baldur's gate: descent into avernus review
baldur's gate: descent into avernus review
It’s easily my favorite art in the book; there’s something about the vividness of the images that can portray so much emotion and subtle detail. The people are believable. [Disclosure: Wizards of the Coast provided Nerds on Earth with a copy of the book in exchange for an honest review.]. These are all great. I love how this section works to spark collaborative story-building. Descent Into Avernus has flair, with its demons and plane-hopping antics. 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. This story set in Baldur's Gate goes far deeper than the first layer of Hell. Your group is going to play through this much differently than others, and that’s one of the signs of a great adventure. There’s a ton of encounters and locations to see, including two completely separate paths for roughly the second half of the chapter. As an aside – every 5e book has included a disclaimer. 0. And all this before players journey into Hell to figure out whatâs causing all this chaos and death. The final chapter is a high-stakes gamble–it’s really well done. There are a ton of factors in motion at this point, and a lot depends on whether the PCs made hard choices or took shortcuts. If you have players who experience a lot of character bleed (that is, their emotional reaction to a game is closely linked to their character’s feelings at the time), you absolutely need to plan around managing that throughout the adventure. The steps of the investigation look pretty interesting. Baldur’s Gate: Descent into Avernus Review Brandes Stoddard. - The best place on earth for nerds. Review. Pick up your copy at your FLGS, or get it on Amazon here. Even for players with no more than marginal interest in the Forgotten Realms, Baldur’s Gate is one of the two most recognizable city names in the whole setting, thanks to the wildly popular video games. Even better would be scanning images of them to give the players, so that you’re not briefly showing them two pages of the book. None of these are going to endear any species of guard to your players, in fairness. 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. The adventure does feel a bit like it could get lost in the weeds if the players don’t recognize the importance of each connective step. I’m pointing this out not because it’s a problem, though – I think it’s impressive how much the text does make it feel like the PCs are the ones on the spot who could do something, rather than ditching the adventure to make someone else handle it. The new features are laser-focused on Baldurran society – the only problem is that the adventure doesn’t come back to Baldur’s Gate after 4th level, unless you keep it going with your own content after the end. That’s another thing that Wizards has excelled at–important characters almost always get their own header and background section. It has arguably tipped over into a failed state, with the rule of law disintegrating and an increasing level of corrupt, authoritarian rule by the Council of Four, vigilantism, and gang violence. I am delighted with this approach to connecting characters to a place and its society. It’s a bit strange, not necessarily a deal-breaker. I would have a hard time not making something more out of that encounter. Characters will be faced with some tough, meaningful choices, and their actions will have consequences. Fear lots and lots, if you prefer. 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. Thereâs even a suggestion to undercut any small victory a player might have with something irritating. This functions as a unified flaw or bond in the group as a whole, and itâs one that makes even the do-gooder Lawful-Good Paladin or Cleric of the group corrupt from the start. Like something out of Danteâs Inferno, anyone in Avernus will constantly bemoan their current state of misfortune and hurl blame at everyone nearby. This adventure represents a significant shift in the portrayal of the city from previous texts, including the Sword Coast Adventurer’s Guide entry. I like what it has going on. Fueling an infernal war machine is a horrifyingly evil act, though I don’t recommend DMs changing PC alignments just for that.
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