Deep Mint of Karak-Vazul
- Rooms
- 6
- Foes
- 12, CR 1/2 to 8
- Traps
- 2
- Treasure
- 9,450 gp
At a glance
The threat
The Sovereign Infestor, a massive fungal entity, has made the Mint its hive.
Wandering monsters (1d2)
- 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
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
6The Jammed Great Gate
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.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- 1They say the gold in Karak-Vazul has turned into living mold that eats the hands of thieves.
- 2A lone dwarf survivor claims the doors are stuck because the mountain itself is growing lungs.
- 3Bioluminescent light has been seen venting from the mountain peaks at night, pulsing like a heart.
- 4Old maps show a secondary entrance through the forge chimneys, but the air there is lethal.
Plot hooks
2Corridors
2Between 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.
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