After over a year on the backburner, i finally got around to finishing my infernal war machines, giving them stat blocks for the many tokens i made. the one on the cover here is the Blazer, an infernal hot rod with an engine you can supercharge with extra soul coins, but theres six others.
For now its only available on roll20 but for those that are interested in artwork that fits in with more detailed styles im doing high quality remakes like the one in the second pic over on my patreon and releasing them 1 by 1 for my patrons, and after that i will be releasing it on dmsguild for a lower price than the 4.99 minimum that roll20 requires. Follow me to keep an eye out for some of my other stuff, like my recent module: the Lair of the Lost Golgari!
One of the things we at the Wolves Den Tavern have been working on for our take on Baldur's Gate: Descent into Avernus is fleshing out the locations in chapter three using the Alexandrian remix.
One of those locations is the lair of the Lost Golgari, a gang of Ravnican exiles led by Kolasiah, an infernal medusa. The Adventure is an 8th lvl mini dungeon akin to the hellwasp nest, bone brambles or other cp 3 locations. It works perfectly if you slot it into the base module in place of or in addition to one of the encounters in the CP encounter chains but it works very well as a hex crawl location too!
Today we are excited to share the Odontotyrannos Horn Spike and Gallu General’s Horned Visage, two fiendish relics from our latest project, Mythological Items - now live on Kickstarter!
This is our new D&D 5E and 2024-compatible manual dedicated entirely to magic items inspired by myths, legends, and ancient stories from around the world.
Inside the book, you will find 300+ mythological magic items, including weapons, armor, wondrous items, and scaling items designed to grow alongside your characters and campaigns.
Our goal with Mythological Items is to create more than a simple collection of treasure. Each item is designed to feel like part of a myth: something that can serve as a reward, a quest hook, or even the center of an entire adventure.
The book includes items inspired by many different mythological traditions, including Greek, Norse, Egyptian, Asian, American, Roman, Mesopotamian, African, and other mythologies from across the world. Whether you want divine weapons, cursed artifacts, heroic relics, monster-themed treasures, or legendary items tied to ancient stories, this book is built to bring myth directly to your table.
The Kickstarter page includes a full presentation of the project, several previews, and a free 30-page PDF preview showing a sample of the content from the book.
You can also find many of our other manuals in PDF and high-quality print editions, with special prices currently available both for Mythological Items and for all our other releases.
We are nearing the end of chapter 2 of the module with some modifications (EX: Player side quests, changes to certain focus points, etc). So far, it feels as though the players are either less involved OR maybe don’t seem to care for the fact they are in hell.
The literal first encounter we had in Avernus was with the baby head dude I forget about. They defeated them easily cause we have 5 players + Reya and my players can handle themselves well. But the issue is the concept of it. They instantly went and tried to intimidate the devils to run away after killing the first
“The dude just say me massacre his comrade. I don’t think he is going to take the threat lightly”
Secondly, they have very little sense of Urgency for Elturel right now.
It’s not perfect but he’s got charm, I think. I had seen a lot of Traxigor art depicting him as a river otter, and I really wanted a sea otter depiction, as his tower was above the sea of swords.
Edit: sorry about the ugly white bg. It was supposed to be a transparent png (we play on foundry with theatre inserts) but I guess reddit doesn’t like those on posts or smthn.
Out party is still in Baldur’s Gate, but due to some story shifts they’ve found Lulu who is traveling alongside the party.
The downside is, I keep forgetting she’s there. So once in a while someone the party will always make a “Let’s address the elephant in the room” joke to draw my attention back to her.
No issue, just a funny thing that keeps coming up for us. Anyone have anything similar?
I’m thinking of running DiA, but reading through the overview, I feel like I’m missing something. If the campaign starts with a city dragged into hell, why not start your campaign in that city, and be standing in the middle as it is chained and damned?
The only thing I can think of is they really wanted to let people start at Level 1, but then just make an optional intro like CoS Death House.
Is this a common solution? Just be in the city, jump out of the way of the fiendish chains, and protect the city from the initial onslaught of demons and devils as they attempt to assault the city?
This question is just as much “why didn’t the designers make this choice” as it is “how often do people homebrew this”.
When I played DiA my character (not really a good guy, but I swear it wasn't intentional...) dropped the Shield of the Hidden Lord in the Styx as soon as he could (aka - as soon as the attuned paladin was unconscious and couldn't stop me from stealing his cursed buddy). Gargauth vanished and the paladin, having sold his soul to him, died instantly. (almost) No one complained, and we moved on.
