The Alexandrian

DISCUSSING:
In the Shadow of the Spire – Session 23A: Let Slip the Dogs of Hell

“WHO DARES TO VIOLATE THIS SANCTUARY OF CHAOS?”

They whirled around and looked up. Above, on a balcony in the tower directly above them, a demon with a goat-like head was floating several feet off the ground. It carried a vicious looking axe with a blade that gleamed in the sun.

Although this is not well-represented in the campaign journal, I actually ended Session 22 in a cliffhanger: The demon showed up, shouted, “Who dares?!”, and that’s where I wrapped up the night.

Cliffhangers are great. There are all kinds of cliffhangers, but two significant ones for RPGs are unresolved peril and the escalating bang.

Unresolved peril is fairly self-explanatory: The PCs — or people/things they care about — are in a state of jeopardy and we “leave them hanging,” uncertain of the outcome. The anticipation of the cliffhanger is based on desperately wanting to know the fate of the things we care about.

I discuss escalating bangs in The Art of Pacing. This is the point in a scene where the stakes are either precipitously raised to a whole new level and/or when the stakes you thought the scene were about abruptly change into something completely different. If you cut more or less on the exact moment that the escalating bang is revealed, the anticipation of the cliffhanger is based on being uncertain about where the scene is going and also the eagerness of wanting to take action in the new reality presented by the bang.

This particular cliffhanger is basically a combination of both types: The escalating bang of the demon’s arrival has both changed the nature of the scene and put the PCs in jeopardy.

(As I point out in Part 5 of The Art of Pacing, cliffhangers also don’t always have to come at the end of a session: If the group has split up, you can create numerous cliffhangers by cutting from one group to another.)

“Anticipation” is a key word here. What makes the cliffhanger desirable as a dramatic technique is that the players immediately want to keep playing, while simultaneously denying that to them. It’s a great way of ending a session, because it makes the players eager for the next session.

ENDING THE SESSION

Cliffhangers are not the only effective way to end a session. At the end of Session 21, for example, we closed on the resolution of some pretty heavy stakes for the character of Dominic. Those significant character beats — particularly if the characters themselves are thinking deeply about how things turned out — are a good place for a session break because it lets the players live long in that moment.

In other cases, like the end of Session 19, you might want to break at the point where a scenario has reached a definitive conclusion. This helps to solidify a sense of accomplishment — the idea that a new milestone in the campaign has been reached. When you look back at a campaign, these milestones will chart out the course you’ve all taken together. (From a practical standpoint, this can also be a good place to wrap up for the night so that everyone — including you! — can have some time to think about what they want to do next.)

If you want to study different types of effective session endings, think about how other serialized forms of entertainment — television shows and comic books, for example — wrap up their installments. You’ll find a lot of different types of endings, and also a lot of variations within those types.

The real trick with an RPG, though, is finding that ending. Unlike a scriptwriter, you only have a limited amount of control over where the game session will take you and how fast it will take you there. That’s actually why I use the word “finding”: Whereas the scriptwriter can sculpt the ending they want, as a GM you need to instead be aware of when the ending happens and then actually end the session.

If you miss a potential ending, there probably won’t be another coming along for awhile. That’s when you’ll end up just kind of awkwardly cutting at some arbitrary point because you’ve run out of time.

THE ENDING WINDOW

To find an effective ending, you’ll first need to be aware when you’re in what I call the “ending window.” That’s the window of time at the end of the session in which it’s acceptable to say, “That’s all folks!” It doesn’t matter how perfect an ending a particular moment would be if it comes two hours into a four hour session. (Although that might be a good place to take a break.)

For me, in a four hour session, the ending window is generally from about 15 minutes before our scheduled end time to about 10 minutes after. (If I’m running for a group where the end time is hard-and-fast, it’s more like twenty to twenty-five minutes before the scheduled end of the session.) If I’m in that window or approaching that window, I know that I’m looking for an ending and can start framing and pacing the action accordingly.

I have a simple trick for staying aware of where I am in the session: A kitchen timer. Before the session starts, I simply set the timer to go off at our scheduled end time and put it discretely behind my screen. (It’s usually surrounded by a pool of dice.) I can then tell in a glance where we’re at: Three hours left. Two hours left. One hour left. Half an hour left. In the ending window.

