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  1. Yesterday
  2. Dascombe

    [Event] A.N.T.M.A.N 2.0

    The communication machine starts whirring and after a small put-put of smoke, it springs to life and starts flashing an emerald green colour on its warning light. Meanwhile over on Haven, the rather tired Tinkmaster appears to have left his workshop with a large amulet that projects his voice "Greetings denizens of Haven! As many of you have seem quiet lately, the A.N.T.M.A.N has gathered an abundance of energy! Therefore the first party of five to make arrangements and come meet me shall embark upon another quest! Failing that, Sunday evening should suffice for a pre-arranged adventure!" No sooner than this is said, he heads back into his workshop. Moments later a few peasants can overhear him mumbling to himself "I don't know... maybe a 'quantum' gathering of energy for the device? Those adventure idiots will believe anything technological"
  3. Last week
  4. Earlier
  5. Hi all It can't have escaped many people's eyes that the server is in somewhat of a lull and I would argue it has been for at least 9-10 months in terms of server population and the activity of the players (and to a degree, the staff) There's been multiple lines of chit-chat across discord about why this is and a small amount of people have been working on trying to solve this as I would argue that the current real world circumstances would likely mean we should be getting a larger influx of players coming to the server when frankly new players seem to spend no more than a week in the discord and by week two their characters are seemingly gone and cease to log in (I do not have access to personal data regarding log-in times so this is merely my observations based on my no-life levels of being logged in myself) To whit i'd like to make this post regarding solving the server's woes and ultimately seeing about making Unknown Shores great again(tm) I would like as many of you as possible to contact me either by dropping me a message here on the forums or PMing me on discord (Dascombe#3685) where I would appreciate you messaging what you think is wrong with the server and ideally with your solutions on how it could be fixed. This will be 100% confidential as my previous 'agony aunt' posts have been and I stick to that firmly. The feedback will be heading back directly to the server admins and staff and i'll move hell or high water to solve these issues myself if need be. However if you wish to have your name known, please state so in your correspondence otherwise i'll relay the feedback confidentially by default. This is not aimed at -just- newbies or -just- vets, this is aimed at everyone as there is issues retaining both veterans and newbies alike. I would also appreciate it that when players contact me do NOT hold back with your gripes with the server and do NOT hold back with your recommendations with how to fix this server. I don't have all the answers and the staff certainly don't so creative responses are welcomed and encouraged. As with past gripes i'll be collating all this feedback into a single document and bullet pointing it to simple and sharp reasoning: https://docs.google.com/document/d/1dvzA9w__5PKEBcrfPdEOPZkqOswtSDz-0pyq1e_UKWk/edit?usp=sharing This document is where I shall be collecting all the information pertaining to this feedback so do check back to it from time to time.
  6. New Moonbrook

    New Moonbrook

    OOC: We've had one or two queries regarding the population demographics of New Moonbrook pertaining to racial makeup. We'd like to stress that due to constraints with the NPC models cycling through a limited amount of options we only have a 'set' amount of models for the guards, and workers etc. Please consider reading up on the 'New Moonbrook NPCs' section to find a more accurate breakdown of NPC racial makeup. This applies to CIVILIAN npcs however due to the guards models it is assumed that unless specified through named NPCs (such as Sgt Thorne) these NPCs are comprised of -ALL- Alliance races: Gnomes, Dwarves, Humans (of varying kingdoms), Night Elves, High Elves, Worgen and Draenei. If you have further questions regarding this, don't hesitate to PM the New Moonbrook account (this one)
  7. New Moonbrook

    [Notice][Bounties] New Moonbrook Current Bounties

    Some of the bounties appear to have had alterations made to them: The bounty for Sir Reginald has had a line drawn through it and gone from '55' to '30' The bounty for the eredar demoness has a line drawn through it and gone from '80' to '50' Blackcreek's bounty has also had two lines drawn through it from '100' to '60' for his death and '150' to '110' for his capture. These relevant bounties seem to have the same note attached to them: "By decree of Baron West The bounties for 'Sir' Reginald, 'Lord' Blackcreek and the Eredar demoness have been reduced. This is in most part to these percieved threats having not presented a threat to New Moonbrook or generally to allies and friends thereof recently as such whilst the threat is present it is considered 'low' in the faction's priorities. Those seeking larger payouts for bounties should draw their attention to more recent bounties or check back from time to time."
  8. New Moonbrook

