TEXT: 䈀愀稀攀氀猀琀攀攀渀ᤠ猀 一漀琀攀戀漀漀欀 漀昀
  䤀渀昀攀爀渀愀氀 䤀渀瘀攀渀琀椀漀渀猀
  吀愀欀攀 礀漀甀爀 䤀渀昀攀爀渀愀氀 圀愀爀 
  䴀愀挀栀椀渀攀猀 琀漀 琀栀攀 渀攀砀琀 氀攀瘀攀氀℀
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  2 
   
  BAZELSTEEN’S NOTEBOOK OF 
  INFERNAL INVENTIONS 
  They say that great inventions are created on the shoulders of giants, well, not my inventions, I create 
  everything from my own brain, definitively not stealing ideas. Now I need YOU, my dear test subjects, 
  only YOU can handle my newest inventions, as YOU are the best I could find! Seriously, no one else 
  wants to try. 
  You might be asking yourself, how deadly are those tests? What was in the contract that I signed? Well, 
  let me answer your questions with another question, do you want a soul coin? 
  -Bazelsteen. 
  This supplement is meant to be played alongside: Baldur’s Gate: 
  Descent into Avernus. 
  WRITTEN BY ANDRÉS LILLO 
   
  BAZELSTEEN AND HIS ASSOCIATES ARE NOT RESPONSIBLE FOR LOST APPENDAGES, BROKEN BONES, POISONING 
  OR DEATH AS CONSEQUENCES OF TESTING HIS INVENTIONS, HOWEVER, TEST SUBJECTS ARE RESPONSIBLE FOR 
  ANY SCRATCH INDUCED TO THE INVENTIONS. BAZELSTEEN STRONGLY ADVICES TO PUT YOUR LIFE IN THE LINE TO 
  AVOID ANY DAMAGE TO HIS MACHINES. 
  DUNGEONS & DRAGONS, D&D, WIZARDS OF THE COAST, FORGOTTEN REALMS, RAVENLOFT, EBERRON, THE DRAGON AMPERSAND, RAVNICA AND ALL OTHER 
  WIZARDS OF THE COAST PRODUCT NAMES, AND THEIR RESPECTIVE LOGOS ARE TRADEMARKS OF WIZARDS OF THE COAST IN THE USA AND OTHER COUNTRIES. 
   
  THIS WORK CONTAINS MATERIAL THAT IS COPYRIGHT WIZARDS OF THE COAST AND/OR OTHER AUTHORS. SUCH MATERIAL IS USED WITH PERMISSION UNDER THE 
  COMMUNITY CONTENT AGREEMENT FOR DUNGEON MASTERS GUILD. 
   
  ALL OTHER ORIGINAL MATERIAL IN THIS WORK IS COPYRIGHT 2020 BY ANDRÉS LILLO AND PUBLISHED UNDER THE COMMUNITY CONTENT AGREEMENT FOR 
  DUNGEON MASTERS GUILD. 
   
  NOT FOR RESALE. PERMISSION GRANTED TO PRINT OR PHOTOCOPY THIS COMPLETE DOCUMENT FOR PERSONAL USE ONLY. 
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  3 
  TABLE OF CONTENTS
  Infernal Creations ..................................................... 4 
  About this Supplement .........................................4 
  Ch. 1: Bazelsteen’s Notes .......................................... 5 
  Weapon Stations .................................................... 5 
  Armor Upgrades ..................................................... 7 
  Magical Gadgets ..................................................... 8 
  Lost Prototypes ...................................................... 8 
  Ch. 2: Infernal Mech................................................ 10 
  Built for War .......................................................... 10 
  Action Stations ..................................................... 10 
  Rules for Mechs .................................................... 10 
   
   
   
   
  Ch. 3: When Life Gives You Ichor ........................... 15 
  Overview ................................................................ 15 
  Set, Ready, Go! ...................................................... 15 
  Story Hooks ........................................................... 15 
  Enrollment ............................................................ 15 
  Bets .......................................................................... 15 
  Other Teams .......................................................... 16 
  How to Run ............................................................ 16 
  After the Race........................................................ 17 
  Ch. 4: Hell Rat .......................................................... 18 
  Overview ................................................................ 18 
  Clashing Infernal Iron ........................................ 18 
  Story Hooks ........................................................... 18 
  Enrollment ............................................................ 18 
  How to Fight.......................................................... 18 
  Rounds .................................................................... 19 
  Ch. 5: No Hard Feelings .......................................... 20 
  Overview ............................................................... 20 
  Machines and Magic .......................................... 20 
  Story Hooks .......................................................... 20 
  Bazelsteen’s Help ............................................... 20 
  Born from Hate ..................................................... 21 
  Battle ...................................................................... 24 
  Aftermath ............................................................. 24 
   
   
   
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  4 
  INFERNAL CREATIONS 
  Log Entry N°242 
  As product of my testing on the Buzz Killer, I can strongly 
  demonstrate that lemures are an awful test subject. That 
  damned soul went flying after the crash and its weak body 
  didn’t resist the impact. I need stronger test subjects that can 
  survive some major injuries, so they can tell me what failed. 
  -Bazelsteen. 
  ABOUT THIS SUPPLEMENT 
  Bazelsteen’s Notebook of Infernal Inventions contains 
  additional material to use alongside Baldur’s Gate: 
  Descent into Avernus (BG: DiA from now on) or in any 
  other adventure set in the first layer of The Nine Hells. 
  This material includes three small quests to play during 
  chapter 3, new weapon stations, armor upgrades, 
  magical gadgets and infernal war machines. 
  BAZELSTEEN’S NOTES 
  Bezelsteen wants to get recognition from Zariel to 
  ascend in the infernal hierarchy, and to do so he keeps 
  creating new weapons and upgrades for the infernal war 
  machines in order to help the devils with the blood war. 
  This chapter contains eight new weapon stations, four 
  armor upgrades and three magical gadgets. It also 
  includes three new war machines based on the concept 
  art from BG: DiA. 
  INFERNAL MECH 
  The newest creations from Bazelsteen are a series of 
  bipedal machines that can be piloted by one or multiple 
  creatures. Heavily armored, they can easily destroy 
  whole hordes of demons. This chapter includes five 
  bipedal war machines, called infernal mechs, and their 
  own set of rules. 
  WHEN LIFE GIVES YOU ICHOR 
  Bazelsteen found a large deposit of ichor, to get some 
  advantage from it, he reached Fort Knucklebone and is 
  recruiting subjects to run on a race to test his inventions. 
  The winners will get to keep one machine and some 
  ichor, the losers... might not cross the finish line. This 
  quest will test its competitors and will teach the players 
  how to use the infernal war machines. 
  HELL RAT 
  Next to the Wandering Emporium, there’s some 
  commotion and the sound of clashing metal can be 
  heard from there. It’s Bazelsteen that is running another 
  competition to test his infernal mechs. This quest will 
  teach the players how to use the infernal mechs from 
  this supplement and will provide some exciting fights 
  against the shopkeepers of the Wandering Emporium. 
  NO HARD FEELINGS 
  The constant war on Avernus produced the apparition of 
  a creature designed to end war... by slaying anyone that 
  can make war. Zariel has given the order to slain the 
  embodiment of war, and Bazelsteen has the perfect idea, 
  but will need the help of his favorite test subjects. This 
  quest contains an epic encounter using infernal war 
  mechs and vehicles to stop a strong opponent and will 
  provide a conclusion to the Bazelsteen’s subplot. 
   
   
   
   
   
   
   
  Order to Play 
  If you intend to run the three quests on this 
  supplement and the Stygian Dock encounter in page 
  123 from BG: DiA, this is the recommended order: 
  
  When Life Gives You Ichor (At level 7, during 
  the Fort Knucklebone section.) 
  
  Stygian Dock 
  
  Hell Rat (At level 8 during the Path of 
  Demons or Path of Devils) 
  
  No Hard Feelings (At level 10, right before 
  finding the bleeding citadel) 
  It’s important that When Life Gives You Ichor must 
  be the first quest while No Hard Feelings is the last 
  one. The Stygian Dock encounter and Hell Rat quest 
  could swap places without problem. 
   
