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77

Furnace of Falling Coals

RoomTrap RoomHardSalamander Forge (W13)3 exits
Illustration: Room 77 — Furnace of Falling Coals

The floor of this chamber is a bed of coals. Not lava — coals, a foot deep, banked and grey-skinned and orange underneath, spread wall to wall, with a scatter of clinker on top where nothing has walked for a while.

Above, a bronze chute comes down out of the ceiling and stops eight feet short of the floor, wide as a doorway, and it is glowing at the lip. Something is stacked in it. A chain runs from the chute's gate away up into the dark, and there is a maintenance ladder bolted to the wall beside it.

The gate rattles once, gently, the way a lid rattles on a pot that is about to boil, and the whole room brightens.

DM summary. A coal-chute room that dumps live fuel every third round, with fire-hounds living in the bed and a salamander that will not let anybody near the ladder. The room is a clock and a climb, and there is a cistern in the corner that ends the clock in one action if somebody can reach it.

Terrain & Features

Battle-map thumbnail: The Honeycomb

Battle map: The Honeycomb — page 50, 55 × 75 ft (one half of The Fire Floes)

The honeycomb is the furnace floor: the dark flows are the live coal bed, the stone islands are footing (chalk the 3-ft kerb around the walls as the safe rim). Mark the chute mouth centred 8 ft up and the hoist chain across at 12 ft.

Encounter

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

Three hounds in the coal bed and a salamander on the rim between the party and the ladder.

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

Base 4,400 XP; ×2 for four bodies = 8,800 adjusted, under the APL 9 Hard budget of 9,600 — and the chute clock is the rest of it. A party that treats this as a straight fight will take a dump of coals on round three whether they are ready or not, and that is where the missing 800 XP lives.

Round 1. The gate rattles: that is the telegraph, and it happens before initiative, in the read-aloud. The salamander is already standing on the rim beside the ladder and it does not move off it. Two of the hounds come along the rim from opposite directions; the third stays in the coals, where it takes nothing and the party cannot follow.

Tactics. Everything in this room fights to put the party in the coals. The hounds shove and herd, take no damage from the bed, and ignite when killed — a Pyre-Hound dropped on the rim spreads coals across 10 ft of it, and the party's safe floor gets shorter every time they win. The salamander holds the ladder and does not chase; it knows the ladder matters. Nothing here pursues out of the chamber — the heat is what they are, and they will not follow the party into a cold corridor.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Cross on the hoist chain

Twelve feet up, over the coals, hand over hand, above everything in the bed.

  • The check: Athletics DC 15 to cross the 40 ft, and 1d10 fire damage per round on the chain from the heat rising off the bed — two rounds to cross at a reasonable pace, so 2d10 and one check per character.
  • On a failure: you fall into the coal bed. 4d10 fire damage and you are prone in the coals with a hound in there with you; getting to the rim is 10 ft of movement and 2d10 more.
  • Chain hazard: the chain runs from the chute's gate. If the chute dumps while somebody is on the chain, they make the Dexterity save DC 15 at disadvantage and take the full 4d10 on a failure.
  • Cost: the party crosses one at a time, and whoever is last spends three rounds on the rim with a salamander.
Bypass — Take the ladder and kill the clock

Fourteen feet of bolted iron with a salamander standing at the bottom of it.

  • Reaching it: the ladder is 25 ft along the rim from the entrance, and the salamander is on that stretch. Getting past it is Acrobatics DC 14 to slip by on a 3-ft kerb, or a shove, or somebody else buying the round.
  • The climb: Athletics DC 12, one round, and the climber is exposed the whole time — anything on the rim below gets an attack as they go.
  • Jamming it: as the chute table under Traps / Puzzles / Checks. Thieves' Tools DC 16, Athletics DC 17, or 20 damage to the pawl.
  • On a failure: the counterweight slips instead of seating and the chute dumps immediately, out of cadence, with the climber inside the 15-ft radius. That is the worst single outcome in R077 and it is survivable at ninth level.
  • Withdrawing instead: the entrance is on the rim and the party can leave the way they came at any point — around the kerb and out, no coal exposure, no pursuit. Cost: the time, the chimney (which is the thing worth having here), and the room's clue.

