Baldur’s Gate: Descent Into Avernus suffers from a slow start. The adventure begins when the material plane around the city of Elturel splits open. Massive, flaming chains reach from the gash, seize the city, and drag it to hell. But instead of witnessing the cataclysm, the characters start nearly 200 miles away, where they learn of the trouble from fleeing refugees. Instead of calling the party members to adventure, the opening box text drafts them. The group’s first assignment has them serve as bodyguards until a bar fight lifts them to 2nd level. Imagine 20 minutes into the campaign, halting the action so everyone can level up.
Baldur’s Gate: The Fall of Elturel
For the DMs Guild adventure Baldur’s Gate: The Fall of Elturel, authors Anthony Joyce and Justice Arman replace that awkward launch with something stronger. This 2-hour adventure begins in Elturel with the players meeting authorities who need help investigating cult activity outside the city. Two of these three patrons play a part later in the hardcover, so the opening lays a foundation for later. The adventure tackles so many introductions that I made picture cards to introduce key non-player characters. One picture needed a bit of redeye correction for what’s definitely the flash and not a devilish taint. Have Duke Ulder Ravengard give at least one character a copper badge that bears the Flaming Fist’s coat of arms.
The adventure assumes that characters begin in one of three factions. Instead of assuming membership, I asked each player whether glory, wealth, or justice motivated their character. A representative of the Hellriders contacted the characters interested in glory, one from the Flaming Fist contacted those craving wealth, and one from the Order of the Gauntlet reached out to seekers of justice.
The party’s meetings with the folk of Elturel bring the best parts of the adventure. The authors dreamed up touches to make these citizens likeable, creating affection that will add weight to the city’s fall. At a wedding scene, my players kept bracing for something terrible to happen. Nothing happens yet, but the anxiety amused me. I’m awful.
In gratitude for witnessing the wedding, have the priest cast Aid on the party. The extra hit points enabled me to increase the number of cultists the party battles later, while still limiting the chance that a character might die. Without more foes, some of the fights could end too quickly for everyone to get a turn.
When the scenario serves up four different evil cults, it risks confusing players. My newer players asked questions and would have benefited from a scorecard. To be fair, the authors just play a hand dealt by the hardcover’s first chapter where all four cults appear again.
After facing the cults, on the way back to Elturel, the party witness the city’s fall. Baldur’s Gate: The Fall of Elturel provides a superior start to Descent Into Avernus that I strongly recommend.
Bridging to the hardcover and the next add-on
The group reaches Baldur’s Gate (and the hardcover’s content) with a badge that proves a connection to the Flaming Fist and a clue pointing to Dead Three cultists in the city. The young Hellrider Reya Mantlemorn will probably be with the party. Perhaps Reya sees fellow Hellriders arrested by the Flaming Fist outside the Basilisk Gate.
Captain Zodge will wish to speak and invites the party’s help dealing with the cults. Before the party enters the dungeon of the Dead Three, let Reya leave to investigate the fate of Elturel. The next time the players meet, she will bring new leads to follow.
The dungeon of the Dead Three can lay a path to the next add-on adventure. I suggest planting clues that show the cultists working with the Vanthampur family to steal a magical shield from the Hhune family. For this, I relied on Vendetta Kress in room D23. She distributes wine and spirits for the Oathoon patriar family of Baldur’s Gate. The Oathoon mansion neighbors the Hhune’s and city legend suggest that the catacombs under those old estates connect. The Vanthampurs hope Vendetta can show a path from the Oathoon wine cellar into the tunnels under the Hhune’s compound.
Mortlock Vanthampur knows his mother seeks the shield. The prospect of someone else taking it amuses him.
Shield of the Hidden Lord by M.T. Black enables the players to gain the shield during a dungeon crawl under Baldur’s Gate. The adventure targets level 3 characters, but like an Adventures League scenario, the text lists adjustments for stronger or weaker groups.
This adventure proved especially easy to run. Black keeps his descriptions short and evocative, while including plenty of headings to make information easy to find at the table. I never felt slowed by the long columns of unbroken text that so often appear in other adventures.
Every room features things that invite interaction. For example, the first room includes the usual monsters, but it also includes a ghostly chorus trapped in a choir stall, an enclosure that resembles an ornate jury box. The characters can raise a baton and lead the choir to sing to the hidden lord. Opening the stall releases the specters, with the result you probably expect. To add temptation, the gold bolt that closes the stall appears valuable.
Elsewhere, an incubus seeking the shield makes an entertaining foil for the party. “Trait. I enjoy shapeshifting often while talking to mortals, as it annoys them.” The adventure suggests some amusing shapes to take.
Sometimes, I rate adventures based on whether I could improvise something similar. Most adventures combine a few standout features with many familiar details. Shield of the Hidden Lord goes well past that benchmark. Almost every room shows invention and a flair for evocative details.
The amount of content prompts my one reservation: Shield of the Hidden Lord will take most groups 6-8 hours to finish, so it makes a long detour from the hardcover. Still, no players will mind the trip.