SOUL INTAKE PIPE
Souls from the River Styx are drawn up into the flying
fortress through a grilled vent at the bottom end of the
fortress. This vent leads to a 5-foot-diameter, iron pipe
that ascends through the body of the flying fortress to a
10-foot-dfameter. spherical iron cistern directly below
the command deck. The pipe is 400 feet long from top
to bottom and has access hatches leading to each of the
lowe r decks, but not the command deck.
Necrotic energy floods the soul intake pipe and cistern
while the flying fortress is docked above the River Styx.
While the pipe is siphoning souls out of the Styx and
storing them in the cistern. any creature that enters the
pipe or cistern for the first time on its turn or starts its
turn in eithe r location takes 16 (3d10) necrotic damage.
MOVING THE FORTRESS
Characters who defeat the erinyes on the bridge might
try to commandeer the flying fortress. However, there
are no controls for moving or steering the fortress, as
its movements are controlled telepathically by Zariel,
and only while she's aboard. No one else can move the
flying fortress.
SABOTAGING THE FORTRESS
Characters can sabotage the fortress by disabling or
destroying a bell-like contraption on the bridge. This
contraption is identical to the one in area W6 on the
wrecked flying fortress (see page 122 ). except that
it's not making any strange noises beyond a low, barely
audible hum. This device keeps the flying fortress aloft
and level. Encasing the giant bell in an antimagic field or
destroying it causes the fortress to crash. The contrap-
tion is a Large object with AC 19, a damage threshold
of 10 , 45 hit points, and immunity to poison and psy-
chic damage.
Crashing the fortress destroys it. Any creature aboard
the flying fortress when it crashes takes (^70) (20d6) blud-
geoning damage plus 70 (20d6) fire damage, and falls
prone amid the twisted wreckage.
STOWING AWAY
Characters can stow away inside the flying fortress
while it's moored at the Stygian Dock, provided they
sneak aboard without being detected. When the flying
fortress is repaired and refueled, Zariel returns with the
rest of her crew and takes the flying fortress to the front
lines of the Blood War.
Whenever Zariel is aboard the flying fortress, its crew
complement consists of hundreds of devils-too many
for characters to defeat without an army behind them.
Deck patrols are bolstered by erinyes using truesight to
search for ethereal and invisible enemies, making it un-
likely that stowaways will stay hidden for long.
If the characters allow themselves to get caught, they