Bag of Beans II (Magic Bag)

The following list has been conjured to function as an alternative whenever a bag of beans is used. If it seems that most of these effects are harmful, remember that the bag is an item used only in extremis or out of great curiosity. All magical effects are assumed to be cast at the 12th-level, unless otherwise specified. Just roll 1d100 for each bean. References for the statistics of most monsters and spells are to be found in the appropriate AD&D manuals. Unless otherwise noted, all items and beings created by beans are permanent and may be destroyed or slain normally:
01	Toadstools, 10d10 of them, grow from the ground about the planted bean. If eaten, they:01-50 Are poisonous, requiring a save vs. poison at -2 to avoid death.51-00 Act as goodberries, as the 2nd-level priest spell. The toadstools vanish after 24 hours.
02	A 20' tall tree with 24 assorted fruits instantly springs from the ground. When a fruit is cut, crushed, or bitten, out springs a device of some sort (use the random roll table for a robe of useful items listed under Robe). The tree vanishes after 48 hours, but items from it remain.
03	A great whirlwind (like one created by a djinni) instantly forms above, and dissipates one round later.
04	A 50' diameter hemisphere of darkness is created and remains until dispelled (see the 1st-level priest spell).
05	A geyser erupts, throwing water 20' into the air for 1d12 rounds. If desired, the water may be replaced by another nonmagical liquid, such as ale, beer, berry juice, tea, vinegar, wine, or crude oil.
06	A pheasant jumps up from the soil and attempts to fly away (AC 6; MV 3, fl 24; HD 1/4; hp 2; no attacks). If stopped and examined, it may be discovered that 1d4 of its feathers are Quaal's feather tokens (See Feather).
07	A spring bubbles up. The first person who drinks from it has his or her age reduced by 1d12 years. Additional drinks age the drinker by 1d12 years per drink.
08	Several powerful zombies (#AP 3d8; AC 4; MV 12; HD 2; hp 16; #AT 2; Dmg 1-8/1-8; THAC0 19) crawl forth and attack all living things. The zombies cannot be turned and move fast-they always strike first in a melee round.
09	A 60' diameter earthquake strikes the area, with the planted bean at its center.
10	A chaotic evil treant (AC 0; MV 12; HD 12; hp 52; #AT 2; Dmg 4-24; THAC0 9) of the largest size appears and attempts to destroy all living beings it can reach within its 10' grasp.
11	A pool of molten lava rises to the surface, and expands 10' every round until it is a maximum of 50' in diameter. Anyone caught in the lava receives 10d8 hp damage per round. The lava remains above ground and slowly cools.
12	Gases erupt from the ground within an area 60' in diameter around the bean and have a mutating effect; anyone caught in them must save vs. spell or be affected by a 1d4 die roll: 1 Gain 1d4 hp permanently. 2 Lose 1d4 hp permanently. 3 Contract lycanthropy (DM's choice of type). 4 Contract a rotting disease, as if touched by a mummy.
13	Conjured animals begin to rise from the earth, one animal of the DM's choice appears each round until a total of 24HD has arrived (see the 6th-level priest spell). They remain until slain or 24 rounds have elapsed. They behave as if they were under a confusion enchantment (see the 7th-level priest spell). If the result is “Act normally for one round,” the animal obeys the wishes of the bean planter.
14	A special incendiary cloud flows up from the ground, remaining for two full turns. It is a volume 20' in height and 40' in length and breadth. It remains dormant until any spells or spell-like effects are activated within it. Damage is 1 hp per level of the spell cast per round.
15	A pair of huge, disembodied magical hands appear. One is a Bigby's grasping hand and the other a Bigby's clenched fist. Each attacks or holds immobilized a random target within 90' of the bean for 12 rounds.
16	Fast-growing roots reach up from the ground and wrap about creatures as an entangle spell (40' square area), lasting for 10d8 hours.
17	A pit, 40' square and 10d10' deep, opens beneath the bean planter.
18	An opening in the ground appears where the bean was planted. If entered and explored, the underground complex turns out to be a sewer beneath a major city. The opening to the sewer complex, which is a long-distance gate, closes after 1d100 rounds, possibly stranding characters in their new locale.
