Treasures of the Wilds
Natural treasures in the AD&D® game

by David Howery


 
 
Furs && Pelts Skins Ivory Teeth && Claws Horns && Antlers
Poisons Carcasses Feathers Eggs && Young Miscellaneous Monster Items
Plant products Monster body parts Placement of natural treasures Dragon 137 Dragon

Mention treasure to AD&D® game play
ers, and they will probably think of gold,
jewels, and magical items. But the AD&D
game thrives on variety, and other things
can be used in place of gold to make a
treasure hoard more interesting.
Probably the most neglected treasure
items are the products that come from the
flora and fauna of the world: furs, ivory,
skins, and so on. These items are mentioned in two short tables on page 27 of
the DMG  and in a few
passages in the monsters' descriptions.
There is no provision for these items in
determining random treasure from the
treasure tables in  MM and  MM2 <correction: MM && FF -- there are no treasure tables in the MM2>
Certain plant and animal products are
valuable because they are scarce in AD&D
game civilizations. Most of them come
from faraway lands and are available only
during certain seasons. Since there are no
trucks or airplanes in the AD&D game,
these products must be hauled by cara
vans or ships. The trade routes are
fraught with danger, as they are obvious
targets for bandits and humanoid raiders.
Armed men must escort the traders,
which only adds to the cost of the
products.

These treasures of nature can add both
variety and difficulty to a treasure hoard.
Some are of considerable value; a sable
coat is worth more than most gems. How
ever, these products tend to be bulky and
fragile. For example, gold is more compact
and hardy than a bag of furs. In general, it
takes more transportation and care to
convert natural products into cash ? but
nobody ever said that the life of an adven
turer was easy.

Using the tables from the  DMG  as a
start, the list of valuable products from
plants and animals can be greatly expand
ed. Carrying the idea a step further, there
are many products that can be taken from
monsters, too. This article gives several
lists and tables of these items. Note that
the prices given are average values that
can be raised or lowered by up to 10% to
represent items of higher or lower quality.

F u r s   a n d   p e l t s
The fur trade exists everywhere that
civilized men go. Barbarians often gather
pelts to sell to traders, and trappers and
foresters roam wilderness areas to set trap
lines. As the pelts are processed into
capes, robes, trimmed garments, and
blankets, their values increase, sometimes
by vast amounts.

Furs are valued for three reasons: beauty, durability, and special use. Few furs
have all of these qualities. Some are durable but not exciting (e.g., beaver, badger,
and skunk). Others are beautiful but poor
in durability (e.g., leopard and chinchilla).
A few are valued for some special quality
of the fur itself (e.g., wolverine). For the

purpose of simplicity, this article deals
with furs that have only one or two of
these qualities. If furs with all three quali-
ties are desired, they should be devised by
the DM especially for this purpose.

Table 1 is an expanded version of the list
on page 27 of the  DMG.  Included in this
list are the fur-bearing animals from the
Monster Manual, Monster Manual II,  and
the FIEND FOLIO® tome. The problem
with these creatures as written is that a
very high value is placed on the raw pelt.
Placing them into the table creates a common system for all furs ? that is, low
values are given for all pelts, but values
increase as the pelts are processed into
garments. Also added are a few creatures
with potentially valuable fur, although
they were not specifically mentioned as
being valuable. Entries in Table 1 marked
with an asterisk are explained below.

Table 1
Values of Animal and Monster Furs
 
Creature Pelt Trimming Cape or Jacket Coat, robe, or blanket
Aurumvorax 5 40 400 800
Bear* 5 20 100 200
Beaver 2 20 200 400
Bobcat 2 20 125 250
Caterwaul 7 75 2,250 4,500
Bunyip 5 25 125 250
Chinchilla 3 90 2700 5400
Common furs* 1 10 100 200
Devil dog 5 30 200 400
Ermine* 4 120 3600 7200
Fisher* 3 30 300 600
Fox, hoar 5 100 1000 2000
Fox, red 3 30 300 600
Fox, silver 4 40 400 800
Giraffe 5 20 125 250
Lynx 2 20 125 250
Marten* 3 30 300 600
Mink* 3 90 2700 5400
Musk-ox* 5 - - 50
Nonafel 7 75 2250 4500
Otter 2 25 250 500
Otter, sea

- A Tlingit man skinning a Sea Otter
3 30 300 600
Owlbear 5 20 200 400
Panther 7 75 2250 4500
Sable* 5 150 4500 9000
Seal 5 25 125 250
Snow leopard 8 80 2500 5000
Spotted cats* 4/6 70 2000 4000
Tiger 5 20 125 250
Winter wolf 5 75 2500 5000
Wolverine* 3 30 - -
Yeti 5 30 200 400
Zebra 5 20 125 250

All values given in this table are in gold pieces.
* See notes in the text regarding this creature

Bear:  Black and polar bear furs are
worth 10% more in each category.

