From: [d 2 dcblu] at [fre.fsu.umd.edu] (L.L. Cool Ranch Dressing) Newsgroups: rec.games.frp.archives Subject: SUPPLEMENT: BAG O BEANS (2) Date: 29 Mar 1996 14:31:56 -0500 41. A tombstone springs up from the ground. The only writing on it is "Ashes to Ashes, Dust to Dust". Heavy dark clouds form in the sky, a brisk wind begins to blow, and a loud deep-sounding bell resonates throughout the area. The DM should assign a number to all creatures with above animal intelligence that are in a 50 foot radius of the tombstone. Then he should roll a die or dice that will randomly pick one of these creatures. Within three rounds of the tombstone's emergence, a skeleton with a hooded black robe appears beside the tombstone. The skeleton says in a deep voice, "For whom the bell tolls, it tolls for thee!" and points to the tombstone on which the picked creature's name appears. The skeleton cannot be harmed or touched, it will only stand there in silence waiting until the soon-to-be-fought battle is over and then fade away. (Note that everybody hears the skeleton in their own native language.) One round later, a venerable Shadow Dragon (AC -10; MV 18, FL 30(D), Jp 3; HD 18; hp 144; #AT 3+special; Dmg 1-6/1-6/3-18; THAC0 19; MCGA) dives out of the sky. It will focus its attacks on the creature that has been marked for death. The dragon will fight until the death of itself or the marked creature. If the dragon kills the marked creature, the marked creature (and all its possessions will disappear) and the dragon will vanish after making a dramatic exit. If the dragon dies, the marked creature's name fades from the tombstone and the dragon vanishes. All magical effects that the tombstone created will dissipate. The only thing that remains is the tombstone. ----------------------------------------------------------------------- 42. A stone 6' X 6' column rips out of the ground where the bean was planted, and rises to a height of 33'. Thirteen 6' X 6' columns raise to a height of 13' and form a circle around the larger center column. At sunset the next day, the columns will shatter, releasing EVIL demons. The main column holds a Nabassu (AC 4; MV 15, FL 15; HD 5; hp 42; #AT 3; Dmg 2-8/2-8/3-12; THAC0 15; MMII p.40) and the thirteen smaller columns hold Type III Demons (AC -4; MV 9; HD 10; hp 80; #AT 5; Dmg 2-12/2-12/1-3/1-3/2-5; THAC0 11; MM p.18). The demons will not necessarily attack the people in the immediate area preferring to get on with their destruction/conquest of the Prime Material Plane. Its all up to the DM. The characters may decide not to worry about the demons if the demons avoid them, but the DM should make them feel guilty and responsible for releasing such terrible evil into the world. ---------------------------------------------------------------------- 43. A small wooden sign pops up out of the ground. It reads, "Look Up!" Whenever anybody looks up, an item will fall on him no matter where he is standing. This effect will happen to anybody within 500 feet. Also, nothing will happen after an hour goes by. Roll on Table A to see what item falls and what damage it will cause. TABLE A: Falling Item (1d6) 1: egg none 2: pillow none 3: cream pie none 4: small table 1d6 5: big rock 2d20 and constitution check for unconscious 6: anvil 10d10 and constitution check for unconscious ----------------------------------------------------------------------- 44. A bright flash of light temporarily blinds everybody for 1 round. When they recover their sight, everything they see is in black and white. Also, a sharply dressed man with an articulate voice stands in front of them. He is from another dimension - not just a dimension of sight and sound but of mind, the characters next stop is The Twilight Zone. This man (referred to as Rod Serling) has no substance, he is merely an image. He greets the characters and gives them an excellent introduction to where they will be taken. The place they will be taken is another dimension. Everything they see will be in black and white. The place will have boundaries and limitations, but this will become obvious to the DM because the characters are entering... TV Land. The DM can pick the show he wants the characters to enter. Preferably, the show will be one that the DM is knowledgeable about, and of course it must be in B&W. Table A lists a few suggestions that the DM may consider. The DM can have the characters enter an actual plot from one of these shows or he can just let them roam around and soak it all in... whatever the DM wants, after all this is The Twilight Zone. The DM can leave the characters in the dimension for as long as he wants. When they return though, they will only have been gone for 30 minutes. TABLE A: Television Shows 1 The Andy Griffith Show 6 Leave It To Beaver 2 I Love Lucy 7 My Three Sons 3 The Lone Ranger 8 Bewitched 4 Dragnet 9 Gilligan's Island 5 Gomer Pyle U.S.M.C. 10 Perry Mason NOTE: Some of the shows can be found in color. In fact, in some the majority of shows were in color, however early shows were in black and white and are therefore listed. ----------------------------------------------------------------------- 45. A wishing well springs up out of the ground. A wooden sign on it states, "one copper per wish". Any character that throws a copper piece in the well receives a wish as per the wish spell. DMs should be mischievous and twist the wish into something that the characters don't expect. The well will lose its magical ability to give out wishes after 4 wishes have been made. ----------------------------------------------------------------------- 46. A magnificent table, chairs, service, and a great feast that serves 1d10+5 people fly out of the ground. The feast take one full hour to consume and the magical effects do not set in until after this hour is over. Roll on Table A to get the type of feast. Roll on Table B to get the magical effect of eating the feast. Everything remains after the feast except what was consumed. TABLE A: Type of Feast (1d2) 1: A normal feast of normal food and drink. 