end of each non-DDHC adventure characters can provide it to Yaka. It is important to note that
to determine if that surrogate’s original character’s is Yaka is considered a story award and is not capable of leaving
consumed. On a result of a 1, the soul is devoured. Rolling a the season 7 content.
“handful of d20s” isn’t recommended unless the same group
of players have been playing together throughout the
storyline season. A player can choose to abandon their DRAGONBAIT’S HOLY AVENGER
character to their fate and declare their character’s soul
devoured by not declaring a surrogate (see Surrogate Dragonbait’s signature weapon is a manifestation of his legacy
Characters, above). and prominence in the Realms, and only functions as a holy
Once their soul has been devoured, nothing can return that avenger if wielded by the saurial himself. If anyone else wields
creature to life—including the normal methods for it, it is a non-magical longsword. As such, Dragonbait’s holy
surrendering a magic item to return a character to play. These avenger is not a magic item that can be acquired by characters
unfortunate characters—along with their possessions—are in Adventurers League play.
removed from play.
KESHMA AL-WAZIR THE DAO
ITEMS OF THE TRICKSTER GODS While Keshma potentially does offer spellcasting to aid the
The spirits of the dead trickster gods are bound into their characters, she is not capable of granting wishes other than to
personal items as noted in the adventure text. For break the curse of Yaka, the Golden Skull.
Adventurers League usage, they also follow the Story Items
rules – for example, if someone cannot return for the next
game, the item can be assigned by the DM to another
CHAPTER 1. PORT NYANZARU
character and that character may potentially become
The following guidance applies:
possessed. Every time the item transfers to another person,
there is a chance that the spirit may possess the new host or
wielder. THE MERCHANT PRINCES & EPIC
Additionally, if the characters successfully complete the
adventure and break the death curse, the spirits of the ADVENTURES
trickster gods may decide to allow these items to leave the The following modifications apply to the listed Merchant
tomb. The abilities granted by the spirits of the trickster gods Princes:
do not function outside of the tomb. While the merchant princes are happy to sell the items over
which they hold monopoly, doing so can be time consuming.
Characters wishing to purchase goods from the merchant
SPIRITS OF THE TRICKSTER GODS princes must spend 10 downtime days arranging a meeting,
negotiating prices, and coordinating for impartial
If a character is possessed by a trickster god and they leave intermediaries to accept, transfer gold during the transaction.
the tomb, neither the spirit nor their granted abilities At the end of the ten days, you may make one purchase—
(including traits) travel with the character. The spirit does not either a single permanent magic item, or up to their limit in
return automatically when next the character enters the tomb, other items (see, below). This downtime activity is available
though they could wield or wear the god’s associated item, only to characters spending downtime during Tomb of
which may result in the character becoming possessed once Annihilation or official season 7 Adventurers League
more. adventures.
Additionally, the following merchant princes have the

WHAT THE HECK DO CHULTANS following modifications to their entries:


Ekene-Afa. This Merchant Prince has a small selection of

SPEAK?! magic items (p.25) readily available for a modest price. These
items can’t be traded. The character may purchase a single
item or no more than 5 pieces of +1 ammunition in a single
While Old Omuan is used frequently throughout the transaction before she refuses the character further service.
adventure, it isn’t available to characters. Chultan characters Ifan Talro’a. Animals purchased from this merchant prince
using the Option: Human Languages optional rule in SCAG aren’t available as familiars.

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Jessamine. This soft-spoken Merchant Prince sells some of
the most potent poisons in Faerûn. However, she is
discriminating in her dealings. Characters may purchase no
more than 2,000 gp worth of goods in a single transaction
before she refuses the character further service.
Wakanga O’tamu. This charismatic Merchant Prince sells
potions and scrolls, but he frowns on those who might deny
others the opportunity to enjoy his wares. Characters may
purchase 750 gp worth of potions and scrolls in a single
transaction before he refuses further the character service.
The scrolls contain only spells found in the Player’s Handbook.
If the characters complete Wakanga’s quest, they may
choose spells from the Player’s Handbook once their levels
have been determined, as normal.