Common furs:  This includes such mun
d a n e   f u r s   a s   s q u i r r e l ,   r a b b i t ,   r a c c o o n ,
m u s k r a t ,   a n d   s i m i l a r   c r e a t u r e s .

M u s k - o x :   These hides are made into
robes and blankets, not trimming or capes.
Spotted cats: Small cat pelts (e.g., ocelot
and margay) are worth 4 gp; large cat
pelts (e.g., leopard, jaguar, kamadan, and
cheetah) are worth 6 gp.

W o l v e r i n e :   This fur is used to trim
hoods, since it does not collect water or
freeze; it is not made into garments.
The pelts of giant counterparts to furbearing animals (beaver, squirrel, weasel,
etc.) are worth five times the value of the
normal-sized pelt. Garments made from
giant pelts are worth 20% more in each
category.

Weasels and giant weasels actually
include a variety of other creatures, such
as stoats, ferrets, martens, fishers, sables,
and minks. The difference is important
with regard to the value of furs. Treat 25%
of these creatures as stoats and ferrets
(worthless), 50% as weasels, 10% as martens and fishers, 10% as minks, and 5% as
sables. Weasels are valuable only if taken
in winter (ermine).

Of course, pelts are taken from many
other animals, such as wolves, deer, apes,
etc., but these pelts have value only to
locals for use as clothing and shelter. They
are worthless in other lands.
Pelts taken from animals killed by edged
weapons are worth only half their normal
values. Furs exposed to fire, lightning, or
other such forces are worthless.

S k i n s
Table 2 lists various skins and hides that
can be sold, though they are not considered furs. Entries in Table 2 that are
marked with an asterisk are explained
below.

Table 2
Values of Animal and Monster Skins
 
Creature Value (gp)
Behemoth 20-50
Bulk hides* 1/HD
Displacer Beasts 3000
Dragon* 50% of subdued value
Dragon horse 20,000
Dragonfly, giant 600/sq. ft.
Dragonne 1800-2000
Gorgon 500
Hippopotamus 10-40
Ki-rin 25,000
Neo-otyugh 700
Otyugh 500
Reptiles* 2/HD

*   S e e   n o t e s   i n   t h e   t e x t   r e g a r d i n g   t h i s
c r e a t u r e .
H D :   H i t   d i c e   o f   i n d i v i d u a l   c r e a t u r e.

B u l k   h i d e s :   This assumes that there is an
AD&D game version of the bison-hide
industry that once existed in America.
These hides can only be taken from herbivores that live in large herds. In addition
to bison, this trade could include wild
cattle, mammoths, mastodons, and caribou. If found as treasure, these hides are
tied into bales of 11-20 hides each.

D r a g o n :   The scaled skins of dragons are
worth 100-400 gp per hit point.

R e p t i l e s :   This is the AD&D game version
of the industry that once existed to deal
with crocodilian skins. In the game, this
includes all large reptiles, excluding
snakes, armored reptiles (turtles, ankylosaurus, etc.), and other reptiles mentioned
in Table 2.

I v o r y
Ivory is the hard, creamy-white dentine
(tooth material) from the tusks of various
mammals. Note that tusks are generally
different from teeth in that they have a
solid core and grow outside the mouth
(thus, large teeth do not qualify as ivory).
Not all tusks are valued; those of boars are
worthless. Table 3 lists the ivory-bearing
animals in the AD&D game.

All ivory, regardless of the source, has
encumbrance equal to one-fourth its goldpiece value. Ivory from elephants and
their kin is the most valuable, being worth
5-6 gp per pound. The extremely rare
ivory of the baku and hollyphant are
included herein.

Lesser ivory comes from behemoths,
catoblepases, hippopotamuses, walruses,
and giant walruses. This ivory is worth 3-4
gp per pound. The tusks of giant walruses
are rarely seen; these scarce creatures live
only on islands in the polar seas and come
to the mainland once a year to breed.
Hunting them is a perilous task (for their
statistics, take those listed for the walrus
in "What's for Lunch?" in this issue, and
double all values for hit dice and damage).
The ivory of narwhals is the poorest
kind, being worth only 2 gp per pound.
But some people believe that a chalice
made of narwhal ivory neutralizes or
reveals poison. As an option, the DM may
allow high-level clerics to enchant
narwhal-ivory chalices so that they neutralize (25%) or change the color (75%) of
any poison placed therein. These cups
would be in great demand by unpopular
kings and the like.