2: The feast is a bean feast (i.e. everything has a basis of beans). Some of the foods are baked beans, bean dip, soybean burgers, bean curd, jelly beans dessert, chili, bean pie, and bean salad. Some drinks are bean wine, bean milkshake, and bean juice. Besides the magical effect from Table B, the eaters will have a terrible (and noisy) gas problem. TABLE B: Magical Effects (1d4) 1: Just a normal feast, but an hour later everybody is hungry. 2: Those partaking of the feast are cured of all diseases, are immune to poison for 12 hour, and are healed of 1d4+4 points of damage after imbibing the beverage that is part of the feast. Also, the feast raises their attack dice rolls by +1 for 1d6 hours. Furthermore, during this same period, the people who consumed the feast are immune to fear, hopelessness, and panic. 3: Those partaking of the feast will SWELL up to the maximum weight for their race and gender (like the bratty kid who ate the blueberry stuff in Charlie and Chocolate Factory and swelled up into a big blueberry). Dexterity is lowered by 5, strength by 3, and constitution by 1. They could either lose the weight by exercise, fasting, or a Remove Curse spell. 4: The participants in the feast are poisoned and must save vs. poison or suffer 5d6 points of damage. ----------------------------------------------------------------------- 47. The ground immediately swells, then gives birth to a 20 foot radius sphere of Earth. The miniature planet is identical to Earth. Currently it is as it was billions and billions of years ago. If characters watch carefully, they should see the evolution of the Earth. Among other things, it quickly turns green with tiny vegetation. Then, it has tiny lizards (dinosaurs) slithering around and eating each other. Then, the planet covers with ice then the ice melts. To continue, miniscule versions of the known races come to cover the planet, having wars, etc.. Then, tall square buildings pop up all over the land. Machines take orbit and little missiles fly all over the planet and burst into tiny fireballs over the entire globe. The DM can have the planet demise if he wants. Of course, some players may want to miniaturize their characters and let them visit this new world. This world can be just something fun to watch for a while or it could lead to a lot of exciting adventures. ----------------------------------------------------------------------- 48. A golem (Table A) rises up, wearing the bean on a necklace. Roll on Table B to find out what action the golem will take. TABLE A: Type of Golem 1: Flesh Golem (AC 9; MV 8; HD 9; hp 40; #AT 2; Dmg 2-16(2-8)/2- 16(2d8); THAC0 11; MC1) 2: Clay Golem (AC 7; MV 7; HD 11; hp 50; #AT 1; Dmg 3-30(3d10); THAC0 9; MC1) 3: Stone Golem (AC 5; MV 6; HD 14; hp 60; #AT 1; Dmg 3-24(3d8); THAC0 7; MC1) 4: Iron Golem (AC 3; MV 6; HD 18; hp 80; #AT 1; Dmg 4-40(4d10); THAC0 3; MC1) TABLE B: Action (1d4) 1: The golem is devoted and under the command of the planter. 2: The golem attacks the planter and anybody who combats it. 3: The golem wanders off because it has no true master and thus has no direction or purpose. 4: The golem has intelligence of 12 and will act accordingly. The golem could become a PC or henchman if the DM allows it. The golem is probably more suited as a unique NPC. ----------------------------------------------------------------------- 49. A residence grows from the ground. It grows in stages. Stage 1: Within one hour, the bean grows into a nice lean-to capable of holding three people. Stage 2: After 1d4 hours, it transforms into a 10' X 10' bamboo hut. Stage 3: After 1d6 hours, it transforms into a small, comfy bungalow. Stage 4: After 1d8 hours, it transforms into a a delightful large home. Stage 5: After 1d12 hours, it transforms into a pleasant manor. Stage 6: After 1d20 hours, it transforms into an extensive villa. The transformations will not harm people and items. People and items in the area of effect will just end up inside the residence. Vindictive DMs can populate the residences with nasty things. Interesting scenarios can develop if the characters claim ownership, especially if it is on somebody else's land. ----------------------------------------------------------------------- 50. Jelly Bean. Within a round after the bean is planted, a hole appears in the ground approximately one foot in diameter. One round later, an ochre jelly (AC 8; MV 3; HD 6; hp 48; #AT 1; Dmg 3-12; THAC0 15; MC1) gushes up from the hole. ----------------------------------------------------------------------- 51. Pinto Bean. This Bean causes the sudden appearance of a pinto. The soul owner of the pinto is the planter, the certificate of ownership will be with the pinto(s). Roll on Table A for the type of pinto. TABLE A: Pintos (1d6) 1: A fine, white with brown patches, pinto horse named "Pinto" gallops over the horizon to the planter. 2: A merchant ship with "Pinto" carved in its side flies from the sky and plops down beside the planter. Note that the ship is normal and will not be able to fly after its arrival thus the planter must somehow get the ship to water if he wants to use it properly. A flag on the mast states in golden letters "Columbus is a weenie!". 