19	A simulacrum of the bean planter rises from the ground. The duplicate joins forces with the planter initially, but after 2d10 days it decides to break away and establish a life of its own. Only 1d10 days later, it melts.
20	An apparatus of Kwalish (See Apparatus) appears, being operated by a single, unarmed hobgoblin of 7 hit points.
21	The area around the bean is struck by transmute rock to mud (100 cubic foot areas of effect). The area reverts to stone after 2d4 rounds, entombing anything within it.
22	A black sphere rises from the ground, appearing as a sphere of annihilation. The sphere moves at a speed of 9, chasing after random targets (one target per round). The exact effects of the sphere, once it touches a creature, are left up to the DM. Possibilities are the destruction of magical items (as a rod of cancellation) or the draining of spells from the minds of casters. The sphere cannot be affected in any manner, but if all living creatures manage to avoid its touch for three rounds in a row, it disappears.
23	A clear pool of water rises to the surface. The planter of the bean may ask the pool a question and receive a vision, as the 7th-level wizard spell of the same name. If the powers are annoyed, the bean planter is attacked by three water weirds (AC 4; MV 12; HD 3+3; hp 16; THAC0 15; SA drowning).
24	A stone statue in the exact likeness of the bean planter grows from the ground. It makes all sorts of verbal threats against the planter, but it does nothing more. If left behind, it will direct anyone who will listen to its lies to attack the planter. Worse, it always knows the exact location of the planter.
25	A female arm wielding an impressive sword of random type thrusts up from the ground in the style of the famous Lady of the Lake and Excalibur. The sword can be taken only by the bean planter, after which the arm descends back into the earth. If the planter is a paladin, this is the moment to give him or her a holy avenger, otherwise, the weapon is a sun blade (See Sword).
26	The planted bean summons a meteor from outer space that strikes the ground within five rounds. Anyone standing directly over the bean (the point of impact) is killed instantly, with all items destroyed. Only a wish can restore life to the victim. All creatures within 30' receive 10d4 hp damage (save vs. breath weapon for half damage)-a crater 10' in diameter is left behind.
27	A special bush grows with fire seeds, as the 6th-level priest spell; 1d4 missiles and 2d4 incendiaries can be picked.
28	A minor death (AC -4; 33 hp; MV 24; strikes with a pitchfork for 2d4 hp damage, never misses, always strikes first in a round and always pursuing); appears and attacks the bean planter as if he drew the Skull card from the deck of many things. Only one such creature appears, but the blows and spells from the planter are the only ones that can affect this being.
29	A wall of thorns springs up instantly in a 20- by 20- by 20' cube, trapping all creatures in this area.
30	A wondrous, articulate war horse appears and offers the planter of the bean a ride to any destination. If the offer is accepted, the horse takes its rider to the floor of The Gray Waste's first layer, then disappears. If the offer is not accepted, the horse disappears.
31	An iron golem pops into existence and attacks all nearby living things one by one. In its forehead are set three gems: a gem of brightness, a gem of seeing, and a gem worth 5,000 gp.
32	A chariot of Sustarre (as the 7th-level priest spell) is conjured to serve the planter of the bean for 18 turns. Then it explodes in a 6d6 hp fireball. Those on the chariot take maximum damage, no saving throw allowed. This could prove even more deadly if the chariot is being used in the sky when it blows up.
33	An ancestral spirit of the bean planter is summoned. If the DM feels the planter has been faithful to his or her alignment, the ghostly ancestor rewards the descendant with 10,000 experience points. Otherwise, the spirit strips away a like amount from the planter and gives a warning to the planter to change his or her ways.
34	A single campfire springs forth. Its flames are blue but otherwise normal.
35	A huge, gaudy marble fountain, decorated with nymphs and dolphins, rises from the earth, spraying water high into the air. A few copper coins (1d4+1) can be found in its basin. The fountain ceases after 2d6 rounds. If cast indoors, the fountain fills the room in which it appears to a height of 20'.
36	A creeping doom crawls forth and moves in a random direction, attacking all creatures who do not escape its wrath. Beyond the initial 80 yards, the insect mass loses 50 of its number for every 10 yards it travels.
