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Gaming

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General items about Gaming

Cartography

Cartography

Cartographer’s Tools

  • RAW Cost: 15gp
  • RAW Weight: 6lbs
  • Items: Compass, Ruler, Triangle, Pen, Parchment, Calipers
  • Crafting Restrictions: Must follow rules detailed in the “Creating Detailed Maps” section.
  • Mundane Item Crafting: None
  • Magic Item Crafting: None
  • Artwork Creation: Can create high quality maps that can be modified and sold as artwork.
  • QA Artwork Bonus: None
  • Structure Building: None
  • Adventuring Utility: Cannot get lost in a mapped area and can be granted additional bonuses whilst navigating a mapped area.

Default Recipes

Cartographers are a particular breed.  Either they are holed up in a small room copying maps or combining them or wandering the world putting together something fantastic.  They can make the following:

  • Accurate maps

Skill Usage

  • Arcana, History, Religion: You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.
  • Nature: Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.
  • Survival: Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.
  • Craft a Map: While traveling, you can draw a map as you go in addition to engaging in other activities.

Cartographer’s Tools Basic Skill Use Difficulty Table

ActivityDC
Determine a map’s age and origin10
Estimate direction and distance to a landmark15
Discern that a map is fake15
Fill in a missing part of a map20

Crafting

For much of the crafting for this skill set and tools, just use the Mundane Crafting rules unless there is something specific that the character wishes to create outside of the normal things.

Carpentry

Carpentry

Carpenter’s Tools

  • RAW Cost: 8gp
  • RAW Weight: 6lbs
  • Items: Ruler, Framing Square, Nails, Clamp, Chisel, Knife, Framing Hammer, Level, Saw
  • Crafting Restrictions: Requires a workshop.
  • Mundane Item Crafting: Shields, Laminar Armor (wooden ring mail), Bucket, Chest, Ladder, Portable Ram, and Vehicles.
  • Magic Item Crafting: None
  • Artwork Creation: Can create high quality furnishings such as tables and desks.
  • QA Artwork Bonus: Time to find a buyer is cut in half.
  • Structure Building: One of the core toolkits used when creating structures.
  • Adventuring Utility: Can be granted bonuses when interacting with objects created via carpentry.

Default Blueprints

Coming out of carpentry school gives each graduate with a set of skills that are widely useful.  They can make the following items:

  • Shields
  • Laminar armor
  • Buckets
  • Chests
  • Ladders
  • Portable rams
  • Vehicles (carts)
  • Common tools

Skill Usage

  • History: This tool proficiency aids you in identifying the use and the origin of wooden buildings and other large wooden objects.
  • Investigation: You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.
  • Perception: You can spot irregularities in wooden walls or floors, making it easier to find trap doors and secret passages.
  • Stealth: You can quickly assess the weak spots in a wooden floor, making it easier to avoid the places that creak and groan when they’re stepped on.
  • Fortify: With 1 minute of work and raw materials, you can make a door or window harder to force open. Increase the DC needed to open it by 5.
  • Temporary Shelter: As part of a long rest, you can construct a lean-to or a similar shelter to keep your group dry and in the shade for the duration of the rest. Because it was fashioned quickly from whatever wood was available, the shelter collapses 1d3 days after being assembled.

Carpenter’s Tools Basic Skill Use Difficulty Table

ActivityDC
Build a simple wooden structure10
Design a complex wooden structure15
Find a weak point in a wooden wall15
Pry apart a door20

Crafting

For much of the crafting for this skill set and tools, just use the Mundane Crafting rules unless there is something specific that the character wishes to create outside of the normal things.

Calligraphy

Calligraphy

Calligrapher’s Supplies

  • RAW Cost: 10gp
  • RAW Weight: 5lbs
  • Example Items: Parchment Paper, Ink, Quills, Ruler, Paintbrush
  • Crafting Restrictions: N/A
  • Mundane Item Crafting: Books
  • Magic Item Crafting: Manuscripts, Tomes, and Scrolls
  • Artwork Creation: Can create beautiful handwriting that can be used in tandem with virtually any other toolkit.
  • QA Artwork Bonus: Artisan is granted a crafting inspiration dice that can be used on themselves or a crafting companion that is working on the same object during that crafting session.
  • Structure Building: N/A
  • Adventuring Utility: Any written document you create has a more profound impact than it otherwise would.

Default Blueprints

Calligraphy is a skill that requires a masterful penmanship and a calm hand.  They can create the following items:

  • Books
  • Scrolls (non-magical)
  • Common written works

Skill Usage

  • Arcana: Although calligraphy is of little help in deciphering the content of magical writings, proficiency with these supplies can aid in identifying who wrote a script of a magical nature.
  • History: This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays.
  • Decipher Treasure Map: This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to determine a map’s age, whether a map includes any hidden messages, or similar facts.

Calligrapher’s Supplies Basic Skill Use Difficulty Table

ActivityDC
Identify writer of nonmagical script10
Determine writer’s state of mind15
Spot forged text15
Forge a signature20

Crafting

For much of the crafting for this skill set and tools, just use the Mundane Crafting rules unless there is something specific that the character wishes to create outside of the normal things.

Brewing

Brewer’s Supplies

  • RAW Cost: 20gp
  • RAW Weight: 9lbs
  • Example Items: Boil Kettle, Mortar and Pestle, Mash Tun
  • Crafting Restrictions: Access to heat is required. This can be done on the road, but housing a meaningful amount of ale will require additional containers, and likely a cart. Typically brewing is done in a fixed location.
  • Mundane Item Crafting: Ale, Wine, and Liquor. Ale and Wine are RAW, Liquor will be up to the DM.
  • Magic Item Crafting: No RAW crafting options. However, there is some home-brew potential here. Entirely DM Dependent.
  • Artwork Creation: Can potentially create extremely high-quality spirits, however spoiling the batch is very easy.
  • QA Artwork Bonus (Ale): Able to find a buyer in 1/3rd the time.
  • QA Artwork Bonus (Wine/Liquor): +20 to roll modifier on the “Selling a Magic Item” table.
  • Structure Building: N/A
  • Adventuring Utility: N/A

Default Recipes

Brewers are expected to be able to brew something upon getting their toolkit, and here is a recipe list they will all start with:

  • Common ales
  • Common wine
  • Common liquor

Skill Usage

  • History: Proficiency with brewer’s supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.
  • Medicine: This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.
  • Persuasion: A stiff drink can help soften the hardest heart. Your proficiency with brewer’s supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.
  • Potable Water: Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.

Brewer’s Supplies Basic Use Difficulty Table

ActivityDC
Detect poison or impurities in a drink10
Identify alcohol15
Ignore effects of alcohol20

Crafting

For much of the crafting for this skill set and tools, just use the Mundane Crafting rules unless there is something specific that the character wishes to create outside of the normal things.

Types of Drinks

Beer: There are three important keys to getting accurate, great tasting beer. Good quality water, the correct hops, and suitable barley. For each of the following brews, the correct ingredients must be sourced to brew the correct beer. Water can be collected from any source, however, purified water from a cleric for example, is the best option as it has a certain divine quality. Hops and barley for each brew must be sourced from their original locations which can be expensive if you don’t like to travel.

For a single brews’ worth of hops or barley, if you buy from the area stipulated, the cost will be 1gp and will take 1d2 days to find the correct people and materials. If you order the required goods from a different location (town, city, etc.) the cost will be 6gp, and will day 4d6 days to source the required materials.

Fortified Wines, Meads & Ciders: Much like beer and wine, the correct ingredients must be used to recreate the perfect drop when it comes to the following drinks. They can be sourced from the stipulated locations for 1gp and 1d2 days. Or can be ordered from any town or city for 4gp, with a ready time of 3d6 days.

Spirits: Spirits are the somewhat “rough and ready” type of beverage that can be created at almost any time with almost any ingredient. Unless specified below, brewers can obtain any required ingredients from any town or city for 3gp.

Wines: In the wine business, the type of grape is seen as an important factor in getting the correct taste. It can be additionally stated that the concept of Terra is an equally important factor. As with the beer, vintners must source the grapes from the correct area to create the correct wine.

Sourcing the grapes from the correct location will cost 1gp and take 1d2 days to find the correct people and materials. If you order the required goods from a different location (town, city, etc.), the cost will be 10gp, and will day 3d6 days to source the required materials.

Research Point Cost

While brewing drinks many times is an exact science much like many other skills, it is the nuances of what tastes may go together that matter the most.  There are also the varied palates of different people and even creatures that might make something tastes great to one, and like garbage to another. This means that like any other researcher, the brewer must experiment and test different combinations of ingredients to make that perfect meal.

Recipe Creation Research Point Cost Table

RarityResearch Point CostMinimum Character Level
Common251
Uncommon755
Rare1509
Very Rare30013
Legendary50017

Research Point Reductions

Only one of the two existing recipe reductions may be used for any specific formula creation.

Existing Recipe: If the researcher has on hand another recipe that is very similar and it can be used as an exemplar starting point, then a reduction up to 25% of the total Research Points needed can be applied to the cost. The recipe that is used for this is also consumed during the process.

Existing Recipe: If the brewer has a full formula created by someone else, there is a 50% reduction of the total research points required to create the recipe.  While it might be a formula, it most likely will not be accurate missing brewing idiosyncrasies of the brewer that created that recipe, therefore requiring the formula to be validated through additional research.

Facility: If there is a dedicated facility for the research and creation of recipes, then up to 25% of the cost can be reduced by expending facility points to replace the research points.  See the facilities rules for more details.

Recipe Formula Creation Completion

Once the brewer has collected enough Research Points it is time to put together the recipe and test it.  There is no benefit in expending more Research Points or gold pieces once the minimum has been met, these would just go to waste since they will not impact the final DC. The Research Points that will be used for completing the project are spent and lost and are not recoverable. The creator will make a Brewers Supplies skill roll. No other modifiers or advantage chances can be applied to this roll.  It can only be a straight roll. 

Once again, the if the product being created is a slightly improved version of an existing recipe, but not sufficiently to increase the rarity, the DC will increase as the average of the two rarity DCs as selected by the GM.

If the roll is equal to or greater than the listed DC, the recipe has been created and can be considered entered the Brewer’s recipe book. Failure means that the recipe was not created, and the recipe must start again, but in their next attempt the amount of Research Points required is reduce by 50%.

Recipe Formula Creation Success Table

RarityDC For Success
Common8
Uncommon14
Rare20
Very Rare26
Legendary32

Recipe Creation

Now that the brewer has created a recipe, now it is time to start cooking it. Each recipe normally creates a single meal, but with greater difficulty, the cooks can stretch out the meal to multiple people., but all of them will require a certain amount of special ingredients as well as a difficulty check. The listed required ingredients are only the minimum and should include additional ingredients depending on the type of recipe being created.

Recipe Benefits

Any person may only be the recipient of a single recipe bonus oncer per 24-hours.  Consuming the refreshing drink will only satisfy your tongue, but not have any appreciable effect. A character cannot also have two benefits in effect at once, only the first one will be active while the second goes to waste. There is a table summarizing each of the different recipes and most of their benefits, but each one must be checked directly to see if there are any caveats for consuming the drink.

Alcohol Level

While getting stinking drunk is not always the goal of drinking, it could be if too much is consumed at once.  The number is showing the strength of that specific drink which will give an indication of how strong it might be.  The Drunkenness rules apply here. A summary of this is as follows:

Drink Strength Table

StrengthDrink
½Watered Down
1Average
2Strong
3Inhuman

Recipe Failure

Normally, getting a recipe wrong just makes for upset guests and customers. but when working with magical ingredients. there is potential for catastrophic arcane failure. When a creature fails an ability check to cook a magical recipe by five or more, roll on the Brewing Mishaps table to determine what happens to the food.  Note that rolling a one when attempting to make the DC always results in a mishap.

The creature is not aware how wrong their food is until someone eats it. Another creature can notice these imperfections in the food with a DC20 Wisdom (Brewer’s Supplies) check.

Brewing Mishaps

Roll (1d20)Mishap
1Animated Food
2-3Cursed Food
4-5Explosive Food
6Illusory Food
7Inverse Food
8Polymorphic Food
9-15Poisonous (mild)
16-17Poisonous (strong)
18Poisonous (deadly)
19-20Summoning Sickness

Animated Drink: The drink animates, gets up from its mug, and either starts attacking or attempts to escape. The drink has the same statistics as a Water Mephit.

Cursed Drink: Creatures that eat cursed drink become cursed indefinitely. Choose one of the creature’s ability scores at random. That creature gains disadvantage on ability checks and saving throws using that ability until the curse is lifted.

Explosive Drink: Creatures that drink this beverage will find it explode in their mouth dealing 3d10 fire damage to them.

Illusory Drink: The beverage becomes an illusion. The mug or vessel holding it remains real and can move the illusion with it. but the actual drink becomes a Programmed Illusion mimicking smell. Interacting with the drink reveals it to be an illusion as matter passes through it. The illusion disappears after one hour.

Inverse Drink: The drink has the opposite of the intended effect. Beverages that heal instead harms, drinks that grants improved sight instead blinds. and liquids that grants advantage instead grants disadvantage.

Example:

For drinks that grants a special attack such as Yeti Tartare, deal damage to the creature as if they had damaged themselves with the ability. For unique circumstances, the DM can make their own ruling.

Polymorphic Drink: Creatures that eat polymorphic drink must attempt a DC13 Constitution saving throw or become polymorphed into a random tiny beast for 1 hour.

Poisonous (mild): Creatures that eat mildly poisonous drink must attempt a DC11 Constitution saving throw. On a failed save. the creature becomes poisoned for 1d4 hours.

Poisonous (strong): Creatures that eat strongly drink food must attempt a DC13 Constitution saving throw. On a failed save, the creature takes 3d6 poison damage and becomes poisoned for 1d3 days.

Poisonous (deadly): Creatures that eat deadly poisonous drink must attempt a DC15 Constitution saving throw. On a failed save, the creature becomes poisoned and takes 1d6 damage at the start of each of their turns while poisoned in this way. The creature can attempt a new saving throw every ten rounds, ending the effect on a successful save.

Summoning Sickness: Creatures that eat this beverage become afflicted with magical sickness that causes them to periodically vomit harmless tiny objects from their mouth. The objects are random, anything from slugs to ball bearings. The creature has a 25% chance to do nothing at the start of each of its turns for the next one hour. All objects disappear at the end of this duration.

Cooking Success Table

Recipe RarityIngredientsDC to Create Single PortionsDC to Create 1d4 PortionsDC to Create 1d6 PortionsDC to Create 1d8 PortionsDC to Create 1d10 PortionsDC to Create 1d12 Portions
Common3 common ingredients
Common Cookware
101214161820
Uncommon1 common ingredient
3 uncommon ingredients
Uncommon Cookware
141719212325
Rare3 uncommon ingredients
2 rare ingredients
Rare Cookware
182224262830
Very Rare2 uncommon ingredients
3 rare ingredients
2 very rare ingredients
ery rare Cookware
222729313335
Legendary5 uncommon ingredients
4 rare ingredients
3 very rare ingredients
2 legendary ingredients
Legendary Cookware
253133353739

Recipe Rarities and Benefits Table

RecipeRarityTypeAlcohol LevelDescription
Archenwood StoutCommonBeer+0Once consumed, any drinker will find themselves become more tolerant of pain, with the addition of five temporary hit points, which last for 1d4 hours
AszunderVery RareWine+0Once consumed, characters find themselves refreshed and ready for anything. Characters immediately gain back two spent hit die or a spent level one spell slot. This effect can only occur once every 1d4 days
Bent Helm StoutUncommonBeer+1Once consumed, characters find themselves in an aggressive and combative mood. For every social interaction with any being over the next 1d4 hours, Characters must roll a DC 14 Wisdom saving throw after a minute of conversation. If failed, the affected character flies into a rage, attacking whoever talked last using only unarmed attacks.
Bitter BlackCommonBeer+0Upon drinking, characters must succeed a DC 9 Constitution check to avoid becoming nauseous. If the check is failed, characters are unable to gain any benefits from the beer for 1d4 days. If successful, characters gain advantage on all non-combat related Strength (Athletics) checks for 1d4 hours
Bitterroot BeerCommonBeer+0Upon drinking, characters must succeed a DC 8 Constitution check to avoid becoming nauseous. If the check is failed, players are unable to gain any benefits from the beer for 1d4 days. If successful, the Bitterroot Beer will provide the drinker with 1d4 hours of advantage on Constitution saving throws
Blackwater StoutUncommonBeer+1Once consumed this stout will grant consumers five temporary hit points and +1 to any Dexterity (Acrobatics) checks made in the next 1d6 hours
Cinnamon Spiced MilkVery RareFortified+3Characters who consume this drink gain immunity from cold weather and resistance to any cold damage. Additionally, characters also gain unshakeable hope and cheer, granting them immunity against magic or effects which cause fear or despair
Coolthroat SipCommonWine+2This will produce a drink which can be sold in total for twice the material costs
Dragon Breath BeerRareBeer+2Consumers can use an action, to exhale a 10-foot cone of scorching steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be stunned for 1d4 rounds.
Drawn Dagger DownCommonSpirits+3Character will leave them with disadvantage on all Charisma skill checks for 1d2 hours
Dreaming Dragon EverquestVery RareSpirits+0This beverage will provide characters will an unparalleled mental clarity. Characters gain advantage on all saving throws against magic that attempts to affect a character’s mind. This includes effects from spells like Sleep, Charm Person, Command or Confusion, to mention a few
EvershimmerRareWine-1The result is a wonderfully easy-going wine which leaves no trace of a hangover. Drinking it also provides +2 to your Intelligence score for 1d4 hours
Feldpost’s SherryVery RareFortified+1Consuming this drink provides +2 to your wisdom ability score for 2d4 hours
Fighting Cock RedUncommonWine+0This wine has 1d4 charges of a Flame Breath ability. As a bonus action, you can exhale fire at a target within 30 feet of you. The target must succeed a DC 13 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends one hour has passed
Fighting Cock WhiteUncommonWine+1Once ready, anyone who consumes this wine has 1d4 charges of a Frost Breath ability. As a bonus action, you can exhale freezing water and air at a target within 30 feet of you. The target must succeed a DC 13 Dexterity saving throw, taking 3d6 cold damage on a failed save, or half as much damage on a successful one. The effect ends one hour has passed
Firestar SherryLegendaryFortified+2This sherry once consumed, increases a character’s inner strength, providing advantage on Constitution, Wisdom, Intelligence and Charisma saving throws for the next 1d4 hours.
Goblet and Gems AleUncommonBeer+2Once consumed, characters gain advantage on Charisma checks against the opposite gender for 1d4 hour
Goblet and Gems StoutUncommonBeer+2Once consumed, characters gain advantage on Wisdom (Insight) checks for the next 1d4 hours
Halfway Inn ZzarVery RareFortified+0Sharing this beverage with any full-blooded elf, will grant you advantage on all Charisma checks made against them for 1d4 hours. Additionally, this sherry enhances a character’s arcane potential, increasing a character’s arcane spell attack hit by +2 and increasing the casters spell save DC by +1
Halurskan WineVery rareWine+1Characters gain the effects of the spell Stoneskin, and they gain advantage on all Constitution saving throws within the next 1d4 hours
Highmoon DarkRareBeer+1If consumed, this beverage provides the user with a unique ability to become like the shadows for 1d4 hours. Whilst under the effects of this drink, characters gain advantage on the next two of any Dexterity (Stealth) checks they make
Highwater AleLegendaryBeer+3Once correctly crafted, any to try the brew must succeed a DC 14 Constitution saving throw to stomach the strong taste and burning sensation. If the check is failed, characters are unable to gain any benefits from the beer for 1d4 days. If successful, characters gain +2 to their Strength and Constitution scores for 2d4 hours
Jalanthar AmberVery RareFortified+3Any character who drinks this beverage must make a DC 14 Constitution saving throw to avoid immediately gaining one additional level of Drunkenness. Additionally, if the check is failed, characters can’t gain the positive effects of this beverage for the next 1d4 days. If the check is successful, characters gain a +2 to both their Strength and Constitution scores for the next 1d4 hours
Luskan Black AleVery RareBeer+1If successful, characters who consume this ale find themselves feeling lithe and agile. Dexterity scores increase by +2 for the following 1d4 hours
Luskan Pale LagerRareBeer+1Consuming this beverage before a long rest will provide a well-deserved reprieve from all thought and dreams. This effectively provides all the benefits of a long rest after 6 hours of rest and additionally restores 3⁄4 of all missing hit dice rather than the usual 1⁄2
Moonlit KnightRareSpirits+1Characters who drink this are quicker off the mark, gaining +2 to their Dexterity score for the next hour.
Mother Gothal’s MeadUncommonFortified+1Characters who consume this beverage find themselves merry. They gain advantage on any Charisma (Performance) checks, and gain a +1 to all Dexterity skill checks for the next 1d4 hours
Old Owl HomebrewRareBeer+2Once consumed, characters gain a nice sense of self and security which provides advantage on Constitution and Wisdom saving throws for 1d4 hours
Old Serpent SpitRareBeer+2Once drunk, the consumer finds themselves moving with the grace of the waves, effectively providing a +1 to their AC
Old Smoke AleVery RareBeer+1Characters who consume this beverage gain a +2 to Intelligence and Wisdom scores for the next 2d4 hours.
Old Smooth Tooth WhiskeyVery RareSpirits+2Due to the strength of such a beverage, upon drinking, characters must succeed a DC 18 Constitution check, or they become paranoid about their environment. The character gains the frightened condition, moving erratically north (1), east (2), south (3), or west (4), depending on a 1d4 roll for the next 2d4 minutes. If the check is failed, players are also unable to gain any benefits from the stout for 1d4 days. If successful, the character embodies fear itself, gaining advantage on Charisma (Intimidation) and Dexterity (Stealth) checks, and +2 to all attack and rolls for 1d4 hours
Old Sword Sheathed Butternut BeerUncommonBeer+2Sharing this brew with any character will provide advantage on your next 1d6 Charisma (Deception or Persuasion) checks made against that person within the next 24-hours.
Peach SmoothwaterRareSpirits+2Characters who drink this beverage will feel the worries of life slip away. Drinking this before a long rest will allow characters to gain the effects of a long rest in 6 hours, and they also regain 3⁄4 of their spent hit dice, instead of the usual 1⁄2
Phontyr’s Unicorn House WhiteRareWine+0The characters able to obtain the benefits gain the ability to talk with plants and animals, as per the spells Speak with Plants and Speak with Animals. Additionally, characters also gain advantage on all Intelligence (Nature) and Wisdom (Animal Handling, Survival) checks. These effects last 1d4 hours
Purple Dragon AleUncommonBeer+2Any who consume the drink gain a +1 to all Charisma (Persuasion) checks made against Commoner type NPCs for the next 1d4 hours
RollrumCommonSpirits+2Characters who drink this beverage gain an uncanny ability for taking a bare-knuckled thrashing. For 1d4 hours characters gain 5 temporary hit points
Ruby CordialVery RareFortified+3Characters who consume this beverage find themselves brimming with energy. They gain +5 to initiative rolls, an additional 5ft of movement per round, and as a bonus action can cast the cantrip True Strike 1d4 times in the next 1d4 hours
RubyfireRareSpirits+2When consumed, characters must succeed on a DC 14 Constitution saving throw or suffer severe burns to their mouth and throat, dealing 2d6 fire damage. Additionally, if the check is failed, characters can’t gain the positive effects of this beverage for the next 1d4 days. If the check was succeeded, characters feel as though they have conquered the element of fire itself and gain 1d4 uses of the Magic Weapon Spell, in addition, this also changes the weapons damage type to fire. These effects last 2d4 hours
Running Stag, Elder Root StoutRareBeer+1Characters who drink this brew find themselves wiser. For the following 1d4 hours, all Wisdom skill checks get +2 to the score
Running Stag, Old Dark AleRareBeer+2For each much of this drink consumed, characters find themselves gaining five temporary hit points for the next 1d4 hours
Saerloonian GlowfireVery RareWine+1Once fermented, characters who consume this drink gain 30ft of Darkvision and can cast the cantrip Light, 1d4 times in the next 2d4 hours. Additionally, characters become resistant to necrotic and radiant damage for the duration
SarvvaRareWine+0Once consumed, Sarvva grants characters advantage on Intelligence saving throws, providing they aren’t drunk, and grants two uses of the Disguise Self spell. These bonuses last up to 1d6 hours
Sea Ale StoutUncommonBeer+2Due to the acquired taste of such a beverage, upon drinking, characters must succeed a DC 8 Constitution saving throw to avoid becoming nauseous. If the check is failed, players are unable to gain any benefits from the stout for 1d4 days. If successful, the Sea Ale Stout will provide the drinker with 1d4 hours of water breathing, and immunity from any potential sea sickness for 1d4 days
Shadowdark AleRareBeer+0Consumers of this beverage will find themselves more adaptable in the darkness, as they gain 30ft of Darkvision for the next 1d4 hours
Silver Taproom’s Heated Spiced CiderRareFortified+1Consuming this drink helps to keep a calm composure, with characters gaining 20ft of Darkvision and immunity from being surprised for the next 1d4 hours. Additionally, characters can gain the benefits of a long rest after 6 hours and regain 3⁄4 of their spent hit dice, instead of the usual 1⁄2
SlakerVery RareBeer+3Once consumed, characters gain 12 temporary hit points for the next 2d4 hours
Sloegreen WineLegendaryWine+2Once consumed, characters gain a unique healing ability. After each 1d6 rounds, characters gain back 1d4 hit points. Additionally, if any appendage or limb was lost within the last month, drinking this every day for 10 days will regrow the missing body part

Common Recipes

Archenwood Stout: From the distant Dalelands, this regional brew is a much-loved favorite, commonly found in most prominent tap houses and taverns of the area.  Once consumed, any drinker will find themselves become more tolerant of pain, with the addition of five temporary hit points, which last for 1d4 hours.

Bitter Black: Another Dalelands creation, this brew is a dark bitter stout known regionally to be a working man’s favorite. Due to the bitter, smoky taste of such a beverage, upon drinking, characters must succeed a DC 9 Constitution check to avoid becoming nauseous. If the check is failed, characters are unable to gain any benefits from the beer for 1d4 days. If successful, characters gain advantage on all non-combat related Strength (Athletics) checks for 1d4 hours. Additionally, sharing this with any worker NPC will provide advantage on your next 1d4 Charisma (Deception or Persuasion) checks made against that person.

Bitterroot Beer: Originally from the Lady Luck Tavern of Daggerford, this smoky strong beer is a local favorite, with many outsiders unable to stomach the taste. Due to the acquired taste of such a beverage, upon drinking, characters must succeed a DC 8 Constitution check to avoid becoming nauseous. If the check is failed, players are unable to gain any benefits from the beer for 1d4 days. If successful, the Bitterroot Beer will provide the drinker with 1d4 hours of advantage on Constitution saving throws, and advantage on any charisma checks on any Daggerford citizen who witnessed you drink the beverage.

Coolthroat Sip: A cheap ploy to make easy coin, these drinks are an innkeeper’s way of keeping their heads afloat. This will produce a drink which can be sold in total for twice the material costs.

Drawn Dagger Down: A simple to create, this mixture is a result of experimentation from the Broken Goblet Tavern in Roaringshore. The concept of this beverage is to create an easy drinking and potent beverage. Once successful, supplying this beverage to a character will leave them with disadvantage on all Charisma skill checks for 1d2 hours.

Rollrum: Another beverage representing Daggerford’s brewing potential, this regional favorite is usually dark or black and laced with licorice. Characters who drink this beverage gain an uncanny ability for taking a bare-knuckled thrashing. For 1d4 hours characters gain five temporary hit points.

Uncommon Recipes

Bent Helm Stout: From a rather infamous tavern named the Bent Helm, located in EL’Turel, the house stout is a local and regional favorite. Known to be robust in character, this stout is seen as a brawler’s beverage of choice.  Once consumed, characters find themselves in an aggressive and combative mood. For every social interaction with any being over the next 1d4 hours, Characters must roll a DC 14 Wisdom saving throw after a minute of conversation. If failed, the affected character flies into a rage, attacking whoever talked last using only unarmed attacks.

Blackwater Stout: A Featherdale trademark and named after the very tavern that it was created; this stout is noted for its sweet and licorice undertones. Once consumed this stout will grant consumers five temporary hit points and +1 to any Dexterity (Acrobatics) checks made in the next 1d6 hours.

Fighting Cock Red: Both the following wines are notorious in their hometown of Luskan for their flammable abilities. Once ready, this wine can be used like lamp oil, to light, maintain, or enlarge a flame. Anyone who consumes this wine has 1d4 charges of a Flame Breath ability. As a bonus action, you can exhale fire at a target within 30 feet of you. The target must succeed a DC 13 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends one hour has passed.

Fighting Cock White: The second and possibly more potent of the Fighting Cock wines, this one is laced with several white spirits like some types of rum. Once ready, anyone who consumes this wine has 1d4 charges of a Frost Breath ability. As a bonus action, you can exhale freezing water and air at a target within 30 feet of you. The target must succeed a DC 13 Dexterity saving throw, taking 3d6 cold damage on a failed save, or half as much damage on a successful one. The effect ends 1 hour has passed.

Goblet and Gems Ale: Within Mirabar, the Goblet and Gems are known for many things, but not often associated with its excellent beer. There are two reasonable house offerings, however, the first being the Ale.  Once consumed, characters gain advantage on Charisma checks against the opposite gender for 1d4 hours.

Goblet and Gems Stout: The second house offering from the Goblet & Gems is a dark and earthy stout. Once consumed, characters gain advantage on Wisdom (Insight) checks for the next 1d4 hours.

Mother Gothal’s Mead: A local mead from a rather risqué establishment, Mother Gothal’s Festhall in Amphail, this mead is honeyed wine, sweetened with additional fruit juice. Once prepared correctly, characters who consume this beverage find themselves merry. They gain advantage on any Charisma (Performance) checks and gain a +1 to all Dexterity skill checks for the next 1d4 hours.

Old Sword Sheathed Butternut Beer: Everlund is a city with many a tavern, one of which stands apart, serving the finest Butternut Beer from across the land. The Old Sword Sheathed’s beer is full flavored, sweet, and very refreshing, with many claiming it a life-time favorite. Sharing this brew with any character will provide advantage on your next 1d6 Charisma (Deception or Persuasion) checks made against that person within the next 24-hours.

Purple Dragon Ale: Another Essembra classic, the Purple Dragon Ale is a simple drop, regularly used by the common man. Any who consume the drink gain a +1 to all Charisma (Persuasion) checks made against Commoner type NPCs for the next 1d4 hours.

Sea Ale Stout: This bitter brew is a particular favorite of sailors and privateers, from the City of Baldur’s Gate. The secret to brewing this brew is to use 1/5 sea water mixed with your regular water quantities.  Due to the acquired taste of such a beverage, upon drinking, characters must succeed a DC8 Constitution saving throw to avoid becoming nauseous. If the check is failed, players are unable to gain any benefits from the stout for 1d4 days. If successful, the Sea Ale Stout will provide the drinker with 1d4 hours of water breathing, and immunity from any potential sea sickness for 1d4 days.