BUYING A SPECIAL ITEM


As the special items made available for sale by the Merchant
Princes aren’t typically otherwise available for purchase
(certain poisons, scrolls, etc.), they aren’t available through
the black market.

SPECIAL MAGIC ITEMS


Several examples exist inside the pages of Tomb of
Annihilation that have abilities above and beyond those
abilities normally located in the Player’s Handbook and
Dungeon Master’s Guide.
Bob. The qualities possessed by Bob are within the realm of
powers listed in the What Minor Property Does It Have? in the
Dungeon Master’s Guide. It is an uncommon magic item.
Devlin’s staff of striking. The peculiar curse on this staff
does not prevent it from being acquired or used. Be sure to
read the item’s description carefully! This is a very rare magic
item.
Sphere of Annihilation. The only way that a character can
keep a sphere of annihilation in this adventure is to defeat
Acererak and keep the talisman of the sphere. If the talisman
is destroyed in the encounter, neither it nor the sphere can be
kept.
Tortoise-shell shield. This item can be purchased by one
character for the price of a shield as listed in the Player’s
Handbook.
Yklwa. This weapon can be acquired in the adventure or
purchased from the merchant princes.

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Forgotten Realms Adaptation Guide v2.1
32
TYRANNY OF DRAGONS*
The following adventure guidance adapts Hoard of the Dragon
Queen (HotDQ) and Rise of Tiamat (RoT) to D&D Adventurers
League play.

TIER APPROPRIATE
Characters may only participate in adventures that are in the
same tier as the character.

STORY ITEMS
Story item guidance is retroactive. The story items for
Tyranny of Dragons include:

• Blagothkus’ flying castle


• Hazirawn
• dragon masks (any)
• mask of the Dragon Queen

WHAT IS +1 WHITE DRAGON SCALE?


While listed as +1 scale in Hoard of the Dragon Queen, the
listed item has been upgraded to white dragon scale.

IT FOLLOWED ME HOME, HONEST!


At certain points in these adventures the characters may have
a chance to acquire dragon eggs, owlbear eggs, or some other
exotic unborn version of a monster. These creatures are never
suitable as pets, familiars, animal companions, and so on,
though a character may retain it as a non-mechanical
companion at a DM’s discretion. Characters may not steal or
otherwise acquire magic items unless specifically awarded as
treasure in an adventure.

SPECIAL MAGIC ITEMS


Several examples exist inside the pages of the Tyranny of
Dragons adventures that have abilities above and beyond
those abilities normally located in the Player’s Handbook and
Dungeon Master’s Guide.
Draakhorn (RoT). This magic item is an artifact, and per its
information block in the adventure it has no mechanical
abilities. If acquired, it cannot be traded.
Gas-filled Ewer & Goblets. These items are unavailable for
Adventurers League play.

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WATERDEEP: DRAGON GUILD MEMBERSHIP
Dues are deducted from the gp gained when a character gains
HEIST & DUNGEON OF THE a level. The amount due is equal to the character’s tier times
their level.

MAD MAGE
The following adventure guidance adapts Dragon Heist and
FACTIONS IN WATERDEEP
Dungeon of the Mad Mage to D&D Adventurers League play. Dungeon Masters. Members of the factions listed in this
section of the adventure may receive benefits (sometimes
TIER APPROPRIATE without even asking!) from their factions. However, they
should be used sparingly and can’t persist beyond the end of
Characters may only participate in adventures that are in the the session. Characters that call for help in excess may find
same tier as the character. that their faction eventually stops answering.

