DUNGEONS AND DRAGONS
We love Dungeons and Dragons and we love seeing people play at the café. Did you know our games library includes source books for D&D as well as some resources to help you play the greatest tabletop role-playing game ever devised?
We also host public Dungeons and Dragons 5e sessions as part of a regulated competition called Adventures League.
What can I expect?
D&D Adventurers League is an an organised play style for Dungeons & Dragons. It uses the fifth edition Dungeons & Dragons rules, and features the Forgotten Realms setting. Players use the fifth edition rules to create a character and bring that character to D&D Adventurers League games.
The goal of adventurer’s league is to enable players, new and experienced, to play together in a way that is fun, challenging and consistent for everyone.
How do I get involved?
Please note you MUST be booked onto the event in advance in order to play.
There are limited spaces due to immense popularity, when the event is full consider playing on Wednesday instead, it’s the same session and is less popular. Please book to avoid disappointment.
Adventurers League @ d20
Sign-up is £15 includes
-1 Session charge
-Pen & Pencil
-Character Sheets and Log Sheets
-8 piece polyhedral Sirius dice set
-Eligibility for tickets and access to the ticket prize pool
After which point, each session is £6 per person, per session OR £2 for those with a d20 membership.
You need to bring a prepared, AL ready character, new characters must start at level 1. Please create a Wizards of the Coast account and make a note of your DCI number, it really helps us out.
Learn more about Adventurers League here:
Please ask for details, contact us here.
Season 8 Waterdeep
This season takes place in and around Waterdeep, the “City of Splendors”, and we’ll be using the most recent ruleset for Dungeons & Dragons fifth edition Adventurers League (AL).
Waterdeep, or the Crown of the North, is certainly the most important and influential city in the North and maybe even all Faerûn. It lays 150 miles north of Daggerford on the shores of the Sword Coast. The roads to Waterdeep are well paved and patrolled as the city is the hub of trading from the mineral-rich lands to the north, the merchant kingdoms to the south, the kingdoms of the Inner Sea to the east and the sea kingdoms and traders to the west. Waterdeep’s authority extends thirty to forty miles from its walls into the fertile surrounding farmland and mining settlements.
Waterdeep, named for its outstanding natural deep-water harbour, boasts more than 100,000 people proud to call Waterdeep their home. The city sprawls northward from the sea and spreads along the flanks of Mount Waterdeep, known be home to great mining clans. Legend has it the entire length and great depth of the mountain is riddled with passages and tunnels, most of which infested by deadly creatures who vastly predate the founding of the splendid city. Day and night the city streets bustle with the coming and going, scheming and plotting, trading and trapping of various merchants, sea-faring traders, adventurers and factions and their ne’er-do-well minions, and it’s in these fabled streets, heroes are forged, and adventures begin.
As before, when making a character you can use anything you can find in the players handbook. Any combination of race, class, background and equipment following all rules as written. When there is a rule variant offered in the book that is also something you can do, human variant for example. With one notable exception: If the book suggests that you can roll to determine a mechanical aspect of your character, like when determining your ability scores or starting wealth or HP increase between levels in AL do not roll for these things, either take another of the options available or take the average for the dice in question. The average of a dice is half the highest value on that dice, plus 1. This is to prevent any one character being over, or under-powered.
You can also make, and level up your character using just 1 other official hardback resource. To be totally clear those books are as follows:
- Elemental Evil Player’s Companion
- Sword Coast Adventurer’s Guide
- Volo’s Guide to Monsters
- Xanathar’s Guide to Everything
- Mordenkainen’s Tome of Foes
Remember to avoid any and all homebrew materials! If you’re not sure, feel free to ask.
This does mean that if you take a race from Volos Guide to Monsters like Goblin, you cannot take a subrace from Xanathar’s Guide to Everything like the War Mage. Again, this is for the ease of Dungeon Masters and to steer clear of some very powerful characters.
The last thing about AL characters is you cannot choose the evil alignment as you will be required to work with the good people of the adventures. Sorry evil-doers!
Next, we’ll address how levelling up works in Adventurers League as of now, this is a change from last season. During the course of a session players can earn advancement checkpoints (ACPs). These are earned by completing the main quest of that session, bonus quests and side quests and occasionally by completing faction quests. Adventurers will typically get 3 or 4 advancement checkpoints per session.
From level 1-4, 4 ACP are requirement to advance your character to the next level, from level 5-19, 8 ACP are required to advance your character to the next level. To be clear, characters no longer earn XP from completing quests, successful encounters or from combat and the only way to level up is the accumulation of ACPs.
Treasure also works differently in this season of Adventurers league. Treasure checkpoints (TCPs), much like Adventure checkpoints can be earned during the course of the session and spent between sessions. Think of treasure checkpoints like obtaining rare and special items rather than finding a stash of gold or precious gems. TCPs can be stored and saved for later but can only be spent on items that are unlocked to that player.
A list of available items can be found online or ask for more details. Essentially, there is a list of items that are ‘evergreen’ and are always available to players with enough TCPs at the right level. As well as that list there are specific Waterdeep items that are also available. Magic items found during the course of a session are no longer kept by the group of adventurers but rather that item becomes unlocked and players can spend their TCPs on that item if they want to have it. There are more rules specific to magic items, and the rules concerning the selling, trading and lending of magic items from previous seasons still apply.
You may need to look into this more yourself for specifics, but I would highly recommend it as the right items for the right character can be the difference between a good and a really good character.
Unlike ACPs gold still exists in AL and can be used to sweeten deals and most notably is still used to pay the cost of living during downtime activities. Gold is recorded separately to TCP and the two are not directly interchangeable.
This might be all a bit much, especially for new players so I want to remind you that the idea is still to have fun playing a game together. For this reason there is a Character Rebuilding rule in AL that lets players change any aspect of their character between levels 1-4, this includes everything from race and class, to equipment and appearance, the only thing we ask you don’t change is your character’s name so we can keep track. This rule allows players to try things and change them if they don’t work and to rectify mistakes if they do make them. Once your character hits level 5 however, your decisions are locked in.
Now for something new and exciting, tickets! You can now earn physical, real-world tickets for playing in adventurers league. These arcade-style tickets are redeemable for real-world prizes from a specially curated pool of prizes, like dice towers, dice trays, dice sets, DM screens, minis, spell cards, sweets, pens and pencils and much more. Details to be confirmed as the league progresses. You can earn these tickets with remarkable play during a session. This might be a great feat of strength or cunning or an especially creative instance of role-play. How DMs award tickets is up to them and they might award tickets to players who are especially helpful and inclusive to new players and who help ease the role of the DM in a game. We do ask that during the course of play you don’t ask DM’s what you can do to earn tickets, or you don’t explicitly ask for tickets. Remember sportsmanship is key! DMs have a limited undisclosed number of tickets that they can give out each session so don’t be offended or annoyed if you don’t get a ticket during the course of a game. Good luck!
Sessions start on Sunday May the 5th and will continue each 1st and 3rd Sunday of each month. Each session is repeated the following Wednesday so if you can’t make a Sunday or if the session is full consider attending the Wednesday sessions. Sessions start at 6:00pm each time and the adventure will always start promptly at 6:30 and finish by 10:30.
Please be aware and conscious of new players and new DMs and always be respectful to others at the table.
Remember to sign-up on our website and join the community on our RPG Facebook group.
Let’s get Adventuring!