Friday, January 16, 2026

Forging and Artifice

Schwew. OK. This turned into a long one. 

Break!! has the best crafting rules for an OSR game that I've ever seen. Originally, I was trying to borrow them for my little house rules project for the Middle-earth Hexcrawl. But the tale grew in the telling.

The HTML conversion looks a little jank. Apologies. It looks better in the Google Doc (which I will eventually share).


Forging

“To the anvil,’ answered Thorin. ‘The hammer will at least keep the arms strong, until they can wield sharper tools again.”

Image
Art by Goran Gligovic


When you recover treasures such as forgotten lore and rare materials, you may put them to use by forging items both fair and wonderful.

If you have an appropriate lore and access to a forge, you can repair and customize equipment. And if you have access to raw materials, you can also create new masterwork crafts. If you have the Art, you can even artifice items of enchantment.

[Inspiration for these rules was derived from the Break!! RPG and the video game Sil]

Lore, time, and tools

Repairing, customizing, or creating new items require a combination of lore, time, and tools.

Lore

To forge an item, you must have a lore appropriate to the craft you are pursuing.

Forged crafts fall into three categories:

  • Weaponsmithing: Those with Weapon Lore can craft weapons of all descriptions. Those with this lore can also work with handcrafts and tools such as mattocks, hammers, and saws.
  • Armoursmithing: Those with Armour Lore can smith mail, helms, and shields, as well as garb such as boots and cloaks.
  • Jewelcraft: Those with Jewel Lore can craft gleaming jewels, magic rings, musical instruments, and strange lamps.

To practice artifice, you must also have a specific Art that allows you to do so and be able to forge an item.

Time 

Repairing an item merely notched or damaged is easier than making something new. Repairing an item requires a day of work.

Customizing an item also requires a small expenditure of time. Customizing an item requires a number of days equal to ½ the difficulty of forging an item.

If an item is completely sundered, remaking it requires a number of days equal to the difficulty of creating a new item. The broken item supplies the raw materials for the reforged item.

Forging an item from scratch is done as a Downtime action. Attempting to craft the item (whether successful or not) takes the entire Downtime phase.

Tools

All efforts of crafting weapons, armour, or jewels require the use of a well-stocked forge.

  • If the burglars own a steading with a forge or are vassals to a lord's holdfast that has a forge, this requirement is fulfilled.
  • Sometimes, access to a forge can be part of a quest's reward.
  • In larger towns and cities, forges may be rented for 3 silver / 1 penny a week.

Crafting new items also requires raw materials.

  • Ingots and unworked gems can be purchased in towns and cities.
  • Raw materials can also be found during adventures.

Crafting items

Repairing, customizing, or creating an item requires a Skill maneuver that follows special rules.

At the end of the required time, make a Skill test against the listed difficulty.

  • Unlike normal tests, do not add a field of related knowledge bonus from the relevant lore.
  • If you have previously failed the test to craft this particular item, take a +3 bonus to this roll. This bonus is cumulative.

If you succeed in this maneuver, the work is complete.

If you fail this maneuver, the work you were doing is incomplete. Roll on the crafting mishaps table.

Note that some difficulties (especially in artifice) are above 12. This breaks the general upper limit of difficulties in Lore, but is intentional for two purposes.

  • One, it makes such efforts take a long time.
  • Two, it obliges crafters to fail in early attempts and slowly build momentum towards completing the project, modeling research.

Crafting Mishaps

If you fail to complete your project, roll 2d6 to see if your craft has some fatal flaw.

At any point, you may scrap your project and salvage the raw materials and start fresh in the future. In this case, you do not receive the cumulative bonus from past failed rolls.

Crafting Mishaps
Roll Effect
2 [Artifacts only] Obsessed: You become fascinated with the work of your hands. You cannot scrap the project. You must retain ownership of the item. You can never lend it or give it away. It is yours and yours alone.
3 Willful: Lose 1 Strength. The item gains a measure of your will. The item will try to turn its actions to further your desires. It may, during its labors, occasionally speak with its own voice.
4 Wasted resources: Lose ½ of the total raw materials required by the project.
5 Bulky: The item, if completed, takes up an additional +1 slot.
6 Unbalanced: The item, if completed, suffers a -1 penalty to maneuvers using it.
7 Fragile: The item, if completed, can suffer only 1 notch of damage.
8-12 The craft is salvaged for now. No negative effect.


Weapons

Most weapons require 1 ingot of raw materials to craft. Great swords, great axes, and great spears all require 2 ingots of raw materials to craft.

