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Messages - Riven

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341
The Silver Buckle / Announcing: The Silver Buckle Food Not Trues Duex
« on: September 01, 2011, 10:36:54 am »
As there were items that were not bid on at the last auction, and more donations were made, there will be one more - and only one more - food auction, held at a time to be more agreeable with those on the other side of the world*.  Having learned valuable lessons from the previous auction, the following are the rules:

-Coin of the realm is one donation RECEIPT for a box of food.  Food must be donated before the auction.  One receipt is one unit of bidding.

-No True will be bid at this auction.  FOOD ONLY.

-Boxes must be full.  Definition of full:  grains, fruits, herbs and spices, nuts, cooked meat and fish, edible mushrooms, butter, meals, flours; thirty-five.  Honey, maple syrup, sugarcane, milk, juices - fourteen.  Breads, fourteen.  Roasts, pies; six.

-IMPORTANT RULE:  Fill boxes by food type.  A box of grains may be mixed grains but it must be grains.  Ditto fruit and nuts.  Please do not mix fruits, nuts, and grains in a box because it is very painful to count hundreds of receipts that way.  Lesson learned...

-Salt, sugar, pepper and raw meat are not valid items.  No vendor-bought food will be honored.

-No pre-bidding; all bids will be live in the Buckle. Proxies will be honored if arrangements are made beforehand from the absent party.

-Fifty percent down and fifty percent promised will be honored if the bidding goes high; however you must clearly state when you owe boxes to the receipt master or mistress before collecting your item.

FOOD MAY BE DONATED TO ANY FAMINE RELIEF FUND OR TO THE FOUNDATION.  Currently, Rohden and Boyer have famine relief funds set up.

//*Sat. Sept. 24, at six-thirty in the morning eastern time.

--------------------------------------------------------------------------------------

Items to be bid on at the Food Not True Duex auction:

Donated from sponsor the Silver Buckle Inn:

Squire's Defense
Base Armor Class 2 (Light Armor)
Armor Bonus +2
Enhancement Bonus Strength +3
Lvl 21

Yew Quarterstaff
Enhancement Bonus +3
Damage Bonus Fire 1d8
Light Bright Red
Lvl 20

Emerald Ring of Wisdom
Wisdom +3
Lvl 18

Robes of the Broken Hope
Base Armor Class 0
Armor Bonus +2 (AC Armor Modifier)
On Hit: Slow Level 8
Skill Bonus: Tumble +4
Use: Fear (5) 1 Use/Day
Lvl 18

Adamantium Bascinet
Armor Bonus +3 (AC Deflection Modifier)
Skill Bonus: Concentration +3
Skill Bonus: Discipline +3
Lvl 14

Alaamiathela's Slippers
Armor Class +1 (AC Dodge Modifier)
Cold Resistance 5/-
Light Bright (20m) Blue
Skill Bonus: Heal +4
Skill Bonus: Spellcraft +4
Lvl 9

2 - Sapphire Set in a Mithril Ring
Skill Bonus: Concentration +6
Skill Bonus: Spellcraft +6
Lvl 8

2 - Lesser Mage's Armor

Base Armor Class 0
Armor Bonus +2 (AC Armor Modifier)
Armor Bonus +1 (AC Armor Modifier)
Skill Bonus: Lore +1
Skill Bonus: Spellcraft +2
Only Useable By: Sorcerer
Only Useable By: Wizard
Lvl 8

Sapphire Set in a Mithril Amulet
Skill Bonus: Concentration +6
Skill Bonus: Spellcraft +6
Lvl 7

Donated from sponsor the Angel's Guild:

Exceptional Ring of Bull's Strength
+1 Strength
Cast: Bull's Strength 1x/day
Lvl 10

Donated from sponsor Enzo's Bow Shop:

Compound Oak Longbow
Attack Bonus +1
Extra Ranged Damage: Piercing
Low Light (Red)
Lvl 9

Donated from sponsor the Orc Bashers:

Electrical Resistance II
10/ Electrical Damage
Lvl 13

Adamantium Longsword
Enhancement Bonus +2
Lvl 10

Oak Shortbow
Attack Bonus +1
Lvl 5

Donated from sponsor the Stargazer Family:

Ring of Divinity III
Three - Bonus Spell Slot Cleric Level 3
Lvl 12

Donated from sponsor Chakar El'Mujahir:

