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The Bat of Bat Batting
donated by Rian Nettlebranch

Description:
a round wooden club about 2' long, with engravings of two bats (one black and one white) on either side, near the hilt.

History: the bat was created by a magician who lived in an underground dungeon. The dungeon used a natural tunnel in the bedrock as a passageway to the ground level. As it turned out, many bats liked it there, too, though they cared much less for the human and other creatures passing through the tunnel, so the mage had to do something to make them get out of his way when he passed through the tunnel. When I got lost in there, I borrowed the mage's bat so I can get out of the tunnel where the bats lived - they really were a nuisance, you know, and really big, too. I got out of the tunnel, and there I was, faced with a problem - if I wanted to give the bat back to the mage, then I'd have to go back through the tunnel and then I'd have to go through the tunnel again to get outside, and I couldn't do that without the bat, which at that time would be back at the mage's laboratory... tough, isn't it? So I kept it until I find out how I can get it back into the underground dungeon. (I know what you're thinking: so how did she get there in the first place? Well, you have heard of spontaneous teleporting, haven't you? It's a bit like spontaneous combustion, but without the fire part, and you're ending up at a different place then you've been. When I teleported, I was just traveling with this red-robed mage. At the time it happened, he was very upset with something and was yelling, "in the name of all the true gods on Krynn, if that kender isn't out of my sight in three seconds...")

How it Works: the bat acts as a magical bat- repellent, causing all regular bats to stay at least 200' away from it at all time. Giant bats keep a distance of 100' from the bat. When encountering an undead vampire, the holder of the bat can use it to turn the vampire as if he/she were a cleric of the same level. When using the bat to fight a vampire (or any other kind of undead/magical bat-thing) it acts as a +4 magical weapon for hit and damage. Also, when a vampire successfully hits the holder of the bat, the bat's magic prevents the energy drain afflicted by the vampire (this applies only for the holder, not the other party-members). Against other creatures, the bat acts as a +1 magical weapon, and it can not turn other kinds of undead.

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