Bat Hole

The Bat Hole is a simple circle in the grown, with a cartoonish arrow sign next to it labeled "Bats." The hole is pitch black, and there is a foul smell emanating from inside. Descending into the Bat Hole without proper stench protection will make all players lightheaded, which gives them disadvantage on all mental rolls.

### Entryway

Upon entering the hole, it is pitch black, and seems to be a dead end. However, closer inspection of the area reveals that one of the three walls isn't actually stone, it's hardened guano. The sound of squeaking can be heard from the other side. Further inspection of the room reveals that the ground is deeply covered in guano as well. The players must find a way to knock down the first Guano wall to reveal the second chamber.

When the players open the second chamber, a flood of bats pours out past them like in a Scooby Doo episode. Players must make a dexterity saving throw of 7 or take 1 damage for each point below 7.

### Guano Junction

After the majority of the bats have flown out of the cave, a few larger and angrier bats remain. After dispatching the bats, the players will find a dead end room filled to the knee with guano. All three walls seem to be made of compacted guano, and the wall to the south seems to be extra dense. Inspecting this guano will reveal that they've been eating some form of cracker. A single intact cracker can be found - **Sonar-In-A-Biscuit:** *This is one of those flavored crackers, but it appears to be flavored with piercing waves of high-pitched sound. It's incredible, and inedible.*

### Ratbat and Batrat Burrow

Upon breaking the biscuit, cracks will form in the wall to the west, allowing it to be broken down. Breaking the western wall cause another flood of bats to fly out, this time with much larger and furrier bodies. Players must make a dexterity saving throw of 9 or take 1 damage for each point below 8. After the wave has subsided, a small room is revealed. In one corner of the Burrow, you discover a guano-encrusted skeleton leaning against a stalagmite. Most of its gear is rotted and worthless, but you do discover a nearly-empty box of stench-resistance pills -- that explains how he got through the Guano Junction - **Dogsgotnonoz pills.** By inspecting the various holes in the wall, players notice a strange mixture of guano and mammal poop. After not too long, squeeking can be heard from the hole before two Ratbats and one Batrat emerge and attack. Defeating them will have one of them drop another full Sonar-in-a-biscuit. This biscuit can then be used to weaken the eastern wall of the Guano Junction. The southern wall is unaffected. Upon breaking down the wall, another flood of bats comes out, this time much faster and denser. Players must make a dexterity saving throw of 9 or take 1 damage for each point below 9.

### The Beanbat Chamber

**A**fter the cloud of bats has disappeared, a small room is revealed which strangely has a floor covered in beans and a variety of fruit. These beans and fruits seem normal enough - hard, uncooked beans of all different varieties. Close inspection will reveal that one of the beans is slightly moving, or even jumping. However, if a player goes to pick it up, the beans and fruit around it will spring off the ground and sprout wings to defend it. Beanbats. After dispatching the beanbats, the players are able to pick up the jumping bean. It appears to be a normal bean, but it jumps around. When held, it makes your fingers tingle. It seems to be coursing with magic.

Further inspection of the room will reveal a lever covered in guano. Pulling the lever will cause the southern wall of the Guano Junction to open, revealing the lair of the bossbat.

## Lair of Boss Bat

Entering the southern chamber, the players find a rudimentary laboratory with a massive shadowed figure hunched over a piece of machinery. It notices the players and then promptly smashes a large piece of machinery, causing a magical portal at the back of the room close. Boss Bat. Once the Boss Bat has been defeated, his soul ascends from his body and whisks away into the sky.

In the room, there are a number of very primative scientific machines. They seem to have been used to very crudely merge objects and animals with bats. There are piles of dead rats, beans and fruits on the ground, and a pile of bat wings as well. The piece of machinery that the Boss Bat destroyed is of noticeably higher quality and material quality. A very high investigation roll will reveal that the label "Portalmatic 3000" and an even smaller "Courtesy of the Naughty Sorceress"

Also in the room is a large wooden machine with crudely written words on the side: "Sun Blocker." This machine has a big pipe coming out of the top which goes into the ceiling. Turning off the machine or breaking it in someway will cause the overcast skies outside to subside, revealing the massive castle in the sky.

Inspecting the corpse of the Bat Boss reveals a few items:

- Batskin Belt

- Boss Bat Britches

- Boss Bat Bling