53. GRAND CAVERN OF THE BATS.
    CAVERNS OF QUASQUETON +

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:  --
 

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