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Fax Celestis
2006-07-14, 03:08 PM
The Bag of Beans is a terrific magical item that has a variety of effects. The bag is constructed of heavy cloth, and is about 2 feet wide and 4 feet long. A character who opens it will find several large, pebble-like objects inside. If spilled out of the bag, they explode like fireballs, each cast by a tenth-level wizard.

For safe removal, the beans must be taken from the bag by hand--telekinesis and similar spells simply make the affected bean explode as normal, while tools can't grasp the beans. If planted and watered, each bean "sprouts" a creature or object. A bag of beans typically holds 3d4 beans, though some have been found with up to 10d6.

Upon planting and watering a bean, the character makes a d% roll, and the DM should qualify the roll according to the following table. The bean "sprouts" in 1d3+1 rounds after being planted.

{table=head]Roll | Effect
01 | 10d10 toadstools grow from the ground around the planted bean. If eaten, each toadstool has a 50% chance of acting like goodberries cast by a druid of 10th level. The other 50% of the time, the eater must make a DC 30 Fortitude save or die. Anyone wishing to tell which kind of toadstool is which can attempt with a DC 30 Survival check.
02 | A 20' tall tree with 4d6 fruits on its branches instantly springs from the ground. When a fruit is cut, crushed, or bitten, out springs a device of some sort. Use the random table from the Robe of Useful Items (DMG-I pg. 266) for items obtained.
03 | The area around the bean is affected as if by a whirlwind spell cast by a 15th level cleric.
04 | The area around the bean is affected as if by a deeper darkness spell cast by a 15th level cleric.
05 | A geyser of hot water erupts from the earth for 1d12 rounds, originating from the bean. All creatures within ten feet of the bean upon eruption take 2d6 fire damage plus 2d6 bludgeoning damage. Any creature within ten feet of the geyser after eruption takes 2d6 fire damage per round.
06 | A pheasant bursts out of the ground and attempts to flee. It has the statistics of a hawk, but refuses to attack. If captured--but not killed--1d4 of its feathers are Quaal's Feather Tokens.
07 | A geyser of water erupts from the earth for 1d12 rounds, originating from the bean. All creatures within ten feet of the bean upon eruption take 2d6 bludgeoning damage. The water becomes less forceful after the initial burst, decreasing to a mere trickle. The first person to drink from the spring decreases their age by 1d12 years. Each additional drinker increases their age by 10d12 years per drink. If this causes a player to move up into a new age category, they gain all the losses but none of the benefits. If this should increase a character beyond their maximum age, they must make a DC 40 fortitude save or die.
08 | 3d8 minotaur zombies claw their way out of the earth and immediately attack all living things. The zombies are immune to turning and are allowed to take run and charge actions.
09 | The area around the bean is affected as if by an earthquake spell cast by a 15th level cleric.
10 | A chaotic evil treant erupts from the earth and attacks the bean planter.
11 | A jet of molten lava erupts from the earth, dealing 20d8 points of fire damage to anyone within 10 feet. It expands at a rate of 5' per round to a maximum of 40', and then it begins to cool. Anyone caught in the lava takes 10d8 points of fire damage per round.
12 | Gases erupt from the ground within an area 60 feet in diameter around the bean. Creatures within the area must make a DC 30 Fortitude save or roll a 1d4 and suffer the appropriate effect. On a roll of 1, the character gains 1d4 hit points permanently. On a roll of 2, the character loses 1d4 hit points permanently. On a roll of 3, the character contracts a form of lycanthropy (DM's choice). On a roll of 4, the character contracts mummy rot.
13 | The bean casts Summon Nature's Ally as it sprouts, choosing a summoned creature randomly. Each round thereafter, it increases the level of the summon spell by one step, so on the second round it casts Summon Nature's Ally II, and on the third it casts Summon Nature's Ally III. After nine rounds, the bean turns into a garnet worth 4d6x100 gp. The summoned creatures are permanent, cannot be banished, dealt with via Diplomacy or Handle Animal, or turned, and guard the bean at all costs.
14 | The area around the bean is affected as if by an incendiary cloud spell cast by a 15th level wizard.
15 | A pair of gigantic hands appear--a Bigby's grasping hand and a Bigby's clenched fist. Each attacks or holds immobilized a random target within 90 feet of the bean for 12 rounds. During the 12 rounds, the bean turns into a diamond worth 8d8x100 gp, but turns into a piece of coal at the beginning of the 13th round unless it is dug up by then.
16 | Fast-growing roots erupt from the ground as an entangle spell cast by a 15th level cleric, except the spell lasts for 10d8 hours.
17 | A pit with a 40' radius opens beneath the bean. It is 10d10 feet deep.
18 | A tunnel opens in the ground in a 10' radius above the bean. It is 4d10 feet deep. If entered and explored, it leads into a sewerlike area. The opening is acually a long-distance gate leading to a locale (extraplanar or not) of the DM's discretion. In 1d100 rounds, the gate closes, potentially stranding the characters in the new locale.
19 | A simulacrum of the bean planter (sans equipment, clothing, and other gear), rises from the ground. The duplicate initially joins forces with the bean planter, but 2d10 days later decides to venture off on it's own.
20 | An Apparatus of Kwalish (DMG-I pg. 247) digs out of the ground. It is operated by a single hobgoblin who is hostile to the players.
21 | Anything within a 100' sphere of the bean is struck by a transmute rock to mud spell. The effect ends after 2d4 rounds, effectively entombing anything within the area.
22 | What appears to be a sphere of annihilation rises from the ground. It chases anything that moves, going for the closest target before all others. It moves at a speed of 45' on initiative count 1. Upon touching a target, it disappears. The touched target gains the benefits of the spell chasing perfection for the next twenty-four hours.
23 | A clear pool of water, 5' deep and 15' in diameter, rises from the ground. A large water elemental (MM-I pg. 100) rises from the water. The bean planter may ask one question and receive an answer as though affected by a vision spell cast by a 15th level wizard. If no question is asked in 2d4+1 rounds, the water elemental calls forth two more large water elementals which immediately attack.
24 | A stone statue in an exact replica of the bean planter in his current state erupts from the ground. At its feet is a plaque. When read by anyone but the bean planter, the plaque insults and belittles the bean planter. When read by the bean planter, it only extols virtues. A true seeing spell can see through this effect, though little short of Mordenkainen's disjunction can remove the magic from the plaque.
25 | A female arm erupts from the earth, bearing an impressive sword of random type. The sword can only be taken by the bean planter, after which the arm descends back into the earth. If the planter is a paladin, the sword is a holy avenger that grows with him as a legacy weapon would. Otherwise, the sword is simply a +1 weapon.
