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

EXPERIENCE

Open to all

AGE

18+
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

1 SEAT LEFT
$22.00

/ Session

Details

Bi-weekly / Saturday – 12:00 PM UTC

Aug 2 / Session 3

Campaign Length / 15–20 Sessions

5–6 Hour Duration

5 / 6 Seats Filled

GAME MASTER

Pacts & Polyhedrals - Asmo

he/him

5.0

(16)

Schedule

Sat, Aug 02 | 12:00 PM – Session 3

Sat, Aug 16 | 12:00 PM – Session 4

Sat, Aug 30 | 12:00 PM – Session 5

Sat, Sep 13 | 12:00 PM – Session 6

Sat, Sep 27 | 12:00 PM – Session 7

Sat, Oct 11 | 12:00 PM – Session 8

Sat, Oct 25 | 12:00 PM – Session 9

Sat, Nov 08 | 1:00 PM – Session 10

Sat, Nov 22 | 1:00 PM – Session 11

Each player will be charged when a session starts.

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

Less than a year on StartPlaying

13 games hosted

Highly rated for: Creativity, Storytelling, Teacher

Average response time: 3 hours

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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Reviews (16)

Proficiencies

Players say this GM is great at:

Creativity

Storytelling

Teacher

Brandon Waldrop avatar

Brandon Waldrop

New review

Played 7 sessions

Awesome guy and very understanding and accommodating.

Mac avatar

Mac

New review

love playing with asmo. you can tell he sinks so much effort and dedication into his craft

🦨 Skunk 🦨 avatar

🦨 Skunk 🦨

Asmo is an incredible Gm. He brings every session to life with amazing character voices, original music, and unforgettable storytelling. His creativity and passion make the world feel real, and the custom songs he creates add a unique cinematic touch. Most importantly, Asmo is always kind, respectful, and keeps the vibes positive and inclusive. Easily one of the best DMs I've ever played with!

Terry Harwood avatar

Terry Harwood

Asmo was amazing, we started with vision that 3 of us would be laying with asmo, all in different countries around the world and new Zealand being a focus point where we all had a good connection so asmo made our own story with the lord of the rings as a starting point. We couldn't have asked for any better when we started at frodo's birth, all the characters we all loved from the books and a chance to write a prologue was just infatuating! Only for the first game to involve the newest player of the game blowing up gandalfs fireworks cart and destroying the shire in a spectacular fashion that could have only come from a natural 20. From then on it was just enthralling to play, with the addition of corruption points after our most experienced player managed to take the ring from Bilbo our journey became something more of exploration into our darkest thoughts. Asmo did the most amazing work in allowing this and directing the game in a way that showed more of our humour than I ever thought possible. The game continued with some of the best parts being gandalf soiling his pants after a natural 1 got rolled and a battle with worm tongue that went back and forth for an age as we transversed middle earth and found some spectacular wonders that asmo had created, using maps and a collaboration of platforms we were able to play easily and even the new player with us was well looked after and coached on how to play after getting thrown in the deep end right at the beginning. I cannot describe how brilliant this experience was and it's all down to asmo and his amazing mind, tools and experience, with out him this would never have capsulated us all as much as it did and we can't wait for summer to be over and start a new campaign next winter! Thank you so much!

RocknDiceRoll avatar

RocknDiceRoll

I have played many a game with Asmo across approaching almost 5 years now. Asmo was the first DM who truly showed me what it is like to experience pure improvisation and whimsy in RPG. Any creative action coming from the players was immediately met by an equally creative response by the DM. No matter what the party throws at Asmo – the DM is ready to roll with the punches! The sheer attention to even the smallest details of the world we were playing in, thoughtfully fleshed out NPCs (each of them with a unique personality, story and characteristic voice acting), the flavourful descriptions of each setting the party found ourselves in – these all created a sense of immersion into the game that was beyond compare. Add to this the absolute love and care Asmo shows towards reading and incorporating each character’s backstory into the campaign plot. Working collaboratively with the players to develop the story THEY want to tell for their character along the journey, making sure everyone in the party feels included and is part of the narrative at all times. Add to this a killer sense of humour on top. This all led to many a funny moment in our games mixed with very wholesome and emotional party interactions. Under Asmo’s care, each character in the party had a chance to come to live and feel real. Never a dull moment in his games. Taking the crown among the best DMs I have ever had.

GameMasterKyle avatar

GameMasterKyle

I’ve only had the chance to play with Amos a few times—both as a player in one of his games and with him joining one of mine—but even in those brief moments, his strengths as a Game Master are unmistakable. Amos brings a rare blend of creativity, patience, and professionalism to the table. He’s deeply respectful and encouraging, creating a space where even the most chaotic, off-the-wall ideas are not just welcomed—they’re woven into the story with care and continuity. His storytelling is consistently solid and immersive, grounded by a clear sense of world-building and narrative momentum, yet flexible enough to adapt to unexpected player choices. That balance—between structure and spontaneity—is something only the most seasoned GMs pull off well, and Amos does it with ease. From what I’ve seen and heard, Amos has run hundreds of games. He built a thriving game server that connected TTRPGs across multiple campaigns, growing a community of over 200 members. When he launched his own game company to develop an original TTRPG system, over 100 members followed him to his new server—testament to the respect and loyalty he inspires as a GM and community builder. Whether his games are free or paid, they fill up fast—and it’s easy to see why. Amos doesn’t just run games; he fosters worlds, invites wonder, and supports his players every step of the way. If you’re lucky enough to snag a seat at his table, do it. You’re in for something special.

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
Alcoholism
Alcohol Use
Animal abuse
Animal Cruelty
Animal Death
Ableism
Abuse
Blood
Body Horror
Cannibalism
Car Accident
Character Death
Child Abandonment
Child Abuse
Child Death
Classism
Clowns
Concentration Camps
Cults
Curing of Disabilities
Death
Deep or Large Bodies of Water
Devils / Demons / Fiends
Drowning
Drugs (addiction, use, withdrawal)
Emotional Abuse
Execution
Extreme Violence
Fire
Forced Blood Draining
Freezing
Gore
Guns
Hangings
Hostages
Human Trafficking (adult only)
Illness
Insects
Kidnapping
Language/Cursing
Lifechanging Injury
Mass Death
Medical Issues
Memory Erasing
Mental Illness
Microaggressions
Mind alteration
Mind Control
Murder
Mutilation
Mutilation of Corpses
Nightmares about Traumatic Events
Pandemic
Panic Attacks
Paralyzation
Pet Death
Police Brutality
Prejudice
PTSD
Racial Profiling
Racism
Scars
Seizures
Self-Harm
Seminar
Sexism
Small Spaces (Claustrophobia)
Slavery
Snakes
Spiders
Suffocation
Suicide
Suicide Ideation
Talk of Superior Race
Terrorism
Torture
Trauma
Violence
Safety tools used

Frequently asked questions