Crafting at the Greywatch

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Revision as of 18:04, 27 June 2026 by Wvaske (talk | contribs) (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)
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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. A pattern — a known design, or an improvised build 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; see the Harvested Materials ledger for what the party holds.
  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. Paid once per build, whatever the batch size.)

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.

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).

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.

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.