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Running DDAL04 (Ravenloft) Adventures as a Campaign
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<blockquote data-quote="jayoungr" data-source="post: 8212267" data-attributes="member: 6702445"><p><strong>DDAL04-07 "The Innocent" / DDAL04-10 "The Donjon," conclusion</strong></p><p></p><p>If more combat is desired, you could insert the "Dragon's Skull" encounter from "The Innocent" or the "Skeleton Surprise" encounter from "The Donjon" at this point.</p><p></p><p><strong>Swamp of the Screaming Statues</strong></p><p></p><p>Such a great location. The only change I made from the way it is presented in "The Donjon" was to move it slightly so that it surrounds the Tower of the Chained Man, replacing the yuan-ti camp. The first or last of the "Surprises" can be added for extra atmosphere.</p><p></p><p><strong>The Tower of the Chained Man</strong></p><p></p><p>I eliminated most of the above-ground contents of the tower, making it simply an empty shell with an incomplete, ruined staircase. I placed the trapped chest from the "Pits of Blood and Bone" section of "The Innocent" here as well, and some guards could easily be added for extra combat. Other than that, the only feature inside was a staircase leading downward...</p><p></p><p><strong>The Serpentine Stair</strong></p><p></p><p>This is item C under "The Muddy Maze" in "The Donjon." The fire snakes were not at all challenging for my party. If I were running this again, I'd make them tougher or add more of them, maybe a total equal to double the number of party members.</p><p></p><p><strong>The Darkened Maze</strong></p><p></p><p>I was originally going to run the first two levels of the maze in "The Donjon" (the darkened maze and the muddy maze), but the adventure was already running long, so I decided to put in just one level. I cut the trapped holes (they didn't make sense since the Visitor and Regold had supposedly just come this way) and other references to yuan-ti. It's been a while since I ran this session, but I think I added a combat encounter with some guards instead. More fire snakes or poisonous snakes would also work. I recommend keeping the trapped statue as well.</p><p></p><p><strong>Serpent Portal</strong></p><p></p><p>At the end of the darkened maze, I added a puzzle door leading into the final area. I used Merrshaulk's Portcullis from the supplement <a href="https://www.dmsguild.com/product/203610/Deadly-Dungeon-Doors" target="_blank">"Deadly Dungeon Doors"</a>--briefly, it's a portcullis that can't be lifted until the two metal snakes winding around the bars are removed, but when you remove them, they come alive and attack.</p><p></p><p><strong>The Antechamber</strong></p><p></p><p>I moved this from the "Vault of the Royal Dead" section of "The Innocent" and placed it at the end of the maze the PCs have just navigated. Instead of a tomb, this area is now a temple to Merrshaulk. The bone naga can be encountered here, as in the original version.</p><p></p><p><strong>Chamber of the Night Serpent</strong></p><p></p><p>This plays out as it does in "The Innocent," except that the spirit is that of Gyorgi Falinescu instead of Graxxygak. I kept the Visitor's stat block but added standard vampire weaknesses--not that they really were relevant in this situation. When the players killed the Visitor/Onegin, I had him say something like, "You don't know what you're doing! I can stop her!"</p><p></p><p>I feel like the explanation of what happens with Sari's gloves could still use some work. How is the incorporeal Graxxygak going to deliver the physical gloves to Esmae? However, my players didn't question it, perhaps because the dream encounter in "The Marionette" had already suggested that there was some supernatural element to how the items were obtained and delivered.</p><p></p><p><strong>Treasure</strong></p><p></p><p>Since this was such a long adventure, I awarded the magic items from both source adventures to the party. The Visitor was wearing the <em>cape of the mountebank,</em> and he was using the <em>dagger of venom</em> to try to sacrifice Regold.</p></blockquote><p></p>
[QUOTE="jayoungr, post: 8212267, member: 6702445"] [B]DDAL04-07 "The Innocent" / DDAL04-10 "The Donjon," conclusion[/B] If more combat is desired, you could insert the "Dragon's Skull" encounter from "The Innocent" or the "Skeleton Surprise" encounter from "The Donjon" at this point. [B]Swamp of the Screaming Statues[/B] Such a great location. The only change I made from the way it is presented in "The Donjon" was to move it slightly so that it surrounds the Tower of the Chained Man, replacing the yuan-ti camp. The first or last of the "Surprises" can be added for extra atmosphere. [B]The Tower of the Chained Man[/B] I eliminated most of the above-ground contents of the tower, making it simply an empty shell with an incomplete, ruined staircase. I placed the trapped chest from the "Pits of Blood and Bone" section of "The Innocent" here as well, and some guards could easily be added for extra combat. Other than that, the only feature inside was a staircase leading downward... [B]The Serpentine Stair[/B] This is item C under "The Muddy Maze" in "The Donjon." The fire snakes were not at all challenging for my party. If I were running this again, I'd make them tougher or add more of them, maybe a total equal to double the number of party members. [B]The Darkened Maze[/B] I was originally going to run the first two levels of the maze in "The Donjon" (the darkened maze and the muddy maze), but the adventure was already running long, so I decided to put in just one level. I cut the trapped holes (they didn't make sense since the Visitor and Regold had supposedly just come this way) and other references to yuan-ti. It's been a while since I ran this session, but I think I added a combat encounter with some guards instead. More fire snakes or poisonous snakes would also work. I recommend keeping the trapped statue as well. [B]Serpent Portal[/B] At the end of the darkened maze, I added a puzzle door leading into the final area. I used Merrshaulk's Portcullis from the supplement [URL='https://www.dmsguild.com/product/203610/Deadly-Dungeon-Doors']"Deadly Dungeon Doors"[/URL]--briefly, it's a portcullis that can't be lifted until the two metal snakes winding around the bars are removed, but when you remove them, they come alive and attack. [B]The Antechamber[/B] I moved this from the "Vault of the Royal Dead" section of "The Innocent" and placed it at the end of the maze the PCs have just navigated. Instead of a tomb, this area is now a temple to Merrshaulk. The bone naga can be encountered here, as in the original version. [B]Chamber of the Night Serpent[/B] This plays out as it does in "The Innocent," except that the spirit is that of Gyorgi Falinescu instead of Graxxygak. I kept the Visitor's stat block but added standard vampire weaknesses--not that they really were relevant in this situation. When the players killed the Visitor/Onegin, I had him say something like, "You don't know what you're doing! I can stop her!" I feel like the explanation of what happens with Sari's gloves could still use some work. How is the incorporeal Graxxygak going to deliver the physical gloves to Esmae? However, my players didn't question it, perhaps because the dream encounter in "The Marionette" had already suggested that there was some supernatural element to how the items were obtained and delivered. [B]Treasure[/B] Since this was such a long adventure, I awarded the magic items from both source adventures to the party. The Visitor was wearing the [I]cape of the mountebank,[/I] and he was using the [I]dagger of venom[/I] to try to sacrifice Regold. [/QUOTE]
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