Swords
Item Repair or Customize Craft New Damage
Dagger -1 to hit against foes with longer weapons but +10 to critical wounds No test Δ6 Piercing
Curved sword +1 to hit during 1st round, -1 damage 2nd+ round No test Δ6 Slashing
Shortsword If you missed an attack last round, you gain a +1 bonus to hit this round Δ4 Δ7 Slashing
Longsword If you missed an attack last round, you gain a +1 bonus to hit this round Δ4 Δ7 Slashing
Greatsword -1 to hit, +2 damage If you missed an attack last round, you gain a +1 bonus to hit this round Δ5 Δ8 Slashing
Polearms
Spear Can attack from 2nd rank No test Δ6 Piercing
Glaive Can attack from 2nd rank, +1 damage when move + attack Δ4 Δ7 Piercing
Great spear -1 to hit, +2 damage / -1 to hit, +3 damage when you move + attack Δ5 Δ8 Piercing
Axes
Throwing axe Δ5 Δ8 Slashing
Battle axe If foe is defeated, can attack another adjacent foe Δ4 Δ7 Slashing
Great axe -1 to hit, +2 damage If foe is defeated, can attack another adjacent foe Δ7 Δ10 Slashing
Blunt Weapons
Staff +1 bonus to maneuvers No test Δ6 Crushing
Mace If you hit an armored opponent, you may reduce their Defense by 1 instead of dealing damage (to a minimum of +1) Δ5 Δ8 Crushing
Warhammer -2 to hit, +3 damage Δ5 Δ8 Crushing
Bows
Shortbow No test Δ6 Piercing
Longbow Δ6 Δ7 Piercing
Tools
Hammer, Saw, Thieves' Tools, etc. No test Δ6 -


Armour

Armour requires 1 ingot of raw materials per Defense point conferred.

Cloth
Item Repair or Customize Craft New Defense
Robe No test Δ6 -
Cloak No test Δ6 -
Gambeson Δ4 Δ7 +.5
Leather
Leather Armour Δ5 Δ8 +1
Gloves No test Δ6 -
Boots No test Δ6 -
Metal
Corslet Δ6 Δ9 +2
Hauberk Δ7 Δ10 +2.5
Vambraces Δ6 Δ9 +.5
Greaves Δ6 Δ9 +.5
Shield
Round shield Can split Valour bonus between Attack and Defense rating Δ5 Δ8 +1
Kite shield Can split Valour bonus between Attack and Defense rating Δ6 Δ9 +1.5
Helm
Helm Δ5 Δ8 +1
Amloth (elven helm) Elect to sunder to negate all damage or critical wound Δ6 Δ9 +1
Dwarf-mask Fire resistance Δ7 Δ10 +1.5


Jewelcraft

Jewelry
Item Repair or Customize Craft New
Ring Δ5 Δ8
Crown Δ6 Δ9
Amulet Δ4 Δ7
Scepter Can be used as blunt weapon Δ4 Δ7
Light
Brass lantern Δ4 Δ7
Elven lamp Δ6 Δ9
Instrument
War horn Δ5 Δ8
Instrument Δ6 Δ9


Artifice 

If you have the Art, you may craft artifacts imbued with magic. Creating an enchanted item begins with the same base rules as crafting new weapons, armour, and jewelcrafts. Then you may add enchantments to the item based on three factors:

  • The primary material used in its creation (a sword forged of steel).
  • You may choose to embellish the item with a secondary material (a steel sword with silver runes and a ruby in its hilt).
    • Embellishing an item with a secondary material requires half the total amount of ingots for creating the base item.
    • For example, creating a longsword needs 1 ingot of metal, so only ½ an ingot to embellish it.
  • The forge used in its creation (a bejeweled steel sword made at Rivendell). Forges add "bundles" of enchantments at a discount—if you elect to use them, you must add all the enchantments.
    • Forges that confer enchantments are very rare—only a handful exist in Middle-earth.
    • Although you can no longer craft at these forges, extinguished forges are included in the following list for the convenience of GMs who might want to place such items in treasure troves.

You may add one or more enchantments to each item you forge based on the factors used in its crafting. For each enchantment you choose to add, you increase the difficulty to craft the item (see Crafting items) and additional costs to be paid if the item is successfully made.

Cost

To enchant artifacts, one must give up a part of oneself. Each enchantment you want to add to the item during its creation incurs a specific cost. A cost might be experience points, an attribute point, or something else. If you could not pay the cost, you cannot begin to imbue an item with that enchantment. If the item is successfully completed, the cost is immediately paid.

Materials and Enchantments

Each material used in the item's creation, both primary and secondary, allows you to add one or more enchantments. You may add one, two, or zero enchantments associated with each material involved in the item's crafting.

A note on dwimmer

All materials offer the dwimmer enchantment. In short, this enchantment allows for new powers to be crafted for your artifact that are developed in conjunction with and approved by your GM. Do you want to make a robe that allows you to glide or a set of horse shoes that lets your steed have a long life? "Dwimmer" is a catch-all category for such unique enchantments.