Why not just use the timer on your phone? The timer on my phone generally needs to be checked – i.e., I have to turn on the screen. It also opens up the potential for other distractions in the form of notifications and the like. The kitchen timer, by contrast, just sits there in my peripheral vision. Not only can I check it with a flick of my eye, but I’ll periodically notice it throughout the session without having to actively think about checking the time. It keeps me tuned in.

Over time, you’ll find that your knowledge of where you are in a session will bring other benefits besides pacing for effective endings. Some of this is practical (like knowing when you should take a break). Others can be a little more ephemeral — you’ll start to develop a gut instinct for pacing; when you have time to let things play out and when you need to get the players moving with harder framing and higher stakes.

NEXT:
Campaign Journal: Session 23BRunning the Campaign: Dungeon Clues
In the Shadow of the Spire: Index

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 23A: LET SLIP THE DOGS OF HELL

June 7th, 2008
The 10th Day of Kadal in the 790th Year of the Seyrunian Dynasty

“WHO DARES TO VIOLATE THIS SANCTUARY OF CHAOS?”

They whirled around and looked up. Above, on a balcony in the tower directly above them, a demon with a goat-like head was floating several feet off the ground. It carried a vicious looking axe Rhodintor - Ptolus: City By the Spirewith a blade that gleamed in the sun.

Its powerful legs pushed off the wall behind it, propelling it above their heads. It then dropped to the balcony, floating a few inches above the floor as it swung the axe towards Tee’s head.

Tee tumbled backwards, rolling to her feet in a low crouch. Tor and Agnarr pushed past Ranthir, raised their swords – which they had held uneasily by their sides during the conversation with the Cobbledman – and attacked.

The demon caught Tor’s blade with the broad side of his axe, but Agnarr’s sword cut deeply into its arm. It felt as if he was chopping into a block of solid wood, but the magic blade cleanly cut through the thick skin and found the blood and bone below.

The demon threw back its head and howled in pain. It swept the axe violently back and forth – first smashing the broad side of it against Tor’s head (sending him staggering) and then reversing the blow to smash into the Agnarr’s ribs.

Agnarr gasped as the axe cut through his armor and deep into his side, sending a gush of blood pouring from the wound. The demon’s horns jutted forward, smashing into Agnarr’s forehead.

Elestra reached out, feeling the Spirit of the City and using her own force of will to energize the strength of it around her.

Ranthir, meanwhile, was thinking quickly: He hit the demon with a powerful disenchantment, causing its levitation charm to vanish. The demon fell, landing awkwardly and stumbling forward.

Agnarr, grimacing through the pain, took advantage of the momentary distraction and swung his sword again.

The demon whirled away from the blade, but it still cut deeply into his side. Then it ducked under Tor’s blade and leapt over the parapet, murmuring demonic syllables. Arcane powers caught it up in the air and it levitated out over the central courtyard.

As it turned back to them, Elestra finished gathering her strength and focused a sizzling arc of lightning which tore through the demon where it flew. But the demon seemed entirely unfazed as the electricity leapt from its horns and arced through its body, instead crying aloud: “You will rue the day that you crossed the path of True Chaos!”

Tee, who had retreated back into the keep itself, suddenly heard heavy footsteps thudding across the stone ceiling above her – which would mean that something was on the roof! “Look out!”

But she was too late to warn any of them. Two hounds of hell leapt from the upper level, landing on the balcony near Tor and Agnarr. Their skin had the appearance of cooled lava; their eyes were smoldering pits; and their nostrils breathed gouts of flame. As they skidded across the balcony, they turned and gaped their mouths: Twin cones of flame washed across Agnarr and Tor.

But Tor had raised his shield at the last possible moment, and Agnarr had eased in behind it: Although they still felt a little broiled in their armor, they were mostly angered by the fell beasts.

Although that might have been more true for Tor than it was for Agnarr, because a huge grin was growing across the barbarian’s face: “Dogs! They’re dogs!”

Tee called out from behind him: “You are not allowed to keep one!”

The smile fell from Agnarr’s face, and he dutifully moved forward with Tor. Their blades worked in quick unison and – although the hounds were covered in skin like liquid stone – their magical blades made quick work of them.

Meanwhile, the demon had fled – abandoning his hounds, reaching the far wall of the keep, and dropping down out of sight.