Table 3
Values of Animal and Monster Ivory
 
Creature Tusk value (gp)
Baku 50-200
Behemoth 40-240
Catoblepas 3-18
Elephant 100-600
Hippopotamus 20-120
Hollyphant 11-20
Mammoth 100-600 (+50%)
Mastodon 100-600
Narwhal 10-40
Oliphant 100-400
Walrus 6-36
Walrus, giant 11-36

Teeth and claws
These items have little value by themselves but may have some value as novelty
or jewelry items. The novelty value of
teeth and claws must be partially judged
by the DM as to whether someone wants
to pay for them or not. For example, if
there is a tavern in the characters? town
that caters to adventurers, the owner

would probably want to have several
interesting sets of claws or teeth mounted
on the walls. However, he won?t want to
buy very many. Thus, teeth and claws are
items of limited worth useful for low-level
characters short of cash. A good base
value for these items is 1 gp per hit die for
uncommon or common carnivores, 3 gp
per hit die for rare creatures, and 5 gp per
hit die for very rare monsters.

The large teeth of some animals may be
used for artistic purposes (such as engravings).
For example, an artist in an oceanside city might engrave a nautical scene on
a sperm whale's tooth, or a caveman might
carve a hunting scene on a sabre-tooth
tiger's fang. So, while the characters may
not be able to sell "normal" teeth, they
could find engraved teeth as treasure with
a base value of 20-120 gp each.

Small teeth and claws are often used to
make jewelry. For example, shark teeth
and bear claws could be sheathed in silver
and mounted on a chain. Such jewelry
have values based solely on the settings.
As a general rule, however, they have a
base value of 20-120 gp each.

Horns and antlers
True horns and antlers grow mainly on
herbivorous mammals. A few monsters
also have them. Antlers are growths of
bone which are shed and regrown every
year. Horns are permanent layers of hardened skin tissue. Other horns may actually
be layers of hardened fibers (such as the
horn of the rhinoceros).

As with teeth and claws, antlers and
horns have a novelty value and may generally be sold to the same people time after
time. However, they are not used for
sculpture or jewelry. The DM should
decide if any particular set of horns is
valuable or not (that is, if an animal head
is of trophy quality). Trophy sets of antlers
and horns are worth 2-5 sp per hit die of
each creature. Typical examples include
deer (e.g., hart, stag, and Irish deer), wild
bovines (e.g., bison, buffalo), giant sheep,

and giant goats. Horned monsters with
extraordinary powers or appearances
(e.g., perytons, gorgons, minotaurs) are
worth an additional 2-5 gp per hit die.
The horn of a rhinoceros is very valuable. Some cultures believe (falsely) that a
rhinoceros horn has great aphrodisiac
powers. Fantastic prices have been paid
for small amounts of such horns, particularly in Hindu and Oriental cultures. Robbery, extortion, and murder have been
committed for these items. People who
value rhinoceros horns are often fanatical.
A rhinoceros horn can be sold in a
chunk directly off of the beast?s head, but
it is worth half of its regular value that
way. The price for a complete horn is 21-
40 gp per pound. The front horn of a twohorned rhinoceros weighs 9-12 pounds.
The back horn of a two-horned rhinoceros
and the single horn of a one-horned rhinoceros weigh 4-7 pounds. (The wooly
rhinoceros has two horns.)

Usually, a horn is ground into powder
and mixed with other substances. This
powder is far more valuable than a chunk
of horn. Powdered rhinoceros horn is
worth 30-60 gp per ounce and is found in
bags containing 20-120 ounces.

As noted in the    ,  a unicorn's horn retains its special powers even
after the creature?s death. This is the most
valuable of all horns, being worth 11,000-
16,000 gp. A ki-rin horn is similar in
worth, but lacks the curative powers of a
unicorn horn. Nevertheless, a ki-rin horn
is worth 7,000-10,000 gp. No good-aligned
being will deliberately hunt for these
items, of course, unless the creatures from
which they are taken are already dead.

Poisons
Many monsters in the AD&D game have
a poisonous attack. These poisons can be
sold to various buyers. For instance, an
assassin will undoubtedly be interested in
buying poison. Alchemists and sages may
also be in the market for poison to use in
research. Even good-aligned hospitals or
houses of healing may buy poisons in
order to brew antitoxins.

As noted on page 20 of the  DMG,  monster poisons are generally superior to
manufactured poisons, since monster
venoms are both ingestive and insinuative.
Thus, the value of monster poisons are
fairly high. Note that the values of monster poisons given in Table 4 are base
values only. The total value is found by
adding the base value to a number of gold
pieces equal to the monster?s full hit
points. For example, the venom of a giant
centipede with 2 hp is worth 102 gp. If the
poison has some special effect (damage
taken even if saving throw is made, paralyzation plus damage, etc.), multiply the total
value by 150%. Table 4 gives values for
types of poisons rather than listing every
poisonous monster. This was done not
only to avoid boring the reader with a
long list but also to allow for different
sizes of the same type of monster and to
allow for new monsters that may be
invented later.

Poisons can be collected from dead
creatures or ?milked? from live monsters
that are rendered helpless. Poison must be

stored in a tightly sealed jar. If even moderate care is taken, there should be no
danger to the characters by either collecting or transporting poisons. Table 4 lists
the base value for a one-pint jar of poison
collected from such monsters.

