2098 lines
92 KiB
Plaintext
2098 lines
92 KiB
Plaintext
THE ULTIMATE BAG O' BEANS
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This bag, constructed of heavy cloth, is about two feet wide and
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four feet long (the size of any large bag or sack). A character who
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opens it will find several large, pebble-like objects inside. If dumped
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out of the bag, these objects explode for 5d4 points of damage each.
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All creatures within a 10 foot radius must successfully save vs. spell
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or suffer full damage. To be removed safely, the beans in the bag must
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be taken out by hand - telekinesis won't prevent them from exploding,
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nor will working them out with tools. If placed in dirt and watered,
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each pebble-like bean will "sprout". Only a few beans are beneficial
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most are dangerous or useless.
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Just roll 1d100 to get a bean. If the bean rolled has already been
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picked then use the one after it or the one before it.
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Unless noted otherwise, all items and beings created by a bean are
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permanent and can be destroyed or slain normally. Also, the beans will
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always be destroyed unless noted otherwise.
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A wild magic mage has a 50% chance to control the bag. Thus,
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he/she can pick the bean he/she wants. Page 5 of the TOME OF MAGIC
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discusses wild mages and has the rule of the random objects used by
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wild mages.
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Some DMs may want the bag contain less than 100 beans since a bag
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probably had previous owners who no doubt used some of the beans.
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Therefore, the number of beans in the bag should be 75-100 (5d6 + 70).
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The DM will have to decide which beans should be removed from the bag.
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In every case, the DM may make any adjustments to these results he
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feels is appropriate.
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-----------------------------------------------------------------------
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1. A tree grows from the ground. Roll on A for size. Roll on B for
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type. There is a 25% chance that the tree begins to spew seeds within a
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50 foot radius. These seeds grow into trees within 1 round. These trees
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spew seeds as their parent and more trees grow. This process continues
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for 59 rounds. If this process isn't stopped, a forest of tress could
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span approximately 2950 foot radius from the original tree.
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TABLE A: Size (1d6)
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1 Tiny 1/4 normal size
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2 Small 1/2 normal size
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3-4 Normal normal size
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5 Large double normal size
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6 Gigantic quadruple normal size*
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* DM's Option - The tree grows to such a height that it will no longer
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be able to support itself and it collapses in a random direction.
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TABLE B: Type of Tree (1d8)
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1 Broad-Leaf Tree roll on Table C
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2 Needle-Leaf Tree roll on Table D
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3 Fruit Tree roll on Table E
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4 Edible-Nut Tree roll on Table F
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5 Resource Tree roll on Table G
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6 Ornamental Tree roll on Table H
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7 Tropical Tree roll on Table I
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8 REROLL
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TABLE C: Broad-Leaf Trees (1d20)
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1 Alder 8 Ash 15 Aspen
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2 Birch 9 Butternut 16 Box Elder
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3 Chestnut 10 Cottonwood 17 Elm
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4 Eucalyptus 11 Gum Tree 18 Hackberry
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5 Ironwood 12 Locust 19 Maple
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6 Mulberry 13 Oak 20 Sweet Gum
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7 Sycamore 14 Willow
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TABLE D: Needle-Leaf Trees (1d20)
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1 Balsam Fir 8 Beefwood 15 Box
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2 Cedar 9 Cycad 16 Cypress
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3 Douglas Fir 10 Evergreen 17 Fir
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4 Gymnosperm 11 Hemlock 18 Juniper
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5 Larch 12 Laurel 19 Myrtle
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6 Pine 13 Redwood 20 Sequoia
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7 Spruce 14 Yew
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TABLE E: Fruit Trees (1d20)
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1 Apple 8 Apricot 15 Avocado
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2 Banana 9 Cherry 16 Crab Apple
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3 Date 10 Fig 17 Grapefruit
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4 Guava 11 Lemon 18 Lime
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5 Mango 12 Mulberry 19 Nectarine
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6 Olive 13 Orange 20 Papaya
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7 Peach 14 Pear Plum
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TABLE F: Edible-Nut Trees (1d10)
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1 Almond 5 Brazil 8 Butternut
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2 Cashew 6 Coconut Palm 9 Hazel
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3 Hickory 7 Pecan 10 Pistachio
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4 Walnut
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TABLE G: Resource Trees (1d10)
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1 Balsa 5 Calabash 9 Carob
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2 Cinnamon 6 Clove 10 Coffee
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3 Cork 7 Kola Nut 11 Nutmeg
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4 Palm 8 Rubber 12 Sassafras
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TABLE H: Ornamental Trees (1d8)
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1 Dogwood 4 Hawthorn 7 Holly
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2 Magnolia 5 Mimosa 8 Pepper Tree
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3 Redbud 6 Rhododendron
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TABLE I: Tropical Trees (1d4)
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1 Baobab 3 Mahogany
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2 Mangrove 4 Teak
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-----------------------------------------------------------------------
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2. Liquid spews out of the ground where the bean was planted. Roll on
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Table A to find out how much will come out of the ground. Roll on Table
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B to get the duration that the liquid will spew. Roll on Table C to get
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the type of liquid.
