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'Natural' Treasures

Tonguez

A suffusion of yellow
After all the discussions on treasures lately I got to thinking about what 'natural items' you might have used as treasure in your game - how do you value them and how do you use them?

things like

1. Elk Antler
2. Elephant Ivory
3. Mother of Pearl
4. 3 polished rocks
5. a grove of Ironwood trees
6. dried seed pods of the giant beanstalk
7. The teeth of a baskilisk
8.The Chitin of a giant beetle
9. Feathers of a Coatl
10. Dragon Scales
11. The hide of an owl bear
 

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the Jester

Legend
Pcs occasionally gather such items imc, but they miss many of the opportunities for things like this. :\

I handle it fairly arbitrarily- pretty much like art items.
 

Good point. I hadn't thought much about naturally occurring treasures, but I have a word doc around here somewhere. . . sorry, I don't know how to do attachments. I'll have to look at that. Oh, and I guess if there are no objections, I'll link to this thread in the treasures links thread.

Extraordinary Natural Items and Substances


Adamantine: This extraordinarily rare, super-hard metal is a much sought after material for the creation of armor and weapons. Metal armor made from adamantine offers the wearer damage reduction: DR 1/-- for light armor, 2/-- for medium armor, and 3/-- for heavy armor. Weapons forged from this wondrous metal bypass hardness of up to 20 points. Adamantine used in the creation of light armor increases the cost by 2000gp. Medium armor costs 5000gp more when forged from the stuff. Adamantine increases the price of heavy armor by 10,000gp. Adamantine shields cost an additional 2000gp. Weapons which deal base damage of 1d6 or less cost an additional 3000gp when forged from adamantine, and weapons of up to 1d12 base damage have their cost increased by 9000gp.

Cassil: Cassil is a small shrub similar to a mustard plant. Its seeds are ground into a fine, tasteless powder that can suppress male fertility. Men who want to avoid fathering children use this herb. A male humanoid who eats about a teaspoon of cassil is rendered infertile for a period of 3d4 days, although it requires about an hour before the herb takes effect.
Stories abound of disloyal courtiers dosing their kings or lords is order to prevent the conception of a royal heir. Using either the Heal skill or Profession (herbalist), the effects can be detected with a DC 15 check and countered with a DC 20 check. 1gp per dose.

Chakar Root: Chakar is a strange and beautiful subterranean plant with fragrant blooms which glow slightly to those with darkvision. While the plant is admired for its beauty, the roots of the plant are much sought after by assassins as a poison. Chakar has a light, pleasant taste, and it is commonly mixed into a victim's food. When ingested, chakar causes a warm and pleasant sensation that runs throughout the entire body. However, if the victim fails her Fortitude save (DC 16), she becomes paralyzed. This paralysis lasts 1d3 hours. The root continues to attack the body, and a minute after its initial ingestion, the victim must make a second save or suffer 2d6 points of Dexterity damage. This insidious poison sells for 750gp a dose.

Cotsbalm: This fleshy-leafed plant, characterized by cluster of small yellow flowers, grows to a height of 1 foot. A hardy plant, it can be found throughout temperate and subtropical forests. Many hedge wizards and midwives use cotsbalm as a folk remedy when treating sick children. After crushing the flowers until they emit a sweet smell, the herbalist sprinkles them around the child’s bed to draw out the illness. Priests and other skilled healers claim that this has no effect, but the practice persists in many communities.
Purebalm: Cotsbalm sap is extracted and used as a base for a clear, syrupy substance called purebalm. When applied to the skin of someone who has been poisoned by an injury or contact poison, purebalm turns black as it absorbs the poison out of the victim’s system. Purebalm only functions when administered between the initial and secondary onset of an injury or contact poison. If applied before the secondary onset of an appropriate poison, purebalm provides a +8 alchemical bonus to the Fortitude saving throw to resist the poison’s secondary effects. Alchemy or Craft (Herbalism) DC to create: 35. Market value: 75gp

Darkberry: These small, purple berries grow deep in hidden clumps in the forest. Only a few manage to ripen from each bush each fall, and they become more rare every year. Darkberries actually contain Shadowstuff within their skins. When a ripe darkberry is broken or crushed, it creates a 5-foot-diameter circle of blackness for 2 rounds. 5gp each.

