D&D 5E Baldur's Gate: Descent Into Avernus First Impressions

In Dungeons & Dragons lore and games, jokes are frequently made about Baldur's Gate going to hell or being hell. With the newest adventure book, Baldur's Gate: Descent Into Avernus that's a real (so to speak) and distinct possibility.

In Dungeons & Dragons lore and games, jokes are frequently made about Baldur's Gate going to hell or being hell. With the newest adventure book, Baldur's Gate: Descent Into Avernus that's a real (so to speak) and distinct possibility.

DnD Descent into Avernus Limited front cover.jpg

The adventure begins with Baldur's Gate more chaotic than usual. Refugees from Elturel, which has vanished, are trying to get in, and the city gates have been sealed in an attempt to maintain order, but it's obviously not going to last. Players are pulled into the situation by the Flaming Fist, the mercenary company trying to keep control of the situation, especially since Grand Duke Ulder Ravengard of Baldur's Gate vanished with Elturel because he was on a diplomatic mission there.

Elturel has actually been drawn into hell, or Avernus more precisely, through the machinations of archdevil Zariel, who used to be an angel before her corruption. She now rules Avernus and plans to do to Baldur's Gate what happened to Elturel. The adventure, which starts at first level and goes through 13, eventually takes characters to into Avernus and the heart of the Blood War between demons and devils in order to prevent the fall of Baldur's Gate and, maybe, save Elturel.

Appearing for the first time in official D&D canon with this book is Arkhan the Cruel. Actor Joe Manganiello played the character on Critical Role as well as WotC's “Stream of Annihilation” event and in season two of Force Grey: Lost City of Omu. The dragonborn oathbreaker paladin, now wielding the Hand of Vecna, wants to free his goddess, Tiamat, from her imprisonment in Avernus so developer Adam Lee and Manganiello worked together to add Arkhan to the story. With a challenge rating of 16, he'll be a formidable opponent for the players.

DnD Descent into Avernus wide art.jpeg

The artwork is gorgeous. That's not surprising, and I've been a fan of the art style and direction used in 5th Edition all along. As usual, art director Kate Irwin and her team (graphic designers Emi Tanji and Trish Yochum, concept art director Richard Whitters, creative art director Shauna Narcisco and all of the illustrators) have done an outstanding job. I especially love the stained glass-style artwork by Claudio Pozas, both two-page Blood War battle scenes by Daarken and Chris Rallis' two-page image of the puzzle box's contents being revealed.

Even more impressive are the covers for both the regular and special edition. The mainstream release has a wrap-around cover (though part of it is concealed by book details and the synopsis so you only get the full effect inside the book where it shows the full painting) by Tyler Jacobson showing Zariel flying above Avernus, followed by a henchman, as she reaches for her sword. It perfectly sets the tone for the adventure within its covers. My only complaint is that the art credits on each page are too close to the seam for comfortable reading. With a tiny font and sometimes lighter ink color, Wizards of the Coast does not make it easy to tell who drew what.

The limited edition cover by Hydro74 is downright stunning. I've been a fan of Hydro74's soft-touch (the proper name of the effect that creates the matte black covers with an almost rubbery velvet feel) covers from the beginning. The silver and metallic red for Bhaal's skull on the front is eye catching. The back image of Zariel, her wings spread, is even more gorgeous. His cover for Xanathar's Guide to Everything is still my favorite because I love art deco, but this one is right up there. It's equal parts creepy and evilly elegant, which is appropriate.

The bulk of the maps are by Dyson Logos and Mike Schley so you know they're fantastic. The poster maps are by Jared Blando, who also did the map of Avernus included in the Baldur's Gate: Descent Into Avernus Dice and Miscellany (see my review of that) in smaller form so players can reference to it as needed. It is a gorgeous map. A two-sided player's map is attached in the back of the book. One side is for Elturel and the other for Avernus.

The illustrations especially come in handy for Appendix B, which is all about infernal war machines. Just as Ghosts of Saltmarsh added expanded nautical rules and a wider array of ships, this chapter adds vehicles, albeit twisted versions. More monsters and, of course, magic items are also included.

If you're like me one of the first things you turn to in a new 5th Edition D&D book is the disclaimer. This one starts off seemingly dull before winking at the Satanic Panic that distorted what role-playing games, especially D&D, were. It's cute but not my fave. That's also a very minor criticism.

