The Gleaming Jewel

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The Gleaming Jewel

Post by Admin on Wed Sep 02, 2015 7:50 pm

The Gleaming Jewel has the fairest prices and an impressive selection of finely crafted jewelry. It is privately owned by The Balehearts, a dwarven couple belonging to the Jewelers guild.

Pick a piece of Jewelry and add any desired stones.

Copper
Rings - 5sp
Bracelets - 8sp
Necklace - 1gp
Armlet - 9sp
Torc - 1gp
Hairpin - 5sp
Brooch - 8sp
Amulet - 1gp
Earrings 6sp
Piercings 5sp

Silver  
Rings - 2gp
Bracelets - 3gp
Necklace - 8gp
Armlet - 4gp
Torc - 6gp
Hairpin - 2gp
Brooch - 10gp
Amulet - 12gp
Earrings -  3gp
Piercings - 2gp

Gold
Rings - 15gp
Bracelets - 20gp
Necklace - 45gp
Armlet - 25gp
Torc - 30gp
Hairpin - 15gp
Brooch - 45gp
Amulet - 50gp
Earrings -  20gp
Piercings - 25gp

Platinum
Rings - 60 gp
Bracelets - 70gp
Necklace - 100gp
Armlet - 70gp
Torc - 120gp
Hairpin - 50gp
Brooch - 100gp
Amulet - 130gp
Earrings - 75gp
Piercings - 80gp

Stones
Arcana Gem -10gp
Moonstone - 20gp
Obsidian -  20gp
Amethyst - 25gp
Sapphire - 40gp
Emerald - 50gp
Ruby - 60gp
Diamond - 100gp
Baulrite - 120gp

The following are enchanted rings that can only be purchased at the Gleaming Jewel:

Ring of Mind Shielding - 400gp While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Ring of Water Walking - 160gp While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Ring of Animal Influence - 160gp This ring has 3 charges. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: Animal friendship (save DC 13) Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower Speak with animals.
Ring of Evasion - 360gp (requires attunement) This ring has 3 charges. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Ring of Free Action - 400gp While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Ring of Protection - 60gp You gain a +2 bonus to AC and saving throws while wearing this ring.
Ring of Resistance - 100gp You have resistance to one damage type while wearing this ring. Choose at the time of purchase.
Ring of Spell Storing - 180gp This ring stores spells cast into it. The ring can store up to 5 levels worth of spells at a time. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The level of the slot used to cast the spel! determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Ring of Regeneration - 360gp While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Ring of Telekinesis - 225gp While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.
Ring of Spell Turning - 240gp While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

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