All plants can be purchased as seeds for 3 gold, or transplanted for 5 gold. Remember, plants grown with druid magic don't grow seeds.
Bushes
- Belligerent Kindler: a stiff fern that pushes back against force, igniting if necessary. The leaves are immune to burning, and can be useful in making flame-resistant materials. Those who live near these plants will sometimes compare a hot temper to a fern, much to the amusement of foreigners.
- Acrobat's Brush: bushes with springy branches that cause any impact to bounce off. A person can use it as a springboard to leap up to 5 meters.
- Blasting Cucumber: grows a crop of small round vegetables, more elongated and cylindrical than normal cukes. Whenever something jostles the bush too much, it blasts seeds in every direction, dealing heavy damage to anyone nearby.
- Green Phantom Bush: related to a similar magic shrub in distant Centerra, these bushes turn any living creature that touches them invisible.
- Cutpurse' Bramble: this underbrush is favored by bandits for the long, rigid leaves that can be used as makeshift daggers. Fully grown they usually have 1d4 usable leaf daggers, which dry out and become useless after a week.
- Hedge Mule: able to pull up its roots and move at pace with a leisurely walk, for up to a day if it's had a week to rest, or an hour if it's had a day to rest. Can carry up to 9 inventory slots worth of items or one passenger.
Vines
- Crushvine: looks like a benign ivy until a year of growth, when it blooms red flowers and suddenly pulls whatever it has grown on, crushing even stone walls into the ground. When someone is acting suspicious, people will sometimes say they are 'blooming red.'
- Sentinel's Grape: these vines keep surreptitious watch through their leaves, growing small grey berries. When a berry is eaten, it reveals everything the vine has seen in the past month, though the eater must save vs poison or fall into fitful slumber for 1d4+1 days.
- Jeweler's Ivy: so called as it seems to enrapture anyone who touches it. The truth is that its touch is paralyzing, and it will slowly consume anyone it traps unless they are pulled or knocked away.
- Creeping Lover: black vines with hand-shaped leaves. They fall away from a surface and wrap around anything that touches them, often capturing the careless. For each additional person trapped, each victim gets +1 to escape.
- Creeping Storm: famous in several tales for their ability to carry lightning along their stems. Less famous is the fact they carry flame just as well, flaring out at the leaves. Some extravagant nobles will have them grown at the top of a tower.
- Rock Ivy: thick-stemmed vines that harden like stone when they die, becoming nearly unbreakable. Many castles will encourage these plants to grow along walls, but if allowed to grow wild the hardening roots can push apart bricks,
Trees
- Bandit's Oak: grows broad but not very tall. Within it's mostly hollow, with inconspicuous entry points at nearly every side.
- Dreambirch: anyone going to sleep within one kilometer of this tree's pale blossoms will be trapped in a somber, eerie dream world. Each night roll 1d100, if the result is lower than the number of trapped people, one will awaken. Strong willed individuals make a will save to escape.
- Cloud Willow: sheds its leaves when endangered, causing any creature they touche to become weightless for an hour. If they fail an agility save to grab something, they will drift upward 2d20 feet before falling. The leaves last an hour if gathered carefully.
- Siege Spruce: this tree builds up explosive deposits in the trunk, and grows flammable nuts. When chopped down, it fires a natural cannonball from the trunk, dealing 3d6 damage. If burned, it will launch up into the air and come crashing down.
- Razorbark Sycamore: looks like a normal tree with low, climbable branches, but the bark is razor sharp. 1d6 of the branches can be broken off and stripped to use as axes which will break after 1 damage marker. The bark can be peeled off for other uses, but the task is risky.
- Sovereign Hickory: when this hearty tree takes damage, it becomes immutable like a giant immovable rod for one minute. Some alchemists insist that its wood is the key to creating immovable rods, but none have yet managed it.
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