Rare Recipes

Dragon Breath Beer: Another Dalelands classic, this drink is well known and served in several taverns regionally. Consumers can use an action, to exhale a 10-foot cone of scorching steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be stunned for 1d4 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This effect must be used within 1 hour of drinking the beer.

Evershimmer: Hailing from Everlund, this wine is diluted ever slightly with high quality fresh water.  The result is a wonderfully easy-going wine which leaves no trace of a hangover. Drinking it also provides +2 to your Intelligence score for 1d4 hours.

Highmoon Dark: A renowned brew from the Dragon Reach, this beer is dark, with smoky, nutty and bacon like tastes. A house beer from the Oak and Spear, collecting the required materials will cost 4 times the typical pricing.  If consumed, this beverage provides the user with a unique ability to become like the shadows for 1d4 hours. Whilst under the effects of this drink, characters gain advantage on the next two of any Dexterity (Stealth) checks they make.

Luskan Pale Lager: Not as strong or respected as its cousin, the Black Ale, the Pale Lager from Luskan is seen as a much more palatable and forgiving beverage. Consuming this beverage before a long rest will provide a well-deserved reprieve from all thought and dreams. This effectively provides all the benefits of a long rest after six hours of rest and additionally restores 3⁄4 of all missing hit dice rather than the usual 1⁄2.

Moonlit Knight: Another Broken Goblet concoction, the Moonlit Knight uses darker and earthy tasting additives like coffee. Once mixed to taste, characters who drink this are quicker off the mark, gaining +2 to their Dexterity score for one hour.

Old Owl Homebrew: Loudwater has a stiff local competition when it comes to beer and this homebrew from the Old Owl Tavern has my pick.  Once consumed, characters gain a nice sense of self and security which provides advantage on Constitution and Wisdom saving throws for 1d4 hours.

Old Serpent Spit: The Shining Serpent Inn is an institution for Neverwinter, which along with the city has weathered many a calamity. The lager is known to be watery and reasonably affordable; this brew has been a staple for many a grizzled warrior. Once drunk, the consumer finds themselves moving with the grace of the waves, effectively providing a +1 to their AC.

Peach Smoothwater: Moving to a rustic tavern known as I Shot an Arrow, some may be surprised to find two outstanding offerings, the first being Peach Smoothwater.  Characters who drink this beverage will feel the worries of life slip away. Drinking this before a long rest will allow characters to gain the effects of a long rest in 6 hours, and they also regain 3⁄4 of their spent hit dice, instead of the usual 1⁄2.

Phontyr’s Unicorn House White: EL’Turel’s most mystical Inn, Phontyr’s Unicorn, is devoted to the forest goddess Mielikki. The wine served here is pressed from the rarest wild grown forest grapes of the area. Gathering these materials will cost 4x the typical gold and time spent. Only Characters who are good aligned can benefit from the effects of this drink. The characters able to obtain the benefits gain the ability to talk with plants and animals, as per the spells Speak with Plants and Speak with Animals. Additionally, characters also gain advantage on all Intelligence (Nature) and Wisdom (Animal Handling, Survival) checks. These effects last 1d4 hours.

Rubyfire: The second offering from I Shot an Arrow, this burning beverage is often served along with something to take away its scalding bite. When consumed, characters must succeed on a DC 14 Constitution saving throw or suffer severe burns to their mouth and throat, dealing 2d6 fire damage. Additionally, if the check is failed, characters can’t gain the positive effects of this beverage for the next 1d4 days. If the check was succeeded, characters feel as though they have conquered the element of fire itself and gain 1d4 uses of the Magic Weapon Spell, in addition, this also changes the weapons damage type to fire. These effects last 2d4 hours.

Running Stag, Elder Root Stout: The city of Berdusk hosts the legendary drinking tavern known as the Running Stag. The elder root stout is a unique drop which given the name has an added ingredient, driving the cost up by 2x for the required materials. Characters who drink this brew find themselves wiser. For the following 1d4 hours, all Wisdom skill checks get +2 to the score.

Running Stag Old Dark Ale: The second reputable drop from the Running Stag, this ale is considered more popular with the regulars. The reason is it can be drunk to excess without risk of a hangover. For each much of this drink consumed, characters find themselves gaining 5 temporary hit points for the next 1d4 hours.

Sarvva: A tart green wine, Sarvva is created in the hills near to Esmeltaran. It isn’t overly popular but is a nice alternative to regular wine. Once consumed, Sarvva grants characters advantage on Intelligence saving throws, providing they aren’t drunk, and grants two uses of the Disguise Self spell. These bonuses last up to 1d6 hours.

Shadowdark Ale: Within a few Inns and taverns of Highmoon, this dark and rich ale is a house favorite. Consumers of this beverage will find themselves more adaptable in the darkness, as they gain 30ft of Darkvision for the next 1d4 hours.

Silver Taproom’s Heated Spiced Cider: This fine beverage from the establishment within its name, is a favorite for visitors and locals alike in Essembra. Ensure to serve heated with some cinnamon and allspice if available. Consuming this drink helps to keep a calm composure, with characters gaining 20ft of Darkvision and immunity from being surprised for the next 1d4 hours. Additionally, characters can gain the benefits of a long rest after 6 hours and regain 3⁄4 of their spent hit dice, instead of the usual 1⁄2.

Very Rare Recipes

Aszunder: A specialty of the Secomber area, Aszunder is usually found in great supply at the Seven- Stringed Harp Tavern. It’s a minty and somewhat bitter drop, but it is refreshing after a long day.  After the allotted time, once consumed, characters find themselves refreshed and ready for anything. Characters immediately gain back two spent hit die or a spent level one spell slot. This effect can only occur once every 1d4 days.

Cinnamon Spiced Milk: From the Helm and Cloak, a festival hall/inn in Baldur’s Gate comes a regional take on the traditional holiday favorite. This creamy drink can be served cold or warmed, depending on personal preference. Once completed, this festive beverage can help keep away the dangers of mid-winter. Characters who consume this drink gain immunity from cold weather and resistance to any cold damage. Additionally, characters also gain unshakeable hope and cheer, granting them immunity against magic or effects which cause fear or despair.

Dreaming Dragon Everquest: Another Everlund premium export is the Dreaming Dragon Tavern’s Everquest. Lauded for its great taste and consistent quality, this is a great example of a professional distiller. Once correct, this beverage will provide characters will an unparalleled mental clarity. Characters gain advantage on all saving throws against magic that attempts to affect a character’s mind. This includes effects from spells like Sleep, Charm Person, Command or Confusion, to mention a few.

Feldpost’s Sherry: A classic Sherry from Feldpost’s Inn in Beregost, this is perhaps the inn’s finest offering. Consuming this drink provides +2 to your wisdom ability score for 2d4 hours.

Halfway Inn Zzar: This strong and robust sherry has been created for eleven tastes at the Halfway Inn, located between the Greycloak Hills and Evereska. It has quite an almond like taste, derived from a particular variety of grape from the area. Sharing this beverage with any full-blooded elf, will grant you advantage on all Charisma checks made against them for 1d4 hours. Additionally, this sherry enhances a character’s arcane potential, increasing a character’s arcane spell attack hit by +2 and increasing the casters spell save DC by +1.

Halurskan Wine: Originally created by Halurska the Fat, a baker of no renown, mushroom wine as its also known, traditionally hails from Berdusk. Known for its thick, nutty, and earthy taste, along with a dark brown appearance, many hinges on collecting the correct ingredients for this wine. This means the cost to obtain these materials is x3 more expensive than typical goods. Once fermented and consumed, characters gain the effects of the spell Stoneskin, and they gain advantage on all Constitution saving throws within the next 1d4 hours.

Jalanthar Amber: The tiny town of Jalanthar has had a rough history, however, the Crowing Cockatrice Tavern has weathered most of the orc raids and other calamities so far. This local cider known affectionately as Jalanthar Amber, is just as strong as any man from the town, and much stronger than most are prepared for. Once completed, any character who drinks this beverage must make a DC 14 Constitution saving throw to avoid immediately gaining one additional level of Drunkenness. Additionally, if the check is failed, characters can’t gain the positive effects of this beverage for the next 1d4 days. If the check is successful, characters gain a +2 to both their Strength and Constitution scores for the next 1d4 hours.

Luskan Black Ale: Hailing from the City of Sails this brew is a popular drop known for its thick, bitter texture and taste. If successful, characters who consume this ale find themselves feeling lithe and agile. Dexterity scores increase by +2 for the following 1d4 hours.

Old Smoke Ale: A pride and joy of the Gunderman Brewery located in Harrowdale; this ale is a sought- after drop which can be sold for 15x its creation costs. Noted for being a golden, smoky tasting, mellow ale, this beverage is for the connoisseurs and thinking types. Characters who consume this beverage gain a +2 to Intelligence and Wisdom scores for the next 2d4 hours.

Old Smooth Tooth Whiskey: From one of Moontassel’s more modest taverns, The Lunge, Old Smooth Tooth whiskey is a dangerous drop for the uninitiated.  Due to the strength of such a beverage, upon drinking, characters must succeed a DC 18 Constitution check, or they become paranoid about their environment. The character gains the frightened condition, moving erratically north (1), east (2), south (3), or west (4), depending on a 1d4 roll for the next 2d4 minutes. If the check is failed, players are also unable to gain any benefits from the stout for 1d4 days. If successful, the character embodies fear itself, gaining advantage on Charisma (Intimidation) and Dexterity (Stealth) checks, and +2 to all attack and rolls for 1d4 hours.

Ruby Cordial: This popular take on the classic recipe comes from the Blade and Stars Inn, and its proprietor Aundegul Shawn, both found within Baldur’s Gate. The drink is crafted from cherries dissolved slowly in a heavily sugared red wine. Once completed characters who consume this beverage find themselves brimming with energy. They gain +5 to initiative rolls, an additional 5ft of movement per round, and as a bonus action can cast the cantrip True Strike 1d4 times in the next 1d4 hours.

Saerloonian Glowfire: Originating in Saerloon, south of the Dalelands, Saerloonian Glowfire is a popular drink for the nobility, throughout most of western Faerûn. It is slightly luminescent and is considered mystical in nature.  Once fermented, characters who consume this drink gain 30ft of Darkvision and can cast the cantrip Light, 1d4 times in the next 2d4 hours. Additionally, characters become resistant to necrotic and radiant damage for the duration.

Slaker: Amphail, a small village north of Waterdeep hosts a wonderful Tavern known as the Stag-Horned Flagon. The tavern is a producer of a dark, dense barley beer, which has become a local favorite with several of the wealthy Waterdhavians. Once consumed, characters gain 12 temporary hit points for the next 2d4 hours.

Legendary Recipes

Firestar Sherry: An original creation by the Firestar Chariot Inn in Sundabar, this amber sherry has some Ruby Cordial added for extra sweetness. This sherry once consumed, increases a character’s inner strength, providing advantage on Constitution, Wisdom, Intelligence and Charisma saving throws for the next 1d4 hours.

Highwater Ale: A mythical brew crafted in-house, at the Shield and Keep Tavern of Highcastle, from a well in the cellar which is rumored to host several magical creatures. This brew is typically considered to be icy and minty and appears clear like bubbly water. The brew burns the throat as consumed and as with other unique brews, this will cost four times the typical amount for the required ingredients. Once correctly crafted, any to try the brew must succeed a DC 14 Constitution saving throw to stomach the strong taste and burning sensation. If the check is failed, characters are unable to gain any benefits from the beer for 1d4 days. If successful, characters gain +2 to their Strength and Constitution scores for 2d4 hours.

Sloegreen Wine: A creation of Beldabar, Innkeeper of Beldabar’s Rest, this thick, sweet, green wine is a favorite of the many traders who frequent Yatar. Once consumed, characters gain a unique healing ability. After each 1d6 rounds, characters gain back 1d4 hit points. Additionally, if any appendage or limb was lost within the last month, drinking this every day for 10 days will regrow the missing body part.

Common Recipe Table

RecipeRarityTypeAlcohol LevelDescription
Archenwood StoutCommonBeer+0Once consumed, any drinker will find themselves become more tolerant of pain, with the addition of five temporary hit points, which last for 1d4 hours
Bitter BlackCommonBeer+0Upon drinking, characters must succeed a DC 9 Constitution check to avoid becoming nauseous. If the check is failed, characters are unable to gain any benefits from the beer for 1d4 days. If successful, characters gain advantage on all non-combat related Strength (Athletics) checks for 1d4 hours
Bitterroot BeerCommonBeer+0Upon drinking, characters must succeed a DC 8 Constitution check to avoid becoming nauseous. If the check is failed, players are unable to gain any benefits from the beer for 1d4 days. If successful, the Bitterroot Beer will provide the drinker with 1d4 hours of advantage on Constitution saving throws
Coolthroat SipCommonWine+2This will produce a drink which can be sold in total for twice the material costs
Drawn Dagger DownCommonSpirits+3Character will leave them with disadvantage on all Charisma skill checks for 1d2 hours
RollrumCommonSpirits+2Characters who drink this beverage gain an uncanny ability for taking a bare-knuckled thrashing. For 1d4 hours characters gain 5 temporary hit points

Uncommon Recipe Table

RecipeRarityTypeAlcohol LevelDescription
Bent Helm StoutUncommonBeer+1Once consumed, characters find themselves in an aggressive and combative mood. For every social interaction with any being over the next 1d4 hours, Characters must roll a DC 14 Wisdom saving throw after a minute of conversation. If failed, the affected character flies into a rage, attacking whoever talked last using only unarmed attacks.
Blackwater StoutUncommonBeer+1Once consumed this stout will grant consumers five temporary hit points and +1 to any Dexterity (Acrobatics) checks made in the next 1d6 hours
Fighting Cock RedUncommonWine+0This wine has 1d4 charges of a Flame Breath ability. As a bonus action, you can exhale fire at a target within 30 feet of you. The target must succeed a DC 13 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends one hour has passed
Fighting Cock WhiteUncommonWine+1Once ready, anyone who consumes this wine has 1d4 charges of a Frost Breath ability. As a bonus action, you can exhale freezing water and air at a target within 30 feet of you. The target must succeed a DC 13 Dexterity saving throw, taking 3d6 cold damage on a failed save, or half as much damage on a successful one. The effect ends one hour has passed
Goblet and Gems AleUncommonBeer+2Once consumed, characters gain advantage on Charisma checks against the opposite gender for 1d4 hour
Goblet and Gems StoutUncommonBeer+2Once consumed, characters gain advantage on Wisdom (Insight) checks for the next 1d4 hours
Mother Gothal’s MeadUncommonFortified+1Characters who consume this beverage find themselves merry. They gain advantage on any Charisma (Performance) checks, and gain a +1 to all Dexterity skill checks for the next 1d4 hours
Old Sword Sheathed Butternut BeerUncommonBeer+2Sharing this brew with any character will provide advantage on your next 1d6 Charisma (Deception or Persuasion) checks made against that person within the next 24-hours.
Purple Dragon AleUncommonBeer+2Any who consume the drink gain a +1 to all Charisma (Persuasion) checks made against Commoner type NPCs for the next 1d4 hours
Sea Ale StoutUncommonBeer+2Due to the acquired taste of such a beverage, upon drinking, characters must succeed a DC 8 Constitution saving throw to avoid becoming nauseous. If the check is failed, players are unable to gain any benefits from the stout for 1d4 days. If successful, the Sea Ale Stout will provide the drinker with 1d4 hours of water breathing, and immunity from any potential sea sickness for 1d4 days

Rare Recipe Table

RecipeRarityTypeAlcohol LevelDescription
Dragon Breath BeerRareBeer+2Consumers can use an action, to exhale a 10-foot cone of scorching steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be stunned for 1d4 rounds.
EvershimmerRareWine-1The result is a wonderfully easy-going wine which leaves no trace of a hangover. Drinking it also provides +2 to your Intelligence score for 1d4 hours
Highmoon DarkRareBeer+1If consumed, this beverage provides the user with a unique ability to become like the shadows for 1d4 hours. Whilst under the effects of this drink, characters gain advantage on the next two of any Dexterity (Stealth) checks they make
Luskan Pale LagerRareBeer+1Consuming this beverage before a long rest will provide a well-deserved reprieve from all thought and dreams. This effectively provides all the benefits of a long rest after 6 hours of rest and additionally restores 3⁄4 of all missing hit dice rather than the usual 1⁄2
Moonlit KnightRareSpirits+1Characters who drink this are quicker off the mark, gaining +2 to their Dexterity score for the next hour.
Old Owl HomebrewRareBeer+2Once consumed, characters gain a nice sense of self and security which provides advantage on Constitution and Wisdom saving throws for 1d4 hours
Old Serpent SpitRareBeer+2Once drunk, the consumer finds themselves moving with the grace of the waves, effectively providing a +1 to their AC
Peach SmoothwaterRareSpirits+2Characters who drink this beverage will feel the worries of life slip away. Drinking this before a long rest will allow characters to gain the effects of a long rest in 6 hours, and they also regain 3⁄4 of their spent hit dice, instead of the usual 1⁄2
Phontyr’s Unicorn House WhiteRareWine+0The characters able to obtain the benefits gain the ability to talk with plants and animals, as per the spells Speak with Plants and Speak with Animals. Additionally, characters also gain advantage on all Intelligence (Nature) and Wisdom (Animal Handling, Survival) checks. These effects last 1d4 hours
RubyfireRareSpirits+2When consumed, characters must succeed on a DC 14 Constitution saving throw or suffer severe burns to their mouth and throat, dealing 2d6 fire damage. Additionally, if the check is failed, characters can’t gain the positive effects of this beverage for the next 1d4 days. If the check was succeeded, characters feel as though they have conquered the element of fire itself and gain 1d4 uses of the Magic Weapon Spell, in addition, this also changes the weapons damage type to fire. These effects last 2d4 hours
Running Stag, Elder Root StoutRareBeer+1Characters who drink this brew find themselves wiser. For the following 1d4 hours, all Wisdom skill checks get +2 to the score
Running Stag, Old Dark AleRareBeer+2For each much of this drink consumed, characters find themselves gaining five temporary hit points for the next 1d4 hours
SarvvaRareWine+0Once consumed, Sarvva grants characters advantage on Intelligence saving throws, providing they aren’t drunk, and grants two uses of the Disguise Self spell. These bonuses last up to 1d6 hours
Shadowdark AleRareBeer+0Consumers of this beverage will find themselves more adaptable in the darkness, as they gain 30ft of Darkvision for the next 1d4 hours
Silver Taproom’s Heated Spiced CiderRareFortified+1Consuming this drink helps to keep a calm composure, with characters gaining 20ft of Darkvision and immunity from being surprised for the next 1d4 hours. Additionally, characters can gain the benefits of a long rest after 6 hours and regain 3⁄4 of their spent hit dice, instead of the usual 1⁄2

Very Rare Recipe Table

RecipeRarityTypeAlcohol LevelDescription
AszunderVery RareWine+0Once consumed, characters find themselves refreshed and ready for anything. Characters immediately gain back two spent hit die or a spent level one spell slot. This effect can only occur once every 1d4 days
Cinnamon Spiced MilkVery RareFortified+3Characters who consume this drink gain immunity from cold weather and resistance to any cold damage. Additionally, characters also gain unshakeable hope and cheer, granting them immunity against magic or effects which cause fear or despair
Dreaming Dragon EverquestVery RareSpirits+0This beverage will provide characters will an unparalleled mental clarity. Characters gain advantage on all saving throws against magic that attempts to affect a character’s mind. This includes effects from spells like Sleep, Charm Person, Command or Confusion, to mention a few
Feldpost’s SherryVery RareFortified+1Consuming this drink provides +2 to your wisdom ability score for 2d4 hours
Halfway Inn ZzarVery RareFortified+0Sharing this beverage with any full-blooded elf, will grant you advantage on all Charisma checks made against them for 1d4 hours. Additionally, this sherry enhances a character’s arcane potential, increasing a character’s arcane spell attack hit by +2 and increasing the casters spell save DC by +1
Halurskan WineVery RareWine+1Characters gain the effects of the spell Stoneskin, and they gain advantage on all Constitution saving throws within the next 1d4 hours
Jalanthar AmberVery RareFortified+3Any character who drinks this beverage must make a DC 14 Constitution saving throw to avoid immediately gaining one additional level of Drunkenness. Additionally, if the check is failed, characters can’t gain the positive effects of this beverage for the next 1d4 days. If the check is successful, characters gain a +2 to both their Strength and Constitution scores for the next 1d4 hours
Luskan Black AleVery RareBeer+1If successful, characters who consume this ale find themselves feeling lithe and agile. Dexterity scores increase by +2 for the following 1d4 hours
Old Smoke AleVery RareBeer+1Characters who consume this beverage gain a +2 to Intelligence and Wisdom scores for the next 2d4 hours.
Old Smooth Tooth WhiskeyVery RareSpirits+2Due to the strength of such a beverage, upon drinking, characters must succeed a DC 18 Constitution check, or they become paranoid about their environment. The character gains the frightened condition, moving erratically north (1), east (2), south (3), or west (4), depending on a 1d4 roll for the next 2d4 minutes. If the check is failed, players are also unable to gain any benefits from the stout for 1d4 days. If successful, the character embodies fear itself, gaining advantage on Charisma (Intimidation) and Dexterity (Stealth) checks, and +2 to all attack and rolls for 1d4 hours
Ruby CordialVery RareFortified+3Characters who consume this beverage find themselves brimming with energy. They gain +5 to initiative rolls, an additional 5ft of movement per round, and as a bonus action can cast the cantrip True Strike 1d4 times in the next 1d4 hours
Saerloonian GlowfireVery RareWine+1Once fermented, characters who consume this drink gain 30ft of Darkvision and can cast the cantrip Light, 1d4 times in the next 2d4 hours. Additionally, characters become resistant to necrotic and radiant damage for the duration
SlakerVery RareBeer+3Once consumed, characters gain 12 temporary hit points for the next 2d4 hours

Legendary Recipe Table

RecipeRarityTypeAlcohol LevelDescription
Firestar SherryLegendaryFortified+2This sherry once consumed, increases a character’s inner strength, providing advantage on Constitution, Wisdom, Intelligence and Charisma saving throws for the next 1d4 hours.
Highwater AleLegendaryBeer+3Once correctly crafted, any to try the brew must succeed a DC 14 Constitution saving throw to stomach the strong taste and burning sensation. If the check is failed, characters are unable to gain any benefits from the beer for 1d4 days. If successful, characters gain +2 to their Strength and Constitution scores for 2d4 hours
Sloegreen WineLegendaryWine+2Once consumed, characters gain a unique healing ability. After each 1d6 rounds, characters gain back 1d4 hit points. Additionally, if any appendage or limb was lost within the last month, drinking this every day for 10 days will regrow the missing body part

Blacksmithing

Blacksmithing

Smith’s Tools

  • RAW Cost: 20gp
  • RAW Weight: 8lbs
  • Example Items: Hammer, tongs, bellows, punches, and chisel
  • Crafting Restrictions: Requires a forge.
  • Mundane Item Crafting: Most medium armors, all heavy armors, most weapons, many pieces of adventuring gear
  • Magic Item Crafting: An enormous list of metal items
  • Artwork Creation: Can create a variety of metal artwork objects.
  • QA Artwork Bonus: None
  • Structure Building: Can participate in but not lead the creation of a structure.
  • Adventuring Utility: Able to modify metal forged items and use their knowledge of forged items in the field.

A hammer striking anvil, the roar of a heated forge, and the hiss of cooling metal. These are the sounds of a blacksmith’s shop, the masters, and crafters of metal. While the job of a blacksmith is usually simplified to a “metalworker,” the role encompasses so much more. Blacksmith’s craft and fix all manners of equipment ranging from farming equipment to weapons, to suits of armor. Not only that, but while blacksmiths normally deal strictly with metal, many creature shells, bones, and scales require metal reinforcement and/or attachments before they can be used as weapons and armor. As such, even though they are organic materials, it is still primarily a blacksmith’s responsibility to craft with them.

Blacksmith skills can vary wildly. The local blacksmith may only have a small forge from where they repair the hammers and scythes of their neighbors, while the master smiths of dwarven kingdoms smelt Adamantite in rivers of magma at the heart of volcanoes. Any character that is proficient in the smith’s tools may be considered a blacksmith for crafting purposes.

Blacksmithing is a popular professional interest of two sorts of adventurers: those that want to hit things with heavy metal objects, and those that want a heavy metal object between them and the thing hitting them. While often relying on the town blacksmith to do their work for them is a fine option, rolling up your sleeves and doing the work yourself can allow you to express your creativity… and may save you a few coins in the process.

Blacksmithing is slow hard work, but has a higher tolerance for failure than most, and is more dependent on knowing your material, as the templates you work from tend to be common across many of them.

Default Designs

All blacksmiths are assumed to be able to make all the following tools as a basic part of their skill set:

  • Light armors
  • Shields
  • Medium Armors (minus Breastplate and Half-Plate)
  • Heavy armors (minus Plate Mail)
  • Simple weapons
  • Most Martial weapons
  • Simple tools

Smiths also start with a single common effect design of their choice:

  • Aerodynamic
  • Balanced
  • Bashing
  • Burnished
  • Camouflage, Basic
  • Climbing Spikes
  • Pommel Strike
  • Skewering

Skill Usage

  • Arcana and History: Your expertise lends you additional insight when examining metal objects, such as weapons.
  • Investigation: You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or another metalwork.
  • Repair: With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work.

Smith’s Tools Basic Use Difficulty Table

ActivityDC
Sharpen a dull blade10
Repair a suit of armor15
Sunder a nonmagical metal object15

Applicable Tools

Blacksmithing works using blacksmith’s tools. Attempting to craft an item without a blacksmith’s tools will often be impossible, though a DM may let you use makeshift tools to make a check with disadvantage. Proficiency in blacksmith’s tools allows you to add your proficiency bonus to any blacksmithing check. While Blacksmiths can benefit from their skills in small ways such as sharpening their weapons and retrofitting their gear on the go, many of their crafting options require a fully equipped Forge, a fully equipped Forge entails forge, anvil, and blacksmith’s tools.

Salvaging Materials

You can obtain materials by salvaging them from their natural occurring nodes, from creatures, or by breaking down existing items. The DM can decide how many units of material are on the target by standard. A low roll yields half of the possible unit less as it wastes a portion (or a poorer quality than expected), a much higher roll yields one unit more (or increases the quality due to its purity).

Breaking down existing items removes all Smithing effects from them (unless you are trying to re-use portions of it), and risks losing one or more Magical effects.

Salvaging Material Difficulty Table

RarityDC
Common8
Uncommon14
Rare20
Very Rare26
Legendary32

Crafting Armor and Weapons

The standard Mundane Crafting Table is used for most objects.  The difference between Blacksmithing and most of the other crafters, is that Blacksmiths can add in additional bonuses because of their crafting process.  There is a specific amount of material and time needed for each type of object created.  The ingot is just a unit of measure of material that is required for that creation.  There are many different materials that armor, and weapons can be crafted out of.  Many of these offer special abilities, and a greater difficulty in that crafting. Refer to the Material Difficulty Crafting Table for more information.

Armor Base Template Table

Armor TypeIngot AmountTimeDC Difficulty Increase
Light Armors, Shields2Three Work Periods+0
Studded Leather4Five Work Periods+2
Medium Armors4Seven Work Periods+0
Breastplate, Half-Plate6Ten Work Periods+2
Heavy Armors615 Work Periods+0
Plate Armor830 Work Periods+2

Weapon Base Template Cost Table

Weapon Damage DiceIngot AmountTime
D4, ammo x 101Two Work Periods
d62Four Work Periods
D8, d103Five Work Periods
d124Seven Work Periods

Material Difficulty Modifier Table

MetalDifficulty ModifierWeapon EffectArmor EffectCost per Ingot
Adamantine+5All Adamantium items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls.All Adamantium items weigh twice their normal weight, have twice the number of hit points, and are considered Indestructible – except when hit with another indestructible item, it is then counted as having an additional +5 to any Strength check made to break them.When hitting a non-indestructible object, deal damage equal to max critical damage.All Adamantium items weigh twice their normal weight, have twice the number of hit points, and are considered Indestructible – except when hit with another indestructible item, it is then counted as having an additional +5 to any Strength check made to break them.Armor and Shields: Cancels any critical hit, making it anormal hit. (If an adamantine weapon was used against adamantium armor, it becomes possible to land critical hits.)2,000gp
Bronze-3Is fragile and breaks on a roll of a natural one or two as well as any natural 20.Is fragile and breaks when any natural 20 hit is done against the wearer and it is rendered useless, but the weight remains until removed.8sp
Cold Iron (Meteoric Iron)-2When you hit a fey creature with a Cold iron weapon, you can reroll the damage and use either result.All items made of Iron have the DC of strength checks made to break them reduced by 1. (As compared to steel items of the same make.)Weapons, traps, and other metallic creations: Gain -1 to their damage rolls (to a minimum of 1 damage)Grants a +1 bonus to any saving throws made against attacks or spells made by fey creatures. Additionally, while a creature is donned with an item of Cold Iron, they have advantage against being charmed or magically put to sleep.Armor and Shields: Gain -1 to their AC value.250gp
Dark Steel+4You have advantage on attack rolls while in darkness wielding Darksteel weapons.Perception checks relying on sight have disadvantage against you when you are in dim light or darkness while wearing the armor1,500gp
Fire Steel+4A weapon forged from firesteel deals an extra 1d6 fire damage on hit.Wearing armor forged from firesteel grants resistance to Cold damage.1,500gp
Ice Steel+4A weapon forged from icesteel deals an extra 1d6 cold damage on hit.Wearing armor forged from icesteel grants resistance to Fire damage.1,500gp
Mithril+3All Mithril items weigh half their normal weight.Weapons: A weapon with the Light property weighs nothing if crafted with Mithril and gains Finesse. All weapons with neither the Light nor the Heavy property gains the Light Property if crafted with Mithril A weapon with the Heavy Property loses the Heavy property if crafted with Mithril.Other: Mithril ammunition can be fired out to the long range of the weapon it is fired from without suffering disadvantage.Armor: Requires no Strength requirement. Heavy Armor Made from Mithril counts as Medium Armor for armor proficiencies, and Medium Armor counts as Light Armor for armor proficiencies. Additionally, medium armor made of Mithril allows the user to add a max of +3 from their Dexterity Modifier to their AC, instead of +2. While wearing Mithril armor, you don’t suffer disadvantage on Dexterity(stealth) checks, even if the armor would normally impose disadvantage.Shields: made from Mithril gain the light property (and therefore may be used in two-weapon fighting.) In addition, so long as the wearer is conscious and can see/hear/sense a threat, the wearer adds the AC bonus of their shield to their Dexterity saving throws.500gp
Steel+0NormalNormal2gp

Breastplate, Half-Plate, and Plate Mail

Unlike all the other armors, learning to make any one of the fully metal more coverage armors requires additional training or research.  Once completed then they can add any one of these armors to their design list, but each one must be researched separately.

