This post contains SPOILERS for Descent Into Avernus and the Avernus Remix.
The Avernian Hexcrawl was designed for Act III of the Alexandrian Remix of Descent Into Avernus. Intended for a dedicated table, the primary assumption is that the PCs will likely be exploring the hexcrawl in pursuit of the components required to repair a dream machine. It features 40-mile hexes with custom terrain, and we’ll also be using a different set of optional rules, including:
- variable travel distance
- the Avernian random encounter procedures
- the advanced rules for expedition speed
The PCs are:
- Kerstina, an Elturian hell knight
- Ereshkigal, a tiefling warlock
- Adi Themis, a halfling artificer
BEGINNING THE SESSION
The PCs have arrived at the Alvskraema caravanserai, located in Hex B2 next to the bridge which crosses the Pit of Shummrath. Ereshkigal’s infernal warmachine was damaged in a confrontation with a darksphinx and they came here looking for repairs.
Adi Themis realizes that the Alvskraema is serving elf meat as a delicacy, so they decide to pass on both the good and the common room. But while settling payment with Meltrus, one of the two forgemasters, Ereshkigal decides to go fishing and see if Meltrus has any leads on dream machine components.
Rolling on the Avernian rumor tables, I get this result:
Nirvanan cogboxes are used by modrons. I heard that the warlord Algoran recently captured a modron. His lair is located at the far end of the Ashlands. (Hex B6)
That’s perfect, so I just need to put that into Meltrus’ mouth:
Me (Meltrus): He strokes he wriggling, prehensile beard. “A Nirvanan cogbox, eh? Haven’t seen one of those in years. They’re mostly used by modrons, and there aren’t many of those around here. But you may be in luck. One of Algoran’s gladiators was in here a few days ago, spending his winnings on avariel goulash. He mentioned that Algoran’s out-riders had captured a modron recently.”
Ereshkigal: Algoran, huh? Where can we find him?
Me (Meltrus): “He founded a gladiatorial arena. It’s almost due south from here, built into the mountains that ring the far side of the Ashlands.”
The lead seems a little thin, but it’s close. So the PCs decide to check it out.
STARTING OUT
The PCs mount up on their infernal warmachines, which have a speed of 100 ft. They decide to travel at a fast pace, which means (using the advanced rules for expedition speed) that they’ll have a base pace of 60 miles per watch. This also means they’ll have a penalty to navigation checks, but they decide speed is more important and they won’t be able to get too far off course before they can see the mountains and navigate by landmark.
They’re starting in Hex B2 and heading south, intending to enter Hex B3. The terrain in both hexes is Wastelands and it’s Trackless, so they’ll be moving at ½ speed (30 miles per watch). They’ve already traveled one watch today to reach the Alvskraema, so they only have one watch of travel left. But they only need 20 miles of progress to reach Hex B3, so I know they’ll be getting there right at the end of their traveling day.
The group has a standard operating procedure while traveling: Kerstina takes the Navigator action, while the other two PCs take the Sentinel watch action.
As they start heading south:
- I make a random encounter check, rolling 2d10 and 1d12. No encounter is indicated.
- In addition to the normal random encounter check in Avernus, I also make an oppressive environment I roll 1d6, but no oppressive condition is indicated.
- Kerstina makes her navigation check. The Wastelands are Navigation DC 12. She rolls a natural 20 for a total of 21. (20 + 6 for her bonus – 5 penalty for fast travel pace.) The groups heads due south without any difficulty.
- Ereshkigal and Adi Themis make Wisdom (Perception) checks, but there’s nothing unusual to notice out here. I describe the broken scree of the Wastelands churning under their serrated wheels.
I mark 20 progress, which — as we determined — brings them to Hex B3. I check the key for Hex B3 to make sure there are no special conditions or visible landmarks (there isn’t), then I reset the progress counter to 0. They’ll need another 40 miles of progress to cross Hex B3 and enter Hex B4.
