Harpy
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:
Harpy Feathers (pouch)
DC:
10
The feathers of a harpy are large, and vary in color (depending on the harpy it came from). The feathers can be used in apparel, decorations and quills.
VALUE:
4 sp
WEIGHT:
1lb.
EXPIRE:
∞
DC:
10
ITEM:
Harpy Talons (pouch)
DC:
10
The talons on a harpy's foot are large, sharp, and often used to claw and pierce their prey. The talons can be used in jewerly, ornamentation and to make simple tools.
VALUE:
5 sp
WEIGHT:
3lb.
EXPIRE:
∞
DC:
15
ITEM:
Harpy Vocal Cords
DC:
15
The vocal cords of a harpy are difficult to harvest, as removing them takes great care. The cords resonate with a magical aura and create a soft hypnotizing hum when they are touched. A skilled craftsmen can stretch the cords into a fine wire, which can be used to string certain instruments.
VALUE:
2 gp
WEIGHT:
2lb.
EXPIRE:
2 days
CRAFT: Harpy Harp (HHH)
DC:
25
ITEM:
Harpy Egg
DC:
25
It is possible to have slain a harpy while it was ovulating, and to recover an egg intact. The egg holds value to collectors, researchers and magic users. Alchemists and others may be able to make use of the shell or its content.
VALUE:
10 gp
WEIGHT:
3lb.
EXPIRE:
7 days
CRAFT: Harpy Ink (HHH)
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.
Harpy
Individual Treasure
7 cp
Random Roll: d100 = 5
d100 |
cp |
sp |
ep |
gp |
pp |
01-30 |
cp:
5d6 (17) |
sp:
— |
ep:
— |
gp:
— |
pp:
— |
31-60 |
cp:
— |
sp:
4d6 (14) |
ep:
— |
gp:
— |
pp:
— |
61-70 |
cp:
— |
sp:
— |
ep:
3d6 (10) |
gp:
— |
pp:
— |
71-95 |
cp:
— |
sp:
— |
ep:
— |
gp:
3d6 (10) |
pp:
— |
96-100 |
cp:
— |
sp:
— |
ep:
— |
gp:
— |
pp:
1d6 (3) |
Harpy
Treasure Hoard
Coins: 687 cp, 439 sp, 104 gp
Gems: 9 gems worth 50 gp each
[1 Quartz, 3 Carnelian, 1 Bloodstone, 1 Jasper, 1 Citrine, 1 Chalcedony, 1 Star rose quartz]Magic Items (2)
: [1 Ammunition +2, 1 Potion of Clairvoyance] Random Roll: d100 = 82
|
cp |
sp |
ep |
gp |
pp |
Coins |
cp:
6d6 x 100 (2100) |
sp:
3d6 x 100 (1050) |
ep:
— |
gp:
2d6 x 10 (70) |
pp:
— |
d100 |
Gems or Art Objects |
Magic Items |
01-06 |
Gems or Art Objects:
— |
Magic Items:
— |
07-16 |
Gems or Art Objects:
2d6 (7) 10 gp gems |
Magic Items:
— |
17-26 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
— |
27-36 |
Gems or Art Objects:
2d6 (7) 50 gp gems |
Magic Items:
— |
37-44 |
Gems or Art Objects:
2d6 (7) 10 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table A |
45-52 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
Roll 1d6 times on Magic Item Table A |
53-60 |
Gems or Art Objects:
2d6 (7) 50 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table A |
61-65 |
Gems or Art Objects:
2d6 (7) 10 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table B |
66-70 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
Roll 1d6 times on Magic Item Table B |
71-75 |
Gems or Art Objects:
2d6 (7) 50 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table B |
76-78 |
Gems or Art Objects:
2d6 (7) 10 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table C |
79-80 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
Roll 1d6 times on Magic Item Table C |
81-85 |
Gems or Art Objects:
2d6 (7) 50 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table C |
86-92 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
Roll 1d6 times on Magic Item Table F |
93-97 |
Gems or Art Objects:
2d6 (7) 50 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table F |
98-99 |
Gems or Art Objects:
2d4 (5) 25 gp art objects |
Magic Items:
Roll 1d6 times on Magic Item Table G |
100 |
Gems or Art Objects:
2d6 (7) 50 gp gems |
Magic Items:
Roll 1d6 times on Magic Item Table G |
Harpy
Equipment & Other Goods
Typically found on (or even "in" the creature)
This character usually carries: 1 Club
1 Club
[5 cp (quality: .5×, size: 1×, normally 1 sp)][2 lb.]
