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Messages - Spike

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1
General Discussion / (Yet another) returning player
« on: September 06, 2015, 04:25:22 pm »

Hi folks,

I've been kicking around here on and off for a number of years now and despite extended absences there's something about this place that always draws me back. There's a real appeal about being able to step into a persistent d&d campaign that no other game can seem to match, and once again I felt the call. I'm hoping to finish up a potentially consequential cdq, and get back into exploring the world and its stories again. So if anyone is around on gmt evenings and feels like a little murder and mayhem, give me a shout! Just a couple of questions as well as I've noticed a few changes.

I see that a world campaign has just drawn to a close and I have no idea what happened. Is there a thread somewhere that covers the story?

I saw as well that in game, the player list now reads everyone as 'someone'. I like the new system, but I'm not sure how it works. Is there somewhere I can read up on how to use it?

Thanks all,

Spike

The following users thanked this post: lonnarin, Dorax Windsmith, Ravemore, davidhoff, willhoff

2
Corath / Tsaryn's Toy
« on: December 21, 2013, 12:26:31 am »

Deep in the heart of the Ire Mountains Temple a Raven Captain strides down a dimly lit stone corridor, a blade wrapped in rough cloth clutched in his hands. He stops at an unremarkable metal-bound door and knocks three times, waiting for a thin voice to say enter before pushing it open. He lowers his large frame to pass through the doorway and enters a cluttered study lit by candlelight. A featureless white mask surrounded by heavy black robes sits behind a desk near the back of the room and whispers “Yes?”. The Raven removes the cloth that hides the blade he carried to reveal an ornate katana of blackened steel, and displays it to the robed figure. “I know that the Oraculum Stipatio is presently absent but I trust you to pass on this information. Centuries ago the Unholy Champion Tsaryn travelled to the village of Gi in the land of Tilmar and commissioned the smiths there to craft a number of blades. The smiths of Gi are renowned craftsmen of steel, and their trademark katanas are legendary for their sharpness. Their work however was corrupted by dark magic, and when Tsaryn returned he turned the blades on the smiths and villagers and slaughtered them, to test his new 'toys'. But a few moons ago I was excavating a tower north of Dalanthar that was home to a former 'employee' of the Black Wizards. It was there that I discovered two of these blades, and I bring one to you now for this reason; the blades unholy enchantment is of great interest to me.

 

 

//Jehoram has acquired two katanas with the vampiric regeneration enchantment and would like to see if its possible to discover how to apply this enchantment to another weapon. He takes one blade to Alandric's followers in the Ire Mountains Temple in the hopes of finding out more. He's happy to sacrifice one of the blades if it will help in discovering the enchantment. Would a passing friendly GM be willing to help on this?

 

http://layonara.com/gallery/image/tsarynstoypng

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3
Rumour Has It / The fisherman's tale
« on: December 11, 2013, 12:56:11 pm »

Rumours persist in the drinking establishments of the city of Leringard and its surrounding villages and hamlets, of the fanciful tale of a fisherman of Palden Lake. He apparently while 'night fishing' (though it is noted that his breath told a different tale) oversaw a disturbing event. A shadowy figure with a skull-like head came to stand on a cliff face over looking the water, and stood silently as if waiting. Then (and the account differs depending on the tavern), a man dragged itself out of the lake and began to climb the cliff face to where the first figure stood. A break in the clouds revealed that its skin was greyish-green, and hung off its elongated limbs in folds. When it finally reached the top it faced the skulled figure. No conversation was heard, but a after a few moments both vanished into the night. A fanciful tale for a dark Seplar night.


http://layonara.com/gallery/image/thefishermanstalepng

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4
Corath / The faithfull are restless
« on: December 08, 2013, 05:28:20 pm »

In secret circles within secret circles, esoteric knowledge passed through gloved hands. The hushed whispers of acolytes accompanied the soulless gaze of skull like faces, which hungrily drank in the words.

 

On the first night there was no life. The sands dunes of oblivion lay frozen in the stale air. Cracked and yellowed bone that had remained undisturbed for aeons lay scattered throughout the sands. Rusted swords and broken shields spoke of battles fought long ago, the memories of which had since joined the surrounding sands. Time stood still like it had never begun, for this was a realm not of mortal concerns, of desire for gold, of lust for flesh, of fear of the inevitable. But a realm of Corath.

On the second night came Corruptio and Insaniam, returned to a land they had never left. On the rivers of the world they travelled, for all rivers ran dry here. Under Corruptio's guiding hand did the dead then rise, and dance to the tune that Insaniam played. The skeletal fingers of thousands clawed at the mortal world, searching blindly for the spark of light that might reignite their cured resurrection. But the blade of hatred blocked their path, that which is called the talon of Chaos. Bone shattered and flew in its wake, skulls flew from the heavens, and no disciple was left unchallenged. Until again Corruptio wove, and again Insaniam played, and again the dead came. For this was the end of realms, and the end of things.