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  5 
  CH. 1: BAZELSTEEN’S NOTES 
  Log Entry N°253 
  Even with all my intellect, I don’t know how the body of the 
  mortals works, I guess they can’t handle poison like us, as 
  those last test subjects ended like rotten dretches. Fire, 
  electricity, ice, and now poison, is there anything that 
  mortals can survive? I wonder how are that many of them 
  still alive. 
  -Bazelsteen. 
  WEAPON STATIONS 
  This section includes new weapon stations created by 
  the genius Bazelsteen to work alongside Appendix B of 
  BG: DiA 
   
  COLD SHOWER 
  A hose connected to a tank that holds 50 gallons of cold 
  water from Cania. Each use of the weapon depletes 10 
  gallons of water. It can’t be recharged on Avernus, but 
  an ice devil could make a deal to recharge it. 
  Cold Shower (Requires 1 Crew and Grants Half Cover). The 
  weapon sprays the cold canian water in a 30-foot cone.  
  Each creature in the cone must make a DC 12 Dexterity 
  saving throw, taking 27 (6d8) cold damage on a failed 
  save, or half as much damage on a successful one. In 
  addition, a creature that fails its saving throw is stunned 
  until the end of its next turn. 
  FUN-G BOMB 
  This weapon launches metal spheres containing toxic 
  spores, that get released on impact. 
  Fun-G Bomb (Requires 1 Crew and Grants Half Cover). 
  Ammunition: 10 Bombs. Ranged Weapon Attack: +5 to hit, 
  range 40 ft., one creature. Hit: 5 (1d10) bludgeoning 
  damage. Hit or miss, the spores are released. The target 
  and each creature within 10 feet of it must succeed on a 
  DC 15 Constitution saving throw, taking 31 (9d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one. 
  LIFE VACUUM 
  This hollow harpoon is attached to a hose that is 
  connected to a turbine. After impact, the harpoon gets 
  stuck on the target body and starts draining its body 
  fluids in a slow and agonizing death. 
  Life Vacuum (Requires 1 Crew and Grants Half Cover). 
  Ammunition: 5 harpoons. Ranged Weapon Attack: +5 to 
  hit, range 10 ft., one creature. Hit: 7 (2d6) piercing 
  damage. If the target is a Medium or smaller creature it’s 
  grappled (Escape DC 15). Until the grapple ends, the 
  target takes 7 (2d6) necrotic damage at the start of each 
  of its turns and must succeed on a DC 15 Constitution 
  saving throw or gain one level of exhaustion. While 
  grappling a creature, the blood vacuum can’t attack, and 
  the life vacuum’s operator can use a bonus action to pull 
  the grappled creature 10 ft towards the station. 
  If the ammunition is retrieved, it isn’t expended, but the 
  hose can be destroyed (5 hp; AC 19; immunity to 
  bludgeoning, poison, and psychic damage.) 
  LIGHTNING ZAPPER 
  A sphere containing elemental energy, it can be released 
  in a bolt of lightning towards the battle. 
  Lightning Zapper (Requires 1 Crew and Grants Half Cover, 
  Recharge 5-6). The lightning zapper releases its energy 
  in a 40-foot line that is 5 feet wide. Each creature in the 
  line must make a DC 15 Dexterity saving throw, taking 21 
  (6d6) lightning damage on a failed save, or half as much 
  damage on a successful one. The lightning ignites 
  flammable objects in the area that aren't being worn or 
  carried. 
  Attack roll and damage modifiers 
  The weapon stations listed here don’t include attack 
  roll modifiers nor damage modifiers. As a general 
  rule: 
  For melee attack, add the Strength modifier of the 
  infernal war machine to the attack roll. Then, add 
  Strength modifier to the first damage listed.  
  For ranged attack, add the Dexterity modifier of the 
  infernal war machine to the attack roll. Then, add 
  Dexterity modifier to the first damage listed.  
  For example, a Scavenger (Dexterity modifier +1) 
  doing a ranged attack with a Pudding Straw, would 
  have a +4 to the attack roll and deal 2d6+1 
  bludgeoning damage plus 4d8 acid damage. 
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  6 
  PUDDING STRAW 
  This hose is connected to a tank of magically reinforced 
  infernal iron that holds 30 gallons of black pudding. The 
  hose and substance are hard to control, but it can be 
  devastating in battle if it gets to hit another machine. 
  Each use of this weapon depletes 10 gallons of the 
  pudding. You can’t find black puddings to recharge 
  asides from making a deal with a devil. 
  Pudding Straw (Requires 1 Crew and Grants Half Cover). 
  Ranged Weapon Attack: +3 to hit, range 30 ft., one target. 
  Hit: 7 (2d6) bludgeoning damage plus 18 (4d8) acid 
  damage. In addition, non-magical armor worn by the 
  target takes a permanent and cumulative -1 penalty to 
  the AC it offers. The armor is destroyed if the penalty 
  reduces its AC to 10. Infernal iron is not treated as 
  magical armor, so infernal war machines can lose their 
  AC by this weapon. 
  ROCKET LAUNCHER 
  Even while demons are usually immune or resistant to 
  fire, rocket launchers are great to dissipate large hordes 
  of enemies. A brand-new rocket launcher usually has 
  enough rockets for 3 full loads. 3 loads of rockets costs 1 
  soul coin. 
  Rocket Launcher (Requires 1 Crew and Grants Half Cover). 
  Ammunition: 3 loads. The weapon launches a load of 
  rockets to a point within 100 feet.  Each creature in a 20-
  foot-radius sphere centered on that point must make a 
  DC 20 saving throw, taking 28 (8d6) fire damage plus 14 
  (4d6) thunder damage on a failed one, or half as much 
  damage on a successful one. 
  SHOCK DISKS 
  This weapon releases flying metallic disks that are 
  similar to a cymbal. They start vibrating on the enemy 
  location, generating a loud thunder wave that can be 
  heard within 300 feet. A brand-new station usually has 
  enough disks for 5 loads. 5 loads of disks costs 1 soul coin. 
  Shock Disks (Requires 1 Crew and Grants Half Cover). 
  Ammunition: 5 loads. The weapon launches a load of 
  shock disks to a point within 60 feet.  Each creature in a 
  15-foot-radius sphere centered on that point must make 
  a DC 20 Constitution saving throw, on a failed save, the 
  creature takes 22 (4d8) thunder damage and is pushed 
  10 feet away from the point of origin. On a successful 
  save, the creature takes half as much damage and isn't 
  pushed. 
  WEB SHOOTER 
  Using the corpse of a giant spider, this weapon shoots a 
  web towards the target, possibly webbing the wheels of 
  another war machine. 
  Web Shooter (Requires 1 Crew and Grants Half Cover, 
  Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 30 
  ft., one target. Hit: The target is restrained by webbing. 
  As an action, the restrained target can make a DC 13 
  Strength check, bursting the webbing on a success. The 
  webbing can also be destroyed (5 hp; AC 10; vulnerability 
  to fire damage; immunity to bludgeoning, poison, and 
  psychic damage.) If a war machine is restrained, the 
  driver can use its action to make the war machine 
  attempt the Strength check. 
   
  Random Weapons 
  You can randomize a war machine, by rolling on the 
  table below a number of times equal the amount of 
  weapon stations (aside from the helm) that the war 
  machine has. For example, the Scavenger has 3 
  weapon stations aside from the helm, then to 
  randomize a Scavenger, roll 3 times on the table. 
  d20 
  Weapon Station 
  Source: 
  1 
  Harpoon Flinger.  
  Descent into Avernus 
  2 
  Chomper. 
  Descent into Avernus 
  3 
  Wrecking Ball. 
  Descent into Avernus 
  4 
  Grappling Claw.  
  Descent into Avernus 
  5 
  Acidic Bile Sprayer.  
  Descent into Avernus 
  6 
  Flamethrower.  
  Descent into Avernus 
  7 
  Infernal Screamer.  
  Descent into Avernus 
  8 
  Styx Sprayer.  
  Descent into Avernus 
  9 
  Pincer. 
  Azzael’s Guide* 
  10 
  Gore. 
  Azzael’s Guide* 
  11 
  Sting. 
  Azzael’s Guide* 
  12 
  Chain Harpoon. 
  Azzael’s Guide* 
  13 
  Cold Shower. 
  Bazelsteen’s Notebook 
  14 
  Fun-G Bomb. 
  Bazelsteen’s Notebook 
  15 
  Life Vacuum 
  Bazelsteen’s Notebook 
  16 
  Lightning Zapper 
  Bazelsteen’s Notebook 
  17 
  Pudding Straw. 
  Bazelsteen’s Notebook 
  18 
  Rocker Launcher. 
  Bazelsteen’s Notebook 
  19 
  Shock Disks. 
  Bazelsteen’s Notebook 
  20 
  Web Shooter. 
  Bazelsteen’s Notebook 
   
  *Azzael’s Guide to Avernus is a free supplement 
  available on Dungeon Master’s Guild. It also includes 
  some Flying War Machines! 
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  7 
  ARMOR UPGRADES 
  The following section includes new armor upgrades 
  created by Bazelsteen. 
  AERODYNAMIC ARMOR 
  This armor has been shaped with the intention to make 
  the vehicle even faster, losing some of its strength. An 
  infernal war machine with aerodynamic armor has an 
  Armor Class of 16 + its Dexterity modifier. While the 
  vehicle is not moving, attack rolls made against it have 
  advantage. The infernal war machine speed is increased 
  by 20 feet. Additionally, opportunity attacks provoked by 
  the war machine have disadvantage. 
  BARBED ARMOR 
  The vehicle is covered with wicked spikes. The first time 
  on a turn that the war machine with barbed armor 
  moves within 5 feet of a target, or that a creature moves 
  within 5 feet of the war machine, that target takes 11 
  (2d10) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  LEMURE ARMOR 
  This war machine is covered with hide of still living 
  lemures. The damage threshold of an infernal war 
  machine with lemure armor is increased by 5. 
  PHLEGETHOS ARMOR 
  The infernal volcanic iron and crystalized diamonds 
  used to make the vehicle were mined on Phlegethos, the 
  fourth layer of the Nine Hells. An infernal war machine 
  with Phlegethos armor has an Armor Class of 21 + its 
  Dexterity modifier. While the vehicle is not moving, 
  attack rolls made against it have advantage. A creature 
  that touches the war machine or hits it with a melee 
  attack while within 5 feet of it takes 7 (2d6) fire damage. 
   
