Jack & The Beanstalk (mini-adventure)

Jack-and-Beanstalk-Cover

A mini-adventure by Stephen Yeardley for 4-6 characters of levels 5-6.

 

Adventure Background

The magic beans come from “The Peasant and the King” in Morsain, a shop run by Holan Olice (1st rogue/3rd expert). If the PCs plant them in the Haunted Forest, the resulting beanstalk grants access to a cabin that is home to a giant. The players must then recover 3 items, including a shape-changed creature, and return to Morsain. Whatever the reason this strange being comes into their possession for even a short time, the PCs must hurry, because the wedding is approaching, and not everything is going well with the preparations.

 

Adventure Synopsis

The party visits “The Peasant and the King”, a shop with an eclectic, ever-changing stock. They don’t find what they want, but the owner, Holan Olice, does sell them a small coffer that holds a handful of colored beans. The PC that buys the box feels that it is important to plant the beans, and on doing so in the Haunted Forest, possibly after speaking with a djinn named Jactitatus, finds one of them grows into a huge, living beanstalk that grabs the party and sets off across the forest at a blur, eventually transporting them to Obor, the land of the giants. Here, the PCs find themselves outside the cabin of Toppay Tympea, a giant with a habit of collecting golden items. They overcome some woodland creatures, enter the hut, find items including a shape-changed harp, deal with Tympea, and flee back along with the beant stalker...however, the PCs can’t tarry, as they must ensure they aren’t late for the wedding!

 

Hooks and Introduction

In “The Peasant and the King”, Holan Olice is genuinely surprised when the beans appear in a wooden box on his counter just after the PCs speak with him. The small coffer, about 3 inches by 2 inches in size, and 1 inch tall, had been empty for weeks, yet he’d felt sure that it would attract someone’s attention. So when one of the party glanced at it with an interested look, Olice tapped the top of it and for some reason said, “There’s more to this than meets the eye!” And indeed there now is; as he spoke, a quiet rattling came from within the box. On opening it, the PC has found a half-dozen brightly colored beans, 3 red and 3 blue. Olice sells the coffer, takes his profit, watches the adventurers leave, and wonders about those beans....

 

Adventure Locations

The party will start in Morsain, making use of the Merchants’ Quarter and specifically visiting “The Peasant and the King” for provisions. Then it will travel to the Haunted Forest, before finding itself in another enchanted area somehow linked to Morsain, one where an acquisitive giant lives. Finally, it will return along this route, hopefully back to Morsain castle in time for the wedding.

 

Chapter 1 - Pure Djinnius

Read aloud some of the content of the “Hooks and Introduction” section to set the scene. Once purchased, the magic beans will take a person to what will be most useful to them. Often this is something they aren’t even aware of, but it will be vital at some point. The beans will tug at the owner’s mind and try to deliver a suggestion to plant the beans and that the Haunted Forest is the place to do it. The save against these are initially low, but increase as each bean is planted:

Number of beans remaining in the box654321
Will DC per hour to resist suggestion to plant one of the beans 161820222426
Will DC per hour to resist suggestion to go to the Haunted Forest121416182022

FF-06_04

A bean grows into different things depending where it is planted; some results are helpful, some a hinderance. If the party speak with Jactitatus - “Call me Jack, please!” - he mentions 3 items he’d like recovered: a bag of gold, a live goose, and a harp.

PlantedColorBecomesEvent
Within MorsainRedEfreeti (Cha 17 - cloak)Demands a tribute from the party, or it flies off and begins to set buildings’ straw roofs alight. If defeated, it drops a cloak of charisma +2
Within MorsainBlueJactitatus Noble DjinnVia wishes, offers the PCs up to 8,000gp of wondrous magic items in return for the whole party being quested to recover 3 items from Toppay Tympea
Outside MorsainRedChaos BeastBubbles up from the ground and attempts to overwhelm one particular PC. If it kills them, it dissolves back into the earth. Leaves a ring of clumsiness.
Outside MorsainBlueAnkheg (4)Burrow up from a tunnel, begin to cause damage after 1d2+1 rounds. If herded back into the tunnel, they maintain it for the party’s use to the Forest
Haunted ForestRedBeant StalkerAttempts to subdue the party, grapple all its members, then take them to Toppay Tympea as prisoners. If killed, contains a flask of curses
Haunted ForestBlueBeant StalkerWill offer to take the party to Toppay Tympea, but will insist that no permanent harm comes to ANY creature near the cabin