3: A mysterious glass & steel horseless carriage drives up to the planter. Unfortunately, after its arrival the fuel gauge indicates empty (its out of gas) and the planter will probably not be able to get gasoline in a medieval setting. Vindictive DMs may have the vehicle spontaneously combust in 1d20 rounds, treat as Delayed Fireball. 4: A normal pinto bean falls from the sky. Then another and another until a rain shower of pinto beans fall from the sky. This shower will last for 1d4 hours. ----------------------------------------------------------------------- 52. Refried Bean. After this bean is activated, the temperature of the 50' X 50' square plot of land around the bean increases by 30 degrees per round for five rounds. After this, the ground cools at the same rate to normal. This cycle repeats three times (thus the name). ----------------------------------------------------------------------- 53. String Bean. Truly sadistic, this bean emits string-instrument music at a punishing volume. All within 50 feet save vs. fear or flee for 4d6 rounds. The DM should make the music his favorite song keeping in mind that it must be from all string instruments. It is suggested that "Duelling Banjos" would be very, very effective. ----------------------------------------------------------------------- 54. String Bean. A many-layered mass of strong, sticky strands similar to spider webs but far larger and tougher fly out of the ground. These masses anchor to solid and diametrically opposed points. The web covers an area of eight 10' X 10' X 10' cubes and the webs are at least 10 feet thick. Creatures caught within the webs, or simply touching them, become stuck among the gluey fibers. When the webs shoot out of the ground, everybody in the area of effect must roll a saving throw vs. spell with a -2 penalty. If successful, he jumps free. If unsuccessful, he is caught. Creatures with Strengths between 13 and 17 can break through one foot of webs per round. Creatures with 18 or greater Strength can break through two feet per round. Also note that the webs are flammable. See the Web spell for more information. ----------------------------------------------------------------------- 55. String Bean. 1d4 rounds after the bean is planted, a small bush will grow out of the ground. The bush will produce a continuous rope (Table A) at the rate of 1d4 feet per day. Cutting the rope will not affect future rope growth. TABLE A: Type of Rope 1 Hemp Rope 2 Silk Rope 3 Nylon Rope 4 Twine ----------------------------------------------------------------------- 56. Green Bean. The planter's skin takes on a dark green hue. Roll on Table A the duration. TABLE A: Duration (1d4) 1 1d8 week 3 1d6 months 2 1d4 years 4 permanent ----------------------------------------------------------------------- 57. Garbonzo Bean. An egg pops up and immediately hatches. The chick (1/10th hit point) from the egg naturally thinks the planter is its mother and will act accordingly. Good-aligned characters may have a responsibility to keep it alive! (And try keeping it quiet and fed!) ----------------------------------------------------------------------- 58. Snap Bean. A Bonesnapper (AC 4; MV 6; HD 4; hp 32; #AT 2; Dmg 1-8/1-4; THAC0 17; MCGA) emerges from the ground and roams around. Of course with adventurers, combat is sure to ensue. ----------------------------------------------------------------------- 59. Coffee Bean. This bean causes everything in a 40 cubic foot area to move at double their normal movement and attack rates. They also gain a -2 to initiative. This haste effect last 10 rounds. ----------------------------------------------------------------------- 60. Chili Bean. A cone-shaped area of extreme cold that originates from the ground and extends outward in a cone five feet long and ten feet in diameter. It drains heat and causes 1d4+10 points of damage. ----------------------------------------------------------------------- 61. Baked Bean. A fireball bursts out of the ground. It flies around in a low roar and will strike the planter within 1d4 rounds. Roll on Table A to get the result of the fireball. TABLE A: Results (1d4) 1: Upon contact, it does 10d6 points of damage (save for 1/2 damage) to everybody (including the planter) within a 20-foot radius of the planter. 2: Upon contact, it explodes doing no damage but leaving a large (20-foot radius) cloud of black, sulfuric smoke. The smoke is harmless unless contained in a small environment (ex. dungeon) where it can't disperse in which case characters could suffer inhalation damage (DM's prerogative). 3: Upon contact, it explodes into a large pile of bat guano. No damage will be inflicted on the people affected, but to be covered with bat guano shouldn't be exactly pleasant for the characters. 4: Upon the non-damage contact, a Fire Elemental (AC 2; MV 12; HD 12; hp 96; #AT 1; Dmg 3-24; THAC0 9; MC1) appears. He cannot return to his home plane until the planter or he is destroyed. The elemental will be relentless in its task to destroy the planter of the bean and anybody who engages in combat with it. ----------------------------------------------------------------------- 62. Kidney Bean. Roll on Table A to get effects of this bean. TABLE A: Effects (1d4) 1: A big sack of kidney beans pops out of the ground. 2: A 10th level fighter with 80 hit points and 19 strength pops out of the ground. His only form of attack is a kidney punch that does 5 points of damage with a 5% chance of a knockout. 