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Dungeons & Dragons Baldur's Gate: Descent Into Avernus Hardcover Book (D&D Adventure) Hardcover – Illustrated, September 17, 2019
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Wizards RPG Team
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Print length256 pages
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LanguageEnglish
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PublisherWizards of the Coast
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Publication dateSeptember 17, 2019
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Reading age14 years and up
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Dimensions8.54 x 0.71 x 11.12 inches
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ISBN-100786966769
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ISBN-13978-0786966769
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From the Publisher
Forge Your Fate In Hellfire
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?
Inside Baldur’s Gate: Descent Into Avernus
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Save Baldur’s Gate from being dragged into Avernus and its citizens from becoming fodder in the vicious battle between demons and devils known as the Blood War. Set in an unforgiving plane and packed full of fresh adventures, chilling monsters, and brand-new mechanics, Descent into Avernus gives Dungeon Masters all they need to lead their adventurers into the Nine Hells. |
Introducing Infernal War Machines—vicious vehicles made of infernal iron, guarded by spikes, blades, chains, and siege weapons. Roar into battle in your own customized War Machine! Carry small raiding parties or crush entire hordes of your enemies with stat blocks and variations for four different Infernal War Machines, plus tables for dangerous mishaps and deadly chases. |
Devils lurk in Avernus, ready to lure adventurers with ultimate temptations of power and treasure—for a price. Dungeon Masters have the tools to bargain for their players’ souls in exchange for their greatest wishes. Rules for the hierarchy of devils, what they can offer, what they expect in exchange, and how to form contracts are all included. Will your party resist temptation or give in to their desires? |
An innovator in providing fantasy entertainment, Dungeons & Dragons is the wellspring for the entire modern game industry, digital as well as tabletop. Fifth edition D&D draws from every prior edition to create a universally compelling play experience, and exemplifies the true spirit of a game that holds captive the hearts and minds of millions of players worldwide. The core rulebook series consists of three books: the Player’s Handbook, the Monster Manual, and the Dungeon Master’s Guide.
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Product details
- Publisher : Wizards of the Coast; Illustrated edition (September 17, 2019)
- Language : English
- Hardcover : 256 pages
- ISBN-10 : 0786966769
- ISBN-13 : 978-0786966769
- Reading age : 14 years and up
- Item Weight : 2.21 pounds
- Dimensions : 8.54 x 0.71 x 11.12 inches
- Best Sellers Rank: #2,876 in Books (See Top 100 in Books)
- Customer Reviews:
Customer reviews
Top reviews from the United States
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You can tell right off the bat that a lot of love went into this as you thumb through the pages. The artwork is stunning, and they even include a section of concept art, a few great but spoiler-y touches, an a large fold-out map of Elturel (side 1) and Avernus (side 2). And there's good reason why: the name Baldur's Gate has a lot of live up to. For me, it was my first foray into the world of D&D. Baldur's Gate II went down in history as one of the greatest RPGs of all time. And this campaign does honor to that—and more.
Just reading through it, it feels and plays like the original Baldur's Gate series—it has a very similar vibe to the first game in particular, with what feels like some strong Planescape: Torment elements as well (although we really only go to one other plane). It's darker than your average campaign, I think. I've been getting my group ready to play this since it was announced, and I can't wait to get started.
If you're a fan of the original Baldur's Gate series, I think you'll enjoy this campaign. Lots of callbacks and nods to the first game, but not so many that it feels like overt fanservice (with the exception of one miniature-giant-space-hamster reference that I still haven't recovered from).
Spoilers are included from this point forward: The basic story is that a city named Elturel is being dragged literally down into hell as a result of an infernal bargain between its mayor and a fallen angel/archdevil named Zariel. Huge chains are gradually winching it down into the area around the River Styx, and the PCs are trying to stop this from being finally accomplished. To do this, they must travel around a plane of hell, Avernus, and find a magical Sword of Zariel. They can use the sword to save the city in various ways. Interestingly, the ultimate outcome is much more open-ended than in other big 5e adventures: e.g., the PCs can try to persuade Zariel to renounce evil (DC 25 check reduced if certain NPCs are present), or they can sacrifice one of their souls in an infernal bargain to save Elturel, or they can try to enlist any of Zariel's several enemies (demonic or celestial) to destroy the physical chains holding the city down. I'm not sure yet how to present all these possibilities to my players, but the authors are definitely giving me and my players a lot of really interesting material to work with.
