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The Jester Dragon - Bag of Beans

The document discusses the 'Bag of Beans,' a magical item in Dungeons & Dragons, detailing its history and various effects. It provides a new table of 100 possible outcomes when the beans are planted, aiming to enhance the unpredictability and fun of the item for players and Dungeon Masters. The effects range from harmless to potentially beneficial or harmful, encouraging creative gameplay and adventure opportunities.

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Alex Lobo
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0% found this document useful (0 votes)
103 views28 pages

The Jester Dragon - Bag of Beans

The document discusses the 'Bag of Beans,' a magical item in Dungeons & Dragons, detailing its history and various effects. It provides a new table of 100 possible outcomes when the beans are planted, aiming to enhance the unpredictability and fun of the item for players and Dungeon Masters. The effects range from harmless to potentially beneficial or harmful, encouraging creative gameplay and adventure opportunities.

Uploaded by

Alex Lobo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Jester Dragon’s

Bag of Beans

By Derek Holland & the Skirmisher Game Development Group


The Jester Dragon’s
Bag of Beans

By Derek Holland & the Skirmisher Game Development Group


The Jester Dragon’s
Bag of Beans
By Derek Holland & the Skirmisher Game Development Group

Skirmisher Publishing LLC


499 Mystic Parkway
Spring Branch, TX 78070

Skirmisher Publishing: http://skirmisher.com


d-Infinity Online: http://d-Infinity.net
Email: [email protected]

Illustrator: William T. Thrasher


Editor and Designer: Michael O. Varhola

Contents of this publication Copyright 2021 by Skirmisher Publishing LLC, all


rights reserved. First Publication: July 2018; revised June 2021.
O
ne of the most iconic magic items associated with the Dungeons & Dragons fantasy
roleplaying game since its earliest days, and one that has seen incarnations in ev-
ery edition of the game right up to the present, is the Bag of Beans. This item is, of
course, inspired by the magic beans that appear in the classic fairy tale commonly known
as Jack and the Beanstalk . Only one magical power is associated with the beans in that story,
namely growing a massive vine that stretches up into a cloud kingdom inhabited by
Giants, but the creators of the world’s greatest and oldest RPG cannily realized that any
number of powers might be associated with legumes of this sort and proceeded
accordingly when putting them into game terms.

Many players think that the Bag of Beans is this item more fun, unpredictable, and pos-
a joke, an aberration from old school edi- sibly even useful (to DMs if not players).
tions that exists only to screw over their Most of the following entries still have some
characters, and they are not altogether negative aspect, but not one of them exists
wrong. The table of effects for the 5th Edi- solely to penalize players or their characters
tion version of this magic item is not just and an attempt has been made to make them
skewed toward harming the characters, it feel more appropriate and organic. Many
is overly fickle and not even particularly of these effects can complicate characters’
fun and practically begs for new and more lives but they can also provide adventure
interesting effects (this item is presented on opportunities that might richly reward any
the following page for reference purposes ). survivors.
With that need in mind, this 5th Edition So, let’s make one of the more compel-
sourcebook contains a replacement table ling magic items in the game more interest-
with a full 100 possibilities in order to make ing and more fun for everyone!

28) A massive mush-


room 3d10 x 10 feet tall
rises from the ground
where the bean was
planted, a locked door
on its stem. If the lock
is picked the door will
be shattered by a pow-
erful flood from within
the mushroom. If the
door is opened with a
spell or skeleton key
then a passage leading
into a maze of rooms
will be revealed, con-
taining a pair of magi-
cal footware selected
by the GM sitting on
a table within it. In
either case, the mush-
room will remain and
could be turned into a
base of operations.
Bag of Beans
Wondrous item, rare

Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound
for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius,
extending from the beans. Each creature in the area, including you, must make a DC 15
Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage
on a successful one. The fire ignites flammable objects in the area that aren't being worn
or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean
produces an effect 1 minute later from the ground where it was planted. The GM can
choose an effect from the following table, determine it randomly, or create an effect.

