Description
Adventure Summary
Designed for a party of 4–6 characters of levels 3–6, this campaign spans 5 sessions of 4 hours each. The volcanic forge-city of Cinderhold trembles under a wave of supernatural fear after a prominent noble vanishes while investigating strange lights in the ancient ruins below. As the party is drawn into the search, they discover that a night hag has taken residence in the depths, feeding on the panic she sows through nightmares. Yet the hag is only a catalyst: the true danger is the paranoia-driven collapse of the city’s government, as rival factions turn on each other. The heroes must navigate political treachery, haunted ruins, and moral quandaries—with the ultimate fate of Cinderhold resting not just on slaying a monster, but on healing a fractured people.
Background
The city of Cinderhold was founded three centuries ago when dwarf and human smiths, drawn by the unending geothermal fires of the Caldera of Embers, built their forges into the crater walls. Over time, the city became a center of magical metallurgy, its Heartforge capable of producing artifacts of legend. Beneath the streets lie the Ember Ruins—the remnants of an older, unnamed civilization that first harnessed the volcano’s power with potent but unstable sorcery. For generations, the ruins were sealed by decree of the Forge Lords, the council of master smiths who rule Cinderhold, until a recent tremor opened new passages.
Three months ago, faint blue and green lights began flickering in the ruins, visible from the Caldera’s Edge Observatory. Those who ventured near the Embermouth reported overwhelming dread, and several explorers returned mute or violently insane. Then Lord Alistair Varnheim, a respected wizard and historian, entered the ruins to uncover the truth—and never emerged. The city now teeters on the brink: Councilor Mavros Flint blames the Varnheim family for unleashing a curse, the common folk cower in their homes, and the Heartforge’s flames have begun to gutter ominously. Unknown to all, a night hag named Dread Ingrid has claimed the ruins, using the ancient energies to amplify her nightmare haunting and push the city toward hysteria—for she feeds on the terror and plans to harvest enough souls to forge a permanent portal to the Lower Planes.









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