Skills, Kits and Crafting

Ability Checks

When you try something whose outcome is in doubt, the GM names a skill (or a raw ability) and a DC, and you roll.

d20 + ability modifier + proficiency + kit help + any other bonus

TaskDC
Easy10
Moderate13
Hard15
Very hard18
Nearly impossible20 or more

Trying again

A check that can simply be tried again costs time instead. Every repeatable task says how long one attempt takes: a recipe in its Time column, gathering in parts of the day. A failure spends that time, and you may try again once you have spent it again. The GM can let you take as long as you like, but the days are real: food runs down, encounters are rolled, and whoever was waiting for you keeps waiting.

Helping

An ally can help you with a task only if both of you are proficient in the skill or kit it calls for. If you are, you roll with advantage. An ally can make a Survival check to tend your wounds on your behalf.

The Eight Skills

Acrobatics (Dexterity)

Balance, tumbling, landing a fall, slipping out of a hold, keeping your feet on ice or a pitching deck.

Athletics (Strength)

Climbing, swimming, jumping, shoving, hauling, and breaking a grapple by force.

Craft (Intelligence)

Making and mending. Every crafting check is a Craft check, and with Craft a kit adds your full proficiency bonus instead of +2.

Influence (Charisma)

Persuasion, deception, intimidation and performance. Bargaining, bluffing, steadying a crowd or frightening one.

Lore (Intelligence)

History, the Church and its doctrine, the Spark and the Totems, and the natural world. What you know, and what you can work out from what you know.

Sage (Wisdom)

Perception, insight and investigation. Noticing what is there, reading what a person is not saying, and working out what happened.

Subterfuge (Dexterity)

Stealth and sleight of hand. Moving unseen, lifting a purse, palming a card at a Gambit table.

Survival (Wisdom)

Tracking, foraging and reading the land, handling animals, and treating wounds in the field. Survival is the skill you roll to spend a hit die on a short rest.

Kits

A kit is a set of tools and the training to use them. You can carry a kit you are not trained in, and it still helps your checks. Only training unlocks its recipes.

KitHoldsFor
ApothecaryCeramic vials, a heating stone, dried herbs, a bone needle.Tonics, salves, venoms, powder and shot.
ArtisanFine gravers, a polishing stone, small iron files.Smithing, ingots, repairs, bone and wood work, reforging weapons.
BushcraftFlint chisels, hide scrapers, sinew, a fire striker.Arrows, darts, waterskins, rations, leather, making camp.
FrontiersmanSnare wire, trigger pegs, bait tins, a map of game runs.Traps and snarelines, salvage from a carcass, quiet nights on watch.
MercantileA ledger, weights, a star-stamped coin scale.Records, appraisal, knowing what a thing is worth.
PerformanceA worn deck, a reed flute, carved dice.Turning a room, running a Gambit table, a night's lodging for a song.
WayfarerA carved compass rose, measuring sinew, marked hide.Charting the way and reading the pull of the nearest Totem.

A companion can carry a kit you lack and lend it to your checks.

Crafting

Nothing is bought on the Frontier that cannot also be made. To craft something you need three things, in order:

Then, if the recipe has a DC, make a Craft check. A recipe with no DC always works once you have the rest.

A failed check is forgiving. Nothing is used up but the time. You do not get the item, and can try again when the recipe's time has passed once more. Knapping and powder work are the exceptions (see below).

Most recipes take an hour or less of real work. Poisons are slow reductions and take half a day. Weapons and armor take days, and steel takes longest of all: a week at a settled forge for a suit of plate.

Ingredients by kind

Many recipes do not care which plant you use, only what it does. Every alchemy ingredient carries one or more tags:

TagWhat it doesExamples
HealingMends, soothes, strengthens.Yarrow, willow bark, comfrey, bone marrow
ToxicSickens, numbs, blinds.Nightshade, foxglove, ragweed pollen
BinderCarries the rest: a base, a medium, a smoke.Tallow, pine resin, spirits, reed pith
CatalystChanges the strength or the speed.Oak gall, leyline water, fresh blood

A recipe that asks for "any healing ingredient" takes any of them, and two of them can be two different plants. A recipe that asks for "a fat base" or "a smoke medium" lists what will do.

