From: [d 2 dcblu] at [fre.fsu.umd.edu] (L.L. Cool Ranch Dressing)
Newsgroups: rec.games.frp.archives
Subject: SUPPLEMENT: BAG O BEANS (1)
Date: 29 Mar 1996 14:31:13 -0500

                       THE ULTIMATE BAG O' BEANS

     This bag, constructed of heavy cloth, is about two feet wide and
four feet long (the size of any large bag or sack). A character who
opens it will find several large, pebble-like objects inside. If dumped
out of the bag, these objects explode for 5d4 points of damage each.
All creatures within a 10 foot radius must successfully save vs. spell
or suffer full damage. To be removed safely, the beans in the bag must
be taken out by hand - telekinesis won't prevent them from exploding,
nor will working them out with tools. If placed in dirt and watered,
each pebble-like bean will "sprout". Only a few beans are beneficial
most are dangerous or useless.
     Just roll 1d100 to get a bean. If the bean rolled has already been
picked then use the one after it or the one before it.
     Unless noted otherwise, all items and beings created by a bean are
permanent and can be destroyed or slain normally. Also, the beans will
always be destroyed unless noted otherwise.
     A wild magic mage has a 50% chance to control the bag. Thus,
he/she can pick the bean he/she wants. Page 5 of the TOME OF MAGIC
discusses wild mages and has the rule of the random objects used by
wild mages.
     Some DMs may want the bag contain less than 100 beans since a bag
probably had previous owners who no doubt used some of the beans.
Therefore, the number of beans in the bag should be 75-100 (5d6 + 70).
The DM will have to decide which beans should be removed from the bag.
     In every case, the DM may make any adjustments to these results he
feels is appropriate.

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1.  A tree grows from the ground. Roll on A for size. Roll on B for
type. There is a 25% chance that the tree begins to spew seeds within a
50 foot radius. These seeds grow into trees within 1 round. These trees
spew seeds as their parent and more trees grow. This process continues
for 59 rounds. If this process isn't stopped, a forest of tress could
span approximately 2950 foot radius from the original tree.


TABLE A: Size (1d6)

 1   Tiny      1/4 normal size
 2   Small     1/2 normal size
3-4  Normal    normal size
 5   Large     double normal size
 6   Gigantic  quadruple normal size*

* DM's Option - The tree grows to such a height that it will no longer
be able to support itself and it collapses in a random direction.


TABLE B: Type of Tree (1d8)

1  Broad-Leaf Tree       roll on Table C
2  Needle-Leaf Tree      roll on Table D
3  Fruit Tree            roll on Table E
4  Edible-Nut Tree       roll on Table F
5  Resource Tree         roll on Table G
6  Ornamental Tree       roll on Table H
7  Tropical Tree         roll on Table I
8  REROLL


TABLE C: Broad-Leaf Trees (1d20)

1  Alder                  8  Ash                       15  Aspen
2  Birch                  9  Butternut                 16  Box Elder
3  Chestnut              10  Cottonwood                17  Elm
4  Eucalyptus            11  Gum Tree                  18  Hackberry
5  Ironwood              12  Locust                    19  Maple
6  Mulberry              13  Oak                       20  Sweet Gum
7  Sycamore              14  Willow


TABLE D: Needle-Leaf Trees (1d20)

1  Balsam Fir             8  Beefwood                  15  Box
2  Cedar                  9  Cycad                     16  Cypress
3  Douglas Fir           10  Evergreen                 17  Fir
4  Gymnosperm            11  Hemlock                   18  Juniper
5  Larch                 12  Laurel                    19  Myrtle
6  Pine                  13  Redwood                   20  Sequoia
7  Spruce                14  Yew


TABLE E: Fruit Trees (1d20)

1  Apple                  8  Apricot                   15  Avocado
2  Banana                 9  Cherry                    16  Crab Apple
3  Date                  10  Fig                       17  Grapefruit
4  Guava                 11  Lemon                     18  Lime
5  Mango                 12  Mulberry                  19  Nectarine
6  Olive                 13  Orange                    20  Papaya
7  Peach                 14  Pear Plum


TABLE F: Edible-Nut Trees (1d10)

1  Almond                 5  Brazil                     8  Butternut
2  Cashew                 6  Coconut Palm               9  Hazel
3  Hickory                7  Pecan                     10  Pistachio
4  Walnut


TABLE G: Resource Trees (1d10)

1  Balsa                  5  Calabash                   9  Carob
2  Cinnamon               6  Clove                     10  Coffee
3  Cork                   7  Kola Nut                  11  Nutmeg
4  Palm                   8  Rubber                    12  Sassafras


TABLE H: Ornamental Trees (1d8)

1  Dogwood                4  Hawthorn                   7  Holly
2  Magnolia               5  Mimosa                     8  Pepper Tree
3  Redbud                 6  Rhododendron


TABLE I: Tropical Trees (1d4)

1  Baobab                 3  Mahogany
2  Mangrove               4  Teak

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2.  Liquid spews out of the ground where the bean was planted. Roll on
Table A to find out how much will come out of the ground. Roll on Table
B to get the duration that the liquid will spew. Roll on Table C to get
the type of liquid.


