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Switch to Content View. Perhaps a Printable View? Welcome to the Trading Post and Exchange! Here you will find the latest selection of magical items, enchantments, and weapons at reasonable prices. Transfer those hard-earned gold pieces to others, exchange extra hit points for pluses to hit, and convert excess spell points into much-needed hit points. Prices subject to change with supply and demand. Hours are from midnight ET Sunday morning through 11:59PM ET the following Saturday. Please send (email) all Trading Post requests to OGF Sorc, or the items will not be delivered. Unless advance notification is posted, purchases are always delivered the following Sunday, and will be usable on the same evening. Express Delivery is not permitted. For each entry, availability indicates the total number of each item stocked per month. Prepurchasing is not allowed. Orders are first-come, first-served. E-mail OGF Sorc with any Trading Post questions. Any item may be pulled without notice if a pattern of abuse is determined. Have a nice day and please be sure to stop by again soon.
TransfersCharacters may not transfer away their primary melee weapon, missile weapon, their last 60 missiles, and their last ten gold pieces. They will be permitted to sell back their primary weapon in exchange for another, with the usual additional cost, or to trade it to another character or guild in exchange for another, as long as the exchange is made the same week. Characters with ten gold pieces or less, total, will not be able to transfer them. If a good role-playing reason is given to the proprietor why a character wants his only missile weapon removed, the Trading Post may buy this back. Be warned, this is an unusual case, and it will mean that the character may no longer use missiles in a match (not even rocks) until he buys a new missile weapon. When you purchase or receive a new missile weapon such as a Bow or Crossbow, you need to specify who will be supplying missiles for it, or it will be listed without missiles. If you are in a guild, you can opt to have the guild supply missiles for either or both weapons. Otherwise, you must purchase missiles, yourself. The Trading Post will accept requests to switch guild-supplied missiles to personal, and vice-versa, or to remove a given missile weapon from a character sheet. For information on guilds and the Trading Post, see Guild Transfers. Player-Coordinated EventsLotteries or games sponsored by characters or guilds that require many transfers to come through the Trading Post require a special format. If you are coordinating the event, you should make a list of everyone involved. Just before the event begins, after you know all the names of the people who will be participating, send OGF Sorc e-mail with the information in the following format (eg.):
To: OGF Sorc
Event: Lottery
First, the name you're on with must be an Arena character. Send a cc: on the same mailing to everyone who will be participating, or it will be invalid. If you use bcc: the event will be invalid we need to see all of the names. Late arrivals can't take part in an event that has already been mailed in. Cost to Enter is what each person will transfer to enter the event. If it's a lottery and people enter several times, that's fine. Just put down the cost for a single entry, and a multiple after any names in the People Participating section (see above). People Participating is a list of the people who are playing. Payoff is either a fraction or a percentage of the total entries to certain people. The payoffs must sum to at least one if a fraction (or at least 100%) for the event to be valid. It can be more than that, if the person running the event is paying for his own losses. Each person in the cc: list must read the e-mail before the event is done and the payoff mail is sent. If anyone doesn't, the transfers are all invalid. Thus, you are advised to wait until each person has read the e-mail to start the event, in case the last person pulls out and uses it as an excuse later. By reading this e-mail, each person implicitly accepts the terms of the transfer. If the event in the e-mail isn't what the person told them, or a person doesn't want to be in an event, all involved should e-mail OGF Sorc right away and say so, and the event will be cancelled. Changes can't be made to an event once sent in. The coordinator must send e-mail cancelling the first event and begin a new one if someone leaves. People purposely sending events either to people who don't want to play or to deceive another player into transferring gold may be given an Unsportsmanlike Conduct call, if the situation warrants. When the event is finished and the winner(s) determined, send the following information (eg.):
To: OGF Sorc
Event: Lottery Much of this looks just like the first e-mail, except in this one, you must put "Event Transfers" (or "Event Transfer") in the subject. There should be a list of the actual transfers made, once the game was completed. This is just to inform the participants, because I'll double-check all transfers with the payoffs and entries. Once the second e-mail is sent, the transfers will be made the following Sunday.
IncentivesFrom time to time the Trading Post offers incentives towards purchasing our products. Find out about them here.Half-Price Customization Coupon(no value) Available: Unlimited.Allows the holder to pay half-price, in gold, for one weapon customization. This coupon has no gold value and can only be redeemed at the Arena Trading Post.
