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Author Topic: The Arm of the Ram  (Read 39 times)

Spike

The Arm of the Ram
« on: January 31, 2010, 01:12:13 pm »


All prices subject to negotiation.

[SIZE=24]Enhancements & Resistances[/SIZE]

Weapon Enhancements:
Compound Bow Parts I = 1000 True

Elemental Enhancements:

Cold/Electrical/Fire Enhancement I (2 elemental damage) = 1500 True
Electrical/Fire Enhancement II (1d4 elemental damage) = 4500 True
Electrical/Fire Enhancement III (1d6 elemental damage) = 10,000 True
Cold/Electrical/Fire Enhancement IV (1d8 elemental damage) = 20,000 True

Silver Enhancements:
Silver Enhancement I (2 damage vs. Undead/Werebeasts) = 3000 True
Silver Enhancement II (1d4 damage vs. Undead/Werebeasts) = 6000 True
Silver Enhancement III (1d6 damage vs. Undead/Werebeasts) = 15,000 True
Silver Enhancement IV (1d8 damage vs. Undead/Werebeasts) = 20,000 True

Elemental Resistances:

Electrical/Acid/Cold/Fire Resistance I (5/- elemental resistance) = 4500 True
Electrical/Cold/Fire Resistance II (10/- elemental resistance) = 15,000 True


[SIZE=24]Armour, Shields & Clothes[/SIZE]

Bracers & Gloves:
Bracers of Armor +2 (Armour Class +2 (Armor Modifier), Level Required 8 ) = 3000 True
Bracers of the Scout (Armour Class +1, Camouflage 2 charges/use, Darkness 1 use/day, Level Required 8 ) = 3000 True
Gloves of Animal Handling (Animal Empathy +3, only usable by Druids and Rangers, Level Required 1) = 120 True
Gloves of Appraisal (Appraise +3, Level Required 1) = 120 True
Gloves of Concentration (Concentration +3, Level Required 1) = 120 True
Gloves of Minuscule Observation (Search +12, Level Required 6) = 2800 True
Gloves of the Scout (Dexterity +1, Hide +2, Listen +2, Move Silently +2, Parry +2, Spot +2, Level Required 9) = 5700 True
Lion Leather Gloves (Attack Bonus +1, Level Required 3) = 1000 True

Belts:
Archers Edge (Armour Class +1, Entropic Shield 1 use/day, Level Required 8 ) = 5000 True
Belt of Acquisition (Dexterity +1, Pick Pocket +4, Expeditious Retreat 1 use/day, Level Required 9) = 7400 True
Belt of Cunning (Wisdom +1, Hide +1, Search +1, Level Required 8 ) = 4100 True
Belt of Evading (Reflex +2, Hide +3, Move Silently +3, Tumble +3, Expeditious Retreat 1 use/day, Level Required 12) = 12000 True
Elemental Ejector Belt U-43 (Dragon Breath Acid/Cold/Fire/Lightning 1 charge/use each, Level Required 8 ) = 7400 True
In Honour of Shadow ( Armour Bonus verses Undead +4, Acid Resistance 10/-, Spell Resistance 20, Level Required 19) = 58,000 True
Healers Hug (Heal +3, Cure Critical Wounds 1 use/day, Level Required 12) = 12,500
Utility Belt (Wisdom -2, Hide -8, Listen-2, Move Silently -8, Dexterity +1, Disable Trap +5, Open Lock +5, Set Trap +5, Level Required 13) = 18,000 True

