This majestic cave is the
largest in the complex,
and is impressive due to its size and
volume, for the ceiling is almost 60' above.
A corridor sloping
downward
into the cavern (noticeable even by nondwarves)
gives primary access to the room on its
south wall.
A secondary entrance/exit is via a
secret door to the west,
while steps to the SouthEast
lead up to room 52.
A SouthWestern arm of the
room leads to an alcove of rock
pillars of unusual and irregular shape,
and these run from
floor to ceiling to form a very meager
catacomb.
When it is daytime in the outer world, a
small opening in the
ceiling just off a
midway point of the North wall will show daylight.
(If the DM has not been meticulously charting
time as
night vs. day, there will be a 60% chance
of daylight being
visible at the time the adventurers enter
the room; if not, it will
be very difficult to notice the opening—only
a 10% chance
per adventurer observing the ceiling.)
The opening in the
ceiling (which will be totally inaccessible
to any and all attempts
by adventurers to reach it) is used by
the many thousands
of bats which live on the ceiling of the
cavern by day
and which venture out at sunset each day
for feeding.
(Again, if exact time is not being tracked,
a die roll may be
necessary to determine what time of day
the adventurers
reach the cavern and whether or not the
bats are present or
active.)
The bats are nocturnal animals, but the
species living in this
particular cavern is very easily agitated.
Any party of adventurers
entering the cavern with torches
or other bright sources
of light
(including unshielded lanterns) will have a base 5%
chance per light source per turn (10 minutes)
of disturbing
the bats and causing them to swarm. In
addition, any noises
above subdued conversation will add another
10% to the
chance of disturbing the bats, assuming
of course that they
are present in the cave when the party
enters. (For example,
a party with 4 torches would have a 20%
chance of disturbing
the bats and causing them to swarm, or
30% if they are
arguing in addition.)
If the bats
are disturbed, 1st a few begin squeaking and flying
around (this will of course occur if any
sleeping bats are
physically prodded or awakened), then more
and more until
the mass becomes a giant churning swarm
(this will take only
2 melee rounds, or 2 minutes). The swarming
bats will
squeak and squawk, flying madly about.
They will fill the
grand cavern and overflow into adjacent
areas and corridors,
but those flying out of the cavern will
soon return. While
swarming, the bats will buzz and harry
any persons in the
cavern or adjacent corridors, zooming past
them at high
SPEED while others hover about. Occasionally,
one of the
bats will try to land on a character (50%
chance each round)
to deliver a pinching bite which is unpleasant
but harmless.
If adventurers leave the grand cavern and
remove their light
sources with them, the swarm of bats will
slowly cease their
activity and return to their inverted perches
(this takes about
30 minutes). If the adventurers stay in
the room, extinguish
their lights, and lie silently on the floor
for the same period of
time, the bats will return to their dormant
state.
Characters fighting swarming bats will find
the task hopeless
due to their sheer number, but attempts
can be made using
any hand held weapon larger than a dagger,
with an 18, 19
or 20 needed to hit with a 20-sided die.
Bats landing to bite
can be hit on any roll of 7 or above. A
single hit will kill any
bat.
Characters fighting or otherwise enduring
swarming bats will
automatically be caught by surprise
if any wandering monster
comes upon them while they are doing so.
Fighting the
bats makes enough noise to necessitate
an additional special
roll for wandering
monsters.
A sort of fluffy and dusty guano covers
the floor of the grand
cavern, quite different from the droppings
of most other
species of bats.
The bats will return and leave at sunset
each day until returning
as a swarm at the following dawn.
Monster: --
Treasure: --
Trick: --
>>54>>