Underground Levels

2. The Middle Depths

2. The Middle Depths
2.1 Level 4 - Deeper Dungeons
2.2 Level 5 - Subterranean Cities
2.3 Underground Underways and Tunnels
2.4 Subterranean Races

 

2.1 Level 4 -  Deeper Dungeons

Nearly 200 kilometres below the earth's surface are these dungeons which are much larger than those encountered on Level 3 and are closer in scale to a small city. All of these will definitely be inhabited even if not by the original owners.

 

 

2.2 Level 5 - Subterranean Cities

At 700 kilometres below the surface is the first level of true civilization, such as it is. These are the cities (or what remains of them) of the various subterranean races. The map shows a number of connecting tunnels between the major inhabited regions of the Middle Depths. All connecting passages are large enough to be passable to human-sized characters. Other factors, such as vertical obstacles or water currents are handled on an individual basis in the area description, or can be generated randomly by the GM. The black lines represent the tunnel underways (highways) running deep underground. The countries are shown only as reference for where the underground cities are with respect to the world above ground.

Because most of the Underground has been only cursorily surveyed, and given that the largest caves are only a few miles long, few geographical features would be considered noteworthy to a surface dweller. Lakes tend to be the largest features, although the nearby stone may dip below the surface of the water, breaking it into quasi-separate regions that can only be identified as the same body of water by the most meticulous cartographer. Tunnels in the Underground extend for miles, some ballooning into caverns thousands of feet across, only to shrink to narrow spaces too small for a Halfling to squeeze through. The largest cavern halls become representations of the surface in miniature, with hills, valleys, underground rivers, and lakes. In this three-dimensional environment, most races make use of the walls and ceilings of their caverns, accessing the higher levels with natural or magical flight or levitation or wall-crawling mounts such as giant spiders or certain breeds of lizards.

Underground Cities key
The races listed are the primary inhabitants of each city, it does not include any slaves which may also inhabit there.
No. City Races
1 Necropolis Various undead
2 Dyon G'ennivalz Formerly a cosmopolitan drow city suspended on more than one hundred layers of calcified webs, Dyon now lies in smoking ruins at the bottom of its great chasm after it was destroyed by a combined Dvergar and Illithid armies.
3 Star City 6 Human Russian research facility.
4 Mantol Derith Dvergar Dwarf city.
5 Avertine Gnome city.
6    
7 Sloopdilmonpolop Sahuagin city.
8 Star City 3 Or rather whats left of it. Former human research facility, destroyed by a Drow and Illithid assault.
9 Maerimydra Drow and Arachne city.
10 Thorbardin Thorbathane Dwarf city.
11 Neter-Khertet Human city.
12 Chak-ch'tka Thri-Kreen city.
13 Garel Enkal Orc and Orcling city.
14    
15 Doomspire Goblin and Hobgoblin city.
16 Ironforge Thorbathane Dwarf city.
17 Zlaxtlan Lizardman city.
18 Verminspike Vermin city.
19 Karak-Din Thorbathane Dwarf city.
20 Understone Gnome city.
21 Khazargur Orc, Orcling and Ogre city.
22    
23 Tellectus Illithid and Minotaur city.
24 Lith Murathar Drow and Arachne city.
2.3 Underground Underways and Tunnels
A tunnel is simply a passage that connects one place with another. Most are cut by creatures, though some are the results of natural movements of the earth and other forces. Underground races often cut very ambitious tunnels to link multiple cave systems. Though such dreary passageways may be dozens of miles in length, most are only 10 or 20 feet across. Other tunnels are the work of burrowing monsters such as delvers, purple worms, and umber hulks. These "natural" tunnels may be twisting, turning mazes of intersecting passages. Tunnels are some of the Underground's most useful roads, but they severely restrict a traveller's options. If you don't like where a tunnel leads, you really have no choice but to go back the way you came. Tunnels also offer few hiding places for those who cannot blend in with stone, so often the only way to get away from a predator is to run - and hope you're faster.

