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D&D 5e-Tyranny of the Cosmos Act 4 Welcome to Avernus!
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D&D 5e-Tyranny of the Cosmos Act 4 Welcome to Avernus!

Hosted by Cincinnati Adventurers Guild

Saturday 21 November 2026, 11:00Venue time (New York)Other dates
Hero's HearthDirections
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Starting at level 11.

The party has made it through the gate town of Ribcage with little trouble, even from the Wizards of Thay and the Cult of the Dragon. Their glitch is starting to wreak havoc on the outer planes. They can't currently cast higher than 4th level spells without the use of a special arcane keys for each of the schools of magic. They have purchased some temporary keys, but who knows how long those might last.

With their Gith guide, Herfik the Silent, and a right of passage letter from Dermont to set up a market in Dis, the adventurers have just passed through the gate into Avernus. They are starting their quest to retrieve the Holy Avenger of Daneel the Smiter of Fiends and to find leads on the next steps of stopping Tiamat from being released from her prison.

As they are preparing to make their trek into the wastelands of Avernus, they are confronted by the guardian of the gate.

If you haven't played in Act I, II, or III, use the following rules for character creation:

Character Creation guideline:
The following campaign link can be use for character creation:
https://www.dndbeyond.com/campaigns/join/79153054058139240

Create 3 10th level characters from any 2014/2024 edition
On creation of your 3 character variants you need to ask these questions:

1. The Turning Point: What was the greatest decision or turning point in your character's life?

2. The Alternate Path: If your character had made a different choice at that turning point\, how might their life—and by extension\, their class or abilities—be different now?

3. External Expectations: How would they be different if they had made choices based strictly on what others expected of them?

4. The Idealized Self: What is something your character wishes they could change about themselves\, and how would the "best version" of them be different?

5. What is your character's signature possession or physical trait? This is an immutable icon—like a distinct scar\, a specific pessimistic personality\, or a beloved token—that remains constant across every single version of you.

Glitch Mechanics:
The Trinity Rule: Each player creates three different versions of their character at the start. While they share the same level and core soul, each incarnation can have a completely different appearance, race, class, or gender.

Death and Resurgence: When an active incarnation dies, a new variant reappears nearby shortly after. This newly incarnated character typically has no memory of what happened to the previous version or why they are in their current situation.

Unified Progression: All incarnations share the same level and advance together. Narrative-wise, while one version adventures with the party, the others are assumed to be adventuring on different planes of existence, gaining equal experience.

Inventory and Items: Items typically do not duplicate. If a character dies, their equipment remains on the corpse; if the new incarnation is a different class, their starting uncommon magic item might shift to something more suitable (e.g., a +1 Sword becoming a Staff of the Warmage).

Standard array, point buy, or 4d6--drop low method

Max HP for: roll or take the average HP (whichever is better) for level.
Rare Items: 1 permanent piece (such as a +2 weapon, Cloak of Protection, or Amulet of Health).
Uncommon Items: 2 to 3 permanent pieces (such as a +1 weapon, Winged Boots, or Pearl of Power).
Common Items: 1 to 2 flavorful or utility items (such as a Cloak of Many Fashions or Potions of Healing).
Consumables: 2 to 4 temporary items (spell scrolls, higher-level potions).

Things To Bring
Pencils
Paper
Dice
Feedback
Imagination
As with all our games, No Experience Necessary!

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