12. Combat Zone


 
 
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Lands of Deepearth
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DSG

Geography: This is one of the most wide-open areas of
Deepearth-over three miles wide and four miles long. Very little
of this area is filled with rock. The combat zone was originally a
large natural cavern, but centuries ago a cataclysmic earthquake
wreaked fearful changes here. Somehow, a few towering blocks
of stone remained in place, supporting a vast ceiling. Most of the
rock around the caverns fell away into the depths of the earth,
creating a landscape that is now treacherous and bizarre.
A dozen mighty blocks, each hundreds of feet in diameter, support
the sagging ceiling. The floor of the cavern is split with so
many gorges, chasms, and cliffs that it is impossible to walk more
than 100 feet at the same elevation. Some of these obstacles
drop or climb a mere 10 or 20 feet, while others present barriers
100 feet high (or deep).
Unlike the sunken swamp, material and creatures from the surface
did not fall into this region. A thriving jermalaine community
in the original cavern was decimated, however, and the survivors
have not tried to rebuild or re-excavate their homes. The combat
zone is connected to Areas 9 and 13 by narrow caverns. These
connecting passages were originally natural caves, but have
been widened by the jermalaine to allow parties of the diminutive
humanoids to pass. These connecting passages, at their smallest,
are about three feet high and five feet wide.

Denizens: The combat zone gets its name from the ongoing
conflict between its two major groups of denizens: the jermalaine
and the pech. The jermalaine are numerous, but unorganized.
They live in a collection of small caves among the bases of the
support pillars. While no less malicious or vandalistic than is
usual for their race, these jermalaine are less effective foes than
most of their kin. Perhaps the shock of the earthquake has left a
deep impression on them, or maybe constant setbacks in their
ongoing war with the pech have caused their defeatist attitude. In
any event, these jermalaine have a tendency to run from danger
long before the situation seems to warrant retreat.
The pech inhabiting the combat zbne, on the other hand, are a
disciplined and business-like group. Numbering less than 100,
the pech are outnumbered at least 10 to 1 by the jermalaine. The
latter regularly attack the pech work parties and are routinely
driven off. The pech roam freely throughout the vast chamber,
pulling heavy stone wagons from one location to another in their
search for mineral wealth. The pech use their innate wallofstone
ability to erect bridges and ramps that enable them to pull their
wagons with them wherever they go. When the jermalaine attack,
the pech instantly cease working and break into combat units.
Fighting with skill and dedication, they invariably drive off the foe
while sustaining minimal losses.
Other denizens of the combat zone include hordes of rats that
live among the jermalaine, and many bats, including mobats,
which enter and leave through unknown routes through the ceiling.
A chimera also roams among the pillars, and several nests of
basilisks are located among the lowest reaches of the chamber.

Resources: This huge chamber is well-supplied with air and
water. Hidden passages in the lofty ceiling allow air to circulate
throughout the area. As in the sunken swamp, water flowing on
the surface seeps through in several locations, providing a
steady supply of water below. Instead of falling from the ceiling as
a misty rain, however, the water tends to run down the sides of the
massive supporting stone columns. The sides of these columns
are cracked and rough, and the water spills down from cracks to
ledges, creating many small waterfalls. The sound of splashing
and flowing fills the chamber. Small pools of fresh water have
formed at the base of many of the pillars, but because the cavern
floor is cracked and porous, these pools quickly drain away to
areas still deeper. No streams flow along the bottom of the combat
zone.

The tumultuous forces of the earthquake brought slabs of rock
from widelyvarying levels of the earth into this chamber, and it is
this diversity that has drawn the pech. Veins of iron, lead, and
gold are all accessible here. In addition, the pech have excavated
small deposits of jade and onyx. Several other types of gemstones
lie near the surface, but have yet to be discovered.

Unique Features: The bridges and ramps erected by the pech
create a haphazard series of pathways throughout the roughly
floored cavern. Most of these are sturdy enough to serve any
creatures who use them, but about 20% have been sabotaged by
the pech and will collapse if anything heavier than 50 pounds
(500 gp) tries to cross them. The pech used their skill at stonework
to chip away the bulk of the stone bridges, leaving just a hollow
shell. Alert characters who tap the stone before venturing
onto it will notice a hollow sound.

In 16 different locations throughout the chamber, the pech
have excavated small holes in which to store their treasures.
These holes are sealed over with wall of stone spells. The magical
stone is cleverly camouflaged to resemble the stone natural to
the area, but nonetheless radiates magic if in the area of a detect
magic spell. Each of these treasure troves contains an assortment
of gems worth 2d6 x 1,000 gp, and a pile of gold coins worth
a similar amount. In addition, hundreds of lead and iron ingots fill
each trove. The wallof stonecovering each trove is 16 feet thick.