37	An extradimensional creature appears as if an iron flask were opened. It is very angry, totally hostile, and has maximum hit points. If “empty” is rolled on the table, roll again until a creature turns up; in this case, the monster is only an illusion.
38	A well of many worlds opens in the ground. It can be picked up and carried away.
39	A hostile earth elemental (AC 2; MV 6; HD 16; hp 80; #AT I; Dmg 4-32; 45 THAC0 7; SD +2 weapon or better to hit) is conjured. To make matters worse, the planter of the bean and the elemental swap mental consciousnesses. Thus, the planter's body goes about pummeling people, while the planter must make do with an elemental form. If either the planter or elemental are destroyed, this malady becomes permanent. Player and DM must creativity remedy the situation.
40	A hole in the ground opens. Out crawls a wyvern with 500 gp gems for eyes, the ability to detect invisible objects, and the ability to breathe a cone of cold (for 6d4+6 hp damage) once every other round. When slain, the creature transforms into harmless blue smoke; the gems are left behind.
41	Sixteen thick and thorny vines crawl from the ground and, with evil sentience, seek out victims. The vines are 40' long, AC 4, and have 12 hp each. They wrap around and constrict their victims, inflicting 2d4 hp damage every round 48 after the first successful attack.
42	Flowers shoot up from the ground for 120 yards around the planted bean. On the following round, they emit clouds of magical pollen. All creatures in the area fall instantly asleep for 1d12 rounds (no save allowed). Some of these creatures (1d4+1, chosen randomly) are each granted a limited wish of their own design, stemming from their dreams. Have the players describe their characters' dreams without knowing the consequences, then tailor the results accordingly.
43	Appearing from the ground to attack the bean planter is a young adult red dragon. If slain, a magical red ruby will be found in the muscle of the dragon's heart. The ruby acts as a wand of fireballs, fully charged.
44	A cloud of solid fog, 120 yards in diameter and 20 yards high, rises from the earth, lasting 20 rounds or until dispersed. Just 1d20 rounds later, a death fog spell rises from the earth, lasting another 20 rounds and having the same dimensions.
45	An enchanted heavy catapult appears. It is +1 to attack 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 hurl a ball lightning (4d12 hp damage; see ring of shooting stars for details).
46	A huge hemispherical chunk of ground, 150 yards in radius about the bean, rips itself free from the earth and floats away. Characters standing on it may be stranded several hundred feet above the ground or carried to a foreign land.
47	Nothing seems to happen. If the planter digs up the bean again, he or she discovers a nugget of gold worth 50 gp. Further excavation proves this site to be a suitable gold mine. Serious digging may be costly, however, and may also mean encounters with beings not happy to see miners (angry duergar, drow, purple worms, etc.).
48	Nothing apparently happens, but two invisible stalkers of maximum hit points are conjured. They follow the bean planter and attempt to steal away the bag of beans at the most opportune moment. Resistance causes the stalkers to attack.
49	A Leomund's secure shelter springs forth. Inside are 2d4+1 trolls of different types and maximum hit points who consider this their home. If the DM desires, a trapdoor in the floorboards of the shelter leads to an extradimensional dungeon of the DM's own design.
50	Only 1d4+1 rounds after the bean is planted, a Daern's instant fortress grows upward so quickly that all within 10 yards sustain 10d10 hp damage from its growth. Whoever planted the bean may command the fortress's entrance to open or close. The fortress is permanent but can never be moved or shrunk to its cube form.
51	A number of toads (1d4+8) crawl from the earth. Whenever a toad is touched, it polymorphs into a random monster (check the Monstrous Manual accessory and roll on the Monster Summoning Spell Table of the appropriate level for the party). Every third round, a toad will polymorph without being touched.
52	Immediately after the bean is planted, a huge tent (30' by 30' by 10') springs up, enclosing all creatures within its volume. The tent is lavishly furnished with velvet pillows, golden lamps, porcelain vases, exotic tapestries, and pervaded with the scent of rich spices. All creatures in the tent are subject to sympathy, as the 8th-level wizard spell; those failing to save vs. spell cannot leave the tent. Anything removed from the tent turns into scraps of paper, sticks, rocks, ect, unless removed by a thief, in which case they remain as they are. Individual items have values of 100d10gp each. Each thief may remove a number of items equal to his or her level of experience as a thief; after that, the items not removed by thieves turn into debris in 1d4 days. The tent vanishes after one day.
