![]() #The sinking city into the depths series#Now you must pass through a series of locations where Reed will experience hallucinations. Rotate the tentacle until the eye icon appears. You will find an object in the form of tentacles, which is actually the missing first part of the seal (One Out of Three). Take interest in the area from the attached image - use Mind's Eye and match the symbols.Near the suit you will find Priest's Records.In the second room of the basement search the chest with loot, inspect the bottle of laudanum and take the Dream Diary from a desk.Immediately after the disappearance of the wall fight with monsters and if necessary, get back to the stairs leading to the first floor. Use Mind's Eye to find the wall-illusion.In the first room of the basement you will find a container with small loot, a trap and an interactive book on a desk.With the key, go to the basement entrance and open the door.Take the Shopping List from your desk.Search the container with the minor loot.Regardless of the selected conclusions, at the game's finale you may choose every ending. Of course, this are just the thoughts of a hero, not a binding decision. There will be two deductions to choose from - Restart the Cycle and save mankind and Restarting the Cycle is useless. Combine clues The Cycle will repeat and Cthygonnaar holds the Daughter. This way you get the Damage Control trophy. During the conversation, it is worth choosing the dialog option of frightening her with death in torment, so that she will refrain from the decision to self-immolate. Go to the second floor and go to Meryl, with whom you can talk about the Clues to Find the Monoliths. Check (closed) entrance to the basement - there is a Warning Note.Find a place where you can see the event of the past - the ceremony of self-immolation. Next to the altar, you can use the Eye's Mind.Lift the canister - the eye icon will appear at the lid.Find ammunition and a container with a small loot.The road to hell is winding and the way is difficult, but this is an adventure worth taking for veteran DMs and dedicated players. The story itself is compelling, and offers multiple endings depending on what the players do. Descent Into Avernus promotes role-playing and allows for significant character development. In spite of this, it's overall a great module that leaves plenty of room for a DM to make changes as they see fit. If fighting devils and demons wasn't enough of a challenge, a group at odds with one another is prone to collapse.Īs a pre-written adventure, Baldur's Gate: Descent Into Avernus has its flaws. Overly difficult fights in a long introduction make for a slow start that can bog players down before they reach the apex of their journey. When half of the characters are good and the other half are neutral or evil, the bargain could split the party and impact important decisions. Devils offer helpful, deceptive deals around every corner. The stakes in Avernus are high, and innocent souls hang in the balance. Communication and respect are critical in this adventure, and the characters must work together. While infighting makes for an interesting role-playing experience, party unity matters. A DM willing to work on scaling may place the party in Elturel as it falls, which would immediately establish the tone and urgency of the adventure. Another option is bypassing Baldur's Gate and Candlekeep. Because of its familiarity among returning fans, Baldur's Gate as the sinking city would have hit harder emotionally, and starting here would cut out the lengthy quest that leads to obtaining the infernal puzzle box needed to enter the underworld. One way to accomplish this is avoiding Elturel altogether. The story would be more profound if the players' own descent into Avernus came about quicker. Players discouraged by the pace may quickly fall into a slog and give up on the module entirely. While not deadly on their own, bandits and cultists in overwhelming numbers can outmatch characters in their first or second level. Here, they face threats as great as a group of 11 pirates and a sprawling dungeon. Before the adventurers reach Avernus, they must first traverse Baldur's Gate. The most glaring issue with Descent Into Avernus is that "Chapter 1: A Tale of Two Cities" contains a host of difficult situations capable of killing an entire party of low-level characters. ![]()
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