Wild Caverns

## Discretion

These tunnels are based on the candle-stone caverns. The mentioned Kobolds can be re skinned as "Fallen Sprites"

Most of the passages in Candlestone Caverns are twisting
tunnels that range wildly in size from a claustrophobic 2 feet across to relatively roomy 15-foot-wide passages. A rare few passages can reach up to 30 feet in width—easier to traverse, these larger tunnels are also popular spots for ambushes and hidden traps. In addition to traps and dangers left by intelligent foes, the caves are subject to rockslides, flash floods, and periodic collapses as the region
continues to periodically suffer minor earthquakes or fill with water following torrential rains on the surface. With a few exceptions in the form of phosphorescent
minerals or fungi, the caverns are a place of eternal darkness. Adventurers without means of seeing in the dark
are advised to bring their own light sources. Bright lights often attract unwanted attention, so experienced delvers
utilize devices or spells that emit red- or blue-tinged light, or even such sources of illumination as faerie fire or the
glowing glands of fire beetles. While the caverns may never be fully explored or mapped, their best known regions are listed here.

## Room discriptions

Level 1. Entrances (CR 2): The entrances created in remain today, along a vast fault-block raised by the great earthquake.

Level 2. The Hall of Wonders (CR 3): Years ago a dwarven
artisan f led the falling empire of Tar Khadurrm to create a safe workshop and gallery where his finest work could
be displayed without fear of it being destroyed by rioters
or insurgents. This area is detailed in Pathfinder Society Scenario 37: The Beggar’s Pearl.

Level 3. Mushroom Caves (CR 3): Once a region where deep gnomes cultivated edible fungi, this region has since
grown into a wilderness choked with giant mushrooms, puff balls, and other strange growths, including a large
number of dangerous growths like violet fungi and
yellow mold.

Level 4. The Black Claws (CR 3): A dangerous tribe of fallen sprites known as the Black Eyes live in this welldefended series of caves.

Level 5. The Vault (CR 4): The Black Claws maintain these caves as a prison—captives are kept in deep sinkholes,
held for ransom or sale as slaves. See pages 9–13 for more details on this level.

Level 6. The Maze (CR 2): This labyrinth of narrow
tunnels, pits, crevices, dead ends, and chasms has drawn
many to their deaths over the years, for the tunnels are
variously rumored to hide a lost dwarven temple, a secret
passage to another plane, or a fortune in gemstones and
other riches.

Level 7. Troglodyte Burrows (CR 3): A clan of troglodytes
claim this area, a claim disputed by Fallen SPrites and duergar, who fight them at every opportunity. Adventurers can sometimes earn rewards by allying with these factions, but many simply end up as dinner. A few isolated tribes of
mongrelmen dwell here as well; they may aid adventurers if treated kindly.

Level 8. Ruins of Fort Durak (CR 6): After the fall of Tar
Khadurrm, this hidden dwarven fortress was taken over by
various unsavory inhabitants, including duergar, slimes
and oozes, and a tribe of insane mongrelmen who worship
a petrified drider as a deity.

Level 9. Black Siren Citadel (CR 7): The underground
fortress known as Black Siren is said to be haunted by the
ghosts of ancient duergar. These tales serve the citadel’s
new inhabitants well, for it has been taken over as an
outpost by the drow, who use it as a staging ground to
keep watch on surrounding tunnels and to launch raids to
capture slaves from the nearby caverns and lands above.

Level 10. Ghelib’s Fissure (CR 5): Named for an intrepid
dwarven explorer, these caves are filled with wondrous
formations and hidden dangers. They are also home to
numerous cave fishers and lurking rays as well as swarms
of unusually large, disease-ridden bats.
Level 11.

Tenebros River (CR 7): Dark, cold, and swift,
the mighty Tenebros River rushes through the region,
forming subterranean lakes and pools where Candlestone’s
various tribes hunt, fish, and invariably skirmish.

Level 12. The Thundering Gates (CR 8): The Tenebros
River f lows through a narrow passage here, vanishing on
a long route that eventually empties into Lake Nirthran
in Sekamina deep below. The rushing water resounds
deafeningly as it drains into the passage, giving the
chamber its name.

Level 13. Ether Outpost (CR 12): Scouts from the
mysterious fey city known as the Court of Ether maintain
a small outpost here. Evil pixies and a group of magically
controlled ogrekin guards keep watch on nearby caverns.
The sinister fey have rigged numerous magical traps to
injure unwary intruders. Beyond the outpost, a passage
leads into the Darklands and eventually to the Court of
Ether itself.

Level 14. Tar Vermilon (CR 10): These caves have been
expanded into a fortress by a large group of duergar, who
patrol the surrounding passages regularly. Captives who are brought to Tar Vermilon rarely survive to tell of the
endless toil that is required of captives by mad Duergar soldiers obsessed with perfecting the fortress in order to
properly honor Droskar

Level 15. The Cavern Dragon’s Tomb (CR 9): Dwarven
legend holds that a particularly sadistic crystal dragon
once dwelt in these caves, ruling over Candlestone Caverns
as its subterranean empire. It is said that the dwarven
hero Gurnus Strongarm slew the dragon but perished in
the attempt. Tales say that the dragon’s horde remains
undiscovered, but also that the ghost of the great dragon
still haunts these caves.

Level 16. Kaldrifjaur Lake (CR 11): Formed when the Tenebros River splits hundreds of feet above the lake, Kaldrifjaur (“Cold Heart” in the dwarven tongue) is vast enough to require travel by boat. Duergar and kobolds regularly ply its waters, seeking out the colorless fish and mollusks that dwell there, or traveling to other regions in Sekamina. Other things are said to live here, too—whiteskinned sea serpents, a mysterious clan of aquatic gargoyles, and predatory albino fish the size of mighty sharks.

Level 17. Nightclaw Caves (CR 13): A deadly barrier to
anyone seeking out the Midnight Mountains below, the
Nightclaw Caves are a dark labyrinth said to be the lair
of a powerful undead sorcerer who studied under the
Whispering Tyrant. This ghoul sorcerer’s name has long
been forgotten, but his epithet remains: the Skinless King.

Level 18. The Shining Grotto (CR 15): This entrance to
the deeper realms of the Darklands is filled with glittering speleothems, bubbling hot springs, gigantic crystals, raw gems, luminescent mineral deposits, and intricate formations. The grotto is also inhabited by creatures from the depths, including ropers, neothelids, and beings that
match the description of strangely pallid shoggoths.

Level 19. Route to the Midnight Mountains (CR 10+): A distant spur of the vast and mysterious underground realm known as the Midnight Mountains can be accessed through these caves, which wind down through innumerable dangers and the lairs of nameless beasts to finally reach that realm of madness.

## Tresures

* treasures in this area are finite, and depletable,When generating a room, tresures are also decided, as well as hidden