On the final night hatred lay cooled and Chaos lay still, for there was no spark left to fuel them. Mortality lay tempered in the face of decay, and the sands of time again lay still. Until the hand of the Mortis Mentis did move, and the void in the heavens did beckon to the silent realm.

And on the last night, there was no dawn.

 

When the blood of Virtue is spilled, and the Hand turned away, then shall I come.

When the Lord is laid low, and the Protector betrayed, then shall I come.

When Care is forsaken, and Light extinguished, then shall I come.

For I am what lies beneath the flesh.

 

 

What few copies exist are just that, copies. “Where are the originals?” one asked. “What does it mean?” another responded. A city is whispered of, “Leringard”, a name, “Amisit”. An authoritarian voice cut through the scene. “Lament and rejoice brothers and sisters, for on the last night there will be no dawn, and the last night is indeed coming.”

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5
Rumour Has It / Into the undercity
« on: January 24, 2013, 10:39:52 am »
Word is sent out to familiar names and acquaintances that the shadowy mercenary named 'Jay' is looking to organize an expedition into the foreboding depths of Leringard undercity. Promises of uncovered truths are made, but only to those deemed worthy. Those who wish to answer the call should make their way to the Leringard Arms Inn and Tavern, and await further word.


//Hey folks, hoping to organize a trip down the undercity for some bashyness and RP (more to be explained if it happens). Thinking that Sunday would be best, around 8pm GMT, though I'm happy to change it depending on interest. All are welcome though someone with thief skills is needed to get past the first door.
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6
Corath / Report from the Leringard Undercity
« on: November 19, 2012, 01:06:44 pm »
*Addressed to the Sanctus Stipatio of the Ire Mountains*

Sanctus Stipatio,

A recent expedition into the newly discovered Leringard undercity has brought to light a number of new developments. I have summarized the report for you below.

Entrance to the Leringard undercity is gained through the sewers of the city. Deep within these sewers there exists a door, impervious to weapons. At the time I was fortunate enough to be accompanied by the dark-elf Nastor, who I believe is a member of the Spider Council (I'm sure your own Furax can confirm that for you). It was his spellweaving that allowed us to pass.

The first level seemed to have been taken over by a large group of bandits, who had converted one of the rooms into a prison. They may or may not have something to do with what takes place below, though I'm sure that the prisoners they keep there are used for ransom... or tribute.

The second level was occupied by a cult of vampires who rejected the word of Corath. Their numbers were many, but they were all culled. I can attest to that personally. However I am also confident that they will return, in strength. Upon reaching the entrance to the third level we decided to return to the surface, as nether of us had predicted the scale of this undercity, and lacked the supplies and provisions to go further.

It is my opinion that this undercity has the potential to contain a new base of operations for the Os Inasnum within the city, particularly if the undead that inhabit it can be brought to heel. I will endeavor to continue my own investigations, and to keep you informed of the situation.


~Raven Captain One-Eye~
The following users thanked this post: Dezza, Polak76, miltonyorkcastle

7
Corath / The final plot quests
« on: May 19, 2011, 11:38:35 am »
First I think another kudos is due for Dezza for his hard work particularly regarding us. I don't need to say how entertaining it is to read the write ups and imagine an ever increasing sea of undead washing over Khul like a locust swarm of broken bone and decayed flesh. Praise be to the Mortis Mentis!

But my question is this, which plot quests are Corathites allowed to attend this weekend? My Layonara geography isn't top notch so I'm not sure where our carnival of chaos will end up when this finishes.
The following users thanked this post: Polak76, Ravemore

8
Just for Fun / What a natural 20 should be
« on: May 05, 2011, 12:15:24 pm »
Just found this on a random forum post.

-Roll to climb
-20
-"You launch yourself up with such incredible force that you end up in the stratosphere, roll for falling damage."

-Roll to hide
-20
-"You can't find yourself anymore. Make another character"

-Roll to Pickpocket
-20
-"You now hold the man's heart. He dies and the guards are aware you just murdered someone."

-Roll to use a rope to tie up a prisoner
-20
-"It can never be removed by any means. You're a horrible person for doing this to someone. When the prisoner dies, the rope continues to bind their soul, resulting in some kind of freaky incorporeal undead that hates you."

-Roll escape artist check
-20
-"You find yourself in the astral plane."

-Roll to bluff guard that you're taking over his shift
-20
-"You've convinced yourself. You spend the rest of your life as a guard."

