Wizards of the Coast released their Dungeons and Dragons module Descent into Avernus in September of 2019. It's no surprise that Dungeons and Dragons takes adventurers all over the planes with every incarnation, but few adventures are as treacherous as the ones that occur within the Nine Hells. The typical Lord of the Rings-type-setting within the Forgotten Realms is one that most players can easily manage with its plains, woods, cities, and beasts. However, unless a player has had a real life run in with a Devil, there's little that can prepare them for an extended stay in Avernus.

Players will begin their campaign in the well-known Balder's Gate, although it's safe to assume most of the module will take place within the Nine Hells. It's no secret, however, to adventurers well-versed in Dungeons & Dragons, that these Lower Planes are typically ripe with conflict. Players are warned on the company's official website about the raging Blood War and new modes of battle-ready transportation are teased as well. Characters can be expected to peak around level 13, assuming they live that long.

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While there is plenty of discussion as to which Dungeons & Dragons class is the most useful, there is no reason any adventurer can't be ready to tackle the first layer of the Nine Hells regardless of their class and abilities. There will be surprises, of course, which is what makes the game worth playing in the first place, but if the party agrees that there is time to plan and shop, here's how they can turn down the heat in Avernus.

How D&D Players Should Prepare For Descent Into Avernus

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Rations. Always check the weather before leaving home. An adventurer can count on Avernus being dry, arid, and desolate. There will almost definitely be a lack of woodland creatures ready for hunting, and a fiend doesn't make for a nutritious meal. In Dungeons & Dragons, it's always important to bring some comfort foods to recharge while resting.

Fire Resistance. It should be no surprise to seasoned Dungeons & Dragons players that there will be plenty of fire in Hell. Tieflings have fire resistance, but that doesn't help the rest of the party when they come toe-to-toe (or horn-to-horn) with fire breathing dragons and monsters. Bring a few potions to ease the burn; Or better yet, wrangle up some fire resistant armor to wear!

Advanced Dungeons & Dragons Player's Handbook Cover

Dealing with Devils. In addition to the typical imps, goblins, and kobolds, Avernus is home to some serious top-level baddies. It's important to remember that Devils and Demons love to bind the unexpected into strict contracts. A soul may seem like a tempting barter for a legendary D&D item, but be assured that those kind of decisions will always come back with a bite. Remember: The Devil is in the details.

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Establish a Lookout. Never turn one's back on Avernus. There is nothing more suspicious in this plane than peace and quiet. If the party can't keep watch together, a sentry is always a good idea. Leave a lookout (preferably an expendable one) or set a trap to alert the party of danger nearby.

Dungeons & Dragons 5E Lost Mines of Phandelver Art

Look, then Touch. One of the most important rules of Dungeons and Dragons is ALWAYS check for traps. Players should be careful to keep a safe distance from unknown items and creatures. One never knows when a trap will spring, showering everyone in demon ichor or poisonous spores. Always secure the perimeter. The last thing the party needs is for an undead to spring to life while someone is checking its pockets.

There is so much to explore in Avernus that it is practically impossible to prepare for every unexpected threat. However, one must not throw caution to the wind! With sharp eyes and a keen mind, adventuring Dungeons & Dragons parties can avoid numerous unnecessary injuries and curses. The rules are different in the Nine Hells, and no amount of tough-guy backstory can avoid the perils. Not every smile is trustworthy, and likewise not every monster is out for blood. Avernus is tricky, but if the party uses discretion, works as a team, and takes care of one another, they'll find themselves on the path toward home in no time.

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Source: Dungeons & Dragons