53	A mass of 4d6 laughing skulls, flying on bat wings, spring from the ground and surround the bean planter. The demonic laughter prevents any sleep or spellcasting requiring verbal components. For each day of sleeplessness, the planter takes a -1 penalty on attacks, defenses, and saving throws. The skulls cannot be attacked by any means except one, chosen by the DM (this method may be uncovered by divination spells). The skulls remain for 2d4 days, then fly away. They do not interfere in combat, though some might avoid a victim so affected.
54	The bean planter receives an unhatched dragon's egg of a random type. It hatches in 2d6 hours if kept warm.
55	A wishing well springs up. It grants a wish to the first person who tosses in a coin and to a second person who dumps in at least 1,000 gp worth of coins or treasure. The well disappears after the second wish.
56	A great fissure in the ground opens. It is very narrow (only 4' wide), so the bottom cannot be seen. Nothing other than possible injuries can come of climbing down into the crevasse, which is 1d4 miles deep and 10d12 x100 yards in length. After 5d4 days, the crevasse closes again, swallowing anything within it.
57	Mist rises from the ground and, after 1d4+1 rounds, takes on the form of a dragon. The “dragon” breathes a blast of steam and vapor in a cone 40' long and 20' wide upon any creatures nearby. Damage is 6d6 hp. After it breathes, the dragon-cloud dissipates. It cannot be attacked except by magical electricity, which causes the cloud to fade away while it is forming-only to reappear behind the bean planter 1d4 hours later.
58	A rope grows upward to a length of 30'. If anyone climbs the rope, an extradimensional space is found (as the rope trick spell). It lasts for four hours, after which the rope assumes the abilities of a rope of climbing.
59	A beanstalk grows up into the air. If climbed, it leads either to a cloud castle, to wildspace (for a Spelljammer adventure), or to a different plane of existence (a Planescape adventure in a cloud city on the Elemental Plane of Air).
60	A lesser basilisk of average hit points crawls from the ground. Its gaze attack does not turn people to stone, but it ages them 5d10 years. The basilisk wanders away after a turn.
61	An umber hulk of maximum hit points digs its way out of the earth, then attempts to maim or kill as many characters as it can before burrowing back into the ground 1d100 rounds later. If slain, the umber hulk changes color uttering one prophecy before it turns into dust. The prophecy always comes true (the DM should use a lot of imagination here).
62	An entire one-story tavern pops up from the 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 (maximum hit 70 points) appears and attempts to devour any creatures who cannot answer its silly children's riddles.
64	The area about the bean within a 1d4 mile radius suffers its own chaotic weather patterns. The weather changes every turn for 4d12 hours. Choose weather types randomly from those listed in the 7th-level priest's spell, control weather.
65	A patch of pumpkins, 40 yards square, grows instantly. The pumpkins ripen, overripen, go foul, then burst open. Everyone in the area is affected by a stinking cloud spell and must save vs. breath weapon or contract a debilitating disease (see the 3rd-level priest spell cure disease for details). However, 1d6 pumpkins do not explode, but they instead turn into scarecrows (see the Monstrous Manual accessory) of maximum hit points, and they will attack the party after two rounds. If they slay the PCs, these monsters roam the land.
66	The planted bean becomes a delayed blast fireball of 18th level, exploding in five rounds.
67	The DM's favorite dinosaur (maximum hit points) grows out of the ground to create a little havoc among the PCs.
68	A squirrel or other woodland creature comes along, digs up the bean, and quickly devours it. The animal then addresses the bean planter in Common and may answer questions as a sage skilled in every field of know ledge. If the planter has no questions, the animal will give clues to the location of a magical artifact. One hour after eating the bean, the animal reverts to normal, though it now follows the PCs wherever they go (it does nothing else).
69	A female vampire exits the ground at nightfall, wielding a vorpal weapon and a rope of entanglement to track down and kill the bean planter. She requires no coffin, staying in gaseous form for 12 turns when slain, reforming after that. Her magical items may be gathered as treasures.
