ebook img

Baldur’s Gate: Descent Into Avernus PDF

260 Pages·2019·77.24 MB·English
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview Baldur’s Gate: Descent Into Avernus

·em B A L D U R ' S G A T DESCENT AVERNUS. INTO CREDITS Story Creators: Adam Lee (lead), James lntrocaso, Ari Levitch, Producers: Dan Tovar, Bill Benham Mike Mearls, Lysa Penrose, Christopher Perkins, Ben Petrisor, Product Engineer: Cynda Callaway Matthew Sernett, Kate Welch, Richard Whitters, Shawn Wood Imaging Technicians: Sven Bolen, Carmen Cheung, Kevin Yee Story Consultants: Joe Manganiello, Jim Zub Art Administrator: David Gershman Writers: Bill Benham, M.T. Black, Dan Dillon, Justin Donie, Prepress Specialist: Jefferson Dunlap James J. Haeck, James lntrocaso, Adam Lee, Chris Lindsay, Franchise & Global Brand Strategy: Nathan Stewart Liane Mersiel, Shawn Merwin, Lysa Penrose, Christopher Perkins, Director of Licensing & Publishing: Liz Schuh F. Wesley Schneider, Amber Scott, James Sutter Licensing Manager: Hilary Ross Developers: Jeremy Crawford, Dan Dillon, Ben Petrisor, Kate Welch Marketing and Communications: Bart Carroll, Pelham Greene, Editors: Michele Carter, Scott Fitzgerald Gray, Hannah Rose, Greg Tito, Anna Vo F. Wesley Schneider Brand Manager: Shelly Mazzanoble Managing Editor: Christopher Perkins Playtest Coordinator: Bill Benham Art Director: Kate Irwin Graphic Designers: Emi Tanji, Trish Yochum The following D&D books provided material and inspiration: Concept Art Director: Richard Whitters Greenwood, Ed, Matt Sernett, Alexander Winter, and Steve Winter. Creative Art Director: Shauna Narciso Murder in Baldur's Gate. 2013. Cover Illustrators: Tyler Jacobson, Hydro74 Greenwood, Ed, and others. Lords of Darkness. 1988. Interior Illustrators: Victor Adame Minguez, Even Amundsen, Kenson, Steve, and others. Sword Coast Adventurer's Guide. 201 S. Alexey Aparin, Mark Behm, Michael Berube, Zoltan Boros, Aleksi Mearls, Mike, Jeremy Crawford, and others. Mordenkainen's Tome Briclot, Christopher Burdett, Sam Burley, Wesley Burt, Clint ofF oes. 2018. Cearley, Sidharth Chaturvedi, Daarken, Olga Drebas, Steve Ellis, ---. Vo/o's Guide to Monsters. 2016. Nils Hamm, Leesha Hannigan, Ralph Horsley, Lake Hurwitz, Perkins, Christopher, Will Doyle, and Steve Winter. Tomb of Tyler Jacobson, Sam Keiser, Julian Kok, Daniel Landerman, Larian Annihilation. 2017. Studios, Titus Lunter, Brynn Metheney, Scott Murphy, Claudio Pozas, Vincent Proce, Chris Rallis, Mike Schley, llya Shkipin, Vanthampur Villa was inspired by a building design by Dean Turner. David Sladek, Zack Stella, Matt Stewart, Cory Trego-Erdner, Beth Trott, Unit Image, Richard Whitters, Shawn Wood, Ben Wootten Concept Illustrators: Aleksi Briclot, Daarken, Max Dunbar, Titus D1ulo1mtr; This adventure i.s o work off ies ion aimed at provfd•rig 1ou and your friends with Lunter, Vince Proce, Richard Whitters, Shawn Wood mony hours off on1osiic enurtoinmen1. Alrltou11t dt•ils ond rite Nine Hells ploy promintnl Infernal Font Designer: Daniel Reeve r1ohl1e sC 1ono SthI ifsu lsltyo reyn. dtohres eesv i<l hseh keiyc tktipnrge osefn e•t i;ls' sm b1uonn.i Ltoii " d4a frokungehses fooflfld a onvde l"ogohm1 pt.r Vevliaziol!1 dWs to f Interior Cartographers: Dyson Logos, Mike Schley srron1ly od•iu 1ho1 you no1play1his odvtnrure bockword. lest Asmodtus appear in a puff Poster Map Cartographer: Jared Blando ofs moke to tolk politics. as archfiends ore wont to do. ON THE COVER ON THE ALTERNATIVE COVER The symbol of Bhaal fills the sky over Avernus as the River Styx The flame-ringed skull of Bhaal, bound on either side by Zariel's seethes below. Illustrator Tyler Jacobson shows the archdevil Zari el angelic sword, adorns the front cover. On the back cover, the reaching for her sword- a reminder of her angelic origins-as her archdevil of Avernus herself graces us with her fiendish presence. evil henchman Haruman follows her into damnation. Both covers were created by Hydro74. 620C7231000001 EN CE ISBN: 978-0-7869-6687-5 First Printing: September 2019 987654321 DUNGEONS & DRAGONS. D&D. Wizards of tho Coast, Forcotton R. .l ms, tho dragon ampersand, Player's Handbook. Mon.ltr Manual. Oun11on Mouer·s Gv•dt. •II other Wizards of the Coast product n•mes, •nd their rtspectove locos art trademarks ofW izards of the Coast in the USA and other countrios. The characters of Arkhan the Cruel. To<ogar Sreelfist, and Krull tht Tor-tit. and their distinctive likenesses. art ptoptrty of Joe-Manganiello and art used 1n this product w11h permission. All other characters and their d1stinct1Yt likenesses are ptopetty of Wizards of the Coast. This mater•al •s protected under the copyright Jaws o( the United Statts of America. Any reproduction or unauthortzed use of the material or artwork cont11ntd herein is prohibited without the tic press written permission of Wizards of the Coasc. P1inted 1n tht USA. ()2019 Wizards of th• Coast LLC, PO Box 707. Ronton. WA 98051·0101, USA Manufactured by Hasbro SA. Ru• Emlle·Bo<!chat 31, 2800 Del~mont, CH. Represented hr Hubro De Entrcc 240 1101 EE Amsterdam NI CONTENTS Pronunciation Gulde ................................ 4 Uldrak's Grave ...................................... 109 App. C: Maalc Items ..............................2 23 Arkhan's Tower .................................... 110 About the Adventure ................................. 5 App. D: Creatures .. : ............................... 228 Monument to Tiamai... ........................ 112 Adventure Overview ................................... 