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.

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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.
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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

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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).

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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.

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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.

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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

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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

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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!)

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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.

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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.

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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.

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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.

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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.

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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

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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.

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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.

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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

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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.

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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.

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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

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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.

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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

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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)

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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

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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

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75.  "Bean seeing you." Random people (DM's decision) become invisible
as in the spell Improved Invisibility for 3d4 rounds.

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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

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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.

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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".

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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!

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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)

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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).

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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.

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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.

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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).

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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.

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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.

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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).

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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.

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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.

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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.

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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

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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.

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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

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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).

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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.

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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

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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.

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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.

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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.

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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.

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                              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