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)
Armor of Magical Strength?Y
Cast-Off Armor50 + armor costN
Smoldering Armor75 + armor costN

Potions

PotionPrice/gpAttunement (y/n)
Potion of Climbing30N
Potion of Greater Healing200 100N
Potion of Healing50N
Potion of Mana200N
Potion of Poison500N
Potion of Resistance (any)500N
Potion of Water Breathing400N

Weapons

WeaponPrice/gpAttunement (y/n)
Hellfire Weapon?N
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.

SOURCE

Dungeon Master’s Guide

UNBREAKABLE ARROW

Weapon (arrow), common

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

SOURCE

Xanathar’s Guide to Everything

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.

SOURCE

Xanathar’s Guide to Everything

Armour Descriptions

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.

SOURCE

Unearthed Arcana: Subclasses, Part 3

CAST-OFF ARMOR

Armor (light, medium or heavy), common

You can doff this armor as an action.

SOURCE

Xanathar’s Guide to Everything

SMOLDERING ARMOR

Armor (any), common

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

SOURCE

Xanathar’s Guide to Everything

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.

SOURCE

Dungeon Master’s Guide

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.

SOURCE

Dungeon Master’s Guide

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.

SOURCE

Dungeon Master’s Guide

POTION OF MANA

Potion, uncommon

This blue liquid is created using the essence of magic. When you drink this potion, you regain 1d2+1 spell points.

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.

SOURCE

Dungeon Master’s Guide

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)

SOURCE

Dungeon Master’s Guide

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.

SOURCE

Dungeon Master’s Guide

Weapon Descriptions

HELLFIRE WEAPON

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).

SOURCE

Baldur’s Gate: Descent into Avernus

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.

SOURCE

Dungeon Master’s Guide

WEAPON, +1

Weapon (any), uncommon

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

SOURCE

Dungeon Master’s Guide

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