Day 2 Morning: Far From Home Overview The journey continues the next morning, as the wagons make their way towards Baldur’s Gate. Wellum conducts a ritual of his people and asks others about their homelands. Setup In the distance looms Fort Morninglord, an Order of the Companion camp beside it next to the river Chionthar.… Continue reading 1.3b Day 2 Fort Morninglord
Tag: Descent into Avernus
1.3 Journey to Baldur’s Gate: Setup and Day 1
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
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