9
Corath / Corathite houses and Maligare
« on: April 04, 2011, 12:39:50 pm »
Hay folks,

First off if you haven't seen it yet, please read this thread:

http://forums.layonara.com/layonara-server/282999-housing-sweep-phase-1-a.html

I think this is an opportune time to examine our resources and houses currently under our possession. These are the ones that currently spring to mind:

Rufus Coldfinger (Ar7), House on Barbarians islands - inactive
Active key owners = ?

Chanda (Aragon), House in Leirngard - inactive
Active Key owners = Alandric (who may also own the house, not sure)

Stygain (Ravemore), House in halft lake district (may have moved to Fort Vehl, not sure) - active
Active key owners = Stygain

Revone Starr (HooD!uM), 228 Halft lake district - inactive
Active key owners - Jehoram, Alandric

First off, if my information is incorrect (or I missed a house) can someone update me, or provide the correct info if I'm wrong or unsure. Second, I'd ask anyone that keeps in RL contact with any of the inactive members if they could ask what they wished done with their houses? Thirdly, my biggest fear would be a non-Corathite getting the deeds to Ar7's old house. That house has become ingrained into the lore, and I've been on several quests where the dm in question as referred to it as 'the old Coldfinger mansion'. It would be a shame to lose that.
The following users thanked this post: Polak76, Ravemore, Pseudonym

10
General Discussion / I feel it's my civic duty to inform all of you...
« on: March 17, 2011, 01:55:05 pm »
that it's St. Patricks day!

I will be working all day today and tomorrow, but I will do my best to uphold tradition this evening. Go now and spread the Green!
The following users thanked this post: Polak76, miltonyorkcastle, cbnicholson, Hellblazer, Ravemore, Pseudonym

11
Corath / In the realm of the blind...
« on: March 11, 2011, 12:42:19 pm »
The one eyed man is king?

Not anymore it seems. I would have thought I would have been angry, that I would have lashed out wildly in the hopes of striking someone down, of killing to relieve my own frustration. But I didn’t. I didn’t feel angry, hateful, remorse or any sense of loss. I felt, and still feel... nothing. I am forced to look inside, and you know what I see? There is no hope here, no love, no lust, no anger, no fear, no emotions of any kind good or bad. Just the abyss, creeping in closer by the minute, threatening to consume everything that made me a human, a person. Should I feel scared? Should I rejoice? It seems I am capable of neither anymore, in fact, this will be the last time I can use that word, 'feel’, honestly. That road is gone now.

A steady stream of conscious thought, intermitted by silence. Though if I listen carefully I can hear it. Particularly when I sleep. That mocking laughter, just at the edge of sanity. My only companion now. You learn to adapt.

My training as a blade master has been a boon. You learnt to listen for the slightest sound, to feel the air moving around you, to taste the wind. But that said, it has not been easy, this road from an honored and respected warrior to a blind beggar. Everything is a test. I was forced to leave Tower Vereor quickly so as not to become sport for some opportunistic acolyte. If I return I will take all of their hearts, the cracking open of rib cages will be like music. Not because I have any need for revenge, but because it is His will. Actions have consequence, no matter how trivial. Lessons need to be taught, and learned.

They will be departing for Holar soon. And I will not be there to lead them. If I have any regret that is it. I would have liked to have seen the land washed clean with the blood of Green Dragon cultists. No matter, I’m sure word of my 'fall’ will reach them soon enough. Blindness is subjective. I was once told by a man that two eyes caused too much confusion, perhaps with one I will see more clearly. And with none? Only the abyss, only the abyss. I will sleep now, this earth feels soft enough.

What was it that I also heard?

If you gaze long into an abyss, the abyss will gaze back into you.




//RP thread for Jehoram's CDQ. Currently wandering around Aranx blind. Fell free to jump in if you want.
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12
Corath / Two Bloodpools now...
« on: August 28, 2010, 01:54:12 pm »
So with the conclusion of both Harlas's plot quest, an archaeological expedition to Krashin, and Alandrics WLDQ it seems that everyones favorite necromancers, the Black Wizards, now have (at least) two Bloodpools in their possession. I get the impression that these Bloodpools are somehow tied in with Coraths great plot of breaking the Astral Locks and letting anarchy reign (speculation by a humble Raven, by no means true). So my question is this, (when?) will we see any adverse effects from the Black Wizards new toys on the world?



I ask here instead of in the ask a gamemaster forum as this information isn't well known and should stay that way.
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13
Ask A Gamemaster / Common and Unique Ships of Layonara
« on: June 23, 2010, 08:46:37 am »
For all those budding Admirals out there, LORE: Common and Unique Ships of Layonara is now up.
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14
Just for Fun / Procrastination...
« on: March 31, 2010, 07:25:17 pm »
Procrastination... I love it so.

It's almost half past midnight here, and I'm staring at my computer screen with dazed eyes. My essay is due in just under 12 hours and I still haven't finished it. I stupidly got Mario kart for my DS yesterday so I'm picking it up every half hour or so and racing away. And now I'm writing a random thread on Layo, and after that I'm going to go look up procrastination on wikipedia... ohh the irony *facepalms*.


