SESSION 1 (2 Hours): Chapter 1, Port Nyanzaru, run Side Quest 2, Create a Distraction at Fort Beluarian by introducing Syndra, and then on the way to the Thundering Lizard or Kaya's House of Repose inns, introduce Pottery Shard. Give the party the basic info from the innkeeper or other patrons the first night. Then have Rokah appear and lead the party to Malar's Throat to meet up with River of Mist and Flask of Wine (River and Flask tell Rokah that they acquired a flying snake for him from Ifan, as promised). Have that group flee out-of town (chased if they have to) before much else can happen, in order to stay on-track for this Side Quest. Party encounters 6 almiraj on the day trip, and then a triceratops mother the morning before they reach Fort Beluarian.
Once the party gets to Fort Beluarian, introduce Liara and the pirate situation, especially if Rokah's plan succeeds. Before Rokah, River, and Flask ditch the party, they will reveal the location of Dungrunglung. Once either the party aligns with the Zhentarim (perhaps some of the characters are already members), the Flaming Fist, or their own-separate agenda, the quest concludes.
SESSION 2 (2 Hours): At Fort Beluarian, the party can reconvene. Qawasha and Kapalue can offer to take them back to Port Nyanzaru before they head for Dungrunlung. A Flaming Fist encounter should occur between the two. Once back at Port, open Side Quest 9 to see more of the city and introduce Volo. Since they'll cross town, they'll have seen everything by then and be able to drop back one part the to Merchant Villas. Volo should at least allow time for the party to buy items from Ekene-Afa, Jessamine, and Wakanga -- probably selling a triceratops egg and baby to Ifan Talro'a. He otherwise walks them through the basics and sends them on their way. Remember to have Volo dump as many rumors as you can muster on the party at this time. I suggest to skip Jobal, Kwayothe, and the others for now.
If you want to cheese it, have Qawasha meet up with Eku and elect to work together while also introducing Side Quests 3, 4, 7, and 10 before leaving Port for the jungle to decidedly-concentrate and prioritize Side Quest 7.
SESSION 3 (4 Hours):
Eku, Qawasha, Kupalue, Undril Silvertusk (the priest from Side Quest 3), Inete (the acolyte from Side Quest 4), and Eshek (the acolyte from Side Quest 10) head out into the jungle with the party. Give the party 4 chances to save one or more of their lives before reaching Dungrunglung. In the first encounter, 2 eblis (treasure 66) attack either Inete or Eshek while they are indisposed and at least 50 feet away from the party. In the next encounter, make it 4 eblis (treasures 60 and 90) with one party member alone with Eku and the rest of the party an even-further distance. Eku will only attack with a quarterstaff to remain anonymous.
As they approach Dungrunglung but before they leave the river, throw two-more encounters. In the first, have Qawasha wild shape into a river beast and swim upstream, only to face 3 swarms of quippers. Trapped and surrounded, the party must jump in to save him. On the final night of the river excursion, the party should see 10 humanoid figures on a cliff above the river -- skeletons watching them from above. If Qawasha is still alive, he must convince Eku and the party to attack them.
A final 2 encounters should occur on foot: 2 giant wasps the first day and then 6 skeletons (while camped) the second day. On that third morning from the river, they should see Dungrunglung from afar, to reach it that same day.
Assuming that the party saved Qawasha from the quippers and attacked the undead, he and Kupalue will join Eku into Dungrunglung. If the party saved either Inete or Eshek, they will only come in if Eku allows it and offers to protect them. Undril and the other acolyte will definitely camp outside while the party investigates. Run the Dungrunglung section from Chapter 2, Land of Chult.
SESSION 4 (2 Hours):
With canoe and insect repellent in tow, the party can head to the River Olung in order to have Eku guide them upstream to the outskirts of Nangalore. They only need to map the location for Lerek Dashlynd (Side Quest 7) and maybe pick a few flowers.
On foot towards the River Olung, the party has a tough encounter each day: 3 zombies, 1 giant wasp, and then 8 zombies respectively. Once they make it to the river, it proves to be peaceful, with 10 pterandons flying overhead the first day, a group of 5 enclave members that meet up and travel with the party for the next 2 days, and then a full-on introduction of the chwinga right as the party reaches Nangalore. Eku shouldn't let them inside, and if pressed, then make Nangalore appear peaceful with no encounters -- abandoned, but a bit off. Or, my favorite approach, is to remove all of the monsters, plants, and items except for the Folding Boat (on the dead wizard) and Zalkore (with her elbis servants). None of the bad things that can happen should happen yet, but hint that they could to foreshadow what will come the next time the party visits Nangalore (which they will muhahahaha).
