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Reya Mantlemorn - Descent Into Avernus

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In Part 1 we briefly discussed the idea that players should create characters for Descent Into Avernus that were either from Elturel or had other strong connections to the city. Although we concluded that such connections cannot singlehandedly make the players care about the city, that doesn’t mean you shouldn’t encourage players to create characters like this. Quite the opposite, in fact. Although stuff that actually happens at the table will always be more relevant than stuff that just exists in a character’s backstory, establishing stuff in a backstory provides a vector for bringing it to the table.

(Could we turn “at-table” into a word just like “onscreen” or “onstage”? Feels like it would be useful. But I digress.)

On the other hand, don’t feel as if EVERY character needs to have that personal connection. It’s fine if they do, but I’d actually argue it’s probably better if they don’t. It may feel like having all those personal connections will make for a richer experience, but by eliminating the outsider’s point of view you’ve actually narrowed the range of available experiences.

(This advice can be generalized: If I’ve said “this game is about X, everybody create a character who is Y” and one of the players comes to me and says, “I was wondering if I could actually play a not-Y?” I’ve learned to actually stop and think about how we can make that work. Partly because, like most “default to yes” practices, it’s inherently a good idea to follow the players’ lead on what they’re interested in, but also because I’ve learned that having a not-Y at a table of Y’s creates valuable diversity.)

GMPCs

Mostly, though, we’re here today to discuss the GMPCs of Descent Into Avernus.

GMPCs are not the same thing as NPCs. A GMPC is where the GM essentially tries to be a player in their own campaign by running a character that’s indistinguishable from being another PC in the party. Although technically possible (and you can find success stories here and there), this tends to fail spectacularly for one of two reasons:

First: The GMPC becomes the unabashed star/spotlight hog of the entire campaign and/or is used to forcibly railroad the players.

Sometimes the GM specifically chooses to do this, but it’s often not intentional. The root of the problem is that the GM has privileged information unavailable to the other players. When they’re prepping the adventure, the fact that they can predict what the GMPC will do with 100% accuracy can become a crutch that’s easy to rely on. When they’re “playing” the adventure, they know how the scenario was designed and what the intended course of action is, which unavoidably biases their decision-making. Furthermore, the other players know that the GMPC has this privileged relationship with the adventure, so even if the GM can successfully firewall the character side of their decision-making from the GM side of their decision-making, it will still influence the PCs’ relationships with the GMPC.

The other common outcome is for the GMPC to become a weird half-character who awkwardly doesn’t participate in group decisions and/or frequently “vanishes” from the game world because everyone forgets that they’re there.

This usually happens because the GM is specifically trying to avoid the first problem. For example, they know that if they say, “I think we should go check out the Nattic Wood,” that the other players will interpret that as, “The GM is telling us to go check out the Nattic Wood.” So their GMPC never offers opinions. (This scenario often arises when the GMPC is being played to fill something that’s perceived as an “essential” role in the group. The GM would basically prefer to not have the GMPC there, but feels compelled to do so for some reason.)

I’ve previously written an article about this, but the short version is that I try to avoid both GMPCs and NPC allies in general. (When running games with henchmen or hirelings, for example, I prefer to let the players run them.)

Regardless of how you feel about GMPCs, the ones in Descent Into Avernus are generally being used as design crutches and it would be great to eliminate them. The easiest place to eliminate them is in character creation: If you can take any essential role being fulfilled by a GMPC in a scenario and incorporate it into a PC, then you can easily delete the GMPC.

REYA MANTLEMORN

Reya Mantlemorn is the most obvious GMPC in Descent Into Avernus. She fulfills three functions:

  • She walks up to the players in the street and says, “Hey! High Observer Kreeg is still alive!”
  • When the group plane shifts to Elturel, Reya Mantlemorn needs to say, “We should go to the High Hall.”
  • As a Hellrider, she gets to have all kinds of cool, “I can’t believe it?!” emotional reactions whenever the big twists in the campaign happen.

The first of these is just bad design in general: Instead of the PCs discovering that Kreeg is alive (shocking twist!), a random NPC they’ve never met before just walks up and tells them. So we can just eliminate this whole thing.

For the second, we’re going to be completely revamping our approach to Hellturel in Part 5 of the Remix, so we won’t need her for that either. If you decide not to go with these changes, then you can just have literally any NPC in Elturel tell the PCs the same thing (“Lo! The GM has spoken unto me and said that thou must journey unto the High Hall!”).

For the third, it’s clearly very effective to have a Hellrider who can feel personally betrayed in her oaths and then later shocked by the revelation that the entire history and identity of her order is based on lies told by traitorous cowards. (Oddly, the adventure as written has Reya leave the group before the latter bit can happen, but nonetheless.)

It’s probably fairly obvious, though, that it will be even MORE effective if it’s a PC who’s been positioned to have those reactions.