5 Amnizu ....................................................... 228 Bel's Forge ............................................. 113 Adventure Background .............................. 7 Baphomet .................................................. 229 Sibriex .................................................... 116 Roleplaying Devils ...................................... 8 Bulezau ......................................................2 30 Life in the Nine Hells .................................. 9 Wrecked Flying Fortress ................... ll8 Crokek'toeck ............................................. 230 Other Locations ....................................... 122 Cultists of the Dead Three .................... 231 Cb. 1: A Tale ofT wo Cities ..................... 10 Styg1·a n Dock· ......................................... 123 Fiendish Flesh Golem ............................ 236 Fall ofElturel. ............................................. l 0 Sty Watchtowers 124 x ································ Hellwasp .................................................... 237 Evil in BaJdur's Gate ................................. 11 Sundered Chai"ns 126 Running This Chapter. ............................. 11 T w d · E ................................. 126 Holl y phant ............................................... .. 237 The Basilisk Gate ...................................... 12 he l'anFle:ing"' mporium ................ 130 Merregon ................................................... 238 Zarie s ying rortress...................... Na go 238 Elfsong Tavern ........................................... l6 Roaming Encounter: Smiler rzu n ................................................. .. Dungeon of the Dead Three. ................... 20 D fit Nupperibo. ................................................. 238 the e er.............................................. 133 Redcap 240 Low Lantern ............................................... 28 ······················································· Va n tha mpur V1.1 1a ..................................... . 32 Ch. 4: Sword ofZarlel.. ......................... 134 Tressym .....................................................2 40 Under the Villa ........................................... 37 Approaching the Citadel ........................ 134 White Abishai ...........................................2 41 The Scab. ................................................... 134 Yeenoghu ...................................................2 42 Final Encounters in Baldur's Gate ........ 42 Entering the Citadel ................................ 139 Zariel .......................................................... 243 journey to Candlekeep ............................. 43 ldyllglen ..................................................... 140 Candlekeep ................................................. 45 App. E: Infernal Rapture Menus ....... 244 Claiming the Sword ................................ 145 Getting to Avernus .................................... 50 App. F: Story Concept Art ...................2 46 Ch. 2: Elturel Has Fallen. ....................... 52 Ch. S: Escape from Avernus ............... 146 Who Should Rule Avernus? .................. 146 App. G: lnfernalScript ......................... 256 Running This Chapter .............................. 52 Arrival in Elturel.. ...................................... 52 Will Elturel Be Saved? ........................... 150 Maps Endgame in Elturel ................................. 154 1.1: Baldur's Gate. ...................................... 13 High Hall ..................................................... 58 1.2: Elfsong Tavern ................................... 17 Grand Cemetery ........................................ 64 Baldur's Gate Gazetteer. ...................... 158 1.3: Dungeon of the Dead Three. ........... 21 Escaping the Siege. ................................... 71 History of Baldur's Gate. ........................ 158 1.4: Low Lantern. ....................................... 29 Ch. 3: Avernus ........................................... 74 Baldur's Gate Today ................................ 159 1.5: Vanthampur Villa ............................... 33 · g Th' Ch t Government .............................................. 161 Ru nnm 1s ap er. ............................. 74 1.6: Under the Villa ................................... 37 What Is Avernus? ....................................... 75 Citizenry .................................................... 164 2.1: Elturel ................................................... 56 Features of Avernus .................................. 76 Economy and Trade ................................ 165 2.2: High Hall Cathedral.. ........................ 61 Us i·n g th e p ost e r J\i1' ap .............................. . 79 Religion ...................................................... 166 2.3: Hall High Cathedral, Fort Knucklebone. ..................................... 80 Dangers in Baldur's Gate ...................... 170 Choir Level .............................................. 62 City Landmarks ....................................... 174 R agg a d ragg a Atta ck · s 1.. ............................. 87 2.4: High Hall Catacombs ....................... 63 Warlords of the Avernian Upper City ................................................. 176 2.5: Grand Cemetery Chapel .................. 67 Wastelands .............................................. 90 Lower City ................................................. 