Traps / Puzzles / Checks

The chute. This is the room's clock and every number is fixed.

Element Value
CadenceEvery third round, at the top of the round
The telegraphOne full round before, without exception: the gate rattles and the room brightens. A DM who forgets the telegraph has run a different, worse room
The dump4d10 fire damage in a 15-ft radius of the chute mouth, Dexterity save DC 15 for half, and the coal bed in that radius rises to knee height — 2d10 per 5 ft moved there for the rest of the encounter
Detecting itAutomatic. It is a glowing chute stacked with coals and it makes a noise before it fires
Jamming the gateFrom the ladder platform: Thieves' Tools DC 16 on the counterweight pawl, or Athletics DC 17 to lever the counterweight off its seat, or 20 damage to the pawl (AC 17). Any of these stops the clock permanently
Solved stateThe chute is dead. The room is a hot floor with a rim round it and four creatures on it, and the party has turned a Hard room into a manageable one by climbing a ladder under fire
The quench cisternOne action to pull the plug-chain (Athletics DC 12, from the rim, no coal exposure). 200 gallons across the coals: the bed goes to steam — the whole room is heavily obscured for 2 rounds, coal damage drops to 1d10 per 10 ft for 5 rounds, every Pyre-Hound in the bed takes 2d10 cold-shock and is extinguished (treat as half maximum hit points), and the salamander takes the same and loses its heat aura for 5 rounds
Cost of the cisternThe steam blinds the party too, the water is gone, and the coals recover. It is a five-round window bought with one action and it is the best action in the room

Exits

AObviousThe doorway they came in by, on the rim, and the stoker's door directly opposite it on the same rim — 40 ft round the kerb, standing open. No check.Rider: you leave along a hot kerb, and every buckle, hilt, and mail link you own has been sitting over a coal bed — metal is too hot to hold comfortably for the first minute in the next room, and the party takes disadvantage on their first attack roll there unless they spend a round letting it cool.
BConditionalThe chute itself. Climbable only once the gate is jammed and the coals in it have been raked out (three rounds of hot, filthy work from the ladder platform). It goes up into the chimney and the chimney goes a long way.Rider: you leave upward, and the party arrives above wherever they are going, choosing when to come down — one free round of observation before entering the next room.
CHiddenThe ash-tunnel: a flue at rim level in the south wall, behind the cistern, which the stokers used to rake ash out. Investigation DC 14, and it is a squeeze.Rider: you come out grey from head to foot in furnace ash — advantage on Stealth for one room in any dim or dark space, and disadvantage on Deception with anything that can see you clearly.
Loot

None. This room has been at working temperature for two centuries. Anything anybody ever dropped in here is clinker, the tools on the platform are the chute's own and are fixed to it, and the cistern water is the only thing in the chamber worth having — which the party should spend rather than carry.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Two Pyre-Hounds, no salamander. Chute every fourth round, dump 2d10, coal bed 1d6 per 5 ft. All DCs −2
9As written
12Four Pyre-Hounds, two Forge Salamanders, chute every second round, dump 10d10 in a 20-ft radius. The cistern is half empty: the steam window is 3 rounds, not 5. DCs +1
15Four Pyre-Hounds, two Forge Salamanders, and the chute's gate has been wedged open — a continuous fall of coals that raises the bed 6 inches every round, drowning the rim in five rounds. Dump damage does not apply; instead the room becomes uninhabitable on a five-round clock and the party must jam it, quench it, or leave. DCs +3
DM Notes

Creature Cards

Both belong to Salamander Forge (W13) and recur across the deck, so the numbers live in the bestiary. The chute clock, the rim, and the cistern are this room's and stay here.

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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