STORY ITEMS PART 2. RUNNING DRAGON


The story items for Waterdeep: Dragon Heist and Waterdeep:
Dungeon of the Mad Mage include: HEIST
• Azuredge Smokepowder. Kegs of smokepowder are replaced by packets
• Blackstaff of smokepowder.
• blast scepter
• having only one boot of the boots of elvenkind (no magical CHAPTER 2. TROLLSKULL ALLEY
benefits)*
• Caladorn’s plate armor The following guidance applies:
• dragonstaff of Ahghairon
• lord’s ensemble THE COST OF DOING BUSINESS
• nimblewight detector
If the characters do not have the gold to pay for the necessary
• professor orbs
refurbishments for their new tavern, Volo is interested in
• shield of the uven rune
entering into an arrangement with them by covering the
• stardock rod initial costs (typically around 1,000 gp). Each character
• stone of Golorr present earns the following story award:
• Tearulai* (sword of sharpness)
• vault keys (see below) VOLO’S GUIDE TO IOUS
Volothamp Geddarm has presented you with a loan for the cost of
MARKS OF PRESTIGE the initial upkeep of your tavern. In exchange, all he asks is that you
stock his books, sell his books, market his books, provide free room
If the characters would earn a mark of prestige during the & board for him upon request, and to not let Fai Chen enter the
adventure, they should work with their DM on the particulars premises. He's not willing to explain the last bit, but instead
of that gift. Feats are not a valid choice for this reward. references "some misunderstanding in the markets of Amn".
He is known for making dubious investment choices, though, and

LIFE IN WATERDEEP
is unable to provide any further money for the maintenance and
operation of the tavern.

The following guidance applies: JOINING FACTIONS


Note that some joining some factions (such as Xanathar’s
BREAKING THE LAW Guild, Zhentarim, or Bregan D’aerthe) may create storytelling
Characters that are arrested and tried for breaking the laws of obstacles in other adventures.
Waterdeep have the right to plead their case. In some Force Grey (Gray Hands) Missions. Vajra covers the cost of
circumstances, they may be able to solicit the aid of some of any raise dead spells to bring back characters that died while
the city’s more influential citizens. pursuing the mission.
Dungeon Masters. You are the final arbiter of whether an Harper Missions. One of the characters is able to keep the
NPC chooses to assist the character in their hour of need. Have spellbook provided by Uza.
the player plead their character’s case to the NPC and what Lords’ Alliance Missions. One of the characters can keep
they’ve done to earn their assistance in previous encounters. Esloon’s spellbook.
Let the player’s roleplaying gauge their character’s success Zhentarim Missions. One of the characters can keep
here; not a roll of the die. Skeemo’s spellbook.

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Forgotten Realms Adaptation Guide v2.1
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OPEN FOR BUSINESS? Characters that manage to escape spend the remainder of
their days fleeing from the Harpers and agents of the Lords’
Any rolls made on the Running a Business table must be Alliance unless they surrender, at which point they are
performed in the presence of your DM. Downtime costs are imprisoned as above.
spent in equal amounts by all characters, with rewards and If the characters surrender the treasure to
penalties split equally among those that contributed. Laeral Silverhand, Jarlaxle, or Hlaavin (see DDHCWDH-02
Unseen Waterdeep), they can avoid imprisonment and the
CHAPTER 3. FIREBALL party is awarded with 50,000gp* and one of the following:

The following guidance applies: • A rare magic item of their choice from Magic Item Table G
or F
• Or spell scrolls totaling no more than 5 levels worth of spells
FINDING NIM’S CREATION
“Zardoz Zord” knows the characters that thwarted Bregan
D’aerthe’s smuggling operations in the Dock Ward (see CHAPTERS 5 THROUGH 8
DDAL08-03 Dock Ward Double-Cross) and addresses them by
name. If asked, he casually remarks “that word of deeds gets The following guidance applies:
around,” and leaves it at that. Choose Wisely. Once a villain is chosen, the other villain
chapters are closed to the characters.

