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

AmmunitionPrice/gpAttunement (y/n)
Ammunition +150 + ammo costN
Unbreakable Arrow25 + ammo costN
Walloping Ammunition30 + ammo costN

Armour

ArmourPrice/gpAttunement (y/n)
Adamantine Armor500 + armor costN
Armor of Gleaming75 + armor costN
Cast-Off Armor50 + armor costN
Mariner’s Armor400 + armor costN
Mithral Armor450 + armor costN
Smoldering Armor75 + armor costN

Potions

PotionPrice/gpAttunement (y/n)
Potion of Climbing30N
Potion of Greater Healing200N
Potion of Healing50N
Potion of Poison500N
Potion of Resistance (any)500N
Potion of Water Breathing400N

Weapons

WeaponPrice/gpAttunement (y/n)
Blood Spear375 + weapon costY
Javelin of Lightning350 + weapon costN
Moon-Touched Sword75 + weapon costN
Seeker Dart100 + weapon costN
Shatterspike550 + weapon costY
Storm Boomerang150 + weapon costN
Sword of Vengeance400 + weapon costY
Trident of Fish Command300 + weapon costY
Veteran’s Cane50 + weapon costN
Weapon of Warning400 + weapon costY
Weapon + 1500 + weapon costN

Ammunition Descriptions

AMMUNITION, +1

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.

UNBREAKABLE ARROW

Weapon (arrow), common

This arrow can’t be broken, except when it is within an antimagic field.

WALLOPING AMMUNITION

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.

Armour Descriptions

ADAMANTINE ARMOR

Armor (medium, or heavy, but not hide), uncommon

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.

ARMOR OF GLEAMING

Armor (medium, or heavy), common

This armor never gets dirty.

CAST-OFF ARMOR

Armor (light, medium or heavy), common

You can doff this armor as an action.

MARINER’S ARMOR

Armor (light, medium or heavy, uncommon

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

MITHRAL ARMOR

Armor (medium, or heavy, but not hide) uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

SMOLDERING ARMOR

Armor (any), common

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Potion Descriptions

POTION OF CLIMBING

Potion, common

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

Potion, uncommon

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

Potion, common

You regain 2d4 + 2 hit points when you drink this potion. Whatever its potency, the potion’s red liquid glimmers when agitated.

POTION OF POISON

Potion, uncommon

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)

Potion, uncommon

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

Potion, uncommon

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 Descriptions

BLOOD SPEAR

Spear, uncommon (requires attunement)

When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.
Any creature can wield the spear, but only the character chosen by Kavan to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

JAVELIN OF LIGHTNING

Javelin, uncommon

This Javelin is a Magic Weapon. When you hurl it and speak its Command Word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage.

The javelin’s property can’t be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.

MOON-TOUCHED SWORD

Weapon (any sword), common

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.

SEEKER DART

Dart, uncommon

This small dart is decorated with designs like windy spirals that span the length of its shaft.

When you whisper the word “seek” and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.

When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart’s magic is then spent, and it becomes an ordinary dart.

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

SHATTERSPIKE

Weapon (longsword), uncommon (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

STORM BOOMERANG

Weapon (boomerang), uncommon

This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 feet, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the boomerang deals 1d4 bludgeoning damage and 3d4 thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, the boomerang returns to the thrower’s hand.

Once the boomerang deals thunder damage to a target, the weapon loses its ability to deal thunder damage and its ability to stun a target. These properties return after the boomerang spends at least 1 hour inside an elemental air node.

SWORD OF VENGEANCE

Weapon (any sword), uncommon (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.

TRIDENT OF FISH COMMAND

Weapon (trident), uncommon (require attunement)

This Trident is a Magic Weapon. It has 3 Charges. While you carry it, you can use an action and expend 1 charge to cast Dominate Beast (save DC 15) from it on a beast that has an innate swimming speed. The Trident regains 1d3 expended Charges daily at dawn.

VETERAN’S CANE

Weapon (longsword), common

When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.

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, +1

Weapon (any), uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Image – https://www.pinterest.com.au/pin/755971487422327033/