26 | A meteor strikes the site of the planted bean in 1d4+1 rounds. Anyone within 30 feet at the time of impact must make a DC 35 reflex save. Those who are successful on their reflex save take 15d10 points of damage. Anyone who fails the reflex save takes 30d10 points of damage and must make a DC 50 fortitude save or die.
27 | A bush covered in 4d8 fire seeds (acorn grenade type) sprouts from the ground. These acorns last for three hours. After an hour, the bush ignites in flame, turning entirely to ash within the space of one round. Any acorn left on the bush at that point explodes as if thrown.
28 | A devourer (MM-I pg. 58) rises from the earth. It is only visible to the planter and immediately attacks. It will relentlessly attack until slain.
29 | A wall of thorns immediately grows out of the ground, surrounding a 20' by 20' by 20' cube. Treat it as though it were cast by a 15th level cleric.
30 | A beautiful pegasus appears and offers to take the planter--and only the planter--to the location of his choice. If accepted, the pegasus takes the character to a random plane and then disappears. If denied, the pegasus disappears without comment.
31 | An iron golem erupts from the earth and attacks all nearby living things. In its forehead are set two gems: a gem of brightness and a gem of seeing. Around its neck is a necklace of fireballs (type IV). If slain and it's chest opened, a golem manual is inside.
32 | All creatures within a 40' radius of the bean are affected as if by the fly spell, cast by a 15th level wizard. After 4d4+3 rounds, all creatures who are flying due to this spell are affected as though the target of a fireball spell cast by a 15th level wizard.
33 | A spirit of a prominent ancestor of the bean planter rises from the earth. If the ancestor (read: DM) deems that the character has acted according to his alignment, the ancestor gifts the character with memories. These memories effectively grant the bean planter 10,000 XP. On the other hand, if the bean planter has not been faithful, the ancestor curses the character with 2 negative levels.
34 | A blue continual flame bursts forth. It is otherwise normal.
35 | A huge, gaudy marble fountain, decorated with nymphs and dolphins, rises from the earth, spraing water high int othe air. 1d4+1 copper coins can be found in its basin. Taking the coins has a 50% chance of summoning a hostile elder water elemental.
36 | A creeping doom spell erupts from the earth, attacking the nearest target. Treat this as the spell, as if cast by a 15th level druid. Each swarm only attacks one target.
37 | An angry efreeti appears. It barters for transportation back home for 1d4+1 rounds before giving up and attacking in frustration.
38 | A portable hole opens in the ground. Inside is an emerald worth 4d4x100 gp.
39 | A hostile medium earth elemental burrows out of the ground. To make matters worse, the bean planter and the elemental switch consciousnesses, so that the bean planter's body begins attacking people while the planter is stuck with an elemental's body. Should either the planter or the elemental be slain, the effects are permanent. If the elemental is not slain within 24 hours, the consciousnesses of the bean planter and the elemental switch back to the correct bodies.
40 | A hostile wyvern rises out of the ground. When slain, it leaves behind two sapphires worth 500 gp a piece.
41 | The area around the bean is affected as if by an Evard's black tentacles spell cast by a 15th level wizard.
42 | Flowers shoot up from the gournd for 360' around the planted bean. On the following round, they emit clouds of pollen. Each creature within the area must make a DC 35 will save or fall asleep. Asleep creatures are granted a limited wish based upon their dreams. Have the players describe their character's dreams without knowing the consequences, then tailor the results accordingly.
43 | A young adult red dragon bursts forth from the ground, immediately attacking all creatures in the area. If slain, its heart will turn into a ruby that acts as a fully charged wand of fireballs.
44 | A cloud of solid fog, 120' in diameter, rises from the earth, lasting 20 rounds or until dispersed. 1d20 rounds later, a horrid wilting effect (cast as if by a 15th level wizard) in the same dimensions rises from the ground and lasts 20 rounds. It is indistinguishable from the simple fog.
45 | An enchanted heavy catapult appears. It is considered a +1 magical weapon and has double normal range. It fires by itself every other round, requiring people only to load it. The catapult also shrinks upon command to a height of 1 inch. Once per day, it can throw a ball of fire, which acts like a delayed blast fireball spell cast by a 10th level wizard and which detonates on impact.
46 | A hemispherical chunk of ground, 150' in radius centered on the bean, rips itself out of the earth and floats into the sky. Characters tanding on it may be stranded several hundred feet above the ground or carried to a foreign land.
47 | Nothing seems to happen. Digging up the bean reveals a gold nugget worth 50 gold. Further digging reveals the site as suitable for a full-scale mine. Unfortunately, if dug deeply enough, the mine will lead into the Underdark, which has the potential to unleash drow, beholders, duergar, and the like upon unwitting masses.
48 | Nothing seems to happen. Two invisible stalkers of maximum hit points are summoned forth, which will stalk the planter until they find a good moment to steal the bag of beans. They will fight back if met with resistance.
49 | A Leomund's Secure Shelter springs out of the ground. Inside are 1d4+2 trolls who consider this their home and dislike intruders.
50 | A Mordenkainen's Magnificent Mansion springs out of the ground so quickly that all creatures within 30' take 10d10 points of bludgeoning damage from its growth. Whoever planted the bean may command the fortress's entrance to open or close. The fortress is permanent.
51 | 1d4+8 toads crawl from the earth. Whenever a toad is touched, it polymorphs into a random monster. Every third round, a toad will polymorph without being touched.
52 | A huge tent springs up, enclosing all creatures within 30' inside it. The tent is lasvishly furnished with velvet pillows, golden lamps, precelain vases, exotic tapestries, and pervaded with the scent of rich spices. All creatures in the tent are subject to a calm emotions spell (caster level 8th). Those failing a will save cannot leave the tent. Anything removed from the tent turns into scraps of paper, sticks, rocks, and other useless items. However, if a thief of at least 10th level successfully removes items from the tent, they remain as they are and are worth 10d10 x10 gold each. The tent vanishes after 1 day.
53 | A mass of 4d6 laughing skulls, flying on bat wings, spring from the ground and surround the planter. Their demonic laughter prevents any sleep. In order to cast a spell, the planter must succeed on a DC 25 Concentration check or the spell is lost. For each day of sleeplesness, the planter takes a -1 penalty to attack, armor class, and saving throws. The skulls cannot be attacked by any means except one, chosen by the DM. The method of destruction can be determined using divination magics. If not banished or destroyed, the skulls fly away on their own after 2d4 days.