THE SQUARE TOWER

With the demon gone and the demonic hounds reduced to a pile of burning slag, Elestra released the powers of lightning she had called and the smell of ozone faded from the air. Turning to the others she said, “So where to now?”

“I still want to try to get to the square tower,” Tee said. “If Maquent’s journal is still accurate, then the other half of the spiral contrivance or key or whatever it is must be hidden in there.”

There had been a trapdoor in the ceiling of the room filled with arcane symbols and the remnants of old rites, so they climbed up through that to reach the roof. From there they were able to cross over to the square tower.

But they found that the square tower had no doors or windows. Tee donned her boots of levitation to reach the top of tower, but there was no entrance there, either. She then spent the better part of half an hour scouring every inch of the tower’s 24-foot high walls, convinced that there must be some hidden entrance.

Ranthir, meanwhile, was looking through Maquent’s journal. Just as Tee, in frustration, was giving up on her search, Ranthir reread the entry from Noctural 14th, 787 YD. Then he read it out loud to the others: “I have somewhat befriended the Cobbledman. He grows more mad with each day, however. I hid my half of the spiral contrivance in his tower with him. I shall not even tell Radanna. Of course, she will not tell me where she keeps her half, either, but there’s only one place it could be. Certainly no one could sneak a ladder up to that secret door without her knowing about it.”

“If the key is in the square tower and it requires a ladder to reach the secret entrance, maybe that entrance isn’t on the wall of the tower – maybe it’s under the tower.”

They returned down to the large, empty room on the fifth floor of the tower. “We should be directly beneath the tower here,” Ranthir said.

Tee floated up to the ceiling and quickly found a bit of false plaster. Scraping that aside with one of her dragon-hilted daggers, she revealed a small keyhole. She took out the key she had found in the nook below the ruined garden and found that it was a perfect fit.

When she turned it, however, the entire stone block – 6-feet to the side – came loose and fell. It slammed into her and spun her down and to one side. Agnarr, standing below, was caught squarely by the block and driven to the ground.

Dominic rushed forward to help. Agnarr pushed the rock off of his crushed legs and waited patiently for the priest’s holy energy to repair his broken bones. “I’m getting tired of falling rocks in this place.”

“I think they went with cheap mortar,” Dominic said, reaching out to lay a hand on Tee’s bleeding scalp as she settled woozily to the floor next to them.

“When we move in here it’ll have to be the first thing we fix,” Ranthir said.

“We aren’t moving into the demon-infested house,” Tee said.

Tor smiled. “It won’t be demon-infested when we’re done with it.”

“That’s right,” Elestra said. “We’ve already scared off one demon today.”

“He’ll be back,” Tee said grimly.

The stone block had revealed a hole leading through the floor into the bottom level of the square tower. Niches carved in the sides of the hole would make it easy for someone to climb up if they were at the top of a ladder, but they were superfluous for them: Tee’s head was clearing now and so she floated up through the hole.

She emerged into a small, square room. A ladder of iron rungs driven into one wall led up to a trapdoor. The other walls of the room were covered with carved niches. Most of these niches were empty, but in four of them Tee could see flasks of liquid. In another there were a half dozen sticks of black-and-gold incense. In a sixth lay a small gray idol.

Tee grimaced. “I hate idols. Idols haven’t been nice to me.” She unlaced her boots and dropped them down so that Agnarr could follow her up.

Tee climbed up the ladder to the next level of the tower. Here she found a plain room of stone with an iron chest lying off to one side. The ladder continued up to a trap door of stone secured with a thick iron bar.

Black and Red Spiral - Lower HalfThe lock on the chest proved tricky, but Tee eventually managed to get it open. Inside she found bags of silver and gold coins, a thick candlestick of pure gold, and a finely-crafted headband of woven silver. Laying at the bottom chest was half of a circular disk of black obsidian with a bright red stone spiraled through it.

Tee climbed back down the ladder and found Agnarr peering quizzically at one of the niches. “Don’t touch anything. I’ve found Radanna’s half of the contrivance… key… whatever it is.”

“Now we just need to kill the Cobbledman for the other half.” Agnarr grinned.

“I don’t think we’ll need to kill him. He seemed all right with the idea of letting us borrow it.”

“I thought it was inside of him. He grabbed his chest when he was talking about it.”

