View Full Version : Introductions and Season 5 Announcements

August 13th, 2016, 05:25
Greetings and Salutations, Adventurers.

Let me introduce myself. I am Brynnan the High, an ancient High Elf Wizard some 700 years old: Master of High Magics and a PortalMaster of the Planes. In the Mundane Plane, I am known as Bryan Britt and I am your newly-appointed Local Coordinator for Fantasy Grounds for the Adventurers League, Online Region. I am here to answer any questions I can about D&D Adventurers League and playing AL Legal games on Fantasy Grounds. Feel free to post or message any questions you have.

So as my first official duty, let me announce the release (http://dndadventurersleague.org/storm-kings-thunder-pg-and-dmg/) of the Season 5 AL Player's Guide (v5.1) (http://www.dmsguild.com/product/190680&affiliate_id=925821) and DM's Guide (v2.1) (http://www.dmsguild.com/product/190680&affiliate_id=925821). This guide supersedes all previous guides and takes effect August 26th. (No seriously, toss the old ones.)

Summary of the Changes and what they mean to our FG Games

To enable an easier adoption of the D&D Adventurers League we’re drastically shortening the ALPG, the current document is 8 pages. The ALDMG is also trimmed and comes out at 9 pages. Some info has moved to the ALDMG from the PG. Some of the other needed info (like Faction Downtime will be separate documents or online)
Some of the rules have been simplified and some have been removed from the documents like the Faction Downtime information and will be elsewhere readily available. We are working on some additional Faction and non-Faction Downtime activities to be announced later.

We’re eliminating the concept of Story Origins since that concept never really saw fruition. However, we’re still keeping the PHB+1 book concept.
Which is pretty much the all the Story Origin was anyway. Right now you can choose to use the PHB+Elemental Evil (EE) or PHB+Sword Coast Adventurers Guide (SCAG), but not combine the two. If you are a SCAG character you cannot take EE spells. It is presumed that when Volo's Guide to Monsters comes out that it will become an acceptable origin source, but it will have to be approved after it comes out.

Trading of magic items will no longer be tied to certs, anyone can trade their items with a log entry. Same rarity still required.
This is a big one for Fantasy Grounds and Online and Home Play. When you play online and win a permanent magical item, that item may be traded rarity for rarity for another item without needing a certificate. Normally certs were only available at stores and cons, but we have removed the requirement to have a cert to trade. There is also no longer a limit on the number of times an item could be traded. Again, certs are no longer required or needed for trading or any other purpose. This change is retroactive. If you have a rare magic item from Season 1, you may trade it to another character or player for his rare item from Season 3. (They must have the same rarity.) To do this, just put the trade in a log entry of both characters.

Restrictions on monster sources for class features and spells has been removed. i.e., any normally eligible monster from the Monster Manual can be used for animal companions, spells, and other class features.
Polymorph Dinosaurs, baby. Previously, the way the limitations were written, the Monster Manual was not AL Legal for player use (It was DM only.), so the dinosaurs listed in the MM was off-limits in organized play for Polymorph and druid spells and such that otherwise could use any Beast. Now, you can can go on and turn that bard into a T-Rex.

DMs can now add "thematically appropriate" monsters to encounters in order to adjust the difficulty. We expect this to primarily be used in the hardcover adventures.
If your players are having too easy of a time with encounters in an official adventure, you can now add similarly-themed monsters to the mix. You can add some swarms of bats to a vampire fight, not orcs, for example. Increase XP rewards accordingly if you can, but this does not change or lift the Maximum XP limits in modules. You are still restricted to that. But this will allow you to make the game a little more fun rather than just adding 2 more equally-flammable treants.

Those are the big changes coming for Season 5 starting on August 26th. Hope you enjoyed them as much as I was excited to hear about them.

Also, if you haven't heard yet, FG modules are being added to the previous season's adventure modules on DMsGuild (http://www.dmsguild.com/browse.php?test_epoch=0&filters=0_0_0_0_0_0_45545_0&affiliate_id=925821), and all Season 5 modules will come with them. So you will be able to easily play them online without having to build the module yourself.

Comment. Let me know any questions you have, and most of all, HAVE FUN!

August 13th, 2016, 16:24
Congrats brynnan! I'm glad to hear that the season 5 modules will al come with fantasy grounds mods, I'm looking forward to running them.

Sildanis Kimetry
August 13th, 2016, 18:31
Is there and official calendar on when each season starts and ends or are they basically 1 year long? I just started a season 4 as a level 1 and was curious.

August 14th, 2016, 04:39
I've never seen a calendar, but the seasons are about 6 months long. Season 5, Storm King's Thunder, is designed to be started by either Level 1 or Level 5 character. The adventure released this week, A Great Upheaval, is a Launch Event, err, Introductory Adventure that is designed to bump you from 0 XP to Level 5.

As long as your character exits Barovia by playing one of the adventures that gets them out, then you can take the same character and start Season 5.

August 16th, 2016, 00:45
Storm King's Thunder hardback releases on September 6. I'll likely purchase it immediately from my FLGS. Any info on when it will be released on Fantasy Grounds? (Word of caution: you may hear me squeel like a small child if it's the same day.)

