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. |