The Mold Kiln
- Rooms
- 9
- Foes
- 20, CR 1/4 to 5
- Traps
- 8
- Treasure
- 783 gp
At a glance
The threat
A rogue fungal intelligence now dominates the vaults below the nursery floor, using spores and alchemical runoff to spread its body through the complex.
Wandering monsters (1d4)
- 1
2d4× Mold GnawerCR 1/2
When: When torches are lit in damp corridors or food is carried openly.Small blind tunnel scavengers drawn to spilled oil and movement. - 2
1d3× Spore-Touched LaborerCR 1
When: After loud combat or if fungus is burned in one of the nursery rooms.Spores drift into discarded bodies, making them wander the halls in search of warmth. - 3
1d2× Ceiling MiteCR 2
When: In narrow passages, especially near or the flooded tunnel.Thin fungal predators that stalk from cracks and overhead ledges. - 4
Mire SalvagerCR 3
When: When the party lingers near vaults, caches, or abandoned storage.A masked scavenger armed with a hooked cutter and a sack of questionable salvage.
Rooms
9Service Descent
What they see
Read aloud
A slanted service stair drops into a damp entry chamber where old lantern hooks hang from the ceiling like teeth. Faint bioluminescent moss marks the safe path, while a broken supply sled and fresh drag marks point toward the inner vaults.
Features
- Cracked lantern hooks
- Moss-lit floor arrows
- Broken supply sled
- Shallow puddles with oil sheen
What the GM knows
Monsters
2× Mold-Gnawer RatswarmCR 1/4
Scavengers with fungal scarves and sap-stained knives who search for usable scraps.Tactics. They dart underfoot, trying to trip intruders and retreat if badly wounded.Treasure
Lantern Cap8 gp
A waterproof lantern cap that can hold a steady flame in heavy damp.Maintenance Kit12 gp
A small pouch of salt and wick wax enough for a few repairs.Notes
This is the entrance and should feel like the party is already inside a failing worksite. Let the drag marks and fresh spores point deeper toward and the flooded side route.
4 doors: W (normal), E (archway), N (archway), S (normal)
The place
What it is
This forgotten refinery once prepared enchanted lamp oil and treated wicks for the town's night lanterns, but the workrooms have been overtaken by fungus and repurposed into a living nursery.
Atmosphere
Wet stone sweats under a blanket of spores.
The threat
A rogue fungal intelligence now dominates the vaults below the nursery floor, using spores and alchemical runoff to spread its body through the complex.
History
The Mold Kiln was built by civic alchemists and lanternwrights decades ago as a deep service complex beneath the city's lamp stores.
Rumors
1d5- 1The old lamp supplier was seen carrying a crate into the service stair, then vanished before dawn.
- 2Miners swear there is a room below the vaults where mushrooms glow like lanterns and whisper when cut.
- 3Some say the town's failing lantern oil was stolen by smugglers, not monsters.
- 4A watchman claims he heard a voice calling for help from inside a sealed wall near the flooded hall.
- 5Priests warn that anything preserved underground for too long becomes hungry for light.
Plot hooks
4Corridors
3Between the flooded hall tunnel and
Thin mats of glowing fungus line the walls and flare when disturbed, briefly revealing bootprints and drag marks.
The loop corridor near and
Rusted service pipes leak warm condensate that smells of lye and spoiled grain.
Shortcut passage between and
Collapsed storage shelves create crawlspaces packed with shattered lantern glass and black powder stains.
Media
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