Baldur's Gate: Descent into Avernus
Welcome to Baldur’s Gate, a city of ambition and corruption situated at the crossroads of the Sword Coast. You’ve just started your adventuring career, but already find yourself embroiled in a plot that sprawls from the shadows of Baldur’s Gate to the front lines of the planes-spanning Blood War! Do you have what it takes to turn infernal war machines and nefarious contracts against the archdevil Zariel and her diabolical hordes? And can you ever hope to find your way home safely when pitted against the infinite evils of the Nine Hells?
Authors: Adam Lee, Bill Benham, M.T. Black, Dan Dillon, Justin Donie, James J. Haeck, James Introcaso, Chris Lindsay, Liane Mersiel, Shawn Merwin, Lysa Penrose, Christopher Perkins, F. Wesley Schneider, Amber Scott, James Sutter
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Baldur's Gate: Descent into Avernus Reviews (12)
See what other Game Masters and players are saying about Baldur's Gate: Descent into Avernus
So your players want high-stakes adventure, infernal bargains, and the absolute worst road trip of their lives? Congratulations! Baldur’s Gate: Descent into Avernus throws them from the crime-ridden, backstabbing streets of Baldur’s Gate straight into hell itself. Literally. This campaign starts off gritty and political, with back-alley betrayals and cultist conspiracies, but quickly flips the table and sends your party on a one-way trip to Avernus, the first layer of the Nine Hells. Once there, they have to navigate an apocalyptic war zone, deal with scheming devils, and maybe—just maybe—save an entire city from eternal damnation. Oh, and did I mention you get Mad Max-style infernal war machines? Because you do, and they run on demon ichor. Pros: ✔ The opening in Baldur’s Gate is great—a grimy, morally grey intro that sets the stage perfectly. ✔ Avernus is METAL—the whole place is one giant, blood-soaked battlefield between devils and demons. ✔ Zariel is a fantastic villain—a fallen angel turned tyrant of Hell, and your party actually has a chance to redeem or destroy her. ✔ Infernal War Machines—hellish monster trucks that encourage reckless driving and vehicular demon-slaughter. Cons: ✘ The tone shifts HARD—it starts as gritty, street-level intrigue and then suddenly, boom, welcome to Hell! ✘ The Hellscape can feel empty—without DM adjustments, Avernus can feel like a lot of wasteland with not enough stuff to do. ✘ If your players aren’t into moral dilemmas and devilish bargains, they’re missing half the fun. ✘ Some parts drag—certain sections lose momentum, especially if the party doesn’t engage with the war between devils and demons. Final Verdict: If your group wants a unique, high-stakes adventure filled with diabolical choices, epic battles, and the chance to ride a flaming death machine across Hell, Descent into Avernus delivers hard. If they just wanted another classic fantasy romp, this might be too much of a wild ride. 8/10 – Souls Sold Separately.
Cults, devils, demons, and worse! I’ve run this module twice and played it once, and I keep coming back to it. The first section clearly serves as a funnel into Chapter 2, but Baldur’s Gate is a fantastic setting, and the enemies you face there may not be what they seem. From Chapter 2 onward, you’re thrust into the scorched wasteland of Avernus, filled with key locations that, with some work, can make for a compelling middle and end to the adventure.
Prequel to the wildly-popular Baldur's Gate 3 by Larian studios, this is a roller-coaster of an adventure. The fields of Avernus are littered by war, pocked by battle scars, and ready for the unsuspecting 'heroes' to rise t the occasion. Players begin as ordinary people struck by metaphysical tragedy and circumstance and so should get their bearings and 'adventuring legs' under them at first. The early part is a definite lesson in resource management and picking one's battles. Players should be smart, or they will be dead. For Dungeon Masters, careful reading and understanding of the situation is a MUST. This means homework, sorry to those who prefer to 'make it up on the fly.' But the rewards can be worth it. Players can be seduced by easy answers and the temptations of the lower planes, or they can redeem the irredeemable, and pretty much everything in between. It certainly gives players who then go on to BG3 a different perspective of Tieflings. 3.5/5 "Pretty good"
It is a great story, jumping right into action from the get go. It is brutal though, starting at level 1 and making three first chapter feel like a horror survival. If you like Grand adventures, it is recommended, but due to the theme and topics it deals with, it can feel too dark and serious for some players. There's not much room for playing around the constrains of the story, making motivations and character arcs feel restricted. The third chapter of the book is a hell for have masters, as it is written in a very obtuse easy, and it famously frustrates players, sending them on a wild chase for clues, leaving them with a sense of emptiness, as nothing they do really matters in the great scheme of the adventure. In my opinion, it is famous because of Baldur's Gate mostly, but 3/4 of the adventure feels like anything else but with a demons and fire skin on top of it. There are some NPCs that ended up being memorable to my players, but only for additions to their attitude and backstory that I made outside what the book provides. As someone who prefers a more open end and player driven storytelling, I didn't enjoy running this campaign, as it felt like they just had to do the quest because they were told so.