D&D 5E Deep Dive into Descent Into Avernus

The seeds for Baldur's Gate: Descent Into Avernus were planted in last year's release, Mordenkainen's Tome of Foes (MToF). At the time, D&D Lead Designer Jeremy Crawford described the theme of that book as “conflict” and the chapter on the Blood Wars between devils and demons in the D&D multiverse is the foundation for Descent Into Avernus.

The seeds for Baldur's Gate: Descent Into Avernus were planted in last year's release, Mordenkainen's Tome of Foes (MToF). At the time, D&D Lead Designer Jeremy Crawford described the theme of that book as “conflict” and the chapter on the Blood Wars between devils and demons in the D&D multiverse is the foundation for Descent Into Avernus.

DnD Descent into Avernus Cover.jpg

Readers of my first impressions review were concerned that first-level characters would be hopelessly outclassed in the first plane of hell. However, since BG: DIA recommends milestone experience, PCs should be 5th level when they help survivors of Elturel, which has been pulled into the first layer of the lower planes, suspended by chains above the River Styx, then 7th level when they enter Avernus proper, and 13th level or higher when they try to return to Baldur's Gate – assuming they live that long. Even at 7th level, the adventure is a challenge, but they at least have a chance.

While BG: DIA is designed to be self-contained, it would be very wise for DMs to read the Blood Wars section of MToF's. Players can, too, but personally, I'd rather have the DM give the players relevant background material based on what their characters would know. Of special note is the information on Zariel, who was once an angel of Mount Celestia but now rules Avernus, having been corrupted while watching the Blood Wars rage. Impetuous, she eventually dove into battle there with her followers, convinced they could wipe its evil and claim the plane for good. She was wrong. Asmodeus found her unconscious under a pile of her conquests. When she recovered, he gave her dominion over Avernus and named its prior ruler, Bel, her lieutenant. The stats for Zariel in BG: DIA and MToF match, but the later provides a lot of personality information that are useful for DMs. BG: DIA has essential background but it's better to use both.

Before the start of BG: DIA, the city of Elturel has disappeared, pulled into the lower planes. The chaos this causes for Baldur's Gate as refugees flee toward it leads to the Flaming Fist pressing the first-level characters into service. From there, players are drawn deeper into the mystery while gaining XP. Besides freeing Eltural, if nothing is done, Baldur's Gate could share the same fate as that city.

While not exactly a sandbox adventure, BG: DIA it's not a railroad plot either. The players could achieve their goals any number of ways, though all are likely to be difficult and force them to make hard decisions.

For example, Avernus is a huge wasteland (though once it appeared to be a paradise that Asmodeus used to tempt and corrupt people) fraught with danger so faster transportation is a benefit. Enter infernal war machines. Taken just at their artwork and stat blocks, infernal war machines are very cool and provide a framework that DMs could use for a variety of homebrew situations, especially if they change the fuel source.

In BG: DIA though, the fuel source are soul coins, which are the currency in hell, created by Adam Lee and his team. Soul coins can be used in a variety of ways and after their three charges are expended, the soul trapped within is released to whatever afterlife, god they served or appropriate alignment plane (DM's call) applies. When used to fuel an infernal war machine, though, the soul screams as it is trapped in the engine, fueling the vehicle and when it's fully consumed, the soul is utterly destroyed beyond even divine intervention. When using an infernal machine is essential to whatever plan players come up with, how do good party members react to using soul coins to fuel it?

Individual and group party alignment will likely make a difference in how challenges are faced. If this is played outside of D&D Adventurer's League alignment rules, an evil party could use the opportunities to make deals to attain power but that's such an obvious approach it's almost boring. The moral conflicts built into BG: DIA are much more challenging. One option to tie the group together is the Dark Secret device. At character creation the group, with the DM's input, makes secret they're all hiding but at least one other person knows. Tables are provided to guide the process, and they could be easily adapted for other campaigns.

DnD Descent_into_Avernus_AltCvr_back.jpg

As appropriate for an adventure involving devils and demons, BG: DIA contains lots of opportunities for scheming, including possibly cutting a deal with Joe Manganiello's character from Critical Role: Force Grey, Arkhan the Cruel. The Dragonborn oathbreaker paladin now serves Tiamet, who is trapped in Avernus. The queen of evil dragons is capable of freeing Elturel but for what cost? Arkhan is obsessed with freeing his goddess, even taking on the Hand of Vecna in the hopes that its power can help him do it. Readers of my initial review wondered if this was just a stunt appearance because Manganiello is a celebrity, but I wouldn't label it that way. Lee and Manganiello worked out a reasonable plot thread that adds a layer of options and complications to the adventure.

BG: DIA contains a lot of good, useful information on role-playing devils, infernal contracts, archdevil charms (including one that will remind you a little of “The Devil Went Down to Georgia”), life in the Nine Hells and more. Again, that material could be used for homebrew campaigns even if you don't run BG: DIA as written.