So, in short: Encourage at least one player to play a Hellrider.

And just like that, we’ve eliminated Reya’s whole reason for existing. Delete her from the campaign.

Note: Make sure to give anyone playing a Hellrider or a knight of the Order of the Companion a copy of the Creed Resolute (see Part 4B).

LULU THE HOLLYPHANT

Slightly more unusual is the case of Lulu the Hollyphant.

Lulu, in her form as a golden mammoth, served as Zariel’s warmount during the Charge of the Hellriders. After the Hellriders were defeated, Zariel gave Lulu her holy sword and ordered her to hide it somewhere in Hell. Lulu was later betrayed and sprinkled with the waters of the River Styx, causing her to lose her memories.

Lulu the Hollyphant - Descent Into AvernusRecovering Lulu’s memories is one of the major pillars of Descent Into Avernus, which we’ll be looking at in more detail in Part 6 of the Remix. Playing Lulu as an NPC works just fine, actually: She’s more of a cute sidekick or familiar than a true GMPC.

But there’s no reason that Lulu couldn’t be a PC.

The players are far more likely to get invested in Lulu’s lost memories and the mystery of her past if she’s “one of them.” And playing a small, glowing, gold pachyderm will definitely be a cool and memorable experience for the player.

If you’ve got a player who’s willing to play non-traditionally, just grab the stat block for a hollyphant on p. 237 of Descent Into Avernus and let them go. (Restore her abilities slowly over time as per p. 50.) Alternatively, you could try to rework the hollyphant into a playable PC race. Donathin Frye and Kienna Shaw have done the work for you here.

Of course, the stat block is only one part of the challenge: In the campaign as written, Lulu doesn’t show up until Part 4: Candlekeep. What’s the solution?

Just have her show up sooner.

One option would be to use a very short version of the “Prelude to Disaster” opening: The PCs (who might not even know each other) are walking down a street in Elturel. One of them happens to be a small, flying elephant. Suddenly something goes wrong with the Companion in the sky. “Oh no!” the elephant says. “I know what this is!” Out of sheer, instinctual fear she teleports herself and the people closest to her (i.e., the other PCs) into the wilderness just outside of town.

Once there, she doesn’t know why she did it. She also doesn’t know how she did it (she doesn’t regain her teleport ability until later). She just knows that they needed to get out of that city ASAP! (And a moment later the entire city crumples into the ground and vanishes, proving that to be true.)

(You could even use this setup if Lulu isn’t a PC, but it may need some additional thought about how her presence in the first few scenarios will affect things.)

Isn’t it very convenient that the PC group just happens to include Zariel’s amnesiac ex-warmount? Well… yes. But no more so than Lulu just happening to be hanging out with the guy who the PCs randomly get sent to in order to plane shift them to Avernus. If you want to justify it more than that, give Lulu a holy vision that told her she needed to be at such-and-such a place or needed to seek out such-and-such a PC. But you probably don’t need to.

If you don’t have a player willing to fly into Lulu’s shoes, I recommend nevertheless giving her a physical presence at the table with Gale Force 9’s statuette or Beadle & Grimm’s plushy.

TARINA

Tarina is not a GMPC. She’s the spy that Flame Zodge sends the PCs to meet at the Elfsong Tavern. Her function in the campaign is to point them to a bathhouse where Dead Three cultists have been seen.

But this is actually an ideal way to introduce a PC: Instead of being sent to meet with Tarina, Zodge’s contact is the last PC. Give that player the information Tarina was supposed to have and let them brief in their fellow players. (Unlike Tarina, of course, they’ll be accompanying the group on the op.)

There are a couple reasons this can be a good idea:

  • The player who gets to have the “secret” information and perform the briefing feels special; they’re getting to do something cool and unusual.
  • From a metagame perspective, the players will all feel more invested in this mission because it was another PC telling them about it and not some random NPC.

Organically introducing PCs to each other like this at the beginning of the campaign can get a little tricky, but, once again, by putting this stuff at-table you make it more meaningful. (How much more interesting is it to see Luke and Obi-Wan meet Han Solo and Chewbacca for the first time compared to the GM saying, “So you’re all on a space freighter heading to Alderaan.”?)

If you’re using the refugee caravan scenario described in Part 1 of the Remix, swapping out Tarina like this is less convenient and may not work. So I mention this here mostly as an interesting opportunity I noticed, particularly for people who are running the campaign closer to “by the book.”

With that being said, you could still make this happen. Obviously if you’ve got a player who has to miss the first session… ta-da. Problem solved.

Alternatively, you can pull this off by just getting the player a little more onboard: Ask them to play one of the refugees in the first scenario. Maybe they get brutally murdered by the Cult of Zariel near the end of the session. Or they survive just fine and simply say goodbye when they reach Baldur’s Gate. Then a few scenes later, the party meets their new PC at the Elfsong Tavern.