54 | The bean planter receives an unhatched dragon's egg of a random type. It hatches in 2d6 hours if kept warm and treats the planter as its mother.
55 | A well springs out of the ground. It grants a wish to the first person who tosses in a coin. The well does not give out another wish until 10,000 gold (and only gold) has been tossed inside. After the second wish, it disappears.
56 | A great fissure in the ground opens. It is about five feet wide and 1d4 miles deep and 10d12x100 yards in length. Anyone standing in a square affected by the fissure must make a DC 20 Reflex save or fall to the bottom of the fissure, taking 20d6 points of damage. After 5d4 days, the fissure closes again, swallowing anything inside.
57 | Mist rises from the ground and reforms itself 1d4+1 rounds later into the shape of a dragon. The dragon breathes a blast of steam and vapor in a 30' cone, which deals 6d6 damage (DC 25 Reflex save for half damage). After it breathes, the dragon-cloud dissipates. It cannot be attacked except by magical electricity, which uases the cloud to fade away while it is forming--only to reappear behind the planter 1d4 hours later.
58 | A rope grows upward to aliength of 30 feet. If anyone climbs the rope, an extradimensional space is found (like a rope trick). It lasts for four hours, after which the rope expels everything from the extradimensional space and turns into a rope of climbing.
59 | A beanstalk grows up into the air. If climbed, it leads to a cloud castle located in the ELemental Plane of Air.
60 | A basilisk craws from the ground. Strangely, its gze attack does not turn people to stone, but instead ages them 5d10 years. The basilisk wanders away aftre 4d4 rounds if it is not slain. A succesful heal spell will remove the effects, but will not restore any lost hit points.
61 | An umber hulk digs its way out of the earth, then attempts to maim or kill as many character as it can before burrowing back into the ground 1d100 rounds later. If slain, the umber hulk changes color and utters one prophecy before turning to dust. The prophecy always comes true.
62 | An entire one-story tavern pops out ofthe ground. The pub's interior is occupied by helpful unseen servants who dish out helpings of a hero's feast. This tavern remains in place for 3d4 days before vanishing.
63 | An insane gynosphinx appears and atempts to devour any creatures who cannot answer its silly children's riddles.
64 | Chaotic weather strikes anything within a 1d4 mile radius. The weather changes every turn for 4d12 hours. Randomly select weather types from the control weather spell table.
65 | A patch of pupmkins, 40 yards square, grows instantly. The pumpkins ripen, overripen, go foul, and burst open in a matter of seconds. Everyone in the area is affect as if by a stinking cloud spell cast by a 6th level cleric. In addition, everyone affected by the stinking cloud is also affected as if by a contagion spell. However, 1d6 pumpkins do not explode: instead, they turn into animate scarecrows (treat as large Animated Objects), and attack 2 rounds after the bean sprouts.
66 | The bean becomes an 18th level delayed blast fireball that explodes in 5 rounds.
67 | A Tyrannosaurus grows out of the ground and attacks.
68 | A squirrel runs up to the bean, digs it up, and eats it. It then locates the planter and addresses them in common. It is able to answer questions as a sage skilled in every field of knowledge (treat the squirrel as having 30 ranks in all knowledge skills). If the planter has no questions, the animal will give clues to the location a magical artifact. One hour after eating the bean, the animal reverts to normal, though it now folows the PCs wherever they go.
69 | Nothing happens. At nightfall (tomorrow night if the bean is planted at night), a vampiric succubus rises from the ground. She wields a vorpal longsword and carries a rope of entanglement and imediately searches out the planter. If (and when) she finds the planter, she will kill him. She requires no coffin, staying in gaseous form for 12 turns when slain, reforming after that. To kill her, one must either turn her effectively enough to destroy her or expose her to daylight.
70 | A huge eyeball 1' in diameter rises from the ground and floats 6' in the air. All who gaze upon the eye must make a DC 30 Fortitude save or be transformed. Roll 1d8: on a roll of 1, the gazer turns into a statue of wax; 2, a statue of wood; 3, a statue of glass; 4, a statue of ice; 5, a statue of gold; 6, a statue of lead; 7, a statue of iron; 8, a statue of salt. This transformation can only be reversed with a wish spell. The eye disappears in 2d4 rounds.
71 | Nothing happens. A box of intricate design appears in place of the bean. If it is opened, a horde of 10d10 bearded devils pour out of the box at the rate of 1d4 monsters per round. The box can only be closed with a DC 30 Strength check. If all monsters are allowed to escape the box and are slain, the opener is granted a wish, but the wish cannot undo the opening of the box.
72 | A rumbling sound fills the area. One round later, a herd of elephants charges through the area.
73 | A cagelike throne appears. Anyone sitting in it but the planter finds it does nothing. If the planter sits in the throne, however, they are transported to the Ethereal or Atral plane. The throne transports with them. After the initial journey, the planter may use the throne at will, but only functions for another 1d4+1 round trips.
74 | The bean summonsa halfling thief of equal level of the party. He may be adopted as a PC (if there's an available player); otherwise, he becomes an NPC that journeys with the party until they reach a large city. Once that happens, the halfling steals a number of magical items of good value from the party and disappears. The PCs may pursue him, but catching him is another matter entirely.
75 | A skeletal humanoid crawls out of hte ground. The skeleton has al lof the same abilities, statistcs, and posessions of the planter, and wears black clothing or armor similar to that worn by the planter. The skeleton attacks the planter and disappears with all its equipment once slain. Only spells and attacks from the planter affect it.
76 | A gnome appears. He is dressed in red clothing and speaks in Common. If putset, he attacks with any of the symbol spells (except symbol of death), casting one a round and inscribed in the air. If given a magical item that is not cursed, the gnome grants a limited wish and then vanishes.
77 | A harp floats out of the ground and plays by itself, filling the ir with soft, gentle music. All within 60' must make a DC 30 Will save or succumb to a sleep, fear, or confusion spell lasting 1d8 rounds. If grabbed by someone who hasn't been affected by its ability, it ceases and turns into a harp of charming.
78 | The ground in a 60-yard radius around the bean turns into shallow, oozing tar. Any creature within the tar must make a DC 25 Strength check every round to move. If successful, movement range is stil halved. On a failure, a creature may only move in 5-foot steps.