3: 10d10+10 actual kidneys from actual creatures start falling from the sky. Accept for being really disgusting, nothing special happens (of course some characters may want to cook them). 4: A platinum kidney stone passes out of the ground. The value is approximately 100 gold pieces. ----------------------------------------------------------------------- 63. Red, Black, Green, or Navy Bean. This bean creates an illusion of a dragon. Roll on Table A to get the type. Table A: Bean & Dragon 1 Red Adult Red Dragon 2 Black Adult Black Dragon 3 Green Adult Green Dragon 4 Navy Adult Blue Dragon ----------------------------------------------------------------------- 64. Lentil Bean. A billowing mass of nauseous vapors rises from the ground up to 30 yards into the air with an area of effect of 20-foot cube and lasts 1d10+10 rounds. Any creature caught within the cloud must roll a successful saving throw vs. poison or be reeling and unable to attack because of nausea, for 1d4+1 rounds after leaving the cloud. Those who make successful saving throws can leave the cloud without suffering any ill effects, although those remaining in the cloud must continue to save each round. These poisonous effects can be slowed or neutralized by appropriate magic. The cloud duration is halved in a moderate breeze (8-18 m.p.h.) and is dispersed on one round by a stronger wind. ----------------------------------------------------------------------- 65. Jumping Bean. Roll on Table A to get effects of this bean. TABLE A: Effects (1d2) 1: Everybody within 20 feet of where the bean was planted begins to dance, complete with feet shuffling and tapping. This dance makes it impossible for the victim to do anything other than caper and prance; this cavorting worsens Armor Class by -4, makes saving throws impossible except on a roll of 20, and negates any consideration of a shield. 2: Everybody within 20 feet of where the bean was planted can leap for 1d4+10 rounds. Leaps can be up to 30 feet or straight upward or 10 feet backward. Horizontal leaps forward or backward have only a slight arc - about two feet per 10 feet of distance traveled. Note that landing can be very dangerous. ----------------------------------------------------------------------- 66. Jumping Bean. After the bean is planted, it will wiggle back up out of the ground. Then, it will begin jumping around from six inches to eight feet off of the ground. The jumping bean will follow the planter of the bean around bouncing and bobbing being a nuisance. Roll on Table A to get the duration. There is a 25% that the bean has verbal capabilities. If it does then the bean will gripe about the planter, loudly complaining about him, and being generally obnoxious. TABLE A: Duration (1d4) 1 1d12 day 2 1d8 week 3 1d6 months 4 1d4 years ----------------------------------------------------------------------- 67. Jumping Bean. In 1d6 rounds, a small quivering bush appears with several beans on it. Once removed from the bush, a bean will bounce 1-2 inches from the ground. This effect will last forever. If eaten, a bean gives the eater powers just like Boots of Striding and Springing for 1d10 turns. There will be 2d6 such beans on a bush. If the bush can survive in its environment, it will produce 2d6 beans every year. ----------------------------------------------------------------------- 68. Bean Pole. Roll on Table A to get effects of this bean. TABLE A: Effects (1d2) 1: A 10d10 foot pole emerges from the ground. Roll 1d6 on the following to get the material the pole is made of: 1 wood, soft 2 wood, hard 3 metal, common (iron, lead) 4 metal, valuable (gold, silver, platinum) 5 stone 6 ice 2: A tall, slender, skinny, human appears. Details are left to the DM. ----------------------------------------------------------------------- 69. Bean Sprout. A carnivorous plant sprouts from the ground. Roll on Table A to get the type. TABLE A: Carnivorous Plants (1d6) 1: Choke Creeper (AC 6 vine/5 stalk; MV 1/2; HD 25; hp 200; #AT 8 or more; Dmg 1-4; THAC0 7; MC2 "Plant, Carnivorous") 2: Hangman Tree (AC 3 /5 appendages; MV 0 effective; HD 6+; hp 50; #AT 3; Dmg 1-3; THAC0 7; MC2 "Plant, Carnivorous") 3: Mantrap (AC 6; MV nil; HD 9; hp 72; #AT 5; Dmg special; THAC0 -; MC2 "Plant, Carnivorous") 4: Sundew, Giant (AC 7; MV 1; HD 8; hp 64; #AT 6 per target; Dmg 1-3; THAC0 12; MC2 "Plant, Carnivorous") 5: Tri-flower Frond (AC 9; MV nil; HD 2+8; hp 24; #AT special; Dmg special; THAC0 16; MC2 "Plant, Carnivorous") 6: REROLL ----------------------------------------------------------------------- 70. Beanstalk. An Invisible Stalker (AC 3; MV 12; HD 8; hp 64; #AT 1; Dmg 4-16; THAC0 13; MM p. 55) rises from the ground. It's mission is to destroy the planter and anything or anybody that interferes. ----------------------------------------------------------------------- 71. Beanstalk. A strange beanstalk grows, but not the classic story type. The beanstalk grows to 10d10+100 feet high. Roll on Table A to get the type. TABLE A: Type of Beanstalk (1d4) 1: The beanstalk grows to be a very strange colored stalk. Roll 1d6 on Table B to get the color. The bean will bend towards magnetic north. 2: The top half of the beanstalk is an illusion. Characters climbing higher than that point will suddenly find themselves "without a grip" and must make a successful dexterity check or fall back to earth. The illusion remains as long as the beanstalk is alive. 