TABLE A: Rate of Liquid (1d4)

1  Stream    pours out 1 gallon per round
2  Fountain  5' long stream at 5 gallons per round
3  Geyser    20' long stream at 30 gallons per round


TABLE B: Duration (1d8)

1  1d20 round
2  1d12 turn
3  1d10 hour
4  1d8 day
5  1d6 week
6  1d4 year


TABLE C: Type of Liquid (1d12)

01  Fresh Water     see note below
02  Salt Water      see note below
03  Mineral Water   see note below
04  Holy Water
05  Unholy Water
06  Sweet Water     Dungeon Master's Guide
07  Vinegar
08  Ammonia
09  Poison          Dungeon Master's Guide
10  Alcohol         The Complete Guide To AD&D Alcohol, Getting...Booze
11  Oil             Roll on Table D and Table F
12  Magical Liquid  Roll on Table E and Table F


TABLE D: Type of Oil (1d6)

1    Normal
2    Oil of Fiery Burning          Dungeon Master's Guide
3    Oil of Fumbling               Dungeon Master's Guide
4    Oil of Impact                 Dungeon Master's Guide
5    Oil of Slipperiness           Dungeon Master's Guide
6    Oil of Timelessness           Dungeon Master's Guide


TABLE E: Type of Magical Liquid (1d30)

 1  Potion of Clairaudience        Dungeon Master's Guide
 2  Potion of Clairvoyance         Dungeon Master's Guide
 3  Potion of Delusion             Dungeon Master's Guide
 4  Elixir of Health               Dungeon Master's Guide
 5  Elixir of Madness              Dungeon Master's Guide
 6  Elixir of Youth                Dungeon Master's Guide
 7  Potion of ESP                  Dungeon Master's Guide
 8  Potion of Extra-Healing        Dungeon Master's Guide
 9  Potion of Fire Resistance      Dungeon Master's Guide
10  Potion of Flying               Dungeon Master's Guide
11  Potion of Gaseous Form         Dungeon Master's Guide
12  Potion of Giant Strength       Dungeon Master's Guide
13  Potion of Growth               Dungeon Master's Guide
14  Potion of Healing              Dungeon Master's Guide
15  Potion of Heroism              Dungeon Master's Guide
16  Potion of Invisibility         Dungeon Master's Guide
17  Potion of Invulnerability      Dungeon Master's Guide
18  Potion of Levitation           Dungeon Master's Guide
19  Potion of Longevity            Dungeon Master's Guide
20  Philter of Glibness            Dungeon Master's Guide
21  Philter of Love                Dungeon Master's Guide
22  Philter of Persuasiveness      Dungeon Master's Guide
23  Philter of Stammering...       Dungeon Master's Guide
24  Potion of Polymorph Self       Dungeon Master's Guide
25  Potion of Rainbow Hues         Dungeon Master's Guide
26  Potion of Speed                Dungeon Master's Guide
27  Potion of Super-Heroism        Dungeon Master's Guide
28  Potion of Ventriloquism        Dungeon Master's Guide
29  Potion of Vitality             Dungeon Master's Guide
30  Potion of Water Breathing      Dungeon Master's Guide


TABLE F: Potency of Magic (1d20)

01-04 Loses magical ability in 1d20 round
05-07 Loses magical ability in 1d12 turn
08-10 Loses magical ability in 1d10 hour
11-13 Loses magical ability in 1d8 day
14-16 Loses magical ability in 1d6 week
17-19 Loses magical ability in 1d4 year
 20   Maintains magical ability permanently


NOTE: There is a 25% chance that a Water Weird (AC 4; MV 12; HD 3+3; hp
27; #AT 0; Dmg nil; THAC0 15; MC2) is presence in the water and will
attack.

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3.  The bean turns into a gem in 1d4 rounds. Roll on Table A to get the
class and value of the gem.
     There is a 30% chance that a bird flies down out of the sky,
snatches the gem, and flies off. Unless the DM has a specific bird in
mind with its own stats, then the bird is a normal bird (AC 8; MV 4 FL
18(B); HD 1/2; hp 4; #AT 1; Dmg 1; THAC0 20).


TABLE A: Class and Value of Gem (1d100)

01-25   Ornamental       10 gp
26-50   Semi-precious    50 gp
51-70   Fancy           100 gp
71-90   Precious        500 gp
91-99   Gems           1000 gp
 00     Jewels         5000 gp

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4.  Gas pours out of the ground where the bean was planted at a rate of
1 cubic foot per round. (There is a 25% that bubbles containing gas
pour out of the ground instead of just gas.) Roll on Table A for
duration. It is harmless. The only effect is that it has a very strong
odor (roll on Table B).


TABLE A: Duration (1d4)

1  1d12 turns
2  1d8 hours
3  1d6 days
4  1d4 weeks


TABLE B: Odors (1d20)

01  acrid smell                    11  bubble-gum smell
02  chlorine smell                 12  cooked turkey smell
03  dank, moldy smell              13  earthy smell
04  grape smell                    14  lemon fresh smell
05  manure smell                   15  metallic smell
06  ozone smell                    16  gasoline smell
07  pine smell                     17  putrid smell
08  rotting smell                  18  salty, wet smell
09  smokey smell                   19  stale, fetid smell
10  sulphurous smell               20  urine smell

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5.  This bean will sprout into a tree in 1d10 turns and bloom in
another 1d6 turns. The blooms of this tree when plucked will be some
sort of clothing, Table A, made of a material from Table B.


