Wednesday, October 11, 2017

Adventurer's League Season 4 (Part 5)

DDAL 4-9 The Tempter

All right Game Fans, Season 4 of Adventurer’s League (The Curse of Strahd Story Arc) rolls on through with DDAL 4-9, The Tempter.  Disaster has struck and the resources to pay for Orasnou taxes have been gravely reduced. If something can’t be done, the town will either starve or risk the unforgiving wrath of the Lord of Barovia.  There are rumors of wealth and resources that can be gained from a nearby estate, but these will not be given freely.  


DDAL 4-9 is designed for 5th thru 10th level characters, with an average party size of 5 suggested.  For Adventurer’s League play, the level range is a hard range, and characters below 5th level or above 10th level are not playable in this adventure.  This adventure is built in 4 parts and has a short introduction.  It should take about 2 hours start to finish.  Remember to bring your D & D Survival Kit with you when you show up to game. (This adventure is optimized for 5th level characters, so plan accordingly)

Introduction:

The adventure starts with the characters getting a very brief reminder of the dire situation facing Orasnou (if you’re playing this adventure after the Broken One, then the characters will have experienced the problem first hand.).  I strongly suggest you use the adventure hook An Envoy from Orasnou to start the adventure off.  Once you’ve introduced the situation, proceed to part 1 and kick off the adventure proper

Part 1: A Night to Remember

The adventure starts with the characters at the Estate they’ve been asked to visit by the people of Orasnou.  The lady of the house has hosted them with a fine party to welcome them to her home but is unwilling to help the town.  She offers the characters her hospitality before sending them back empty handed in the morning.  However the characters choose to respond to her, the adventure is fast moving here, and the characters should be able to speed through this section to things getting a little more interesting.  

Part 2:  The Transformation

Business picks up in this section.  The characters have a variety of social interactions they can attempt, and there are clues that can be found.  Unfortunately, at some point during their interactions, the entire estate gets turned upside down, and the characters get to witness an act of bloody horror and mayhem.  Things are going to incredibly scary, and there’s a very real chance you can scare the party to death.

Part 3: The Cursed Manor

The characters find themselves dealing with the aftermath of something, but they probably don’t know what’s going on.  They’re going to have to investigate the manor in order to figure out precisely what’s happened and how to deal with the consequences.  Things are going to take a lot of potentially ugly turns along the way while the characters suss out the trouble in the manor.  Even if they figure out what’s going on, they may not actually deal with the problem

Part 4: Breaking the Curse

The clues and information from the Manor leads the characters to a confrontation of both the spirit and the physical worlds.  Confronting the curse that holds this place under its spell is going to require the characters to confront their own desires and the will of the Dark Powers of Ravenloft.  Worse, the lady of the house would like a word with them about their decision to steal her treasure (whether or not they are actually trying to).  If the characters are able to overcome all of these challenges, they’ll have to decide what to do with that treasure.  Upon their return to Orasnou, the Burgomeister wants to meet with the characters.  The end of that meeting concludes the adventure.

Aftermath:

So as a character in the adventurer’s league, you have three primary rewards you’re aiming for, and the occasional extra bit of stuff.  Let’s go over your Downtime Days, your Experience Points, Your Gold Pieces, and your renown.    If you’re not playing in an Adventurer’s League group, you don’t need to track these on your log sheet, but keep an eye on your numbers.


·         Experience Points:  Completing this adventure will net your character between 1,310 and 1,750 experience points.  If you are completing this adventure after 4-8, you should have between 11,882 and 15,050 experience points.  You can be reasonably close to 6th level if you haven’t gotten there yet.    


·         Gold Pieces:  This one’s a little trickier, because GP is calculated based off of the number of players at a table.  There’s enough treasure available that you should certainly be able to pick up some extra supplies or replace ones that you expended during the adventure.  Keep an eye out for any handy magical items that may show up.
·         Downtime Days:  This one’s easy.  Everyone gets 5 downtime days for playing through this adventure.  You should end up with 90 downtime days if you played DDAL 4-8 before this adventure.
    Story Award:  Everyone who completes this adventure gains the Demiplane of Dread story award if they don’t already have it.  Depending on what the characters choose to do with the treasure, it’s possible to pick up another story award.