CHAPTER 4. DRAGON SEASON CHAPTER 5. SPRING MADNESS


The following guidance applies:
The following guidance applies:
VAULT KEYS
When determining the vault keys, consider the wealth that the XANATHAR’S LAIR
group possesses. Don’t use keys that they will be unable to
This area is modified as follows:
afford; instead, use those that require clever thinking or
X35. Nar’l Xibrindas’s Office. The bag of holding is empty.
roleplaying to obtain.
X36 Secret Room. These kegs and barrels (and their
The key descriptions are modified as follows:
contents) are never unlocked.
Adamantine Bar. The bar is purchased for 100 gp.
Bronze Dragon Scale. An offer of 100 gp is enough to
convince the dragon to surrender a scale. The characters may SPECIAL EVENTS
pool their money to purchase the scale.
Gems Worth at Least 1,000 gp. The gemstone(s) must be The following guidance applies:
worth at least 100 gp. The characters may pool their money to Winning the Tournament. The characters keep the stuffed
purchase the gem(s). doll, the gemstone, and the trophy.
Silvered Warhammer. The characters may pool their
money to purchase the warhammer.
CHAPTER 6. HELL OF A SUMMER
ADVENTURE CONCLUSION The following guidance applies:
The following guidance applies:
Dying in the Vault. If all of the characters die in the vault,
the secret of its locations die with them.
AREAS OF THE VILLA
As such, their bodies are unrecoverable. This area is modified as follows:
Removing the Gold. Any gold removed from the vault C3. Library. The jars of mist are nothing more than
counts towards the character’s tiered gp limit. If the trinkets.
characters remove the gold from the vault, the Masked Lords C9. Family Dining Room. If the nobles lose 25 gp or more,
of Waterdeep discover their identities through magic and the game is over.
investigation, and charge each of the characters with robbery C29. Secret Vault. Any gold in this chamber is affected by
as indicated in the book. The characters are immediately the Cassalanters’* special alarm spell. Removing any of it from
retired from play, as they must spend 30 downtime days in the vault without first speaking the command word (known
prison, surrender the treasure (along with anything only to the Cassalanters*) triggers the alarm and summons
purchased with those funds), and must each pay an additional the City Watch from far and wide. Additionally, the gold is
500 gp in fines. If unable to pay the fine, they must surrender magically teleported back to the vault five minutes later.
whatever monetary wealth plus any mundane equipment they
possess. The character will be permitted to retain one
weapon and a suit of armor and a spell book (if they use AREAS OF THE TEMPLE
one)—everything else must be surrendered to satisfy their
debt to the city. This area is modified as follows:

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Forgotten Realms Adaptation Guide v2.1
35
A4a. Caladorn’s Crypt. After the adventure concludes,
Caladorn takes the armor and seeks out the most appropriate
Cassalanters* heir that he can find.
WATERDEEP: DUNGEON
OF THE MAD MAGE
CHAPTER 7. MAESTRO’S FALL
The following guidance applies:
ADVENTURE TIERING
Dungeon of the Mad Mage offers adventure opportunities for
AREAS OF THE SHIPS characters of levels 5-20. For D&D Adventurers League play,
each level falls into a specific tier as determined by the Levels
This area is modified as follows: of Undermountain table.
J16. Armory Safe (Eyecatcher Only). While the pistols use
a magical substance to work, they are mundane items thus Levels of Undermountain
there are only the three listed available for the characters to Levels Tier
divide among themselves. 1-9 Tier 2 (character levels 5-10)
10-21 Tier 3 (character levels 11-16)
PISTOLS AND SMOKEPOWDER 22-23 Tier 4 (character levels 17-20)
Firearms are an oddity in Faerûn and can't be crafted or sold. Each level of Undermountain is considered to be a single
Black powder doesn’t function in Faerûn, so smokepowder adventure, and if a character’s level exceeds the tier (noted
must be used instead. Additionally, a character keeping one of above) for that level they may complete it but are barred from
these pistols can purchase bullets from the Dungeon Master’s starting new levels in that tier.
Guide. Alternatively, character proficient in smith's tools can
craft bullets using the rules in the Player’s Handbook.
ADVANCEMENT
SMOKEPOWDER PACKET
Wondrous item, uncommon With Dungeon of the Mad Mage you should remind your
This magical explosive is used to propel a bullet out of the barrel of a players of the tier restrictions whenever they are making a
firearm. It is stored in tiny, waterproof leather packets. A packet decision to advance a level as well as the tier requirements for
contains enough smokepowder for five shots. Casting dispel magic on continuing to the next level.
smokepowder renders it permanently inert.
A character that keeps one of the firearms found here, can
thereafter purchase packet of smokepowder for 50 gp by a
STORY ITEMS*
character. Any quantity of smokepowder counts as one single
Refer to the combined Waterdeep “Story Item” list above.
consumable magic item*.
Smokepowder isn’t suitable for any purpose other to fire this
weapon (i.e. NO explosives may be crafted, etc). STARTING QUESTS
CHAPTER 8. WINTER WIZARDRY The following guidance applies:

The following guidance applies: HUNT FOR MAGIC ITEMS AND SPELLBOOKS
Obaya Uday is only willing to purchase magic items and
AREAS OF KOLAT TOWERS spellbooks.

This area is modified as follows: SEARCH FOR KRESSANDO ROSZNAR


K4. Musty Library. The dragonchess set counts as a trinket.
K6. Main Tower Landing and Ledge. The items in the If the characters earn a favor from Esvele Rosznar, they may
chest are non-magical. use it in exchange for a tenday’s worth of lodging in
Waterdeep, up to 25 gp worth of standard equipment or
services (such as those from a craftsman or laborer). She
AREAS OF EXTRADIMENSIONAL grants one favor to the group of characters, not to every
SANCTUM character present.

This area is modified as follows: THRONE OF THE CORONAL


E12. Manshoon’s Quarters. Laeral’s gift of a sailing ship is The reward given by the elves may be retained by the
valid and can be selected from the Player’s Handbook – it characters.
cannot be resold.

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Forgotten Realms Adaptation Guide v2.1
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FUTURE QUESTS unconscious or killed. Should the latter be true, they are
instead unconscious (if possible; effects like that of a
disintegrate spell would still cause death) and they are all
The following guidance applies: placed in the psipods on level 17.
The ulitharid is willing to deal with the characters as
RETRIEVE A RUNESTONE FRAGMENT outlined in the text. After a deal has been struck, Extremiton
If the characters decide to accept Mirt’s offer none of them arranges for the characters to be deposited back in the actual
may keep this item. Yawning Portal.

SAVE THE DRAGON UNDERMOUNTAIN’S MAGIC ITEMS


The listed benefits are only available upon successful Dungeon of the Mad Mage contains several items that are new
completion of Lady Wylynd’s request. to D&D. The following guidance applies; if an item is not found
House Moonstar Magic Item Trading (Downtime Activity). below or in the Dungeon Master’s Guide, it is not valid for
House Moonstar offers any tier appropriate items for trade Adventurers League play (though Obaya may be interested in
(player choice) with one exception; House Moonstar will not buying them):
trade away any of its moonblades.* This downtime activity can Boots of Elvenkind. A character must find both boots on
only be done once per character. Level 4 to keep them. Until both are found the boot is a story
Special Training. House Moonstar’s contacts are not item with no magical benefit.
capable of training the characters to use a new feat. Cursed Sword on Level One. This common magic weapon
cannot be removed once acquired unless the character
receives a remove curse spell or successfully completes the
ALTERDEEP level.
Shield of the Uven Rune. If its runic ability is used on
Extremiton will rescue the characters and place them in the another item, that item also becomes a story item.
alternate Yawning Portal only if all characters are rendered

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THE WILD BEYOND THE
WITCHLIGHT
Due to its length and file size, the adaptation guide for The
Wild Beyond the Witchlight is available separately.

