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.
Slithering Tracker Fluid (vial)
When a slithering tracker is defeated, it falls into a puddle of clear liquid, with a reddish tint (even redder if it has killed recently). The fluid has a low viscosity and spreads out fast, flowing in crevasses and small holes, and and can be difficult to collect. The fluid has many alchemical properties. It is also valued by spellcasters and clerics of vengeful deities.
CRAFT: Potion of Liquid Form (HHH2)
Slithering Tracker Essence (vial)
The essence of a slithering tracker is invisible to the naked eye. Harvesting the essence requires a simple ritual, which gathers a red mote of light into an enchanted container. The red light is almost hypnotizing, and fills most people with a deep anger. The essence is just a speck of the creature's vengeful spirit, and is useful to spellcasters. Requires an enchanted vial.
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 and HHH2 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
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
harvested items. Note: It is always up to the DM to decide on the exact expiration.
Flesh rots and decays quickly.
Body Part, Undead
Undead body parts are already rotting, so their usefulness can last a little longer than regular flesh (which becomes useless when it rots).
Bones take a very long time to decay.
Feathers take a very long time to decay.
Ears are predominantly tough cartilage (soft bone). The skin around the ears rot quickly, but the ear remains intact for some time after.
Hair takes a very long time to decay.
Like other flesh, it rots and decays quickly, but lasts slightly longer
Hides/Pelts must be treated and soaks in order to retain its usefulness.
Liquid, Vial (i.e. Blood)
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)
Slimes and gels tend to have a longer shelf-life than other fluids. However, if exposed to air, it gets ruined VERY quickly.
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)
Usually a strip of skin, which can be preserved with some oil to last a little longer than other flesh.
While wings contain flesh, which rots quickly, the bones and leather/feather last much longer, making the wings usefulness last longers.