Downtime Projects
Crafting during downtime uses Finesse Rolls to mark progress ticks. Frames for weapons, armor, items, consumables, and runes define which recipe components are required and how quickly a project advances.
A single place to review how rest-based gathering feeds into downtime crafting, how component quality escalates, and what each material table brings to the table.
Crafting during downtime uses Finesse Rolls to mark progress ticks. Frames for weapons, armor, items, consumables, and runes define which recipe components are required and how quickly a project advances.
Components can be refined up the quality ladder during long rests if the party secures appropriately tiered workshops. Refinement lets crafters convert plentiful standard materials into rare or even exotic versions.
Tables throughout the guide provide trading values, adversary harvest yields, and example frames so crafters know exactly how much effort and what ingredients each project consumes.
Every component table shares four quality tiers – Poor, Standard, Rare, and Exotic. Poor items are common salvage, Standard goods make up most market stock, Rare goods require favors or specialist contacts, and Exotic items bend the natural laws of the world.
Use the ladder to decide when a harvest is mundane or magical, and to calibrate how much trouble players must endure to track down specific ingredients.
Organic remnants and anatomical curios that escalate from brittle scraps to self-motivated specimens.
Skulls, heart cords, blood vials, regenerative tissues.
Universal reagents that accelerate project clocks, steady finesse rolls, or stabilize volatile builds.
Clockwork stabilizers, etched schematics, reforging slurry.
Oddities suffused with strange resonance, growing more prophetic and reality-warping at higher tiers.
Warped coins, singing prisms, time-bent pocket watches.
Ritual tools that strengthen wards, circles, and bindings as their quality improves.
Binding salt, ritual chalk, emberglass wards.
Combustibles that progress from everyday coal to arcane flames capable of devouring shadow or burning forever.
Coal lumps, ether gels, phoenix cinders.
Structural resources ideal for forging and fabrication, reacting to magic once they reach exotic rarity.
Shardstone, stormglass, glowclay, lattice alloys.
Storm-touched artifacts and fate-bound tokens that whisper secrets or twist reality at the highest quality tiers.
Fate knots, storm feathers, wind-charged reliquaries.
Flora that ranges from fragile herbs to storm-infused growths with potent restorative or destructive power.
Ashroot, emberfern, living thorns, whisperbloom.
Recovered devices that become self-powered, semi-sentient helpers once refined to exotic standards.
Frayed wire bundles, data crystals, gyro spheres.
Each component family below contains twenty entries, one for every possible d20 roll. Use the table to see how Poor, Standard, Rare, and Exotic results escalate in potency.
Organic remnants and anatomical curios that escalate from brittle scraps to self-motivated specimens.
Skulls, heart cords, blood vials, regenerative tissues.
20 entries
| d20 | Component | Poor | Standard | Rare | Exotic |
|---|---|---|---|---|---|
| 1 | Skull Fragment | Cracked shard, brittle and pitted. | Bone fragment with faint etching or wear. | Fragment etched naturally with spiral patterns. | Whispers faintly when pressed to one’s ear. |
| 2 | Heart Cord | Dried vein-like strand, brittle to touch. | Fibrous cord, still faintly elastic. | Pulses faintly when near other organic matter. | Beats like a living heart when held too long. |
| 3 | Blood Vial | Thick, clotted sludge with no potency. | Congealed blood sealed in glass. | Blood remains fresh, refusing to decay. | Glows faintly red, binds to the one who opens it. |
| 4 | Eyeless Orb | Cloudy, collapsing jelly. | Pale sphere, slick and unsettling. | Reflects faint images of distant places. | Tracks movement on its own, always looking outward. |
| 5 | Rib Splinter | Chalky, brittle fragment. | Curved shard of bone, sharp-edged. | Splinter sings faintly when struck against iron. | Can fuse into armor or tools, reshaping itself. |
| 6 | Lung Sac | Torn, collapsing tissue. | Empty organ, still faintly inflates. | Expands to store breath, releasing a powerful exhale. | Breath carries ghostly voices when released. |
| 7 | Tongue Strip | Leathery, desiccated scrap. | Dried strip of muscle, rubbery texture. | Regains moisture when soaked in water, usable in tonics. | Whispers words in dead languages when chewed. |
| 8 | Marrow Paste | Greasy clumps, foul and spoiled. | Yellow-white marrow paste, sticky and slick. | Retains healing properties when consumed. | Restores vitality — but at the cost of memories. |
| 9 | Tooth Cluster | Crumbling enamel shards. | Lump of fused teeth, irregular shapes. | Teeth grind softly on their own. | Grows new teeth when planted in soil. |