d100 Effect
01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an
odd roll, the eater must succeed on a DC 15 Constitution saving throw
or take 5d6 poison damage and become poisoned for 1 hour. On an even
roll, the eater gains 5d6 temporary hit points for 1 hour.
02-10 A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or
oil (GM's choice) 30 feet into the air for 1d12 rounds.
11-20 A Treant sprouts. There's a 50 percent chance that the treant is chaotic
evil and attacks.
21-30 An animate, immobile stone statue in your likeness rises. It makes ver-
bal threats against you. If you leave it and others come near, it describes
you as the most heinous of villains and directs the newcomers to find
and attack you. If you are on the same plane of existence as the statue,
it knows where you are. The statue becomes inanimate after 24 hours.
31-40 A campfire with blue flames springs forth and burns for 24 hours (or
until it is extinguished).
41-50 1d6 + 6 Shriekers sprout.
51-60 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it
transforms into a Large or smaller monster of the GM's choice. The mon-
ster remains for 1 minute, then disappears in a puff of bright pink smoke.
61-70 A hungry Bulette burrows up and attacks.
71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly
determined magic potions, while one acts as an ingested poison of the
GM's choice. The tree vanishes after one hour. Picked fruit remains, re-
taining any magic for 30 days.
81-90 A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must
make a DC 20 Constitution saving throw. On a successful save, a creature
permanently increases its lowest ability score by 1, randomly choosing
among equally low scores. On a failed save, the creature takes 10d6 force
damage from an internal magical explosion.
91-99 A pyramid with a 60-foot-square base bursts upward. Inside is a sarcoph-
agus containing a Mummy Lord. The pyramid is treated as the Mummy
Lord's lair, and its sarcophagus contains treasure of the GM's choice.
00 A giant beanstalk sprouts, growing to a height of the GM's choice. The
top leads where the GM chooses, such as to a great view, a Cloud Giant's
castle, or a different plane of existence.
d100 Effect
01 Lightning strikes the bean planter from a quickly-forming cloud, inflict-
ing 3d12 points of lightning damage. One of the character’s nonmagical
weapons transforms into a crystal version of itself that will produce a
blast of light that slays vampires on a critical hit (Wisdom save DC 20 to
negate). It requires attunement.
02 A door opens in a nearby wall, revealing an armory full of weapons and
armor, both magical and nonmagical, that all appear to be made from
monster and animal parts (the specific items it contains are up to the
GM). The door will stay open for 5d6 minutes and when it closes and
characters still within it will suddenly find themselves on a randomly-
determined lower plane.
03 The bean planter is transformed into a donkey (Wisdom save DC 15 to
negate) yoked to a straw-filled cart driven by an angry old man armed
with a whip (use Hobgoblin stats). If other characters search the straw
they will find objects made of gold worth 2d6 x 200 gold pieces. If the
transformation is reversed with Dispel Magic (treat as a 5th-level spell),
the gold objects, cart, and old man will vanish (although, oddly enough,
the straw will remain).
04 Nothing appears to happen but if any character digs up the soil where
the bean is planted they find a key that will open the next 1d6 locks it is
used on without fail. Behind the doors or within the containers it opens,
however, there is a creature from the location’s wandering monster table,
and even coffers can contain full sized Rocs with this semi-cursed key.
05 A painting of the bean planter’s parents emerges from the ground. This
fine piece is worth 1d4 x 1,000 gold pieces. If the painting is damaged,
however, the characters portrayed will be similarly harmed.
06 A suit of chainmail falls from the sky undamaged. If it is donned for the
first time shortly before sunrise it will become +3 armor. If the armor
does not become magical and is worn during a full moon, the wearer will
become a Weresnake (use Wereboar stats). To be cured of this affliction,
the character must go to a high priest and ask for divine intervention and
pay a price that depends on its faith and alignment.
07 The bean planter gains a ghostly golden crown that allows him to charm
one swarm of insects or one giant insect as per Charm Monster, which
can be done three times between each long rest. This crown requires
attunement and should be considered a very rare magic item and, even
though it looks ethereal, can be handled as if it were solid.
08 A cottage bursts out of the ground, sending anyone that was in that space
flying 2d6 feet beyond its walls (inflicting no damage but knocking them
prone). Injured creatures and characters who enter the structure are
completely healed 25% of the time and otherwise gain a vulnerability
to poison damage for 3d6 days (Wisdom save DC 15 to negate).
09 A quiver containing 25 +2 arrows materializes over where the bean was
planted. Skywriting will appear above any character firing one of these
arrows with text spelling out his name and a massive arrow pointing to
his location.
10 A sword owned by the bean planter is replaced by one that will enable
its wielder to detect spell books at will (as per Detect Evil and Good).
This weapon requires attunement and should be considered a rare magic
item. If the character does not own a sword then reroll the effect.
11 A rainbow emerges from the ground and strikes the bean planter, inflicting
3d6 points of radiant damage and causing it to become monochromatic
for 1d4 weeks (color determined by GM). While it has this singular color
the character gains advantage on melee attacks against creatures of Orcish
blood (possibly as a result of a superstition about this sort of thing held
by such humanoids).
12 A trap door opens where the bean was planted and four Rogues emerge
from it. If the planter wishes, these Rogues can dig up blackmail-worthy
material on one other character. This will take 2d4 days. However, the
rogues also give the target one of the planter’s own dark secrets, resulting
in a “mutually assured destruction” situation.
13 Within moments of being planted the bean grows into a 50-foot-tall tree
made of lightning that produces light like Continual Flame and which
has at its top a portal to the Elemental Plane of Air. Those who climb the
tree to reach the portal will suffer 1d6 points of lightning damage per
round. This tree will survive until the next Winter Solistice.
14 The planter finds a spyglass in her gear. The viewer can teleport one being
seen through the spyglass to her location (Wisdom save DC 15 negates).
This can be used once between each long rest. This spyglass requires
