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Four, One-Hour Introductory Mini-adventures for 1st and 2nd Level Characters.
D&D Descent into Avernus glyph, simplified
Optimized For: APL 1
Credits
Designer: Rich Lescouflair D&D Adventurers League Administrators: Alan Patrick,
Editing: Travis Woodall, Greg Marks PrimaryAmy Lynn Dzura, Travis Woodall, Lysa Penrose, Claire
Secondary
Hoffman, Greg Marks
D&D Adventurers League Guildmaster: Chris Lindsay
Playtesters: Chris McGovern, Daniel Chapman, Daniel
Art Director and Graphic Designer: Rich Lescouflair
Olivera, James Bowen, James Schweiss, Jennifer Griffith,
Interior Art: Provided by Wizards of the Coast
Jonathan Reitz, Kyle Turner, Marcello Velazquez, Matt
Cartography: Mike Schley, Rich Lescouflair
Suchyta, Michael McPherson, Sam Aldridge, Sam
D&D Adventurers League Wizards Team: Adam Lee, Ari Robertson, Timothy Roberts, Travis Fuller
Levitch, Chris Lindsay, Mike Mearls
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of
Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This
material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.
©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
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Adventure Primer Many who lived in the outskirts of the city were spared
from the hellish calamity. With little hope of survival on
their own, these refugees have banded together to form
“One can live about forty days without food, about three days
a CARAVAN headed to the nearby city of BALDUR'S
without water, about eight minutes without air, but only for GATE where they hope to find aid and shelter from the
one second without hope.” surrounding evil.
— Charles Darwin Seeking to ensure the safety of the refugees, a young
woman named DARA is looking for heroes to rescue
This adventure is designed for three to seven 1st- to 2nd- nearby survivors and recover resources that are integral to
level characters and is optimized for five characters with the caravan's survival.
an average party level (APL) of 1. Characters outside this
level range cannot participate in this adventure.
This adventure takes place on the outskirts of Elturel,
Overview
The adventure’s story is spread over five parts: A Call
the capital of Elturgard, which has recently been pulled
to Action and four 1-hour mini-adventures. The entire
into the Nine Hells.
adventure takes approximately 4 hours to play. If you’re
Adventure Hooks
In addition to the characters’ individual backgrounds,
the following hooks are possible ways to involve the
adventurers in the scenario.
Caravan Traveler. The characters were part of a
caravan, perhaps as guards or merchants, while passing
through Elturgard on the way to Baldur's Gate. After
the disappearance of the city, their caravan is quickly
converted into a makeshift haven for refugees.
Elturgardian Survivor. One or more of the characters
are from Elturgard, either as a resident of Elturel itself
or from one of the surrounding villages. The sudden
devastation of their homeland should spur them
into action.
Local Connections. The characters were on the way
to visit a dignitary, family member, friend, or mentor who
resides in Elturgard. The city and surrounding villages
were pulled into Avernus moments before they arrived at
the city gates. With their personal connection gone, they
are left to piece together what happened while helping
those who survived.
2
Chapter 1
Call to Action: Evil Abounds!
Ghorin
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Call to Action | Evil Abounds!
Part 1: The Smith
6
Part 1 | The Smith
Smells and Sounds. There is a faint sulfurous smell in Wrap Up
the cavern. Even when the cultists are no longer chanting,
faint whispers seem to carry along the air, seemingly from Wellum rejoices at the recovery of his weapons. Even Dara
nowhere. The man bound to the altar whimpers in agony. cracks a smile. Wellum, Gordrick, and Vollis opt to join the
caravan and help them on their way to Baldur’s Gate.
Creature Information From here, the characters can proceed to Part 2: The
Three bandits and two cultists are in the middle of a Miller, Part 3: The Innkeeper, or—if the characters have
ritual sacrifice of a fellow cultist. completed Parts 1, 2, and 3—to Part 4: The Liar.
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Part 1 | The Smith
Creature Statistics Dark Devotion. The fanatic has advantage on saving throws
against being charmed or frightened.
This appendix details creatures that are encountered in Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting
this adventure. ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).
The fanatic has the following cleric spells prepared:
Bandit Cantrips (at will): light, sacred flame, thaumaturgy
Medium humanoid (any race), any non-lawful alignment
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2) Actions
Speed 30 ft.
Multiattack. The fanatic makes two melee attacks.
STR DEX CON INT WIS CHA Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage.
STR DEX CON INT WIS CHA Devil’s Sight. Magical darkness doesn’t impede the devil’s
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) darkvision.
Flyby. The devil doesn’t provoke an opportunity attack when it
Skills Deception +2, Religion +2 flies out of an enemy’s reach.
Senses passive Perception 10
Languages any one language (usually Common) Limited Spines. The devil has twelve tail spines. Used spines re-
Challenge 1/8 (25 XP) grow by the time the devil finishes a long rest.
Magic Resistance. The devil has advantage on saving throws
Dark Devotion. The cultist has advantage on saving throws against spells and other magical effects.
against being charmed or frightened.
Actions
Actions Multiattack. The devil makes two attacks: one with its bite and
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. one with its fork or two with its tail spines.
Hit: 4 (1d6 + 1) slashing damage. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5
(2d4) slashing damage.
Cult Fanatic Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3
Medium humanoid (any race), any non-good alignment (1d6) piercing damage.
Tail Spine. Ranged Weapon Attack: +4 to hit, range 20/80 ft., one
Armor Class 13 (leather armor)
target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.
Hit Points 33 (6d8 + 6)
Speed 30 ft.
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Part 1 | The Smith