the Devil's Ride are missing. The Tormentor is missing
its harpoon flinger, and its armor plating is corroded as
though eaten by acid, reducing the vehicle's AC to 15.
If the characters earn enough gratitude from Mad
Maggie, one or both of these war machines might be
gifted to them. Chukka and Clonk can attach wheels
to the Devil's Ride and a weapon to the Tormentor, if
Mad Maggie instructs them to. Replacing the armor
on the Tormentor can be done as well, but only after
efforts are made to salvage scrap metal from the battle-
fields of Avernus. Any such salvage operation is likely
to attract unwanted attention from other warlords
(see page 90).
In addition to the war machines described above, Mad
Maggie has several infernal war machines in drivable
condition that are undergoing regular maintenance and
upgrades in her garage under the hill. These vehicles
are not for sale or trade, though brazen adventurers
might try stealing them. These vehicles include two
Devil's Rides, three Tormentors, the aforementioned
Demon Grinder (which Chukka and Clonk have been
trying to repair), and a Scavenger that Mad Maggie uses
for salvage operations.
LuLu's DREA_ M_Q....,...._u_E_ST ____ _
Before they can retrieve the Sword of Zariel, the char-
acters must learn the location of the Bleeding Citadel,
which is trapped in Lulu's hidden memories. When
Mad Maggie becomes aware of the characters' inter-
est in accessing these hidden memories, she offers to
perform a ritual that creates a dreamscape in which
the hollyphant's memories can be perceived. For Mad
Maggie, the ritual is its own reward, as the hag longs to
know everything Lulu knows about the fall of Zariel.
After making some preparations, Mad Maggie creates
a fiendish circle on the ground, and arranges several
comfortable black cushions at the center. She orders
Lulu to rest on the cushions, which the hollyphant does
with a bit of trepidation. Maggie then places two skulls
on the circle, noting that she's sure her sisters won't
care if she picks their brains about this problem.
The hag instructs Lulu and the characters to take up
places within the circle. Mad Maggie tells the characters
to close their eyes and keep them closed, that the ritual
should last about ten minutes, and that during the ritual
all within the circle will be joined by a telepathic bond.
If anyone leaves the circle, the ritual is interrupted and
she'll be forced to start over. An incomplete ritual yields
no insight into Lulu's memories.
As the hag initiates the ritual, the characters sense
the telepathic bond forming between themselves, the
hag, and Lulu. Their eyes still closed, the characters
sense a brilliant flash of light, then darkness. A tingling
sensation sweeps over the characters' bodies as vibrant
rainbows appear within their minds and they see Lulu's
first dream unfold. Mad Maggie isn't in the dreamscape
with them, though characters can hear the hag's disem-
bodied voice whenever she speaks.
Within this conjured dreamscape, characters can
take psychic damage from hostile dream-creatures and
other effects. A character reduced to 0 hit points by this
psychic damage is unconscious but stable, and unable
to proceed to the next dream in the sequence. If all the
characters fall unconscious, the dream quest ends. Mad
Maggie can start over once the characters have regained
consciousness and recovered from the ordeal.
DREAM 1: RAINBOW ANGELS
Read the following boxed text when the characters first
enter Lulu's dreamscape:
As the rich, radiant light of a hundred dancing rainbows
slowly dissolves, warm sunlight fills the area. Within that
space, Lulu flies lazily in a lush meadow at the shoul-
der of a beautiful, blindfolded angel. As the pair strolls
t hrough the tall green grass, the voice of the hag fills your
mind, " Push through this vision. It only represents what
Lulu wishes was true. We need to see more."
Each character must make a DC 10 Intelligence saving
throw. If one or more of the characters succeed, the
sunny meadow fades to black as the dream sequence
progresses toward the next dream.
lf all the characters fail the saving throw, each char-
acter takes 11 (2d 10) psychic damage. and all of them
must attempt the saving throw again. If at least one
character succeeds the second time, this dream fades
and the next one begins. If everyone fails the save again,
all the characters take the psychic damage again. This
process continues until at least one character succeeds
or everyone falls unconscious.
CHAPTER 3 f AVERNUS
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