“I think he was just grabbing at something under his shirt.”

“Oh.” Agnarr thought about this for a second and then jerked his head towards the niches in the wall. “Should we take this stuff?”

Tee glowered at the idol. “I guess we’d better figure out what it is. Why don’t you go back down and send Dominic up to look at it.”

Agnarr shrugged and jumped down through the hole.  He handed the boots over to Dominic, who murmured a prayer to Vehthyl and floated up just high enough for his eyes to clear the edge.

He was able to quickly identify the flasks as containing unholy water. The incense had a strong aura of magic about them.

“And the idol?” Tee asked.

“It has no enchantment upon it. I think it’s safe.”

Tee picked it up and found that it was formed of compressed ash. It was really nothing more than a trinket. She stuck it in her bag, decided against taking the unholy water, and then gingerly picked up the incense.

Dominic, meanwhile, had floated back down to join the others. Agnarr threw the boots back up, Tee laced them up, and floated down. She held out the sticks of incense. “Ranthir can you identify what these are?”

Ranthir took them and raised his eyebrows. “I can, actually. These golden runes on the side are unmistakable. This is vision incense. The six sticks must be burned simultaneously, and their conjoined enchantments create a powerful connection between this world and the dreams of those nearby. Great truth can be found in the visions revealed by incense like this. There are many in Isiltur who use it.”

NEXT:
Running the Campaign: CliffhangersCampaign Journal: Session 23B
In the Shadow of the Spire: Index

Go to Part 1

We’re continuing our series of capsule reviews of Descent Into Avernus-related material on the Dungeon Masters Guild, giving a very high overview of my thoughts/impressions of each book. Unless otherwise noted, the material has not been playtested.

You may also want to review this Guide to Grades at the Alexandrian. The short version: My general philosophy is that 90% of everything is crap, and crap gets an F. I’m primarily interested in grading the 10% of the pile that’s potentially worth your time. Anything from A+ to C- is, honestly, worth checking out if the material sounds interesting to you. If I give something a D it’s pretty shaky. F, in my opinion, should be avoided entirely.


Cover: A Light in the DarkA LIGHT IN THE DARK: A Light in the Dark bills itself as tying into the continuity of Descent Into Avernus, but it’s set in Baldur’s Gate while having a suggested level at which PCs in the campaign will have long since left Baldur’s Gate behind. Its purpose, therefore, is somewhat confusing.

The maps are nice and the concept is fine, but the adventure itself is virtually unplayable. It’s more or less written as a Choose Your Own Adventure novel, consisting of literally just pages and pages (and pages!) of horribly executed boxed text. Often this boxed text is outlining literal A or B choices. It repeatedly ends with the refrain, “What do you want to do?” literally scripted in. And it is constantly either telling the players what their characters do or simply leaving them helplessly standing by while entire scenes play out without their input.

Perhaps the most egregious example of this comes when the PCs confront the villain. While the PCs stand unable to act (because the DM is reading), the boxed text has:

  • The villain order a zombie girl to go punish her parents.
  • The zombie girl leave the room.
  • The girl’s parents scream and beg for mercy from the neighboring room.
  • The sound of thumping that turns to screams of pain.
  • “The noises they make will stay with you for a long time.”

This is one of those times where I wish I had more nice things to say about an adventure. But I don’t.

  • Grade: F

Cover: The Struggles of StelmaneBALDUR’S GATE – THE STRUGGLES OF STELMANE: This is another adventure which presents itself as being something you can incorporate into a Descent Into Avernus campaign, but which is nevertheless set in Baldur’s Gate with a suggested level too high to be used in the campaign. (What gives, folks?)

The Struggles of Stelmane is a fairly simple adventure: A mind flayer is attempting to take control of Duke Stelmane. The PCs are told by the Duke’s assistant to investigate some caves. They do so and find a tunnel that leads to Stelmane’s manor. (Which – pet peeve alert! – is incorrectly referred to as a villa.) The mind flayer is in the manor. The PCs kill it.

Unfortunately, the adventure spends a great deal of time spinning its wheels. (It’s about 5 pages of content in a 20 page PDF.) And when it’s not spinning its wheels, it frequently just doesn’t make sense: The mind flayer telepathically read Stelmane’s mind and for some reason this is causing Stelmane’s physical health to deteriorate. The duke’s assistant requests a meeting with the PCs, but the only thing he asks them to do is investigate a murder that doesn’t happen until the PCs show up to meet him. The adventure frequently talks about “following a series of clues,” but there are no clues to follow. And so forth.

