Noxx’s Arcane Forge
Steel, ingots, gemstones, rings, and necklaces that once served little purpose beyond lining a merchant’s purse can now be brought together at the forge.
With a reusable Forgemaster’s Kit, combine one ordinary weapon, one metal ingot, one gemstone, and one plain piece of jewelry. The weapon and its three materials are consumed in the forging, while the kit remains in your hands for future work.
Across the full forge, 21,600 equippable weapons can be created.
Arms of the Forge
The forge accepts 18 kinds of melee weapon:
- Longsword
- Greatsword
- Rapier
- Shortsword
- Scimitar
- Dagger
- Handaxe
- Battleaxe
- Greataxe
- Mace
- Maul
- Morningstar
- Flail
- Spear
- Trident
- Glaive
- Halberd
- Pike
The Four Metals
Every metal leaves its own mark upon the finished weapon.
Bronze
The first weapon hit each turn deals 2 additional weapon damage.
Silver
Deals an additional 1d4 Radiant damage against Undead and Fiends.
Gold
Adds 1 additional damage to the weapon’s chosen gemstone damage rider.
Mithral
Grants +1 Initiative and +1.5 m Movement.
The Fifteen Gemstones
A gemstone gives the weapon its magical nature.
- Agate — Force
- Amethyst — Psychic
- Black Diamond — Necrotic
- Bloodstone — Bleeding
- Diamond — Radiant
- Emerald — Poison
- Jacinth — Fire
- Jade — Poison
- Malachite — Acid
- Onyx — Necrotic
- Pearl — Radiant
- Peridot — Thunder
- Ruby — Fire
- Sapphire — Cold
- Topaz — Lightning
Jewelry Bindings
Twenty ordinary rings, bands, and necklaces may serve as bindings during the forging.
The binding grants an additional trait to the finished weapon while leaving its gemstone nature intact.
Bronze Ring — Pursuit
The first weapon hit each turn grants +1.5 m Movement.
Carnelian Ring — Boldness
Grants +1 Initiative and +1 weapon damage while above 50% Hit Points.
Copper Band — Grounding
Grants Lightning Resistance.
Copper Ring — Footwork
After moving at least 3 m, the next weapon attack that turn gains +1 to its Attack Roll.
Dark Ring — Gloaming
Grants +1 to this weapon’s Attack Rolls while obscured.
Emerald Ring — Venomous Binding
Deals +2 weapon damage against Poisoned creatures.
Garnet Ring — Vigour
Killing a creature grants 3 Temporary Hit Points.
Bronze Necklace — Forceful Binding
The first hit each turn pushes a Large or smaller creature 1.5 m.
Amethyst Ring — Mental Edge
Grants +1 to this weapon’s Weapon Action Saving Throw DC.
Onyx Ring — Shadow Binding
Attacking from obscurity deals +2 weapon damage.
Peridot Ring — Fleet Binding
Grants +1.5 m Movement.
Polished Ring — Precision
Grants +1 to Attack Rolls made with this weapon.
Ruby Ring — Kindling
Deals +2 weapon damage against Burning creatures.
Silver Band — Keen Binding
Reduces this weapon’s Critical Hit threshold by 1.
Tourmaline Ring — Current
The first weapon hit each turn grants 1 Lightning Charge.
Silver Necklace — Warding
Grants +1 Armour Class while the weapon is equipped.
Gold Ring — Execution
Deals +2 weapon damage against creatures at or below 50% Hit Points.
Gold Band — Fortune
Adds one additional die from the gemstone damage rider on a Critical Hit.
Verdelite Ring — Renewal
Killing a creature restores 1d4 Hit Points.
Gold Necklace — Mastery
Grants +1 to this weapon’s unique Weapon Action Saving Throw DC.
Finding the Materials
The Traveller’s Chest begins stocked with the essentials of the forge:
- One Forgemaster’s Kit
- Noxx’s Guide to Forging
- One ordinary copy of every supported weapon
- One of every metal
- One of every gemstone
- One of every jewelry binding
Additional components can be found in modest quantities throughout all three acts among fitting valuables, gemstones, metal loot, supply containers, and practical traders.
May the forge serve you well.
— Noxx