Metal & Wood
Material +Δ Difficulty Cost
Wood
Awe +Δ3 1 Skill
Blasting +Δ6 1 Experience
Dwimmer +Δ3 2 Experience
Force +Δ5 1 Experience
Grace +Δ3 1 Understanding
Striding +Δ4 5 Endurance
Radiance +Δ6 1 Understanding
Thunder +Δ5 1 Experience
Bronze
Clarity +Δ3 1 Skill
Defiance +Δ4 1 Skill
Dwimmer +Δ3 2 Experience
Fire +Δ6 1 Understanding
Perception +Δ4 1 Skill
Radiance +Δ10 1 Understanding
Resilience +Δ10 2 Experience
True sight +Δ20 2 Understanding
Iron
Brand +Δ6 1 Skill
Deflection +Δ6 1 Skill
Dwimmer +Δ3 2 Experience
Final Rest +Δ8 1 Strength
Frost +Δ3 1 Skill
Fury +Δ8 1 Strength
Glimmering +Δ7 1 Skill
Piercing +Δ8 1 Strength
Preservation +Δ4 1 Skill
Venom's End +Δ3 1 Skill
Warmth +Δ3 1 Skill
Wondrous +Δ3 2 Experience
Wrath +Δ8 2 Experience
Steel
Accuracy +Δ15 1 Strength, 1 Experience
Brand +Δ6 1 Skill
Defense +Δ15 1 Skill, 1 Experience
Deflection +Δ6 1 Skill
Dwimmer +Δ3 2 Experience
Final Rest +Δ8 1 Strength
Glimmering +Δ7 1 Skill
Piercing +Δ8 1 Strength
Preservation +Δ4 1 Skill
Protection +Δ15 5 Endurance, 1 Experience
Slaying +Δ12 1 Skill
Galvorn *
Accuracy +Δ13 1 Strength, 1 Experience
Awe +Δ1 1 Skill
Clarity +Δ1 1 Skill
Defiance +Δ2 1 Skill
Defense +Δ13 1 Skill, 1 Experience
Deflection +Δ4 1 Skill
Dwimmer +Δ1 2 Experience
Freedom +Δ2 1 Skill
Glamour +Δ2 1 Skill
Haunted +Δ1 1 Experience
Leaping +Δ2 1 Skill
Piercing +Δ6 1 Strength
Preservation +Δ2 1 Skill
Protection +Δ13 5 Endurance, 1 Experience
Resilience +Δ8 2 Experience
Shadow +Δ10 1 Skill, 1 Experience
Slaying +Δ10 1 Skill
Soft Tread +Δ4 1 Skill
Stealth +Δ6 1 Skill
Wondrous +Δ1 2 Experience
Wrath +Δ6 2 Experience
* Craftable only with a specific Art
Precious Metals
Silver
Adornment +Δ4 1 Experience
Defiance +Δ4 1 Skill
Dwimmer +Δ3 2 Experience
Freedom +Δ4 1 Skill
Frost +Δ3 1 Skill
Glamour +Δ4 1 Skill
Glimmering +Δ7 1 Skill
Perception +Δ4 1 Skill
Shadow +Δ12 1 Skill, 1 Experience
Stealth +Δ8 1 Skill
Gold
Adornment +Δ4 1 Experience
Awe +Δ3 1 Skill
Command +Δ7 1 Skill
Dwimmer +Δ3 2 Experience
Fire +Δ6 1 Understanding
Glamour +Δ4 1 Skill
Haunted +Δ3 1 Experience
Radiance +Δ10 1 Understanding
Resilience +Δ10 2 Experience
Warmth +Δ3 1 Skill
Mithril
Accuracy +Δ13 1 Strength, 1 Experience
Clarity +Δ1 1 Skill
Defiance +Δ2 1 Skill
Defense +Δ13 1 Skill, 1 Experience
Deflection +Δ4 1 Skill
Dwimmer +Δ1 2 Experience
Freedom +Δ2 1 Skill
Glamour +Δ2 1 Skill
Glimmering +Δ5 1 Skill
Leaping +Δ2 1 Skill
Piercing +Δ6 1 Strength
Preservation +Δ2 1 Skill
Protection +Δ13 5 Endurance, 1 Experience
Radiance +Δ8 1 Understanding
Resilience +Δ8 2 Experience
Slaying +Δ10 1 Skill
Soft Tread +Δ4 1 Skill
Stealth +Δ6 1 Skill
Cloth
Cloth
Dwimmer +Δ3 2 Experience
Glamour +Δ4 1 Skill
Stealth +Δ8 1 Skill
Soft Tread +Δ6 1 Skill
Warmth +Δ3 1 Skill
Hithlain
Dwimmer +Δ1 2 Experience
Glamour +Δ2 1 Skill
Grace +Δ3 1 Understanding
Shadow +Δ10 1 Skill, 1 Experience
Stealth +Δ6 1 Skill
Striding +Δ2 5 Endurance
Soft Tread +Δ4 1 Skill
Warmth +Δ1 1 Skill
Animal Fell
Horn
Alert +Δ3 1 Experience
Awe +Δ3 1 Skill