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TABLE A: Rate of Liquid (1d4)
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1 Stream pours out 1 gallon per round
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2 Fountain 5' long stream at 5 gallons per round
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3 Geyser 20' long stream at 30 gallons per round
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TABLE B: Duration (1d8)
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1 1d20 round
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2 1d12 turn
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3 1d10 hour
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4 1d8 day
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5 1d6 week
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6 1d4 year
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TABLE C: Type of Liquid (1d12)
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01 Fresh Water see note below
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02 Salt Water see note below
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03 Mineral Water see note below
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04 Holy Water
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05 Unholy Water
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06 Sweet Water Dungeon Master's Guide
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07 Vinegar
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08 Ammonia
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09 Poison Dungeon Master's Guide
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10 Alcohol The Complete Guide To Alcohol, Getting...Booze
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11 Oil Roll on Table D and Table F
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12 Magical Liquid Roll on Table E and Table F
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TABLE D: Type of Oil (1d6)
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1 Normal
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2 Oil of Fiery Burning Dungeon Master's Guide
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3 Oil of Fumbling Dungeon Master's Guide
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4 Oil of Impact Dungeon Master's Guide
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5 Oil of Slipperiness Dungeon Master's Guide
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6 Oil of Timelessness Dungeon Master's Guide
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TABLE E: Type of Magical Liquid (1d30)
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1 Potion of Clairaudience Dungeon Master's Guide
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2 Potion of Clairvoyance Dungeon Master's Guide
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3 Potion of Delusion Dungeon Master's Guide
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4 Elixir of Health Dungeon Master's Guide
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5 Elixir of Madness Dungeon Master's Guide
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6 Elixir of Youth Dungeon Master's Guide
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7 Potion of ESP Dungeon Master's Guide
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8 Potion of Extra-Healing Dungeon Master's Guide
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9 Potion of Fire Resistance Dungeon Master's Guide
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10 Potion of Flying Dungeon Master's Guide
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11 Potion of Gaseous Form Dungeon Master's Guide
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12 Potion of Giant Strength Dungeon Master's Guide
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13 Potion of Growth Dungeon Master's Guide
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14 Potion of Healing Dungeon Master's Guide
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15 Potion of Heroism Dungeon Master's Guide
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16 Potion of Invisibility Dungeon Master's Guide
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17 Potion of Invulnerability Dungeon Master's Guide
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18 Potion of Levitation Dungeon Master's Guide
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19 Potion of Longevity Dungeon Master's Guide
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20 Philter of Glibness Dungeon Master's Guide
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21 Philter of Love Dungeon Master's Guide
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22 Philter of Persuasiveness Dungeon Master's Guide
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23 Philter of Stammering... Dungeon Master's Guide
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24 Potion of Polymorph Self Dungeon Master's Guide
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25 Potion of Rainbow Hues Dungeon Master's Guide
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26 Potion of Speed Dungeon Master's Guide
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27 Potion of Super-Heroism Dungeon Master's Guide
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28 Potion of Ventriloquism Dungeon Master's Guide
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29 Potion of Vitality Dungeon Master's Guide
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30 Potion of Water Breathing Dungeon Master's Guide
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TABLE F: Potency of Magic (1d20)
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01-04 Loses magical ability in 1d20 round
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05-07 Loses magical ability in 1d12 turn
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08-10 Loses magical ability in 1d10 hour
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11-13 Loses magical ability in 1d8 day
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14-16 Loses magical ability in 1d6 week
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17-19 Loses magical ability in 1d4 year
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20 Maintains magical ability permanently
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NOTE: There is a 25% chance that a Water Weird (AC 4; MV 12; HD 3+3; hp
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27; #AT 0; Dmg nil; THAC0 15; MC2) is presence in the water and will
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attack.