| 10 | Bloodstone | Flaking clots, weak and dusty. | Hardened lump of iron-rich blood. | Warms in the hand, used to track prey. | Cracks open to release liquid blood centuries old. |
| 11 | Vein Bundle | Tangled strands, dried and fragile. | Red sinew twisted into cords. | Pulses faintly, carrying phantom circulation. | Weaves itself into living flesh, bonding unwilling hosts. |
| 12 | Ear Shell | Crumbling cartilage fragment. | Oddly humanlike ear, preserved in texture. | Amplifies faint sounds when held up. | Echoes the last scream it ever heard. |
| 13 | Nerve Wire | Thin dried filament, weak and brittle. | Cord of sinew, twitches faintly. | conducts sparks like copper wire. | Transmits sensations between two who hold it. |
| 14 | Spine Segment | Jagged vertebra, cracked. | Small joint, sharp and clean. | Aligns naturally into other bone structures. | Used in rituals to bend or break wills. |
| 15 | Flesh Patch | Grey strip, dry and decayed. | Skin patch with faint hairs. | Grafts seamlessly onto wounds, sealing them. | Crawls on its own, seeking a host. |
| 16 | Organ Jar | Rotting sludge in brackish liquid. | Pickled organ floating in cloudy brine. | Organ twitches faintly, still “alive.” | Brine whispers dreams when drunk. |
| 17 | Claw Knuckle | Broken, nail chipped away. | Bone joint tipped with black nail. | Sharp nail cuts steel with effort. | Nail regrows endlessly when broken off. |
| 18 | Muscle Strip | Thin strand, dry and stiff. | Tough sinew, still faint warmth. | Retains tension when used in crafting. | Flexes on its own, resisting being severed. |
| 19 | Blood Husk | Dried skin shell, brittle and collapsing. | Desiccated corpse fragment. | Preserved so well it looks freshly shed. | Stirs with phantom heartbeat when held. |
| 20 | Brain Matter | Watery mush, decaying fast. | Cloudy jelly preserved in fluid. | Sparks of thought echo when touched. | Recites fragments of memories aloud at random. |
Oddities suffused with strange resonance, growing more prophetic and reality-warping at higher tiers.
Warped coins, singing prisms, time-bent pocket watches.
20 entries
| d20 | Component | Poor | Standard | Rare | Exotic |
|---|---|---|---|---|---|
| 1 | Coin of Ash | Warped disc, barely recognizable as currency. | Blackened coin, fire-scarred but intact. | glimmers faintly with heat when storms approach. | Coin always lands on the side you least desire. |
| 2 | Glass Eye | Clouded marble, scratched and dull. | Painted sphere with unsettling gaze. | Reflects faint movement where none exists. | Rolls on its own, following nearby living beings. |
| 3 | Saint’s Token | Rusty charm, image worn smooth. | Medallion that warms faintly when held. | Grants brief comfort to the Soul-touched. | Glows when lies are spoken nearby. |
| 4 | Puppet Head | Splintered wood, features faded. | Wooden doll head, eyes scorched black. | Mouth creaks open to mimic faint sounds. | Whispers lullabies when storms rise. |
| 5 | Pocket Watch | Rusted gears, hands frozen. | Timepiece stopped at midnight. | Runs backwards when storms approach. | Shows the time of one’s death when wound. |
| 6 | Cracked Mirror | Dull shard, surface clouded. | Shard reflecting twisted images. | Shows faint glimpses of things behind the viewer. | Reflects not you, but someone long dead. |
| 7 | Bone Dice | Uneven cubes, rolls predictable. | Carved dice, pips dark with soot. | Always roll seven when paired. | Roll outcomes whisper faint truths or lies. |
| 8 | Painted Mask | Faded paint, cracked straps. | Festival mask with unsettling grin. | Smile shifts subtly when worn. | Grants glimpses of others’ emotions when donned. |
| 9 | Key Without Lock | Teeth worn flat, rusted through. | Heavy iron key with no known lock. | Turns freely in any lock, though never opens it. | Unlocks a hidden door that exists only briefly. |
| 10 | Coin Pouch | Empty, threadbare leather. | Purse with foreign-marked coins. | Coins inside change denominations when unobserved. | Pouch fills itself with ash each dawn, occasionally with silver. |
| 11 | Rag Doll | Stuffing falling out, torn cloth. | Doll stuffed with ash, stitched smile. | Doll shifts position when unobserved. | Mimics the owner’s injuries overnight. |
| 12 | Music Box | Broken springs, plays no sound. | Plays faint, broken tune. | Music grows louder when danger nears. | Melody attracts lost spirits to its owner. |
| 13 | Shattered Lens | Cracked glass shard, rainbow dulled. | Lens with fractured rainbow patterns. | Reveals faint auras when peered through. | Shows beings from beyond the veil. |
| 14 | Bell Clapper | Rusted lump, tone gone flat. | Iron clapper rings faintly alone. | Echo carries unnaturally far. | Rings by itself when spirits pass. |
