[Gathering the Components](/Rules.aspx?ID=1948)\r\n\r\n**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 172 1.1\r\n\r\n\r\n\r\nLocating the individual crafting quest components for a single story-crafted item should occur in separate and distinct areas, even if they're all in one larger location (like a dungeon or one large forest). This makes the item feel like it was earned, rather than given, and prevents the characters from exceeding the normal time limits that are a part of the crafting process.\n\n Each component should be either a part of the final item or something used during the creation process itself. For example, if you were trying to create a powerful bow that calls upon storms, you might need to find the heart of a tree burned by lightning, the scale of a [blue dragon](/MonsterFamilies.aspx?ID=166), or even the breath of a powerful [air elemental](/MonsterFamilies.aspx?ID=41). Alternatively, the component might be a person or place necessary for the crafting, like a woodcarver who survived a shipwreck, or a workshop located atop a mountain. In any event, each component should feel like it's building toward a completed item as part of the well-rounded story that tells of its creation.\r\n\r\n\r\n\r\n\r\n\r\n\r\n",
"name": "Gathering the Components",
"next_link": {
"label": "Forging the Treasure",
"url": "/Rules.aspx?ID=1949"
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"previous_link": {
"label": "Beginning the Quest",
"url": "/Rules.aspx?ID=1947"
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"rarity": "common",
"release_date": "2023-02-22",
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"search_markdown": "\r\n**Source** [Treasure Vault](/Sources.aspx?ID=191) pg. 172 1.1\r\n\r\nSecrets of Crafting / Story-Based Crafting / Crafting by Questing / Crafting Quests\r\n",
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"source_markdown": "[Treasure Vault](/Sources.aspx?ID=191) pg. 172 1.1",
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"text": " Gathering the Components Source Treasure Vault pg. 172 1.1 Locating the individual crafting quest components for a single story-crafted item should occur in separate and distinct areas, even if they're all in one larger location (like a dungeon or one large forest). This makes the item feel like it was earned, rather than given, and prevents the characters from exceeding the normal time limits that are a part of the crafting process. Each component should be either a part of the final item or something used during the creation process itself. For example, if you were trying to create a powerful bow that calls upon storms, you might need to find the heart of a tree burned by lightning, the scale of a blue dragon, or even the breath of a powerful air elemental. Alternatively, the component might be a person or place necessary for the crafting, like a woodcarver who survived a shipwreck, or a workshop located atop a mountain. In any event, each component should feel like it's building toward a completed item as part of the well-rounded story that tells of its creation. ",
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"url": "/Rules.aspx?ID=1948",
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