79 | A hollow sphere of iron, 30 feet in diameter with the bean at its center, appears. It imprisons any creatures within that area. Note that half the sphere is underground.
80 | A giant oak tree grows with 10d10 acorns made of different substances--glass, amber, chocolate, jade, etc. The value of any one acorn is no more than 100 gold. The tree grows normal acorns once all of the unusual acorns have been picked or have fallen.
81 | A wall of stone appears 500' in the air, above the area where the bean was planted and starts to fall. The square wall is 3 inches thick and 20 feet on a side. A successful DC 25 Spot check will allow any underneath to see the wall or its shadow and move in time. Anyone underneath the wall when it lands 2d4 rounds after its conjuration takes 20d10 points of damage and must make a DC 45 Fortitude save or die.
82 | A nest of 1d4+3 eggs springs from the gorund. Anyone eating an egg must make a DC 25 Fortitude save or die. However, if successful, the eater permanently gains one point of Intelligence.
83 | A pillar of stone 30' in diamater rises from the ground and lifts all creatures in the area 100' into the aire. The pillar vanishes in 1d4+2 turns, dropping anyone still on it.
84 | A simple silver circlet appears on the head of the planter. It cannot be removed, and it reduces the character level to 1. The planter retains all acquired hit points, skills, fetas, and ability scores, but is effectively a normal being. The person may assume a new profession and gains experience and levels as if a level 1 character. Once the planter meets the level he was at before he obtained the circlet, he stops gaining experience and the planter's patron deity summons them to their plane. The deity requires a great quest of the planter, as payment for the gift of the circlet. At the end of the quest, if the character is still alive, the circlet disappears forever, and the planter's original class levels return, merging with the levels the character gained in the interim. Use the rules for gestalt characters when merging the levels. He does not gain any benefits of advancement at this time (because he already got them earlier), but may begin collecting experience again and may continue gaining levels as a gestalt character.
85 | An area 30 yards in diametre around the bean turns into a sand pit. All creatures within the sand pit must make DC 25 Reflex saves or be drawn down to its center. At the center of the sand pit is a short tunnel leading downwards that ends in a chamber containing 1d4+1 Bebiliths.
86 | The bean transforms int a ball of soft light that float sup from the ground and approaches the nearest character. If the light as allowed to touch a character, each item worn must make a DC 30 Fortitude save or be transmuted into nonmagical glass. For each +10 in enchantments the light absorbs, the character permanently adds one to two of their ability scores.
87 | The planter becomes imprisoned within the bean. Crystal balls and various divinatin spells reveal what happened ot the character. The person can be freed only with either a wish, miracle, or freedom spell, or if another being volunteers to take the planter's place.
88 | The bean turns into a black gem, shooting up from the ground and embedding itself inte bean planter's forehead, inflicting 1d12 points of damage. After that, whenver the character is injured, the gem drains any charge dmagical items within 20'. For every charge drained, the character is healed for 1 hp. Only one charge is drained per round. This is not a voluntary power; it occurs whether the character wills it or not. The character's eyes turn blood red, fingernails grow long, teeth become pointed, and the planter's hair turns white. These effect can be undone with a wish or miracle, but the character is otherwise unaffected.
89 | All creatures within 120 yards of the bean are affected either by an enlarge person or a reduce person spell (50% chance of either). These effects last for 12 rounds.
90 | A tombstone springs up with the name of the planter engraved on it. Barring a successful DC 30 Will save, the character faings for 2d4 rounds. For 1d4 weeks afterwards, the planter has a -4 penalty to all saving throws against fear-effects.
91 | The bean becomes a powerful magnet, drawing all metallic items within 60' to it. All characters in metallic armor are held paralyzed until helped out of the armor. Metallic items can be pulled out of the area of effect with a successful DC 35 Strength check. All items are considered 10 times their normal weight when inside the magnet's area of effect. The magnetic effect ends in 24 hours. The bean then turns into a onyx worth 5000 gold.
92 | A disembodied, fanged mouth appears in the air 4 feet off the ground; only the teeth are visible. The mouth, which cannot be harmed, opens to reveal a small extradimensional space. Inside the space may be a huge cache of gems, several small magical items, or one powerful magical item. Reaching in to snatch items requires a DC 40 Reflex save. Failure indicates the mouth snaps shut on teh character's arm, inflicting 4d10 points of damage. The mouth refuses to open if it has hold of a character's arm who is grasping an object inside. Nonliving items thrust into the maw are bitten in half and destroyed. The mouth disappears in 10 rounds.
93 | A rolled-up tapestry appears. Engraved within its patter is a symbol of death. The tapestry also shows a fairly accurate map to an ancient, undiscovered treasure horde. Of course, the horde is guarded as well...
94 | An ogre mage suddenly appears of the planted bean and attacks the planter of bean. Besides its normal powers, the ogre mage can use any power that is used upon it. For example, it oculd cast a spell previously used against it or attack several times in one round if attacked by someone with the same ability. The ogre mage uses a greatsword +2.
95 | A seemingly normal apple tree grows. It holds 1d10+20 fruit, 2d4 of which will behave as randomly determined magical potions if eaten. At least one apple is poisonous. While a perosn picks apples, branches in the tree quietly attempt to steal small trinkets from the character. The branches have a Sleight of Hand bonus of +20, and attempt to take one item per round and hiding stolen items among its leaves. If such trinkets are magical, they apply to the tree after it acquires them.
96 | A small pramid bursts upward from the ground. If its simple interior is investigated, a mummy is found ,wielding a fully charged staff of necromancy and a belt of giant strength +4. If the mummy is slain, it turns into gold dust worht 1d10x1000 gold.
97 | A pair of bulettes burrow out of the earth, attack and devouring as many victims as they can. If slain, each has a random magical shield as one of its back scales.
98 | The area around the bean is struck by a firestorm, dealing damage as if cast by a 16th level wizard.
99 | A totem pole grows 20 feet into the air. A magic mouth on the pole demands a suitable sacrifice from the planter. If a monetary gesture is given, the character is given an appropriate magical item. If magical treasure is given, the character is granted a wish that must be used within the hour. If a sacrifice is not given, the pole permanently drains two points from the character's highest ability score.
100 | 3d4+3 beans appear in the bag. They function as normal.
[/table]

