Gorgon
Harvesting Table
Instructions: Because this creature is an
Monstrosity, the player should roll a
Nature Check using the DCs in the table below. On a success, the player is able to harvest the item. On a failure, the item cannot be harvested (either because the character is not skilled enough, or because the item is ruined). The DM should note that many of the items have an expiration, and can not be sold or used after the expiration has passed.
Type: Monstrosity
Skill: Nature
DC
Item
Description
Value
Weight
Exp.
Crafting
DC:
10
ITEM:
Gorgon Oil (3 vials)
DC:
10
A gorgon lubricates its iron plates with an oil that it secretes. This oil is valued by tinkerer and artificers.
VALUE:
3 gp
WEIGHT:
1lb.
EXPIRE:
∞
DC:
15
ITEM:
Gorgon Gas Sac
DC:
15
A gorgon has the ability to exhale a petrifying gas. This gas builds up and is stored in a sac at the base of the creatures neck.
If the sac is removed too quickly, or incorrectly, it may burst. On a successful harvesting check, the character harvests the gas sac. On a failed check, the character is unable to extract the gas sac. If the character fails the check by 5 or more, the character is subjected to the petrifying vapor.
Use: As an action you may throw the sac up to 20 feet, where it explodes. Each creature in a 10-foot radius must succeed on a DC 10 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effects ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
VALUE:
20 gp
WEIGHT:
3lb.
EXPIRE:
∞
DC:
15
ITEM:
Gorgon Plate
DC:
15
The gorgon's iron plates are riddled with magical energy. A skilled blacksmith may be able to rework the plates into useful armor and weapons.
VALUE:
250 gp
WEIGHT:
60lb.
EXPIRE:
∞
CRAFT: Any heavy armor +1 (DMG)
DC:
20
ITEM:
Gorgon Horn (x2)
DC:
20
A gorgon has two iron horns on top of its head. The horns are heavy and difficult to remove, being attached to the monstrosity's skull. The horns can be fashioned into weapons by adept blacksmiths, or just sold as a trophy.
VALUE:
30 gp
WEIGHT:
15lb.
EXPIRE:
∞
CRAFT: Spear +1 (DMG), War Pick +1 (DMG)
Most crafting items have an acronym associated with it, such as "DMG". These acronyms refer to specific guide books. For example, "DMG" refers to the "Dungeon Master's Guide". The acronyms for HHH, HHH2 and HHH3 refer to Hamund's Harvesting Handbook, a homebrew harvesting guide that offers a variety of homebrew (not official) magic items. To view and purchase Hamund's Harvesting Handbook,
click here.
Expiration
Many harvested goods will start to rot and decay after a period of time. Below is a quick overview of how we determine expiration dates, and is used as a guide for
most harvested items. Note: It is always up to the DM to decide on the exact expiration.
Item Type
Days
Explanation
Body Part
2 days
Flesh rots and decays quickly.
Body Part, Undead
7 days
Undead body parts are already rotting, so their usefulness can last a little longer than regular flesh (which becomes useless when it rots).
Bones
∞
Bones take a very long time to decay.
Feathers
∞
Feathers take a very long time to decay.
Ears
14 days
Ears are predominantly tough cartilage (soft bone). The skin around the ears rot quickly, but the ear remains intact for some time after.
Hair
∞
Hair takes a very long time to decay.
Head
3 days
Like other flesh, it rots and decays quickly, but lasts slightly longer
Hides/Pelts
10 days
Hides/Pelts must be treated and soaks in order to retain its usefulness.
Liquid, Vial (i.e. Blood)
7 days
If contained in a stoppered vial, most fluids have a longer shelf life. However, if exposed to air, it gets ruined VERY quickly.
Liquid, Vial (i.e. Slime)
14 days
Slimes and gels tend to have a longer shelf-life than other fluids. However, if exposed to air, it gets ruined VERY quickly.
Poisons
14 days
Most poisons are viable for about 2 week. However, each poison is different. In additions, proficiency with a poisoner's kit may allow assassins the ability to extend the shelf-life every few weeks (adding other ingredients to extend the poison's usefulness)
Tattoos/Marks
5 days
Usually a strip of skin, which can be preserved with some oil to last a little longer than other flesh.
Wings
7 days
While wings contain flesh, which rots quickly, the bones and leather/feather last much longer, making the wings usefulness last longers.
Gorgon
Individual Treasure
This kind of creature does not normally carry treasure.