Breastplate, Half-Plate, and Plate Mail Research Requirements Table

ArmorResearch Point Cost
Breastplate10
Half-Plate25
Plate Mail50

Attunement

Anything made has a magical effect or capability and is of rarity Uncommon or higher, that item will requiring the owner to attune to use it.

Armor and Weapon Creation Failure

When failing to craft something normal, the material just goes to waste and the blacksmith needs to start over, but when there is a failure when making something that is magical in nature?  The situation is not as pleasant.  The following table outlines the impact of failure only if the smith rolled a natural one when attempting to craft an object with magical capabilities.

Smithing Creation Failure Table

Roll (d100)EffectCommonUncommonRareVery RareLegendary
01-05Oh, my loving god: Roll on the wild magic tableOne rollTwo rollsThree rollsFour rollsFive rolls
06-25Oh, this is going to hurt: Your attempt at crafting blows up in your face. Damage is random (1d12): Acid (1), Bludgeoning (2), Cold (3), Fire (4), Force (5), Lightning (6), Necrotic (7), Piercing (8), Poison (9), Psychic (10), Radiant (11), Slashing (12)2d63d84d105d126d20
26-50This is very bad: You find that you have temporarily lost the ability to understand materials. You will mistake one material for another when attempting to craft during this period of confusion.One DayThree DaysFive DaysTen DaysOne Month
51-90This is not good: You find that you have temporarily lost the ability to blacksmith in any way.One DayOne WeekOne MonthThree MonthsOne Year
91-99This is confusing: The object you created does the opposite you were expecting, but it looks correct to you, and you think you succeeded. The item you created is cursed and will have other DM chosen effects when someone attunes to that object.
100How did I do that: Success!  You somehow pulled a diamond from the mess you made, and it still was created.  But it is of a lesser condition than what you planned on.

Armor and Weapon Slots

All armor and weapons have a certain number of slots available for different effects.  All the common and uncommon effects are simple and just modification of the objects, but as the rarity gets to rare and higher, those effects start looking like magical options and powers.

The number of slots that any armor or weapon has is dependent on the type, quality, and material of what it is made from. There is only one type of slot, but the different rarity of the effects will determine how many slots are consumed by that effect.  It is better illustrated in the following tables:

Crafted Rarity Slots Table

RaritySlots
Common+0
Uncommon+1
Rare+2
Very Rare+3
Legendary+4

Armor and Weapon Slots Table

ObjectSlots
Heavy Armor+3
Light Armor+1
Martial Weapons+2
Medium Armor+2
Plate Armor+4
Shields+1
Simple Weapons+1

Material Slots Table

MaterialSlots
Adamantine+3
Bronze-1
Cold Iron (Meteoric Iron)-1
Dark Steel+2
Fire Steel+2
Ice Steel+2
Mithril+1
Steel+0

Example:

If a Blacksmith made a rare long sword out of Mithril it would have five slots which was determined by a rare (+2) martial weapon (+2) made from Mithril (+1) which adds up to five slots.

The difficulty in forging such a long sword would be a rare (DC20) long sword made from Mithril (+3 DC) for a total DC of 23 to successfully forge that sword and it would take five days and take up three units of Mithril.

Research Requirements

Since making most of the objects are just a normal part of blacksmithing, where the research comes in is in those effects.  It does not matter what the effect is, nor what it is to be slotted into, it can be researched, and must be before it can be used in a forging project.  The following table shows the research costs of each rarity of effect.

Research Requirements Table

Effect RarityResearch Point CostMinimum Required Level
Common101
Uncommon305
Rare759
Very Rare15013
Legendary25017

Once the appropriate amount of research points is collected, a validation process must be attempted by the smith to see if their design works.  They must make a straight Smithing Tools skill check without any other additional modifiers.  If the effect is magical in nature, then a Magical Essence of some type of the same rarity is also required to be expended during the research process.

Smith Design Difficulty Table

Design RarityDC
Common8
Uncommon14
Rare20
Very Rare26
Legendary32

Armor and Weapon Effects

Each listed effect will have specifically it adds to the armor or weapon, what requirements it might have if any, the increase of cost and time that the forging would take when adding in that effect.  If there are sufficient slots in the armor or weapon, then as many effects can be added in as long as they do not contradict each other in effects. If the effect has a magical effect, then a Magical Essence of some type of the same rarity must be expended for that effect. The table lists which type of Essence is required for the forging.

Effect Slot Cost Table

Effect RaritySlot CostMinimum Level Required
Common11
Uncommon25
Rare39
Very Rare413
Legendary517

Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
AerodynamicCommon3 Days100gp Any Non-Thrown Weapon
Arrow CatcherRare4 Days500gpArcaneShield
AttractingVery Rare3 Days500gpArcaneAny Armor or Shield
BalancedCommon1 Day50gp Any Throwing Weapon
BashingCommon1 Day100gp Shield
Beast SingingRare7 Days1,500gpPrimalAny Weapon
BlazingRare4 Days1,000gpArcaneAny Bow or Crossbow
BlessedVery Rare30 Days2,500gpDivineAny Weapon
BloodiedVery Rare30 Days2,500gpPrimalAny Weapon
Bracing, AdvancedLegendary25 Days2,000gpPrimalShield
Bracing, IntermediateVery Rare4 Days900gpPrimalShield
Brutal, AdvancedRare15 Days1,200gp Any Weapon
Brutal, IntermediateUncommon5 Days400gp Any Weapon
BurnishedCommon1 Day30gp Metal armor or shield
Camouflage, BasicCommon2 Days150gp Any Armor
Camouflage, IntermediateRare5 Days400gpPrimalAny Armor
Climbing SpikesCommon1 Day10gp Any Armor
ComfortableUncommon3 Days250gp Any Armor
CompositeUncommon3 Days250gp Any Bow
CostumedRare1 Day1,000gp Any Armor
DancingVery Rare40 Days3,000gpArcaneAny Melee Weapon
DefiantRare3 Days500gpPrimalShield
Detecting, AdvancedVery rare15 Days3,000gpDivineAny Weapon
Detecting, IntermediateRare10 Days1,500gpDivineAny Weapon
DisguisedRare3 Days500gpArcaneAny Armor
DuplicityLegendary75 Days10,000gpArcaneAny Armor
Elemental Affinity, AdvancedVery Rare25 Days2,000gpArcaneAny Armor or Shield
Elemental Affinity, LegendaryLegendary100 Days15,000gpArcaneAny Armor or Shield
Elemental Edge, AdvancedVery Rare40 Days3,000gpArcaneAny Weapon
Elemental Edge, IntermediateRare15 Days1,000gpArcaneAny Weapon
Elemental Edge, LegendaryLegendary60 Days15,000gpArcaneAny Weapon
EtherealnessLegendary100 Days35,000gpArcaneAny Armor
Finger BladesUncommon1 Day50gp Any Armor
FinnedRare1 Day250gp Any Armor
FrighteningUncommon1 Day100gp Any Armor
GlamouredVery Rare35 Days3,000gpArcaneAny Armor
HaltingUncommon3 Days50gp Any Sword
HardenedUncommon3 Days250gp Any Armor
HealthyRare3 Days500gpDivineAny Armor
HeavyUncommon3 Days200gp Any Armor
HolyLegendary55 Days5,000gpDivineAny Weapon
IlluminatingUncommon1 Day100gpDivineAny Weapon
InsulatedUncommon3 Days50gp Any Armor
InvulnerableLegendary150 Days50,000gpPrimalAny Armor
JarringVery Rare3 Days1,000gpPrimalAny Armor
Nimble, AdvancedVery Rare13 Days2,000gpPrimalAny Armor
Nimble, BasicUncommon1 Day50gp Any Armor
Nimble, IntermediateRare4 Days1,000gpPrimalAny Armor
ParryingUncommon2 Days100gp Any one-handed Weapon
Pocket of HoldingVery Rare7 Days2,000gpArcaneAny Armor or Shield
Pommel StrikeCommon5 Days100gp Any versatile or two-handed weapon
Precise, AdvancedVery Rare50 Days10,000gpArcaneAny Weapon
Precise, IntermediateRare14 Days1,000gpArcaneAny Weapon
Precise, LegendaryLegendary70 Days25,000gpArcaneAny Weapon
ProtectedLegendary100 Days15,000gpDivineAny Armor
Quick ReleaseUncommon5 Days250gp Any Armor
ResistantRare13 Days1,500gpDivineAny Armor
ScaldingRare8 Days1,000gpArcaneAny Armor
Shadow WreathedVery Rare15 Days2,000gpArcaneAny Armor
Shielded, AdvancedVery Rare30 Days5,000gpArcaneAny Armor or Shield
Shielded, IntermediateRare16 Days1,500gpArcaneAny Armor or Shield
Shielded, LegendaryLegendary100 Days30,000gpArcaneAny Armor or Shield
SkeweringCommon1 Day50gp Any Armor
SlickRare7 Days600gpArcaneAny Armor
SlimCommon5 Days50gp Dagger, Dart, Sickle
SmoothUncommon10 Days250gp Any Metal Armor
Spark BracersRare7 Days750gpArcaneAny Armor
SpeedyRare20 Days1,500gpPrimalAny Armor
SplinteringUncommon3 Days100gp Any Axe
StrappedCommon3 Days25gp Any one-handed weapon
ThunderingRare10 Days1,000gpArcaneAny Melee Weapon
TripperUncommon1 Day100gp Any melee weapon with a reach of 10 feet
UnbreakableVery Rare1 Day1,000gpArcaneAny Armor, Shield, or Weapon
VaultingUncommon1 Day50gp Quarterstaff, spear, glaive, or halberd
Vengeful, AdvancedVery Rare15 Days3,000gpPrimalAny Weapon
Vengeful, BasicUncommon3 Days500gpPrimalAny Weapon
Vengeful, IntermediateRare10 Days1,500gpPrimalAny Weapon
Vengeful, LegendaryLegendary40 Days25,000gpPrimalAny Weapon
VenomousUncommon 3 Days500gp Any melee weapon that deals piercing or slashing damage
Wound ClosingRare7 Days750gpDivineAny Armor


Common Effects

Aerodynamic: Hidden weights and hollow chambers within this weapon makes the weapon easier to throw. As a result, both range increments of the weapon are increased by 15 feet.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any throwing weapon

Balanced: Hidden weights and hollow chambers within this weapon makes the weapon easier to throw. As a result, both range increments of the weapon are increased by 15 feet.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any throwing weapon

Bashing: This shield was made to be a weapon and can be used as one. It counts as a martial melee weapon and has the light property. The shield deals 1d6 bludgeoning damage.

  • Crafting Time: 1 day 
  • Magical: No
  • Price: 100gp
  • Prerequisites: Shield

Burnished: The metal on this shield or suit of armor has been polished until it becomes as shiny as a mirror.  The first time a creature attacks you and you are in bright light, the creature must make a Wisdom saving throw (DC = 10 + your proficiency bonus) or be blinded until the beginning of its next turn. You also have disadvantage on Stealth checks that rely on sight while you are in bright light.

  • Crafting Time: 1 day 
  • Magical: No
  • Price: 30gp
  • Prerequisites: Set of metal armor or metal shield

Camouflage, Basic: Colors corresponding to a natural environment are drawn onto this piece of armor. Pick from arctic, coast, desert, forest, grassland, hill, mountain, swamp, Underdark, and underwater. You have advantage on Dexterity (Stealth) checks while in the appropriate terrain. You choose one terrain when you craft the item. This choice cannot be undone.

  • Crafting Time: 2 days 
  • Magical: Yes 
  • Price: 150gp 
  • Prerequisites: Any set of armor

Climbing Spikes: Iron spikes are fastened onto the boots and greaves of this armor, making climbing much easier. You have advantage on climbing checks. While wearing these, your movement is halved.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 10gp
  • Prerequisites: Any set of armor

Pommel Strike: With a two-handed weapon, or a versatile weapon being wielded two-handed, as a bonus action you can strike your opponent with the pommel for 1d4 bludgeoning damage.

  • Crafting Time: 5 days
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any two-handed or versatile weapon

Skewering: Hard spikes and points are attached to this piece of armor. When you are grappled, you deal 1d4 piercing damage to the creature grappling you. This damage is repeated once every round on the grappling creature’s turn if it is grappling you.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any set of armor

Slim: Gain advantage on skill checks to conceal this weapon.

  • Crafting Time: 5 days
  • Magical: No
  • Price: 50gp
  • Prerequisites: Dagger, Dart, or Sickle

Strapped: Weapon can be strapped or removed as a quick action allowing another weapon to be drawn in the same action.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 25gp
  • Prerequisites: Any one-handed weapon

Uncommon Effects

Brutal, Intermediate: This weapon hits harder than others of its kind. When you roll a 1 on any damage dice for this weapon, you may reroll the dice and must keep the second result.

  • Crafting Time: 5 days
  • Magical: No
  • Price: 400gp
  • Prerequisites: Any weapon

Comfortable: Soft padding makes this armor comfortable to wear, even when sleeping. According to the optional rules in Xanathar’s Guide to Everything, taking a long rest in medium or heavy armor means you only regain a quarter of your Hit Dice. If the armor has this modification, you don’t suffer this penalty and recover half of your Hit Dice as normal.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 250gp
  • Prerequisites: Any set of armor

Composite: The draw on this bow is much heavier than on a normal bow, meaning only the strongest archers can properly control the weapon. You have disadvantage on attacks made with this weapon if your Strength score is 12 or lower. Because of its powerful draw, you can do additional damage with this bow. Once per turn, you can deal additional damage with this weapon equal to your Strength modifier.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 250gp

Prerequisites: Any bow

Finger Blades: small blades are sown into the fingertips of the gloves on this armor. You have advantage on Dexterity (Sleight of Hand) checks to pick people’s pockets. You also deal 1 additional slashing damage when hitting someone with an unarmed strike.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any set of armor

Frightening: Decorations of teeth, claws, and bones are attached to this piece of armor or set of robes. You have advantage on Intimidation checks.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any set of armor

Halting: The edge of this blade has been hardened. Whenever you must make a Strength saving throw against being moved against your will, you can use your reaction to dig your blade into the ground, giving yourself advantage on the roll.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any sword

Hardened: Plating of hard material, such as iron or steel, makes this armor or shield hard to break. Any critical hit you suffer becomes a regular hit. You can’t use this property again until you finish a long rest. Weight of the armor increases by 50%.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 250gp
  • Prerequisites: Any set of armor

Heavy: This armor is heavy, weighing you down while you move. Your movement speed is reduced by half, and you have advantage on checks and saving throws against being knocked prone or moved against your will.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 200gp
  • Prerequisites: Any set of armor

Illuminating: A minor enchantment on this weapon makes it glow with arcane light. Upon speaking the command word, the weapon sheds light, as if casting the light spell.

  • Crafting Time: 1 day
  • Magical: Yes
  • Price: 100gp
  • Prerequisites: Any weapon

Insulated: Reduces fatigue from Cold environments, increases fatigue in hot environments

  • Crafting Time: 3 days
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any set of armor

Level: A rebalancing of the weight of the weapon now allows it to be a thrown weapon with a range of 10/30.  Note that it does half its normal damage when thrown.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any non-throwing weapon

Nimble, Basic: This is easy to move in, making it easier for you to step into the fray. You gain a +1 bonus to initiative. You are at a disadvantage on any attempt to use Persuasion or Intimidation.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Any set of armor

Parrying: When the enemy rolls a natural one on attacking you in melee range, as a Reaction you may perform an Attack of Opportunity.

  • Crafting Time: 2 days
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any one-handed weapon

Quick Release: Half normal time to remove armor.

  • Crafting Time: 5 days
  • Magical: No
  • Price: 250gp
  • Prerequisites: Any heavy armor

Smooth: Any slashing attack damage is reduced by two points.

  • Crafting Time: 10 days
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any metal armor

Splintering: On a critical hit destroy the target’s shield if it is not magic, if they do not have a shield, reduce their AC by one.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any axe

Tripper: The lower end of this polearm’s handle has been strengthened with metal plating. As an attack action, you may target a large or smaller creature within reach of you and attempt to trip them. The creature must succeed on a Strength saving throw (DC = 10 + your proficiency bonus) or fall prone.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 100gp
  • Prerequisites: Any melee weapon with a reach of 10 feet

Vaulting: The core of this weapon has been strengthened to ensure it doesn’t break under your weight. When you make a long jump assisted by this weapon, the distance you can jump is doubled.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 50gp
  • Prerequisites: Quarterstaff, spear, glaive, or halberd

Vengeful, Basic: Choose one of the following creature types: beast, dragon, fey, giant, monstrosity, plant, undead. This choice is permanent and can only be changed if the modification is upgraded. When you hit a creature of the chosen type with an attack using this weapon, you deal an additional 1d6 damage.

  • Crafting Time: 3 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Any weapon

Venomous: A tube runs along the interior of this weapon, funneling poison into a cut wound. When you successfully hit a creature with a melee attack, you can use your reaction to press a button on the side of the weapon’s hilt to let poison flow into the wound. The creature must make a constitution saving throw (DC = 10 + your proficiency bonus). The creature takes 2d6 poison damage on a failed save and half as much damage on a successful one.

Once you’ve dealt poison damage with this weapon, you can’t do so again until

  • Crafting Time: 3 days
  • Magical: No
  • Price: 500gp
  • Prerequisites: Any melee weapon that deals piercing or slashing damage

Rare Effects

Arrow Catcher: This shield has an arcane enchantment on it, guiding ammunition towards it. Your AC against non-magical ranged weapon attacks increases by two.

  • Crafting Time: 4 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Shield

Beast Singer: While you have this weapon drawn, any hostile beast within 15 feet of you must succeed on a Wisdom saving throw (DC = 10 + your proficiency bonus). On a failed save, the beast is unable to attack you. The effect lasts for one hour or until you attack the creature. On a successful save, or when the effect ends, the beast is immune to the effects of this modification for 24 hours.

  • Crafting Time: 7 days
  • Magical: Yes
  • Price: 1500gp
  • Prerequisites: Any weapon

Blazing: When speaking a command word, the string on this weapon flares with bright flame. This fire does not damage the wielder of the weapon, and it does not damage the weapon. This modification has 3 charges. By speaking the command word, you can expend 1 charge to have one of your attacks deal 1d6 additional fire damage. You regain all expended charges each day at dawn.

  • Crafting Time: 4 days
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any bow or crossbow

Brutal, Advanced: This weapon hits harder than its counterparts. When you roll a 1 or 2 on the damage dice for this weapon, you may reroll the dice and must keep the second result.

  • Crafting Time: 17 days
  • Magical: No
  • Price: 1200gp
  • Prerequisites: Any weapon

Camouflage, intermediate: Colors corresponding to a natural environment are drawn onto this piece of armor. Pick from arctic, coast, desert, forest, grassland, hill, mountain, swamp, Underdark, and underwater. You have advantage on Dexterity (Stealth) checks while in the appropriate terrain. The terrain type can be changed to fit a new terrain after finishing a long rest.

  • Crafting Time: 5 days
  • Magical: Yes
  • Price: 400gp
  • Prerequisites: Any set of armor

Costumed: The style of this armor has been modified to look like that of monstrous humanoids. It includes a helmet made to cover your facial features. Choose one of the following humanoid creature types: gnoll, goblinoid, kobold, orc. Once made, this choice is permanent. You have advantage on any check you make to pass as a member of the chosen race that requires visual deception. In addition, these creatures won’t attack you if they spot you at a distance, believing you to be one of their own.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 1,000gp
  • Prerequisites: Any set of armor

Defiant: A magical enchantment has imbued this shield with additional power. When you are hit with a critical hit, you can use your reaction to turn the hit into a normal attack. You can’t use this property again until you finish a short or long rest.

  • Crafting Time: 3 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Shield
  • Prerequisites: Any set of armor or shield

Detecting, Intermediate: Arcane runes have been drawn onto this weapon. Choose one of the following humanoid types: gnoll, goblinoid, kobold, lizardfolk, lycanthrope, orc. When the weapon is drawn and within 100 feet of a creature of the chosen type, the weapon flares with arcane light. The weapon sheds dim light in a 5-foot radius while this effect is active.

  • Crafting Time: 10 days
  • Magical: Yes
  • Price: 1500gp
  • Prerequisites: Any weapon

Disguised: This set of armor has 3 charges. You can expend 1 charge as an action to cast the spell disguise self. All expended charges recharge each day at dawn.

  • Crafting Time: 3 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Any set of armor

Elemental Edge, Intermediate: Arcane runes in colors of blue, red, orange, or green shimmer across this weapon. Choose one damage type from cold, fire, lightning, and acid. This weapon deals an additional 1d6 extra damage of the chosen type.

  • Crafting Time: 15 days
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any weapon

Finned: Fins and flippers have been sewn into the design of this armor, making it easier to move in water. You have a swimming speed of 30 feet.

  • Crafting Time: 1 day
  • Magical: No
  • Price: 250gp
  • Prerequisites: Any set of medium or light armor

Healthy: While you’re wearing this set of armor, you are immune to contracting any disease. If you are already infected with a disease, the effects of the disease are suppressed while you’re wearing the armor.

  • Crafting Time: 3 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Any set of armor

Nimble, intermediate: This armor or robe is easy to move in, making it easier to step into the fray. You have a +2 bonus to initiative. The armor loses one point of AC because of the change of form.

  • Crafting Time: 4 days
  • Magical: No
  • Price: 1000gp
  • Prerequisites: Any set of armor

Precise, Intermediate: Magical energy is fused into this weapon. You gain a +1 bonus to attack and damage rolls made with this weapon.

  • Crafting Time: 14 days
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any weapon

Resistant: This armor piece or set of robes has been treated to be effective against certain damage types. Choose one damage type from among acid, cold, fire, force, lightning, necrotic, poison, and radiant. You become resistant to the chosen damage type.

  • Crafting Time: 13 days
  • Magical: Yes
  • Price: 1500gp
  • Prerequisites: Any set of armor

Scalding: Elemental fires have been intertwined with the material of this set of armor, activating when you use an action to speak the command word. Any creatures that touch, such as those attacking with an unarmed strike, take 1d4 fire damage while this effect is active. In addition, you no longer suffer the effects of extreme cold. By repeating the command word, you deactivate this effect.

  • Crafting Time: 8 days
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any set of armor

Shielded, Intermediate: Arcane protective energy is intertwined with this piece of armor. You gain a +1 bonus to Armor Class.

  • Crafting Time: 16 days
  • Magical: Yes
  • Price: 1500gp
  • Prerequisites: Any set of armor or shield

Slick: This set of armor exudes a slightly greasy oil when squeezed. You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks made to escape a grapple.

  • Crafting Time: 7 days
  • Magical: Yes
  • Price: 600gp
  • Prerequisites: Any set of armor

Spark Bracers: Crackling lightning shoots up your arms, wrapping around your hands and fingers. When you hit a creature with a thrown weapon, you deal an additional 1d4 lightning damage. You also deal an additional 1d4 lightning damage on an unarmed strike.

  • Crafting Time: 7 days
  • Magical: Yes
  • Price: 750gp
  • Prerequisites: Any set of armor

Speedy: Arcane magic accelerates your movement while wearing this set of armor or robes. Your movement speed is increased by 10 feet.

  • Crafting Time: 20 days
  • Magical: Yes
  • Price: 1500gp
  • Prerequisites: Any set of armor

Thundering: When you make a critical hit against a creature, a boom rings out from the point of impact. This boom can be heard up to 300 feet away, and the hit deals an additional 1d8 thunder damage.

  • Crafting Time: 2 days
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any melee weapon

Vengeful, Intermediate: Choose one of the following creature types: beast, dragon, fey, giant, monstrosity, plant, undead. This choice is permanent and can only be changed if the modification is upgraded. When you hit a creature of the chosen type with an attack using this weapon, you deal an additional 2d6 damage.

  • Crafting Time: 10 days
  • Magical: Yes
  • Price: 1,500gp
  • Prerequisites: Any weapon

Wound Closing: While wearing this armor, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

  • Crafting Time: 5 days
  • Magical: Yes
  • Price: 750gp
  • Prerequisites: Any set of armor

Very Rare Effects

Attracting: Your armor has been tempered with arcane energy to attract certain enemies. Choose one of the following creature types: beast, dragon, fey, monstrosity, plant, undead. Once made, this choice is permanent.

When in combat with a creature of the chosen type, the creature must make a Wisdom saving throw (DC = 10 + your proficiency bonus) at the start of each of its turns. On a failed save, the creature focuses its ire on you until the end of its turn. Its attacks and any detrimental effects or spell it might want to use must be directed at you if its focus is on you.

  • Crafting Time: 3 days
  • Magical: Yes
  • Price: 500gp
  • Prerequisites: Any set of armor or shield

Blessed: When you hit a fiend or undead with this weapon, you deal an extra 2d10 radiant damage.

  • Crafting Time: 30 days
  • Magical: Yes
  • Price: 2500gp
  • Prerequisites: Any weapon

Bloodied: Whenever you bring a creature to 0 hit points, you regain 2d6 hit points.

  • Crafting Time: 30 days
  • Magical: Yes
  • Price: 2500gp
  • Prerequisites: Any weapon

Bracing: Arcane trails of magical energy dance over the surface of this shield. As a reaction, you can raise your shield against an incoming damaging effect. If the incoming damage is acid, cold, fire, or lightning, you gain resistance to the incoming damage until the end of that turn.

  • Crafting Time: 4 days
  • Magical: Yes
  • Price: 900gp
  • Prerequisites: Shield

Dancing: As a bonus action, you can toss this weapon into the air and speak its command word. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the weapon hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the weapon to attack one creature within 5 feet of it.

After the hovering weapon attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

  • Crafting Time: 40 days
  • Magical: Yes
  • Price: 3,000gp
  • Prerequisites: Any melee weapon

Detecting, Advanced: Arcane runes have been drawn onto this weapon. Choose one of the following creature types: aberration, celestial, dragon, elemental, fey, fiend, giant, undead. When the weapon is drawn and within 100 feet of a creature of the chosen type, the weapon flares with arcane light. The weapon sheds dim light in a 5-foot radius while this effect is active.

  • Crafting Time: 15 days
  • Magical: Yes
  • Price: 3000gp
  • Prerequisites: Any weapon

Elemental Affinity, Advanced: Arcane runes flare in colors of blue, red, orange, or green shimmering across this piece of armor. Choose one damage type from cold, fire, lightning, and acid. While wearing this piece of armor, you have resistance to the chosen damage type.

  • Crafting Time: 25 days
  • Magical: Yes
  • Price: 2000gp
  • Prerequisites: Any set of armor, shield

Elemental Edge, Advanced: Arcane runes in colors of blue, red, orange, or green shimmer across this weapon. Choose one damage type from cold, fire, lightning, and acid. This weapon deals an additional 2d6 extra damage of the chosen type.

  • Crafting Time: 40 days
  • Magical: Yes
  • Price: 3000gp
  • Prerequisites: Any weapon

Glamoured: This set of armor acts like a regular set of armor until you speak its command word. Upon speaking the command word as an action, the armor changes in look to assume the appearance of a set of clothing, the appearance of which is determined by you. The armor retains all its properties when glamoured, including AC and weight. Only a true seeing spell or similar magic can see through the illusion.

  • Crafting Time: 35 days
  • Magical: Yes
  • Price: 3000gp
  • Prerequisites: Any set of armor

Jarring: Powerful steel or other hard material has been added to this armor, making it so opponents who hit it often regret it as the strike sends a shock through their body.

When a creature targets you with a melee attack and misses with 5 or more, the creature must succeed on a constitution saving throw (DC = 10 + your proficiency bonus) or drop the weapon they struck you with if they are able. If the creature misses by 10 or more and fails the saving throw, the creature is stunned until the beginning of your next turn.

  • Crafting Time: 3 days
  • Magical: No
  • Price: 1000gp
  • Prerequisites: Any set of armor

Nimble, Advanced: This armor or robe is easy to move in. You gain a +3 bonus to your initiative. The AC of the armor decreases by one.

  • Crafting Time: 13 days
  • Magical: No
  • Price: 2000gp
  • Prerequisites: Any set of armor or robes

Pocket of Holding: There is a pocket in this armor that acts as a small interplanar space, capable of holding up to 250 pounds of material, but never weighing more than 15 pounds.

  • Crafting Time: 7 days
  • Magical: Yes
  • Price: 2000gp
  • Prerequisites: Any set of armor or shield

Precise, Advanced: Magical energy is fused into this weapon. You gain a +2 bonus to attack and damage rolls made with this weapon.

  • Crafting Time: 50 days
  • Magical: Yes
  • Price: 10,000gp
  • Prerequisites: Any weapon

Shadow Wreathed: Darkness clings to this set of armor, blending with surrounding shadows. You have advantage on Dexterity (Stealth) checks while in dim light or darkness.

  • Crafting Time: 15 days
  • Magical: Yes
  • Price: 2000gp
  • Prerequisites: Any set of armor

Shielded, Advanced: Arcane protective energy is intertwined within this piece of equipment. You gain a +2 bonus to Armor Class.

  • Crafting Time: 30 days
  • Magical: Yes
  • Price: 5000gp
  • Prerequisites: Any set of armor or shield

Unbreakable: Runes and arcane symbols protect this weapon. This set of armor or shield cannot be damaged or broken by any natural means. Some powerful magical effects, such as the disintegrate spell, can successfully damage the item.

  • Crafting Time: 1 day
  • Magical: Yes
  • Price: 1000gp
  • Prerequisites: Any set of armor, shield, or weapon

Vengeful, Advanced: Choose one of the following creature types: beast, dragon, fey, giant, monstrosity, plant, undead. This choice is permanent and can only be changed if the modification is upgraded. When you hit a creature of the chosen type with an attack using this weapon, you deal an additional 3d6 damage.

  • Crafting Time: 15 days
  • Magical: Yes
  • Price: 3,000gp
  • Prerequisites: Any weapon

Legendary Effects

Bracing, Advanced: Arcane trails of magical energy dance over the surface of this shield. As a reaction, you can raise your shield against an incoming damaging effect. If the incoming damage is acid, cold, fire, or lightning, you gain immunity to the incoming damage until the end of that turn.

  • Crafting Time: 25 days
  • Magical: Yes
  • Price: 2000gp
  • Prerequisites: Shield

Duplicity: As an action, you create an illusion of yourself that lasts for one minute or until you lose concentration (as if concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against the creature, since the illusion is distracting the target.

  • Crafting Time: 75 days
  • Magical: Yes
  • Price: 10,000gp
  • Prerequisites: Any set of armor or robes

Elemental Affinity, Legendary: Arcane runes flare in colors of blue, red, orange, or green shimmering across this piece of armor. Choose one damage type from cold, fire, lightning, and acid. While wearing this piece of armor, you have immunity to the chosen damage type.

  • Crafting Time: 100 days
  • Magical: Yes
  • Price: 15,000gp
  • Prerequisites: Any set of armor, shield

Elemental Edge, Legendary: Arcane runes in colors of blue, red, orange, or green shimmer across this weapon. Choose one damage type from cold, fire, lightning, and acid. This weapon deals an additional 3d6 extra damage of the chosen type.

