Resting place of the Sword of Zariel.

Baldur's Gate: Descent into Avernus

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James's advice

  1. Know your group and use safety tools. This is a SUPER gross chapter, but you can make the scab hard rock instead of a bloody, pus-filled mess.
  2. If you like combat, there's a lot of it in the Scab. If not, allow your players to make deals with demons. They might turn the demons against each other, trick them into leaving the citadel, or find hags and devils imprisoned inside and cut a deal with those beings to help clear out the demons.
  3. Crokek'toeck is in there. He's a ticking time bomb of gargantuan demon. Add him in early so the players can make him part of their plans for fucking up the demon's shit if they want.
  4. Inside the citadel, the characters enter a dream that is basically a series of encounters. They cannot leave a certain area. Get familiar with it, modify or cut encounters as you choose. The most important thing is actually the final memory. So feel free to go right to the final encounter with Yeenoghu if you prefer a single cinematic scene!