TABLE A: Clothing (1d100/2)

01  apron                18  belt            35  blouse
02  boot                 19  bra             36  cap
03  cape                 20  cloak           37  coat
04  coif                 21  dress           38  frock/pinafore
05  gauntlets            22  girdle          39  glove
06  gown                 23  hat             40  habit
07  hood                 24  hose            41  jerkin
08  jupon                25  kerchief        42  kirtle
09  leggings             26  mantle          43  pantaloons
10  doublet              27  drawers         44  undershirt
11  underwear            28  petticoat       45  pouch/purse
12  robe                 29  sandals         46  scarf
13  shawl                30  shorts          47  slipper
14  smock                31  sock            48  stockings
15  surcoat              32  toga            49  trousers
16  tunic                33  veil            50  vest
17  wallet               34  wrapper


TABLE B: Material (1d6)

1  silk
3  cotton
4  wool
5  polyester
6  leather

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6.  A small hole appears (6 inch diameter) and a strange noise comes
from the bottom (10 feet deep). The noise has no physical source and
merely is a permanent, magical, constant sound. Roll on Table A for
sound.


TABLE A: Noises (1d100)

01  animal growling/roaring        37  banging
02  bellowing                      38  birds chirping
03  bones snapping                 39  bong
04  buzzing                        40  chains rattling
05  chanting                       41  chiming
06  chirping                       42  clanking
07  clashing                       43  clicking
08  coughing                       44  creaking
09  crying                         45  drumming
10  fighting                       46  flushing (like toilet)
11  footsteps                      47  gibbering
12  giggling                       48  gong
13  grating                        49  Gregorian chanting
14  grinding                       50  groaning
15  grunting                       51  hissing
16  hooting                        52  howling
17  humming                        53  jingling
18  knocking                       54  laughter
19  moaning                        55  murmuring
20  music                          56  rattling
21  murmuring                      57  music
22  ocean waves breaking           58  perverse sex acts
23  steady rain                    59  rattling
24  ringing                        60  roaring
25  rustling                       61  scratching/scrabbling
26  screaming                      62  scuttling
27  slithering                     63  snapping
28  sneezing                       64  sobbing
29  splashing                      65  splintering
30  squawking                      66  squealing
31  talking                        67  tapping
32  thumping                       68  thunder
33  ticking                        69  tinkling
34  twanging                       70  whining
35  whispering                     71  whistling
36  wind blowing                 72-00 REROLL or CHOOSE


     If the sound is from a person(s), the race of the person(s) making
the sound can be determined using the random languages table in the
DMG, p. 102. The language is generally difficult to understand, but the
content may be determined by the DM as desired.

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7.  After the bean is planted, it will wiggle back up out of the
ground. It radiates powerful magic, and could easily be confused when
under detection spells to have amazingly beneficial powers (DM's
choice, of course) if planted and allowed to sprout. The trouble is
that beans won't grow unless planted, and this little sucker just won't
stay put!  The bean will never grow into anything. The only magical
power is its ability to boar to the surface. The fun is watching
characters (and players) tearing their hair out trying to figure out
how to make the #!$* bean sprout.

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8.  A 5' X 5' horizontal portal of shimmering, glittering, rainbow
light appears on the ground above the location of the bean. The portal
is a gateway to another place/plane (75% chance of it being one-way).
Roll on Table A to decide where it leads to. The duration of the portal
is the DM's decision.


TABLE A: Where?

1  Another location on Prime Material Plane*
2  Ravenloft
3  Ethereal Plane
4  Astral Plane
5  Outer Plane, roll on Table B
6  Elemental Plane, roll on Table C

*  different continent, different world, different crystal sphere,
different time (past or future), etc.


TABLE B: Outer Planes (1d20)

01  Seven Heavens                  10  Twin Paradise
02  Elysium                        11  Happy Hunting Grounds
03  Olympus                        12  Gladsheim
04  Limbo                          13  Pandemonium
05  Abyss                          14  Tarterus
06  Hades                          15  Gehenna
07  Nine Hells                     16  Acheron
08  Nirvana                        17  Arcadia
09  Concordant Opposition        18-20 REROLL or CHOOSE


TABLE C: Elemental Planes (1d12)

01-02 Air                          09 Dust
03-04 Fire                         10 Heat
05-06 Earth                        11 Vapor
07-08 Water                        12 Ice

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9.  A 3' X 3' wooden door appears on the ground. The door is locked and
a thief has -20% of picking it. If open, the characters will see stairs
leading downward. The stairs lead down to a dungeon. The information on
the dungeon is left up to the DM. Since most DMs have a surplus of
useless dungeons that have no purpose and are completely random, this
bean is away to get rid of the DM's library of these dungeons. This
also allow a DM to do anything he wants in a dungeon without worrying
about background, plot, story-line, or anything else that is time-
consuming. Also note that Appendix A on page 169-173 of the 1st edition
DMG is a random dungeon generation.