Table 4
Values of Animal and Monster Poisons
 
Effect of Failed Saving Throw Base value (gp)
1-8  or 2-8 hp dmg 80
3-12  hp dmg 85
4-16  hp dmg 90
5-20  hp dmg 95
Paralyzation 75
Sleep or catatonia 50
Sickness and incapacitation 25
Save at +4
or death
100
Save at +3
or death
150
Save at +2
or death
200
Save at +1
or death
250
Normal save
or death
300
Save at -1
or death
350
Save at -2
or death
400
Save at -3
or death
450
Save at -4
or death
500

Carcasses
The only carcasses listed as valuable in
the rule books are those of the whale and
the thork. By extrapolation, there are
several other creatures that could be
hunted for similar reasons. In the real
world, sharks and giant tortoises are used
for many products. Some monsters in the
AD&D game offer the same opportunities,
particularly in a medieval-style world that
often suffers severe food shortages. An
afanc or verme could feed a hungry village
for a week. Large turtles and tortoises
(including AD&D game creatures that
resemble them) are desired both as imme

diate food and stored food, since they can
live a long time without nourishment.
Giant crabs and crayfish, usually a delicacy in their smaller sizes, can feed many
more people. Other creatures, such as the
firedrake and thork, are desired for some
part of their bodies; likewise, it is easier to
transport carcasses than living creatures.

Table 5 is a list of creatures whose carcasses can be sold. Those marked with an
asterisk on Table 5 are explained here:
Fish, giant.  This includes afanc, gar, pike,
barracuda, verme, catfish, and carp.
Phoenix.  Individual parts of this creature
have separate values as noted in the  Monster Manual II.
Wild game.  This includes such creatures
as deer, bovines, antelope, goats, sheep,
and large birds. Wild game can only be
sold in areas that are short of food, since
peasants can generally raise enough to
support everyone. However, some noblemen may buy wild game as novelty food.

Table 5
Values of Animal and Monster Carcasses
 
Creature Value in gp
Archelon ischyras 71-90
Crab, giant 31-40
Crayfish, giant 41-50
Dragon turtle HD x 1-20
Firedrake 201-220
Fish, giant* HD x 5
Lung wang HD x 1-20
Phoenix* 21,000 - 26,000
Shark HD x 10
Tarrasque 50,000 - 100,000
Thork 200
Turtle, giant sea 51-70
Whale HD x 100
Wild game* HD x 1

* See notes in the text regarding this
creature.
HD: Hit dice of individual creature.

F e a t h e r s
T h e   f e a t h e r s   f r o m   t r o p i c a l   b i r d s   a r e
v a l u a b l e   i n   m o r e   n o r t h e r n   o r   s o u t h e r n
l a n d s .   B r i g h t l y   c o l o r e d   f e a t h e r s ,   l i k e   t h o s e
o f   p a r r o t s   o r   e g r e t s ,   a r e   w o r t h   2 - 8   s p
e a c h .   O s t r i c h   p l u m e s   a r e   w o r t h   1   g p   e a c h .
T h e   D M   c a n   d e c i d e   i f   f e a t h e r e d   m o n s t e r s   h a v e   i n t e r e s t i n g   f e a t h e r s   o r   n o t ,
s i n c e   t h e   d e s c r i p t i o n s   p r o v i d e d   a r e   v a g u e .
M o n s t e r   f e a t h e r s   t h a t   a r e   b r i g h t l y   c o l o r e d
a r e   w o r t h   1 - 6   g p   e a c h ,   d u e   t o   t h e i r   n o v e l t y
v a l u e .   T h e   e x c e p t i o n   i s   t h e   p h o e n i x ,   w h o s e
f e a t h e r s   a r e   w o r t h   5 0   g p   e a c h .