IngredientKindFoundNotes
Adrenal GlandCatalystoff a carcassA small gland cut from beside the kidney. A drop of it quickens the heart.
ArnicaHealingmountainA daisy of the high slopes. Worked into a bruise, it draws the deep color out faster than rest alone.
Ash BarkCatalystmountainBark from a tree that survived a fire, hard and grey. Steeped into a brew, it keeps a volatile mix from turning.
Ashbloom FruitToxicmountainSmall green-yellow fruit that smells faintly sweet and looks like forage. Eaten, a DC 17 Constitution save or 4d6 poison damage, violent sickness, and incapacitated for an hour; on a success, half damage and disadvantage on Strength and Dexterity checks for an hour.
Ashbloom PetalToxicmountainThe vivid orange petals of the Ashbloom tree, found in sheltered ravines and crater hollows. Harmless to look at, dangerous to handle. A creature that handles them without care makes a DC 13 Constitution save or takes 1d6 poison damage and has disadvantage on fine work with that hand for an hour.
Ashbloom SapToxicmountainA milky resin that seeps from any break in the Ashbloom's bark. On bare skin, a DC 15 Constitution save or 2d6 poison damage and poisoned for an hour. In the eyes, blindness until washed with clean water and treated with field salves (Survival DC 14). Harvesting it is a DC 15 Lore or Survival check; failure means contact.
Ashbloom WoodToxic, BindermountainNear-black heartwood, dense and slow to burn. Its smoke is thick and yellow: each creature within 20 ft makes a DC 15 Constitution save each round or takes 2d6 poison damage and is blinded until the end of its next turn.
Beast LiverHealingoff a carcassThe liver of a healthy beast. Reduced, it is the base of every antidote.
BitterrootHealingmountainA pink-flowered root from the scree slopes. Boiled, it settles a sick stomach.
Blackcap RotToxicforest, dark forestA sooty cap that grows from dead wood and spoils whatever it touches. It saps the strength from a body slowly.
BlindrootToxicforest, dark forestA pale root that weeps a stinging juice when cut. Burned, its smoke closes the eyes of anything that breathes it.
BlisterpodToxicmountainA seedpod from the plants that take burned ground first. Its juice raises blisters on contact.
Bog MyrtleHealinglake and marshA sweet-smelling shrub of the wet ground. Brewed, it brings a fever down; burned, it keeps the biting flies off.
Bone AshCatalystmade or boughtBone burned white and ground to powder. It sweetens a sour brew and stiffens a glaze.
Bone MarrowHealingoff a carcassRich marrow scooped from a split long bone. It feeds a recovering body like nothing else.
Bone MoldCatalystmountain, forest, dark forestA grey fungus that grows on old bones. It hurries rot along in anything it is mixed with.
Cattail PulpHealinglake and marshThe starchy pulp of a cattail root. Packed into a festering wound, it draws the infection out.
CharcoalBindermade or boughtHardwood burned slow under a sealed mound until only the black heart is left. The hot, clean fuel a forge needs.
Clean MossBinderforest, dark forestSoft green moss stripped from a north-facing trunk. Packs a wound and holds a poultice in place.
Comfrey RootHealingforest, dark forestBlack-skinned root, white and slick inside. Pounded to a mash and bound over a bruise or a cracked bone.
Core-Steeped BoneCatalystsee its entryBone from a beast that lived for years inside a Totem's Core Zone, heavy and faintly warm. Ground, it becomes Ashbone Dust. Bone from anywhere else makes only ash.
Dandelion RootHealingforest, dark forestBitter taproot dug from any clearing. A tea of it clears the liver after bad water or worse drink.
Death AngelToxicforest, dark forestA pale, clean, handsome mushroom. One cap is enough to ruin a liver over three bad days.
Egg YolkCatalystoff a carcassYolk from a wild nest. It binds oil and water into one smooth mix.
EtherblossomToxiclake and marshA pale, nodding flower that opens only at dusk. Its scent, concentrated, shows a body things that are not there.
Fat TallowBinderoff a carcassRendered beast fat, poured warm and set hard. The base of every salve and a slow, honest fuel.
FeverfewHealinglake and marsh, forestSmall daisies with a bitter smell. Chewed, they break a fever and ease a pounding head.
FireweedHealingmountainThe first green to climb burned ground, magenta against the ash. The young shoots mend what the heat took.
Fish OilBinderoff a carcassOil rendered from fish guts and kept in a sealed jar. It carries a poison onto a blade and a salve into skin.
Flax FiberBinderlake and marsh, forestRetted flax, combed to a soft hank. Binds a dressing and thickens a paste.
FoxgloveToxicforest, dark forestSpeckled bells on a tall stem. A pinch steadies a weak heart; a little more stops it.
Fresh BloodCatalystoff a carcassBlood drawn warm from a kill and kept in a stoppered skin. It strengthens a brew, and it does not keep.
Frost IvyToxicmountainA pale vine on cold rock, cold to the touch even at noon. It slows the blood in whatever it gets into.
GoldenrodHealinglake and marsh, forestTall yellow plumes along the wet meadows. Dries to a tea that loosens a tight chest.
HemlockToxiclake and marsh, forestPurple-spotted stalks and lacy white flowers. It numbs from the feet upward.
Hide GlueBindermade or boughtHide scraps boiled down to a clear, stiff jelly. It thickens a salve and glues a fletching.
Ice MossBindermountainA pale moss of the high, cold places. It cools a burn and holds a salve stiff.