3: The beanstalk has an elevator in it. It will take its occupants to the top and back down. 4: The beanstalk whips around in the air at extraordinary speeds. Things in the air should make a dexterity check or be hit. TABLE B: Color (1d6) 1 bright red 2 flora yellow 3 light blue 4 deep purple 5 silver 6 transparent ----------------------------------------------------------------------- 72. Pork & Beans. Boars begin to pop out of the ground and attack everybody. Roll on Table A to get the type. TABLE A: Boar (1d4) 1: 2d10 normal, harmless pigs. 2: 1d12 Wild Boars (AC 7; MV 15; HD 3+3; hp 27; #AT 1; Dmg 3-12; THAC0 17; MC1) 3: 2d4 Giant Boars (AC 6; MV 12; HD 7; hp 56; #AT 1; Dmg 3-18; THAC0 13; MC1) 4: 1d6 Warthog (AC 7; MV 12; HD 3; hp 24; #AT 2; Dmg 2-8/2-8; THAC0 17; MC1) ----------------------------------------------------------------------- 73. Beanie. A small cone-shaped hat with red and yellow stripes and a a red propeller on top pops out of the ground. Roll on Table A to get what the beanie's powers replicate. TABLE A: Magical Head-Gear 1 Normal 2 Hat of Disguise 3 Hat of Stupidity 4 Helm of Comprehending Languages and Reading Magic 5 Helm of Opposite Alignment 6 Helm of Telepathy 7 Helm of Teleportation 8 Helm of Underwater Action ----------------------------------------------------------------------- 74. "It's bean nice but I you gotta go." All occupants within a 10 foot radius are teleported without error 1d8 miles in a random direction (Table A). TABLE A: Direction (1d6) 1 up 3 east 5 north 2 down 4 west 6 south ----------------------------------------------------------------------- 75. "Bean seeing you." Random people (DM's decision) become invisible as in the spell Improved Invisibility for 3d4 rounds. ----------------------------------------------------------------------- 76. "It's bean a long time." A time-stop field is created within a 10 foot radius for a duration from Table A. This field stops time in the area, nothing ages or moves in this field. Anything that enters the field will halt as well. TABLE A: Duration (1d8) 1 1d12 rounds 5 1d8 turns 2 1d6 hours 6 1d4 days 3 1d12 weeks 7 1d8 months 4 1d6 years 8 1d4 decades ----------------------------------------------------------------------- 77. "You has bean." Roll on Table A to get effects of this bean. TABLE A: Effects (1d4) 1: All magic within a 30-foot cube is neutralized or negated as the dispel magic at 12th Level. 2: A green ray sweeps a 10-foot cube area and disintegrates all physical non-living material. 3: The planter must save vs. spell or turn into a bean. As a bean, he will still be the same size, abilities, and powers. He will just be a big bean with arms. legs, and a face. A remove curse or wish will remove this effect. 4: The planter becomes his formal self of 1d10 years ago. In other words, however the planter was 1d10 years ago is what he is now. For example, if he was a 1st level character before, then he is transformed to that level once again. Also, his age, attributes, etc. will change. All current possessions remain, only he personally changes, not material things. ----------------------------------------------------------------------- 78. "You've been beaned." Three-foot orbs fly out of the ground (one for each creature). They automatically hit. The effect each orb has is separate. Roll on Table A to get effects of each orb. TABLE A: Effects (1d4) 1: This orb cause 4d4 points of damage on impact. 2: This orb causes the victim to be held (like a hold spell) for 1d10 hours. 3: This orb slimes the victim with a disgusting bean slime. 4: This orb bursts into colorful lights that say "Eat at Joe's". ----------------------------------------------------------------------- 79. "Beans always give ya gas." A jet of natural gas shoots up from the place where the bean was planted for 1d20 rounds. Note that the natural gas has no order but this gas will have that disgusting smell that is added to natural gas in the "real" world. If in a closed area, the gas will suffocate everyone in 2d6 rounds. Also, any fire will ignite the gas. BOOM! ----------------------------------------------------------------------- 80. Honey Beeeeeeean. After planted, the bean will grow into a bee- hive cone. Roll on Table A to get the contents. TABLE A: Contents of Cone (1d4) 1: The cone contains normal honey. It is excellent food and equal to iron rations. 2: The cone contains royal jelly. It is equal to 2-5 potions of extra-healing with a side of effect of cure disease for each. It also can be made into sufficient unguent to treat aging. The unguent preserves a youthful look for up to 1 year and 2-5 such preparations can be made from royal jelly. Charisma will remain unaffected by age when the unguent is used continually without interruption. 3: The cone contains 4d4 golden beans. Each bean will sustain a consumer for one day, equal to one day's worth of food & water. The bean will not make any difference with stamina (i.e. if one is tired and eats it, he'll not be hungry or thirsty, but still tired). 