The tunnels connecting the larger realms of the fifth level are of sufficient diametre to allow a human to pass, and often are much wider than this. In most cases, these tunnels are natural caverns, but about 1 out of every 10 kilometres (10% chance) has been carved by intelligent creatures. In cases where excavation has occurred, the tunnel is a uniform 3 metre diameter and height, with no sudden obstacles such as cliffs or chasms. There is a base 33% chance per kilometre that an obstacle lies in the path of the PCs as they explore natural caverns. The obstacle might be a cliff of 3D10 metres height, or a chasm 6D10 metres deep and 2D10 metres wide. Other possible obstacles include the remnants of a cave-in, or a large pool of water, quicksand, oil, or tar. The obstacle never completely closes off the passage, however. The caverns range from 1-20 metres (D20) wide. Once a width has been established, it remains constant for D20 x 50 metres.

The name ‘Underground Highway’ doesn’t do justice to this vast network of subterranean passageways. Each stretch of the Underway is unique, with its own peculiar properties. If there is anything experienced explorers have learned, it is how much they have still to learn about the deep world. The public and secret passages of the Underway are well known and easy to travel. These are what appear on the map below. The Underway is a marvellous place and provides ways to travel long distances quickly or avoid certain hazards from the surface, but a wise traveller learns as much of the road ahead as he can.

Next, travellers quickly discover that navigating underground isn’t as easy as on the surface. Awareness of the surroundings can be a great help in underground navigation. Having some knowledge of geology is most valuable to
interpret changes in the rock walls in relation to where the various exits of a cavern lead. Smooth walls indicate the presence of water and mosaic multi-layered walls are evidence of the forces that were at work in the distant past. The same goes for animal and plant lore. The Underway plays tricks with the mind. Not only the darkness, but also being confined to narrow enclosed spaces, the many slopes and turns that make scouting ahead impossible, the need to be constantly aware of your footing and the stability of the roof have driven many explorers to, and sometimes over, the edge of madness. Even experienced travellers admit that this can be a tense experience occasionally, but they also
tell about the peaceful silence and reaching a meditative state walking through dim, quiet tunnels.

Letter Location Built by
A The King's Way Dwarves
B The Queen's Way Drow
C The Treacherous Pass Vermin
D The Broken Pass Vermin
E The Vermin's Way Vermin
F The Silverlode Pass Gnomes
G The Knaves' Folly Dwarves
H The Burning Pass Dwarves
I The Majestic Pass Dwarves
J The Princess Pass Gnomes
K The Strident Pass Gnomes
Underground Underways and Tunnels

The blue lines represent all the various main river tunnels flowing through the vast dark reaches of the fifth level of the Underground. These are on the same level as the cities. All sections of underground waterways are navigable by boat, assuming a skilled pilot and a little luck. There are also much smaller tributaries not displayed here.

To determine the width of a section of waterway, roll D6 and multiply the result by 5, for a possible spread of 5-30 metres. The width remains constant, with minor fluctuations, for one kilometre, after which you must roll another D6. On a 2-5, the river remains at approximately the same width. If the result is 1, the river decreases in width by 3 metres. If the result is a 6, the river expands its width by 3 metres, even if this makes it wider than 30 metres. The water in underground rivers is usually numbingly cold. To check the temperature of a given area, roll D6. On a 1-5, the river is very cold. On a 6, some heat is reaching the water. To determine how warm the water is, roll another D6. On a 1, the water is cool, but slightly warmer than normal. On a 6, it is boiling hot. A result ranging from 2-5 means a degree of warmth proportional to the roll. Only water that is boiling hot is unsafe for unprotected characters to swim or fall into.

Underground rivers tend to be swift, violent, and tortuous in their windings. It is a rare river indeed that flows level and smooth for more than a few miles at a time before disappearing into a deep gorge or sinkhole in a fuming waterfall. Rivers are the great builders of the Underground, the natural force that sculpts great caverns and brings life-giving energy and food to sustain the Underground ecology. Most rivers are surrounded by a halo of living caves, which can be valuable real estate indeed.