E g g s   a n d   y o u n g

S e v e r a l   c r e a t u r e s   i n   t h e   r u l e   b o o k s   a n d
s o m e   m o d u l e s   h a v e   a   v a l u e   s h o w n   f o r
e g g s   o r   y o u n g .   T h i s   l i s t   c a n   b e   g r e a t l y
e x p a n d e d   t o   i n c l u d e   m a n y   o t h e r   m o n s t e r s .
T a b l e s   6 - 9   l i s t   t h e s e   c r e a t u r e s .
In general, eggs and young of some
c r e a t u r e s   a r e   d e s i r e d   b y   c e r t a i n   p e o p l e s   i n
o r d e r   t o   r a i s e   a n d   t r a i n   t h e m   a s   s t e e d s ,
s e r v a n t s ,   g u a r d s ,   o r   h u n t i n g   b e a s t s .   ( O f
c o u r s e ,   s o m e   c a n   s e r v e   i n   s e v e r a l   c a p a c i t i e s   a t   o n c e . )   N o t e   t h a t   t h e   t e r m   ? y o u n g ?   a s
u s e d   h e r e   r e f e r s   t o   r e c e n t l y   b o r n   c r e a t u r e s   t h a t   h a v e   n o   e f f e c t i v e   a t t a c k   a n d
h a v e   n o t   y e t   l e a r n e d   t o   u s e   a n y   s p e c i a l
a b i l i t i e s   t h a t   t h e y   m i g h t   h a v e .   N o t e   a l s o
t h a t   c r e a t u r e s   f r o m   o t h e r   p l a n e s   a r e   n o t
i n c l u d e d   h e r e ,   s i n c e   t h e y   a r e   u s u a l l y   a b l e
t o   r e t u r n   t o   t h e i r   p l a n e s   o f   o r i g i n .
S e v e r a l   c r e a t u r e s   a r e   l i s t e d   a s   b e i n g
s t e e d s ,   b u t   o n l y   a   f e w   h a v e   v a l u e s   g i v e n
f o r   t h e m .   T a b l e   6   l i s t s   a l l   t h e s e   c r e a t u r e s .
S o m e   o f   t h e s e   c r e a t u r e s   h a v e   v e r y   l i m i t e d
m a r k e t s ;   f o r   e x a m p l e ,   g i a n t   e e l   e g g s   a r e
u s u a l l y   o n l y   s o l d   t o   a   l o c a t h a h   c o l o n y .   A s   a
general note, taking eggs or young to be
s o l d   c o u l d   b e   a n   a d v e n t u r e   i n   i t s e l f .
S e r v a n t   m o n s t e r s   a r e   t h o s e   t h a t   a r e
b a s i c a l l y   m a n - s h a p e d   a n d   f a i r l y   i n t e l l i g e n t .
M o s t   a r e   c a p a b l e   o f   d o i n g   m a n y   t a s k s ,
s i n c e   t h e y   p r o b a b l y   h a v e   h a n d s   o f   s o m e
s o r t .   T h e s e   c r e a t u r e s   d e p e n d   m o r e   o n
i n t e l l i g e n c e   t h a n   i n s t i n c t .   T h u s ,   i f   r a i s e d
p r o p e r l y ,   t h e y   c a n   a s s u m e   a n   a l i g n m e n t
d i f f e r e n t   f r o m   t h a t   n o r m a l   f o r   t h e i r   b r e e d .
F o r   e x a m p l e ,   a   l a w f u l - g o o d   t e m p l e   i n   a
s w a m p y   a r e a   c o u l d   h a v e   a   f l o c k   o f   e b l i s
messengers raised from eggs. Since the
c r e a t u r e s   k n o w   n o   o t h e r   w a y ,   t h e y   w o u l d
b e   f e r v e n t l y   l a w f u l   g o o d .   T a b l e   7   l i s t s
t h e s e   c r e a t u r e s ,   e x c l u d i n g   h u m a n o i d s   a n d
d e m i - h u m a n s   ( w h i c h   g e t s   t o o   d e e p   i n t o
s l a v e r y   i s s u e s ) .

M a n y   m o n s t e r s   c a n   b e   u s e d   a s   g u a r d s   o r
h u n t i n g   b e a s t s .   O f   c o u r s e ,   t h e s e   c r e a t u r e s
m u s t   h a v e   s u f f i c i e n t   i n t e l l i g e n c e   t o   b e
t r a i n e d ;   f o r   t h i s   r e a s o n ,   f e w   i n s e c t s   a r e
i n c l u d e d   i n   t h e   t a b l e .   I n s e c t s   a r e   u s u a l l y
e i t h e r   t o o   u n i n t e l l i g e n t   t o   t r a i n ,   o p e r a t i n g
o n   b l i n d   i n s t i n c t ,   o r   a r e   s o   h i v e - o r i e n t e d
t h a t   t h e y   a r e   u s e l e s s   i f   r e m o v e d   f r o m   t h e
c o l o n y .   C o n v e r s e l y ,   a   c r e a t u r e   c a n n o t   b e
t o o   i n t e l l i g e n t   o r   p o w e r f u l ,   o r   i t   w i l l   b e

impossible to control. No one can hold a
beholder for very long if it doesn?t wish to
serve. Finally, noncorporeal and burrowing creatures are not included for obvious
reasons. Those entries in Table 8 that are
marked with an asterisk are explained
further below.

Canine, wild:  Those with extraordinary
or magical powers (devil dogs, hell
hounds, etc.) are worth 100-400 gp per
adult hit die.

Dinosaur, carnivorous:  This includes
bonesnappers, pterosaurs, and marine
specimens.

Dragon:  Young dragons are worth the
normal subdued value of 100-800 gp per
hit point.