  • Grade: D-

Cover: Dance of Deathless FrostDANCE OF DEATHLESS FROST: Dylan Ramsey delivers a clever little expansion of Descent Into Avernus, giving the PCs an opportunity to track down the mysterious phylactery of deathless frost. With it they can either control the demon lord Kostchtchie or destroy it and turn him mortal.

My one quibble with the adventure is that it suffers a little from what I call “idea guy syndrome.” A common variant is, “Wouldn’t this encounter be cool?” This often takes the form of the bad guys sending minions to attack the PCs… but the encounter isn’t actually statted up (e.g., “She could send fiendish assassins or a simulacrum to try to steal the phylactery from the characters.”) But you also get stuff like, “It feels like the NPC’s lair should have fiendishly clever defenses… but I couldn’t figure out how to do it, so here’s a couple of vague ideas.”

So, basically, you’re going to have to put some elbow-grease into Dance of Deathless Frost if you want to use it. Nevertheless, Ramsey delivers some cool ideas, memorable locales, and nifty ideas, so it’s probably worth the effort. (I will most likely be incorporating this scenario into the Remix.)

  • Grade: C-

Cover: Forges of AvernusFORGES OF AVERNUS: The central conceit of Forges of Avernus is that each Warlord of Avernus maintains their own forge to outfit their warriors, and each of these forges is skilled in the creation of special, themed weapons. I like this a lot: One of the big shortcomings in Descent Into Avernus is that it details the warlords, but not their warbands. I wanted to supplement that lack, and Forges of Avernus does a lot of heavy lifting for me. Not only will the unique weapons make for distinct combat encounters with each warband, but the supplement also details the NPC forge masters (adding extra roleplaying opportunities).

The only drawback here is that the mechanical mastery of 5th Edition is a little shaky. For example, there are several effects triggered “on a critical failure,” but there are no critical failures in 5th Edition. This doesn’t appear to be a crippling problem, but when you see a weak grasp of mechanical fundamentals it erodes trust in the rest of the mechanical implementation, so you’ll probably want to double-check these elements as you add them to your campaign.

  • Grade: B-

Cover: Bitter RivalsBITTER RIVALS: Bitter Rivals is a slick, professional-grade adventure designed to be seamlessly slotted into Descent Into Avernus. It adds a ton of lore to the warlord Bitter Breath and completely details their warcamp as part of a raid scenario. This is a no-brainer for any GM planning to run Descent Into Avernus, with or without the Remix.

The organization and level of detail, in particular, are fantastic. One example is the formatting of the mission briefing given in the scenario hook. Rather than using traditional boxed text, J.A. Valeur of Eventyr Games uses in-line headings to identify the major bullet points of the briefing while providing the written dialogue associated with that bullet point in plain text behind the in-line heading. I hadn’t seen this technique previously, but it’s best-of-both-worlds stuff.

There’s also a really nifty DM’s Cheat Sheet section of the adventure, which basically presents the entire adventure a second time but with only the essential elements (like encounter rosters, the bullet point version of the mission briefing, etc.). Stripped of the surrounding explanatory text, this is a great document for efficiently running the adventure without flipping back and forth through multiple pages.

  • Grade: B

INFERNAL BOUNTY: Another Descent Into Avernus supplement from Eventyr Games, this short 2-page PDF is basically just a random encounter with a pair of bounty hunter devils (using some very lightly customized stat blocks) for $0.50. In addition to being a random encounter, the fiend duo can make a decent response team that can be flexibly deployed at need. But I just don’t see a lot of value in Infernal Bounty even at the fairly cheap price point.

  • Grade: D

Cover: Enhanced DevilsENHANCED DEVILS: Another Eventyr supplement, Enhanced Devils looks at a dozen or so devils from the Monster Manual and soups up their stat blocks, giving them extra abilities that don’t necessarily make them more powerful, but do give them more options in combat so that multiple encounters with them stay fresh.