Boots:
Acenders March (Armour Class verses Elemental/Giant +3, Armour Class verse Goblinoids +2, Level Required 14) = 4000 True
Alaamiathela's Slippers (Armour Class Dodge +1, Cold Resistance 5/-, Light Bright (20m) Blue, Heal +4, Spellcraft +4, Level Required 9) = 5000 True
Blue Suede Shoes (Charisma +1, Dexterity +1, Perform +2, Tumble +2, Level required 10) = 8000 True
Boots of the Militia (Constitution +1, Fortitude +1, Will +1, Concentration +2, Discipline +2, Level Required 10) = 8500 True
Boots of Reflexes +2 (Reflex +2, Level Required 5) = 1500 True
Boots of Striding +1 (Constitution +1, Level Required 4) = 1200 True
Fezeeaka's Slippers of Alertness (Armour Bonus Dodge +1, Electrical Resistance 5/-, Light Bright (20m) Blue, Listen +4, Tumble +4, Level Required 9) = 5000 True
Jaldrix's Boots of Vivacity (Armour Bonus Dodge +1, Fire Resistance 5/-, Light Bright (20m) Red, Perform +4, Taunt +4, Level Required 9) = 5000 True
Stone's Boots of Protection (Armour Class Dodge +1, Acid resistance 5/-, Light Bright (20m) Green, Concentration +4, Discipline +4, Level Required 8 ) = 5000 True

Cloaks:
Cloak of Az'atta (Saving Throw verses Poison +4, Sanctuary 2 uses/day, Level Required 10) = 9500 True
Cloak of Fortification +1 (Armour Class +1, Universal Saving Throw +1, Level Required 9) = 5000 True
Cloak of the Watchers (Protection from Evil 2 charges/use, Take to the Air 1 charge/use, True Seeing 1 charge/use, Web 2 charges/use, Level Required 8 ) = 4500 True
Glorious Mantle (Armour Class verses Animals +3, Saving Throw verses cold/fire +2, Saving Throw verses Fear +3, Level Required 15) = 25,000 True
Riam's Cloak of Reflex (Reflex +2, Level Required 5) = 1200 True

Armour (light):
Black Hide Armour (Armour Class verses Slashing +1, Concentration +3, Level Required 4) = 1200 True
Black Leather Armour (Concentration +3, Level Required 1) = 250 True
Leather Armour +3 (Armour Class +3, Level Required 15) = 28,000 True

Armour (medium):

Bronze Chainmail (Bludgeoning 5% Immunity, Level Required 6) = 1600 True
Bronze Chain Shirt (Bludgeoning 5% Immunity, Parry +3, Level Required 8 ) = 2000 True
Bronze Half Plate (Slashing 5% Immunity, Level Required 7) = 3000 True
Bronze Scale Mail (Bludgeoning 5% Immunity, Concentration +3, Level Required 8 ) = 2500 True
Crocodile Armour (Saving Throw verses Cold/Disease +2, Level Required 9) = 3000 True
Iron Chain Shirt (Armour Class +1, Parry +3, Level Required 8 ) = 4500 True
Iron Scale Mail (Armour Class +1, Concentration +3, Level Required 8 ) = 4300 True

Armour (heavy):
Adamantium Full Plate (Armour Class +1, Damage Reduction +1, Soak 5 Damage, Slashing Resistance 5/-, Discipline +3, Level Required 18 ) = 18,000 True
Bronze Half Plate (Slashing 5% Immunity, Level Required 7) = 3000 True
Half Plate +3 (Armour Class +3, Level Required 15) = 25,000 True
Iron Full Plate (Armour Class +1, Slashing 5% Immunity, Discipline +3, Level Required 12) = 7500 True
Iron Half Plate (Armour Class +1, Level Required 6) = 6500 True

Helms:
Noise Maker (Concentration -1, Saving Throw verses Fear +4, Reflex -1, Level Required 9) = 5000 True
Platinum Bascinet (Concentration +2, Discipline +2, Level Required 1) = 250 True
Silk Hood (Armour Bonus +2, Concentration +3, Level Required 10) = 8000 True

Shields:
Dragon Skin Buckler (Armour Class +1, No Spell Failure, Level Required 14) = 24,000 True
Iron Kite Shield (Armour Class +1, Level Required 5) = 2500 True
Iron Star Shield (Armour Class +1, Level Required 5) = 1600 True

