baldur's gate: descent into avernus review

(That should be incredibly hard in itself – thanks, Yeenoghu!). The people are believable. Maintaining the timeline should always be the top priority. This chapter is a dungeon crawl in the Bleeding Citadel, followed by a vision-quest sequence that tells Zariel’s story, or recapitulates it, depending on what the PCs have learned so far. There’s a ton of encounters and locations to see, including two completely separate paths for roughly the second half of the chapter. Unsurprisingly, in Hell, it doesn’t pay to take shortcuts, but you might not survive doing things the hard way. When I first heard of the upcoming release of this adventure, the simple mention of Baldur’s Gate had me intrigued. I am exactly the kind of Realms fan to be over-the-moon happy that Jander Sunstar makes an appearance here, no matter how briefly. Those elements are the whole thrust of the first chapter of the adventure. I love that. I think the Candlekeep section is the one point in the adventure that risks a “but why us?” objection from the players. Like most adventures, the beginning of each chapter provides a brief summary of the story and how the players will likely progress. Making deals with fiends is a good way to lose one’s character, and that’s going to really upset some players if they missed that it was a possibility on the table. Personally, I am so excited to run this. Even before players step foot in Hell, the city of Baldur’s Gate is already infected by a great evil. Nothing important, per se, just little Easter eggs for parties that have played every big adventure release along the way. The connections are there in the book, but they don’t seem particularly backstopped by alternate ways to get back on track. The point is, it’s a place of deeper shadows and higher danger, where it has been fairly milquetoast in most previous versions. That would be a shame – dark revelations aside, this is some of the least depressing content in the whole book. I can’t wait to see the insane new expansions to this section that enterprising folks will surely release on the DM’s Guild. The worst I can say of this as setting content is that the PCs are only in Baldur’s Gate for the first four levels of play. This review includes spoilers. You know, play the game. There’s a fair share of location maps and landmarks that are full-color, including a detailed map of Baldur’s Gate. This is a chapter all about the possible endings to Descent into Avernus. Another layout piece that’s really well-done is the chapter overview. The PCs aren’t on a hard timeline here except for the optional Exhaustion and Pervasive Evil environmental conditions. Also you meet a hollyphant companion, who is as plot-relevant as she is adorable! I am delighted with this approach to connecting characters to a place and its society. What I really appreciate, however, are the Flowcharts! All but the very best of the endings inherently include some degree of compromise with the powers of cosmic evil. If I do get to run it, I plan to emphasize to the players that hope is a heroic virtue, and this adventure sets out to test it. Publishing!! First of all, the book opens up with a Pronunciation Guide. If I had kids and fulfilled my lifelong goal of DM-ing for them, this would be the last campaign setting I would choose. Because it’s the first thing the players encounter, I’m covering the gazetteer first, then I’ll move into the adventure itself. This can be accomplished in any number of ways, from a traditional heroic adventure to something much more mischievous and corrupt as players strike bargains with various devils and deities. It’s hard to even point to a favorite encounter, because there are so many that I like. Bad news, you need more time in your gaming schedule. Nerds on Earth exists to highlight the best of a Friendly Local Game Shop (FLGS). But will it be the next campaign I DM for my somewhat mature adult friends? By comparison, Tyranny of Dragons pretty much has Win and Lose for possible endings. ADVERTISE ON TRIBALITY When the original Baldur’s Gate video game came out in 1998, I was more concerned with thwarting Bowser on my N64 than I was with computer games. Marvel on Disney+: With Baron Zemo Comes the ThunderBolts, Nerd Obsession: Dungeons & Dragons, the Hall of Fame Roleplaying Game, Getting Frosty: A Review of D&D 5E’s Icewind Dale, The Icewind Dale Campaign Setting We Didn’t Know We Were Getting. Listen, now that you've seen this, I'll tell you that if you like Nerds on Earth, you should give our email list a try. Tribality Publishing takes our best received