103 gp
Random Roll: d100 = 72
d100 |
cp |
sp |
ep |
gp |
pp |
01-30 |
cp:
4d6 x 100 (1,400) |
sp:
— |
ep:
1d6 x 10 (35) |
gp:
— |
pp:
— |
31-60 |
cp:
— |
sp:
6d6 x 10 (210) |
ep:
— |
gp:
2d6 x 10 (70) |
pp:
— |
61-70 |
cp:
— |
sp:
— |
ep:
1d6 x 100 (350) |
gp:
2d6 x 10 (70) |
pp:
— |
71-95 |
cp:
— |
sp:
— |
ep:
— |
gp:
4d6 x 10 (140) |
pp:
— |
96-100 |
cp:
— |
sp:
— |
ep:
— |
gp:
2d6 x 10 (70) |
pp:
3d6 (10) |
Gorgon
Treasure Hoard
This kind of creature does not normally have or collect treasure. However, the creature may have a lair full of bodies, or reside somewhere that treasure already exists.
Coins: 740 cp, 6693 sp, 1573 gp, 70 pp
Gems: 17 gems worth 50 gp each
[2 Star rose quartz, 2 Carnelian, 1 Jasper, 4 Chrysoprase, 2 Moonstone, 1 Citrine, 2 Zircon, 2 Bloodstone, 1 Onyx]Magic Items (4)
: [1 Thunderous Smite Scroll (Level 1), 1 Potion of Climbing, 1 Detect Thoughts Scroll (Level 2), 1 Potion of Healing (2d4 + 2)] Random Roll: d100 = 36
|
cp |
sp |
ep |
gp |
pp |
Coins |
cp:
2d6 x 100 (700) |
sp:
2d6 x 1000 (7000) |
ep:
— |
gp:
6d6 x 100 (2100) |
pp:
3d6 x 10 (105) |
d100 |
Gems or Art Objects |
Magic Items |
01-04 |
Gems or Art Objects:
— |
|
05-10 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
— |
11-16 |
Gems or Art Objects:
3d6 (10) 50 gp gem |
Magic Items:
— |
17-22 |
Gems or Art Objects:
3d6 (10) 100 gp gems |
Magic Items:
— |
23-28 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
— |
29-32 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
Roll 1d6 times on Magic Item Table A |
33-36 |
Gems or Art Objects:
3d6 (10) 50 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table A |
37-40 |
Gems or Art Objects:
3d6 (10) 100 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table A |
41-44 |
Gems or Art Objects:
2d4 (5) 250 gp art objects |
Magic Items:
Roll 1d6 times on Magic Item Table A |
45-49 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
Roll 1d4 times on Magic Item Table B |
50-54 |
Gems or Art Objects:
3d6 (10) 50 gp gems |
Magic Items:
Roll 1d4 times on Magic Item Table B |
55-59 |
Gems or Art Objects:
3d6 (10) 100 gp gems |
Magic Items:
Roll 1d4 times on Magic Item Table B |
60-63 |
Gems or Art Objects:
2d4 (5) 250 gp art objects |
Magic Items:
Roll 1d4 times on Magic Item Table B |
64-66 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
Roll 1d4 times on Magic Item Table C |
67-69 |
Gems or Art Objects:
3d6 (10) 50 gp gems |
Magic Items:
Roll 1d4 times on Magic Item Table C |
70-72 |
Gems or Art Objects:
3d6 (10) 100 gp gems |
Magic Items:
Roll 1d4 times on Magic Item Table C |
73-74 |
Gems or Art Objects:
2d4 (5) 250 gp art objects |
Magic Items:
Roll 1d4 times on Magic Item Table C |
75-76 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
Roll once on Magic Item Table D |
77-78 |
Gems or Art Objects:
3d6 (10) 50 gp gems |
Magic Items:
Roll once on Magic Item Table D |
79 |
Gems or Art Objects:
3d6 (10) 100 gp gems |
Magic Items:
Roll once on Magic Item Table D |
80 |
Gems or Art Objects:
2d4 (5) 250 gp art objects |
Magic Items:
Roll once on Magic Item Table D |
81-84 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
Roll 1d4 times on Magic Item Table F |
85-88 |
Gems or Art Objects:
3d6 (10) 50 gp gems |
Magic Items:
Roll 1d4 times on Magic Item Table F |
89-91 |
Gems or Art Objects:
3d6 (10) 100 gp gems |
Magic Items:
Roll 1d4 times on Magic Item Table F |
92-94 |
Gems or Art Objects:
2d4 (5) 250 gp art objects |
Magic Items:
Roll 1d4 times on Magic Item Table F |
95-96 |
Gems or Art Objects:
3d6 (10) 100 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table G |
97-98 |
Gems or Art Objects:
2d4 (5) 250 gp art objects |
Magic Items:
Roll 1d6 times on Magic Item Table G |
99 |
Gems or Art Objects:
3d6 (10) 100 gp gems |
Magic Items:
Roll once on Magic Item Table H |
100 |
Gems or Art Objects:
2d4 (5) 250 gp art objects |
Magic Items:
Roll once on Magic Item Table H |
Gorgon
Meat
This creature produces 30 pieces of meat, weighing a total of 120 lbs.