Stylistically, BG: DIA is as opposite Waterdeep: Dragon Heist as you can get. The latter required subtlety and killing everything in sight inevitably led to a confrontation with the city watch. BG: DIA doesn't have the same restraints but a reckless murder fest could still have serious in-game consequences. It's definitely more epic than W: DH and with Zariel having a 26 CR, among other high-level opponents, it's definitely challenging.

If you like infernal adventures or opportunities to smite evil, BG: DIA is for you. Even without that the material on Baldur's Gate, soul coins, infernal war machines, etc. could make it worthwhile.
 

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Beth Rimmels

Beth Rimmels


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BMaC

Adventurer
The adventure takes place in hell. The authors of the book explicitly encourage DMs to challenge players' virtues.
e.g,. inspriation for selfish behaviour
So this is probably not an adventure for every group.
 
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Reynard

Legend
The adventure takes place in hell. The authors of the book explicitly encourage DMs to challenge player's virtues.
e.g,. inspriation for selfish behaviour
. So this is probably not an adventure for every group.

Which is fine as long as it is up front about it. Some people* don't like dungeon crawls, so DotMM is not for them. That's okay. There's a big enough library now folks should feel okay skipping one of these if it doesn't fit their preferences.

*people that are wrong
 

BMaC

Adventurer
Which is fine as long as it is up front about it. Some people* don't like dungeon crawls, so DotMM is not for them. That's okay. There's a big enough library now folks should feel okay skipping one of these if it doesn't fit their preferences.

*people that are wrong
Oh yes, certainly. I will be running this emphasizing the moral choices because I like issues raised by Just War Theory and moral theories. HOWEVER, a bad DM could certainly use this adventure as an excuse for all sorts of dubious things . So yeah, there needs to be a high level of trust and confidence in the DM for this adventure, and there also needs to be a good spirit between the people at the table.
 
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rcsample

Explorer
Oh yes, certainly. I will be running this emphasizing the moral choices because I like issues raised by Just War Theory and moral theories. HOWEVER, a bad DM could certainly use this adventure as an excuse for all sorts of dubious things . So yeah, there needs to be a high level of trust and confidence in the DM for this adventure, and there also needs to be a good spirit between the people at the table.
I'd also say it seems (in regards to soul coins) there are options (probably from the DM's toolbox, dunno about advice in module) to turn up or down the moral angst about using soul coins. Maybe war machines run without soul coins (DM table mod, not by the book). Maybe the party decides to locate only coins with horribly dark and evil souls. Maybe the party "hot-wires" the infernal machine to jump-start (bypass the need for soul coins).

I still think being a lawful(or chaotic) good character would be really interesting in this module.
 

How is this for an out there concept? If your character is virtuous and good and want them to remain virtuous and good in F'ing Hell simply do not use hell engines.
 

rcsample

Explorer
How is this for an out there concept? If your character is virtuous and good and want them to remain virtuous and good in F'ing Hell simply do not use hell engines.
U cray cray! (just kidding). That is an option, definitely. I sometimes see players doing things "in character". Not typically a problem, unless taken to the nth degree (e.g. I'm so virtuous and good I'm not going to interact with anything in Hell as it's all Evil).... Weeeeellll, okay then. Maybe you want to loosen up the boundaries of that character idea, or come up with someone who is going to be part of the group and actually do stuff.

Since I'm old(tm), I'm also thinking of riffing off the old 80's movie Maximum Overdrive, where maybe the infernal war machines have "minds of their own" (maybe their more like horses and they can/do operate on their own, but can be tamed through various means(soul coins being one method)), might be cool to have to "lasso" machines to use...
 

Dried

Explorer
The soul coin should be seen as the trolley problem no?
Choose between using a soul coin to save a lot of people or don't sacrifice a soul coin and lose a lot of people.
Very interesting dilemma, it should work well if the you put something urging the players to solve the problem quickly. (Do the campaign do that?)
 

The soul coin should be seen as the trolley problem no?
Choose between using a soul coin to save a lot of people or don't sacrifice a soul coin and lose a lot of people.
Very interesting dilemma, it should work well if the you put something urging the players to solve the problem quickly. (Do the campaign do that?)
An exact time figure of how long Elturel has before its drawn into the Styx isn't given, but the adventure assumes that when the party reaches Level 13, retrieves the Sword, and goes to either confront Zariel or try and save the city by themselves, they're at the eleventh hour.
 

Things this review sorely misses:
  1. It has a lot of great NPCs, each very well written and designed, that make stories by simply existing.
  2. The adventure portion consists of four very strict rail-roads that lead to 2 conclusions.
  3. The other 4-8 conclusions have no guidelines for how to reach them.
  4. The game features great sandbox elements hamstrung by the railroads.
  5. There's very few magical items, so keep this in mind for when players need to do damage or fight in Hell.
  6. There's a lot of things given that allow the railroads to be ignored, and the story turned into a make-your-own, but with no guidance on doing this.
 

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