attunement and should be considered a rare magic item.
15 A discordant song that sounds like a mixture of crickets and drums is
played at the bean’s location for 1d4 minutes, driving off all plant mon-
sters within 500 feet as if they were undead turned by a Cleric. Once the
song ends 1d6 normal insects within 50 feet of the planter will become
giant-sized and attack.
16 An Aboleth materializes and passes judgement against the bean planter
for alignment violations. If the character has been faithful to his alignment
he receives a blessing (GM’s choice) and, if not, he suffers Disadvantage at
interaction skills used toward Humanoids, Giants, Monstrosities, and Ab-
errations. There is no save and this curse lasts until the character atones.
17 The next plant that is within 5 feet of the planter reaches out and grabs
the character and teleports him to the Feywild (Wisdom save DC 12 to
negate). Once there, the planter will find that he wears an amulet that
prevents Lycanthropes from transforming into their hybrid and animal
forms while in its presence. This amulet does not require attunement and
should be considered a legendary magic item. Getting home is neither
automatic nor assured for the character.
18 A Stone Golem digs itself out of the ground and attempts to subdue
the planter without killing him or her and, if successful, will take the
character to the closest Hobgoblin leader. If the planter can pay 1,000
gold pieces or the equivilant in goods the Hobgoblin will be willing to
teach them their secrets (e.g., the Martial Advantage trait). Otherwise,
the Golem will haul the character back to where the bean was planted.
19 A mechanical Dragon flies overhead and breathes fire on the planter,
inflicting 3d12 points of fire damage and causing him to receive a vision
of whatever is his party’s current greatest threat.
20 An enchantress wanders up and gives the planter another Bag of Beans
(use Mage stats). If accosted, she will transform any offending creature
into a toad (no saving throw, lasts until dispelled as a 7th-level spell).
21 A rain of feathers from many different species of birds falls for 3d6
rounds within 200 feet of where the been was planted. If any character
catches or picks up one of the feathers they may choose to transform into
a Giant Eagle for 1d4 hours. If none of the feathers are taken by the time
the rain ends then a Roc will fly in and try to claim a mount or two (or
characters if the party has no livestock). If this result is rolled when the
bean is planted underground then reroll the effect.
22 A Guardian Naga burrows up from where the bean was planted, grants
the planter a charm selected by the GM, and then travels to the closest
holy site and takes up protecting it. If the planter joins in the journey and
helps defeat the first threat against the holy site then she will receive a
blessing selected by the GM (in addition to the charm).
23 A portal opens before the planter to the edge of a city on an alternate
material plane. In the characters’ home plane the city is dominated by
Humans but here it is controlled by civilized Goblinoids. They are not
automatically hostile to other races but tend to be patronizing and over-
charge significantly for their well-made goods and gear (some of which
may be unique to their world). The portal will stay open for 3d6 days
and during that time warrior and wizard Goblinoids may explore the
PCs’ world. Fortunately for everyone, after the portal closes Plane Shift
allows for an easy way to return home.
24 A Jackal wanders in from who knows where. If well fed it will transform
into a Jackalwere that will draw the PCs a map, which may be to the
closest protected treasure hoard (75%) or to the closest necropolis that
has a Lich and minor artifact (25%).
25 A circus arrives and provides anything from hours to weeks of entertain-
ment. Each character who enters the circus must make a Wisdom saving
throw (DC 12) or lose track of time, coming out of it 1d8 days later and
d12 x 10 gold pieces poorer. Those who make their saving throws may
enjoy the nonmagical sites and food as well as play games to win Common
magical items. The circus departs as soon as all of the characters leave it.
26 A large cage materializes around the planter and three Harpies land on
it. If they are defeated the cage will vanishes and be replaced with a table
covered with magical food and drink (as per Heroes’ Feast).
27 A chest rises from the ground. If opened the chest will release an odor of
meat and reveal that it contains enough food for four people for a week.
It also retains the odor and draws predators and scavengers (double the
chances of a wandering monster while within 200 feet of the chest).
28 A massive mushroom 3d10 x 10 feet tall rises from the ground where
the bean was planted, a locked door on its stem. If the lock is picked the
door will be shattered by a powerful flood from within the mushroom.
If the door is opened with a spell or skeleton key then a passage lead-
ing into a maze of rooms will be revealed, containing a pair of magical
footware selected by the GM sitting on a table within it. In either case,
the mushroom will remain and could be turned into a base of operations.
29 If the planter looks up he will see a real-time scene of life on a distant
planet, the alien nature of which may drive him insane for 1d6 days
(Wisdom save DC 12 to negate). If the planter remains sane and studies
the life for an hour then he will gain a bonus feat selected by the GM.
30 A Wolf howl is heard within 100 feet of where the bean was planted.
Those who hear this sound are invigorated and all their current levels
of Exhaustion are removed.
31 A gigantic pair of doors creak open in the ground where the bean was
planted and a Brontosaurus is lifted up from some deep chamber. If slain,
its hide will be enough to make six suits of leather armor that also act as
gills. The doors, lift, and chamber will remain, possibly allowing access
to yet more rooms filled with magical dinosaurs.
32 The next time the planter encounters a large river without a bridge
crossing, a ferry appears. Its pilot is a monstrous humanoid Elephant
(use Ogre stats) that demands 100 gold pieces per person, to a maximum
of 10 people, but then demands twice as much when the boat reaches
the middle of the river. Refusal results in a scuttled boat and the pilot
swimming away. If paid, the ferry-thing completes the passage to the
other side and then tosses the planter a vial of paralytic poison (DC 12).
33 A pine cone falls from the sky. If it is burned or buried, a blizzard lasting
2d4 hours will strike an area one mile in diameter centered on the bean.
Those who endure the blizzard and remain within it for the duration
will gain resistance to cold damage for 4d4 weeks.
34 The next time the planter comes to a fork in the path in a subterranean
area, a gemstone in the wall will glow brightly. If that character touches
