While I understand the reasoning behind this post - I vehemently disagree (personal opinion). As an avid Ravenloft and gothic horror fan, I can say for the record that knowing how to escape (or where) hugely deflates the tension, uncertainty, and anxiety that the player should be experiencing when playing these adventures. The DM is strongly encouraged to make the player feel aversion, shock, tension, etc - rather than simply say "your character experiences X".... Ravenloft is supposed to evoke a visceral emotional and psychological response from the players.
Knowing where to exit, will only deflate the sense of dramatic tension and visceral fear for their characters that the players should be experiencing. As a DM, you want your players jumping at every shadow, and fearing for their characters lives when even a simple zombie crawls out of its tomb.... That is done through visceral imagery and keeping everything cloaked in metaphoric darkness. In Ravenloft, the unknown can hurt you, and has nasty big pointy teeth.
In a different thread, I noted that if a Ravenloft adventure ever lets you meet with a rare soul who uses his knowledge of the powers of darkness to protect the weak and the Innocent, you (and your PC) should treasure him and protect him; he will give you the information you need to complete your quest ... usually at a moment you least expect.
I had Von Richten* in mind.
It would be perfectly reasonable during the AL adventure arc for the PCs to run into him or a similar persona, who joins them during the Exit module. He observed the PCs earlier, and knows they are Outlanders. HE can steer them into doing the things that must be done. HE can point out the Exit.
Nowhere have I suggested that the CHARACTERS be told beforehand where the Exit is; only which Module the PLAYERS can find it "in there somewhere".
If I was operating a local AL program and facing the possibility of 'characters trapped in a storyline', I would want to reassure my customers that (1) there IS a way for you to bring your character out; (2) our program WILL offer the opportunity to play through it; (3) we will work with you - advance warning, scheduled date for THAT module, multiple replays, &c - so you can make it happen for your character.
Go ahead and scare me silly (if you can - people say I remind them of Spock) during the adventures; place the Exit right behind BBEG's personal throne so we have to go through him to reach it; hide it so well that only Expertise (Perception AND Investigate) rolling 2 x 20s can even hope to find it; evoke the atmosphere so vividly that I have nightmares / dreams of playing through that Final Adventure for a week - But DO NOT punish my Character by doing something to it, which I as a Player have no way to prevent / control / influence.
P.S. I intend to create a new character, immersed in local culture, once Stradh is released - just to play this adventure arc through. I will do the same when Athas and Eberron come out.
Specifically because my main AL character plays primarily at conventions, and I don't want him legally incapacitated (or 'non-portable') if the next convention happens to be doing something else.
* I hope that's the right name; I had to return my borrowed copy of 3e Ravenloft to the Public Library.