Voucher(-10gp) Available: Unlimited.Each voucher received is worth 10gp in trade to the Trading Post. All voucher use must be completed in the month of July and all Vouchers will disappear from sheets August 1st. Unused Vouchers will be lost. There is no gold value, beyond going toward Trading Post purchases.
Trading Post Items(SSRP= Sorc's Suggested Retail Price)WeaponsThe Trading Post takes orders for weapons listed in the Weapons and Prices document, as well as the special weapons below.No character may own more than two different melee weapons unless they are at least part thief (or have the Dual Weapon Use power), in which case they may own up to one single melee weapon and two pairs of duals of their choice. Any character can have, at most, two missile weapons for use on his character sheet, of which only one can be supplied by the guild per match, but either may be drawn from the guild's supply before the match begins. The character may thus choose to have one or both of the missile weapons supplied with missiles from his own keeping, but must send e-mail to the Trading Post to change how the missiles are handled. Both weapons may be supplied by the guild, if preferred, but only one missile weapon may be taken into a match. Characters with more than one weapon, in either or both of melee and missile weapons, will be required to send an IM to the HOST before the match begins to specify which weapons they are using. If they do not specify, the HOST may either choose from those available, or accept the first or last one listed as default (the techniques employed by the HOSTs vary widely, so please remember to specify, unless you want to end up with a dagger).
Tempered WeaponsAvailable: Pure Thieves only.Cost: 500gp Tempering a weapon makes it stronger and heavier, increasing damage done by +1 per hit. However, it becomes unwieldy, and a tempered weapon may not be used in a dual weapon pair. Any weapon so tempered will include the fact in its name, eg. Tempered Mace (d8+1). These weapons are guaranteed against breakage, but may not be further enchanted by the Trading Post. Tempering does not modify chances to hit in any way. Tempered weapons may not be transferred to a member of another class. As with dual weapons, any tempered weapons must be personally owned.
Weapon CustomizationAvailable: Five per month (limit one per customer).Cost: 500gp The Trading Post can now customize your weapons! Any melee weapon can be customized, including those magic worked by the Trading Post or won in a tournament. When customizing a melee weapon, the weapon can be either named or modified. Individual missiles such as darts or throwing axes cannot be customized, but missile propellants (bows, crossbows, and slings) may be named. Only slings may be modified, however. In naming a weapon, the character chooses a name for the weapon and submits it to the Trading Post. Weapon names must be appropriate. The Trading Post reserves the right to refuse any alteration that is questionable or deemed "foul." A named weapon will look something like this: "Excalibur" Two Handed Sword (d12) Modifying a weapon is a more complicated process, and thus less options are available. The weapon type is changed to match another, whether a classical "real" weapon such as a Military Fork or Bola, or a fictional one such as a Holy Avenger or a Mace of Disruption. Notice that the weapon's effects will not be altered in any way by these modifications: a Holy Avenger, if it used to be a regular Two Handed Sword, will still only do d12 damage. Again, the Trading Post will usually not permit weapons that it isn't familiar with. This *may* include unusual weapons from other games, or weapons that aren't realistic, so be aware of the restriction. Requests for firearms and weapons that are out of genre will not be processed. A weapon that has been modified will look like this:
Holy Avenger (d12) ONCE A WEAPON HAS BEEN NAMED OR MODIFIED IT CAN NEVER BE RE-CUSTOMIZED! Weapons can be transferred to other players or sold back to the Trading Post, for half the weapon price plus half the price of customization, but they can never be changed or enchanted further. Martial Artists may modify their d7/d7 weapon, however, they may never have more than one as (s)he cannot sell his/her hands and feet.
Magical WeaponsUnlimited Availability
+1 to hit AND damage on chosen melee weapon: Tournament earned The Trading Post sells Magical Weapons of limited power. They are limited to melee weapons, only. The bonuses on a magical weapon cannot be doubled or combined (never a +1 to hit and damage, or +2 to hit), but they WILL work with any other similar enchantment (Talismans of Strength, etc). More powerful Enchanted Weapons are available to tournament winners. Magic is a fickle element, and Magical Weapons purchased through the Trading Post are likely to lose their powers, if used often. Though the flaws that used to make these weapons shatter entirely have been eliminated, the weapons will lose all their magical properties on a critmiss, if the wielder does not save. Dual weapons are affected individually.
