Crafting Progress

When running a settlement, large projects such as buildings, walls, and ships can take far too long to craft using standard Craft rules, even considering that this campaign takes place over many in-game months or years. The formula for determining crafting progress is thus revised to the following:

  • Determine the base price and DC of the item to be crafted.
    • The base price is equal to the cost for structures and ships, 1/2 the cost for magic items, and 1/3 the cost for mundane items.
    • Note that the base price for crafting purposes does not include the cost multiplier for an item being made partly or mostly of iron, as this only affects the intrinsic value of the item and not the difficulty of crafting it.
    • Note also that a character can voluntarily increase the crafting DC for an item to make faster progress than normal, so for instance if a character with +12 Craft wanted to craft a DC 15 item, he could increase the DC to up to 22 (the result he gets while taking 10) to finish it faster.
  • Determining the character’s Craft progress for a single day of work while taking 10 on the check: (10+modifier) × DC/100 hacksilver bits per day. The DC for crafting buildings is 15 unless otherwise noted, the DC for crafting ships is 20 unless otherwise noted, and other DCs are as given in the normal rules.
    • A character with a relevant master Craftsman proficiency takes 20 on this check instead of taking 10, as normal.
    • If the character’s Craft result when taking 10 is not high enough to meet the DC, he must instead roll a check each day to determine progress (taking appropriate penalties for failure), and he cannot combine his crafting effort with others (see below).
  • If a character has a relevant Occupation proficiency (Laborer for constructing buildings or ships, or Craftsman with any appropriate specialty) add in the clan funds that character would earn for a day’s worth of work.
  • Multiply the final result by 4 if the character has a relevant master proficiency, 2 for an expert proficiency, 1 for a basic proficiency, or 1/2 for no relevant proficiency.
  • Each day the character works on the task, they add the above result to their progress, and when their progress equals the cost of the item to be crafted in hb, they are finished.

For instance, Lars the Smith wants to craft himself a Skute. It costs 800 sp, which is 16000 hb. If Lars is 5th level, has maximum Craft ranks, has an expert Craftsman proficiency specializing in woodworking, and has a 15 Intelligence, his Craft modifier is +12 (8 ranks, +2 Int, +2 proficiency), so he makes (10 + 12)*20/100 = 4.4 hb worth of progress per day. To this he adds 5 + 5 = 10 hb for being a 5th-level expert Craftsman, for a total of 14.4 hb, then multiplies by 2 for once again being an expert Craftsman, for a final total of 28.8, which rounds down to 28 hb per day. Comparing this 28 hb/day to the total Skute price of 16,000 hb, assuming Lars does nothing but work on this ship full-time and does nothing to speed up his progress, he can build the ship all by himself in 19 months.

Combining Efforts

As can be seen in the example above, crafting an entire building or vehicle on one’s own can take a very long time. It doesn’t make much sense to work alone, however, when there are dozens of other settlers available to help, so it’s possible to work together with others to reduce the needed crafting time—but one can’t simply throw the entire settlement at a single project and expect it to be finished in a week, as there are diminishing returns and workers can get in each others’ way.

The maximum number of people who can work on crafting a single item, building, or vehicle at once is equal to 1 + the highest Cha modifier in the group, representing the ability to effectively coordinate a large workforce, and all of their progress is added together to determine overall progress. (It’s possible to change which people are working on a project over time, as long as no more than this number are working together at any given time.) If an overseer is appointed who works full-time at coordinating the workers rather than working on it directly, the maximum number of concurrent workers is equal to 5 + overseer’s Cha modifier. This number is doubled to 2 + 2*Cha or 10 + 2*Cha, respectively, if the character with the highest Cha has a master Steward proficiency. The overseer must put in a full work day of two watches with each group (he cannot work smarter to shorten the time required), but the workers can work beyond that as long as they only work on that same task for all of their work watches that day, potentially allowing an overseer to oversee two groups in parallel if each group works 3 watches in a day or three groups in parallel if each group works 4 watches in a day.

To continue the above example, if Volund the Smith has many helpers with identical statistics and has a Charisma of 15, he can work on his Skute with 2 assistants and complete the ship in 6 months and 10 days instead of 19 months. If he stands aside and just coordinates his helpers, up to 7 of them can work on his Skute at once and complete it in 2 months and 3 weeks. Finally, if his friend Dennþor, a master Steward with a Charisma of 18, helps organize him and his workers, Volund and 17 other craftsmen can work on his Skute and complete it in just over 1 month.

Structures and Magic

The costs in time and resources to create Structures assume purely manual labor is used in their construction, but certain magical abilities can reduce the workdays or Coffers required, as follows:

City Builder Active Power: The wall of earth raised by this sphere power can be used to reduce the cost of any structures constructed mostly from packed earth, which are as follows:

  • Gatehouse
  • Longhouse, Jarl’s
  • Longhouse, Karl’s
  • Wall, Boundary
  • Wall, Defensive
  • Stable

Each usage of this ability reduces the structure’s required cost (in Coffers only) and progress by an amount equal to 1 / [3*number of hexes in the structure], because the portion of the structure in that hex can effectively be constructed instantly by this ability and no earth need be excavated to build it. A structure can benefit from this ability at most three times per perimeter hex it possesses, as each use essentially creates a wall one-third the thickness of the normal walls used in these structures. A “perimeter hex” is simply a hex forming the perimeter of the structure, so tally up the hexes around the edge of the structure to find the perimeter hexes; if a structure is only 2 hexes in one dimension, all of its hexes are perimeter hexes.