4: The cone contains mad bees. Roll on Table B to get the type of bees. TABLE B: Bees (1d4) 1-2: 1d10 worker honeybees (AC 6; MV 9, FL 30; HD 3+1; hp 25; #AT 1; Dmg 1-3+poison; THAC0 17; MMII page 17) 3: 1d4 soldier honeybees (AC 5; MV 12, FL 30; HD 4+2; hp 34; #AT 1; Dmg 1-4+poison; THAC0 17; MMII page 17) 4: 1d4 bumblebees (AC 5; MV 6, FL 24; HD 6+4; hp 52; #AT 1; Dmg 1-6+poison; THAC0 15; MMII page 17) ----------------------------------------------------------------------- 81. Beans! Beans! Beans! Beans! Beans! Beans! Beans! Beans! BEANS! When this bean is planted, a flowering bush will grow immediately. Then, after one day, it will grow ripened fruits. The fruits have a hard shell, but when cracked open they contain 2d4 more beans inside. If these beans are planted, more of the pretty, flowering bushes will grow bearing more fruits. This can cause some real havoc if these beans are continually planted given there fast reproductive rate. If one of the beans is consumed, the following effects will occur. (Note the beans are much tastier if cooked over an open fire with some brown sugar and water rather than eating them dry.) The eater of the bean begins to fluctuate prolifically. Gas erupts from their hindquarters at least once per minute, starting 3 minutes after consumption. Charisma is reduced by 6 until effects are removed. All attacks are made at -1 to hit because of the violent jolts (it's a bad case of the butt hiccups). All reaction results also have a -3 penalty. This affliction can only be removed by a remove curse, or the cure disease ability of a Paladin (the cure disease spell will not work). ----------------------------------------------------------------------- 82. Bigbean's Hands. 10d10+10 hands from 5 feet to 15 feet (1d10+5 for each hand) long rise up from the ground within 100 square feet. Each hand has an armor class of 0 and hit points of 2d10+10. A hand vanishes when destroyed and otherwise is permanent. Note that hands have a reach/range of 10 feet when attacking. Roll for each hand on Table A to see what the hand does. TABLE A: Hands (1d6) 1: The hand does nothing. 2: The hand only makes a gesture by making a clenched fist and raising its middle finger. 3: The hand waves. 4: The hand punches nearby targets causing 4d6 points of damage and stunning the victim for three rounds. 5: The hand grasps any nearby target and squeezes the victim. During the 1st round the victim suffers damage of 1d10 points, 2nd round & 3rd round 4d10, the 4th and beyond 4d10 points. 6: The hand begins to snap its fingers and crack its knuckles. the sound is magically enhanced, causing everybody within 15 feet to go deaf for 1d4 rounds. ----------------------------------------------------------------------- 83. Trouble with Tribbles. When activated, tribbles (from the Star Trek show) begin popping up from where the Bean was planted. They surface at the rate of six tribbles per round. In addition, those on the surface immediately begin eating any available plant matter, and these tribbles asexually reproduce at the rate of one per round per two tribbles. There are only two known ways to stop this process. One way, dig up the bean and quickly devour it (gulp!) thus exposing the bean to stomach acid. The second option is to scream in the vicinity of the bean "Dammit Jim, I'm a doctor, not a botanist!" No monster record sheet is necessary for the tribbles just watch Star Trek to learn about these nasties. Tribbles are multicolored 4-inch diameter furballs. They reproduce for as long as they are alive and plant matter is available. The existing tribbles have an armor class of 10 and 1 hp each, but continue multiplying. ----------------------------------------------------------------------- 84. A factory-type whistle pops out of the ground and blows really loudly for 1d10+10 rounds. The whistle will not cause any permanent deafness but everybody will not be able to hear one another until the whistle stops blowing (though they may have a slight ringing in their ears for a few days). The whistle summons a monster(s). The DM should roll on his favorite Monster Summoning Table to decide what monster(s) appear. For those that want specifics, roll 1d8 to decide what monster summoning level should be used. The monster(s) will arrive in 1d10 rounds and will attack everybody except the planter (unless the planter engages in combat). ----------------------------------------------------------------------- 85. An old, wooden coffin comes out of the ground. If a character doesn't open it within 5 rounds, it will slowly open on its own. It contains an undead creature. Roll on Table A to get the type. To make things a little more exciting (especially for high-level characters), the DM can have 1d10+10 coffins pop out of the ground within 100 square feet. TABLE A: Undead 01 zombie 07 ghoul 02 shadow 08 wight 03 ghast 09 wraith 04 mummy 10 spectre 05 vampire 11 ghost 06 lich 12 special* * Choose a unique undead not listed or a creature from the Lower Planes. ----------------------------------------------------------------------- 86. Upon planting the bean, the earth begins to shake. Three rounds later, out of the ground steps Merlon Olsen. He is holding a bouquet of roses with a card that says FTD. He walks over to a random person and says "These are for you from (planter's name)". He then disappears. ----------------------------------------------------------------------- 87. Upon planting the bean, the earth begins to shake. One round after the bean is planted all unsheathed weapons (includes rods, staves, wands) become Jello Pudding Pops (magical weapons get a saving throw). Three rounds later, a really nice black man with a 1d6+4 kids emerges from the ground. They sing jello songs, tell jokes, laugh, and ask if the party like their jello pudding pops. Eventually they will wonder off in search for Willy Wonka and Candyland (the DM might want to turn this into an fun and elaborate adventure if the characters follow). ----------------------------------------------------------------------- 88. Upon planting the bean, paperback novels begin to grow from the ground within a 100 mile radius. Roll for each novel a person picks up on Table A to get the kind of novel it is. TABLE A: Type of