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-----------------------------------------------------------------------
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3. The bean turns into a gem in 1d4 rounds. Roll on Table A to get the
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class and value of the gem.
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There is a 30% chance that a bird flies down out of the sky,
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snatches the gem, and flies off. Unless the DM has a specific bird in
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mind with its own stats, then the bird is a normal bird (AC 8; MV 4 FL
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18(B); HD 1/2; hp 4; #AT 1; Dmg 1; THAC0 20).
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TABLE A: Class and Value of Gem (1d100)
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01-25 Ornamental 10 gp
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26-50 Semi-precious 50 gp
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51-70 Fancy 100 gp
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71-90 Precious 500 gp
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91-99 Gems 1000 gp
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00 Jewels 5000 gp
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-----------------------------------------------------------------------
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4. Gas pours out of the ground where the bean was planted at a rate of
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1 cubic foot per round. (There is a 25% that bubbles containing gas
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pour out of the ground instead of just gas.) Roll on Table A for
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duration. It is harmless. The only effect is that it has a very strong
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odor (roll on Table B).
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TABLE A: Duration (1d4)
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1 1d12 turns
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2 1d8 hours
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3 1d6 days
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4 1d4 weeks
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TABLE B: Odors (1d20)
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01 acrid smell 11 bubble-gum smell
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02 chlorine smell 12 cooked turkey smell
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03 dank, moldy smell 13 earthy smell
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04 grape smell 14 lemon fresh smell
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05 manure smell 15 metallic smell
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06 ozone smell 16 gasoline smell
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07 pine smell 17 putrid smell
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08 rotting smell 18 salty, wet smell
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09 smokey smell 19 stale, fetid smell
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10 sulphurous smell 20 urine smell
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-----------------------------------------------------------------------
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5. This bean will sprout into a tree in 1d10 turns and bloom in
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another 1d6 turns. The blooms of this tree when plucked will be some
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sort of clothing, Table A, made of a material from Table B.
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TABLE A: Clothing (1d100/2)
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01 apron 18 belt 35 blouse
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02 boot 19 bra 36 cap
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03 cape 20 cloak 37 coat
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04 coif 21 dress 38 frock/pinafore
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05 gauntlets 22 girdle 39 glove
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06 gown 23 hat 40 habit
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07 hood 24 hose 41 jerkin
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08 jupon 25 kerchief 42 kirtle
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09 leggings 26 mantle 43 pantaloons
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10 doublet 27 drawers 44 undershirt
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11 underwear 28 petticoat 45 pouch/purse
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12 robe 29 sandals 46 scarf
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13 shawl 30 shorts 47 slipper
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14 smock 31 sock 48 stockings
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15 surcoat 32 toga 49 trousers
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16 tunic 33 veil 50 vest
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17 wallet 34 wrapper
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TABLE B: Material (1d6)
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1 silk
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3 cotton
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4 wool
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5 polyester
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6 leather
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-----------------------------------------------------------------------
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6. A small hole appears (6 inch diameter) and a strange noise comes
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from the bottom (10 feet deep). The noise has no physical source and
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merely is a permanent, magical, constant sound. Roll on Table A for
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sound.
