Descent into Avernus

(Nancy Kaufman) #1

her during their stay at Fort Knucklebone, Mad Maggie


provides them with one or more of the available infernal


war machines. U they have assisted her troops in other


ways, she can provide any or all of the following as well:


• As many as three soul coins (see page 94),


which the characters need to fuel their infernal


war machines


• A silvered weapon of the characters' choice, to assist


in battles with devils and lycanthropes


Two weeks of rations per character (the rations taste


awful but retain their nutritional value)


  • Warnings about other warlords (see page 90),


plus the name of someone who might help them (see


"Roaming Encounter: Smiler the Defiler," page 133)


F AREWE L L


The manner in which the Knucklebones bid farewell


to the characters depends on how pleased Mad Mag-

gie is with the characters. This attitude ranges from a


near-tearful goodbye if they gave Maggie and her gang


everything they wanted, to being chased away by rabid
madcaps if everything went wrong.


VENGEFUL PURSUITS


Tf the characters take one or more infernal war


machines from Fort Knucklebone without Mad Maggie's


consent, the night hag organizes a posse to run them


down and get back what's hers, plus "interest." Mad


Maggie chases after them in her Scavenger, with Mickey


in the passenger seat behind her while she drives. Barn-


abas the fiameskull operates the Grappling Claw with


his mage hand spell, Chukka and Clonk operate the


Harpoon Flingers, and six madcaps cling to the outs ide


hull, ready to leap onto enemy vehicles. If Chukka and
Clonk got the broken Demon Grinder working, that ve-


hicle comes after the characters as well and is manned


entirely by redcaps and madcaps.


RAGGADRAGGA ATTACKS!


As the characters reach a half-mile or so away from Fort


Knucklebone, trouble comes looking for them in the
form of an enemy warlord:


A plume of red dust billows in the distance, created by a
large infernal war machine barreling in your direction. Its
crew consists of boar-headed and rat-headed humanoids,
all wearing goggles.

The incoming infernal war machine is a gore-spattered


Demon Grinder (see page 219 for its stat block) with


gnashing metal teeth at the front and a wrecking ball


swinging behind it. As it moves to intercept the charac-


ters, the vehicle is not trying to be stealthy.


If the characters have one or more infernal war ma-


chines, they can try to outrun, outmaneuver, or destroy


the approaching enemy vehicle. If they are on foot,


they must find a way to disable the vehicle and defeat


the creatures inside. If they do so, they can claim the
Demon Grinder for themselves.


The Demon Grinder is driven by the warlord Ragga-


dragga, a wereboar with 120 hit points. He leads the


Goreguts Gang, which consists of two other wereboars


namedJibbs and Oozywog (who operate the vehicle's


Chomper and Wrecking Ball stations) and two wererats


named Finnik and Yeegha (who operate the vehicle's


Harpoon Flingers). Avernus has no moons, so the Go-


reguts Gang isn't beholden to lunar cycles. Its members
prefer their hybrid forms.
If he defeats the characters, Raggadragga gets what-

ever information he can out of them before attempting


to ransom them back to Mad Maggie. The night hag may

or may not pay for them, depending on her disposition


toward the characters when they left Fort Knucklebone.


If the characters defeat the Goreguts Gang, they can


take possession of the Demon Gri nder, which burns


through its remaining fuel in 6 hours.

Treasure. Raggadragga carries three soul coins (see


page 94) that he uses to fuel the Demon Grinder. He


also carries a circlet of blasting, which he can don and


use to make ranged attacks. The other members of the


Goreguts Gang have no treasure.

CHAPTER 3 I AVERNUS
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