Psiwave
2006-07-14, 03:15 PM
If i were ever ti find those beans I think I would just tip 'em out and take the fireball damage! Good Lord! you could just call 'em a bag of campaign seeds....

as a dm however.... ;D

Fax Celestis
2006-07-14, 03:17 PM
If i were ever ti find those beans I think I would just tip 'em out and take the fireball damage! Good Lord! you could just call 'em a bag of campaign seeds....

as a dm however.... ;D
Exactly.

Were-Sandwich
2006-07-14, 03:33 PM
Wow. Random.

Arang
2006-07-14, 03:35 PM
You've just got to love number 67. ;D

Imagine using that thing as a weapon.

"I jump onto the dragon's back and empty the beans over its head!" :o

InaVegt
2006-07-14, 03:36 PM
but what if it's a red dragon?

Thray
2006-07-14, 03:38 PM
but what if it's a red dragon?

Do red dragons get special immunities to Tyrannosauri on their heads?

Fax Celestis
2006-07-14, 03:39 PM
Do red dragons get special immunities to Tyrannosauri on their heads?
No, but "spilling the beans", if you'll pardon the pun, sets off a series of fireballs.

Arang
2006-07-14, 03:41 PM
Planting 60 of these things in something that is eaten by a dragon, which then explodes as sixty adult dinosaurs pop into existence inside of it would be so awesome, it'd have to be equal parts awesome and awesome just to have enough space for all the awesome. ;)

Were-Sandwich
2006-07-14, 03:44 PM
A lot of these things seem to create magic items. If you get lucky, it could pay for itself very quickly.

Fax Celestis
2006-07-14, 03:45 PM
A lot of these things seem to create magic items. If you get lucky, it could pay for itself very quickly.
That's a big if.

Thray
2006-07-14, 03:46 PM
No, but "spilling the beans", if you'll pardon the pun, sets off a series of fireballs.

You will suffer the wrath of Melville the Inevitable for your horrid puns! And isn't that effect 66?

