Table of Contents
Lost and Foundry
The Lost and Foundry is a major smithing operation governed by the Smithy Sisters, a not-quite-related group of girls who do everything from hand-smithing to 3D-printing designs with the assistance of their virtual companion, Ami. The place is also a de facto temple of Mekista, and has permanent license to produce cheap soulphones dating back to the Wanderer's Rebellion.
Enchantments and Enhancements
One thing that the Lost and Foundry prides itself on is in improving on existing technology as well as expanding upon it, via magic or high technology.
Weapon Enchantments
Moontouched: These blades are enchanted to provide the blessings of the moon to its wielder, as well as putting the weight of the moon on its targets. Moontouched weapons qualify as a magical weapon for purposes of damaging creatures, and in darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. They have special effects against shapeshifters; a shapeshifter wielding this blade cannot be forced out of their current form except by incapacitation, and a shapeshifter injured by this blade is immediately forced back into their regular form. 300 gp.
Flametouched: Blessed by the goddess Pele, the blade can be commanded to ignite or extinguish itself at a command. While ignited, the blade creates bright light in a 15-foot radius and dim light for an additional 15 feet due to the flame, and the weapon inflicts +1d4 fire damage on a successful hit. 500 gp.
Armor Enhancements
A set of armor (but not a shield) can be made with any of the following enhancements, each of which increases its cost. Magic armor or armor that has already been crafted cannot be given any enhancements, subject to DM discretion.
Most armor enhancements increase the Strength requirement of the armor. If an armor does not have a Strength requirement normally, its requirement after being enhanced becomes 10 + the increase of the enhancement.
Enhancement | Summary | Cost | Strength |
---|---|---|---|
Radiant Armor | Glows in the dark (dim light within 15 feet) | +50g | — |
Spiked Armor | Covered in weaponized spikes that deal 1d4 piercing on contact | +50g | Str +1 |
Rustproof Armor | Immune to rust and corrosive damage | +50g | Str +1 |
Alacritous Armor | Can be donned or doffed as an action | +200g | Str +3 |
Marine Armor | Wearer gains a swim speed equal to base walking speed | +350g | Str +2 |
Quiet Armor | Doesn't impose disadvantage on Stealth checks | +500g | Str +1 |
Climber's Armor | Wearer gains a climb speed equal to base walking speed | +500g | Str +2 |
Flameheart Armor | Grants the wearer cold resistance, but fire vulnerability | +300g | Str +2 |
Frozenheart Armor | Grants the wearer fire resistance, but cold vulnerability | +450g | Str +2 |
Shockproof Armor | Grants the wearer lightning resistance | +750g | Str +2 |
Magic Armor | Grants the wearer an additional +1 AC | +1000g | - |