Robes & Clothing:
Cobalt Reinforced Clothing (Armour Class +2, Slashing Resistance 5/-, Level Required 13) = 20,000 True
Greater Mage's Armour (Armour Class +3, Lore +3, Spellcraft +4, Only usable by Sorcerer/Wizard, Level Required 18 ) = 20,000 True
Lesser Lady's Gift (Armour Class +1, Concentration +2, Heal +2, Lore +2, Spellcraft +2, Only usable by Cleric/Sorcerer/Wizard, Level Required 10) = 8000 True
Lesser Mage's Armour (Armour Class +1, Lore +1, Spellcraft +2, Only usable by Sorcerer/Wizard, Level Required 8 ) = 6000 True
Lesser Monk's Armour (Armour Class +1, Discipline +2, Only usable by Lawful/Monk, Level Required 7) = 2500 True
Robes of Acid (Acid Resistance 10/-, Light Dim (5m) Green, Level Required 2) = 500 True
Robes of Lightning (Electrical Resistance 10/-, Light Dim (5m) Blue, Level Required 2) = 500 True

[SIZE=24]Weapons[/SIZE]

Melee Weapons (simple):
Adamantium Dagger (Enhancement Bonus +2, Level Required 10) = 8000 True
Black Kumade (Enhancement Bonus +2, Spell Resistance 10, Spear, Level Required 10) = 8000 True
Iron Dagger (Enhancement Bonus +1, Level Required 5) = 1000 True
Snake Fang (Poison DC~14 1d2 Constitution Damage, Dagger, Level Required 10) = 8000 True
Walking Stick of the Hierophant (Enhancement Bonus +1, Sleep 1 charge/use, Level Required 4) = 1200 True

Melee Weapons (martial):
Bloodfall (Enhancement Bonus +1, Attack Bonus +2, Level Required 14) = 3000 True
Cowards Blade (Enhancement Bonus +1, Expeditious Retreat 1 use/day, Shortsword, Level Required 8 ) = 3800 True
Goblin Mincer (1d4 Cold Damage, Enhancement Bonus +1, Light Low (10m) Blue, Longsword, Level Required 9) = 5000 True
Iron Battleaxe (Enhancement Bonus +1, Level Required 5) = 1800 True
Iron Greataxe (Enhancement Bonus +1, Level Required 5) = 2100 True
Iron Greatsword (Enhancement Bonus +1, Level Required 5) = 2100 True
Iron Hand Axe (Enhancement Bonus +1, Level Required 5) = 1300 True
Iron Maul (Enhancement Bonus +1, Level Required 5) = 2100 True
Iron Rapier (Enhancement Bonus +1, Level Required 5) = 1800 True
Iron Shortsword (Enhancement Bonus +1, Level Required 5) = 1300 True
Iron Warhammer (Enhancement Bonus +1, Level Required 5) = 1800 True
Light Bronze Hammer (2 Bludgeoning Damage, Level Required 5) = 800 True
Swashbuckler's Sabre (Armour Class +1, Enhancement Bonus +1, Parry +4, Level Required 12) = 12,000 True

Melee Weapons (exotic):
Adamantium Kukri (Enhancement Bonus +2, Level Required 10) = 8000 True
The Adler (Enhancement Bonus +1, Whip, Level Required 5) = 1800 True
Bloody Lash (Disarm (Whip), Wounding DC~16, Level Required 13) = 8000 True
Hamaji's Fan (Attack Bonus +2, 1d10 Slashing Damage, Fashion Accessory, Level Require 14) = 15,000 True
Lawgiver (Enhancement Bonus +1, Enhancement Bonus verses Chaotic +3, Bastard Sword, Level Required 14) = 20,000 True

Ranged Weapons:
Lesser Flight of Fancy (Attack Bonus verses Dwarf/Human +2, Alertness, Longbow, Level Required 10) = 8000 True

Missile Weapons & Ammo:
Arrow of the Destroyer x25 (1d8 Fire Damage, Only usable by CE/CN/NE/TN, Level Required 14) = 5000 True
Bronze Bullets x99 (2 Bludgeoning Damage, Level Required 6) = 500 True
Iron Bullets x99 (3 Bludgeoning Damage, Level Required 11) = 1000 True
Iron Dart x25 (Extra Ranged Damage: Bludgeoning, Level Required 1) = 200 True
Iron Throwing Axe x50 (Enhancement Bonus +1, Level Required 5) = 1000 True
Tooth of the Viper x50 (Attack Bonus +1, No Damage, Poison DC~16 1d2 Constitution Damage, Dart, Level Required 16) = 10,000 True