I’ve not infrequently used a similar technique when I need to introduce a replacement character or new player to a campaign. Most recently, in my second run of Eternal Lies, I had a new player coming onboard but the group was on an expedition far from where there could be any reasonable explanation for how the new PC could have found them. So I had the player take on the role of a local guide with the expedition.

He played this character for several sessions, and because both I and the player knew that this character wasn’t permanent we both took big risks with him: He eventually ended up completely insane and needing to be institutionalized after gnawing off several of his own fingers.

The rest of the group was shell-shocked: We didn’t plan it this way, but we had never explicitly told the other players that this wasn’t the new player’s PC, and while we assumed they knew, they didn’t. So the complete unraveling and destruction of this character hit them really hard, because they thought it was a PC.

(We can all pretend that players should care as much about every NPC as they do a PC; or that the audience cares as much about Random Mook #23 getting mowed down by machine gun fire as we do about Iron Man dying. But that’s not the way our brains are wired. The PC/NPC divide is particularly real because you empathize with what the other player at the table is “going through” as their character. I’ve seen people literally break down crying at the game table because of an NPC; I’m not saying no one ever cares about NPCs. I’m just saying that the line between Josh at the game table and Santino in the game world is a little less well-defined than the lines between creators and created in other mediums.)

But I digress.

Go to Part 2B: Elfsong Tavern

21 Responses to “Remixing Avernus – Part 2: Character Creation”

  1. Rob Rendell says:

    Justin, I sent you an email highlighting various typos from this article, if you want to correct them.

  2. Sean says:

    Great article. I agree on most points, especially when it comes to consolidation of Tarina and Reya. In the game I’m running I’m completely leaving Reya out and had encouraged a player joining a session or two in to be a Hellrider, but unfortunately he didn’t take that hook.

    I think Lulu has some value as an NPC though – she can provide comic relief or a point of relentless optimism in the crushingly bleak environments in the latter half of the book.

    Really looking forward to the rest of this series!

  3. Wyvern says:

    “Hellturel” — I love it!

  4. Ezra Bloom says:

    For Lulu there’s also no reason, I think, that she HAS to be a hollyphant! Any aasimar, paladin, celestial-aligned character, etc fits the bill. The basic premise is they have magical amnesia, and a ton of power locked away that they’re not sure how to use yet…

    You could pitch the hollyphant idea, but leave it open to the player to decide. Or have them gain the ability to assume their ‘true’ form. That one could be fun, especially with dreams and visions showing a tiny winged elephant, and it taking the players a minute to realize its the PC. Even if they never transform into a hollyphant, having them show up on visions as one could be a nice mystery – that’s what their spirit form looks like, regardless of physical appearance

  5. Tommybahama says:

    Our DM never had Reya in our campaign. We learned about the High hall from an NPC woman who was fleeing with her children through the streets of Elturel from some barbed devils. After we rescued her she told us she was trying to make her way to the High Hall where the last remaining survivors were hiding.

  6. Francesco Valvo says:

    Since recovering Lulu’s memories is one of the pillars of Descent Into Avernus, wouldn’t the other players feel their PCs are just part of “Lulu’s party”?

  7. Francesco Valvo says:

    LULU AS A PC

    Since recovering Lulu’s memories is one of the pillars of Descent Into Avernus, wouldn’t the other players feel their PCs are just part of “Lulu’s party”?

  8. Sarainy says:

    Justin how would you handle character death when using these GMPCs as PCs?

    If Lulu dies to some dead three cultists doesn’t that kind of ruin things later?

  9. Kaique says:

    @Sarainy

    Three clue rule, I guess. Nothing that Lulu remembers should be vital for the progress of the adventure. There will be probably more arrows pointing at the same scenarios.

  10. Sans says:

    @Ezra Bloom

    Yeah! This is even one of the hooks for Hoard of the Dragon Queen.

  11. Sans says:

    @Ezra Bloom the more I think about this, the more I like it. You could also suggest the player play a Tiefling with a blood tie to Zariel, and if they ask, i think a Divine Soul Sorcerer would fit the theme perfectly.

  12. Anon says:

    I love this. I will try to get at least one of my PCs to be a Hellrider. If they bite, I’ll start the first session with a knighting ceremony, in which they recite the oath of the Creed Resolute (I’ll have them actually read it out loud) and stamp their bloody fingerprint into the book. I can’t wait for the “oh shit” look on their face once they realize the significance of the oath later in the campaign 🙂

  13. Redsinn says:

    Hello there, Justin and all the Alexandrian’s readers,
    Thank you for all those articles, very interesting and useful, what an incredible job!
    I would have also a question: which class/subclass would you recommend for a Hellrider to fit as well as possible with the lore? Thank you by advance for your opinion and advice.
    Wish you the best, take all good care of you.
    Cheers from France.

