I have done remixes for both Waterdeep: Dragon Heist and Descent Into Avernus. It’s perhaps not unsurprising that I have been frequently asked how I would connect the two campaigns.
It’s not something that I, personally, had given a lot of thought to. My own run of the Dragon Heist campaign ended with the PCs poised to pursue very different goals: Some had become ensconced as leaders of the Harpers in Waterdeep. Others were heading to the Sea of Fallen Stars to pursue threads from their characters’ backstories. (Although we’re taking a break from those characters, I’m planning to return and run separate campaigns for both of those threads.)
So I guess that would be my first word of caution: It’s quite likely that connecting the two campaigns will actually be a really bad idea. By the time you get to the end of Dragon Heist, your campaign will have built up a lot of momentum, and all of that momentum is likely to be tied to Waterdeep. (The whole function of Trollskull Manor is, in fact, to give the PCs permanent ties to the city.) It probably makes more sense to follow that momentum (continuing to explore the factions and intrigues of Waterdeep) than it does to uproot the whole campaign and head south.
The other thing to note here is that the whole function of the Dragon Heist Remix is to turn the campaign into an active playground. I know where my Remix campaign ended up, but I honestly have no idea where yours did: Who are the PCs allied with? Which enemies survived? Where’s Neverember’s gold? What other resources have the PCs accrued? What enigmas are the PCs most interested in pursuing? Do they have the Stone of Golorr? If not, who does? Did they end up adopting kids or falling in love? The possibilities are almost limitless.
With those provisos in mind, here are some general thoughts on how you might connect the campaigns.
START AT THE BEGINNING
If possible, the first thing I would do is to plant the seeds of the transition from the very beginning. As the players are creating their characters for Dragon Heist, encourage some or all of them to make characters who have a connection to Elturel. This is more or less what I discuss in Remixing Avernus – Part 2: Character Creation, it’s probably just a little more difficult to explain why you’re encouraging the players to do this if the campaign is going to be taking place in Waterdeep.
First, this can easily include having Lulu as a PC in Dragon Heist. This actually fits in well with her revised backstory, in which she returns to Toril via a portal that takes her to Neverwinter before journeying south to Elturel. It might be interesting to explore that connection to Neverwinter — did she meet Neverember? Or perhaps she met Dalakhar? Alternatively, you might just move the portal so that it leads to Waterdeep (and she has likely just come through it as the campaign is beginning).
Second, you’re still going to want a Hellrider for Descent Into Avernus. Could they have been sent to Waterdeep to investigate links to Asmodean cultists who were recently captured in Elturel? Perhaps the cultists were kidnapping people in Elturel, and their interest in looking for similar disappearances in Waterdeep leads them to Volo (looking for people to investigate his missing friend) at the beginning of Dragon Heist? (This link will likely bias your Dragon Heist run towards the Cassalanters. The twist where the friendly nobles looking for help saving their Asmodeus-cursed children turn out to actually BE the Asmodean cult leaders will be great. More on this connection below.)
Third, for any Elturel-connected character the players do create, try to find ways for them to have unfinished business back in Elturel (or perhaps Baldur’s Gate). It’s quite likely that this business is what brought them to Waterdeep in the first place, but its conclusion is back home.
For example, in my Dragon Heist run one of the PCs needed to raise a large sum of money as a ransom for his mother’s freedom. (The nice thing about Dragon Heist is that literally any goal that requires large sums of money can be trivially tied to the central conceit of the campaign.) That link is part of what led half the group to the Sea of Fallen Stars (where that PC’s mother was being held). If that link had instead pointed back towards Elturel, it would obviously help a transition to Descent Into Avernus.
Check out Running the Campaign – Dragon Heist: Creating the Characters for an in-depth discussion of how to handle this type of character creation.
ASMODEAN CONNECTIONS
If I’m looking for an actual connection between the campaigns — the thing that will drive PCs from Waterdeep to Elturel — then what immediately leaps out are the Asmodeus cultists in Dragon Heist.