Blasting +Δ6 3 Endurance
Command +Δ7 1 Skill
Dwimmer +Δ3 2 Experience
Force +Δ5 1 Experience
Thunder +Δ5 1 Experience
Hide
Defiance +Δ4 1 Skill
Deflection +Δ6 1 Skill
Dwimmer +Δ3 2 Experience
Freedom +Δ4 1 Skill
Glamour +Δ4 1 Skill
Leaping +Δ4 1 Skill
Of Archery +Δ12 1 Strength, 1 Experience
Or Swordplay +Δ12 1 Strength, 1 Experience
Regeneration +Δ12 5 Endurance
Resilience +Δ8 2 Experience
Stealth +Δ8 1 Skill
Striding +Δ4 5 Endurance
Sustenance +Δ12 5 Endurance
Venom's End +Δ3 1 Skill
Warmth +Δ3 1 Skill
Wormskin
Awe +Δ3 1 Skill
Command +Δ7 1 Skill
Defense +Δ6 1 Skill
Defiance +Δ4 1 Skill
Dwimmer +Δ3 2 Experience
Fire +Δ6 1 Understanding
Fury +Δ8 1 Strength
Grace +Δ3 1 Understanding
Of Archery +Δ12 1 Strength, 1 Experience
Of Swordplay +Δ12 1 Strength, 1 Experience
Perception +Δ4 1 Skill
Power +Δ12 10 Endurance
Protection +Δ13 5 Endurance, 1 Experience
Regeneration +Δ12 5 Endurance
Resilience +Δ8 2 Experience
Sustenance +Δ12 5 Endurance
Thunder +Δ5 1 Experience
True Sight +Δ15 2 Understanding
Venom's End +Δ3 1 Skill
Warmth +Δ3 1 Skill
Wrath +Δ8 2 Experience
Gems
Adamant
Adornment +Δ4 1 Experience
Brand (ice) +Δ6 1 Skill
Clarity +Δ3 1 Skill
Frost +Δ3 1 Skill
Glamour +Δ4 1 Skill
Glimmering +Δ7 1 Skill
Grace +Δ3 1 Understanding
Leaping +Δ4 1 Skill
Perception +Δ4 1 Skill
Preservation +Δ2 1 Skill
Protection +Δ15 5 Endurance, 1 Experience
Stealth +Δ8 1 Skill
Sustenance +Δ12 5 Endurance
True Sight +Δ20 2 Understanding
Ruby
Adornment +Δ4 1 Experience
Alert +Δ3 1 Experience
Brand (fire) +Δ6 1 Skill
Fire +Δ6 1 Understanding
Freedom +Δ4 1 Skill
Glimmering +Δ7 1 Skill
Grace +Δ3 1 Understanding
Haunted +Δ3 1 Experience
Power +Δ12 10 Endurance
Radiance +Δ10 1 Understanding
Regeneration +Δ12 5 Endurance
Resilience +Δ8 2 Experience
Slaying +Δ10 1 Skill
Striding +Δ4 5 Endurance
Thunder +Δ5 1 Experience
Warmth +Δ3 1 Skill
Lesser Jewel
Adornment +Δ4 1 Experience
Awe +Δ3 1 Understanding
Blasting +Δ6 3 Endurance
Force +Δ5 1 Experience
Haunted +Δ3 1 Experience
Thunder +Δ5 1 Experience
Sapphire
Adornment +Δ4 1 Experience
Awe +Δ3 1 Skill
Command +Δ7 1 Skill
Defense +Δ6 1 Skill
Defiance +Δ4 1 Skill
Glamour +Δ4 1 Skill
Glimmering +Δ7 1 Skill
Grace +Δ3 1 Understanding
Perception +Δ4 1 Skill
Piercing +Δ6 1 Strength
Power +Δ12 10 Endurance
Preservation +Δ2 1 Skill
Forge
Rivendell
Jewelcraft: Glimmering (goblins or trolls are near) +Δ5 1 Skill
Lorien
Armour: Soft Tread, Stealth, Preservation +Δ12 2 Skill
Iron Hills
Armour: Defense, Protection +Δ20 4 Experience
Red Mountains
Weapon: Fury, Wrath +Δ12 3 Experience
Extinguished Forges *
Annúminas
Weapon: Accuracy, Final Rest, Slay Un-dead - -
Blessed Realm
Jewelcraft: Grace, Power, Radiance - -
Weapon: Slay Dragons and Raukar, Radiance
Eregion
Jewelcraft: Clarity, Power - -
Gondolin
Weapon: Slay Orcs and Trolls - -
Moria
Weapon: Slay Orcs and Trolls - -
Osgiliath
Armour or Shield: Defense x2 - -
* Forges can no longer be accessed, but artifacts of the past might carry such enchantments


