Descent into Avernus

(Jeff_L) #1

120


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' 1 square = 5 feet

M11P 3.6; WRECl<EO fLYIN<i FORTRESS, COMMllNO 0EC1<

COMMAND DECK ENCOUNTERS


The following descriptions correspond to areas marked


on map 3.6.

Wl. BRIDGE


Unless they've been defeated elsewhere, the six vrocks


flying above the wreck swoop down to attack characters

as they explore this area.


Sparks rain down from gashes in the ceiling of what used
to be the bridge, much of which is open to the sky. The
room has been picked clean, though rows of stripped·
down consoles and a few dangling chains remain.

None of the consoles are operational, though characters


can salvage them for wires and other metal components.


Development. As the characters explore this location,


they hear several loud infernal war machines approach·


ing. Through holes in the watt, they can see three vehi-


cles screaming across the heltscape toward the wreck:


• Two Devil's Rides, one driven by Chukka and the


other by Clonk (see page 83). Each kenku carries a


small bag containing three soul coins (see page 94).


• A Tormentor crewed by Barnabas the ftameskull


(using its mage hand spell to drive) and three redcaps


(see page 240 for their stat block). Clinging to the ve-


hicle's outer hull are six madcaps (see page 240).


CHAPTER 3 I AVERNUS

Mad Maggie has sent this force to search the wreck


for machine parts and other valuables. The Tormentor


and the Devil's Rides have 12 hours of fuel remaining

before they need more soul coins.


lf the characters left one or more infernal war
machines parked outside the wrecked fortress, Chukka

and Clonk search those vehicles while Barnabas leads


the redcaps and madcaps into the lower decks of the
wreck in search of treasure. If the characters left Fort

Knucklebone on good terms with Mad Maggie, the


flameskull and the kenku won't give the party too much
trouble. However, the madcaps might try to steal one of

the characters' infernal war machines or inadvertently


release the monster lurking in the soul intake pipe (see
"Soul Intake," page 119).

W2. ALARM CONSOLE


Characters can access this room from the deck below by


climbing up through a hatch in the floor. They can also


enter this room through an iron door. Describe the room


to the players as follows:


jagged gashes in the outer wall allow the hellish sky of
Avernus to light this room. An open hatch in the floor
leads down to the lower decks, and a metal console is
plugged into one wall.

Any character who flips the switches on the console


while it's plugged into the wall creates one or more

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