genie-djinni-01

Chapter 2 - These Roots Were Made for Walking

After planting a bean in the Haunted Forest, it changes into a Beant Stalker, and is either on the side of the party (blue) or against them (red). In either case, it can use its seven league roots to transport the PCs close to Toppay Tympea’s cabin, where Jactitatus’ items are held.

Beant Stalker (Pathfinder)

Beant Stalker                      CR 8

XP 4,800

N Huge plant

Init +1; Senses low-light vision; Perception +12 

DEFENSE

AC 25, touch 11, flat-footed 22 (+3 Dex, +14 natural, -2 size)

hp 114 (12d8+60)

Fort +13, Ref +7, Will +9

Defensive Abilities plant traits; DR 10/slashing

Weaknesses vulnerability to fire

 

OFFENSE

Speed 30 ft.

Melee 4 slams +13 (1d6+5/19–20)

Ranged bean pod +11 (2d6+7)

Space 15 ft.; Reach 15 ft.

Special Attacks bean podfiring (180 ft.), trample (2d6+7, DC 21)

 

STATISTICS

Str 21, Dex 16, Con 21, Int 12, Wis 16, Cha 13

Base Atk +9; CMB +16; CMD 29

Feats Alertness, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)

Skills Diplomacy +9, Intimidate +9, Knowledge (nature) +9, Perception +9, Sense Motive +6, Stealth –5 (+11 in forests and gardens); Racial Modifiers +16 Stealth in forests and gardens

SQ animate trees, seven-league roots, treespeech

 

SPECIAL ABILITIES

Animate Trees (Sp)

A beant stalker can animate any trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 10 feet and fights as a beant stalker (although it has only one slam attack and lacks the beant stalker's animation and bean pod-firing abilities), gaining the beant stalker's vulnerability to fire. If the beant stalker that animated it terminates it, moves out of range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state.

 

Seven-League Roots (Su)

Twice per week, a beant stalker is able to travel 7 leagues (approximately 24 miles) per round for 10 rounds in order to reach a specific or return home.

 

Treespeech (Ex)

A beant stalker has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.

Beant Stalker (3.5)

Beant Stalker 

Size/Type: Huge Plant

Hit Dice: 7d8+35 (66 hp)

Initiative: -1

Speed: 30 ft. (6 squares)

Armor Class: 24 (-2 size, +3 Dex, +13 natural), touch 11, flat-footed 21

Base Attack/Grapple: +5/+18

Attack: Slam +8 melee (2d6+5)

Full Attack: 4 slams +8 melee (1d6+5)

Space/Reach: 15 ft./15 ft.

Special Attacks: Animate trees, trample 2d6+7

Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits, seven-league roots, vulnerability to fire

Saves: Fort +10, Ref +4, Will +4

Abilities: Str 21, Dex 16, Con 21, Int 12, Wis 10, Cha 12

Skills: Diplomacy +3, Hide -5*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +5, Spot +5, Survival +5 (+7 aboveground)

Feats: Improved Sunder, Iron Will, Power Attack

Environment: Cultivated temperate forests and gardens

Organization: Solitary or pole (4-7)

Challenge Rating: 7

Treasure: Standard

Alignment: Usually neutral good

Advancement: 8-16 HD (Huge); 17-21 HD (Gargantuan)

Level Adjustment: +5

Beant stalkers prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests or gardens. If sorely pressed, they animate trees as reinforcements. Skills: *Beant stalkers have a +16 racial bonus on Hide checks made in forested areas and gardens.

 

Animate Trees (Sp)

A beant stalker can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the beant stalker that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a beant stalker has.

 

Seven-League Roots (Su)

Twice per week, a beant stalker is able to travel 7 leagues (approximately 24 miles) per round for 10 rounds in order to reach a specific or return home.

 

Trample (Ex)

Reflex DC 18 half. The save DC is Strength-based.