content and ideas and develops books. They don’t call for individual commentary, except to note that Matalotok is one of the very few cases where I’m fine with a magic item granting passive immunity. Save Baldur’s Gate from being dragged into Avernus and its citizens from becoming fodder in the vicious battle between demons and devils known as the Blood War. Let me just come out and say it. All rights reserved. The adventure kicks off with the PCs getting drafted, at swordpoint if necessary, by the Flaming Fist mercenary company, setting up the whole moral struggle of the adventure. Wizards has been doing this for a long time and they’ve figured out a thing or two when it comes to presentation. REQUEST AN ARTICLE The writing quality of this chapter is some of the best I’ve ever seen in the Realms. I’ve received a review copy of Descent into Avernus, with the ridiculously gorgeous limited cover. They walk that fine line between trust no one and you need what they have. September 18, 2019 . There’s even a suggestion to undercut any small victory a player might have with something irritating. Last thought: this is also a great starting point for Dark Sun’s silt skimmers and sand skiffs, which call for strong vehicular-combat rules. The longest-running table-top role-playing game ever, Dungeons & Dragons, is no stranger to horror and violence. Actual experience at the table should vary greatly on how the DM uses the details of the gazetteer and how often the PCs find themselves in conflict with various policing bodies. The locals panic as refugees from the fallen Elturel swarm Baldur’s Gate. These are quick visual cues that list a sentence or two about each section AND include a guideline of what level characters should be around those parts. They may have been witnesses or willing participants in a murder, gotten themselves embroiled in a political conspiracy, stolen something of great value, or totally failed at some kind of coups to seize power. Light spoilers follow for Baldur’s Gate: Descent Into Avernus. Tribality Publishing is now producing titles so that you can use our ideas directly into your games. Well, okay, fear some. Fear lots and lots, if you prefer. A Review of Baldur’s Gate: Descent into Avernus. There are big, terrifying fights here, but PCs don’t have to win the scariest ones – just survive them. If they find it, throw it in a backpack to wait for an identify, and look for something that is more obviously connective tissue, they’re off-track. (Pointless digression: back when I worked in video games, we released a mobile game where I had to make sure our content was in compliance with DC’s canon and style guide. [Disclosure: Wizards of the Coast provided Nerds on Earth with a copy of the book in exchange for an honest review.]. Thanks for pointing that out! The book doesn’t include that quote, so I had to. The goal of the chapter, ultimately, is to discover the location of the Bleeding Citadel, which houses the Sword of Zariel. They run on soul coins, and once they use them up, that’s that. If you remember to use this page, they won’t run together for your players at all. Maybe they rescue a lot of otherwise-blameless citizens of Elturel along the way, or maybe they leave them to their fate: caught between the two sides of the Blood War. Now they’re going out of their way to present Baldur’s Gate as the GOTHAM CITY to Waterdeep’s METROPOLIS. The conflicts make sense. I’ve received a review copy of Descent into Avernus, with the ridiculously gorgeous limited cover. These are supporting materials: the table menu at Infernal Rapture (a restaurant in Chapter 3), the Story Concept Art that preceded the adventure’s creation, the Infernal Script alphabet, numerals, and punctuation, and the double-sided fold-out map showing Elturel and Avernus. The new Faceless background is an intersection of Arya Stark and every masked vigilante ever. The final chapter is a high-stakes gamble–it’s really well done. In theory, it’s the demons who are the enemy here, not the devils, so many more of the encounters could be social interactions. Not all of the maps are grayscale however. One of the most compelling early sections for any Dungeon Master of Descent Into Avernus includes role-playing notes for devils and “Life in the Nine Hells,” which describes the persistent state of misery for all beings in Avernus. This chapter has a lot of the high-octane energy of the Greenest chapter of Hoard of the Dragon Queen, just cranked up to be too much for 5th-6th level characters rather than too much for 1st-level characters.

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