What companions have been for sale for Adventurers League players at Fai Chen’s Fantastical Faire?

Fai Chen’s Fantastical Faire is described as a trading opportunity for Adventurers League players. It is also reported that there are opportunities to buy other consumable items but also “companions”:

While he does not sell permanent magic items, he does need to feed his ever expanding family. He makes money by selling consumables and other unique things like property, guild memberships, or a companion from his mini menagerie.

What is the range of companions that have been spotted at Fai Chen’s (i.e. are they all beasts?) and what is their price? Most specifically, does there seem to be a pattern in the costs related to the CR of the companion?

Adventurers League, DM Quest: “Giving DM”

The question is about a DM Quest from Adventurer League.

There is an achievement ‘Giving DM: Run a game as part of a charity event‘.

Can anybody explain what it means and how to get it? Does it mean that I must run an adventure without getting money or any other goods from my players? Or does it mean that there are special charity events across the world where DMs are running sessions?

I don’t understand what "charity events" means. Can somebody explain me what a "charity event" is? How I could join a charity event?

I’m not sure, but maybe I should mention that in the country where I live D&D is almost unknown, so we don’t have any particular "charity events" where I could run a game.

Pathfinder Question; The Runesage (from Adventurers Guide)

arcane focus – could a wizard somehow have already prepped objects (like backup wands, staves, or whatever object) as backup arcane focuses? for instance, say you’re a runesage (the class I’m looking at), and it tells you to treat your floating rock similar to an arcane focus when switching the school it channels (i.e. inscribing a new rune into it). what if~ prep 4 extra shiny gems with the other schools runes on each one, having paid the costs already to have made them. and simply switch out which rune (school) you prep with each morning. ?

Why don’t adventurers suffocate in lower levels of dungeons?

Why don’t adventurers (and monsters) suffocate in lower levels of dungeons?

I asked a question about this on Physics to check my reasoning. Why does Nitrogen not sink in air if other dense gases do? An answer states that CO2, which is a product of exhalation, will sink to lower levels in enclosed spaces. There is also a hazard in mines generally from gases seeping out of the rocks.


How do PCs and NPCs survive in such conditions? If there is some form of ventilation to the outside world, can explorers escape through the ducts?

Is there a good way to have a party of adventurers with only one player?

My sister expressed interest in playing D&D, and I’m interested in DMing, so I decided to try and run The Caves of Chaos from the D&D Next playtest packet. Reading through the materials, I became worried that my sister’s elf rogue wouldn’t last very long by herself. None of her friends are interested in D&D, so I’ve been toying with the idea of including other party members, either controlled by me or by her (The way Jason and Marcus play in FoxTrot).

This adventure isn’t the most serious thing in the world, obviously…just some Summer break fun. But do you guys see any reasons not to do this? Or, do you have any suggestions on how to run the adventure?

What are the repercussions of the Sword Coast Adventurers Guide errata to the cantrips Green-Flame Blade and Booming Blade?

In the most recent update to the Sage Advice article, Green-Flame Blade and Booming Blade have received errata to their range and spell text, being altered from

Range: 5 feet


Range: Self (5 foot radius)

Furthermore, the text of GFB and BB have been altered from

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails.

to the phrase

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you.

How do these changes alter the way that these spells are used, and how they interact with features or feats, such as Spell Snipers effect of doubling a spells range.

What’s the difference between unarmored and adventurer’s clothing?

From the armor table, the only difference I can see between being unarmored and wearing adventurer’s clothing is that the latter imposes a dex cap (+5) while the former does not. Yes, the latter also has the Comfort armor trait, but given that describes armor being sufficiently comfortable that you can rest normally while wearing it, I’d imagine "nothing" is also fairly comfortable.

So what’s the purpose of adventurer’s clothing? Does it have any impact at all on environmental effects? If a monk has a +6 dex modifier, should they just run around in their birthday suits?

Is it only that adventurer’s clothing can have potency runes, while "unarmored" cannot?

Where is Madame Freona’s Tea Kettle in the Tyranny of Dragons (ToD) Adventurers League stories?

I have this map of Phlan:

Map of Phlan

It does not list Madame Freona’s Tea Kettle, however. In Defiance in Phlan, it only describes the Tea Kettle as follows:

Madame Freona’s Tea Kettle (and Freona herself) is a mystery to many. In the tumultuous Phlan, this is a place where people can go to have a drink or meal and escape the tensions of the schemers and the power-hungry. With the Tea Kettle’s reputation as a haven, adventures who can be discreet and behave themselves can often find employment there.

Is there a designated location for the Tea Kettle, or is it up to the DM to place it somewhere?

Is there a plausible explanation for a large number of armed adventurers in a fantasy RPG setting?

I’m working on a Dungeons & Dragons setting. I’m looking for a comprehensive and logical explanation why, in a feudal society similar to Western Europe in the Middle Ages, there might be bands of armed adventurers (both male and female) wandering the country, slaying monsters, and frequenting taverns.

Does it follow that if you introduce magic and monsters guarding dungeons filled with treasure into a historical medieval setting, you’ll see an adventuring class emerge? Have there been any real world analogues to an “adventuring class” (obviously without the monsters and magic)?