184 2.6: Grand Cemetery, th S d Outer City .................................................. 194 Q ues t L1 or e wor ................................. . 92 Ossuary Level ......................................... 69 Haruman's Hill ....................................... 92 Beyond Baldur's Gate ............................. 201 3.1: Avernus ................................................. 79 Baldur's Gate Character Hell wasp Nest... ...................................... 94 3.2: Hellwasp Nest .................................... 95 Path of Demons. ......................................... 96 Backgrounds ......................................... 202 3.3: Crypt of the Hell riders ................... 101 Dark Secrets ............................................ 208 Spawning Trees ..................................... 96 3.4: Bone Brambles ................................. 108 Tower of Urm .......................................... 97 App. A: Diabolical Deals. ..................... 212 3.5: Bel's Forge. ........................................ 114 Obelisk ...................................................... 98 Infernal Contracts ................................... 214 3.6: Wrecked Flying Fortress ............... 120 Mirror of Mephistar. .............................. 99 Archdevil Charms ................................... 215 3.7: Stygian Watchtower ........................ 125 Pit of Shummrath ................................ 100 App. B: Infernal War Macblnes ......... 216 4.1: Side View of the Scab ..................... 137 Crypt of the Hellriders ........................ 101 Stat Blocks ................................................ 216 4.2: ldyllgleo ............................................. 141 Arches of Ulloch ................................... 103 Rules ........................................................... 216 The Sword Coast ..................................... 160 Kostchtchie's Maw ............................... 104 Fiendish Variations ................................. 221 Baidu r's Gate ............................................ 172 Path of Devils ........................................... 106 Chases on Avernus .................................. 222 Players' Map of Elturel... ......... Poster Map Demon Zapper ...................................... 106 Players' Map of Avernus ......... Poster Map Bone Brambles ..................................... 107 THANKS TO OUR PLAYTESTERS Trisha Arozqueta, Cory Bennett, Khrys Bennett, Cody Bowen, jean-Luc Caron, Trevor Clare, Drake Delgado, Mikayla "Irish" Ebel, Christian "Shiny" Eckert, Zach "Static" Eckert, Andrew Evans, Nathan Fisher, Jesse Foltz, Thomas Freed, David Hanson, Maris Hanson, Brenna Holkins, jerry Holkins, Danny Hyun, Joshua Kiper, Shayne Li, Jonathan Christopher Marquiss, Zack Merritt, Emmanuel john Mitsinikos, Blake Morrison, David Park, Nancy Rexford, Leonardo Rivera, Luke Sargent, Brandon Smith, Rob Spieldenner, Rebecca Stein, Nevin Vorfeld, Andrew White PRONUNCIATION GUIDE This guide shows how to pronounce many of the non-English names that appear in this adventure. Name Pronunciation Description Abishai AB-ish-eye Devil loyal to Tiamat that exists outside the Infernal Hierarchy Amnizu am-N EET-zoo Greater devil that guards gateways to the Nine Hells Amrik Vanthampur AM-rik VAN-tham-per Second son of Duke Thalamra Vanthampur of Baldur's Gate Arkhan the Cruel AR-kawn Evil dragonborn champion ofTiamat Asmodeus az-moh-DAY-us, or Archdevil, greater god, and Lord of the Nine Hells az-MOH-dee-us Baphomet BAF-oh-met Demon lord worshiped by minotaurs Balarystul bah-tar-RISS-tut Ancient copper dragon that has infiltrated the Wandering Emporium Bazelsteen BAY-zel-steen Horned devil that oversees flying fortress repairs at the Stygian Dock Belynne Stelmane beh-UN STEL-mane One of four dukes on the Council of Four that governs Baldur's Gate Bhaal BAWL Mortal god of murder, and one of the Dead Three Bulezau BOO-leh-zow Horned demon with rotting flesh Crokek'toeck CROW-kek-toe-ick Gargantuan demon that carries other demons inside it Dillard Portyr DILL-erd por-TEER One of four dukes on the Council of Four that governs Baidu r's Gate Falaster Fisk FAL-ass-ter Helpful spy imprisoned in the dungeon under Vanthampur Villa Fhet'Ahla fett-AH-lah Amnizu that runs From Here to Avernus in the Wandering Emporium Gabourey D'Vaelan gah-BUR-ee duh-VAY-Ian Cook who works at Vanthampur Villa in Baldur's Gate Gargauth GAR-gawth Pit fiend imprisoned in the Shield oft he Hidden Lord Haruman HAIR-oo·man Fallen paladin of Elturel, now a narzugon devil loyal to Zariel jhessa Brightstar JESS-ah Priest of Lathander in ldyllglen Kaejil OrOnmar KAY-jil oh-ROON-mar Tax collector imprisoned in Vanthampur Villa Klim Jhasso JAH-soh Member of the Jhasso patriar (noble) family of Baldur's Gate Kostchtchie koss-CH EE-chee Demon lord worshiped by some frost giants Laraelra Thundreth lah-RAIL-rah THUN·dreth Proprietor of the Low Lantern, a tavern in Baldur's Gate Liara Portyr lee-AR-ah por-TEER Commander of the Flaming Fist recalled to Baldur's Gate Lulu LOO-loo Hollyphant suffering from memory loss Matalotok mah-tah-LOH-tok Magical hammer stolen from Kostchtchie by Zariel Mordenkainen mor-den-KAY·nen, or Famous archmage who inhabits the Tower of Urm in Avernus mor-den·KIGH-nen Mortlock Vanthampur MORT-lock VAN-tham-per Third son of Duke Thalamra Vanthampur of Baidu r's Gate Myrkul MER-kul Mortal god of death and necromancy, and one of the Dead Three Nariangela nar-ee-AWN-jeh-lah