Bluecut Mine
- Rooms
- 14
- Foes
- 22, CR 1/8 to 5
- Traps
- 7
- Treasure
- 903 gp
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
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
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
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
14The Cart Hall
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.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- 1Blue light has been seen pulsing on the moor at night, even when no lanterns burn.
- 2The drow pay kobolds in shiny stones, but several kobolds have vanished after carrying samples below.
- 3A miner's shrine in the old workings was built to warn people away from the deepest vein.
- 4The captives taken from the mist city are alive, though the drow keep their leader apart from the others.
Plot hooks
3Corridors
3Between 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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