5. Enclosed Caverns
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Geography: This area
of natural caverns is filled with air, but
the only entrance and exit
are completely water-choked. The subterranean
river flows into the enclosed
caverns from the cave on
the south shore of the great
lake on the surface. The water flows
through a tunnel with a
high ceiling for many miles, meandering
along at a flow rate of
3 to 4. At the point where the side tunnel
joins the river, just upstream
from Area 5, the river widens and
slows. A wide sandy beach
allows easy beaching of boats.
Ahead, the river continues
placidly along.
One mile before reaching
Area 5, the water picks up speed and
tumbles along as a rapids.
Abruptly the current advances to cascade
ievel and pours through
a hole just wide enough for the
water. Since there is no
airspace, boats capsize and fragile
appendages such as masts
and tillers are usually (80% chance)
swept away. After two rounds,
the river empties into a quiet pool
in a vast cavern.
This entry cavern connects
to eight other caves, each less than
a mile long. The connections
between caves pass through tunnels
less than two feet in diameter.
All of these caves are of natural
origin.
The river meanders through
the main cave, but at the far end
plunges through a water-filled
opening. The river continues this
way for 50 feet before the
tunnel opens slightly. It flows along less
than one foot from the ceiling
for about six miles before plunging
over a long waterfall (see
Area
14).
Denizens: Several
bands of intelligent creatures dwell among
these caverns. The most
pathetic is a band of humans--the pitiful
castaways of a dozen previous
expeditions. Their boats were
wrecked before entering
the cavern, and they elected to remain
rather than attempt to float
out the far end. Several individuals
have attempted to escape
that way, always with the promise to
return if safe passage was
found. Of course, none returned.
These humans, numbering
about 20, are mostly men. They
live off the few fungi plants
in the adjacent caverns, and an occasional
fish. (Some of these fungi
glow with a greenish phosphorescence
and serve as feeble light
sources.) They have a ragged
collection of weapons among
them. Most of them are quite mad
and, although relatively
harmless unless threatened, the very
appearance of the gibbering,
drooling pack of castaways is
cause for concern. The humans
represent all varieties of character
classes. Their experience
levels should be tailored to balance
your PCs.
The dreaded nemesis of the
humans is the other intelligent
race represented in the
caverns: a small outpost of kuo-toa.
These fish-men are not trapped
in the area since they can freely
travel underwater. The band
in the cave contains 6d6 kua-toa.
Their purpose is to guard
the chute where the river leaves the
cavern, prevent unwelcome
visitors from journeying downstream,
and carry warning if a force
is too large to stop.
About once a month, the kuo-toa
sweep through the caverns in
search of food or slaves.
Any humans captured are bound and
sent downstream with a heavy
escort. Many do not survive the
trip. Often one of the kuo-toa
assigned to the lonely outpost goes
insane and wanders off into
the caves alone.
Unintelligent denizens include
a variety of fish and an assortment
of hapless mammals. Rats
are common, and beavers, weasels,
and rabbits are all in evidence.
Occasionally a freshwater
scrag follows the stream
into the cavern. A deep pool is located at
a riverside spring about
halfway through the cavern. This is the
lair of a nereid.
Resources: The foaming
water that passes through the
caverns assures a steady
supply of fresh air. Plant food is limited
to a few varieties of fungi,
but fish are plentiful for those with nets,
and occasionally animals
are swept down the river as well.
Many valuables line the
river bottom here, spilled from boats
that capsized before entering
the cavern. These include a large
number of coins and all
sorts of mundane armor and weaponry. A
character searching the
river bottom has a 1% chance per hour
of discovering one of the
following items: plate mail +2, shield
+2, shield +3, longsword
+ 1, or spear +3.
Unique Features: The
kuo-toa
have attempted to block off the
downstream end of the tunnel
with a large net. The net stretches
across the surface of the
river, but stops several feet short of the
bottom. The men-fish have
excavated a rather involved series of
rooms for their outpost,
including three vertical levels, secret
doors, and an elaborate
food-storage chamber.