D&D 5E Enhancing "Baldur's Gate: Descent into Avernus"

Help! Players saved Thavius Kreeg and plan to make him open the puzzle box.​

My players forced Amrik Vanthampur to draw them a map of the dungeon under the villa, and they entered through the sewers, which meant they could go straight to the vault after making a slight detour to rescue Falaster Fisk. They didn't fight Kreeg but just arrested him (one of the PCs is in the Flaming Fist). I am using the Avernus DM's Bundle from DM's Guild, and I tried both of their suggestions: first, Kreeg tried to poison himself (the paladin healed him, expelling all poison) and then Reya Mantelmorn tried to attack him (the PCs won initiative against her and restrained her).

So now Thavius Kreeg is sitting in prison. Fisk suggested retrieving the puzzle box and mentioned that Sylvira would reward them for it. They ended the session by getting the box from Thurstwell, and they announced that they plan to take it back to Kreeg and make him open it for them. That would mean they won't need to go to Candlekeep and thus they won't get the clues needed for the next phase of the adventure.

Any suggestions on how to handle this? Here are the ideas I've had so far:
  • Kreeg gets killed or kills himself in prison while the PCs are away. (But that feels like a cop-out, and I'm afraid the players will see it that way too.)
  • Kreeg can't open the puzzle box either--it was magically sealed as part of the contract. (Also feels like a cop-out but maybe slightly less bad?)
  • When the players give him the puzzle box, some devils appear to drag Kreeg down to hell and stop him from breaking their contract. (But it's hard to be sure they get away with it. This party tends to punch above their weight in combat and I'm afraid they'll just defeat the devils and then I'll be right back where I started.)
 

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Hey @jayoungr: That's a real conundrum! I fed your predicament into Gemini AI. It agreed that your "initial ideas do feel a bit like railroading". It came up with these alternatives:

1. Kreeg is willing but unable:
  • Play up Kreeg's desperation. He's grateful for being rescued and terrified of his infernal pact. He readily agrees to help, but...
  • The puzzle box is magically warded. He can't physically touch it, or the magic harms him. This could be due to a remnant of the infernal contract or a protective measure by Lulu.
  • This throws the problem back to the players. They need to find a way to bypass the wards or learn more about the box.
  • This could lead them to Candlekeep for research or to seek Lulu's help (if they haven't already encountered her).
2. The puzzle box has a mind of its own:
  • Kreeg can touch the box, but it refuses to open for him. Strange whispers or visions emanate from it, hinting at a deeper connection to Lulu or the events in Avernus.
  • This foreshadows the box's true purpose and the coming journey. The players might need to use their skills or gather more information to unlock it.
  • This still allows them to avoid Candlekeep entirely if they manage to decipher the clues on their own.
3. Kreeg opens the box but there are consequences:
  • Kreeg, desperate to escape his fate, opens the box in a reckless attempt.
  • Instead of revealing the contract, the box releases a minor infernal presence (imp, lemure) that attacks Kreeg and the party.
  • This throws them into immediate danger and highlights the true nature of the box's connection to Avernus.
  • Kreeg, weakened by the ordeal, becomes even more desperate to break his contract, potentially offering valuable information or a new bargaining chip for the players.
4. The information broker:
  • Kreeg, though grateful, knows nothing about the box. He spent all his energy on retrieving it for Lulu.
  • He reveals Lulu is an information broker who deals in infernal contracts.
  • This gives the players a new objective: find Lulu and potentially bargain with her for information or a way to break Kreeg's contract.
  • This could lead them to new locations or introduce new allies/enemies depending on Lulu's disposition.

Maybe one (or a mix) of those ideas will help?
 

More Resources for Chapter 1

A Guide to Baldur's Gate: Descent into Avernus (PWYW)
This guide is less comprehensive than the DM's Bundle mentioned in post #109, but it's great for quick-and-dirty prep. It's like you have a secretary who went through the adventure and took notes for you in advance on things to watch out for and what to make sure you do before the session starts.

Shield of the Hidden Lord
Unfortunately, I (re)discovered this expansion just barely too late to use it at my own table. If I were running the adventure again, I'd definitely include this. Instead of having the Shield of the Hidden Lord in the Vanthampurs' vaults, this 31-page side quest sends the players on a mission to retrieve it directly from the Hhune family. It comes with basic black-and-white maps, or you can use the color ones created by PogS Props. Free versions are in this Reddit post.
 
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Opening Trailer and the Song of Elturel

Before the first session, I played this fan-made trailer for the group to get us all in the mood. The soundtrack is a Swedish version of the "Song of Elturel"--see further down for a link to a video with just the music.


I've also found several excellent recorded versions of the "Song of Elturel." Note, however, that all the versions below use the original lyrics as found in the first printing of the adventure. I've seen reports that the lyrics are slightly altered in later printings (changing "strong and brave" / "never once a slave" at the end of the first verse to "strong and bright" / "as a point of light").

