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