#DescentIntoAvernus:
But that's not it: The catacombs are already crawling with devils.
Good impulse, but the solution is actually a lot simpler: Remove the secret door.
IMO, it's almost always more interesting for the players to actively CHOOSE to face a challenge than to force them to do so as a gateway to content.)
We now know how the devils got into the catacombs and we've eliminated the secret door chokepoint.
Two things I would do:
1. Add more landmarks to Elturel to make navigation more interesting.
thealexandrian.net/wordpress/3657…
So in #Waterdeep or #Ptolus, for example, the map is a convenient reference for GMs and players to communicate about what the city looks. I just slap that thing up on the wall.
An easy mistake to make as a rookie GM is to pile these up. That can work, but it's often more effective to space them out (even a little) so that each BIG MOMENT lands separately.
- Arrive in the street; hot air, crumbling buildings, the sky of Hell above
- Spot the High Cathedral on a distant bluff
- Huge clouds of smoke to the east; the city is on fire