Crafting at the Greywatch: Difference between revisions

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Add Bomb item type (thrown AoE consumable) with spec and examples; add the crafting roll (quality for all items, quantity for consumables); note cost is paid once per batch
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:
# '''A pattern''' — a known design, or an improvised build 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]]; see the [[Harvested Materials]] ledger for what the party holds.
# '''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. Paid once per build, whatever the batch size.)''
{| 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, bomb, 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 target rarity is the highest threshold met — never above the primary's rarity.
{| class="wikitable"
! Output rarity !! Single-use (potion, poison, oil, bomb, 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 ====
* '''An effect-bearing horn → staff.''' A Very Rare horn (16 CV; staff-stock; an elemental theme) is the primary. A staff is permanent, so Very Rare needs 32 CV. The horn alone (16) only meets the Rare threshold → a '''Rare''' staff carrying part of its intended power. Add another 16 CV of matching staff parts and it completes as a full '''Very Rare''' staff.
* '''Sense-lens + structural plates → shield.''' A Rare lens (8 CV; storm & divination; cap = Rare) is the primary. The lens alone (8) meets Uncommon → an '''Uncommon''' shield. Add four Common plates (+8 CV) to reach 16 → a '''Rare''' shield, the most the lens will allow.
 
=== The crafting roll ===
Building an item is not automatic. With a facility, a proficient crafter, and the components in hand, make a '''crafting check''' with the item's tool (d20 + the crafter's tool bonus) at the end of the build. The same roll sets the realized '''quality''' and, for consumables, the '''quantity''' of the output. The CV you spent buys a ''target rarity''; the roll nudges what actually comes off the bench.
 
'''Quality (all items).'''
{| class="wikitable"
! Crafting roll !! Quality
|-
| 9 or less || Under-tuned — the effect lands half a step low (fewer charges, reduced dice, a missing rider). Still a working item.
|-
| 10–19 || As built — the target rarity, full effect for its tier.
|-
| 20–29 || Half a step high — the strong end of its tier (an extra charge, +1 die, a small bonus rider).
|-
| 30+ || A full rarity step higher.
|}
A crafting roll never ruins the materials — even a low roll yields the item, only under-tuned. Quality shifts are bounded by the primary's rarity cap: a roll cannot push an item above what its primary allows. If you have already built to the cap, a 30+ instead delivers the capped item at its strongest (treat as the half-step-high result) alongside any quantity benefit.
 
'''Quantity (consumables only).''' A single build of a potion, poison, oil, bomb, scroll, or ammunition yields a batch; permanent items are always made one at a time.
{| class="wikitable"
! Crafting roll !! Batch size
|-
| 1–9 || 1
|-
| 10–19 || 2
|-
| 20–29 || 3
|-
| 30+ || 4
|}
Every item in a batch is identical and carries the same quality result from the roll. The gold and time cost is paid once per build, whatever the batch size.
 
=== Bombs (thrown consumables) ===
A bomb is a single-use item ''delivered to an area'' — the trait that sets it apart from a potion (drunk), a poison (applied to a weapon), or an oil (coated on). It shares the single-use CV column; only the delivery differs.
* '''Throw:''' an action; range 20/60 ft; bursts in a 10-ft radius (15 ft at Very Rare or better).
* '''Save:''' each creature in the radius makes a Dexterity save, DC 8 + the crafter's tool bonus, for half damage or to avoid the rider.
* '''Effect by rarity:''' ''Uncommon'' ≈ 2d6 of the primary's element, or a minor 1-round area condition; ''Rare'' ≈ 4d6 + a rider (difficult terrain, lightly obscured, a creature outlined for a minute); ''Very Rare'' ≈ 6–8d6 + a strong, persisting rider.
* '''Primaries:''' offensive or condition-applying glands, spores, bile, and venom. '''Contributors:''' the inert fluids — blood, ichor, fat — as binding agent and propellant.
 
==== Bomb examples ====
* '''Spore-cap → faerie fire bomb.''' A corrupted-myconid spore-cap (Uncommon primary; ''outlined as faerie fire''). A single-use Uncommon item needs 4 CV, so the cap alone builds it: on burst, creatures in the radius are limned in light for a minute — advantage to hit them, no benefit from invisibility — Dex save negates. Build to Rare (8 CV) for a wider burst or to drop the save.
* '''Scalding Steam Gland → steam bomb.''' The gland is a Very Rare primary (16 CV), and a single-use Very Rare bomb needs exactly 16 CV — so the gland alone makes one: a 15-ft burst of scalding steam, fire damage with a Dex save for half, the area left lightly obscured and difficult for a round. The tradeoff: that same gland is only ''half'' the 32 CV a permanent Very Rare wand or staff would need — one big throw, or progress toward a keepsake focus.
 
=== 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 a Rare suit of scale armor. They have a smith proficient with Smith's Tools, a Forge at the Greywatch, and an effect-bearing scale to anchor it. 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), then roll Smith's Tools to set its quality.
 
[[Category:Crafting]] [[Category:Greywatch]]

Latest revision as of 19:07, 27 June 2026