120
~
+
' 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.