[SIZE=24]Jewellery[/SIZE]

Lesser Ability Rings:
Ring of Bull's Strength I (Strength +1, Level Required 6) = 2250 True
Ring of Cat's Grace I (Dexterity +1, Level Required 6) = 2250 True
Ring of Eagle's Splendor I (Charisma +1, Level Required 6) = 2250 True
Ring of Endurance I (Constitution +1, Level Required 6) = 2250 True
Ring of Fox's Cunning I (Intelligence +1, Level Required 6) = 2250 True
Ring of Owl's Wisdom I (Wisdom +1, Level Required 6) = 2250 True

Intermediate Ability Rings:

Ring of Cat's Grace II (Dexterity +2, Level Required 12) = 14,000 True
Ring of Eagle's Splendor II (Charisma +2, Level Required 12) = 14,000 True
Ring of Endurance II (Constitution +2, Level Required 12) = 14,000 True
Ring of Fox's Cunning II (Intelligence +2, Level Required 12) = 14,000 True

Lesser Ability Amulets:
Amulet of Bull's Strength I (Strength +1, Level Required 5) = 2500 True
Amulet of Eagle's Splendor I (Charisma +1, Level Required 5) = 2500 True
Amulet of Fox's Cunning I (Intelligence +1, Level Required 5) = 2500 True
Amulet of Owl's Wisdom I (Wisdom +1, Level Required 5) = 2500 True

Intermediate Ability Amulets:

Amulet of Fox's Cunning II (Intelligence +2, Level Required 11) = 15,000 True
Amulet of Bull's Strength II (Strength +2, Level Required 11) = 15,000 True
Amulet of Eagle's Splendor II (Charisma +2, Level Required 11) = 15,000 True
Amulet of Endurance II (Constitution +2, Level Required 11) = 15,000 True
Amulet of Cat's Grace II (Dexterity +2, Level Required 11) = 15,000 True
Amulet of Owl's Wisdom II (Wisdom +2, Level Required 11) = 15,000 True

Misc. Jewellery:
Crow's Feather Necklace (Spell Immunity Darkness, Level Required 12) = 10,000 True
Feldspar set in an Adamantium Amulet (Saving Throw verses Death +3, Level Required 12) = 12,000 True
Fire Opal set in a Silver Ring (Reflex +2, Level Required 7) = 4000 True
Ring of Wizardry I (Bonus Spell Slot: Wizard 1st Level x3, Only usable by Wizard, Level Required 6) = 3000 True
Sapphire set in a Silver Ring (Concentration +4, Spellcraft +4, Level Required 5) = 2500 True
Topaz set in a Silver Ring (Hide +4, Move Silently +4, Level Required 5) = 2000 True

Exceptional Jewellery:

Exceptional Amulet of Fox's Cunning II (Intelligence +2, Fox's Cunning 2 uses/day, Level Required 13) = 19,000 True
Exceptional Amulet of Owl's Wisdom II (Wisdom +2, Owl's Wisdom 2 uses/day, Level Required 13) = 19,000 True
Exceptional Fire Opal set in a Silver Ring (Reflex +3, Level Required 11) = 6000 True
Exceptional Greenstone set in a Copper Ring (Saving Throw verses Poison +2, Level Required 5) = 1500 True
Exceptional Malachite set in a Copper Ring (Saving Throw verses Disease +2, Level Required 5) = 1500 True
Exceptional Ring of Bull's Strength I (Strength +1, Bull's Strength 1 use/day, Level Required 10) = 7000 True
Exceptional Ring of Cat's Grace II (Dexterity +2, Cat's Grace 2 uses/day, Level Required 14) = 18,000
Exceptional Ring of Eagle's Splendor I (Charisma +1, Eagle's Splendor 1 use/day, Level Required 10) = 7000 True
Exceptional Ring of Endurance I (Constitution +1, Endurance 1 use/day, Level Required 10) = 7000 True
Exceptional Ring of Owl's Wisdom I (Wisdom +1, Owl's Wisdom 1 use/day, Level Required 10) = 7000 True


