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86

Roost of the Ash-Winged

RoomGauntletHardErinyes & Ash (W19)3 exits
Illustration: Room 86 — Roost of the Ash-Winged

The passage opens into the bottom of a chimney. The shaft goes up past the reach of your light and keeps going, and its walls are furred an inch thick with soft black soot that takes the print of a hand. Iron rungs climb one face. Two ledges break the shaft partway up, and on each ledge something is folded up asleep with its wings around it like a shroud.

Then the air turns over — you feel it change direction against your face — and a slow fall of warm ash comes down out of the dark, and one of the folded things unwraps a head and looks straight down at you.

DM summary. A vertical fight in a flue, against two things that fly when the party cannot, and which pick their target by who deserves it rather than who is closest. The shaft is the enemy as much as they are; the way to win this room is to make it a climb instead of a battle.

Terrain & Features

Battle map: custom map. A 25 × 25 ft flue floor under a 90-ft shaft — the room's own text says to draw it sideways; do that. Browse the book if a page half fits your table better.

Encounter

Hard · Erinyes & Ash (W19) · Budget at APL 9: 9,600 XP

Two lesser furies on their ledges, and neither of them is interested in the whole party.

Count Creature XP each
2Ash-Winged Fury3,900

Base 7,800 XP; ×1.5 for two bodies = 11,700 adjusted, against the APL 9 Hard budget of 9,600. Twenty per cent over, and the shaft makes it worse: they fly 60 ft, the party climbs 12, and half the party will spend the fight on the floor throwing things. The bypasses below are not decoration — they are how this room is supposed to go.

Round 1. The nearer fury drops to 20 ft above the floor, hangs there, and names the Adjudged — one PC, one real deed, spoken in the voice of whoever was wronged. It attacks that PC and nobody else. The second fury stays on its ledge for a full round watching the rest of the party to see who interferes.

Tactics. They are not a pair; they are two proceedings that happen to share a chimney. Each takes its own Adjudged and holds to it. Anyone who heals, shields, or bodily blocks an Adjudged becomes fair game and they will say so first. They scourge from the air, they never land while an enemy is standing, and they will not pursue a fleeing party out of the shaft — the roost is the point, and they are back on the ledges within the minute.

One warning to give out loud. A PC who goes up the rungs while a fury is loose is climbing with both hands in front of something that flies. Make that cost explicit before anyone commits: attacks against a climbing PC have advantage and a hit means a DC 13 Strength save or a fall.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Answer the naming

The fury announced a charge. Charges can be answered, and this is the fastest way out of this room by a wide margin.

  • The confession: the Adjudged spends an action saying the deed plainly and naming who it was done to. No check — it either is the truth or it is not, and the fury has truesight, so lying is not a plan.
  • The price: the fury takes its scourging. 4d10 lashing damage across two rounds and one level of exhaustion, and then it climbs back to its ledge and folds up. Run it as description, not initiative.
  • Success: both furies settle. The party climbs, walks, or leaves as they like, and neither fury will start a second proceeding this session.
  • Failure — the Adjudged refuses, or somebody attacks during the confession: the naming passes to the next-guiltiest PC and the interferer is now complicit. Full encounter, and it is worse than it was.
Bypass — Salt the ledges

A poured line of salt or funeral ash is a wall to these things, and the party has been walking past salt all session.

  • What it costs: one ration's worth of salt per ledge. There is a salt-crust bag in the ash-pit — Investigation DC 13 to find, enough for one line.
  • Laying it: a PC on a ledge spends an action pouring. No check. The fury cannot cross the line and will not try.
  • Success: the shaft above a salted ledge is denied to that fury. Salt both and the climb is unopposed above 60 ft; salt one and the party has a rest stop they cannot be followed onto.
  • Failure state: a line scuffed by a boot, a fall, or a down-draught round is broken and stops working. Anyone fighting on a salted ledge will break it within two rounds, so this is a bypass for a party that climbs and does not swing.
Bypass — The side vent

The 2-ft hole at 15 ft is the flue's old bypass duct and it comes out above the upper ledge.

  • Getting in: Athletics DC 14 to climb across from the rungs, or a boost from below.
  • The crawl: 40 ft of unbreathable soot. Three rounds holding your breath, and Athletics DC 13 at the elbow where it narrows to 18 inches. Packs, shields, and anything on the back stay behind — a PC goes through with what they can push ahead of them.
  • Success: you come out on the shaft's upper lip, past both roosts, and can drop a rope for the rest.
  • Failure at the elbow: stuck for one round, out of air, then 1 level of exhaustion and a 1d10 hit from the soot going in; a second failure means backing out entirely, which costs the same again.
  • Cost of withdrawing instead: the party can leave by the way they came at any point and nothing follows them out of the shaft. They lose this room's clue drip and the climb, which is the only route to exit B.

Traps / Puzzles / Checks

The ember-basket at 80 ft is an iron cage on a chain, still hot, hung where the flue narrows. Perception DC 13 from the floor to see the chain runs down the south wall to a cleat at head height.

Exits

AObviousThe stoke-hole passage you came in by is matched by a second at floor level in the south wall, low enough to duck. No check.
BConditionalOut of the top of the shaft, 90 ft up, where the flue opens into something with a stone lip and a wind. Requires the climb.Rider: you leave high, and out of a chimney — everything the party is carrying is black with soot, which counts as advantage on Stealth in the dark for one room and disadvantage on any attempt to look respectable in it.
CHiddenThe far end of the side vent, if the party goes that way and keeps going instead of dropping into the shaft. Investigation DC 15 from inside the vent to notice the second branch.Rider: you arrive one at a time, in single file, with no packs in hand — the first PC through is alone for one round, and you should make that round count.
Loot

None. Everything that has ever been brought into this room has been burnt, and what is in the ash-pit is buckles and salt. The salt is worth having and it is not a loot roll; hand it over.

Scaling — APL 6 / 12 / 15
APL Adjustment
6One fury, on the lower ledge. The draught reverses every fourth round. All DCs −2, and the salt bag is in plain sight
9As written
12Three furies — the third comes down the shaft from above on round 2, which means the ceiling is not safe either. DCs +1, ash damage 2d10
15Three furies and an Erinys of the Vigil roosting at the top, who does not join the fight but does declare a charge against whoever pulls the cleat, and will be waiting at the lip. DCs +3, ash damage 2d10, draught reverses every other round
DM Notes

Creature Cards

Both roosts are the same creature, which belongs to Erinyes & Ash (W19) and recurs 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: Ash-Winged Fury. Every mention above opens the numbers here on this page.

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