Darkwood: This is a common name for a variety of exotic hardwoods which can serve as a substitute for common woods in high quality goods. As strong as normal wood at half the weight, darkwood goods have hardness 5 and 10 hit points per inch of thickness. For determining the price of using darkwood, add 10gp per pound of original weight of the masterwork item being crafted.

Ebon Fungus: This fuzzy black mold grows in patches the underdark, usually near pools of water that are completely devoid of life. Animals that stumble into a patch of ebon fungus become withdrawn, lethargic, and disinterested in the world around them. If left unattended and unmolested, the animal soon dies from ennui, refusing to even seek food or water. Ebon fungus attacks in two ways: First, creatures that inhale the mold's spores must make a Fortitude save (DC 15) or suffer 1 point of initial Charisma damage, and 2d6 secondary Charisma damage. Secondly, victims of ebon fungus become carriers as the fungus spreads over their entire body, preparing to consume the corpse once the victim succumbs to its fatal apathy. Ground into a fine, powdery black dust, ebon fungus is sold on the black markets of the underdark for 500gp a dose.

Fairy Dust: Fey creatures, such as sprites, make fairy dust from their own shed hair and skin and give it to those who please them. It cannot be created by any known alchemical process. Fairy dust has a soft, golden glow, visible only in darkness. It sparkles in normal light. If an ounce of fairy dust is added to the material component for any illusion spell, it adds +1 to the saving throw DC. 100gp per ounce.

Felsul Flower Oil: The felsul tree seems to favor cold and poor soil, and in many rocky places felsuls provide the only tree cover to be seen. Felsuls grow on crags, cliff edges, and clefts where few other trees can find purchase. They are gnarled, twisted trees whose wood crumbles to the touch and is of a dusty cinnamon brown to deep brown hue. When the trees flower is early spring (and not all trees flower every year), the crushed petals can be made into a fragrant perfume that adds +1 competence bonus on any Charisma-based check made to persuade another (such as Bluff, Diplomacy, or Intimidate) for 10 minutes. A single ounce of the oil provides 10 uses, and a typical tree provides 1d4-1 (minimum 0) ounces of perfume per year. 100gp per ounce.

Fog Rock: These rocks wash up periodically on the seashore. When dropped into fresh water, they produce mist that fills a 10-foot cube (providing one-half concealment to anyone within), which dissipates normally. Salt water has no effect on them, but they lose their ability if not kept damp with brine. 5gp each.

Mandorian Stone: This grayish-blue stone is found only in select, secret areas of cliff-face along the coast of the Mand peninsula. When struck sharply, Mandorian stone becomes fixed in space as an immovable rod until it is again struck sharply. Another peculiar feature of this stone is that it produces a moaning, creaking sound when wet.
2000+gp per pound.

Meteoric Iron: Formed in the aftermath of a meteor strike, this special material is the condensed remains of vaporized iron carried down with meteors upon earthfall. A typical meteorite strike yields roughly 20,000gp worth of meteoric iron. Meteoric iron has hardness 10 and 30 hit points per inch of thickness. Armor forged from meteoric iron provides the wearer damage reduction identical to that of adamantine, but is somewhat less expensive, as even this rare, extra-terrestrial substance is not as hard as adamantine, and thus somewhat easier to work. Meteoric Iron adds 1000gp to the price of medium armor or to shields and 4000gp to that of medium armor, but, like adamantine, adds 10,000gp to the market price of heavy armor. Unlike those forged from adamantine, though, weapons forged from meteoric iron offer no special ability to bypass hardness. Instead, they have a non-magical wounding ability. Meteoric iron weapons that normally deal base damage of 1d4 or 1d6 also cause the target to bleed for 1 point of damage in subsequent rounds until they receive healing. The extra cost of using this exotic material is 2000gp for these weapons. Weapons with base damage of 1d8 or more deal 2 points of wounding damage per round at a market price of 8000gp more than similar steel weapons.

