So we now have our refugees, and have them integrated with the next step of the PCs story – Get to Baldur’s Gate, the nearest place of safety and figure out what is going on. But how do we do that? Sure you could handwave it in a sentence, “You travel with the refugee wagons… Continue reading 1.3 Journey to Baldur’s Gate: Setup and Day 1
Category: Descent into Avernus
1.2a Dara’s Refugees
The refugees from Escape from Elturgard* are a great way to get the PCs to care about the fate of Elturel and to drive them towards Baldur’s Gate. On the other hand, don’t feel like you have to make all of these refugees important, or that you need in any way to protect them from… Continue reading 1.2a Dara’s Refugees
1.2 Escape from Elturgard
Following the cataclysm in Elturel, the Player Characters are now confronted with two large buildings burning a short distance away. In front of the buildings are a group of very panic stricken villagers – as well as 3 unusual figures; Dara, Ghorin and Clyde. These NPCs, and the entire rest of this article, are from… Continue reading 1.2 Escape from Elturgard
1.1 The Fall of Elturel
Descent into Avernus has one of the single worst openings of any module I have ever read. I am not even exaggerating. It literally forces you to care about some city you aren’t even in, or possibly in any way connected to. If you refuse, then the quest giver sends murder squads after you until… Continue reading 1.1 The Fall of Elturel
Devil Deals – Bargain-Basement Death Saves
One of the optional rules in Chapter 3: Avernus is Bargain Basement Death Saves (page 78, Descent into Avernus). The concept is that if a character fails a Death Saving Throw in the Nine Hells, an archdevil may telepathically contact them and offer to save them from death if they agree to do some undisclosed… Continue reading Devil Deals – Bargain-Basement Death Saves