[SIZE=24]Magical Items & Trinkets[/SIZE]

Books:
Ashes and Dust (Contagion, Infestation of Maggots, , Poison, Only usable by Cleric/Druid, Level Required 10) = 8500 True
Details on Destruction (Combust, Gust of Wind, Isaac's Lesser Missile Storm, Scintillating Sphere, Only usably by Sorcerer/Wizard, Level Required 12) = 13,000 True
Dissertations on Divination (Clairaudience/Clairvoyance, Find Traps, Identify, Only Usable by Bard/Cleric/Sorcerer/Wizard, Level Required 9) = 7000 True
Fooled You (Displacement, Improved Invisibility, Silence, Only usable by Bard/Sorcerer/Wizard, Level Required 10) = 7500 True
Paladin's Primer (Aura of Glory, Bless Weapon, Prayer, Only usable by Paladin, Level Required 9) = 5000 True
Permutations on Protection (Minor Globe of Invulnerability, Protection from Alignment, Only usable by Bard/Sorcerer, Level Required 9) = 5500 True
Seeing the Forest for the Trees (Invisibility Purge, Mass Camouflage, One with the Land, Only usable by Ranger, Level Required 10) = 8000 True
Skull Duggery (Expeditious Retreat, Find Traps, Knock, Only usable by Rogue, Level Required 5) = 2000 True
To Be or Not to Become (Fox's Cunning, Keen edge, Slow, Only usable by Wizard, Level Required 10) = 7500 True

Trinkets:
Desert Firstbloom Wildflower (Light Bright (20m) Blue, Cure Moderate Wounds 1 charge/use, Level Required 5) = 800 True
Skull of the Black (Damage Penalty -5, Evil Bight 1 charge/use, Ghoul Touch 1 charge/use, Only usable by Evil, Level Required 1) = 500 True
Thieves' Tools +3 (Level Required 1) = 100 True

Wands:
Bulls Strength (Level Required 5) = 800 True
Burning Hands (Level Required 2) = 500 True
Camouflage (Level Required 2) = 500 True
Lightning Bolt (Level Required 9) = 2500 True
Melf's Acid Arrow (Level Required 4) = 800 True
Neutralize Poison (Level Required 9) = 3500 True
Stoneskin (Level Required 10) = 3500 True


[SIZE=24]Scrolls[/SIZE]

Minor (100 True):
Cure Minor Wounds
Light

First Circle (250 True):
Bless Weapon
Cure Light Wounds
Expeditious Retreat
Grease
Identify
Magic Missile
Remove Fear
Sleep
Summon Creature I

Second Circle (500 True):
Bull's Strength
Combust
Cat's Grace
Darkness
Death Armour
Endure Elements
Endurance
Ghostly Visage
Summon Creature II
Web

Third Circle (1000 True)
Find Traps

Fourth Circle (2500 True)
Elemental Shield
Stoneskin

Fifth Circle (5000 True)
Cone of Cold
Mind Fog

[SIZE=24]Specialist Items[/SIZE]

Traps:
Minor Acid Splash/Fire/Frost/Gas/Holy/Sonic/Spike/Tangle Trap (Level Required 1) = 400 True
Average Frost/Spike Trap (Level Required 1) = 750 True
Strong Holy Trap (Level Required 1) = 1000 True
Deadly Holy Trap (Level Required 1) = 1500 True

Poison:
Ettercap/Aranea Spider (Level Required 1) = 100 True
Giant Spider/Phase Spider (Level Required 1) = 300 True
Bebilith/Dire Spider (Level Required 2) = 600 True
Queen Spider/Bastard Sword Spider (Level Required 3) = 900 True

Inquire about our discount for bulk buying.

[SIZE=24]Mercenaries[/SIZE]

The Arm of the Ram is proud to represent a number of prominent mercenary organisations and independent specialists. If you need a job done, we are the ones to ask!