Mithral: So rare that it is often thought to be mythical, this lightweight metal glistens and shines like polished silver, but is as hard as iron. Alloyed as one would alloy iron into steel, mithral makes exceptionally good armor. Metal armor forged with mithral is treated as though it were one weight category lighter, to a minimum of light, has a maximum Dexterity bonus 2 higher and an armor check penalty 3 lower than equivalent iron armor. Spell failure with mithral armor and shields is 10% lower than with iron ones. Mithral has a hardness of 15 and 30 hit points per inch of thickness. Light armor costs 1000gp more when forged from mithral. Medium armor costs 4000gp more, and heavy armor is 9000gp more when forged from mithral. The cost of shields increases by 1000gp when forged from mithral, and all other items see their price increased by 500gp per pound of mithral used in place of iron or steel.

Mule Pollen: A bright yellow flower, of the daisy variety, blooms in early spring upon the high moor and in the grassy foothills of some mountain ranges. When inhaled, the pollen grants a +2 bonus to the character’s Strength but inflicts a -2 penalty to his Intelligence and Wisdom. The effects last for 1d4x10 minutes.
Mule pollen is mildly addictive. Each time a character inhales mule pollen, he must make a Fortitude save (DC 12). If he fails, he is effectively fatigued whenever he is not under the influence of the mule pollen. This addiction can be removed with neutralize poison. 50gp per dose.

Musk Muddle: A brown, dead-looking plant with wide leaves and an unpleasant aroma, musk muddle can be found in nearly any swamp or marsh. Musk muddle resembles the dock plant, a foul-smelling weed. Unlike many of the plants described here, musk muddle has no common use, making it shunned or exterminated by those familiar only with folk remedies.
Burn Salve: The boiled leaves from this plant form an integral part of burn salve, an excellent remedy for even sever burns. As its name implies, burn salve mitigates some of the effects of fire damage, but only if it is applied within 2 rounds of the injury. If applied in time, the smooth white salve heals 1d6 points of damage, but it cannot heal damage not inflicted by fire. Alchemy or Craft (Herbalism) DC to create: 10. Market price: 15gp.

Nararoot: Nararoot is a black, woody tuber with a licorice like flavor. Shavings steeped in hot water make a strong tea that renders a woman infertile for 1d4+2 days. Chewed raw, the root tastes unpleasant, but the effects are more potent, lasting 2d4+4 days. Women who do not wish to become pregnant use nararoot. Using either the Heal skill or Profession (herbalist), the effects can be detected with a DC15 check and countered with a DC 20 check. 1sp per dose.

Prickly Tea: A small thorn bush with gray-green leaves, prickly tea rarely grows over 3 feet in height. Although it is almost never found in large groups, the thorny bush can be found throughout temperate and subtropical plains and forests. Prickly tea is a staple in church and abbey gardens because its leaves can be gathered, dried, and boiled to make a bitter tea that helps awaken the drinker and sharpen her senses. Early risers, as well as high-priced sentries, often drink the tea to stay alert.
Senses: An alchemist or herbalist who knows the proper distillation techniques can create a powerful effect by refining the tea into a stronger, fouler-tasting substance known as senses. Senses sharpens the imbiber’s eyes, and ears, providing a +2 alchemical bonus to Spot and Listen checks for 1 hour. Alchemy or Craft (Herbalism) DC to create: 25. Market value: 50gp.

Red Helmthorn Berry: Most berries of the helmthorn tree are tart in flavor and indigo in color. Rarely, however, a sprig of scarlet-hued berries sprout from a branch. The effect of the Goodberry spell cast upon red helmthorn berries lasts for one day longer than normal. 1sp each.

