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After Elturel is dragged into Avernus, refugees form a caravan heading for Baldur’s Gate, seeking safety from devils, bandits, and internal conflict. 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The entire city of Elturel—along with its denizens—have been drawn into Avernus, the first layer of the Nine Hells! While those fortunate enough to have been outside of the city’s walls have been spared that fate, they’re not yet out of danger! The refugees formed a caravan bound for the nearby city of Baldur’s Gate. Can you keep them safe from devils, bandits, and one another until they reach safety?  \nFour, One-Hour Introductory Mini-adventures for 1st and 2nd Level Characters.  \nOptimized For: APL 1  \nCredits  \nDesigner: Rich Lescouflair  \nEditing: Travis Woodall, Greg Marks  \nD&D Adventurers League Guildmaster: Chris Lindsay Art Director and Graphic Designer: Rich Lescouflair  \nInterior Art: Provided by Wizards of the Coast  \nCartography: Mike Schley, Rich Lescouflair  \nD&D Adventurers League Wizards Team: Adam Lee, Ari Levitch, Chris Lindsay, Mike Mearls  \nD&D Adventurers League Administrators: Alan Patrick, Amy Lynn Dzura, Travis Woodall, Lysa Penrose, Claire Hoffman, Greg Marks  \nPlaytesters: Chris McGovern, Daniel Chapman, Daniel Olivera, James Bowen, James Schweiss, Jennifer Griffith, Jonathan Reitz, Kyle Turner, Marcello Velazquez, Matt Suchyta, Michael McPherson, Sam Aldridge, Sam Robertson, Timothy Roberts, Travis Fuller  \nDUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.  \n©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.  \nAdventure Primer  \n“One can live about forty days without food, about three days without water, about eight minutes without air, but only for one second without hope.”  \n—Charles Darwin  \nThis adventure is designed for three to seven 1st-to 2ndlevel characters and is optimized for five characters with an average party level (APL) of 1. Characters outside this level range cannot participate in this adventure.  \nThis adventure takes place on the outskirts of Elturel, the capital of Elturgard, which has recently been pulled into the Nine Hells.  \nBaCkground  \nThe city ofELTUREL and its residents have been abruptly pulled into AVERNUS, the first layer of the NINE HELLSand one of the battlegrounds of the eternal Blood War. Though the current fate of the city and its inhabitants remains unknown, the event devastated the city's surroundings, drawing other small villages and farms into the Hells and plunging the area into chaos.  \nChapter  \nMany who lived in the outskirts of the city were spared from the hellish calamity. With little hope of survival on their own, these refugees have banded together to forma CARAVAN headed to the nearby city of BALDUR'S GATE where they hope to find aid and shelter from the surrounding evil.  \nSeeking to ensure the safety of the refugees, a young woman named DARA is looking for heroes to rescue nearby survivors and recover resources that are integral to the caravan's survival.  \nOverview  \nThe adventure’s story is spread over five parts: A Call to Action and four 1-hour mini-adventures. The entire adventure takes approximately 4 hours to play. If you’re planning to play the whole adventure at once, you only need to introduce the Call to Action once. However, if you plan to play over several sessions, you’ll want to revisit the Call ","cbCaivKtNgMVpAJr","https://ap.wps.com/l/cbCaivKtNgMVpAJr","pdf",3352517,"English","# Adventure Primer\n# Background\n# Chapter\n# Overview\n## Call to Action and Mini-adventures\n# Adventure Hooks","[{\"question\":\"What is the core premise of Escape from Elturgard?\",\"answer\":\"The city of Elturel is pulled into Avernus, and refugees form a caravan to Baldur’s Gate. Characters must keep them safe and ensure survival through devils, bandits, and the refugees’ conflicts.\"},{\"question\":\"How long is the entire adventure and how is it structured?\",\"answer\":\"The adventure spans five parts—one Call to Action and four one-hour mini-adventures—taking approximately 4 hours to play. If played over multiple sessions, the Call to Action should be revisited each time.\"},{\"question\":\"What level and party requirements apply to participation?\",\"answer\":\"The adventure is designed for three to seven 1st-to 2nd level characters, optimized for five with APL 1. Characters outside this range cannot participate.\"}]","DDAL 09-01 - ESCAPE FROM ELTURGARD - A Baldur’s Gate Adventure - Part 9 - 01 - Four, One-Hour Introductory Mini-adventures | PDF",1791254855,25]