MAKING CAMP
Finished with travel for the day, the PCs circle up their warmachines. They decide to all take an active watch action, then take shifts for the rest of the night (with Kerstina, then Ereshkigal, then Adi Themis taking a watch with the Sentinel action).
For the first watch:
- Adi Themis makes camp.
- Ereshkigal reads some arcane texts they purchased in the Purple City.
- Kerstina takes the Forage action. The Wastelands Forage DC is 20 and, as a mortal, Kerstina has disadvantage on the check in Avernus. She fails. (But it was worth a shot.)
Although they’re not traveling, I once gain make a random encounter check. No encounter is indicated.
However, when I make the oppressive environment check, I roll a 1, triggering the condition. I then roll d12, getting a 3, which indicates extreme heat. I describe the temperature skyrocketing until the wasteland scree is steaming. Everyone needs to make a saving throw, and Kerstina fails. She comes stumbling back into camp not only empty-handed, but having suffered a level of exhaustion.
The PCs decide to shuffle things up: Kerstina needs to rest and can no longer take the first watch, so Adi Themis swaps with her. They decide to just wait out the extreme heat, as traveling under those conditions would be extremely debilitating. But they get lucky: The following watch I roll another 1 on the oppressive environment check, ending the condition.
I finish making the rest of the encounter checks for the night. During the sixth watch, an encounter is indicated. I roll d100 and determine the encounter would be with 5d10 imps. However, when I make the % Tracks check, it indicates that it would be a tracks encounter. That would be an exploration encounter, and since the PCs aren’t currently moving the encounter doesn’t happen.
HEADING SOUTH
The next day, the PCs load up and continue heading south. (Setting the same pace and so forth from the day before.) With 30 miles of progress per watch, I know they’ll reach Hex B4 during their second watch of travel (assuming nothing goes away).
In the first watch, I generate an encounter:
- d100 roll comes up 67, indicating a 1 yagnoloth.
- Tracks check and Lair check are both negative, so it’s definitely a yagnoloth.
- I roll a random encounter distance, determining that the yagnoloth will be detectable at 840 ft.
- I roll on the Avernian Reaction Table and discover that the yagnoloth will be Cautious/Threatening.
What’s the yagnoloth doing? Well, the write-up in Tome of Foes indicates that they’re often employed as contract negotiators. I decide he must be carrying (2d6) 4 pacts and (1d6) 2 soul coins to the adjunct court of Hell in Hex G1. Since he’s carrying some important material, I decide to go with Cautious more than Threatening.
And because the yagnoloth is Cautious, I decide to also make a Dexterity (Stealth) check, setting DC 13 for opposed Wisdom (Perception) checks.
The exact time of this encounter doesn’t seem to matter, so I don’t bother making an additional check to nail it down.
I now call for the PCs’ skill checks from their watch actions: A navigation check from Kerstina (which she passes) and Wisdom (Perception) checks from Ereshkigal (6, failure) and Adi Themis (18, success).
Since the PCs are traveling at a fast pace and can’t use Stealth, the yagnoloth has no difficulty spotting them.
I describe to Adi Themis the yagnoloth crossing the wastelands about several hundred feet off to the right of their path. I probably also hold up a picture:
So now what will the PCs do? Given the encounter distance and their relative speed to the yagnoloth, they may simply choose to steer wide and pass the yugoloth by. Or perhaps they’ll approach, hoping to glean more information about the region. (In which case, perhaps the yagnoloth will be the one to reveal how they can break the pact binding Elturel, if they haven’t figured that out already.) Or they may think the lone figure will be easy pickings and a chance to enrich themselves on whatever loot it may be carrying. (If so, who do the pacts the yagnoloth carries belong to? And will they come looking for them?)
A bit of local color to their journey or a pivot point which may change the entire course of the campaign? That’s the beautiful, emergent play of the hexcrawl.