Sand Vine: A rope-like seaweed found in temperate or warmer coastal areas, sand vine resembles a long, inch-thick rope. The vine grows both above and below water level, and it commonly grows with its roots wrapped around a small rock. Sand vine is relatively rare and is found only in areas where the tides and waves are mild. Since sand vine retains its strength ofter being harvested and dried, small coastal communities often cultivate it and braid into long, sturdy rope.
Vine Oil: Living sand vine can be cut and its juices squeezed out. When combined with more common ingredients, this juice forms a weak local anesthetic called vine oil. When spread on bare skin, vine oil numbs the area, allowing the user to withstand great amounts of pain. While the effects of vine oil last, the user can function normally until reduced to -5 hit points (or with the AU death’s door rules, until reaching 0-half his Constitution score, rounded down) but when disabled, he still loses 1 hit point per round. If reduced blow this threshold, the user falls unconscious. Users still die as they normally would, at -10 hit points (or at 0-their Constitution score). Creatures who have used vine oil within the last 24 hours cannot stabilize on their own, and many warriors have died while using this oil, succumbing to their injuries before an ally could reach them to staunch their wounds. The effects of vine oil last for 1 hour. Vine oil smells faintly of fish, and those who use it regularly can often be identified by its smell. Alchemy or Craft (Herbalism DC to create: 15. Market price: 50gp.

Shadowtop Torch: The wood of the shadowtop tree burns more slowly (and cleanly) than normal wood. A torch of shadowtop wood burns for two hours and gives off very little smoke. 1sp each.

Sickstone: Sickstone isn’t actually a magic item. Rather, it is a rare form of magic stone that exists in the deepest reaches of the Underdark. Some believe that sickstone occurs naturally, while others believe the stuff is a remnant from an ancient civilization that wielded terrible magic on the rocks to bring them to their will. In any case, large portions of the deep caverns are shot through with sickstone deposits, making a dangerous region even worse. Sickstone is easily distinguished from normal surrounding rock and stone, since it glows with an unhealthy silvery-green glow. This glow provides illumination to a radius of 40 feet from the edge of the field of sickstone. Living creatures within this illumination are quickly seized with dizziness, nausea, and a lurking feeling of dread and oppression as the magical energies in the stone slowly start to leach out their life forces. Upon first entering the illumination area, a living creature must make a Fortitude saving throw (DC 13) or suffer 1d2 points of temporary Constitution damage. This saving throw must be repeated every hour the creature remains exposed to sickstone aura. Creatures that are immune to disease are immune to the debilitating effects of sickstone. Small amounts of sickstone (in isolated amounts of less than 50 pounds) do not inflict sickness in their area of illumination, but a living creature who comes in physical contact with any amount of sickstone must make the Fortitude save above to avoid suffering 1d2 points of temporary Constitution damage. Sickstone can be embedded into any bludgeoning weapon so that any living creature struck by the weapon must make the Fortitude save to avoid sickness. Note that the weapon’s wielder must also save. Weapons made with fragments of sickstone cost an additional 2,000 gp to create. Regardless of the amount of exposure, a creature is affected by sickstone only once per hour. Apart from its glow and sickening aura, sickstone should be treated as normal stone, with the exception that natural sunlight causes it to crumble to chalky, inert powder in a matter of seconds if it fails a Fortitude saving throw (DC 15). Exposing a large vein of underground sickstone to sunlight via spells like sunbeam can cause a localized collapse if the sickstone fails to resist the attack. The spell transmute rock to sickstone creates a field of powerful sickstone with a much stronger aura. This same technique is what gives the sickstone golem its enhanced aura as well. Raw sickstone is still dangerous, and many have been lured to its glow only to be slain by its emanations. 100gp per pound.

Silverbark Sap: The sap of the silverbark tree is clear and slightly sticky. It acts as a (minor) natural antitoxin, granting anyone who consumes at least one ounce a +2 alchemical bonus on Fortitude savings throws against poison for one hour. A typical silverbark tree can be harvested of 2d4 ounces of sap per year. 20gp per ounce.

Sleepweed Pod: The pods of the sleepweed plant, which appears to be similar to those of milkweed plant, contain a sleep-inducing mold within them. When a dried sleepweed pod bursts or is broken open, it releases these spores. Striking a target with a thrown sleepweed pod requires a ranged touch attack (range increment five feet). A target struck by a sleepweed pod must make a Will save (DC 12) or fall into slumber for 1 minute. 50gp each.