    [Notice][Bounties] New Moonbrook Current Bounties

    "Wanted Dead or Alive Individual(s) responsible for the murder of the Zan'Watha embassy occupants, theft, and usage of dark magics. Following a recent investigation after silence from the embassy, it was discovered by Baron West that the previous occupants of the Zan'Watha embassy had been seemingly assasinated by what is likely to have been a group effort before the embassy was robbed of all valuables and the remains of the trolls were desecrated then used in some unholy ritual which resulted in hostile abominations rising from the remains. Whilst the threat has not been aimed at New Moonbrook or any of its inhabitants, this threat is on the settlement's doorstep and has targeted what was once a close ally to New Moonbrook and so this bounty serves as a preempative strike against those who would consider harm to the friendlier denizens of the Doldrums. The individual(s) responsible are wanted on the following charges: Murder Desecration of corpses Grand Theft Use of forbidden magics* As well as the above atrocities, a single letter has been found stating 'I am back' and signed by 'Heinrich's Bane' Although this has incurred a significant amount of rage from Baron West, it is entirely possible that the perpetrator is utilizing this former knowledge of the warlock known as 'Heinrich's Bane' as a means to lead the investigation down a false path. Those who are undertaking this bounty would do well to consult either Councillor Dothrel of Tordala or Priestess Emily of High Hearth as both have expressed experience and skill in dealing with unholy magics and come highly recommended by Baron West of New Moonbrook. A large amount of supplies at the embassy were also stolen during this incident. This is a large amount of goods which cannot easily be hidden so those looking to investigate should see if any group(s) or other individuals have acquired a large supply of Troll goods as of late. The Baron is intending to cordon off the Zan'Watha embassy until the threat is secured. This area will be an active crime scene and only those who are assisting in the investigations may be allowed access to the settlement. Those wishing for access should speak with Baron West directly. A sum of 100 gold pieces is offered for the head of the individual(s) responsible for the slaughter of the Zan'Watha embassy occupants. A sum of 150 gold pieces is offered for the capture of the individual(s) responsible for the slaughter of the Zan'Watha embassy occupants so that they may be executed publicly in Haven or New Moonbrook. Additional gold is offered on a case-by-case basis for anyone who can provide additional information to Baron West which leads to the capture or execution of the culprits. Alternative rewards can be made via prior arrangement with Baron West of New Moonbrook *Baron West states that even though he is magically numb he was able to sense the strength of the dark magics used during this foul ritual which permeated the building. In addition the abominations appeared to he comprised of parts of the previous occupants of the embassy. Those who ascertain the location of the murderer(s) should inform New Moonbrook post-haste prior to dealing with the threat(s) themselves as New Moonbrook will lend assistance with the bounty with no claim to it.
  9. New Moonbrook

    [Event] New Moonbrook Supplies Sale

    New Moonbrook's Supply Sale Where: Haven. West's Charcuterie (Marketplace) When: Wednesday 29th April, 20:00 server-time. Who: Anyone allowed into Haven Event Type: Trade GM Assistance: No GM assistance required unless NPCs wish to visit to buy goods. Along the middle-most 'tier' of Haven a flurry of activity brings the recently silent town to life. Wagons laden with goods deposit their supplies adjacent to Baron West's charcuterie and start to assemble them into some sort of 'storage space'. When these workers are questioned by anyone passing by they continue working but talk at the same time. "Wha's this? Oh, th' Baron's bringin' a load o' goods from New Moonbrook to sell to th' folks of the Doldrums." When pressed further as to what goods are available, the workers happily respond: "Oh, all sorts. Food, fabric, arms, armour, metals, gemstones, and more! Ought to pop by and give the stuff a gander yersel'!" The peasant smiles and returns to unpacking crates and stockpiles of timber. OOC: Hi All To help break the current monotany i'm going to host a small trading opportunity. Its effectively a means to get shot of some of New Moonbrook's assorted materials in exchange for gold to pay for some more bounties that are due to go up as well as a few other overheads. All sorts of gear is going to be available and not just resources.
  10. Varen

    Proposed RPG Patch v3.3.5

    Ability Change: Guard +Can be used during the fight invitation period. - This change allows characters AND NPCs to guard during the fight invitation phase. The 10 energy cost of Guard will be paid on the first-turn starting energy when used this way.
  11. Dascombe

    [Event] A.N.T.M.A.N 2.0

    A whirring noise starts to cover the lower part of Haven along with a new flashing green beacon atop the workshop belonging to Tinkmaster Gizwhip. Similarly, a small device over on Tordala starts to flash green as well, indicating that the Tinkmaster requires adventurers! He starts to head out down town spreading the word he requires a group of five pluckly adventurers this coming friday at 19:00 hours.
  12. Varen

    Proposed RPG Patch v3.3.5

    Proposed AI Changes A rework planned on how the AI chooses its targets in turns, rather than just going for whoever has the lowest HP, the AI manager will look at the stats of the NPC and make an informed decision based on the available targets. NPCs with worse stats will be "dumber" about their decision making process, as they have less information to work with, while stronger NPCs will try to be more optimal. This would allow variation between NPC types and perhaps even changing of their tactics during the fight, if conditions change.
  13. Varen

    Proposed RPG Patch v3.3.5

    -Removed "Then engage target" from intervene. This allows the ability to be used on both allies and enemies to clear engagements. -Added Tower Shield Changes: Rare - Tower Shield [0-5, Str 4.0, 0% Crit] Damage Taken -15%, +200 HP, -1 Energy Regen Requires 8 Str - An option for shield users who wish to focus on tanking even more damage above other utility.
  14. Hi one and all. As one of your resident event monkeys (both as a player and as a DM) one of the more frustrating elements of running events is working out when to put them on. Many of us here on Unknown Shores come from some, frankly, quite wild time zones which makes it difficult for people to attend events. A solution to this could be simply asking people what time zone they are in however this takes up far too much time and isn't exactly easy to quantify that information to work out what 'peak' hours generally are and what suits people's busy lives. As such i've decided to slap this poll up to try and work out what time zones people are in and when they would prefer events to be typically held. This is for several reasons: To allow maximum event attendance and to see if anyone is being 'left behind' to fall through the cracks. For staff to potentially use to find out from what time zones they might want to recruit additional staff like storytellers etc To work out when is best to set event times for To work out when 'peak' RP times are so people can synchronize to get together for more RP be it social or combat. The first option is naturally a single choice however the second one is a multi-choice question
  15. Dascombe