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10.  The bean changes the fertility of the soil in a 1d4 mile radius
for 1d2 years. Roll 1d100. A roll of 1-50 indicates that the area
around the bean becomes completely infertile. All vegetation will die
within a few weeks and turn the land into a virtual wasteland. A roll
of 51-100 indicates that the area around the bean becomes extremely
fertile. Vegetation will grow in abundance within a few weeks and turn
the land into a virtual rain forest. To help speed up the growth
process, the DM may allow a plant growth (as in spell) effect to
stimulate the area of effect.

-----------------------------------------------------------------------

11.  The bean transmutes the natural rock around the bean into another
substance. Roll on Table A.


TABLE A: What Happens? (1d4)

     1: Natural rock of any sort within a 100 cubic foot area of the
bean turns into an equal volume of mud. Creatures unable to levitate,
fly, or otherwise free themselves from the mud sink at the rate of ten
feet per round and suffocate, except for light-weight creatures that
could normally pass across such ground.
     2: Natural rock of any sort within a 100 cubic foot area of the
bean turns into an equal volume of fresh water thus creating a lake 100
feet deep.
     3: Natural rock of any sort within a 100 cubic foot area of the
bean turns into an equal volume of air thus creating a canyon 100 feet
deep.
    4: Natural rock of any sort within a 100 cubic foot area of the
bean turns into an equal volume of manure.

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12.  EARTHQUAKE !!! A local tremor of fairly high strength rips the
ground. The shock is over in 1d4+1 round. The earthquake affects all
terrain, vegetation, structures, and creatures in its area of effect.
The area of effect of the earthquake is circular with a diameter of
roughly 1 mile.
     Solidly built structures with foundations reaching down to bedrock
sustains one-half damage; one-quarter damage if they score above 50% on
a saving throw. An Earth Elemental in the area of effect can negate 10%
to 100% (roll 1d10 * 10) of the effect. Other magical protections and
wards allowed by the DM may also reduce or negate this effect.
     After the quake, there is a 50% chance that an Earth Elemental
(AC 2; MV 6; HD 12; hp 96; #AT 1; Dmg 4-32; THAC0 9; MC1) comes up
through a nearby crack to seek revenge on those that irritate the
earth. The elemental will be relentless in its task to destroy the
planter of the bean and anybody who engages in combat with it.

-----------------------------------------------------------------------

13. TWISTER !!! A tornado rises from the ground. Winds are in excessive
of 300 MPH. It has a duration of 5-50 hours. The DM must make the
decision if the tornado will dissipate or continue based on the
environment its in. One inch of precipitation will fall per hour. Only
strong stone buildings will be undamaged. Travel is impossible. The
range of normal and infravision vision is cut by 3/4. No tracking is
possible. There is a +40% chance of getting lost if in unfamiliar
territory. No missile fire is permitted. All non-magical weapon attacks
are at -3 to hit: 20% per attack that any weapon will be torn from the
wielder's grip by the wind. Dexterity bonuses to AC are cancelled. No
creatures can fly, except those from the Elemental Plane of Air.
     There is a 50% chance that an Air Elemental (AC 2; MV FL 36 (A);
HD 12; hp 96; #AT 1; Dmg 2-20; THAC0 9; MC1) follows the tornado out of
the ground to seek revenge on those that summoned it. The elemental
will be relentless in its task to destroy the planter of the bean and
anybody who engages in combat with it.

-----------------------------------------------------------------------

14.  A nice windy updraft flies out of the ground which will hurl
matter upward upon passing over the bean. Consult the following:

     500+ lbs        no effect
     300-500 lbs     up 10' then outward
     200-300 lbs     up 20' then outward
     100-200 lbs     up 40' then outward
     020-100 lbs     up 80' then outward
     000-020 lbs     good luck finding it again!

Option: Loosely tied/held objects need to be treated separately.

-----------------------------------------------------------------------

15.  A magic mouth appears and asks the planter of the bean, "what item
do you wish?" After the character makes a wish, an exact duplicate of
the character will come into being, and this opposite will immediately
attack the character. Note that the duplicate will have all items and
powers of the original (including magic), but upon the defeat or
destruction of either, the duplicate and its items disappear
completely. The only exception is the item that the character wished
for. It is carried and used by the duplicate and will remain after the
destruction of the duplicate. Note that the item can not have an
experience point value above 10,000.

-----------------------------------------------------------------------

16.  Wooden spears with extremely sharp heads randomly shoot up from
the ground within a 1d10+10 radius. All creatures within the area of
effect must save vs. paralyzation to avoid the spears or suffer 1d6
points of damage.

-----------------------------------------------------------------------

17.  A sphere of a magical power (Table A) covers the area around the
location where the bean was planted. The sphere will be partly above
ground and partly below ground. The top hemisphere will be above ground
and the bottom hemisphere will be below.
     Note the bean no longer exists. (Some characters may try to find
the bean in hopes of carrying it around with its special ability). The
magical power is unique to the area where the bean was planted.