  • Crafting Time: 60 days
  • Magical: Yes
  • Price: 25,000gp
  • Prerequisites: Any weapon

Etherealness: The edges of this armor shimmer faintly. While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell. The spell lasts 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn.

  • Crafting Time: 100 days
  • Magical: Yes
  • Price: 35,000gp
  • Prerequisites: Any set of armor

Holy: While you hold the drawn weapon, it creates a 15-foot aura around you. You and all other creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects.

  • Crafting Time: 55 days
  • Magical: Yes
  • Price: 5000gp
  • Prerequisites: Any weapon

Invulnerable: You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn.

  • Crafting Time: 150 days
  • Magical: Yes
  • Price: 50,000gp
  • Prerequisites: Any set of armor

Precise, Legendary: Magical energy is fused into this weapon. You gain a +3 bonus to attack and damage rolls made with this weapon.

  • Crafting Time: 70 days
  • Magical: Yes
  • Price: 25,000gp
  • Prerequisites: Any weapon

Protected: While wearing this armor, you are always under the effects of the protection from good and evil spell.

  • Crafting Time: 100 days
  • Magical: Yes
  • Price: 15,000gp
  • Prerequisites: Any set of armor

Shielded, Legendary: Arcane protective energy is intertwined within this piece of equipment. You gain a +3 bonus to Armor Class.

  • Crafting Time: 100 days
  • Magical: Yes
  • Price: 30,000gp
  • Prerequisites: Any set of armor or shield

Vengeful, Legendary: Choose one of the following creature types: beast, dragon, fey, giant, monstrosity, plant, undead. This choice is permanent and can only be changed if the modification is upgraded. When you hit a creature of the chosen type with an attack using this weapon, you deal an additional 4d6 damage.

  • Crafting Time: 40 days
  • Magical: Yes
  • Price: 25,000gp
  • Prerequisites: Any weapon

Common Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
AerodynamicCommon3 Days100gp Any Non-Thrown Weapon
BalancedCommon1 Day50gp Any Throwing Weapon
BashingCommon1 Day100gp Shield
BurnishedCommon1 Day30gp Metal armor or shield
Camouflage, BasicCommon2 Days150gp Any Armor
Climbing SpikesCommon1 Day10gp Any Armor
Pommel StrikeCommon5 Days100gp Any versatile or two-handed weapon
SkeweringCommon1 Day50gp Any Armor

Uncommon Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
Brutal, IntermediateUncommon5 Days400gp Any Weapon
ComfortableUncommon3 Days250gp Any Armor
CompositeUncommon3 Days250gp Any Bow
Finger BladesUncommon1 Day50gp Any Armor
FrighteningUncommon1 Day100gp Any Armor
HaltingUncommon3 Days50gp Any Sword
HardenedUncommon3 Days250gp Any Armor
HeavyUncommon3 Days200gp Any Armor
IlluminatingUncommon1 Day100gpDivineAny Weapon
InsulatedUncommon3 Days50gp Any Armor
Nimble, BasicUncommon1 Day50gp Any Armor
ParryingUncommon2 Days100gp Any one-handed Weapon
Quick ReleaseUncommon5 Days250gp Any Armor
SmoothUncommon10 Days250gp Any Metal Armor
SplinteringUncommon3 Days100gp Any Axe
TripperUncommon1 Day100gp Any melee weapon with a reach of 10 feet
VaultingUncommon1 Day50gp Quarterstaff, spear, glaive, or halberd
Vengeful, BasicUncommon3 Days500gpPrimalAny Weapon
VenomousUncommon 3 Days500gp Any melee weapon that deals piercing or slashing damage

Rare Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
Arrow CatcherRare4 Days500gpArcaneShield
Beast SingingRare7 Days1,500gpPrimalAny Weapon
BlazingRare4 Days1,000gpArcaneAny Bow or Crossbow
Brutal, AdvancedRare15 Days1,200gp Any Weapon
Camouflage, IntermediateRare5 Days400gpPrimalAny Armor
CostumedRare1 Day1,000gp Any Armor
DefiantRare3 Days500gpPrimalShield
Detecting, IntermediateRare10 Days1,500gpDivineAny Weapon
DisguisedRare3 Days500gpArcaneAny Armor
Elemental Edge, IntermediateRare15 Days1,000gpArcaneAny Weapon
FinnedRare1 Day250gp Any Armor
HealthyRare3 Days500gpDivineAny Armor
Nimble, IntermediateRare4 Days1,000gpPrimalAny Armor
Precise, IntermediateRare14 Days1,000gpArcaneAny Weapon
ResistantRare13 Days1,500gpDivineAny Armor
ScaldingRare8 Days1,000gpArcaneAny Armor
Shielded, IntermediateRare16 Days1,500gpArcaneAny Armor or Shield
SlickRare7 Days600gpArcaneAny Armor
Spark BracersRare7 Days750gpArcaneAny Armor
SpeedyRare20 Days1,500gpPrimalAny Armor
ThunderingRare10 Days1,000gpArcaneAny Melee Weapon
Vengeful, IntermediateRare10 Days1,500gpPrimalAny Weapon
Wound ClosingRare7 Days750gpDivineAny Armor

Very Rare Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
AttractingVery Rare3 Days500gpArcaneAny Armor or Shield
BlessedVery Rare30 Days2,500gpDivineAny Weapon
BloodiedVery Rare30 Days2,500gpPrimalAny Weapon
DancingVery Rare40 Days3,000gpArcaneAny Melee Weapon
Detecting, AdvancedVery rare15 Days3,000gpDivineAny Weapon
Elemental Affinity, AdvancedVery Rare25 Days2,000gpArcaneAny Armor or Shield
GlamouredVery Rare35 Days3,000gpArcaneAny Armor
JarringVery Rare3 Days1,000gpPrimalAny Armor
Pocket of HoldingVery Rare7 Days2,000gpArcaneAny Armor or Shield
Precise, AdvancedVery Rare50 Days10,000gpArcaneAny Weapon
Shadow WreathedVery Rare15 Days2,000gpArcaneAny Armor
Shielded, AdvancedVery Rare30 Days5,000gpArcaneAny Armor or Shield
UnbreakableVery Rare1 Day1,000gpArcaneAny Armor, Shield, or Weapon
Vengeful, AdvancedVery Rare15 Days3,000gpPrimalAny Weapon

Legendary Effects Summary Table

EffectRarityCrafting TimePriceMagicalEquipment
Bracing, AdvancedLegendary25 Days2,000gpPrimalShield
DuplicityLegendary75 Days10,000gpArcaneAny Armor
Elemental Affinity, LegendaryLegendary100 Days15,000gpArcaneAny Armor or Shield
Elemental Edge, LegendaryLegendary60 Days15,000gpArcaneAny Weapon
EtherealnessLegendary100 Days35,000gpArcaneAny Armor
InvulnerableLegendary150 Days50,000gpPrimalAny Armor
Precise, LegendaryLegendary70 Days25,000gpArcaneAny Weapon
ProtectedLegendary100 Days15,000gpDivineAny Armor
Shielded, LegendaryLegendary100 Days30,000gpArcaneAny Armor or Shield
Vengeful, LegendaryLegendary40 Days25,000gpPrimalAny Weapon

Alchemy

Alchemy (Potion Creation) and Poison Crafting

Alchemist’s Supplies

  • RAW Cost: 50gp
  • RAW Weight: 8lbs
  • Items: Two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.
  • Crafting Restrictions: Requires access to heat.
  • Mundane Item Crafting: Acid, Alchemist’s Fire, Antitoxin, Ink, Perfume, Sealing Wax, Soap
  • Magic Item Crafting: Potions and a handful of metallic products
  • Artwork Creation: Creative but harmless potions meant to entertain instead of enhancing.
  • QA Artwork Bonus: None
  • Structure Building: N/A
  • Adventuring Utility: Proficiency bonus added to attacks made from alchemy items, and benefits when interacting with potions and other substances.

The process of creating a formula for a potion is part chemistry, part luck, and a lot of gold for ingredients that are wasted.  Fundamentally, the first thing that an Alchemist needs to create is the formula for a potion, and this is the research phase of the creation.

Herbalist’s Limited Alchemy: While herbalism is primarily used for gathering herbs, a creature with proficiency with herbalism kits has a limited proficiency in creating potions in addition to gathering herbs. You can use proficiency with an herbalism kit in place of alchemist’s supplies when creating potions of healing, antidotes, antitoxins, and vials of poison.

When crafting in this way, you use an herbalism kit and proficiency with it in place of alchemist’s supplies. This crafting otherwise works the same as using alchemist’s supplies. You can add additional ingredient modifiers when crafting in this way.

Poison Creation: The formulas are the same for poison crafting.  Use the poison rarity for Research Points that are required to develop the formula, and then the creation table for making that poison. 

Skill Usage

  • Arcana: Proficiency with alchemist’s supplies allows you to unlock more information on Arcana checks involving potions and similar materials.
  • Investigation: When you inspect an area for clues, proficiency with alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area.
  • Alchemical Crafting: You can use this tool proficiency to create alchemical items. A character can spend money to collect raw materials, which weigh 1 pound for every 50gp spent. The DM can allow a character to make a check using the indicated skill with advantage. As part of a long rest, you can use alchemist’s supplies to make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gold piece worth of raw materials you are carrying.

Alchemist’s Supplies Basic Skill Use Difficulty Table

ActivityDC
Create a puff of thick smoke10
Identify a poison10
Identify a substance15
Start a fire15
Neutralize acid20

Default Formulas

All alchemists are assumed to have the following common formulas already in their lab notebook:

  • Acid
  • Alchemist’s Fire
  • Antitoxin
  • Normal Ink
  • Perfume
  • Basic Poison
  • Sealing Wax
  • Soap

Research Point Cost

The base cost is just that, a starting point.  If the researcher is taking an existing uncommon potion and only slightly improving or changing it and does not warrant a full rarity change, then the cost would be somewhere between the two rarity levels.  All the costs are suggested values for existing potions and their rarities. There is not a straight formula since potions are graded by rarity instead of spell levels, but the end cost does follow the same progression.

Example:

A standard Healing Potion is a Common rarity and heals 2d4+2.  The alchemist wants to create a potion that heals 3d4+3, which is better than the Common one, but not as good as the Uncommon Greater Healing potion.  The Research Point cost should be split between the rarity which would give it a cost of 75 Research Points.

Potion Creation Research Point Cost Table

RarityResearch Point CostMinimum Character Level
Common251
Uncommon755
Rare1509
Very Rare30013
Legendary50017

Research Point Reductions

Only one of the two existing potion/formula reductions may be used for any specific formula creation.

Existing Potion: If the researcher has on hand another potion that is very similar and it can be used as an exemplar starting point, then a reduction up to 25% of the total Research Points needed can be applied to the cost. The potion that is used for this is also consumed during the process.

Existing Formula: If the Alchemist has a full formula created by someone else, there is a 50% reduction of the total research points required to create the spell.  While it might be a formula, it most likely will not be accurate missing or brewing idiosyncrasies of the alchemist that created that formula, therefore requiring the formula to be validated through additional research.

Facility: If there is a dedicated facility for the research and creation of alchemy formulas, then up to 25% of the cost can be reduced by expending facility points to replace the research points.  See the facilities rules for more details.

Potion Formula Creation Completion

Once the alchemist has collected enough Research Points it is time to put together the formula and test it.  There is no benefit in expending more Research Points or gold pieces once the minimum has been met, these would just go to waste since they will not impact the final DC. The Research Points that will be used for completing the project are spent and lost and are not recoverable. The creator will make an Alchemy Supplies skill roll. No other modifiers or advantage chances can be applied to this roll.  It can only be a straight roll. 

Once again, if the product being created is a slightly improved version of an existing potion, but not sufficiently to increase the rarity, the DC will increase as the average of the two rarity DCs as selected by the DM.

Example:

A standard Healing Potion is a Common rarity and heals 2d4+2.  The alchemist wants to create a potion that heals 3d4+3, which is better than the Common one, but not as good as the Uncommon Greater Healing potion.  The DC would be (8 + 14 = 22 / 2 = 11) 11.

If the roll is equal to or greater than the listed DC, the potion formula has been created and can be considered entered into the Alchemist formula book. Failure means that the formula was not created, and the alchemist must start again, but in their next attempt the amount of Research Points required is reduced by 50%.

Potion Formula Creation Success Table

RarityDC For Success
Common8
Uncommon14
Rare20
Very Rare26
Legendary32

Potion Creation

Now that the alchemist has created a formula, now it is time to start brewing some up. For each single dose of potion to be created will require a certain amount of ingredients as well as a difficulty check. The listed required ingredients are only the minimum and should include additional ingredients depending on the type of potion being created.

Potion Creation Failure

If at any time the alchemist rolls a natural one on any of the potion creation processes, it blows up in their face.  Roll on the following table to find the results.

Potion Creation Failure Table

Roll (d100)EffectCommonUncommonRareVery RareLegendary
01-05Oh, my loving god: Roll on the wild magic tableOne rollTwo rollsThree rollsFour rollsFive rolls
06-25Oh, this is going to hurt: Your attempt at potion creation blows up in your face. Damage is random (1d12): Acid (1), Bludgeoning (2), Cold (3), Fire (4), Force (5), Lightning (6), Necrotic (7), Piercing (8), Poison (9), Psychic (10), Radiant (11), Slashing (12)2d63d84d105d126d20
26-50This is very bad: You find that you have temporarily lost the ability to cast spells.One DayThree DaysFive DaysTen DaysOne Month
51-90This is not good: You find that you have temporarily lost the ability to make potions.One DayOne WeekOne MonthThree MonthsOne Year
91-99This is confusing: The potion you created does the opposite you were expecting, but it looks correct to you, and you think you succeeded.
100How did I do that: Success!  Your potion still turned out, but only a single dose no matter how many ingredients you used.

Potion Creation Table

Potion RarityIngredientsDC to Create Single PotionDC to Create 1d4 PotionsDC to Create 1d6 PotionsDC to Create 1d8 PotionsDC to Create 1d10 PotionsDC to Create 1d12 Potions
Common3 common ingredients
Glass Vial
101214161820
Uncommon1 common ingredient
3 uncommon ingredients
Glass Vial
141719212325
Rare3 uncommon ingredients
2 rare ingredients
Glass Vial
182224262830
Very Rare2 uncommon ingredients
3 rare ingredients
2 very rare ingredients
Crystal Vial
222729313335
Legendary5 uncommon ingredients
4 rare ingredients
3 very rare ingredients
2 legendary ingredients
Crystal Vial
253133353739


Essence Requirements

When crafting potion specific rarity levels of ingredients are required, but there is also a requirement of the proper type of ingredient.  If a healing potion is being crafted, then 50% of those ingredients need to be either divine or curative in nature.  If you are making a poison, then you would need at least 50% poisonous ingredients, and so forth.  The following table gives a rough guideline to these, but there could be other specific requirements as per the DM looking over the required recipe.

Type of Ingredient Table

Potion TypeIngredient Type Required
Healing50% Curative, Divine, or Poisonous ingredient of each type
Ability or Form Changing50% Primal ingredient of each type
Magical Results50% Arcane ingredient of each type

There will be other specific requirements as per the DM looking over the required recipe.

Example:

The alchemist is creating a Potion of Fire Breathing, which is an uncommon magic item.  At least one of the uncommon ingredients must be of a fire origin.

Downtime Activity

Between Adventures

Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold.

In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the DM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the DM might want to keep track of just how much time is passing as events beyond your perception stay in motion.

Downtime Activities

Between adventures, the DM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.

Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your DM.


Crafting

The idea of crafting something is a very fundamental concept in the fantasy genre.  It is part of many stores and legends both in fantasy and reality, but how is something created?  The capability to create something new or modify something known is a basic concept used by many to give them that exact edge that they need to succeed. This chapter is here to describe a basic process for any type of crafting, whether it is spell creation, potion making, magic item creation, or just something that does not exist, but a player would like it too.  Like all rules, these are a guideline and anything that will be attempted must be reviewed by the DM and have their agreement on the costs, time, and any other options that must be accomplished before the thing in question is crafted.

Every mundane and magical item has a formula that describes the materials required to craft it. The formula describes the number of units of materials with specific descriptors. For example, a Flametongue sword might require at least five units of rare metal and at least five units of fiery material. Thus, the formulas involve some resource management and optimization on the part of the craftsman. For example, if a player’s only source of fiery material is also a very rare material, they may not want to use it to craft a rare magic item. This adds a minor mix-and-match element to the crafting system to emulate the idea of tinkering with materials to find optimal combinations and to also let players make reasonable substitutions. To further enhance this feeling and to make it a workable problem instead of simply a matter of spending resource points, each formula will also specify some materials that cannot be used in the creation of that item. For example, a magic sword could be made with metal, but it might not be able to incorporate any plant matter. Fire items couldn’t use ice materials. Such constraints add an extra dimension to the resource management and optimization game and make it feel more like crafting is working out a puzzle.

To make the crafting system more intuitive and systematic – and to simplify the design work and streamline the result – the actual recipes and constraints should primarily be based on the type of magic item being constructed. All scrolls, for example, all wands, all potions, and so on would have some common rules for their formulae. This is a particularly good place for constraints on materials that can’t be used for certain objects. In the case of weapons and armor, it might be necessary to have several different sets of requirements and constraints based on general classes of items. For example, all swords might have one set of requirements, all axes another, and all bows might have another. Armor could be divided by weight or divided between metal and nonmetal armors or some combination of both. This also makes it easier for DMs to invent recipes for new magical items they create.

Tool and skill proficiencies serve as a prerequisite for crafting specific types of items, but no roll is required. This again emphasizes the fact that crafting is a specialized skill that not anyone can do and makes the crafting system an opt-in activity at the player level. It also provides niche protection for players. The number of proficiencies that can be used to craft equipment should be relatively small for the same reasons noted above and should have substantial – but not complete – overlap with the proficiencies required to gather materials. Because crafting should be a major feature of a character concept, this requires players who want to go all-in on crafting to invest some character-building choices on it. And because the game is a team-based game and because everyone in the party can benefit from a craftsman in the group, that means that a party could work as a group to make sure they have the relevant proficiencies. Such as one player choosing to be proficient in miners’ tools to gather minerals and metals for another player who’s proficient with smiths’ tools.

There are three primary steps to any crafting projects.  First there is gathering research, second is creating the blueprint, formula, spell criteria, and such, and third is the mechanical iteration of creating the things that were being crafted. Each type of crafting is a little different in what is required, or how it would be used, so each one will be described separately.

Quick Summary

Each step will be outlined in more depth, but the following serves as a summary and reference for the process.

  • Select an Item. Find the item rarity you would like to craft on a crafting table.
  • Determine how much research is required.
  • Check with your DM. They will confirm if that item exists and has the default rarity in their game. This system is a tool, it does not supersede worldbuilding.
  • Start researching.
  • Gather the materials. Materials can be looted from humanoids, harvested from more exotic creature types, purchased at stores, or gathered from the wilderness. The specifics of any material and where it can be found is covered in the materials section.
  • Begin crafting! You can find the related tool and ability score on the table below. Use the related tool and skill to determine your crafting modifier using the following formula:

Work Periods

The first part that must be addressed is how often a character can work on a project.  There are three eight-hour periods in a day available.  One is always used for rest even if the character does not require sleep.  There will always be the need for at least a mental break daily. This leaves two eight-hour work periods.  Normally one would be used for travel and the second for adventuring without leaving any free time.  But the characters are not always traveling or adventuring.  If there is a complete uninterrupted work period available, it can be used for crafting.

Working Together

Many hands make light work. Multiple artisans can contribute to the same project, provided they have the prerequisites to do so, and their successes are applied to the progress.

One artisan can also choose to assist another, allowing the lead artisan to add the assistant artisan’s proficiency modifier to their roll. A lead artisan can only receive help from one assistant artisan. This is particularly helpful when working on high-quality items or items with powerful magical effects, which require great skill to make progress.

Sometimes artisans of different vocations must combine their efforts to complete an item. For example, catering a banquet for a dwarven lady and her subjects might require the services of a chef to provide the food, a brewer to serve drinks, and a glassblower to craft the glassware for the event. Required successes can be divided up between different crafting types, each requiring a different type of Artisan Check to complete.

Working for More than Eight Hours

Crafting is a physically and mentally taxing activity and doing so for more than 8 hours in a day place one at risk of exhaustion. However, circumstances sometimes necessitate a period of crunch, of pushing beyond these normal limits. Weaving a battle banner for a general who is about to march off to war, setting gems in a ring for an impatient noble, painting a landscape to submit into an art gallery before arrival can submit a similar piece – all are possible reasons why an artisan may need to extend their working day.

For every 4 hours of crafting or imbuing beyond 8 hours, make a constitution saving throw. The DC is 5 + 5 for every additional 4 hours. On a failed saving throw, you suffer one level of exhaustion at the END of your next Long Rest.

Taking 10

When you craft something, double the crafting period (from 2 hours to 4 hours per check) to “take a 10” on the crafting roll, meaning that your crafting checks are 10 + your related ability score + your related tool proficiency bonus. This provides a floor level that you can always succeed on if you choose to take your time. If someone with proficiency is aiding you for the entire duration of the crafting, the crafting check doesn’t gain any bonus, but can be completed in the standard amount of time.


Crafting Mundane Items

Majority of the items most of what would be crafted using the toolkits would be mundane items.  These are all considered common objects and each toolkit will have a list of things that they can easily make without conducting any sort of research.  If that crafter wants to stray from the norm, then some amount of research or testing will need to be done to complete their accomplishment.

Crafting a mundane item has two prerequisites: proficiency in the relevant artisan’s tools, and a formula, recipe, or blueprint. Crafting is done in three steps:

  • Declare the item’s Base Value
  • Declare the Item Quality
  • Craft the item

Base Value

The Base Value determines the time required to craft an item and is based on the cost of materials used in its creation. While a very simplistic look at the creation process and not really situated too much, it does make the process easier to manage and track.

Items listed in the Player’s Handbook are made of standard materials, and thus their listed costs are the minimum possible Base Value. However, experienced artisans may wish to use more expensive materials, such as precious or rare metals, gemstones, or monster parts. These materials increase the Base Value of the crafted item. A gem-encrusted platinum sword is worth more and takes longer to craft than one made of iron and steel.

The material cost of crafting an item is half of the Base Value. Declare the materials from which the item will be made and determine the Base Value of the item accordingly.

Item Quality

The Item Quality determines how difficult the item is to craft, as well as the value of the item upon its completion. An artisan must decide on the level of detail with which an item will be crafted. Crafting higher-quality items requires greater skill and carries with it a greater risk of making no progress but increases the final value of the item. A well fitted suit may use the same amount of material as an ill-fitted suit, but it requires greater skill and therefore is worth more. Item Qualities and their respective Crafting DC and Value Modifier are as follows:

Mundane Item Crafting Difficulty Table

Item QualityCrafting DCValue Modifier
Common101x
Uncommon151.5x
Rare202x
Very Rare254x
Legendary3010x

Declare the Item Quality before crafting and determine the Value Modifier accordingly.

Crafting the Item

The amount of time to craft the object in question will be measured in 10gp increments.  For each 10gp of value, one work period will be consumed for that work.  Once the total number of work periods required to complete the object have been spent, then a single roll on the Mundane Item Crafting Difficulty table is made for success or failure.  Success means the goal was achieved and the object created.  If failure is within five of the required DC, then the object’s fine quality is two less than the goal.  If the failed roll is less than that, then it is considered trash and has no value except perhaps scraps.

Multiply the Base Value by the Value Modifier to determine the final Item Value.

Example:

Frobian is attempting to make a Legendary carving.  He is carving out of an expensive wood worth 100gp.  He will take ten work periods and will then make his attempt to complete the carving of the Tabaxi.  His Dexterity modifier is +4 and his proficiency modifier is +4 giving him a total of +8 on his roll.  The DC he is attempting to reach is 30.  He rolls a 17 + 8 == 25 missing the DC, but his failure is within five, so his Legendary carving turns into a rare carving instead only doubling the price he could sell it the carving.


Research Points

The first part of any project is to understand how something will be crafted.  This will require research, which could be working in libraries, experimenting in a laboratory, or even building prototypes in a woodshop.  All of these are different types of research that then help the crafter come up with the final plan and direction that must be taken to complete their project.

For every five work periods that have been expended, the crafter is given a certain amount of research points.  These points can be considered papers, designs, or any media that would make sense for that crafter. The work periods do not need to be contiguous, and could be collected once a day, once a week, or even once a month.  The research points do not expire, although they do represent a tangible asset that could be stolen or even destroyed.  There is no limit to the amount of research points that can be collected.

It is also possible to adjust the results of the roll by spending gold.  For every 100 gold pieces that is spent, the crafter will gain an additional plus one to the roll.  This gold is expended and is not recoverable no matter the results of the final roll. This is a way to improve the possible research results through the purchase of new exotic ingredients, or papers that look interesting.  It does not matter what thematic vehicle was, it was just using gold as a shortcut to attempt to gain more research points. There is no benefit to spending more than 1000 gold pieces. All the gold must be spent in full before the first work period is used to conduct research.  Gold may be spent again at the beginning of each five work period sessions.

Research Point Collection Gold Modifier Table

Gold SpentModifier Bonus
100gp+1
200gp+2
300gp+3
400gp+4
500gp+5
600gp+6
700gp+7
800gp+8
900gp+9
1000gp++10

Finally, after the five work periods have been spent, a roll will be made to determine how many research points are collected for those work periods.  The roll is immediately done once the fifth work period is completed.  The roll itself has been determined by what type of crafting was being worked up, even though the research points themselves are considered generic.

Crafting Skill Check Table

CraftProficiencyAttribute Score
Acids, Oils, and PerfumesAlchemist SuppliesIntelligence or Wisdom
Amulets, Gemcutting, RingsJeweler’s ToolsDexterity
AntitoxinHerbalism KitWisdom
Armor, Weapons, ShieldsSmith’s ToolsStrength
Cloaks, Clothing, Robes, BagsWeaver’s ToolsDexterity
ClockworkTinker’s ToolsIntelligence
DrugsHerbalism KitWisdom
GlassworkGlassblower’s ToolsDexterity
Leather Armor, Bags, Boots, GlovesLeatherworker’s ToolsDexterity
Masks, ShieldsWoodcarver’s ToolsDexterity
Poison, Toxins, DrugsPoisoner’s KitIntelligence or Wisdom
PotionsAlchemist SuppliesIntelligence or Wisdom
Pottery, CeramicsPotter’s ToolsDexterity
RecipeCooking UtensilsWisdom
RingsJeweler’s KitDexterity
Rune CarvingVariesIntelligence or Wisdom
Spells (Arcane)ArcanaIntelligence
Spells (Divine)ReligionIntelligence
TattooingTattooer’s KitDexterity
TinkeringTinker’s ToolsIntelligence
Wand whittlingWoodcarver’s ToolsDexterity
WoodcarvingWoodcarver’s ToolsDexterity

Once all the modifiers have been determined, the appropriate skill roll is made on the following table:

Research Points Collection Roll Results

Roll d20Research Points Collected
Natural 1 or 1-5-1d4
6-10
11-15+1d4
16-20+1d6
21-25+1d8
26-30+1d10
31++1d12

Example:

Roughfingers is conducting arcane research and therefore makes an Arcana roll.  He has a 19 Intelligence giving him a +4 attribute modifier, and because he is sixth level, his proficiency modifier is +3 so in total giving him +7 to his d20 roll.  If he had also spent 300gp to help with the research, he would have an additional +3 for a total of +10 on his die roll.

Every time Research Points are gathered, there is always a chance at failure, and if a natural one is rolled on the Research Point Gathering Table there are consequences.  These consequences are applied immediately to the researcher.

Research Point Gathering Consequences Table

Rolls (d100)Consequences/Complications
01-10Wrong Path of Research: Lose an additional 1d12 Research Points
11-25Confused: Lose an additional 1d6 Research Points
25-50I won’t do that again: You have managed to injure yourself.  Take 1d4 x character level in damage.  It can be healed normally.
51-75That was screwed up: Lose an additional 1d4 Research Points as well as having to spend 1d6 x 10gp in getting back to where you were. The character can no longer make any progress until the gold payment has been made.
76-90Ouch, that Hurt: You did something to yourself, you twisted wrong, you bent over when you should not have.  Lose 1d6 work periods recovering.
91-99Accident: Your research has caused an accident and now you owe 1d10 x10gp per character level to cover the damages. The character can no longer make any progress until the gold payment has been made.
100Recover from your mistake: Do not lose any Research Points from failure

Research Assistants

Conducting any research alone can be arduous and slow, but that effort can be supplemented by hiring a research assistant.  Only one assistant may be conducting research for the character at any given time.  This research is solely for the benefit of the character.  There are different quality levels of assistant available, assuming one could be found.  The more skilled and proficient ones are more expensive and likely to have more demands for spaces, or even their own time on occasion.  There is also the possibility of an assistant running off with the research that had been done and decreasing the total amount of research points that have been generated so far.

So, keep them happy, fed, and well paid.  An assistant will require an appropriate space to work and if the location is remote, proper lodgings and sustenance. The assistant must be paid in full before each five days of work and they only work in five-day blocks.  If they are not paid, but forced to work, then they will not add to the research point collection. Each different level of assistant will generate a flat and specific amount of research points every five days.

Research Assistant Cost and Results Table

AssistantCostResearch Points Generated
Common50gp+1
Uncommon100gp+2
Rare250gp+3
Very Rare500gp+4
Legendary1000gp+5

Facilities

Specially constructed facilities can assist with the crafting process.  Each facility is specific to one type of crafting, such as a Library for spell creation, a laboratory for alchemy, or a smithy for weapon making. The cost and time of creating such a facility is much more open to interpretation.  It should be easy to build a small one with few Facility Points, and very difficult to build one with many. For all the facility collections the exact cost and results are completely DM driven.

Facilities have two main functions they provide to the crafter.  First, they give assistance to any research the crafter is engaged in, but they can also assist in the production of any results of that research so that the chances of success on creating the potion, or forging that sword increases with the capacity of the facility.

These points can be used 1:1 as a replacement for Research Pints for any project. Facility points do not expire, nor are they consumed. But, no more than 25% of any project’s required Research Points can be replaced with Facility Points.

Facility Types

Each facility is different and unique and most likely will only work for the person who is building it.  There would be severely diminished returns for someone else to attempt to use that custom facility that was built.  Only 10% of the total of the Facility Points are allowed to be used by someone using the facility that is not the builder of it.

Library (Spell Creation): Finding rare books or collecting someone else’s research can be very valuable.  A book might cost 10 gold pieces, or even 1000 gold pieces, with a range of facility points being applied.  If it is a book that came from another planar resource, it might have greater value in some cases. One Facility Point might represent one book, or even 100 books. A book that is valuable to someone else might be worthless for you. 

Laboratory (Alchemy/Poison Creation): Unlike the library, the laboratory is filled with chemicals, odd tools, and many other objects that would seem odd and weird to many others.  But much like a library, these things must be collected, or even custom built for the laboratory.  You might need some exotic tool that only the drow in the Underdark make or it could be the back tooth of an ancient red dragon, or as simple as a watering can.