    [Event] A.N.T.M.A.N 2.0

    Tinkmaster Gizwhip makes a point of going around Haven and actively telling passerbys and members of the populace he requires adventurers. Any who wish to heed the call should head to his workshop on the shorefront on this sunday coming at 20:00 hours! The machine over in Tordala lights up and flashes a faint green colour.
  16. With the update to 7.3.5 getting closer, we have a moment to alter the current version of the RPG, before resuming work on V4. In this list of proposed changes, we've chosen to address the most glaring issues we could without reworking large portions of RPG. We mainly focused on the viability mixed stat builds, rebalanced a few options that were out of line, and reworked shields as something with a specific purpose. These changes come from a team discusson on what we think are the most glaring issues. However, we'd like to hear the thoughts of the community before we move to implement them! This thread will remain open until the changes are finalized, and we'll edit the main post accordingly. Changes AI A rework planned on how the AI chooses its targets in turns, rather than just going for whoever has the lowest HP, the AI manager will look at the stats of the NPC and make an informed decision based on the available targets. NPCs with worse stats will be "dumber" about their decision making process, as they have less information to work with, while stronger NPCs will try to be more optimal. This would allow variation between NPC types and perhaps even changing of their tactics during the fight, if conditions change. New Abilities Intervene - 15 Energy Charge and try to break Target's other engages via Contested Strength Check. Counts as a Move action. Requires a shield. - Intervene is an ability used by Strength-focused tanks to pull targets off of their allies. Works especially well if you guard the round before. Retaliate - 10+X energy, 3 round cooldown Consume all remaining energy, then Self Buff, retaliate all attacks for (X+DEX)*2.5 damage for 1 turn. Requires a shield. - Retaliate is an ability intended for use by Dexterity focused shield users, returning damage to anyone that hits them. Works incredibly well against targets that attack many times, and the energy scaling rewards planning ahead. Vigilance - 14 Energy, 5 round cooldown. Ranged Cleave Debuff, All damage done by those currently engaged to Target is reduced by (Strength + Dexterity) * 3% for 2 turns. Requires a shield. - Vigilance is an ability that can be used by either Strength or Dexterity focused tanks, but performs optimally when used by a mixed Str/Dex build. It provides a strong damage debuff to targets that are engaged on someone you're aiming to protect. Focus Strike - 15 energy, 4 round cooldown. Target Attack, Mainhand Weapon Damage * 85% as Physical Damage, this attack gains your Ingenuity * 3 Percent increased chance to Critically Strike. - We wanted to give Melee builds a strong Mainhand ability at a middling energy cost. As it stands in the current system, the only interesting choice a melee character can have at 15 energy is "Basic Attack". While it is good, it shouldn't be the only focus of a build. The cooldown offsets its relatively high strength. Shield Changes Common - Kite Shield [10-15, Str 4.0, 6% Crit] Magic Resist +15%, Armour Rating +10%, +5 Initiative, Requires 6 Str - The go-to for Strength-based characters looking to increase their defensive capabilities. Yes, it's better than Magnetic Shield. Uncommon - Buckler [5-20, Dex 4.0, 12% Crit] Dodge Rating +4, Dodge Mitigation +2, +5 Initiative, Requires 6 Dex - The go-to for Dexterity-based characters looking to get the most out of the Dodge statistic. Common - Round Shield [0-5, Dex 4.0 + Str 4.0] Physical Damage +6%, Damage Taken -5%, +10 Initiative, Requires 4 Str, 4 Dex - An "all-round" option - Heh, get it? The shield for the character who mixes between Strength and Dexterity, or the person who really, really wants to go first. It also deals the most damage of the shields, and offsets some of the damage lost by choosing a mixed build. Rare - Tower Shield [0-5, Str 4.0, 0% Crit] Damage Taken -15%, +200 HP, -1 Energy Regen, Requires 8 Str - An option for shield users who wish to focus on tanking even more damage above other utility. Class Ability Changes Warrior Devastate 15 Energy --> 14 Energy - Along with the shield changes, Devastate is being shown some love too. This allows a more constant use of its function for characters with <10 ingenuity. Enraged Regeneration 15 Energy --> 18 Energy 1 Essence --> No Essence - With more energy cost but no essence cost, it gives Warriors a proper choice for in-combat sustain that doesn't require a healer. Keep in mind, it still has a long cooldown. Recklessness 2 Essence --> 1 Essence - Recklessness was overcosted, but is still a very powerful ability. Paladin Holy Shock Magic Action Check * 385% as Healing or Damage --> Magic Action Check * 500% as Healing or Damage - Holy Shock has been a historically weak ability. By bringing the scaling up to match a similar ability (Icy Crush), it should serve as a decent offheal or mid damage nuke for Paladins. Judgement Target Debuff, Every successful Attack Action made against the this target restores 6 Health and 1 Energy- lasts for 4 Rounds --> Target Debuff, Every successful Attack Action made against this target restores 4.5*WP health up to a pool of 13.5*WP then restore 1 energy - Lasts for 4 rounds - Judgement has always been an unique ability in its rewarding quantity rather than quality of attacks. This should open it up to more builds while keeping its energy restorative properties. Hunter Aspect of the Dragonhawk 1 Essence --> No Essence - Aspect of the Dragonhawk is not used in its current state. By removing its essence cost, it may make for a more attractive choice. Druid Rejuvenate Willpower scale 4.5 --> Willpower scale 5 - Rejuvenate was slightly weak considering it being a class ability. Mage Ice Block Cannot be purged. - Given the cooldown, the class restriction, and