If you want to make the transition fairly organic, then you’ll want to seed clues into the Cassalanter faction of Dragon Heist that point the PCs towards either Elturel or Baldur’s Gate. (In the latter case, we’d most likely assume that the Cassalanters have a direct connection to the Vanthampurs. In the former, they would have connections to various Asmodeans heading to Elturel for the “Exodus.” Or you could do both.)
If the players are particularly interested in Cassalanters, finding an opportune time for the Cassalanters to flee Waterdeep and head for Elturel or Baldur’s Gate would also be a big pull. Alternatively, if the PCs are concerned about the kids, the Cassalanters might send them to Vanthampur for “sanctuary” as the noose closes around their own necks (forcing the PCs to chase them down).
For a slightly more focused experience, consider tweaking Dragon Heist to make the Cassalanters Zarielites instead of Asmodean cultists. Either way, you can seed a bunch of Asmodeus/Zariel lore into Dragon Heist (like the Averniad and the Trial of Asmodeus).
A slight risk with the “organic” approach is that the PCs might go haring off to Elturel before the Grand Game of Dragon Heist has reached its conclusion. If the PCs are in possession of the Stone of Golorr or any of its Eyes when they do this, the Grand Game will follow them. (The other factions need that stuff!) We might imagine a scenario where the PCs and a bunch of Dragon Heist-related faction members get sent to Avernus and the Grand Game continues while everyone simultaneously tries to escape Hell… but it’s probably not ideal.
Although the risk of this is, in my opinion, rather low, if you want to avoid any chance of this happening you can take a slightly less organic approach by waiting for Dragon Heist to reach its conclusion, selecting some faction that the PCs have become allied with, and having them dump a bunch of intelligence reports suggesting that those Asmodean cultists the PCs were recently tangled up with are active in Elturel. “Could you check that out for us?” (If the PCs were already heading that way to settle up personal business, all the better.)
On the other hand, if the Grand Game in Avernus sounds amazing to you, have the Cassalanters take their Eye to Elturel before the PCs can get it.
SPLIT THE PARTY
If some of the PCs are naturally interested in staying in Waterdeep to pursue their interests there while other PCs are interested in returning to Elturel to complete their unfinished business… Let them.
The players whose characters remained in Waterdeep simply need to create new PCs who can join the other characters as the other campaign begins. (If your plan is to lead with the Elturian refugee caravan, for example, the other PCs could be members of that caravan or join the other PCs in protecting it. This might also be an ideal time to introduce Lulu as a PC if you haven’t already.)
As I mentioned earlier, this is similar to what happened after my Dragon Heist run: Some of the PCs stayed in Waterdeep. Others went to the Sea of Fallen Stars. If all goes according to plan, I’ll be running both of those as separate campaigns.
THE STONE OF GOLORR IN AVERNUS
If the PCs still possess the Stone of Golorr after the events of Dragon Heist, its legend lore abilities alone offer many cool opportunities for the PCs as they delve into the deep lore of the Descent Into Avernus remix. You’ll want to give some thought to cool legend lore responses to topics the PCs are likely to ask about (like Zariel, Lulu, etc.). What stuff qualifies as “legendary” (so that the spell works) and what doesn’t?
Also decide if the spell’s description of “the more information you already have about the thing, the more precise and detailed the information you receive is” means you can benefit from casting legend lore multiple times (gaining more detailed information each time).
It might also be cool to think about how the backstory of Descent Into Avernus might be tweaked to incorporate the Stone of Golorr. Specifically, is there some big secret of the campaign that the Stone might have been used to erase from common knowledge? (For example, perhaps one of the original Hellriders decided to use the Stone to eradicate the knowledge that Zariel led the Charge of the Hellriders.) Seed some clues to that effect, so that the PCs can use the Stone to their advantage.
