Magic Beans!!


Homebrew and House Rules

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RPG Superstar 2012 Top 32

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161. The bean turns into a 3-legged beagle. It immediately sits wherever someone else was just sitting.

(My housemate has a 3-legged beagle named Bean)


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162. "Atop the vines is a big wooden bowl of a black, hot, delicios smelling liquid."
"I rolled 15 spot check"
"Well it's Bean Soup."
"But what is it now?"
This Everfull Bowl of Black Bean Soup can be removed and carried with you. Spilling it attracts vermin. To make a secure lid will require craft checks.

The Exchange

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163. The earth quakes slightly, and the wind rises. Clouds begin to gather over the next five minutes as the cyclone rises. (Please, no jokes about beans giving you wind.) At the end of the five-minute period a tornado forms, its funnel centered on the point where the bean was planted. The tornado only persists for 1d4 minutes. At the GM's option, characters caught in the storm may be ejected onto A) the Elemental Plane of Air, B) the magical land of Oz, or C) a magically solid cloud, probably inhabited by cloud giants or a dragon.

164. The bean magically transforms into a pea.


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165. The bean grows a huge vine with 3 pods. The first pod to open is filled with 3D6 cute little pig people wearing human hats and clothing.

Ten minutes later the second pod opens to reveal wands that shoot out sparkles. the pigs know the command words to cast irresitable dance, which they will start to use on people, cause they are really orcs with levels in sorcerer.

Ten minutes later the third pod opens and it's full of every good flavor of ice cream. It keeps refilling itself. If any of the ice cream touches the pigs they explode in a burst of confetti.

RPG Superstar 2012 Top 32

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Goth Guru wrote:

165. The bean grows a huge vine with 3 pods. The first pod to open is filled with 3D6 cute little pig people wearing human hats and clothing.

Ten minutes later the second pod opens to reveal wands that shoot out sparkles. the pigs know the command words to cast irresitable dance, which they will start to use on people, cause they are really orcs with levels in sorcerer.

Ten minutes later the third pod opens and it's full of every good flavor of ice cream. It keeps refilling itself. If any of the ice cream touches the pigs they explode in a burst of confetti.

I think you belong in rehab! ;-)

The Exchange

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SmiloDan wrote:
Goth Guru wrote:

165. The bean grows a huge vine with 3 pods. The first pod to open is filled with 3D6 cute little pig people wearing human hats and clothing.

Ten minutes later the second pod opens to reveal wands that shoot out sparkles. the pigs know the command words to cast irresitable dance, which they will start to use on people, cause they are really orcs with levels in sorcerer.

Ten minutes later the third pod opens and it's full of every good flavor of ice cream. It keeps refilling itself. If any of the ice cream touches the pigs they explode in a burst of confetti.

I think you belong in rehab! ;-)

What's wrong SmiloDan? You act like there's something unusual about magic-bean-pig-man-orc-sorcerer-explosive-ice-cream confetti.

RPG Superstar 2012 Top 32

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Italian cut up tiny pieces of paper are so gauche!!!


The writers of Adventuretime get paid to be CrayCray. :)


A tree emerges from the ground, over the course of a week it continues to grow, and plant life gradually withers and dies within 1 mile, as per the witch's blight hex. At the end of a week the tree stands at 200 foot tall, and produces 1d4 fruit. Anyone who eats one of these fruits receives a +2 inherit bonus to all ability scores. (Tree of Might)

A pea plant slowly grows from the ground, taking 1 year to fully grow. This plant must be continuously cared after, given acid flasks, alchemist fire, water, and goat milk weekly, as well as a constant source of light during the nighttime hours, and dark during the daytime hours. Failing this the plant withers and dies. Provided it is adequately cared for and this care continues the plant will produce 1d4 pea pods, each containing 3d6 magic beans on a monthly basis for up to two years after it reaches maturity. Care must be taken to harvest the beans before more pods are produced, otherwise the old pods will spill their beans, producing as many magic bean effects as the number of beans in each pod.


bump


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167. An enormous worm comes out of the ground and swallows the bean. Unless harassed it will head back into the ground on the next round.

168. The bean clones itself, producing a duplicate. It and its clone will duplicate again each hour, etc., until someone picks one up.


bump?


