Jeweler's Shop

Gemstone Price Weapon effect Armor Effect

Diamond
150
Gold
+1 Combat Die to Attack +1 Combat Die to Defend

Emerald
150
Gold
Poisoned: -2 Combat Die in Attack and Defense Poison and Bane Resistance

Garnet
150
Gold
+1 Combat Die against Greenskins and Chaos forces. +1 Mind Point

Pearl
150
Gold
+1 Combat Die Against Undead +1 Body Point

Peridot
150
Gold
Luck: Reroll 1 Combat die on Each attack.
You must keep the 2nd result.
Luck: Each time you search for treasure
you may draw two cards and keep the
best card. If rolling on a treasure table
you may likewise roll twice and take the
best result.

Ruby
150
Gold
+1d4 Fire Damage Fire Resistance: In most cases, where
a player gets 1d6 per Body Point to resist
the damage, the Hero gets one additional
d6. This will, of course, vary by spell
effect. DM discretion encouraged.

Sapphire
150
Gold
+1d4 Ice Damage Cold Resistance: In most cases, where
a player gets 1d6 per Body Point to resist
the damage, the Hero gets one additional
d6. This will, of course, vary by spell
effect. DM discretion encouraged.

Topaz
150
Gold
+1d4 Lightening Damage Lightening Resistance: Instead of taking
automatic damage, this will allow a Hero
to roll 2d6 to defend. Each 5 or 6 rolled
reduces the damage by one Body Point.

Onyx
150
Gold
+1d4 Acid Damage Acid Resistance: A piece of armor socketed
with an Onyx cannot be destroyed by acid.

Amethyst
150
Gold
+1 Combat Die Against Reptiles and Dragons. Damage Reflection: One Combat
Die of physical damage is reflected
back at any enemy that attacks the
wearer in physical combat.


Kunzite
150
Gold
Divine Light: Lights up all darkness and magical
darkness in a five space radius. Once per game
the Hero may cause the light to burst outwards.
All monsters seeing the burst must roll 1d6 per
Mind Point and may only attack the Hero emitting
this light if they roll a 5 or a 6.
Divine Light: Lights up all darkness and magical
darkness in a five space radius. Once per game
the Hero may cause the light to burst outwards.
All monsters seeing the burst must roll 1d6 per
Mind Point and may only attack the Hero emitting
this light if they roll a 5 or a 6.

Notes:
Gem effects don't stack. This means that if a Hero puts
a second gemstone of the same type into their item
nothing happens. For example, a sword with 2 diamonds
in it only has a +1 Combat die modifier, not +2.

The Heroes can also get gems in game. If
the player pulls the "Gem" treasure card,
roll 1d100 and check the following table.


Random Gem Table:

Result Gem
1-9 Diamond
10-18 Emerald
19-27 Ruby
28-36 Sapphire
37-45 Topaz
46-54 Peridot
55-63 Pearl
64-72 Garnet
73-81 Onyx
82-90 Amethyst
91-100 Kunzite



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