FoolsGold Gorthan sCraftyCraftingGuide v1.02
FoolsGold Gorthan sCraftyCraftingGuide v1.02
Crafting Guide
Credits
Fool’s Gold Creators Art Director
Jenna “Dingo” Woldenga, Felix Irnich Brian Scott Walters
Project Managers Artists
Graeme Fotheringham, Jordan Richer Melina Caron, Avery Howett, Jess Jackdaw, Alyse Stewart, Mariya
Fool’s Gold Crew Sviridova, Brian Scott Walters, Vanessa Wei, Jenna “Dingo” Woldenga
Game Master: Felix Irnich, Sips: Jenna “Dingo” Woldenga, Graphic Designer
Gothi: Avery Howett, Erina: Carson Cross-Danyluk, Madison Pflance
Julian: Jenna “Puddles” Pudlowski, Sneeze: Himself, Producer
Gorthan: John “Toilet” Coleman, Jawbone: Himself
Ricardo Evangelho
Writers and Game Designers
Special Thanks
Felix Irnich, Jordan Reimer, Jenna “Dingo” Woldenga
The Heliana’s Guide to Monster Hunting Team, everyone at
Editors Loot Tavern, and all our awesome Kickstarter backers who made
Verity Lane, Sebastian Yūe this possible!
ISBN: 978-1-7381204-9-9
May 2024
Fool’s Gold: Gorthan’s Crafty Crafting Guide is Copyright © 2024 Hit Point Press Inc. in the USA and other countries. 2487 Kaladar Ave, Unit 213, Ottawa, Ontario, K1V
8B9, Canada.
Fool’s Gold, the world of Ambria, its groups of individuals, its elements, its distinctive characters, and its locations are the sole property of Fool’s Gold Inc, 1664 Richter
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used with permission of Plane Shift Press LLC. All other characters and their distinctive likenesses are property of Hit Point Press Inc.
The materials described in this statement are protected under the copyright laws of the United States of America and around the world under international
intellectual property treaties. Any reproduction or unauthorized use of the materials contained herein or artwork contained herein is prohibited without the express
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Melina Caron
Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.
All characters and other entities appearing in this work are fictitious. Any resemblance to real persons, dead or alive, or other real-life entities, past or present,
is purely coincidental.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/
systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/
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Contents
How to Use This Supplement 2 Jungle Sheep and Jungle Sheep Alpha 8
Harvesting and Crafting Epic Items 3-12 Maxilla and the Hulking Host 9
Amalgahound 3 Mercury Dragon 10
Cryodon and Permafrost Cryodon 4 Tar Maw 11
Doom Duck 5 Watcher 12
Eradicator 6
Hooded Reaper 7
Jess Jackdaw
Amalgahound
Pauldrons
Melina Caron
CRYODON FAN
Wondrous item, rare (requires attunement)
This fan was crafted using scales from a cryodon and is always
cold to the touch.
The fan has 4 charges. While holding it, you can use an action to
expend 1 or more of its charges to cast one of the following spells (save
DC 15) from it: cone of cold (3 charges), polar fog1(2 charges), protection
from energy (fire or cold only, 1 charge), sleet storm (2 charges).
The fan regains 1d3 + 1 expended charges daily at dawn.
If you expend the last charge, roll a d20. On a 1, the fan shatters
into a thousand tiny snowflakes.
Very Rare Variant: Cryoarmor. The fan has 5 charges, the spell
save DC increases to DC 16, and you can also use it to cast fire shield
(3 charges) and ray of frost (1 charge, +8 to hit with ranged spell attack).
Legendary Variant: Cryostorm. The fan has 7 charges, the spell
save DC increases to DC 17, and its ranged spell attack increases to
+9. Additionally, you can use the fan to cast ice storm (3 charges).
Avery Howett
Jess Jackdaw
Constitution saving throw DC increases to DC 20. Additionally, a
creature that fails its saving throw suffers two levels of exhaustion.
If you start your turn with hit points equal to or less than your hit
point maximum while wearing the hat, your attacks deal an extra
5 (1d10) radiant damage on a hit.
Melina Caron
Eradicator ERADICATOR MISSILE LAUNCHER
Weapon (cannon), rare
ERADICATOR HARVESTING This missile launcher was stripped from an eradicator automaton.
In addition to the normal components harvested from a construct,
You have a +2 bonus to attack and damage rolls made with this
you can attempt to harvest up to four of the eraditcator’s1 missile
magic weapon.
launchers. Each missile launcher has a Component DC of 10.
The missile launcher is a martial ranged weapon with a range
Once harvested, each missile launcher must be modified before
of 30/60 feet and the heavy and reload (2 shots) properties. Each
it can be used as a weapon.
of its missiles deals 2d6 fire damage on a hit. The launcher holds
If an eradicator used its Self-destruct ability, roll a d100 on
two missiles. You can take the Attack action to shoot missiles at two
the Intact Missile Launchers table to determine how many missile
targets within 5 feet of each other, making a separate attack roll for
launchers are intact.
each missile. Alternatively, you can choose to fire just one missile.
INTACT MISSILE LAUNCHERS Once all the missiles are fired, it takes an action or bonus action to
reload the weapon.
d100 Number of Missile Launchers
Very Rare Variant: Incendiary Rounds. The weapon’s reload
01–25 1 property increases to 3 shots and the missile launcher can hold three
26–50 2 missiles. You can attack up to three targets within 5 feet of each other
51–75 3 with one Attack action. Additionally, each missile deals an extra 2d6
fire damage on a hit.