TABLE A: Effects (1d8)

     1: A permanent 50-foot radius sphere of continual light
immediately appears. The light is as bright as full daylight and lasts
until negated by magical darkness or by dispel magic power. DMs may
want to give the light a certain color to jazz it up.
     2: A permanent 50-foot radius sphere of total, impenetrable
darkness immediately appears. Infravision is useless. Neither normal
nor magical light unless it is a light spell or dispel magic power.
     3: A permanent 50-foot radius sphere of invisibility immediately
appears (or should it be vanishes). Absolutely everything in the sphere
is totally invisible. For example, the characters can't see the ground,
rocks, trees, or themselves. Not even combat will make people appear.
Nothing can break this invisibility except for dispel magic powers.
     4: A permanent 50-foot radius sphere of complete silence
immediately prevails. All sound is stopped: conversation is impossible
and no noise whatsoever issues from or enters the area. Dispel magic
powers will disperse this magical effect.
     5: A permanent 50-foot radius sphere of complete protection from
evil immediately prevails. See Protection From Evil spell for effects.
Dispel magic powers will disperse this magical effect.
     6: A permanent 50-foot radius sphere of complete protection from
good immediately prevails. See Protection From Evil spell for effects.
Dispel magic powers will disperse this magical effect.
     7: Roll twice ignoring this result and 8.
     8: Roll thrice ignoring this result and 7.

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18.  Within 1d12 seconds of planting the bean, two 1-inch diameter
rainbow orbs fly out of the ground and will land with 10d10 feet apart.
An ellipsoid will be formed with the two spheres as the foci of the
rotated ellipse. The ellipse is formed as if drawn on the ground and
the axis of rotation is the line which passes through the two foci. The
formed force cleaves though all things in its path. The ellipsoid of
force and all things within it are rotated 180 degrees and set down.
The force then disappears.
     This strange force is named after Sophlereli, the first person to
encounter this phenomena. Sophlereli was a little slow in grasping the
applications of this force (i.e. transportation across huge distances,
movement of forces in battles, creation of mountain passes, destruction
of castle walls and even killing of large creatures).
     A small problem with these spheres is that the radius is varying.
The field of force may extend from 10 to 100 yards beyond the foci.
This pretty much ensures the planter will remain inside of the field.
Sadly Sophlereli was killed when he attempted to plant a bean and run
for the border of the field. He was cleaved in lengthwise and one of
his halves was transported via the field a distance of six miles.

-----------------------------------------------------------------------

19.  A 10-foot radius ring of grass will grow surrounded by mushrooms.
The mushroom have magical effects on persons who eat them. A DM may opt
to make all mushroom have the same effect or have each mushroom be
individual in its effect. For those that must have percentages make the
choice a straight 50-50 chance. Roll on Table A to get the result of
eating a mushroom.


TABLE A: Results (1d4)

     1: If a person eats this mushroom, he will be delighted in its
wonderful steak-like taste. The mushroom will be equal to eating one
full nutritious meal.
     2: If a person eats this mushroom, he will be beset by visions and
must roll a save versus poison or go insane.
     3: If a person eats this mushroom, he must save vs. poison or
become totally passive, unable to do anything. The affected person only
observes; he is unable to perform any action even if attacked. The
duration if this effect is 1d15 rounds.
     4: This mushroom, if eaten, has a wonderful curative property, and
can cure most diseases as a cleric casting Cure Disease of 12th level.
     5: This mushroom, if eaten, will heal 1d10 points of damage that a
character may have.
     6: This mushroom, if eaten, will cause violent hallucinations to
the eater if he fails a save vs. poison. The hallucinations last 1d15
turns. Hallucinating creatures react a follows (1d20):
     01-10   Cower and whimper
     11-15   Stare into nothingness
     16-18   Flee shrieking in a random direction
     19-20   Try to kill the closest creature

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20.  A 6 foot tall rod grows out of the ground. The rod shimmers with a
bright, blue, florescent light and will do 1d6 points of electrical
damage to those that touch it. The light summons a cloud of normal
insects to attack all beings within 300 feet of the light. The insects
will arrive in 1d4 rounds. The exact insects are bees, biting flies,
hornets, wasps, mosquitos, etc.. The attacked creatures sustain 2
points of damage if they do nothing but attempt to flee or fend off the
insects during the time they are attacked; they suffer 4 points of
damage per round otherwise. If the insects are ignored, a victim fights
with a -2 penalty to his attack roll and a +2 penalty to his Armor
Class. If he attempts to cast a spell, an initiative roll should be
made for the insects to see if the damage occurs before the insects
arrive. If it does, the victim's concentration is ruined and the spell
is lost.
     Insects will disperse if the victims enter thick smoke or hot
flames. Besides being driven off by smoke or hot flames, the swarm
might possibly be outrun, or evaded by plunging into a sufficient body
of water. If the insects are killed, they will return in 1 turn, and
add 2d6 hours to the total. Otherwise these nasties will remain for
2d20 hours in the area of effect.

-----------------------------------------------------------------------

21.  Building materials start to fly out of the ground to create a
building-type structure. Roll on Table A to get the type of structure.