InaVegt
2006-07-14, 03:49 PM
You will suffer the wrath of Melville the Inevitable for your horrid puns! And isn't that effect 66?
you only get those effects if you plant them carefully, otherwise they just become 10d6 fireballs

Fax Celestis
2006-07-14, 03:49 PM
Yes, but:


The Bag of Beans is a terrific magical item that has a variety of effects. The bag is constructed of heavy cloth, and is about 2 feet wide and 4 feet long. A character who opens it will find several large, pebble-like objects inside. If spilled out of the bag, they explode like fireballs, each cast by a tenth-level wizard.


So, much pain.

Thray
2006-07-14, 03:53 PM
...I'll learn to read eventually, really! I guess that sig quote is very true =P.

Closet_Skeleton
2006-07-14, 04:06 PM
I love random items like the deck of many things. 100 differant events seems a bit much though, but if you spent all the time thinking of them it would be a pity not to include them.

I've never used a random item though, it is too dangerous and my parties never tend to reach high enough level to find them.

soylentplaid
2006-07-14, 04:08 PM
Now riding the dragon and dumping the bag out over your enemies...

Gyrfalcon
2006-07-14, 04:30 PM
I have to ask on #84... does the character (assuming they survive the quest), basically benefit from leveling up to level 15 (as an example) twice in terms of hitpoints, BAB, saves, etc? Or does the 'second life' from level 1 disappear when the quest is done and the circlet disappears?

Fax Celestis
2006-07-14, 04:40 PM
I have to ask on #84... does the character (assuming they survive the quest), basically benefit from leveling up to level 15 (as an example) twice in terms of hitpoints, BAB, saves, etc? Or does the 'second life' from level 1 disappear when the quest is done and the circlet disappears?
The point is that the rest of the party should be at about Level 30 at the end of the "quest" that needs to be undertaken.

InaVegt
2006-07-14, 04:42 PM
The point is that the rest of the party should be at about Level 30 at the end of the "quest" that needs to be undertaken.
not true, they 1. gain less experience, 2. need mopre experience

Fax Celestis
2006-07-14, 04:45 PM
not true, they 1. gain less experience, 2. need mopre experience
Granted, but once the character reaches level 15 a second time, they stop gaining experience, giving the rest of the party a chance to catch up over the course of the quest.

Gyrfalcon
2006-07-14, 04:55 PM
Actually, reading it further, I think it's another one of the 'shoots the PC in the foot' options.

If I'm reading it correctly: You lose all class levels, and becomes a level 1 blank slate, though you keep your feats, skills, HP, etc.

You then level as a level 1 character with a level x party, effectively useless until you level up to close to your original level.

Once you hit that level, you get yanked into a dangerous quest for no XP.

Once that quest is done, you lose your second class and regain your first class. Whether you keep any HP, skills, feats, etc from your second run through the leveling system is an open question.

Annalia
2006-07-14, 04:59 PM
Gases erupt from the ground within an area 60 feet in diameter around the bean. Creatures within the area must make a fortitude save or roll a 1d4 and suffer the appropriate effect. On a roll of 1, the character gains 1d4 hit points permanently. On a roll of 2, the character loses 1d4 hit points permanently. On a roll of 3, the character contracts a form of lycanthropy (DM's choice). On a roll of 4, the character contracts mummy rot.

That's #12. What the Fortitude Save DC?

By the way, that's a really nice items. Good job over there. :)

Fax Celestis
2006-07-14, 05:08 PM
That's #12. What the Fortitude Save DC?

By the way, that's a really nice items. Good job over there. :)
Oops. Fixing.

Fax Celestis
2006-07-14, 05:11 PM
Actually, reading it further, I think it's another one of the 'shoots the PC in the foot' options.

If I'm reading it correctly: You lose all class levels, and becomes a level 1 blank slate, though you keep your feats, skills, HP, etc.

You then level as a level 1 character with a level x party, effectively useless until you level up to close to your original level.

Once you hit that level, you get yanked into a dangerous quest for no XP.

Once that quest is done, you lose your second class and regain your first class. Whether you keep any HP, skills, feats, etc from your second run through the leveling system is an open question.
You're supposed to keep them. How would I phrase that?

...unless it'd be more entertaining (from a DM standpoint) to not give them back.

Gyrfalcon
2006-07-14, 05:29 PM
'the original levels return in addition to the levels gained while the circlet was worn'

Also, the person will still be a level or two ahead given that the experience for defeating a CR10 challenge is higher for a level 1 character then a level 15 character, if I was using the CR calculator correctly. (So while he might need 100,000XP to reach fifteenth level again, he'll gain it much more quickly until he approaches that level)

The other thing you could do is merge him into a gestalt character - takes the better of the HD for each level, better of the skills, feats, etc. But then you'd probably end up behind the rest of the party since they will level a time or two while you're stuck as a gestalt 15th level character.

Fax Celestis
2006-07-14, 05:36 PM
'the original levels return in addition to the levels gained while the circlet was worn'

Also, the person will still be a level or two ahead given that the experience for defeating a CR10 challenge is higher for a level 1 character then a level 15 character, if I was using the CR calculator correctly. (So while he might need 100,000XP to reach fifteenth level again, he'll gain it much more quickly until he approaches that level)

The other thing you could do is merge him into a gestalt character - takes the better of the HD for each level, better of the skills, feats, etc. But then you'd probably end up behind the rest of the party since they will level a time or two while you're stuck as a gestalt 15th level character.
Gestalting them seems like a good idea to me. Edited. Check it out.

Gyrfalcon
2006-07-14, 05:43 PM
Hm.... not bad. The only downside is potentially he's down a level to three levels compared to the rest of the party, but he shouldn't be too far behind them if the quest isn't extremely difficult.