the stone, another way becomes apparent that leads to an elder witch’s
home who will test all the visitors to her home (use Archmage stats).
Such tests may be of wits, resolve or endurance. Those who fail will find
themselves back at the fork and the way to the home forever barred, while
those who pass will gain another attunement slot and an ally.
35 A door opens in a nearby wall and leads to a maze. Those who enter it
for the first time have 24 hours to complete it. Failure results in being
permanently reduced to half size (Wisdom save DC 20 to negate). Success
grants the character the Minotaur’s Labyrinthine Recall special trait. The
maze remains for whoever wishes to explore it, but the magical effect only
works once, regardless of the initial result. The GM is encouraged, in any
event, to add elements, such as tricks and treasure, for subsequent visits.
36 A lightning rod emerges from where the bean was planted. If left there,
each bolt of natural lightning that strikes it will be rendered into a healing
potion. If the rod is taken, it will provide immunity to lightning damage
for an area 25 feet in diameter as long as it is stuck in the ground. The
latter function requires attunement and this item should be considered
a very rare magic item.
37 The moon, stained dark purple, appears no matter where the planter is.
The character cannot cast any spell or use any magic item until she sac-
rifices one of their own race to a specific god of the sea (and will know
this instinctively). If that is done, the moon returns to normal and all the
copper coins the planter owns are transformed into gold.
38 A trapdoor opens where the bean was planted that leads to a spiral stair-
case that goes down five flights and then enters into a Troll market, where
monsters common and obscure are buying and selling almost anything
possible. In addition to the usual gear that the PCs have access to, they
can buy strange things like trained monsters, simulacra of themselves,
and aberrant artwork. When the door is closed, it becomes hidden but
does remain in existence.
39 A group of alien astronauts arrive in a small spacecraft (use Mage stats,
but their spells are the result of superscience technology). They bring
tidings from strange, distant gods and wish to build a portal to this world.
If the planter assists, then the aliens will be friendly and will give the
character a laser pistol and three power cells for it. If the planter is hos-
tile or does not assist in construction of the portal then the aliens will
respond by launching an invasion.
40 One of the planter’s fingers falls off, grows tiny legs, and flees (speed 50,
Dexterity 18). If the planter catches it unharmed the finger will reattach
and magical gauntlets will appear on the character’s forearms and provide
the Troll’s Regeneration special trait (they require attunement and should
be considered legendary in nature). If another character catches the finger
and returns it to the planter, it will simply reattach, and this is also what
happens if the planter hurts it in the attempt. Should the finger escape
for more than an hour, it will come back with a friend, namely a monster
of no less than CR 6, and it will never reattach ever again.
41 A band of xenophobic Elves appear in the treetops (along with some trees
if necessary). Attempts at diplomacy with them suffer Disadvantage, but
if the planter prevents combat with them the Elves will guide the party
to any reasonable location, avoiding any hostile encounters on the way.
42 A musical Black Pudding seeps out of the ground. If unmolested, it will
burn a message into the ground for the bean planter, warning that an
aberration warlord apparently wants his head on a platter. The ooze will
then pipe away as it seeps back into the ground.
43 An Alchemist wearing a jester suit falls from the sky. He is willing to sell
the planter a special potion that allows flight for eight hours, functioning
like the Fly spell with an extended duration, and which only costs 5,000
gold pieces. There is a danger, however, as those who are in the air longer
than eight hours will be sucked into the sun and obliterated (Strength
save DC 15 to negate). A successful save results in a fall.
44 Water seeps up and form a lake or swamp a mile in diameter. If the sub-
merged soil where the bean was planted is dug up, a jar is found that
acts as both an Alchemy Jug and Decanter of Endless Water. Once it is
removed the land will dry to its former state.
45 The soil around the bean transforms into a talking Basilisk. If it is un-
harmed it will keep its eyes closed and will tell the planter where the
closest conflict between Humans and Giants is and how to resolve it
peacefully. If that is done, both sides will give the character a large plot
of land with either a mine (25%) or prime farm land (75%).
46 An infant Stone Giant crawls out of the ground. If fed and well treated,
it will lead the bean planter to the ancient impact site of a meteor that
contains 3d10 x 1,000 gold pieces worth of adamantine. It is also a Wyvern
nesting site and there are 5d10 of them in the area. If the infant is ignored
or the site reached, its mother will arrive to take it away.
47 A monolith appears out of a bolt of lightning. It is covered in an obscure
tongue from the elder days that tells of the death of a flying city that was
apparently conquered and brought to earth by a force of otherwordly
monsters that fled soon thereafter. Its location is plainly stated on the
monolith. Unfortunately for those who travel there, the story is false,
and the city is actually a secret base where the evil aberrations build the
flying ships that take them to the stars.
48 An Angel falls to earth with wings that are starting to darken. He is suf-
fering a crisis of faith and, if the bean planter helps him through this
and revives his belief, the character will recieve a Wish and an ally. If
the angel does fall then it ill become a Pit Fiend.
49 All the characters within 100 feet of where the bean was planted are
teleported to an arena where they must battle to the death against level-
appropriate Fey with war beasts. Those who survive the five days of action
and win the hearts of the crowd gain suits of chainmail that make their
wearers permanently invisible to one race or species of monster. These
should be considered legendary and require attunement, and the creature
affected is selected by the player when the armor is donned. Those who
are hated by the audience lose two points of Charisma. Everyone else
gains or loses nothing beyond the time spent and the experience earned
for combat.
50 A hedge maze 1,000 feet in diameter rises from the ground. It is the site
of an ongoing battle between bandits and giant hunting spiders, none of
which are friendly to the characters. At its center, which is not where