TABLE A: Structure (1d4)

     1: A 50 foot high, 20-foot radius circular tower with 5 stories
appears. The tower's occupant are 24 mean goblins (AC 6; MV 6; HD 1-1;
hp 7; #AT 1; Dmg 1-6 (by weapon); THAC0 20; MC1) who wish to protect
their home. The DM should stock the tower with various appropriate
items. A DM may opt to add more deadly monsters.
     2: A permanent 100 ft. Leomund's Secure Shelter as in the spell
appears.
     3: A brick outhouse appears. The hole in the outhouse is 20 foot
deep.  In the bottom of the hole there is a mushy muddy mixture that
resembles crap but is a gold compound worth approximately 1000 gold
pieces.
     4: Deep, dark clouds appear within 4 rounds. Then an extremely
solid, cubical, steel 10' X 10' structure appears. The prisoner within
is a vampire (AC 1; MV 12, FL 18(C); HD 8+3; hp 67; #AT 1; Dmg 5-10;
THAC0 13; MC1). He will be very deceitful in attempts to escape his
confinement.

-----------------------------------------------------------------------

22.  A 5 cubic foot area where the bean was planted becomes vary
sensitive to pressure. Whenever more than 50 pounds of pressure is
applied in the area an effect something happens. Roll on Table A for
the effect.


TABLE A: Effects (1d6)

     1: It tells the weight that is on it. For example, a person stands
on the area and it says, "Your weight is 250 pounds." DMs may add extra
remarks like "You're fat!"
     2: It continuously screams, "Owwee, owwee, owwee!"
     3: It screams, "Hey, get the hell off me!"
     4: It throws everything out of the area.
     5: It says, "Don't tread on me."
     6: The area blows up like a land mine and causes 5d10 points of
damage to those in the area.

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23.  This dangerous bean, when planted, will burrow 20 feet per day
straight down - without stopping - right through everything (bad news).
It creates a hole with a diameter of about 6 inches. It doesn't burrow
sideways if it is put on the side of a mountain; it seeks the center of
gravity, and once it is there (ex. the center of the planet), it
retreats away from it.
     This could be interesting in "gravity planes" on some other planes
of existence or in a Spelljamming environment.

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24.  The lucky person who pulls this bean out of the bag never gets to
plant it. In fact, it will abhor him to even think of burying this
beautiful object in the ugly, dirty ground. The puller of the bean
becomes completely enraptured by it. It becomes his favorite object --
he will never part with it. He must have it with him at all times, even
when sleeping (which could become a problem if he is *ahem*
accompanied). He values no person, deed, or possession over this bean
(paladins watch out). He will often be found simply holding his bean
lovingly and staring at it.
     He is offered no saving throw, and effects are immediate. The
effects are broken by either a remove curse spell, or if the bean is
planted. For it to be planted, someone else must steal the bean from
the owner (no small task for something so precious) and plant it in
soil. However, once watered, two very perturbed hell hounds (AC 4; MV
12; HD 7; hp 56; #AT 1; Dmg 1-10; THAC0 13; MCII) appear, and they're
hungry. If not watered, the original owner of the bean will feel
resentment and hatred for the person who stole and buried it (no remove
curse will help here) until the bean is watered. Just to clarify, the
stealer of the bean is not effected because the effects only occur when
the bean is pulled from the bag itself.

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25.  A brilliant rainbow shoots out of the ground where the bean was
planted. It illuminates the area within 30 feet. The illumination is a
luminous glow, equal to sunlight. See the light spell (PH, p. 127).
     The rainbow also affects everybody within 30 feet and lasts for
1d6+4 turns. Roll on Table A to get the additional effect of the
rainbow.


TABLE A: Effects (1d4)

     1: Color spray. A vivid, fan-shaped spray of clashing colors
springs forth from the rainbow. All creatures in the area of effect are
effected. All creatures above 6th level or 6 hit dice are entitled to a
saving throw vs. spell. Blind or unseeing creatures are unaffected.
    Creatures not allowed or failing saving throws, and whose hit dice
or levels are less than or equal to 12, are struck unconscious for 2d4
rounds; those with hit dice or levels of 13 or 14 are blinded for 1d4
rounds; those with hit dice or levels of 15 or more are stunned
(reeling and unable to think or act coherently) for one round.
     2: Shimmering arrow-shaped missiles fire from the rainbow. All
creatures must make 1d6+1 dexterity ability checks. For each failed
check, the creature will suffer 2d6 points of damage.
     3: The rainbow turns into a glowing, rainbow-hued band of
interweaving patterns. Creatures in the area of effect may become
fascinated and gaze at it as long as the effect lasts. Each creature
gets a save vs. spells to negate the effect otherwise it is hypnotized
for 1d6 turns.
     4: Everybody within the area of effect is cured of blindness
(normal or magical), cured of all poisons, cleansed of any curses, and
healed of all damaged.
     5: The other end of the rainbow will land approximately one mile
way. At that end will be a pot of gold containing 10000 gold pieces.
Vindictive DMs may have a clan of leprechauns waiting there as well.
     6: The rainbow is normal and has no effects except for its natural
beauty.

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26.  A modified clone of the planter appears. He will be 1d10+10 years
older and 1d6+6 levels higher than the planter. In all other aspects he
is identical (including possessions, experiences, personality, and
thought). Roll on Table A to get the clone's purpose.