   
   
   
   
   
   
   
   
   
   
   
  Random Armor 
  You can randomize a war machine, by rolling on the 
  table below to determinate its armor. 
  d8 
  Armor 
  Source: 
  1 
  Normal Armor. 
  Descent into Avernus 
  2 
  Canian Armor. 
  Descent into Avernus 
  3 
  Glided Death Armor. 
  Descent into Avernus 
  4 
  Soul Spike Armor. 
  Descent into Avernus 
  5 
  Aerodynamic Armor. 
  Bazelsteen’s Notebook 
  6 
  Barbed Armor. 
  Bazelsteen’s Notebook 
  7 
  Lemure Armor. 
  Bazelsteen’s Notebook 
  8 
  Phlegethos Armor. 
  Bazelsteen’s Notebook 
   
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  8 
  MAGICAL GADGETS 
  Bazelsteen created the following new magical gadgets. 
  AWAKENED ENGINE 
  The war machine gains an intelligence, wisdom and 
  charisma of 12. Its alignment is Lawful Evil, but accepts 
  being used as a vehicle if you keep using soul coins as 
  fuel. A creature occupying the helm can use its bonus 
  action to order the vehicle to use the helm to drive and 
  steer itself (this counts as using the action station, the 
  helm can’t be used again until the start of the driver’s 
  next turn). The vehicle loses its condition immunities to 
  be charmed, frightened, paralyzed and unconscious. If 
  the vehicle drops to 0 hit points, it’s unconscious until it 
  regains at least 1 hit point. 
  DISPLACER ILLUSION 
  The vehicle's driver can activate this magical device as a 
  bonus action, causing the vehicle to project an illusion 
  that makes it appear near its actual location, causing 
  attack rolls against the vehicle and its occupants to have 
  disadvantage. If the vehicle is hit by an attack, this 
  illusion ends. This device needs 24 hours to recharge 
  before it can be used again. 
  INFERNAL SIDECAR 
  A Medium sized vehicle is attached to the infernal war 
  machine, allowing it to carry up to one extra medium 
  creature. It grants half cover to its occupant. The 
  infernal sidecar moves alongside the infernal war 
  machine and is considered as a part of the war machine. 
  It can be destroyed. (15 hp, damage threshold 5; AC 19; 
  immunity to fire, poison, and psychic damage.) 
   
  LOST PROTOTYPES 
  The following infernal war machines are based on the 
  concept art found in page 253 of BG: DiA. 
  BUZZ KILLER 
  The Buzz Killer is a two-wheeled infernal machine that 
  handles like a buggy. This war machine is specially 
  designed to clear a path between enemy hordes. 
   
   
  BUZZ KILLER
  Large vehicle (750 lb.)
  Creature Capacity 2 Medium creatures
  Cargo Capacity 150 lb.
  Armor Class 23 (19 while motionless)
  Hit Points 40 (damage threshold 5, mishap threshold 10)
  Speed 120 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  18 (+4)
  12 (+1)
  Damage Inmunities fire, poison, psychic
  ACTIONS
   
  Helm (Requires 1 Crew and Grants Half Cover).   Drive and 
  steer the Buzz Killer.
  Lightning Zapper (Requires 1 Crew and Grants Half Cover, 
  Recharge 5-6). The lightning zapper releases its energy in a 40-
  foot line that is 5 feet wide. Each creature in the line must make a 
  DC 15 Dexterity saving throw, taking 21 (6d6) lightning damage 
  on a failed save, or half as much damage on a successful one. 
  The lightning ignites flammable objects in the area that aren't 
  being worn or carried.
  Deadly Saw.  The Buzz Killer can move through the space of any 
  Medium or smaller creature. When it does, the creature must 
  succeed on a DC 15 Dexterity saving throw or take 14 (4d6) 
  slashing damage and be knocked prone. If the creature was 
  already prone, it takes an extra 14 (4d6) slashing damage. This 
  trait can't be used against a particular creature more than once 
  each turn.
  Magic Weapons.  The Buzz Killer's weapon attacks are magical.
  0
  0
  0
  Condition Inmunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, stunned, unconscious
  Jump.  If the Buzz Killer moves at least 30 feet in a straight line, 
  it can clear a distance of up to 60 feet when jumping over a 
  chasm, ravine, or other gap. Each foot it clears on the jump costs 
  a foot of movement.
  Prone Deficiency.  If the Buzz Killer falls prone, it can't right 
  itself and is incapacitated until pulled outright.
  Random Magical Gadget 
  You can randomize a war machine, by rolling on the 
  table below to determinate what magical gadget it 
  has if any. A warlord could have more than one 
  Magical Gadget, if so roll 1d3 times on the table. 
  d6 
  Armor 
  Source: 
  1 
  None. 
  - 
  2 
  Necrotic Smokescreen. 
  Descent into Avernus 
  3 
  Teleporter. 
  Descent into Avernus 
  4 
  Awakened Engine. 
  Bazelsteen’s Notebook 
  5 
  Displacer Illusion. 
  Bazelsteen’s Notebook 
  6 
  Infernal Sidecar. 
  Bazelsteen’s Notebook 
   
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  9 
  HELL’S BELLE 
  The Hell’s Belle handles like an open-wheel racing car. 
  They are the fastest vehicles you can find in Avernus and 
  are used to deliver important packages across the 
  wasteland. They already have Aerodynamic Armor 
  attached and changing it would reduce its speed. 
   
   
   
   
  MERRY WIDOW 
  The Merry Widow is used to tow broken war machines. 
  It’s not designed for war, but its bulky enough to resists 
  hits that would normally damage other vehicles. 
   
   
   
   
   
   
   
   
   
   
  HELL'S BELLE
  Large vehicle (400 lb.)
  Creature Capacity 2 Medium creatures
  Cargo Capacity 50 lb.
  Armor Class 21 (16 while motionless)
  Hit Points 20 (damage threshold 5, mishap threshold 10)
  Speed 140 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  20 (+5)
  12 (+1)
  Damage Inmunities fire, poison, psychic
  ACTIONS
  REACTIONS
   
  Magic Weapons.  The Hell's Belle's weapon attacks are magical.
  Prone Deficiency.  If the Hell's Belle falls prone, it can't right 
  itself and is incapacitated until pulled outright.
  Helm (Requires 1 Crew and Grants Half Cover).   Drive and 
  steer the Hell's Belle.
  Rocket Launcher (Requires 1 Crew and Grants Half Cover). 
  Ammunition: 3 loads. The weapon launches a load of rockets to 
  a point within 100 feet.  Each creature in a 20-foot-radius sphere 
  centered on that point must make a DC 20 saving throw, taking 
  28 (8d6) fire damage plus 14 (4d6) thunder damage on a failed 
  one, or half as much damage on a successful one.
  Juke.   If the Hell's Belle is able to move, the driver can use its 
  reaction to grant the Hell's Belle advantage on a Dexterity saving 
  throw.
  0
  0
  0
  Condition Inmunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, stunned, unconscious
  Jump.  If the Hell's Belle moves at least 30 feet in a straight line, 
  it can clear a distance of up to 60 feet when jumping over a 
  chasm, ravine, or other gap. Each foot it clears on the jump costs 
  a foot of movement.
  Aerodynamic Armor.  Opportunity attacks provoked by the war 
  machine have disadvantage.
   