the essence cost, Ice Block shouldn't be able to be purged. Warlock Fel Armour 10 Energy --> 14 Energy 1 Essence --> No Essence - Fel Armour is a very strong ability, but unused as a mainline class ability. By removing its essence cost, but increasing its energy cost, it can serve as the strong long-term buff that it should be, and the signature ability for a demonic-fueled combatant. Generic Ability Changes Bludgeon 16 Energy --> 15 Energy - With the reduced energy cost, this becomes viable for any build with a decent melee action check. Bolster Target Buff, Reduces Incoming Damage by Self Dodge Rating * 4 Percent- lasts for 2 Rounds, Can only be used on a target with the ‘Guard’ buff, Can not be used on Self --> Target Buff, Replace an ally's armour rating and magic resist with your armour rating and magic resist, if higher. Lasts for 2 rounds. Can only be used on a target you are guarding. - With our changes to shields, along with the changes to Iron Skin and Magic Barrier, this becomes the choice ability for those with high defensive statistics who want to protect a guarded target from ranged abilities. We've also clarified the guarding requirement. Guard +Can be used during the fight invitation period. - This change allows characters AND NPCs to guard during the fight invitation phase. The 10 energy cost of Guard will be paid on the first-turn starting energy when used this way. This hopefully will help tanky characters to be more useful from the get-go in a fight! Dark Vestiges 1 Essence --> No Essence - By removing its essence cost, this normally unused ability makes for a more attractive choice. Disengage 1 Essence --> 0 Essence - An unused ability given its essence cost to counter a simple move, this makes it a viable option for ranged martial characters. Holy Strike Target Attack, Melee Action Check plus Magical Action Check * 350% as Magic Damage --> Target Attack, Mainhand Weapon Damage * 90% as Magic Damage. The Damage of this spell is increased by 2% for each point of Willpower you have. - To help melee builds which dip into willpower more viable, we've reworked Holy Strike to fit the same niche as Focus Strike while incentivizing Willpower investment. Iron Skin No Cooldown --> 6 Round Cooldown Self Buff, If your Armor's Armor Rating is less than Willpower * 5 Percent, it becomes that amount - lasts for 6 Rounds --> Self Buff, Mitigate physical damage equal to (WP*5)% up to (WP*40) damage - Lasts 6 rounds - To bring Willpower defensive abilities in line with other classes, we introduce a cap on the amount of damage this ability can reduce. With the added cooldown, they're naturally countered by high amounts of damage, or purges. Kill Shot 1 Essence --> No Essence - By removing its essence cost, this normally unused ability makes for a more attractive choice. Light Spike Target Heal, Magical Action Check * 275% as Healing --> Target Heal, WP*5 as Healing - At a very low energy cost, Light Spike will never be an extremely powerful heal. With a flat healing, it helps its purpose as an economic ability while setting up for a larger one. Lightning Rod 1 Essence --> No Essence Then cleave Attack, Magic Action Check * 950% --> Then Cleave Attack, Magic Action Check * 1050 - Lightning Rod is weak when considering its energy cost. By adding a little bit of damage while removing the essence cost, it helps its purpose of a situational ranged cleave. Magic Barrier No Cooldown --> 6 Round Cooldown Self Buff, If your Armor's Magic Resistance is less than Willpower * 5 Percent, it becomes that amount lasts for 6 Rounds --> Self Buff, Mitigate magical damage equal to (WP*5)% up to (WP*40) damage - Lasts 6 rounds - To bring Willpower defensive abilities in line with other classes, we introduce a cap on the amount of damage this ability can reduce. With the added cooldown, they're naturally countered by high amounts of damage, or purges. Obliterate 1 Essence --> No Essence - Melee players rejoice. Obliterate has more easily accessible counters than the mage ability Pyroblast and does more damage. By removing the essence cost, it becomes a highly attractive move for all 2h builds. Pierce 16 Energy --> 15 Energy - Pierce has a rare and powerful debuff that reduces a character's armour rating. By lowering the energy cost, it becomes an attractive option. Point Blank Shot Target Attack, Ranged Weapon Damage * 120% as Physical Damage --> Target Attack, Ranged Weapon Damage * 80% as Physical Damage. Make a contested Melee Action check to disengage from the target. - With its energy cost and scaling, this ability a stronger melee option than most melee builds. Lowering its damage while also adding in an effect that helps disengage from foes changes it to favour the gameplay loop of a hunter keeping distance from their foes. Revenge 1 Essence --> No Essence - By removing its essence cost, this normally unused ability makes for a more attractive choice. Shadow Consumption 20 Energy --> 18 Energy 1 Essence --> No Essence - Between the damage and the healing, this ability moves less health than fiery burst, and since fatigue affects both damage output and healing, the new cost is more in line with its effectiveness. Shield Block REMOVED - Shield abilities have been reworked into more interesting choices, as outlined above. Shield Slam REMOVED - Shield abilities have been reworked into more interesting choices, as outlined above. Vital Spirit 3 Essence --> 4 Essence Reduces Fatigue by 550 --> Reduces Fatigue by 2500 - A previously weak ability, It may not be an attractive ability for every single character on the Doldrums, but it will fill a niche for the player that wants to participate in an obscene amount of RPG combat. 2500 fatigue is 50% total fatigue. Wand Attack 14 Energy --> 6 Energy Mainhand Weapon Damage * 85% --> Mainhand Weapon Damage * 60% - In an effort to make wands a more attractive option, we've turned their basic attack into a decent "filler" ability. It may seem like a huge buff on the surface but wands do not deal a substantial amount of damage.
  17. Dascombe