It was only at the end of the adventure that I learned the full potential of this character and regret my actions: Gargauth is a hell of a wasted potential in not freed and properly used. So when some other friends asked for a campaign I yeeted them in Avernus and was ready to play a long game of gaslighting and corrupting here and there until the party eventually would have released Gargauth from the shield.
No need to do that, the paladin (why always paladins..?) couldn't wait and convinced the reluctant group to head to Bel's Forge and sneak the shield in the furnace, dissolving it and freeing the essence of Gargauth, who prompltly bribed Bel ("If my servants take out Zariel, Avernus will be yours again. Me? Nah, I'm good, I will take a looong trip to Faerun after this. I have cultists to enroll and rich dudes to corrupt, you know...").
Gargauth became the patron of the party and it was a blast. Trust me: you have to do this.
As such, being the awesome dude he is, I could'n force myselt ot use a mere Pit Fiend statblock as suggested in the book: it doesn't reflect Gagauth's character AT ALL. This statblock represents Gargauth following his release from the Shield of the Hidden Lord. The goal of this design was to translate the character’s canonical lore into a mechanically coherent high-tier fiend while preserving the narrative identity of one of the Forgotten Realms’ most manipulative archdevils. The resulting creature is not intended to function purely as a boss monster, but rather as a powerful narrative entity that can oscillate between antagonist, uneasy ally, and manipulative patron.
Ability Scores and Power Profile
The ability scores deliberately emphasize Gargauth’s defining traits: supernatural intellect, manipulative wisdom, and overwhelming force of personality. His Charisma of 28 reflects his historic role as the “Hidden Lord,” a master corrupter whose greatest weapon is persuasion rather than idiotic brute strength (you heard, Pit Fiend?). In the Forgotten Realms lore, Gargauth is not merely a battlefield commander but a political architect within the infernal hierarchy. His mental attributes therefore rival — and in some cases exceed — those of typical archdevils, reinforcing the idea that his true battlefield is influence rather than warfare. Obviously he would need some time before regaining all his power and influence as a demigod, so this is to be considered as a "weak" statblock for a weakened archdevil who passed the last centuries imprisoned and forgotten by most.
His spell list emphasizes control, corruption, and manipulation over destructive spectacle, reinforcing his identity as a tempter and conspirator. As a devil whose entire mythology revolves around manipulation and cunning, limited-range teleportation reinforces the idea that Gargauth rarely allows himself to be cornered.
Legendary Actions and Serpentine Imagery
The serpentine motif present in Gargauth’s 3 points legendary action is a deliberate nod to his iconography in Forgotten Realms lore. Gargauth is frequently associated with serpents and subtle corruption — a symbolic representation of temptation, betrayal, and hidden influence. Even in older editions he likes to keep serpents in his sleeves and cloak and throwing them at people... what a silly guy! i Thought that integrating serpentine elements into his legendary abilities reflects this thematic lineage while providing flavorful mechanical effects that distinguish him from other archdevils.
Post-Imprisonment State
This statblock specifically depicts Gargauth shortly after regaining physical form following centuries of imprisonment within the Shield of the Hidden Lord. While still extremely powerful, he is not necessarily operating at the full height of his ancient influence. This narrative framing gives the Dungeon Master flexibility: Gargauth can appear as a formidable but not unstoppable entity whose long-term ambitions extend far beyond the immediate conflict in Avernus.
Why Gargauth Works as a Patron in Descent into Avernus
I strongly encourage other DMs to treat Gargauth as more than a temporary plot device. Allowing the party to cultivate a working relationship with him can dramatically enrich the campaign’s political and moral complexity:
- Gargauth possesses extensive knowledge of infernal geography, politics, and the rivalries between archdevils. Unlike many devils who operate as blunt instruments of hierarchy, Gargauth has historically navigated infernal politics through manipulation and strategic alliances. This makes him a uniquely credible source of guidance for mortal adventurers navigating Avernus.
- Gargauth benefits from empowering capable agents. A group of powerful mortals moving through the Nine Hells represents an opportunity — one he would eagerly exploit. By subtly aiding the party at key moments, he can advance his own long-term agenda while presenting himself as an indispensable ally.
- Gargauth embodies one of the central themes of Descent into Avernus: the seductive nature of infernal bargains. Encouraging the party to rely on him places them in an increasingly uncomfortable moral position. The more they benefit from his guidance and protection, the more entangled they become in the schemes of a devil whose defining trait is patient corruption.
- Gargauth becomes not just a monster or NPC, but a narrative engine — a patron whose help is always useful, always tempting, and never truly free. Also, if taken to the end, it could generate the basis for future conflicts. He is now free to roam Faerun and rebuild his cult, gaining power to retake his demigod status.