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TABLE A: Noises (1d100)
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01 animal growling/roaring 37 banging
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02 bellowing 38 birds chirping
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03 bones snapping 39 bong
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04 buzzing 40 chains rattling
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05 chanting 41 chiming
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06 chirping 42 clanking
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07 clashing 43 clicking
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08 coughing 44 creaking
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09 crying 45 drumming
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10 fighting 46 flushing (like toilet)
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11 footsteps 47 gibbering
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12 giggling 48 gong
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13 grating 49 Gregorian chanting
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14 grinding 50 groaning
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15 grunting 51 hissing
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16 hooting 52 howling
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17 humming 53 jingling
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18 knocking 54 laughter
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19 moaning 55 murmuring
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20 music 56 rattling
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21 murmuring 57 music
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22 ocean waves breaking 58 perverse sex acts
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23 steady rain 59 rattling
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24 ringing 60 roaring
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25 rustling 61 scratching/scrabbling
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26 screaming 62 scuttling
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27 slithering 63 snapping
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28 sneezing 64 sobbing
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29 splashing 65 splintering
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30 squawking 66 squealing
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31 talking 67 tapping
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32 thumping 68 thunder
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33 ticking 69 tinkling
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34 twanging 70 whining
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35 whispering 71 whistling
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36 wind blowing 72-00 REROLL or CHOOSE
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If the sound is from a person(s), the race of the person(s) making
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the sound can be determined using the random languages table in the
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DMG, p. 102. The language is generally difficult to understand, but the
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content may be determined by the DM as desired.
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-----------------------------------------------------------------------
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7. After the bean is planted, it will wiggle back up out of the
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ground. It radiates powerful magic, and could easily be confused when
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under detection spells to have amazingly beneficial powers (DM's
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choice, of course) if planted and allowed to sprout. The trouble is
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that beans won't grow unless planted, and this little sucker just won't
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stay put! The bean will never grow into anything. The only magical
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power is its ability to boar to the surface. The fun is watching
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characters (and players) tearing their hair out trying to figure out
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how to make the #!$* bean sprout.
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-----------------------------------------------------------------------
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8. A 5' X 5' horizontal portal of shimmering, glittering, rainbow
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light appears on the ground above the location of the bean. The portal
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is a gateway to another place/plane (75% chance of it being one-way).
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Roll on Table A to decide where it leads to. The duration of the portal
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is the DM's decision.
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TABLE A: Where?
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1 Another location on Prime Material Plane*
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2 Ravenloft
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3 Ethereal Plane
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4 Astral Plane
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5 Outer Plane, roll on Table B
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6 Elemental Plane, roll on Table C
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* different continent, different world, different crystal sphere,
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different time (past or future), etc.
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TABLE B: Outer Planes (1d20)
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01 Seven Heavens 10 Twin Paradise
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02 Elysium 11 Happy Hunting Grounds
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03 Olympus 12 Gladsheim
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04 Limbo 13 Pandemonium
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05 Abyss 14 Tarterus
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06 Hades 15 Gehenna
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07 Nine Hells 16 Acheron
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08 Nirvana 17 Arcadia
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09 Concordant Opposition 18-20 REROLL or CHOOSE
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TABLE C: Elemental Planes (1d12)
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01-02 Air 09 Dust
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03-04 Fire 10 Heat
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05-06 Earth 11 Vapor
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07-08 Water 12 Ice
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-----------------------------------------------------------------------
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9. A 3' X 3' wooden door appears on the ground. The door is locked and
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a thief has -20% of picking it. If open, the characters will see stairs
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leading downward. The stairs lead down to a dungeon. The information on
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the dungeon is left up to the DM. Since most DMs have a surplus of
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useless dungeons that have no purpose and are completely random, this
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bean is away to get rid of the DM's library of these dungeons. This
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also allow a DM to do anything he wants in a dungeon without worrying
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about background, plot, story-line, or anything else that is time-
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consuming. Also note that Appendix A on page 169-173 of the 1st edition
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DMG is a random dungeon generation.