Pros: Avernus is brought to life as a hellish place, peopled with really cool NPCs and tons of atmospheric detail. Example #1: there is a snuggly mini-elephant named Lulu with wings and Styx-induced amnesia, who can help the PCs as she recovers her memories as Zariel's sidekick back before Zariel's fall. Example #2: the PCs meet a hag who runs a kind of junkyard in hell, and who can give the PCs a Mad Max style war machine to drive across hell. She has a flameskull who might become friendly toward the PCs if they can recover one of his teeth, which has been pilfered by some mischievous devils who also work for the hag. Another really great thing about the story is that the possibility of redeeming Zariel or finding some other way to save Elturel seems like a pretty great overall objective. I also appreciate that the conclusion of the story is going to be up to the players, potentially with lots of negotiating with devilishly cunning adversaries. And the whole idea of a city being slowly dragged down into hell is great.
Cons: 1) the PCs are often moved around the story by some pretty weak plot devices. For example, they are told to get the Sword of Zariel without being told how this helps save Elturel. I think the DM ideally would change these features. 2) the intro chapter in Baldur's Gate is kind of ho hum, and Baldur's Gate is such a bleak place that the PCs are unlikely to develop a connection to the city that is in any way similar to the love my players developed for Waterdeep in Dragonheist. (I may try to use Murder in Baldur's Gate, an older low-level D&D adventure available on DMs Guild, as a way to introduce my players to the city.) Similarly, the players are told they must save Elturel before they have ever visited that place or developed a connection to it, which might feel kind of artificial. A little homebrew prologue in Elturel before disaster befalls it might be a good way to avoid this.
Verdict: Avernus is described in loving detail and also succeeds as a broad canvas; it is as vivid as a trip to hell should be. There are some weaknesses in the story, esp before the PCs arrive in hell. But I still think the good far outweighs the bad, and puts this in the top tier of published D&D adventures, just below Abyss, Strahd and Waterdeep, but above Storm King's Thunder and well above Princes of the Apocalypse and Rise of Tiamat. After I've actually run it with my players, I may revisit this review, and I suspect that if anything I'll be giving it a higher rating.
UPDATE 7/3/2020: I finished running Avernus with my players and found that the experience mostly confirmed my initial impressions. A few additional/expanded criticisms: (1) The heart of the action in Avernus is asking monster X where the Sword of Zariel is, and the end result is this supposedly knowledgeable creature requires the PCs to perform a quest but then sends the PCs to someone ELSE supposedly in the know, who does the SAME thing. This eventually leads to the sword and the confrontation with Zariel, but the runaround leading up to this point feels artificial. Many of these quests are atmospherically interesting (e.g., retrieve something from a crashed flying fortress) but don't require any real ingenuity to perform. They feel like filler to get the PCs up to 12th level or whatever. (2) There is a section on "other locations" in Avernus (p. 122) where the PCs can happen upon some little random encounters at the DM's discretion. A few of these are really good and the best part of the adventure -- e.g., a devil who wants the PCs to go down in a barely functioning diving bell to retrieve something from the bottom of the river Styx. I tried to work these in as required steps toward getting the Sword of Zariel. (3) The final encounter with Zariel is hard to DM and again feels underwritten and artificial. Where does it take place? It seems to occur on a giant battlefield where Z's army is battling demons to take control of Elturel. But if the PCs start fighting her, what's to stop Z's army of thousands from coming to help her out? I just kind of hand waved that. (4) Still believe that the adventure works better if it is Baldur's Gate getting dragged down to hell rather than Elturel. (5) The lack of a defined geography in Avernus (e.g., this location is here, 3 days' travel from this other spot) makes the adventure feel a little thin, unless the DM adds these details.
Overall I still feel comfortable comparing DIA to Storm King's Thunder, which like this adventure has some excellent bits but can also be a bit creaky in its plot mechanics. I would actually say SKT is slightly better, and less work for the DM, but for what it's worth my players told me DIA was slightly better, probably because of the more exotic environment. So think four stars is still about right.
Secondly, while I know the Realms are the default setting, I'm sick of the Forgotten Realms. Yes I know I can change things to fit my campaign but I'd rather have a generic book, but oh well.
Third, the adventure writing is not great. I don't know how to put it better but the story just didn't grab me. Maybe I've played D&D too long but when I saw a pit fiend named Lucille I had to walk away for a bit. I'm all for levity but I have my ideas of how things should be and, yes I can change the name, pit fiends are not named Lucille.
I liked seeing stats for Arkhan and Toregar but....that's about it.
Top reviews from other countries
Se quiser saber mais, faço uma revisão completa da aventura em um vídeo no YouTube com o título "Revisão - Portal de Baldur - Descida até Avernus"
The book was clearly brand new and in pristine cardboard packaging, but nevertheless has significant noticeable dents on two of its corners.
This os not the first time this has happened with DnD books bought on Amazon. We pay a lot for these items and when we report them Amazon always asks for a return, which is frankly too much hassle, so often we end up keeping defective books we paid 20-30 pounds for. I can’t help but feel a bit stupid.
Reviewed in the United Kingdom on March 19, 2020
Reviewed in the United Kingdom on September 17, 2019
Reviewed in the United Kingdom on September 19, 2019