Novel (1d4) 1 Western 2 Detective 3 Sci-Fi 4 Fantasy 5 Love 6 Adventure Novels continue to grow until the entire area of effect is completely covered. All of the books are truly poor-reading novels and the only way to stop the growth is to pick one up and read the entire thing (ugh!). Whomever reads a paperback novel must make a saving throw vs. magic or permanently lose 1d4 points of intelligence. ----------------------------------------------------------------------- 89. After the bean is planted, a large red and white tent begins to grow out of the ground. It is a square tent of the typical marketplace type. After a full round, the tent is fully erected. Anyone looking in the tent can see shelves full of all sorts of wondrous items, rare, beautiful, magical, and antique. Seconds later, a tanned face appears with a long dark moustache, and a puffy white turban around his head. He greets the characters saying, "Greetings most worthy sirs and madames, my name is Omalar! What magical delight may I serve thee today?" He smiles broadly and rubs his hands expectantly. The adventurers may then ask for and purchase any magic item that the DM offers. The DM is advised to sell only non-violent magical items or those that have a small experience point value. Also, artifacts should be excluded. A DM should be careful not to allow to much power to fall in the hands of the characters. Each item costs double the price listed. Vindictive DMs may take half of the experience point value of the item and subtract it from the purchaser's experience. Note that the shop cannot be entered. If the shopkeeper is attacked or molested in any way that is even partially unfriendly, the shop instant-aneously disappears and Omalar the Wondrous Shopkeeper turns into an Yagnnodaemon (AC 1; MV 18; HD 13+13; hp 117; #AT 1; Dmg 1-10+12; THAC0 7; MMII p.31) or other lesser demon. ----------------------------------------------------------------------- 90. A bunch of material flies out of the ground to form a nice campsite. The center of the campsite contains a fire (it will need fuel after the ten hours). The fire is surrounded by 1d4+4 tents. Each tent contains a bedroll, four day's worth of iron rations, a novel of excellent quality, one bottle of excellent wine, a jug containing two gallons of excellent ale, a barrel containing two gallons of excellent beer, a new random weapon, a change of clothes (shirt, pants, socks, underwear), a lantern, and an extra wool blanket. Oats for 1d4+4 horses is in the campsite. There is also a stack of wood good for ten hours of burning. ----------------------------------------------------------------------- 91. This bean produces a rich mineral vein in the ground. Roll on Table A to get the type of mineral vein. The vein will yield approximately 100d10 bars of the mineral. A typical bar is equal to 100 pieces based on the mineral (as in gold pieces, silver pieces, etc.). TABLE A: Type of Mineral Vein (1d6) 1 Gold 2 Silver 3 Copper 4 Lead ----------------------------------------------------------------------- 92. This bean grows into a small beanstalk (1 foot). The beanstalk will uproot and follow the planter as a dog would follow its master. The beanstalk (AC 10; MV 4; HD 1/2; hp 4; #AT 1; Dmg 1 bite; THAC0 20) has a bipedal form and animal intelligence. It must be watered once every two days for approximately two hours or else it will die. Also, the beanstalk has a bond with the planter. If the planter takes more than 5d10 points of damage (roll once), the beanstalk will immediately wither and die. ----------------------------------------------------------------------- 93. This bean causes a a 100 cubic feet area to be strangely effected. Roll on Table A to get the strange effect that has taken place in the area and roll on Table B to get the duration of the effect. TABLE A: Strange Effect (1d6/2 round up) 1: Time Stop. The flow of time is stopped in the area of effect. All creatures (except for those of demigod and greater status or unique creatures) and everything else are frozen in their actions, for they are literally between ticks of the time clock. Nothing can enter the area of effect without being stopped in tome also. 2: Magic Dead. The area of effect is magic dead. No magic will work. It won't destroy things like magic items or memorized spells, these things will just not work in the area of effect. 3: Wild Magic Zone. The area of effect is a wild magic zone (see Tome of Magic). In addition, 1d4 times per day a random spell chosen from the Wild Magic school (mage) or the Chaos sphere (priest) affects the area. 4: Blessed/Sacred Ground. The area becomes holy land. Any acts of violence done in the area of effect will cause the offenders to suffer 1d10+10 points of damage. There is a 25% chance that the land may gain the attention of a good deity. 