Juniper BerryHealingmountainBlue-black berries with a resin bite. Steeped, they clean a wound from the inside.
Lantern MossHealingleylineA moss that glows faintly blue in the dark, found only near leylines. Slept beside, it deepens a rest.
Leyline WaterCatalystleylineWater drawn where a Totem stains the ground. It holds a faint charge on the tongue and will not sit still in a reaction.
Marshmallow RootHealinglake and marsh, coastPale root from the reed beds, slick when cut. Soothes a raw throat and thickens a draught.
Midnight Bloom FlowerToxiclake and marshA black-violet flower that opens after dark on still water. Its poison does nothing until midnight.
Milkweed SapToxiclake and marsh, forestWhite latex that beads from a snapped stalk. Bitter, blistering, and best handled with the hide between it and skin.
Mineral SaltBindermountainGrey salt chipped from a dry seep. Keeps meat, keeps a tincture, keeps a hide from turning.
Mireblossom SporeToxiclake and marshFine grey spores from a fungus that blooms on rotting reeds. Breathed in, they set the mind wandering.
NettlesHealingforest, dark forestStinging leaves, gathered with a wrapped hand. Boiled, the sting goes and the strength stays.
NightshadeToxicforest, dark forestGlossy black berries on a drooping stem. Sweet enough to tempt a child, which is how everyone learns to fear it.
Oak GallCatalystjungle, forestA hard knot grown where a wasp wounded the branch. Ground down, it fixes dye and sharpens a reaction.
Peat CharCatalystlake and marshPeat cut from the bog and charred black. Mixed into a brew, it lets the effect out slowly.
Pine ResinBinderforest, dark forest, mountainAmber sap wept from a scored trunk. Binds a salve, seals a seam, and catches a spark when nothing else will.
Plantain LeafHealingforest, dark forestA broad, ribbed weed that grows wherever people walk. Chewed and pressed to a cut, it draws it clean.
Prairie SageBinderlake and marsh, forestSilver bundles that burn with a clean, sharp smoke. Smudged over a wound or a sickroom, it keeps the rot out.
Puffball SporeBinderlake and marsh, forestBrown dust from a ripe puffball. It spreads anything mixed into it through the air.
Ragweed PollenToxiclake and marsh, forestYellow dust shaken from late-summer weeds into a cloth. It closes the throat and waters the eyes.
RazorleafToxicmountainA low shrub whose leaves cut like paper. Its juice keeps a wound from closing.
Red CloverHealinglake and marsh, forestRound purple heads in the meadow grass. A tea of them thickens thin blood.
Reed PithBinderlake and marshThe soft white core of a marsh reed. It smolders slowly and carries a smoke wherever the wind takes it.
ReishiHealingforest, dark forestA lacquered shelf fungus on old hardwood. Steeped long, it deepens a night's rest.
RotweedToxiclake and marshA marsh plant of stillwater pockets and shaded banks. Its stem blackens in the air. Cutthroats and unlicensed apothecaries brew it into Rotweed Extract.
SaltpeterCatalystprospectingGrey crust scraped from cave walls and old middens. The temperamental heart of black powder.
Silvervein MossHealingleylineMoss threaded with metallic filament, found only inside a Totem aura. Glows when bruised and closes a wound clean.
Snowcap FungusHealingmountainA white-capped mushroom that grows at the snow line. Powdered into a wound, it slows the bleeding.
SpiritsBindermade or boughtClear, harsh grain spirit. It draws a tincture, cleans a wound, and carries a mist.
Spruce NeedleHealingmountainGreen needles stripped from a young spruce. A tea of them keeps the winter sickness away.
Stillroot BarkToxicforest, dark forestBark from a low shrub that grows in the deep shade. Brewed strong, it puts a body down and keeps it there.
Stone LichenCatalystmountainGrey crust scraped from a north-facing rock. Slow to gather and stubborn in the pot, but it holds a reaction steady.
SulfurCatalystmountainYellow crust scraped from a venting seam. Stinks of struck matches and rotten egg. Half of what makes powder go.
Thistle SapToxiclake and marsh, forestMilky juice from a cut thistle stem. It raises welts on bare skin and carries an oil into a wound.
Totem Vein PowderCatalystleylineStone from a leyline's vein, ground fine. A pinch makes any brew stronger, and the Church would like to know where you got it.
Turkey TailHealingforest, dark forestThin banded fungus fanned along a fallen log. Boiled down, it keeps a fever from taking hold.
Veinsap BloomHealingleylineA red flower whose sap sets like a scab within a breath. Pressed into a wound, it closes it.
Venom SacToxicoff a carcassThe intact gland cut from something that bit to kill. Worth more whole than the rest of the carcass to the right buyer.
Water HemlockToxiclake and marshThe deadliest thing growing in clean water, dressed up as wild carrot. Knowing the root is the only safe way to know it.
Wild Carrot RootHealinglake and marsh, forestThe true wild carrot, not water hemlock, its deadly double. It puts strength back into tired legs.
Wild HerbsHealingjungle, forest, lake and marshBitter leaf, resin bud, and root gathered from the understory. The base of every tonic and salve.
Willow BarkHealingforest, dark forestStringy inner bark peeled in spring. Chewed for fever, steeped for the ache that follows a long march.
WormwoodToxicforest, dark forestSilver-grey, deeply lobed, smelling of sage. A little settles the gut. Rendered to an oil, it turns on the nerves.
YarrowHealingjungle, forestFeathered leaf that staunches a wound pressed against it. The first thing a field-healer learns to find.