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Forgotten Realms Adaptation Guide v2.1
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*CHANGE LOG:
11/17/2023—
• Throughout the document—
o corrected misspellings and typos
o removed the lists of new items found in adventures since they do not require adaptation
• What is This?—
o moved Dawnbringer to the problematic items that are converted to story items
o added the problematic items and story items that were in the AL Content Catalogue
• Baldur’s Gate: Descent into Avernus—
o placed in correct alphabetic order
o put a story item from its location into the Story Item list
o removed redundant and outdated advancement information (“a character may choose to gain one level for
playing each adventure” and “Characters in Adventurers League play advance in level upon reaching
milestones…They’re instead reached as described in the adventure with further guidance in each specified
entry.) Follow current guidance unless specified otherwise
• Candlekeep Mysteries—
o removed outdated advancement information
o corrected information on Stonky’s ring to match current guidance
• Curse of Strahd—Moved Curse of Strahd to a new Ravenloft Adaptation Guide
• Dragon of Icespire Peak—
o for the Story Item “gold signet” added “ring” and location
o removed outdated advancement information
• Dragons Stormwreck Isle—copied the adaptation information from the Yawning Portal site, here. Leaving the information
on the Yawning Portal until this adaptation guide is posted online
• Ghosts of Saltmarsh—
o removed outdated advancement information
o added the missing list of Story Items
o removed the “Smuggled Goods” section because its gold limitation instructions went against current guidance
for earning gold
o removed the “Salvagers Wanted” adaptation instructions (“Aubreck doesn’t disclose how much the promissory
notes and property deeds are worth but offers the characters a handsome reward for returning them.”). Follow
the book and current guidance on earning gold
• Keys from the Golden Vault—removed the “Heroes’ Celebration” information that belonged in the Dragonlance Adaptation
Guide
• Icewind Dale: Rime of the Frostmaiden—
o removed outdated advancement information
o removed outdated information about removing a curse, since that information is covered in the Player’s Guide
and DMs Guide
o moved psi crystal to the Story Item list, from the location information
• Out of the Abyss—
o removed outdated advancement information
o reorganized mixed up chapters 1-3 information in order of chapter heading and added a chapter heading for “In
Bruenor’s Service”
o removed the Dawnbringer section that listed what to do if an evil aligned player character used the weapon
• Phandelver and Below: The Shattered Obelisk—added a Story Item list for quick reference and consistency with other
adaptations
• Planescape and Adventure Atlas—added “3rd level” character creation for clarity
• Princes of the Apocalypse—removed outdated advancement information
• Spelljammer: Adventures in Space—Added a Story Item quick reference list and moved those items from their locations to
the list, except those with additional information
• Story King’s Thunder—
o removed outdated advancement information
o added rarity information for the red dragon’s thighbone
• Tales from the Yawning Portal—
o removed outdated advancement information
o White Plume Mountain, “3. Third Weapon Returned,” removed reference to magic item limit
• Tomb of Annihilation—
o removed outdated advancement information
o removed reference to outdated character build information (but don’t choose a “+1” resource”)
o removed Meatgrinder Mode references since it no longer applies in AL and isn’t mentioned in the book
o under Story Items, “Special Note:” was removed and replaced with “(see below)” at the end
• Tyranny of Dragons—removed outdated advancement information

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Forgotten Realms Adaptation Guide v2.1
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• Waterdeep adventures—
o removed outdated advancement and treasure information
o the adaptation information for both adventures were moved into the correct alphabetical order
o Dragon Heist Chapter 4’s gold rewards were updated to remove the gold limit and fit with current guidance
o removed Dragon Heist Chapter 5, “Tournament Wagers” (“A winning wager pays two times the wager but is
subject to gp limits as normal.”). Follow the book’s guidance
o under the Dungeon of the Mad Mage adaptation information added directions to the combined Waterdeep Story
Item list and added the single boot to the combined list
o added moonblade restriction
o removed advice to refer to Player’s guide renown guidance when characters are arrested
o denoted that smokepowder is a consumable magic item, in its sidbar, and the magic item limit reference was
removed

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Forgotten Realms Adaptation Guide v2.1
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