Crafting
Players may craft magic items using the 2024 DMG rules p. 220, with the following additions:
- Proficiency: As stated, you must have proficiency in the appropriate tool and Arcana to craft an item. Medicine, Nature, Religion, or Survival may be substituted for Arcana when crafting items thematically appropriate to that Skill. For example, Survival might be used to craft a Potion of Water Breathing, while Medicine may be used to craft a Periapt of Health. Players should clear these substitutions with the DM before proceeding. Especially high skill levels, including Expertise, may confer additional minor properties to items.
- Reagent: You must have an appropriate magical reagent for the enchantment you wish to imbue. The heart of a fire elemental might be required to make a flametongue weapon, while a vial of troll’s blood might be needed to craft a Ring of Regeneration. The type of reagent needed will often not be available directly for purchase, and crafting uncommon or rarer items may require a side quest in and of themselves; however, finding a high-quality reagent might also count towards the overall GP cost of crafting the item.
- Spell: To enchant a spell into an item, you must have access to that spell. This may include an ally with access to that spell that aids you throughout the entire crafting process.
- Substrate: To craft a magical item, one must have some sort of mundane item to enchant. A magical sword requires you to first have a sword worth enchanting, while a flying carpet requires you to have said carpet available. Particularly appropriate or high-quality substrates might count towards the overall GP cost of an item.
- Workshop: To craft an item, you must have access to a workshop with the appropriate tools capable of crafting it. While Common items may be crafted in the field with basic artisans’ tools, uncommon or rarer items require a dedicated space for you to be able to craft them. Workshops in the campaign each have a Tool proficiency associated with them and a Rarity rating, indicating the types of items and relative Rarity that characters may create there. For example, a Rare smithy may be used to craft Common, Uncommon, or Rare metal weapons and armor, but not Very Rare. Seeking out a more powerful workshop to borrow, rent, or capture, or the tools needed to upgrade one’s own personal workshop, may constitute a side quest in and of itself. Particularly high-quality workshops may imbue additional benefits or minor properties upon items crafted there, or further ease the crafting process.
Development Writing
Players may write short stories, backgrounds, downtime activities, NPC profiles, gazetteer entries to enrich the world and their character’s role in it. Development writing should focus away from current events and missions, and should avoid providing direct resolutions to quests and conflicts PC’s are actively pursuing.
Each week, any player that posted development writings may choose one of the following rewards reflected by their story:
- Gold: Gain Character Level x 1d6 GP, gained during the next downtime.
- Quest: Put a quest on the Quest Log with an objective of your choosing.
- NPC: Create an NPC ally, servant, Bastion staff, enemy, contact, etc. that someone might need to interact with.
- Location: Create a location on or off Quinternia that someone might need to visit.
- Vendor: Create an in-game vendor that specializes in buying and selling of specific items.
- Bastion Action: Have your Bastion take an action (you may take this option in addition to one other option on this list.