MissilesMissiles can be purchased with bonuses to both Hit and Damage from +1 to +3. Listed below are the prices for missile enchantments (Note that this does not include the cost of the missiles themselves):
+1 to hit OR damage: 5gp per missile
+1 to hit AND damage: 10gp per missile Missiles can also be enchanted to explode or have special effects on impact, by modifying the tip or blade. These enchantments can't be combined with the bonuses to hit or damage, above. All special effects listed below are non-cumulative (won't combine with existing, similar effects, or multiples of the same effect). Hold and Freeze effects are subject to a saving throw. In the case of the latter, the Freeze does no extra damage. Talismans, potions, and spells won't affect the extra damage done by the Exploding type, although they will affect the damage from the missile, itself. Missiles of Guidance require no roll To Hit, and are incapable of critically missing or hitting. The prices and effects are listed below:
Missiles of Exploding: 40gp per missile [+d6 damage] Missiles are expended the moment they are used even if they do not hit the intended target. All missiles, including sling stones, can be enchanted in this way. Sling stones will carry no additional purchase price beyond the cost of magic working.
PapersRegular Paper SSRP: 10gp per spell point. Unlimited availability.Guild Paper SSRP: 15gp per spell point. Unlimited availability. Papers may be used by anyone, regardless of class. An 8 is required to cast if the spell is outside your spell list, a 5 if it is within. Thus, a Mage could read a paper of an Offensive or Defensive Illusionist spell such as Dazzling Light with an 8 required to cast it successfully. Pure fighters require a roll of 13 or better to read, and martial artists may not use papers. Papers are destroyed the moment they are read, but are not subject to backfiring on a To Cast roll of 1. While anyone can purchase any type of paper (tournament spells excluded), Guild papers may only be used by those characters who are able to cast the spell without. Thus a Cleric of any guild may read a Paper of Sanctuary, but a Paladin or an unguilded Cleric may not.
ScrollsRegular Scroll SSRP: 50gp per spell point. Available: Five per month (limit two per customer).Guild Scroll SSRP: 60gp per spell point. Available: One per month. Tournament Scroll SSRP: 70gp per spell point. Available: One per month. Scrolls may be used once per match, but may usually be used many times (see below). Scrolls may only be used by spellcasters who are able to cast the spell on the scroll. For example, an Illusionist may use a Scroll of Prismatic Spray, but not a Scroll of Call Fire. Scrolls may be read at any time during a match (the action taking one full round), require a 5 to cast, and cannot be disrupted. However, on a To Cast roll of 1 the scroll will backfire. If the spell on the scroll is an Offensive spell, or a Guild or Tourney spell that is offensive in nature (Void, Delusion, etc.), the user must save or be affected by the spell. For other spells, the user must save or his/her opponent receives the benefits of the spell. The scroll might also be destroyed the user must save again, or the scroll disintegrates. Guild Scrolls are of guild spells only, and available only to Guilds. They can never be transferred to or purchased by characters. Tournament Scrolls of a given spell may not be purchased by anyone other than someone who has won the spell in a tourney. They are not subject to destruction on a To Cast of 1, although they may backfire, as usual.
Wands(500gp base, 10gp per spell point)Available: Three per month (limit one per customer). Recharges Available: One per month per customer up to 25sp (limit one spell). Wands are an exciting new prospect for the new year. Each wand is imbued with a special power to hold spells. These wands come with limited charges, however! Each spell point that is wished to be stored costs 10gp above and beyond the cost of the wand. No wand may safely hold more than 25sp. When purchasing or recharging a wand, please specify the spell you wish to imbue. You may choose from the Cleric, Druid, Illusionist, or Mage list. No guild or tournament spells can be imbued in a wand. Each wand must be purchased with enough spell points to cast the requested spell at least once for maximum duration. No player may own more than one wand per spell list. When a wand has been completely spent (0sp remaining) a new spell of the same list may be charged to that wand, negating the old spell. Wands are listed on character sheets thusly: WANDS: Ball of Fire (0), Armor (15) This user has two seperate wands and has two different spells. The Wand of Ball of Fire has been exhausted and may be recharged at 10gp per point or be reassigned a new spell (say Minor Reflect) still at 10gp per point. All spells are stored only by spell points. A user can cast a 1-6 round Armor with this wand with the appropriate number of spell points being subtracted. If the Armor wand is a new one, it would have cost 650gp. Wands may be used by any class. To successfully use a wand, the user must roll a flat 8 on a d20. Because of their innate abilities with magics, part casters have a +1 to cast when using wands and full casters have a +2 when using wands (for a 7 and 6 to cast, respectively). On a critical miss, the user must save versus a lost round as usual. In addition, there is a chance the wand may lose its stored energy. A further flat save vs dissipation must be rolled. An 8 or higher must be rolled on a d20. On a critical cast (20 on a 20) only half spell points are used (rounded up).