Stations

StationWhat it isWhere
WorkbenchA log, a flat stone, a set of hands.Anywhere.
Apothecary benchA mortar and a low fire.Anywhere you can make camp.
Field forgeA clay hearth around a salvaged anvil.Wherever you set one up. It can be crafted and carried.
Settled forgeA permanent forge.In a town or settlement with a smith. The only heat that folds steel or quenches manasteel.

Recipes

Bushcraft

MakeFromYieldsStationTimeDC
Waterskin2 Hide ScrapWaterskinWorkbench2 hoursnone
Trail Rations1 Wild Herbs, 1 Hide ScrapTrail RationsWorkbench1 hour10
Fire Tube1 Hardwood, 1 Hide ScrapFire TubeWorkbench2 hours13
Charcoal3 Hardwood3 CharcoalWorkbenchA daynone
Cordage3 Plant Fiber3 CordageWorkbench1 hournone
Leather2 Hide Scrap, 1 Hardwood2 LeatherWorkbench3 daysnone
Pack Satchel2 Hide Scrap, 1 CordagePack SatchelWorkbench2 hours12
Bone Ash1 Bone2 Bone AshWorkbench1 hournone
Hide Glue2 Hide ScrapHide GlueWorkbench1 hournone
Torch1 Hardwood, 1 fat or pitch2 TorchWorkbench2 hours12
Bark Float2 Hardwood, 1 Plant Fiber, 1 Pine ResinBark FloatWorkbench2 hours12
Bone Tools1 Bone, 1 SinewBone ToolsWorkbench2 hours12
Signal Marker1 Bone, 1 Charcoal, 1 Fresh BloodSignal MarkerWorkbench2 hours12
Makeshift Tent3 Hide Scrap, 2 Hardwood, 1 CordageTentWorkbench2 hours12
Hide Sled2 Hide Scrap, 2 Bone, 1 SinewBushcraft SledWorkbench2 hours15

