En questline knyttet til [[Fort Knucklebone]]. Strukturert som en [[Hexcrawl]]. - [ ] 🖌️ Importer notater om Hexcrawl-strukture til Obsidian. Fra [Remixing Avernus – Part 6C: Quest of the Dream Machine](https://thealexandrian.net/wordpress/45073/roleplaying-games/remixing-avernus-part-6c-quest-of-the-dream-machine): In the published book, [[Mad Maggie]] uses her dream machine to unlock Lulu’s memories and then Lulu’s memories guide the PCs as they journey across Avernus (through the twin railroads). We are more or less going to invert this structure: - The PCs come to Fort Knucklebones. - The kenku explain that they can’t help, but maybe Mad Maggie can. - Mad Maggie is intrigued (in large part due to her obsession with Zariel lore and Lulu’s presence in the rare tapestry she owns, see [Part 6D](https://thealexandrian.net/?p=45372)). She has a machine that she thinks could be used to recover Lulu’s lost memories. - Just one problem: The machine doesn’t work. It’s missing four key components. The PCs will need to find these components in order to make the machine work. To find these components, the PCs will need to explore Avernus (as described in [Part 7](https://thealexandrian.net/?p=46140)). Once they have the components, the dream machine can be repaired and Lulu’s memories recovered (as described in [Part 6D-I](https://thealexandrian.net/?p=45859)). - [ ] Homework: How did Mad Maggie get the dream machine? #### The Four Components - **Nirvanan Cogbox**. Used in a variety of infernal machines, these cogboxes come from Mechanus. - **Heartstone**. Used by night hags to infiltrate the dreams of their victims. It’s used as a prism or beam-splitter in the dream machine. - **Phlegethosian sand**. Obsidian sand pounded from the jagged, rocky plains of Phlegethos, the fourth layer of Hell. - **Astral pistons**. Another component used in various pieces of infernal machinery. The pistons are actually extruded into the astral plane, maximizing their mechanical output. It’s an outdated technology and rarely used these days. #### Maggie's Leads In addition briefing the PCs on the parts she needs, Mad Maggie can provide them with some initial leads on where they may be able to find some of them. The alphanumeric hex references below are map coordinates from the [[Avernus Hex Map]] in [Part 7B](https://thealexandrian.net/wordpress/46164/roleplaying-games/remixing-avernus-part-7b-avernian-hex-map), which you can use to quickly identify where these leads can potentially take the PCs. **Astral Pistons**: She’s heard that an oni named Malargan — the forgemaster of Kolasiah, a local warlord — has a set of astral pistons in his forge. (Hex A5) **Astral Pistons**: Uldrak the Tinker, whose shop is based out of a titanic helmet located in the western end of the Plains of Fire, had a set of astral pistons in stock a few years back when one of Maggie’s riders (now dead) needed repairs for an antique war machine. It’s possible he might still have a supply. (Hex D5) **Heartstone**: Mad Maggie and Red Ruth (Hex B4) were part of a coven along with a third night hag named Gaunt Gella. Mad Maggie believes that Red Ruth killed Gella and stole her heartstone. Maggie suspects that Red Ruth is still located somewhere in Avernus, but she doesn’t know where. However, she _has_ heard rumors that Red Ruth has been seen at Mahadi’s Emporium from time to time, and the PCs might check there for a lead to Red Ruth’s current location. *Note: “Gella” means “the one with the golden hair.” Consider having a quiet, emotional moment for Mad Maggie where she remembers the beautiful hair of her fallen friend. It’s up to you whether or not Red Ruth was actually responsible for Gella’s death.* *Alternatively, Gaunt Gella was bald, but collected the heads of blonde mortals. (Maggie can still fondly remember how beautiful the hair was.)* **Nirvanan Cogbox**: Nirvanan cogboxes are a modronic technomancy. Maggie has heard that a modron ship crashed on the shores of the Styx contra-Dis from Fort Knucklebones. (The ship is located in Hex H5, but it’s actually an elemental galleon from Eberron and does not have a cogbox.) ##### Design Note At least three instances of each component have been seeded into the Avernian hexcrawl. (The [Three Clue Rule](https://thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule) waves hello.) In_ [Part 7I: Avernian Rumor Tables](https://thealexandrian.net/wordpress/46659/roleplaying-games/remixing-avernus-part-7i-avernian-rumor-tables)_, you will find additional rumors that can lead the PCs to these disparate sources. Mad Maggie gives four leads, and she should give them all at once. She gives two different sources for one component, one possible source for a second component (although she doesn’t exactly know how to track that source down), and an incorrect location for the fourth component. This spreads four experiences across these leads: For one component, the PCs have two leads and can choose one. (Establishing the idea that they have multiple options for finding the components.) For another, they’ll have to follow up their lead to figure out where they can actually find the component. (Establishing the idea that they’ll need to actively investigate to find these components.) For the third component, they’ll discover a dead end and need to find a different way. For the fourth component, they’ll have no lead at all. (Establishing the idea that this isn’t just a “do what Mad Maggie tells you” fetch quest; instead, they’ll be in the driver’s seat for figuring out how to obtain these components.) With no additional explanation, simply receiving these four leads from Mad Maggie will teach the players a lot about the form, structure, and expectations of the Avernian hexcrawl.