Bump? :)


Oxylepy wrote:

166: A tree emerges from the ground, over the course of a week it continues to grow, and plant life gradually withers and dies within 1 mile, as per the witch's blight hex. At the end of a week the tree stands at 200 foot tall, and produces 1d4 fruit. Anyone who eats one of these fruits receives a +2 inherit bonus to all ability scores. (Tree of Might)

169: A pea plant slowly grows from the ground, taking 1 year to fully grow. This plant must be continuously cared after, given acid flasks, alchemist fire, water, and goat milk weekly, as well as a constant source of light during the nighttime hours, and dark during the daytime hours. Failing this the plant withers and dies. Provided it is adequately cared for and this care continues the plant will produce 1d4 pea pods, each containing 3d6 magic beans on a monthly basis for up to two years after it reaches maturity. Care must be taken to harvest the beans before more pods are produced, otherwise the old pods will spill their beans, producing as many magic bean effects as the number of beans in each pod.


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170: A bush grows with black, bitter, berries. These bad berries function like goodberries, but with negative energy. They harm instead of heal. Note that undead will heal from the berries.


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171: After planting the bean, nothing seems to happen at first. If the planter digs to find the bean, they find a piece of string. If pulled, the string can be drawn from the ground easily. After several feet of string is pulled out, the string emerges tied to a piece of rope, after pulling several yards of rope from the ground, the end of the rope emerges tied to a chain. After 100 yards of chain has been pulled out, the end of the chain emerges attached/tied to one of the following, roll d6:

1: A medium sized treasure chest containing 1d100 CP, 2d100 SP, 3d100 GP, 1d100 PP, 1d4 minor magic items, and optional 1d2 medium magic items.

2: Chained to the tail of a Large sized Dragon(GM's choice), Manticore, Dire Crocodile/Alligator, or any other monster that has a tail.

3: Chained to the neck of a Clay golem. The Golem serves faithfully for 1 week, then immediately goes berserk and tries to destroy the planter and their allies.

4: A Two-mast Ship emerges. How the players handle this will require creativity on their part.

5: Chained to a collar around the neck of an exotic mount of the GM's choosing. Examples: Combat Trained Rhino, Axebeak, Dragon Horse, etc.

6: A Large sink plug emerges. The immediate vicinity of 100 yards begins to spin and drain into the ground. The players are transported either to the first random destination the GM thinks of, or to a bubble location in the Elemental Plane of Water.


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172: The bean grows into a tall beanstalk dragging a coffin out of the ground with it when it grows. The coffin opens to reveal a skeleton dressed in formal attire and a bowler cap who dusts himself off, steps out, greets the party with a tip of his hat and a pleasant "Nice day for a walk, isn't it?"
He then proceeds to whistle a happy tune, twirl a walking stick, and walk off in the direction of the nearest civilized area. (If the bean is planted in town, he walks around tipping his hat politely to all passersby)


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173:

A minor tear in reality connects to the Abyss. Invisible noxious vapors immediately explode forth in a 20' radius (requiring a Fort. save vs. poison; failure equals -1 to ALL rolls/ability checks/AC, etc. for d4 rounds because of the nauseating smell. You can only fail this once regardless of time spent in the area of effect.)

Additionally, demon(s) of CR (roll d10: 1-4 Easy, 5-7 Average, 8 Challenging, 9 Hard, 10 Epic) climb through 1-3 rounds after the initial opening.

The hole closes in 2d4 rounds after the first round. For each round open, after the first, the area of effect of the noxious vapors increase their radius by +10' (remember it's invisible). There is a 1% chance each round (starting on the 2nd round of more demons noticing the tear). Roll on for the CR again.

If the hole closes on the same round that the demons appear, the strongest demon in the "attack force" is keeping the hole open and attempting to climb through. It will definitely be at a disadvantage from attacks in this position.

The hole could close before any demons gain access to the current reality.


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174: A sprinkle golem appears and spreads the wrath of the might sprinkle lord far and wide. Use stats for clay golem and looks akin to this https://img0.etsystatic.com/037/0/8865543/il_340x270.534250120_hanh.jpg


Bump


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175: The bean grows into a beanstalk with a large treasure chest growing out of the top. The chest is actually a Giant Mimic.