| 15 | Tarot Card | Torn scrap, picture faded. | Single card, image shifting subtly. | Reveals future events in cryptic symbols. | Image changes daily to match the bearer’s fate. |
| 16 | Wax Seal | Chipped lump, imprint unclear. | Red seal stamped with unknown sigil. | Sigil glows faintly when pressed against paper. | Seal binds contracts even when not agreed aloud. |
| 17 | Signet Ring | Bent brass ring, crest unmarked. | Old ring with eroded crest. | Recognized by secret societies long thought gone. | Burns wearer when lies are spoken. |
| 18 | Writing Quill | Broken shaft, feather brittle. | Black quill, sharp enough to write with. | Writes steadily without ink. | Pens words from the bearer’s thoughts alone. |
| 19 | Rusted Pendant | Tarnished locket, hinges frozen. | Holds a faded portrait inside. | Portrait changes to match those nearby. | Opens to reveal the face of someone soon to die. |
| 20 | Broken Blade | Jagged hilt, edge shattered. | Dagger hilt with broken blade. | Still cuts flesh as if sharp. | Restores itself in blood, growing longer with each strike. |
Ritual tools that strengthen wards, circles, and bindings as their quality improves.
Binding salt, ritual chalk, emberglass wards.
20 entries
| d20 | Component | Poor | Standard | Rare | Exotic |
|---|---|---|---|---|---|
| 1 | Binding Salt | Coarse grains, dissolve too quickly. | Powder that seals ritual circles. | Salt that blackens when spirits draw near. | Forms unbreakable boundaries, even against Winds. |
| 2 | Ritual Chalk | Crumbles instantly, marks faint. | Thick white stick, marks glow faintly. | Lines resist weather and scuffing, lasting weeks. | Chalk that burns with light, inscribing wards into stone. |
| 3 | Ember Ash | Cold residue, little use. | Ash mixed with herbs, steadies rituals. | Emits faint smoke that deters hostile spirits. | Sparks to life when scattered, forming protective wards. |
| 4 | Iron Nails | Bent, rusted, barely hold. | Rusty nails that anchor sigils. | Nails hum faintly when hammered into wards. | Nails bleed when driven into cursed ground. |
| 5 | Glass Bead | Clouded bead, cracks easily. | Clear bead, used as a focus. | Bead refracts light into protective symbols. | Contains shifting visions when gazed into. |
| 6 | Wax Seal | Chipped wax, imprint ruined. | Red seal stamped with an unknown sigil. | Seal hardens instantly, binding objects. | Seal brands souls, not paper. |
| 7 | Bone Dust | Grey powder, inert. | Powder used in binding rites. | Dust glows faintly in moonlight. | Forms runes on its own when spilled. |
| 8 | Charcoal Stick | Fragile, smears too easily. | Black stick for drawing runes. | Marks resist erasure until cleansed. | Drawings animate faintly, moving across surfaces. |
| 9 | Candle Stub | Half-burnt, wick frayed. | Small wax stub, flickers oddly. | Flame resists wind and water. | Flame burns shadows into walls, trapping them. |
| 10 | Ink Vial | Watery, smudges easily. | Dark ink that dries thick as tar. | Ink glows faintly when used in wards. | Writes words that cannot be forgotten. |
| 11 | Twine Cord | Frayed rope, weak knots. | Hemp cord used in knot rituals. | Holds enchantments in its twists. | Cord ties bind not just objects, but oaths. |
| 12 | Copper Wire | Tarnished, stiff and brittle. | Fine coil, conducts energy. | Amplifies arcane currents when looped. | Wire glows red-hot without burning through. |
| 13 | Clay Idol | Crude lump, features vague. | Small figure for offerings. | Warmth lingers when held during rites. | Idol shifts features to resemble worshippers. |
| 14 | Mirror Shard | Scratched glass, dim reflection. | Reflects light strangely. | Shows spirits lingering nearby. | Reflects things hidden from mortal eyes. |
| 15 | Saltwater Flask | Stagnant brine, weak potency. | Flask used to cleanse ritual spaces. | Water evaporates into purifying mist. | Burns corruption like acid when poured. |
| 16 | Rune Stone | Blank pebble, too soft to carve. | Smooth stone for glyph etching. | Stone resists wear, holding sigils indefinitely. | Sigils carved into it animate, glowing with power. |
| 17 | Sacrificial Pin | Bent needle, rusted tip. | Tiny red-stained pin for offerings. | Draws blood cleanly without pain. | Blood drawn by it ignites in runic fire. |
| 18 | Feather Quill | Broken shaft, ink smears. | Black quill for ritual writing. | Writes with smoke when uninked. | Transcribes whispers of spirits on its own. |
| 19 | Ash Rod | Charred stick, brittle. | Wooden rod scorched black. | Emits faint sparks when struck on stone. | Rod crackles with stormfire when lifted in rites. |
| 20 | Gold Thread | Tarnished, frays easily. | Thin gold strand used in bindings. | Glows faintly when woven into runes. | Thread sews flesh and spirit together. |
Combustibles that progress from everyday coal to arcane flames capable of devouring shadow or burning forever.