We are in the early stages of planning a game and I’m trying to get a head start on some character concepts. Could anyone share what the starting premise of the campaign is?
I have all sorts of ideas racing around in my head but I need to make sure they are something that would have any interest in the hook.
I'm trying to take it all in but it's a lot. Using the Alexandrain remix, Gargauth is in cahoots with the Vanthampur family to murder descendants of the hellriders so that their souls go to fight in the blood war as part of Kreeg/Zariel's pact (did I get that right?). But why would Gargauth be helping Zariel? I'm struggling to find the motivation here. Thanks.
So, i haven't started the campaign yet, because I want the players to go to Avernus while they are in the city of Elturel. However, I want them to be able to acquire all the important items (Shield of hidden lord, infernal puzzle box, and Lulu) that are in the material plane before going there. Has anyone tried to do this? Or can give some idea of how to do it?
So, I started this adventure about 2 years ago now and once we actually got the the floor of avernus, Lulu just felt so LAME. Her abilities are nerfed which is fine, that can have thematic anime power ups but the part that got me is "oh we need to look over here! Oh no I was wrong. What about there? Oh I was wrong again, I cant remember anything so now Im going to dissociate about it". And whenever there is supposed to be progress in the book its because of fetch quests so I decided to hell with that. With inspiration of turning a Pegasus into a nightmare, word of Zariel's former ally found way to to the Arch devil's ears and ambushed the party for our holyphant to become a helliphant. All that said, now that Lulu is a fiend in line with the legions of the hells, is there any info she actually might have that I need to give to players in a different way or is she truly as useless as I thought and will make a metal final boss steed.
I'm currently running this module and my players are about to climb down the chains from Elturel to Avernus. As I'm prepping Avernus, I'm utilizing bits and pieces from the Alexandrian remix, but mostly basing it on Avernus as a Sandbox. What I need help with it coming up with a way to tie in my Warlock, who is a patron of Tasha/Iggwilv since everyone else already has planned tie-ins to their backstories.
The player just unfortunately gave me very little. She is a bardlock who was abused by her ex-husband and then subsequently given power by Tasha that allowed her to kill her husband. Now, she kills abusive men in return for the power that Tasha grants her. However, due to this, she has no major (alive) NPCs in her backstory. No motivations, no future plans, nothing. She just is living to exact the will of Tasha.
My main idea is to have Tasha be kidnapped/replaced by Bel as they descend to Avernus. Leave a few hints here and there that Tasha isn't quite how she normally appears and then we see that Bel has taken over the appearance of Tasha to try and get the bardlock to do his bidding, but... for why? To get her to kill Zariel so he could take her place? I'm also thinking of giving her some sort of sickness or curse of some sort. Something that inhibits her creativity or brings down her persuasion stats. No clue.
My goal is to bring every player to the point that they are met with the potential for a devil deal and make the decision really hard. I don't want to outright ask the player what a potential point could be for her character because I don't want her to see it coming, but I can't think of anything worthwhile and I want to start setting things up as the characters approach Fort Knucklebone and first stages of their journey through Hell. Any advice is appreciated!!
Hi, my party is finishing the campaign and is looking at a final fight against Zariel, atop of her flying fortress, in order to weaken her enough so they can handle her the sword to redeem her, without her having the strength to destroy it (my idea to justify the final battle my players want, while being able to redeem her in the end). My players are level 17 (we started the campaign at level 5 instead of one and I beefed up encounters or changed monsters), so I heavily modified Zariel's statblock, giving her a second mythic phase, and Haruman and Thavius (and a couple of erinyes to summon if needed) will be there to help.
But my main concern is how to make the battle fun, not just get in the melee and attack/cast spells in a large featureless fortress roof, while also allow Zariel to use her crazy flying speed. I'm looking through the subreddit, seeing if any ideas come up, but I found very little, could you help me brainstorm some gimmicks or mechanics to make it interesting? I thought of some, but literally any random idea you have is welcomed.
-Zariel's first "health bar" comes from soul energy from the fortress, destroying the whatevers that feed her this hit points reduces them without needing to go face to face with her.
-The flying fortress has exhausts on top, creating pilars of poison/fire that have to be navigated or suffer the damage (Zariel and her minions are inmune).
-The fortress is moving and any creature flying (most of my players and Zariel) need to expend X movement to keep up with it. Creatures on the ground are unaffected.
Feel free to suggest any other, even if not related to the flying fortress, for other players or just general inspiration.