The only other thing you might need to do is specify if the character continues to advance as a gestalt character, which might be a nice reward from the quest.

Fax Celestis
2006-07-14, 05:45 PM
Hm.... not bad. The only downside is potentially he's down a level to three levels compared to the rest of the party, but he shouldn't be too far behind them if the quest isn't extremely difficult.

The only other thing you might need to do is specify if the character continues to advance as a gestalt character, which might be a nice reward from the quest.
Again a good idea. *edits in*

geez3r
2006-07-14, 06:03 PM
this is #70
huge eyeball 1' in diameter rises from the ground and floats 6' in the air. All who gaze upon the eye must make a Fortitude save or be transformed. Roll 1d8: on a roll of 1, the gazer turns into a statue of wax; 2, a statue of wood; 3, a statue of glass; 4, a statue of ice; 5, a statue of gold; 6, a statue of lead; 7, a statue of iron; 8, a statue of salt. This transformation can only be reversed with a wish spell.

What is the Fort save DC? Otherwise, a very good item. Granted I would only use such an item as a last ditch, but it would be used.

Fax Celestis
2006-07-14, 06:06 PM
this is #70

What is the Fort save DC? Otherwise, a very good item. Granted I would only use such an item as a last ditch, but it would be used.
Fixdeded. DC 30.

Gyrfalcon
2006-07-14, 07:35 PM
Cool, good work on #84. :)

Hm... overall, I think it's a fun idea, but one only for high-level parties. Almost everything with a save is DC25 or 30, and most of them are 'save or die' situations that would be financially crippling at least to a low level party that doesn't have much spare wealth for resurrections. :)

Prometheus
2006-07-14, 09:15 PM
Great work, reminds me of Rod of Wonder

1: How about a Survival DC to decipher the difference?
13: Nice touch, but will anyone hack through Summon Nature's Ally IX to get to a garnet worth 1400g on average and 2400. Or is that the point?
15: How would they know about the diamond?
37: Does it expect the 7th level spell Plane Shift from the players?
56: If this happens instantaneouslyDo all the surrounding players then fall and take 20d6?
60: Could the same player be effected twice? This would be unresurrectable death if they continued to fail their saves.
68: Very powerful, but commune and similar spells have their limits. Maybe a question limit, or shorter duration?
70: What happens to the eyeball, does it disapear after that or is it permanent?
74: He might vow his allegiance, but that doesn't mean he will be accepted by the party.
81: I think there is a technical way to do damage in the DM guide, but it can be magic if that's what you were going for
92: I think the reflex DC is too high to be meaningful. Also, after they are bitten, I assume they are free to pull their arm out, is that with or without an item?
X: I think it would be a neat idea to replace at least one of the abilities with something that yields a new bag of beans (or grows beans with similar qualities)

Since all my other comments are roughly negative, and I really think your item is awesome, I thought I'd let you know my favorites:
6, 24, 39, 42, 48, 53, 65, 76, 87, 92, 95, 99

Also, do you mind if I use this item in one of my campaigns?

Fax Celestis
2006-07-15, 01:50 PM
Great work, reminds me of Rod of Wonder

1: How about a Survival DC to decipher the difference?
13: Nice touch, but will anyone hack through Summon Nature's Ally IX to get to a garnet worth 1400g on average and 2400. Or is that the point?
15: How would they know about the diamond?
37: Does it expect the 7th level spell Plane Shift from the players?
56: If this happens instantaneouslyDo all the surrounding players then fall and take 20d6?
60: Could the same player be effected twice? This would be unresurrectable death if they continued to fail their saves.
68: Very powerful, but commune and similar spells have their limits. Maybe a question limit, or shorter duration?
70: What happens to the eyeball, does it disapear after that or is it permanent?
74: He might vow his allegiance, but that doesn't mean he will be accepted by the party.
81: I think there is a technical way to do damage in the DM guide, but it can be magic if that's what you were going for
92: I think the reflex DC is too high to be meaningful. Also, after they are bitten, I assume they are free to pull their arm out, is that with or without an item?
X: I think it would be a neat idea to replace at least one of the abilities with something that yields a new bag of beans (or grows beans with similar qualities)

Since all my other comments are roughly negative, and I really think your item is awesome, I thought I'd let you know my favorites:
6, 24, 39, 42, 48, 53, 65, 76, 87, 92, 95, 99

Also, do you mind if I use this item in one of my campaigns?
1: Good idea. I'll add that.

13: That's the point.

15: They don't.

37: Well, it doesn't have to be immediate. The bartering can be more like "We'll take you to someone who can get you home if you come with us and guard us on the way."

56: I'll add in a Reflex save to avoid.

60: Yes, they could. However, I'll add in an addendum that a heal spell will remove the effects.

68: Well, thing is, most divination spells give you information at a deity-like level...commune, for instance. The squirrel only has 30 ranks in knowledges, which means--basically--if someone wrote it in a book and put the book in a university, the squirrel knows what's in the book. And after an hour, the squirrel loses all those abilities.

70: Disappears in 2d4 rounds. I'll add that.

74: True. If that's the case, they probably just unleashed a master thief on the world.

81: I think it's fine the way it is.

92: I'll add in an addendum about the mouth won't open again after biting unless the person reaching inside lets go.

And as for your last comment, I think I'll replace 100 with that.

And yes, you can use it.

Fax Celestis
2007-02-27, 05:43 PM
Blast from the Past! Move me to the Homebrew Fora, please.

Green Bean
2007-02-27, 06:03 PM
Nice. I especially like #59. Nothing beats the classics, eh?

brian c
2007-02-27, 06:32 PM
i really liked #s 8 and 11, but then i saw 26 and just laughed and stopped reading. I love this item but it just seems like too much effort; if you're the DM and want to do this then just saw "oh, some obscure god is made at you. Meteor!"