  MERRY WIDOW
  Large vehicle (2,000 lb.)
  Creature Capacity 1 Medium creatures
  Cargo Capacity 700 lb.
  Armor Class 20 (19 while motionless)
  Hit Points 60 (damage threshold 15, mishap threshold 20)
  Speed 100 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  12 (+1)
  16 (+3)
  Damage Inmunities fire, poison, psychic
  ACTIONS
   
  Tow.  The Merry Widow can tow another Huge or smaller war 
  machine. When it does, its speed is halved.
  Helm (Requires 1 Crew and Grants Three-Quarters Cover).  
  Drive and steer the Merry Widow.
  Crushing Wheels.  The Merry Widow can move through the 
  space of any Medium or smaller creature. When it does, the 
  creature must succeed on a DC 12 Dexterity saving throw or take 
  11 (2d10) bludgeoning damage and be knocked prone. If the 
  creature was already prone, it takes an extra 11 (2d10) 
  bludgeoning damage. This trait can't be used against a particular 
  creature more than once each turn.
  Prone Deficiency.  If the Merry Widow falls prone, it can't right 
  itself and is incapacitated until pulled outright.
  0
  0
  0
  Condition Inmunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, stunned, unconscious
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  10 
  CH. 2: INFERNAL MECH 
  Log Entry N°269 
  I can say with confidence that my newest creation, the Pit 
  Titan, is my deadliest creation yet. So far, every test subject 
  has died while testing it, making it 100% deadly. If only it 
  could use that efficiency to destroy demons instead. 
  -Bazelsteen. 
  BUILT FOR WAR 
  Lesser devils aren’t as strong in combat as Bazelsteen 
  would like, so he designed bipedal war machines that 
  creatures can operate on the battlefield, named infernal 
  mechs. They aren’t near as fast as a vehicle, but they are 
  twice as strong.  
  ACTION STATIONS 
  Every Infernal mech has at least 3 action stations: 
   
  Cockpit: Used to drive and steer the mech. 
   
  Weapon Arms: Both arms are treated as a single 
  action station and only one creature can occupy 
  it. The weapon arms can’t be exchanged. 
   
  Weapon Station: Usually on the back or shoulders 
  of the mech. They are the same type of weapon 
  stations that are found on the vehicles. Those 
  weapon stations can be exchanged by any other 
  weapon station as usual. 
  RULES FOR MECHS 
  The infernal mechs are treated as infernal war machines 
  and use the same rules than them, with the following 
  differences: 
   
  They have a cockpit instead of a helm, anything 
  that would refer to the helm, refers to the 
  cockpit instead. 
   
  They are treated as mech instead of vehicles, 
  anything that would refer to a vehicle, refers to 
  the mech instead. A creature proficient with land 
  vehicles is treated as proficient with mechs. 
   
  All creatures inside the mech have total cover. 
   
  The mech can do long and high jumps as part of 
  its movement. 
   
  To calculate their AC, they are considered to be 
  in motion unless the engine is turned off or the 
  mech is grappled, paralyzed, prone, restrained, 
  stunned or unconscious. 
   
   
   
   
   
   
   
   
   
   
   
  Infernal War Mech Mishap Table 
  If a mech would roll on the mishap table, it rolls on 
  the following modified version of the table found in 
  page 220 from BG: DiA. 
  d20 
  Mishap 
  Repair DC 
  1 
  Engine Flare: As seen in BG: DiA. 
  2-4 
  Locked Controls. The mech 
  can’t move, it automatically 
  fails Dexterity checks and 
  Dexterity saving throws until 
  the mishap ends.  
  15 (Str) 
  5-7 
  Engine Failure. The mech’s 
  speed is reduced by 10 feet 
  until the mishap ends. 
  15 (Str) 
  8-10 
  Weapon Malfunction: As seen in BG: DiA. 
  11-13 
  Blinding Smoke. The interior of 
  the mech is heavily obscured 
  until the mishap ends. Any 
  creature inside the mech is 
  blinded. 
  15 (Dex) 
  14-16 
  Shedding Armor: As seen in BG: DiA. 
  17-19 
  Damaged Axle: As seen in BG: DiA. 
  20 
  System Down. The mech 
  explodes and each creature 
  within 20 feet must make a DC 
  20 Dexterity saving throw, 
  taking 28 (8d6) fire damage on 
  a failed save, or half as much 
  damage on a successful one. 
  None 
   
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  11 
  THE BOULDER 
  Incredible resilient, this mech can stand against any 
  huge demon by its own. Its weapon arms are strong 
  morning stars made of infernal iron. 
   
   
   
   
   
   
   
  HALLMANTIS 
  This mech is armed with two pairs of weapon arms, each 
  one equipped with a wicked sword. The Hellmantis can 
  quickly unleash a series of deadly attacks with them. 
   
   
   
   
   
   
   
   
   
   
   
  THE BOULDER
  Large mech (3,500 lb.)
  Creature Capacity 4 Medium creatures
  Cargo Capacity 300 lb.
  Armor Class 20 (19 while motionless)
  Hit Points 80 (damage threshold 15, mishap threshold 20)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  20 (+5)
  Damage Inmunities fire, poison, psychic
  ACTIONS
   
  Cockpit (Requires 1 Crew).   Drive and steer The Boulder.
  Weapon Arms (Requires 1 Crew).  The Boulder makes 2 
  weapon attacks. Melee Weapon Atack:  +8 to hit, reach 10 ft., 
  one target. Hit:  13 (3d8 + 3) piercing damage.
  Shock Disks (Requires 1 Crew).  Ammunition: 5 loads. The 
  weapon launches a load of shock disks to a point within 60 feet.  
  Each creature in a 15-foot-radius sphere centered on that point 
  must make a DC 20 Constitution saving throw, on a failed save, 
  the creature takes 22 (4d8) thunder damage and is pushed 10 
  feet away from the point of origin. On a successful save, the 
  creature takes half as much damage and isn't pushed.
  0
  0
  0
  Condition Inmunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, stunned, unconscious
  Magic Weapons.  The Boulder's weapon attacks are magical.
  Prone Deficiency.  If The Boulder falls prone, it can't right itself 
  and is incapacitated until pulled outright.
   
  HELLMANTIS
  Large mech (2,500 lb.)
  Creature Capacity 4 Medium creatures
  Cargo Capacity 200 lb.
  Armor Class 23 (19 while motionless)
  Hit Points 60 (damage threshold 10, mishap threshold 20)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  18 (+4)
  16 (+3)
  Damage Inmunities fire, poison, psychic
  ACTIONS
   
  Cockpit (Requires 1 Crew).   Drive and steer the Hellmantis.
  Weapon Arms (Requires 2 Crew).  Each crew can use its 
  action to opperate the Hellmantis to make 2 weapon attacks. 
  Melee Weapon Atack:  +9 to hit, reach 10 ft., one target. Hit:  14 
  (3d6 + 4) slashing damage.
  Harpoon Flinger (Requires 1 Crew).  Ammunition: 10 harpoons. 
  Ranged Weapon Atack:  +9 to hit, range 120 ft., one target. Hit: 
  13 (2d8 + 4) piercing damage.
  0
  0
  0
  Condition Inmunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, stunned, unconscious
  Magic Weapons.  The Hellmantis's weapon attacks are magical.
  Prone Deficiency.  If the Hellmantis falls prone, it can't right 
  itself and is incapacitated until pulled outright.
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  12 
  GOREGORILLA 
  A huge unstoppable mech, the Goregorilla does honor to 
  its name trampling everything on its path and leaving a 
  trail of gore behind. It can even grab and flip some war 
  machines. Additionally, the Goregorilla can right itself if 
  it falls prone. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  GOREGORILLA
  Huge mech (8,000 lb.)
  Creature Capacity 8 Medium creatures
  Cargo Capacity 1 ton.
  Armor Class 22 (19 while motionless)
  Hit Points 150 (damage threshold 10, mishap threshold 20)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  16 (+3)
  14 (+2)
  Damage Inmunities fire, poison, psychic
  ACTIONS
   
  Cockpit (Requires 1 Crew).   Drive and steer the Goregorilla.
  Weapon Arms (Requires 1 Crew).  The Goregorilla makes one 
  weapon attack. Melee Weapon Atack:  +10 to hit, reach 10 ft., 
  one target. Hit:  12 (3d4 + 5) bludgeoning damage, and the target 
  is grappled (escape DC 16). While grappling, the Goregorilla 
  can't attack using its Weapon Arms. If a war machine is grappled, 
  the driver can use its action to make the war machine attempt the 
  escape check.
  2 Harpoon Flinger (Each Station Requires 1 Crew). 
  Ammunition: 10 harpoons. Ranged Weapon Atack:  +8 to hit, 
  range 120 ft., one target. Hit:  12 (2d8 + 3) piercing damage.
  Powerfull Grapple . If the Goregorilla grapples an infernal war 
  machine, or an infernal war machine fails its escape check, that 
  infernal war machine must roll on the Mishap table.
  0
  0
  0
  Condition Inmunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, stunned, unconscious
  Magic Weapons.  The Goregorilla's weapon attacks are magical.
  Trampling . The Goregorilla can move through the spacy of any 
  Large or smaller target. When it does, the target must succeed 
  on a DC 15 Dexterity saving throw or take 16 (3d10) bludgeoning 
  damage and be knocked prone. If the target was already prone, it 
  takes an extra 16 (3d10) bludgeoning damage. This trait can't be 
  used against a particular target more than once each turn.
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  13 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PIT TITAN 
  The Pit Titan is the result of years of study by Bazelsteen 
  to create the ultimate infernal mech for the infernal 
  legions. It’s greatly customizable and offers a huge 
  amount of firepower. 
   
