Zariel
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 (devil)
Skill: Arcana
DC
Item
Description
Value
Weight
Exp.
Crafting
DC:
10
ITEM:
Zariel Blood (5 vials)
DC:
10
Archdevil blood is difficult to obtain, and used in powerful spells and concoctions.
VALUE:
750 gp
WEIGHT:
1lb.
EXPIRE:
7 days
DC:
15
ITEM:
Zariel Feather
DC:
15
Zariel's blacked angel wings are scorched and battered, and most of the feathers are fused together into a dark leathery mass. However, it may be possible to recover a charred feather. Archdevil parts fetch a high price, and often contain powerful magic.
Use: When this feather is held in one's hand, it acts as a Ring of Feather Falling.
VALUE:
2000 gp
WEIGHT:
–
EXPIRE:
∞
DC:
20
ITEM:
Zariel Flail Head
DC:
20
The striking head of Zariel's flail was forged in flames of the Nine Hells, and is wreathed in arcane energy. If the flail is not too damages, the item may be recovered. A master smith, working with a powerful spellcaster, may be able to reforge the flail.
VALUE:
5000 gp
WEIGHT:
30lb.
EXPIRE:
∞
DC:
20
ITEM:
Zariel's Wings
DC:
20
As a fallen angel, Zariel's once-holy wings have been corrupted and are highly valued for various reasons. Scholars wish to study the conflict between the heavens and hell, and if corruption truly is forever. Wizards and spellcaster seek any power that remains in the wings (either divine or otherwise). Many will pay a bounty for the wings as proof of the devils defeat. Some casters may be able to fashion a powerful magic item from the remains.
VALUE:
3000 gp
WEIGHT:
20lb.
EXPIRE:
7 days
CRAFT: Infernal Wings (HHH3), Cloak of the Scorched Martyr (HHH3)
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.
Zariel
Individual Treasure
3438 gp, 346 pp
Random Roll: d100 = 31
d100 |
cp |
sp |
ep |
gp |
pp |
01-15 |
cp:
— |
sp:
— |
ep:
2d6 x 1000 (7000) |
gp:
8d6 x 100 (2800) |
pp:
— |
16-55 |
cp:
— |
sp:
— |
ep:
— |
gp:
1d6 x 1000 (3500) |
pp:
1d6 x 100 (350) |
56-100 |
cp:
— |
sp:
— |
ep:
— |
gp:
1d6 x 1000 (3500) |
pp:
2d6 x 100 (700) |
Zariel
Treasure Hoard
|
cp |
sp |
ep |
gp |
pp |
Coins |
cp:
— |
sp:
— |
ep:
— |
gp:
12d6 x 1000 (42,000) |
pp:
8d6 x 1000 (28,000) |
d100 |
Gems or Art Objects |
— |
01-02 |
Gems or Art Objects:
— |
—:
— |
03-05 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d8 times on Magic Item Table C |
06-08 |
Gems or Art Objects:
1d10 (5) 2,500 gp art objects |
—:
Roll 1d8 times on Magic Item Table C |
09-11 |
Gems or Art Objects:
1d4 (2) 7,500 gp art objects |
—:
Roll 1d8 times on Magic Item Table C |
12-14 |
Gems or Art Objects:
1d8 (4) 5,000 gp gems |
—:
Roll 1d8 times on Magic Item Table C |
15-22 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d6 times on Magic Item Table D |
23-30 |
Gems or Art Objects:
1d10 (5) 2,500 gp art objects |
—:
Roll 1d6 times on Magic Item Table D |
31-38 |
Gems or Art Objects:
1d4 (2) 7,500 gp art objects |
—:
Roll 1d6 times on Magic Item Table D |
39-46 |
Gems or Art Objects:
1d8 (4) 5,000 gp gems |
—:
Roll 1d6 times on Magic Item Table D |
47-52 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d6 times on Magic Item Table E |
53-58 |
Gems or Art Objects:
1d10 (5) 2,500 gp art objects |
—:
Roll 1d6 times on Magic Item Table E |
59-63 |
Gems or Art Objects:
1d4 (2) 7,500 gp art objects |
—:
Roll 1d6 times on Magic Item Table E |
64-68 |
Gems or Art Objects:
1d8 (4) 5,000 gp gems |
—:
Roll 1d6 times on Magic Item Table E |
69 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d4 times on Magic Item Table G |
70 |
Gems or Art Objects:
1d10 (5) 2,500 gp art objects |
—:
Roll 1d4 times on Magic Item Table G |
71 |
Gems or Art Objects:
1d4 (2) 7,500 gp art objects |
—:
Roll 1d4 times on Magic Item Table G |
72 |
Gems or Art Objects:
1d8 (4) 5,000 gp gems |
—:
Roll 1d4 times on Magic Item Table G |
73-74 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d4 times on Magic Item Table H |
75-76 |
Gems or Art Objects:
1d10 (5) 2,500 gp art objects |
—:
Roll 1d4 times on Magic Item Table H |
77-78 |
Gems or Art Objects:
1d4 (2) 7,500 gp art objects |
—:
Roll 1d4 times on Magic Item Table H |
79-80 |
Gems or Art Objects:
1d8 (4) 5,000 gp gems |
—:
Roll 1d4 times on Magic Item Table H |
81-85 |
Gems or Art Objects:
3d6 (10) 1,000 gp gems |
—:
Roll 1d4 times on Magic Item Table I |
86-90 |
Gems or Art Objects:
1d10 (5) 2,500 gp art objects |
—:
Roll 1d4 times on Magic Item Table I |
91-95 |
Gems or Art Objects:
1d4 (2) 7,500 gp art objects |
—:
Roll 1d4 times on Magic Item Table I |
96-100 |
Gems or Art Objects:
1d8 (4) 5,000 gp gems |
—:
Roll 1d4 times on Magic Item Table I |
Zariel
Trinkets
1 preserved human heart that is hard as a rock
Random Roll: 1d20 = 4
1
1 hooked torturer's tool
1 lb.
7 sp
2
1 necklace of human teeth
1 lb.
3 sp
3
1 undecipherable map, drawn on a piece of skin
1 lb.
1 sp
4
1 preserved human heart that is hard as a rock
6 lb.
5 gp
5
1 length of chain (1 foot) with an extremely difficult lock (DC 20)
4 lb.
6 gp
6
1 demon's tooth engraved with runes
2 lb.
5 sp
7
1 vial of acid that reads "special sauce"
1 lb.
25 gp
8
1 hellwasp larvae preserved in red amber
½ lb.
5 sp
9
1 ring made of small finger bones
--
5 sp
10
1 human skull carved into a flagon
6 lb.
3 sp
11
1 parchment with a crude diagram of a torture device
--
1 sp
12
1 flask of blood from an unknown source
5 lb.
3 sp
13
1 large piece of black charcoal carved into a sneering face
3 lb.
2 sp
14
1 pickled human tongue
1 lb.
3 cp
15
1 glass eyeball with an iron needle piercing through the middle
1 lb.
1 sp
16
1 crude, bloody dagger made from a long shard of glass
1 lb.
3 sp
17
1 unsigned contract for a soul
--
--
18
1 gnawed thigh bone
3 lb.
--
19
1 set of toothpicks carved from bones
--
1 cp
20
1d4 slab(s) of dried human meat
2 lb.
5 cp
Zariel
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 11 pieces of meat, weighing a total of 44 lbs.
Random Roll: 6d6 = 11
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.