the bean was planted, is an oracle made of the four elements. Treat com-
munication with it as a casting of Contact Other Plane with a limit of five
questions per day. The maze and oracle remain in existence, although the
humans and spiders may be replaced by other monsters in time.
51 A massive stone ring materializes where the bean was planted. All those
looking upon it gain a complusion to own the ring and throw everyone
else out of an area 50 feet in diameter centered on it. Whoever has control
over the ring 3d6 days later meets the real owner, an elder Elemental
lord. It will break the compulsion, take the stone, and make the “owner”
immune to the needs of hunger, thirst, and sleep forever afterwards.
52 A Kobold merchant riding a Stone Golem wanders up. Her wares are
unattached shadows of various objects. In addition to hiding small things
and freaking people out, the shadows can be permanently used up to
restock a Robe of Useful Items.
53 A map to an unknown island appears on the ground. If anyone travels
there they will find Dinosaurs, Giant Apes, and other massive creatures,
along with a ruin from some unknown ancient race that is filled with
petrifed people. If they are all restored to life then any ship the character
is on will never sink, no matter its condition or environment.
54 A fist-sized emerald appears in the planter’s gear. If one looks through
it they can see motion. It is a portal to a shadowy land of the dead and
with it a caster can use Plane Shift offensively to send others there and
Gate to free them. If the stone is broken 2d4 prisoners, monsters and evil
characters of levels appropriate to the player characters, will be freed.
55 The next time the planter is in a port he is gang-pressed into serving on a
vessel that is hauling beer. If the character willingly goes and serves well
(to include staying sober most of the time), he will recieve an everfull
stein of good beer. Otherwise, alcohol will inflict the Poisoned condition
on the character for 24 hours after consumption.
56 A mace emerges from the ground. It inflicts a disease selected by the GM
with each strike. If the wielder slays 25 humanoids within 24 hours of
grasping the weapon he or she will gain immunity to nonmagical dis-
eases forever afterwards. Otherwise, the character will suffer Mummy
Rot. In either case, the mace will crumble to powder 24 hours after it is
first grasped by anyone.
57 A table covered in seafood materializes on the ground where the bean
was planted. Those who consume it are transformed into bullywugs
(Wisdom save DC 15 to negate) and a portal to the elemental plane of
Water will open before them. Those who enter find themselves in the
middle of a battle between Merfolk and Sahuagin. If the characters help
the Merfolk win they will recieve a stone that draws evil and doubles the
chances of encountering something on wandering monster tables, but also
depletes the population of evil monsters and characters in that location
more quickly. If they help the sharkmen win they will receive a Trident
of Fish Command. The portal will close after 3d6 hours. The characters
can only revert to their orignal races with use of True Polymorph or Wish.
58 A winged shepherd with a flock of flying sheep lands and asks for direc-
tions to the closest good grazing land. If the planter gives accurate direc-
tions, the shepherd will give her a Ring of Feather Falling. If the planter
lies, she will be cursed with weightlessness for the next 3d8 minutes. If
the planter does not know, the shepherd and flock will simply fly away.
Reroll this result if the bean was planted underground.
59 A giant wasp hive appears in a massive tree (which also materializes if
necessary). The insects are agitated, as a Werebear is raiding the nest for
the grubs. Those who help the Lycanthrope survive will receive from it
directions to the closest hedge mage, witch, healer, or similar character.
The hive and tree will remain in existence.
60 A sarcastic healer named Castle wanders in. He complains about the
scars he suffered when trying to distill the potential healing properties
of a rainbow. He can cast Greater Restoration and Heal three times each
but charges exorbitant prices, apparently to pay for the pain-numbing
narcotics he eats like candy.
61 A giant club falls from the sky, potentially crushing the planter! He or she
must make a Dexterity saving throw (DC 15) and failure results in 6d6
bludgeoning damage. The club’s owner, a Cyclops, runs up and apologizes
for its clumsy toss and says it was aiming for a Giant Owl that was nearby.
If the planter was harmed the giant will give them a Potion of Greater
Healing. If the planter is dead, the Cyclops will cry and its tears will act
as a Revivify spell. Otherwise, the monster may become a somewhat
unreliable retainer if the planter is willing to pay it from time-to-time.
62 The ground and unattended objects freeze solid within 50 feet of where
the bean was planted, without a change is air temperature. It takes 5d4
minutes for everything to thaw. Once that happens, an ice-encrusted Vine
Blight will appear and demand the Bag of Beans. Non-compliance will
prompt the Blight and an icy Earth Elemental to attack. If the Elemental
is defeated it will release vapors in a 5-foot radius that will remove scars
and act as a Lesser Restoration spell. If the bag is handed over then the
Blight will replace it with a Portable Hole.
63 A gigantic tortoise shell appears, along with a small tribe of Goblins
that lives in its main entrance. If the humanoids are slain or bribed and
the party enters they will find that the place is not only filled with an
elaborate maze but one that is much larger than the shell itself and is ap-
parently unpopulated. In fact, much of the maze is empty at first glance.
If the planter reaches the central chamber and removes the gemstone
eyes found in a bas relief there, however, the inhabitants will become
apparent, and are the now-undead remains of victims slain by the tor-
toise when it was alive (how many and what sorts of undead are up to
the GM). Their incorporeal treasures will also appear, although obtaining
these is difficult and will require a trip to the Ethereal Plane. Regardless
of what happens in existence, the shell will remain and could be used
as a base of operations.
64 The planter can now only speak in the form of singing and the only way
to reverse this is to visit an infamous Cambion Wizard (the planter will
know this instinctively). The price the monster demands is the heart of
an Empyrean that offended her centuries ago and if the heart is brought
before her the cambion will break the curse and give the character two
charms selected by the GM.
65 A mute Ogre digs himself out of the ground and motions that he wants
paper and pen. If the monster gets receives writing instruments he will
request that someone cast Dispel Magic on him, which will restore him