TABLE A: Clone's Purpose

     1: The clone wishes to destroy the planter and take the planter's
place in society. He will not be open about his plans. He will carry
out his plans in a clever, subtle fashion over a period of time so as
not to arouse suspicion. His alignment is evil in respects to good,
neutral and evil; he will remain lawful, neutral or chaotic depending
on what the planter is.
     2: The clone offers to serve the planter in exchange for a vow,
such as "Never kiss a beautiful girl," or "Never drink anything in a
public place," or "always give a 10% tithe to charity," etc.. If the
planter disagrees to the condition, the clone leaves and vows to seek
revenge on the planter someday. The clone could be a pivotal NPC for
clever DMs.
     3: The clone leaves the planter in hopes to seek his own fame and
fortune (or whatever the planter's hopes and dreams are).
     4: The clone considers himself equal to the planter and will
become close friends with its twin.

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27.  A small sapling grows where the bean was planted -- the wood type
is unidentifiable. It is very straight, and the tree will never grow
more than 2' tall. If the sapling is made into an arrow shaft, it will
be an Arrow of Slaying.

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28.  A small sapling grows emerges. It is of animal intelligence and
after one week may move about. It is a baby treant, and will grow to
maturity over the next decade (about 3 to 5 times as fast as it
should). DMs should consider that it will make an interesting recurring
NPC, or a strange PC.

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29.  A tree resembling a maple tree springs up. The blooms of the tree
will open in 1d4 rounds, they will smell like a fruity alcohol. The sap
of the tree will be alcoholic and have a fruity taste. Drinking the sap
will put a person into a state of great intoxication (reference The
Complete Guide To Alcohol). The sap can only be gather by making a hole
in the tree and letting the fluid flow out.

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30.  A bean plant springs from the ground; nothing else. It just sits
there. It radiates magic from its growth. The bean plant grows at a
magically accelerated rate, but is otherwise normal. If the characters
harvest it, the beans can be used to make a heckuva good pot of chili
(or baked beans, or whatever).

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31.  When planted the bean will grow a very simple tiny plant with one
flower. It is a simple dull flower, though if enough love is given to
the plant the flower will turn into a beautiful flower. If this flower
is given to a person of the opposite sex, it will cause the person to
fall in love with the one who gave love to the plant. The plant
radiates slight enchantment/charm magic if looked for.

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32.  A small plant with blue flowers grows from the bean. The plant is
three feet tall, has 1d8 buds, and 1d6 open flowers. Each time a spell
is cast, a charge from an item is used, a innate ability which is a
defined spell, or a scroll is read within 60 feet of the plant, the
plant absorbs the energy. The magic fails to happen, but one flower
drops off the plant and the plant increases in height by one foot.
     Each round, 1d2 buds open. Each time a bud opens, it casts a
random wizard or priest spell of level 1d6+1. If the spell is to be
cast vs. a creature, a random creature within 50 feet is picked. If it
is area effect, it is cast at ground zero to the plant but the plant
itself is unaffected. All creatures that are mentally controlled by the
plant are ordered to protect it and help it grow (by using magic). Each
time a bud opens, it becomes a flower, and another bud forms.
     The plant is immune to all physical attacks, is immune to all
magic (it absorbs), and has no mind (no mental attacks). It cannot be
pulled from the ground, burnt, frozen, etc.. If the dirt around the
plant is dug up, the plant can be moved however (but digging
automatically opens 3d4 buds). The plant can be destroyed in two ways
- if all the flowers fall off or it dies. If it reaches 20 feet, it
falls over and dies. The plant's parts can be used as components in any
spell which requires appropriate plant matter as a material component.
The spell will function at x2 effectiveness in all respects.

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33.  A classic beanstalk with a 25-foot diameter rips out of the ground
and grows straight up into the air. Characters that are above the 25
foot area will be lifted into the air on top of the beanstalk. They
must make a dexterity check to keep from falling off. The beanstalk
grows at a rate of 50 feet per round to maximum of 1000 feet. The DM
has a few options. He may opt to let the characters relive the Jack-
and-the-Beanstalk story (or a variation*) if he wants to take the time
to create the castle in the clouds and its occupants. A variation, an
Air Elemental city would also be very exciting. For the DM that doesn't
want to take the time, he can just have the characters looming 1000
feet in the air with no hope of getting down easily.

* Here is some suggestions for a AD&D variation of the Jack & the
Beanstalk story.
     As the climbing characters pass through the clouds, they see a not
just a large castle, but actually a giant-sized one, seemingly resting
on the clouds. The characters find that they can walk on the cloud as
if it were solid, and there's even a giant-sized forest growing out of
the clouds.
        If the characters enter the castle (and why wouldn't they if
they've just climbed a very big beanstalk?), they find that it is the
domain of an extra-powerful Cloud Giant (or not so extra-powerful if
it's a lower-level party). They may also find golden eggs (each worth
200 gold pieces) laid by an unusual goose, and maybe even a talking
harp. If they run into the giant, well, you can figure out what he says
(Fee, Fie, Fo, Fum...).
        The beanstalk can be cut through by normal weapons in 50 rounds
(1 round per foot). Other, faster ways of destroying the beanstalk are
also possible. Once the beanstalk is completely severed in one place,
the castle, cloud, forest, etc. disappear.