   
  PIT TITAN
  Huge mech (7,000 lb.)
  Creature Capacity 6 Medium creatures
  Cargo Capacity 1 ton.
  Armor Class 22 (19 while motionless)
  Hit Points 120 (damage threshold 10, mishap threshold 20)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  18 (+4)
  Damage Inmunities fire, poison, psychic
  ACTIONS
   
  Siege Mech . The Pit Titan deals double damage to objects and 
  structures. (Mechs and vehicles aren't treated as objects).
  Cockpit (Requires 1 Crew).   Drive and steer the Pit Titan.
  Weapon Arms (Requires 1 Crew).  The Pit Fiends makes two 
  weapon attacks, one with its axehand and one with its 
  hammerfist. 
  Axehand.   Melee Weapon Atack:  +9 to hit, reach 10 ft., one 
  target. Hit:  17 (3d8 + 4) shlashing damage, plus 11 (2d10) 
  slashing damage if the target is prone.
  Hammerfist.   Melee Weapon Atack:  +9 to hit, reach 10 ft., one 
  target. Hit:  17 (3d8 + 4) bludgeoning damage. If the target is a 
  Medium or smaller creature, it must succeed on a DC 15 
  Strenght saving throw or be knocked prone.
  2 Harpoon Flinger (Each Station Requires 1 Crew). 
  Ammunition: 10 harpoons. Ranged Weapon Atack:  +8 to hit, 
  range 120 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
  Lightning Zapper (Requires 1 Crew, Recharge 5-6). The 
  lightning zapper releases its energy in a 40-foot line that is 5 feet 
  wide. Each creature in the line must make a DC 15 Dexterity 
  saving throw, taking 21 (6d6) lightning damage on a failed save, 
  or half as much damage on a successful one. The lightning 
  ignites flammable objects in the area that aren't being worn or 
  carried.
  0
  0
  0
  Condition Inmunities blinded, charmed, deafened, frightened, 
  paralyzed, petrified, stunned, unconscious
  Magic Weapons.  The Trampler's weapon attacks are magical.
  Prone Deficiency.  If The Pit Titan falls prone, it can't right itself 
  and is incapacitated until pulled outright.
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  14 
   
  DOOM WALKER
  Gargantuan mech (20,000 lb.)
  Creature Capacity 20 Medium creatures
  Cargo Capacity 30 ton.
  Armor Class 20 (19 while motionless)
  Hit Points 200 (damage threshold 15, mishap threshold 30)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  12 (+1)
  20 (+5)
  12 (+1)
  12 (+1)
  12 (+1)
  Damage Inmunities fire, poison, psychic
  ACTIONS
   
  Cockpit (Requires 1 Crew).   Drive and steer the Doom Walker.
  Condition Inmunities blinded, deafened, petrified, stunned, 
  unconscious
  Awakened Engine.  As a bonus action, Bazelsteen can order the 
  Doom Walker to use the cockpit to drive and steer itself.
  Magic Weapons.  The Doom Walker's weapon attacks are 
  magical.
  Siege Mech . The Pit Titan deals double damage to objects and 
  structures. (Mechs and vehicles aren't treated as objects).
   
   
  Lightning Zapper (Requires 1 Crew, Recharge 5-6). The 
  lightning zapper releases its energy in a 40-foot line that is 5 feet 
  wide. Each creature in the line must make a DC 15 Dexterity 
  saving throw, taking 21 (6d6) lightning damage on a failed save, 
  or half as much damage on a successful one. The lightning 
  ignites flammable objects in the area that aren't being worn or 
  carried.
  Rocket Launcher (Requires 1 Crew).  Ammunition: 3 loads. 
  The weapon launches a load of rockets to a point within 100 feet.  
  Each creature in a 20-foot-radius sphere centered on that point 
  must make a DC 20 saving throw, taking 28 (8d6) fire damage 
  plus 14 (4d6) thunder damage on a failed one, or half as much 
  damage on a successful one.
  Web Shooter (Requires 1 Crew, Recharge 5-6). Ranged 
  Weapon Attack: +6 to hit, range 30 ft., one target. Hit: The target 
  is restrained by webbing. As an action, the restrained target can 
  make a DC 13 Strength check, bursting the webbing on a 
  success. The webbing can also be destroyed (5 hp; AC 10; 
  vulnerability to fire damage; immunity to bludgeoning, poison, 
  and psychic damage.) If a war machine is restrained, the driver 
  can use its action to make the war machine attempt the Strength 
  check.
  2 Harpoon Flinger (Each Station Requires 1 Crew). 
  Ammunition:  20 harpoons. Ranged Weapon Atack: +6 to hit, 
  range 120 ft., one target. Hit:  10 (2d8 + 1) piercing damage.
  DOOM WALKER 
  This war machine is unique and is used by Bazelsteen as 
  his personal mobile lab. He travels on this eight-legged 
  mech while also storing his inventions. The Doom 
  Walker has an awakened engine and it’s loyal to 
  Bazelsteen. The Doom Walker can use its eight legs to 
  right itself if it falls prone. 
   
   
     
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  15 
  CH. 3: WHEN LIFE GIVES YOU ICHOR 
  Log Entry N°272 
  While traveling in the wasteland I found a large lake of 
  Ichor, Archduke Zariel asked me to do something with this 
  ichor, but what I am supposed to do with it? Explosives? I 
  don’t want this ichor! I don’t need this much ichor! 
  -Bazelsteen. 
  OVERVIEW 
  Bazelsteen found more demon ichor that he needs and 
  figured that he could get some volunteers to test his new 
  inventions if he offered some ichor. After arriving in Fort 
  Knucklebone, Bazelsteen offered a large amount of ichor 
  and a new infernal war vehicle to Mad Maggie, if she 
  allowed Bazelsteen to do research using her followers as 
  test subjects. Mad Maggie knew how dangerous were 
  Bazelsteen machines, so she gladly agreed. 
   
  SET, READY, GO! 
  Bazelsteen is specially interested on testing the speed 
  and power of his new inventions, so he’s planning to do 
  a race around Fort Knucklebone’s wall. Participants are 
  going to form teams and borrow an infernal war vehicle 
  to compete.  
  STORY HOOKS 
  The characters might want to join the race for the 
  following reasons: 
   
  Mad Maggie will benefit from the deal only if at 
  least one team crosses the goal line. They can 
  gain her favor by finishing the race. 
   
  They can use this chance to learn how to drive 
  infernal war vehicles. 
   
  They hear that the winner team will keep the 
  borrowed vehicle used on the race. 
  ENROLLMENT 
   
  If the characters decide to participate in the race as a 
  team, they will be offered one of the following vehicles: 
   
  Buzz Killer 
   
  Devil’s Ride (With an Infernal Sidecar) 
   
  Tormentor 
   
  Hell’s Belle 
  Additionally, they can exchange one weapon station 
  with another (see “Random Weapon Table” in page 6) or 
  add one magical gadget (see “Random Magical Gadget 
  Table” in page 8). This is also the perfect opportunity for 
  the characters to name their team. 
  BETS 
  The excitement extends across all Fort Knucklebone, the 
  Madcaps and Redcaps are happy to participate and the 
  imps are taking their chance to collect some soul coins. 
   
