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.
Clockwork Gears and Scrap Metal
When destroyed, a clockwork machine shuts down (usually releasing a cloud of steam) and falls to pieces. Among it's remains are several gears and pieces of scrap metal. These items can be used by artificers, tinkerers, inventors, smiths and jewelers.
Clockwork Oil (flask)
Some of the clockwork's interior gears and components are coated in a thin layer of slick, black oil. It may be possible to gather some of this oil and collect it in a flask. The oil is a useful lubricant that any merchant will buy.
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
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.