August 16th, 2016, 03:46
Storm King's Thunder hardback releases on September 6. I'll likely purchase it immediately from my FLGS. Any info on when it will be released on Fantasy Grounds? (Word of caution: you may hear me squeel like a small child if it's the same day.)

Sadly no squealing...
It won't release on Fantasy Grounds until August 26th. :)

(And some stores can sell it as early as August 26th if they are "Core" stores and if they get them in early.)

August 23rd, 2016, 23:39
Where can I find AL games on FG? Not seeing anything in calendars.

August 24th, 2016, 00:13
Most AL games are posted on www.alonlinetools.net

August 24th, 2016, 06:29
Where can I find AL games on FG? Not seeing anything in calendars.

What Tim said. The unofficial "official" place to find online AL Games is at www.alonlinetools.net (http://www.alonlinetools.net). It us run by another LC. You will find all of the Online Quest of the Week games there as well as various hardcovers and other games. You can find games using Fantasy Grounds and Roll20. All of the games on there are AL-legal and there are resources available to have you rAdventure Log on the site. (As well as your DM log if you DM.)

FG Calendar and the FG LFG forum are pretty fair places. And some people have been talking about a site called Warhorn, but I haven't checked it out yet.

August 25th, 2016, 15:41
Greetings Brynnan, I am planning on picking up the full Storm King's campaign for FG when it comes out tomorrow, my question is about the Season 5 Storm Kings Adventure League Modules for FG.

I saw above where you said Season 5 AL Modules for FG will come out when the modules come out but where can I get them? Purchase them from DMGuild or straight off the Wizards Adventure League website when the paper versions become available?

August 26th, 2016, 06:15
Storm King's Thunder for FG is now available (https://www.fantasygrounds.com/store/product.xcp?id=WOTC5ESKT&affiliate_id=925821) as of about an hour ago on the FG website. Steam will probably be mid-day Friday if history holds true, and I'm not sure how long DMsGuild will take, since it's brand new, but I assume Friday also.

I have been corrected some on the modules. FG mods won't be "automatically" released as I was told before. It's still up to the author to have them converted, but there is a big push to have them all done, so I do expect at least most of them to be made available. They will be bundled in with the PDF on DMsGuild when and if they are available. I fyou buy a PDF and the mod gets added later, DMsGuild will notify you about the update and you'll be able to download the mod. The PDFs won't be available on the AL website. Only on DMsGuild. The Storm King's Thunder module (https://www.fantasygrounds.com/store/product.xcp?id=WOTC5ESKT&affiliate_id=925821) is now available on the Fantasy Grounds website. It will be coming to both Steam and DMsGuild. (I know Steam takes a few extra hours, not sure on DMsGuild.)

It costs $34.95 and if you have or get the Complete D&D Bundle, you will automatically get 25% off that.

September 14th, 2016, 18:15
Are we able to bring in previous season characters into Season 5 and bring Season 5 characters into previous Season games? I'm in a group that wants to start running AL games but we have some SKT players and some that have never played anything and with only 2 DDAL modules our options are limited unless we can go back and play earlier seasons as well. Is that possible?

September 15th, 2016, 05:50
Season 4 is the only anomaly. If you play any of the Season 4 (Curse of Strahd) episodes or hardcover, you are locked in until you can "find a way out" Basically, you have been swept to another plane and you have to get back and there are several ways to do that, but it's not suitable for a pop-in-and-out game. Any of the other seasons are interchangeable. they can be played in any order anytime. Obviously, continuity and story kind of gets lost if you play the chapters out of order, but yes, you may do that.

As far as the Season 5 modules goes, the first one out is about 8 hours worth, Treasure of the Broken Horde (http://www.dmsguild.com/product/189132/DDAL0501-Treasure-of-the-Broken-Hoard-5e?src=newest_in_al). And by the time you put a dent in that there will be two more released and more the first Tuesday of every month. You can see the release schedule here (http://dndadventurersleague.org/storm-kings-thunder-adventure-modules/) (that has been announced.)

So yes, your SKT players can go backwards and your other players can go forwards. Just keep your logs straight and you'll be fine.

September 15th, 2016, 06:43
Great news, thanks! Had a local store say they dropped out of AL since players were having to restart characters each season, but obviously they were confused.

September 15th, 2016, 16:10
The seasons themselves are self-contained stories, and are designed to be played straight through. But there is no requirement. As long as you adhere to the intended levels on the front of the module, if you are playing the episodes. The hardcovers have no Tier levels, but would need to be beefed up if you play with higher tiers.

I do understand the frustration by the players for lack of Tier 3 and Tier 4 content, and I can accidentally let slip that it's coming... and maybe players won't be so frustrated in the future. (Boy, that was close.)

December 1st, 2016, 22:39
Brynnan, Does today's announcement (http://dndadventurersleague.org/rc-and-lc-roles/) affect you?

December 12th, 2016, 00:49
what official adventures are there that take characters out of Ravenloft, especially characters that finishing the official Curse of STrahd adventure. I was thinking that once they beat Strahd, they'd essentially be able to walk out of Ravenloft, but I don't know if that is an official way to leave.