  The characters can bet for any team. To enter the bets, 
  they must stake an amount gold or soul coins. After the 
  race, if their bet was right, they get their stakes back 
  multiplied by a factor as indicated on the table below 
  (rounded down). 
  Team 
  Factor 
  Barnabas and Mickey 
  x 3 
  Chukka and Clonk 
  x 1.5 
  Madcaps 
  x 1.25 
  Pins and Needles 
  x 1.5 
  Redcaps 
  x 1.25 
  Player Characters 
  x 2 
   
  You see a gargantuan mechanical spider approaching 
  Fort Knucklebone. It stops at the gate and you get to 
  see a horned devil wearing googles descend from the 
  vehicle. He talks a while with the madcaps at the gate, 
  after which they call Mad Maggie to approach the devil 
  You approach the enrollment booth, a madcap 
  wearing a small bow tie welcomes you: “Ready to give 
  your soul behind?! Register now and you will be able to 
  choose your vehicle! 
  You see various redcaps and madcaps going crazy 
  around a couple of imps. The imps are writing bets on 
  a chalkboard for the upcoming race, you can tell that 
  most of them are voting for themselves. 
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  16 
  OTHER TEAMS 
  The following teams will join the race. 
  BARNABAS AND MICKEY 
  The redcaps forced Barnabas to participate in the race, 
  and he got Mickey to help him. Barnabas is driving a 
  Devil’s Ride with the mage hand spell, while Mickey is 
  sitting on an Infernal sidecar as passenger. They want to 
  avoid all possible damage. 
  CHUKKA AND CLONK 
  The two kenku are genuinely interested on testing some 
  new vehicles. They are riding a Buzz Killer, with a 
  Teleporter as a magical gadget. They will focus on 
  finishing the race as fast as possible.  
  MADCAPS 
  The crazy madcaps want to use the race as an excuse to 
  break some vehicles. There are 8 madcaps riding a 
  Demon Grinder with Barbed Armor. They will focus on 
  destroying other team’s vehicles even if they lose the 
  race because of it. They have a flask of Demon Ichor. 
  PINS AND NEEDLES 
  Mad Maggie wants to get sure that at least one team will 
  cross the finish line, so she personally asked Pins and 
  Needles to participate in the race and avoid conflict. 
  They are riding a Hell’s Belle with lemure armor. They 
  will try to avoid conflict, but they will try to kill the 
  madcaps that are plotting against them if they get a 
  chance. 
  REDCAPS 
  The redcaps want to prove to Mad Maggie that they are 
  better than the madcaps. There are 4 redcaps riding a 
  Tormentor, its Harpoon Flinger has been replaced with a 
  Life Vacuum. They will focus on killing creatures inside 
  other vehicles rather than in finishing the race.  
   
   
   
   
   
  HOW TO RUN 
  The following will help you as the DM to run the race 
  using theater of the mind: 
   
  Draw on a piece of paper the track, the race will 
  be a single lap of 1,500 feet. The track starts and 
  finish at the gatehouse. 
   
  There will be obstacles on the road, write down 
  each obstacle beforehand on the track. 
   
  Consider the track as a line of 80 feet wide. Don’t 
  bother considering the curves as extra 
  movement. 
   
  Write on the track the position of a team at the 
  end of their movement. 
   
  Roll initiative by vehicle (use their Dexterity 
  modifier), not for each creature.  
   
  In each team, the driver of the vehicle has the 
  first turn. This will allow participants that are 
  behind to catch up and then attack. 
   
  A vehicle can use the Dash action a number of 
  times equal to 3+ its Constitution modifier. 
  OBSTACLES 
  There are some obstacles on the road that create 
  complications. Each obstacle is in a certain point of the 
  track, when a team reaches the obstacle, they face a 
  complication as noted on the following list. 
  If a creature creates a complication, such as with a 
  Necrotic Smoke Screen, add that complication to the 
  track. 
  RACE FLAG REDCAP (AT 0 FT.) 
   
  At the start of the race, each creature in the starting line 
  that can see the redcap, must succeed on a DC 12 Wisdom 
  saving throw or be stunned until the end of its turn. 
  Redcaps have advantage on this saving throw. 
  MINEFIELD (AT 500 FT.) 
  Long ago, the infernal legion set up land mines on this 
  place and forgot about them, or just didn’t care. The first 
  vehicle that reaches this point triggers the land mines. 
  All its occupants must make a DC 20 Dexterity saving 
  throw, taking 22 (4d10) fire damage on a failed save or 
  half as much on a successful one. 
  You’re ready to start the race, but then you see an 
  almost nude redcap holding a race flag. He’s about to 
  give the start, but this awful view won’t leave your mind. 
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  17 
  RANDOM COMPLICATION (AT 800 FT.) 
  Roll on the Avernus Chase Complication table on page 
  222 from BG: DiA. 
  STILL A PROTOTYPE (AT 1,000 FT.) 
  Bazelsteen’s inventions haven’t been rigorously tested 
  before and it’s starting to show. Any vehicle that reaches 
  this point must roll a d20. If the result is 10 or lower, the 
  vehicle must roll on the mishap table.  
  RANDOM COMPLICATION (AT 1,300 FT.) 
  Roll on the Avernus Chase Complication table on page 
  222 from BG: DiA. 
  RISKY SHORTCUT (AT 1,450 FT.) 
   
  If the driver of the vehicle that reaches this point decides 
  to take the shortcut, the vehicle must succeed on a DC 15 
  Dexterity saving throw. On a fail the vehicle crashes 
  against the wall, on a success, the vehicle advances an 
  extra 50 ft. reaching the goal. 
  GOAL LINE (AT 1,500 FT.) 
  The first team that reaches this point wins the race. 
   
   
   
   
   
   
   
   
   
   
  AFTER THE RACE 
  If at least one team crosses the finish line, Bazelsteen is 
  happy that at least one of his inventions worked. He gifts 
  the winner vehicle to the winner team and pays his part 
  of the deal with Mad Maggie, giving her a Merry Widow 
  and 10 flasks of demon ichor. 
  If the characters won the race, Bazelsteen presents itself 
  before giving the gift. 
   
  Additionally, if the characters were the only ones that 
  finished the race, they gain Mad Maggie’s favor and she 
  offers two flasks of demon ichor as a reward. 
  If no team finishes the race, both Bazelsteen and Mad 
  Maggie will be mad. Bazelsteen will leave without paying 
  his part of the deal and Mad Maggie will be furious with 
  the participants that started fighting instead of finishing 
  the race. 
   
   
   
   
   
   
   
   
   
   
   
   
  You are almost at the gate again, but you see next to 
  the wall a ramp created with debris. You can try to use 
  the ramp to get faster to the goal line, but you might 
  end up crashing with the wall. 
  The horned devil with googles approaches you: 
  “Thanks for being a volunteer! My name is Bazelsteen, 
  the greatest inventor on this layer of the nine hells. 
  Thanks to your help now I can tell for sure that this 
  model is the best one, you can keep it, I have plenty 
  more” 
  “If we ever see again, I offer you test some of my other 
  inventions, I will reward you.” 
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  18 
  CH. 4: HELL RAT 
  Log Entry N°284 
  There’s nothing more exciting that a pit fight, wait, there is! 
  A pit fight for the sake of progress! My dear infernal mechs 
  are so customizable and have so many styles! Let’s see them 
  clashing, maybe Archduke Zariel will notice my progress. 
  -Bazelsteen. 
  OVERVIEW 
  Bazelsteen can’t decide which combination of weapon 
  stations, armor upgrade and magical gadgets create the 
  perfect mech. So, he’s willing to sacrifice some 
  volunteers to settle the score. He parked his Doom 
  Walker and some mechs to form a circle next to the 
  Wandering Emporium. He’s sponsoring a tournament 
  and has gained the attention of some devils. 
   
  CLASHING INFERNAL IRON 
  Bazelsteen is specially interested on testing the possible 
  combinations of his inventions, so he’s allowing 
  participants to decide how to equip their own mech. 
  Volunteers fight each other in a series of duels and earn 
  soul coins with each victory.  
  STORY HOOKS 
  The characters might want to join the tournament for 
  the following reasons: 
   
  They can earn soul coins with each victory. And 
  they might be in an extra need for soul coins if 
  they are on debt with Mahadi. 
   
  They can use this chance to learn how to control 
  the infernal mechs. 
   
  They hear that the winner team will keep the 
  mech used on the tournament. 
  ENROLLMENT 
   
  If the characters decide to participate on the tournament 
  as a team, they will be offered one of the following 
  mechs: 
   
  The Boulder 
   
  Hellmantis 
   
  Goregorilla 
   
  Pit Titan 
  Additionally, they can exchange any weapon station 
  with another (see “Random Weapon Table” in page 6). 
  They also get to choose one armor upgrade (see 
  “Random Armor Table” in page 7) or one magical gadget 
  (see “Random Magical Gadget Table” in page 8). 
  Knowing that some mechs are naturally better than 
  other, if the characters chose The Boulder or the 
  Hellmantis, Bazelsteen offers one extra magical gadget 
  of the character’s choice. 
   
  HOW TO FIGHT 
  The tournament will consist of 4 rounds, each round has 
  a duel, consider the following: 
   
  The fight area is a 60-foot-radius circle. 
   
  The mechs start at opposite corners of the arena. 
   
  The use of spells or attacks from creature is 
  permitted, but remember that creatures inside a 
  mech have total cover. 
   
  The fight ends if a mech drops to 0 hit points, it 
  lands prone and can’t right itself, or it leaves the 
  arena. 
   
  Roll initiative by mech, not by creature. 
   