Smithy (Smithing): Anyone can spend some money and outfit a normal smithy, but to work that exotic metal, you might require special tools, or even need to make them yourself out of special materials.  You might need five barrels of different quenching liquids for that adamantine sword, or even a tiny silver hammer for that final tuning of a mithril shield.

Tinkering (Tinkering): Much like the smithy, a tinkerer needs his tools and parts, many small parts, most of which look like garbage to the average person, but each one of them has a place in the crooked mind of a tinkerer.

Building your Facility

While going out and finding those resources, assassinating that pesky alchemist to steal his notes, or just stealing an entire library to help your work, there are many ways to build and expand out your facility. 

The first issue will be space.  How much is required will depend on what you are collecting and why.  Work with your DM on the exact size requirements for your work. But for a rule of thumb, you can consider that for every facility point you have, you will need a 5’ by 5’ space. 

Example:

If you have 100 facility points of various rarities, you will need 100 five-foot squares for that physical location, or a 50-foot by 50-foot room. 

Now that you have your space, you need to start filling it.  It is possible to simply throw gold at the problem using the following table as a guideline.  Each purchase only gives you one facility point.

Facility Point Rarity Table

RarityGold Cost
Common10gp
Uncommon50gp
Rare500gp
Very Rare1,000gp
Legendary5  ,000gp

How to Use your Facility

Facilities have a separate point collection for each of the different rarities.  These points can only be spent on that level of research rarity or lower.  That means that if you have 100 Rare facility points, those can be used for Rare, Uncommon, and Common research, but not for Very Rare research.

While you do not permanently expend the facility points when used, they are temporarily consumed.  If they are used for research, they are consumed until that research has been completed.  The points must be spent when the research starts and cannot be added in later. If the facility points are used to assist in the production crafting, then they are consumed during that process.

In all cases, the facility points can only be used while at the facility.

Research Points Utilization

At the beginning of any research project facility points can be used to replace required research points on a 1:1 basis up to 25% of the total needed.

Example:

Roughfingers is researching a new spell called Phantom Doggy.  It is a 3rd level spell which will require 90 research points. Since he is using Phantom Steed as the example spell, his research cost was reduced to 45 points with the 50% reduction of the research cost for having a similar spell. Using his Uncommon facility points, Roughfingers can spend up to 11 (45 x 25% == 11) and reduce his research point requirement even down to 34.  A much better path than the original 90 he needed at the beginning.

Production Assistance

For every ten facility points of the appropriate rarity for the product being crafted, you get a +1 on the creation roll up to a maximum of 10% of the DC.

Example:

Fogo is trying to cook Dragon Turtle Soup. It is a rare recipe and to complete it he would have a DC18 to succeed, but wanting to feed everyone, he goes for the 1d8 which changes his DC to 26.  10% of that would be two, so if Fogo spent 20 Rare facility points, he would be able to add a +2 to his d20 roll to succeed in cooking that meal.

Materials

There are several ways to find materials during adventures. First, the DM can place materials like treasure in the adventure. Second, the players can salvage materials from the monsters they kill. Third, the players can salvage materials from visible sources that the DM places in the adventure. Fourth, the party can forage for materials during their wilderness travels. By connecting resource acquisition to treasure, the killing of monsters, the discovery of specific locations, and wilderness travel, it keys the gathering of resources to common adventuring tasks.

There’s a problem in that the availability of materials is entirely controlled by the DM whereas its’ the players who determine what materials they need or want based on the items they want to make. This is already a problem in the existing system wherein magic items are only available as treasure placed by the DM. Because the DM is effectively deciding what materials are available while away from the table and the players are deciding what materials they want away from the table, communication can be difficult. While the DM should ensure a good mix of useful materials turn up in the game as treasure, other methods are needed as well.

First, it should be possible for players to buy materials. So, materials need a cost. This should be useful for getting small amounts of materials needed to complete items that the party has almost all the materials for, but the cost should be set such that it does not become a substitute for searching for materials during play and therefore detract from the idea that materials are one of the fruits of adventures.

Second, players should be given the explicit option to communicate the need for a specific material to the DM so the DM can create a situation wherein they can acquire the material. An explicit downtime activity, action, or option should exist for researching materials. So, the player can say, “I need to research where I can find some rare metal or fiery materials.” This prompts the DM to create an encounter, side quest, or adventure based around acquiring that resource so the players can complete their item. This provides an increased sense of player agency and gives players a way to ask for a specific material without asking for it. It also trains players to communicate with their DM about what adventures and goals they’d like to pursue in a more general way and could improve the player-DM relationship.

Because gathering materials happens during adventures, it can involve dice rolls and action resolution. Thus, to salvage materials from monsters and resource nodes, ability checks using skill or tool proficiencies are required. In addition to providing a use for existing tool proficiencies, which are woefully underused in the base game despite the number of character backgrounds that begin play with tool proficiencies, this also makes item crafting feel like a specialized skill or ability that defines a character. It also provides a bit of niche protection, which character customizers appreciate. And it further reinforces the idea that gathering materials is something that is a part of adventuring. That said, the number of proficiencies used for gathering materials should be relatively small as players start the game with only a small number of proficiencies and it is difficult to acquire new proficiencies. It should not be difficult for an average-sized party to have the prerequisites needed to gather many of the different types of materials. And the materials found as part of placed treasure should make up the shortfall easily.

Materials have three descriptors. Materials have a rarity that mirrors the rarities of magic items already in the game. Materials have a form that describes what the material is composed of in the world. And some materials have special attributes that describe types of magic or effects they are imbued with. It is not necessary to name or keep track of specific materials. Materials can be tracked as several units of materials with descriptors. For example, three units of a very rare, fiery mineral. However, the DM can provide specific names, particularly for items that also work as treasure or trade goods. Very rare, fiery mineral might be ruby. This approach allows DMs who want to add the detail to get specific about their materials while allowing less engaged DMs to still supply materials that feel like real objects that might be discovered to the players. Too much abstraction and the crafting system feels like a matter of just earning enough points to buy the magic item you want. Too much specificity and it becomes a burden on the DM to maintain.

The material descriptors also connect directly to the game’s existing mechanics. The rarity descriptor mirrors the magic item rarities to create a parallel language between the two systems and help connect the materials directly to the crafting of magical items. Because magic item rarities are also connected to the levels at which such items should be available, this also keys the materials to specific adventure and challenge levels, thus helping DMs determine what materials should be available in specific adventures. The form descriptors also describe the general way in which the item should be obtainable. Materials such as hide, and bone would be salvaged from monsters. Plant materials would be salvaged from plant-based monsters or by foraging in the wilderness. Minerals and metals would be available from specific mining nodes. Finally, the quality descriptors should connect the materials to specific magical effects, creature types, and other pieces of the game’s mechanics and lore to provide guidance for the DM in placing the items and to provide an easy way for players to assess what a material might be useful for. Fiery materials would be found in the volcanic lairs of red dragons, for example, and would be useful for crafting flaming swords, necklaces of fireballs, and potions of fire breathing.

Without materials, there is nothing to craft from. Crafting does not make things from thin air; it makes more useful things from less useful things. Gathering the materials will be the essential first step in any job. The sources of materials are tied to the pillars of the game. Looting and Harvesting are tied into the combat pillar, Salvaging and Gathering are tied into the exploration pillar, and purchasing and rewards are tied into the social pillar. This provides a lot of routes to add these materials to your game based on what works best for your group.

Materials are generally found in three ways.

Loot & Salvaging: Nothing is useless when you have a party of crafters. One of the main sources of materials will be the things you find. Nothing is useless when you have an expert craftsman in the party.

Gathering & Harvesting: How something is gathered varies depending on the profession; in many cases, it can only be gathered when the opportunity arises. Dragon scales, for example, are a lot easier to gather when there is a dead dragon nearby. Be it harvesting rare herbs, monster parts, or minerals, gathering is an opportunity you won’t want to pass up.

Purchasing: Rarely will everything you need to craft what you want fall into your hands without the assistance of the oldest and most powerful tool of any craftsman: money. When you don’t have what you need, frequently you can buy it. For some professions, there will be a lot more materials that can be purchased, while others will rely more on the other routes.

Selling and Buying Materials: In general, the buying price of a material is its listed value, and its selling price is usually half of that to an interested property. Between negotiation, market fluctuation, and DM moods, you may get better or worse prices. Note that many materials are simply junk to a party that does not have a use for them and will only sell to interested parties that can use or resell them. Threatening to burn down a merchant’s shop because they will not offer you the listed price may result in an Intimidation check but does not change market realities and is typically not beneficial to your reputation; most merchants that have the gold to buy and sell expensive materials have dealt with adventurers before and are not easily intimidated.    

Types of Materials              

Ingredient                                        

Ingredients are a huge range of things; most often they are plants that contain some magical essence, but almost as frequently they are harvested from various magically inclined monsters. The exact source of an ingredient usually does not matter beyond defining its type, as the part of the ingredient used is the fragment of magic contained within that is distilled out.

There are many ways to make a potion. Consequently, the materials are sorted into categories. These categories include curative, reactive, and poisonous. These each come in the standard material rarities: common, uncommon, rare, very rare, and legendary. Ingredients can’t be salvaged once they have been combined into another form (such as potions, essences, or ink). ingredients can be assumed to weigh 0.2 pounds each.

Interchangeable Ingredients: All curative, reactive, and poisonous ingredients are interchangeable. This is intentional to drastically simplify the crafting process and tracking thereof. Individual names are included only to deepen the immersion of the finding and buying ingredients and can be treated as interchangeable by their label if preferred.

Magical Ink

While ink has many uses, crafting is mostly concerned with magical ink which has the power to hold the arcane words of scrolls. This is synthesized by alchemists from the magical properties of ingredients, as it is concerned with extracting their magical properties, the exact nature of the ingredients used do not affect the final ink beyond its potency.

Magical ink is not typically found or harvested on its own, though it may be found as loot, and in some instances a DM could rule that some blood collected from a fiend, celestial or dragon could be counted as such. It is generally created from ingredients or purchased from alchemists that create it from ingredients. Magical ink can’t be salvaged once they have been combined into another form (such as potions, essences, or ink). 

Magical Ink can be assumed to weigh 0.1 pounds each.

Essences

While ingredients are substances that contain a glimmer of magical power that can be harnessed through refinement, Essences are more purified forms of magical power. These come in three types: Arcane, Divine, and Primal as well as in the five normal rarities (common, uncommon, rare, very rare, and legendary). These essences are the pure stuff of magic that makes things work.

You can get these by rendering down magical ingredients, salvaging magic items, harvesting them from magical monsters, or through the hard work of spell casters. Or you can find them as loot from people that have already done one of those harder steps. The rules for creating them yourself are under Enchanting, as it is their domain and skill set needed to do so.

While all branches occasionally use essences when extra magical power is needed, they are the primary material of Enchanters, and their pricing can be found in that section. Essences can be found as loot during the courses of your adventures, but can also be harvested (from monsters), salvaged (from magical equipment), synthesized (from ingredients), or created from the raw power of a spell caster, though the method is long and arduous.

Essences are flexible in their exact nature. There are many paths to each desired outcome, and this flexibility is represented in Essences. While the traditional way to make a belt of hill giant strength may call for a hill giant heart as its essence, an enchanter may substitute a dragon heart as their primal essences to make a belt of dragon strength that just has the same statistical effect.

Essences can be assumed to weigh 1 pound each. Each one must be gathered in an Enchanted Vial or Spirit Paper.

Synthesizing Essences: In addition to harvesting essences from magical monsters fully intact, a more approachable and incremental way is to combine several ingredients to get an essence. You must combine three ingredients of the same rarity to gain one essence of that rarity. You can combine ingredients in the following ways:

Essence Synthesizing Table

EssenceComponent ingredient
Arcane1 curative, 1 poisonous, 1 reactive
Primal3 reactive
Divine2 curative, 1 reactive

This process takes 4 hours and requires alchemist’s supplies and a heat source.

Making Essences: Another potential source of an Essence is being created by a spellcaster. This process is long and arduous, and typically only suited to downtime. A creature with the spell casting feature can create one essence during one workweek (5 days, 8 hours a day); this process can’t be completed faster and for the duration they are considered to have spent all their spell slots.

At 1st level or higher can make a common essence in this way, a caster 5th level or higher can make an uncommon essence this way, a caster at 11th level can make a rare essence in this way, and a caster at 17th level or higher can make a very rare essence this way. Legendary essences require special rituals, more casters, and take far longer; they are exceedingly hard to make.

Crafter Level Requirement Table

Rarity of Object Being CraftedMinimum Level Required
Common1
Uncommon5
Rare9
Very Rare13
Legendary17

The type of essence produced depends on the source of the spell casting levels as per the table below:

Caster Essence Type Table

CasterEssence Type
BardArcane
ClericDivine
DruidPrimal
MonkPsionic
PaladinDivine
RangerPrimal
SorcererVaries
WarlockVaries
WizardArcane

Special Cases Explained: 

Sorcerers produce a type based on their subclass; Dragon or Wild makes Primal, Divine Soul makes Divine, and Shadow makes Arcane.

Warlocks likewise produce a type based on their subclass; Archfey makes Primal, Celestial makes Divine, and all others make Arcane.

Ingots

Ingots are chunks of metal that can be used to craft things. They are assumed to be relatively pure and weigh 2 pounds each. The default ingot listed in all the crafting tables is an ingot of Steel. There are cheaper metals (such as Iron); pure Iron can’t be used to craft weapons and armor, but can be used for other items, resulting in a cheaper item. On the other end of the spectrum, more advanced metals such as Mithril and Adamantium can be used conferring special properties but being far more difficult to work with and costing more.

Ingots can be assumed to weigh 2 pounds each.

Salvaging Ingots: Metal items can be converted back to ingots quite efficiently but require a forge to do so. With a forge and 2 hours per item, a metal item can be rendered down into its component ingots. Advanced metals may require special tools to smelt.

Smelting Ore: Creating ingots from raw ore is largely out of scope for most adventurers, but you can create ingots from raw ore with a suitable facility. For more details see the Components and Materials table under Blacksmithing.

Metals

Adamantium: Said to be the strongest substance in the realms, its smokey and opalescent silver surface exhibits a greenish sheen in light. Adamantium is found in rare mineral veins deep within the world, or in meteorites that have come from other planets.

  • Unit Cost: 2,000gp
  • General: All Adamantium items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls, and armor gains a +1 to its AC. All Adamantium items weigh twice their normal weight, have twice the number of hit points, and are considered Indestructible – except when hit with another indestructible item, it is then counted as having an additional +5 to any Strength check made to break them.
  • Weapons: When hitting a non-indestructible object, deal damage equal to max critical damage.
  • Armor and Shields: Cancels any critical hit, making it anormal hit. (If an adamantine weapon was used against adamantium armor, it becomes possible to land critical hits.)

Alchemical Silver: A natural deterrent against most supernatural beings, some monsters are susceptible to silvered weapons, so cautious adventurers invest extra coins to plate their weapons with alchemical silver. Created by the process of transmuting lead into silver, this is why it maintains some form of magical properties without having to be enhanced by further magical effects.

  • Unit Cost: 100gp
  • Weapons: Count as a magical weapon for the purposes of overcoming resistances and immunities.
  • Armor and Shields: You impose disadvantage on attack from creatures hurt by silver.

Brass:  A dull golden colored metal and is soft in comparison to most of the other metals.  It is used mostly in small components instead of weapons and armor because it is useless for either application.

  • Unit Cost: 8sp.

Bronze: Appears golden in color and while hard is brittle when hitting most hard objects.  It is inexpensive and easy to work with. An alloy between copper, small amounts of tin, and other metals in small amounts. The price of it varies depending on the quality of the alloy, but it has been used since ancient times.

  • Unit Cost: 8sp.
  • Weapons: Is fragile and breaks on a roll of a natural one or two as well as any natural 20.  
  • Armor and Shields: Is fragile and breaks when any natural 20 hit is done against the wearer and it is rendered useless, but the weight remains until removed.

Cold Iron: Appearing to be mundane iron but exhibits a faint blue sheen when exposed to magical light. Cold Iron is mundane iron worked entirely without heat, being fashioned exclusively while cold and with slight ritualistic magics, this process, however, does not make the cold iron magical – but does make it particularly effective against the Fey folk.

  • Unit Cost: 250gp
  • Weapons: When you hit a fey creature with a Cold iron weapon, you can reroll the damage and use either result.
  • Armor and Shields: Grants a +1 bonus to any saving throws made against attacks or spells made by fey creatures. Additionally, while a creature is donned with an item of Cold Iron, they have advantage against being charmed or magically put to sleep.

Dark Steel (Fulmenar): A semi-metallic blackened blue metal with a purple sheen, Fulmenar is an energized metal that, at times, discharge static and electrical pulses. Typically found in mountain top and coastal crags where storms rage and the force of the tides and lightning push their way into the surrounding ore.

  • Unit Cost: 1500gp
  • Weapons: Deal an extra 1d6 Lightning damage on strike.
  • Armor and Shields: Reduce the amount of damage done by sources of lightning by 1d6.

Fire Steel (Feverus): A matte bronze steel while cold, Feverus is a constantly hot metal that appears as heated iron. Always putting off heat with a faint red glow, this metal is typically found in barren magma fields, volcanoes, and other consistently hot areas; especially where lava flow is common.

  • Unit Cost: 1500gp
  • Weapons: Deal an extra 1d6 Fire damage on strike.
  • Armor and Shields: Reduce the amount of damage done by sources of fire by 1d6.

Ice Steel (Cryrium):  Bearing the color of sky-blue silver, Cryrium is an unnaturally cold metal that consistently gathers a layer of frost on its surface. Found in the most remote and desolate cold and frozen tundra where ice and snow have fallen for centuries untouched.

  • Unit Cost: 1500gp
  • Weapons: Deal an extra 1d6 Cold damage on strike.
  • Armor and Shields: Reduce the amount of damage done by sources of cold by 1d6.

Iron: A sturdy metal overall, iron is inferior to steel in practical regards. Any item made with iron will cost less than a steel equivalent but will be slightly less effective.

  • Unit Cost: 1gp.
  • General: All items made of Iron have the DC of strength checks made to break them reduced by 1. (As compared to steel items of the same make.)
  • Weapons, traps, and other metallic creations: Gain -1 to their damage rolls (to a minimum of 1 damage)
  • Armor and Shields: Gain -1 to their AC value.

Mithril: A beautiful silvery metal commonly used by the elves and dwarves. It is said to be as light as a feather, and stronger than steel. Mithril is a unique metal in its low weight and high ductility, making it difficult to manipulate properly if you’re not careful.

  • Unit Cost: 500gp
  • General: All Mithril items weigh half their normal weight. Weapons: A weapon with the Light property weighs nothing if crafted with Mithril and gains Finesse. All weapons with neither the Light nor the Heavy property gains the Light Property if crafted with Mithril A weapon with the Heavy Property loses the Heavy property if crafted with Mithril.
  • Armor: Requires no Strength requirement. Heavy Armor Made from Mithril counts as Medium Armor for armor proficiencies, and Medium Armor counts as Light Armor for armor proficiencies. Additionally, medium armor made of Mithril allows the user to add a max of +3 from their Dexterity Modifier to their AC, instead of +2. While wearing Mithril armor, you don’t suffer disadvantage on Dexterity(stealth) checks, even if the armor would normally impose disadvantage.
  • Shields: made from Mithril gain the light property (and therefore may be used in two-weapon fighting.) In addition, so long as the wearer is conscious and can see/hear/sense a threat, the wearer adds the AC bonus of their shield to their Dexterity saving throws.
  • Other: Mithril ammunition can be fired out to the long range of the weapon it is fired from without suffering disadvantage.

Orichalcum: A Bronze orange metal with a blood red sheen, typically found in high pressure locations such as deep beneath volcanoes or deep under water in volcanic trenches. This metal exhibits a high capability to “warp” gravity and natural energies around it innately, exhibiting a forceful aura. It is highly difficult to craft due to its resistance to pressure and force.

  • Unit Cost: 5,000gp
  • General: All Orichalcum items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls, and armor gains a +1 to its AC.
  • Weapons: An Orichalcum weapon deals an extra 1d6 Force damage on strike. Additionally, whenever you critically hit with an Orichalcum weapon, reroll the damage roll and keep the higher of the two results.
  • Armor and Shields: Reduce the damage dealt to you by all sources by 1d10. Additionally, critical attacks against you re-roll the damage dice, taking the lower damage result. Reduce the amount of damage done by sources of force by1d6.

Steel: The ubiquitous choice for smiths, crafters, and handymen when arming a soldier or warrior, or even preparing tools and items. Strong and durable, smiths can always put their trust in steel.

  • Unit Cost: 2gp.
  • General: All items made with steel follow the same rules as their Player’s Handbook equivalent as well as any special rules granted by a Trait crafted into the item.

Hides & Leathers

Hides, scales, and carapaces all tend to be harvested from monsters. Leather is a product of hides that can be processed from what it is harvested from the monster. The DM determines if a monster provides hide, scale, or carapace. Hides do not come in different sizes, rather larger creatures simply provide more hides, and monsters that are not large enough to produce one hide provide only hide scraps.

Scales are likewise abstracted: each increment is simply an arbitrary unit of scales that the unit of scales covers. Scales can be much larger or small from different-sized creatures. The system does not attempt to say how many scales a creature provides or how many literal actual scales make up scale mail, but rather provides a number that is then consistently used.

Hide and leather materials can be assumed to be about 2 pounds each.

Processing Hides: The process of turning hide into leather takes quite a while (as per the crafting table) and is often something adventurers can delegate to NPCs (delivering hides to be processed) or do during downtime. If you would like a more expedited system, there is no balance reason for this, and you can shorten the leather crafting process to taking 2 hours, it just won’t be exceedingly realistic.

Parts

The term “parts” is used to refer to gears, wires, springs, windy bits, screws, nails, and doodads. Parts can be either found or salvaged or forged from metal scraps (or even straight from ingots by a Blacksmith for those that really want to be industrial about it). The exact nature of each item making up this collection is left abstracted.

In addition, metal scraps are collections of salvaged material that generally fall into the category of things “too small to track” which can then be used for the creations of tinkerers. In addition to all of this, occasionally tinkers will use ingots… particularly ones of tin (which is their namesake, after all). Like other crafting branches, there are also named components for more iconic pieces of gear—the stock of a crossbow, for example, or other items. The cost for these items can be found on the common component table and are generally minor.

Lastly, Tinkerers use essences when constructing things that push beyond the mundane principles of plausibility, crafting magical properties into their inventions.

Named Components: In almost all cases, named components (such as a “wooden stock” for a crossbow) can be simply abstracted out as a minor cost, but, as always, the level of abstraction is up to the DM.

Salvaging parts: The other main way to acquire parts is to salvage them. What can be salvaged is determined by the DM, but in general common items provide parts, uncommon or expensive items may provide fancy parts, and esoteric parts are found only from esoteric sources at your DM’s discretion. Tools, vehicles, and complex items generally return 1d4 metal scraps and 1d4 parts for a small or smaller item, 2d6 metal scraps for a Medium-sized item, 3d8 metal scraps for a Large-sized item, and more for larger items, though they may return less of rare types of parts.

Bone: A series of bones joined together, mostly used by shamans and wildlings.

  • Unit value: Determined by the creature’s CR.
  • Fragile: With any weapon any attack roll of a natural one or a natural 20 causes the weapon to shatter, and any critical hit destroys any armor made of coral.
  • Weapon: Replaces the metal and wood; gain +1 to their damage rolls.
  • Armor: Replaces the metal. While wearing medium or heavy armor (non-hide) made with bones, you gain a +3 bonus to Charisma (Intimidation) checks you make.

Dragon Scales: Big scales harvested from a dragon body, with a variety of colors depending on the dragon.

  • Unit cost: Determined by the creature’s CR.
  • Armor: While wearing dragon scale armor, you have resistance to the dragon’s damage type.

Chitin: These flexible shells of chitinous creatures such as giant crabs or remorhaz are used to craft armors, known to be lighter than metallic armors.

  • Unit value: 100gp
  • Armor: Replaces the metal. While wearing medium armor (non-hide) made with chitin, the armor’s dexterity bonus increases by 1. Heavy armors made with chitin reduce the Strength Requirement by 1.

Stone and Crystals

Coral: Mostly used by sea and waterborne creatures to create their weapons and armors.

  • Unit value: 100gp
  • Fragile: With any weapon any attack roll of a natural one or a natural 20 causes the weapon to shatter, and any critical hit destroys any armor made of coral.
  • Weapons: Any melee weapon made with coral doesn’t have disadvantage on the attack rolls while underwater.
  • Armor: Replaces the metal. While wearing medium or heavy armor (non-hide) made with coral, your speed while swimming increases by 10 feet.

Obsidian: Volcanic glass created from cooled magma or lava; it ranges in colors from black to deep purple shades. Well known for its durability, as well as its incredible sharpness and ability to pierce, slash, and even bludgeon with its sharp angled structure. Found exclusively in old volcanic areas where lava flow was once common.

  • Unit Cost: 250gp
  • Fragile: With any weapon any attack roll of a natural one or a natural 20 causes the weapon to shatter, and any critical hit destroys any armor made of obsidian.
  • Weapons: Deals an extra die of damage on strike -regardless of whether it does bludgeon, piercing or slashing damage, as obsidian’s light and angled nature imposes harder strikes.
  • Armor and Shields: Deals 1d6 piercing damage to any creatures that attempt to grapple, physically restrain, or grab you.

Pearl Steel: An alloy made from alchemically melted pearls and combining it with high quality steel, the result is a semi-metallic, glossy cream-like pink to yellow stone. This makes beautiful, elegant, and often pricey items that combine the strength of steel with the awe of the ocean.

  • Unit Cost: 250gp
  • Weapons: Gains an additional +1 to hit if the wielder had moved with their swim speed during their last turn.
  • Armor and Shields: Allows the user to utilize their normal speed as their swim speed in water.

Wood

Commonly available in its lowest quality (firewood), higher quality woods are often found in rather exotic locations. Wooden branches (including wood scraps) are assumed to be of a useful wood that can be worked, while firewood covers everything else, with more useful woods falling into categories such as “quality branches” or rarer options. Wood scraps are assumed to be scraps of common branch quality wood, and consequently can’t be salvaged from firewood.

Wooden branches can be assumed to weigh 2 pounds each.

Salvaging: For the most part, wood can’t be easily salvaged. Wood carving is not necessarily a reversible process, and wood can’t be smelted down. You can render wooden crafted products into wood scraps equal to 4 x the number of branches used to create it.

Quality Branch: A quality branch refers to one that can be made into more precious objects, particularly bows. It is non magical in nature, but typically yew when dealing with bows, though ash, mulberry, elm, oak, hickory, hazel, and maple can be used under broader definitions.

Wood: The standard form of lumber ranging anywhere between ash, ebony, oak, teak, yew, and more. Each has their own regional uses, but ultimately, are all merely the husks of the trees they were once a piece of.

  • Unit value: Half its normal steel cost in gold.
  • Armor: Replaces the metal of any medium or heavy armor.
  • Armor and Shields: Replaces the metal of any medium or heavy armor, and shields.

Kirinwood: A Supernaturally tough, resilient wood, found in remote areas, and is as strong as steel. Named after a Mythical Creature said to have gifted it to humanity.

  • Unit Value: 250gp
  • General: All Kirinwood items are ritualistically magical in nature – weapons, armor, and items are considered magical for overcoming resistance and immunity. All Kirinwood items are immune to dissolving from all damage types except force. This does not translate to immunity or resistance for the wielder.
  • Weapons: Replaces the metal of weapons. Deals an additional 3 points of weapon damage on strike.
  • Armor and Shields: Replaces the metal of any medium or heavy armor, and shields. Ignore 3 points of damage when hit.

Living wood: Living wood can be of any kind of wood but is mostly found in the Feywild. It is a magically wet-green hardwood that doesn’t die when cut down or shaped; may contain the spirits of dryads or fey. As strong as mithril.

  • Unit Value: 750gp
  • General: All Living wood items are magical in nature, weapons gain a +1 magical bonus to attack and damage rolls, and armor gains a +1 to its AC. All Living wood items let the user know which way is east and west, and when it is day or night – by blooming flowers during daytime and entering Nyctinasty (the process through which flowers close) during night. Additionally, all Living wood items count as spellcasting focuses, and have the capability to cast “Goodberry ” once a day.
  • Weapons: Replaces the metal of weapons. Additionally, attacks against creatures who possess the Etherealness Ability, or the Incorporeal Movement ability are made with Advantage.
  • Armor and Shields: Replaces the metal of any medium or heavy armor, and shields. When worn, living wood armor doesn’t impose disadvantage on stealth checks.

Spiritual Wood (Aetherwood): This deep, cyan-blue wood has a natural connection with the weave, seemingly infused with the essence of spirits that have perished near its soil.

  • Unit value: 500gp
  • General: All Aetherwood items are ritualistically magical in nature – weapons, armor, and items are considered magical for overcoming resistance and immunity.
  • Weapons: Replaces the metal of weapons. When targeted by a spell attack or similar magical effect, you gain a +3″Parry” AC bonus to the attack.
  • Armor and Shields: Replaces the metal of any medium or heavy armor. While wearing an Aetherwood armor, you gain a+3 bonus to concentration checks to maintain a spell.

Yggdraswood: The wood of the fabled world tree. This version of living wood appears as simple as wood from a distance, but upon closer inspection, its true nature is evident: The wood seems to shift and morph between several differing forms of tree wood and seems to breathe on its own.

Yggdraswood is so unbelievably rare, that just being able to locate a world tree on a world is a legendary feat (there is one world tree on every world where magic exists – it remains hidden through magical means), being able to coax the tree itself into somehow shedding a living section of it is supremely mythical. Therefore, its value is too astronomical.

Yggdraswood has all effects of living wood, with its own abilities as well:

  • General: All Yggdraswood items are highly magical in nature, weapons gain a +2 magical bonus to attack and damage rolls, and armor gains a +2 to its AC. All Yggdraswood items bestow upon the wearer the constant effects of the “Tongues” spell.
  • Weapons: So long as you hold the weapon, you may cast the “Green-Flame Blade” cantrip, with no material components, equal to your level of cantrip scaling.
  • Armor and Shields: While donned in Yggdraswood armor, or wielding a Yggdraswood shield, it heals the wearer by 1d6per round, even stifling bleeding. Additionally, you become Immune to the diseased and poisoned conditions, as well as poison damage while donned in Yggdraswood.