Enchantments

Accuracy

The sharpness of the blade, the swiftness of the arrow! Weapons enchanted with accuracy add +1 to attacks made with them.

Advanced guideline: Such weapons yearn for battle and draw their bearers towards combat. The GM may choose to impose a +1 bonus to a Wandering Encounter roll once per week if an accurate artifact is carried by the company.

Adornment

Items made with adornment add a +1 bonus to any temporary magical blessing from Songs of Power and similar sources. For example, the first round of the Song of Slaying normally grants a +1 bonus to attack a particular foe; for those wearing an artifact of adornment are granted a +2 bonus instead.

Alert

Horns forged with this enchantment have 20 + [1d4 x Understanding] charges. You may spend a charge to blow the horn and attempt to summon allies. The GM will immediately roll again on the wandering encounter and local encounter tables. They ignore any non-helpful result, and will put an allied result into play as soon as practical.

Awe

Artifacts of enchantment cause foes to test Morale with a -1 penalty.

Blasting

When created, the artifact has 20 + [1d4 x Understanding] charges. You may spend a charge to open a tunnel in stone about 10' x 10' x 10', break open a barred door, or clear fallen rubble.

Brand

A weapon enchanted with a brand deals damage of a particular type chosen at its creation: it carries the taint of the poison of Dol Guldur, the shadow of fear of Angband, flickers with the fire of Aman, or smokes with the ice of Helcaraxë.

Clarity

If possessing an artifact of clarity, roll 3d6 and take the best 2 dice when rolling to resist confusion and hallucinations. Additionally, you automatically identify phantoms as illusions.

Command

If you possess an artifact of command, friendly NPCs in your presence add a +1 bonus to test Morale.

Defense

Armour forged with this enchantment adds +1 to their Defensive bonus.

Defiance

If possessing an artifact of defiance, roll 3d6 and take the best 2 dice when rolling to resist entrancement, commands and domination.

Deflection

Shields forged with this enchantment add +1 to their Defensive bonus against missile attacks.

Dwimmer

This category of enchantments are experiments in the craft of artifice. If you wish to forge an item with a particular knack or feature, work with your GM to establish the exact rules.

Some examples of enchantments that are further afield may be found here at the d4Caltrops blog.

Final Rest

Weapons forged with this enchantment exist in both the waking world and unseen world: they can strike wraiths and un-dead creatures, and grant a +2 bonus to hit such creatures. Unbound spirits slain with such weapons depart Middle-earth forever.

Fire

Artifacts forged with this enchantment have 20 + [1d4 x Understanding] charges. You may spend a charge to cause the artifact to shed light as a torch for an hour (6 turns). During this time, a weapon or scepter deals fire damage.

Force

When created, the artifact has 20 + [1d4 x Understanding] charges. You may spend a charge to knock a creature engaged with you back 1d6 x 10'. If you are engaged with multiple creatures, you may spend multiple charges at the same time.

Freedom

If possessing an artifact of freedom, roll 3d6 and take the best 2 dice when rolling to move at a run. In addition, you are immune to being slowed and can ignore webs.

Frost

Artifacts with this enchantment are always cold to the touch. While wearing an artifact enchanted with frost, you gain resistance to fire. Clothing woven with this enchantment counts as appropriate gear for desert regions. Artifacts with frost enchantments are immune to being destroyed by fire damage.

Fury

If you wield an item enchanted with fury, you may enter a rage when you fight. Doing so requires a turn. While berserk, you make an extra attack every other turn. You cannot flee from combat while in this state, which only ends when all foes have been defeated. Anyone who has harmed you in combat counts as a foe.

Glamour

Artifacts with this enchantment change their bearer's appearance in some specific way: a helm that causes you to appear as an orc, a banner whose heraldic beast seems to move on its own, a crown that ensures your raiment always appears clean and rich. When this seeming would have a positive effect on a Beauty or Subtlety maneuver to influence an NPC's disposition, gain a +1 bonus.

Glimmering

When creating this artifact, choose a specific trigger: when goblins are near, when enemies approach the Lonely Mountain, when a spell on you, etc. When this trigger occurs, the artifact will glitter with a pale light.

Grace

When bearing an artifact enchanted with grace, you take 1 less damage from singing Songs of Power per round (to a minimum of 1).