Erinyes bridge officer aboard Zariel's flying fortress Nupperibo nuh·pur-REE-boh Least devil common throughout the Nine Hells Olanthius oh-LAN-thee-us Fallen paladin ofElturel, now a death knight sworn to obey Zariel Pherria Jynks FAIR-ee-ah JINX Acolyte of Torm in Elturel's High Hall cathedral Reya Mantlemorn RAY-ah MAN-tul-morn Hellrider sworn to protect and defend Elturel Satiir Thione-Hhune sah-TEER thee-AWN-hewn Member of the Hhune patriar (noble) family of Baldur's Gate Shaleen Zoraz shaw·LEEN zor-AHZ Sewer maintenance supervisor imprisoned in Vanthampur Villa Sibriex SIB-ree·ex Demon that looks like a bloated sack of pustulent flesh Sylvira Savikas sil-VEER-ah sah-VEE-kas Tiefling archmage and expert on the Nine Hells Thalamra Vanthampur thah-LAM-rah VAN-tham-per One of four dukes on the Council of Four that governs Baldur's Gate Thavius Kreeg THAY-vee-us KREEG Former cleric of Torm and High Overseer of Elturel Thurstwell Vanthampur THURST·well VAN-tham-per First son of Duke Thalamra Vanthampur of Baidu r's Gate Tiamat TEE-ah-mat Five-headed queen of evil dragons trapped in the Nine Hells Trantolox TRAN-toe-lox Nalfeshnee encountered outside the Bleeding Citadel Traxigor TRAX-eh-gor Archmage transformed into an otter Ulder Ravengard UL-der RAY-ven-gard Grand Duke of Baldur's Gate and leader of the Flaming Fist Yael YAY-el Deceased defender of Elturel, now a ghost in the Nine Hells Yeenoghu yee-NO-goo Demon lord worshiped by gnolls Zari el ZAR-ee-el, or ZAIR·ee-el Archdevil and ruler of Avernus, the first layer of the Nine Hells 4 A BOUT THE ADVENTURE ESIGNED FOR AN ADVENTURING PARTY OF With Grand Duke Ulder Ravengard. out of the way, four to six 1st-level characters, Baldur's Thalamra is paying the Dead Three to shatter confi Gate: Descent into Avernus is a DUNGEONS dence in the Flaming Fist so that all payments to the & DRAGONS adventure that begins in the city decapitated organization can be cut off. Thalamra, a of Baldur's Gate and ends in Avernus, the devout disciple of the archdevil Zariel, has brokered a first layer of the Nine Hells. By the end of deal that will enable her to claim the role of grand duke the adventure. the characters should be 13th once the Flaming Fist disbands, paving the way for level or higher. To run this adventure, you the city's descent into Avernus. To accomplish this last need the fifth edition Player's Handbook, goal, Thalamra needs an artifact called the Shield of the Dungeon Master's Guide, and Monster Manual. Hidden Lord, imprisoned in which is a pit fiend named Use the first session of the game to help your players Gargauth. Until recently, the shield was sealed in a tomb create their 1st-level characters. As part of this pro under the city, but Thalamra's sons recently stole it and cess, the players can choose their party's dark secret transported it to the dungeon below their villa. So cor (see page 208). rupt is the shield that its mere presence in Baldur's Gate has contributed to the city's moral decay for decades. ADVENTURE OVERVIEW To keep Baldur's Gate from falling into Zariel's clutches, the characters must take the shjeld far away The holy city of Elturel has disappeared from the For from the city. Reya Mantlemorn, a young knight from gotten Realms and descended into Avernus, the first Elturel, suspects that the Vanthampurs are sheltering layer of the Nine Hells. This event came about as the re Thavius Kreeg at their estate and offers aid. Characters sult of an infernal bargain between the archdevil Zariel, who storm Duke Vanthampur's villa find Thavius hidden who rules Avernus, and the treacherous High Overseer in the dungeon below it. Thavius is helping Thalamra of Elturel, Thavius Kreeg. Zariel is capturing cities and Vanthampur use the Shield of the Hidden Lord to bring using their citizens as fodder in the ongoing conflict be about the fall of Baldur's Gate, in much the same fashion tween demons and devils known as the Blood War. Next he used the Companion (see page 7) to doom Elturel. on Zariel's list of cities is Elturel's neighbor, Baldur's If the characters slay Thavius, his soul travels to the Gate. The characters can be the heroes who descend Nine Hells and re-forms as an amnizu devil on Avernus into Avernus, save Elturel from certain destruction, and (see page 132). prevent a similar fate from befalling Baldur's Gate. V ISIT TO CANDLEKEEP TROUBLE IN BALDUR'S GATE In the course of dealing with Thavius Kreeg and the Chapter 1 begins in the independent city of Baldur's Vanthampur family, characters are likely to acquire the Gate, where the characters find themselves trapped Shield oft he Hidden Lord as well as an infernal puzzle behind the city's walls after the gates are sealed to keep box that they can't open. They might also liberate a spy out hundreds of refugees from the neighboring land imprisoned in Duke Vanthampur's dungeon who works ofElturgard. However, the gates can't hold back news for Sylvira Savikas, a tiefling expert on the Nine Hells. that Elturgard's capital has fallen, and that Grand Duke Determined to thwart devil worshipers in positions of Ulder Ravengard of Baldur's Gate is missing-lost on power throughout the Western Heartlands, Sylvira oper a diplomatic mission to Elturel. The fact that Elturel's ates out of the library of Candlekeep and has spent years misfortune coincided with Ravengard's visit bas left monitoring devil activity in Baldur's Gate, Elturel, and Baldurians wondering whether Baldur's Gate will suffer the surrounding region. Her