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34.  The bean instantly grows into a small bush. On this bush are small
roughly 1d20+10 berries. Roll on Table A to get the type of berries on
the bush. Note that the DM may opt to make a variety of these berries
on the bush and roll for each individual berry.


TABLE A: Results (1d4)

     1: The berries are goodberries. These berries either enable a
hungry creature of approximately man-size to eat one and be as well-
nourished as if a full normal meal were eaten, or else cure 1 point of
physical damage from wounds or other similar causes, subject to a
maximum of 8 points of such curing in and 24-hour period.
     2: The berries are rotten badberries. These berries appear
wholesome but each actually delivers 1 point of poison damage (no
saving throw) if ingested.
     3: The berries are Mr. Yech green berries. Anyone who eats even a
single berry must save vs. poison at -2 or become addicted, and attempt
to eat all the berries on the bush. Obviously, if several people become
addicted, there could be problems. Some may even try to cultivate the
bush and create many bushes with these addictive berries.
     4: These berries are Smurf berries. Other than being real yummy,
the only effect they have is making the eater feel flighty. In fact,
the eater may start singing a "La la la la la la" song.

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35.  A bush grows from the ground. It grow beautiful flowers and 4d4
colored fruits. The fruits taste bad but give a lot of color. For
example, if you eat a blue fruit your whole mouth will turn a beautiful
blue. The colored effect will eventually wear off in 1d4 weeks. A more
useful use for the fruit is to smash them. Smashing these fruits will
give a beautiful creamy paint which can be applied as make-up.

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36.  A small thorn bush grows from the bean. In five rounds, the bush
begins to grow very rapidly covering 10 cubic feet per round. The
result is a thicket of thorny wood that entwine and entangle
everything. The thicket has a strength of 10 for purposes of bursting
through doors, walls, etc.. Creatures suffer 1d6 points of damage from
thorns once the thicket entangles them. Creatures must hack and slash
through at a movement rate of 10 feet per round (or 20 feet per round
for larger-than-man-sized creatures). The thicket will continue to
expand until it reaches a water source of at least 10 gallons or it
can't reach a source with 24 hours (ex. the thicket fills up a dungeon
searching for water but can't escape the dungeon; thus it dies in 24
hours). Once it comes in contact with water it will never grow again.
It will continue to live if a supply of water is present but otherwise
will die.

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37.  Vines grow out of the ground at a rate of 5 feet per round. They
attempt to entangle all creatures with 50 cubic feet. Any creature in
the area of effect is subject to this entanglement. A creature that
rolls a successful dexterity check can escape, moving at only 10 feet
per round. He must make a check each round until out of the effected
area.
     Besides immobilizing creatures, the vines have 5-20 rot grubs (AC
9; MV 1; HD 1; hp 1; #AT 0; Dmg Nil; THAC0 Nil; MC2) that attack
creatures entangled.
     Also, when the vines are cut, they will begin screaming and
wailing. After getting out of this messy situation, creative characters
may attempt to cultivate these vines into a wonderful alarm system.

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38.  Many rubbery, black tentacles grow out of the ground and grow to a
length of up to 30 square feet. A tentacle has an armor class of 4 and
requires 30 points to destroy. Any creature within 30 feet is subject
to attack. The target of a tentacle attack must roll a successful
dexterity check. Success indicates that the target suffers 1d4 points
of damage from contact with the tentacle, and then the tentacle is
destroyed. Failure indicates that the damage inflicted 2d4 points, the
ebon member is wrapped around its subject, and damage will be 3d4
points on the second and succeeding rounds. Since these tentacles have
no intelligence to guide them, there is the possibility that they
entwine any object - a tree, post, pillar - or continue to squeeze a
dead opponent. A grasping hold established by a tentacle remains until
the tentacle is destroyed by some form of attack or until it disappears
in 10 hours.

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39.  As soon as the bean is planted, a small rain cloud appears 30'
above the ground (or lower, if the ceiling is too low). One round
later, it releases a lightning bolt for 8d8 damage to anyone standing
within 10' of where the bean was planted. It then pours down rain for
1d10 rounds, before disappearing without a trace.

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40.  A cloud gushes out of the ground and rises to a position above the
where the bean was planted. After completing its forming which takes
1d6+1 rounds, the cloud spans a 20-foot radius. From the cloud it rains
(so to speak). Roll on Table A to see what it rains. The rain lasts for
1d10+20 rounds.


TABLE A: Rain (1d4)

     1: One-hundred, small, multi-colored, rubber balls fall per round.
All in the area that attempt to move must make a successful dexterity
check or trip and fall. The balls remain, causing further checks every
round until they are removed.
     2: 1d20+10 cats and dogs fall from the cloud per round. All in the
area must make a successful dexterity check or suffer 1d10 points of
pet damage. Note that the animals are of a variety of types and can be
quite a bother in the end.
     3: Great hail stones pound down. All in the area will suffer 3d10
points of damage.
     4: Sleet falls from the cloud. The sleet blinds creatures within
its area for the duration. The ground in the area becomes icy, thus
slowing movement by 50%, and making it 50% probable that a creature
trying to move in the slips and falls.

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