In a sense, in both this session and the next Eku is introducing the party to the pre-Omu BBEGs without any direct confrontation. It is up to you how clear this is to the players.
SESSION 5 (4 Hours):
Eku says that she will now lead the party to Orolunga, but they must travel by foot to the Aldani Basin and stop by Mbala to kill the hag there before doing so.
On the way to the Aldani Basin, the party encounters an ankylosaurus on day one and 8 zombies on day two.
However, before reaching the Aldani Basin, the party sees the Heart of Ubtao. If they stop in, Valindra and Eku will butt heads without starting a full-on fight. Eku will suggest that the party copy the teleportation circle's sigils. Entering the Aldani Basin will complete Side Quest 4.
Once in the basin, the party heads by boat to Mbala, facing a stream of quippers the first day (probably just food for thought), but 5 grungs with an elite warrior (cache with 2 15/17 quivers) on the second day. Upon landing ground near Mbala, the party encounters 9 explorers who are already headed to Mbala. Assuming that any of them survive, the explorers decide to stay put in Mbala for a month and will report back to Port Nyanzaru their findings of the area after it is consecrated and reestablished.
SESSION 6 (2 Hours):
The party heads to Orolunga. Denote that this part of the jungle is increasingly-peaceful, but you can run random encounters -- especially if they are plants, caches, or treasure. Run the section on Orolunga in Chapter 2, Land of Chult. Artus and Dragonbait will be there. Artus suggests a plan to meet at Jahaka Anchorage (noting it on their map) in one month in order to free prisoners and put a stop to the pirates in that region. He will certainly suggest (because the party shares their maps with his maps) that they acquire and complete Liara's Shilku quest, Hew Hackinstone's Wyrmheart Mine quest, and Musarib's Hrakhamar quest before they meet him at Jahaka Anchorage. Artus will suggest that they see Harbormaster Zindar in-person and tell him that Artus sent the party. He'll mention that Zindar maintains a board with the list of wilderness guides, including the ones he mentioned to bring to Jahaka Anchorage. Artus also suggests that the party steal Kwayothe's Ring of Fire Resistance.
Eku elects to stay in Orolunga and is confident the party can get back to Port Nyanzaru.
SESSION 7 (4 Hours):
The party stops first at Camp Vengeance (dropping off Undril from Side Quest 3) and then makes their way downriver to Camp Righteous, Yellyark, and then Vorn. After acquiring Wakanga's lost-long friend, the party heads back to Port Nyanzaru. Don't spend an hour on each, or at least try to shorten Vorn's section if the others go too-long.
I think that the party should depose Commander Breakbone from his leadership at Camp Vengeance, but don't force this. I also think that there can be a peaceful resolve at Yellyark to obtain Vorn's control amulet. Either way, though, there's going to have to be a few fights thrown in just for fun and to keep the jungle and the story alive.
SESSION 8 (2 or 4 Hours):
Once back in Port Nyanzaru, allow the party to complete quests and explore new ones. Syndra and Wakanga will be excited to establish a connection to the teleportation circle at the Heart of Ubtao for the party, but this will take them some time to gather the resources and build the circle. Be sure to introduce Hew, Musharib, Salida, and Xandala first thing. There is no need to introduce the other guides until much-later.
After initiating Side Quests 5 and 8, the party might leave immediately (in the Brazen Pegasus) with Hew Hackinstone and Musarib. Using Artus' strategies, the party can provide Zindar (and the Port Nyanzaru guard) Lerek's promised sailing ship when it arrives -- in order to meet the Artus Cimber and party in Jahaka Bay when the party returns from Shilku Bay. Try not to let the party so-easily see through Salida and Xandala -- and even if they do, Zindar may believe their stories and take them along.
Close this session when the party successfully appeases Aremag in the Bay of Chult.
SESSION 9 (4 Hours):
Prefer to run Shilku from Chapter 2, Land of Chult, followed by Wyrmheart Mine. In the lowest level of the mine, at the bottom of the shaft, the party should head via the Passage to Hrakhamar and complete that area before facing Tinder.
