Ogre Bolt Launcher
                            Harvesting Table
                            
                            Instructions: Because this creature is an 
Giant, the player should roll a 
Medicine 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: Giant
                                Skill: Medicine
                                
                                
                              							  	
									
										DC
										Item
										Description
										Value
										Weight
										Exp.
										Crafting
								     
							 	                                      
                                        
											DC: 
											10										
                                        
											ITEM: 
											Ogre Fat (large pouch)											
											
												DC:
												10											
											
										
                                        
											An Ogre has a thick layer of fat under its filthy skin. It can be difficult to cut away enough useful fat, depending on the harvester's skill. The fat can be used to make soaps and candles.											
                                        
											VALUE: 
											3 	gp											
                                        
											WEIGHT: 
											4lb.											
                                        
											EXPIRE: 
											2 days											
                                        CRAFT: Repelling Candle (HHH)											
                                     
                                                                        
                                        
											DC: 
											15										
                                        
											ITEM: 
											Ogre Skin											
											
												DC:
												15											
											
										
                                        
											An ogre has a large, rough layer of pale skin. While strong and durable, leather made from the skin is not very aesthetic and has an odd smell (even after being treated).											
                                        
											VALUE: 
											4 	gp											
                                        
											WEIGHT: 
											10lb.											
                                        
											EXPIRE: 
											10 days											
                                        											
                                     
                                                                        
                                        
											DC: 
											20										
                                        
											ITEM: 
											Ogre Stomach											
											
												DC:
												20											
											
										
                                        
											Ogres are known to be voracious eaters, and have an enlarged, elastic stomach with a strong lining. Leatherworkers can treat and fashion larger than normal sack and bags. While these bags are larger (50% bigger), they do not increase a character's encumbrance.											
                                        
											VALUE: 
											10 	gp											
                                        
											WEIGHT: 
											4lb.											
                                        
											EXPIRE: 
											2 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.
								   
								 
							                  		 
                  	  
                  		
							Ogre Bolt Launcher
                            Individual Treasure
	    
		
	    	8 sp
Random Roll: d100 = 36
		 
	         
            
                                        | 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) | 
	                  		 
					
					
					
					
                  		 
                    		Ogre Bolt Launcher
                            Treasure Hoard
	    
		
	    	Coins: 3537 cp, 1373 sp, 115 gp
Gems: 12 gems worth 50 gp each
[1 Sardonyx, 2 Quartz, 2 Moonstone, 2 Zircon, 1 Onyx, 1 Chrysoprase, 1 Citrine, 1 Carnelian, 1 Jasper]
Random Roll: d100 = 35
		 
	         
            
                                        |  | 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 | 
	
	                     	 
                  		                      
						  Ogre Bolt Launcher
                          Trinkets
							
	    
		
	    	1 desiccated bear paw tied to a string
Random Roll: 1d20 = 12
	    	  
	                                     
									
									  
									  									  
										1
										1 leather strap with 3 humanoid skulls                                        	
										20 lb.
										5 sp
									   
									  									  
										2
										1 waterskin full of cheap wine                                        	
										5 lb.
										4 sp
									   
									  									  
										3
										1 necklace of various teeth                                        	
										1 lb.
										3 sp
									   
									  									  
										4
										1 crude wooden statue of Vaprak the Destroyer                                        	
										3 lb.
										5 sp
									   
									  									  
										5
										1 gnawed thigh bone                                        	
										3 lb.
										--
									   
									  									  
										6
										1 gnarled tree branch, oddly tied into a knot                                        	
										5 lb.
										1 cp
									   
									  									  
										7
										1 silver longsword, bent (90 degrees)                                        	
										3 lb.
										20 gp
									   
									  									  
										8
										1 pouch of human teeth, each painted a different color                                        	
										1 lb.
										4 sp
									   
									  									  
										9
										1 bloody medallion with an unrecognizable symbol (possible plot hook)                                        	
										1 lb.
										1 gp
									   
									  									  
										10
										1 hard clump of dirt [DC 15 Investigation Check, on success finds a gem worth 25gp inside, failure finds nothing]                                        	
										--
										--
									   
									  									  
										11
										1 large drum made with a wooden barrel and stretched human skin                                        	
										40 lb.
										3 gp
									   
									  									  
										12
										1 desiccated bear paw tied to a string                                        	
										3 lb.
										2 cp
									   
									  									  
										13
										1 overstuffed cloth child's doll, with hay bursting at the seams                                         	
										3 lb.
										3 sp
									   
									  									  
										14
										1 helm, crumpled like a tin can                                        	
										5 lb.
										5 cp
									   
									  									  
										15
										1 clay jar of bloody, mashed up remains                                        	
										6 lb.
										--
									   
									  									  
										16
										1 large toothpick-shaped bone (crude rapier, only 1d6 damage)                                        	
										3 lb.
										5 sp
									   
									  									  
										17
										1 large ball of clay, with a bite eaten out of it                                        	
										50 lb.
										5 sp
									   
									  									  
										18
										1d4 slab(s) of raw meat (spoils in 1 day)                                        	
										4 lb.
										2 sp
									   
									  									  
										19
										1d4 small animal carcass(es)                                        	
										1 lb.
										1 sp
									   
									  									  
										20
										1d6 piece(s) of colored chalk                                        	
										--
										3 cp
									   
									                                                  
                            Ogre Bolt Launcher
                            Meat
	    
		
	    	There is a stigma to eating meat belonging to sentient creatures that have a humanoid form and features. Harvesting the meat may be frowned upon and even considered cannibalism. Some communities may refuse to buy the meat (and some evil communities may pay a premium). The meat may even be difficult to eat, or unedible. Of course, these are all up to the Dungeon Master to decide.
 
	 
	    
		
	    	This creature produces 9 pieces of meat, weighing a total of 36 lbs.
			Random Roll: 6d6 = 9
			Large creatures produce 6d6 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.