Random Roll: 6d6 = 30
Large creatures produce 6d6 worth of meat.
The table below shows how much meat an
inexperienced butcher may be able to harvest from a creature, especially after a battle may have ruined some of the meat (i.e. burned, frozen, poisoned, etc.). If a
whole creature's carcass is brought to a butcher, the butcher may pay 4x the value rolled in the chart below for the carcass (if the butcher even WANTS this kind of creature - DM discretion). Of course, carrying a heavy carcass can be difficult, and the creature's bacteria that kept it alive will begin to ruin the meat, spoiling it within a day.
Beast Size |
DC |
Meat |
Weight (x4)† |
Expire ‡ |
Value (x2sp)⋆ |
Tiny |
DC:
5 |
Meat:
1 |
Weight (x4)†:
4 lb. |
Expire ‡:
1 day |
Value (x2sp)⋆:
2 sp |
Small |
DC:
5 |
Meat:
1d4 |
Weight (x4)†:
4-16 lb. |
Expire ‡:
1 day |
Value (x2sp)⋆:
2-8 sp |
Medium |
DC:
5 |
Meat:
2d6 |
Weight (x4)†:
8-48 lb. |
Expire ‡:
1 day |
Value (x2sp)⋆:
4-24 sp |
Large |
DC:
5 |
Meat:
6d6 |
Weight (x4)†:
24-144 lb. |
Expire ‡:
1 day |
Value (x2sp)⋆:
12-72 sp |
Huge |
DC:
5 |
Meat:
8d12 |
Weight (x4)†:
32-384 lb. |
Expire ‡:
1 day |
Value (x2sp)⋆:
16-192 sp |
Gargantuan |
DC:
5 |
Meat:
8d20 |
Weight (x4)†:
32-640 lb. |
Expire ‡:
1 day |
Value (x2sp)⋆:
16-320 sp |
† The weight of a raw piece of meat is 4 pounds. And one slab of meat (4 lbs.), can be used to make 1 dried ration (2 lbs.).
‡ Raw meat has a very short shelf-life, and will go bad within a day if it is not refridgerated or cured.
⋆ The table above uses a standard price of 5cp per pound for regular a piece of animal meat (such as cattle or deer). The value of meat can vary drastically, depending on the quality, rarity and the creature it is sourced from. For example, dragon meat could cost 10x more than standard livestock meat, while insect meat could cost only a copper or two per pound. A DM can decide if that is adequate, and if certain meat is worth more or less.
Meat and Creature Types
Some creature types have meat that is inedible (i.e udead), while others carry some sort of stygma (cannibalism, distasteful, unholy). For example, eating a
celestial may be considered a vile, unholy act; while eating a
monstrosity may be considered disgusting and distasteful; in addition,
giants are too similar to most medium-sized humanoids and are often considered inline with cannibalism. Of course, while buying meats with a stygma is forbidden and possibly illegal in most places, there are always people willing to buy illegal goods (although they may be hard to find).
Creature Type
Edible
Possible Stigma
Sellable
Celestial
Y
Cannibalism, Holy Creature
N
Fey
Y
Cannibalism, Worshipped
Some are inedible
Giant
Y
Cannibalism, Disgusting Creature
N
Monstrosity
*
Disgusting Creature
N
* Some monstrosities have meat that is edible (DM Discretion)
Eating Meat
Cooked meat can be eaten safely. Cooking meat requires a campfire or oven. Eating raw meat requires a DC 10 Constitution Check. A successful check results in a filling meal. A failure results in debilitating stomach cramps, causing 1 level of exhaustion (disadvantage on ability checks).
Drying Meat
The meat can be dried using salt, spices, heat and time.
Drying Method
Time
DC
Notes
Smoke Hut
2 days
7
Smoking must be maintained periodically (can't be left alone for days)
Sun
16 hours
15
Must be in direct sunlight, in over 85°F.
Set on a hot stone, or hanging from a rack.
Higher chance of spoiling.