 

Once in the vicinity of the cabin, the PCs will encounter at least two of the woodland creatures in the table below, but can encounter more if you wish. Then they enter the cabin to face Tympea.

d%CreatureAction
01-30Owlbear1Hungry after Tympea has “cleaned out” its usual food source. Grabs and flees
31-55Satyr with pipes1Wants to tempt the party further into the forest. Will offer non-specific help.
56-75Cocatrices2Pair defending a nest of 3 eggs. Also contains an egg-shaped stone of alarm.
76-90Bugbears4/5A gang recently taken on by Tympea as advanced guards. Very aggressive!
91-00Hieracosphinx2These try to bully items or gems out of the party (1d3+2 x 1,000gp value each)

giant-hillgiant-01

Toppay Tympea (Pathfinder)

Toppay Tympea – Hill Giant 1st Druid        CR 8

XP 4,800

CN Large humanoid (giant)

Init –1; Senses low-light vision; Perception +7 

 

DEFENSE

AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)

hp 94 (11d8+45)

Fort +13, Ref +4, Will +5

Defensive Abilities rock catching

 

OFFENSE

Speed 40 ft.(30 ft. in armor)

Melee greatclub +14/+9 (2d8+10) or 2 slams +13 (1d8+7)

Ranged rock +6 (1d8+10)

Space 10 ft.; Reach 10 ft.

Special Attacks rock throwing (120 ft.)

 

STATISTICS

Str 24, Dex 8, Con 19, Int 6, Wis 11, Cha 7

Base Atk +7; CMB +15; CMD 24

Feats Cleave, Intimidating Prowess, Lightning Reflexes, Martial Weapon Proficiency (greatclub), Power Attack, Weapon Focus (greatclub)

Skills Climb +10, Intimidate +12, Knowledge (nature) +4, Perception +7, Survival +2

Languages Giant

 

SPECIAL ABILITIES

Nature bond, nature sense, orisons, wild empathy

Nature Bond (Ex)

Animal domain; speak with animals 4r/day

 

Spells

0th, 3 (DC 10): detect magic, guidance, resistance

1st, 1 (DC 11): calm animals (D), shillelagh (greatclub, +1 to hit, 4d8 damage)

 

Magic Items

wand of entangle (10 charges)

 

Toppay Tympea (3.5)

Toppay Tympea – Hill Giant 1st Druid 

Size/Type: Large Giant

Hit Dice: 13d8+52 (110 hp)

Initiative: -1

Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.

Armor Class: 20 (-1 size, -1 Dex, +9 natural, +3 hide armor), touch 8, flat-footed 20

Base Attack/Grapple: +9/+20

Attack: Greatclub +16 melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7)

Full Attack: Greatclub +16/+11 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7)

Space/Reach: 10 ft./10 ft.

Special Attacks: Rock throwing, spells

Special Qualities: Animal companion (none), low-light vision, nature sense, rock catching, wild empathy

Saves: Fort +14, Ref +3, Will +6

Abilities: Str 24, Dex 8, Con 19, Int 6, Wis 11, Cha 7

Skills: Climb +7, Jump +7, Knowledge (nature) +2, Listen +3, Spot +6, Survival +2

Feats: Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub)

Environment: Temperate forests

Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and 12-22 orcs)

Challenge Rating: 8

Treasure: Standard

Alignment: Chaotic Neutral

Advancement: By character class

Level Adjustment: +4

Spells

0th, 3 (DC 10): Detect Magic, Guidance, Resistance

1st, 1 (DC 11): Shillelagh (greatclub, +1 to hit, 4d8 damage)

Magic Items

wand of entangle (10 charges)

 

 

Chapter 3 - Home is Where the Harp Is

Inside the cabin, Toppay Tympea is on the hunt for the PCs, but if they find the harp, it helps them evade him. There are other interesting items, but can any of the PCs grab them? Then they have to get out of it. The cabin is roughly 140 feet by 110 feet, with 8 feet-thick walls.

