9. Caverns of Doom
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Geography: This is
a key section of Deepearth because it connects
routes to and from so many
different places. To the west, a
long, gradually sloping
natural cavern leads to the vast dungeon <slope=x>
below the city on the surface
world. This cavern is blocked with
many natural obstacles such
as pits, chasms, and cliffs, which
make it very dangerous to
travel through. The route is generally
1d3x 10 feet wide, and equally
high. Like all the other areas adjacent
to Area 9, it is a dead
cave. The water that carved it has long
since ceased to flow, and
the cave formations have grown brittle
and lost their {shine}.
Five other caverns branch
off this huge complex and lead to
the other areas shown on
the map. These are all natural caverns,
and make for generally rough
travel. None of them are blocked
with the pitfalls that mar
the route to the city, however.
The Caverns of Doom contain
a vast network of natural caves
that are often linked by
dungeons && excavated tunnels.
Six
central caverns, each linked
to the other five, make up the bulk of
the area. These caverns
are truly immense, with ceilings towering
hundreds of feet over the
floor, and widths approaching 1,000
feet. They range in length
from 2d6 miles each.
The floors of these caverns
are rough, and split by many
chasms, cliffs, and huge
piles of rubble. Traveling through them
is difficult, but by carefully
picking a route around the obstacles,
even a mule can make the
passage. Even the connecting routes
between the caverns are
at least 20 feet wide and 10 feet high.
Denizens: The Caverns
of Doom are home to a whole host of
underground dwellers. The
name, incidentally, is derived from
the tales of adventurers
who penetrated this region and returned
to the surface to tell of
its terrors. These adventurers generally
assumed that they had descended
into the utmost depths of the
earth, and that little or
nothing of interest could be discovered
beyond this area.
The most proliferate denizens
of the region are the jermalaine.
Small bands roam throughout
the entire area, and a large community
of jermalaine occupies the
northernmost cavern in the
area.
Other caverns contain pockets
of drow, duergar, and pech. The
members of these three races,
as well as the jermalaine, are not
on friendly terms with each
other, and occasional violent flareups
occur. Although the duergar
have attempted to create some fortifications
for their lairs, the rest
of the creatures roam throughout
the caverns.
Small bands of hobgoblins,
goblins, and troglodytes live in the
dungeon beneath the city,
and in the cavern leading from the city
to Area 9. Occasionally
these creatures are encountered here as
well. Such monsters, when
encountered, are usually in a small
raiding party that attempts
to pillage the possessions of the permanent
denizens.
Many unintelligent denizens
dwell among the tunnels and
caves of the Caverns of
Doom. Giant toads, stirges, piercers,
large and huge spiders,
jellies, puddings, molds, rust monsters,
cockatrices, gargoyles,
wraiths, and wights all roam the area in
small numbers.
In addition, an assortment
of fungi have sprouted in most parts
of the caverns where water
exists. Although shriekers or violet
fungi are occasionally discovered,
most of the fungi are of normal,
and even edible, types.
Resources: The Caverns
of Doom are the only portions of this
entire section of Deepearth
that have a decent water supply. This
is due to a complicated
irrigation system developed centuries
earlier, presumably by the
duergar or svirfneblin. The system
relies on several tubes
cut through the rock to Area 4. These
pipelines are less than
two feet in diameter, indicating that the
deep gnomes were the most
probable builders. Water is drained
from several of the streams
running through Area 4, and diverted
through the pipelines to
three separate caverns in Area 9. The
communities of the duergar
and jermalaine monopolize two of
these water sources, but
the third is centrally located and shared
by all of the other denizens
of the area, as well as the myconids of
the fungus forest.
The duergar and drow each
maintain large herds of cave pigs.
In addition, the gray dwarves
grow a flourishing collection of edible
fungi, while the nomadic
drow harvest the fungi where they
find it.
The pech have located a
wide variety of precious metals and
stones in various places
throughout the Caverns of Doom. These
persistent miners generally
exhaust each claim before moving on
to the next, but the evidence
of their past mining activities is obvious
in many places.
Unique Features: In
one of the caverns, the pech are currently
engaged in one of their
most ambitious excavations: a rich
diamond mine. The other
denizens of the caverns have not been
able to figure out where
the mine is. The pech furtively decide
upon the exact area to be
worked, and then employ their wall of
stonecollective spell ability
to screen their work area from all outside
intrusion. The low oxygen
requirements of the pech allow
them to remain sealed in
a relatively small area for many weeks.
A fortified area constructed
by the duergar surrounds their
water supply, which is a
large pool fed through a spout in the ceiling.
The entire area is accessible
through three narrow caves.
Each of these is blocked
so thoroughly that creatures larger than
the gray dwarves have difficulty
squeezing through. In addition,
the duergar have carved
access tunnels over each of the three
caves, with small holes
leading into the caves below. Here the
duergar maintain a large
supply of acid that can be cast onto
intruders approaching through
the caves below.
The jermalaine live in a
honeycombed section of stone. Their
dwellings have been carved
from the area immediately surrounding
the water pipe. Many of
the high-ranking jermalaine have
small streams running through
their lairs. The passages between
the jermalaine lairs are
only about 18 to 24 inches in diameter, so
intrusion by larger creatures
is difficult. In addition, the outer exits
of the jermalaine lairs
have been dug into the wall of a large
cavern about 20 feet off
the floor. Rope ladders hang from each
entry tunnel, allowing the
jermalaine to quickly pull them up in
order to forestall attackers.