Feline, wild:  Those with extraordinary
or magical powers (caterwaul, etc.) are
worth 200-500 gp per adult hit die.
Table 9 is a list of creatures whose eggs
and young are desired for miscellaneous
reasons. For example, denzelians are
wanted for mining, firedrakes for their
blood, etc. One special entry is marked
with an asterisk:

L i v e s t o c k ,   w i l d :   This  includes  cattle,
boars, rams, goats, and various giant
forms of these creatures.

Of course, creatures that are not on
these lists may be needed for special reasons. Generally, these occurrences will be
one-shot deals invented by the DM. The
monsters on Tables 6-9 can be assumed to
always have a buyer in large cities.

Table 6
Values of Steed Eggs and Young
 
Creature Egg Young
Camel, wild - 11-16
Dragonnel 2500 5000
Eel, giant 2000 4500
Elephant - 500-800
Giant strider 1500 2500-2800
Griffon 2000 5000
Hippocampus 1500 2500
Hipppogriff 1000 2000-3000
Horse, wild - 11-20
Mammoth - 600-900
Mastodon - 500-700
Oliphant - 700-1000
Pegasus 3000 5000
Roc 4000 8000
Sea horse - 2400
Sphinx, hieraco- 4000 6000
Unicorn - 5000 - 8000
Wyvern 2000 5000

All values given in this table are in gold pieces.

Table 7
Values of Servant Monster Eggs and Young
 
Creature Egg Young
Aarakocra 120 200-500
Boggle - 430
Bullywug 100 200-300
Centaur - 400
Crabman 150 300
Dakon - 150
Dire Corby 125 200
Eblis 250 300-500
Ettercap - 500
Firenewt 100-400 200-500
Harpy 250 300-500
Hybsil - 115
Kech - 550
Kenku 250 300-500
Kuo-toa 100-300 200-400
Lizard king 100-600 200-700
Lizard man 100-300 200-400
Locathah 100-300 200-400
Merman 110 200-300
Muckdweller 50 100-300
Nixie 75 100-400
Quaggoth - 125
Sahuagin 100-300 200-400
Su-monster - 550
Tabaxi - 225
Taer - 360
Thri-kreen 300 600
Triton 100-600 200-700
Troglodyte 100-400 200-500
Vulchling 120 200-500
Wemic - 580
Yeti - 580
Yuan-ti - 600-900

All values given in this table are in gold pieces.
 

Table 8
Value of Guard and Hunting Beast Eggs and Young
 
Creature Egg Young
Afanc 900 1800
Ape, gorilla - 400
Ape, carnivorous - 500
Axebeak 50-80 50-80
Babbler 300 500
Banderlog - 380
Basilisk 2000 6000
Basilisk, greater 6000 10,000
Bear - 200-400/adult HD
Behir 4000 6500
Blink dog - 1000-2000
Bloodhawk 70-120 70-120
Boalisk 3000 5000
Bulette 4500 9000
Canine, wild* - 1/adult HD
Catoblepas - 9500
Cave fisher 1500 2750
Chimera - 9000
Clubnek 50-80 50-80
Cockatrice 4000 7500
Crocodile 100 200
Crocodile, giant 400 700
Dinosaur, carnivorous* 100/adult HD 150/adult HD
Displacer beast - 6000
Doombat - 600
Dracolisk 5000 7250
Dragon* 50% of subdued value 
of very small young
As per Monster Manual
Dragon turtle As dragon As dragon
Dragonne 3500 8500
Eagle 60-100 60-100
Eagle, giant 500-800 500-800
Falcon/hawk 20-80 20-80
Feline, wild* - 2/adult HD
Firedrake 1500 3750
Frog, killer 75 150
Froghemoth 8000 16,000
Gorgimera - 8500
Gorgon - 8000
Gorilla bear - 400
Grell 2500 5500
Hook horror 200 500
Hydra 2500 500/head
Hydra, lernaean 3000 600/head
Hydra, pyro- 3500 700/head
Kamadan - 4200
Lizard, fire 5000 7500
Lizard, ice 3500 5750
Lurker above 900 1100
Mantari 150 350
Miner 900 1100
Mobat - 400-600
Owl 10-60 10-60
Owl, giant 1000 2000
Owlbear 2000 5000
Peryton 110-200 110-200
Phororhacos 70-100 70-100
Pseudo-dragon 1100 2000
Pyrolisk 3500 5000
Quipper 1 3
Raven, giant 20-50 20-50
Raven, huge 10-40 10-40
Remorhaz 5000 9000
Rock reptile 3300 5000-7000
Sea lion - 6000
Snake, constrictor 175 350
Snake, giant amphisbaena 4000 6500
Snake, giant constrictor 2000 5500
Snake, giant poisonous/spitting 1500 2000-5000
Snake, giant sea 4500 8000-10,000
Snake, poisonous 150 200-500
Spider, giant 2500 4400
Spider, huge 1100 2200
Spider, marine 4740 7700
Spider, phase 3000 5500
Spider, water 1500 3300
Thessalhydra 7500 12,000
Toad, giant 150 250
Toad, fire 2250 4250
Toad, ice 2000 4500
Toad, poisonous 100 200
Trapper 900 1100
Verme 900 1800
Vulture, giant 30-60 30-60
Weasel, giant - 3300
Zorbo - 4250

* See notes in the text regarding this creature.
HD: Hit dice of individual creature.