 

Giant Cabin (Map)

Giant-Cabin-Jack-Beanstalk

 

Toppay Tympea the Giant’s Cabin

Doors are 10 ft. wide, with very simple locks (DC 20 to open). Tympea starts in the storeroom and moves each round as indicated on the table, recovering the 3 items on the round in bold if they are still in place. As Tympea goes through a door, he locks it behind him with the word, lukko, and opens them with another, auki. These only work when spoken by a giant, not just mimicked. Tympea will stand and fight if he finds the party in a room, chasing it if required and ending his patrol. Dotted about are items found in a giant’s bag, as well as valuable pieces.

Room/SizeTympeaHarpGooseGoldOther item
Hallway 40 ft. x 40 ft.Rd 10,11, 15,28,29,30Rd 28-30Rd 28-30Rd 28-30Gold dragon hide satchel (400 gp, 6 lbs), holds a scroll of faerie fire x 2 (CL 1) in Giant
Rest area 75 ft. x 45 ft.Rd 8,9,13, 14,26,27Rd 26,27Rd 26,27Rd 26,27Patch of green slime (CR 4) under the western bench. A gold +1 handaxe is in a basket by the fire.
Kitchen 75 ft. x 40 ft.Rd 6,7,12, 16,24,25Rd 24,25Rd 1-16, 24,25Rd 24,25Spoiled meat - Fort DC 15 or 2d4 rds nausea due to smell. The goose, in a sack, starts in the kitchen
Bedroom 45 ft. x 30 ft.Rd 4,5,17, 18,22,23Rd 22,23Rd 17, 18,22,23Rd 1-18, 22,23Touching the bed affects the PC with contagion CL 3. The bag of gold starts under the bed
Storeroom 45 ft. x 10 ft.Rd 1,2,3, 19,20,21Rd 1-21Rd 19-21Rd 19-21Barrels: 1-ale, 2-rice, 3-cheese, 4-live dire rat, 5-50 gp, 6-mouldy apples. The harp starts in the chest.

 

Chapter 4 - Things Beant What They Used to Be

No matter which Beant Stalker brought them here, if the PCs has the harp, it takes them back to the Haunted Forest. However, they have to fight off 3 grevocks (1 of each type) before leaving.

Grevock (Pathfinder)

Grevock                    CR 3                       

XP 800

N Medium aberration

Init +2; Senses darkvision 60 ft., scent; Perception +12

 

DEFENSE

AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)

hp 27 (5d8+5)

Fort +2, Ref +3, Will +6

DR 10/magic

 

OFFENSE

Speed 30 ft., climb 20 ft.

Melee bite +1 (1d4-2), 4 tentacles –4 (1d4-2)

Spell-like Abilities (CL 4th)

Fire Grevock: 7/day – burning hands (DC 13); 4/day – scorching ray

Intangible Grevock: 7/day – magic missile4/day – shatter (DC 14)

Aerial Grevock: 7/day – shocking grasp4/day – gust of wind (DC 14)

 

STATISTICS

Str 6, Dex 14, Con 13, Int 3, Wis 14, Cha 14

Base Atk +3; CMB +1; CMD 14 (can’t be tripped)

Feats Combat Reflexes, Skill Focus (Perception), Stand Still

Skills Climb +6, Perception +12, Stealth +6 (+14 in forested terrain); Racial Modifiers +8 Stealth in forested terrain

Languages Aklo (cannot speak)

 

ECOLOGY

Environment any temperate forests

Organization solitary or evocation (2–3)

Treasure incidental

 

An adult grevock is about 7 feet long from the tips of its tentacles to the end of its body and weighs some 140 pounds. Its body coloration is a splotchy dark green, with a pale green underbelly. They are related to gricks

Grevocks attack when hungry, threatened or facing a weakened foe. They hunt by lowering themselves from high branches, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they cast spells with their tentacles. A grevock’s rubbery body seems to shed blows of any kind. Its jaws are relatively small and weak compared to its body mass, so rather than consume its kill immediately, a grevock normally drags its victim back to its lair to be eaten at its leisure.

A grevock’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Multiple grevocks do not fight in concert. Each attacks the prey closest to it, and breaks off the fight as soon as it can drag dead or unconscious prey away.

Most grevocks seem to master fire energy, although some manage two complementary types. Each firmly believes in the superiority of its abilities and will not stay in an area with a grevock casting identical spells.

