The Cinder Fold
- Rooms
- 25
- Foes
- 47, CR 1/8 to 8
- Traps
- 5
- Treasure
- 1,784 gp
At a glance
The threat
Vicar Sarn Vur, a level-headed cult leader, is binding the fire spirit beneath the lair to power a rite that will let him command flame throughout the surrounding valley.
Wandering monsters (1d3)
- 1
1d2× Ash RunnersCR 2
When: They appear after an alarm is raised or when the party spends more than ten minutes in one wing.Two cult runners carry a message between the upper guard rooms and the lower sanctums, alert but unwilling to die for the cause. - 2
1d3× Lantern PatrolCR 3
When: They patrol the passages between rooms 5, 8, and 14 every hour.A small knot of senior devotees patrols with shuttered lanterns and ash-streaked shields. - 3
Lair HoundCR 1
When: It is drawn from a side passage by loud combat or the smell of fresh rations.A chained quarry dog, starved and frightened, follows the smell of food before attacking anyone who corners it.
Rooms
25Quarry Mouth
What they see
Read aloud
A quarry-cut vestibule opens beneath a lintel blackened by soot. The welcoming arch conceals narrow side passages, while faint chanting from beyond the inner doors marks the lair as occupied.
Features
- A cracked stone basin catches slow drips from the ceiling.
- Red oil lamps illuminate the routes toward rooms 1, 2, 3, and 4.
What the GM knows
Treasure
Workers' Offering18 gp
A hidden niche holds a few coins left by quarry workers.Notes
The secret door north leads to room 14. Cultists in room 2 respond to loud fighting here after two rounds.
4 doors: S (normal), W (normal), E (secret), N (normal)
The place
What it is
The Cinder Fold is a sprawling cult lair built around a buried furnace shrine, its upper chambers serving as barracks and recruiting rooms.
Atmosphere
The upper halls smell of lamp oil, wet wool, and old incense; deeper rooms grow colder, with a mineral tang beneath the smoke.
The threat
Vicar Sarn Vur, a level-headed cult leader, is binding the fire spirit beneath the lair to power a rite that will let him command flame throughout the surrounding valley.
History
The Cinder Fold began as a stone quarry's work camp, then passed into the hands of the Ashkar, a migrant sect who had built furnace shrines in their distant homeland.
Rumors
1d4- 1A quarry worker says he heard a choir singing beneath solid rock, though the quarry has been closed for years.
- 2Teamsters whisper that gray-robed folk buy charcoal in quantities too large for a handful of hermits.
- 3A local child claims the old quarry's red light goes out whenever someone says a prayer for the dead.
- 4One merchant swears that a missing shipment was delivered to an empty road and collected by people who left no tracks.
Plot hooks
3Corridors
3Passage between rooms 1 and 5
A line of shallow boot prints appears in the dust, then stops at a bare wall; careful inspection shows the prints were made by someone walking backward.
Passage between rooms 8, 9, and 10
A bronze speaking tube carries muffled words from the shrine network. A character listening for a minute can make out whether the chant is calm, urgent, or interrupted.
Passage approaching room 11
Iron rings bolted at ankle height bear fresh scrape marks. The cult uses them to drag captives toward room 19.
Media
0 imagesNo images yet.
Turn The Cinder Fold into a sheet
A high-res, share-ready sheet you can post or print.