to his normal Human form. He is, in fact, a well-known Alchemist that
was recently cursed and as a reward for those that help him he will write
a rune on paper that will give the first person to read it proficiency in
Alchemist Supplies.
66 An amulet appears around the bean planter’s neck and can transform
into a Sun Blade covered in an undersea motif with a command phrase
the wearer knows instinctively. This phrase can also change the sword
back into the amulet. If the wielder of the Sun Blade comes within a mile
of the sea then the weapon will give a soft tug towards the water. If the
wielder is within 100 feet of shore, a Shrimp Knight emerges from the
water and requests his weapon back (use Thri-kreen stats), noting that
light-producing weapons are vital for fighting undersea evils. If the item
is handed over the character will recieve a bonus feat selected by the
GM. If not, evil sea monsters will thereafter treat the character as an ally.
67 An Ape wielding a singing ax appears. Over the course of an hour, its
song tells the tale of the first divine war, back in the days of yore. If the
planter pays the ape at least 1,000 gold pieces, the Bag of Beans will be
filled to its maximum of 20 beans and if there is a a divine spellcaster in
the party he will receive a special holy symbol that provides advantage
to channeling checks. If the Ape is paid less then the ax will be ungrate-
ful and both leave. If someone tries to slay the Ape and steal the axe it
will be revealed that the creature is a 10th-level Assassin. If the ax is
successfully stolen then its new wielder will be transformed into an Ape
and become the weapon’s new slave (no saving throw).
68 An upside-down door with a painted moth on it appears a foot above the
ground where the bean was planted. It leads to an alternate world where
humanoid arthropods dominate and emerges on a river bank near a bridge
made of hardened wax. Across the river is a large town where spiders
and flies apparently live in peace and where everyone wears glasses or
goggles. Both races will react in shock to the player characters but are not
violent unless provoked. Characters who explore the town will find at
least two things of interest. One is a shop that sells high-quality optical
glass and the other is the frame of a large boat made of wood and silk,
and ither could provide knowledge of glassblowing or shipbuilding that
could be very valuable in the characters’ world. This door will remain
in existence and explorers from the other world will come through it
occasionally, but if the door is physically destroyed then the portal will
close and somewhere nearby a swarm of insects will gain Human-level
intelligence.
69 The planter’s off arm transforms into a Giant Lizard in a process that
takes 2d4 rounds and is quite gruesome to watch (Constitution save DC
15 to negate). If this transformation takes places, the character’s torso
will be attached to the end of the lizard’s tail, and the planter can dig in
his or her heels to prevent the creature from wandering away (something
it apparently wants to do badly). The fastest way to end this condition
is to sever the end of the tail (i.e., the transmogrified limb) from the
character’s torso and then cast Regenerate upon him or her. Otherwise,
the character will need to pay a visit to an Archmage or Lich and pay
the price they ask to undo the bean’s effect, most likely magic items or
monster parts. If the lizard is severed from the character it will quickly
heal and becomes a normal Giant Lizard.
70 What appears to be the king of a nearby nation is teleported to where
the bean was planted. It is actually, however, a Simulacrum (as per the
spell) that wants the “imposter” dead. If the characters do assist in the
assassination of the rightful king and put the replacement on the throne,
all of them will gain blessings from an evil god. Meanwhile, the nation
will fall apart in a resulting civil war.
71 An Eagle lands near the planter and then flies away. If it is followed, the
bird will lead the character to a tree with evenly-spaced limbs. Anyone
who climbs this tree will be able to see anywhere in the world (as per
a Clairvoyance spell with no range or duration limitations). A guard-
ian creature — a massive landbound avian humanoid with the stats of
a Stone Giant — will return eventually and try to drive the characters
away from the tree.
72 Quicksand forms in a 20’ diameter area around where the bean was
planted. Those who sink or dive in to it will be transported to the El-
emental Plane of Earth and meet a stone Treant there that will request
the visitors go back to the Material Plane and retrieve a special gem that
was stolen from its plane long ago. It will then Plane Shift them back to
a spot near the pool of quicksand. If a character returns the gem to the
Treant he will become permanently immune to the Petrifed condition.
The portal will remain in existence indefinitely.
73 Chunks of amber rain down into an area 100 feet in diameter, inflicting
3d6 point of bludgeoning damage to anyone within it (Dexterity save DC
12 for half damage). Inside the amber are sparks from all four elemen-
tal planes. Each is not of much use individually, but if all the sparks
produced by a specific bean are used together they can be employed to
create any magic item up to very rare in power. Discovering the correct
formula for a specific item requires proficiency in Alchemist Supplies
and Intelligence (Arcana) and a DC 18 skill check. Failure results in all
of the sparks being wasted. Once the formula is known, all it takes are
3d6+6 weeks of lab work to create the item.
74 A force of 12 Knights on owl-headed Griffons lands nearby. They ask for
the directions to a castle the characters have never heard of before and
say that the people there were transformed into Bullywugs and the lands
around it into a swamp. They furthermore say they want to make a night
raid to slay all the amphibians, as there is no hope in saving them. If the
characters reach the castle and restore the people (Greater Restoration and
Dispel Magic work), then they will gain some allies and some enemies.
75 The planter’s mount or animal companion assumes reptilian features
and gains all the powers of a Nightmare but is obedient most of the time
to a character of any alignment (select another appropriate animal if the
planter does not have one associated with him). There is a 5% chance
each week, however, the creature will be disobedient and teleport itself
and its master to a ruined city on the moon . The master can prevent this
with a Wisdom save DC 20. Ordering it to teleport back and forth from the
moon is possible, though it can not reach specific locations on the either
body and lands 1d4 x 10 miles away from the target spot. Reversing the
transformation requires divine intervention or a Wish spell.
76 An undead version of the planter appears with a strange flash of light.
