Crafting at the Greywatch: Difference between revisions
Add Component Crafting Economy (Craft Value, output thresholds, effect budget, rarity cap, worked examples); generalize intro to monster-parts |
Remove links to retired Dragon Crafting Recipes; generalize worked examples and the build example; point materials to the Harvested Materials ledger |
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=== 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: | ||
# ''' | # '''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 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, spent as [[#Component Crafting Economy|Craft Value]]. | # '''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. | # '''Cost and time''' — gold and downtime days below. | ||
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==== Worked examples ==== | ==== 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. | ||
=== Bastion turns === | === Bastion turns === | ||
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=== Example === | === Example === | ||
The party wants | 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). | ||
[[Category:Crafting]] [[Category:Greywatch]] | [[Category:Crafting]] [[Category:Greywatch]] | ||
Revision as of 17:34, 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:
- A pattern — a known design, or an improvised build under 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 Craft Value; see the Harvested Materials ledger for what the party holds.
- 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
- 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.
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).