Coal lumps, ether gels, phoenix cinders.
20 entries
| d20 | Component | Poor | Standard | Rare | Exotic |
|---|---|---|---|---|---|
| 1 | Coal Lump | Soft, ashy stone, burns out quickly. | Black lump, burns steady and hot. | Dense coal that burns twice as long as common stock. | Coal that never fully turns to ash, smoldering endlessly. |
| 2 | Oil Jar | Rancid sludge with little combustion. | Thick, tar-like oil with acrid fumes. | Burns clean and hot, prized in workshops. | Oil that ignites when exposed to breath, no spark required. |
| 3 | Arc Cinder | Grey ash lump, spark fades instantly. | Ash chunk glowing with inner sparks. | Holds charge long enough to light machinery. | Shatters in a violent arc blast, like a miniature storm. |
| 4 | Plasma Residue | Dull, sticky smear, inert. | Slime that glows faintly, shifting in color. | Stable enough to fuel small arcane devices. | Residue that reshapes itself, hungering for metal. |
| 5 | Ether Gel | Thin, watery jelly, fizzles out. | Pale goo that ignites when stirred. | Sustains flame underwater for several minutes. | Burns with ghostly blue fire, consuming shadows instead of matter. |
| 6 | Gas Vial | Weak vapor, leaks easily. | Flask of shimmering gas, volatile when uncorked. | Expands explosively in confined spaces. | Gas that lifts objects skyward when inhaled or released. |
| 7 | Grease Pouch | Stale, gritty oil, gums machinery. | Oily sack, keeps mechanisms running smooth. | Resistant to freezing, used in storm engines. | Self-replicating grease that spreads across machines. |
| 8 | Fuel Brick | Crumbles to dust, little heat. | Pressed black brick, dense and long-burning. | Burns smokeless, perfect for clandestine use. | Brick that grows hotter the longer it burns, never cooling. |
| 9 | Ember Ash | Cold ash, no spark left. | Grey powder that smolders on air contact. | Emits steady glow for days. | Ignites in contact with skin, feeding on blood as fuel. |
| 10 | Bio-Slurry | Rotting sludge, stinking and unstable. | Thick mix of decayed matter, burns unevenly. | Distilled into potent fuel by alchemists. | Feeds on itself, multiplying while aflame. |
| 11 | Resin Lump | Sticky but weak, smokes heavily. | Golden sap hardened into usable fuel. | Burns with sweet-smelling smoke, masking location. | Resin that hardens into living crystal mid-burn. |
| 12 | Spark Canister | Loose casing, charge leaking. | Metal capsule rattling with volatile sparks. | Can power machinery for an hour before rupturing. | Explodes like a lightning bolt when struck. |
| 13 | Tar Clot | Hardened, brittle lump. | Heavy, sticky black resin. | Highly adhesive, burns for days once lit. | Clot spreads when ignited, flowing like liquid fire. |
| 14 | Storm Gas | Thin vapor, dissipates quickly. | Vapor drawn from Winds, unstable. | Explodes violently if confined. | Gas that speaks in voices when released, echoing storm-spirits. |
| 15 | Battery Core | Empty shell, faint hum only. | Small cube, hums faintly with charge. | Provides reliable energy for complex tools. | Recharges endlessly, fueled by unseen resonance. |
| 16 | Burnt Wick | Charred rag, little use. | Rag steeped in accelerant, lights quickly. | Burns underwater when sealed. | Flame sings when lit, carrying voices of the dead. |
| 17 | Charcoal Dust | Damp, clumpy ash. | Fine black powder, burns dirty. | Mixed into explosives for added force. | Dust that floats midair, igniting like fireflies. |
| 18 | Naphtha Flask | Diluted liquid, weak ignition. | Clear fuel, sharp and volatile. | Highly purified, near-invisible flame. | Burns with radiant white light, painful to spirits. |
| 19 | Reactor Pellet | Dull grey pebble, inert. | Tiny sphere, glows faintly blue. | Provides days of energy when housed properly. | Radiates power endlessly, warm to the touch but never consumed. |
| 20 | Rot Oil | Thin brown liquid, foul-smelling, weak flame. | Distilled from decomposing plants, burns thick. | Produces toxic fumes that choke beasts. | Oil that seeps into flesh, burning it from the inside. |
Structural resources ideal for forging and fabrication, reacting to magic once they reach exotic rarity.