spies are after the puzzle Elturel's fate. box, which is believed to contafo a copy of the fiendfah The characters are drafted by the Flaming Fist, the contract Thavius signed to seal Elturel's doom. army of mercenaries tasked with protecting Baldur's lf the characters wish to help Baldur's Gate further, Gate. Without Grand Duke Ulder Ravengard to lead they must journey to the Nine Hells and rescue Ulder them, the Flaming Fist mercenaries are little more than Ravengard from what's left of Elturel. The characters are glorified thugs. The characters' orders are to help main urged to seek out Sylvira Savikas in Candlekeep. Sylvira tain peace by rooting out and destroying followers of knows the secret to unlocking Thavius's puzzle box. She Bane, Bhaal, and Myrkul-evil gods collectively known can also facilitate the characters' descent into Avernus as the Dead Three. These vile priests, assassins, and and provide them with a map (albeit an unreliable one). necromancers are murdering city folk at random, and Sylvira advises characters to leave the Shield of the the Flaming Fist is too distracted and disorganized Hidden Lord in her custody. However, there are benefits to hunt them down and find their lair. In the course of to taking the shield with them, for Gargauth can guide their investigation, the characters learn that the Dead them through the Nine Hells in ways others cannot. With Three cultists are secretly being financed by Thalamra or without the shield, the characters depart Candlekeep Vanthampur, one of three remaining dukes who preside and visit Sylvira's friend, Traxigor, a wizard who can over the government ofBaldur's Gate, using money sto use the plane shift spell to get them to Elturel. At this len from the hoard of Ti ama t, the evil queen of dragons wizard's tower, they meet a hollyphant (see page 237) imprisoned in the Nine Hells. named Lulu. ABOUT THE ADVENTURE 5 To THE NINE HELLS! CHAPTER 1: A TALE OF 1\vo CITIES Chapter 2 opens with the characters' arrival in Elturel, For characters ofl evels 1-4 which is anchored by enormous chains and trapped un Pressed into service by the Flaming Fist, the char der the baleful light of the Companion. If the characters acters seek out and destroy Dead Three cultists do nothing, the city will be pulled down into the River who are threatening Baidu r's Gate. As the mach Styx and bound to the Nine Hells forever. Lulu tries her inations of the Vanthampur family come to light, best to serve as the party's guide in Avernus, but the hol the characters have a chance to confront Thavius lyphant's memories are fragmented. It becomes clear, Kreeg, the architect ofElturel's downfall, before however, that Lulu has a personal connection to Zariel, traveling to Candlekeep to unlock a mysterious dating back to the archdevil's former angelic existence. puzzle box and gain safe passage to the Nine Hells. After scouring Elturel for survivors and clashing with the denizens of Avernus, the characters en I counter the valiant Ulder Ravengard, who has been placed in the most unusual situation of defending a city he has long opposed. The beleaguered Ravengard CHAPTER 2: ELTUREL HAS FALLEl urges the characters to do whatever they can to free For characters of levels 5-6 Elturel and return what's left of it to FaerOn. To do so, they must scour Avernus for the means to destroy the After befriending a hollyphant named Lulu, the Companion or break the enormous chains that shackle characters help survivors in Elturel, a city an- that city, as described in chapter 3. chored by chains above the River Styx on the first Avernus has long been a battlefield in the never-end layer of the Nine Hells, and search for_ Gr_and_ Du_ke ing Blood War. Apart from clashing demons and dev- Ulder Ravengard of Baldur's Gate. _.) ils, petty warlords scour the Avernian wastelands in search of treasure. salvage, and fuel for their infernal war machines. Characters who forge an alliance with one warlord risk alienating the others. By acquiring an infernal war machine, characters can travel quickly CHAPTER 3: AVERNUS across Avernus-a domain rife with tortured souls, war For characters oflevels 7-10 mongers, and devils eager to tempt would-be heroes into The characters venture across the wastelands of soul-corrupting deals. Avernus in search of allies, face off against war The more time she spends with the characters, the lords and fiends, and search for a way to destroy more Lulu begins to remember long-lost memories of the Companion or break Elturel's chains. the Sword ofZariel, an angelic weapon with the power to destroy the Companion. After Zariel's fall from grace, r the sword was hidden in a stronghold called the Bleed ing Citadel-a celestial sanctuary trapped in Avernus. ~ The quest for the sword forms the crux of chapter 4, CHAPTER 4: SWORD OF ZARIEL leading to the revelation that Zariel can be redeemed. For characters of levels 11-12 The characters' success doesn't hinge on acquiring the Sword ofZ ariel or helping Zariel find redemption, The Sword of Zariel might be the key to Elturel's as Gargauth is quick to point out should the characters salvation, but to get it, the characters must find the consult with him. There are other ways to free Elturel, Bleeding Citadel- a little slice of heaven trapped in but only if the characters are willing to cut deals with hell. After they unlock Lulu's memories and claim I Avernus's most evil denizens. The characters might the sword, the characters must decide who is fit to broker