Like Waterdeep: Dragon Heist, Descent Into Avernus comes with a gazetteer of Baldur's Gate. That's a big help for GMs and an entertaining read for players. Mechanically that section also provides a new background option – Faceless – and variant options for the other backgrounds to customize them to Baldur's Gate. That's a nice touch.

Daniel Reeve created an Infernal Script for the book. Fun touches like an Infernal Rapture Menu also give players a chance to practice translating what's been written in the script. I suspect that will come in handy at some point in the adventure (I'm still reading it – this is the first impressions review).

Story concept art is showcased in Appendix F. That's an interesting tidbit, especially since this adventure's fantasy is more panoramic than most, which is saying something for D&D.

Dungeons & Dragons is all about epic adventure. Baldur's Gate: Descent Into Avernus appears to turn that up a few notches. Stay tuned for my in-depth review, which will focus more on the infernal vehicles, plot, and more.
 

log in or register to remove this ad

Beth Rimmels

Beth Rimmels


log in or register to remove this ad

Arnwolf666

Adventurer
The problem is the low level adventures are typically stupid. Have a badass plot and story being told. It doesn’t matter is it’s a cr20 or cr1 encounter. It’s all relative to the pc anyway. Have a badass story giving the players a badass sense of accomplishment no matter what their level.

Never right an adventure with the idea
That something cool will happen10+ levels down the road. Have every session have a climactic badass event that is meaningful. If you have a cool idea for a story don’t plan on doing it 10 sessions away. Do it on the first session. Then do another one next session.
 

Urriak Uruk

Gaming is fun, and fun is for everyone
The problem is the low level adventures are typically stupid. Have a badass plot and story being told. It doesn’t matter is it’s a cr20 or cr1 encounter. It’s all relative to the pc anyway. Have a badass story giving the players a badass sense of accomplishment no matter what their level.

Never right an adventure with the idea
That something cool will happen10+ levels down the road. Have every session have a climactic badass event that is meaningful. If you have a cool idea for a story don’t plan on doing it 10 sessions away. Do it on the first session. Then do another one next session.

Maybe for older editions they are, but I've found 5e fairly consistent with their low-level adventures. Lost Mines of Phandelver and Dragon Heist are both so good.
 

Grimstaff

Explorer
It’s not that big of a problem to start a campaign book at 3rd or even 5th level instead of 1st. Tier 1 adventures are easy to scale up by simply increasing the number of foes or their hit points, and they get to have some fun carving through easy opponents before the adventure levelcatches up with them. They’ll get through the early chapters fairly quickly and the experience points gained probably won’t level them up until they get into the Tier 2 sections
 

G

Guest 6801328

Guest
I don't understand why adventures don't just skip levels 1-4 and let characters start as actual heroes instead of cutting their teeth in what's usually unrelated time wasting encounters. I recently lost my gaming group because I kept delaying "the good stuff."
Just drop the characters in hell and have some fun with it.

No thanks. I never really grow attached to characters I start above level 1. It feels like in”cheated” even if I play for 10 more levels.
 

But does anyone like it? Or do they play it out of a feeling that they have to?
I agreed with the design paradigm of 4E to focus the feel of the game on the "fun levels."
Your low-level wizard should be able to play like a wizard with AoE control spells. Your low-level rogue should be able to dart in and out of the shadows and deal big damage. Your low-level fighter should be able to implement masterful combat manuevers.
Low-level play is just "move up, swing a sword, do damage, repeat."

My players very much prefer starting at 1st level so they can explore their characters. I dont think they would go for starting at a higher level. Why would they want to start a game a quarter of the way into it? I dont really get starting at higher levels either, but different strokes for different folks I guess.
 

BMaC

Adventurer
There's a Tier 1 adventure set in Baldur's Gate that leaves the PCs at sufficient level before Hell.
Ah, so we have level 6 PCs sent to save the day. I suppose all the level 20 Harpers are busy. I hope the writers made a slight effort here.
 


Descent here, at any rate, has a Tier appropriate BBEG. Seems to be four Modules, really.
The first "adventure books" where created by bundling together a series of linked adventures into one package - e.g. Desert of Desolation. That doesn't mean you have to play every module, or that the only "good stuff" is in the final module (for the aforementioned Desert of Desolation the first module is the best bit).
 

No thanks. I never really grow attached to characters I start above level 1. It feels like in”cheated” even if I play for 10 more levels.
I agree. Also even if that wasnt a factor i enjoy growing the character from when it was nothing more than just a whelp. At level 4 you may not have aclaim but you're character is hardly much of a whelp anymore either. In any edition.
 

Remove ads

Remove ads

Top