Mewtarthio
2007-02-27, 07:07 PM
So, is this a Minor Artifact?

I like it, but I have a question: for #8 (Minotaur zombies), where exactly do they show up? Do they crawl out of the ground within a 30' radius of the bean? A 10' radius? Does one zombie crawl out of the square where the bean was planted, followed by another one each time the zombie leaves the square?

Demented
2007-02-27, 07:58 PM
Each bean seems like a Major Artifact in its own right.
Or a minor artifact, in an epic campaign.

For the heck of it...

[roll0]

Mewtarthio
2007-02-27, 08:40 PM
Each bean seems like a Major Artifact in its own right.
Or a minor artifact, in an epic campaign.

How do you mean? It seems comparable to, and actually weaker than, the Deck of Many Things.

TheOOB
2007-02-27, 08:55 PM
Major and Minor isn't a measure of power, theres only one copy of a major artifact, while there are multiple copies of minor artifacts even though it's beyond mortal means to create.

Mewtarthio
2007-02-27, 10:19 PM
Major and Minor isn't a measure of power, theres only one copy of a major artifact, while there are multiple copies of minor artifacts even though it's beyond mortal means to create.

True, but Major Artifacts are generally more powerful since there's only one of each (the "uniqueness" factor, rather than the "why in the name of Pelor would anyone want to make this?" factor). If there was only one Deck of Many Things in the universe, I can't see anyone waging wars and coveting it. Spheres of Annihilation would be more likely (though people would really be after that Talisman). Minor Artifacts are more common, yes, but they're also generally less impressive. Besides, if we're judging whether or not something should be a Major or Minor Artifact, we're judging whether or not it would be terribly disruptive to the multiverse to have more than one of those things lying around, which requires a certain judgement of its power level (except for things that have a fluff reason to be unique).

It's moot, anyway: Fax mentions that the bags usually have X beans but that some have Y beans. This implies the existence of multiple bags.

Demented
2007-02-27, 10:53 PM
True. Major Artifact is right out.


How do you mean? It seems comparable to, and actually weaker than, the Deck of Many Things.

Hm. I was just looking at the DCs, and kept seeing 30s to 40s.

Mewtarthio
2007-02-28, 12:18 AM
Hm. I was just looking at the DCs, and kept seeing 30s to 40s.

DCs? Like for Saving Throws? Those little things that the Deck of Many Things doesn't give you? The Bag of Beans has a whole lotta "Make a ridiculous save or suffer." The Deck of Many Things has a whole lotta "Change alignment; no save. Lose everything; no save. Get your soul stolen; no save."

Demented
2007-02-28, 12:46 AM
Precisely.

TheOOB
2007-02-28, 12:51 AM
For a high level character(which the bag seems intended for) 30 ain't too terribly high, even for a poor save.

Yuki Akuma
2007-02-28, 05:25 AM
I like this item.

I would never, ever use it in a campaign I wanted to last.

But I like it.

Would a Wild Mage be able to roll twice and choose the best result, like he can with a Rod of Wonder?

daggaz
2007-02-28, 06:43 AM
I like this one, but seriously, I can't think of a single person I know who wouldn't (upon discerning the explosive nature) use it SOLELY as a weapon. Except chaotic John.

martyboy74
2007-02-28, 07:29 AM
So that's minimum 18 points of damage, maximum 3600...

Can you count the beans without blowing up everything in sight?

Rigeld2
2007-02-28, 07:49 AM
Nevermind 123

Yuki Akuma
2007-02-28, 07:54 AM
Sure you can count them. Just take them out by hand and count, then put them back in.

Thiel
2007-02-28, 08:27 AM
Just remember to do it carefully.

Shiny, Bearer of the Pokystick
2007-02-28, 09:38 AM
Wow, this is an old thread. Good thing though, since I missed it the first time around and this is basically a "Bag of TPKs and Minor Adventures".

I love it.

Gorbash Kazdar
2007-02-28, 04:50 PM
Comrade Gorby: Hmm, someone seems to have cast raise thread. In any case, this clearly belongs in Homebrew, so off it goes!

Holocron Coder
2007-02-28, 06:20 PM
I loved this. If I was a DM, this would be the game-ender, I'm thinking. 'Cause after this, the game would probably be broken, or TPK.

I love it. Haha

Black Mage
2007-02-28, 07:12 PM
I like the squirrel...I might have my party find a bag with only one bean left, and instead of rolling, just give them a minion squirrel.

Rimx
2007-02-28, 08:29 PM
Nice update of the old Bag of Beans, although no 101st bean and why are the beans explosive now? The some of the DCs seem a little high, for example in #92 you only needed to make a dexterity check to snatch an item instead of a DC 40 Reflex save.

Eighth_Seraph
2007-02-28, 08:32 PM
A minion squirrel for an hour. This is an awesome item, Fax. Make sure to add this to the compendium.

Fax Celestis
2007-02-28, 08:46 PM
Nice update of the old Bag of Beans, although no 101st bean and why are the beans explosive now? The some of the DCs seem a little high, for example in #92 you only needed to make a dexterity check to snatch an item instead of a DC 40 Reflex save.

It was upgrade as well as update. Also, I don't recall a 101-bean.

Black Mage
2007-02-28, 09:54 PM
A minion squirrel for an hour. This is an awesome item, Fax. Make sure to add this to the compendium.

It's only smart for an hour, after that, it just follows the people forever.