Belt of the Watchers
Damage Reduction +5 Soak 5 Damage
Improved Saving Throws:  Will +2
Only Usable By: Chaotic
Only Usable By: Good
Only Usable By: Lawful
Only Usable By: Neutral
Lvl 22

Death's Visor
Damage Immunity: Negative Energy 5% Immunity Bonus
Bonus Feat: Darkvision
Immunity: Death Magic
Improved Saving Throws: Fortitude +1
Reduced Saving Throws: Will -2
Only Usable By: Chaotic Evil
Only Usable By: Chaotic Neutral
Only Usable By: Lawful Evil
Only Usable By: Neutral Evil
Only Usable By: True Neutral
Lvl 21

Stag Cloak
Damage Resistance: Bludgeoning Resist 5/
Damage Resistance: Magical Resist 5/
Improved Saving Throws: Disease +5
Improved Saving Throws: Fortitude +2
Low Light White
Lvl 18

Nighteyes Cloak

Armor Bonus +2 (AC Deflection Modifier)
Bonus Feat: Darkvision
Skill Bonus: Hide +10
Cast Spell: Ultravision (6) 2 Uses/Day
Lvl 15

Shield of the Old Guard
Base Armor Class +2
Armor Bonus +2 (AC Shield Modifier)
Improved Saving Throws: Will +2
Skill Bonus: Discipline +4
Lvl 15

Wand of Fear
Cast: Fear 50 Charges
Use Fear (5) 3 Charges/Use
Only Usable By: Bard
Only Usable By: Sorcerer
Only Usable By: Wizard
Lvl 9

Donated by an anonymous but dashing sponsor:

Enchanted Mithril Half-Plate - MINIMUM TEN RECEIPT OPENING BID
Base Armor Class 7
Armor Bonus +4 (AC Armor Modifier)
Damage Immunity: Magical 25% Immunity Bonus
Damage Resistance: Bludgeoning Resist 5/
Damage Resistance: Piercing Resist 5/
Damage Resistance: Slashing Resist 5/
Light Bright White
Spell Resistance 20
Weight Reduction: 60% of Weight
Lvl 31

The Ether's Storm Helmet - MINIMUM TEN RECEIPT OPENING BID
Armor Bonus: +2 (AC Deflection Modifier)
Damage Immunity: Electrical 25%
Enhancement Bonus: Strength +2
Improved Saving Throws: Electrical +2
Improved Saving Throws: Sonic +2
Lvl 24

Belt of Agility - MINIMUM TEN RECEIPT OPENING BID
Enhancement Bonus: Dexterity +2
Freedom
Lvl 21

Dragonscale Bracers
Damage Immunity: Fire 5% Immunity Bonus
Enhancement Bonus: Charisma +1
Enhancement Bonus: Intelligence +1
Skill Bonus: Concentration +4
Skill Bonus: Spellcraft +2
Lvl 21

Bidder's Choice* of One of Three Emerald Rings - MINIMUM TEN RECEIPT OPENING BID
Attribute +3
Lvl 18
*First two winners in order get first pick: last winner may not get ring of choice, depending

Silver Foil Rapier
Base Damage 1d6
Enhancement Bonus +2
Skill Bonus: Parry +5
Use: Cat's Grace (10) 1 Use/Day
Use: Freedom of Movement (7) 1 Use/Day
Lvl 18

Boots of Hardiness

Armor Bonus: +2 (AC Dodge Modifier)
Damage Resistance: Acid Resist 10/
Enhancement Bonus: Constitution +2
Lvl 15

Blue Dragon Scale

Use: Protection from Spells (20) 3 Charges/Use
Lvl 14

Athus' Touch Gloves
+1 Wisdom
+6 Heal
+4 Tumble
Cure Critical Wounds 1x/day
Core Moderate Wounds 3x/day
Lvl 13

Healer's Hug
Skill Bonus: Heal +3
Use: Cure Critical Wounds (7) 1 Use/Day
Lvl 12

Two - Potions of Heal
Use: Heal Single Use
Auctioned as a pair
Lvl 11

One - Star Dust of Beryl
Lvl 10

Three - Scrolls of Raise Dead
To be auctioned off individually
Lvl 8

Six - Untanned Malar Pelts
To be auctioned off in groups of two
Lvl 1

Three - Uncut Mineral Diamonds
To be auctioned off individually
Lvl 1

Ten - Diamond Dusts
To be auctioned off in two bundles of five each
Lvl 1

Eight - Emerald Dusts
To be auctioned off in two bundles of four each - to be made into resists at the bidder's request
Lvl 1

