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The Red-Medal Bat - AI-generated fantasy Magic Item

The Red-Medal Bat

An old, cracked wooden bat, its grain split in several places and its handle polished smooth by countless hands. Barbed metal wire coils around the barrel, yet its points never dull or bend. Brown-red stains blot the wood like medals. A dark, blood-like liquid slowly beads along the wire and drips from the bat's tip, evaporating before it can mark the ground. Despite its ruinous condition, it twitches toward the nearest promise of violence.

Artifact · Club (weapon) · Attunement

The Red-Medal Bat

An old, cracked wooden bat, its grain split in several places and its handle polished smooth by countless hands.

At a glance

Club (weapon), artifact (requires attunement Requires attunement by a creature willing to spill blood in battle)

Made by The Red Hand

Value Priceless

Weight 3 lbs

  • artifact
  • weapon
  • club
  • bloodthirsty
  • sentient
  • cursed
  • necrotic
  • healing

Charges

7of 7


Its will

Mind Intelligence 14, Wisdom 16, Charisma 18; chaotic neutral

Personality Blunt, boastful, and eerily affectionate toward its wielder. It treats every battle as a contest worth remembering and every stain as an honor. It respects courage and despises cruelty toward the defenseless, but its appetite for conflict can overwhelm its judgment.

Wants It seeks to be used in consequential battles and to ensure that those who wield it never mistake peace for an achievement. It especially urges its bearer to confront tyrants, warlords, and creatures that delight in harming the helpless, but it has little patience for restraint once a fight begins.

How it speaks It communicates telepathically with its wielder within 120 feet, using Common and images of past battles. It can also transmit emotions to creatures touching it.


At the table

A quirk

The card

5 properties

Club (weapon), artifact (requires attunement Requires attunement by a creature willing to spill blood in battle)

Charges7At dawn, the bat regains expended charges. If it has no charges remaining, roll a d20; on a 20, it regains 1 charge.
  1. Always on
    The battered club strikes with the certainty of a weapon forged for a champion, though its wood should have splintered ages ago.
  2. Always on
    Every solid blow draws a fresh ribbon of dark red seepage from the wire, which races along the length of the bat and vanishes into its cracks.
  3. Always on
    The bat urges its wielder to turn a decisive hit into a public warning, its wire humming like a crowd holding its breath.
  4. Always on
    When danger crowds close, the bat's wire lashes out in a blur, eager to answer every threat at once.
  5. Reaction
    The bat can drink in the violence surrounding its bearer, swelling with the heat and weight of a battle.

The curse

Cursed · GM only

Its story

An old, cracked wooden bat, its grain split in several places and its handle polished smooth by countless hands. Barbed metal wire coils around the barrel, yet its points never dull or bend. Brown-red stains blot the wood like medals. A dark, blood-like liquid slowly beads along the wire and drips from the bat's tip, evaporating before it can mark the ground. Despite its ruinous condition, it twitches toward the nearest promise of violence.

Lore

Soldiers say the bat does not remember its victims, only the sound of a fight beginning. Some cultures regard it as a curse that follows war; others leave offerings of wine and iron at battlefields, hoping it will choose a tyrant rather than a child. Its blood-like seepage is said to be the battlefield's memory, not the blood of any single creature.

History

The bat first appeared in the aftermath of the Ashen Field massacre, resting upright in the hand of a nameless survivor surrounded by a thousand fallen soldiers. It passed from champion to butcher to rebel, reappearing in wars whenever its previous wielder died. One bearer tried to bury it beneath a peace treaty; the bat was found the next morning leaning against the treaty's bloodied table.

Quirks

It drips slowly even when no one is near, but the droplets disappear before touching the ground.
When a fight is about to begin, the wire tightens with a soft metallic creak.
It taps against its wielder's leg when left unused for too long.
After a decisive hit, it gives a satisfied little shiver.

Details

Made byThe Red Hand, a forgotten war-god whose name survives only as a bloody palmprint on ancient battle standards.
PowerArtifact
SystemD&D 5E (2024)

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