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running descent into avernus


Want to push the party a bit further before they rest? Running Baldur's Gate: Descent into Avernus. I'm currently running Descent Into Avernus and I was wondering: How are distances between locations determined? I think that’s definitely a good point, and something it really pays to be aware of. Power Score is a pretty good place to look for DM support.

Running this for a party of 3 as well.

Remember, depending on your group’s style, you’re always allowed to ask the party in-between sessions if they have decided where to go next, so you know what you should be preparing for.


The pact can be broken by destroying the Companion or persuading Zariel to break it. Breaking the chains would also free Elturel, but no-one here knows how to do that. Luckily, because Avernus is such a fantastical and otherworldly location, we can control both travel distances and rests even more than we’d usually be able to. I have ran a home brew campaign and a couple oneshots before, but this is my first time running a module. Consequently, you can play with much advice he’ll give before requiring the players to free him from the shield.

share. And then, down into Elturel! Additionally, the party can always overrule this by simply setting camp early or taking a long rest in the middle of the day. Even more than other 5e adventures, if you’re running Descent into Avernus, use safety tools and be up-front with the party about likely emotional arcs. The CR4 in D13 was chased all the way through (igniting ont he players following her) the gas room, activating the skeletons and zombies before finally going down on the stairs by the secret door in the hallway just past the KOd tiefling commoner. This is after giving them a couple healing potions before the bath house. To quickly reiterate, the story of Zariel’s Fall goes something like this: Now, if we go by the book, the characters can learn about the fleeing Hellriders and how Yael took the sword from the visions in Elturel and Fort Knucklebone. You might browse through the Avernus subreddit.
Some of these are easily overcome.

If I’m being perfectly honest – which I try to be – the sandbox-like structure we’ve put out here probably improves the pacing slightly, but does not completely slow down the relatively fast pace of Chapter 3: Avernus, as it is written in the campaign book. Because not everything here is relevant for every DM, here’s a list of section headlines so you can scroll down to what interests you: When running an open(ish) adventure, it’s usually never a bad idea to tell the players up front what is expected of them. I’ve had problems running Baldur’s Gate: Descent into Avernus that began when the characters reached Candlekeep. The adventurers will go on a search for redemption as they descend into Avernus, the first layer of the Nine Hells, which is ruled by the Archdevil Zariel. In our example from above, the characters would be able to rest at the Wandering Emporium after visiting Mordenkainen, can rest in Arkhan’s camp after defeating him and his forces, can rest in the Marauders’ War Camp after clearing it with Smiler the Defiler, and set up camp in a more gentle, secluded area of Avernus after travelling through the Arches of Ulloch to the Bleeding Citadel. They have in their possession the infernal puzzle box, and they have a contact: a sage. Hell, even if you have hyper-focused, combat-excited players, who gloss over the talky bits so they can get to the action, a fast pace may not be an issue, simply because they’ll enjoy getting their levels fast, so they can become even more powerful and awesome.

I hope the above – as well as part 1 and 2 of the series – has been helpful in any way to your BG:DiA-campaign. Now, all you need to do is keep track of the basic structure, and stay one step ahead of the party at all times. Will the characters just blow through these levels in no time, making the chapter feel incredibly fast – and does the sandbox-structure do anything to mitigate this? the characters gain a level after completing each adventuring day. Candlekeep’s chief function is to move the characters down into Avernus, the first layer of hell. our stuff at DM’s Guild is greatly appreciated, as is signing up for our mailing list, where we’ll try to keep you informed about the stuff we do – as well as some bigger projects we have coming up in 2020. It could look something like this: In addition, I’ll also recommend including one of the three NPCs in the final showdown with Zariel. If you have a talkative, RPG-heavy-group, that loves to visit new locations, revisit old locations, speak at length with every NPC, and constantly gets sidetracked, then it probably won’t feel that fast at all, since Avernus has plenty of locations and NPCs to engage with. (Except one, see following!).

It starts in the city of Baldur's Gate "as it slowly succumbs to the sway of corrupt powers and evil gods".

Some of the encounters will definitely need tweaking as they can be pretty brutal even for a standard party, much less a 3 person party, but you already know this, so that's good. The Dark Secret hasn't made too much of an impact for my parties, but anything you can do to tie the characters in the the fates of Elturel and Baldur's Gate is necessary because the adventure itself doesn't automatically do that. And here’s the essential detail that is missing: They don’t know how to break the contract, And no-one knows how to retrieve Elturel. These posts have been a great help to me running the same campaign (in fact, the first campaign I have run in 20 years). The combat encounters in the beginning and Dead 3 dungeon can be particularly brutal, expect to let them buy or procure healing potions. Sign up for the Eventyr Games mailing list and get updates & special discounts in your inbox!

In the meanwhile, if you have any feedback, criticisms, suggestions, or questions, let me know here, at jvaleur@eventyrgames.com, or anywhere else you find me.

As it stands, the module gives the players a Veteran and if you want you could turn her into a sidekick. This site uses Akismet to reduce spam.

Don't fireball the party in the first dungeon, feel free to cut rooms out of it too. We’ve written a bit more about this in our DM’s Resources for Chapter 5: Escape from Avernus, but to briefly summarize, you can have Olanthius show up to aid the party against Zariel, have Haruman show up to aid Zariel (not that she particularly needs it) against the party, or have Bel show up to attack a redeemed (but weakened) Zariel, requiring the party to defend her. The podcast or YouTube production called High Rollers has a mini series running this right now. I would help but haven't run it. When I’m more-or-less happy with it, the plan is to put into a neatly organized PDF-file, which we will send out to everyone on our mailing list and upload with our DM’s resources for Baldur’s Gate: Descent into Avernus on the DMs Guild. Ajexton. For our session, the bearer of the Shield was taken aback to find the shield didn’t contain a solar but a pit fiend! I'm currently running Descent Into Avernus and I was wondering: How are distances between locations determined?

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