The Stone of Golorr might also be an alternative source for the Vision from Torm, pointing the PCs in the direction of the Sword of Zariel.
ADJUSTING FOR LEVEL
I haven’t discussed adjusting the level of challenge in Descent Into Avernus. Broadly speaking, these adjustments should be obvious. (Make the bad guys tougher and/or add more of them.)
In some ways, this will actually be to your advantage: There are wide reports that the beginning of Descent Into Avernus is too difficult for beginning characters. (And I’ve already discussed in the Remix starting the characters at a higher level.)
Speaking in very general terms, I would:
- Cap level advancement in Dragon Heist to 6th. (It’s possible to get to 7th in the Remix, just don’t include that final milestone advance.)
- If your group won’t get crabby, you can just hold advancement until they leave Elturel.
- Alternatively, give them a milestone level up to 7th level when they leave Baldur’s Gate and again when they leave Elturel. (They’ll be a little higher level than they should be in Elturel and when starting out the Avernian hexcrawl, but close enough that you can probably get away without making any adjustments to those sections of the campaign.)
Alternatively, skip the Baldur’s Gate section of Descent Into Avernus entirely: Pull the PCs from Waterdeep to Elturel. Then, as they arrive, have the whole city sucked into Hell with them along for the ride and continue the campaign from there. To make this really work, seed the information and resources the PCs would have received in Baldur’s Gate into the Cassalanter sections of Dragon Heist.
For example, the infernal puzzlebox can be an artifact held by the Cassalanters. Maybe the PCs’ allies come to them and say, “Hey, we found this among the Cassalanters stuff. Sylvira Savikas is an expert on this stuff. She lives in Elturel. Can you take it to her and see if she can open it?” Or maybe they just take it to the Blackstaff and have her crack it open; then, armed with the evidence in side, they head to Elturel to expose the conspiracy… but they’re too late! The city is sucked into Hell just as they arrive!
WATERDEEP IN HELL
Why bother moving the campaign to Elturel at all? Why not just swap in Waterdeep and send the City of Splendors to Hell instead (with the PCs along for the ride)?
First, the City of Splendors is chock-a-block with high level NPCs (including many whom the PCs have been directly interacting with during Dragon Heist). There will be an obvious question of why these NPCs aren’t solving the problem themselves instead of leaving the PCs to do it.
Second, once you make all the fundamental changes to the lore of the campaign necessary to move it from Elturel to Waterdeep (no Companion, no Charge of the Hellriders as a central element, etc.), in practice you’re not really running Descent Into Avernus any more. You’re running a completely new campaign that you’re designing almost entirely from scratch.
Speaking of Remixing Avernus… where the heck is the rest of it, Justin?!
The short version is that most of the rest of the Remix is heavily intermixed, so it’s difficult to finish individual pieces and release them independent of later pieces.
It also won’t come as a surprise to you that 2020 is a dumpster fire, and I’ve been going through a rough patch.
I kept expecting to get to a point in November where I would have a big batch of material to post… but I haven’t quite got there yet. I’m hoping I’ll get there in the next few days. But I’ve been hoping that for a couple of weeks now.
So we’re solidly in the middle of “it will be done when it’s done.” But if you are worried that I’ve abandoned the project: That’s not the case. I mean, we haven’t even gotten to the hexcrawl yet. That’s one of the coolest parts!
I’m getting ready to run a remixed version of Avernus that follows on from Dragon Heist, but in more of a “Cinematic Universe” kind of way where there’s new PCs, but a sort of background through-line that I’m planning to run through to Frostmaiden.
Instead of just wanting the money from the vault, the Cassalanters wanted the Tear of Mephistopheles, a fragment of his infernal essence left behind when he was banished back to Cania after his failed invasion of Waterdeep around 1372 DR. The final battle in the vault was against the tear itself, which manifested as a dragon made of ice (with the floor of the vault itself being essentially an ice rink). Since the Cassalanters died, the players were left with the tear, its fate unresolved.