This monster says it is from the future, which it wants to change for the
better. This true in the sense that future self is tired of being a Ghast and
has found a way to become a Vampire instead. Following its directions
will likely result in the destruction of the party and a rather dark future
for all involved.
77 A rug made from the hide of a Giant Bear materializes on the ground. It
is difficult to roll, much less transport, as it weights at least 200 pounds.
Stone and Frost Giants would be willing to pay 2d4 x 500 gold pieces
for it, however, and the rug could also be used for a tent big enough to
protect 10 people and their gear. If the rug is abandoned for more than a
week it will animate and start hunting the planter or other former owner.
It stats are those of a huge Flesh Golem.
78 A fairy circle that is 10 feet diameter grows up around where the bean
was planted and a Warlock of the Archfey comes through a portal at its
center. She requests that the planter find and retrieve a lute special to
her mistress, saying that it was thrown into the sea, the only place in
the world the elder Fey can not personally reach. She explains that the
instrument is in the hands of a Storm Giant who uses Merfolk slaves to
play it. This Giant is willing to give up the instrument in exchange for a
future debt and, to ensure the character will come when called, will put
a brand on the character that will act as a Geas spell when activated. If
the lute is retrieved the Warlock will appear again and exchange it for
an Insight Ioun Stone. The portal will then close permanently.
79 A Holy Avenger sword rises out of the ground, held by a hand made
of earth. It functions normally but has a rider, the spirit of a mage who
impotently possesses it and who whines about this incessantly, making
any attempts at stealth impossible and causing diplomacy to suffer from
Disadvantage. A Dispel Evil and Good spell cast by a Cleric of at least
18th level will permanently drive the Ghost out and make it vulnerable
to more common methods of dispatching the undead.
80 A Purple Worm emerges from the ground and writhes for 1d4+1 rounds
before transforming into a small tower. Its door is unlocked and within
it are mushrooms being tended by a circle of Myconids. These creatures
are willing to sell the planter food supplies and some Goblin Zombies
for 50 gold pieces each. Once the characters leave the tower will revert
to a Purple Worm and then burrow away.
81 A full-sized mirror materializes and hovers a foot above where the bean
was planted. It reflects the image of individual characters as other people,
such as dead friends, hated foes, family members, or the like. If a character
brings that other person to the mirror so that both he and it are reflected
at the same time the images will appear as normal and both beings will
receive a charm selected by the GM. Breaking the mirror is easy, as it
only has 10 hit points, but will draw the ire of the Slaad who owns it.
82 All characters within 50 feet of where the bean was planted must make
a DC 18 Constitution saving throw or fall asleep. When they awaken,
characters wo fell asleep will find themselves in an underwater prison
cell without their gear. They are unharmed and able to breathe water. A
crabfolk introduces itself as their lawyer and tells them they have been
charged with high crimes against the peoples of the sea, but uses names
other than their own. Once the lawyer is convinced of their innocence it
will have them freed, but this does not return them to the surface and the
spell that allows them to breathe water will only last for another four days.
83 The planter finds a ring with a serpent motif on her finger. In this form
it adds 5 (2d4) poison damage to any weapon the character wields, with
a DC 10 saving throw for half damage. With a command word it will
transform into a Poisonous Snake that is obedient to the character who
wore it. It should be considered a Rare magic item that requires attun-
ement. If a character wears it for a month straight she must make a DC 15
Constitution saving throw or be transformed into a half-snake abomina-
tion, a curse that can only be reversed by a Wish or divine intervention.
84 A swarm of Pixies and Sprites flies in and demands the Bag of Beans be
handed over. Failure to comply results the planter being cursed to have
all successful attacks against him by fey be critical hits (Wisdom save DC
18 to negate). If the bag is handed over the tiny Fey are willing to serve
as a spy network for the character.
85 A wounded party of Deep Gnomes digs its way out of the ground and asks
for assistance. If this takes less than five rounds to accomplish they will
give the characters gems worth 2d4 x 100 gold pieces and hustle away.
If it takes longer, 1d6+1 Wraiths of Duergar will emerge from the ground
and attack everyone. If the Deep Gnomes survive and all the monsters
are destroyed the player characters will get the gems and a compass that
points toward the closest friendly community. This should be considered
an Uncommon magic item.
86 A scroll appears at the feet of the planter. It contains a message from
some tiny people who live in a nearby aqueduct who are at war with
normal-sized spiders and are requesting immediate assistance. If the
characters help them win this war, the tiny folk will reward them with
an Arrow of Slaying (Spiders).
87 A 200-foot-tall step pyramid rises from the earth. Its entrance hallway is
riddled with Glyphs of Warding with various effects and levels. There
is a maze of rooms and hallways within the structure, but no apparent
inhabitants. In a central chamber is a Coatl that has the powers bestowed
by the Gold Half-Dragon template. She is the ruler of the good ghosts that
work silently and invisibly within the pyramid, which is a place where
celestial arms, armor, and other metal goods are repaired in an incorporeal
state. In exchange for serving her for a year, the Coatl will raise a Cleric’s
chance at successfully obtaining divine intervention by 5%, and members
of other classes will receive feats selected by the GM.All of the pyramids
inhabitants may also become allies to the player characters. Regardless
of what happens, the pyramid will remain in existence.
88 A grave opens where the bean was planted and has resting within it an
open pine box. If the planter lies in the box it will close and the grave will
fill with soil. The character will not be harmed and if left undisturbed
for an hour will become subject to an Astral Projection spell. Once the
character’s spirit returns to his body the grave will empty and the box
will open. Removing the box from the grave will destroys the magic.
Otherwise, they will both remain in existence, although only the planter
can use it to perform Astral Projection.
89 A disheveled Alchemist wanders up, brightening upon seeing the
