Wood Woad
Harvesting Table
Instructions: Because this creature is an
Plant, 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: Plant
Skill: Nature
DC
Item
Description
Value
Weight
Exp.
Crafting
DC:
15
ITEM:
Wood Woad Lichen (pouch)
DC:
15
The lichen on a wood woad is a crusty green, plant-like substance that grows on its bark. The lichen has a great deal of regenerative properties which are valued by healers and medical experts. It can be difficult to harvest, as it flakes off easily and immediately loses its healing power.
VALUE:
15 gp
WEIGHT:
3lb.
EXPIRE:
14 days
DC:
20
ITEM:
Wood Woad Bark
DC:
20
A wood woad's bark resembles the bark of an oak tree, but writhes with an ancient arcane energy. The bark is as strong as iron, and can be crafted into armor.
VALUE:
30 gp
WEIGHT:
30lb.
EXPIRE:
∞
CRAFT: Wooden Half Plate, Wooden Breastplate, Armor of the Forest Sentinel (HHH2)
DC:
25
ITEM:
Wood Woad Seed
DC:
25
A wood woad's seed resembles an acorn, but slightly smaller. The seed does not grow another wood woad (as is commonly believed), but is swimming with magical potential. The seeds are sought after by druids, healers and elven societies.
Use: If this seed is planted within a forested area, and cultivated for the next year, it will become a fully grown tree. It will resemble the other trees in the area, but much larger. This magical tree acts as a protector of the surrounding forest. If a creature attempts to harm any tree within 1 mile of this magical protector, they must succeed on a DC 15 Wisdom saving throw or find themselves unable to willingly harm any vegetation for the next 24 hours. During this time, vegetation that grows within a mile of the magical tree becomes noticeably stronger and grows at twice its normal rate.
VALUE:
250 gp
WEIGHT:
1lb.
EXPIRE:
∞
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.
Wood Woad
Individual Treasure
This kind of creature does not normally carry treasure.
74 sp, 30 gp
Random Roll: d100 = 31
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) |
Wood Woad
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: 461 cp, 6985 sp, 2571 gp, 37 pp
Gems: 17 gems worth 50 gp each
[1 Quartz, 1 Star rose quartz, 5 Moonstone, 2 Chalcedony, 3 Zircon, 1 Chrysoprase, 2 Onyx, 2 Carnelian]Magic Items (3)
: [1 Gauntlets of Ogre Power, 1 Rod of the Pact Keeper +1, 1 Ring of Jumping] Random Roll: d100 = 85
|
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 |
Wood Woad
Meat
A plant-like creature doesn't have any actual meat, but may be composed of edible plants and fungi. Dungeon Master's discretion.
This creature produces 6 pieces of meat, weighing a total of 24 lbs.
Random Roll: 2d6 = 6
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.