Deals, Devils & Bad Roads: Descend Into Avernus

The city was dangerous enough. Then someone offered you a contract, the road caught fire, and your transportation acquired spikes. A sensible adventurer would ask to go home. The devil across the table would be delighted to discuss the terms.
Baldur’s Gate: Descent into Avernus is a fifth-edition adventure for levels 1–13. It leads from the corruption of Baldur’s Gate into Avernus, where infernal bargains, war machines, and the forces of Zariel bring a very different kind of danger.
More Than a Bigger Monster
The setting invites decisions about temptation and consequences. A bargain can look useful now and become troublesome later. An enemy may have something the party desperately needs. An apparent shortcut may require a price nobody wants to pay.
For a group that enjoys debating its choices, that is fertile ground. The most memorable moment may happen across a negotiating table before a single weapon leaves its sheath.
Keep the Journey Personal
Our table idea: give each hero one thing they would never trade and one thing they fear losing. Keep those answers in the DM’s notes. They are a useful guide for presenting meaningful choices without deciding the character’s response in advance.
Balance the grim atmosphere with the party’s own personality. A running joke, an unlikely friendship, or a stubborn act of kindness can stand out sharply in a hostile landscape.
Who Is This Adventure For?
DMs looking for a long adventure with infernal imagery and players who enjoy tense decisions will find a clear premise here. Discuss the campaign’s tone together before beginning, then build a party that has reasons to stick together.
Check the contract. Check the brakes. Check whether the driver has a soul to spare.
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