--
expedite travel across Avernus, all the information they
need, monetary or magical gifts, and provisions. If they
end at a 1 on the scale, they anger Mad Maggie and get
nothing. They might even have to fight their way out of
Fort Knucklebone. As long as the characters still have a
path forward, a spectacular failure can be just as memo-
rable as success.
The following sections detail the important NPCs
and creatures within Fort Knucklebone. Included in
these descriptions are the personalities and goals of
the NPCs, as well as what they have to offer the charac-
ters. These descriptions also allow you, as the DM, to
determine how the characters can gain leverage in the
negotiations and get what they want or need.
Use the 1-to-10 scale as a barometer for rating the
overall success of the characters in dealing with the
strange, intriguing, and dangerous world of Mad Maggie
and the Knucklebones. Let the characters' decisions,
insights, knowledge, roleplaying, successes, and failures
move the slider up or down the scale as you see fit.
ENTERING THE FORT
The gatehouse serves as the entrance to Fort Knuckle-
bone. Six r edcaps (see page^240 for their s tat block)
stand guard atop it. One redcap yells down at the char-
acters as they approach, asking for the password. After
a few moments, a different redcap says, "We don't have a
password!" All the redcaps fall over in peals of mirth.
The redcaps on guard duty give the characters a dif-
ficult time, asking them to do ridiculous things to gain
entrance. After a few minutes, when the characters get
fed up with the nonsense, the redcaps tell them to quit
s tanding around like idiots and come inside.
SEEING THE KENKU
When the characters enter, they see the following scene
within the fortress:
The area enclosed by the rampart is littered with trash
and mechanical parts, some put together in a way that
resembles a vehicle. Ramshackle structures, built from
the same junk as the outer wall, provide shelter.
A platoon of small fey creatures mills about, all looking
like feral gnomes. Several them sport tall red caps, some
of which drip with vile ichor.
A pair of kenku examine one of the strange vehicles,
chattering to each other in high-pitched squawks. These
kenku carry an assortment of strange tools. When they
see you, they turn and stare in wonder.
The kenku Chukka and Clonk instantly recognize Lulu,
since they've met her previously. Before the characters
can act, Clonk squawks at them:
CHAPTER 3 I AVERNUS 81