a deal with the deposed archdevil Bel, who wield such a powerful weapon of good. ____) longs to supplant Zariel and regain his title as ruler of Avernus. They might stoke the rage of a horrific demon I called Crokek'toeck and trick it into gnawing through Elturel's chains. They might come to terms with an evil I. dragonborn paladin named Arkhan the Cruel, using CHAPTER 5: ESCAPE FROM AVERNUS him to broker a deal with Tiamat. By returning her sto For characters ofl evels 13 and higher len treasure, characters can convince Tiamat to break The characters use the treasures they've acquired Elturel's chains. and the deals they've made to free themselves and As tempting as such pursuits can be, the characters Elturel from Avernus. Will they use the Sword must be careful, for devil deals, demon lords, and Tia ofZariel or strike an infernal bargain to free the mat's rage number among the multiverse's greatest planetar trapped in the Companion? Will they coax threats. Also, Zariel herself might become cross with a demon into breaking Elturel's chains? Or will J the characters for daring to meddle in her diabolical they cut a deal with the archdevil Zariel? affairs. How the adventure concludes depends on the ______. choices the characters make, the chaos they foment, and the deals they forge, as discussed in chapter 5. DIAGRAM 0.1: ADVENTURE fLOW, t<l\RT ABOIJT THE ADV£NTUllE ADVENTURE BACKGROUND Lulu. Zariel's other two generals, Olanthius and Haru man, refused to leave Zariel's side. All three were cap On the plane of Mount Celestia, the angel Zariel chas tured and sent to Nessus, the lowest of the Nine Hells. tised her peers for not getting involved in the Blood War. There, Zariel was brought before Asmodeus, who wel She felt that it was the responsibility of the angelic host comed her with open arms. The Lord of the Nine com to destroy evil in the multiverse, rather than stand back mended Zariel for her battle prowess and the strength and watch demons and devils annihilate one another, of her convictions. He offered her rulership of Avernus, destroying vast swaths of the multiverse in the process. much to Bel's chagrin. By swearing fealty to Asmodeus In defiance of her superiors, Zariel left Mount Celestia and the Nine Hells, Zariel could bring her rage to bear and went to Elturel, where she rallied an army of war against the demons and continue to fight in the Blood riors and trained them to fight in the Blood War. She War, with legions of devils under her command. Zariel promised them that when they were ready, she would accepted Asmodeus's terms, completing her fall from lead them into battle on Avernus. grace. Harurnan followed his master into damnation Zariel led her army out of Elturel amid a throng of willingly and was transformed into a narzugon devil, cheering well-wishers and proud citizens in 1354 DR. while Olanthius, who took his own life rather than bow ln an epic charge known as the Ride, Zariers army en before Asmodeus, was brought back to serve as a death tered Avernus and took the fight to the archdevi1 Bel and knight under Zariel's burning gaze. his infernal legions. Many of Zariel's warriors fought bravely, but for others, the horrors of the Nine Hells THE COMPANION proved too great. They fled back through the portal, seal Zariel never forgot her betrayers- those who ran from ing it behind them and never revealing their shameful the battlefield. She kept a close eye on Elturel, waiting retreat and betrayal. The Hellriders. as they were called. for the day when she could enact her revenge. Thar day would wear this badge of shame to the grave. came in 1444 DR, when Elturel was conquered by a ZARIEL'S FALL vampire lord. A priest of Torm named Thavius Kreeg appealed to any power to help him save bis holy city. In Zariel lost more rhan her army on Avernus. She also lost that instant, Zariel emerged from a pillar of fire and of a hand, which was severed in battle. As her sword fell to fered him a deal, which Thavius readily accepted. the ground, Zariel ordered Yael, her most devoted gen In the sky over Elturel, a radiant sphere called the eral, to take the weapon and hide it, so that the devils Companion appeared, blazing like a second sun. Pow would not destroy or corrupt it. Yael took the sword and ered by a planetar imprisoned within it, the Companion fled, along with Zariel's faithful hollyphant companion, bathed Elturel and the surrounding countryside in holy ABOUT THE ADVENTURE 7 light which sent the vampire lord scrambling for the A devil that successfully corrupts a mortal gets the shadows and laid waste to his undead army. Thavius infernal equivalent of a gold star and can eagerly expect Kreeg, who took credit for summoning the Companion, a superior to take notice and give it the promotion it so was hailed as the savior of the city and rose to become richly deserves. Meanwhile, when that mortal dies, its its high overseer. Under Kreeg's decades-long rule, soul will find itself condemned to the Nine Hells where Elturel embarked on a path to becoming not just a holy it twists into the form of a lemure (unless it's used for city but the holy nation of Elturgard. some other morbid purpose). The devil doesn't care what becomes of the souls it corrupts; it just wants to be pro TuAVIUS'S BETRAYAL moted to a superior form of devil. That's how, over ages, a lemure might become a pit fiend. Thavius was told the exact time when the Companion But devils do more than corrupt. They also fight in the would cease to protect