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55

Vent of Sulfur Song

RoomTrap RoomMediumSalamander Forge (W13)2 exits
Illustration: Room 55 — Vent of Sulfur Song

The room is singing. Three notes, low and breathy, out of three holes in the floor at the bottom of a stone trench that runs the length of the chamber — and as you listen, one of the notes climbs, sharpens, and lets go with a hiss you feel in your back teeth. The air over the trench shivers.

It smells of struck matches and rotten eggs. At the far end, on the dry step above the trench, four dogs are lying in a heap, and they are on fire. They have been on fire for a while. They do not seem to mind.

DM summary. Four fire-hounds in a room full of sulfur gas, where the hounds' own deaths are the hazard. The fight is Medium; the gas is what makes it interesting, and the party's own torches are the biggest threat in the room.

Terrain & Features

Battle-map thumbnail: The Sluice Room

Battle map: The Sluice Room — page 40, 55 × 75 ft (one half of The Sewers)

The sluice room fits the vent trench: its straight canal is the 8-ft gas trench (chalk the three vents in its floor), the walkway along the wall is the dry step, and the intact walled room bounds the 45 × 35 ft chamber.

Encounter

Medium · Salamander Forge (W13) · Budget at APL 9: 6,600 XP

Four hounds that die explosively, in a room that is asking them to.

Count Creature XP each
4Pyre-Hound700

Base 2,800 XP; ×2 for four bodies = 5,600 adjusted, against the APL 9 Medium budget of 6,600. It is deliberately 1,000 light: the gas is the rest of the encounter, and a party that fights carelessly will do more damage to itself in this room than the hounds manage all fight.

Round 1. The hounds are asleep in a heap and wake on the party's second round in the room, or immediately if anything makes light or noise. They come off the dry step along the south wall — not through the trench; they are not stupid — and they herd: their whole tactic is to drive prey into heat, and in this room the heat they want is the trench. Expect shoves and flanking that always pushes north-to-south toward the gas.

Tactics. A Pyre-Hound ignites when it dies, and that is the room's central fact. A hound killed on the dry step is a 10-ft burst of fire and a scorched cloak. A hound killed in the trench, or in a vent-cloud, is 4d10 to everything within 20 ft, including the rest of the party. Cold damage kills them without the burst — they are vulnerable to it — and a party with any cold at all should be allowed to work that out and feel excellent about it.

They will not leave the room; the vents are their hearth. Nothing pursues.

Traps / Puzzles / Checks

The song, and what it tells you. Each vent runs a three-round cycle: two rounds of a low steady note, then one round where the note climbs and the vent lets go, throwing a 10-ft-radius cloud of gas up out of the trench to head height. The three vents are out of phase — one lets go every round, in order, west to east, and then again.

Exits

AObviousThe east arch at the high end of the room, north side, on the same level the party entered. No check, and no need to cross the trench to reach it — the party can walk this room's north edge and leave without ever going near the gas. That is a legitimate outcome and the hounds will chase them to the door and no further.
BConditionalThe largest vent's own shaft, at the west end: it is 3 ft wide, climbs 20 ft, and comes out somewhere with moving air. Passable only once that vent is capped (which stops the gas) and the trench has cleared. Climb is Athletics DC 13.Rider: you come out reeking of sulfur — for one room, no beast will willingly come within 5 ft of you, and every creature with a nose knows exactly where you are.
Loot

None. This is a vent, not a room anybody kept anything in. The soot on the ceiling is the closest thing to a legacy in here.

If a player insists on searching the trench, the gas is the answer and the find is a melted bronze buckle. Let them make the Constitution saves for it. Some tables need to be told no by a room rather than by a DM.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Three hounds. Two vents rather than three, and the ignition is 2d10 in a 15-ft radius. All DCs −2
9As written
12Six hounds and one Forge Salamander on the dry step, whose heat aura ignites the trench on its own initiative if it steps into a vent-cloud. Ignition 10d10, save DC 16. DCs +1
15As APL 12 with two salamanders, and the vents let go two at a time, which removes the safe beat entirely — the party has to cap or leave. Ignition 10d10, DCs +3
DM Notes

Creature Cards

The Pyre-Hounds belong to the Salamander Forge (W13) and recur across the deck, so the numbers live in the bestiary. The tactics above are this room's and stay here.

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

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