SESSION 10 (4 Hours):
The goal at the Jahaka Anchorage is to capture all of the pirates and bring 5 ships back to Port Nyanzaru in other to complete Side Quest 8. If Salida and Xandala made it to Jahaka Anchorage, then they will also be exposed at this time -- but give Salida an opportunity to kill Zindar and Xandala an opportunity to steal the Ring of Winter from Artus. Artus and Dragonbait will likely permanently join the party at this time.
On the way back to Port Nyanzaru, the party should stop at Fort Beluarian to speak with Liara, whether to complete her quests for rewards, or to arrest or belay her. If Zindar or Artus are present, they will meet up with Shago to arrest her anyways. Introduce Shago who will speak highly of his mother, Zhanthi, and the Ytepka Society. This is where I would end this session.
SESSION 11 (2 Hours):
Zhanthi throws a celebration for the party at her Villa, and all of the party's friends and associates are invited. It is there that they might meet the remaining guides, Azaka with her Fingerfinger quest, and Faroul and Gondalo with their Needle's Bones quest. It is also suggested to run remaining Side Quests 1 and 6, perhaps also completing all of rumors on the Chult Rumors Table under Gathering Information at the end of Chapter 1 (if not already-so).
Artus and Dragonbait meet up with Wakanga and learn about the teleportation circle. If the party lingers, use Syndra and Wakanga to alert the party that Artus and Dragonbait are in trouble and to go after them! This ends the session.
SESSION 12 (4 Hours):
The party travels to the Heart of the Ubtao through Wakanga's teleportation circle, finding Artus and Dragonbait captured and unconscious. The party can revive them and receive explanations that pinpoint the Red Wizards of Thay and Valindra's true identity as responsible.
There are events to complete in Chapter 2, Land of Chult, for Nangalore, Needle's Bones, Ataaz Muhahah, and Fingerfinger (special note: I would place Fingerfinger next to Ataaz Muhahah). The party can call Captain Ortimay (via the paired sending stones) to swing the Brazen Pegasus around to near Mezro so that the party can hit the Hvalspyd quest. Ortimay can offer to take Faroul, Gondalo, and Azaka back to Port Nyanzaru once it is complete.
Finally, the party heads to Kir Sabal.
SESSION 13 (2 Hours):
The party completes Chapter 2 including Kir Sabal. Eku is probably waiting for the party to explain everything in more-detail there, and joins back up. Using the fly spell, they can travel to the Wreck of the Star Goddess before they arrive at Omu -- but only if they either saw it when they were at Mbala (roll necessary) or if the albino dwarves at Hrakhamar offered up the information as to its whereabouts. The Wreck of the Narwhal is usually introduced by a guide from The Tortle Package, but the party may see it as soon as they leave Kir Sabal and decide to head there first.
SESSIONS 14-XX (4 Hours each?)
I would run Chapters 3-5 more-systematically. It's a lot easier to do compared to the hex-crawl material from above. You can segment it out into parts or just leave off at the most-appropriate time.
I'm running it now in an AL style (but not official AL) game that runs 2-2 1/2 hours each session. (We meet at a library after school, and have to end & clean up before closing at 7). Because I wanted to let the players have more agency, and I wanted to try my hand at a more sandboxy approach, I didn't try and map out sessions. I watch time, and we wrap up when we need to.
The most challenging thing is dealing with the changing composition of the table. We have a pretty stable group, but not everyone can be there every session. When I started this table, we were running SKT downloadable modules, and in one of them they encountered a fey dog named Pondi who likes to "play." Pondi has become our primary explanation for disappearing and appearing characters between sessions: Pondi "kidnaps" or "returns" them. In some contexts we've used a few other explanations. One night when my backup DM was running the table (using a sidequest of his own making), several of the characters (who had yet to enter the jungle with the rest) were prisoners in need of rescue. One of the characters (played by the backup DM) is a Lizardfolk barbarian with a food obsession. (And he has a very broad definition of food, although undead are "not tasty") So when that player is gone (or when he is DM), the excuse is he ran off in search of food (or, more accurately, after a creature he deemed to be food)
Has anyone mapped out how to break up the TOA HC into 2 or 4 hours chunks for AL play?