Bows, slings and hide armor

MakeFromYieldsStationTimeDC
Arrows1 Hardwood, 1 Flint ShardArrowsWorkbench1 hournone
Atlatl Darts1 Hardwood, 1 Flint ShardAtlatl DartsWorkbench1 hournone
Shortbow1 Hardwood, 2 SinewShortbowWorkbenchA day13
Composite Bow1 Hardwood, 1 Bone, 2 Sinew, 1 Hide GlueComposite BowWorkbenchA day16
Longbow2 Hardwood, 1 SinewLongbowWorkbenchA day15
Sling1 Hide Scrap, 1 CordageSlingWorkbench4 hoursnone
Atlatl1 Hardwood, 1 BoneAtlatlWorkbench4 hours12
Whip2 LeatherWhipWorkbench4 hours12
Blowgun1 Hardwood, 1 Plant FiberBlowgunWorkbench4 hours12
Blowgun Needles1 Bone, 1 Plant FiberBlowgun NeedlesWorkbench1 hournone
Net3 CordageNetWorkbench4 hours12
Leather Armor3 Leather, 1 Fat TallowLeather ArmorWorkbench2 days13
Padded Armor3 Hide Scrap, 2 Plant FiberPadded ArmorWorkbench2 days12
Hide Armor4 Hide Scrap, 1 SinewHide ArmorWorkbench2 days13
Wooden Shield2 Hardwood, 1 Hide ScrapWooden ShieldWorkbench2 days12

Apothecary: remedies and powder

MakeFromYieldsStationTimeDC
Healing Tonicany 2 healing ingredientsHealing TonicApothecary bench1 hour12
Field Salvesany 2 healing ingredients, a fat baseField SalvesApothecary bench1 hour14
Antitoxinany 2 healing ingredients, 1 CharcoalAntitoxinApothecary bench1 hour13
Clearblood Serum1 Antitoxin, 1 Venom Sac, any catalystClearblood SerumApothecary bench1 hour16
Powder and Shot1 Gunpowder, 1 Lead ScrapPowder and ShotApothecary bench1 hour15
Gunpowder3 Charcoal, 2 Sulfur, 2 Saltpeter5 GunpowderApothecary bench1 hour14
Dusk Venom2 Milkweed Sap, 1 Venom Sac, 1 Fat TallowDusk VenomApothecary bench1 hour13
Vapor Balm2 Arnica, 1 Goldenrod, 1 Pine ResinVapor BalmApothecary bench1 hour14
Hexbark Toxin2 Water Hemlock, 1 Nightshade, 1 Oak GallHexbark ToxinApothecary bench1 hour16
Ashbone Dust1 Core-Steeped Bone, any healing ingredientAshbone DustApothecary bench1 hour16
Serpent Oil1 Venom Sac, a fat baseSerpent OilApothecary bench1 hour12
Spirits2 starchy rootsSpiritsApothecary bench1 hour12
Bomb Arrow1 Arrows, 1 Gunpowder, 1 Pine Resin, 1 CordageBomb ArrowApothecary bench1 hour17

Powder work is done downwind and far from sparks. A Bomb Arrow is the one recipe that punishes a failure: fail by 5 or more and it goes off in your hands.

Apothecary: poisons

MakeFromYieldsStationTimeDC
Rotweed Extract1 Rotweed, any binderRotweed ExtractApothecary bench4 hours10
Viper's Fume1 Venom Sac, 1 Puffball SporeViper's FumeApothecary bench4 hours11
Wailsmokeany 2 toxic ingredients, a smoke mediumWailsmokeApothecary bench4 hours13
Slickveil Oil1 Milkweed Sap, 1 Thistle Sap, an oilSlickveil OilApothecary bench4 hours13
Blindsap Oil1 Ashbloom Sap, 1 fish oil or thistle sapBlindsap OilApothecary bench4 hours14
Etherblossom Mist1 Etherblossom, 1 Mireblossom Spore, 1 SpiritsEtherblossom MistApothecary bench4 hours15
Blindroot Gas1 Blindroot, 1 Ragweed Pollen, 1 Pine ResinBlindroot GasApothecary bench4 hours15
Stillroot Brew1 Stillroot Bark, 1 Nightshade, 1 SpiritsStillroot BrewApothecary bench4 hours15
Blackrot Sap1 Blackcap Rot, 1 Bone Mold, 1 rotting flesh or boneBlackrot SapApothecary bench4 hours16
Chokebloom Resin1 Ashbloom Wood, 1 Pine Resin, 1 Puffball SporeChokebloom ResinApothecary bench4 hours16
Midnight Bloom1 Midnight Bloom Flower, 1 Foxglove, 1 Pine ResinMidnight BloomApothecary bench4 hours17

Toxins are slow, careful reductions. What each one does is in Equipment and Coin.

