Saturday Dragon Heist at Guf Ballarat

I’ve just been checking the dates, and it looks like the best date for starting Waterdeep: Dragon Heist on Saturdays at Guf Ballarat is Saturday 3rd November 2018. The week before is PAX Australia, so a few of our DMs are away; I don’t want to start it the week before that and enforce a break, and I want to give every chance for the two … Continue reading Saturday Dragon Heist at Guf Ballarat

Adventurers League Season 8 begins at Guf Ballarat

This weekend, we’re running the first adventure of the new season: Once in Waterdeep! (Dragon Heist is coming soon!) There are some interesting surprises in store! This session is best played by new characters, although it supports level 1-4 characters. If you’d like to play D&D for the first time, this is a good one to choose. DDAL08-00 Once in Waterdeep starts 8 pm Saturday … Continue reading Adventurers League Season 8 begins at Guf Ballarat

What You Need to Know to be a Dungeon Master in the Adventurers League

The D&D Adventurers League is an organisation that provides a shared campaign where players can take their characters from one game to the next, playing wherever suits their fancy. The players can play any of the official D&D hardcover campaigns as part of the Adventurers League campaign, or any of the one-shot adventures that are available on the DMs Guild and tagged as AL-legal. Most … Continue reading What You Need to Know to be a Dungeon Master in the Adventurers League

5E Adventure Review: Bedlam at the Benefit

Bedlam at the Benefit is a 2-hour D&D Adventurers League-legal adventure for Tier 1 characters released as part of the CCC program. The adventurers are sent to raise money for a children’s hospital, but things go wrong, and they must rescue the guests and themselves from a chaotic incursion. This adventure is brilliant. The role-playing section that begins the adventure is glorious; it structures the … Continue reading 5E Adventure Review: Bedlam at the Benefit

5E Supplement Review: Moonshae Isles Regional Guide

The Moonshae Isles Regional Guide presents an introduction to the folk (or Ffolk) and factions of the Moonshae Isles, a storied part of the Forgotten Realms. The Moonshae Isles are an archipelago inspired by British Isles mythology: Druids, fey and a lot of invasions. I was first introduced to them, as were many others, by Douglas Niles’ book Darkwalker on Moonshae. I revisited it a … Continue reading 5E Supplement Review: Moonshae Isles Regional Guide

On the Importance and Challenges of Organised Play

Over the last four years, I’ve been running hardcover adventures using Adventurers League rules in our local store. Mostly weekly, though for a bit over a year, I was running twice a week. There’s not that much that would be *too* different if I was running them for home play. For the most part, the groups playing those hardcovers were constant throughout. Occasionally, a new … Continue reading On the Importance and Challenges of Organised Play

5E Adventure Review: Cauldron of Sapphire

Cauldron of Sapphire, the penultimate Tier 4 adventure of Season 7, is a superb adventure. Robert Adducci crafted what I believe is the first regular-series DDAL adventure to get Tier 4 right – and yes, I do include my own efforts in that. (I don’t include the special Epics or Author-Only adventures, as I haven’t run those yet!) Cauldron, like my Eye of Xxiphu, mostly takes … Continue reading 5E Adventure Review: Cauldron of Sapphire

D&D Adventurers League Changes: Gold

When I first played D&D, using the AD&D rules in the early 1980s, every gold you earned gave you XP, and thus gain levels. You also gained XP from killing monsters, but based on what I observed from the published adventures and comments in the Basic and Companion rules, about three-quarters of your XP would come from treasure. (Some players did away with this, but … Continue reading D&D Adventurers League Changes: Gold

Changes to the D&D Adventurers League! Magic Items!

If you’d like to pick a topic in D&D that has seen many varying viewpoints, try the awarding of magic items. How many? How powerful? If you read the old magazines and rulebooks, you’ll find a lot of advice about not giving out too many magic items. There were horror tales of “Monty Haul” games where everyone had vorpal swords and were slaying gods. It’s … Continue reading Changes to the D&D Adventurers League! Magic Items!

The D&D Adventurers League is Changing! Don’t Panic! (Experience Points)

Once upon a time, players gathered around a table and delved into a dungeon. They slew and avoided monsters, and they came out with treasure. For this, they were awarded XP. Most of the XP was for the treasure they gained, but a small amount (one-fifth according to some advice) was for the slaying of monsters. In a recent session of Dungeons of Dragons, a … Continue reading The D&D Adventurers League is Changing! Don’t Panic! (Experience Points)