SESSION 1 (2 Hours):
Chapter 1, Port Nyanzaru, run Side Quest 2, Create a Distraction at Fort Beluarian by introducing Syndra, and then on the way to the Thundering Lizard or Kaya's House of Repose inns, introduce Pottery Shard. Give the party the basic info from the innkeeper or other patrons the first night. Then have Rokah appear and lead the party to Malar's Throat to meet up with River of Mist and Flask of Wine (River and Flask tell Rokah that they acquired a flying snake for him from Ifan, as promised). Have that group flee out-of town (chased if they have to) before much else can happen, in order to stay on-track for this Side Quest. Party encounters 6 almiraj on the day trip, and then a triceratops mother the morning before they reach Fort Beluarian.
Once the party gets to Fort Beluarian, introduce Liara and the pirate situation, especially if Rokah's plan succeeds. Before Rokah, River, and Flask ditch the party, they will reveal the location of Dungrunglung. Once either the party aligns with the Zhentarim (perhaps some of the characters are already members), the Flaming Fist, or their own-separate agenda, the quest concludes.
SESSION 2 (2 Hours):
At Fort Beluarian, the party can reconvene. Qawasha and Kapalue can offer to take them back to Port Nyanzaru before they head for Dungrunlung. A Flaming Fist encounter should occur between the two. Once back at Port, open Side Quest 9 to see more of the city and introduce Volo. Since they'll cross town, they'll have seen everything by then and be able to drop back one part the to Merchant Villas. Volo should at least allow time for the party to buy items from Ekene-Afa, Jessamine, and Wakanga -- probably selling a triceratops egg and baby to Ifan Talro'a. He otherwise walks them through the basics and sends them on their way. Remember to have Volo dump as many rumors as you can muster on the party at this time. I suggest to skip Jobal, Kwayothe, and the others for now.
If you want to cheese it, have Qawasha meet up with Eku and elect to work together while also introducing Side Quests 3, 4, 7, and 10 before leaving Port for the jungle to decidedly-concentrate and prioritize Side Quest 7.
SESSION 3 (4 Hours):
Eku, Qawasha, Kupalue, Undril Silvertusk (the priest from Side Quest 3), Inete (the acolyte from Side Quest 4), and Eshek (the acolyte from Side Quest 10) head out into the jungle with the party. Give the party 4 chances to save one or more of their lives before reaching Dungrunglung. In the first encounter, 2 eblis (treasure 66) attack either Inete or Eshek while they are indisposed and at least 50 feet away from the party. In the next encounter, make it 4 eblis (treasures 60 and 90) with one party member alone with Eku and the rest of the party an even-further distance. Eku will only attack with a quarterstaff to remain anonymous.
As they approach Dungrunglung but before they leave the river, throw two-more encounters. In the first, have Qawasha wild shape into a river beast and swim upstream, only to face 3 swarms of quippers. Trapped and surrounded, the party must jump in to save him. On the final night of the river excursion, the party should see 10 humanoid figures on a cliff above the river -- skeletons watching them from above. If Qawasha is still alive, he must convince Eku and the party to attack them.
A final 2 encounters should occur on foot: 2 giant wasps the first day and then 6 skeletons (while camped) the second day. On that third morning from the river, they should see Dungrunglung from afar, to reach it that same day.
Assuming that the party saved Qawasha from the quippers and attacked the undead, he and Kupalue will join Eku into Dungrunglung. If the party saved either Inete or Eshek, they will only come in if Eku allows it and offers to protect them. Undril and the other acolyte will definitely camp outside while the party investigates. Run the Dungrunglung section from Chapter 2, Land of Chult.
SESSION 4 (2 Hours):
With canoe and insect repellent in tow, the party can head to the River Olung in order to have Eku guide them upstream to the outskirts of Nangalore. They only need to map the location for Lerek Dashlynd (Side Quest 7) and maybe pick a few flowers.
On foot towards the River Olung, the party has a tough encounter each day: 3 zombies, 1 giant wasp, and then 8 zombies respectively. Once they make it to the river, it proves to be peaceful, with 10 pterandons flying overhead the first day, a group of 5 enclave members that meet up and travel with the party for the next 2 days, and then a full-on introduction of the chwinga right as the party reaches Nangalore. Eku shouldn't let them inside, and if pressed, then make Nangalore appear peaceful with no encounters -- abandoned, but a bit off. Or, my favorite approach, is to remove all of the monsters, plants, and items except for the Folding Boat (on the dead wizard) and Zalkore (with her elbis servants). None of the bad things that can happen should happen yet, but hint that they could to foreshadow what will come the next time the party visits Nangalore (which they will muhahahaha).