70	A huge eyeball 1' in diameter rises from the ground and floats 6' in the air. All who gaze upon the eye must save vs. petrification or be transformed into:(Roll 1d8);1 A statue of wax2 A statue of wood3 A statue of glass4 A statue of ice5 A statue of gold6 A statue of lead7 A statue of iron8 A statue of sailThis can only be reversed with a wish.
71	A pyxis, a unique wooden box of intricate design, appears in place of the bean (it must be dug up), it is worth 5,000 gp. If it is opened, a horde of 1d10 grotesque monsters pours from the box at the rate of 1d4 monsters per melee round. The pyxis can be shut only with a Strength roll to bend bars and lift gates. These monsters could include aboleths, beholders, bulettes, giant crabs, giant crayfish, giant leeches, otyughs, remorhaz, ropers, rust monsters, giant scorpions, shambling mounds, slithering trackers, giant slugs, thessalmonsters, umber hulks, and xorn; all have randomly determined hit points. If all monsters are allowed to escape the pyxis, the person who opened the box is given one wish (but the wish cannot undo the opening of the pyxis).
72	Immediately after the bean is planted, a rumbling in the earth is heard. On the next round, a herd of albino mastodons is seen stampeding toward the area of the bean. How many they number and how far away they are, depends on party strength and conditions of the environment. The mastodons have average hit points. Their tusks have normal value for ivory.
73	A cage-like throne appears. It allows travel into the Ethereal and Astral Planes at will, for one person only. It cannot be moved from the spot on which it appeared by any means. The throne may be used 1d4 times before it vanishes again.
74	This bean summons a kender handler from the Dragonlance setting of Krynn. The kender may either be adopted as a normal player character, if a player for is available, or may be run as an NPC. The kender is of the same level as the rest of the party and has no magical items or treasure-but will soon!
75	A hostile skeletal creature crawls out of the ground. The creature has all of the same abilities, statistics, and possessions as the bean planter (as a mirror of opposition) and wears black clothing or armor similar to that worn by the planter. The beast attacks the planter and disappears, with all its items, once slain. Only spells and attacks from the planter affect it.
76	A renegade leprechaun appears for one hour. It is dressed in red clothing and speaks in a normal Common accent. If upset, it attacks with its special ability to use wizards' symbols (any except a symbol of death; usable once per round, one symbol at a time, inscribed in the air). If given a magical item that is not cursed, the leprechaun grants a limited wish, then vanishes.
77	A harp floats up from the ground and plays by itself, filling the air with soft, gentle music. All within 60' must save vs. spell or succumb to a magical effect (sleep, fear, confusion, or other) that lasts 2d8 rounds.
78	The ground in a 60-yard radius around the planted bean oozes with a bubbly tar. A creature must roll a strength check every round to successfully move. Movement is cut down to 1/2 normal anyhow.
79	A hollow sphere of iron, 30' in diameter, with the planted bean at its center, is conjured. It imprisons any creatures within that area. Note that half the sphere is hidden beneath the ground.
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 gp. 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 it starts to fall. The square wall is 3 inches thick and 20' on a side. Though it does great amounts of damage (20d10 hit points; saving throw vs. death magic required if 50+ hp taken) to anything it lands on, only the very slow or very stupid should be unable to get out of its way. Have each character near the bean make an Intelligence cheek on 1d20 to notice the falling wall or its shadow and escape.
82	A nest of 1d4+3 eggs springs from the ground. If an egg is eaten, a save vs. poison must be made. The person gains a point of Intelligence if the save is successful, but dies otherwise.
83	A pillar of stone 30' in diameter rises from the ground and lifts all creatures in the area 100' into the air. The pillar vanishes in 1d4+2 turns, dumping anyone still on it.
84	A simple silver headband appears on the head of the bean planter. It cannot be removed, and it reduces the character's level to zero. The planter retains all acquired hit points and ability scores, but is effectively a normal being. The person may assume a new profession and gain experience and levels in this class. The DM may allow the character to later perform a difficult quest for a patron deity or alignment. At the completion of the quest, the silver headband disappears forever, and the character can add the new experience point total, keep the original profession, or keep both classes.
85	An area 30 yards in diameter about the bean turns into a sand pit. All creatures within that area must make Dexterity checks or be drawn all the way down to its center. There, lying in wait, is either an ant lion of maximum hit points, an underground cavern, or a one-day gateway to another dimension.