Shardstone, stormglass, glowclay, lattice alloys.
20 entries
| d20 | Component | Poor | Standard | Rare | Exotic |
|---|---|---|---|---|---|
| 1 | Shardstone | Dull rock splinter, edges chipped and soft. | Jagged stone fragment with a faint inner glow. | Cuts as cleanly as glass and holds its edge indefinitely. | Shard pulses with light when Winds are near, used to pierce arcane wards. |
| 2 | Rusted Ore | Flaking, reddish clump with little usable metal. | Crumbling ore flecked with iron. | Dense seam of iron, rich enough to forge weapons. | Veined with blood-red streaks said to be crystallized marrow. |
| 3 | Stormglass | Cloudy, cracked fragment, fragile and dull. | Fractured glass hardened by Wind storms. | Holds static charge strong enough to shock when broken. | Storms replay in its depths; break it, and lightning erupts outward. |
| 4 | Black Slate | Soft slabs that crumble to dust. | Absorbs heat; often etched with faint runes. | Retains heat long enough to brand steel. | Runes carve themselves across its surface in the moonlight. |
| 5 | Glowclay | Dull, flaky mud, light fades quickly. | Sticky clay that emits a dim greenish glow. | Glows brighter when near blood, used in occult rituals. | Clay that never hardens, sculpted into living wards. |
| 6 | Bone Sand | Chalky grit that slips through fingers. | Powdered white grit, coarse to the touch. | Mixed into mortar to strengthen walls. | Grains whisper faintly, remembering the dead they came from. |
| 7 | Ash Bricks | Brittle lumps, break with a squeeze. | Compact blocks of volcanic ash, light but fragile. | Fireproof when properly cured. | Ash that binds into bricks only under chanting, unbreakable by mundane tools. |
| 8 | Wind Shale | Crumbly layers that fall apart in hand. | Thin, layered stone that hums in high winds. | Humming shifts into distinct notes when arranged together. | Known to resonate with Windstorms, predicting their path. |
| 9 | Iron Dust | Dirty flakes, barely magnetic. | Fine powder, magnetic near Cortexes. | Used to etch runes into iron directly. | Dust floats into patterns forming symbols before storms arrive. |
| 10 | Obsidian Flake | Dull, blunt shard. | Razor-sharp fragment of black volcanic glass. | Retains an edge sharper than steel for years. | Absorbs reflections; a shard that casts no image. |
| 11 | Hollow Stone | Thin rock that crumbles when struck. | Rings like metal when tapped. | Interior vibrates like a tuning fork, amplifying sound. | Used as vessels for captured echoes and voices. |
| 12 | Salt Crust | Chalky and damp, dissolves easily. | Mineral crust, bitter to taste. | Preserves meat and hides for decades. | When ground and spread, wards against spirits of the Morrak Wind. |
| 13 | Veinstone | Grey stone with faint, fading lines. | Rock threaded with glowing veins of color. | Veins pulse faintly when near the Soul-touched. | Veins shift like living blood, rumored to grow into full constructs. |
| 14 | Shiver Quartz | Small cloudy shard with no vibration. | Vibrates faintly in one’s hand. | Used to amplify sound or power runic circuits. | Quartz that hums prophecies in broken tones. |
| 15 | Grave Lime | Dusty, weak powder that barely binds. | Powder that smells faintly of decay. | Purifies corpses, preventing rise of the dead. | Burns with pale green fire when mixed with water. |
| 16 | Green Malachite | Dull, crumbling ore. | Polished surface with shifting green hues. | Used in jewelry to ward off illness. | Shifts color like liquid, reflecting hidden truths. |
| 17 | Furnace Slag | Brittle, grey clump with no use. | Heavy lump of cooled forge waste. | Mixed into alloys to make iron flexible. | Radiates warmth centuries after cooling, used as endless hearthstone. |
| 18 | Melted Brick | Misshapen lump, crumbles to dust. | Warped, fused clumps of scorched masonry. | Holds residual heat, used for smelters. | Said to remember the fire it came from, igniting when storms draw near. |
| 19 | Cinder Pebble | Ashy, soft gravel. | Tiny black stones that retain warmth. | Stay hot for weeks after a fire. | Glow faintly red, burning without consuming themselves. |
| 20 | Runed Chalk | Powdery lump that crumbles when marked. | Soft white stone, sometimes inscribed with faint glyphs. | Marks resist erasure, glowing under moonlight. | Chalk that writes on air, glyphs lingering in smoke. |
Storm-touched artifacts and fate-bound tokens that whisper secrets or twist reality at the highest quality tiers.