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176: A village springs up. The bean planter is the mayor. There are 3D6 buildings, in addition to the village hall/mayors house. I'll add the link, for the topic, for random buildings when I can.

Random Village..

As nobels, merchants, nt to help run it while you are off adventuring. Choose wisely.


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How did this thread fall of the front page!? Dinosaur Ben is sad.

177: An ethereal, 6th-level bard follows the planter around for the next 1d6 minutes, playing obnoxious music that functions as inspire courage (+2).
178: The planter's skin (or other main body covering) turns irrevocably neon pink.
179: All areas of dim light or darkness are treated as supernatural darkness for 1d6 minutes. All areas of normal light or bright light are treated as bright light (natural sunlight) for the same duration.
180: The bean casts create water at CL 20th every round, on the surface directly above it.
181: Mirage Arcana is cast, centered on the bean, making the surrounding terrain look like the planter's childhood (CL 20th).
182: The next time the planter misses on an attack roll, he is healed an amount equal to the damage he would have dealt.
183: Coconuts rain from the sky within a 40-ft spread, dealing 2d6 bludgeoning damage, and providing food.
184: A mystical being appears and offers the planter any one artifact they desire. If the planter asks for anything, they immediately take 100 damage (as harm, CL 10th). If they ask for nothing, they are given a random bean.
185: The bean becomes a dragon egg. It hatches in 2d4 weeks.
186: The bean burrows at 500 ft. per round to the nearest settlement, where the side of every building is papered with a wanted poster for the planter, offering 200 gp for his or her (or its) capture.
187: An antimagic field is centered on the planter for one day per HD of the planter.


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188:There is a fountain of glittery yellow sparkles. Everyone in a 100 foot radius must fort save DC20 or come down with glitter psoriasis. Glitter is always falling from the hair on their body. Their hair is also itchy. A lotion of cure disease only works for 24 hours. This defect has a 50% chance of being passed on to children.

The Exchange

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189: As soon as the planter plants this bean, he is teleported as the per the spell, 3 miles in the air before dropping to his death. (No saving throw).
190: The planter is teleported as the spell into the ground. The planter suffocates and dies.
191: The planter levels up to level 20 then downgrades 10 levels in his current class and then gains another level in the class of his choice.
189 Edit: If you are teleported into the sky, you may try to cast feather falling or fly or a similar ability, but you must succeed at a concentration check equal to 20+ the spell level.
(Note: If you have flying or a similar ability as a supernatural ability, as a spell-like ability, or as an extraordinary ability, you need not make this concentration check.)
190 Edit: (No saving throw.) You are teleported a mile underground.
(Note: If you have a digging speed and can breathe still somehow, you have an 80% survival chance. (At your GM's discretion.)
191 Edit:

Theliah Strongarm wrote:
191: The planter levels up to level 20 the downgrades 10 levels in his current class and then gains another level in the class of his choice.

(Note: The planter must choose a different class than those that he just leveled up and down in.)


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192: A bigger bean (equal to a small sized creature) appears where you planted the bean!
193: A bean tree starts to grow where you planted the bean (I can't belive nobody thought of that before).


But beans don't grow on trees. They grow on short stalks with vines.


Some beans grow in pods on trees. But if these beans are those growing on short stalks with vines, that's what should grow up.


Rub-Eta wrote:
Some beans grow in pods on trees. But if these beans are those growing on short stalks with vines, that's what should grow up.

I suppose that's true. But I was thinking of the kinds of beans on the farm where I grew up, which I assumed is the kind of bean found in fairy tales. Ah well.


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194. Planting the beans turn them into what are effectively land mines. Any creature stepping on one must make a Reflex save of DC 20 or take 5d6 points of damage as though from a fireball.


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195. The instant the bean is planted, the planter is struck with a ridiculously large thorn dealing 2d8+10 piercing damage. This thorn can then be collected and functions as a Darkwood Longspear.

196. Once planted, the bean grows into a living bean-stalk version of a log cabin. This functions as a permanent Secure Shelter.

197. When the planter attempts to plant this bean, it forces itself into them instead of the ground (DC 20 fortitude save). Success means the bean withers and dies. A failed save causes the bean to form a symbiotic nature with the planter turned host, causing strange plant-like growths to occur (bark-like skin, mossy hair, etc.)
With GM approval, the planter may gain a template similar to Plant-Imbued or Plantblood.