Grevock (3.5)

Grevocks Size/Type: Medium Aberration

Hit Dice: 2d8 (9 hp)

Initiative: +2

Speed: 30 ft. (6 squares), climb 20 ft.

Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14

Base Attack/Grapple: +1/-1

Attack: Tentacle -1 melee (1d4-2)

Full Attack: 4 tentacles -1 melee (1d4-2); bite -6 melee (1d3-2)

Space/Reach: 5 ft./5 ft.

Special Attacks: Spell-like abilities

Special Qualities: Damage reduction 10/magic, darkvision 60 ft., scent

Saves: Fort +0, Ref +2, Will +5

Abilities: Str 6, Dex 14, Con 11, Int 3, Wis 14, Cha 14

Skills: Climb +6, Hide +3*, Listen +6, Spot +6

Feats: Alertness, TrackB

Environment: Temperate forests

Organization: Solitary or evocation (2-3)

Challenge Rating: 3

Treasure: 1/10 coins; 50% goods; 50% items

Alignment: Usually neutral

Advancement: 3-4 HD (Medium); 5-6 HD (Large)

Level Adjustment: 

An adult grevock is about 7 feet long from the tips of its tentacles to the end of its body and weighs some 140 pounds. Its body coloration is a splotchy dark green, with a pale green underbelly. They are related to gricks

 

Combat

Grevocks attack when hungry, threatened or facing a weakened foe. They hunt by lowering themselves from high branches, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they cast spells with their tentacles. A grevock’s rubbery body seems to shed blows of any kind. Its jaws are relatively small and weak compared to its body mass, so rather than consume its kill immediately, a grevock normally drags its victim back to its lair to be eaten at its leisure.

A grevock’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Multiple grevocks do not fight in concert. Each attacks the prey closest to it, and breaks off the fight as soon as it can drag dead or unconscious prey away.

Spell-like Abilities

Most grevocks seem to master fire energy, although some manage two complementary types. Each firmly believes in the superiority of its abilities and will not stay in an area with a grevock casting identical spells. The selection of abilities is as follows:

Fire Grevock: 7/day – burning hands (DC 13, caster level 2nd); 4/day – scorching ray (caster level 4th)

Intangible Grevock: 7/day – magic missile (caster level 2nd); 4/day – shatter (DC 14, caster level 4th)

Aerial Grevock: 7/day – shocking grasp (caster level 2nd); 4/day – gust of wind (DC 14, caster level 4th)

 

Skills

A grevock has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

*Their coloration affords grevocks a +8 racial bonus on Hide checks when in forested areas.

 

 

Chapter 5 - Just Djinn Time

Finally, as they rush back to Jactitatus in the Haunted Forest, the PCs attract the attention of a number of ethereal filchers (1 per PC) intent on stealing whatever they can grab, particularly the recently-recovered items. If the party deals with these pests and returns the items to the nobel djinn, Jactitatus will reward it with up to 8,000 gp more of items.

 

The Recovered Items

The bag of gold

This transports elemental gold from the Plane of Fire, coins with a reddish tinge to them. It lets Jactitatus draw down 100 gp per week, as emergency funds. For all others, it’s 1 gp per month.

 

The goose

This is a cursed fire mephit that works for Jactitatus. The djinn will be very happy to have it back.

 

The harp

The most important item to Jactitatus, this is a shape-changed very young brass dragon named Messinkilapsi, who is one of his daughters by a rather convoluted route. He will be happiest to have her back, above the mephit and the gold. Messinkilapsi is very grateful for being reunited with Jactitatus, and will promise to help the PCs for 1 hour when they next call her name over a fire big enough for her to appear in. This help excludes mindlessly killing anything or anyone.

 

Tympea Woods (Map)
Jack Map forest

Map Key

A - Drop-off point of blue bean Beant Stalker
B - Drop-off point of red bean Beant Stalker
C - Toppay Tympea's cabin
D - Home of the owlbear
E - Home of the satyr
F - Home of the cockatrices
G - Camp of the bugbears
H - Nest of the hieracosphinx
I - Grevocks (on leaving the woods)