Running Descent into Avernus part 11: Starting the Path of Devils

In Baldur’s Gate: Descent into Avernus, the characters are looking for the Sword of Zariel. They learned in Chapter 2 that their holyphant companion, Lulu, abandoned the sword in an alabaster castle surrounded by a red scab. In the early stages of Chapter 3, the amnesiac Lulu remembers where it is. She is wrong. After that, she has divine inspiration and points the characters to one of two locations to start their quest.

So, the players must decide whether they want to go down the Path of Demons or the Path of Devils.

Exactly why Lulu thinks that these locations are the places to start is vague. Let us put it down to divine inspiration and move on. The less you think about the rationale, the better.

Hell’s Unicorns

I am going to start by covering the Path of Devils, and the reason for that is it is the one my players chose. The lockdown occurred towards its end, and we were not able to continue virtually. I do not know if they were enjoying the adventure by that time; I know I was not. For several reasons, this is likely the weakest section of the scenario. I think it gets better later. But not here.

This entire section is a collection of quests and subquests. Meet a denizen of hell, do a mission for them, and get pointed towards the next one. These missions nest: You need to complete quest B to complete quest A. Most of the trouble I have with this section is that it is very bare-bones. The locations do not give much detail except what relates to the quest. If you are trying to run the adventure in a more sandbox-style, then you will have to do a lot of work. Or choose between the Alexandrian remix or the Eventyr Sandbox.

Assuming that you want to go with what is in the book, the first encounter on the Path of Devils is at the location of a Demon Zapper – a trapped unicorn that lures in demons, for other devices to destroy.

However, the encounter is not about the unicorn, despite it appearing so with its layout. Instead, it is about the guardian of the Demon Zapper: Ralzala the Dao.

Dealing with Ralzala

So, why are the character here?

  • They are looking for the Sword of Zariel, which Lulu thinks is in the Bleeding Citadel (though it is possible the characters have not heard that name yet).
  • Ralzala informs the characters that the archdevil Bel will help them overthrow Zariel.

That is a bit of a disconnect. What is going on?

Ralzala wants to curry favour with Bel and informs that party that, whatever they need, Bel can help.

The most logical sequence of events runs as follows:

  • The characters reach the Demon Zapper and attempt to free the unicorn
  • Ralzala appears, bound by oath to protect the Zapper, but wanting to free herself
  • Ralzala talks to the players, preventing them from freeing the unicorn and offers an alternative
  • Ralzala tells the players that she can introduce them to Bel, who can help them with whatever they need
  • And what Ralzala proposes is that the players go on a quest to free her from her oath, after which she can help them.

What happens if the players reject this? The adventure does not say. Perhaps the Path of Demons will work better? Or you could invent another way of getting to Bel.

What about the Unicorn? If the players continue trying to free it, then Ralzala has to stop them. The Dao is difficult to fight but can be defeated. For obvious reasons, this is not an excellent outcome for the course of the campaign! The adventure assumes you will help Ralzala.

But the upshot of all of this is that why the party cannot free the unicorn immediately, once they break Razala’s oath, they can both free the unicorn and get directions to Bel.

Ralzala lets the characters know that they need to see Red Ruth, who knows how to break the oath.

Meeting Red Ruth

Red Ruth is a fascinating character. A night hag oracle, she brims with potential that a DM can employ in many, many ways.

Oh, she wants a bath.

The good thing about this encounter is it allows you to introduce the Wandering Emporium. And you can play up the unsettling nature of Red Ruth. However, as it is easy to cross the line into comedy, be careful if that is not what you intend. “We want… A SHRUBBERY!”

Alternatively, you can have Red Ruth send them to recover a Macguffin from the Emporium. It has everything – why not send them for something a night hag would use in their spells? “The Eye of an Angel!”

Red Ruth, as a prophet, can also drop hints about the path ahead. Including misleading ones or ominous ones. You can let your imagination go wild. She can direct the characters to any location you want them to visit.

Once the party have aided Red Ruth (in whatever manner you deem appropriate; it does not just have to be the one stated), she sends them to the being who can help free Ralzala: Uldrak.

And that sequence of subquests is a little complicated. I will get to it next time. (Which should not be too far away!)

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