Quasqueton Room #53 - Grand Cavern of the Bats Building / Landmark in The Realm of Ard'Vanwa | World Anvil
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Quasqueton Room #53 - Grand Cavern of the Bats

Purpose / Function

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 - Raised Cavern

Design

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.

Entries

The main exit is to the south, where there is a secret door to the west.

Denizens

Hazards & Traps

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 benecessary to determine what time of day the adventurers reach the cavern and whether or not the bats are present or active.)


The bots 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 hove 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, first a few begin squeaking and flying around (this will of course occur if any sleeping bats are hysically prodded or awakened), then more and more until the mass becomes a giant churning swarm (this will take only two melee rounds, or twenty seconds). 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 not pleasant 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 sitentty 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.

Special Properties

The room is covered with a farmable amount of bat guano

Architecture

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.

RUINED STRUCTURE
968
Founding Date
958
Type
Room, Natural, Cavern
Parent Location
Ruling/Owning Rank
Owning Organization

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