Arcanaloth
Harvesting Table
Instructions: Because this creature is an
Fiend, 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: Fiend (yugoloth)
Skill: Arcana
DC
Item
Description
Value
Weight
Exp.
Crafting
DC:
5
ITEM:
Yugoloth Ichor (vial)
DC:
5
A yugoloth that dies on the prime material plane melts into a black bubbling ichor, that quickly dissolves if it is not harvested quickly. The ichor can be used in summoning rituals, but can also be turned into ink with alchemist supplies.
Use: A wizard can use the ink, with other ingredients, to copy a spell scroll into their spell book. Using this ink allows for the spell to be copied twice as fast, at half the cost. Note: 5% a vial is used to copy 1 spell level (so, an 8th level scroll would use 40% of an ink bottle).
VALUE:
50 gp
WEIGHT:
1lb.
EXPIRE:
14 days
DC:
10
ITEM:
Arcanaloth Venom (vial)
DC:
10
The claws of an arcanaloth are coated with a thin layer of venom. Some of this venom may be salvaged before it dries.
Proficiency with the poisoner kit may be used for harvesting this venom. On a successful check, the character harvests the creature's venom. The venom must be refined before producing 1 dose of Arcanaloth Poison (see below). On a failed check, the character is unable to extract the venom. If the character fails the check by 5 or more, the character is subjected to the creature's venom.
Refining the Poison: Once the venom is extracted, an alchemist (or someone proficient in the poisoner's kit) can spend 12 hours and 100gp worth of material to create Arcanaloth Poison (DC 14 Poisoner Kit or Alchemist Supplies check).
Arcanaloth Poison (Injury): Arcanaloth Poison is the exact equivalent of Serpent Venom (DMG p258). The poison can coat up to 3 pieces of ammunition or 1 melee weapon for 1 minute. Applying the poison takes 1 action. Any creature successfully hit must make a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. This poison usually sells for 200gp, but the poison is often considered an illicit good (and may not be sold to normal vendors).
VALUE:
50 gp
WEIGHT:
1lb.
EXPIRE:
14 days
DC:
15
ITEM:
Arcanaloth Hide
DC:
15
When in its true form, an arcanaloth has a well-groomed coat of soft fur (usually reddish-brown) covering its jackal-headed humanoid form. As an arcanaloth can take the shape of other humanoids, the fur is swirling with transformative arcane magic. Because the fur is so well taken care of, the hide is valued by most leatherworkers. Artificers may be able to capture the furs magical essence and use it to create unique items.
VALUE:
200 gp
WEIGHT:
9lb.
EXPIRE:
∞
DC:
20
ITEM:
Yugoloth Heart
DC:
20
A Yugoloth's heart is a red ball of flesh strewn with dark veins. The heart has strong ties to the yogoloth's home plane of Gehenna, and is valued among summoners and anyone that studies the Outer Planes. The heart is rumored to have the ability to teleport creatures to Gehenna.
VALUE:
750 gp
WEIGHT:
6lb.
EXPIRE:
2 days
CRAFT: Gem of Teleportation (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.
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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.
Arcanaloth
Individual Treasure
1013 gp, 42 pp
Random Roll: d100 = 90
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) |
Arcanaloth
Treasure Hoard
20478 gp, 1909 pp
Random Roll: d100 = 3
|
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 |
Arcanaloth
Trinkets
1 map of an unknown location in the Nine Hells
Random Roll: 1d20 = 7
1
1 unsigned mercenary contract
--
--
2
1 pouch of rocks from Gehenna
6 lb.
1 sp
3
1 journal titled "Books of Keeping", listing various locations, all crossed out
4 lb.
5 gp
4
1 sash, lined with iron rings, each marking a victory
3 lb.
1 gp
5
1 bundle of summoning supplies (chalk, candles, incense, etc.)
3 lb.
1 gp
6
1 map of an unknown location in the Abyss
--
1 gp
7
1 map of an unknown location in the Nine Hells
--
--
8
1 map of an unknown location, with a dotted line leading to an X
--
--
9
1 waterskin of a clear, hard liquor
5 lb.
5 sp
10
1 parchment outlining a siege battle plan
--
8 sp
11
1 two-headed coin (a "face on both sides)
--
1 gp
12
1 set of bone dice
--
5 sp
13
1 ornate wooden sword hilt, with silver inlays
4 lb.
2 gp
14
1 necklace with various battle trinkets (miniature sword, small ring, tiny lock of hair, etc.)
1 lb.
2 gp
15
1 war horn or a musical horn (DM choice)
2 lb.
3 gp
16
1 signet ring, with the symbol a scorpion's tail wrapped around a sword
--
5 gp
17
1 lock of an unknown beast's hair
--
1 sp
18
1 dagger that can't be removed from its sheath
1 lb.
1 gp
19
1 list of names, some are crossed out
--
--
20
1 a faceted piece of glass, resembling a diamond
--
5 sp
Arcanaloth
Meat
The meat of many monsters is considered vile and distasteful. Monstrosities and aberrations, in particular, may have tainted blood or rancid tasting meat. 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.