Frontiersman

MakeFromYieldsStationTimeDC
Snare Trap1 Hardwood, 1 BoneSnare TrapWorkbench1 hour12
Pitfall Cover2 Hardwood, 2 Plant FiberPitfall CoverWorkbench1 hour13
Deadfall Trap3 Hardwood, 1 CordageDeadfall TrapWorkbench1 hour15
Ward Effigy2 Bone, 1 Charcoal, 1 Pine ResinWard EffigyWorkbench1 hour15

Wayfarer

MakeFromYieldsStationTimeDC
Marked Trail Map1 Hide ScrapMarked Trail MapWorkbench2 hours12

Artisan: materials, kits and repairs

MakeFromYieldsStationTimeDC
Sling Stones1 Flint ShardSling StonesWorkbench1 hournone
Iron Ingot2 Iron Scrap, 1 CharcoalIron IngotField forge4 hours12
Steel Ingot2 Iron Ingot, 2 CharcoalSteel IngotSettled forgeA day15
Manasteel Ingot2 Manasteel Ore, 1 Mana ShardManasteel IngotSettled forgeA day18
Bellows3 Leather, 2 Worked Parts, 1 HardwoodBellowsWorkbench2 hours13
Field Forge1 Bellows, 3 River Clay, 1 Salvaged AnvilField ForgeWorkbenchA day14
Iron Shortsword1 Obsidian Blade, 2 Iron IngotIron ShortswordField forge4 hours13
Iron Warspear1 Flint Warspear, 2 Iron IngotIron WarspearField forge4 hours13
Bushcraft Kit1 Leather, 2 Cordage, 1 HardwoodBushcraft KitWorkbench2 hours14
Apothecary Kit1 Leather, 2 Bone, 1 Wild HerbsApothecary KitWorkbench2 hours15
Frontiersman Kit2 Cordage, 2 Sinew, 1 BoneFrontiersman KitWorkbench2 hours14
Hide Barding2 Leather, 2 CordageHide BardingWorkbench2 days14
Saddlebags2 Leather, 1 CordageSaddlebagsWorkbench2 hours13

Artisan: knapping, carving and shaping

MakeFromYieldsStationTimeDC
Obsidian Blade1 Obsidian Nodule, 1 HardwoodObsidian BladeWorkbench2 hours15
Obsidian War Knives2 Obsidian Nodule, 1 BoneObsidian War KnivesWorkbench2 hours15
Obsidian Macuahuitl2 Obsidian Nodule, 1 Hardwood, 1 Pine ResinObsidian MacuahuitlWorkbench2 hours15
Obsidian Spear1 Obsidian Nodule, 1 Hardwood, 1 SinewObsidian SpearWorkbench2 hours15
Vein-Obsidian Blade1 Vein-Obsidian, 1 HardwoodVein-Obsidian BladeWorkbench2 hours17
Flint Knife1 Flint Shard, 1 BoneFlint KnifeWorkbench2 hours13
Flint Shortsword2 Flint Shard, 1 HardwoodFlint ShortswordWorkbench2 hours15
Flint Scimitar2 Flint Shard, 1 Hardwood, 1 Pine ResinFlint ScimitarWorkbench2 hours15
Flint Battleaxe2 Flint Shard, 1 Hardwood, 1 SinewFlint BattleaxeWorkbench2 hours15
Flint Greataxe3 Flint Shard, 2 Hardwood, 1 SinewFlint GreataxeWorkbench2 hours15
Flint Warspear1 Flint Shard, 2 Hardwood, 1 SinewFlint WarspearWorkbench2 hours15
Stone Hand Axe1 Flint Shard, 1 Hardwood, 1 SinewStone Hand AxeWorkbench4 hours12
Hardwood Spear1 Hardwood, 1 Flint ShardHardwood SpearWorkbench4 hours12
Hardwood Staff2 HardwoodHardwood StaffWorkbench4 hoursnone
Greatclub3 HardwoodGreatclubWorkbench4 hoursnone
Bone Club2 BoneBone ClubWorkbench4 hoursnone
Antler Club2 Bone, 1 CordageAntler ClubWorkbench4 hours12
Bone Javelin2 BoneBone JavelinWorkbench4 hours12
Bone War Axe3 Bone, 1 Hardwood, 1 SinewBone War AxeWorkbench4 hours15
Bone Punching Dagger1 Bone, 1 CordageBone Punching DaggerWorkbench4 hours12
Bone Punching Claws2 Bone, 1 CordageBone Punching ClawsWorkbench4 hours13
Stone Mace2 Flint Shard, 1 HardwoodStone MaceWorkbench4 hours12
Stone Light Hammer1 Flint Shard, 1 Hardwood, 1 CordageStone Light HammerWorkbench4 hoursnone
Stone Warhammer2 Flint Shard, 1 Hardwood, 1 SinewStone WarhammerWorkbench4 hours13
Stone War Maul4 Flint Shard, 2 Hardwood, 1 SinewStone War MaulWorkbench4 hours13

Artisan: smithing

Iron work needs a field forge; steel needs a settled one. An iron bar is a great deal of money on the Frontier (see The Price of Iron), and these recipes eat them.

