
Read Aloud / Intro
The smell hits first — scorched clay and sharp mineral smoke.
Outside the Kilnworks, Tibbin Smeltspark waves frantically, soot across his face.
“It weren’t meant to burn white! Faluk said the silica was clean — river-pure! Now the fire won’t die!”
Through cracks in the kiln wall, a white-hot glow pulses unnaturally. The clay hillside itself radiates heat.
Faluk Kuusirin stands nearby, jaw set.
“Something’s alive in there.”
The party is asked to:
- Prevent the kiln from being damaged by the heat.
- Save trapped apprentices.
- Stop whatever elemental force has manifested.
Description (Leading to the Encounter)

Interior layout:
Area 1 – Outer Workshop
- Batches of redware pottery and several cooling greenish glass blobs warped and cracked.
- Two apprentices hiding behind worktables and mention the other two apprentices pointing towards the kiln.
If questioned:
- The “green batch” was mixed with unusually clear river silica.
- The crucible cracked when Faluk added iron flux to make a colored glass.
Area 2 – Vent Corridor
- Narrow circular stone passage wrapping around the furnace.
- Two vents (used to add fuel and adjust airflow) release bursts of steam (DEX DC 11 or take 1 fire damage).
- Clay walls in front of the kiln doors are glowing faint orange.
Area 3 – The Main Kiln Chamber
Two apprentices lies unconscious from the heat blast. They are both at 2 hp and are safe from the heat (being close to the floor) but attacks or if the kiln begins to crumble will take half damage (and most likely die) if left where they are at.
A PC can drag an apprentice 10′ for their turn. Moving an apprentice 10′ should keep them out of immediate danger. More PCs do not increase the distance able to be moved.
A large 15-20′ round furnace with a wide chimney dominates the back chamber. The bricks are large blocks and thick, and still the room is thick with heat and the bricks are starting to glow. The floor immediately by the two doors is slick with glass runoff.
Approaching within 5′ of the kiln doors without protection:
- Each round: 1d4 fire damage from intense heat (no save).
Encounter / Occupants / Puzzle
A minor elemental has formed inside the kiln.
Base Encounter (Level 1–2)
1 Fire Mephit
If 5–6 PCs → add second Fire Mephit
The mephit bursts from the kiln vent when disturbed. It will not, unless lured, venture further than 5′ away from the furnace. It is territorial, not malicious — drawn to the unstable glass.
Stat Table
| Name | CR / XP | AC | HP | MV | Attacks & Damage |
|---|---|---|---|---|---|
| Fire Mephit | 1/2 (100) | 13 | 21 | 30 ft, fly 30 ft | Claws +3 (1d4+1 +1d4 fire), Death Burst (Dex 11); Hurl Molten Glass* |
* Molten Glass Hurl (Recharge 5–6)
The mephit scoops up and flings a glob of molten glass from a nearby pool.
Ranged Spell Attack: +3 to hit, range 20 ft. Hit: 1d6 fire damage.
Target must succeed on a DC 11 Dexterity save or be Restrained by hardening glass until the end of their next turn.
A restrained creature:
- Speed becomes 0
- Has disadvantage on Dexterity checks
- Can use action to break free (DC 11 Strength check)
After one round, the glass hardens and becomes brittle debris.
The Kiln
- The fire mephit, if not attacked, will ‘attack’ the kiln by overheating it, drawing in air and damaging the brickwork. Treat as 1d4 structural damage. The kiln has 20 structural hp.
- At 12 hp damage, the kiln will begin to crumble
- Fire damage will be doubled 2d4 fire damage to any within 5′ of the kiln (save for half damage) per round until the party is dead or the mephit has been slain.
Puzzle / Alternative Resolution
There are several options to help stop the flame mephit:
1. Quench the Flame
Cut the airflow to the kiln by closing both vents on either side
Requires:
- Strength DC 13 to move lever
- Requires save vs CON for heat exposure or take 1d4 damage
Elemental is at disadvantage until both vents are opened.
2. Containment or slay the fire
Faluk suggests sealing the fire mephit inside a crucible.
Arcana DC 13.
If successful:
The elemental becomes trapped inside fused glass.
3. Negotiation (Creative Players)
Mephits understand Ignan.
If spoken to:
It wants “more burn.”
Offering scrap wood or fuel may lure it outside toward river which will probably result in slaying the mephit. Award 25XP for creativity to the player or players as you see fit.
Treasure
After stabilization:
Inside kiln core:
- OPTION 2
- Containment: Creates a Driftglobe (DMG) from fused silica
- Slain Mephit renders an ichor usable by enchanters to create a single spell scroll of pyrotechnics or 1 charge of a wand of pyrotechnics (having 7 such ichors allows for the creation of a wand, in addition to the other material components) or it can be sold for 50gp to an alchemist or enchanter.
Reward
Tibbin Smeltspark offers:
- 25 gp per PC
OR - Custom ceramic charm (cosmetic)
OR - Lifetime 25% discount on pottery and kilnwork including a one-time free set of five empty potion glass vials (up to Uncommon Quality potions)
Faluk Kuusirin offers:
- Minor metal modification to a tool (non-magical cosmetic improvement)
- Future access to experimental glass components
Consequences
If kiln destroyed:
Redvale loses its only glassworks.
Morale drops.
If elemental escapes into hillside (by luring it with fuel), it may flee and cause a forest fire (future complication hook).
If contained cleanly or killed:
Faluk begins experimenting with “controlled glassfire” — and promises to exercise more caution.
Chain / Leads
- Unusual purity of silica may have something to do with either the ancient Flan burial mound or the barrow → possible tie back to WH1.1.
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