16. Mid-Level Caverns


 
 
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Lands of Deepearth
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DSG

Geography: This area can be reached by the tunnel leading
from Area 14, which ends in a long spiral stairway. The stairway
descends a full 1,000 feet, and is carefully engineered. Each stair
is 10 feet wide, one-foot deep; and drops eight inches. A hollow,
10-foot-diameter shaft plummets straight down the middle of the
stairway. There is no guardrail.

The caverns themselves are typical examples of living caves.
Several streams flow through them, fed by water seeping from
narrow cracks in the walls and ceilings. Cave formations are common.
One large central cave dominates the area, although more
than a dozen smaller caves surround it. The central cave contains
some of the most spectacular drapery formations in all of
Deepearth.

To the west, a natural cavern descends steeply into the middle
reaches of Deepearth. This cavern is relatively open, averaging
about 20 feet in width and half that in height. A small stream
splashes through its length. Because of the steepness of its
descent, the cavern is broken at many places by cliffs of 1 d6 x 10
feet in height. The cliff faces are rough and cracked, with many
ledges, so climbing down is not difficult. In two places the cavern
narrows to about three feet in diameter.

These caves contain several clear, deep pools of water.
Although the largest of these is only 50 feet in diameter, they are
commonly 20 to 30 feet deep.

Denizens: Despite the carefully constructed stairway providing
access to this area, it should be classified as a wilderness. No
organized groups of intelligent creatures live here, although
pech, jermalaine, derro, and drow may all be encountered as
they pass through the caverns.

A number of monsters have taken up residence here, however,
and tend to regard these caverns as their own territory. The large,
central cave contains a greater basilisk and a number of mimics.
The smaller caves surrounding it contain bowlers, trappers, a
xorn, piercers, rock reptiles, scum creepers, and, in one location,
mud men.

Resources: The water here is fresh && clean, and the air gets
enough circulation to remain breathable, although it is rather
stuffy. Many varieties of fungi thrive here, especially near the
pools of water.

The same veins of copper and iron ore excavated by the pech
in Area 14 provide access to those mineral ores here. The veins
are visible in a number of places, manifesting themselves as
streaks of greenish rock (for copper) or reddish rock (for iron). <cf. D152, try to find the names of the ores, and link to wiki>
These veins have contributed their colors to the elaborate drapery
formations in the central chamber.

Unique Features: A small stream trickles from a crack in the
side of the cavern containing the mud men. The stream empties
into a wide pool of mud, completely filling the bottom of the cave.
Thus, the only access to the side stream is to wade through the
fringes of the mud pool. The stream contains water of mild
enchantment, and radiates magic if detect magic is used--as
does the mud pool.

The water acts as a potion of hearing if drunk from its niche in
the wall. It loses all magical properties if any container is used to
carry it, even from the streambed to a character’s mouth.