Not many plants kill animals. This oaklike tree is predatory in the spreading of its seeds.
This tree has a somewhat unclear bush-like appearance. But so far, nothing special. The actual reason why is it called after medusas, is his power to deter any hostile creatures, and to be sure, all creatures
A large, ruby-red pepper, found in dry regions; much prized by alchemists and gourmands alike.
This herb is given to the father of a baby upon conception. Nine months later, the father will have an experience that will instill life long respect in the mother of his child.
The result of an unexpected side effect of magical research. The cherries help to light up the dark in a unique way.
The counter to the effects of the Barrenfield Oaks. It converts sunlight into the ingredients necessary for a healthy soil.
This is an acorn of mass destruction. It’s stored in a small box with room for six but only containing the one.
A small weed that rarely grows big enough. Farmers like to remove it from their soil, finding little use for it. A secluded sect of monks living in the same region thinks differently, and bases an important ritual on this plant.
The nutritious fruit of this plant is not unlike a star fruit, with fleshy spindles sticking out in all directions. The leaves, on the other hand, are highly dangerous and have driven many a hungry traveller mad!
An Amber Rose is a very unique flower that only grows every five years. It is amber is color and seems to radiate with a sheen of energy. It’s properties are sought after by anyone who knows of the rare flower.
Magical seeds that grow quickly to full size when a spell is cast on them.
It is a green rose created by a god long ago to give to his mortal lover.
A magical herb that keeps things cool…for a long time.
A tiny leaf, that can make the smallest animal truly dangerous.
The Yugzhee, or "hedgehog-people", guard a great, secret treasure inside their giant burrowed lair. The mysterious Wall of Keys, a 12'x10', foot-thick, cold-iron, "wall", upon which, on iron hooks, hang 100 ornate iron keys of all shapes and sizes. Each key opens some heretofore un-openable barrier, door, or gate, in the particular game world of choice.
The PCs have come upon a great boon, except for the fact that the keys cease to function properly if separated from the iron wall for more than a few minutes. Higher level characters will be able to figure out how to take the wall "with them" via magic. Lower level characters will have to get creative.