All crafting uses the Heroic Roll, following the Five Steps:
The GM selects the most appropriate Skill:
Craftsmanship — weapons, armor, tools, mechanical items
Wilderness Lore — herbs, alchemy, poisons
Magic — enchanting, runes, infusions
Roguery — traps, illicit devices
Healing — balms, salves
Folklore — rituals, cultural items
Some crafting types use Combined Skills (average of two or three Skills, rounded down).
Crafting is almost always Unopposed, so the GM sets a Target Number using the Difficulty Ladder:
Difficulty (TN)
Basic (4)
Simple (6)
Easy (8)
Moderate (10)
Hard (12)
Very Hard (14)
Heroic (16)
Insane (18+)
Roll 2d6 + Skill (or Combined Skill).
Snake‑Eyes (1–1): Fumble — catastrophic crafting failure
Dragon‑Eyes (6–6): Crit — superior, masterwork, or empowered result
Compare total to TN:
Success (total > TN): Item crafted perfectly
Partial Success (total = TN): Item works, but with a flaw or complication
Failure (total < TN): Crafting fails; materials may be lost
Fumble: Mishap table
Crit: Masterwork or enhanced version
These apply to all crafting types:
No Tools: +1 Difficulty tier (depending on the complexity of the craft the GM may automatically fail the task)
Improvised Tools: no change
Correct Crafting Kit: –1 Difficulty tier
Plentiful Materials: –1 tier
Scant Materials: +1 tier
Favourable Area: –1 tier
Unfavourable Area: +1 tier
Skill: Craftsmanship
Base Difficulty: Moderate (TN 10)
Tools: Blacksmithing Kit
Time: 1 hour
Success: Weapon gains +1 Offence for next combat
Partial: Bonus applies, but blade dulls after 1 strike
Failure: No effect
Crit: Weapon gains +2 Offence for next combat
Fumble: Blade chips — –1 Offence until repaired
Skill: Craftsmanship
Difficulty: Moderate (TN 10)
Tools: Blacksmithing Kit
Time: 1 hour
Success: +1 Defense for next combat
Crit: +2 Defense
Fumble: Shield weakened (–1 Defense until repaired)
Easy (TN 8): Club, Staff, Sling
Moderate (TN 10): Dagger, Spear, Knife
Hard (TN 12): Short Bow, Pole‑arm
No Tools: +1 tier
Correct Kit: –1 tier
Plentiful Materials: –1 tier
Scant Materials: +1 tier
Success: Weapon functions normally
Partial: Weapon works but breaks on a Fumble in combat
Crit: Gains +1 Offence for first combat
Fumble: Weapon breaks immediately
Minor Damage: Simple (TN 6)
Major Damage: Moderate (TN 10)
Broken: Hard (TN 12)
Crit = restored to masterwork quality
Fumble = weapon ruined
Light Armour: Moderate (TN 10)
Medium Armour: Hard (TN 12)
Heavy Armour: Very Hard (TN 14)
Crit = +1 Defense
Fumble = armour flawed (–1 Defense)
(Wilderness Lore + Craftsmanship + Magic) ÷ 3 (round down)
Minor: Easy (TN 8)
Lesser: Moderate (TN 10)
Greater: Hard (TN 12)
Enhanced: Very Hard (TN 14)
Grand: Heroic (TN 16)
Crit = double effect
Fumble = volatile explosion (1d6 damage)
(Wilderness Lore + Craftsmanship) ÷ 2
Difficulty based on potency (TN 8–16)
Crit = stronger effect
Fumble = self‑poisoning (Endurance test)
(Roguery + Craftsmanship) ÷ 2
Simple: Moderate (TN 10)
Complex: Hard (TN 12)
Very Complex: Very Hard (TN 14)
Modifiers: tools, materials, environment
Crit = trap deals extra damage or is harder to detect
Fumble = trap triggers on the Hero
(Wilderness Lore + Healing + Craftsmanship) ÷ 3
Minor (1 HP): Easy (TN 8)
Lesser (3 HP): Moderate (TN 10)
Greater (5 HP): Hard (TN 12)
Enhanced (10 HP): Very Hard (TN 14)
Grand (20 HP): Heroic (TN 16)
Crit = double healing
Fumble = spoiled mixture (no effect)
For inscribing runes, empowering items, binding spirits, and forging magical relics.
Rune and enchantment work uses:
Magic (primary skill)
Craftsmanship (for weapons, armour, physical items)
Wilderness Lore (for natural or druidic runes)
Folklore (for ancient or cultural runes)
Some tasks require a Combined Skill:
Runes on weapons → (Magic + Craftsmanship) ÷ 2
Runes on natural objects → (Magic + Wilderness Lore) ÷ 2
Ancient runes → (Magic + Folklore) ÷ 2
Permanent enchantments → (Magic + Craftsmanship + Folklore) ÷ 3
Basic Rune → TN 4
Simple Rune → TN 6
Minor Enchantment → TN 8
Standard Enchantment → TN 10
Greater Rune → TN 12
Greater Enchantment → TN 14
Legendary Rune → TN 16
Artifact‑Level Enchantment → TN 18+
Rune or enchantment works as intended.