The Exchange

198: A stone appears. It has magical runes written all over it. It hums when approached within 20 feet of it, like a bomb. When approached within 10 feet, it explodes in a 300 foot radius, dealing a hundred force and fire damage each. Anyone hit by the explosion (including objects) fly thirty feet backwards or, (in the case of structures and plants larger than Larger size), are flattened. There is no save of any kind for half damage.
199: A stick the size of a Medium well-polished quarterstaff pops out of the ground and has the properties of a +1 smiting darkwood quarterstaff.
200: A car appears. It runs out of gas in three miles. It goes 160 feet in a round. Use the chariot rules in Ultimate Combat for the rest.

The Exchange

Theliah Strongarm wrote:

198: A stone appears. It has magical runes written all over it. It hums when approached within 20 feet of it, like a bomb. When approached within 10 feet, it explodes in a 300 foot radius, dealing a hundred force and fire damage each. Anyone hit by the explosion (including objects) fly thirty feet backwards or, (in the case of structures and plants larger than Larger size), are flattened. There is no save of any kind for half damage.

199: A stick the size of a Medium well-polished quarterstaff pops out of the ground and has the properties of a +1 smiting Shock darkwood quarterstaff.
200: A car appears. It runs out of gas in three miles. It goes 160 feet in a round. Use the chariot rules in Ultimate Combat for the rest.


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Theliah Strongarm wrote:
Theliah Strongarm wrote:

198: A stone appears. It has magical runes written all over it. It hums when approached within 20 feet of it, like a bomb. When approached within 10 feet, it explodes in a 300 foot radius, dealing a hundred force and fire damage each. Anyone hit by the explosion (including objects) fly thirty feet backwards or, (in the case of structures and plants larger than Larger size), are flattened. There is no save of any kind for half damage.

199: A stick the size of a Medium well-polished quarterstaff pops out of the ground and has the properties of a +1 smiting Shock darkwood quarterstaff.
200: A car appears. It runs out of gas in three miles. It goes 160 feet in a round. Use the chariot rules in Ultimate Combat for the rest.

The runes say, "Damaging effects with no saves may cause all players to leave the table and never return."

The Exchange

Goth Guru wrote:
Theliah Strongarm wrote:
Theliah Strongarm wrote:

198: A stone appears. It has magical runes written all over it. It hums when approached within 20 feet of it, like a bomb. When approached within 10 feet, it explodes in a 300 foot radius, dealing a hundred force and fire damage each. Anyone hit by the explosion (including objects) fly thirty feet backwards or, (in the case of structures and plants larger than Larger size), are flattened. There is no save of any kind for half damage.

199: A stick the size of a Medium well-polished quarterstaff pops out of the ground and has the properties of a +1 smiting Shock darkwood quarterstaff.
200: A car appears. It runs out of gas in three miles. It goes 160 feet in a round. Use the chariot rules in Ultimate Combat for the rest.
The runes say, "Damaging effects with no saves may cause all players to leave the table and never return."

Well, a GM wouldn't give this to his players unless he was really mean.

The Exchange

201: A dog appears. It follows you around and you and the dog become buddies!
Use the statistics for Riding Dog in the Bestiary (I think that's where it is.)
It knows no tricks and you must teach it for it to be any use in combat.
202: Giant words appear in the sky. They say:
Dude, don't do it! Dude, dude, NOOOOOOOOOOOOOO!!!!!!! That was funny, you dying, yeah, real funny.
A pit opens up beneath the PC's feat and they fall to the center of the Earth where they die. Sorry, bro.
203: An exploding fish in a fishbowl appears. Use the rules for exploding rock, except it explodes when approached within 5 feet.
204: A bean plant grows. It holds five more Magic Beans when fully grown. (Five days of sunlight and water.)


Theliah said wrote:
Well, a GM wouldn't give this to his players unless he was really mean.

Theliah, these aren't to be mean. They're to be funny/ironic. It's like Monty Python's Flying Circus, where 20-ton weights are actually waiting to be dropped, and there's a lever right there behind you which unleashes a tiger on your foes. Absurdity makes for hilarity.