  In each mech, the driver has the first turn. 
  You hear at the distance the sound of clashing metal 
  and screams of euphoria. Bazelsteen’s mechanical 
  spider is parked next to the Wandering Emporium and 
  you see some construct that you haven’t seen before, 
  two of them are battling between them. 
  You approach the enrollment booth, a madcap 
  wearing a small bow tie welcomes you: “Ready to give 
  your soul behind?! Register now and you will be able to 
  choose your vehicle! 
  “Interesting election, may I recommend you to bring 
  an extra magical gadget?” 
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  19 
  ROUNDS 
  Each round has a different opponent and prize, the 
  characters can exit the tournament at any time between 
  rounds, but no one is going to believe if they surrender 
  in the middle of a fight.  
  There’s one hour of rest between each round. During 
  this rest, Bazelsteen’s crew fully repair and reload the 
  mechs, magical gadgets with a cooldown of 24 hours are 
  replaced by fresh versions of the same gadget. 
  The characters can’t change the chosen combination of 
  mech, weapon stations, armor and magical gadgets. The 
  characters could try to sneak and check their 
  competition between rounds. 
  ROUND ONE 
  The hobgoblin Z’neth (see “Z’neth Larva Farm” in page 
  130 from BG: DiA) is using this chance to get some 
  weapons to defeat Mahadi. He’s commanding the 
  cockpit of a The Boulder with the following 
  modifications: 
   
  It’s equipped with two magical gadgets of 
  displacer illusion. 
  Z’neth recruited a couple of mezzoloth to control the 
  weapon arms and the weapon station. If they think to be 
  losing, they will cast their darkness innate spell on the 
  character’s mech. 
  If the characters win the fight, they gain 2 soul coins. 
  Z’neth will be furious with the characters and might not 
  be willing to negotiate with them. 
  ROUND TWO 
  The amnizu Fhet’Ahla (see “From Here to Avernus” in 
  page 130 from BG: DiA) recruited some imps to 
  participate for him in the tournament. He’s only 
  interested on the rewards he can get without any risk. 
  The 8 imps are commanding a Goregorilla with the 
  following changes. 
   
  It has lemure armor. 
  If the imps realize that they are losing, the imps that 
  aren’t occupying any station will leave the Goregorilla 
  and attempt to infiltrate the character’s mech. 
  If the characters win the fight, they gain 2 soul coins and 
  can add an extra magical gadget. 
   
  ROUND THREE 
  The salamanders Rassh, Skids, and Slagg (see 
  “Firesnake Forge” in page 129 from BG: DiA want to 
  learn everything they can from the mechs. Each one is 
  commanding the cockpit of a Hellmantis with the 
  following changes. 
   
  The Hellmantis are Medium, the slashing 
  damage from their weapons arms is reduced to 
  11 (2d6 + 4) and their hit points to 40. 
   
  They have phlegethos armor, raising their AC to 
  25 while in motion. 
   
  Each Hellmantis is equipped with a teleporter. 
  Each Hellmantis has one salamander in its cockpit, 2 
  magmins on its weapon arms and an animated armor 
  controlling the harpoon flinger. 
  If the characters win the fight, they gain 3 soul coins. The 
  salamanders won’t resent the winners. 
  ROUND FOUR 
  Mahadi itself entered the tournament disguised as a 
  chain devil (see “Mahadi, Emporium Master” in page 
  126 from BG: DiA). He wants to test Bazelsteen 
  inventions by itself and has been amazed so far. He will 
  reveal his true form on the final round, before wishing 
  good luck to his opponents. Mahadi is commanding a Pit 
  Titan with the following changes. 
   
  It’s equipped with a teleporter. 
   
  It’s equipped with a displacer illusion. 
   
  It has one harpoon flinger replaced with a rocket 
  launcher. 
   
  It has one harpoon flinger replaced with shock 
  disks 
  Mahadi is occupying the cockpit, Ilzabet the erinye 
  controls the weapon arms, while 3 bearded devils 
  control the other stations. Mahadi don’t want to cheat, 
  as that would be an easy victory for him. 
  If the characters win the fight, they gain 3 soul coins and 
  can keep their mech. Mahadi won’t hold resentment 
  against the characters and he will congratulate them for 
  their victory. 
   
  Bazelsteen approaches you after your victory: “You 
  made an amazing combination! I mean, the mech and 
  its weapons, not you as a group. You can keep that 
  mech, there will be tons of others just like it soon!” 
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  20 
  CH. 5: NO HARD FEELINGS 
  Log Entry N°301 
  A strange creature appeared on the battlefield some time 
  ago, a manifestation of the war itself. This creature is 
  slaying both our enemies and our allies with great efficiency 
  and Archduke Zariel has offered promotion to any devil that 
  gets to defeat the creature. I know some people that could 
  help me, I only need a way to get them as volunteers. 
  -Bazelsteen. 
  OVERVIEW 
  In places warped by war and spells gone wild, such as 
  Avernus, its normal to see the conflict give sentience to 
  spells, creating what is known as a living spell. Even 
  more dangerous though, are the ragewalkers. The 
  ragewalkers are manifestations of nature itself, trying to 
  stop the conflict by killing every creature capable of 
  battling. 
  One of such creatures appeared on Avernus and is 
  currently commanding living spells to kill every fiend in 
  the blood war, this got Zariel’s attention and she is 
  offering promotion straight into pit fiend to any devil 
  that destroys the ragewalker. Bazelsteen believes that 
  his inventions are able to destroy the ragewalker, but he 
  needs help from his favorite mortal test subjects. 
   
  MACHINES AND MAGIC 
  Bazelsteen goes straight to the point, he needs the 
  characters to destroy the ragewalker using his 
  inventions. This will be enough to catch Zariel’s eye and 
  get a promotion for him. Bazelsteen offers a deal to the 
  characters, if they agree and destroy the ragewalker 
  using his inventions, Bazelsteen will reward them once 
  he becomes a pit fiend (see page 214 from BG: DiA for 
  potential rewards to offer). 
  STORY HOOKS 
  The characters might want to help Bazelsteen for the 
  following reasons: 
   
  They can get a powerful pit fiend ally. 
   
  They can get an audience with Zariel after 
  destroying the ragewalker. 
   
  Bazelsteen isn’t loyal to Zariel and he could offer 
  some help to kill her or to break the chains 
  holding Elturel. 
  BAZELSTEEN’S HELP 
  If the characters agree to destroy the ragewalker, 
  Bazelsteen will help the characters in the following 
  ways: 
   
  Bazelsteen’s crew will repair and reload any war 
  machine that the characters own. 
   
  If the characters don’t own vehicle, Bazelsteen 
  will offer a Buzz Killer, Hell’s Belle, Merry 
  Widow or a Tormentor. 
   
  If the characters don’t own an infernal mech, 
  Bazelsteen will offer a The Boulder, Hellmantis, 
  Goregorilla or Pit Titan. 
   
  Bazelsteen crew will replace any weapon station 
  with any other of the character’s choice. 
   
  They can equip a vehicle with up to two magical 
  gadgets, they can replace any gadget that it 
  currently has. 
   
  They can equip an infernal mech with up to 
  three magical gadgets, they can replace any 
  gadget that it currently has. 
   
  If the characters aren’t enough to ride that 
  many vehicles and mechs, Bazelsteen will offer 
  some of his crew members to operate weapon 
  stations. The crew consists on twelve barbed 
  devils and three bone devils. 
  Once the preparations are done, Bazelsteen on his 
  Doom Walker will guide the characters to the last 
  place in which the ragewalker was seen. Bazelsteen 
  and the Doom Walker will keep a safe distance, and 
  will only join the fight if the ragewalker is reduced to 
  a quarter of its hit points in an attempt to give the 
  last blow with his private mech. 
  You see the Bazelsteen’s mechanical spider 
  approaching but it suddenly stops lose to you. An 
  excited Bazelsteen descends from it and starts running 
  towards you: “My dear mortals! Would you like to 
  volunteer for me one last time? I have a little bit of a 
  problem and I know that your skills could prove useful 
  to me” 
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  21 
  BORN FROM HATE 
  The ragewalker isn’t alone, as he’s able to command the 
  living spells created by the blood war. The following 
  creatures will appear on this battle. 
  RAGEWALKER 
  Ragewalkers are born from the chaos, pain, anger and 
  other negative emotions present on war. It’s said that 
  nature itself sends the ragewalkers to inflict punishment 
  on those making war. Once created, a ragewalker won’t 
  stop until it finishes the war that caused its creation, by 
  slaying both sides of the conflict. 
  LIVING BLIGHT 
  A manifestation of all the necrotic energy from the Blood 
  War, the living blights can be very deadly, but they can’t 
  damage infernal war machines with their spell mimicry 
  action. It’s really smart from Bazelsteen to use machines 
  against them. 
  LIVING CLOUD OF DAGGERS 
  The living clouds of daggers aren’t really deadly by their 
  own, but have the special ability to duplicate themselves. 
  If they are left uncheck, all Avernus will be covered with 
  daggers. 
  LIVING HEX 
  The living Hex are more frequent on the lower planes 
  than on the prime material plane. Specially on Avernus 
  with all the devils and demons cursing each other. 
  Luckily for the adventurers with total cover, the living 
  hex needs to see its target to curse it. 
   
