Descent into Avernus

(Nancy Kaufman) #1

CHUKKA AND CLONK


These two kenku are loyal, longtime associates of Mad


Maggie's. She refers to them as the Magpies. Clonk, the


bigger of the two kenku, is the strong, silent type who


sometimes drives Mad Maggie's infernal war machine.


Chukka is animated, irritable, and takes care of repairs


around the fort.
Chukka and Clonk lost their weapons and replaced


them with the following weapons salvaged from infernal


battlefields:


• Chukka wields a silvered pike (+2 to hit) that has


a reach of 10 feet and deals 5 (ldlO) piercing dam-


age on a hit.

• Clonk wields a hellfire warhammer (+2 to hit) that


deals 4 {ld8) bludgeoning damage on a hit, or 5 (ldlO)


bludgeoning damage when used with two hands. For


more information on hellfire weapons, see page 223.


Chukka and Clonk's Goal. The kenku live to build,


fix, and drive infernal machines. At some point during


their visit, the characters see the kenku angrily ham-


mering on a nonfunctional Demon Grinder (see page


219 for the vehicle's stat block). It isn't working, and


they can't figure out why. They would be very grateful to
anyone who could help them discern the problem.


Helping the Kenku. One of the parts in the Demon


Grinder-a spiky gear-is disrupting the How of infer-


nal energy through the vehicle. The gear, comprised


of spikes from a hezrou demon, surges with demonic


energy to cause the malfunction. A successful DC 15


Intelligence (Arcana or Investigation) by a character


who spends at least 10 minutes examining the vehicle
reveals which part is to blame.


Chukka and Clonk appreciate the help in identifying

the problem. Characters can further assist by finding


a way to remove the demonic essence from the gear.


Spells such as dispel magic or protection from evil or


good, or other methods that the characters might imag-


ine, could make the part usable. If the characters help
the pair get the infernal machine running, the kenku ex-

press their pleasure to Mad Maggie, who becomes even


more likely to help the characters in their quest.

MICKEY THE FLESH GOLEM
Shortly after arriving in Avernus, Mad Maggie created
Mickey, a fiendish flesh golem (see page 236 for its

stat block) comprised of fiendish body parts scavenged


from the battlefields of Avernus. Mickey is a sweet,
dumb brute who follows Mad Maggie's orders.

Mickey's Goal. Unknown to anyone else at Fort


Knucklebone, Mickey has a large piece of a destroyed

bone devil lodged in his foot, which makes walking


difficult for the brute. Unable to speak, he moans as he


walks and does a bit of a hopping dance. The madcaps


and redcaps think this is wonderful, and they occasion-


ally accompany him in a vile song and dance. Charac-


ters who witness this and succeed on a DC^15 Wisdom
(Insight) check realize Mickey's plight. They can then at-
tempt to remove the bone fragment without permanently
inhibiting Mickey's stride. A successful DC^15 Wisdom

(Medicine) check allows for the successful removal of


the bone. After that, Mickey can walk without moaning

or hopping, making Mad Maggie more amenable to


assisting the characters. The redcaps and madcaps,


however, become angry that they can no longer "do
the Mickey."

CHAPTER 3 I AVERNUS
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