9 Hells, No Exit: The Morally Ambiguous Descent into Avernus

9 Hells, No Exit: The Morally Ambiguous Descent into Avernus

Elturel has fallen. Dragged from the world by chains of burning iron, this once-holy city now hangs above the blasted plains of Avernus

TYPE

Campaign

LEVELS

1–15

LANGUAGE

English

EXPERIENCE

Open to all

AGE

18+
1 SEAT LEFT
$22.00

/ Session

Details

Bi-weekly / Saturday - 1:00 PM UTC

Dec 20 / Session 13

Session Duration / 5–6 hours

Campaign Length / 15–20 Sessions

5 / 6 Seats Filled

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Schedule

Sat, Dec 20 | 1:00 PM – Session 13

Sat, Jan 03 | 1:00 PM – Session 14

Sat, Jan 17 | 1:00 PM – Session 15

Sat, Jan 31 | 1:00 PM – Session 16

Sat, Feb 14 | 1:00 PM – Session 17

Sat, Feb 28 | 1:00 PM – Session 18

Sat, Mar 14 | 1:00 PM – Session 19

Sat, Mar 28 | 1:00 PM – Session 20

Sat, Apr 11 | 12:00 PM – Session 21

This game will begin once 3 players have joined

Meet your party members

5/6

About the adventure

The Fall of Elturel and Your Place in What Comes Next Elturel has fallen—beautifully. Wrenched from the safety of your sunlit realm and suspended above my domain by chains of burning iron. Its people scream, its saviors have vanished, and your beloved Baldur’s Gate teeters at the edge of the same exquisite fate. How... delightful. You are not heroes. Not yet. You are mortals—flawed, desperate, deliciously unprepared. Mercenaries, exiles, broken priests and liars in stolen robes. And yet, in this moment of creeping dread and rising ash, you are the ones who have my attention. Avernus awaits. Its war machines thunder. Its devils whisper terms. And beneath it all, the Blood War churns, eternal and hungry. You will descend into it—your hands stained with pact-ink or blood, your resolve tested at every turn by blade, fire, and choices that will outlive your bones. This is not a tale of light triumphing over darkness. It is a story of grit, of compromise, of ambition. A tale where redemption costs dearly, and damnation is always on sale. If you crave a tale where the world bends to your decisions, where the battlefield is soaked in both fire and meaning, where temptation and terror share a drink and ask for your soul—then welcome. Your journey begins at level one. Where it ends? Well… That's between you and me.

Game style

Organized Play

Rule of Cool (RoC)

Roleplay Heavy

Meet the Game Master
DMs Guild Writer
Neurodivergent
Artist
Teacher/Educator
Game Designer

Less than a year on StartPlaying

71 games hosted

Highly rated for: Creativity, Storytelling, Teacher

Average response time: Under 1 hour

Response rate: 100%

About me

Hi, I’m DM Asmo – I specialize in crafting custom campaigns tailored specifically to each group’s unique style and preferences. Over the years, I’ve developed a passion for designing immersive adventures where every session is personalized and memorable. My approach is collaborative and detail-oriented: I work closely with you to build a rich narrative and dynamic challenges that reflect your group’s play style. Whether you’re seeking a story-driven epic, a gritty survival quest, or a quirky, offbeat adventure, my custom campaigns are designed to keep every player engaged from start to finish. I bring extensive experience, a love for innovative storytelling, and a commitment to quality that ensures every campaign is as unique as the heroes who undertake it. Let’s work together to bring your next unforgettable gaming experience to life! I look forward to forging epic tales with you

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Character creation

Creating your character

Ah... so you've chosen to walk the path into Hell. Brave. Foolish. Potentially profitable. Before the chains rattle and the blood dries, we must settle the matter of your identity—the vessel through which you will serve, suffer, or ascend. You will begin at Level One. Lowly. Mortal. Fragile. Perfect. You will build your character on D&D Beyond. A link will be provided to my archives, where the full catalog of authorized powers and reference tomes await you. Use them. Twist them. Define your sins. Should you lack inspiration, I will happily assist in forging a concept that will scream well on descent. You may use any official source published by Wizards of the Coast. The Player’s Handbook, Xanathar’s Guide to Everything, Tasha’s Cauldron of Everything, and more are yours. Unearthed Arcana and third-party materials, however, are not recognized in my court. Chaos is entertaining—but not inefficient. Your attributes will be determined by Point Buy or Standard Array. Roll if you must—but know that the dice favor no one in Hell. And finally, when creating your backstory, give me something to sink my teeth into. A vow unkept. A crime unresolved. A soul teetering on the edge of damnation or redemption. A secret worth selling. I promise… it will not be forgotten. Build wisely. Build boldly. And remember: Even the weakest candle casts a shadow— and in Hell, shadows often strike first.