MakeFromYieldsStationTimeDC
Plated Barding2 Iron Ingot, 1 LeatherPlated BardingField forge3 days16
Iron Dagger1 Iron Ingot, 1 LeatherIron DaggerField forgeA day13
Iron Handaxe1 Iron Ingot, 1 HardwoodIron HandaxeField forgeA day13
Iron Javelin1 Iron Ingot, 1 HardwoodIron JavelinField forgeA day13
Light Hammer1 Iron Ingot, 1 HardwoodLight HammerField forgeA day13
Iron Mace2 Iron Ingot, 1 HardwoodIron MaceField forgeA day13
Sickle1 Iron Ingot, 1 HardwoodSickleField forgeA day13
Iron Spear1 Iron Ingot, 2 HardwoodIron SpearField forgeA day13
Punching Dagger1 Iron Ingot, 1 LeatherPunching DaggerField forgeA day13
Punching Claws2 Iron Ingot, 1 LeatherPunching ClawsField forgeA day14
Hurlbat1 Iron IngotHurlbatField forgeA day15
Darts1 Iron Ingot, 1 Hardwood10 DartField forge1 hour13
Battleaxe2 Iron Ingot, 1 HardwoodBattleaxeField forgeA day15
Flail2 Iron Ingot, 1 HardwoodFlailField forgeA day15
Glaive2 Iron Ingot, 2 HardwoodGlaiveField forgeA day15
Greataxe3 Iron Ingot, 2 HardwoodGreataxeField forgeA day15
Halberd3 Iron Ingot, 2 HardwoodHalberdField forgeA day15
Lance2 Iron Ingot, 3 HardwoodLanceField forgeA day15
Iron Longsword2 Iron Ingot, 1 LeatherIron LongswordField forgeA day15
Steel Longsword2 Steel Ingot, 1 LeatherSteel LongswordSettled forge3 days16
Iron Greatsword3 Iron Ingot, 1 LeatherIron GreatswordField forgeA day15
Steel Greatsword3 Steel Ingot, 1 LeatherSteel GreatswordSettled forge3 days17
Iron Maul4 Iron Ingot, 2 HardwoodIron MaulField forgeA day15
Morningstar2 Iron Ingot, 1 HardwoodMorningstarField forgeA day15
Pike2 Iron Ingot, 3 HardwoodPikeField forgeA day15
Iron Rapier2 Iron Ingot, 1 LeatherIron RapierField forgeA day15
Steel Rapier2 Steel Ingot, 1 LeatherSteel RapierSettled forge3 days17
Iron Scimitar2 Iron Ingot, 1 LeatherIron ScimitarField forgeA day15
Steel Scimitar2 Steel Ingot, 1 LeatherSteel ScimitarSettled forge3 days16
Trident2 Iron Ingot, 2 HardwoodTridentField forgeA day15
War Pick2 Iron Ingot, 1 HardwoodWar PickField forgeA day15
Warhammer2 Iron Ingot, 1 HardwoodWarhammerField forgeA day15
Light Crossbow1 Iron Ingot, 1 Hardwood, 1 Sinew, 1 Worked PartsLight CrossbowField forgeA day15
Hand Crossbow1 Iron Ingot, 1 Hardwood, 1 Sinew, 1 Worked PartsHand CrossbowSettled forge3 days17
Heavy Crossbow2 Iron Ingot, 2 Hardwood, 1 Sinew, 1 Worked PartsHeavy CrossbowField forgeA day16
Crossbow Bolts1 Iron Ingot, 1 HardwoodCrossbow BoltsField forge1 hour13
Flintlock Pistol2 Iron Ingot, 1 Hardwood, 2 Worked PartsFlintlock PistolSettled forge3 days18
Flintlock Rifle3 Iron Ingot, 2 Hardwood, 2 Worked PartsFlintlock RifleSettled forge3 days18
Studded Leather1 Iron Ingot, 3 LeatherStudded LeatherField forge3 days14
Chain Shirt4 Iron Ingot, 1 LeatherChain ShirtField forge3 days15
Scale Mail6 Iron Ingot, 3 LeatherScale MailField forge3 days15
Breastplate5 Steel Ingot, 1 LeatherBreastplateSettled forge4 days16
Half Plate8 Steel Ingot, 2 LeatherHalf PlateSettled forgeA week17
Chain Mail8 Iron Ingot, 2 LeatherChain MailField forge3 days16
Splint Armor10 Iron Ingot, 3 LeatherSplint ArmorField forge3 days16
Full Plate12 Steel Ingot, 3 LeatherFull PlateSettled forgeA week18
Buckler1 Iron Ingot, 1 HardwoodBucklerField forge3 days13
Iron Shield2 Iron Ingot, 2 HardwoodIron ShieldField forge3 days14