    [Event] A.N.T.M.A.N 2.0

    A plume of smoke and the chugging of a machine inside bursts to life as a distant machine upon Tordala lights up a vibrant green colour. It would seem that Gizwhip seeks a team to embark upon another 'dive' on a perilous mission! He asks that those wishing to do so arrive at his workshop on the 1st of next month at 19:00 hours!
  18. New Moonbrook

    [Notice][Bounties] New Moonbrook Current Bounties

    "Wanted Dead or Alive Lord Blackcreek Wanted for assault upon Alliance soldiers, siezure of king's property and a litany of other crimes! This false Lord is believed to be the one responsible for assaulting Haytham's Landing and ultimately the leader of all the bandit groups based upon Opej'nor and quite possibly others who have yet to be identified. Lord Blackcreek (and by extention those who serve under him) are wanted on the following charges: Murder Attempted Murder Membership of a Hostile Faction Grand Theft Treason Inciting War Waylaying Usage of forbidden magics* Lord Blackcreek has until now been considered elusive and an enigma with not even his name known to the denizens of the Doldrums however thanks to the efforts of a adventurers too many to list here, his name has been revealed and his intentions are slowly becoming unravelled. It is worth noting to any who embark upon this bounty that Lord Blackcreek was seen leaving Haytham's Landing during the assault in which Corporal Osbert of New Moonbrook shot the bandit leader clean through the head and yet this individual seemed uneffected by such. Further to this arcanists who attempted to halt his boat's path found their icy barriers melted away which suggests that Lord Blackcreek is either a highly skilled arcanist himself or has one such individual under his employ. As of now it is assumed that Lord Blackcreek is in fact either a master illusionist or one of the undead and the bounty posted below reflects the perceived danger of this foe. Those who wish to seek out Lord Blackcreek would do well to start with interrogating his own bandit comrades and working up their 'chain of command' until finding relevant information on him. The Bandit Insignias which can be handed in to Sergeant Thorne at New Moonbrook are believed to be the Lord's own personal insignia and he is believed to be a Lord of the northern kingdoms of Azeroth (likely Alterac) rather than that of Stormwind. *During the assault on Haytham's Landing, what were believed to be New Moonbrook prisoners turned out to be dopplegangers of a magical nature. These creatures, when slain, appeared to decompose rapidly into a gooey black substance. One was also seen lighting an explosive device whilst in the presence of Lord Blackcreek's own men which suggests these creatures have -zero- self preservation instinct and an ability to impersonate whosoever they choose. An additional bounty will be posted regarding these foul creatures. A sum of 100 60 gold pieces is offered for the bandit leader's head. A sum of 150 110 gold pieces is offered if the bandit leader is brought back to New Moonbrook alive to face execution. Proof of it being the real Lord Blackcreek will be ascertained upon delivery. Alternative rewards can be made via prior arrangement with Baron West of New Moonbrook Those interested in undertaking this bounty are encouraged to inform Baron West as to the movements of this bandit leader as they will receive the full support of New Moonbrook in ridding the Doldrums of this pest.
  19. Dascombe