   
   
   
   
   
   
   
   
   
  Exchanging Living Spells 
  The living spells on this adventure are specially 
  chosen to be weak against infernal war machines, 
  you can change them for others of the same CR, but it 
  would make the final encounter beyond deadly.  
  In the same way, facing the final encounter without 
  an infernal war vehicle or mech, would make the 
  encounter almost impossible. 
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  22 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  RAGEWALKER
  Large Fey, neutral evil
  Armor Class 22 (natural armor)
  Hit Points 200 (19d10 + 95)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  19 (+4)
  21 (+4)
  10 (+0)
  14 (+2)
  21 (+5)
  Saving Throws Dex +9, Con +9, Cha +10
  Skills Insight +7, Perception +7, Persuasion +10, Stealth +9
  Condition Inmunities charmed, frightened, poisoned
  Senses darkvision 60 ft., passive Perception 17
  Languages Common, Abysal, Infernal, Sylvan
  Challenge 14 (11,500 XP)
  ACTIONS
   
  Damage Resistances cold; bludgeoning, piercing, and slashing 
  from nonmagical attacks
  Control Living Spells.  The ragewalker selects up to two living 
  spells within 60 feet of it that can hear its commands. Each living 
  spell can immediately use its reaction to make one melee spell 
  attack.
  Magic Resistance.  The living spell has advantage on saving 
  throws against spells and other magical effects.
  Multiattack.   The devil makes three attacks: one with its spiked 
  chain and two with its claws.
  Spiked Chain.  Melee Weapon Attack : +9 to hit, reach 10 ft., one 
  target. Hit: 14 (3d6 + 4) piercing damage. If the target is a 
  creature other than an undead or construct, it must succeed on a 
  DC 17 Constitution saving throw or lose 11 (2d10) hit points at 
  the start of each of its turn due to a wound. Each time the 
  ragewalker hits the wounded creature with this attack, the 
  damage dealt increases by 11 (2d10). Any creature can take an 
  action to heal the wound with a successful DC 17 Wisdom 
  (Medicine) check. The wound also closes if the creature receives 
  magical healing.
  Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 
  Hit: 11 (2d6 + 4) slashing damage.
  Innate Spellcasting.  The ragewalker's spellcasting ability is 
  Charisma (spell save DC 18). The ragewalker can innately cast 
  the following spells, requiring no material components:
  At will: cloud of daggers
  1/day each: blade barrier, wall of fire
   
  LIVING BLIGHT
  Large construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 57 (6d10 + 4)
  Speed 25 ft., fly 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  18 (+4)
  3 (-4)
  10 (+0)
  6 (-2)
  Damage Inmunities nectrotic
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 5 (1,800 XP)
  ACTIONS
   
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Condition Inmunities blinded, charmed, deafened, exhaustion, 
  frightened, grappled, poisoned, prone
  Amorphous.  The living spell can move through a space as 
  narrow as 1 inch wide without squeezing.
  Magic Resistance.  The living spell has advantage on saving 
  throws against spells and other magical effects.
  Mutliattack. The living spell makes two Magical Strike attacks.
  Magic Strike.  Melee Spell Attack : +7 to hit, reach 10 ft., one 
  target. Hit:  21 (5d6 + 4) necrotic damage.
  Spell Mimicry (Recharge 5-6).  The living spell drains the vital 
  energy of a creature it can see within 30 feet. The creature must 
  make a DC 15 Constitution saving throw, taking 28 (8d6) necrotic 
  damage on a failed save, or half as much on a successful one. 
  This attack has no effect on undead or constructs.
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  23 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  LIVING CLOUD OF DAGGERS
  Medium construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 15 (2d8 + 6)
  Speed 25 ft., fly 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  16 (+3)
  3 (-4)
  6 (-2)
  6 (-2)
  Damage Inmunities slashing
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1 (200 XP)
  ACTIONS
   
  Damage Resistances bludgeoning, piercing from nonmagical 
  attacks
  Condition Inmunities blinded, charmed, deafened, exhaustion, 
  frightened, grappled, poisoned, prone
  Cloud.  The living spell can occupy another creature's space and 
  vice versa, and the living spell can move through any opening 
  large enough for a Tiny dagger. A creature takes 10 (4d4) 
  slashing damage when it enters the living spell's space for the 
  first time on a turn or starts its turn there
  Magic Resistance.  The living spell has advantage on saving 
  throws against spells and other magical effects.
  Magic Strike.  Melee Spell Attack : +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) slashing damage.
  Spell Mimicry (Recharge 5-6).  The living spell places creates a 
  duplicate of itself within 5 feet. That duplicate is created with its 
  Spell Mimicry trait uncharged.
   
  LIVING HEX
  Medium construct, unaligned
  Armor Class 15 (natural armor)
  Hit Points 15 (2d8 + 6)
  Speed 25 ft., fly 25 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  12 (+1)
  16 (+3)
  3 (-4)
  6 (-2)
  6 (-2)
  Damage Inmunities necrotic
  Senses darkvision 60 ft., passive Perception 8
  Languages —
  Challenge 1 (200 XP)
  ACTIONS
   
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Condition Inmunities blinded, charmed, deafened, exhaustion, 
  frightened, grappled, poisoned, prone
  Amorphous.  The living spell can move through a space as 
  narrow as 1 inch wide without squeezing.
  Magic Resistance.  The living spell has advantage on saving 
  throws against spells and other magical effects.
  Magic Strike.  Melee Spell Attack : +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) necrotic damage.
  Spell Mimicry (Recharge 5-6).  The living spell places a curse 
  on a creature it can see within 90 feet. For one hour, the living 
  hex deals an extra 1d6 necrotic damage to the target whenever it 
  hits the crused creature with an attack. 
  
   
   
   
  Written by Andrés Lillo 
  Bazelsteen’s Notebook of Infernal Inventions 
  24 
  BATTLE 
  The ragewalker is currently controlling four living 
  clouds of daggers, four living hex and two living blights 
  protecting. The living spells will protect their master 
  and the characters will need to deal with those before 
  they can get close enough to the ragewalker. 
  When the ragewalker is reduced to 50 hit points or 
  lower, Bazelsteen and the Doom Walker will join the 
  combat. Bazelsteen will unleash every weapon of the 
  Doom Walker into the ragewalker, attempting to destroy 
  it himself. If the ragewalker is destroyed, the living 
  spells lose their ability to recharge their Spell Mimicry 
  action. 
  AFTERMATH 
  After the battle is over, Bazelsteen will pick up the 
  ragewalker corpse as proof to Zariel. He will ride on his 
  Doom Walker to reach Zariel and claim the rewards, 
  characters can join Bazelsteen on this last trip and meet 
  Zariel by themselves. 
  Once Bazelsteen reaches Zariel and gets an audience 
  with her, the archduke rewards the horned devil as 
  promised, raising him into a pit fiend. After being 
  ascended, Bazelsteen will approach the characters and 
  reward them with his part of the deal. If the characters 
  aren’t with him during his promotion, Bazelsteen will 
  look for them on his Doom Walker. 
   
  Before leaving, Bazelsteen will turn back to the 
  characters and offer them one last deal. 
   
  If a character accepts his offer, he will need to sign a 
  contract of loyalty, Bazelsteen’s workers can’t claim 
  their ideas as their own.  
  If no character wants to join Bazelsteen’s crew, then he 
  will ask for a last test. 
   
  If the characters accept the challenge, they will face the 
  Doom Walker. The Doom Walker is equipped with the 
  following magical gadgets (aside of the Awakened 
  Engine): 
   
  2 Teleporters 
   
  2 Necrotic Smoke Screens 
   
  2 Displacer Illusion 
  The fight follows the rules of Bazelsteen’s tournament. 
  Bazelsteen don’t want to kill the characters, but wants to 
  know if their Infernal mech has improved enough to face 
  the Doom Walker. 
  If Bazelsteen is defeated, he will let the characters go 
  after a hard goodbye. 
   
   
   
   
   
   
   
   
   
   
  A pit fiend wearing googles approaches you, as he 
  came riding the Doom Walker, you can assume that 
  this devil is in fact Bazelsteen: 
  “Thank you, my dear test subjects! You have done well. 
  We signed a contract and you did your part, now its 
  my turn to give you the reward that you asked.” 
   “After everything you have done, it’s hard for me to let 
  go some good test subjects like you, what about 
  working with me for the rest of your mortal lives?” 
   “Ok, I accept that you must go, but what about one 
  last test? Your infernal mech against my Doom Walker, 
  let’s see which one is better!” 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Bazelsteen's Notebook of Infernal Inventions.pdf