It’s no big secret that the first print run of Dungeons & Dragons’ fifth edition Player’s Handbook had a batch of books that, unfortunately, tended to fall apart at their spines (see a couple of examples here and here). D&D publisher Wizards of the Coast has changed printers since then, and instances of PHs coming apart should decrease as players get them replaced. However, this topic still comes up from time to time as players, to this day, find their early-print-run PHs’ pages coming loose of their bindings. If any of you experience this, or know anyone who does, here are some courses of action you can take.
The following article is reprinted with the author’s permission. It first appeared on November 6, 2015, on the author’s blog, Merric’s Musings, but has been updated by the author to reflect the subsequent update by the D&D Adventurers League.
With the recent release of the Sword Coast Adventurer’s Guide, the D&D Adventurers League has allowed everyone to rebuild their characters. Although this is intended primarily so you can include material from the new book, the option to rebuild is open to all players even if their rebuild doesn’t use material from the Adventurer’s Guide.
Normally, you can rebuild your character any number of times before you reach 5th level. This one-time-only option allows you an opportunity to rebuild your higher level characters. I’ve included details on the rules sources you can use below (under Story Origins).
You can’t just change everything about your character. The full rules for rebuilding are found in the D&D Adventurers League Player’s Guide, but here’s a summary of what you can and can’t change. Please double-check with the Player’s Guide!
This week on the Tome Show’s, Round Table Podcast, host James Introcaso and his fellow round table-ers talk about the Shackles of Blood Adventure, released for free by Wizards of the Coast in Dragon+.
DDEX3-2 Shackles of Blood PDF download (This adventure is legal for home play!)
(The first part of this series is Part 1: The Convention-Store Relationship.)
Part of the challenge in organizing a convention is to provide a different experience than players can get at their local stores. The following activities can help make your convention a fun and unique event.
With the exception of newer players, the vast majority of players are quite familiar with the D&D Adventurers League (AL) Logsheet, and have become adept at filling out their character log entries at the end of each AL session they play. The logsheet itself is mostly self-explanatory and intuitive, and provides players clearly marked boxes to record changes in their Experience (XP), Gold (GP), Downtime, Renown, and Magic Items; things which change each session.
Despite this however, there are certain situations in which players may run into some confusion as to how best to enter obscure or circumstantial information on their logsheet. This tutorial aims to help address some of these situations, and provide guidance to help players enter this information accurately, and in a more meticulous fashion for ease of reference.
People are diving whole-heartedly into the goodness contained inside the beautiful covers of the Sword Coast Adventurers Guide – and in that process we’re all finding a few unexpected things.
Please bear with us a moment while we announce a few slight updates and clarifications:
Background: Inheritor [update]
- under “equipment”, substitute “any items with which you are proficient” for “any one gaming set or musical instrument with which you are proficient”
Class: Barbarian – Battlerager [clarification]
- Only dwarves can become battleragers. Other races are not allowed without specific campaign documentation.
Class: Wizard – Bladesinger [clarification]
- Only elves and half-elves can become bladesingers. Other races are not allowed without specific campaign documentation.
Race: Rare Elf Subraces [clarification]
- Elven characters may choose to select one of the rare elf subraces for roleplay purposes. There are no mechanical benefits or hindrances associated with choosing a rare elf subrace.
Race: Option: Human Languages [clarification]
- All human languages listed on page 112 are legal for use in Dungeons & Dragons Adventurers League play.
These updates are retroactive and may potentially affect all characters.
Conventions play a key role in building regional D&D Adventurers League communities, providing players from stores and home games with a collective experience that is uniquely possible in a living campaign. Organizing D&D Adventurers League events at a convention likewise has its unique challenges.
This D&D Adventurers League Convention Organizer’s Survival Guide is designed to help intrepid organizers face these challenges and overcome them, resulting in conventions where everyone (including the DMs and the organizers) has tremendous fun participating in the D&D Adventurers League.
At long last we have the Sword Coast Adventurer’s Guide in our hot little hands and, we must say, it is a great book. Along with some great background information on the Sword Coast, we’ve also got some compelling character options for our budding heroes. The questions on everyone’s lips are:
A. What can I use when I create a new character for D&D Adventurers League?
B. Can I rebuild an existing D&D Adventurers League character with these options?
Every now and again an unexpected gift can be given out to the community at-large — and today, that gift is to be found inside the newest issue of Dragon+, Wizards of the Coast’s digital magazine that explores all things D&D!
In addition to all the glorious articles and insights that you will find inside these pages, you may also find a copy of DDEX3-2: Shackles of Blood. This is a level 1-4 adventure that originally premiered at Gen Con Indy just a few months ago (9 more months until Gen Con 2016!) and continues the story points that were seeded into DDEX3-1: Harried in Hillsfar, which you may have gotten from an early issue of Dragon+. Here’s the blurb:
The Red Plumes have increased patrols in the region surrounding Hillsfar, and a string of disappearances has followed in their wake. Naturally, this has roused the suspicion of the factions. Join your factions and find out the truth behind the missing farmers.
Without spoiling anything, I think that it’s safe to say that the final encounter in this adventure has quickly become one of my favorite tactical encounters in all of Dungeons & Dragons 5th Edition, and when I ran it at Gen Con, another DM was kind enough to loan me his AWESOME 3-D terrain for that final encounter. Once you read the adventure, I hope that you’ll be inspired to create some incredibly powerful and memorable moments for your players too!
But what does this mean for our global community, and people at home? Well, I think that bullet points serve us best here:
- DDEX3-2: Shackles of Blood is Adventurers League legal and can be played anywhere for Adventurers League credit effective today, Saturday October 16th 2015! At your FLGS, your upcoming convention, online (we suggest Fantasy Grounds, but any platform can work), in your basement, in the park, where ever!
- DDEX3-2: Shackles of Blood is free in this issue! Download it, read it, check it out, tell us what’s on your mind.
- DDEX3-2: Shackles of Blood needs to be played. It’s important. There are key events and NPCs in this adventure that feed into the rest of the season!
Folks, I hope that you take this away from today’s post, if nothing else: sign up for your free copies of Dragon+. There’s a ton of good stuff in there, every issue, guaranteed!
Note: no drow were intentionally harmed in the writing of this post.