    [Event] A.N.T.M.A.N 2.0

    Rumours begin to circulate once more that the A.N.T.M.A.N 2.0 machine has been recharged and that the tinkmaster seeks another team to venture forth! It seems the machine will be ready by the 23rd of this month at 19:00 hours! Those wishing to embark on this quest should arrive to the tinkmaster's workshop in lower haven near the Sotoran graveyard by this time! Somewhere in the town of Tordala, a light on a machine flicks to green and makes a short burst of whining noises before going silent again but the light colour change remains.
  20. The Stand at the Dead Acre The convoy was a short one. Five men on horseback with the esteemed Baron in the centre, four of Stormwind's finest soldiers they could muster as part of a diplomatic envoy for the Baron to be escorted to the township of Grand Hamlet from the ongoing construction works at Sentinel Hill overseen by Stoutmantle himself. The entourage made headway through the land deemed now under crown control as the final push against Van Cleef was made by a band of adventurers sent deep into the hearts of Moonbrook's sprawling mines beneath the southern mountain range. Idle chit-chat and casual conversation of politics turned to talk of war as the Baron regailed the men accompanying him with war stories from when he was a young man armed with a rifle in the first war with the Orcs. The atmosphere seemed to lighten as the heavily armed guardsmen preferred veering away from petty politics and listening to tales that they can relate to. 'Thunk' One of the riders behind had fallen backwards off his horse as they had approached the crossroads heading east to Duskwood. They thought it might have been drinking on duty or perhaps the heat of Westfall getting to him. That was until one of his comrades noticed a large bolt sticking out of his breastplate as the man choked on blood coming up from his lungs. "AAAAMBUSH--" the investigating soldier yelled before he too was felled by a large crossbow bolt which managed to go straight through the maille collar around his throat. The remaining two guardsmen dismounted as did the Baron who unslung his satchel and rifle from his steed. Armed and bearing shields the trio noticed over the southern hills there then came a large gathering of poorly-armed men: Defias renegades. One of the soldiers turned around to the Baron with the command to "RUN" but from the northern treeline came even more of them, cutting off their escape far away to the perceived safety of Sentinel Hill. "Who the blazes tipped them off of this damnable visit?" the Baron glared. The two soldiers shrugged as their shields clanged with the sound of bolts and arrows ricocheting off them and splintering. The trio made headway to the Dead Acre, a long since abandoned farmstead. In the centre of the field they took shelter behind an abandoned cart which provided shelter from the hail of projectiles bearing down on them but did nothing for the renegades now charging in an enraged frenzy bearing sword, axe and spear upon them. One of the guardsmen fell in a matter of seconds taking a few renegades down with him as he swung his hand axe around. The convoy was down to the Baron and one surviving guardsman who both ran into the farmhouse. The baron slapped his satchel onto the floor and took out two boxes of ammo... barely twelve rounds for what looked like a small army of over fifty defias renegades, several of whom perished taking down the third guardsman. Not very good odds even for a seasoned hunter such as the Baron. "Lock the door, stay quiet and keep away from the damned windows" the nobleman ordered. The guardsman complied and stood back but the walls were rickety with the plaster crumbling in many places. Silence for a few moments, only the sound of the Baron sliding a shell into his rifle... but this was interrupted by the sound of breaking plaster as a spear made its way through the wall and into the exposed calf of the guardsman who fell down to his knees in agony but not before he managed to smash the spear haft cleanly with his own hand-axe. The Baron discharged the rifle into the wall several feet ahead where the bandit was expected to be, there was a brief gurgle and the sound of a lifeless body hitting the hardy earth of Westfall. One bullet down... one bandit down... but the odds were not in their favour. He chambered another round and waited silently. There was the sound of a steel bucket outside being struck, presumably by a bandit's foot who hadn't noticed it. The Baron span around instantly and blasted another round into the wall which resulted in yet another bandit slumping over. A charge could be heard, the one employed by a mix of common thugs and political idealists turned renegade as he looked out the window and saw them charging over the field. The Baron hauled himself up to the top floor of the house where goods were stored and kicked through some of the thatching a hole large enough for his barrel and scope to stick out. One...two....three....four....five....six....seven...eight....nine....ten. With each shell that fell down to the stoney floor of the farmhouse another bandit met their end across the field... but on the tenth one he was careful. He waited until the remainder of the charging bandits had just crossed the path of a long-since disused harvest reaper which he noticed had been leaking oil... the final shot lit this trail of flammable liquid but it was too late for the bandits to cease mid-charge before the rusty construct erupted in the middle of the dead acre sending chunks of iron shrapnel in all directions. Those who were not killed instantly in the blast were most certainly fatally maimed or at least crippled. This however did not deter the rest of the renegades. "VAN CLEEF HAS A PRETTY PRICE UPON YOUR HEAD, BLUE-BLOOD" one of them yelled across the acre. He seemed far more heavily armed and armoured than his compatriots who had charged needlessly to their deaths but this didn't stop him from sending more thugs after the Baron. Baron West grumbled, more were coming. The final guardsman had clearly been cut in one of his arteries and had expired down below as the Baron blew the harvest reaper apart. He looked around swiftly and crawled through the thatching on the roof as the defias renegades closed the distance and broke down the door to the house. They looked around cautiously but to no avail. One went up the ladder that led to the loft and searched around: barrels of grain, opened medical supplies, and what looked like a knife-block at the back gilt with silver and bearing Queen Tiffin's bust on it as well as the date of the coronation... but it seemed to be missing the knives that went with it. The bandit who went up to investigate did not have time to blink as a commemorative kitchen knife found its mark at the top of his spine. The blade withdrew and the body slumped down on the floor of the cottage. The bandits below went eerily silent and drew out their crossbows and peppered the roof of the house with bolts which pierced through the loft floor. -SMASH- The Baron swung feet-first from the roof down into the cottage through the window, sending one of the bandits sprawling to the floor and with most of the wind booted out from his lungs, the others drew blades as the Baron brandishes his own pair of duelling knives. One of them was stupid enough to charge alone and was dispatched easily with a parry of a blade and the second knife entering his left breast. Two more looked at the Baron and charged simultaneously, he looked around for a split second and picked up a small coal shovel in a bucket behind him which disarmed both of them in a single swing but so too was he forced to drop his own knives to wield the shovel. What came next was a frantic case of fisticuffs with a firm blow landing on the Baron's jaw and another to his shoulder by the second bandit. As he span around in a brief daze he landed close to the fire and managed to pick up a fire poker with a hooked end to it for agitating the coals. As he got up in a singular swift movement he buried the fire poker into the skull of one of the bandits causing the other to flee in a panic only to find the door was locked shut. Other renegades who had by now reached the house heard the sound of fighting and all they witnessed as a sign of it finishing as the pleading for mercy before a spear end broke through one of the weaker planks of the door stained in blood and accompanying a violent coughing and gurgling noise. "WHAT ARE YOU WAITING FOR? YOU OUTNUMBER HIM, GET HIM!" the order screamed from the other side of the field. One of the new arrivals booted open the door, breaking the lock, only to witness several of his dead allies and a dead Stormwind guardsman... there was no sign of the Baron. The others filtered in silently until one of them caught a glance of the ladder leading up to the loft. Gesturing for the clearly green thief to go up and check the others watched in anticipation until they all began to hear a loud creaking noise, the sound of timbers cracking and groaning under excessive weight... -SMASH- ...as the grain silo outside the farmhouse smashed the cottage apart. Several of the bandits were thrown from the wreckage whilst some of them were buried under several tonnes of grain that began to spill out. Far back from the base of the silo the Baron grinned with his gun slung over his shoulder and a woodsman's axe in his hands. The bandits stood up through a haze of dust which rendered the air thick and hard to see through yet they saw the silhouette of the Baron. He made no attempt to raise his rifle but simply reached into his waistcoat for a gnomish lighter. Lighting his cigar and then lobbing it he managed to ignite the crumpled grain silo which erupted into a massive fireball sending splinters everywhere. With a burning farmstead, dead renegades everywhere, the entire acre was a ruinous landscape with naught but the Baron and the renegade's lieutenant running off into the distance. The baron chambered his last round into his rifle and took aim... _______________________________________________________________________________ The Next Morning... ________________________________________________________________________________ Citizens from Sentinel Hill arrived with members of the People's Militia, they were greeted with the stench of death as crows had already begun to feast upon the remains that littered the Dead Acre. Red from the face-masks that adorned their faces and red from the pools of blood that now seeped into irrigation channels and troughs intended for pigs to drink water from. The scene was as eerie as it was grisley. The four Stormwind soldiers were granted burials over at Sentinel Hill whilst the rest of the bodies were either buried in shallow graves or simply burned on the spot on crude pyres. Despite the militiamen knowing the Baron's presence there was no sign of his body but tell-tale signs of his presence with rifle shells littering the scene. The rumour of the 'Last Stand at the Dead Acre' would begin to circulate around the county, some more embellished than others but few bore witness to the entire scene unfold. ____________ Hi all. Got bored and decided to write a short story based on a short paragraph mentioned in Baron West's character bio. Anyone who's from Westfall in Unknown Shores is welcome to take most / some of this story as knowledge their character would be familiar with just as a bit of flavour text.
  21. Dascombe