Thaumeteoric Iron (Starmilk): Formed in the same way as “normal” meteoric iron, but from a rarer thaumatergic meteorite, or thaumeteorite, starmilk can be forged into weapons that inflict a targeted dispel magic in addition to the normal damage they deal, or into armor which is more conducive to spellcasting than equivalent iron or steel armor. Weapons forged of starmilk which normally deal 1d4 or 1d6 points of damage inflict one targeted dispel magic per day with a dispel check of 1d20+10 at a cost of 12,000gp more than equivalent iron weapons. Weapons that normally deal 1d8 or more points of damage inflict two targeted dispels per day at an additional cost of 24,000gp. Light armor has an arcane spell failure (ASF) chance 15% lower than normal when forged from starmilk, and the market price is increased by 10,000gp. Medium armor gets a 20% reduction in ASFat a cost of 20,000gp. Heavy armor gets a 30% reduction in ASF for 40,000gp. Light shields get an ASF of 5% lower than normal at an additional cost of 10,000gp. Heavy shields get -10% to their ASF for 15,000gp. Tower shields cost an extra 40,000gp for a decrease in ASF of -30%.

Tyrant’s Sword: A course, broad-leafed grass with sharp edges, tyrant’s sword grows to a height of about 2 feet, distinguished only by the silvery edges of its leaves. Although difficult to find, it grows sporadically in both temperate plains and tundra regions. Tyrant’s sword (named for its appearance) grows slowly and has a difficult time competing with other plants for survival. Because of this, it is usually found away from other plants.
Frost Lotion: The silvery edges of tyrant’s sword can be boiled and used to make a warm, porridge-like substance called frost lotion. The pleasant-smelling topical heals injuries caused by extreme cold. Frost lotion can mitigate some of the effects of cold damage, but only if it is applied within 2 rounds of the injury. If applied in time, the thick lotion heals 1d6 points of cold damage. Alchemy or Craft (Herbalism) DC to create: 10. Market price: 15gp.

Weirwood: These rare trees are actively protected by dryads, treants, druids, and rangers. If undisturbed, they grow into huge, many-branched forest giants that resemble oaks with dual-colored leaves (brown with a silver sheen on top, velvety black underneath). Weirwood is favored for lutes, harps, birdpipes, and longhorns because of the unmistakably warm, clear sound it gives to such instruments (many masterwork instruments of these kinds are made from weirwood). Any weirwood (or item created of weirwood) within and area illuminated by a magical light source (such as dancing lights, light, or continual flame) emits a gentle glow equivalent to a candle for 1d4+1 rounds after leaving the area of illumination. Living weirwood has fire resistance 20, though no one has ever discovered a method of preserving this quality after the wood is harvested. 50gp per pound.

Wittlewort: A very fine herb with gossamer-like green fronds, wittlewort has a rapid growth cycle. Partly because of this rapid growth, it can be found only during spring months in temperate, subtropical, and tropical areas. Careful groundskeeper use it liberally in castle gardens, where it is grown to keep away slugs and other pests. However, only through processing can the full potency of this little plant be realized. Once it has been dried, treated, and powdered, the herbalist dissolves the wittlewort in hot water to complete the refinement process.
Wittlewort Brew: Wittlewort brew immediately grant creatures under the effects of Enchantment spells or effects another saving throw to resist those effects. If the Enchantment effect did not allow an initial saving throw, wittlewort brew has no effect. Alchemy or Craft (Herbalism) DC to process: 15 Market value: 30gp
 

RIPnogarD

First Post
BOOKS! Not just magical tomes or wizards spell books, but regular just plain old books. IMC, PC's can always improve there Int by reading (some, not all) books...
 

If you've got a Bard in the party, a steady supply of books can be a cool way to hand out bonuses to bardic knowledge check when you really want the party to figure out what's going on and get moving. "The penny-novel you found in the hideout of the blackhand raiders actually referred to a sword very much like this one wielded by the story's hero, which was really nothing more than a badly concealed homage to King Agen of Sabin. This sword might very well be the legendary 'Reign Cleaver'!"
 

DMH

First Post
Occult Lore's method of herbalism I find best (one plant can have multiple uses) and with that in mind, I have created a few plants of use for Gamma World. Most of them are relics of course, but some are mutants that have both beneficial and detrimental effects.
 





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