SPOILERS FOR DESCENT INTO AVERNUS
If you’re a local player in my campaigns, you might want to steer clear here. I may be running Descent Into Avernus in the future, but not for people who’ve read the plot.
Last year I wrote the Alexandrian Remix of Waterdeep: Dragon Heist. It sought to revise the published campaign in order to create a richer, more dynamic, and (importantly) more robust scenario. People seemed to like it. They liked it a lot, in fact, and I’ve been repeatedly asked to do a similar remix for Baldur’s Gate: Descent Into Avernus.
Which is obviously why we’re here today.
I’ve done a few of these in-depth remixes in the past, and they’re generally of two types:
- Expansive remixes, like I did for Eternal Lies, where I’m primarily creating lots of cool new stuff (props, dioramas, new spin-off scenarios) to enhance an already great experience.
- Design remixes, like the one I did for Keep on the Shadowfell, in which I’m primarily focused on fixing the flaws and shortcomings of a scenario.
In the latter, the flaws I’m looking at are usually in the scenario structure. This is not because shortcomings in the scenario structure are the only problem published adventures suffer from. Rather, in order for me to want to spend the considerable time and effort necessary to remix an adventure, there must be both (a) something about the adventure that needs to be fixed and (b) something that makes it worthwhile to do so.
This almost always means that the adventure has some really cool stuff in it. It’s worth remixing specifically so that you can bring that cool stuff to your table in the best possible way. If there wasn’t any cool stuff to start with, it wouldn’t make much sense to spend a lot of effort remixing it: Just move on and either find better material to start with or make something new from scratch.
(For example, there was no mystery about how the scenario structure for Hoard of the Dragon Queen needed to be fixed: Ripping the railroad apart and reassembling it into a node-based structure would have been pretty straightforward. I describe how you can do it in Remixing Hoard of the Dragon Queen. But I never actually did it because the actual material in Hoard didn’t excite me.)
When I started looking at Descent Into Avernus, it was almost immediately clear why people were asking me to remix it. Its structure was badly, badly flawed. There was, in fact, a goodly span of time where I thought it was going to end up being more like Hoard of the Dragon Queen than Dragon Heist. Its structural flaws were so significant that it seemed as if fixing them would mean throwing out virtually everything of value in the adventure and starting over from scratch with a vaguely similar premise. (At which point, again, why bother?)
Fortunately, thanks in large part to a vigorous discussion with the patrons of my Patreon and also my followers on Twitter, I had a series of key insights that, at the end of the day, will radically transform Descent Into Avernus, but do so in a way that still leaves a lot of the meat on the bone (so to speak). It is primarily because I think these insights will be useful to others that this project is happening.
With that being said, the Alexandrian Remix of Descent Into Avernus will probably be a bit more “hands on” than my previous remixes. My plan is to critically look at each section of the adventure and then lay out what steps are necessary to redress the problems we’ve found. In some cases, those fixes will be specific and detailed. In others, though, you may have some “homework” to do before actually running the adventure.
(Of course, I basically said the same thing about Dragon Heist and then I ended up diving into all the nitty-gritty details. So we’ll see how it goes!)
One thing I learned from doing the Dragon Heist remix, though, is that it’s a lot easier for people if I tackle the material sequentially instead of topically. So rather than, for example, looking at all of the heists and then looking at all of the mysteries (like we did with Dragon Heist), we’ll instead be largely walking through the book step by step. This might mean that some of our early installments get a little top-heavy, but I think it will all work out in the end.
ACT I: BALDUR’S GATE
Part 1: The Beginning
Part 2: Character Creation
Part 2B: Elfsong Tavern
Part 3: The Vanthampur Investigations
Part 3B: Lore of the Vanthampur Investigations
Part 3C: The Vanthampur Revelations
Part 3D: Investigating the Murders
Part 3E: The Poisoned Poseidon
Part 3F: Dungeon of the Dead Three
Part 3F-B: Key – Part 3F-C: Roster – Part 3F-D: Handouts
Part 3G: Xandering the Dead Three
Part 3H: Trafficking Amrik
Part 3I: Vanthampur Manor
Part 3J: The Portyr Assassination
Part 4A: The Road to Candlekeep
Part 4B: The Road to Avernus
Part 4C: At the Threshold of Hell
ACT II: HELLTUREL
Part 5: Hellturel
Part 5B-A: Arrival in Hellturel
Part 5B-B: Streetcrawl in Elturel
Part 5C-A: Pointcrawl in Elturel
Part 5C-B: A Very Brief Gazetteer of Elturel
Part 5C-C: Elturel Locations
Part 5D: The High Hall
Part 5E: The Grand Cemetery
ACT III: AVERNUS
Part 6: The Rest of the Remix
Part 6B: The Avernian Quest
Part 6C: Quest of the Dream Machine
Part 6D: Lulu’s Memories
Part 6D-B: Zariel’s Crusade – Part 6D-C: Zariel In Hell
