Crafting at the Greywatch: Difference between revisions

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Crafting: add Crafting at the Greywatch
 
Add Component Crafting Economy (Craft Value, output thresholds, effect budget, rarity cap, worked examples); generalize intro to monster-parts
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== Crafting at the Greywatch ==
== Crafting at the Greywatch ==
The Greywatch is the party's workshop as much as its fortress. Its facilities are what turn raw dragon-parts into finished gear.
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 ===
=== The five gates ===
To craft any item you need all of the following:
To craft any item you need all of the following:
# '''The recipe''' — see [[Dragon Crafting Recipes]].
# '''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 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).
# '''A facility''' — the matching Greywatch facility (or a town that rents one, at extra cost and time).
# '''The materials''' — harvested parts on hand.
# '''The materials''' — harvested parts on hand, spent as [[#Component Crafting Economy|Craft Value]].
# '''Cost and time''' — gold and downtime days below.
# '''Cost and time''' — gold and downtime days below.


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| Very Rare || 10,000–20,000 gp || 8–12 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 ===
=== Bastion turns ===

Revision as of 16:49, 27 June 2026

Crafting at the Greywatch

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:

  1. The recipe — see Dragon Crafting Recipes, or improvise under the general rules.
  2. A proficient crafter — a character proficient with the listed tool.
  3. A facility — the matching Greywatch facility (or a town that rents one, at extra cost and time).
  4. The materials — harvested parts on hand, spent as Craft Value.
  5. Cost and time — gold and downtime days below.

Greywatch facilities

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.)

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.

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).