Planting a bean and having something utterly bizarre happen can be a tragic end to a character, but it's not meant to be an insta-suicide magic item. That's just something that can happen. The idea is to do it in an amusing way.

While I don't want to say you're doing it wrong (because no strong guidelines were given), dealing 200 damage, no save, plus falling damage to everyone within 300 feet is a bit extreme. A barbarian with a high Con would still need to be about 15th level to survive that. A wizard never will. That is a TPK, with no meaningful warning (plenty of things hum ominously in these games), which strikes me as rather rude. As a GM, I would reroll.


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This thread reminded me I have two 2nd Edition netbook lists, one called 10,000 Magical Bursts and one called 10,000 Chaotic Bursts, the funniest one is rolling 0000 (10,000) which says "The nearest star explodes in a massive supernova."


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A: Rocks fall, Everyone Dyes! If you get a result that is bad for your campaign, substitute this. Theliah Strongarm(or someone else you are unhappy with) appears standing atop where the bean was planted. Rocks fall only on them. All the other characters find themselves dying Easter eggs for a half an hour. All the materials are provided, so they may be eating lots of hard boiled eggs that day. Some may be saved to provide a material component for stinking cloud.

B: Like A but Theliah Strongarm's body has been changed into gold. It may be worth it to move the rocks and dig it up, just in case.

C: Like A but everyone tie dyes tabards, including Theliah Strongarm, who has risen as a ghoul.

205: Rocks fall killing the nearest Kender or Darkling. If the character's later try to dig it up, they find a rock.


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206. The bean exchanges places with the GM.


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207. The bean sprouts into a plant that subtly probes the planter's mind to find whatever mundane tool or weapon they would find most useful, as long as the non-enchanted non-masterwork value is 25 gp or less (in case of excessive value, it keeps trying until it finds something of low enough value). (If it can't get into the planter's mind, it starts trying other creatures within Close range, giving precedence to the planter's associates; the Will Save DC is 28 to resist being probed.) Once it determines a desired tool or weapon, it grows a masterwork version of the item that is enchanted to follow the command of the creature that desired it (as an Animated Object, and once again searching for nearby creatures if it can't find the one that desired it) . . . But the problem is that once it starts following the command, it won't stop (actions of finite duration are repeated, with automatic searching for new targets if applicable), and ignores all further commands. (Initiation of the commanded action does not have to occur immediately upon taking possession of the item, however, and during the delay it even functions in its normal way, and can even receive enchantments. If it is destroyed to any extent short of utter annihilation, the pieces regenerate (treat as Regeneration 1, even though objects don't normally regenerate), thereby creating 2 or more of the item, with the same properties as the original, and following the original command immediately upon reaching full hit points (think Sorcerer's Apprentice). Disintegrate or a Sphere of Annihilation can permanently destroy 1 at a time. Area of effect damage spells can permanently destroy more than 1 at a time within the area of effect if they do enough damage to cause complete annihilation. Dispel-class and curse removal spells can disenchant items in their area of effect (only 1 at a time if not area of effect) if a caster level check vs CL 18 is successful -- the disenchantment is permanent for spells that can remove curses, or temporary suppression otherwise. Only Mage's Disjunction, Miracle, or Wish, or the slaying of the plant that spawned the cursed item can propagate to all of the cursed items from 1 bean even if they are not all in the area of effect. The spawning plant appears to be a normal bean plant, but is actually a Plant creature that has the initial statistics of an Assassin Vine that advances 1 Hit Dice for each additional item created by breakage-dependent replication as noted above (deducting any permanently destroyed items only from future advancement), and never attacks unless attacked first; unlike a normal Assassin Vine, it has a low but cunning Intelligence, and will reposition itself to avoid association with the havoc it caused when no one is looking. If all associated cursed items are annihilated, disenchanted, or rendered incapable of action for more than a year, the plant generates 1 new bean for each accursed object and dies, thus disenchanting any remaining cursed objects, but leaving behind the innocuous-looking beans that function like the original if planted, and keep indefinitely if stored.

The Exchange

SanKeshun wrote:
Theliah said wrote:
Well, a GM wouldn't give this to his players unless he was really mean.

Theliah, these aren't to be mean. They're to be funny/ironic. It's like Monty Python's Flying Circus, where 20-ton weights are actually waiting to be dropped, and there's a lever right there behind you which unleashes a tiger on your foes. Absurdity makes for hilarity.