Donated by the priestess Alazira, on behalf of Her most inspirational presence Ilsare and in conjunction with the Angel's Guild:

Adamantium Reinforced Clothing
Base AC 0
Armor Bonus: +3
Lvl 15

Two - Vouchers for Diamond Rings of Bidder's Choice
(Attribute) +2
Lvl 12

One - Voucher for Diamond Amulet of Bidder's Choice
(Attribute) +2
Lvl 11

Noble Suit of Comfort
Base AC 0
Enhancement Bonus: Wisdom +1
Skill Bonus: Persuade +4
Skill Bonus: Appraise +4
Lvl 10

Royal Ball Gown
Base AC 0
Enhancement Bonus: Charisma +1
Skill Bonus: Perform +2
Skill Bonus: Persuade +2
Lvl 10

Voucher for Adamantium Weapon of Bidder's Choice
Enhancement Bonus: +2
Lvl 10

Voucher for Adamantium Shield of Bidder's Choice
+2 (AC Shield Modifier)
Lvl 10

Voucher for Mahogany Bow of Bidder's Choice

Attack Bonus: +2
Lvl 10

One EACH - Fire, Electrical, and Cold Resists I
(Elemental Damage Resistance) 5/
To be auctioned off individually
Lvl 10

Three - Lion Leather Bags
60% Weight Reduction
To be auctioned off individually
Lvl 9

One EACH - Electrical, Fire, and Cold II Enchantments
(Elemental Damage) +1d4
To be auctioned off individually
Lvl 9

One - Silver Enhancement II

Damage vs. Undead/Werebeasts +1d4
Lvl 9

Two - Vouchers for Alexandrite Rings of Bidder's Choice

(Attribute) +1
To be auctioned as a set
Lvl 6

One - Voucher for Alexandrite Amulet of Bidder's Choice
(Attribute) +1
To be auctioned as a set along with the rings
Lvl 5

Boots of the Arachnea
Immunity to Web
Lvl 2

//please note item levels are determined from lens, and may be incorrect in some cases
The following users thanked this post: Riven

342
The Silver Buckle / Equipment & Credit for Food--A Special Offer
« on: August 29, 2011, 06:07:17 pm »
[SIZE=18]EQUIPMENT & CREDIT FOR FOOD![/SIZE]
 
 Your gifts of food to relieve famine-stricken families in the Rohden Alliance will give you valuable bidding power for the
 [SIZE=16][SIZE=18]upcoming auction at the Silver Buckle AND[/SIZE][/SIZE][/B]
 can be turned in at that event or after for
 [SIZE=16][SIZE=18]credit to buy equipment at the Angels Guild![/SIZE][/SIZE][/B]
 
 Donation slips for full boxes of food to The Foundation or to Tilmar/Corsain or the filled boxes will be coin of the realm for the upcoming Silver Buckle auction (// http://forums.layonara.com/calendar.php?do=getinfo&e=17974&day=2011-8-30 ). Each slip or box has equal value in bidding on the auction items.
 
 In addition, representatives of the Angels Guild will be at the auction to give you credit for any slips or boxes not successfully used in the bidding. In addition, slips or boxes may be turned in to the Angels for credit from that time through Sunday night. See below for details.
 
 The Angels Guild will follow the Silver Buckle's rules on what is acceptable as donations. During and immediately after the event, all boxes and slips will be worth $2000 credit each. This is offered to encourage more people, especially less experienced adventurers, to attend the event.
 
 To encourage further gathering and donations, the following chart will be used to determine value of items turned in to the Angels after the Buckle closes and before the offer ends at midnight EDT on Sunday, September 4. Donations for the relief of famine in the Boyer Kingdom will also be accepted.
 
