How Baldur’s Gate 3 almost derailed D&D’s Descent into Avernus adventure

How Baldur’s Gate 3 almost derailed D&D’s Descent into Avernus adventure


In 2019, Dungeons & Dragons brought its players to Hell — and not figuratively. Baldur’s Gate: Descent into Avernus is an adventure-campaign set in Avernus, the first layer of the underworld. In D&D, it’s presented as a plane of existence dominated and shaped by devils, a race of extraplanar beings of lawful evil alignment. The module is popular among players, despite having a controversial genesis that hindered its development, according to its designers. It also features one of the coolest swords in D&D history: the Sword of Zariel.

The D&D cosmology has a unique charm because it mixes moral and religious inspirations with fantasy, gamified elements. Hell, the Abyss (the chaotic evil-aligned plane), and the various Heavens are not just other worlds players can visit if they have the means to travel between planes. They are also the destinations of mortal souls according to their deeds in life. The Nine Hells of Baator are where wretched souls end up if they struck bargains with devils or or were particularly lawful and evil in life. Each layer is ruled by a powerful archdevil, but they all bow to the might and cunning of Asmodeus, Lord of the Nine.

This plane serves as the battlefield for the Blood War, an ages-old, endless conflict between devils and their chaotic counterpart, demons. It’s also the only layer ruled by a fallen angel: Zariel, who once led a crusade against the Hells only to be defeated and corrupted by Asmodeus. The fall from grace, redemption, and difficult moral choices were established early as the core themes around which Descent into Avernus was designed.

A city chained to the first level of the Nine Hells. In the foreground a demon burns inside black lacquered armor. From Baldur’s Gate: Descent Into Avernus from Wizards of the Coast. Illustration: Aleksi Briclot/Wizards of the Coast

Former D&D head creative Chris Perkins remembers how Zariel had a key role in the development of the adventure. “When it was decided that we were going to go to Avernus, we knew that the Lord of Avernus, Zariel, would be a central figure, possibly even the main villain of the adventure,” Perkins told Polygon in a video interview. “So, what’s Zariel actually about? She has an angelic form, which is unusual among the Lords of the Nine, who mostly look straight up diabolical. If the adventure is going to take place in her realm, a lot of what the characters are going to experience is going to be like an aspect of her.”

Duality turned out to be Zariel’s main feature, which would influence both the adventure and the way that players experience it. “There’s still that sort of divine spark in her, that possibility that she could turn things around,” Perkins said. “And so that became a motif for the entire adventure. The idea that you’re in literally the worst place in the entire cosmos, but it’s not all bad. There’s something there worth saving.”

“My concern was, and I have been proven right time and again, that every time you try to tie a TTRPG product to a video game, you are courting disaster.”

Perkins did not work extensively on the adventure since he was busy at the time with the D&D Essentials Kit, Explorer’s Guide to Wildemount, and Icewind Dale: Rime of the Frostmaiden. Instead, the project was handed to Adam Lee, an experienced designer and worldbuilder who had worked extensively on Magic: The Gathering before moving to D&D at the early stages of 5e. Lee contributed to most of the popular adventures of that time: if your characters ever die terribly in Curse of Strahd’s Old Bonegrinder area (as many did), then you can blame Lee for it. Descent into Avernus was his first role as story lead for an adventure.




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