I think the one that works best at the table is probably this one, by Ron Murphy:

A Song of Elturel by Ron Murphy (YouTube link)
Instrumental version (YouTubeLink)

In addition to having a memorable tune, it's short (so you're not pausing the action for long while making your players listen in silence), a cappella (so they can focus on the words), and clearly enunciated (so they don't have to work too hard to catch the meaning). Short, sweet, and to the point.

However, if you want to get fancier, Cami-Cat has you covered:

English version (YouTube Link)
Elvish version (YouTube Link)
Instrumental version (YouTube Link)
Mini-album on Amazon

Each of the vocal YouTube videos includes onscreen lyrics and images of Elturel with the Companion getting steadily darker as the song progresses. This might be a good choice if you're playing online and want to screen-share the video with your players. I do think the instrumental accompaniment makes it a bit harder to focus on the lyrics when just listening. However, if none of the PCs speak Elvish, it might not matter--you might want to play the Elvish version for them to reflect what they hear and have an NPC translate.

And here's a version that mixes Elvish and Common, by Zubeda Sovellis. It uses some of Jeremy Soule's music for Baldur's Gate: Dark Alliance.

Descent into Avernus/Dark Alliance Ghost of the Tavern (YouTube Link)

Here are a few more versions that I just found while looking up the ones above. I kept thinking I'd found them all, and then more would show up in the links.

English version by Abelhawk (YouTube Link)
Elvish version by Abelhawk (YouTube Link)
As with Cami-Cat's version, Abelhawk offers a choice of English or Elvish, with an accompanying video showing lyrics.

A Song of Elturel composed by EchoComposer/Arianna Ferrara Gennari (YouTube Link)
Russian version (YouTube Link)
Contemporary in style, with harp accompaniment and spooky sound effects. The Russian version has piano accompaniment.

War Song Version by Joe Follman (YouTube Link)
A high-energy version that might be appropriate for use later in the campaign.

Swedish version (YouTube Link)
Soundtrack to the trailer linked at the start of the post.

Portuguese version (YouTube Link)

Italian version (YouTube Link)

German version

Male vocal version by Konstantin Tikhomirov (YouTube Link)
Slowish, a cappella.

Male vocal version by Keith McCullough
With instrumental accompaniment. If the above link does not work, try reaching it from this page at Justice Arman's blog.

A cappella version by Ms Battlekicks (YouTube Link)
Slightly bluesy melody, with wind and fire sound effects.

Elvish version by Steven Neet (YouTube Link)
With accompanying video of tavern drinkers.
 
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Dialogue for Zodge

Disclaimer:
I didn't write any of what is below. It comes from a play-by-post thread on Giant in the Playground forums. However, I'm reproducing the relevant parts here just in case something happens to the original posts. If you choose to use the story hook as written, these are some useful dialogue options for roleplaying Zodge.

You all have been called for one reason or another by Captain Zodge, and directed to the Basilisk Gate. By planning or by happenstance, you find yourselves at the the location at roughly the same time as your peers. As each of you arrive in succession, the sounds of an uproarious mob can be heard growing louder by the second. It seems Zodge is a busy man, for a figure matching the description given to you can be seen at the heart of the crowd, his booming voice echoing to a gathered crowd of commoners, "Martial law gives me the right to execute any more sorry souls who wish to test my patience! This city is closed! You are all to return to your homes and businesses, or if you are a guest in my city, I suggest you find a decent tavern. Until I find which among the insipid mongrels at our doors is responsible for Ulder Ravengard's assassination, each and every suspicious individual is a suspect! I will not allow a single guilty suspect to escape my wrath!"

Zodge gives a long sigh. He arches his fingers across the bridge of his mostly broken nose before going into details. The tone he gives is the opposite of the official one before. To the crowd, Zodge was an authoritative prick unwilling to take no for an answer. That mask fades as the haggard, overworked, and frankly stressed man addresses you all, "While your conscription is compulsory, I'd like to thank you all for coming willingly. The Gate is a mess right now, but you know that. This bunch of foreigners at the door has really deprived our resources. While we deal with the miscreants outside, our capabilities of dealing with those within our walls is significantly hampered. That's why we need you, and why I'm going to accept nothing less than your compliance. Compliance which will be rewarded handsomely, I might add.