76–100 4
Legendary Variant: Armor-piercing Rounds. The weapon’s
reload property increases to 4 shots and the missile launcher can
Hazard: Explosive. The components of an eradicator are highly
hold four missiles. You can attack up to four targets within 5 feet of
unstable and dangerous to an untrained adventurer. When a creature
each other with one Attack action. If a creature wearing armor takes
fails to harvest one or more of the eradicator’s missile launchers,
damage from a missile, its AC is reduced by 2d4 until it repairs or
any unharvested missile launchers explode. Each creature within a
replaces its armor.
10-foot radius of the eradicator must make a VDC Dexterity saving
throw, taking 14 (4d6) fire damage on a failed save, or half as much
Tyrannosaurus-WRECK your opponents
damage on a success. The explosion ignites flammable objects in that
with this dino-MITE weapon of missile fun!
area that aren’t being worn or carried.
ERADICATOR CRAFTING TABLE
Rarity Essence Value
Rare Robust 3,800 gp
Very Rare Potent 9,800 gp Eradicator
Missle Launcher
Legendary Mythic 39,000 gp
Melina Caron
Jess Jackdaw
Jess Jackdaw
Hypnotic Sway. As an action, you can wave the lantern
hypnotically. Each creature that can see the lantern must succeed
on a DC 15 Wisdom saving throw or be charmed by you until the
end of its next turn or until it takes damage. While charmed, a target
must move up to its speed toward the lantern on each of its turns.
If a creature succeeds on its saving throw or the effect ends for it,
it is immune to the lantern’s Hypnotic Sway for the next 24 hours.
Very Rare Variant: Bright Light. The lantern’s True Light
radius increases to 25 feet. The Wisdom saving throw DC to resist
the lantern’s Hypnotic Sway increases to DC 17.
Legendary Variant: Drop ’Em. The lantern’s True Light radius
increases to 35 feet. The Wisdom saving throw DC to resist the
lantern’s Hypnotic Sway increases to DC 19. Additionally, a
charmed target drops anything it is holding.
Melina Caron
of a jungle sheep.
Really Wooly Toxic. While wearing this cloak, a creature that
touches you or hits you with a melee attack must succeed on a DC
12 Constitution saving throw or take 2d4 poison damage.
Rare Variant: Blood Poison. The cloak’s Constitution saving
throw DC increases to DC 14 and the poison damage increases
to 3d4. Additionally, a creature that fails its saving throw becomes
poisoned for 1d4 rounds.
Very Rare Variant: Hallucinations. The cloak’s Constitution
saving throw DC increases to DC 16 and the poison damage
increases to 4d4. Additionally, a creature that fails its saving throw
becomes poisoned for 1d6 rounds. While poisoned, the creature is
overwhelmed by vivid hallucinations and is frightened of you.
Melina Caron
MAXILLA’S TOOTHACHE
Weapon (any sword), uncommon
This blade is forged from the toothy, torn-off tentacle of a maxilla
and inflicts horrible tearing damage. When you hit with this magic
Maxilla’s weapon, your attack deals an extra 1d4 slashing, 1d4 bludgeoning,
Toothache
and 1d4 piercing damage.
Bloody Bites. This awful blade causes messy wounds that are
difficult to heal. When you hit a creature with this sword, it must
Jess Jackdaw
make a DC 13 Constitution saving throw. On a failure, whenever
the target regains hit points from any source, the number of hit
points it regains is halved. This effect lasts until the target finishes a
short or long rest.
Rare Variant: Tooth Decay. You have a +1 bonus to attack and
damage rolls made with this weapon. Additionally, the sword deals
an additional 1d4 necrotic damage on a hit.
Very Rare Variant: Virulent Venom. You have a +2 bonus to
attack and damage rolls made with this weapon. Additionally, when
you hit a creature with this weapon, it must succeed on a DC 14
Constitution saving throw or become poisoned for 1d4 rounds.
While poisoned in this way, a creature takes 1d4 poison damage at
the start of each of its turns.
Melina Caron
Jess Jackdaw
command word, causing the tar to ignite and burn with eerie blue
flames. The flames shed dim light in a 10-foot radius and last for
1 minute, or until you drop or sheathe the sword. When you hit a
creature while the blade is ignited, the target takes an extra 1d10 fire
damage and the blade’s tar sticks to the target. At the start of its next
turn, the target must succeed on a DC 16 Dexterity saving throw
or take 1d10 fire damage. A target can automatically succeed on
this saving throw by using its action to drop prone and roll on the
ground, putting out the flames. Once the Ignited Blade property has
been used, it can’t be used again until the next dawn.
Legendary Variant: Tar More. You gain a +2 bonus to
attack and damage rolls made with this magic weapon.
The Dexterity saving throw DC increases to DC 18
and its fire damage increases to 2d10. Once the
Ignited Blade property has been used four times,
it can’t be used again until the next dawn.
Melina Caron
WATCHER’S SHIELD
Armor (shield), rare
This extremely sturdy metal shield is crafted from a watcher
automaton’s faceplate. The shield has three massive horns and
resembles a triceratops’ head. While holding this shield, you gain
Jess Jackdaw
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