6. BLOODY MESS |
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|| Area 5 |
6. BLOODY MESS. The only entrance to this cave is the tunnel from Area 5 to the south, a narrow (single-file only), rubble-filled passage. Moving north through this passage, characters will note increasing humidity, a strong acrid smell, and reddish guano on the floor. The area is pitch black during the day.
The cave itself is oval, about 20 ft. east-west and 30 ft. north-south, with many stalactites, some dripping water. The floor is covered in bloody red guano-covered rubble, making it slippery and difficult to traverse (all attacks by characters are made at -4, with a modified 1 on the attack indicating the attacker has fallen prone).
Bats. A large colony of vampire bats has taken up residence here, exiting to the surface through the chimney in Area 5. Unless already awakened by noise to the south (see Area 5), during the day they will be asleep on the ceiling, hidden among the stalactites. Characters moving about this room have a 1 in 6 chance of waking them per person in the room, per round (i.e., 2 in 6 for two, 3 in 6 for three, etc), at which point they will begin flying about, hungry for blood. If awakened here, 1d8 of the bats will begin attacking each round.
Vampire Bats (21-40 (20 + 1d20)): DX 18, AC 3 (9 while attached), HD 1/8, hp 1 each, AT 1 bite for 1 point damage, attach on a successful hit and then automatically drain 1 hp per round for two rounds (i.e., three points total), SA surprise 1-5 in 6, attack from behind at +4
The full write-up of this new monster can be found here.
Vampire Bats by Lore Suto |
The only exit from this room is back to the south. Follow the link on the above map.
Chronologically on this blog, the previous installment was Area 5 and the next was Area 7.
Trivia: As I mentioned back in the One Hit Point Monster post, in the Combat section of the Basic rulebook, Holmes provides a vampire bat as an example of "a small fast creature" that would have a lower armor class (AC3) than one would expect based solely its natural armor.
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