Haunted

When bearing a haunted artifact, you partially exist in the unseen world. You can see disembodied spirits. You identify phantoms as illusions automatically. Unfortunately, they can also see you—when your company's Notice track exceeds 20+, a spirit will seek you out.

Leaping

If possessing an artifact of leaping, roll 3d6 and take the best 2 dice when rolling to move at a run. In addition, you move at full speed through hazardous terrain during combat, leaping and dodging past such obstacles.

Of Archery

An artifact with this enchantment grants its wearer +1 on attacks with bows.

Of Swordplay

An artifact with this enchantment grants its wearer +1 on attacks with swords.

Perception

If possessing an artifact of perception, roll 3d6 and take the best 2 dice when testing to avoid surprise.

Piercing

A weapon with this enchantment grants +10 to critical wound rolls.

Power

When wearing an artifact with this enchantment, you gain +1 bonus on your Beauty checks to sing Songs of Power.

Preservation

When wearing an artifact with this enchantment, your attributes cannot be lowered or drained. Additionally, you are equally comfortable in extreme heat and extreme cold. Such artifacts can lay for long years without needing maintenance.

Protection

If you're wearing armour forged with the protection enchantment, critical wounds against you are made with a -10 penalty. In addition, armour or clothes with this enchantment are never destroyed by fire or ice criticals.

Radiance

Artifacts forged with this enchantment shed light like to a bright candle.

Regeneration

When wearing artifacts woven with regeneration, remove an additional +1 damage taken each time you're healed.

Resilience

When wearing artifacts forged with resilience, add +10 Endurance to your total.

Shadow

When created, the artifact has 20 + [1d4 x Understanding] charges. Spend a charge to cover yourself in a black cloud. Spend 2 charges to cover a company of 10 or fewer. At night, this shadow makes those within the cloud all but invisible. During the day, the cloud is visible but its occupants cannot be seen.

Slaying

Weapons enchanted with this enchantment add +2 to attacks made against creatures of the type chosen when the artifact is forged, choosing from the following list: spiders, wolves, un-dead, orcs, trolls, dragons, raukar

Weapons with this enchantment quickly become infamous among the group they slay: such creatures will target the bearers with hatred.

Soft Tread

Boots and greaves forged with this enchantment grant a +1 bonus to Subtlety maneuvers to move silently.

Stealth

When wearing artifacts woven with stealth, you blend into your environment and can hide even in plain sight if you are unmoving. While moving, you gain a +1 bonus to Subtlety maneuvers to hide and sneak past watchers.

Striding

While wearing an artifact forged with this enchantment, you gain +5 travel points. Additionally, you may decrease the travel points required to enter a specific type of hex by 1 when leading the company, chosen from the following list: forest, hills, mountains, swamp, waterside, wastes.

Sustenance

While wearing an artifact forged with this enchantment, you require only 2 days of rations every 3 days.

Thunder

When created, the artifact has 20 + [1d4 x Understanding] charges. Spend a charge to activate the artifact, causing a crack of thunder that makes your foes hesitate. Resolve all player actions completely before the enemies resolve theirs.

True Sight

If wearing an artifact of true sight, roll 3d6 and take the best 2 dice when rolling to resist blindness and hallucinations. You can see disembodied spirits. Additionally, you identify phantoms as illusions automatically.

Venom's End

While wearing an artifact enchanted with this enchantment, you gain resistance to poison.

Warmth

Artifacts with this enchantment are always warm to the touch. While carrying an artifact enchanted with warmth, you gain resistance to ice. Clothing woven with this enchantment counts as appropriate gear for cold regions. Artifacts with warmth enchantments are immune to being destroyed by ice damage.

Wondrous

Wondrous items, like dwimmer-enchanted items, might boast a variety of minor powers. Tools, lamps, waterskins, purses, toys, and small pieces of clothing (belt buckles, cuff links, etc.) can be woven with these enchantments. Roll on the linked tables to establish what power you confer: or double the difficulty of this enchantment to select a specific result.

Wrath

This enchantment causes foes you're engaged with to abandon reason in their hatred of you. Once you've engaged with an enemy, they will tend to focus their attacks on you. They take a -2 penalty to attack someone besides yourself while you're on the field of battle.

Friday, January 9, 2026

Playing War Games with your Grandmother's Nativity Set

I worked on this over Christmas. It's a little late but perhaps you (like me) haven't quite cleaned up your tree yet. 

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I have limited exposure to war games. I have played WH40K only once in college. I am more familiar with smaller scale, more narrative games like Emily Allen's Dolorous Stroke and Tom Bloom's Maleghast. But anybody can understand that nativity sets are war game minifigs. 

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That is why I have written a new faction for Maleghast called The Creche. Now you can use your grandma's nativity sets to fight demon-possessed ghouls in the streets of Hell.