So tell me folks, whats your biggest vice when there's work to do?








Ohh, and if anyone could give me roughly 800 words to finish off my essay I'd appreciate it ;) .
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15
Rumour Has It / Development in the Gloomwood caves
« on: February 23, 2010, 03:27:50 pm »
The cave is dark, dank and unpleasant. An aura of nausea envelopes the place, the few bloated ogres who lurk outside have obviously suffered the effects. But they are only rotting corpses now, soon to be fodder for the carrion feeders. A heavily armoured man wrapped in a dark cloak stalks through the cave, though unusually for him there is no villainy in his goals.

He calmly smashes slimes and molds that have taken on a new life with the flat of his blade. The stench seems not to effect him, nor the gore and foulness that drips from his sword. A slight rattle causes him to turn sharply. A giant malformed skeletal creature rushes him in its deathly silence. Bone shatters, shards fly, and a cleaved skull smashes on the floor. He moves on.

He turns a corner and a strange sight greets him. A gargoyle statue? It emerges from the stone like it has been there for years, though knowing this place well he knows this fact to be false. A small chest of gold sits open invitingly in front of the sculpture which strikes a fancy with him. However he leaves it untouched, coin not being his goal. He continues on.

Soon another frozen creature draws his eye. It is similar to its brother though far more grotesque. It radiates a sense of malevolence and evil, the floating image of a skull hovering above it. This intrigues him and he inspects it further. He ponders as to its purpose.



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16
Trade and Market Hall / The Arm of the Ram
« on: January 31, 2010, 01:42:18 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, merlin34baseball, Ravemore, Zoogmunch, Kenderfriend, geloooo

17
Corath / 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

18
Corath / Jehoram's CDQ
« on: January 21, 2010, 05:54:29 pm »
Hey folks,

I've been mulling over for a while how to best approach this whole idea of an Unholy Champion. I know for certain that it should be a long and arduous process in which essentially Jehoram is going to have to throw away the last vestiges of his humanity, whilst becoming one with the dogma of Corath, a personification of evil as it were. The difficult question is how one would start down this path, anyway this is what I've come up with.

I think this should involve three CDQ's, three chapters as it were. Each one covering one aspect of Corath's teachings.

[SIZE=16]Corruption

Insanity

Transformation
[/SIZE]


So anyway here's some info on the first one I want to apply for.

[SIZE=16]Corruption[/SIZE]

Here Jehoram will attempt to join the Ravens. I don't know what this will include (only knowing a little about them) but I'm hoping that amoung other things it will involve the murder of a family member, to prove he holds no mercy for anyone. When writing his Bio I carefully left three members of his family alive, his brother, his father, and his uncle. Both his father and brother vanished but his uncle (the one who introduced him into the faith) is a gang lord in the Arnax slums. His uncle could hold in his possession a biography of an unholy champion of Corath (could be a past one, could be the current main one, dosn't really matter), which Jehoram could then spend time deciphering for the next chapter (Insanity). As you can guess the first title  refers to the corruption of his humanity at the hands of the Ravens.



So what do you think? I've never done a CDQ before so I don't know if this is too much information to give.
The following users thanked this post: Polak76, Ravemore

19
Rumour Has It / The Arm of the Ram
« on: January 17, 2010, 04:05:45 pm »
*A poster begins to appear in the shady corners of the civilised lands, beginning in southern Dregar*



The following users thanked this post: Polak76, Ravemore, geloooo

20
General Discussion / The way we play our characters
« on: January 03, 2010, 08:17:44 am »
I've been thinking (and yes it hurt ;) ).

Recently I read Shiff's post http://forums.layonara.com/general-discussion/256212-fessing-up.html, and well it got me thinking about the way we play and devolope our characters.

It seems that there are two ways we can use our PC's. Do we remain faithful to the characters own personal devolopment or do we focus on our enjoyment? Simple put, if you had say, a netural good dwarven fighter that went through some dramtic unpleasent changes in their life, and the only logical out come was an alignment shift to true netural or even netural evil, would you do it?

This can of course go the other way. With my own character Jehoram (netural evil corath weapon master) I have a particular series of events in mind, that if they ever occured IG, I would follow them up and start to shift his alignment back up the scale to NG. I would then of course retire the character and roll a new one (I avoid good characters the way most people avoid evil ones, call me old fashioned but I need major personaility defects to keep me interested :rolleyes: ).

That said, we play this game for our own enjoyment, and some people (myself included) don't enjoy role playing characters a certain way.

So I'm asking you, what comes first for you personally? Enjoyment or character devolopment? (Remember that there is no right answer here).
The following users thanked this post: Polak76, geloooo

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