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-----------------------------------------------------------------------
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10. The bean changes the fertility of the soil in a 1d4 mile radius
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for 1d2 years. Roll 1d100. A roll of 1-50 indicates that the area
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around the bean becomes completely infertile. All vegetation will die
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within a few weeks and turn the land into a virtual wasteland. A roll
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of 51-100 indicates that the area around the bean becomes extremely
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fertile. Vegetation will grow in abundance within a few weeks and turn
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the land into a virtual rain forest. To help speed up the growth
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process, the DM may allow a plant growth (as in spell) effect to
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stimulate the area of effect.
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-----------------------------------------------------------------------
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11. The bean transmutes the natural rock around the bean into another
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substance. Roll on Table A.
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TABLE A: What Happens? (1d4)
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1: Natural rock of any sort within a 100 cubic foot area of the
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bean turns into an equal volume of mud. Creatures unable to levitate,
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fly, or otherwise free themselves from the mud sink at the rate of ten
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feet per round and suffocate, except for light-weight creatures that
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could normally pass across such ground.
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2: Natural rock of any sort within a 100 cubic foot area of the
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bean turns into an equal volume of fresh water thus creating a lake 100
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feet deep.
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3: Natural rock of any sort within a 100 cubic foot area of the
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bean turns into an equal volume of air thus creating a canyon 100 feet
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deep.
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4: Natural rock of any sort within a 100 cubic foot area of the
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bean turns into an equal volume of manure.
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-----------------------------------------------------------------------
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12. EARTHQUAKE !!! A local tremor of fairly high strength rips the
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ground. The shock is over in 1d4+1 round. The earthquake affects all
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terrain, vegetation, structures, and creatures in its area of effect.
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The area of effect of the earthquake is circular with a diameter of
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roughly 1 mile.
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Solidly built structures with foundations reaching down to bedrock
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sustains one-half damage; one-quarter damage if they score above 50% on
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a saving throw. An Earth Elemental in the area of effect can negate 10%
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to 100% (roll 1d10 * 10) of the effect. Other magical protections and
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wards allowed by the DM may also reduce or negate this effect.
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After the quake, there is a 50% chance that an Earth Elemental
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(AC 2; MV 6; HD 12; hp 96; #AT 1; Dmg 4-32; THAC0 9; MC1) comes up
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through a nearby crack to seek revenge on those that irritate the
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earth. The elemental will be relentless in its task to destroy the
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planter of the bean and anybody who engages in combat with it.
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-----------------------------------------------------------------------
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13. TWISTER !!! A tornado rises from the ground. Winds are in excessive
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of 300 MPH. It has a duration of 5-50 hours. The DM must make the
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decision if the tornado will dissipate or continue based on the
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environment its in. One inch of precipitation will fall per hour. Only
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strong stone buildings will be undamaged. Travel is impossible. The
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range of normal and infravision vision is cut by 3/4. No tracking is
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possible. There is a +40% chance of getting lost if in unfamiliar
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territory. No missile fire is permitted. All non-magical weapon attacks
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are at -3 to hit: 20% per attack that any weapon will be torn from the
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wielder's grip by the wind. Dexterity bonuses to AC are cancelled. No
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creatures can fly, except those from the Elemental Plane of Air.
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There is a 50% chance that an Air Elemental (AC 2; MV FL 36 (A);
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HD 12; hp 96; #AT 1; Dmg 2-20; THAC0 9; MC1) follows the tornado out of
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the ground to seek revenge on those that summoned it. The elemental
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will be relentless in its task to destroy the planter of the bean and
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anybody who engages in combat with it.
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-----------------------------------------------------------------------
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14. A nice windy updraft flies out of the ground which will hurl
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matter upward upon passing over the bean. Consult the following:
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500+ lbs no effect
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300-500 lbs up 10' then outward
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200-300 lbs up 20' then outward
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100-200 lbs up 40' then outward
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020-100 lbs up 80' then outward
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000-020 lbs good luck finding it again!
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Option: Loosely tied/held objects need to be treated separately.
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-----------------------------------------------------------------------
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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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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).
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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 RPG 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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
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
|