low quality, bent made of ironwood
The tables below show how we determine an item's value and weight modifiers. The first table determines the item's value modifier based on its quality. The second table determines the item's value and weight modifiers based on the creature's size. Note: this particular creature will never carry quality weapons, or they may be easily destroyed in combat. As such, this creature will not use the RED rows in the table below.
d100 |
% Chance |
Quality |
Value |
1-2 |
% Chance:
2% |
Quality:
Superb |
Value:
1.5× |
3-5 |
% Chance:
3% |
Quality:
Almost New |
Value:
1× |
6-55 |
% Chance:
50% |
Quality:
Low Quality (poorly made, high use) |
Value:
0.5× |
56-65 |
% Chance:
10% |
Quality:
Terrible Quality (cracked, warped) |
Value:
0.1× |
66-100 |
% Chance:
35% |
Quality:
Destroyed |
Value:
0× |
Creature's size and its value and weight modifiers.
Size |
Weight(x) |
Value(x) |
Note |
Tiny |
Weight(x):
¼× |
Value(x):
¼× |
Note:
Tiny creatures often carry very small weapons & armor, too small for other creature. |
Small |
Weight(x):
1× |
Value(x):
1× |
Note:
Small creatures tend to use smaller standard weapons, like daggers and shortswords, but it is the DM's discretion if the items are usable or have a modified weight/value. |
Medium |
Weight(x):
1× |
Value(x):
1× |
|
Large |
Weight(x):
1× |
Value(x):
1× |
Note:
Large creatures tend to use larger standard weapons, like greatswords and greatclubs, but it is the DM's discretion if the items are usable or have a modified weight/value. |
Huge |
Weight(x):
8× |
Value(x):
2× |
Note:
The increase in value is for the raw materials (as the items are way too large to be useful). |
Gargantuan |
Weight(x):
15× |
Value(x):
4× |
Note:
The increase in value is for the raw materials (as the items are way too large to be useful). |
Harpy
Trinkets
1 gnawed thigh bone
Random Roll: 1d12 = 1
1
1 gnawed thigh bone
3 lb.
--
2
1 bracelet made of sea shells
lb.
1 sp
3
1 bracelet of tightly braided twigs [DC 15 Dexterity (Sleight of Hand) to remove without unbraiding]
4 lb.
1 sp
4
1 desiccated human hand tied to a string
3 lb.
2 cp
5
1 necklace made of fish bones
--
1 sp
6
1 pouch of human teeth, tied to the harpy's ankle
1 lb.
4 sp
7
1 chewed leather belt
--
--
8
1 ring made of small finger bones
--
5 sp
9
1 torn piece of sheet of music
--
--
10
1d4 whole fish (spoils in 1 day)
2 lb.
5 cp
11
1d6 tattered scrap(s) of cloth
--
1 cp
12
1d6 tiny bird skull(s) woven into the creature's hair
¼ lb.
1 cp
Harpy
Meat
There is a stigma to eating meat belonging to sentient creatures that have a humanoid form and features. Harvesting the meat may be frowned upon and even considered cannibalism. Some communities may refuse to buy the meat (and some evil communities may pay a premium). The meat may even be difficult to eat, or unedible. Of course, these are all up to the Dungeon Master to decide.
This creature produces 2 pieces of meat, weighing a total of 8 lbs.
Random Roll: 2d6 = 2
Medium creatures produce 2d6 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.