In Avernus, one of the PCs is a warlock in service to Mephistopheles, who wants the Shield of the Hidden Lord dunked in the Styx and brought north to Icewind Dale. If i do it right, I’m hoping to get across the idea that machinations between the various Archdevils is really just the same Grand Game on a cosmic scale.
If the shield does end up back in Faerun, the general plan for Frostmaiden is that Mephistopheles is planning to orchestrate a ritual where Auril dies and through the Tear and the Shield, absorbs her essence and becomes the new God of Winter.
Reveilled wrote: If i do it right, I’m hoping to get across the idea that machinations between the various Archdevils is really just the same Grand Game on a cosmic scale.
Love it. The whole thing, really. But specifically this. Themes can be tough to pull off in RPGs, but when it works it’s simply fantastic.
Love the Dragon heist and Avernus remixes. They transform ordinary adventures into literary and cinematic gems to be enjoyed during monts.
Thank you for that (and , more specifically, thank you through Patreon once I finish this post)
Contrary to your comment I really think you have a grandiose adventure in your hands mixing both Remixes and thats what I am doing right now in my table.
What i am doing: Set up Dragon Heist in Eturel and go from there into both remixes.
What we win:
– Players and incredibly attached to the city once Avernus kicks-in. Family there, a lot of money in some bank, possesions…
The city is no longer a hole in the ground with a lets play attitude from the players, It is DRAMA.
– We have 5-6- levels to foreshadow Avernus lore (the charge, the name of the riders, High Overseer, the vampire.
A player will be converted into a Hellrider with the ceremony etc
– This is a PRO and a CON: Players will be a higher level in Hell which I think it suits very well. Once a player gets in Hell it should be in a high-stakes, high power (=high level) scenario which suits an epic campaign finale.
Not more where do we go from here? a megadungeon? It is final, the end of the story and thus a high level is merited
What I am forced to do
– Transform Eturel into a sort of Waterdeep. It is quite a lot of work to do but trying to use the most amount of prewritten work. I prefer to use Eturel to use the double sun, the much lower amount of high level NPCs and because It has a very nice background.
– I am using Waterdeep map, encounters etc. In the campaign Eturel is a bigger city rivaling with the real Waterdeep.
– I have to introduce the foreshadowing of Avernus knowledge. How? which? when? It is quite a additional work here
– I have to adjust the level of the later portions of the campaign to accomodate the revised player progression.
But all in all It is a 1 to 17 level (my calculation) very epic campaign with quite a lot of work with very satisfying at the same time.
Again thank you for your work here, you are such an inspiration….to the Patreon I go!!
Hi all!
I am definitely taking my players to the nine hells after Waterdeep!
This is how i am planning to do it :
– Elturel diseapears, and they hear about it as rumors, The Blackstaff also tell them about it as Baldur Gate is in such disarray after the duke disapearance that they call for help. At some point some of the richest refugees start to make it to waterdeep.
– The shield is in Waterdeep, and i made sure they discover the lore about the”prophecy of the 13 cities”… (Gargauth need 13 cities to go to hell to be freed)
– their is a strong link between the Cassalanter and the Zariel cult in Elturel , a portal to go between the cities in the old mill.
– One of the player’s mother was abducted by the Zariel cult, when freed, they also freed Reya, lured through the portal and captured in Waterdeep.
– There is another box: Caladorn Cassalanter, Open Lord a 100 years ago, made a pact with Zariel. She gave hime the blackstaff to stop the statues, Waterdeep will go to hell in 2 years…. The order of magist an protector keeps a record of all magic users _> second creed resolute. I think the PC will see the chains being prepared to dock Waterdeep once they go to hell.
– i am probably missing some continuity stuff, so if you can point them out 🙂 I know i need Zariel to go to hell earlier than in the original campaign but that should be no problem for my players 🙂