//OOC Note: The Arm of the Ram is an underground trading venture. Therefore we ask that you do not post here unless your character has ties to the shady underbelly of Layonara, or hears about it IG. If you do not fit into this category and there is a particular item you want, we suggest you ask a dodgy friend to buy if for you. The Ram was created to promote evil rp, and we hope to keep it that way ;) . The Ram also offers a means of communication (though this is not advertised) with faiths/organisations that might not normally be approachable by players.

Current members are:

Stygian Achnuman (Ravemore)
Dr. Alandric Vensk (Polak76)
Revone Starr (HooD!uM)
Jehoram (Spike)
 
The following users thanked this post: Polak76, Ravemore

Spike

Re: The Arm of the Ram
« Reply #1 on: January 31, 2010, 01:17:10 pm »
Just wondering if its posible to make this thread a sticky?

Anyway this is the thread to post in with all business related matters so I can update the main post.

Just a thought on income. I think that it should be organised so that 50% goes to the temple, 40% split between the members (wages) and the last 10% will go into a savings account for shop upgrades, personal ventures, bribes etc. People can also forfit on their cut of a sold item, which will then go in the savings account. What do you think?
 

Ravemore

Re: The Arm of the Ram
« Reply #2 on: January 31, 2010, 01:23:51 pm »
I agree with this. It would be nice to invest a small percentage of return profit into the required materials to make more cool stuff for the shop.

I would suggest some type of formal plan be put together for deciding how the 10% is to be allocated once it starts building up to adequate reserve levels... I'm sure everyone will have neat ideas of their own. :)
 

Polak76

Re: The Arm of the Ram
« Reply #3 on: February 01, 2010, 04:48:27 am »
mate you are a legend!

From now on if we add anything to the chests we'll send you a PM.

I'm happy with your accountancy skills ;)
 

Spike

Re: The Arm of the Ram
« Reply #4 on: February 11, 2010, 07:59:57 am »
Just a little update. I've found that the Ram is really useful for aiding in quests and rp. It's good to have a shield to hide behind ;) .

So If you want to use the Ram for anything like this, send me a pm or post here what you want your poster to say an I'll do one up for you.
 

Polak76

Re: The Arm of the Ram
« Reply #5 on: February 13, 2010, 07:11:00 pm »
good idea
 

Spike

Re: The Arm of the Ram
« Reply #6 on: February 17, 2010, 12:49:21 pm »
Would people be interested in holding an ooc meeting on the IRC thing?

There are a number of topics I would like to discuss:

-Non Corathite members?
-Possible GCDQ to cement the Ram into game LORE? Using some of that huge pile of True that Rave has donated :) . Im sure that the church itself would support the idea of a trading organisation controlled by corathites.
-Methods of advertisement IG and out?
-Offering a system like the orc bashers or Angels to except certain materials in exchange for credit?
-Expanding the whole mercenaries agency aspect, perhaps even requesting that the Ram become a tool for GM's to use in quests? (tied in to the GCDQ thing)
-Expanding what services we can offer (I know you keep going on about souls Polak ;) )
-Perhaps discussing accontancy? (As in a player who contributes a rare item gets more profit). I'd like it so that all business done by players is done under the Ram's name, if only to publise that name.
-Discuss why we are perhaps not getting the amount of business we should?

I'd really like it for the Ram to become an evil alternative to the normal major crafting guilds, offering items/services that players can purchase for their CDQ's.

Thoughts?
 

Ravemore

Re: The Arm of the Ram
« Reply #7 on: February 17, 2010, 01:30:23 pm »
I have a couple of thoughts...

The first being I do not think The Ram will ever be on par with the other guilds because of two major realities: 1. The number of evil or shady characters in game are a smaller minority, and 2. Most players either have characters that are members of those other guilds, or have strong IC ties to them. Of course this can be argued, it is just my perception at the moment. ;)

I would love to be involved with cementing The Ram into Lore...

Non-Corathite members I would not be in agreement with... Do we really want to open ourselves up to having moles and spys? That is exactly what will happen, and it will compromise other operations.

Trade of CNR for products I would be agreeable with... it may be complicated to work out a system that is equitable for the membership though. Not sure...

I love the idea of expanding services and products to purely RP goods like souls or other stuff...