86	The bean transforms into a ball of soft pastel light that floats up from the ground and approaches the nearest character. If the light is allowed to touch a character, each item worn must save vs. disintegration or be transmuted into non-magical glass. But the character adds one point to the lowest ability score.
87	The planter becomes imprisoned within the bean. Crystal balls and various divination spells reveal what happened to the character. The person can be freed of the bean only by the spells wish or freedom, or if another creature volunteers to take the character's place.
88	The bean turns into a black-purplish gem, shooting up from the ground and embedding itself in the bean planter's forehead, inflicting 1d12 hp damage. After that, whenever the character is injured, the gem drains any charged magical items, such as wands, within 20' of his or her person. 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. As side effects, the character's eyes turn blood red, fingernails grow long, teeth become pointed, and the planter's hair grows white. These effects can be undone only with a wish, but the character is otherwise unaffected.
89	Some creatures within 120 yards of the bean shrink while others grow: 01-50 Creature shrinks to 50% of normal size. 51-00 Creature's size doubles. Both effects last 12 turns.
90	A tombstone springs up with the name of the bean planter engraved on it. The character faints for 2d4 rounds, unless aroused earlier. For 1d4 weeks afterward, the planter has a -4 penalty to all saving throws against magical fear.
91	The bean becomes a powerful magnet, drawing all ferrous metallic items within 60' into 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 only with Strength rolls to bend bars and lift gales. All items are considered 10 times their normal weight when carried from the magnet within its area of effect. The magnetic effect ends in 24 hours. The bean then turns into a 5,000 gp gem.
92	A disembodied, fanged maw appears in the air 4' off the ground; only the huge teeth are visible. The mouth, which cannot be harmed in any manner, opens to reveal a small, extradimensional space. Inside the space may be a large cache of gems, several small magical items, or one powerful magical item. Reaching in to snatch items requires a Dexterity check on 1d20. Failure indicates the mouth snaps shut on the characters arm, inflicting 4d10 hp damage and injuring the limb so badly that only a heal spell restores it. Nonliving items thrust into the maw are bitten in half and destroyed. The mouth vanishes after 10 rounds.
93	A rolled-up tapestry appears. Engraved within its pattern is a symbol of death. The tapestry also shows a fairly accurate map to an ancient, undiscovered treasure horde (but not an unguarded horde).
94	An ogre wizard suddenly appears over the planted bean and attacks the planter of the bean. Besides its normal powers, an ogre mage can use any power that is used upon it. For example, it could 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 randomly determined, magical polearm that may be gained as treasure.
95	A seemingly normal apple tree grows. It holds 1d10+20 fruit, 2d4 of which will behave as randomly determined magical potions or elixirs (not oils) if eaten. At least one apple is poisonous. While a person picks apples, branches in the tree quietly attempt to steal small trinkets from the character. The branches have an 80% chance to pick pockets, taking one item per round and hiding such items among its leaves. The tree and all stolen items vanish after one hour, though any apples picked remain behind, staying fresh and retaining all powers for one month.
96	A small pyramid bursts upward from the ground. If its simple interior is investigated, a mummy with maximum hit points is found, wielding a fully charged staff of withering and talisman of ultimate evil. If the mummy is slain, it turns into gold dust worth 1d10x1,000 gp.
97	A pair of bulettes with maximum hit points burrows out of the earth, attacking and devouring as many victims as they can in 20 rounds, then return to the earth. If slain, each has a magical shield of random type as one of its back scales.
98	The area around the bean is struck by a firestorm (as the 7th-level priest spell).
99	A totem pole grows 20' into the air. A magic mouth on the pole demands a suitable sacrifice from the bean planter. If a monetary treasure is given, the character is given a magical weapon (roll on the appropriate tables in the last volume of this encyclopedia). 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 main attribute.
00	A two-handed, dancing sword (MV 15; THAC0 13; #AT 1) rises from the ground and begins to strike at random targets. Though no physical attack can harm it, it is affected by magical attacks, such as fireball, lightning bolt, or transmute metal into wood.
In Ravenloft: Each bean has a 20% chance of “sprouting” a Ravenloft encounter. 
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