21. Cave of the Bats (exit)
-
Here the corridor opens into a large
chamber, at least 60 feet x 60 feet, with a
ceiling 60 feet above the floor. There is
an exit on the far side of the chamber and
a slight breeze definately moves toward <Wind Speed = x>
it. The ceiling is swarming with bats, and
they can be seen leaving and entering the
tunnel on the far side of the chamber.
Unfortunately a large pit separates the
main floor of the chamber from the tunnel
into the labyrinth. The pit is 25 feet
across and appears bottomless, but the
sound of distant running water can be <Flowing Water, DSG>
heard rising from the depths.

The pit is 170 feet deep and ends, not in
running water, but on a rock ledge. A short
side passage leads to a place where an
underground stream touches air at the only
point along its entire length. There is no
escape here.

On hidden ledges, 40 feet above the pit,
3 cave fishers lie in WAIT. Each fisher’s filament
is already strung from its hiding place
to a point on the western edge of the pit,
hoping to catch a stray bat. (If a wizard
casts a jump spell to leap the pit, he or she
has a 50% chance of colliding with and
sticking to one of the trap lines.) If a party
finds a means to cross the pit, or somebody
starts climbing the walls to pass around it,
the cave fishers silently reel in their lines and
start shooting at whatever targets are
offered. Once one cave fisher snags a target,
the others ignore it, leaving that victim to
their fellow. The fishers cannot shoot at any
targets on the east side of the pit, but they
can shoot up to 10 feet west of the west edge
of the pit.

The tunnel on the west edae of the chamber
twists and turns for 520 feet to an exit in
the side of the cliff. Freedom!

Cave fishers (3): AC 4; MV 0 feet; HD 3; hp
15, 12, 12; #AT 2; D 2-8/2-8; SA adhesive
trap filament, shot as if by 6 HD monster
THACO 13 (filament)
THACO 16 (melee)
XP 85 3 130, 121



>>Suderham in Flames!