For instance, a Karl’s Longhouse is 15×4 hexes, so it has 60 total hexes and 34 perimeter hexes (15*2 for the long walls plus 4*2 for the short walls, minus 4 for the corners as those hexes are in both walls. Using this power once would only reduce the total cost by 1/180, from 1,704 sp to 1,694 sp 10 hb, and the total progress by the same fraction, from 2,130 sp to 2,118 sp 3 hb. However, it could be used up to 3*34 = 102 times (probably over the course of roughly 20 days) to reduce the cost from 1,704 sp to 738 sp 8 hb and the progress from 2,130 sp to 923 sp.

Despite its handiness in construction, this ability can’t simply be used to add to Coffers, as lifting up earth doesn’t make it any easier to break down and move into storage. It only provides a benefit when used directly on site to save in excavation and transportation.

Hurtling Stone and Sudden Stalagmite: These spells do not help reduce the cost or progress of any buildings, as the stalagmite or sphere created are not shaped at all appropriately for use in construction. However, they are formed of stone, so the ability to cast either spell at least once per day fulfills a requirement for access to a plentiful source of stone.

Move Earth: This spell functions as the City Builder sphere power (see above) in aiding the construction of structures made mostly from packed earth, and can also affect Roads. However, it affects such a large volume that a single casting is sufficient to achieve the maximum possible cost and progress reduction on all structures except Roads, which require three castings.

Plant Growth: This spell does not help reduce the cost or progress of any buildings, but if the Enrichment version of the spell is cast on a Farm during Eastertide, it increases the Consumables produced by the Farm at Harvest by 1/3 the normal yield. Up to three adjacent Farms can be affected by a single casting of this spell.

Stone Shape and Wood Shape: For each casting of these spells, any structure noted as requiring access to a plentiful source of stone or wood (as appropriate to the spell) has its required cost (in Coffers only) and progress reduced by an amount equal to 1 / [2*number of hexes in the structure] because the portion of the structure in that hex can effectively be constructed instantly by the spell and much less material is wasted in shaving off edges, getting stones or wood blocks to fit, and so on. When cast on a Road, stone shape reduces the cost and progress by 1/176 (instead of the 1/2112 it would be otherwise), as a Road requires only a thin layer of stone in its construction and so each casting of the spell can be stretched farther.

The maximum reduction from use of these spells depends on the caster’s proficiencies. Choose two of the Craftsman, Laborer, and Steward proficiencies and take the lower of the two possessed by the caster (so for example if the caster has Master Laborer and Basic Craftsman, he has Basic proficiency for this purpose). The total cost and progress of a structure may be reduced to no lower than 2/3 normal if they have Basic proficiency, 1/2 normal if they have Expert proficiency, and 1/3 normal if they have Master proficiency. Roads may be reduced to no cost or progress regardless of proficiency, as they are exceptionally simple to build.

For instance, a Vault (which requires access to stone) has 4 hexes, and 1/8 of its cost in Coffers is 565/8 = 70 sp 12 hb, so a casting of stone shape would reduce the required Coffers and progress from 565 sp to 552 sp 10 hb. If stone shape were cast 4 times (the maximum for Expert proficiency) during its construction, the cost and progress would be halved, to a value of 282 sp 10 hb for each, and if it were cast 8 times it would be free. The cost and progress for the 500 sp worth of iron required, however, would be unaffected, so the final total would be reduced from 1,065 sp to 500 sp Curiosities.

When cast at CL 10 or higher, each casting affects double the base volume and thus halves the number of castings required to achieve the maximum cost and progress reduction. Using Widen Spell doubles the volume again, for a total of one-quarter the normal number of castings required if it is both Widened and cast at CL 10.

Transmute Mud to Rock: The ability to cast this spell at least once per day and access to a plentiful source of water (to turn earth into mud) counts as access to a plentiful source of stone. Additionally, it can be used to apply the benefits of the City Builder sphere power or move earth to a building requiring access to a plentiful source of stone in addition to those buildings constructed mostly of earth, by shaping the mud appropriately and then transmuting it to stone. This spell must be cast in the same round that the earth-shaping power or spell is completed, so that it takes effect before the mud loses its shape, and each casting affects 2 hexes of the structure in question per caster level, or 4 per caster level with Widen Spell.

Use the proficiency guidelines for stone shape (see above) to determine the maximum cost reduction possible using this technique. Actually casting stone shape in conjunction with this technique has no further affect, as all of the stone portions of the structure have already been constructed with maximum efficiency.


Saga of the Northlands PsychicTheurge