Effect works, but with a flaw, instability, or reduced duration.
Reagents wasted; no effect.
Rune or enchantment is empowered, gaining an extra effect or +1 potency.
Magical mishap: backlash, curse, explosion, or spirit awakening.
Use the Rune Mishap List (below).
Runes are symbols of power carved, inked, burned, or etched onto an object.
Fire Rune
Frost Rune
Storm Rune
Stone Rune
Wind Rune
Effects include elemental damage, resistance, or environmental manipulation.
Protection Rune
Silence Rune
Shadow Rune
Binding Rune
Purity Rune
Effects include defense, stealth, anti‑magic, or spirit warding.
Strength Rune
Swiftness Rune
Precision Rune
Endurance Rune
Focus Rune
Effects include stat boosts or skill bonuses.
Light Rune
Lock Rune
Alarm Rune
Mending Rune
Water‑Breath Rune
Effects include utility magic and exploration tools.
Rune Reagents (ink, dust, essence)
A Rune Kit
A stable surface or ritual circle
Simple runes: Hours
Greater runes: Days
Legendary runes: Weeks
Crit: Rune gains +1 potency or extended duration
Partial: Rune works but flickers or has a drawback
Fumble: Rune explodes, curses, or summons something unwanted
Enchantments are permanent or semi‑permanent magical effects bound into items.
Flaming Weapon
Frost Weapon
Shock Weapon
Keen Edge
Spirit‑Bound Blade
Fire Ward
Frost Ward
Shadow Cloak
Stone‑Skin
Lightfoot Armour
Featherweight
Ever‑Warm
Water‑Walking
Silent Step
Lantern‑Glow
Soul‑Forge
Time‑Lock
Eternal Flame
Void‑Shield
Star‑Blessed
Cleanse it with incense or reagents
Draw the binding circle
Place the item at the center
Arcane Essence
Silver Ink
Crystal Shards
Soul‑Gem (legendary)
Primordial Dust (artifact‑level)
Use Magic or Combined Skill
Apply Difficulty Tier
Apply Modifiers (tools, materials, environment)
Success: Enchantment holds
Partial: Enchantment works but drains mana or has a quirk
Failure: Reagents wasted
Crit: Enchantment gains a bonus effect
Fumble: Magical backlash
Rune explodes in sparks (1d6 damage)
Rune burns itself into the item, weakening it
Rune attracts a minor spirit
Rune activates at the wrong moment
Rune becomes cursed
Mana drain (lose 1d6 Mana)
Magical surge (random spell effect)
Item becomes unstable (quirk)
Spirit bound incorrectly (hostile)
Enchantment reverses effect
(For major quests and relic‑level items)
Legendary reagents
A sacred forge or ancient site
A Combined Skill test (Magic + Craftsmanship + Folklore)
Difficulty: Heroic (TN 16) or Insane (TN 18+)
Success: A legendary item is born
Crit: The item gains a unique power
Fumble: Catastrophic magical event
Iron Shards
Found: Mines, ruins, scavenged weapons
Used for: Basic weapons, repairs
Hardwood Branches
Found: Forests, wilderness
Used for: Spear shafts, staves, bows
Leather Strips
Found: Tanners, beasts
Used for: Grips, bindings, slings
Steel Ingots
Found: Forges, dwarven traders
Used for: High‑quality blades
Boarbone Plates
Found: Hunts, monster dens
Used for: Light armour reinforcement
Ashwood
Found: Burned forests, cursed groves
Used for: Durable bow staves
Dragonbone Splinters
Found: Dragon lairs, ancient battlefields
Used for: Masterwork weapons
Void‑Ore Fragments
Found: Meteor craters, deep caverns
Used for: Armour with magical resistance
Storm‑Iron
Found: Peaks struck by lightning
Used for: Electrically charged weapons
Star‑Metal
Found: Fallen stars
Used for: Legendary weapons
Heart‑Ember
Found: Elemental forges, volcano hearts
Used for: Fire‑infused armour
Eternal Anvil Dust
Found: Mythic dwarven relic sites
Used for: Indestructible items
Greenleaf
Found: Meadows
Used for: Minor healing
Bitterroot
Found: Forest floors
Used for: Antidotes
Glowcap Mushrooms
Found: Caves
Used for: Night‑Sight potions
Silverthorn
Found: Mountain slopes
Used for: Mana potions
Bloodpetal
Found: Swamps
Used for: Strength boosts
Frostmint
Found: Cold regions
Used for: Toughness boosts
Sunblossom
Found: Sacred groves
Used for: Greater healing
Dreamshade
Found: Fey forests
Used for: Sleep or illusion potions
