Masters Campaign Player’s Guide Version 1.0 Dreams Of The .

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Masters Campaign Player’s GuideVersion 1.0Dreams of The Red WizardsWizards of the Coast D&D Staff: Brandy Camel, Chris Lindsay, Chris TulachD&D Adventurers League Administrators: Ma’at Crook, Amy Lynn Dzura, Claire Hoffman, Greg Marks, Alan Patrick,Travis WoodallEffective DateJanuary 18, 2021DUNGEONS & 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 otherWizards 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 ofWizards 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 prohibitedwithout the express written permission of Wizards of the Coast.Not for resale. Permission granted to print and photocopy this document for personal use onlyMasters Adventurers League Player’s Guide v.1.01

DO YOU LOVE DUNGEONS & DRAGONS?We certainly do! The D&D Adventurers League welcomesanyone and everyone to join us at the game table, whetherit’s in-person or online. We’re a diverse and inclusivegroup, so no matter who you are, if you love D&D, you’reONE OF US!D&D ADVENTURERS LEAGUE HOUSE RULESNearly every D&D game has house rules that modify or clarifythe existing rules as they pertain to that Dungeon Master’sgame. To maintain fairness for all participants in a shared-worldcampaign, all DMs use the same house rules.What follows are the house rules for play in the D&DAdventurers League Forgotten Realms Masters campaign. As thecampaign continues, we’ll modify these living rules as needed.JOINING THE MASTERS CAMPAIGNThe Masters campaign is intended for those investedplayers with some experience with the D&D AdventurersLeague. As such, you can join the Masters campaign withany Seasonal campaign D&D Adventurers Leaguecharacter that has reached 5th level. Additionally, anyexisting legacy character may choose to become part of theMasters campaign. A character that has migrated from theSeasonal campaign to the Historic campaign may not laterchoose to migrate to the Masters campaign; once acharacter has chosen to migrate to the Masters campaign,they may no longer participate in Seasonal or Historiccampaign adventures.CHARACTER CREATIONSince characters join the Masters campaign after havingparticipated in the Seasonal campaign, or migrating anexisting legacy character, you follow all character creationrules for your character’s campaign of origin. Players whowish to create a new 1st-level character for play inCandlekeep Mysteries may do so according to the charactercreation guidelines in Appendix 3.CHARACTER REWARDSWhen playing as part of the campaign you can play all ofthe campaign adventures created in support of it and earnrewards. The Masters campaign does not support play inany published D&D hardcover adventures, exceptCandlekeep Mysteries (see Masters Campaign Catalog).LEVELING UP AND TIERS OF PLAYAs characters level up, they also advance tiers. We usetiers as we design content to determine appropriatechallenges for characters of a given level as well asrewards.The following table shows what tier your character is atvarious levels.TIER BY CHARACTER LEVELCharacter Level1–45 – 1011 – 1617 – 20Tier1*234*There are no tier 1 adventures in the Masters campaign, exceptwhen using Candlekeep Mysteries (see Masters Campaign Catalog).Playing Dreams of Red Wizards. You gain a level at theend of the adventure, at your discretion. If you’d like tocontinue playing at your current level, you can decline togain a level, although it has an impact on other rewardsthat you receive.GAINING HIT POINTSWhen your character advances a level, use the fixed hit pointvalue provided in the class’s entry; characters never roll their hitpoints.Alignment. Generally, Forgotten Realms characters canbe any alignment but evil, but if your character possessesthe Safe Haven background feature and is a member ofeither the Lords’ Alliance or Zhentarim faction, they maychoose to be lawful evil.Deities. Your character can choose any deity listed inthe Deities of the Forgotten Realms and Nonhuman Deitiestables in the Player’s Handbook or any of the deitiesmentioned in the resources legal for the campaign that arespecifically mentioned as found in the Forgotten Realms.Clerics must worship a specific deity but aren’t limited tothe Domains recommended for their deity.WHAT RULEBOOKS SHOULD I USE?At minimum you should have access to the D&D Basic Rules, afree download on the Wizards website. For the optimalexperience, however, use the fifth edition Player’s Handbook(PH).When advancing your character, you can use non-optionalrules found in the PH and all the books listed below. If a rule hasbeen reprinted in a newer resource, you must always use thelatest printing. Mordenkainen’s Tome of Foes (Chapters 1 through 5, only)Sword Coast Adventurer’s GuideTasha’s Cauldron of EverythingVolo’s Guide to MonstersXanathar’s Guide to EverythingYou may also use the rules found in the following electronicpublications: Elemental Evil Player’s Companion Locathah Rising The Tortle PackageAdditionally, the following variant or optional rules are available: Blessed of Corellon (ToF)Customizing Your Origin (TCoE)Half-Elf and Tiefling Variants (SCAG/ToF)Variant Human Traits (PHB)Option: Human Languages (SCAG)MAGIC ITEMSIn order to maintain portability in this shared-worldcampaign, whenever the group you’re playing with finds amagic item, your character can keep it if you wish(assuming that it wasn't returned or lost, or it ran out ofcharges during the adventure). The number of magic itemsyour character can own at a given time is determined bytheir tier (common, consumable, and story items don’tcount against this limit). Your character can also replacean item in their possession with a new one—useful inNot for resale. Permission granted to print and photocopy this document for personal use onlyMasters Adventurers League Player’s Guide v.1.02

