The Tenth Ring
The resident shop in the Explorers Guild, is called the Tenth Ring.
It is here that adventurers most often stock up on supplies and sell the treasures they find on quests. They stock everything found in general stores, as well as the items listed below.
However the shop sells based on your rank within the guild. As people advance in guild rank more items shall appear here, for those of such ranks.
Check back from time to time to see if they have added more items to their shop, or if something has gone on sale! (items on sale will be in italics)
|Ammunition +1||50 + ammo cost||N|
|Unbreakable Arrow||25 + ammo cost||N|
|Walloping Ammunition||30 + ammo cost||N|
|Armor of Magical Strength||?||Y|
|Cast-Off Armor||50 + armor cost||N|
|Smoldering Armor||75 + armor cost||N|
|Potion of Climbing||30||N|
|Potion of Greater Healing||N|
|Potion of Healing||50||N|
|Potion of Mana||200||N|
|Potion of Poison||500||N|
|Potion of Resistance (any)||500||N|
|Potion of Water Breathing||400||N|
|Weapon of Warning||400 + weapon cost||Y|
|Weapon + 1||500 + weapon cost||N|
Weapon (any ammunition), uncommon
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.
Weapon (arrow), common
This arrow can’t be broken, except when it is within an antimagic field.
Weapon (any ammunition), common
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
ARMOR OF MAGICAL STRENGTH
Armor (light, medium, or heavy), common (requires attunement)
While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws.
The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn.
Armor (light, medium or heavy), common
You can doff this armor as an action.
Armor (any), common
Wisps of harmless, odorless smoke rise from this armor while it is worn.
POTION OF CLIMBING
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
POTION OF GREATER HEALING
You regain 4d4 + 4 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.
POTION OF HEALING
You regain 2d4 + 2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.
POTION OF MANA
This blue liquid is created using the essence of magic. When you drink this potion, you regain 1d2+1 spell points.
POTION OF POISON
This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
POTION OF RESISTANCE, (any)
When you drink this potion, you gain resistance to the type of damage the potion is for 1 hour. When you purchase the potion choose either (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant or thunder)
POTION OF WATER BREATHING
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
Weapon (any), uncommon
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
WEAPON OF WARNING
Weapon (any), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Weapon (any), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.