So now that you’ve completed The Tempter, check your character, level up if you need to, pick up additional gear and get ready for the next adventure.


DDAL 4-10 The Artifact

Season 4 of the Adventurer’s League continues the Curse of Strahd story arc and rolls forward with The Artifact.  The Amber Temple is an ancient location spoken of in hushed whispers and darkened halls.  This location is rumored to house many secrets and valuable information for those brave enough to look for it.  The characters will have to explore it to discover those secrets.


DDAL 4-10 is designed for 5th thru 10th level characters, with an average party size of 5 suggested.  For Adventurer’s League play, the level range is a hard range, and characters below 5th level or above 10th level are not playable in this adventure. This adventure is built with an introduction and 3 parts.  It should take about 4 hours start to finish.  Remember to bring your D & D Survival Kit with you when you show up to game.  This adventure is optimized for 6th level characters

Introduction:

The adventure starts with the characters arriving at the location of the Amber Temple.  If they have played previous adventures in this season, they arrive in the company of the Burgomeister of Orasnou, a character they are familiar with.  Give the characters time to ask questions and get some more background on the temple if they need it before moving forward into the Temple itself.

Part 1:  The Amber Temple

The characters enter the Amber Temple itself with a clear request from the Burgomeister and a map to a hidden level within the complex.  The characters have their first encounter with the Temple and its guardians.  Once the characters are able to get inside the temple, they can proceed to the hidden level and try and find their way to the object in question.  

Part 2: The Lost Level

This is probably the first real dungeon crawl the characters have likely experienced since their arrival in Barovia.  This is an entire dungeon with traps, monsters, treasures and a host of interesting secrets to find and information to gain.  On top of that, there are spirits throughout the level that will attempt to possess the characters to further their personal obsessions.  With the assistance of these spirits, the characters can discover who committed a terrible crime and locate the item they were sent to find.  There are rewards and potential upsides for discovering these answers, but then they have to escape the Temple.

Part 3: Leaving the Temple

The characters are confronted by an unexpected foe as they leave the Temple and will have to fight their way out to keep their lives and their hard earned treasure.  This is a serious battle for characters who’ve expended resources navigating their way around the Temple.  More information about what exactly is going on can  be gained through this process, but the characters have to survive to make use of it.

Aftermath:

So as a character in the adventurer’s league, you have three primary rewards you’re aiming for, and the occasional extra bit of stuff.  Let’s go over your Downtime Days, your Experience Points, Your Gold Pieces, and your renown.    If you’re not playing in an Adventurer’s League group, you don’t need to track these on your log sheet, but keep an eye on your numbers.


·         Experience Points:  Completing this adventure will net your character between 3,000 and 4,000 experience points.  If you’re playing this after DDAL 4-9, you’ll have between 14,882 and 19,050 experience points.  You’ve achieved 6th level, and could be nearing 7th level depending on how the adventures have gone.
·         Gold Pieces:  This one’s a little trickier, because GP is calculated based off of the number of players at a table.  There’s enough treasure available that you should certainly be able to pick up some extra supplies or replace ones that you expended during the adventure.  Keep an eye out for any handy magical items that may show up.
·         Downtime Days:  This one’s easy.  Everyone gets 10 downtime days for playing through this adventure.  You should end up with 100 downtime days if you played DDAL 4-9 before this adventure.
    Story Award:  Everyone who completes this adventure gains the Demiplane of Dread story award if they don’t already have it.  There are other story awards along the way, but that depends on what the characters end up doing.  


So now that you’ve completed The Artifact, check your character, level up if you need to, pick up additional gear and get ready for the next adventure.


And those are the next two adventures in Season 4.  We’ll be back next week to take a gander at the next two adventures.  For those playing along at home, that’s The Donjon (DDAL 4-11) and The Raven (DDAL 4-12).  Game on, Game Fans.












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