Adventure League Content Schedule

The Baldman Games D&D AL release schedule below is, of course, subject to change as the year progresses. Conventions interested in premiere opportunities should use the contact form.


CORE 1-1 A Scream in the Night: The City of a Thousand Forges, Melvaunt, is one of the most prosperous and stable on the Moonsea. All that is about to change, as a series of strange murders perplexes local law enforcement agents. The threat of a crazed murderer might be the least of Melvaunt’s worries. A D&D Adventurers League adventure for character level 1 to 4 set in Melvaunt.

CORE 1-2 A Cog in the Wheel: With the identity of the murdered confirmed, heroes are needed to track it down to its home. As it turns out, it might be a longer journey than first imagined. A D&D Adventurers League adventure for character level 1 to 4 set in Melvaunt.

CORE 1-3 A Hole in the World: Threats from outside Melvaunt and within push heroes to the brink as a terrified populace counts on the bravery of a few heroes to avert total disaster. A D&D Adventurers League adventure for character level 1 to 4 set in Melvaunt.


CORE 2-1 Tales of Good and Evil: As the City of a Thousand Forges perseveres in the face of threats both internal and external, the effects of a planar portal continue to make everyone uneasy. When unusual individuals are drawn to the city because of its power, heroes are asked to keep peace and ferret out anyone intending to bring harm to Melvaunt. A D&D Adventurers League adventure for character level 1 to 4 set in Melvaunt.

CORE 2-2 Songs of Law and Chaos: Omens speak of an old and forgotten power located within an played-out diamond mine in the foothills of Thar, and some believe that might be a solution to the current problems facing Melvaunt, or possibly the cause of them. With danger closing in, someone has to investigate. A D&D Adventurers League adventure for character level 1 to 4 set in Melvaunt.

CORE 2-3 Edicts of Neutrality: With land trade threatened, the city of Melvaunt is relying on sea trade to get goods into and out of the city. An island rises out of the Moonsea just outside of Melvaunt Harbor, and initial exploration indicates the island is a threat. The origins and nature of the island must be ascertained before trade is shut down completely. A D&D Adventurers League adventure for character level 1 to 4 set in Melvaunt.


HILL 1-1 Arrival: Hillsfar struggles to stay aloft after the fall of First Lord Torin Nomenthal. Trade is stagnant. Relations between the citizens and non-humans remain strained. Tensions are rising as Sir Vuhm Yestral is unable to ease the situation. The arrival of a charismatic stranger incites the populace to rebel against the new ruler. A D&D Adventurers League adventure for characters levels 5-10 in Hillsfar.

HILL 1-2 Exodus: Monster attacks have caused the citizens of Hillsfar to lack confidence in the ability of the new government to protect them. Families and merchants are leaving for a safer place. Vuhm Yestral has to prove that he has control of the situation. He decides that a bit of reconnaissance needs to be undertaken. A D&D Adventurers League adventure for characters levels 5-10 in Hillsfar.

HILL 1-3 Resurgence: There is a spy in Hillsfar! Your job is to find him or her before the city has no defense against the oncoming dark fey attack, fueled by a forgotten ally and their lust for revenge. A D&D Adventurers League adventure for characters of levels 5-10 set in Hillsfar.


HULB 1-1 Hulburg Rebuilding: Since the rebirth of Hulburg, the strong have preyed upon the weak, with only limited protection offered by the law. Recently, any resemblance of law and order has been threatened, and even the town’s greedy callous ruler cannot ignore the threat anymore. A war is brewing. Can you stop it before it is too late? A D&D Adventurers League adventure for character level 5 to 10 set in Hulburg.

HULB 1-2 Hulburg Burning: Violence is on the on the rise: even more than expected. The heat is rising. People run amok. But greed does not appear to be the flame behind it. Something much colder appears to drive the chaos. Can you track it down and remove it? A D&D Adventurers League adventure for character level 5 to 10 set in Hulburg.

HULB 1-3 Hulburg Rising: The violence in Hulburg has abated. All that is left is to deal with the powers that caused the chaos. Doing so is easier said than done. Can you deal with the darkness and the things that hide in it? A D&D Adventurers League adventure for character level 5 to 10 set in Hulburg.


PHLAN 1-1 Sepulture: Spirits in Phlan are high in the wake of Vorgansharax’s defeat. Reconstruction plans are finally in motion, yet one threat looms. The Doomguide of Kelemvor has descended into the shadows of the necropolis and gathers dark forces around him. There is little he won’t anticipate. One should have their affairs in order before accepting this mission. A D&D Adventurers League adventure for character levels 11 to 16 set in Phlan.

PHLAN 1-2 Enemy of My Enemy: Something odd is happening to the citizens of Phlan. Some have inexplicably gone mad and must be restrained, while others have developed strange magical abilities. No one is immune as it has affected young and old, rich and poor, strong and weak. Opinions about the cause are plentiful, but some theories seem more solid than others. A D&D Adventurers League adventure for character levels 11 to 16 set in and around Phlan.

PHLAN 1-3 Subterfuge: A grand plan for the reconstruction of Phlan is being proposed, one that would expand the city walls to protect all the citizens. The effort is very ambitious and so popular that few speak out against it. Even the Welcomers have publicly supported the effort. With such support and noble intentions, what could possibly go wrong? A D&D Adventurers League adventure for character levels 11 to 16 set in Phlan.


Winter Fantasy 2017

Set in: Hulburg
Character Levels: 5-10 (The D&D eXPerience @ Winter Fantasy)
HULB 2-1 TBA
HULB 2-2 TBA
HULB 2-3 TBA
HULB 2-S TBA

Set in: Phlan
Character Levels: 11-16 (The D&D eXPerience @ Winter Fantasy
PHLAN 2-1 TBA
PHLAN 2-2 TBA
PHLAN 2-3 TBA
PHLAN 2-S TBA