Fair warning: This is in terribly bad taste. It's downright blasphemous. 

The Creche Fan Fiction Society

The violet devil Granny Godbless wrote a series of corpse-puppet passion plays called The Creche. The serialized plays depicted a ridiculous pseudo-mystery religion centered on a virgin giving birth to an aborted godhead. The divine child preaches the Fire Sermon to the laughing tears of a variety of comical onlookers. The plays were a huge success in Anzenmezzeron. Fans of the plays flocked to Granny Godbless, each eager to add to and expand the Creche expanded universe. They became known as the Creche Fan Fiction Society and have swollen in power as to be a faction in their own right. If they can reach the End of Death, they can manifest their passion plays as true prophecies.

Playstyle: Vampiric, hard to kill

Soundtrack: 
Lingua Ignota: The Order of Spiritual Virgins
Ghost: Year Zero
Celtic Frost: Dying God Coming Into Human Flesh

Special mechanic
Fervor: A unit with a fervor token may choose to discard one at the end of their turn to regain 1 hp. You cannot spend more than 1 fervor token per turn.

Special tags:
Faith: A unit with this trait gains a fervor token when they roll a 1 when ACTing. 

You can check out the unit stats in this Google Sheet, here. For convenience, I've also posted screenshots of each below.

This hasn't been playtested (but let me know if you wanna play it with me!). Use at your own risk. 

Shepherd

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Drummer Boy

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Magi

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Cuckold

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Infant, Tender & Mild

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Madonna Whore

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Monday, December 29, 2025

Periapt of Celestial Wisdom

A magic item inspired by Phlox's version, here. Approaching from my premise that +1s are boring magic items, how can I adapt the classic periapt of wisdom?

The periapt of wisdom is shaped like a little homunculus bound to the two ends of the loop that form the necklace from which it hangs--as if being pulled apart. 

When you wear the periapt of wisdom, 3x/day you may ask it "What do you think I should do?" concerning a specific topic. When you do so, a literal imp and angel appear on your shoulder. They are invisible and inaudible to all but you (or those with second sight). 

The angel will dispense good, practical, and safe advice. It will clearly inform you of dangers. While dungeoneering, this advice can sometimes be maddening: give up this life of adventure, go back to town, marry that handsome blacksmith, settle down.

The imp will dispense advice that will allow you to most expediently complete your goal or achieve great power and wealth. While dungeoneering, this can border on the insane: step into the portal, simply take the golden chalice on the pressure plate, choke the magic mouth with your companion's body.

If you ever wholly take the advice of one entity versus the other (instead of taking neither or both), you notice it gets a little larger. 

Every 4 times you do this, you either gain:

  • +1 Wisdom while you wear the periapt, max +3 (angel)
  • Cast a random 1st level spell while you wear the periapt (devil)

After 12 times of taking one of the entity's advice, it devours the other. It no longer appears when you ask the periapt a question.

Wednesday, December 24, 2025

0501: Rankin/Bass Pro Shop - Hexmas Blog Bandwagon (BONUS)

0501

Southwest: Valley of Eternal Cheer

South: Snomes

Southeast: Jinglebell Barrens

RANKIN/BASS PRO SHOP: A pyramid of silver and gold. The single obvious entrance at its base is guarded by an angel (HD14) with a flaming sword. He forbids all entrance to the pyramid and is invulnerable to all weapons except for the fiery sword that he himself wields. 

Anyone who enters the pyramid transcends the fictional dimension and becomes real. They literally enter the real world. This is how Baby Jesus incarnated himself from Christmas Land.

Tuesday, December 23, 2025

0203: House of the Kringles - Hexmas Blog Bandwagon

0203

North: Conifer Mountain

Northeast: Three Calves

Southeast: The Grumpus

South: Gingerbread Village

HOUSE OF THE KRINGLES. A snowy landscape in the domain of the Winter Warlock. A cottage called the Least Homely House shelters a clan of svartalfar who practice the forbidden art of toy making. 

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There are five svartalfar remaining in the clan: Dingle, Bingle, Tingle, Wingle, and Zingle. Stats as dwarves. 

The svartalfar offer specialist training for those who are willing to accept quests to deliver toys. 

TRAINING

  • Climb Like Ratatosk: Ratatosk the Squirrel runs up and down the World Tree. Spend a Downtime Action with the svartalfar to learn the skill Climb Sheer Surfaces like a thief of equivalent level.
  • Leap Like Reindeer: The Reindeer of this region's diet is infused with the Spice Pixie. Spend a Downtime Action to take this spice. You may now cast the magic-user spell Jump once per day. This training can be repeated up to four times, increasing the number of times you can cast this spell.
  • Selkie's Trick: The svartalfar have an alliance with the selkies of the north. Spend a Downtime Action to forge a pact with them and gain one of their seal-skin cloaks. When you use the cloak, you can take a seal's form 1x/day for 10 min per level.