Knapping

Flint and obsidian are knapped with an antler billet, a small stone hammer and a leather pad for the hand. An arrowhead takes ten or fifteen minutes, a knife or a spearhead an hour or two.

Knapping does not forgive the way other crafting does:

ResultWhat you get
Fail by 5 or moreThe blank shatters. The stone is lost.
Fail by 1 to 4It works, but the edge is imperfect: -1 damage until it is re-knapped.
SuccessA clean edge.
Natural 20A razor edge: +1 damage for its first three hits.

Obsidian cuts deeper than flint and chips sooner.

EdgeDamageChips after
Arrowhead or dart+0One hit. It breaks.
Knife or dagger+0Three light uses (skinning, cutting hide), or one hard one (bone, armor).
Spear tip+0Two thrusts, or one heavy blow.
Axe head+1One or two strikes.
Blade or macuahuitl+1One to three strikes. It can shatter if parried by metal.

A chipped edge loses its bonus and takes -1 damage until it is re-knapped, at the same DC. Each re-knap shortens the blade; after two or three, it is too small to use.

Obsidian is found in volcanic ground, old lava flows, and glacial deposits. Finding a vein or scattered nodules is a DC 12 Survival check, 14 outside volcanic ground. On a natural 1, a shard splinters for 1d4 slashing. Vein-Obsidian forms only in mana-saturated flows and shows faint hexagonal glyphs in the glass; it holds its edge twice as long.

Hunting and Gathering

Gathering takes a part of the day: the morning, the afternoon, or the night, the same parts the GM rolls encounters for. Each traveler makes one check, of one kind, for each part they spend on it, and a part spent gathering is not spent on the road. Ground gets picked over: each check after the first in the same place on the same day is at +2 DC. Working at night outside a Totem's aura is at disadvantage, unless you see in the dark.

Foraging

Search for herbs, roots and other useful plants. Roll Survival.

GroundIn a Totem's auraOutside
Easy (lush, known land)DC 8DC 12
Moderate (mixed terrain)DC 10DC 14
Hard (rocky, arid, sparse)DC 12DC 16
Extreme (barren, cursed, toxic)DC 14 or moreDC 18 to 20

Hunting

Track and take game. Roll Survival. Subterfuge or a way with animals may give advantage.

GroundIn a Totem's auraOutside
Easy (plains, known herds)DC 10DC 13
Moderate (wooded, semi-wild)DC 12DC 15
Hard (mountains, flooded)DC 14DC 17
Extreme (chaotic, Hollowed land)DC 16 or moreDC 20 or more

Harvesting a carcass

After a kill, a Medium or larger beast can be butchered for meat and material. Roll Survival, once for a Medium beast and more for bigger ones.

SizeChecksTimeTakes
Medium110 to 15 minutesUp to 2 kinds of material
Large230 minutesUp to 4
Huge31 hourUp to 6, and needs tools
Gargantuan4 or more2 hours or moreSpoils if not preserved
WhereDC
Inside a Totem's aura10
Outside13
Hollowed land15 or more, and the flesh may be tainted

On a success by 5 or more the material is pristine. On a failure by 5 or more it is ruined, or worse.

What a beast yields depends on what it is.

MaterialMammalReptileBirdUsed for
Pelt or furYesClothing, warmth, trade.
ScalesYesArmor, reinforcing tools.
FeathersYesFletching, charms.
Claws or talonsYesYesYesWeapon tips, trade.
Teeth or fangsYesYesYesCrafting, tokens.
Horns or tusksYesHandles, carving, idols.
BoneYesYesYesTools, grinding.
BloodYesYesYesAlchemy, tracking scents.
MarrowYesYesSalves, rituals.
GlandsYesYesPoisons, lures.
OrgansYesYesYesCatalysts, mana infusions.