I haven’t playtested these yet, but they look balanced and useful. The important thing here, though, is the word “yet.” I’ve talked in the past about how 4th Edition’s design philosophy of reducing the breadth of abilities possessed by monsters (which has carried through, albeit to a lesser extent, in 5th Edition) on the theory that the typical monster only lasts for 3-5 rounds is fundamentally flawed (because, if nothing else, when you build an encounter with 5 of those monsters, the stat block immediately has 15-25 rounds of actions), so it’s probably not surprising to discover that I like what this supplement is doing and I like these stat blocks. I’ll be using them to help keep encounters in Avernus fresh and interesting.

  • Grade: C

Cover: Temple of the Broken PrinceTEMPLE OF THE BROKEN PRINCE: Yet another adventure that sells itself as a plug-and-play side quest for Descent Into Avernus, but isn’t actually designed to work that way. This time, the adventure is set on Avernus, but the recommended level is too low.

In actual practice, the location is not really designed for Avernus. But it IS a fairly nice location-crawl that could easily be slotted into any traditional D&D setting. (If you still wanted to use Temple of the Broken Prince as part of the Remix, it might work well as the mission that sends the PCs out of Elturel just in time for the whole city to get sucked into Hell.) A demonic temple turned into a demonic sepulcher, the rooms are weird, sinister, and drenched with dread. There’s also a couple new monsters that look like creepy fun.

  • Grade: C+

More DMs Guild Capsule ReviewsGo to the Avernus Remix

Go to Table of Contents

LULU’S MEMORY MYSTERY

As we’ve discussed, recovering Lulu’s memories is a central pillar of the campaign: It is essentially the only way to recover the Sword of Zariel, and while the Sword of Zariel is not essential (in the Remix) it is certainly positioned as a major goal and resource.

Getting the Sword, it should be noted, is almost entirely procedural: Get the pieces for the dream machine. Strap Lulu into it. Ta-da! You get the location of the Sword of Zariel.

But if we take a step back, the real goal is to get the players invested in the True History of Zariel. The process of piecing together this enigma:

  • Provides a tantalizing mystery that will keep the players engaged with the campaign and eager to figure out more.
  • Creates a context for their interactions with the denizens of Hell (particularly the former Hellriders and others who participated in those events).
  • Builds a relationship (albeit by proxy) with Zariel, creating the emotional foundation for the campaign’s conclusion.
  • Elevates the procedural accomplishment of activating the dream machine by providing not only the location of the Sword, but simultaneously a sense of closure on Lulu’s story.

So how do we build this mystery?

Lulu’s Original Memories, the ones that she has when she first appears in the campaign, are our foundation. Structurally, these are the facts that we know the party will have at any given point in the campaign. Ideally, we’ll want enough chunks that the players can begin rampantly speculating about how they’re connected, but vague enough that no definitive answers are really possible. We can think of each chunk as a “catalyst,” in the sense that they give the speculations of the players material to react with (and will likely speed up that speculation, too).

Lulu’s Triggered Memories are the memories that she spontaneously regains, either semi-randomly or in response to specific stimuli. These will primarily be additional catalysts — they’ll be vague enough to mostly raise new questions, providing fresh fodder for the players’ theory-crafting. (The more of these the PCs gain access to, however, the more complete their understanding of Lulu’s history will become, making it easier to figure out how events relate to each other.) Some of these triggered memories, however, can also be rewards, providing definitive answers for some of Lulu’s experiences.

If the PCs follow the Sword of Zariel threads all the way to their conclusion, there will also be four Memory Dives. These are the Vision from Torm, the Dream Machine, Claiming the Sword, and Zariel’s Spark. Each allows the players to actually experience parts of Lulu’s and Zariel’s story.

There will also be Other Sources of information on Zariel’s history. (If we think of the mystery as primarily being the True History of Zariel, then we’ll also recognize that Lulu’s memories are just one way of achieving that goal!) These can include historical records, questioning the “surviving” Hellriders, etc.

Finally, we’ll organize all of this using Revelation Lists.

In doing so we will, of course, observe the Three Clue Rule. But we’ll want to use some special care here.

First, we want to structurally protect the memory dives. These should feel like big, momentous events with significant pay-offs for the effort the players have put into achieving them. We don’t want to “spoil” them because if they don’t reveal anything new, it’ll deflate the moment. Therefore, the memory dives should have:

  • Clear, definitive versions of events that could only be imperfectly understood before.
  • Lynchpin moments that could NOT have been learned previously.
  • Really mysterious, obscure versions of NEW events (i.e., new catalysts that can only be cleared up by future revelations).