What to expect

Preparing for the session

Required: Forge account for FoundryVtt (I will provide link + access to books) Mic for voice chat (Webcam optional) Discord or Google Meet access Stable internet connection Character concept ready, including class and possible franchise role Optional (but helpful): Headphones for clean audio Basic knowledge of your class

What Pacts & Polyhedrals - Asmo brings to the table

What Will I Bring to the Table? Platform: Foundry VTT Voice Chat: Discord or Google Meet Game Length: Multi-session campaign with clear arc progression and flexible session goals Style: Roleplay-rich, character-driven storytelling with punchy, tactical combat Features: Fully prepped maps and combat zones, including infernal war zones, dynamic lighting, fog of war, and terrain effects from the blasted hellscape of Avernus In-world handouts and lore fragments: infernal contracts, holy relics, visions from lost souls, and devil-signed missives that evolve as the story descends Infernal economy mechanics: soul coins, war machines, and the corruption of favors over gold Cinematic NPCs and voiced characters: from trembling priests to overconfident devils and fallen angels who absolutely want you to read the fine print Thematic ambient sound and music: from desperate prayer chambers to hellish highways of steel and bone Session recaps (optional): provided as recovered journal entries, dream fragments, or intelligence reports from the frontlines of the Blood War Access to most source materials for character creation via Foundry, and a curated library on D&D Beyond to make character building smooth and story-consistent

Homebrew rules

House Rules – As Mandated by Infernal Decree A Reminder: All deviations from the Prime Material ruleset are both intentional and binding. Though the so-called laws of your mortal game are serviceable, I have made a few... refinements. Consider them the sharpened edges on the blade you’ve chosen to wield. These amendments ensure that pain has weight, glory has teeth, and every die roll flirts with fate. Rule I: Critical Hits Shall Be Truly... Critical Mortal combat is an art best punctuated with carnage. Therefore: Whenever you strike true—a natural 20 on an attack roll—you shall not merely roll your damage dice twice. Instead: Maximize the damage your weapon or spell could do (every damage die at full value), Then roll the normal damage dice once more, Add any relevant modifiers at the end. Example: A longsword (1d8 + STR) crits. Under this infernal clause, you deal: 8 (max) + 1d8 (roll) + STR modifier Striking a critical blow should not be a whisper—it should be a declaration. Rule II: Death, Like the Abyss, Should Be Unknown When you hover at death’s door, even your soul cannot see the path. Thus: Death Saves are rolled in secret. Either I, your gracious DM, shall roll them behind the screen, Or you may roll them silently, revealing nothing. Only success, failure, or oblivion will be known to the others. Your companions will not know how many breaths you have left—only that they are precious. This breeds tension. And from tension, legend. Rule III: Potions Must Be Practical Time is cruel in Avernus, and so we do not waste it. Drinking a potion yourself is a Bonus Action. Administering one to an ally (even lovingly) is a full Action—as it should be. No “max rolls,” no divine shortcuts. Roll the healing dice and accept what mercy they offer. Want more certainty? Bargain harder. These house rules are not mere preferences—they are etched into the stone of the campaign. They reward boldness, sharpen risk, and ensure that every clutch moment is worthy of a ballad... or a binding clause in a soul-rending contract. Proceed accordingly. —Asmodeus He Who Amends the Rules, and Breaks Them Only When It Amuses Him

Equipment needed to play

Computer

Microphone

Headphones

Physical Dice

Safety

How Pacts & Polyhedrals - Asmo creates a safe table

How Will I Keep Players Safe and Comfortable? Even when we’re delving into infernal landscapes and morally gray choices, player comfort and safety come first. We’ll be navigating a dark, intense world—but you should never feel uncomfortable as a player at the table. Here’s how I support you: Session 0: We’ll start with a collaborative Session 0 where we’ll outline tone, boundaries, and themes we want to avoid or handle gently. This includes open discussion and optional anonymous submissions. Aftercare Check-ins: At the end of each session, we’ll have a brief debrief for “Stars & Wishes” (what you loved, what you want more of), and I always make time for private messages if something needs extra discussion. This campaign will explore heavy themes—corruption, temptation, and loss—but they are always tools of narrative, not discomfort.

Content warnings

Safety tools used

Frequently asked questions