  14. Bolondka says:

    I’m about to run this in a few days and looking for some ideas.
    My girlfriend is kinda co-DM (since she knows the campaign and ran the original before) and also a player. She’s going to be a modified Tarina at first. They’re arriving on boat from Scornubel for the festival held for the 50th anniversary of the Companion. They are just outside the city when they witness strange things happening.
    Skill checks on the boat to get it to safety before itt nosedives off the waterfall at the crater, finding Zariel cultist, organising refugees to Fort Morninglord – > then to Baldur’s Gate. Other stuff happens to while trying to get them to Baldur’s Gate.
    Question is: How do I kill her character (Tarina) in a shocking manner?
    She’ll play an other character that they’ll meet in Baldur’s Gate. She’ll be a mix of Lulu, Reya and the Sword of Zariel (since it was a sentient magical item) given human (aasimar) form. In my story Zariel gave the last of her power to transform her sword and the Hellriders took her (it) with them when they were fleeing. She has no memory of this so they’re going to try to restore her (the sword’s memories) instead of Lulu’s.
    I have no idea why I shared this, maybe for context.
    But I’d love to have some answers on how to murder/butcher Tarina to shock the players that things are serious here.

  15. FriendlyMerchantDM says:

    https://pandemoniumwarehouse.com/products/lulu-plushy?_pos=1&_psq=plush&_ss=e&_v=1.0 Is the new page to the Beadle and Grimm’s Plushie mentioned. (As of September 21)

    Thank you for these remixes and useful DM tips. It makes me really excited to be able to hand a player the plush and character sheet.

  16. CyrusJ says:

    An interesting option for Lulu is to use the Sidekick rules from Tasha’s. Base her on the Hollyphant Youngling from “Lulu’s Guide to Hollyphants” (Justin links it in the main text). If you wait until Candlekeep to add her to the game, you could either make her the same level as them, or make her level 1 and have her lag them since she’s supposed to be kind of weak. Or even make her level 1 when they meet her, but gain 2 levels for each PC level until she catches up. The point is that the Sidekick rules let her slowly grow into the power she used to have in a way that feels more natural than the module.

  17. Eric says:

    I solved the Lulu problem by getting rid of the Hollyphant altogether and making Lulu the soul of Zariel’s lover whom she met in the starry groves of Lunia while recuperating from her long march in Avernus.
    Lulu is now renting space in the head of the party’s sorcerer. Her memories are being slowly revealed through strange dreams and intuitions.

  18. DM next door says:

    @Sans

    You could expand the divine soul sorcerer as getting the power passed down from lulu, maybe she ran into some trouble wandering literal hell and seeing no way out she sent her divine soul (as per the subclass) onto the material plane but didn’t manage to do it fully, hence the amnesia and unlocking of powers in hell (maybe finding the lost scraps of lulu’s soul)

  19. Adkins77 says:

    I am really enjoying your articles. I am getting ready to run this campaign for new players. Perhaps that is ill-advised. I appreciate the points about not using GMPCs.

    I am curious how you solve the problem of not having enough players. So far I only have two players and they’re brand new. So having them play multiple characters is not that feasible since they’ll have enough on their hands playing one.

    Glad to hear anyone’s thoughts since this is usually the situation I find myself in as a DM. The solution I use is normally extra NPC party members.

  20. Justin Alexander says:

    @Adkins77: Two PCs can be a little fragile even at the best of times. And you’re right that asking brand new players to play multiple PCs is probably a bad idea.

    I recommend increasing their level.

    Check out Random GM Tips: Adjusting Encounters by Party Size.

  21. Robin Hobbensiefken says:

    Man, I wish I had done more reading before starting. Oh well. I have a feeling the cult of the dead 3 is going to take out the party’s mentor, Reya in Baldur’s Gate. I just finished having Elturel disappear with one group and Reya rode off to check on the crater while the party sets up camp. While setting up camp the party already met some refugees. The first being the couple whose wedding they witnessed. The man introduced himself as Brody Millwind and the bard immediately realized that one of the five names they found on the note one of the cultists had was Brody M. They immediately asked if that was him and he looked, shrugged and said “I mean it could be…” He didn’t recognize any of the other names when asked. When Reya returns, she’s going to have the party lead the caravan and protect the refugees. She will meet them at the Elfsong. She is going to explain she is hiding out and laying low but will point the party to the tannery. During the course of the investigation, I have a feeling she will be the next victim. Now to figure out how to deal with Lulu. I like the ghost suggestion from Eric. I think I’ll tweak the story, but I love doing dream sequence stuff with players. I did some creepy hag nightmare dream stuff tailored to characters in the jungles of Chult. 🙂 Thanks everyone for the contributions!

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