Even if you’re not necessarily into the whole demons and devils thing, the extensive setting information for the city is solid enough for its own dedicated book. You can view our current digital titles at: Copyright 2020 Tribality.com. Everyone talks up Descent Into Avernus as “Mad Max in Hell” because players acquire Infernal War Machine vehicles in Avernus that feel like they’ve roared right off the set of the Mad Max wasteland. This piece of your background can follow you to Avernus just fine, because guilt or shame and secret crimes are what that place is all about. It’s the ordinary problem of backgrounds mattering less at later levels, made explicit. This is an interesting story and a great example of the issues that can arise from the gold for XP idea, at least in my limited experience. I am delighted with this approach to connecting characters to a place and its society. Other groups... do not. The color scheme fits the adventure theme very well; it’s relatively minimalist with subtle color changes and deep crimson accents in the lettering. I’ve received a review copy of Descent into Avernus, with the ridiculously gorgeous limited cover. Unsurprisingly, in Hell, it doesn’t pay to take shortcuts, but you might not survive doing things the hard way. Can you survive and still sleep at night within a klepto-fascist system? Art 9.5. This adventure isn’t for everyone. A Review of Baldur’s Gate: Descent into Avernus. (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. The point is, it’s a place of deeper shadows and higher danger, where it has been fairly milquetoast in most previous versions. Descent is 256 pages – shorter than Dungeon of the Mad Mage, longer than Dragon Heist, on par with Ghosts of Saltmarsh. This makes the new campaign feel like a spiritual successor to Ghosts of Saltmarsh from earlier this year, which introduced naval ship mechanics to D&D. If it weren’t in the book, I would buy a separate PDF of this alone. 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. 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. I love that the text gets into the nitty-gritty of shaping an encounter around delivering that characterization. ADVERTISE ON TRIBALITY And they are occasionally delivered telepathically for ease of consumption. This is a legendary adventure that will make you feel like the hero you’ve always wanted to be. This review includes spoilers. We get two paragraphs on the contrast of Elturel’s crusading piety and Baldur’s Gate’s viciousness and corruption. 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. Even people who like those things might not care for the high cosmic nature of the story. It’s a big chapter with a lot of things going on, but what’s striking is how great the social encounters are, and how memorable the NPCs should be. Fueling an infernal war machine is a horrifyingly evil act, though I don’t recommend DMs changing PC alignments just for that. That's a great point! It would be sincerely disappointing to go to Hell and not at least see new kinds of magic loot, right? The steps of the investigation look pretty interesting. The chapter ends with Dark Secrets. There are some encounters where the best idea (in hindsight) was not to have engaged with them in the first place, but those are few enough that in general it’s better to hear them out and think things through. The connections are there in the book, but they don’t seem particularly backstopped by alternate ways to get back on track. Personally, I am so excited to run this. One note: the adventure gives a bit more preference to paladins and clerics as moral paragons than we’ve seen in most 5e products. If the answer was no – or if the Pervasive Evil trait of Avernus was in use, you blew a save, and you couldn’t get it fixed in time – you’re not getting the best ending. There’s so much rich detail that I almost want to slow that down and just let the PCs learn the city. Publishing!! Sign up to receive our newsletter in your inbox each month. 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. Baldur’s Gate: Descent Into Avernus clocks in at 256 pages, putting it right in line with published adventures like Storm King’s Thunder and Out of the Abyss. I’m making a note here: huge success. (I haven’t read Murder in Baldur’s Gate.) This is the story support that Fiend Patron warlocks and Conjurer wizards have needed all along. What’s an adventure without maps? Like most adventures, the beginning of each chapter provides a brief summary of the story and how the players will likely progress. From the time the PCs head to Candlekeep, there’s a lot of travel-conversation-travel-conversation with unusual people, but if your party is deep into hack-and-slash play, this may be a bit of a cutscene sequence for them. But this module also delivers on a complex adventure for any players who wants a more mature journey into Hell for their D&D experience. Nerds on Earth exists to highlight the best of a Friendly Local Game Shop (FLGS). Maybe they have their own dark and dangerous past. There’s a specific area in the adventure that showcases some historical events through the use of stained-glass windows. Descent Into Avernus is constructed as a lengthy story campaign to take new Level 1 players all the way up to Level 13. The main adventure takes place over the first 155 pages, after which we head into the Gazetteer and Appendices. 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. The variety of endings elevate this part of the adventure. Like something out of Dante’s Inferno, anyone in Avernus will constantly bemoan their current state of misfortune and hurl blame at everyone nearby. “GOTHAM CITY” in all caps, and never just “GOTHAM,” was one of the only hard rules that they insisted upon. If you continue to use this site we will assume that you are happy with it.

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