I would not be willing to do all of my business under the name of The Ram though... I have too many other irons in the fire and projects of my own going on. :)
 

Spike

Re: The Arm of the Ram
« Reply #8 on: February 21, 2010, 04:21:44 pm »
Right then. Here's my vision for where I would like this to go. Feedback would be greatly appreciated. This can be essentially be cut down to a giant Corathite plot, however one that does not follow the normal rules (summon X amount of undead/create a plague, then throw at town Y, you get the idea). This should be a plan to achieve commercial dominance over certain aspects of the global market, allowing for the creation of a power base. Its hard to attack/arrest someone when they are paying your wages ;).

What we have at the moment: One house, a number of magical items (donated by you guys) and a few contacts.
The end goal: To achieve dominance over the slave trade, drug trade, mercenary trade, assassination trade, death trade, 'insert bad thing here' trade. Like I said before, I'd love it if we got to the point where GM's would use us in quests.  

So how to get from point A to point B?

I think the first thing to do would be to approach the church with a business plan to ask for investment. The main point here would be to have access to some of that 2 million true donated by Rave. The money would be spent (in a rp sense) on staff and buildings in some of the prominent 'evil' towns and cities such as Vehl, Arnax, Hurm, Prantz we have covered and erm... any others that you guys can think of. Prantz could remain as the shop front with the majority of work and storage being done in Arnax, due to the fact we can operate freely there. The Drug trade could also stem form Arnax due to J's uncle being a gang lord in the slums there, a good contact. However I'm not sure whether rping drug use is ok in Layonara, but I hope it is seeing as forgotten realms has its black lotus, Oblivion with its Haze? (can't remember what it was called), we could easily do something along the same lines.

Reputation however is very important. Getting the name out there.

Over the next few weeks I plan on approaching the dark rpers of layonara and getting something set in cement. I would really like to get Leisa Margreve on board and have her stage a high profile assassination of a npc, so that those who move in dark circles and enquire who did this will be lead back to us. Both Steel and Ni'haer Helvivirr have expressed interest for their various mercenary organisations. I would also like to get Arkolio de'Averlain involved, as he has access to a lot of trade routes and powerful ears.

People need a hit done? They need a large number of fighters for whatever? They need an exotic item made to certain specifics? Necromancers who need 'stuff'? They come to us.

Anyway a GCDQ will be needed for most of this stuff. But we can still peruse things through normal play until a GCDQ can be organised. So what other ideas do you guys have? And how do we achieve them?
 

Ravemore

Re: The Arm of the Ram
« Reply #9 on: February 21, 2010, 05:56:16 pm »
Lots of good ideas... will have to mull them over for a bit and digest. LOL. I wish I could GCDQ with you, but I have one of my own in the planning stage with a DM right now.
 

Spike

Re: The Arm of the Ram
« Reply #10 on: February 21, 2010, 06:13:01 pm »
Thats kinda the problem, I can't do a GCDQ at the moment as well. I have to wait to take a second CDQ for the Unholy champion class so I guess what I'm stating here is that because most of us can't sign up for a GCDQ for a while, we should expand on ideas that can be done IG and through RP, untill we can all take a GCDQ.
 

Ravemore

Re: The Arm of the Ram
« Reply #11 on: February 21, 2010, 06:16:09 pm »
Excellent idea.

I have a couple of similar ideas to the the tallow candle one as well. I think throwing a few of those things in once in awhile is good advertisement... and gives a good feel for what The Ram can do...
 

Polak76

Re: The Arm of the Ram
« Reply #12 on: February 22, 2010, 04:59:35 am »
You guys are coming up with good ideas.
I have plans with Leisa for my WL should it be approved.  It will revolve around poisons mostly.  Additionally I have ideas for bizarre traded items under Arm of the Ram, strictly for RP reasons.

I think whatever you guys do, try to think of how it will benefit everyone else out there RP wise.  If you want to deal with souls, make sure that there is an option for Good players to combat against it.  If you want to deal with slaves, again have something in place that allows good players to fight against us.  

The more we can drag people in, whether it is against us or not, benefits the world as a whole.  

Cheers,
Polak