Crafting & Research

Crafting & Research

Knowledge pulled from the ruins can be sold.
Or it can be understood.

As the party explores Drakkenheim, they recover materials — delerium, monster components, and strange arcane fragments.

Some are valuable.

Some are useful.

Some are dangerous.


How Crafting Works

Every magic item needs three things:

  1. A schematic. You have to know how it's made.
  2. The components. Parts harvested from monsters: Animus, Bones, Dust, Fluids, Hair, Hide, Natural Weapons, and Organs. A part's rarity comes from the creature it was taken from.
  3. A workshop of the right rarity. Common workshops (any decent forge or kitchen) are enough for potions and scrolls.

An item's rarity sets the rarity of the components and workshop it needs. Higher-rarity parts and workshops can always stand in for lower ones — a Rare organ works in an Uncommon recipe.

Where a recipe names a creature ("Skull from a Giant"), the part has to come from that kind of creature.

For what the party can build with what's in the bag right now, see Craftable Now.


Known Techniques

Monster Harvesting

The party has learned how to extract viable components from slain creatures.

Proper tools and preservation are required to maintain value.

Delerium Extraction

Stable deposits can be carefully mined and secured.

Distance, containment, and patience are critical.


Learned Schematics

Potions

Potion of Healing — any Animus, any Fluid, and any Organ, all of the same rarity:

Potion Rarity Components
Healing Common Common Animus, Fluid, Organ
Greater Healing Uncommon Uncommon Animus, Fluid, Organ
Superior Healing Rare Rare Animus, Fluid, Organ

Potion of Controlled Mutation (Uncommon) — drink to gain a random mutation (roll twice, choose one) until your next rest, with no Contamination.

Aqua Delerium (Rare, Rare workshop) — regain spell slots (roll 1d6 for total levels, 5th level max), at the risk of arcane anomalies for an hour.

Scrolls

Spell Scroll — any Animus, any Fluid, and any Hide, at the rarity for the spell's level:

Spell Level Components
Cantrip or 1st Common Animus, Fluid, Hide
2nd or 3rd Uncommon Animus, Fluid, Hide
4th or 5th Rare Animus, Fluid, Hide
6th to 8th Very Rare Animus, Fluid, Hide
9th Legendary Animus, Fluid, Hide

Scroll of Spell Power (Uncommon) — expend it to re-roll a spell's damage dice, up to the spell's level.

Weapons & Shields

For the +1 and +2 gear, each part must come from a different monster.

Item Rarity Components
+1 Weapon Uncommon Uncommon Animus, Bones, Natural Weapon, Hide
+2 Weapon Rare Rare Animus, Bones, Natural Weapon, Hide
+1 Shield Uncommon Uncommon Animus, Bones, Natural Weapon, Hide
+2 Shield Rare Rare Animus, Bones, Natural Weapon, Hide

Champion's Weapon (Uncommon, any simple or martial weapon) — scores a critical hit on a 19 or 20.

Dazing Hammer (Uncommon, warhammer or maul) — +1 to attack and damage; a critical hit leaves the target Dazed until the start of your next turn.

Wand of the Precocious Apprentice (Uncommon) — once per turn, a damaging cantrip deals an extra 1d4 to one target.

Wondrous Items

Familiar Figurine (Uncommon) — once per day, cast find familiar. The party has already made one.

Hazewind Cape (Uncommon) — advantage on saving throws against being Charmed or Frightened.


Everyday Crafting

Some things only need the right tools and the know-how that comes with them.

Crafter Tools Can Make
Rustar Cook's Utensils Potion of Healing, Potion of Resistance, Everhot Stew Pot
Rustar Herbalism Kit Potion of Healing, Antitoxin, Candle, Healer's Kit
Doc Herbalism Kit Potion of Healing, Antitoxin, Candle, Healer's Kit
Doc Calligrapher's Supplies Spell Scroll
Tough Luck Carpenter's Tools +1 Shield, +1 Weapon, Wand of the Precocious Apprentice

Still Out of Reach

Aqua Expurgo — protection against the Haze itself. Oscar Yoren has the formula. The party will have to deal with him to learn it.