Elturel. In the weeks leacling up Blood War. Asmodeus attests that serving in his infer to this fateful hour, Thavius urged Grand Duke Older nal legion is a holy honor. for in so doing a devil helps Ravengard of Baldur's Gate to visit Elturel, to help settle protect the multiverse from demonic destruction. While some longstanding disputes between the two cities. Fac that sounds impressive, most devils partake in the Blood ing political pressure at home, Ravengard reluctantly War only to distinguish themselves among their peers acceded. After greeting Ravengard's delegation. Thavius and move up the chain of command. Endlessly fighting Kreeg fled Elturel in secret and watched from a safe dis demons isn't what most devils signed up for. tance as the Companion transformed from a racliant sun If a devil dies somewhere other than the Nine Hells, into a black orb awash with crackling energy. It ripped it re-forms in the Nine Hells and is therefore not truly Elturel from the Material Plane, transporting it and all killed. However, a devil that is killed in the Nine Hells is its inhabitants to Avernus. A few other city folk managed dead forever; not surprisingly, that's why devils tend to to escape before Elturel disappeared. Where it once be more cautious in their dealings al home than abroad. stood, only a crater remains. Disguised as a refugee, Thavius Kreeg was one of the DEVIL TRAITS first of his people to arrive at Baidu r's Gate with news of Elturel's "destruction." He slipped through the city's Common traits among devils include the following: gates with the help of his influential friend, Duke Van Charm. Devils are consummate charmers. Like thampur, and took refuge in her home. humans, some are better at it than others. The good ones savor the exchange of pleasantries, speaking in ROLEPLAYING DEVILS measured sentences or noticing pleasant details about the environment or a character's clothing. As the DM, you can play devils as humorous, aloof, bom Patience. Devils are rarely in a rush to make a deal bastic, conniving, or scatterbrained, but a general rule or sign a contract. As masters of the long con. devils to follow is this: devils have no desire to do good. When make genuinely good deals with mortals to buy appre dealing with mortals, devils are constantly figuring ciation and trust that can be leveraged during more out how to exploit and corrupt them, often behind thin smiles of feigned concern and false charm. consequential dealings later on. CiviJity. Devils like to pretend that they run by the same rules and obey the same social conventions as mor IMPORTANT REFERENCES tals. Devils have no problem appearing and acting This adventure features the Nine Hells, which is described in whatever manner they need to achieve their end in chapter 2 of the Dungeon Master's Guide. Devils, being goal- usually a contract for services or a soul. They've the primary inhabitants of the Nine Hells, play prominent learned that more can be gained from behaving in a roles in this story. Before running the adventure, it's worth taking the time to familiarize yourself with the "Devils" civilized manner than reacting angrily or violently. entry in the Monster Manual, which not only describes Deviousness. Devils don't age, so there's rarely a sense the most common types of devils but also explains their of urgency with a devil as it plots its conquest or cor hierarchy, how they behave 1n accordance with their lawful ruption of a soul. This allows for winding schemes evil alignment, what pleases and enrages them, and why that are rarely what they seem on the surface. For they're scared of dying on their home plane. minor devils, a simple acceptance of an evil gift is Stat Blocks. The Monster Manual contains stat blocks for enough, while greater devils enjoy tangling up charac most of the monsters and non player characters (N PCs) ters in choices that compromise their values. found in this adventure. Whenever this adventure presents Unscrupulousness. Being evil and soulless, a devil can a new monster or NP C, you'll find its stat block near the not be embarrassed or shamed, doesn't feel guilt or encounter in which it appears, or in appendix D. When a creature's name appears in bold type, that's a visual cue remorse, and is prepared to do the most heinous acts pointing you to the creature's stat block in the Monster to get what it wants. Manual. If the stat block appears elsewhere, the adven Fear of Demotion. A devil that disappoints a superior ture's text tells you where to find it. can be demoted, whereupon it's instantly transformed Spells and Magic Items. Spells and nonmagical equip into a lesser form of devil. The greater the devil, the ment mentioned in the adventure are described in the more it fears demotion and the loss of its power. Thus, Player's Handbook. Magic items are described in the Dun a devil takes great pains to hide its failures or pin geon Master's Guide, unless the adventure's text directs you them on someone else. to an item's description in appendix C. ABOUT THE ADVENTURE 8 from Avernus's sky as burning meteors, and the land is LIFE IN THE NINE HELLS dotted with the ruins of palaces and idyllic gardens that Much of the adventure takes place on the first layer of were obscenely beautiful in eons past. the Nine Hells. This is not, to put it mildly, your run Fleeting reminders of this ancient paradise can come of-the-mill D&D setting. The following tips and tricks to the characters in the following ways: can help you make