Ashen Fern
Found: Burned ruins
Used for: Fire resistance
Phoenix Bloom
Found: Volcano summits
Used for: Grand healing
Eclipse Orchid
Found: Shadow realms
Used for: Grand mana potions
Worldroot Bark
Found: Ancient world‑trees
Used for: Potions with permanent effects (GM‑only)
Rotcap Spores
Found: Rotting logs
Used for: Weak poisons
Adder Venom
Found: Snakes
Used for: Basic weapon coatings
Widow’s Silk Venom
Found: Giant spiders
Used for: Paralytic poisons
Nightshade Oil
Found: Forest shadows
Used for: Sleep poisons
Basilisk Bile
Found: Basilisks
Used for: Petrification effects
Wraith Essence
Found: Haunted ruins
Used for: Life‑draining poisons
Hydra Blood
Found: Hydra lairs
Used for: Regenerating poisons
Demon Ichor
Found: Infernal realms
Used for: Cursed poisons
Iron Wire
Used for: Tripwires
Sharp Stones
Used for: Caltrops
Wooden Stakes
Used for: Pit traps
Spring Coils
Used for: Snapping traps
Clockwork Gears
Used for: Mechanical triggers
Blast Powder
Used for: Explosive traps
Arcane Filaments
Used for: Magic‑triggered traps
Soul‑Thread
Used for: Traps that bind spirits
Temporal Sand
Used for: Time‑delay traps
Honey Resin
Used for: Minor healing
Softleaf
Used for: Soothing balms
Ironbark Sap
Used for: Toughness balms
Blue Petal
Used for: Fever reducers
Moondew
Used for: Greater healing
Spirit Moss
Used for: Mana restoration
Celestial Nectar
Used for: Grand healing
Elder Sap
Used for: Life‑restoring salves
Chalk Dust
Used for: Basic runes
Ink of Ash
Used for: Temporary enchantments
Silver Ink
Used for: Weapon runes
Crystal Shards
Used for: Mana‑binding
Arcane Essence
Used for: Permanent enchantments
Runestone Fragments
Used for: Greater runes
Soul‑Gem
Used for: Spirit‑bound items
Astral Ink
Used for: Legendary runes
Primordial Dust
Used for: World‑shaping enchantments
For Crafting, Alchemy, Poisons, Balms, Runes, and Enchantments.
A harsh, icy range filled with dwarven forges, ancient wyrm caverns, and rare alpine flora.
Frostpine Resin
Found in: High‑altitude heart pines
Used for: Cold‑resistant armour, Toughness balms
Sky‑Iron Nodules
Found in: Exposed cliff‑faces after storms
Used for: Weapons that hum with static energy
Glacier Moss
Found in: Ice caves
Used for: Potions of endurance and cold resistance
Wyrm‑Scale Flakes
Found in: Old dragon nesting sites
Used for: Fire‑resistant armour and runes
Thunderstone Shards
Found in: Peaks struck by lightning
Used for: Explosive traps and shock enchantments
Dwarven craftsmanship, crystalline waters, and deep‑earth magic.
Sky‑Lake Crystal
Found in: The lake’s deepest caverns
Used for: Mana potions and clarity runes
Forge‑Ash Powder
Found in: Dwarven forges
Used for: Strength potions and weapon tempering
Deep‑Ore Dust
Found in: Abandoned mines
Used for: Armour reinforcement
Runic Chalk
Found in: Carved dwarven halls
Used for: Basic rune inscription
Stonebloom Petals
Found in: Rocky terraces
Used for: Healing balms
A shadowed, ancient forest filled with spirits, predators, and strange flora.
Shadowcap Mushrooms
Found in: Rotting logs
Used for: Stealth potions and smoke powders
Blackbriar Thorns
Found in: Dense thickets
Used for: Bleeding poisons
Spirit‑Sap
Found in: Ghost‑touched trees
Used for: Mana restoration and spirit wards
Moon‑Fern Fronds
Found in: Clearings under full moon
Used for: Night‑Sight potions
Witch‑Hazel Bark
Found in: Old coven sites
Used for: Curses, hexes, and anti‑venoms
A fossil desert filled with ancient remains, shifting sands, and the influence of ASH.
Fossil Dust
Found in: Exposed bone fields
Used for: Toughness potions
Scorpion Venom Sacs
Found in: Burrowing predators
Used for: Paralytic poisons
Glass‑Jackal Shards
Found in: Tracks of crystalline beasts
Used for: Razor traps and cutting powders
Bone‑Wyrm Slime
Found in: Subterranean tunnels
Used for: Corrosive alchemy
Ash‑Touched Sand
Found in: Areas scorched by ASH
Used for: Fire enchantments and explosive mixtures
Storm‑lashed coasts, sea caves, and salt‑magic traditions.
