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Descent into Avernus

1.1 The Fall of Elturel

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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 you die or do as he says.

Wow let’s not do that.

First of all, check out Remixing Avernus – Part 1: The Beginning over on The Alexandrian. Justin writes in detail about the premise of the campaign and ways to fix the glaring errors.

One of his suggestions is to start the adventure way before the module suggests – so that is what we are going to do.

PRELUDE TO DISASTER: The PCs are actually in Elturel when something goes horribly wrong with the Companion in the sky above. Black lightning seems to be attacking the guardian of the city! Then black lightning begins lancing down, as well, striking buildings, streets, and people. Panic sets in and some people begin trying to flee the city. The PCs barely escape when the city suddenly vanishes!

Justin Alexander on Remixing Avernus – Part 1: The Beginning

Prelude to Disaster

Initially my plan was to run a whole session before the Companion goes all crazy and the city of Elturel falls. This is in fact what the DM’s Guild adventure The Fall of Elturel* does. It also entirely undermines the Alexandrian Remix by revealing key information for the first chapter’s mystery – the villains of Baldur’s Gate.

I’m sure you could rewrite it to make it work, but I had already informed my players in our Session 0 that Elturel would ‘be destroyed’ and to create characters who would care to find out why and by whom. As such, that’s where I started the campaign.

I told the players to create characters who would be in Elturel and to think about what they were doing and why they were there.

The Fall of Elturel

This introductory scene starts in Elturel around midnight. Each player (except Lulu’s) gives a brief introduction of their character and what they are doing. What do they look like? What is their role or position in life? Why are they in Elturel?

Lulu as a Player Character: I am also using Lulu as a PC, so she is with us from Session 1. If that isn’t the case for your group, simply replace her with some sort of divine intervention or other deus ex machina. This could be a warlock’s patron, one of the characters gods, Torm, or even Dara (see below).

Once everyone has done their introductions, send Lulu’s player the following message;

You hear the voice of Torm in your head “You must protect them; the guided blade, the divinely inspired, and the betrayer’s son. Flee Lulu, flee and find out who did this. I charge you with this sacred duty. Find them and bring my fury upon them!”​

Then immediately begin narrating how the Companion is struck by black lightening, which forks off and hits buildings and people – mass panic in the streets and a moment of chaos. Do this while Lulu’s player reads your message.

Obviously you will want to change the names of the characters, or as in my case come up with prophetic names. My group has a hexblade Hellrider (reskinned an unknown to the player celestial patron it’s the Sword of Zariel), an artificer of Gond from Lantan, and an elven outcast whose parents were Hellriders who betrayed their companions during the Night of the Red Coup and were vampires.

Because I didn’t want to drag out this opening, I just narrated how Lulu found the characters and teleported them a dozen miles outside of the city to the west. You may want to instead frame this as a series of small montage scenes, but that potentially loses some of the immediate impact and chaos.

Once the teleport happens, Lulu doesn’t really even know how or if she did it. Maybe it was her, maybe it was Torm. The rest of the characters will no doubt question her, serving as her character introduction.

Of course if you aren’t using Lulu as a PC, the deus ex machina will be just as surprising and just as unclear as to what even happened (thanks Lulu amnesia!).

It is important to realise here that due to the fact these events happened at night time, once the city of Elturel falls and the Companion disappears the entire region is now in darkness. The Companion had been bathing the region in its unnatural light for 50 years, so any character from Elturel itself might have never seen real night and darkness before – which could be an interesting character moment.

Once the conversation between the PCs begins to slow down, they spot a small collection of buildings nearby, the largest of which catches ablaze. Soon the barn next to it is ablaze too… and there’s a gathering of people, all in chaos.

Climbing on top of a cart stands an approximately 10 year old girl. This is Dara, from the Adventure League module DDAL09-01 Escape from Elturgard*

We will be using that module for the first couple of sessions, and using the refugee NPCs it provides to further complicate matters – as well as reinforce the plight of the common people of Elturgard and their now refugee status. It’s the hook into Elturel and its people that the original Descent into Avernus entirely lacks!

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