Dungeons And Dragons: Ranking Every Official 5e Module Worst To Best

7. Descent Into Avernus

Rise Of Tiamat
Wizards Of The Coast

You begin this adventure as fresh-faced explorers, looking to start your life as heroes. After spending some time doing small quests around Baldur’s Gate, you find yourself thrust into the Nine Hells of Avernus. Infernal war machines and devils’ bargains will all be features of this adventure as you attempt to find your way home.

Taking you from level 1-13, the unique setting of Avernus is a great location for an adventure module. The section that is set in Baldur’s gate can be a little boring but is over relatively quickly. When your players eventually make it into Avernus, they will find they can build Infernal War Machines. These Mad Max style vehicles will be essential to your group’s survival. They are fully customisable and are a great addition.

While the whole module is little more than a glorified fetch quest, the plot doesn’t stay in one location too long and keeps a good pace. Much like Out of the Abyss, Descent into Avernus offer a lot of background information on the areas it is set in. Even if you don’t want to play the module, the information it gives you would be invaluable to a homebrew setting.

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