In a sense, in both this session and the next Eku is introducing the party to the pre-Omu BBEGs without any direct confrontation. It is up to you how clear this is to the players.
SESSION 5 (4 Hours):
Eku says that she will now lead the party to Orolunga, but they must travel by foot to the Aldani Basin and stop by Mbala to kill the hag there before doing so.
On the way to the Aldani Basin, the party encounters an ankylosaurus on day one and 8 zombies on day two.
However, before reaching the Aldani Basin, the party sees the Heart of Ubtao. If they stop in, Valindra and Eku will butt heads without starting a full-on fight. Eku will suggest that the party copy the teleportation circle's sigils. Entering the Aldani Basin will complete Side Quest 4.
Once in the basin, the party heads by boat to Mbala, facing a stream of quippers the first day (probably just food for thought), but 5 grungs with an elite warrior (cache with 2 15/17 quivers) on the second day. Upon landing ground near Mbala, the party encounters 9 explorers who are already headed to Mbala. Assuming that any of them survive, the explorers decide to stay put in Mbala for a month and will report back to Port Nyanzaru their findings of the area after it is consecrated and reestablished.
SESSION 6 (2 Hours):
The party heads to Orolunga. Denote that this part of the jungle is increasingly-peaceful, but you can run random encounters -- especially if they are plants, caches, or treasure. Run the section on Orolunga in Chapter 2, Land of Chult. Artus and Dragonbait will be there. Artus suggests a plan to meet at Jahaka Anchorage (noting it on their map) in one month in order to free prisoners and put a stop to the pirates in that region. He will certainly suggest (because the party shares their maps with his maps) that they acquire and complete Liara's Shilku quest, Hew Hackinstone's Wyrmheart Mine quest, and Musarib's Hrakhamar quest before they meet him at Jahaka Anchorage. Artus will suggest that they see Harbormaster Zindar in-person and tell him that Artus sent the party. He'll mention that Zindar maintains a board with the list of wilderness guides, including the ones he mentioned to bring to Jahaka Anchorage. Artus also suggests that the party steal Kwayothe's Ring of Fire Resistance.
Eku elects to stay in Orolunga and is confident the party can get back to Port Nyanzaru.
SESSION 7 (4 Hours):
The party stops first at Camp Vengeance (dropping off Undril from Side Quest 3) and then makes their way downriver to Camp Righteous, Yellyark, and then Vorn. After acquiring Wakanga's lost-long friend, the party heads back to Port Nyanzaru. Don't spend an hour on each, or at least try to shorten Vorn's section if the others go too-long.
I think that the party should depose Commander Breakbone from his leadership at Camp Vengeance, but don't force this. I also think that there can be a peaceful resolve at Yellyark to obtain Vorn's control amulet. Either way, though, there's going to have to be a few fights thrown in just for fun and to keep the jungle and the story alive.
SESSION 8 (2 or 4 Hours):
Once back in Port Nyanzaru, allow the party to complete quests and explore new ones. Syndra and Wakanga will be excited to establish a connection to the teleportation circle at the Heart of Ubtao for the party, but this will take them some time to gather the resources and build the circle. Be sure to introduce Hew, Musharib, Salida, and Xandala first thing. There is no need to introduce the other guides until much-later.
After initiating Side Quests 5 and 8, the party might leave immediately (in the Brazen Pegasus) with Hew Hackinstone and Musarib. Using Artus' strategies, the party can provide Zindar (and the Port Nyanzaru guard) Lerek's promised sailing ship when it arrives -- in order to meet the Artus Cimber and party in Jahaka Bay when the party returns from Shilku Bay. Try not to let the party so-easily see through Salida and Xandala -- and even if they do, Zindar may believe their stories and take them along.
Close this session when the party successfully appeases Aremag in the Bay of Chult.
SESSION 9 (4 Hours):
Prefer to run Shilku from Chapter 2, Land of Chult, followed by Wyrmheart Mine. In the lowest level of the mine, at the bottom of the shaft, the party should head via the Passage to Hrakhamar and complete that area before facing Tinder.