This means we need to pace and position our revelation lists (and the clues in those lists) so that they set-up and pay-off the memory dives. We can actually think of each memory dive as a funnel, with certain revelations/clues positioned before the funnel and others generally not available until after the funnel. (It should be noted that the structure of the scenario more or less mirrors these funnels: For example, the PCs will almost certainly have the Vision from Torm before leaving Elturel; they won’t be able to journey to the Scab before the Dream Machine; and so forth.)

LULU’S ORIGINAL MEMORIES

Lulu is suffering from amnesia. Her first memory is of “waking up” in the red sands of the Avernian wastelands. (Although she only later learned that she was on Avernus, the First Layer of Hell.)

  • She wandered for an interminable period of time before coming to the River Styx.
  • She followed the River Styx out of Avernus, journeying through the Outer Planes.
  • After any number of adventures, Lulu passed through a portal and found herself in a place called the Nexus, a seemingly endless gothic castle filled with magical portals. There she met Niveral-Sca, the Mistress of Eternity. Niveral-Sca had iridescent skin that gleamed with serpentine scales, her pupil-less eyes gleamed with a golden light, and her small feet never seemed to touch the ground when she walked. Hearing Lulu’s story, she identified a portal that would return her to the world of the home she dimly remembered (see below).
  • Passing through this portal, Lulu emerged in Neverwinter in 1488 DR.
  • She made her way south from Neverwinter, eventually returning to the area around Elturel.

Lulu only has a few fragmentary memories of the time before her inexplicable amnesia. (These have returned to her slowly over time since she first woke up without any memory at all.)

  • Her strongest memories are of being friends with a beautiful warrior angel. She and the angel came to a city called Elturel and led an army of knights from that city on a charge into Hell itself. (Lulu doesn’t remember the actual battle, but assumes they must have lost and guesses that this is how she lost her memories. Having returned to modern Elturel, she now knows that these events must have taken place a long time in the past.)
  • Sometimes this feels like a magician’s trick: She remembers riding through the portals to Hell, seeing the plains of Avernus stretched out in front of her, and then… Everyone is gone and she’s on the Avernian plains all by herself.

Other fragments of memory include:

  • A silver beach beneath a pair of blue moons. (Sometimes she remembers her warrior angel being with her there.)
  • Flying over a vast, dark ocean. The water reflects a sky filled with diamond-like stars. In the black depths below, a huge whale seemingly made from golden motes of light swims.
  • Looking out a window made from gems set into silver and gold, across a verdant landscape where metallic dragons flit through the sky.
  • The taste of blood and fur in her mouth.
  • A busy marketplace carved from a cliff-face. She was speaking to a winged lion with the kind-yet-stern face of a man.
  • Flying over a boundless expanse of black, cracked basalt. A single-file line of strange, polyhedral-shaped creatures marches below, stretching from horizon to horizon.

Design Note: This can be used as either a handy reference for the GM and/or, if Lulu is a PC, given as a handout to her player. I also recommend empowering the player to flesh out any of the events that happened in Lulu’s life after she “woke up” in Avernus. (For example, they could make up any number of stories about her adventures along the Styx.) Check out Running the Campaign: Designing Character Backgrounds and Dragon Heist: Creating the Characters for how this type of player/GM collaboration on character backgrounds can work in practice (although the process is sort of inverted here).

DM’S INFO: The last few fragments of Lulu’s memory are mostly visions from the Seven Heavens of Mount Celestia. They are, in order:

  • The beaches of Mercuria.
  • Flying over the waters of Lunia (with a celestial whale in the depths).
  • Looking out the window of Bahamut’s Palace, also in Mercuria.
  • Killing a gnoll during the First Visit to Idyllglen.
  • The market of Heart’s Faith in Lunia.
  • The Great Modron March. (Not this one, though. The dates don’t line up.)

Go to Part 6D-F: Lulu’s Memories (Triggered Memories)

From Waterdeep to Avernus

November 27th, 2020

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 Stone of Golorr - Waterdeep: Dragon Heistspell 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.

Waterdeep: Dragon Heist - The Alexandrian Remix

Descent Into Avernus: The Alexandrian Remix

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