Purchasing Materials by Type

Cooking

MaterialsRarityUsed ForBase Price
Rare Supplies (Hard to luxury goods)UncommonCooking100gp
Supplies (Salt, Staples, etc.)TrivialCooking1gp
Uncommon Supplies (Uncommon spices, oils, rare seeds, etc.)CommonCooking10gp

Leather and Hide

MaterialsRarityUsed ForBase Price
Boiled LeatherCommonLeatherworking3gp
HideCommonLeatherworking2gp
Hide ScrapsTrivialLeatherworking1sp
Large CarapaceCommonLeatherworking30gp
Leather ScrapsTrivialLeatherworking1sp
Medium CarapaceCommonLeatherworking4gp
Rawhide LeatherCommonLeatherworking2gp
Resistant HideUncommonLeatherworking500gp
Resistant LeatherUncommonLeatherworking600gp
ScalesCommonLeatherworking1gp
Tanned LeatherCommonLeatherworking3gp
Tough HideUncommonLeatherworking500gp
Tough LeatherUncommonLeatherworking600gp

Metals

MaterialsRarityUsed ForBase Price
Adamantine IngotVery RareBlacksmithing2000gp
Brass IngotCommonBlacksmithing8sp
Bronze IngotCommonBlacksmithing8sp
Cold Iron (Meteoric Iron) IngotUncommonBlacksmithing250gp
Dark Steel IngotVery RareBlacksmithing1500gp
Fire Steel IngotVery rareBlacksmithing1500gp
Gold ScrapsCommonJewel crafting1gp
Ice Steel IngotVery RareBlacksmithing1500gp
Iron IngotCommonBlacksmithing1gp
Metal ScrapsTrivialBlacksmithing, Tinkering1sp
Mithril IngotRareBlacksmithing500gp
OrichalcumLegendaryBlacksmithing5000gp
Silver ScrapsTrivialJewel crafting1sp
Steel Chain (2 feet)CommonBlacksmithing, Tinkering1gp
Steel IngotCommonBlacksmithing2gp

Wood

MaterialsRarityUsed ForBase Price
Common BranchesCommonWand Whittling, Wood Working1sp
FirewoodTrivialCooking, Wood Working1cp
Legendary BranchLegendaryWand Whittling2000gp
Long HaftCommonBlacksmithing2sp
Quality BranchCommonWand Whittling, Wood Working2gp
Rare BranchRareWand Whittling80gp
Short HalfCommonBlacksmithing1sp
Uncommon BranchUncommonWand Whittling25gp
Very Rare BranchVery RareWand Whittling800gp
Wood ScrapsTrivialTinkering, Wood Working2cp
Wooden StockCommonTinkering5sp

Magical Materials

MaterialsRarityUsed ForBase Price
Common EssenceCommonAlchemy, Enchanting, Scroll Scribing, Wand Whittling45gp
Common IngredientCommonAlchemy, Poisoncraft15gp
Common Magical InkCommonScroll Scribing15gp
Crystal VialCommonAlchemy10gp
Glass FlaskCommonAlchemy, Poisoncraft1gp
Glass VialCommonAlchemy, Poisoncraft1gp
Legendary EssenceLegendaryAlchemy, Enchanting, Scroll Scribing, Wand Whittling25000gp
Legendary IngredientLegendaryAlchemy, Poisoncraft5000gp
Legendary Magic InkLegendaryScroll Scribing5000gp
Legendary ParchmentLegendaryScroll Scribing5000gp
Normal InkCommon5gp
ParchmentCommonScroll Scribing1sp
Rare EssenceRareAlchemy, Enchanting, Scroll Scribing, Wand Whittling700gp
Rare IngredientRareAlchemy, Poisoncraft200gp
Rare Magic InkRareScroll Scribing200gp
Rare ParchmentRareScroll Scribing200gp
Uncommon EssenceUncommonAlchemy, Enchanting, Scroll Scribing, Wand Whittling150gp
Uncommon IngredientUncommonAlchemy, Poisoncraft40gp
Uncommon Magic InkUncommonScroll Scribing40gp
Uncommon ParchmentUncommonScroll Scribing40gp
Very Rare EssenceVery RareAlchemy, Enchanting, Scroll Scribing, Wand Whittling7000gp
Very Rare IngredientVery RareAlchemy, Poisoncraft2000gp
Very Rare Magic InkVery RareScroll Scribing2000gp
Very Rare ParchmentVery RareScroll Scribing2000gp

Miscellaneous

MaterialsRarityUsed ForBase Price
Armor PaddingCommonBlacksmithing, Leatherworking5gp
BuckleTrivialLeatherworking2sp
Esoteric PartsUncommonTinkering100gp
Fancy PartsCommonTinkering10gp
FletchingTrivialWoodworking5cp
Length of StringTrivialWoodworking5cp
PartsCommonTinkering2gp

Purchasing Materials by Rarity

Trivial

MaterialsRarityUsed ForBase Price
BuckleTrivialLeatherworking2sp
FirewoodTrivialCooking, Wood Working1cp
FletchingTrivialWoodworking5cp
Hide ScrapsTrivialLeatherworking1sp
Leather ScrapsTrivialLeatherworking1sp
Length of StringTrivialWoodworking5cp
Metal ScrapsTrivialBlacksmithing, Tinkering1sp
Silver ScrapsTrivialJewel crafting1sp
Supplies (Salt, Staples, etc)TrivialCooking1gp
Wood ScrapsTrivialTinkering, Wood Working2cp

Common

MaterialsRarityUsed ForBase Price
Armor PaddingCommonBlacksmithing, Leatherworking5gp
Boiled LeatherCommonLeatherworking3gp
Brass IngotCommonBlacksmithing8sp
Bronze IngotCommonBlacksmithing8sp
Common BranchesCommonWand Whittling, Wood Working1sp
Common EssenceCommonAlchemy, Enchanting, Scroll Scribing, Wand Whittling45gp
Common IngredientCommonAlchemy, Poisoncraft15gp
Common Magical InkCommonScroll Scribing15gp
Crystal VialCommonAlchemy10gp
Fancy PartsCommonTinkering10gp
Glass FlaskCommonAlchemy, Poisoncraft1gp
Glass VialCommonAlchemy, Poisoncraft1gp
Gold ScrapsCommonJewel crafting1gp
HideCommonLeatherworking2gp
Iron IngotCommonBlacksmithing1gp
Large CarapaceCommonLeatherworking30gp
Long HaftCommonBlacksmithing2sp
Medium CarapaceCommonLeatherworking4gp
Normal InkCommon5gp
ParchmentCommonScroll Scribing1sp
PartsCommonTinkering2gp
Quality BranchCommonWand Whittling, Wood Working2gp
Rawhide LeatherCommonLeatherworking2gp
ScalesCommonLeatherworking1gp
Short HalfCommonBlacksmithing1sp
Steel Chain (2 feet)CommonBlacksmithing, Tinkering1gp
Steel IngotCommonBlacksmithing2gp
Tanned LeatherCommonLeatherworking3gp
Uncommon Supplies (Uncommon spices, oils, rare seeds, etc.)CommonCooking10gp
Wooden StockCommonTinkering5sp

Uncommon

MaterialsRarityUsed ForBase Price
Cold Iron (Meteoric Iron) IngotUncommonBlacksmithing250gp
Esoteric PartsUncommonTinkering100gp
Rare Supplies (Hard to luxury goods)UncommonCooking100gp
Resistant HideUncommonLeatherworking500gp
Resistant LeatherUncommonLeatherworking600gp
Tough HideUncommonLeatherworking500gp
Tough LeatherUncommonLeatherworking600gp
Uncommon BranchUncommonWand Whittling25gp
Uncommon EssenceUncommonAlchemy, Enchanting, Scroll Scribing, Wand Whittling150gp
Uncommon IngredientUncommonAlchemy, Poisoncraft40gp
Uncommon Magic InkUncommonScroll Scribing40gp
Uncommon ParchmentUncommonScroll Scribing40gp

Rare

MaterialsRarityUsed ForBase Price
Mithril IngotRareBlacksmithing500gp
Rare BranchRareWand Whittling80gp
Rare EssenceRareAlchemy, Enchanting, Scroll Scribing, Wand Whittling700gp
Rare IngredientRareAlchemy, Poisoncraft200gp
Rare Magic InkRareScroll Scribing200gp
Rare ParchmentRareScroll Scribing200gp

Very Rare

MaterialsRarityUsed ForBase Price
Adamantine IngotVery RareBlacksmithing2000gp
Dark Steel IngotVery RareBlacksmithing1500gp
Fire Steel IngotVery rareBlacksmithing1500gp
Ice Steel IngotVery rareBlacksmithing1500gp
Very Rare BranchVery RareWand Whittling800gp
Very Rare EssenceVery RareAlchemy, Enchanting, Scroll Scribing, Wand Whittling7000gp
Very Rare IngredientVery RareAlchemy, Poisoncraft2000gp
Very Rare Magic InkVery RareScroll Scribing2000gp
Very Rare ParchmentVery RareScroll Scribing2000gp

Legendary

MaterialsRarityUsed ForBase Price
Legendary BranchLegendaryWand Whittling2000gp
Legendary EssenceLegendaryAlchemy, Enchanting, Scroll Scribing, Wand Whittling25000gp
Legendary IngredientLegendaryAlchemy, Poisoncraft5000gp
Legendary Magic InkLegendaryScroll Scribing5000gp
Legendary ParchmentLegendaryScroll Scribing5000gp
OrichalcumLegendaryBlacksmithing5000gp

Harvesting

While there are also some other harvesting rules, if crafting is to be used in the campaign, then these will be added to and supplement the existing harvesting rules.

Harvesting and looting are two paths to the same place, but generally depend on what kind of foe was vanquished and you are now collecting the “stuff” of. Typically, humanoid creatures that carry stuff are candidates for the Individual Treasure tables, while Aberrations, Beasts, Dragons, Monstrosities, and Plants are harvesting candidates.

If you don’t normally provide loot equivalent to default treasure tables, you don’t need to start providing loot equivalent to them using these new tables, simply apply these tables as frequently as it makes sense for your game.

Remember that you can fully mix and match as it makes sense. You can replace coinage with gems or art pieces, you can replace crafting items that wouldn’t make sense with coinage, gems, or art pieces, etc. The tables are merely a guide and convenience for what sort of range of materials should come from what sort of creature.

Harvesting: The Harvesting tables replace the Individual Treasure for Aberration, Beast, Dragon, Monstrosity, and Plant type creatures.

Remnants: Remnants optionally replace the Individual Treasure table for creatures that do not leave behind a body on death, like Elementals, Celestials, or Fiends (ones that leave behind a body can use the Harvesting table).

Basic Harvesting

Beasts, Dragons, and Monstrosities can be harvested using Wisdom (Survival) for meat and hides. At a DM’s discretion, a Plant type creature can be harvested for food using the same DC and amount but providing common fresh ingredients instead of meat. Basic Harvesting takes 10 minutes. At your DM’s discretion, it may take longer for larger creatures.

Crafting Exotic Creature Harvesting

Applicable Targets: Aberration, Constructs, Dragons, Monstrosities, Plants, Some Undead

A random roll is performed to judge what can be harvested from the monster. For Dragons, Giants, and Monstrosities, a Wisdom (Medicine) check is required to harvest the material without destroying it, for Aberrations and Constructs, an Intelligence (Arcana) check is required, and for Plants an Intelligence (Nature) check is required. Exotic Harvesting takes 10 minutes. At your DM’s discretion, it may take longer for larger creatures.

If a beast is sufficiently magical, poisonous, or venomous, a DM can opt to use the Dragon & Monstrosity table for exotic harvesting, but this should be rare; even a poisonous beast is usually too mundane for the magical properties of harvested materials, and a beast should always be rolled on the 0–4 CR table regardless of its CR.

At a DM’s discretion, some Undead may be harvested as well if there were something that would make sense for them to provide in this manner, in which case they would use an Intelligence (Arcana) check. Undead are less likely to provide anything of use, simply having a rare chance of providing arcane essences, though some would consider the use of these essences evil.

Exotic Remnants

Applicable Targets: Celestials, Elementals, Fiends, Some Undead

Some creatures typically do not leave behind corpses. While these most often disappear without a trace, sometimes they will leave behind a fragment of the magical forces that powered them as a remnant, in the form of an ingredient or essence. These are less likely to result in a crafting item, but don’t require any check to gather it successfully. Gathering remnants is simple to do and requires only 1 minute.

Applying Material Tables

As a DM, never feel compelled to roll on a table if you feel it makes sense to do something else. The tables provide a baseline, but if you feel that it makes sense for a given monster to leave behind a given material, simply do so, requiring the check that seems most appropriate (using the tables as a guide if you wish).

Exotic Harvesting (CR 0–4)

d100DCBeastsDragon, Giants, MonstrositiesConstructAberrationUndeadPlant
01-208Common Parts
21-508Common Poisonous IngredientCommon PartsCommon IngredientCommon Poisonous Ingredient
51-708Common IngredientUncommon PartsCommon Curative IngredientCommon Curative Ingredient
71-808Common IngredientCommon Curative IngredientUncommon PartsCommon Poisonous IngredientCommon Ingredient
81-1008Common IngredientCommon Primal EssenceCommon Arcane EssenceCommon psionic EssenceCommon Arcane EssenceCommon Primal Essence

Exotic Remnants (CR 0–4)

d100CelestialFiendElementalIncorporeal Undead
01-50
51-70Common Ingredient
71-80Common Curative IngredientCommon IngredientCommon IngredientCommon Poisonous Ingredient
81-95Common Divine EssenceCommon Arcane EssenceCommon Primal EssenceCommon Divine Essence
96-100Common Divine EssenceCommon Divine EssenceCommon Primal EssenceCommon Arcane Essence

Exotic Harvesting (CR 5–10)

d100DCBeastDragon, Giants, MonstrositiesConstructAberrationUndeadPlant
01-3010Uncommon IngredientUncommon PartsCommon IngredientCommon Arcane EssenceCommon Poisonous Ingredient
31-6010Uncommon Poisonous Ingredient1d4 Uncommon PartsUncommon Ingredient1d4 Common Poisonous IngredientUncommon Poisonous Ingredient
61-8010Uncommon Ingredient1d4 Uncommon Ingredient1d6 Uncommon PartsUncommon Curative Ingredient1d4 Uncommon Poisonous ingredients1d4 Uncommon Curative Ingredient
81-9010Uncommon Poisonous IngredientUncommon Primal EssenceUncommon Arcane EssenceUncommon Arcane EssenceUncommon Divine EssenceUncommon Primal Essence
91-100101d4 Uncommon IngredientsUncommon Primal EssenceUncommon Arcane EssenceUncommon Psionic EssenceUncommon Arcane EssenceUncommon Primal Essence

Exotic Remnants (CR 5–10)

d100CelestialFiendElementalIncorporeal Undead
01-20
21-50Common Curative IngredientCommon IngredientCommon IngredientCommon Poisonous Ingredient
51-80Uncommon Curative IngredientUncommon IngredientUncommon IngredientUncommon Poisonous ingredients
81-90Common Divine EssenceCommon Arcane EssenceCommon Primal EssenceCommon Arcane Essence
91-100Uncommon Divine EssenceUncommon Arcane EssenceUncommon Primal EssenceUncommon Arcane Essence

Exotic Harvesting (CR 11–16)

d100DCBeastDragon, Giants, MonstrositiesConstructAberrationUndeadPlant
01-3012Uncommon IngredientRare PartsUncommon IngredientUncommon Poisonous IngredientUncommon Poisonous Ingredient
31-6012Uncommon IngredientUncommon Primal Essence1d4 Rare PartsUncommon Psionic EssenceUncommon Arcane EssenceUncommon Primal Essence
61-7012Uncommon IngredientRare IngredientUncommon Arcane EssenceRare IngredientRare Poisonous IngredientRare Curative Ingredient
71-80121d4 Uncommon IngredientsRare Poisonous IngredientUncommon Arcane EssenceRare Poisonous IngredientUncommon Arcane EssenceRare Poisonous Ingredient
81-9012Rare IngredientRare Primal EssenceRare Arcane EssenceRare Arcane EssenceRare Divine EssenceRare Primal Essence
91-00121d4 Rare IngredientsRare Primal EssenceRare Arcane EssenceRare Psionic EssenceRare Arcane EssenceRare Primal Essence
10012Very Rare IngredientVery Rare Primal EssenceVery Rare Arcane EssenceVery Rare Psionic EssenceVery Rare Arcane EssenceVery Rare Primal Essence

Exotic Remnants (CR 11–16)

d100CelestialFiendElementalIncorporeal Undead
01-20Uncommon Curative IngredientUncommon IngredientUncommon IngredientUncommon Poisonous Ingredient
21-50Uncommon Divine EssenceUncommon Arcane EssenceUncommon Primal EssenceUncommon Arcane Essence
51-80Rare Curative IngredientRare IngredientRare IngredientRare Poisonous Ingredient
81-100Rare Divine EssenceRare Arcane EssenceRare Primal EssenceRare Arcane Essence

Exotic Harvesting (CR 17+)

d100DCBeastDragon, Giants, MonstrositiesConstructAberrationUndeadPlant
01-30151d4 Rare Ingredient1d4 esoteric Parts1d4 Rare Ingredient1d4 Rare Poisonous Ingredient1d4 Rare Poisonous Ingredient
31-5015Rare Primal EssenceRare Arcane EssenceRare Psionic EssenceRare Arcane EssenceRare Primal Essence
51-8915Rare IngredientVery Rare Primal EssenceVery Rare Arcane EssenceVery Rare Arcane EssenceVery Rare Arcane EssenceVery Rare Primal Essence
90-94151d4 Rare IngredientsLegendary Primal EssenceLegendary Arcane EssenceLegendary Arcane EssenceLegendary Divine EssenceLegendary Primal Essence
95-10015Very Rare IngredientLegendary Primal EssenceLegendary Arcane EssenceLegendary Psionic EssenceLegendary Arcane EssenceLegendary Primal Essence

Exotic Remnants (CR 17+)

d100CelestialFiendElementalIncorporeal Undead
01-20Rare Curative IngredientRare IngredientRare IngredientRare Poisonous Ingredient
21-50Rare Divine EssenceRare Arcane EssenceRare Primal EssenceRare Arcane Essence
51-69Very Rare Curative IngredientVery Rare IngredientVery Rare IngredientVery Rare Poisonous Ingredient
70-89Very Rare Divine EssenceVery Rare Arcane EssenceVery Rare Primal EssenceVery Rare Arcane Essence
90-100Legendary Divine EssenceLegendary Arcane EssenceLegendary Primal EssenceLegendary Arcane Essence

Hide Harvesting

Creature SizeDifficultyHide
Tinyn/a
SmallDC121d4 Hide Scraps
MediumDC101 Hide or 1 Medium Carapace or 2d6 Scales
LargeDC125 Hides or 1 Large Carapace or 3d6 Scales
HugeDC1410 Hides or 2 Large Carapaces or 6d6 Scales
GargantuanDC1415 Hides or 3 Large Carapaces 3d8 Common Meat or 9d6 Scales

Special Materials

MaterialMinimum CRHarvesting DifficultyAdditional RequirementEffect
Tough Hide/Scales8+4Harvested from a creature with AC 16 or higherArmor crafted has +1 AC
Resistant hide/scales8+5Harvested from a creature with resistance to an elemental damage typeArmor crafted has related elemental resistance
Dragon Scales14+8Harvested from a Dragon.Armor crafted has +1 AC and Resistance to related elements.

Gathering Tables

Many of the materials can simply be found growing in the wild and can be gathered by someone that knows what to look for and spends the time doing just that. When traveling at a slow pace through wilderness for 8 hours or more (i.e., not urban land or farmland), you can make a gathering check, but have disadvantage on the check to harvest anything found.

If you dedicate eight hours to gathering without traveling, you can make two checks (without disadvantage) or find one item other than an Essence of your choice that is available within that biome’s table (making the ability check from the corresponding line of the table to harvest it) or 1d12 of any trivial item (making a DC8 ability check to harvest it)

The found items then must be gathered. You can choose to gather ingredients, search for materials, or hunt wild game. Roll a d100 and consult the corresponding table below for the relevant biome to determine what is found.

Gathering Ingredients: Ingredients are harvested by making a Wisdom check. If you have an Herbalism kit and are proficient with it, you can add your proficiency bonus to the roll.

Search for Materials: Materials can be harvested with your choice of a Strength, Dexterity, or Wisdom check. If you have proficiency with the Survival skill, you can add your proficiency bonus to the roll.

Hunt Game: Food can be gathered with your choice of a Dexterity or Wisdom check. If you have proficiency with the Survival skill, you can add your survival modifier to the roll.

Intentionally Slow: Gathering is a time gated system. It is not intended to be the primary source of materials. Rather than being balanced against the loot tables, it’s balanced against the down time activities (and consequently not particularly efficient).

Gathering Ingredients

d100DCForestDesertGrasslandsHillsMarshMountains
01-10
11-2010Common Curative IngredientCommon Poisonous Ingredient
21-4010Common Curative IngredientCommon IngredientCommon Curative IngredientCommon Poisonous IngredientCommon Ingredient
41-5010Common Poisonous IngredientCommon Curative IngredientCommon IngredientCommon Poisonous IngredientCommon Curative IngredientCommon Curative Ingredient
51-6010Common IngredientCommon Poisonous IngredientCommon Poisonous IngredientCommon IngredientCommon IngredientCommon Poisonous Ingredient
61-70101d4 Common Poisonous ingredients1d2 Common Ingredients1d2 Common Poisonous Ingredients1d2 Common Poisonous Ingredients1d4 Common Poisonous Ingredients1d2 Common Curative Ingredients
71-80101d4 Common Curative ingredients1d2 Common Ingredients1d2 Common Curative Ingredients1d2 Common Ingredients1d4 Common Ingredients1d2 Common Ingredients
81-9010Uncommon Curative IngredientUncommon IngredientUncommon Curative IngredientUncommon IngredientUncommon Poisonous IngredientUncommon Ingredient
91-9510Uncommon Poisonous IngredientUncommon Poisonous IngredientUncommon IngredientUncommon Poisonous IngredientUncommon IngredientCommon Curative Ingredient
96-10010Common Primal EssenceCommon Arcane EssenceCommon Divine EssenceUncommon Curative IngredientCommon Primal EssenceCommon Primal Essence

Gathering Ingredients

d100DCCavesUndergroundJunglesShoreTundra
01-10
11-3012Common IngredientCommon Poisonous IngredientCommon Curative IngredientCommon Curative IngredientCommon Ingredient
31-5012Common Poisonous IngredientCommon IngredientCommon Poisonous IngredientCommon Poisonous IngredientCommon Curative Ingredient
51-60121d4 Common Ingredient1d4 Common Poisonous ingredients1d4 Common Curative ingredients1d4 Common Curative ingredients1d4 Common ingredients
61-7012Uncommon IngredientUncommon Poisonous IngredientUncommon Curative IngredientUncommon IngredientUncommon Curative Ingredient
71-8012Uncommon Curative IngredientUncommon Curative IngredientUncommon IngredientUncommon IngredientUncommon Ingredient
81-9012Common Divine EssenceCommon Arcane EssenceCommon Primal EssenceCommon Primal EssenceCommon Primal Essence
91-9512Uncommon Poisonous IngredientUncommon Poisonous IngredientUncommon IngredientUncommon IngredientUncommon Ingredient
96-10012Uncommon Divine EssenceUncommon Arcane EssenceUncommon Primal EssenceUncommon Primal EssenceUncommon Primal Essence

Gathering Ingredients

d100DCFeylandsShadowlandsElemental PlaneLower PlaneUpper PlaneOuter Plane
01-2014Common Curative IngredientCommon Poisonous IngredientCommon IngredientCommon Poisonous IngredientCommon Curative IngredientCommon Ingredient
21-4014Common IngredientCommon IngredientCommon Curative IngredientCommon IngredientCommon IngredientCommon Ingredient
41-60141d4 Common Curative Ingredients1d4 Common Poisonous Ingredients1d4 Common Ingredients1d4 Common Poisonous Ingredients1d4 Common Curative Ingredients1d4 Common Ingredients
61-8014Uncommon Curative IngredientUncommon Poisonous IngredientUncommon IngredientUncommon IngredientUncommon Curative IngredientUncommon Ingredient
81-9914Uncommon Primal EssenceUncommon Arcane EssenceUncommon Primal EssenceUncommon Arcane EssenceUncommon Divine EssenceUncommon Arcane Essence
10014Rare Primal EssenceRare Arcane EssenceRare Primal EssenceRare Arcane EssenceRare Divine EssenceRare Arcane Essence

Hunting Game

d100DCCavesUndergroundJunglesShoreTundra
01-3012Fresh IngredientsSuppliesFresh IngredientsFresh Ingredients
31-60121d4 Fresh IngredientsFresh Ingredients1d4 Fresh Ingredients1d4 Fresh IngredientsFresh Ingredients
61-90121d4 Hides1d4 Hides1d4 Fresh Ingredients
1d4 Hide scraps
1d8 Fresh Ingredients
1 supply
1d4 Fresh Ingredients
1 Hide
91-100121d6 Fresh Ingredients
1d4 Hides
1d6 Fresh Ingredients
1d4 Hides
1d6 Fresh Ingredients
1d4 Hides
1d6 Fresh Ingredients
1 medium carapace
1d6 Fresh Ingredients
1d4 Hides

Hunting Game

d100DCForestDesertGrasslandsHillsMarshMountains
01-3010Fresh IngredientsFresh Ingredients
31-60101d4 Fresh IngredientsFresh Ingredients1d4 Fresh IngredientsFresh IngredientsSuppliesSupplies
61-90101d4 Fresh Ingredients
1 Hide
Supplies1d4 Fresh Ingredients
1 Hide
1d4 Fresh Ingredients1d4 Fresh Ingredients1d4 Supplies
91-100101d8 Fresh Ingredients
1d4 Hides
1d6 Fresh Ingredients
1 large carapace
1d8 Fresh Ingredients
1d4 Hides
1d4 Fresh Ingredients
1 Hide
1d4 Fresh Ingredients1d6 Fresh Ingredients
1 large carapace

Details on Each Crafting Skill

Session XXV – Chapter One

30th of Mirtul of the year 1492

The afternoon started with the group discussing their next set of specific plans.  All of them wanted to rest a bit more after all the rough days and Fogo really wanted to finish his cooking lessons with Xaasz before they set off again.  Dancer would take all their gems and jewelry and sell them to the local underground black market – aka Jepos, while the rest would engage in low impact activity over the next ten-day.

1st of Kythorn to the 10th of Kythorn of the year 1492

Everyone renewed their rooms to ensure they were still able to stay at the Blackbutter Inn longer. Otherwise, everyone mostly went their own directions to accomplish different objectives over the next ten days.

Party Members:

Angelica: When not making scrolls, she trained with Vladimir with her new sword. Much like Vladimir, once she had enough gold, she went out at purchased a set of plate mail.

Avery Rockwell: Spent much of his time working with Fogo and Angelica on getting spells on scrolls from them so that he could copy them into his wizard’s spellbook. For the rest of his time, he wandered around to meet people, be friendly, and general socializing.

Dancer: Worked on little carvings of different members of the party.  He completed ones for Fwoosh, Vladimir, and ISAC. Not wanting to be left out of spending gold, at some point he had gone to Dhelosk and bought a quiver of Ehlonna to allow him to have a greater capacity without the weight.

Fogo: Healing from his near-death experience and works in the Blackbutter Inn’s kitchen for Xaasz to complete his chef training. During his time in the kitchen, he was able to figure out that all five of the goblins in the kitchen are alchemists. Wanting to further his knowledge about Mystra, he ordered a religious text to get a deeper understanding of Mystra.

Fwoosh: He worked on his replacement mask for several days. Checking in with Jepos to see if had heard back about his missing friends in Waterdeep, but there was not any new news. The rest of his time he practiced his different performances. He was also diligent about collecting some bear claws and sharing them with the children at the sundries store. Once the Dwarves arrived, he collected his reward from Vallivoe for letting him know they would be coming.  He was not the proud owner of a very nice pocket watch.

ISAC: While he does not have a spellbook, he did get Angelica to make a bunch of spell scrolls for him. He also stocked up with many healing potions.

Vladimir Miller: For most of his time Vladimir was spent training with his new maul as well as with Angelica to help her understand her new sword. Once the coin arrived from selling the gems and jewelry, he ran off to the Tantur’s Smithery to get his plate mail ordered. At some point he had collected the horses, picked up the wagon, and brought them back to the farm. The most exciting thing he did was to write a letter home, with whom he had not communicated with for several years now.

Happenings in Red Larch on Specific Days.

1492-06-01:

  • Avery’s scroll (Comprehend Languages) is ready from Dhelosk.
  • Party’s wagon has been repaired at Thelorn’s Safe Journeys in Red Larch.
  • Alfred takes over Gaelkur’s in Red Larch and renames it Alfred’s Shop.

A few of the party members went over to welcome Alfred to his new shop and the only oddity was that Marlandro had removed every possible piece of paper or evidence of any business from the shop.  He had also left behind what appeared to be some jewelers’ tools, or at least the larger ones, since all the fine tools were gone.  Alfred had packed everything in a box that they looked at but were clueless at what it might have represented.

Alfred

1492-06-06:

  • Coin from party selling gems and jewelry to Jepos Copperhand arrive.

1492-06-08:

  • Grafaerd Ulamoira helpers arrive from Bargewright Inn to help with the Galloping Wheelworks in Red Larch.

1492-06-09:

  • The party moved their wagon and horses to the Wagonworks as a closer location to be able to use them.
  • Contingent of Dwarves arrive to take care of the Tomb under Red Larch.

1492-06-10:

  • Jaleesa Orna becomes mayor of Red Larch, and her husband Harburk became the official constable of the town.
  • Bryllyn Trollfist takes over the Mellikho Stoneworks and immediately starts work on carving out stones to fix the sinkhole.
  • Theldor Darkaxe asked about the maul that Vladimir had found.  He told him what little he knew about the maul. Vladimir also revealed that they had found an old ruined Moathouse to the south of Red Larch. When Vladimir brought up the Dwarven books they had purchased, he suggested that they be brought to Banmin Glehuruhr for more information.

While at the Helm and gambling with the Dwarves, the captain of the Dwarves, Theldor Darkaxe, took Vladimir to the side for a conversation.

“That is a mighty fine maul you have there, where did you get it from?”

“[We practiced this.] We ventured into a Moathouse to the southeast of here. It was filled with several different bandits and ne’er-do-wells, and we cleared it out and this was one of the things that one of them had. “

“That maul is from a famous Dwarf slayer from over 4000 years ago.”

“A Dwarf slayer?”

“Yes, he basically did not like a lot of different particular creatures and liked to hit them.”

“Oh.”

“He was very proficient; he was even known for haven taken out an ancient dragon at one point.”

“Our party has been encountering a lot of the Dwarven history around here, and it seems that even the Moathouse the bandits were in was a Dwarven fortress of sorts.”

“Oh, really?”

“And so, I wonder if they have been using some of these areas as hide outs and that might be where they picked it up?”

“He was known to be in the valley. His name was Angrboda Gog. He is legendary, but not much was known about him, but he was known for his maul and the dragon biting itself on the head of the maul. This is how I was able to recognize it.”

“You know, I have been playing around with this for the last few days and getting used to it, and it is very powerful, but it is just not quite as powerful as it could be. I am not sure if there is something particular about Dwarven weapons that lends itself to that?”

