Mummy Lord
Harvesting Table
Instructions: Because this creature is an
Undead, the player should roll a
Arcana 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: Undead
Skill: Arcana
DC
Item
Description
Value
Weight
Exp.
Crafting
DC:
5
ITEM:
Mummy Bandages (pouch)
DC:
5
Prior to a mummy being set to rest, strips of white cotton cloth are soaked in a secret alchemical formula. These bandages are then carefully wrapped around the body while an arcane ritual is performed. Add centuries of rest, and the bandages arcane magic becomes even stronger. The bandages are old, and some may deteriorate upon harvesting, but many should be viable for use. The bandages can be treated by alchemists and healers to treat injuries and disease. Spellcasters, especially necromancers, may be able to pull some arcane power from the item.
VALUE:
10 gp
WEIGHT:
4lb.
EXPIRE:
∞
DC:
10
ITEM:
Mummy Dust (small pouch)
DC:
10
Over time, the skin and bandages begin to dry and decay, creating a thin coating of dust on the creature. Combined with the magical aura of the mummy, this dust retains a touch of arcane power that can be used in potions and spells. Necromancers are especially interested in this item.
VALUE:
15 gp
WEIGHT:
3lb.
EXPIRE:
∞
CRAFT: Mummy Rot Juice (HHH)
DC:
20
ITEM:
Mummy Heart
DC:
20
When the body of a mummy is prepared, the body is cut open and all of the organs are removed, each being preserved in a ceremonial urn. These urns are often located somewhere within the mummy's lair (DMs discretion on the urns location). While the heart is desiccated and somewhat preserved, the harvesting DC check determines if the heart doesn't get damaged or crumble to dust when it is removed from the urn. The heart is useful to necromancers, artificers and other spellcasters.
VALUE:
4500 gp
WEIGHT:
3lb.
EXPIRE:
∞
CRAFT: Amulet of the Desert Tyrant
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.
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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.
Mummy Lord
Individual Treasure
957 gp, 20 pp
Random Roll: d100 = 82
d100 |
cp |
sp |
ep |
gp |
pp |
01-20 |
cp:
— |
sp:
4d6 x 100 (1,400) |
ep:
— |
gp:
1d6 x 100 (35) |
pp:
— |
21-35 |
cp:
— |
sp:
— |
ep:
1d6 x 100 (350) |
gp:
1d6 x 100 (350) |
pp:
— |
36-75 |
cp:
— |
sp:
— |
ep:
— |
gp:
2d6 x 100 (700) |
pp:
1d6 x 10 (35) |
76-100 |
cp:
— |
sp:
— |
ep:
— |
gp:
2d6 x 100 (700) |
pp:
2d6 x 10 (35) |
Mummy Lord
Treasure Hoard
19018 gp, 2862 pp
Art: 6 art objects worth 250 gp each
[1 Carved ivory statuette, 1 Silver necklace with a gemstone pendant, 2 Brass mug with jade inlay, 1 Silk robe with gold embroidery, 1 Gold bird cage with electrum filigree]Magic Items (2)
: [1 Mordenkainen's Private Sanctum Scroll (Level 4), 1 Potion of Gaseous Form]Random Roll: d100 = 30
|
cp |
sp |
ep |
gp |
pp |
Coins |
cp:
— |
sp:
— |
ep:
— |
gp:
4d6 x 1000 (1400) |
pp:
5d6 x 100 (1750) |
d100 |
Gems or Art Objects |
— |
01-03 |
Gems or Art Objects:
— |
—:
— |
04-06 |
Gems or Art Objects:
2d4 (5) 250 gp art objects |
—:
— |
07-10 |
Gems or Art Objects:
2d4 (5) 750 gp art objects |
—:
— |
11-12 |
Gems or Art Objects:
3d6 (10) 500 gp gems |
—:
— |
13-15 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
— |
16-19 |
Gems or Art Objects:
2d4 (5) 250 gp art objects |
—:
Roll 1d4 times on Magic Item Table A and 1d6 times on Magic Item Table B |
20-23 |
Gems or Art Objects:
2d4 (5) 750 gp art objects |
—:
Roll 1d4 times on Magic Item Table A and 1d6 times on Magic Item Table B |
24-26 |
Gems or Art Objects:
3d6 (10) 500 gp gems |
—:
Roll 1d4 times on Magic Item Table A and 1d6 times on Magic Item Table B |
27-29 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d4 times on Magic Item Table A and 1d6 times on Magic Item Table B |
30-35 |
Gems or Art Objects:
2d4 (5) 250 gp art objects |
—:
Roll 1d6 times on Magic Item Table C |
36-40 |
Gems or Art Objects:
2d4 (5) 750 gp art objects |
—:
Roll 1d6 times on Magic Item Table C |
41-45 |
Gems or Art Objects:
3d6 (10) 500 gp gems |
—:
Roll 1d6 times on Magic Item Table C |
46-50 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d6 times on Magic Item Table C |
51-54 |
Gems or Art Objects:
2d4 (5) 250 gp art objects |
—:
Roll 1d4 times on Magic Item Table D |
55-58 |
Gems or Art Objects:
2d4 (5) 750 gp art objects |
—:
Roll 1d4 times on Magic Item Table D |
59-62 |
Gems or Art Objects:
3d6 (10) 500 gp gems |
—:
Roll 1d4 times on Magic Item Table D |
63-66 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d4 times on Magic Item Table D |
67-68 |
Gems or Art Objects:
2d4 (5) 250 gp art objects |
—:
Roll once on Magic Item Table E |
69-70 |
Gems or Art Objects:
2d4 (5) 750 gp art objects |
—:
Roll once on Magic Item Table E |
71-72 |
Gems or Art Objects:
3d6 (10) 500 gp gems |
—:
Roll once on Magic Item Table E |
73-74 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll once on Magic Item Table E |
75-76 |
Gems or Art Objects:
2d4 (5) 250 gp art objects |
—:
Roll once on Magic Item Table F and 1d4 times on Magic Item Table G |
77-78 |
Gems or Art Objects:
2d4 (5) 750 gp art objects |
—:
Roll once on Magic Item Table F and 1d4 times on Magic Item Table G |
79-80 |
Gems or Art Objects:
3d6 (10) 500 gp gems |
—:
Roll once on Magic Item Table F and 1d4 times on Magic Item Table G |
81-82 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll once on Magic Item Table F and 1d4 times on Magic Item Table G |
83-85 |
Gems or Art Objects:
2d4 (5) 250 gp art objects |
—:
Roll 1d4 times on Magic Item Table H |
86-88 |
Gems or Art Objects:
2d4 (5) 750 gp art objects |
—:
Roll 1d4 times on Magic Item Table H |
89-90 |
Gems or Art Objects:
3d6 (10) 500 gp gems |
—:
Roll 1d4 times on Magic Item Table H |
91-92 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d4 times on Magic Item Table H |
93-94 |
Gems or Art Objects:
2d4 (5) 250 gp art objects |
—:
Roll once on Magic Item Table I |
95-96 |
Gems or Art Objects:
2d4 (5) 750 gp art objects |
—:
Roll once on Magic Item Table I |
97-98 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll once on Magic Item Table I |
99-100 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll once on Magic Item Table I |
Mummy Lord
Meat
The meat of an undead creature, if any still exists, is decayed, rotten and often riddled with disease. Eating the meat can cause serious illness, and even death. Dungeon Master's discretion.
This creature produces 5 pieces of meat, weighing a total of 20 lbs.
Random Roll: 2d6 = 5
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.