Fate knots, storm feathers, wind-charged reliquaries.
20 entries
| d20 | Component | Poor | Standard | Rare | Exotic |
|---|---|---|---|---|---|
| 1 | Wind Shard | Dull crystal, hum long since faded. | Crystal humming faintly with resonance. | vibrates stronger in the presence of magic. | Emits a keening note that shatters illusions and veils. |
| 2 | Soul Bead | Cloudy glass sphere, inert. | Small bead that whispers faintly when held. | Carries flickers of dreams or emotions within. | Houses a trapped soul that bargains for release. |
| 3 | Ash Charm | Charcoal lump on a string, fragile. | Blackened charm that burns cold to the touch. | Repels restless spirits when worn. | Burns with black fire that feeds on memory. |
| 4 | Fate Knot | Frayed cord, knot loose. | Twisted cord that resists being cut. | Knot binds agreements between those who touch it. | Changes fate itself, unraveling events already set. |
| 5 | Blood Rune | Faded etching on cracked stone. | Stone etched with red glyphs. | Glows when smeared with fresh blood. | Can rewrite flesh, altering body and soul alike. |
| 6 | Storm Feather | Brittle feather, faint static only. | Vibrates when storms draw near. | Draws lightning harmlessly to itself. | Summons gusts of Wind when snapped. |
| 7 | Echo Candle | Wick broken, wax brittle. | Candle burns with no fuel. | Flame repeats words whispered into it. | Flame burns shadows instead of wax, banishing them. |
| 8 | Gloom Orb | Dull marble, no shift inside. | Marble of shifting shadow. | Dims light sources in a room. | Opens a doorway into shadow when crushed. |
| 9 | Halo Fragment | Pale ring shard, faint glow gone. | Fragment glows softly in darkness. | Wards off corrupted Winds nearby. | Forms a radiant halo when raised above the head. |
| 10 | Curse Token | Cracked idol, menace diminished. | Carved idol with unsettling aura. | Brings misfortune to enemies who handle it. | Acts as a vessel for curses that leap between owners. |
| 11 | Dust Relic | Grey stone, crumbles easily. | Covered in ash, resists cleaning. | Ash shifts to reveal patterns when storms rise. | Ash flows outward, suffocating the living. |
| 12 | Whisper Stone | Crumbling pebble, silent. | Repeats words spoken nearby. | Holds onto words for days, releasing them later. | Recites secrets never spoken aloud. |
| 13 | Omen Bone | Dry splinter, nothing unusual. | Cracked bone with shifting patterns. | Patterns resemble readable omens. | Predicts imminent doom in bloody visions. |
| 14 | Ember Sigil | Faded mark, glow long gone. | Stone slab glowing faintly red. | Ignites into fire when struck. | Marks flare to life, burning into whoever looks too long. |
| 15 | Dream Thread | Frayed silver fiber, dull. | Strand slips through fingers like mist. | Woven into cloth, induces lucid dreams. | Threads visions of alternate futures into sleep. |
| 16 | Veil Cloth | Tattered scrap, ordinary. | Thin fabric that hides what it covers. | Conceals even sound and scent when used. | Renders entire bodies invisible until torn. |
| 17 | Spirit Nail | Rusty pin, bends easily. | Vibrates faintly when held. | Pins ghosts or spirits in place. | Drives through shadows, binding them to earth. |
| 18 | Warden Idol | Crude carving, lifeless. | Small figure said to ward off Winds. | Emits faint warmth near corruption. | Protects entire rooms from Wind-touched effects. |
| 19 | Oracle Shard | Dull crystal, cracks obscuring. | Shows fleeting visions when gazed into. | Clear glimpses of probable futures. | Speaks in voices of forgotten prophets. |
| 20 | Blood Candle | Hardened wax, wick useless. | Candle burns with crimson flame. | Flame flares when danger approaches. | Flame feeds on lifeblood, burning as long as its bearer lives. |
Flora that ranges from fragile herbs to storm-infused growths with potent restorative or destructive power.
Ashroot, emberfern, living thorns, whisperbloom.