    [Event] A.N.T.M.A.N 2.0

    Anti Neuron To Mass Accelerating Nullifier 2.0 Where: Opej'nor (Meet at Gizwhip's house in lower Haven) When: Wednesday 18th March, 19:00 server-time. Strict 2hr event 'cap' Who: Anyone on a neutral or above reputation with Haven. X5 player event max. Strongly recommended no less. Event Type: Mixed (Item gathering, NPC killing) GM Assistance: Dungeon Master Dascombe overseeing A quiet yet quick-spreading rumour would emanate from the workshop of the esteeemed Tinkmaster Gizwhip down by the new shorefront property in the neutral settlement. Likely instigated by the Tinkmaster himself, the rumour mentions that the mad gnome's A.N.T.M.A.N 2.0 device has reached a level of charge that will allow a team of adventurers to depart on an epic quest to retrieve the parts for the engineer's teleporter that will allow for escape from the Doldrums. Those who do not know of this particuarly perilous task may enquirer as to details from the Tinkmaster beforehand or they may just dive in and experience it for themselves.... regardless of the decision it is known that a number of seasoned adventurers have already perished on this seemingly mad adventure. And although he says he has lost a number of substantial engineering parts... few if any of the most seasoned explorers on Opej'nor can ever recall seeing such components whilst venturing through the jungle? Could the engineer be utterly mad? There is only one way to find out. OOC: Hi all, this thread will be used as a means of posting when there are 'dive' events into the A.N.T.M.A.N 2.0 DM campaign. ICly this represents the 'recharge time' it takes for the tinkmaster to get the machine running again for another 'dive' If you wish to speak with the Tinkmaster, please to drop me a message on discord and i'll log him for a chit chat. Depending on what you ask him you may be able to acquire information critical to the campaign. If you have not done so yet please ensure you have read up the event breakdown thread which stipulates some OOC conditions of the campaign. If you are for whatever reason unable to make this particular 'dive' then players who have not yet had a go get priority next time! Best of luck all!
  22. A.N.T.M.A.N 2.0 Salutations folks! Welcome to the DM campaign i'm running which although it doesn't really have a name as of yet I think throwing a name based on the machine players will be using in-game is appropriate. As a heads up i'll be looking to make this thread as spoiler-free as possible so that you are all pleasantly surprised by what you see in-game as its been worked on for quite a while now so we'll start off with a few pointers: 1.) No screenshots please This event is made so that everyone can participate in it regardless of level so please don't go posting pics of it in the screenshot thread to ruin the surprise. If you want to see what the campaign is like, get involved! 2.) No spoilers BY all means relay information to your fellow adventurers ICly but please don't go messaging each other on discord with what's been going on inside the campaign 3.) No harsh deaths This campaign (as most of my stories are) are based around creative out-of-the-box thinking. Ergo if you do something utterly stupid and careless you will face death or very serious injuries. This is the only 'warning' you will receive. 4.) No cross-contamination This campaign will contain an element of base-building and as such there is a means by which you can gather resources. That having been said there is a clearly quite IC reason for not bringing back a thousand units of Hardwood which -will- result in character death if you attempt it. The same also applies with anyone caught taking resources into the campaign. There are storage chests inside and outside the campaign for you to store things (as well as the bank NPC just outside the workshop) 5.) Take turns The campaign runs on a 'first come first serve' basis for 5-person teams of adventurers. That having been said the lead NPC has made it clear that glory is something best spread around rather than hogged so if you weren't able to get in on one 'dive' then form a group and try again! 6.) Craft and Combat Although combat will feature in this campaign, there are elements to it as well that will require base-building and problem solving techniques. In addition to this do not be surprised if those points you put in engineering you thought were useless turn out to be -very- useful after all! There is at least one puzzle in this campaign designed to test each non-magical skill set! 7.) Time Cap Each 'dive' into this campaign will be capped. This is due to my IRL sleeping habits needing cut back and also to prevent an event becoming a long drawn out early-hours bore fest. These are designed to be quick in-and-out campaign drops that folks can jump into on a short time frame. I'm looking at no more than 2hrs per 'drop' as a hard cap. 8.) Time Zones If you are in a timezone that makes it difficult for you to attend events regularly, please do inform me and I will make what provisions I can to arrange for a 'dive' on a weekend at a time suited to you. This is being ran on a 'no character gets left behind' basis 9.) Trial by Fire As many of you may be aware, this is my first campaign as a DM and am still getting to grips with the system and how it works. Conversely if you are new to Unknown Shores and are struggling with the systems please do say so and the pace can be altered to help you cope better. After every DM campaign I do is concluded i'll be running a feedback thread for players asking for what they thought was good and bad about the event and how it can be improved each time. Self-improvement is the best way to push forward with the server's general progression. If you have questions about how the event is ran or anything else of a technical nature, please comment below or message me on discord and i'll get back to you as soon as possible! Good luck, adventurers!
  23. Val

