Skip to content
CreatePricing
An abandoned dwarven vault now infested with myconids · Medium · Medium

Deep Mint of Karak-Vazul

Gold turns to rot where the violet light shines.
Rooms
6
Foes
12, CR 1/2 to 8
Traps
2
Treasure
9,450 gp
123456Entrance
Select a room on the plan to open it.

The party is in

1. The Jammed Great Gate


Seen


Something wanders by


At a glance

The threat

The Sovereign Infestor, a massive fungal entity, has made the Mint its hive.

Wandering monsters (1d2)

  1. 1

    1d4+2× Myconid PatrolCR 1

    When: A loud noise or an hour of exploration.A group of adults following the scent of non-spore-infected flesh.
  2. 2

    Fungal CrawlerCR 2

    When: Resting in a corridor with mycelium webbing.A giant spider completely overtaken by fungal growth, its legs clicking on the stone.

Rooms

6
1

The Jammed Great Gate

4 foessecret

What they see

Read aloud

Two massive iron-bound vault doors are frozen halfway open, their gears clogged by thick, petrified fungal stalks. A pale white mycelium carpet covers the floor, muffling all sound.

Features

  • Bioluminescent fungi
  • Cracked stone pillars
  • Jammed bronze gears

What the GM knows

Monsters

4× Myconid AdultCR 1/2

Stout, fungal humanoids with violet caps and glowing yellow eyes.Tactics. They hide against the pillars, using Rapport Spores to coordinate an ambush before releasing Pacifying Spores.
Room secrets · GM only

Notes

Entrance room. Connects to Room 2. The fungi here react to loud noises by pulsing brighter.

3 doors: N (normal), W (normal), W (normal)

The place

What it is

A subterranean dwarven mint where the smell of stale copper meets the choking sweetness of fungal decay.

Atmosphere

The Deep Mint of Karak-Vazul breathes like a buried wound beneath the mountain, a place where wealth was once hammered bright and now lies numbed under age and malice.

The threat

The Sovereign Infestor, a massive fungal entity, has made the Mint its hive.

History

The Deep Mint was once the pride of the Karak-Vazul dwarves, a high-security vault and treasury fueled by geothermal forges.

Rumors

1d4
Roll a rumor

  1. 1They say the gold in Karak-Vazul has turned into living mold that eats the hands of thieves.
  2. 2A lone dwarf survivor claims the doors are stuck because the mountain itself is growing lungs.
  3. 3Bioluminescent light has been seen venting from the mountain peaks at night, pulsing like a heart.
  4. 4Old maps show a secondary entrance through the forge chimneys, but the air there is lethal.

Plot hooks

2
InvestigationThe Golden SicknessA local merchant was found dead, his lungs filled with gold-flecked mold. The source was a coin he traded from a stranger who claimed it came from Karak-Vazul.From: Garnet SilverbeardReward: 1000 gp and a map to a hidden mine.
AcquisitionThe Herbalist's RequestAn alchemist needs the 'King's Spore' from the heart of the Deep Mint to brew a cure for a fungal plague sweeping the surface.From: Elara the GreenReward: A set of five Greater Healing Potions and 500 gp.

Corridors

2
  • Between Room 1 and Room 2

    A rusted mining cart filled with violet mushrooms that hiss when light touches them.

  • Leading into Room 5

    Dozens of dwarven skeletons fused to the wall by thick white fungal webbing, their mouths agape.

Media

0 images

No images yet.

Visual sheet

Turn Deep Mint of Karak-Vazul into a sheet

A high-res, share-ready sheet you can post or print.