Table 9
Values of Miscellaneous Eggs and Young
 
Creature Egg Young
Beaver, giant - 100-200
Denzelian 1000 1500
Firefriend 200-500 400-700
Livestock, wild* - 1-2/HD of adult
Thork 50 100

All values given in this table are in gold
pieces.
* See notes in the text regarding this
creature.

M i s c e l l a n e o u s   m o n s t e r   i t e m s
There are a number of products listed as
being valuable in the rule books that do
not fit into any of the categories given so
far. For convenience, these items are listed
in Table 10.

Table 10
Values of Miscellaneous Monster
Items
 
Creature (part) Value (gp)
Bee, giant (bread) 30
Bee, giant (unguent) 3000-8000
Beetle, fire (light glands) 600 
Bulette (neck scale) 200-500
Cave fisher (proboscis rope) 500
Flail snail (shell) 5000
Gloomwing (mandibles) 25
Imorph (liver) 300-900
Pernicon (antenna) 350
Phoenix (talon, beak, or eye) 5000
Whale (ambergris) 1000-20,000

P l a n t   p r o d u c t s
Rare and valuable spices come mainly
from tropical areas. They are desired for
their sharp taste and smell. Typical examples include pepper, nutmeg, cloves, ginger, cinnamon, and allspice. The spice
trade is an important link between many
different cultures, and spices are the most

common items carried on tropical trade
routes.

The  DMG  shows rare spices as being
worth 1-4 sp per scruple ? an obscure
measurement equal to one-twenty-fourth
of an ounce. For convenience, the DM may
rule that spices are stored in containers of
300 scruples each, so that a container is
worth 15-60 gp (1d4 × 15). The exception
is pepper, which is stored in one-pound
containers worth 16 gp each.
Some types of woods from tropical and
subtropical lands are prized in more distant lands. Some examples are ebony,
tropical mahogany, and Lebanese cedar.
The DM is free to invent valuable trees,
such as the bronzewood and sablewood
trees in the WORLD OF GREYHAWK®
setting, or the hiexel and weirwood from
the FORGOTTEN REALMS setting (from
"Woodlands of the Realms," in DRAGON®
issue #125). When considering treasure

hoards, rare woods will not be found as
unworked logs, which are worth little and
are hard to transport. Instead, rare wood
will be found in the form of sculptures,
small chests, jewelry boxes, etc. These
items have base values of 200-800 gp.
The resinous saps of some tropical trees
are made into perfumes and incense. The
two best known resins are frankincense
and myrrh. As noted in the  DMG,  incense
is worth 5-30 gp per stick and perfume is
worth 1-6 gp per dram. It is possible that
the party could find containers of raw
resin as treasure, with each bag holding

As with the animal monsters, vegetable
monsters may be valuable if found in
immature form. Many plant monsters are
immobile and make excellent static guardians. Real-world plants reproduce by a
variety of means, such as seeds, spores,
and rhizomes. Translating these into
AD&D game terms is fairly simple. Any
plant that has flowers can also be assumed
to have seeds. Likewise, plants with spores
must also reproduce using them, although
some spores produced are infertile and
are used for other functions (like making
characters go insane).
Some plants could be found in a helpless

sprout form. Table 11 has a list of such
plants, those that are valuable. While
seeds are comparatively large and portable, spores are another matter. Spores
from monster plants and molds are usually deadly to encounter, but it is possible
that the PCs could think up some way to
collect jars of spores without harm. Note
that some plants (green slime, shambling
mounds, etc.) reproduce by fission (splitting off parts of themselves). These "buds"
are listed under the "sprout" column.

Table 11
 
Plant Seed Spores* Sprout
Algoid - - 550
Ascomoid - 600 -
Barkburr/direburr 150 - 200-600
Basidirond - 500 -
Bloodthorn 450 - 500-3000
Choke creeper 250 - 400
Forester's bane 500 - 750
Fungi, violet - 350 475
Green slime - - 200
Hangman tree 600 - 900
Kelpie - - 500
Mandragora 75 - 100-200
Mantrap 350 - 400-900
Mold, brown - 300 -
Mold, russet - 250 -
Mold, yellow - 350 -
Myconid - 100 100-600
Needleman 350 - 500
Obliviax - - 100-400
Phycomoid - 400 -
Quickwood 450 - 500-1000
Retch plant 450 - 500-800
Shambling mound - - 800-1100
Shrieker - 30 45
Slime, olive - - 250
Strangle weed - - 200-400
Sundew, giant 800 - 1000
Thorny - - 400
Treant 650 - 700-1200
Tri-flower frond 250 - 450
Ustilagor - 300 -
Vegepygmy - - 100-600
Whipweed - - 300
Willow, black 100 - 120-190
Witherweed - - 300-600
Wolf-in-sheep's-clothing 700 - 900
Yellow musk creeper 350 - -
Zygom - 350 -

Monster body parts
Monster body parts that have a magical
ability (beholders? eyes, etc.) almost always
lose their powers upon the creature?s
death. Thus, it is often impossible to gain
those powers. The few exceptions, such as
the unicorn?s horn, are listed elsewhere in
this article.