SESSION 10 (4 Hours):
The goal at the Jahaka Anchorage is to capture all of the pirates and bring 5 ships back to Port Nyanzaru in other to complete Side Quest 8. If Salida and Xandala made it to Jahaka Anchorage, then they will also be exposed at this time -- but give Salida an opportunity to kill Zindar and Xandala an opportunity to steal the Ring of Winter from Artus. Artus and Dragonbait will likely permanently join the party at this time.
On the way back to Port Nyanzaru, the party should stop at Fort Beluarian to speak with Liara, whether to complete her quests for rewards, or to arrest or belay her. If Zindar or Artus are present, they will meet up with Shago to arrest her anyways. Introduce Shago who will speak highly of his mother, Zhanthi, and the Ytepka Society. This is where I would end this session.
SESSION 11 (2 Hours):
Zhanthi throws a celebration for the party at her Villa, and all of the party's friends and associates are invited. It is there that they might meet the remaining guides, Azaka with her Fingerfinger quest, and Faroul and Gondalo with their Needle's Bones quest. It is also suggested to run remaining Side Quests 1 and 6, perhaps also completing all of rumors on the Chult Rumors Table under Gathering Information at the end of Chapter 1 (if not already-so).
Artus and Dragonbait meet up with Wakanga and learn about the teleportation circle. If the party lingers, use Syndra and Wakanga to alert the party that Artus and Dragonbait are in trouble and to go after them! This ends the session.
SESSION 12 (4 Hours):
The party travels to the Heart of the Ubtao through Wakanga's teleportation circle, finding Artus and Dragonbait captured and unconscious. The party can revive them and receive explanations that pinpoint the Red Wizards of Thay and Valindra's true identity as responsible.
There are events to complete in Chapter 2, Land of Chult, for Nangalore, Needle's Bones, Ataaz Muhahah, and Fingerfinger (special note: I would place Fingerfinger next to Ataaz Muhahah). The party can call Captain Ortimay (via the paired sending stones) to swing the Brazen Pegasus around to near Mezro so that the party can hit the Hvalspyd quest. Ortimay can offer to take Faroul, Gondalo, and Azaka back to Port Nyanzaru once it is complete.
Finally, the party heads to Kir Sabal.
SESSION 13 (2 Hours):
The party completes Chapter 2 including Kir Sabal. Eku is probably waiting for the party to explain everything in more-detail there, and joins back up. Using the fly spell, they can travel to the Wreck of the Star Goddess before they arrive at Omu -- but only if they either saw it when they were at Mbala (roll necessary) or if the albino dwarves at Hrakhamar offered up the information as to its whereabouts. The Wreck of the Narwhal is usually introduced by a guide from The Tortle Package, but the party may see it as soon as they leave Kir Sabal and decide to head there first.
SESSIONS 14-XX (4 Hours each?)
I would run Chapters 3-5 more-systematically. It's a lot easier to do compared to the hex-crawl material from above. You can segment it out into parts or just leave off at the most-appropriate time.
I'm running it now in an AL style (but not official AL) game that runs 2-2 1/2 hours each session. (We meet at a library after school, and have to end & clean up before closing at 7). Because I wanted to let the players have more agency, and I wanted to try my hand at a more sandboxy approach, I didn't try and map out sessions. I watch time, and we wrap up when we need to.
The most challenging thing is dealing with the changing composition of the table. We have a pretty stable group, but not everyone can be there every session. When I started this table, we were running SKT downloadable modules, and in one of them they encountered a fey dog named Pondi who likes to "play." Pondi has become our primary explanation for disappearing and appearing characters between sessions: Pondi "kidnaps" or "returns" them. In some contexts we've used a few other explanations. One night when my backup DM was running the table (using a sidequest of his own making), several of the characters (who had yet to enter the jungle with the rest) were prisoners in need of rescue. One of the characters (played by the backup DM) is a Lizardfolk barbarian with a food obsession. (And he has a very broad definition of food, although undead are "not tasty") So when that player is gone (or when he is DM), the excuse is he ran off in search of food (or, more accurately, after a creature he deemed to be food)
Trying to Decide if DDB is for you? A few helpful threads: A Buyer's Guide to DDB; What I/We Bought and Why; How some DMs use DDB; A Newer Thread on Using DDB to Play
Helpful threads on other topics: Homebrew FAQ by IamSposta; Accessing Content by ConalTheGreat;
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