Harvesting Minerals^

MINERALS

Minerals are earthen materials used for making armor, weapons, and when using exotic materials, those pieces of gear gain special qualities.

To extract minerals, a character must use a miner’s pick and make a Strength (athletics) check. The DC for extracting ores is always 15. On a success, the character collects a number of ore units equal to 2d4 + its Constitution modifier (minimum 1 unit).

If needed, the character must make an Intelligence (Nature) check first to find a vein or a place where the ores are. If the vein is already defined then it is of the mineral type defined, if not then roll on this table

d20Mineral
1Area Relevant
2Brass
3Bronze
4Copper
5Electrum
6Gold
7Platinum
8Silver
9Steel
10Tin
11Adamantine
12Asmoroch Steel
13Cold Iron
14Dark Steel
15Dwarvenstone
16Infernal Steel
17Mithral
18Orichalcum
19Plaguesteel
20Stellar Iron

Minerals mined are in their ore form, and are worth half the amount listed below. to get the full price you must refine it. You may refine minerals as a downtime activity, at a rate of 10 ores per week.

Minerals

Any mineral without a description for its use, has no special properties, but you may still use it to replace the metal in anything you build. This will effect the items value and appearance.

ADAMANTINE

A shiny black metal, known as one of the hardest substances in existence.

Unit value: 250 gp.

Armor: Used to craft the adamantine armor.

Weapon: When you hit an object with an adamantine weapon or piece of ammunition, the hit is a critical hit.

ASMOROCH STEEL

A black scorched-like metal which is cold to touch.

Unit value: 500 gp

Armor: Used to craft an armor of necrotic resistance(metallic armor only)

Weapon: Used to craft necrotic damage dealing weapons, such as the sword of life stealing.

BRASS

A yellow-ish metal that somewhat resembles gold.

Unit Value: 3 sp

BRONZE

A red-ish brown metal.

Unit Value: 4 sp

COLD IRON

This iron is worked entirely while cold, known for its effectiveness against fey and demonic creatures.

Unit value: 100 gp

Weapons: When you hit a fey or a fiend with a cold iron weapon, you can roll the damage again and use either result.

COPPER

This well-known pure metal has a distinctive pinkish sheen.

Unit value: 5 sp

DARKSTEEL

A darkened blue metal that only forms in areas affected by thunderstorms, known for having that energy inside of it.

Unit value: 250 gp.

Armor: Used to craft an armor of lightning resistance(metallic armor only).

Weapons: Used to craft lightning damage dealing weapons, such as the javelin of lightning.

Other: Used to craft lightning damage dealing magic items, such as the wand of lightning bolt.

DWARVENSTONE

This marble-like ore is used by dwarves to create their ceremonial armor for the defenders of their cities, even though is heavier and bulkier than other metallic armors.

Unit value: 500 gp

Armor: Used to craft a dwarven plate.

ELECTRUM

A natural alloy of silver and gold.

Unit Value: 25 gp

GOLD

This well-known pure metal is the softest of workable metallic substances.

Unit Value: 50 gp

INFERNAL STEEL

A blood red metal found in the infernal planes which is very resistant and captures the hot and flames.

Unit value: 750 gp

Armor: Used to craft an armor of fire resistance (metallic armor only) or a demon armor.

Weapon: Used to craft fire damage dealing weapons, such as the flame tongue.

Other: Used to craft fire damage dealing magic items, such as the staff of fire.

IRON

Iron is a silver-white malleable metal that readily rusts in moist air, occurs native in meteorites and combined in most igneous rocks. It is the most used of metals.

Unit Value: 1 sp

LEAD

Lead is a heavy, grey, soft, malleable, metal.

Unit Value: 2 sp

MITHRAL

This white-silver metal is lighter and flexible than common steel.

Unit value: 250 gp

Armor: Used to craft the mithral armor.

Weapon: Two handed weapons made with mithral lose the heavy property and all the other weapons gain the light feature.

NAQUADAH

A rare, super-dense mineral used amplify energy.

Unit Value: 1000 gp

Weapon: Weapons made with Nahqadah that deal energy damage, deal an additional die of that damage type.

Other: Items made with Nahqadah, allow you to reroll 1’s and 2’s on damage rolls of energy dealing spells and abilities. However if you choose to reroll you must take the result.

ORICHALCUM

This bronze orange metal is used to absorb the essence of magic.

Unit value: 500 gp

Armor: Used to craft an armor of force resistance (metallic armor only).

Other: Used to craft anti-magic items, such as the ring of mind shielding.

PLAGUESTEEL

This ancient mossy-like metal has small spores floating around it.

Unit value: 250 gp

Weapon: Used to craft poison damage dealing weapons, such as the dagger of venom.

Other: Used to craft poison damage dealing magic items, such as the staff of the adder.

PLATINUM

This light gray metal with very slight bluish tinge is strong, difficult to melt, and resistant to most chemicals.

Unit Value: 500 gp

SILVER

This relatively common valuable metal is the most associated with and suitable for magic.

Unit Value: 5 gp

STEEL

Steel is an alloy made out of Iron and Carbon.

Unit Value: 4 gp

STELLAR IRON

A white bright metal, soft on touch but very resistant, known for being used by celestial beings.

Unit value: 750 gp

Armor: Used to craft an armor of radiant resistance(metallic armor only).

Weapon: Used to craft radiant damage dealing weapons, such as the sun blade.

TIN

A soft, silvery-white metal that is often combined with other metals or used as a layer to protect various metals.

Unit Value: 3 sp

URU

Unit Value: 1000 gp

Armor: Armor built with Uru, provides you resistance to magic.

Weapon: When wielding a weapon made from Uru, whenever a spell hits you, you gain 1 energy charge per level of that spell, then can unleash charges on your enemies as part of an attack action. each charge adds 1d8 of the associated energy to the attack. (healing is radiant, can hold as many charges as your level)

VIBRANIUM

Unit Value: 1000 gp

Armor: Used to craft armor that reflects 50% of mundane damage at the one who dealt it. (still deals full damage to wielder)

Weapon: Used to increase the crit range of a weapon by 1.

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