Part 6D-D: Legend of the Hellriders – Part 6D-E: Lulu’s Memory Mystery
Part 6D-F: Triggered Memories – Part 6D-G: Memory Revelations
Part 6D-H: The Four Memory Dives – 6D-I: The Dream Machine
Part 6D-J: Claiming the Sword – 6D-K: Zariel’s Spark
6D-L: Questioning the Hellriders
Part 7: Exploring Avernus
Part 7B: Avernian Hex Map – Part 7C: Avernian Hex Key
Part 7D: Raid on the Flying Fortress – Part 7D-B: Fortress Raid Map
Part 7D-C: Fortress Locations
Part 7E: Warlords of Avernus
Part 7F: Factions in Avernus – Part 7F-B: Demonic Powers
Part 7G: The Devils of Baldur’s Gate
Part 7H: Avernian Random Encounters
7H-B: Designed Encounters – 7H-C: Procedural Encounters
7H-D: Advanced Encounter Options
Part 7I: Avernian Rumor Tables
THE END
Part 8: The End
Epilogue: The Elturian Wars
Epilogue 2: Elturel Returns
ADDENDUMS
Addendum: Rumors of Elturel
Addendum: Corpsedamp Zombies
Addendum: A Textual History of Elturel
Addendum: Playing Gargauth
Addendum: Streetcrawling Tools
Addendum: Elturian Names
Addendum: Soul Coins
Addendum: A Textual History of Zariel
Addendum: The Ranks of Hell
Addendum: The Grand 5E Devil Index
Addendum: 3rd Party Resources
From Waterdeep to Avernus
MAPS
Map Pack: Flying Fortress – Brig
Map Pack: Flying Fortress – Command Deck
Map Pack: Player Hexmaps
Map Patch: Avernus Players’ Map
Map Patch: Hellturel
REVIEWS
Review: Descent Into Avernus
Capsule Reviews: DMs Guild
Capsule Reviews: Rhodarin Avernus
Capsule Reviews: Adventurers League (Season 9)
Review: Rescuing Lulu From Elturel
FAN ADDENDUMS
Song of Elturel (Cami-Cat)
Poisoned Poseidon Key (Tominar)
RUNNING THE REMIX
Descent Into Avernus is a big campaign. If you look at the table of contents above, you can see that the Remix is a big project. You may feel overwhelmed by it.
Here are some tips for how you can grapple it to your will.
READING THE CAMPAIGN: First, I do recommend reading the full campaign (Descent Into Avernus, pg. 1-154) and the Remix. (You can skip the addendums for now, although you may find the detailed addendums for Gargauth, Elturel, and Zariel will help orient you.)
That’s a lot of reading, but ultimately knowing where you’re going is vital. Don’t feel like you need to memorize everything. You’re just trying to gain some familiarity with all of it. Keep a notebook nearby where you can jot down any cool ideas or questions you have along the way.
PREPPING THE CAMPAIGN: Once you’ve read everything, you can start prepping. But you don’t have to prep everything all at once. Broadly speaking, the Remix is organized into three acts (each of which uses a different scenario structure to remove the “go where the NPC tells you” railroad of the published adventure, as discussed in my review of the book), and you really only need to prep one act at a time.
So, for example, you can start by just prepping Act I. As the PCs wrap up their investigation in Baldur’s Gate and head towards Candlekeep at the end of Act I, you can start prepping Act II and have it ready by the time they plane shift to Elturel. Similarly, as they wrap things up in Elturel at the end of Act II, you can start prepping Act III and have the hexcrawl ready to go by the time they arrive in Fort Knucklebones.
ACT I: BALDUR’S GATE reorganizes the investigation into the refugee murders and the Vanthampur cultists into a node-based mystery scenario. Everything has been reorganized and expanded into a robust investigation. The core structure is described in Parts 3, 3B, and 3C.
ACT II: HELLTUREL remodels Elturel using a streetcrawl followed by a pointcrawl. The factions and history of the city are also expanded. These structures allow the PCs to freely explore the city, while choosing which factions to ally with and which factions to oppose in their efforts to figure out how the city can be saved.
ACT III: AVERNUS is built around the Avernian Hexcrawl, which provides a structure for freely exploring the Avernian wastelands. But the primary structure of this act is the Avernian Quest, which requires the PCs to (a) break the Pact, (b) sever the chains holding Elturel, and (c) return Elturel to the Material Plane. There are several ways to achieve each of these goals (allowing the PCs to chart their own course in solving the problem), but it’s likely the Quest for the Dream Machine, in which the PCs need to explore the Avernian Hexcrawl in order to find the parts necessary to repair the dream machine which can restore Lulu’s memories, will play a part.
A key thematic structure in the Remix is that of faction: The factional strife of Baldur’s Gate is revealed to have a dark mirror in Hell, and there’s a ladder of feuding politics that the PCs will climb from the squabbling gangs of Elturel to the Mad Max-style gang warlords of the wastes to the titanic powers which rule Avernus.
ADDITIONAL READING: If you’re new here at the Alexandian, you might also find it useful to dive into these articles, as they include deep discussions of topics we’ll be visiting here:
There are many more articles at Gamemastery 101 that you might also enjoy! Please also consider becoming a patron if you’d like to support this type of work in the future!
COLLECTED EDITION
Patrons of the Alexandrian can download a complete edition of the Avernus Remix as a bookmarked PDF, including all of the addendums, map patches, and reviews.