Baldur's Gate: Descent into Avernus đŤ
What if the Hells swallowed cities, and yours was next? ââDescend into Avernus ââââSurvive the Blood War ââââââBring Elturel home
$23.00
/ Session
Details
1 player following this game
Weekly / Saturday - 6:00 PM UTC
Session Duration / 3 hours
Campaign Length / 33â38 Sessions
0 / 5 Seats Filled
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About the adventure
-step into a city on the edge- -cults beneath the streets- -uncover a conspiracy that reaches into Hell- -drive infernal war machines across Avernus- -face Zariel, Archduchess of Avernus- Return to Baldurâs Gate just before the events of Baldurâs Gate 3. Your story begins on the streets of Baldurâs Gate. Refugees crowd the gates, the cityâs Grand Duke Ulder Ravenguard has disappeared, and the Cult of the Dead Three is leaving bodies in its wake. What begins as a murder investigation will draw you into a conspiracy of devils, fallen angels, and cities condemned to Hell. Descent into Avernus has spectacular ideas and unforgettable characters. I preserve the adventureâs strongest encounters and set pieces while expanding the story, and weaving your own character's story into it. Expect heroic D&D, tactical combat, devilish negotiations, and infernal war machines. You are heroes descending into Hell, and Hell intends to find out what that heroism is worth. --- Which choices will define your story? âââ˘How will you stop the Cult of the Dead Three? âââ˘Who will you trust when every alliance has a price? âââ˘Would you sell your soul for a Rod of Lordly Might? âââ˘Will you offer the damned redemption? âââ˘What will you sacrifice to bring Elturel home? --- Elturel hangs in chains above the River Styx. Zarielâs armies march beneath it, and Baldurâs Gate may be next. Will you be the adventurers who descend into Hell and bring a fallen city home? The Blood War wonât wait. đđ¤ DM Kevin
Game style
Rules as Written (RaW)
Combat Heavy
Meet the Game Master
3 years on StartPlaying
46 games hosted
Highly rated for: Creativity, Beginner Friendly, World Builder
Average response time: 5 hours
Response rate: 100%
About me
My sessions are too strong for you, traveler. You seek fun? My tableâs teamwork would tear your soul apart. You crave laidback? I've been here since edition 3.5. My enemies were raised by math Wizards where long rests were forged Of The Coast fire. You say youâve never played before? Ha! My teaching knows no bounds. Turn back if you fear Epics or Board Games and cRPGs. But if you thirst for victory⌠Then perhaps, perhaps, youâre worthy of the campaign ahead. âââââââââââââ Picture this: đ A centaur paladin spider climbing across the ceiling to smite enemies from above. đ A grung artificer buying the party two rounds against the deadliest lich in the multiverse with nothing but Fog Cloud. đ A dragonborn barbarian, trapped inside a shambling mound, killing a different mound to save the partyâs caster. đ¤ You, a heroic adventurer, cut down by three enemy crits, taking a Red Wizardâs bargain of eternal life and eternal servitude These are the kinds of moments I love to build. From grimdark survival to heroic fantasy, I've guided countless adventurers through deadly dungeons. I bring them to life with custom maps, tokens, and dynamic Roll20 boards, all grounded in rules as written play with open dice. My tables are collaborative and queer friendly, giving everyone a chance to shine. Whether you are brand new or a seasoned strategist, all you need is a passion for tactics and room to breathe. I will guide you the rest of the way. Many of my players return for campaign after campaign and the best compliment I get is when they bring a friend. So whether you are a new friend or an old accomplice, Iâm looking forward to imagining the next adventure with you.
View Profile âCharacter creation
Creating your character
All players will use 27-point buy for ability scores. Weâll use the 2024 Playerâs Handbook rules as written, with no homebrew stat systems or variant character building methods outside the officially published rules. Characters will begin at Level 1 using backgrounds, classes, and species from the new core rules. Older subclasses and pre2024 character options may be allowed with prior approval. Session Zero will also cover safety tools, party connections, and expectations for the campaignâs tone. Whether youâre new to the 2024 rules or already familiar with them, weâll make sure your character is integrated into the world and ready to descend.
What to expect
Preparing for the session
Have Discord and Roll20 accounts
What Kevin brings to the table
I bring careful preparation, clear communication, and a campaign shaped around the characters at the table. You can expect: ââ⢠Tactical Roll20 maps with dynamic lighting ââ⢠Curated handouts, music, and organized campaign materials ââ⢠Open rolls, open DCs and consistent rulings ââ⢠Encounters adjusted for your partyâs choices ââ⢠Character histories woven into Baldurâs Gate and Avernus ââ⢠A private Discord for scheduling, discussion, and everything you need between sessions I am not running Descent into Avernus untouched. I preserve the adventureâs strongest characters, encounters, and infernal set pieces while strengthening its connective story and adding original material. Your characters will not simply follow the plot through Hell. Their relationships and ambitions will help determine what the campaign becomes. Tactical combat matters, and enemies will act intelligently, but I am always rooting for the players. I do not fudge rolls or manufacture victories. The rules remain consistent so that your plans, risks, and successes feel real. Creative solutions are welcome, especially when you find a way through Hell that neither the devils nor the book anticipated. I use AI tools as part of my preparation and organizational workflow. I review, revise, and make the final creative decisions about everything that reaches the table. I provide the structure, the world, and the consequences. You decide what kind of heroes descend.
Homebrew rules
Rules and Table Rulings This campaign uses the standard 2024 rules. I do not use the optional flanking rule, but positioning still matters. Line of sight, terrain, and partial cover can all change the course of a fight. I rarely but sometimes allow Rule of Cool but when it creates a memorable moment without removing the risk, invalidating another characterâs abilities, or overriding the consequences of a choice. Creativity is rewarded, but does not automatically supersede the rules. I may also call a combat once its outcome is no longer meaningfully in doubt. Rather than spending twenty minutes resolving a foregone conclusion, weâll move to the final narration, consequences, and loot. The adventureâs story contains substantial additions and revisions, but the rules themselves remain consistent.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Kevin creates a safe table
Digital X/N/O system via chat and Roll20 Session Zero includes Lines and Veils discussion Players encouraged to opt out of themes as needed Aftercare and check-ins post-session available
Content warnings
Safety tools used