getting rid of obsolete items or those that have beendestroyed or have no magic remaining.Legendary items can only be kept by tier 4 characters,but others finding one instead unlock it and can choose totake possession of it when they reach tier 4. Until then theitem doesn’t count against the character’s Magic ItemLimit. Only one character a table can possess a story itemat the table at a given time.MAGIC ITEM LIMIT BY TIERTier1234Magic Item Limit13610Your Dungeon Master awards your character gold duringplay. To maintain fairness in a shared-world campaign, themaximum amount of gold your character can earn is basedon how many hours they’ve played in their current tier.While your DM is strongly encouraged to award thisamount of gold each hour, your character earns an amountof gold equal to half of the hourly award for each hour youplay during the session if they don’t.Once your character has earned an amount of gold equalto their GP Limit, inform your DM; they can’t earn anymore until they reach a new level. Once your characterreaches 20th level, their GP limit resets each time theycomplete an adventure.Tier1234Hourly GP Award (Minimum)20gp (10gp)30gp (15gp)200gp (100gp)750gp (375gp)PLAY BETWEEN ADVENTURESThe activities below should occur between adventures. Itisn’t appropriate to take up valuable play time with thesethings in the midst of a game.MANAGING YOUR CHARACTER’S GEARGOLD AND DOWNTIME DAYSGOLD PIECE LIMIT BY TIERThis option is always available—even if a character’sMagic Item Limit has been reduced to 0 or if they have nomagic items.GP Limit per Level80gp240gp1,600gp6,000gpDowntime Days. Your character earns 20 downtimedays after gaining a level, unless they are tier 1 and thenthey earn 10.PLANNING FOR THE FUTUREAs your character gains levels, they evolve and grow.When advancing your character, the following rules apply:Decline Advancement. If you decline advancementwhen your character gains a level, your character can stillkeep any other rewards they earned during the session.Death, Disease, and Curses. Dead characters or thosesubject to a condition or story award that removes themfrom play (vampirism, lycanthropy, petrification,imprisoned in another plane, etc.) can’t begin a newsession until they’ve been returned to life or until relievedof the effects that removed them from play—somethingthat NPC Spellcasting Services can typically accomplishwith a nominal gp cost. If your character doesn’t haveenough gold to pay for the cost of the requisite service, orif they suffer from any effect that spellcasting servicescan’t remove (such as a story award requiring a wish), youcan instead choose to remove a permanent magic item(excluding common magic items) in order to return thecharacter to life or to remove all effects that removedthem from play. A character returned to play in this wayalso finds their Magic Item Limit reduced by 1 until theyreach the next tier of play (or have completed twoadventures at 20th level).Between sessions, your character can sell or buyequipment and spell components using the rules found inthe PH. Additional options might be made available at theend of any given adventure. Sometimes, equipment mightbe hard to find during an adventure and unavailable foryou to buy. Your DM will tell you when this is the case.Gold earned from selling items counts against your GPLimit.Your wealth and equipment is your own; it can’t begiven to another character, but: Equipment and consumable items can be lent to othercharacters at your table but must return it at the end ofthe session (unless it’s been consumed or lost). Permanent magic items can be traded (see below). Characters can choose to contribute toward the cost ofNPC spellcasting services obtained during an adventure.DOWNTIME AND LIFESTYLEYour character can participate in downtime activitiesbetween adventures. If downtime activities becomeavailable during an adventure, your DM will tell you andadjudicate their resolution as appropriate.Between adventures you can use the downtimeactivities found in the PH as well as the followingactivities. Lifestyle costs aren’t incurred when spendingdowntime days.Downtime: Spellcasting Services. You can spend adowntime day to have an NPC cast one spell for you. Thecosts for available spells are listed in the ALDMG.Alternatively, you can use this downtime activity to castone spell yourself or benefit from a spell cast by anothercharacter that is at the same table as you withoutexpending spell slots or renewable charges from magicitems. The DM alone has ultimate discretion on whetheruse of downtime is feasible during the session (i.e., thereare multiple days of inactivity that make it an option).Downtime: Catching Up. By spending downtime at 4th,10th, or 16th level, you gain a level.DOWNTIME: CATCHING UP BY TIERCurrent Tier123Tier20 days80 days200 daysDowntime: Copying Spells. Characters copying spellsinto a spellbook must use this downtime activity. Youspend up to 8 hours copying spells into your spellbookand/or making your spellbook available for othercharacters to copy from for each downtime day you spend.Characters playing at the same table together can “trade”spells with each other using this activity. Each wizard hasNot for resale. Permission granted to print and photocopy this document for personal use onlyMasters Adventurers League Player’s Guide v.1.03