“It is an ancient weapon.  We do not know much about that time. He is just a legend and known to bath in the blood of his enemies and bashing them all to pieces. This was pretty much his only weapon.  He was known for bathing in the blood of dragons, demons, giants, and wading through hundreds of orcs.”

“He seems like an impressive man.”

“He hated them. He is known for his hate of those four species. He swore he would come back from the dead just to haunt and kill more of them if he could. He was a vicious Dwarf, but we are very proud of him.”

“It seems like Dwarves are very proud of their history.  We also came across a few books of Dwarven lineage. I do not know if those would be of interest to you. They are dull, and in all honesty, full of a lot of begetting.”

“If you could bring them all, I will happily look at them. You should talk to our priest, especially if you have any books of lineage.  He would be a much better person to talk to.”

Theldor Darkaxe

11th of Kythorn of the year 1492

Starting off the morning with a well-cooked breakfast cooked by Fogo, everyone was happily surprised that it was not only tasty, but well balanced. Everyone was pleased that they now had a good cook to help them on their long-distance trips. Everyone noticed that Dolores was hanging out all the time, although she was much more translucent than normally. Fwoosh excitedly showed off his new pocket watch. Vladimir talked about meeting the Dwarves and that they were interested in the Dwarvish books they had purchased.

Dolores

Their next set of discussions were around how to deal with Dwarvish ruins and tombs in the future, as well as what they should focus on next.  Dancer was all for the place called Treasure cave.  Everyone else seemed to be interested in making a trip to Amphail for a variety of reasons. Dancer asked about the coded ledger, and Avery wanted to participate in the conversation with the new Wagonworks owner.

When brought to Grafaerd and asked if there was any related paperwork, he was not sure since they were still cleaning up.  He told Dancer via finger talk that they were coded somehow, but it would take him some time to work through them, if he could. Avery kept trying to get into the conversation, but Grafaerd did not have anything that he was sharing with him. They finally left the ledgers with Grafaerd to see if he could figure something out.

Grafaerd Ulamoira

Vladimir and Angelica headed to the entrance to the old Dwarven Tomb. The guards seeing Vladimir waved him forward.  It seemed that they were expecting him. They could also see a large pile of carved rocks piled up near the entrance.

“I’m going to win that card game next time.  I have been practicing.”

“It is more about luck though.”

“No, we just need to feed you some ale, and then we will win more.”

“Then we will get you to face the real challenge the next time.”

“What is that?”

“The little bird guy that travels with me and deadly with cards.”

“Is he now, well we do not like card sharks, we prefer people like you.”

A little more banter revealed that it was Vladimir and his party that had asset off the massive poison trap in the tomb room.  The guards also mentioned that the cultists were just weird, and that someone had spun around one of the floating holy stones, and that too was revealed to be the party. Feeling embarrasses Vladimir and Angelica quickly made their way down into the tomb before he inadvertently confessed to more war crimes.

Dwarven Tomb Guards

They made their way to the shrine room and saw a pair of Dwarven acolytes cleaning the statues and tidying up the area of all the ashes that seemed to be piled up in front of one of the statues. What appeared to be the head priest was in the middle of the room surveying everything within it.  Hearing the two of them come down the ramp, the priest came over to them.

“What are you here for?  Oh yeah, Darkaxe said you had some books you wanted me to look at.”

“Yeah, we were in the sundry store, and we were curious with all the Dwarven history here if there were any Dwarven books, and they happened to have these three, which we looked through and they appear to just be genealogy books.”

“Can you bring them out?”

As the priest began flipping through the books, a quick flash of concern and shock could be seen on his face by Vladimir.

“Where did you say you got these books?”

“In the sundry store.”

“That’s the one at the end of town?”

“Yeah.”

“That’s troublesome, I’ll have to go speak to him and see where he got them from.”

“You seemed pretty shocked looking through these.”

“Well, these are books from Mirabar. There was a contingent of Dwarves that came down from Mirabar. They were showing the flag and visiting different towns. One of them were carrying these books and the whole delegation is missing. They disappeared somewhere in the northern part of the Sumber Hills. I don’t know how their books got down here. It might be good to investigate this.”

“How long ago did they go missing.”

“More than a week ago. We have been concerned.”

“Well, this is not the first time we have heard of people going missing in this area and taken off the road.”

“They were not here, they were in the northern part of the Sumber Hills on their way to Summit Hall and other places, but they never got there.  There are people checking on it, but we have not heard anything.  Have you heard anything about the missing Mirabar delegation?”

“No, we do not think so.  We have been lacking any information about Dwarves in the area.”

It was then that Vladimir remember the guard they had rescued from Lance Rock, Gef Rilisk.  He had said he had been in a trade delegation from Mirabar, and it had Dwarves in it.

“Oh, wait a second.  The guard we had rescued from Lance Rock.  He had said he was part of the Mirabar trade delegation.”

“That would have been them.”

The discussion continued with the story of the rescue, and finally giving the assignment to Vladimir and Angelica to go find out more about what had happened with the delegation in exchange for having desecrated their tomb and setting off numerous traps inside. He also looked at the maul and was not sure if it was from the legendary maul or not. Vladimir was also curious about the floating rocks and what they were and was told that they were to be set up for different constellations for different religious days.

The priest seemed amazed that there was not a clear leader of Vladimir’s group and had a lot of mocking words for them about that.

Banmin Glehuruhr

The two rejoined the rest of the group at the Blackbutter Inn and started filling them in about what had been discussed. The group seemed a little surprised that their trip to Amphail might have been derailed and that they now needed to hunt down a missing delegation to appease the Dwarves for having tomb robbing and setting off the poison trap filling part of the tomb. They decided that finding Gef Rilisk the former Mirabar trade delegation guard would be a great start to their newly assigned adventure.

Splitting up to try and be more efficient to find him. Realizing that they had been seeing him in town, but just did not socialize with him after the rescue.  He had been seen at the Helm, the Market, and just in town in different places. They also needed to query Endrith about here he had bought those books. The topic of the trade bars they had found on the earth priest that was in the tomb was also reviewed.  They suspected these might have also come from the missing delegation. This caused them to spin off with some fanciful theories, but without some more solid evidence, they would not be anything but fanciful.

Fwoosh and ISAC ran off to the sundries store, Avery and Fogo visited to Mother Yalantha’s, and finally the group of Angelica, Dancer and Vladimir went to the Helm.

At the Sundry store Fwoosh was swarmed by the children there hoping for more bear claws but were only disappointed since Fwoosh was on business this time and not a pleasurable bear claw run. Asking Endrith about the Dwarven books and where he had gotten them. They were told that a passing merchant going through town had acquired them in Womford from some shady guy on the wharf. Endrith did not have much else to tell them about the books, but suggested they go down to Womford for more information.

Endrith Vallivoe

Wandering to Mother Yalantha’s, the two there engaged her in conversation about Gef and it seemed that there was a lot more room for rent now since eight of her renters had suddenly left and had not returned.  They had been rough looking men that had a mean look about them.  They even left all their small luggage as if they had just disappeared.  When asked about Gef, she explained that he had been helping around the establishment and had been waiting for word his friends that he had gotten separated from.  He was doing odd jobs around town and was helping at the Helm working as a bouncer. With that the two of them headed to the Helm.

Yalantha Dreen

Back at the Helm the last trio looked around for Gef they find him standing off at the side keeping an eye on the room and especially a pair of arm-wrestling Dwarves. Approaching him, they began to ask about the caravan he had been in and if in fact it was the Mirabar trade delegation.  He confirmed it all to them. When told that the delegation was missing, he was surprised and worried for his friends.  He wondered how that had been possible with over 20 guards and that the whole caravan was nearly 50 people. Dancer asked about where he had been kidnapped and he told them that it had been on the Stone Trail just south of Westbridge. The caravan had been heading to the Stone Bridge, Beliard, and Summit Hall.

Convincing Gef that he should go talk to Banmin about what he knew and that he had been from the delegation, they got ready to go. Heading off to the quarry to gain entrance to the old tomb, they were waved in by the guards there, but not before they commented on the group’s pet cat, Dancer. Several insulting words later, they entered the cave complex. Having Gef explain his story about the kidnapping and subsequent rescue did not really impress Banmin much. It was then that Gef revealed that he had heard someone talking in the Helm about the fact that they had seen the delegation in Beliard. The person had been a guard with another merchant and had gotten into a fight with a member of the delegation.

Gef Rilisk

Heading back to the Helm with Gef, they were able to meet up with the rest of the party. Sharing what each found out with the rest, they came up to speed quickly.  Asking about the trade bars, Gef explained the purpose of the bars and confirmed they were from the trade group.  There was a little maker’s mark on each bar that gave its origin. The delegation had bars of many different types of ores including Mithril and Adamantine. The discussion start going around the topic of cultists and that they had been finding them in many different places around the valley, and that it seemed that a lot of the different concerns and problems that have been happening were very likely related to these cultists. During the discussion, Gef told them the breakdown of the caravan, the important members, and that there were many others there.

After waiting around playing old maid for three hours, a large half-orc woman walked into the Helm munching on a large pickle.  Gef pointed her out and said she was the one that had seen the delegation last in Beliard. She ordered a meal and several ales and sat down to eat.  Avery, the smallest and least assuming of the group went over for a chat.  

Purchasing a new round of drink for her, Avery asked about the trade group in Beliard.  She complained about how four of them had jumped her, and she was not even satisfied with it. She did say that she was satisfied with Grund but was worried his hips and endurance would not be able to keep up. When asked about the caravan, she said she had seen them leave Beliard, but did not know much more.  She did let them know that there is a priest in town staying at the Swinging Sword that had seen them as well. When Avery started explaining everything, they knew about the caravan including the future destinations, she did not have much to say about that except that there were rumors of hill giants in the area near Beliard.

Half-Orc Guard

Crossing the street to get to the Swinging Sword, they were met inside by Kaylessa Irkell the owner. Asking about the priest, they were directed to a table where the half-elf was daintily drinking a glass of wine.

Kaylessa Irkell

The entire group crowded around the priest making him a bit nervous, but he still greeted them. ISAC understanding that it did not look good to have everyone there found a nearby table to sit at with some of the others. Avery started his interrogation right away. He asked about the Mirabar delegation, and the half-elf said he had seen them in Beliard around the 26th of Mirtul and that they had said they were headed to Summit Hall and then further south, and eventually up to Red Larch. Once again revealing that the delegation was missing, the half-elf seemed surprised and concerned. The half-elf had come a more direct way over Larch Path, a muddy and much smaller path that usually had room for wagons assuming there were not any mud slides across the road. He also mentioned that there were rumors of hill giants and ogres wandering the hills as well as strange fires being seen at a distance, groups of people wearing gold masks, and hippogriffs and other large birds in the flying air.

Half-Elf Priest

Standing in the middle of the main room, they started discussing what they had found and some of the connections they might have figured out between the visions and clues they had found so far.  Unaware, they were starting to draw more attention to themselves once again. The group started trying to figure out which direction and place they should go next. Dancer wanted to make sure that they visited the “Treasure Cave” on their way to Beliard. It was then that Dancer pointed out that continuing the conversation where they were might be a bit weird and suggested they go to one of their rooms to finish their talk.

It was there that they continued their strategy making.  Fogo was for pushing ahead sooner and not pick up his armor in Amphail since he was concerned that the more time that went by, the more of them that might be killed. He based this from what had happened to the Ammakyl family merchants and guards.  They started with over 40 and ended up with less than ten in the end. Planning on starting first thing in the morning they were not sure if they could take the wagon or not. Fwoosh ran downstairs and asked about the best route to Beliard and if they should take the Larch Path or the Long Road through Westbridge. They gave some options and their thoughts, and with that Fwoosh went back to the room with the others. Not satisfied with those answer, Fogo ran back to the Swinging Sword to talk to the priest to ask about the condition of the Larch Path. Told that the path was open and that there should be room for a wagon, Fogo ran back. With that everyone voted for taking the Larch Path to Beliard and hoping that it would be quicker for them.

It was then that…

All of you pause for a moment.  You look around seeking something.  Your eyes are causing you a slight pain, your head has a dull ache, and your entire body feels like there are tiny pin pricks occurring all over it.  As you look around you can see that nothing else is moving, nothing, except the group of you. You can see the curtains by the window that were fluttering a minute ago are frozen and unmoving, yet still furled as it they were caught in a moment. You can feel that you are breathing, but there is no air movement, as if everything was just still.  Unlike all the visions and dreams you have had; you know you are awake and can feel.  It feels like reality has glitched somehow.

It was then that all the color from everything around you begins to slowly drain away until everything is in simple black and whites.  Even your hands and others around you are also standing there in a stark black and white.

You hear a voice from behind you, and as you look you see that ISAC is at the edge of the room away rest of the group.  He seems a frozen and unmoving.  Everything around you is in such a sharp focus, sharper than anything else you have ever seen, almost painfully sharp.  On ISAC’s shoulder is a black leather gloved hand resting there, not putting any pressure, but also not letting go. You cannot see the figure behind ISAC, it is just not tall enough, or wide enough, or just not quite in focus enough.

“All of you are just rats in a cage.”

You are unable to move, but you can feel the malice coming from the unknown figure.  You can feel the hatred rolling toward you.

“I have been told I am impetuous, that I am not patient, and even quick to anger.  I have also been told to not interfere, to let everything play out, that all of you are good little rats. Sigh, yes, all of that is true, but I cannot just wait around no matter how much I might be punished.  I feel the need to push, it is just my nature.”

“So, here is a little push from me. Be good little rats and run along.”

The mouth on ISAC’s scarred and pained face opens but no sound comes out, it appears that he is trying to scream, scream something, scream in pain, in anger, or just scream, but nothing comes out.  As you look his face, which you know is a mask, started pixelating in small boxes, and then larger ones.  The mask starts stretching out from between his eyes further than is believable when a black blade emerges sliding smoothly through ISAC’s head.

The mask shatters and the pieces fall, but all turn into whisps of smoke before they can reach the ground.  ISAC’s face a hard combination of metal and what appears to be wood, has no expression, but is still attempting to scream, scream as loud as he can, but no sounds leave his mouth.  The small gems that are his eyes start blinking rapidly as if they are trying to send a message that no one can understand.

The blade is quickly drawn out but fades into smoke as it is removed.  ISAC’s body starts to fall forward, but what you can see of his face start corroding, melting, and turning into crumbling dust.  His body falls forward but the only thing that crashes to the ground is his clothing and gear.  His body is nowhere to be seen except for some dust and ashes blowing around and away from the body.

It is then you can see the figure.  It seems to be a he, from the voice and figure, but he is not tall, nor short, just a medium height.  He is covered from head to toe in black leather with various weapons stashed on his waist, and a leather mask covers his face leaving it unseen.  As you attempt to move, to look closer, to understand what has just happened, the figure also fades away in a wisp of smoke.

As he disappears color starts seeping into the world around you.  The unnaturalness that pervaded everything is fading.  Once the color has once again moved into where it should have been, everything starts moving around you again.

Dark Figure

And this is where the session ended.

History Lesson

Forlorn Hills

Description

The Forlorn Hills was a hilly region in northwest Faerûn between the Dessarin Valley and the Delimbiyr Vale. The hills were once the center of the ancient shield dwarven kingdom of Dardath—one of the three kingdoms in Phalorm, the Realm of Three Crowns—and were then called the Dark Hills. After the triumvirate collapsed in the Year of the Lamia’s Kiss, 615 DR, the Dark Hills became known as the Fallen Hills or, more commonly, the Forlorn Hills. The people of Athalantar called them the Horn Hills. Some folks mistakenly called them the Sword Hills, confusing them with a smaller range of hills on the south bank of the Delimbiyr.

Geography

The Forlorn Hills were located east of Ardeep Forest, across the swath of open land that contained the House of Stone and was once the realm of Elembar. To the south was the Delimbiyr Vale and the River Delimbiyr. The Iron Road ran southeast from Womford, skirting the northern edge of the Hills, until it reached the village of Uluvin on the eastern edge. The town of Secomber was farther to the southeast. To the northeast was the High Forest and to the northwest was Gaustar’s Creek, a tributary of the river Dessarin.

Geographical Features

The Forlorn Hills were once part of the great forest that included Ardeep Forest, but dwarves cleared portions of it and then later humans from Athalantar put the western side of the Hills (known as the Halangorn Forest) to the torch to drive the remaining elves away from lands they wished to claim. The hollows between the hills were often in the shadow of the surrounding peaks and thick mists typically obscured vision until highsun.

By the time of Phalorm, the landscape was stony, and the hills were isolated in places. The line of hills that formed the northern border of the area were known as the Watchers of the North. There was a high ridge that arced through a portion of the Hills near the center. It was here that the mansion known as the House of Taeros once stood before it and part of the ridge were destroyed in a spell battle around the end of the 6th century DR, leaving behind the ruin known as the Crumbling Stair.

History

Since the time of the First Flowering, elves held sway over the surface of the Forlorn Hills. Initially it was the moon elves and green elves of Illefarn and Ardeep, then it was the gold elves of Aryvandaar during the Crown Wars. The area saw a resurgence of Illefarn and Ardeep after the defeat of the Vyshaanti of Aryvandaar at the beginning of The Founding Time.

Dwarves established settlements beneath the Forlorn Hills sometime in the early part of The Founding Time, if not before. At the very latest, they were there to take in refugees from Besilmer when that above-ground dwarven realm was wiped out by hill giants and other creatures in −4160 DR.

In the time leading up to the founding of Phalorm, the dwarves established their underground realm of Dardath, but above ground the human realms of Elembar (in the Year of the Risen Towers, 146 DR) sprang up on the west side of the Hills and Athalantar (in the Year of the Murmuring Dead, 183 DR) on the east. Athalantar had ambitions to take over the Hills and set fire to the Halangorn Forest between Elembar and the Hills to drive out any inhabitants. Ultimately, this tactic failed when Elembar moved into the Halangorn uplands and established noble houses such as the House of Taeros and what became known as the Moon Tower. The untamed portion of the Hills remained the habitat for bandits and monsters. In the Year of Many Mushrooms, 238 DR, the young Elminster was an outlaw, hiding from the magelords of Athalantar in what they called the Horn Hills. Athalantar was destroyed by an orc horde in Year of the Cantobele Stalking, 342 DR and Elembar suffered the same fate in the Year of the Fortress Scoured, 511 DR.

Phalorm, the Realm of Three Crowns, was chartered in the Year of Trials Arcane, 523 DR, and the dwarves of Dardath became part of the triumvirate along with the elves of Ardeep and the humans from Delimbiyran (the last remnant of Elembar). The dwarven population of the Hills grew during this time as refugees from the Duchy of Hunnabar fled a troll incursion in the Year of the Supreme Duelist, 592 DR. Phalorm lasted less than a century. Dardath suffered the death of their king, Oskilar Ironaxe, in the Year of the Shattered Scepter, 614 DR, and the elves withdrew from the alliance, many leaving for Evermeet, the following year. Delimbiyran, under King Javilarhh II, claimed all the lands previously belonging to Phalorm and named it the Kingdom of Man in the Year of the Ensorcelled Kings, 616 DR.

The Kingdom of Man was ultimately unable to stem the invading hordes in the face of internal strife after King Davyd was assassinated in the Year of the Triton’s Horn, 697 DR. The dwarves of the Forlorn Hills continued to drift apart after the death of King Oskilar and, in the Year of the Lamia’s Kiss, 615 DR, the loss of most of their fighting forces. Dwarf holds became defensive and isolated, depleted further by emigration to Ammarindar. They even went so far as to pretend a plague had swept through Firehammer Hold, hoping the ruse would keep enemies at bay.

The Kingdom of Man devolved into lesser realms including the human Calandor, Scathril, Loravatha, and Starshadow; the halfling Duchy of Imristar; and the gnomish Duchy of Gloraela. Roughly, the northwestern quarter of the Fallen Hills was claimed by Loravatha, including the House of Taeros/Crumbling Stair. Many of these small kingdoms fell one by one under the relentless assault of orc raiders until finally, in the Year of the Clutching Death, 702 DR, the Duke of Calandor was able to muster an army strong enough to defeat the invaders.

For centuries thereafter, the dwarves maintained a relatively low profile in the Forlorn Hills, but the story about a plague-devastated Firehammer Hold eventually became an attraction for adventurers instead of a repellent. The clerics of Haela Brightaxe that controlled what they called Torstultok, the Hall of Grand Hunts, had little choice except to try and redirect these would-be tomb raiders by hiring them to seek out and clear other dwarven holds that were known to have been taken over by orcs. Eventually, the old Firehammer Hold became a nexus for dwarves and other races looking for glory and treasure. By the Year of the Unstrung Harp, 1371 DR, the priests had spread rumors and placed clues around the region to lure more adventurers to spend their money and sell their loot at Firehammer Hold. The most well-known example was a map scrawled on the wall of a small room in the Singing Sprite inn. By the Year of Rogue Dragons, 1373 DR, there were several dwarf clans making their home in the Forlorn Hills.

In the late 15th century, Firehammer Hold was conquered by duergar from the Underdark in a plot instigated by the Red Wizards of Thay. The evil wizards also began building a small fortress called Bloodgate Keep on the west side of the Forlorn Hills, far from any large settlements, for use as a base for invading the Sword Coast via a portal from Thay.

Notable Locations

In the Year of Prideful Tales, 1219 DR, Lord Geldirth Gost of Waterdeep began constructing a secret underground complex with a series of portals that eventually emerged in a secluded cave on the southern slopes of the Forlorn Hills. Other interesting locations included:

Crumbling Stair

The Crumbling Stair is all that remains of Taeros, a grand, turreted mansion that once stood proudly amid fanciful gardens adorned with fountains and pools. The house sprawled along a curving ridge in the heart of the human-ruled barony of Loravatha. Originally built by a merchant lord, Taeros became a school of arcane study for young lasses seeking to master sorcery under the direction of his widow, the sorceress Ybrithe. Twenty years after the founding of the school, the mansion was torn apart by southern mages seeking to plunder whatever they could. But before they could seize Ybrithe’s treasures, a latent magic trap blew apart the ridge, Taeros, and all the surviving attackers.

The Crumbling Stair now rises from broken lands overgrown with scrub woods. The weathered staircase, made of green-veined white marble, rises six or so steps into the air from a dark hole at its base. Beyond this aperture is a long corridor with a few attached rooms that once served as extensive cellars. The fore chambers are home to the maddened ghost of one of the attacking wizards and some sort of creature— possibly an all-consuming hunger (Und)—that leaves glowing slime-trails on the walls, floor, and ceiling. In addition, the phantom of a half-elf sorceress sometimes appears to point out collapsed tunnels and forgotten secret doors leading to a large warren of catacombs, which are said to be home to some sort of beholder.

Floating Tower of Ondil of the Many Spells

The northern edge of the Forlorn Hills was marked by a line of hills known as the Watchers of the North. Immediately south of them was Ong Wood – and unbeknown to most folk, a secluded vale at the western end of the Watchers held the legendary Floating Tower, home, and later tomb of the mighty archwizard Ondil of the Many Spells. Once guarded by liveried griffons who drove intruders away, it was found the Bright Blades adventuring band (when Elminster – as Elmara – was their mage). The tower’s name came from the fact that mighty magics held it up, floating unsupported high above the ground, after its lower floors had collapsed.

Tales say Ondil had withdrawn into this spell-guarded tower even before Netheril’s rise to greatness, to craft many new and powerful spells. He was reportedly so mighty in magic that he was able to hide his tower from all Netherese mages. Older tales said Ondil had been a sorcerer of Thaeravel, the land of mages from which Netheril sprang (believed to lie – then as now – under the sands of Anauroch).

Moon Tower of Elembar

Little remained of Elembar’s northern settlements after the invasion of an orc horde shattered the realm. One notable exception, however, is the Moon Tower of Elembar, an ethereal spire visible only on the nights of the full moon. Thought to have been the domicile of Elembar’s mage royal, this mysterious figment has spawned many fanciful tales. The Moon Tower of Elembar can be accessed via the Border Ethereal, but the magic-laden ruin is well guarded by the ghosts of its defenders, the ancient constructs that keep watch over it, and an advanced ethereal marauder that uses the place as a lair.

Torstultok (Firehammer Hold)

Torstultok, or the Hall of Grand Hunts, is a temple-fortress of Haela Brightaxe. The place is well known among the Stout Folk of the North for the all-dwarf and mixed-race adventuring companies its inhabitants sponsor to reclaim long-lost dwarven relics from orc held halls.

Torstultok lies within a sprawling complex of tunnels and grand halls beneath the eastern end of the Watchers of the North — the line of tors that marks the northern edge of the Forlorn Hills. Torstultok was known as Firehammer Hold before the Fallen Kingdom fell, and much treasure is still ascribed to the latter name in the tales of the North. Those same legends claim that the dwarves of Firehammer Hold perished in a plague shortly after the founding of the Kingdom of Man, but in fact the dwarves’ numbers had dwindled over time, and the leaders of the hold planted false evidence of a deadly plague to increase the security of the dwarves who remained.

An unexpected consequence of this action was the arrival in subsequent centuries of treasure-hungry adventurers seeking long-lost hordes of dwarven gold. To assuage the anger of such would-be plunderers, the dwarves hired them to seek out other dwarven holds that they knew to be occupied by orcs. From this tradition evolved the hold’s current role as a clearinghouse for battle-loving dwarves and adventurers of other races who sought glory amidst the ruins of long-fallen dwarven kingdoms. In recent times, Haela’s clergy have even begun to lure adventurers to the temple deliberately with ancient-looking, incomplete maps and other enticing items. Such a map may be found on the walls of a not-so-secret hidden room in the Singing Sprite—a slate-shingled, many-gabled stone inn located in the bowl at the center of the three hills upon which the village of Secomber is built.

Campaign Notes

A small lapse of time so that everyone could get personal stuff done, and then digging into the Dwarvish books.  Chapter One has started with the missing delegation.  ISAC is murdered in front of the entire party by some unknown figure.  The next session will prove to be interesting.

Session XXIV – Intermission

29th of Mirtul of the year 1492

Already tired and ready to head back to Red Larch, the party was surprised by a nasty goblin assassin and a thuggish half-ogre. The battle, like many, did not last very long, but this one proved to be a bit more dangerous than many of those that came before.  The half-ogre was able to stand fast and weather many blows before falling, allowing him to pin in place several of the characters while the goblin was able to sneakily hide and fire from his hidden positions doing incredible damage with his bow shots and poison. Most of the party fell and were only saved through timely heals and magic.

Goblin Assassin

Half-Ogre Thug

With both ambushers’ dead, the group quickly looted the bodies and made for Red Larch as quickly as possible hoping to avoid any additional hostile encounters. Carrying along the body of the dead Goblin, Fogo seemed sure that this goblin meant something important.  Heading to the constable’s office they found no one there, and after banging on several of the other buildings they finally found one of the butchers who allowed them to store the body in the freezer for the night.

Their current home, the Blackbutter Inn still had the front doors open but the main room was empty. They made their way to their rooms, and everyone collapsed into sleep quickly, except Vladimir, who gleefully cradle the ancient Dwarven maul in his lap to become more acquainted with it before heading to bed with it at his side.

30th of Mirtul of the year 1492

The next morning was as normal as it could be as they all slowly came downstairs and started breakfasting in the main room.  Dhelosk was at his counter, and Delillia managing the tables.  The room had few other customers since most of the merchants who stayed here usually got moving early in the morning. Dhelosk gave Fogo some odd looks since his fur was still patchy and missing large chunks.

“Do you have anything to fix that?”

“I’ve never had that problem. Maybe if Fogo goes and talks to Xaasz maybe he can do something for you.”

Dhelosk Quelbeard

Fogo made his way into the kitchen and saw all the goblins scurrying around, that is until they saw his bedraggled state.  He was then the center of attention by the small group of goblins that seemed to be staring and evaluating his condition. Xaasz did not seem to be happy seeing Fogo in this condition while in his kitchen.  Fogo was told to take a couple of days off and was given a small vial of something to consume that Xaasz claimed it would make him feel better.  Fogo had managed to collect a few common and uncommon poisonous plants that he gave to Xaasz.  Again, it was not anything that impressed the small goblin chef as he just chewed on them without a second thought.

Xaasz

The rest of the group moved to a table and ordered some breakfast. Fogo joined them and his patchy fur seemed to have recovered a bit, but all the new fur seemed to be replaced with something more orange than his previous grey.  Maybe from the traumatic experience, or perhaps from the vial of something Xaasz gave him. Back with the group, Fogo explained about his thoughts and that it seems that he had previously been wandering, but now he feels he has more of a purpose. There was also some discussion around the maul they had found and the fact that Vladimir seemed very enamored with it. It was agreed that his old sword would be given to Angelica once he was able to properly say goodbye to it.

It was midmorning when the constable finally came in and seemed to be grumpy.  He was not happy with a dead body being left in the freezer, and wanted to make sure it was collected before his wife found out and caused him bodily harm. When asked about a goblin and half-ogre duo he only had a little to share.

Harburk Tuthmarillar

“There have been some rumors of some brigands running around doing tomb raiding. Was there something in place you went where they would have had trouble? Where were you?”

“We were investigating the little girl that said she say a ghost and we were kind of looking into that.”

“So, it was a tomb or something and they ambushed you on the way out.”

“Yes, that is right.”

“Yeah, that sounds right for a lot of the brigands. Was there something early in the tomb that was difficult to get past?”

“Yes, that was the ghost.”

“Oh, so you took care of the ghost?”

The ghost won’t be a problem for anyone.”

“Maybe they had difficulty in getting past the ghost or did not want to.”

The conversation continued some more, and Fogo agreed to run over and collect the body and bury it somewhere outside of town. Before grabbing the dead goblin, Fogo asked Dhelosk on what the respectful way was to treat the goblin body.

“They eat each other.”

“Well, we might skip that tradition.”

Vladimir explained they were trying to provide more transparency to the constable and perhaps fewer surprises. Harburk told them that at this point, everything was a surprise.  He was not trained for this; he was only a retired soldier.  It was the elders that appointed him to this position, and it seemed that they were already in some sort of conspiracy which every now knows how that ended. Finally heading out to do their body collecting, the group split up into different directions.  Vladimir went to his room to say goodbye to his old sword, Angelica went to her room and wanted to get some additional sleep, Avery headed to the market, and Fogo and the rest went to collect the dead goblin. With the constable leading the way, he opened the freezer and allowed Fogo to carry out the frozen solid goblin.

“How far out of town would you like me to take it?”

“Somewhere the children cannot find it…. Like Amphail.”

Walking about 20 minutes outside of town, they buried the goblin, and then they all came back into town. Everyone headed to the market while Fogo made a stop at the Allfaith’s Shrine. He was greeted by Imdarr and Lymmura. When asked about why Fogo was so patchy looking, he explained that he had survived a near-death experience and that he now felt closer to Mystra, the goddess of Magic.  While training to explain his vision while almost dying, it seemed to confuse Imdarr since the whole party seemed to be having vision, and Fogo had been dirt, but now was fire, or something like that.

