Evonshire cloaks are a non-magical cloak that is one of the signature items produced by Evonshire’s Outdoor Goods, found in Merchants of Sundara, a cloak that is both warm and waterproof and provides a ready means of improving the chances of surviving outdoors.
When an Evonshire cloak is worn, it provides a +2 circumstance bonus on Constitution saves against cold weather. It will also provide a +2 bonus for any items worn under the cloak, or the wearer, on saving throws required due to rain, and even a +1 bonus for such should the character be immersed.
Cost: 10 gp Weight 1/2 lb
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Futuristic settings may often have cheap and poor quality foods available. 100 Cheap Foods for a Futuristic Setting has 100 such for characters to find.
Alchemy labs can be full of strange and potentially dangerous things and 100 Things to Find in an Alchemy Lab (5E) has 100 such items for characters to find. This is a conversion of the original supplement to 5th Edition. You do not need all versions.
Characters may encounter dwarves and 100 Dwarves for Aysle has 100 such for them to meet in Torg Eternity. Each dwarf is named and given a brief description.
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The Takatori dwarves of Sundara boast an intricate tattoo culture, and those who can understand the tattoos can determine a dwarf’s marital status, trades, origin, successes and more just by examining them. Some of the tattoos are also magical in nature, doing more than simply showing a dwarf’s accomplishments to the world. The magical tattoos of the Takatori follow the standard rules for such. It is possible for non-Takatori to bear these tattoos, but it’s rare to find any who have other than those who have been fully integrated into a Takatori community.
These tattoos are given to those who are masters in their field of craft, and the tattoos incorporate an element of the skill in question in their design; a tattoo for a master of armour, for example, might incorporate a breastplate. They can be created to benefit any skill, though that skill must be determined before the tattoo is done; they cannot be changed to a different skill afterwards; another tattoo would need making instead. Thus, the character must declare what kind of skill they are planning to use with it prior to creation; the GM should decide whether the skill definition is too broad.
The most common tattoos found amongst a group of Takatori are for skills that are relevant to that group; Takatori far from the ocean are unlikely to sport many ship tattoos. Takatori may still sport tattoos for any craft; it’s just that how common a particular type of tattoo is varies by the region, and those Takatori that live outside their traditional lands are more likely to have tattoos that would not be as common in their own realms.
A Master Crafter’s Tattoo provides a +2 bonus to Attribute Checks when making items using the declared skill.
This is a new item for use with Cities of Sundara.
Gemstones are one of the most prized treasures of the earth, with many different types of gems in many different lands. Dragongems only occur in the lands where dragon steel, from which they gain their name, can be found, which makes them difficult to get at the best of times. Even scarcer than dragon steel, the volcanic nature of the dragon steel lands adds to the danger of finding dragongems. Only in Ironfire are dragongems dug up with any regularity and even there they are scarce, and the subject of fierce bidding should they come onto the market.
Dragongems are an extremely rare form of diamond found in igneous rocks, and are commensurately valuable as a result. The carbon of the diamond contains inclusions of dragon steel that reflect the light in unusual ways and give the gems a strange, steel-like colour when light is shone on them. Peering into a dragongem will reveal tiny crystals of dragon steel inside it.
Dragongems are not quite as hard as diamonds, as the dragon steel inclusions slightly weaken the gemstone’s structure. This does make them easier to shape than diamonds, but not that much easier, as they are as hard as rubies and sapphires.
A dragongem will be worth at least twice what a diamond of the same size and quality would be. Though dragongems can be used to make unusual pieces of jewellery, they are rarely used for such mundane purposes. The sorcerers and spellusers of Archbliss have discovered that dragongems are unusually potent when it comes to enchanting them for magical use. They have a natural ability to enhance magics that have to do with sharpness and hardness, and can be found embedded in the hilts of dragon steel swords, where they can improve even a non-magical weapon, or in rings and amulets that are intended to improve various martial abilities and defences.
Dragongem Pommel
Wondrous item, rare
A dragongem pommel is a pommel- or hilt-mounted enchanted dragongem that can be attached to a sword of any type. The sword or dagger to which it is attached will gain a +1 bonus to damage rolls and 10 hit points and will also be classed as a magic weapon for attack purposes. The bonuses stack with any that already apply.
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Even in a futuristic setting, books, whether digital or physical, still exist, and 100 Books for a Cyberpunk Setting has 100 such on a variety of subjects to flesh out a bookshelf.
A Dekas of Alchemical Items VII (5E) has ten new alchemical items for 5th Edition for characters to create or buy or for NPCs to own.
Consumables are magic items that are used up, and 20 Magic Consumables has 20 such for Aysle or any other cosm with a high enough Magic Axiom.
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The Fists of Kormmuz are sellswords found in Sellswords of Sundara (5E) who fight using leather hand wraps, cestus studded with metal plates and full gauntlets, dealing damage with their fists. Sometimes these are enchanted to do more damage or other injuries to the target.
Cestus of Stunning
Wondrous item, rare
Description
The cestus of stunning is a +1 weapon and looks like a normal cestus. It grants a +1 bonus to attack and damage rolls on unarmed attacks and on a successful blow it can deliver an additional 1d6 points of electrical damage and can stun the opponent. An opponent who takes a critical hit from a cestus of stunning, unless they are immune to electrical damage, must make a DC 7 Constitution save or be stunned for 1 round.
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Even in a futuristic setting, secret societies with various aims can still be a thing. 100 Secret Societies For a Sci Fi Setting has 100 such for characters to encounter, as friends, allies or foes.
A Dekas of Alchemical Items VI (52) has ten new alchemical items for Fifth Edition for characters to create or buy or for NPCs to own.
Even underwater, characters can have encounters, and 100 Fantasy Underwater Encounters – Supplement for Zweihander RPG has 100 such to have. These can be used as dangers, background colour or potential adventure hooks.
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Defeated enemies have pockets, and What Has He Got in His Pockets? 100 Bard Items has 100 items that could be found in the pockets, or other location, of a bard. They range from junk through odd to having minor magic powers.
A Dekas of Alchemical Items V (5E) has ten new alchemical items for 5th Edition for characters to create or buy or for NPCs to own.
Characters may hear rumours when asking around for information, and 100 Hooks and Rumours to Hear in or about the Trojan Reach has some for them to hear related to the Trojan Reach. They can be used as adventure hooks or background colour.
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In a futuristic setting, ruins still exist, whether of precursor civilisations or of places that have been abandoned, damaged or partly destroyed, and 100 Space Age Ruins has 100 such for characters to encounter.
Fantasy Bestiary (3Deep) has 96 new monsters of varying types for 3Deep, mostly aimed at a fantasy setting, but some usable in others.
100 Knick-knacks for Undermountain III has 100 minor items that could be found instead of trinkets or in an NPCs possession, all connected to Undermountain in some way.
Map – Village 14 is a hand-drawn black and white village map with a 300dpi resolution in four versions that can be used for personal and commercial use.
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The Dark Waters of Sundara are a species of gnome from Species of Sundara: Gnomes (5E) that lives in the swamps of the world. Luck is a serious matter to these gnomes, and they will give luck gifts to others as a mark of respect or affection. Luck gifts cannot be sold, as doing so brings only bad luck.
Dark Waters Luck Gift
Wondrous item, uncommon, requires attunement
Luck gifts can take many forms, but are always a small trinket that can be carried or worn; amulets around the neck are the most common.
Luck gifts can be used once to make an unsuccessful roll into a successful one, after which they break and become unusable.
Luck gifts, if someone is foolish enough to sell them, do not work for the buyer and curse the seller with a -2 penalty on all rolls until the curse is removed.
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