20 entries
| d20 | Component | Poor | Standard | Rare | Exotic |
|---|---|---|---|---|---|
| 1 | Ashroot | Dry, crumbly root, brittle and nearly useless. | Brittle white root that smolders faintly when broken. | Ember-rich core that glows red from within; long-burning. | A living root that pulses like a heartbeat, said to hold a storm’s fire. |
| 2 | Widow’s Moss | Damp grey-green growth, crumbles when handled. | Black moss that numbs the skin on contact. | Spreads rapidly when exposed to blood, used in grim tonics. | Whispers faintly at night; said to drink memories as well as warmth. |
| 3 | Verdant Sporecap | Shriveled cap, spores inert. | Puffball fungus releasing glittering spores that stir vivid dreams. | Spores induce prophetic visions in the Soul-touched. | A radiant cap that exhales spores forming phantom shapes in the air. |
| 4 | Emberfern | Wilted fronds, faint warmth only. | Leaves curl and glow faintly in darkness, warm to touch. | Can be brewed into a tonic that heals burns. | Burns endlessly without turning to ash, prized by ritualists. |
| 5 | Bitterstem | Hollow reed, flavorless and fragile. | Tall reed with a metallic tang, boiled for medicine. | Its extract boosts stamina, though addictive. | Golden-stemmed variant that heals or poisons depending on preparation. |
| 6 | Glass Thistle | Dull, crumbling spines with little edge. | Transparent spines that cut deep but shimmer like crystal. | Shards dissolve into a healing tonic when steeped. | Cuts it makes never close without ritual sealing. |
| 7 | Ghost Ivy | Faint green vine that wilts within hours. | Clings to ruins; leaves dissolve into vapor at dawn. | Vapor clings to surfaces, revealing hidden sigils. | Said to phase through stone, appearing only at night. |
| 8 | Ironbark Sap | Hardened lumps, brittle and flaking. | Thick amber sap, hardens like steel when cooled. | Forms blades or tools when poured into molds. | Living sap that reshapes itself into tools at will. |
| 9 | Bleedcap | Faded, dry fungus with no liquid. | Red mushroom that seeps dark liquid resembling blood. | Liquid coagulates into a curative salve. | Spills blood that whispers of its last victim. |
| 10 | Pale Reeds | Snapped reeds, hollow and fragile. | Grow in stagnant pools, humming faintly when wind passes. | Their hum can lull restless spirits. | Said to harmonize with the Winds themselves. |
| 11 | Hungerwort | Wilted flowers, scentless and brittle. | Small flowers that wilt toward living bodies. | Drains vitality from animals when steeped into a tea. | A bloom that feeds on emotions, glowing brighter near grief. |
| 12 | Storm Lichen | Dry flakes, sparks weakly when rubbed. | Found near Wind storms; sparks when squeezed. | Can power small devices for a few moments. | Grows only in the Stormlands, storing true lightning. |
| 13 | Silvervine | Grey and dry, shimmer faint but fading. | Shimmering creeper said to grow only where moonlight lingers. | Brewed as a potent clarity draught. | Blossoms under starlight, granting visions of distant places. |
| 14 | Boneleaf | Fragile, crumbles when touched. | Pale, stiff leaves that snap like brittle bones. | Used by healers to mend broken bones in poultices. | Can fuse bone to iron, used in dark grafting rituals. |
| 15 | Roottongue | Misshapen root, meaningless twists. | A root that twists into shapes like letters or symbols. | Symbols rearrange to form coherent words after storms. | A root that spells out names of the dead. |
| 16 | Mireblossom | Rotting petals, foul stench. | Fetid flower whose petals trap insects and rot them slowly. | Its scent drives off predators or attracts scavengers. | A blossom that devours flesh and preserves bones in bloom. |
| 17 | Frostmoss | Damp clump, chill but fleeting. | Stays icy to the touch even in midsummer. | Mixed into drinks, cools fevered minds. | Never thaws; used to freeze blood in ritual killings. |
| 18 | Embercap | Ashen stalk, faint warmth only. | Fungal caps that glow red, hot enough to scorch fingers. | Provides lasting warmth for days when carried. | Burns forever unless doused with blood. |
| 19 | Dagger Grass | Dull-edged stalks, weakly cut. | Blade-thin stalks that cut boots and flesh alike. | Retains its sharpness even when harvested. | Blades that regrow instantly once cut, endlessly renewing. |
| 20 | Whisper Fern | Dry stalks, whisper only faintly. | Emits a faint hiss like whispers when touched. | Whispers sometimes repeat spoken words. | Ferns that reveal secrets or cries from the dead when brushed. |
Recovered devices that become self-powered, semi-sentient helpers once refined to exotic standards.
