Neogi Hatchling Swarm
Harvesting Table
Instructions: Because this creature is an
Aberration, 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: Aberration
Skill: Arcana
DC
Item
Description
Value
Weight
Exp.
Crafting
DC:
10
ITEM:
Neogi Hatchling Venom (x3 vial)
DC:
10
The clear yellow venom of a hatchling neogi is used weaken and subjugate potential slaves. A hatchlings poison is weaker than an adults.
Proficiency with the poisoner kit can be used for harvesting this venom. On a successful check, the character harvests enough vemon for a single dose. On a failed check, the character is unable to extract any venom. If the character fails the check by 5 or more, the character is subjected to the creature's poison.
Refining the Poison: Once the venom is extracted, an alchemist (or someone proficient in the poisoner's kit) can spend 1 day and 100gp worth of material to create Neogi Poison (DC 14 Poisoner Kit or Alchemist Supplies check).
Neogi Hatchling Poison (Injury): A creature can use an action to coat 1 melee weapon, or 3 pieces of ammunition with this poison. The poison lasts for 1 minute, or until the poison successfully affects a target. A creature successfully hit must make a DC 12 Constitution saving throw, taking 7 (2d6) 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:
2 gp
WEIGHT:
1lb.
EXPIRE:
14 days
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.
Neogi Hatchling Swarm
Individual Treasure
8 sp
Random Roll: d100 = 48
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) |
Neogi Hatchling Swarm
Treasure Hoard
|
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 |
Neogi Hatchling Swarm
Trinkets
1 silk rope, 10 feet
Random Roll: 1d12 = 1
1
1 silk rope, 10 feet
½ lb.
1 gp
2
1 iron slave collar
4 lb.
5 sp
3
1 stone with a crude painting of a purple star (symbol of Caiphon)
4 lb.
1 sp
4
1 fine silk sash
3 lb.
10 gp
5
1 half-full vial of black ink with a sewing needle inside (for tattoos)
--
3 gp
6
1 spindle of silk thread (medical stitching)
--
1 gp
7
1 bent umber hulk mandible
2 lb.
4 sp
8
1 tiny sack of miscellaneous trade goods (leather, mushrooms, chitin, etc.)
30 lb.
20 gp
9
1 small slaver's whip, frayed (useless)
2 lb.
5 cp
10
1 small, rolled parchment with a spelljammer ship construction specs
--
5 sp
11
1d4 insect meat ration(s)
2 lb.
3 sp
12
1d6 broken links of a chain
2 lb.
1 sp
Neogi Hatchling Swarm
Meat
The meat of insectiods and arachnids can be nourishing, but are often gamey and tasteless. Some communities frown on eating insect meat (and will only pay half price), while others rely on it. Dungeon Master's discretion.
This creature produces 10 pieces of meat, weighing a total of 40 lbs.
Random Roll: 2d6 = 10
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.