WARLORDS OF THE
AVERNIAN WASTELANDS
As the characters cross the wastelands of Avernus,
they will likely run afoul of petty warlords scavenging
for soul coins and scrap metal to fuel and repair their
infernal war machines. Mad Maggie and Raggadragga
are two warlords whom the characters meet early on.
The following sections describe three other warlords
who prowl the Avernian wastes: a wingless horned devil
named Bitter Breath, a human necromancer named
Feonor, and a chain devil named Princeps Kovik. These
warlords are as cruel and merciless as the hell they in-
habit. All share a "survival of the fittest~ mentality.
In Avernus, a warlord's power is measured by the
strength and size of its gang, and the threat posed by its
infernal war machines. As one warlord bites the dust,
another inevitably rises to take its place. Bitter Breath,
Feonor, and Princeps Kovik are merely the latest in a
long series of warlords to plague the Avernian expanse.
If Zariel wasn't so busy fighting the Blood War, she
would rid Avernus of these roaming pests; as things
stand, she's content to let the warlords wipe each other
out instead.
If you need to add some excitement to the adventure,
have one of these warlords show up to challenge the
characters. One warlord might be after soul coins to fuel
its infernal war machines. while another might be eager
to forge an alliance with a capable band of adventurers
against a greater foe. With the exception of Mad Maggie,
these warlords have no lairs, so they can be encoun-
tered anywhere at any time.
Avernus has more warlords than the ones described
here. You can create new ones, each with their own
gangs and infernal war machines. Don't worry about
throwing too many infernal war machines at the charac-
ters. You can c urtail the characters' reliance on infernal
war machines by restricting their access to soul coins,
which the vehicles burn as fuel. A typical warlord has
2d6 soul coins and 2d6 flasks of demon ichor (see page
78) at any given time.
INFERNAL WAR MACHINE COMBAT
All the warlords described in this adventure use infernal
war machines to strike fear into their rivals, fend off
demons and other threats, and flee from Zariel's devil
patrols. The rules for infernal war machines in appendix
B are meant to help you adjudicate s ituations that arise
during encounters, but combat involving infernal war
machines works best with "theater of the mind"-style
play. where it's more important to capture the emotion
of a chase than know the exact location and orientation
of every vehicle on the battlefield.
If a situation arises that the vehicle rules don"t cover,
fall back on the core rules. For example, if a character
wants to leap from one moving vehicle to another, de-
termine whether the character succeeds or not with a
Strength (Athletics) check, setting the jump's DC based
on the distance between the two vehicles (as well as
other factors, as appropriate). Keep it fun and fast-paced,
and push the rules aside when they get in the way.
CHAPTER^3 I AVERNUS
B ITTER BREATH
Bitter Breath is a resentful, vindictive warlord that fell
prey to the cutthroat politics of Avernus. Formerly a
pit fiend named L'zeth, it strove to undermine Zariel
while courting Bel. Shortly after claiming rulership of
Avernus, Zariel demoted L'zeth to a homed devil.
For a while, L'zeth nursed its damaged pride. Even-
tually, the despondent devil reignited its ambitions and
became involved in a plot to overthrow Zariel. The arch-
devil's spies learned of the plot. As further punishment,
Zariel removed L'zeth's wings and cursed the horned
devil so that it could no longer enter into deals. Any
document that L'zeth signs melts away, and any words
it utters turn to smoke in its mouth. Thus did L'zeth be-
come known as Bitter Breath.
BITTER BREATH'S MARAUDERS
Zariel has declared that no other devil may associate
with Bitter Breath. However, Zariel's decree hasn't
stopped the fiendish outcast from joining forces with
a gang of marauding hobgoblins under the command
of a battle-hardened hobgoblin warlord named High
Graj Karkajuk.
Bitter Breath drives a Tormentor that has an Infernal
Screamer (see page 221) instead of a Harpoon Flinger.
Hobgoblins round out the Tormentor's crew. High Graj
Karkajuk drives a Devil's Ride and commands a pair of