the characters' stay in Avernus a • While traveling across Avernus, the characters remarkable one. glimpse a fantastic mirage: a grand palace or garden oasis that vanishes when they get within 100 feet of it. EVERYONE'S UNHAPPY • A random character hears beautiful music or laughter, The Nine Hells is a place of abject misery where no one catches the scent of Rowers or perfume, or experi is happy. Weaker devils are exploited and tormented by ences a gentle caress. The sensation has no discern their superiors. Stronger devils live in constant fear of ible source and fades after a few moments. being passed over for promotion or demoted. Even when • The characters find a relic that survived the fall of par something seems to go right, joy is fleeting and only adise, such as a beautiful vase or toppled statue. The fuels suspicion that things are about to get much worse. first character to touch the relic experiences a fleeting Such inescapable pessimism leads many creatures to moment of pure joy. become apathetic and spiteful. They take perverse de light in spreading their unhappiness like a contagion. ANYWHERE IS EVERYWHERE You can remind players that the Nine Hells is a place Geography warps at the whims of the Nine Hells. One of of misery and suffering in the following ways: the liberating aspects of this planar feature is that you • In conversations with the characters, natives of the don't need to be fastidious about keeping track of where Nine Hells like to bemoan their misfortune and blame locations are in relation to one another. others for their horrible lives. While the spatial distortion can be unsettling to visi- When a character accomplishes something, you can tors, it affords you the following benefits as a DM: undercut that success in some small way. For exam You can decide how long it takes for characters to get ple, the character's belt might snap, or a hellish insect from one place to the next. For example, the char might sting the character on the neck and leave a welt. acters might need to travel 6 miles to get from Fort • If a character rolls a natural 1 on an attack roll made Knucklebone to Haruman's Hill, and 60 miles to get with a nonmagical weapon, you can decide that the from Haruman's Hill back to Fort Knucklebone. weapon breaks. • If the characters are in a rush to get somewhere, an imp could appear out of nowhere and, for the price of EVERYTHING'$ AWFUL a soul coin or other valuable item, show them a short Avernus is insidious in the way it fosters greed and cut that halves the distance the characters must travel makes visitors pay or barter for the things they need to to reach their destination. survive. Most of the wildlife on Avernus is not edible to • The Wandering Emporium (see page 126) can show mortals, and most sources of water are poisonous or up almost anywhere in the Nine Hells, at any time. If otherwise tainted. The rarity of edible food and drink the players don't know where to go or what to do next, able water encourages hoarding behavior. or if you want to surprise them with fun roleplaying You can remind players about the awfulness of opportunities, have the Wandering Emporium ar Avernus in the following ways: rive at the party's location. regardless of where they • Any food or drink the characters bring with them saw it last. or conjure by magic retains its nutritional value but THAT PERSONAL TOUCH tastes awful when eaten or imbibed on Avernus. The food tastes like ash, the water tastes like bile, and the There are simple ways in which you can tailor the ad wine tastes like spoiled milk. venture to make Avernus an even more hellish place for If the characters want something that tastes good, your particular band of adventurers. Consider using the they must buy it from licensed sellers such as Mahadi following methods to customize your party's experience: the rakshasa, who runs a restaurant called Infernal • Learn what scares the characters. At the start of the Rapture (see page 129). The price of a good-tasting adventure, ask each player to provide you with a note meal is always a bit too high. of three things their character fears. Save these until • If a character commits a selfish act, you can reward the party reaches the Nine Hells, then use them to that selfishness by granting that character inspiration customize the terrors that populate Avernus. (as described in chapter 4 of the Player's Handbook). • Keep a list of the flaws that the players selected when Unlike regular inspiration, the benefit can't be trans they first created their characters, so that you can re ferred to another creature. mind the players of these faults when situations arise to test them. For example, a character with the Folk PARADISE LOST Hero background might have the flaw, "I'm quick to Before the Blood War reduced it to a blasted wasteland, assume that someone is trying to cheat me." Let the Avernus was a honey trap created by Asmodeus, a par player wrestle with this flaw during negotiations with adise of infinite delights designed to lure and enrapture devils and other denizens of Avernus. mortals. Fragments of this lost paradise still plunge ABOUT THE ADVENTURE 9

Description:
Christopher Perkins wrote this module while the cover was illustrated by Tyler Jacobson. In this book, the author took the players from level 1 to level 13. Baldur’s Gate: Descent into Avernus PDF was first published on 17th September 2019. It is a 256-page campaign book.
See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.