player characters. He says he was driven out of a nearby Dwarven city
for accidentally turning all of its beer and spirits into water and wants a
sample of it so that he can replicate the process on a smaller scale. If the
characters obtain some of the water for him he will give them each one
Common or Uncommon potion selected by the GM. This will result in
a trade war starting a few months later, as prices rise and other Alche-
mists look for a way to prevent the conversion. Dwarves especially are
willing to pay premium prices for good booze as well as raw materials
for their Alchemists.
90 A trapdoor opens to reveal a dark pit and ladder. At the bottom is a mas-
sive warehouse filled with wooden crates marked only with numbers
and nonmagical symbols. One has scorch marks. Opening a crate results
in being exposed to a Glyph of Warding (Explosive Ruins) that inflicts
cold damage cast with a 7th level slot (25%), a Mass Heal spell (25%),
or a magic item selected by the GM (50%). Once 1d6 crates are opened
the characters will be teleported back to the surface and the door will
close forever (or at least until this result is rolled again).
91 A map appears and tries to flutter away from the characters. Catching it
requires a successful hit against armor class 14. It shows a musical note
at a nearby location within a couple hours of travel. That location is a
cache that contains one of each Instrument of the Bards that is protected
by a pair of Blue Half-Dragon Tigers.
92 A 10-foot-diameter area of ground turns into purple goo. If one character
touches it nothing happens. If two or more do so at the same time, they
switch races (no save). The goo then turns bright red and disgorges 2d4
purple-colored Ogres that attack the party. If they are slain the goo will
return to purple and the transformation can be repeated, although each
use does result in more Ogres. The pool remains in existence but can be
destroyed with a Dispel Magic spell (treat it as a 9th level spell).
93 A disembodied voice asks a riddle none of the characters have ever
heard before. Divinination magic, such as Legend Lore, will reveal that
the answer can be found on the walls of a ruined city where the people
were consumed by conjured Oozes, and that the Wizard who took over
is still there, along with his monsrous army. Those who find the answer
and speak it where the bean was planted will be given a choice between
a chest of gems worth 3d6 x 500 gold pieces (but the chest is a Mimic), a
Short Sword +2 (the scabbard is cursed so that the wearer sounds like a
small dog yapping), or the solution to a mystery in the current adventure.
94 A whip falls from the sky and coils at the feet of the planter. It does not
inflict damage but on a successful hit casts Lesser Restoration on the tar-
get. With it is a note about a nearby underground village of Rock Gnomes
suffering a plague. If the first character who attunes to the whip uses it to
cure more than half the village within the next 48 hours the weapon will
transform so that it will cast Greater Restoration between each long rest.
It is a Legendary item that requires attunement. Otherwise, the whip will
transform into a Giant Constrictor Snake that will try to eat the player
characters and Gnomes.
95 An invisible Gremlin starts to move, ruin, or break the planter’s gear (use
Pixie stats). Once it grows bored, the little bastard will move on to other
characters. If it is captured unharmed, the wee beasty will become visible
and offer its services as a guide to a place of great power and lead the
party to a stone throne that is covered in vegetation and then vanishes.
The first character who sits on the throne must make a DC 12 Constitu-
tion saving throw. Failure results in aging 3d8 years. Success results in
the character gaining a Stone of Controlling Earth Elementals. Attempts
after this will only require the save and potentially age characters. If the
throne absorbs more than 500 years, the Imprisonment spell affecting the
Tarrasque ends. The throne can be moved without breaking its magic.
96 A small gray alien appears in a transport beam and offers the bean planter
and his friends the chance to see the distant future. It will leave without
issue if rejected. If the characters agree, they will be taken 100,000 years
into the future and an era where Elemental slaves do all the physical
labor and people have restricted themselves to life in dreams of bliss.
There is an occasional waker, rebels who face the real world and usually
complain about it. One will tell the planter of a terrible event in the future
of the character and give them a Staff of Power in hopes of preventing it.
97 A Shield Guardian comes to the planter and motions the character to fol-
low. If she does, the character will come to a house in the side of a hill. A
Warlock of a Great Old One lives there but her home does not reveal who
her master is. She is dying from a curse and needs the sacrifice of both a
good being and an evil being to survive. She will not tell the characters
that death is required, just they the beings need to be present for the
ritual, and that they have two weeks to produce them. If the characters
succeed and do not try to stop the sacrifices, they will each lose a point
of Charisma and gain a blessing selected by the GM that is tied to a hor-
rible scar, which is actually the alien appearance their skin takes. If the
skin is returned to normal via a Heal spell the blessing will fade away.
98 A group of 2d4 Giant Scorpions attacks the player characters. Each has a
name tag with the address for the home of a recently-deceased Druid. It
has a trap for would-be thieves raiding her home, and characters enter-
ing it must make a DC 15 Wisdom saving throw or suffer insectaphobia.
Inside the home are many images of native insects and other arthropods,
as well as her pets. She also has an extensive library and some of the
books could be used to provide Advantage to skill checks if used as in-
hand references (GM determines which skills).
99 A Giant Lizard arrives and carves a code into the ground. Solving it
requires a DC 25 Intelligence (Arcana) check. The writing tells of an
upcoming eclipse and how a Vampire Wizard is planning on destroying
the natural world with power drawn from the great shadow. Surviving
characters who prevent this will receive an epic boon selected by the
GM, even if they are less than level 20.
00 A giant beanstalk sprouts, growing to a height of the GM’s choice. It
leads to a hard-to-reach location on the planter’s world, such as a land
of the Giants, Ghouls, or Dinosaurs, or serves as a portal to a spot on an-
other world or plane of existence altogether.
Open Game License Version 1.0a
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License. copyright 2000, Wizards of the Coast, Inc. The Jester
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