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Mine · Medium · Level 5 · Medium

Bluecut Mine

Blue light beats through the slate, and somewhere below a pick rings three times before going silent.
Rooms
14
Foes
22, CR 1/8 to 5
Traps
7
Treasure
903 gp
1234567891011121314Entrance
Select a room on the plan to open it.

The party is in

1. The Cart Hall


Seen


Something wanders by


At a glance

The threat

The mine is controlled by Vathra Silt-Eye, a drow vampire spawn who directs the crystal harvest from room 11.

Wandering monsters (1d3)

  1. 1

    2× Ore portersCR 1/2

    When: Check when the party makes loud noise or spends ten minutes in the upper mine corridors.A pair of kobold porters dragging a covered ore cart, quick to abandon it and scatter.
  2. 2

    Drow vampire spawn patrolCR 2

    When: Check after an alarm is raised in rooms 0, 1, or 12.A vampire spawn patrol moving silently through the mine, searching for escaped captives.
  3. 3

    Crystal-scarred demonCR 1

    When: Check when the crystal cache or shrine is disturbed.A lesser demon with crystal dust caked in its joints, drawn toward loud activity and fresh blood.

Rooms

14
1

The Cart Hall

2 foestreasuresecret

What they see

Read aloud

A broad, low-ceilinged entry hall opens onto five marked routes, its slate floor scored by ore carts. A blue seam above the central arch flickers whenever someone speaks loudly, and fresh bootprints lead toward the prison and guard passages.

Features

  • A battered ore cart can be tipped over for half cover.
  • The eastern doorway carries a drow warning in scratched Undercommon.

What the GM knows

Monsters

2× Kobold sentriesCR 1/4

Kobold mine hands with crossbows and mining caps, assigned to sound the alarm.Tactics. They fire from behind the cart, then flee toward room 12 to alert the guards.

Treasure

Sentry's pouch18 gp

A sentry's belt pouch contains mixed coin and a brass whistle that can be heard in nearby rooms.
Room secrets · GM only

Notes

The secret western door opens into the prison passage; a second secret panel in the south wall leads toward room 6. The normal south route goes to room 1.

1 door: N (normal)

The place

What it is

The mine was cut into a ridge of dark slate, then widened around veins of radiant crystal that stain every surface blue.

Atmosphere

Cold wet stone, iron dust, and the sharp ozone bite of the crystals fill the mine.

The threat

The mine is controlled by Vathra Silt-Eye, a drow vampire spawn who directs the crystal harvest from room 11.

History

The mine began as a small slate quarry worked by local hands, who discovered the blue crystal and abandoned its deepest cuts after sickness spread through the marsh.

Rumors

1d4
Roll a rumor

  1. 1Blue light has been seen pulsing on the moor at night, even when no lanterns burn.
  2. 2The drow pay kobolds in shiny stones, but several kobolds have vanished after carrying samples below.
  3. 3A miner's shrine in the old workings was built to warn people away from the deepest vein.
  4. 4The captives taken from the mist city are alive, though the drow keep their leader apart from the others.

Plot hooks

3
RescueThe Taken LeaderA rescued captive says the city's missing leader is being held below the mine. The party must reach room 11 before Vathra begins her crystal experiment.From: A rescued outlander from room 1Reward: The leader's gratitude, a safe route through the moors, and a crystal shard worth 150 gp
InvestigationThe Blue SicknessCrystal sickness is spreading among the marsh folk. A local healer needs the party to disable the mine's extraction and remove a sample from the deepest seam.From: A marsh healer waiting near the mine entranceReward: A pouch of healing herbs and a favor from the nearby marsh settlement
SabotageA Door Without a WorldThe drow's experiments threaten to expose the hidden city to forces beyond its shield. The party must sabotage the focusing rig before it is activated.From: A captured drow scribe in room 12Reward: A map of the lower workings and a crystal focus that can be sold or studied

Corridors

3
  • Between rooms 0, 1, and 2

    A narrow ore trolley track runs through the main passages. Several carts have been overturned to make cover, and their wheels shriek if moved.

  • Passages near rooms 5, 6, 11, and 13

    Crystal dust lies in pale drifts beneath glowing seams. A creature exposed to it coughs and develops a painful rash, but city outlanders suffer no harm.

  • In the wall between rooms 5 and 12

    A rusted speaking tube links the lower mine to the guard post. It carries whispers and tapping clearly, though speech becomes distorted.

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