⚒️ Forging Lesson – Mini-Game
🎯 Objective
Each player forges their own personalized scaling weapon. To succeed, they must
pass through three forging stages:
Shaping the Base (metalwork)
Infusing the Essence (magic or spirit)
Quenching the Bond (attunement/personalization)
Each stage has skill challenges, choices, and potential mishaps.
🪨 Stage 1 – Shaping the Base
They hammer raw materials into their chosen weapon form.
Skill Options:
Smith’s Tools + STR/DEX (DC 12) – hammering, shaping.
Athletics (STR) (DC 12) – raw force to bend stubborn metal.
Sleight of Hand (DEX) (DC 14) – precise strikes.
Success: Weapon takes form.
Failure:
First failure = cosmetic flaw (scarred blade, warped hilt — cool RP flavor).
Second failure = -1 to attack rolls until reforged by a master (the teacher can
“fix” it later at a cost or quest).
Optional Rival Twist: Other students heckle, giving disadvantage unless PCs push
back (Intimidation or Performance DC 12).
🔮 Stage 2 – Infusing the Essence
They add a magical ingredient (chosen by the player) to imbue the weapon with
power.
Skill Options:
Arcana (INT) (DC 13) – understanding how to bind essence.
Nature (WIS) (DC 13) – working with primal elements.
Religion (WIS) (DC 13) – invoking divine blessing.
Smith’s Tools + INT (DC 13) – technical fusion.
Success: Weapon gains its Essence (Fire, Shadow, Lightning, etc. — see list from
last answer).
Failure: The essence reacts poorly. Roll on the Forging Mishap Table (see below).
🌊 Stage 3 – Quenching the Bond
They cool the weapon and “seal” their connection.
Skill Options:
Constitution Save (DC 14) – withstand heat while holding weapon during cooling.
Arcana/Religion/Nature (DC 14) – stabilize the bond spiritually.
Performance (CHA) (DC 14) – chanting, ritualizing the moment.
Success: Weapon bonds perfectly.
Failure: The weapon still works but carries a quirk (roll on Quirks Table below).
🎲 Tables
Forging Mishaps (Stage 2 Failures)
Roll 1d6:
Boom! Minor explosion — 1d4 fire/lightning/necrotic damage to forger.
The essence seeps into your skin — eyes glow faintly for 1d6 hours.
Essence partially binds — weapon is dull until next long rest.
Residual magic affects workshop — random wild magic surge effect (small).
You inhale fumes — disadvantage on next skill check.
Teacher intervenes — stern scolding, but weapon is stabilized.
Weapon Quirks (Stage 3 Failures)
Roll 1d6:
Weapon hums loudly when drawn.
Sparks, embers, frost, or shadows constantly leak from it.
The weapon whispers encouragement (or insults) in battle.
It glows faintly under moonlight.
It demands to be cleaned/oiled daily or sulks (cosmetic only).
It changes color depending on your mood.