Frayed wire bundles, data crystals, gyro spheres.
20 entries
| d20 | Component | Poor | Standard | Rare | Exotic |
|---|---|---|---|---|---|
| 1 | Frayed Wire | Tangled, green with corrosion, snaps easily. | Copper wiring wrapped in burned cloth. | Carries current steadily, used in jury-rigged repairs. | Still hums faintly, sparks even without a power source. |
| 2 | Cortex Shard | Cracked glass fragment, resonance broken. | Faintly humming fragment of a shattered core. | Stores flickers of memories when touched. | Whispers faintly in a forgotten voice when pressed to iron. |
| 3 | Spark Coil | Rusty, bent copper wire, coil uneven. | Coil that sparks when struck. | Stores small charges, enough to jumpstart machines. | Generates sparks on its own, feeding from unseen currents. |
| 4 | Cracked Tube | Shattered glass tube leaking soot. | Glass vacuum tube leaking faint light. | Can briefly power weak devices when slotted. | Tube glows with stormlight, humming like distant thunder. |
| 5 | Tesla Filament | Burnt wire fragment, brittle to the touch. | Glowing wire fragment, faintly alive. | Emits steady blue light when charged. | Burns endlessly, feeding on ambient Winds. |
| 6 | Iron Cog | Rust-frozen, teeth broken. | Gear worn smooth from centuries of use. | Spins with almost no friction, prized by engineers. | Rotates on its own during storms, aligning to strange rhythms. |
| 7 | Scrap Plating | Bent and brittle sheet metal, near useless. | Steel panel with scorch marks. | Resistant to corrosion, useful in armor crafting. | Reflects magic like a mirror, deflecting minor Wind effects. |
| 8 | Data Crystal | Clouded, cracked shard, unreadable. | Translucent shard etched with faint code. | Holds fragments of old schematics or maps. | Reveals ghostly projections of its data in the air. |
| 9 | Rusted Conduit | Cracked pipe, holes leak dust. | Metal pipe that rattles when shaken. | Can channel heat or current safely. | Glows faintly blue, still carries an unknown energy. |
| 10 | Fuse Rod | Blackened, brittle glass rod. | Heavy rod, fused inside. | Functions as an emergency breaker. | Explodes in a violent arc when snapped, used as weapon. |
| 11 | Magnet Plate | Rusted slab, weak pull. | Steel square clings firmly to iron. | Strong enough to drag blades across a table. | Repels as well as attracts, defying normal polarity. |
| 12 | Power Cell | Empty, casing cracked. | Dull grey cylinder, charge faint but usable. | Holds enough energy to power a machine for hours. | Never depletes; rumored to feed directly on Winds. |
| 13 | Circuit Board | Blackened fragments, lines broken. | Green panel marked with strange glyphs. | Still processes signals when properly slotted. | Glyphs rearrange themselves during storms, rewriting purpose. |
| 14 | Signal Antenna | Crooked rod, bent beyond repair. | Crooked rod, sometimes hums in storms. | Can pick up faint ghost-signals from the wastes. | Receives voices of the dead during Wind surges. |
| 15 | Relay Chip | Burnt scrap, traces lost. | Tiny fragment, lines still faint. | Enhances range of machines when installed. | Allows cross-connection of minds in linked machines. |
| 16 | Gyro Sphere | Dented, no resistance to tilt. | Small metal ball resists being tilted. | Stabilizes weapon recoil or engines. | Floats faintly above surfaces, ignoring gravity. |
| 17 | Speaker Cone | Torn paper disc, mute. | Thin cone, produces faint whispers. | Amplifies sound clearly when linked. | Repeats words never spoken aloud. |
| 18 | Bolt Array | Loose screws fused uselessly. | Cluster of fused bolts, magnetized. | Locks mechanisms firmly together. | Bolts twist on their own when storms rage. |
| 19 | Burnt Switch | Handle broken, no function. | Heavy switch, fused in “on” position. | Can reroute circuits with stability. | Switch that triggers visions when flipped. |
| 20 | Arc Needle | Bent probe, sparkless. | Slender probe sparks faintly when pressed. | Stores single, powerful arc of lightning. | Needle burns with endless stormfire, a permanent weapon. |
These steps keep harvesting, trading, and crafting tightly linked so every expedition feeds back into the tools your party brings to the next challenge.
These same component families are tracked in your Loot Library, making it easy to register harvested finds alongside crafted gear. Log each haul with a clear name, rarity, and short note so the party remembers what can be traded, refined, or slotted into upcoming projects.