Storm‑Salt Crystals
Found in: Tide pools after storms
Used for: Lightning runes
Kelp‑Vine Strands
Found in: Underwater forests
Used for: Binding salves and water‑breathing potions
Barnacle Resin
Found in: Shipwrecks
Used for: Armour adhesives
Sea‑Witch Hairweed
Found in: Deep coves
Used for: Illusion potions
Pearl‑Dust
Found in: Giant clams
Used for: Mana potions and clarity enchantments
A scorching desert of mirages, ruins, and ancient magic.
Mirage Nectar
Found in: Illusion oases
Used for: Invisibility potions
Sun‑Glass Shards
Found in: Melted dunes
Used for: Flash pellets
Sand‑Adder Venom
Found in: Desert serpents
Used for: Deadly poisons
Cinder‑Bloom
Found in: Burned dunes
Used for: Fire resistance
Ancient Rune‑Dust
Found in: Buried ruins
Used for: Rune crafting
Frozen tundra, ancient glaciers, and remnants of forgotten civilizations.
Frost‑Lotus
Found in: Frozen lakes
Used for: Cold resistance potions
Glacial Essence
Found in: Ice caverns
Used for: Very Hard enchantments
Snow‑Stalker Fur
Found in: Predators of the wastes
Used for: Warmth balms
Frozen Tears
Found in: Ruins of lost tribes
Used for: Mana potions
Ice‑Wraith Dust
Found in: Haunted glaciers
Used for: Spirit wards
Fertile fields, rolling hills, and bustling trade routes.
Golden Barley
Found in: Farmlands
Used for: Stamina potions
River‑Mint
Found in: Lakes and streams
Used for: Healing balms
Hearth‑Ash
Found in: Village fires
Used for: Minor enchantments
Hill‑Bloom Flowers
Found in: Rolling meadows
Used for: Boost potions
Merchant’s Spice Mix
Found in: Trade caravans
Used for: Potions of clarity
Combined Test = Average of the Hero's Wilderness Lore and Craftsmanship Skills. (Add together, divide by 2, and round up).
Note: A Hero must have access to an Alchemist's Kit or a campfire with proper vials.
Minor Mana Potion (Restores 3 Mana) – Easy (6+)
Lessor Mana Potion (Restores 5 Mana) – Moderate (8+)
Greater Mana Potion (Restores 8 Mana) – Hard (10+)
Enhanced Mana Potion (Restores 12 Mana) – Very Hard (12+)
Grand Mana Potion (Restores Full Mana) – Heroic (14+)
Alchemical Modifiers:
Gathered rare reagents/monsters parts: minus one level of difficulty.
No proper vials/containers: plus one level of difficulty.
Runes are permanent physical symbols carved into mundane weapons, shields, or armor. They do not require a spellcaster to create, relying instead on pure historical knowledge and engraving precision.
Combined Test = Average of the Hero's Folklore and Craftsmanship Skills. (Add together, divide by 2, and round up).
Note: Requires a Hammer & Chisel or engraving tools.
Rune of Fortitude (Shield/Armor: +1 Defense) – Moderate (8+)
Rune of Striking (Weapon: +1 Damage) – Moderate (8+)
Rune of Warding (Armor: +1 Magic Resistance) – Hard (10+)
Rune of Featherweight (Armor: Removes Agility penalty) – Very Hard (12+)
Rune of Dread (Weapon: Inflicts Fear on a critical hit) – Heroic (14+)
Rune-Crafting Modifiers:
Using a Forge (e.g., Frosthelm): minus one level of difficulty.
Carving onto an already runed/enchanted item: plus one level of difficulty (unstable magical fields).
Enchanting weaves raw magical energy and spells directly into objects. Unlike Rune-Crafting, this requires the creator to expend actual magical effort, often infusing a spell they already know into an item.
Combined Test = Average of the Hero's Magic and Craftsmanship Skills. (Add together, divide by 2, and round up).
Note: The enchanter must know a spell matching the desired effect and spend its Mana cost during the crafting process.
Glowing Weapon (Infuses Light spell into a weapon) – Easy (6+)
Ring of Cat Eyes (Grants temporary Dark Sight) – Moderate (8+)
Amulet of Healing (Stores 1 charge of Heal Minor Wounds) – Hard (10+)
Boots of Speed (+1 to Move stat) – Very Hard (12+)
Vampiric Blade (Heals the user for half of the damage dealt on a critical hit) – Heroic (14+)
Enchanting Modifiers:
In a high-magic zone (e.g., Penville Mages Tower): minus one level of difficulty.
Fumble (Double 1s): The item is permanently cursed or ruined. Roll on the Spell Miscast Table.