5: Cursed Ground. The area becomes cursed land. Evil creatures are attracted to the area. The chance of encountering evil creatures is quadrupled. There is a 25% chance that the land may gain the attention of a evil deity. TABLE B: Duration (1d4) 1 1d20 hours 2 1d12 day 3 1d10 week 4 1d8 months 5 1d6 years 6 1d4 centuries ----------------------------------------------------------------------- 94. After being planted and watered, the bean will sprout and grow within 1d4 rounds into a rather large bush with beautiful flowers and round colorful fruit the size of grapefruit. The entire bush (including leaves, flowers, and fruit) is completely edible, being entirely made of a sweet candy like substance(s) rather reminiscent of the "plants" in Willy Wonka and the Chocolate Factory. The plant will continue to produce fruit, leaves, etc. as long as it is watered (preferably sugar water). ----------------------------------------------------------------------- 95. When the bean is planted and watered, a 10 foot long, 3 foot diameter metallic rod grows from the ground. The rod attracts all metal within a 100 foot radius. A strength of 18+ is the only thing that could keep metal from flying to the rod. The rod drips an acidic-fluid to dissolve the metal it attracts. Magical items get a saving throw. The rod will continue to function until it receives 100 points of damage. ----------------------------------------------------------------------- 96. The bean grows into a normal looking bean plant with one abnormally large pod. When the pod splits open (in one turn or by a person), there is a six month old child inside. Roll on Table A to get the race of the child. Roll on Table B to get the gender of the child. TABLE A: Race (1d6) 1 Dwarf 2 Elf 3 Half-Elf 4 Gnome 5 Halfling 6 Other (Orc, Goblin, Demon, etc.) TABLE B: Sex (1d2) 1 male 2 female ----------------------------------------------------------------------- 97. A thick, white, swirling fog rises from the ground and spans a 100 foot radius. Vision is reduced to 3d4 feet. Roll on Table A for the effect of the fog. TABLE A: Effects (1d4) 1: Within 5 rounds after the arrival of the fog, sounds of a coastal region can be heard. Among other sounds, there is a fog horn, sea gulls, and the clanking of bells. Searching through the fog finds nothing and is uneventful, there is only the sounds. If the party is high level, vindictive DMs may have a pirate, ghost ship appear containing an undead crew. The fog will dissipate in 1d6 days. 2: The fog will choke all living creatures. Each creature will suffer two points of damage per round unless they leave the fog. The fog will dissipate in 1d100 rounds. 3: The fog is the mystical fog synonymous with Ravenloft. The Ravenloft plane is reaching out for the characters. And so a new adventure begins in a new land. DMs not familiar with Ravenloft may have the fog teleport the characters somewhere else like another continent, the Outer Planes, the Lower Planes, etc.. The fog dissipates once the characters are trapped in Ravenloft. 4: All creatures in the fog will start hallucinating. Each person perceives their friend and comrades as their enemies or some dangerous monsters (ex. minotaurs, lesser demons, lesser devils, demons). This can cause some serious problems if everybody engages in combat. When somebody is attacked, they perceive the attack as a natural/normal attack of the attacker (ex. a fighter may be viewed by a friend as a troll, when the fighter attacks, his attack will be viewed by the friend as a troll's clawing attack). DMs should handle the combat so that the players don't know they are fighting each other. The DM might tell the players that the party seems to have magically separated in the fog and now each character stands before a number of enemies/monsters (equal to the number of other party members of course). The DM must fake combat rolls for the "enemies". Also, he must me manipulative with the presentation of damage to the characters so that the players won't realize what really is going on. For example, if character A just hit an enemy (really character B) for 6 points of damage, then the DM can't just yell out that character B receives 6 points of damage from his enemy (character A) because what really is happening will be obvious. The fog dissipated in 1d10+10 rounds. ----------------------------------------------------------------------- 98. A faerie(s) pops out of the ground. Roll on Table A to get the type. TABLE A: Type of Faerie (1d4) 1: A Spelljamming ship of the Elven Armada (DM's choice). 2: 2d10 faerie elves (AC 10; MV 12; HD 1+1; hp 9; #AT 1; Dmg 1-10 weapon; THAC0 19; MC1). 3: A homosexual, human male. He will fall in love with the first male (any race) he sees. 4: 100 beautiful butterflies. ----------------------------------------------------------------------- 99. A 5 foot long, thin metal rod grows from the ground. Suddenly, thunder booms through the sky. 1d4 rounds later, lightning strikes all living beings for 1d6+4 points of damage each. In addition, lightning randomly strikes the ground. The lightning leaves 1d6+10 Javelins of Lightning. ----------------------------------------------------------------------- 100. Bean Bag. A bean bag falls from the sky. Roll on Table A to get the type. TABLE A: Type of Bean Bag (1d6) 1: A bean bag (50 foot radius sphere) falls from the sky and causes 1d20+20 points of crushing damage to anybody under it. 2: A small paper sack falls from the sky. It contains 100 jelly beans of various colors. Yum! Yum! 3: A huge bean falls from the sky and causes no damage. The bean is not edible. It is quite soft and manipulative. It could be quite easy to use the bean as a comfortable chair. 4: A burlap sack containing normal eatable beans falls from the sky. The DM may have the bag hits somebody on the head for 1d10+10 points of damage. 5-6: Another Bag O' Beans identical to this one (except its completely full) falls from the sky. ----------------------------------------------------------------------- CONTRIBUTORS Reid Bluebaugh Bromnskad Morgan Blackheart Mike Bowers The Grim Reaper M.N.P. Joe Delisle Mylok Stormhand Mertz Andrew Scott Vinnie Predator David Schuette Grabbit Wileucan Chris Womack Shawn E. Ayres Steven R. Hamby John Fontaine David Pass Ron Stijn Trekker Extra. Vampire Lord