The Ash Lift opens into a dry upper level wrapped around a dead central stair. Here the mansion has preserved itself rather than flooded: portraits, corridors, glasswork, and servant routes remain in place beneath a skin of soot. Every room seems to remember the party’s arrival, and the sealed stair beyond the Ember Key waits as the level’s silent center.
This scene is an infiltration through a haunted upper floor. The party enters from the lift, servants’ stair, or roofline and chooses how openly to cross the mansion. The map supports several routes, so treat the rooms as a network of sight lines, doors, balconies, service passages, and contested shortcuts rather than a single corridor of encounters.
How to run the scene: Begin with uncertainty and observation. Let the players study the gallery, choose a route, and decide whether speed or quiet matters more. S2-E1 is the level’s first hard reaction: the mansion can close doors, wake portraits, and bring its custodians into play. After that, vary the texture. Some rooms should be exploratory, some investigative, some hazardous, and only a few should become fights. Not every room needs a challenge artifact; use challenge artifacts only when the party is resolving a defined multi-check obstacle.
Scene objective
Secure the Ember Key in S2-E7 and learn that it opens the sealed stair to the mansion’s ash-heart. The quest item must remain recoverable even after a failed check, a triggered hazard, or a retreat.
Scene flow: E1 through E7
Entry: The party enters through the Ash Lift from S1, the servants’ stair, or the roofline. The Soot Gallery is E1, the first pressure point, not the scene’s only entry or location.
S2-E1 — The Soot Gallery: establish the mansion’s active security and expose the portrait anchors.
S2-E2 — The Portrait Hall: cross the main gallery while deciding whether to preserve cover or force a passage.
S2-E3 — The Servants’ Stair: use the service route to bypass, scout, or trigger the mansion’s bellwire response.
S2-E4 — The Ash Conservatory: investigate the living glass and choose whether to spend time for information.
S2-E5 — The Sealed Stair: test the emergency sequence and learn that the Ember Key is the clean solution.
S2-E6 — The Ash Lift: preserve a retreat route or use the safer passage to reposition.
S2-E7 — The Ember Study: recover the Ember Key and the final security record.
Exit: Once S2-E7 is complete, the party can leave by the sealed stair route toward Act 2, return through the Ash Lift, or withdraw to Auginford. The scene ends when the party has the key and chooses its next route—not when it clears every room.
Scene flow
EnterThe lift, servants’ stair, and roofline offer different approaches. Reward scouting with safer angles and useful information.
ProbePortraits, conservatory glass, ash-choked passages, and old service routes show that the mansion is an active security system.
ChooseThe party may take direct routes, investigate side rooms, or use a safer extraction path. Let their route determine which hazards and clues they meet.
ClaimS2-E7 contains the Ember Key and the final security record for this level. Once the key is secured, the party chooses the direct stair route or the safer lift route.
Pacing and delay
Every prolonged delay gives the mansion time to prepare: a portrait shifts, a bell fractures, a door locks, ash gathers in a passage, or a later room gains a minor hazard. Escalation should add combat, traps, concealment, or pursuit pressure without removing the route, the Ember Key, or the party’s ability to retreat and try another approach.
Read the level as a heist: The party is not clearing a dungeon room by room. They are learning a security network, exploiting gaps in it, and deciding when to spend time for information or move quickly toward the objective.
After the Ember Key
The party may return to Auginford or camp before pursuing the route to Act 2. Both choices are valid and should feel like a decision, not a punishment.
Return to Auginford: Allow roughly 1–3 days of downtime for a full rest, Treat Wounds, resupply, research, and conversations with the townsfolk. The round trip to the mansion takes about 2 days of travel in addition to that downtime. While the party is away, the mansion has time to reset a hazard, reposition a patrol, or prepare one new response.
Camp near the mansion: A secured room, landing, or defensible service space allows one overnight rest and normal daily preparations. The party can recover, refocus, and make plans, but the site is not truly safe; advance the mansion’s pressure once and begin the next act with one visible sign that the estate has noticed their absence.
If the party camps for more than one night, or returns to town for an extended delay, make a meaningful change to the mansion’s defenses without removing the Ember Key, the route forward, or the party’s ability to retreat.