16. Mid-Level Caverns
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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.