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29

The Ash Trod

RoomGauntletHardSalamander Forge (W13)2 exits
Illustration: Room 29 — The Ash Trod

The floor here is grey crust, and the crust is cracked, and the cracks are orange. Heat comes off it in sheets that bend the far wall out of shape. A path of trodden ash winds between the seams — narrow, deliberate, walked often.

Three dogs made of embers are standing on it, facing you, and behind them something taller straightens up from the seam it was feeding and lifts a bar of molten iron out of the ground like a man lifting a rake.

DM summary. A crossing, not a clearing. Fire-hounds herd the party off the safe ash path and onto the crust, and cold damage — any cold damage at all — freezes a seam into a bridge nobody made. The party's job is to reach the far door, not to win.

Terrain & Features

Battle-map thumbnail: The Branching Flows

Battle map: The Branching Flows — page 49, 55 × 75 ft (one half of The Fire Floes)

The branching flows are the seams, printed: run the room 70 × 40 ft along the page's length, chalk the 5-ft ash trod winding between the flows in four legs, and mark the slumped roof at the west end.

Encounter

Hard · Salamander Forge (W13) · Budget at APL 9: 9,600 XP

Three hounds working as a herd, and a salamander who is in no hurry at all.

Count Creature XP each
3Pyre-Hound700
1Forge Salamander2,300

Base 4,400 XP; ×2 for four bodies = 8,800 adjusted, against the APL 9 Hard budget of 9,600. It sits 800 under, and the seams make up the difference and more: a party that fights standing on the trod is fine, and a party that gets herded is taking 4d10 a round from the floor. The room, not the roster, is what makes this Hard. Say that to yourself before you run it, and then run the hounds like sheepdogs rather than like wolves.

Round 1. The hounds do not close. They split — one left, one right, one holding the trod — and the two on the flanks run the crust to get behind the party's line, which puts the party between three hounds and the door they came in by. The salamander walks the trod toward them at half speed, dragging the molten bar so the ash smokes behind it, and does not reach anyone until round 3.

Tactics. Pyre-Hounds herd: they bite and shove toward heat, never away from it, and they will break off a target entirely to cut off a route. They ignite when they die — anything within 5 ft takes fire damage — so a party that kills one in a doorway has closed their own doorway for a round. The salamander holds the trod's middle switchback and will not leave it; that is its job and it has been doing it for a long time. Nothing here pursues past the slump.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Freeze the trod and run it

The room's real answer, and it is the only place in this batch where a cantrip solves a Hard encounter. Any cold damage dealt to a seam — a ray of frost, a cone of cold, a flask of brine off a corpse, a cleric's chill touch — skins it over: a 10-ft crust bridge forms across that seam and lasts 3 rounds, or until it takes 10 fire damage.

  • Success: the party crosses seam to seam in a straight line to the west door instead of walking the trod's four legs, which is 40 ft of travel instead of
    • The hounds will not step on frozen crust — it hurts them and they know it — so a party moving bridge to bridge is untouchable by the herd.
  • Cadence, stated: a bridge laid on round 1 is gone at the end of round 3. Count it aloud. A party strung out across two bridges when the first one goes has someone standing in a seam.
  • No cold on any sheet? Water works at half measure: a full waterskin or a flask of oil-free liquid buys a 1-round crust, and the quench pit can be bucketed if someone carries a helmet. Say this at the table the first time somebody looks at the pit.
  • Failure: a bridge that takes fire damage while someone is on it drops them into the seam — 4d10, Dexterity save DC 15 for half, and they end their turn on the near side of where they were going.
Bypass — Douse the brand

The salamander's molten bar is the thing that makes it frightening. Get it into the quench pit: Athletics DC 16 to shove the salamander in (it weighs what a horse weighs), a grapple and a 10-ft drag, or a hit on the bar itself with any cold effect.

  • Success: the bar goes solid and black and useless. The salamander is not beaten, but it stops advancing and spends two rounds re-heating it at the nearest seam, which is two free rounds of crossing for everybody.
  • Failure: you are adjacent to a salamander in a room made of fire. Take the consequence honestly and let the party's healer earn their evening.
  • Withdrawing instead: the east door is behind the party the entire fight and nothing in this room follows them through it. They lose nothing but the crossing — this room has no loot and its clue is on the far wall, which is the only reason to be here at all.

Traps / Puzzles / Checks

Reading the trod. Survival DC 12 or Investigation DC 13: the ash path is maintained. Somebody sweeps it. The switchbacks avoid the seams that vent and cross the ones that do not, which means the path is safe and the shortcuts are a gamble — and it means something in this maze walks here on a routine.

The vents. Two of the seven seams vent rather than pool: at the end of every third round, both throw a 10-ft column of flame to the ceiling. Anything in the column takes 4d10 fire, Dexterity save DC 15 for half. They are marked by lighter ash and a smell, and Perception DC 13 picks them out from the doorway — before anyone commits to a route, which is the point of telling them.

Exits

AObviousThe east door you came in by. No check, always open, and the hounds will not use it.
BObviousThe west door, past the slump: a 5-ft crawl over fallen roof, then out. No check to open, only to reach.Rider: you come out the far side scorched and stinking of burnt hair — for one room, disadvantage on Stealth against anything that smells, and any creature vulnerable to fire treats the party as an obvious threat and reacts to them first.
Loot

None. Everything that could burn in here has burned, and everything that could melt is part of the floor. The salamander carries nothing; the bar is a lump of iron the party cannot hold. Tell them straight — this room charges resources and pays in distance covered.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two hounds, no salamander. Seams do 2d10, the vents fire every fourth round. All DCs −2, and the cold bridge lasts four rounds
9As written
12Four hounds and two salamanders working the two middle switchbacks. Seams 10d10. DCs +1, and a frozen bridge lasts two rounds
15Five hounds, two salamanders, and the room breathes: at the end of every second round one seam closes and a new one opens somewhere else, rolled or chosen, so no route stays good. Seams 10d10, DCs +3
DM Notes

Creature Cards

Both belong to the Salamander Forge (W13) and recur across the deck, so the numbers live in the bestiary. The trod, the seams, and the bridges are this room's.

Shared across rooms, so the full cards live in the bestiary: Pyre-Hound, Forge Salamander. Every mention above opens the numbers here on this page.

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