PotionsPotions may be used by anyone, regardless of class. All potions take a full round to use and take effect (ie. the effect always begins the round afterwards, unless their duration is "Instant"). Available: One per month of each potion (limit two per customer).Agility (50gp): +1 to hit, to the class minimum. Duration: Five rounds. Energy (100gp): Heals 4d6+4 spell points, up to the user's normal maximum. Duration: Instant. Fire Resistance (100gp): Reduces the damage from fire in half or one quarter with a successful save. Duration: Five rounds. Firewine (150gp): The imbiber becomes both very strong and very erratic. A d20 is rolled instead of the normal melee attack roll. On an 11+, the attack hits for double damage (ignoring all critical factors from a roll of 18-20). On a roll less than 11, the attacker suffers the effects of a critical miss. Duration: 1d4+2 rounds. Free Move (150gp): Prevents user from being affected by Hold, Entangle, or Taunt. Duration: Five rounds. Greater Healing (350gp): Cures 4d6+4 damage when imbibed and 2d6+2 damage at the beginning of the following round. Duration: Instant. Grounding (100gp): Reduces the damage from electricity in half or one quarter with a successful save. Duration: Five rounds. Healing (200gp): Heals 4d6+4 hit points, up to the user's normal maximum. Duration: Instant. Magic Resistance (50gp): +1 to save from spells. Duration: Five rounds. Magic Protection (200gp): +3 to save from spells. Duration: Five rounds. Poison (250gp): This potion isn't imbibed. It takes a full round to coat a weapon with this potion. A weapon will remain coated with this potion until it strikes, if a melee weapon, or is fired, if a missile weapon. If the weapon does not successfully hit, or is not fired, in 3 rounds, the coating fades. On a successful strike the opponent receives a saving throw. If the saving throw passes, the opponent takes only the d6 initial damage. If failed, the opponent will take d6 damage, then d6 damage at the end of the round for d3+3 rounds (counting the initial damage). This further damage cannot disrupt spells. Speed (100gp): +1 to initiative rolls, up to the die maximum. Duration: Five rounds. Stoneskin (75gp): -1 from damage from any missile or weapon (as the talisman). If modified damage is 0 or less, no damage is taken, and spellcasting will not be disrupted. Duration: Five rounds. Strength (75gp): +1 to damage per physical hit (as the talisman). Duration: Five rounds.
ConcoctionsExpensive and unusual brews for the eccentric character. Available: Three per month (limit one per customer).Adrenalin (300gp): Prevents user from losing initiative rolls, and is temporarily immune to Entangle, Hold, Taunt, Immobilize, Freeze, and Fear (though damage still applies from the latter spells). Duration is halved to one round for Shadow Monsters and backlash from Finger of Death. User is also immune to the paralyzing effect of a Knife Hand, although normal damage still applies. Duration: Ten rounds. Berserking (250gp): +2 to damage per physical hit. If the user critmisses with a weapon, a flat 12 to save is permitted to avoid losing a round. Duration: Ten rounds Courage (1250gp): Allows imbiber to take a second action at the end of the round. Spells cast in this way cannot be disrupted. All second actions suffer a to hit or to cast penalty of 5 points, as appropriate. Duration: 1d4+2 rounds. Domination (400gp): Effective only in group fights, this potion surrounds the user with a massive psychic aura. All opponents must save or be affected by a critmiss/fizzle, depending on their current move. If an opponent has already made her move for the round, there will be no save, and he will instead be forced to pass his next round, recovering. If the opponent critmisses on his own, and is affected in the same round, he must make two rolls to avoid causing damage, but will only lose one round. Duration: Instant. Fire Breath (300gp): Enables the user to breathe forth a gout of flame on a single target at any range. A d20 is rolled. If the result is 2-19, the fire does 3d10+10 damage to the target or half with a successful save. If a 20 is rolled, no save is allowed. If a one is rolled, internal combustion occurs and the imbiber takes the damage instead, save for half permitted. If a protected person is breathed at in a group fight, the fire will strike the protector. Duration: Instant. Invulnerability (750gp): A highly unstable solution that bestows complete invincibility for a brief period of time. A d20 will be rolled by the HOST. If a 1 or 2 is rolled, the user takes double damage from all attacks for three rounds. If a 19 or 20 is rolled, the user is frozen for the three subsequent rounds due to overconsumption. Duration: Five rounds.
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