When a creature from another plane is
slain on the Prime Material plane, its body
returns to its plane of origin. If the party
wants to collect the corpse, they will have
to kill the creature on its own plane. This
is the only way to collect things like phoenixes? feathers. Finally, as noted in folklore, when a lycanthrope is slain, the
creature returns to its human form. As a
result, it is impossible to collect a lycanthrope?s pelt.

Placement of natural treasures
Since plant and animal products are
subject to the effects of age, they will not
be found in a treasure hoard that has been
hidden away for centuries (as in ruined
cities and lich lairs). Instead, these
products may be found in towns connected to the trade routes or in the hands of
barbaric peoples. Natural treasures must
be matched to their areas of origin. For
example, if the DM?s world has a tribe of
natives who live around the North Pole,
minted coins would be a novelty to them.
The natives would have heavy furs, mammoth or walrus ivory, and a few gold
nuggets scrounged up from rivers. On the
other hand, a treasure hoard in the tropics
could have spices, incense, leopard pelts,
and elephant tusks.

In general, the treasure items listed in
this article are intended to be used in
place of coins, not in addition to random
treasures rolled. The exception is with
creatures that have valuable body parts
(such as a dragon?s skin). These treasure
items should be above and beyond any
treasure rolled up, since the characters
may not have a chance to collect the monster?s corpse.
Let?s look at a couple of examples. First
of all, consider a huge, ancient white
dragon with treasure types E, O, and S.

The rolls on the treasure table (after all
adjustments) result in the dragon having
10,000 sp, 4,000 gp, 10 gems, and five
magic potions. However, the dragon lives
far up in the polar regions where coins
a r e   r a r e .   T h u s ,   o n l y   1 0 %   o f   t h e   c o i n   t r e a sure is actually coins, resulting in only
1,000 sp and 400 gp. These coins, the
gems, and the potions were taken from
the very few adventurers who dared to
travel in the frozen lands. The dragon has
converting the remainder of the coin
treasure to a flat gold-piece value, there is
4,050 gp, divided as shown:
 
Item Value (gp)
2 large mammoth tusks 1,800
1 hoar-fox cape 1,000
4 small mammoth tusks 600
3 devil-dog fur jackets 600
10 winter-wolf pelts  50

These items were collected as tribute
from native villages. Note that the dragon
itself has value as either a subdued creature or for its skin, neither of which is
figured into the random treasure rolls.
For another example, consider a lair of

bandits who raid the trade caravans coming up out of the tropics. The bandits have
treasure type A, which results in 5,000 sp,
1,000 ep, 8,000 gp, and 16 gems. Unlike
the poor dragon above, the bandits get
their loot from civilized people. Thus, 50%
of their coins are actually coins, resulting
in 2,500 sp, 500 ep, and 4,000 gp. The
gems are a secret store that the bandit
leader has set aside for hard times. After
converting the rest of the coins to a flat
gold-piece value, the remainder is 4,375
gp, divided as shown:
 
Item  Value (gp)
4 large elephant tusks  2,400
6 small elephant tusks  600
10 spice kegs (60 each)  600
100 crocodile skins  600
100 ostrich plumes  100
10 leopard pelts  60
3 tiger skins  1 5

Using these examples, large treasure
hoards can be divided in similar ways.
This is a much more realistic way: coins
have always been too common for the
medieval-style technology of the AD&D

game. Use of the treasure items in this
article will probably result in a lot of bartering, which is also logical.
DMs should not forget, too, that many
naturally occurring substances are much
sought by spell-casters for use as material
components in spells. The DM should
consult the article "It's a material world,"
originally printed in DRAGON issue #81
and reprinted in the Best of DRAGON
Magazine Anthology, vol. IV. Spell-casters
and magic shops might pay highly for
items that are difficult to locate or are
banned for use.

As a final note, remember that the treasure items listed in this article are valuable
because they are rare. If the characters
try to dump a large number of these items
on the market, lower the value accordingly. For instance, 15 sable coats in a city
that normally sees only four or five in a
year would only be worth 30-50% of their
normal worth. This should forestall any
weird plans the players might have, such
as polymorphing house cats into leopards
for their pelts, or casting mass death magic spells on bison herds.
(We all know how devious players can be.)