! - DUCK DELIVERY: The Miser Master of Sadtown's (0602) reign of terror has gone on long enough. End it. Use this toy duck on wheels. Make it look like an accident. 

 

Thursday, December 18, 2025

The Lifecycle of RPG Publishing

As I've mentioned before on this blog, I'm currently doing a preorder campaign instead of a "traditional" crowdfunding campaign for my first big project for His Majesty the Worm, The Castle Automatic:

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Click the pic to learn more

Since I'm currently going through the process of publishing an RPG supplement, I thought it might be worthwhile to enumerate the basic outline of my process: the steps that it takes to get a physical book made with a publisher. The process can feel opaque if you've not involved in the industry. But I promise you: If I can do it, you can do it! 

The Phases of Making a Big Old Dungeon

Roughly, we can think of the process as a waterfall workflow with six main phases. People familiar with the software development lifecycle will know that waterfall is a dirty word, but there are meaningful gates that prevent future work being done. For example, you cannot do fulfillment until the book is printed

That said, by knowing all the steps, you can anticipate what is coming next and begin pre-work on that step. For example, because we know that we're bundling the book with a map, we'll need to anticipate packaging these orders together.

The steps are:

1. Writing: Get the dang thing on paper! This also includes playtesting, revising, and developmental editing.

2. Editing: Before the book can be laid out, the text needs to be copyedited and free of errors. All of the references, monster stats, and room descriptions on page 140 should be consistent with those on page 14.  

3. Layout & Art: Next comes the act of making the text look good by laying it out with expert graphic design and all new art. This also includes creating graphics for information design and indexing.

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Psst. This is how The Castle Automatic is looking, re: layout and art. 

4. Printing: At this stage, the creative team is pretty much done, but we're still only halfway to our goal of having the book in hand! The book goes into pre-press to make sure everything was set up correctly for print—colors, margins, gutters, etc. Then, the book is sent to the printers. (At this point, Early Worms will get a digital copy of the book!)

5. Shipping & Warehousing: Once the book is printed, it makes the journey by boat to the United States for warehousing. This part can take a surprisingly long time--3-4 months.

6. Delivery: Once Exalted Funeral has the book, it can be shipped to Early Worms!

Status update for The Castle Automatic

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Status: On track

Current phase: Editing (95% complete)

Next steps: Layout is set to begin as soon as copyediting is finalized. Our goal is to finish the layout early next year. In the background, the key art for the module has already been completed. Once layout is complete, additional art may be needed to fill gaps and get everything looking great. Once all additional art has been placed, the digital edition will be ready!

Preorder Timeline

We've had a few Early Worms asking how long the preorder campaign will be open. We would like to give people a chance to get in on being an Early Worm, but still make it special by not having the Early Worm map incentive go on for too long. We anticipate the Preorder Early Worm with Map Campaign to end around the end of the first quarter of next year and then switch to a full priced preorder. That give us plenty of time to know how many maps we need ahead of the early summer delivery! 

If you're excited too, let people know about the book! Tell your friends! Chatter on Reddit! Holler on Discord! Let the Early Worms multiply.

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Friday, December 12, 2025

Middle-earth Hexcrawl Project: The Shire (Complete)

Back in September of this year, I began a daily writing prompt inspired by this year's reread of The Lord of the Rings and Idraluna Archive's excellent hexmap of Middle-earth. I began writing one hex entry a day.

Now, three months later, I have keyed all of the hexes within the bounds of the Shire. I have collated all of the entries together, here, for your convenience and enjoyment.


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Click on the cover to access the document.
Art by Goran Gligovic, used with permission.


This document includes

  • Each hex, village, and township within the Shire
  • Random encounters for rural hexes
  • Random encounters for urban hexes
  • Rumours
  • A linked calendar 
  • Dozens of quests for would-be burglars
  • Five nested mini-dungeons 

Settlements

Eastfarthing

Northfarthing

Southfarthing

Westfarthing

Quests

Location Adventures

  • Broken Windmill (45.53)

  • Deephallow House (50.59)

  • Gypsum Mine (43.55)

  • Mr. Cuthbert Burrowes's Hedge Maze (44.58)

  • Ruined Watchtower (42.59)

I hope you have fun with it!


Did you enjoy this free content?

If you've enjoyed the work I've put out for free on the blog, I hope you'll consider backing my current project: THE CASTLE AUTOMATIC, my forthcoming dungeon for His Majesty the Worm. Right now, we're doing a form of direct crowdfunding. I'd love for you to preorder the book! You get a discount and a sweet map from Guy Pradel!