their own “language” used for scribing spells and can’tbenefit from the Help action when scribing—even ifassisted by other wizards. You must use this downtimeactivity if you wish to copy spells into a spellbook or tomake your own spells available for someone else to copy.This downtime activity must be used in the presence ofyour table’s DM.Downtime: Trading Magic Items. Permanent magicitems can be traded on a one-for-one basis for items of thesame rarity. Only tier 4 characters can trade legendaryitems. Each party to the trade must spend 15 downtimedays unless they’re playing at the same table. Certificates(if present) must accompany the trade or be destroyed.Unique magic items or magic items without magicalproperties can’t be traded. If your magic item possesses acertificate, it must accompany the trade or be destroyed.In the event of conflict, the Dungeon Master’s Guidedetermines an item’s rarity and properties.You may only trade with other characters in the MastersCampaign.Brewing Potions of Healing (XGE). You don’t need toobtain rare materials to using this activity. You don’t suffercomplications while using this activity.Scribing Scrolls (XGE). You don’t suffer complicationswhile using this activity.MANAGING YOUR CHARACTER’S RENOWNBy adventuring, your character establishes themselves asnotable among the denizens of Faerûn. As their reputationgrows, they can call in favors from those they have crossedpaths with along their journeys. Additional information onrenown can be found in Appendix 1.SELECTING A FACTION (OPTIONAL)Your character can be a member of a faction only if theyhave the Safe Haven background feature (see Appendix 2).When you choose a faction, you replace your currentbackground feature with this one.Faction Insignia. Members of a faction receive anidentifying insignia of their faction: a pin, a brassard, orspecial coin. In addition, they can also identify themselvesin other ways, such as clothing, tattoos, or secrethandshakes. Upon reaching 5th level, faction membersreceive a magical signet ring (see Appendix 2).Not for resale. Permission granted to print and photocopy this document for personal use onlyMasters Adventurers League Player’s Guide v.1.04