For a moment, there was just darkness. Hmm… darkness isn’t quite right. We have been in the dark underground where no light can penetrate, but this was darker. It was blackness.

After some unknown time, from the edge of my awareness, an orange glow started to grow. It soon became bright enough, though still very faint, that I could see myself. I appeared thin, like a threadbare sheet, barely together. I was so thin in fact, that I could feel myself floating down. I had so little substance that I was but a feather on the wind.

As I fluttered down, I twisted to get a look at the glow coming from down below. I saw a ring of fire. It was small, like it had just been lit. As I slowly fell towards it, I could see that there was much unlit fuel. But! I also saw something heartening, a banner with an oak leaf, the sign of Silvanus, in the center of the fiery circle.

I continued floating down towards my fiery demise, the threads of myself now becoming visibly undone. I landed squarely on Silvanus’ banner. My body did not have enough form for me to move. When I tried to move my body, the few strings left holding me together would snap. Helplessly, I laid on the banner and I watched as the fire encroached.

Finally, an edge of the banner ignited, then another, and another. The flames approached until the fiery tongues licked my frayed edges. A part of me felt ready to succumb, to give up. But the seed of a thought rapidly blossomed in my mind: the fabric of my life was becoming undone, but I had learned of Mystra, now on her third incarnation, who was the Tapestry of arcane magic. Died and born again, she held together, taking new forms as she needed.

The flames ignited me right as the last remnants of mind that wanted to give up were pushed out by this revelation. I put every ounce of my being into holding my shape, feeling each individual thread of myself, and moving them, weaving them back together, even as they were engulfed in flame. I cannot fully convey the mental exhaustion that I went through in these moments.

I simply refused to let the fire take me. The memory of the passage of time in this space feels hard to remember, but it felt like it took ages, and yet by the time the fire calmed down to a smolder, you could have convinced me no time had passed. I felt my body, once again with shape, and I stood up. I looked down at the banner, which I knew had been burned, yet it remained. Though it had changed: the oak leaf was now wreathed in flame. I looked at my body and noticed a change as well, a fiery orange emblazoning my fur.

And I laughed. I had made it. I picked up the banner and wrapped myself in it and continued to laugh. I sat down in relief at having come through the flames and out the other side.

It was then I noticed the ashes of my former self. It may sound strange to be able to recognize ashes, but if you have ever stared at your own ashes, you may know the feeling. I scooped them up, suddenly feeling the loss. I survived, I changed, but something else was also lost. I cried, tears falling into the ashes I had cupped in my hands. It was when I felt lost in the pain and joy of loss and rebirth that I saw a large hand appear from above me. I realized that I recognized that hand. By the time it plucked me from ground, I realized it was ISAC’s hand, picking me up and taking me back from where I had been before.

Imdarr Relvaunder

Lymmura Audarhk

Explaining that he was interested in knowing more about Mystra and wanted start a more focused worship and Imdarr was willing to assist as much as possible. When asked about any priests of Mystra, Fogo was told that he would have go to Waterdeep, but Imdarr was willing order a book of worship of Mystra for him. Before leaving shrine, Fogo spent a bit of time at the statue of Mystra and offered his prayers. He then joined the rest of the party at the market.

It was during this time that Vladimir was able to say goodbye to his sword and deliver it to Angelica so that she would be able to attune to it and be able to use it for the next time they needed to stab something. Angelica seemed sad about something and while Vladimir attempted to find out what might be bothering her, she was not willing to share at this time. They went ahead and walked to the Market to join the rest of their party.

Looking for paper for scrolls Avery hunted down any deal he could find to acquire a few sheets that he could use later. Getting a snack of meat on a stick, Avery hung out until the rest of the group arrived.  Dancer and Fwoosh joined Avery at the market.  Making their way to the booth where the Farrowvale family were selling their different cuts of meat. Dancer was interested in hearing about the health of their horses and found out that they were much better would be ready to pull a wagon within the next couple of days.

In their wandering, they passed Grund who still seemed to be in a bad mood but was very instant on giving Fwoosh a bowl of Grund’s Special Pickles. The party moved away quickly before they had to actual consume them in front of Grund. When looking around they were able to hear some of the rumors that were going around town.  There was a lot of talk of the elders and what had happened in town. There was also some surprise that someone had bought the Wheelworks. There was also someone trying to purchase Gaelkur’s. There was also a lot of gossip about a bunch of crazies that had jumped down the sinkhole to save the children. Some had mentioned that there is giant Dwarvish Temple under the town that is the size of the entire town.

Grund

Trying to cause additional confusion, Fwoosh started speaking out loud about something about large dumb worms underground, rampaging through the tunnels. It did not seem that anyone paid attention to his attempt at starting a new rumor. Looking for Feng, Fwoosh approached a random stranger wandering around and when he started asking his questions, the stranger seemed surprised at Fwoosh and his overly shiny cloak.  Fwoosh was asked if he was a performer which got the show started. Doing some card tricks and a few acrobatic stances earned Fwoosh a hand full of copper and a round of applause. When Vladimir asked if performing is something he enjoyed, Fwoosh did not seem to really understand.  It was explained that he should also seek out things that he wants to do for himself, not just do what others tell him to do, become more of a free agent while still support his family.

Fogo finally joined the group at the market and with ISAC leading them to Feng’s booth to help Vladimir shop for some plate, but there was not any to be purchased.  There was a new allotment of Iceshield Orc axes on the wall, but no plate armor.  When asked about the plate armor, they were told they would have to go visit the smith for something like that.  They then sold the arms and armor they had collected from various dead bodies that they were responsible for and were able to collect a few more coins.

Feng Ironhead

When asked about Aerego Bethendur, they were told that he does not usually come to market. They learned that the storage spaces he rents out are expensive and only some of the larger merchants use him, or those that need more protection for their cargo.  He even has magically protected spaces available there.  He mentioned that some merchants use him as a third-party transition point, where one will drop off and their buyer will come by and pick up the merchandise. They asked if he knew who had purchased the Wagonworks, but he only knew that it was someone recently that came to Red Larch, and it was not a name he knew. He further elaborated that the Wheelworks is an important shop in town since any merchant spending the night would need to store their wagon and horses.  The town had seized the property after Ilmeth’s death and were anxious to get it sold and running again.

Still wanting some plate armor, Vladimir led the group to Tantur Smithery hoping that some might magically have been left there. While they headed there, Fwoosh stayed at the market in a bit of a daze of being free and Dancer and ISAC headed to the Wheelworks to see if they could find the new owner.

At the smithy they were greeted by Laefra Tantur. Asking about some plate armor, Vladimir and Angelica were disappointed in that there was not any available, and it was going to be a large amount of gold for it to be made, and all the coin would need to be paid up front. They were also curious if the maul they had found could be repaired, which required her to call out her husband out front to look it over. Eldras was impressed with the very nice Dwarven antique work, but he did not have the skill nor the knowledge to fix something like the maul. He told them to seek out a Dwarven smith to appraise it for repair.

Laefra Tantur

Eldras Tantur

Back at the Wheelworks, Dancer began knocking on the door hoping for an answer and it was, by Grafaerd Ulamoira. He was happy to see his rescuers and let them know that he was the one that purchased the Wheelworks, but he would not be open for a week or two.  He was waiting for friends and family to come in from Bargewright Inn to replace all the workers that had left. He had purchased this place because he had decided that treasure hunting was too dangerous, and they it would be better if he settled down. In finger talk, Dancer introduced himself, but Grafaerd seemed to already be aware of Dancer from Jepos. Asking about getting some space for their wagon, he offered to store it for free, but suggested that he charge some nominal amount to not arouse suspicion. Dancer was also curious of the Zhentarim had also purchased Gaelkur’s, but Grafaerd said that it was a different person they had rescued, Alfred the merchant.  He seemed to also want to settle down here.

Grafaerd Ulamoira

Fogo went to the baths since he still was still losing fur and did not smell the best. When he got there it was closed because today was market day, and most businesses in Red Larch were closed on market day. He decided to search for some of the rare plants he had learned about from Xaasz but even with his strong druidic magic, none were within range. Heading back to the Blackbutter Inn he met up with the rest of the group. Avery went up to his room to work on some scrolls, Angelica wanted to spend some time with her new sword to attune to it, and everyone else sat at a table in the main room.

Fwoosh hunted down the baker at the market and bought a dozen bear claws and while purchasing them he asked about Jepos and was told that Jepos would be available tomorrow afternoon. Going over to the Sundry booth, he shared all those bear claws with the kids which made him the hero of the day to the kids in the area. He also asked Endrith about if any pocket watches were available. Unfortunately, it was not an easy to come by item, but Endrith promised to send out word with the merchants to see if one could be gotten and brought to Red Larch for Fwoosh.

Endrith Vallivoe

The two also talked about how the business was at the market and Endrith was satisfied with it and was happy that those in town are starting to talk to each other again, and the air of suspicion that had been over them seemed to have disappeared. The people of Red Larch were enjoying themselves once again. Fwoosh mentioned that he knew Dwarves were going to come to town because of the temple underground.  Endrith had not thought about that and started planning on how to get more goods the Dwarves would like, especially ale.  He told Fwoosh that if this turned out profitable, he might get him that pocket watch free, or at least at a heavy discount. With that, Fwoosh went straight back to the Blackbutter Inn.

Once there, he could see his friends, but he headed over to the mantle to get a better look at the maker’s mark on the mantle clock. Fogo wanted to discuss the group’s plans, if they were going to stay in town, if they wanted to explore, or what.  Fogo was interesting in staying in town and finishing his chef apprenticeship. That discussion would have to happen later since Fogo needed a bath and used Vladimir’s room for that while Vladimir ran to the Thelorn’s Safe Journeys to see if their wagon was reason from being repaired and modified.  Again, another shop was closed on market day.

Mantle Clock Maker’s Mark

With some time before dinner, they went to one of the rooms to open the chest from the sarcophagus in the haunted tomb.  Inside were more platinum and gems of such high value than they had ever seen before.  Hidden in a false bottom, there was a gold chain with a locket with the etched figure of a half-elf. With such a large collection of gems and jewelry, they needed to find a buyer, but in this small town they did not know who could.  Dancer offered up his contacts but mentioned that it would be 50% to 75% of the face value for him to sell it, but that he could probably sell it quickly and get the coin to the party. Everyone seemed happy with that, but Fogo wanted to know more about the contact and how Dancer would be able to sell these things. Dancer answered that almost any town of any size would have a black market, and that he knew how to find it and would be able to sell things there.

Agreeing that selling the loose loot would be good, then they would be able to purchase more things that they needed, specifically the plate armor for Angelica and Vladimir. Everyone was also very interested in getting their wagon outfitted better, with windows, a hatch, and maybe even beds.   It was then since everyone was together, they also discussed their plans and what and where they might go next.

And this is where the session ended.

History Lesson

Another weekly episode of the Savage Frontier with your host David Bourgh-Ettin.  We have covered a few of the places around the valley, but none stand as tall as the Sword Mountains.  Today we will be continuing our review of the history of this area.

Description

North of Waterdeep, the Sword Mountains march north toward the Neverwinter Woods. Although not militarily significant, this range shields the Dessarin river valley and the High Forest from the
worst of the storms that blow in from the Trackless Sea. The western flanks of the range are home to
orcs, bugbears, kobolds, leucrottas and other dangerous creatures. Self-styled bandit lords, such as
Amalkyn the Black and the wizard Helduth Flamespell, have long-established holds in the region. The
southern peaks are home to stone giants and more fearsome menaces, as well as sylphs on the high ledges and peaks. The Sword Mountains is littered with ruins dating back to the orcish empire of Uruth Ukrypt and the dwarf and gnome clanholds that preceded it.

Geography

With an arc-like shape, the mountains were located northwest of Waterdeep and east of the Mere of Dead Men. Their western slopes led to the Trackless Sea in rolling foothills.

History

The mountains were home to orcs and trolls, but after the orcs were united by Wund and the Brotherhood of the Scarlet Scourge in the Year of the Red Rain, 927 DR, a shaman named Wund arose among the orc tribes of the Sword Mountains. On the eve of the Feast of the Moon, as Wund had prophesied, blood red thunderclouds engulfed the Sword Mountains. For three days the slopes ran wet with blood, leaving behind the sickening stench of rot and decay. All manner of plagues quickly swept through the region. Many orcs (and other folk) died by the White Hand of Yutrus, including every tribal chieftain, but the spawn of Gruumsh who survived the crucible of plagues grew stronger.

In the immediate aftermath of the Blood Plagues, Wund established a monastic order known as the Brotherhood of the Scarlet Scourge. Members of the order organized the surviving orc tribes into a united realm under the spiritual guidance of the brotherhood. The most powerful chieftain, a massive, unintelligent tusker named Uruth, was crowned king by Wund. This was a contributing factor to the Trollwars.

In the Year of the Sky Raiders (936 DR), the armies of Uruth Ukrypt swept down the eastern slopes of the Sword Mountains. The armies of Waterdeep battled the orcs of Uruth Ukrypt in a series of pitched battles known as the Orcfastings War. Early orc victories in the Battle of Whirling Blades, the Battle of Sarcrag, and the Battle of Withered Fields drove Waterdeep’s forces back to the gates of Nimoar’s Hold. However, a timely feint by the Duke of Calandor enabled Nimoar’s forces to break the orcs’ siege of the hold in the Battle of Burning Cliffs. They hatched another plan to attack in the Year of the Cold Claws, 940 DR, but this plan was ruined by the gold dragon Palarandusk.

Due to a raid on Ukrypt’s crypt by a human adventuring company called the Dawnbringer Company in the Year of Lathander’s Light, 1024 DR, the orcs of the Brotherhood of the Scarlet Scourge formed a horde called the Broken Bone with the intent of destroying Waterdeep. Their plans were once again ruined by a dragon; this time Lhammaruntosz. Still determined to exact their revenge, the orcs formed another horde, calling it the Black Claw, and in the Year of Crimson Magics, 1026 DR they came from the mountains to attack Waterdeep. This attack proved unsuccessful, and they were defeated, causing the orcs to lose their unity and plunge into a period of tribal conflict and the orcs of the Sword Mountains disintegrated into warring tribes.

Notable Locations

Hills & Peaks
  • Mount Araddyn: Located just north of Mount Sar, Mount Araddyn is easily accessible only from the High Road.
  • Icespire Peak:  The tallest peak of the Sword Mountains situated just east and a bit north of Phandalin.
  • Mount Galardrym: the peak that was home to the dwarves of Clan Forgebar.
  • Mount Sar: The second most southern peak of the Sword Mountains, was named for one of two great fomorian giants who lived in the southern Sword Mountains before they were slain by an early warlord of Waterdeep. Mount Helimbrar, the southernmost peak, was named for Sar’s twin.
  • Mount Helimbrar: The southernmost peak of the Sword Mountains, was named for one of two great fomorian giants who lived in the southern Sword Mountains before they were slain by an early warlord of Waterdeep.
Landmarks
  • Mountain’s Toe Mine: a successful gold mine owned by a Neverwintan business consortium.
  • Wave Echo Cave: the labyrinthine caverns that housed the fabled Forge of Spells.
Settlements
  • Axeholm: an abandoned dwarven stronghold that was haunted by a banshee.
  • Gnomengarde: a minor kingdom of rock gnomes that was in caves at the base of the mountains.
  • Ieirithymbul: another gnomish settlement nestled in the valley of Felrenden.
  • Kheldell: a rather small human logging village.
  • Nasaqh Estates: East of the High Road, in the valley between Mount Sar and Mount Helimbrar, lie the Nasaqh Estates. Eight generations of Nasaqh lords have ruled this valley, but the current Lord Nasaqh (LN male Illuskan human aristocrat 9) may be the last of his line, considering that he is growing older and has not yet produced an heir. The Nasaqh holdings are known for producing “seawine,” a potent liqueur popular among Waterdeep’s merchant elite.

Within the holdings of Lord Nasaqh lies the Agrivar estate. Consisting of more than 100 acres of fertile fields, old woodlands, and a stone manor house set on a rise overlooking the land.

Structures
  • Icespire Hold: the mountain-top fortress that was claimed as a lair by the young white dragon Cryovain.
  • Marune’s Stronghold: The infamous necromancer who seeks to rebuild the Shadow Thieves Guild in Waterdeep has laired for more than three decades beneath the base of Mount Helimbrar, undiscovered by Waterdeep’s city guard. Although he spends the bulk of his time in the City of Splendors, Marune still returns to his longstanding lair from time to time, usually to craft new magic items or research new spells. The lair is always well defended by a variety of undead, and the spell trigger traps that Marune has placed there summon all manner of monsters to battle intruders.
  • Melairrin: High on the slopes of Mount Sar lies a warren of caves leading deep into the mountain’s heart. Gulyaikin Dzrund, “the Mad Dwarf,” dwelt therein nearly nine decades ago, and some believe that he lives there still. Gulyaikin was noted for fits of berserk glee during which he delighted in killing all sorts of passersby by rolling large rocks onto the High Road below and catapulting boulders at fishing boats offshore.

The warren of caves is now home to Harshnag the Grim, a frost giant and member of the Gray Hands. Harshnag’s caves are linked to Blackstaff Tower via a large-sized, two-way, keyed portal.

The deepest caves of Harshnag’s lair lead down to a dwarf-built citadel in the heart of the mountain. Once known as Melairrin, the complex fell to the orcs of Uruth Ukrypt early in the history of that realm, giving them a secure base from which to dominate the southern Sword Mountains. In the Year of the Dracorage (1018 DR), the caverns of Melairrin were taken over by a black Wyrm named Shammagar, who claimed it as his lair. The black dragon dwelt therein for several centuries before Asilther Graelor (CG female halfwood elf rogue 9), longtime companion of Mintiper Moonsilver, stole much of his hoard. Fearing further thefts, Shammagar abandoned Melairrin and relocated to an offshore island.

The caverns of Melairrin still retain traces of their various owners, but they are now home to a wide variety of monsters that have crept up from the depths below. Harshnag reports encountering small bands of half-black dragons of orcish ancestry from time to time, suggesting that Shammagar’s progeny may still dwell below. Older reports speak of a vampire lairing in the depths and a one-way portal linking the Sundered Throne (UM L1) to the dragon’s lair in the depths of Melairrin. The vampire Rorrina, dual, (daughter) of Tuvala of Clan Stoneshaft (CE female vampire [augmented shield dwarf] cleric 10 of Abbathor), does indeed exist and is a servitor of Artor Morlin

  • Olothontor’s Lair: Olothontor the Minstrel Wyrm (LE male very old blue dragon) dwells on the western flank of Mount Araddyn, high above the High Road. His lair lies behind the ruins of an old stone mansion originally built for the brother titans Endrigul and Roevryn Taluth, and later taken over by the self-styled Gnome King Karlus “Goldgoblet” Dlinshoulder as the seat of his court. In the wake of repeated orc raids, the place was abandoned. The rear rooms of the mansion are now open to the sky, allowing the Minstrel Wyrm to fly in and out. A cavern in the cliff face behind the mansion leads into the dragon’s lair, which lies on the far side of a deep chasm heated by a volcanic flow. Olothontor is entranced by music, and he demands regular visits by traveling bards, from whom he commands repeat performances.
  • Temple of Abbathor: another site abandoned by the dwarves, later uncovered by a mining excavation.

Rumors and Tales

There have been many rumors of older civilizations hidden under the northern part of the Sword Mountains.  The stories range from old Drow ruins to a buried ancient Gnomish city of lost technology.  These are all said to date back over four thousand years. There were stories about a young lad from Westbridge who had found a key to enter these secret passageways and had found the entry somewhere in the northern part of the Kryptgarden Forest in the foothills of the Sword Mountains.

Campaign Notes

The party continues to rest up and start looking at selling their massive pile of loot.  There was some discussion on what to do next, and several of those will start up Chapter One.  Now we will see how long they can hold off before the main story takes over.

Session XXIII – Intermission

29th of Mirtul of the year 1492

Setting forth in the late morning, they used the directions they had gotten from Pell to make their way to what they were told was a tomb with a ghost in it.  Upon arriving, they were able to see the partially collapsed hill and the stone door entrance into the hill.  The stone door was cracked open.

Pushing it open further, a piece of metal, something from a wagon, fell to the ground making a loud banging noise.  While the party was surprised at the noise, nothing jumped out to attack them.  Moving into the dark corridor it led to a staircase heading downward.  It stopped at another stone door. Pushing it forward again, they were able to see the room ahead of them.

Inside the mid-sized room, they could see a 20-foot-tall statue of a dwarf holding a large maul.  The ceiling was 20-feet high and was held up by four pillars. One was a large horned demon as tall as the room, but appeared to be getting squished by the weight of the ceiling pushing him down, another was a giant grimacing in pain as he too attempted to hold up the ceiling, the third was a large pile of orcs, some dead and mashed on the bottom, while all the others were climbing up and preventing the ceiling from falling, and the last was a large dragon roaring in defiance, but still stuck holding up the ceiling as all the others were.

The party moved into the room and began investigating all the features of the room especially the intricate carvings of the pillars.  They were very lifelike and frightening at the same time.  There was another door in the room in which Vladimir approached. Angelica was able to identify the dragon statue as a red dragon, and was at least an adult one, if not older. A soft wispy voice filled the room.

“Don’t, don’t go forward. You can look around here, just do not go any further.”

“What are you? A ghost?

“I’m not a ghost, just a guardian here.”

“Do you have a name spirit?”

“I do not remember.”

“What are you guarding here?”

“A tomb of a mighty warrior. I failed in my duty once; I will not fail it again.  Do not go any further.”

‘What happens if we go further.”

“Then I will have to stop you. Don’t test my patience either.”

“I am sorry to hear you failed before, what did they do?”

“That is why I am guarding now.”

“These columns are very intricate; do you know the story behind why they are holding up the ceiling?

“The master wants them all to feel pain. He has hunted them all.”

“Who is your master?”

“You have already seen the statue.”

“Who is it though?”

“I do not remember.”

“Guardian, would it make any difference to your master if we are also hunters of some of these creatures? We’ve slain orcs.”

“You should not compare yourselves to the master, all of you are pathetic in comparison.”

“Is his tomb behind the door over there?”

“That is the space you should not go, and you would never have met my master, he died over a millennia ago, several.”

“Did he task you with guarding this?”

“My penitence for having failed him once. There used to be more of us, but I am the only one left now.”

“Besides the little girl, has anyone come by recently?”

“None have entered, the other stone door has opened and closed, and something might have attempted to peek in. but, as long as you do not try to continue, I will not bother you.”

Wanting to strategize outside the earshot of the spirit, the group went outside to determine what their action should be, and if they wanted to delve further in or not. For a while they discussed whether the tomb was related to the cultists or not, but in the end they decided not. There was some talk that perhaps the spirit guardian was fake because of the alerting trap they triggered. Attempting to use some Mold Earth to dig around the tomb, all they managed was to move a lot of mud and expose a lot more clay rock which Fogo’s spell could not effect. They finally decided that tomb robbing should be their goal, and off they went to confront the spirit.

“I see that you must have made your decision. Do you really want to do this?  Do you really want to be my foe?”

“I mean, not really.”

“Then you can turn around go back.”

“We do not want to do that either. We have questions that we are searching for answers and are hoping we can find them here.”

“I have no answers, I barely remember that I am here.”

“Does the last war mean anything to you?”

“There were so many, so many wars, trolls, giants, orcs, so many wars.”

“How about the elements?”

“The elements always strike upon you in war.”

“Any Drow?”

“Not any, any that I remember.”

It was at that point that Vladimir moved fully into the room and he could see the guardian standing next to the door waiting for him, and combat began. It was a brutal combat with an opponent that was incorporeal and was able to move through any of them, any object, and was able to fly fast enough to reach anywhere in the room.  The most terrifying aspect was that it was able to drain their health and make it unrecoverable except through time and resting.  Fogo was brought down into a coma losing many patches of fur over his body.  Its hateful glare was enough to send both Vladimir and Angelica running at different points, but they did finally defeat it.

Guardian Spirit

After the arduous battle they camped and rested hoping to regain the health losses almost everyone had suffered. The rest proved to be the best medicine they had, although Fogo was still very spotty with his fur as none of it grew back yet. Moving on to the next room, they found another medium sized room covered in five-foot tiles.  Each tile had a different number of brass medians upon them, and another stone door at the opposite side of the room.  Pain filled and grotesque carvings of orc heads covered all the walls as well as the ceiling leaving not a single open space.  There were hundreds of carved heads.  Dancer took a closer look and realized, that much like the other Dwarven tomb, every one of these mouths had an opening of some sort.

With several of them running in and out, they finally figured out that they had to take a specific route with a specific number of tiles and then pause to finally unlock the door.  Any deviation from that caused crossbow bolts to shoot from several of the orc mouths at them.  It was Fwoosh that came up with the solution and was almost able to execute it through.  Once the correct path was taken, the door unlocked and opened itself leading to another hallway.

In the middle of the hall was a set of double doors, and down some stairs there was a cistern.  The party debated on going through the doors and investigating the cistern, and Fogo persuaded them to dive into the cistern first.  Or at least, Fogo did.  Using his wild shape to become a giant frog he dove in to explore. The cistern was 90 feet deep and had a diameter of 50 feet with the opening at one end.  He could see a faint light on the ceiling of the other end.  Otherwise, it was filled to the top without any breathing pockets left open.

Swimming to the other end, he could see a hatch with some faint light coming from it, and a large lever in the wall.  Thinking that this was the way to open the hatch, he pushed the lever down hoping for the best.  When the water began draining rapidly and creating a giant whirlpool, he was sucked down through the false bottom that had collapsed into a put filled with jagged rocks causing his frog form severe injuries. With the water drained, and him changing back to his bedraggled form, he could communicate with the rest on what had happened.  Tossing down a rope and pulling them back, they trudged forward to the double doors.

Feeling optimistic, Vladimir pushed the doors open with the help of Angelica and they found another corridor with a set of stairs heading down, and at the bottom four alcoves, two on each side, stood a set of full plate armor.  Another set of double doors were at the other end of the hall.  Excited at the prospect of gaining some real armor, Vladimir ran forward to fondle the standing armor.

Unfortunately for Vladimir, the armor objected, and all four sets began attacking. With limited room, the party had to frequently switch positions to support Vladimir and Angelica.  The fight did not hold many surprises until some of the animated armors were killed, and one of the ones in the back absorbed the fallen armor making itself large, bulkier, and most likely much tougher. But even that one was eventually beaten down by everyone.  As each of the armors were defeated, they could see that within them was a mummified orc chieftain that had been stuffed inside to rot there indefinitely. Vladimir was very saddened that all they he could recover was a pile of rust and ash from the armors and his dream of parading around in a loud clanking set of full plate was burst.

Animated Armor

Hoping that there would be some sort of treasure ahead for all the work they had gone through, the party forged ahead.  The double doors led to another corridor with two more sets of double doors, one to the south and one to the east.  Choosing the closer southern doors, they burst them open looking for some loot.  This room was very large and narrow with stone table lining the walls of the room.  Upon each table was some sort of large creature’s skull.

They could see a Minotaur head, that was at least three feet across, not counting the horns, a horned demon skull that looked like it came from the demon pillar from earlier, a dragon skull that also appeared to match the one they had seen earlier, and finally a pair of giant human looking skulls, clearly from large giants.  A shatter giant sized great sword sat upon a table adjacent to the giant skulls.

Fogo was able to see that all the tables had a faint amount of magic that encompassed whatever was sitting upon them, but that magic was fading, and would most likely end within a few years.  Reaching out to touch one of the skulls, the magic popped, and the skull collapsed into dust.  Deciding to leave this trophy room intact, they moved on to what they hoped was the last set of doors of the day.

Behind these doors, which were the last ones, they could see a huge sarcophagus floating five feet off the ground resting on top of some white clouds.  The sarcophagus was 12-feet in length, and at least three feet high and wide. Fogo started to step in but jumped back just as a lightning bolt struck out at him from that cloud.  ISAC was next hoping to use the protections from the statue to weather to lightning bolts, but even he had to retreat as there seemed to be no end to the lightning.

Again, it was Fwoosh that helped solve the problem.  Using his newly acquired dagger, he turned invisible, trotted inside, and attached a rope to the sarcophagus and the party pulled it from on top of the cloud causing it fall and smash open. Out popped a mummified dwarf body holding on to a large maul and a small chest. Grabbing both, Fwoosh made his way out, but not before the lightning now having a target, shot a few bolts at his retreating back.

Thinking that this was everything in the tomb, the party was happy to make their way out into the dark night to escape back to Red Larch.  As they stepped out of the tomb, arrows were shot at them catching them all by surprise.

And this is where the session ended.

Maps

History Lesson

Good evening gentlefolk, this is your host David Bourgh-Ettin.  Last week we reviewed the history and condition of the Kryptgarden Forest, and this week we will be moving further south and look at the Westwood. Westwood was a forest on the Sword Coast North on the eastern edge of the Sword Mountains. Welcome back to our program looking into the history of the savage frontier.

Description

Westwood, as a general term, is used throughout the North to describe the western edges of a forest. This entry, however, details only the Westwood Forest south of the logging town of Kheldell. It’s said that this forest used to extend easterly to the High Forest, north to the city of Yartar, to the Delimbiyr Route in the south, and along the Sword Mountain range in the west. If this is true, Westwood once stood as proud and as large as the High Forest of today. Some sages believe this forest’s been shrinking since the destruction of Netheril.

Geography

The closest settlement to Westwood was Kheldell, which sat on the northwestern edge of the wood at the bottom of the Sword Mountains. This forest covered part of the eastern slopes of the Sword Mountains south of Kheldell. Amphail lay to the south of Westwood.

Westwood was part of a group of forests that were referred to by some as the Other Woods and others as the Moonwoods. The forests in this group were Lurkwood, Southkrypt Garden, Southwood, Moonwood, and Westwood.

History

Notable Locations

Elven Castle

Local legend claims that the ruins of an elven castle stand in a dell at the heart of the Westwood. Much magic exists in the ruins, and they’re supposedly haunted by owlbears and wild trees (probably evil treants preying on intruders). The way is best sought at night, for the route from Kheldell is marked by ancient spells that cause floating moonglow symbols to shine in the darkness.

Shrine of Mielikki

Mielikki is venerated at a hidden shrine in Westwood, and only rangers are guided to her temple. It’s said those who kneel and place fermented seed or newly sprouted oak trees at the altar are rewarded with a healing, neutralize poison, or remove curse spell (whichever is most needed). Those of evil alignment or who venerate evil deities that kneel at the altar are cursed with either a curse, a reversed neutralize poison, or a reversed cure critical wounds spell (whichever is most dangerous).

Campaign Notes

The haunted tomb was fun, a different puzzle appeared for them to solve.  The specter was a much tougher fight than they thought it would be, mostly because they were not able to get into a better tactical position.  The room was a perfect set up for the specter that was able to move through anything in the room including objects and people able to appear anywhere it wanted and attack.  Being intelligence, it was able to focus on one character at a time, meaning that the possibility of death was much greater.

And of course, something was waiting for them on the outside.  Afterall, who placed the warning trap that they triggered when thy entered?

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