 [table=head;sort=1a,2,3] Value for donation| true for each| True per box|
 Nuts| 85| 3000|
 Grains| 28| 1000|
 Meals| 57|2000|
 Flours| 85| 3000|
 Oils| 214| 3000 (14)|
 Fruits| 57| 2000|
 Eggs| 142| 5000|
 Edible mushrooms| 14| 500|
 Campfire fish or meat| 85| 3000|
 Salt| 14| 500|
 Honey| 71| 1000 (14)|
 Milk| 142| 2000 (14)|
 Butter| 200| 7000|
 Non-alcoholic fruit beverages| 285| 4000 (14)|
 Edible spices & herbs| 85| 3000|
 Unlisted edibles| | higher value of donation slip or 500/box|
 [/table]
 
 Value as above, or on the donation slip, if higher.
 Crafted foods like pies, bread, roasted meats = value on the donation slip.
 Inn rations in minimal quantities only.
 No raw meat or fish.
 No dried rations.
 500 credit minimum for any full box
 
 Turn in your donations to any Guild member or by leaving them at our soon-to-be new store at 151 Port Hemstead Fields. You will find the door unlocked and numerous chests set up for your convenience. There will also be a crate of empty boxes with a quill and ink. It would help bookkeeping if you could write your name on each box containing food or donation slips.
 
 [SIZE=18]Please help with the drive to relieve famine in the Roldem Alliance and the Boyer Kingdom.[/SIZE]
 
 Addendum: Acceptable donation slips should be dated 1485 or 1486.
 (Removed pepper to comply with Silver Buckle rules)
The following users thanked this post: Riven

343
General Discussion / Rolling Multiple Dice
« on: July 04, 2008, 06:54:45 am »
On a couple of occasions, I've seen people use multiple dice to generate a number range, via the "*rolls ...*" emote, particularly when one dice won't cover the whole range desired, for instance, using 2d20 to create a maximum of 40.

However, there are implications to doing this. Firstly, the minimum number generated is now the number of dice rolled, rather than 1. In the example above, rolling two dice, the minimum result is 2, giving a result range of 2 to 40, rather than perhaps the desired 1 to 40.

Secondly, and more importantly, using multiple dice skews the result. Some results are now much more probable than others. This is usually contrary to what is intended; most of the time, people want even probability between the results.

The below graph show the difference between the probabilities of the results between 1d20 and 2d10:



As you can see, the 1d20 has a flat, even probability result. The 2d10 however, has a pyramid probability result, with the "11" result being ten times as likely as the "20" result.

So, what to do about generating that 1d40 result?

Well, it would be nice if the "*rolls ...*" emote would accept any pair of numbers... :)

However, given that is not the case, you can try breaking it down between units and tens using the dice available. In this example, use 1d10 to generate the units, and 1d4 to generate the tens. However, you have to remember to subtract 1 from the 1d4 to generate {0, 10, 20, 30}, and add the units {1, 2, 3, ... 9, 10} to that.

Hope this helps.

Regards,

Script Wrecked.
The following users thanked this post: Riven

344
Trade and Market Hall / Trading rings for boxes of
« on: May 19, 2008, 11:44:03 am »
Are you a new adventurer and need some rings to become stronger on a certain field, look no further for a box of easialy obtainable goods you can get a brand new ring made. Please let me know in advance what kind of ring you want so I can pay you as soon as the box is done.

Rings avalible,

Bulls strength alexandrite in gold
Cats grace alexandrite in gold
Bears endurance alexandrite in gold
Fox's cunning alexandrite in gold
Owl's wisdom alexandrite in gold
Eagles splendour alexandrite in gold
//All +1 to given stat level 6 required

Platinium rings:
Greenstone  //+2 save increase vs. poison, level req. 5
Malachite  //+2 save increase vs. disease, level req. 5
Fire Agate  //+2 save increase vs. fire, level req. 5
Aventurine //+2 save increase vs. electricity, level req. 5
Phenalope  //+2 save increase vs. cold, level req. 5
Amethyst  //+2 save increase vs. acid, level req. 5
Feldspar  //+2 save increase vs. death, level req. 8
Garnet  //+2 save increase vs. mind affecting, level req. 8

Silver rings:
Alexandrite  //+4 skill Dicipline & Taunt, level req. 5
Topaz  //+4 skill Hide in Shadows & Move Silently, level req. 5
Sapphire //+4 skill Spellcraft & Concentration, level req. 5

Boxes required to get one of these rings

5 boxes of walnuts, one ring for each box, you don't have to gather all just let me know how many you will gather

*Signed*Storold Doesscha, Protector of the Al'Noth
The following users thanked this post: Riven

345
Just for Fun / happy happy martin luther king jr day - for the usa
« on: January 21, 2008, 03:59:31 pm »
this is a wonderful day to celebrate our freedoms. the right to play this game and play as we wish - to say what we want.