APPENDIX 1: CUSTOMIZING YOUR ORIGIN IN D&DAt 1st level, you choose various aspects of your character,including ability scores, race, class, and background.Together these elements help paint a picture of yourcharacter’s origin and give you the ability to create manydifferent types of characters. Despite that versatility, atypical character race in D&D includes little or no choice—a lack that can make it difficult to realize certain characterconcepts. The following subsections address that lack byadding choice to your character’s race, allowing you tocustomize your ability scores, languages, and certainproficiencies to fit the origin you have in mind for yourcharacter. Character race in the game represents yourcharacter’s fantasy species, combined with certain culturalassumptions. The following options step outside thoseassumptions to pave the way for truly unique characters.ABILITY SCORE INCREASESWhatever D&D race you choose for your character, you geta trait called Ability Score Increase. This increase reflectsan archetypal bit of excellence in the adventurers of thiskind in D&D’s past. For example, if you’re a dwarf, yourConstitution increases by 2, because dwarf heroes in D&Dare often exceptionally tough. This increase doesn’t applyto every dwarf, just to dwarf adventurers, and it exists toreinforce an archetype. That reinforcement is appropriateif you want to lean into the archetype, but it’s unhelpful ifyour character doesn’t conform to the archetype.If you’d like your character to follow their own path, youmay ignore your Ability Score Increase trait and assignability score increases tailored to your character. Here’show to do it: take any ability score increase you gain inyour race or subrace and apply it to an ability score ofyour choice. If you gain more than one increase, you can’tapply those increases to the same ability score, and youcan’t increase a score above 20.For example, if the Ability Score Increase trait of yourrace or subrace increases your Constitution by 2 and yourWisdom by 1, you could instead increase your Intelligenceby 2 and your Charisma by 1.LANGUAGESYour character’s race includes languages that yourcharacter is assumed to know, usually Common and thelanguage of your ancestors. For example, a halflingadventurer is assumed to know Common and Halfling.Here’s the thing: D&D adventurers are extraordinary, andyour character might have grown up speaking languagesdifferent from the ones in your Languages trait.To customize the languages you know, you may replaceeach language in your Languages trait with a languagelegal in the Masters campaign.PROFICIENCIESSome races and subraces grant skill, weapon, or toolproficiencies. These proficiencies are usually cultural, butyour character might not have any connection to theculture in question or might have pursued differenttraining. You can replace each of those proficiencies with adifferent one, as shown on the Proficiency Swaps table.PROFICIENCY SWAPSProficiencySkillArmorSimple WeaponMartial WeaponToolReplacement ProficiencySkillSimple/martial weapon or toolSimple weapon or toolSimple/martial weapon or toolTool or simple weaponFor example, high elf adventurers have proficiency withlongswords, which are martial weapons. Consulting theProficiency Swaps table, we see that your high elf canswap that proficiency for proficiency with another weaponor a tool. Your elf might be a musician, who choosesproficiency with a musical instrument—a type of tool—instead of with longswords. Similarly, elves start withproficiency in the Perception skill. Your elf might not havethe keen senses associated with your kin and could takeproficiency in a different skill, such as Performance.The “Equipment” chapter of the PH includes weaponsand tools suitable for these swaps.PERSONALITYThe description of a race might suggest various thingsabout the behavior and personality of that people’sarchetypal adventurers. You may ignore thosesuggestions, whether they’re about alignment, moods,interests, or any other personality trait. Your character’spersonality and behavior are entirely yours to determine.Not for resale. Permission granted to print and photocopy this document for personal use onlyMasters Adventurers League Player’s Guide v.1.05

APPENDIX 2: RENOWNAll characters accrue renown based on their level/tier.RENOWN TITLES BY TIERTier1234TitleNoviceAdeptVeteranHeroicRENOWN BENEFITSWhen your character starts a new adventure or chapter,they gain inspiration and one renown benefit associatedwith their current rank or lower. Renown benefits can’t besold and are lost at the end of the adventure.RENOWN BENEFITS BY TITLERankNoviceAdeptVeteranHeroicBenefitPotion of healingPotion of greater healing, a silvered weapon, or10 pieces of silvered ammunitionPotion of superior healing, an adamantineweapon, or 10 pieces of adamantine ammunitionPotion of supreme healing or a spell scroll with aspell of 4th level or lower from an approvedsourceRENOWN MAGIC ITEMSAt Adept and higher rank, your character gain access tobasic magic items—specifically bags of holding, 1weapons, 1 shields, 1 rods of the pact keeper, and 1wands of the war mage—and can choose as many of themas their Magic Item Limit permits. While they can’t be soldor traded, they can replace and be replaced by other itemsbetween sessions.These items are thematically linked to your background.For example, a Folk Hero might be given an old 1longsword and a 1 shield from a retired adventurer backhome, while a Sage may find a 1 wand of the war magehidden in a library and use an old, dusty bag of holding ontheir adventures.RENOWN SUSPENSIONSJust as your character earns access to rewards throughheroic acts, they can lose them through unheroic ones.Your DM can suspend these benefits--immediatelyremoving access to renown and faction benefits for theremainder of the current adventure and for an additionalnumber of adventures determined by the unheroic actsthey commit:Long-Term Suspension. Your character’s access torenown benefits is suspended for a number of adventuresor chapters equal to half their level (minimum 1). Thesesuspensions are imposed for egregious in-game and outof- game actions, such as: Attacking another character without the consent oftheir playe

Jan 18, 2021 · Deities of the Forgotten Realms. and . Nonhuman Deities. tables in the . Player’s Handbook. or any of the deities mentioned in the resources legal for the campaign that are specifically mentioned as found in the Forgotten Realms. Cl

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