"I'm no fool, I know a city will never be free of crime. There will always be pickpockets and petty thieves in the Gate. What I can't abide are evil zealots actively practicing ritual service towards their dark gods. Once one cult sets up shop here, it'll be a breeding ground for more. Cultists are worse than roaches in this respect in my opinion. Specifically, the devotees of the Dead Three have been killing openly in the streets, and leaving obvious calling cards knowing we don't have the resources to hunt down whatever sewer hole they're cooped up in. Your task is to pursue the one lead we have, and exterminate every member of this cult. With your assurance their leaders are dead, each of you will be paid 200 gold. This fee is non-negotiable. If I find you're lying or slacking off on this task, then I'll drum up a team to remind you of your duties in as painful a method as possible. If you try and hide from me, I'll find more adventurers, Baldur's Gate is lousy with them, and I'll pay them double what I'm paying you to kill the cult and you lot. Do you each understand these terms?"

"Our lead is a contact currently staying at the Elfsong. Her name is Tarina. She's a petty criminal we've allowed to continue operating in exchange for her assistance in taking down bigger fish. Fish like the Dead Three cult. She claims to know where their hole is, but she's asking for a favor from us in return. See what she wants. If it's too much, then remind her she's operating only by the Fist's good graces. But--try not to get her killed. She's an asset I plan on using in the future."
 

Music and Ambience Resources for Chapter One

I don't usually use music at the table, but I've been experimenting with it for this campaign. In addition to the various versions of the "Song of Elturel" listed a couple of posts ago, here are some of the resources I've been using for chapter one.

Travis Savoie: Warmonger
This album is pretty clearly designed to be a companion to Descent Into Avernus. It includes both short and extended versions of each piece. All tracks are instrumental. The link is to Bandcamp, but there is also a playlist of all tracks (short versions only) on YouTube.

Tavern music playlist (YouTube)
I used this for the Low Lantern.

Vanthampur Theme (YouTube)
Short, but could be integrated into a playlist.

Vanthampur OST (YouTube)
One hour long! I used this one a lot for Baldur's Gate and the Dungeon of the Dead Three.

Dungeon of the Dead Three Ambience (YouTube)
Also one hour long. Sound effects and ambient music.
 
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Things I've Changed: Chapter 1

My players are currently in the High Hall of Elturel in chapter 2. I thought I'd make a post about things I've changed. Some of these were my own idea and some I got from suggestions I found online or in supplements.
  • Most of my PCs are native to Baldur's Gate and have no particular reason to care about the fate of Elturel, despite me urging the players to give their characters some ties to Elturel, such as friends or relatives living there, back during character creation. (At least I talked them out of giving me a bugbear and a fairy for PCs, as both were proposed.) To give them some more skin in the game. I added a second puzzle box to the Vanthampur Villa: Thavius Kreeg had his own, and Thurstwell was trying to open his mother's. The second puzzle box contained a contract between Zariel and Duke Thalamra Vanthampur which promised that Duke Vanthampur would enjoy fifty years of life and power, after which Baldur's Gate would also be dragged into Hell.
  • This meant that when the PCs killed Duke Vanthampur in the dungeon under the villa, it didn't take. Her body disappeared, and she came back the next day with some devilish enforcers backing her up. The PCs learned of this when Liara Portyr (who was friendly with the group) showed up at a PC's house early the next morning saying the Duke Vanthampur had issued orders for their arrest. Liara said, "I just came to tell you it's a shame you had already fled by the time I arrived." They took the hint and left town immediately, calling on one of the PCs' connections with the fishermen's guild to smuggle them out by boat. Later, they had to avoid some checkpoints along the road to Candlekeep.
  • This also got me out of the problem of the players wanting Thavius Kreeg to open the puzzle boxes, by the way: they had been planning on having him do that later in the day. Plus, he would only have been able to open his own puzzle box, not Thalamra's.
  • In Candlekeep, Sylvira opened both puzzle boxes. She explained that in order to terminate the contracts, the PCs would have to destroy both copies of each one--not only the ones in the boxes, but also Zariel's copies, which would be in Avernus. If this could be done, Baldur's Gate would be saved from Thalamra Vanthampur's fifty-year reign of terror, and Elturel might even be restored if the PCs were quick enough.
  • Following the suggestion in the Complete DM's Bundle, I'm cutting out Lulu. The group has a low cuteness tolerance, and we also have 7 PCs plus Reya Mantlemorn. We don't need yet another NPC slowing things down. I'm replacing Lulu with a shard of Zariel's sword that has some of her memories imprinted in it.
  • To avoid the awkwardness of Traxigor just abandoning the PCs, I had him open a portal for them instead of casting plane shift. He took them to the place in Idyllglen where the original portal was located, because there was already a connection between that place and Avernus. Then he reopened the portal and the PCs stepped through.
 
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One other thing I added to the Vanthampur estate was a large crate in the duke's study. When the PCs opened it, they found it was full of advance copies of her soon-to-be-published autobiography. I then showed them the cover (made by Reddit user banana-milk-top and found in this post):

From Gutters to Glory by banana-milk-top Reddit.png


As I hoped, the PCs helped themselves to a copy (the wizard "made notes in the margins") and later used it to gain entrance to Candlekeep.
 
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