in a lot of ways, this site is his dream - a dream come true. beyond stereotypes - except for the once we create, that we know we are creating and playing out in fun.

games like this assist us all in learning how to get along better in our real lives.

for fun - you are encouraged to post your thoughts on the day and maybe how this game has benefited your life.
The following users thanked this post: Riven

346
Roleplaying / An Ode to Rogues, or, a Rogue by Any Other Name
« on: March 28, 2007, 03:01:57 am »
Shall I compare thee to a common thief?
Thou art more complex and more versatile.
Rough hands oft do thy name much grief
And most make you a stealer with a smile.

Sometimes too great an influence, the screen
With roguish grins, lawbreakers are they all -
So we fall victim to the things we've seen
And in this stereotype you sadly fall.

But you've still chance to make thy choices known,
And 'fluence those with bios still unwrit;
And cast as scout, or aught of sim'lar tone
Into a new alignment snugly fit.

So when you make a rogue I pray to you:
Think not of theft - there's more a rogue can do!


The gist of the above is that I've seen a disturbing trend of people tarring all rogues with the same brush.. or, gods help them, referring to a rogue's (or their OWN) profession in-game by the line: "Oh, I/he/she am/is a rogue!"

Behaviour
To borrow from the handbook:
Quote
Rogues have little in common with each other.  While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, or simple thugs.  Rogues are versatile, adaptable, and skilled at getting what others don't want them to get.  While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage.


The gist of this is that there are no "typical" rogue activities, nor a "typical" rogue alignment.  A thuggish rogue would likely not waste any skill points on Pick Pocket, Disarm Traps, and the like, and would likely have more of his ability points in CON and STR than in INT or CHA.

Conversely, the acrobatic lithe fighter who darts in and out of combat can also be a rogue, with a high DEX, and likely a high CHA, as this would be the gentleman who would Taunt opponents as he dashed around them, slipping a dagger in where it hurts.

There's the scout, learning to hide and hurt the enemy for their noble (or ignoble) cause.

The diplomat, with a high INT and CHA - capable in a fight, but much better suited to a duel of words.

Any of these are more likely to be suited to a Rogue character than virtually any other character type.  The upshot?  As before, Rogues are a very difficult character class over which to generalize.

By Any Other Name... Please?

Of all the classes, this is the One Which Is Not Named.  A rogue may be a thief (though he's unlikely to advertise as one, unless this is what the hirer is after), a scout, a trapspringer... or any of the occupations listed above... but the word "rogue" would mean nothing in-game, save its original designation: a scoundrel, unreliable, deceitful, and untrustworthy... and again, who would advertise themselves as this?

Monks are.. well, monks.  They could perhaps be "practitioners of the arts of unarmed combat", but that's stretching the point a bit.  A fighter can be a sellsword, a mercenary, a soldier, a guard.. or, let's face it, a fighter.  Someone who can wade into combat, blades flashing.  A Paladin is just that - it's in their title.  Perhaps the appellation Knight can be given.  Calling someone a cleric is fairly reasonable, likewise Rangers, and certainly Druids, Wizards, Sorcerers and Bards.  Barbarians could be called fighters as well, but their name is not misplaced.  Rogues are really the odd ones out, as a loyal scout of Mistone could easily be a Rogue.. but not be roguish in the least, and certainly not deserving of the name.


In Summary, and I'm Not Makeup, Darnit!

Rogues are incredibly versatile, so if you're planning a rogue submission, don't pigeonhole them into the "thief" persona unless that's what you wish them to be - with so much selection, a rogue can take almost any place if she's written right.

Rogues are not called rogues, as those who are wouldn't advertise it, and those who aren't would be offended.  (Though it is permissible to call the wittily quipping rogue "roguishly charming".  It may just get you smacked by anyone within arm's reach who's reading over your shoulder. :) )

And, please, Rogues are not Rouges.  The one is a versatile fighter/scout/thief/smoothtalker/whatever, the other is a powder.  (Granted, the former can become the latter if mixed with mages or dragons, but one would generally not wish to apply the result to one's face.)

And that's that!

Cheers,
Darkstorme.

(N.B.  Yes, I'm biased, with a primary rogue character, but sometimes I weep to see what is done with my.. erm.. noble profession.  *chuckles*)
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