Crafting at the Greywatch: Difference between revisions

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Add Component Crafting Economy (Craft Value, output thresholds, effect budget, rarity cap, worked examples); generalize intro to monster-parts
Renamed to Crafting via Commission or Bastion; redirect (DM may delete this title to remove the bastion name entirely)
Tag: New redirect
 
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== Crafting at the Greywatch ==
#REDIRECT [[Crafting via Commission or Bastion]]
The Greywatch is the party's workshop as much as its fortress. Its facilities are what turn raw monster-parts into finished gear.
 
=== The five gates ===
To craft any item you need all of the following:
# '''The recipe''' — see [[Dragon Crafting Recipes]], or improvise under [[Monster Harvesting#Crafting with what you harvest|the general rules]].
# '''A proficient crafter''' — a character proficient with the listed tool.
# '''A facility''' — the matching Greywatch facility (or a town that rents one, at extra cost and time).
# '''The materials''' — harvested parts on hand, spent as [[#Component Crafting Economy|Craft Value]].
# '''Cost and time''' — gold and downtime days below.
 
=== Greywatch facilities ===
{| class="wikitable"
! Facility !! Tool !! Crafts
|-
| Forge || Smith's Tools || Weapons, shields, metal & scale armor
|-
| Tannery || Leatherworker's Tools || Hide armor, cloaks, membrane goods
|-
| Laboratory || Alchemist's Supplies || Potions, oils, bombs, organ processing
|-
| Arcane Study || Arcana / spell focus || Wands, foci, lenses, and any enchanted (magic) item
|}
 
A facility the party '''controls''' lets the harvested material cover the item's raw-material cost — you pay only the labor/reagent figure below. Renting a town facility removes that offset (pay full market) and adds 50% to the time.
 
=== Cost and time by rarity ===
''(At a controlled Greywatch facility, materials supplied.)''
{| class="wikitable"
! Rarity !! Cost (labor & reagents) !! Time
|-
| Common || 25–50 gp || 1–3 days
|-
| Uncommon || 100–200 gp || 1–2 weeks
|-
| Rare || 1,000–2,000 gp || 3–6 weeks
|-
| Very Rare || 10,000–20,000 gp || 8–12 weeks
|}
 
=== Component Crafting Economy ===
Harvested components do more than fill a recipe — each carries a '''Craft Value (CV)''' set by its rarity, and an item is built by spending CV against a threshold.
 
'''Craft Value by rarity:''' Scraps 1 · Common 2 · Uncommon 4 · Rare 8 · Very Rare 16 · Legendary 32 · Artifact 64. (Each tier doubles, so laddering up from cheap parts is possible but deliberately inefficient.)
 
'''Building an item.''' Choose an item type — potion, poison, oil, scroll, ammunition, weapon, armor, shield, wand, staff, or wondrous item. Name one '''primary component''': it sets the item's ''effect'' and ''caps its rarity''. Then add '''secondary components''' whose type-tag matches the item until the total CV crosses a threshold. The output rarity is the highest threshold met — never above the primary's rarity.
{| class="wikitable"
! Output rarity !! Single-use (potion, poison, oil, scroll, ammo) !! Permanent / recharging (weapon, armor, shield, wand, staff, wondrous)
|-
| Common || 2 CV || 4 CV
|-
| Uncommon || 4 CV || 8 CV
|-
| Rare || 8 CV || 16 CV
|-
| Very Rare || 16 CV || 32 CV
|-
| Legendary || 32 CV || 64 CV
|}
A permanent or recharging item always costs '''twice''' the CV of a single-use item of the same tier. CV spent above the primary's rarity cap is wasted, or — at the DM's option — buys a minor flavor rider.
 
'''Effects by output rarity.''' Common components have no magic; they are pure CV and structure. Magic begins at Uncommon: ''Uncommon'' = +1, or one minor 1/day effect; ''Rare'' = +2, or a solid effect with a small rider; ''Very Rare'' = +3 / +2-with-teeth, or a strong 3/day effect; ''Legendary'' = a signature, multi-part effect. The primary component's descriptor themes the result; secondaries may add riders at the DM's discretion.
 
'''The rarity cap.''' The primary component caps the output: a Rare primary can never yield better than a Rare item, however much CV you pour in.
 
==== Worked examples ====
* '''White dragon horn → Staff of Frost.''' The horn is a Very Rare primary (16 CV; staff-stock; cold). A staff is permanent, so Very Rare needs 32 CV. The horn alone (16) only meets the Rare threshold → a '''Rare''' staff carrying 2 of its 4 spells. Add another 16 CV of frost-staff parts and it completes as the full '''Very Rare Staff of Frost'''.
* '''Dragon turtle shell-plates + storm-lens eyes → shield.''' The eyes are a Rare primary (8 CV; storm/shock; cap = Rare). The eyes alone (8) meet Uncommon → an '''Uncommon''' shield. Add four Common shell-plates (+8 CV) to reach 16 → a '''Rare''' shield, the most the eyes will allow.
 
=== Bastion turns ===
One bastion turn = 7 days. A crafter occupies one facility for the duration of a project; multiple crafters at different facilities work in parallel. A project longer than one bastion turn continues across turns so long as the facility and crafter remain assigned.
 
=== Example ===
The party wants ''Glacial Half-Plate'' (Rare). They have a smith proficient with Smith's Tools, a Forge at the Greywatch, and a hide's worth of Glacial Scales. They pay 1,500 gp and assign the smith to the Forge for 5 weeks (most of one bastion turn five times over — or run it alongside other projects at other facilities).
 
[[Category:Crafting]] [[Category:Greywatch]]

Latest revision as of 19:07, 27 June 2026