Letter Location Depth
a The Dense River Although the liquid in this river looks like clear water, when travelling through it, it is more like molasses. It has a depth of 1 metre, width of 3 metres, and no speed. Boats must be dragged, poled or paddled through.
b The Drowning River Nothing in this river will float but strangely sink to the bottom. A save vs. spell will allow a person to swim in it. Enchanted boats are also immune to this. It has a depth of 2 metres, width of 6 metres, with a speed of 20 metres per minute.
c The Invisible River This river looks completely empty of water and objects seem to be floating in mid air. It is actually full but due to an enchantment the water is invisible and everything in the bottom can be seen. It has a depth of 1 metre, width of 5 metres, with a speed of 15 metres per minute.
d The Shallow River The water in this river is extremely low, it has a depth of only half a metre, width of 3 metres, with a speed of 4 metres per minute.
e The Deep River The water in this river on the other hand is extremely deep, with a depth of 6 metres, width of 9 metres, and a speed of 10 metres per minute.
f The Wailing River The water in this river begins screaming as soon as someone or a boat enters it. It is extremely loud. While it does no damage it is nonetheless painful and any rolls (including combat) are at -3. It has a depth of 3 metres, width of 6 metres, and a speed of 10 metres per minute.
g The Steaming River The water in this river is boiling hot. Anyone swimming in it will suffer D6 damage from burns every minute. It has a depth of 2 metres, width of 5 metres, and a speed of 5 metres per minute.
h The Rolling River This river keeps moving, 360 degrees in a complete circle. It moves up the wall, along the ceiling, down the other wall, and back to the floor. It takes 5 minutes to complete a full circle. Anything in the river will follow it as it travels, even upside down. If in a boat though, only the boat will be held. The passengers will have to find something to hold onto or fall off. It has a depth of 3 metres, width of 7 metres, and a speed of 10 metres per minute.
i The Raging River This river has whitewater rapids. Anyone swimming in it needs a STR check at -2. It has a depth of 2 metres, width of 6 metres with a speed of 50 metres per minute.
j The Still River The water in this river is non flowing, completely still. It has a depth of 1 metre, width of 3 metres, and no speed.
k The Haunted River This river is very frightening and when seen inspires misery. It is filled with the spirits of all those who have died in the Underground. GM's choice whether they are simply ghosts or more sinister undead. It has a depth of 2 metres, width of 5 metres, and a speed of 10 metres per minute.
l The Freezing River While not completely frozen, there are small pieces of ice floating in this river. Anyone swimming in it will suffer hypothermia within 1 minute per 2 CON of the character. It has a depth of 2 metres, width of 6 metres, and a speed of 5 metres per minute.
Riverboats
The most common boats to travel along these rivers include canoes, kayaks, rafts, rowboats, and ferries. With barges being used to transport cargo and trade. The Drow control much of the underway shipping, but theirs isn't a monopoly. Underway politics are economic, occasionally violent. Mercenaries are often hired on to handle disputes among the trading and shipping clans. Surface kingdoms stay well away from underway politics, as no king wants to be cut off from the vital network of trade that makes the surface world's apparently disparate and separated points of light a cohesive society. Piss off the merchant princes of the Underways, and find yourself isolated, without trade, without news, without safety, and forced to trek overland across the monster-infested wilds, or risk the beasts of the rivers.

 

2.4 Subterranean Races encountered in the Middle Depths
This includes any subterranean species which may be encountered at this level.
01-02 Arachne
03-06 Beholder
07-09 Draconian
10-12 Dracotaur
13-22 Drow
23-30 Dwarf, Dvergar (Evil)
31-40 Dwarf, Thorbathane (Mountain)
41-42 Fomorian
43-51 Gnome
52-54 Goblin
55-57 Hobgoblin
58-59 Illithid
60-62 Kobold
63-65 Lizardman
66-68 Minotaur
69-70 Myconid
71-72 Ogre
73-76 Orc
77-80 Orcling
91-95 Thri-Kreen
96-00 Vermin

 

 

The Underground Sourcebook The Shallow Depths The Deepest Depths The Magma Core