Planting a bean and having something utterly bizarre happen can be a tragic end to a character, but it's not meant to be an insta-suicide magic item. That's just something that can happen. The idea is to do it in an amusing way.

While I don't want to say you're doing it wrong (because no strong guidelines were given), dealing 200 damage, no save, plus falling damage to everyone within 300 feet is a bit extreme. A barbarian with a high Con would still need to be about 15th level to survive that. A wizard never will. That is a TPK, with no meaningful warning (plenty of things hum ominously in these games), which strikes me as rather rude. As a GM, I would reroll.

Well, I do suppose it was rather extreme, but I liked it anyway. It's not required to be used, I just thought it was funny to be put out there, and I'm pretty sure every GM ever will not allow that to be in their games. Besides, there's going to be 999 other options.

RPG Superstar 2012 Top 32

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208. A small bush with 3d8 glowing green fruit appear. Any who eat one of the fruits must reroll their hit points, re-rolling any 1s. Anyone eats 2 of the fruits has their hit points reset to maximum hit points for 1st level, with average results (rounded up!) for all hit dice beyond the first. If someone eats all the fruits, they must make a Fortitude save equal to the number of fruit eaten; if successful, their hit points are maximized. If the fail, their hit point total is reduced to 1 hit point per hit die.

Grand Lodge

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209:
The bean sprouts two vegepygmies that act according to this chart (roll d%)

1-25% Both Vegepygmies attack planter, until planter or Vegepygmies are slain. If the planter is slain, the planter becomes a magic bean that always functions as bean 206

26-50%. One vegepygmy attacks the planter, one vegepygmy defends the planter from the oncoming vegepygmy attack. If the planter is slain, the planter becomes a magic bean that always functions as bean 206

51-75%. Both vegepygmies attack the nearest creature to the planter. If the vegepygmies target is slain, the target becomes a magic bean that always functions as bean 206

76-100%. Both vegepygmies follow the exact commands of the planter, suicide included, but will not attack anything nonliving

The vegepygmies know no language, but constantly spit mangled curses in Ettin at all intelligent humanoids within forty feet. The vegepygmies do not understand what they are saying.

The vegepygmies possess an unbeatable spell resistance.

Grand Lodge

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210:
Reroll

211:
the dice are passed around the players and the gm, each of them rolling and applying the effects. The one who rolls highest gains a rat familiar. In case of a tie, the person with the most alchemical items is the winner, incase of a tie in that, all die rolls count as #210. If the gm would gain a rat familiar, the players must instead pool money to buy the gm a cookie, to quell their imminent sadness of not being able to own sir sqiffles the rat.

212:
Everyone at the table must go outside for 10 minutes, if already outside, everyone gains 6,158 xp.

213: the planter immediately is transported to planet kasatha and feels the need to stay and learn the ways of sand bending. Staying in kasatha is optional, but no way to return to galarion is provided

214: The planters name immediately changes to brony. this cannot be altered by a means short of immediate divine intervention within the round of the name change. all npcs and pcs know the planter as brony

215:
the bean grows into a suit of armor of insults. the leather is not studded, and instead bears a large hand with an upwards facing middle finger protruding from a humans hand. the ethnicity of the human is indecipherable. the armor still provides armor class as if it were studded.

Grand Lodge

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216:

ROLL TWICE, COMBINE AND CRY

The Exchange

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217: A book appears. The title says: "Pathfinder Core Rulebook". If a character opens the book, he must succeed at a DC 17 Will save. If he fails, he must spend all his GP to buy more Pathfinder books. He is now permanently fascinated with his book(s) and must spend at least an hour a day to read his book(s). He may try a Will save each day to negate reading for an hour. He must spend all the GP he earns over his next adventures to buy more books until he has them all. He tries as hard as he can to get his friends to play with them, and they may or may not agree.

Pathfinder Book flat cost: 50 GP
Number of PF books to collect:292...
and counting.


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^And if 2 planters of Bean #217 meet, they must succeed at a DC 22 Will Save or be drawn into alignment-based conflict with each other, even if they are of the same alignment. It has been reported that 2 Paladins locked in such conflict can both successfully use Smite Evil on each other . . . .

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