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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.
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| === The five gates ===
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| To craft any item you need all of the following:
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| # '''A pattern''' — a known design, or an improvised build under [[Monster Harvesting#Crafting with what you harvest|the general rules]].
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| # '''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).
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| # '''The materials''' — harvested parts on hand, spent as [[#Component Crafting Economy|Craft Value]]; see the [[Harvested Materials]] ledger for what the party holds.
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| # '''Cost and time''' — gold and downtime days below.
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| === Greywatch facilities ===
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| {| class="wikitable"
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| ! Facility !! Tool !! Crafts
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| |-
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| | Forge || Smith's Tools || Weapons, shields, metal & scale armor
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| |-
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| | Tannery || Leatherworker's Tools || Hide armor, cloaks, membrane goods
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| | Laboratory || Alchemist's Supplies || Potions, oils, bombs, organ processing
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| | Arcane Study || Arcana / spell focus || Wands, foci, lenses, and any enchanted (magic) item
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| |}
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| 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.
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| === Cost and time by rarity ===
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| ''(At a controlled Greywatch facility, materials supplied. Paid once per build, whatever the batch size.)''
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| {| class="wikitable"
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| ! Rarity !! Cost (labor & reagents) !! Time
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| | Common || 25–50 gp || 1–3 days
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| |-
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| | Uncommon || 100–200 gp || 1–2 weeks
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| |-
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| | Rare || 1,000–2,000 gp || 3–6 weeks
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| | Very Rare || 10,000–20,000 gp || 8–12 weeks
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| |}
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| === Component Crafting Economy ===
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| 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.
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| '''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.)
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| '''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.
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| {| class="wikitable"
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| ! Output rarity !! Single-use (potion, poison, oil, bomb, scroll, ammo) !! Permanent / recharging (weapon, armor, shield, wand, staff, wondrous)
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| |-
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| | Common || 2 CV || 4 CV
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| | Uncommon || 4 CV || 8 CV
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| | Rare || 8 CV || 16 CV
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| | Very Rare || 16 CV || 32 CV
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| | Legendary || 32 CV || 64 CV
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| |}
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| 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.
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| '''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.
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| '''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.
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| ==== Worked examples ====
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| * '''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.
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| * '''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.
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| === The crafting roll ===
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| 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.
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| '''Quality (all items).'''
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| {| class="wikitable"
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| ! Crafting roll !! Quality
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| | 9 or less || Under-tuned — the effect lands half a step low (fewer charges, reduced dice, a missing rider). Still a working item.
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| | 10–19 || As built — the target rarity, full effect for its tier.
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| | 20–29 || Half a step high — the strong end of its tier (an extra charge, +1 die, a small bonus rider).
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| | 30+ || A full rarity step higher.
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| |}
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| 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.
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| '''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.
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| {| class="wikitable"
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| ! Crafting roll !! Batch size
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| | 1–9 || 1
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| | 10–19 || 2
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| | 20–29 || 3
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| | 30+ || 4
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| |}
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| 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.
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| === Bombs (thrown consumables) ===
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| 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.
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| * '''Throw:''' an action; range 20/60 ft; bursts in a 10-ft radius (15 ft at Very Rare or better).
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| * '''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.
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| * '''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.
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| * '''Primaries:''' offensive or condition-applying glands, spores, bile, and venom. '''Contributors:''' the inert fluids — blood, ichor, fat — as binding agent and propellant.
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| ==== Bomb examples ====
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| * '''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.
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| * '''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.
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| === Bastion turns ===
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| 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.
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| === Example ===
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| 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.
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| [[Category:Crafting]] [[Category:Greywatch]]
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