    RPG Equipment Document

    Added an enchantment section for equipment enhancements.
  24. Dascombe

    [Event] The Meat Feast II

    Where: Opej'nor (meet at the Jolly Otter) When: Wednesday 11th March, 20:00 server-time. Who: Anyone on a neutral reputation with Haven. -NO MAGIC USERS- Event Type: NPC killing / resource gathering GM Assistance: No GM assistance required Overlooking the township of Haven from one of the guard towers, one of the few places he can smoke without being accosted, the Baron grumbles to himself. "Many mouths to feed with more refugees turning up day by day and naught but a pig farm and a single field of wheat to sustain them... I suspect the Matron may have underestimated the numbers of this fledgling city..." Turning his back to the township, he then looks out across Opej'nor. The sun was fading over the horizon and a cacophony of sounds emenates deep from within the jungle... to the untrained ear it would be the general mix-mash of assorted jungle beasts rolled into a single amorphous background noise but to the trained ear the very scenes themselves would unravel. The sound of a feathered axebeak using its namesake tool to crack open walnuts The failed attempt of a panther to lunge upon an unsuspecting doe The deep and distant roar of a young devilsaur getting its first kill The Baron nods to himself with a mighty grin "The jungle always provides" And with that he slides down the ladder of the tower to the street level of Haven, pulling his cloak further round as he wanders down side-streets and alleyways but as he does so he passes numerous trappers, hunters, marksmen, rangers and even the odd warrior or thief to spread the news. Event Objectives Main Objective The Meat Feast Gather X300 [Meat Shank] to feed all those attending the feast. Bonus Objectives The Exclusive Diner's Club Kill at least one 'rare' beast The -other- White Meat Kill a gryphon Escargots à la Bourguignonne Kill at least 20 sturdy whelks for a signature Alteraci dish snail shells with wine and garlic butter. OOC: Hi folks Another event to go up, fortunately one that requires zero GM participation unless one is bored and wants to drop a surprise. The plan is for this to be a large-scale 'gathering' event for a follow-up event in Haven. For those who weren't there for it, this event in question is a follow up of one that was held very successfully last year in which hunters go out into Opej'nor and hunt beasts which are brought back to Haven for processing by the Baron who will, in turn, serve up a mighty feast! The follow up event plans to be a more sociable event where folks can gather up, sit down, have some grub and just chat to fellow players in a sociable setting, call it 'campfire' RP if you will but its something that everyone can get involved with regardless of gear or level. Even those wishing to attend this pre-event may do so as the beasts on Opej'nor vary from the small and nimble bandicoon to the massive and mighty Devilsaur! Regardless, they all drop meat so every bit of assistance is welcome!
  25. Dascombe

    [Event] The Trial of Strength

    Where: Meet at the Flamespire Bastion (adjacent to Haven) When: Friday 13th March (20:00 server-time) Who: Anyone on a neutral-or-above reputation with the Flamespire Clan Event Type: Combat / Gladiatorial / Spectator GM Assistance: Required ( @Elle to DM Stone Guard Tuhruk or another keeper if acceptable) Already with the announcement of the three trials for the next Doldrosh, the Flamespire Bastion seems to fill with an odd collection of sorts. Whilst normally filled with races that make up Thrall's New Horde... Humans, Dwarves, Elves and more also make their way in; citizens of Haven seemingly eager to observe the trials that are to be undertaken and not necessarily as a deeper understand of the Horde's political operations but rather many seem to be coming to witness as a form of entertainment with one or two entrepreneurs even setting up small food stalls much to the ire of some of the more staunch traditionalists within the Clan. Although the Clan was once strongly united under the single banner of the Flamespire, those within the clan have taken their sides of their preferred candidate out of the two wishing to become the new Doldrosh: Stone Guard Tuhruk, as stout as the mountain which the clan had called its home for so long and an immovable force to be reckoned with. Ragara Stormbreaker, few recall the Orc's previous given name after she took the moniker for defeating the elemental lord Huricanian in single-combat at the spirit's own behest. It sounds as though the fight may be a tough one but it is unknown as to how the show down may play out for the rules are not to be announced until the day of the fight by the clan's elder Gruk Charrbone... but two things -have- been made clear and that is the duel shall not be a fight to the death as once was typical of Mak'gora's in the Horde's past and that both of the nominations for Doldrosh can call in their stead a champion to fight on their behalf at the risk of losing support among some of the clan. Will the combatants be restricted to their strength of steel alone? Will magic be acceptable? Time alone will tell. The Elder of the clan bellows with a mighty voice for his age: "On the 13th of this hallowed month, our two fighters shall gather in the centre of the Flamespire Bastion for the test of wills as the twentieth hour in Haven is sounded!"
  26. Dascombe

    [Event] Catching Curious Critters

    Event confirmed for SUNDAY coming at 19:00 server-time! 150 animals is a lot so be prepared for this to potentially be a two-parter if it goes on for too long!
  27. Where: Meet in Haven, outside the Jolly Otter. When: Saturday the 7th of March, 8pm ST/20:00 ST. Who: Anyone on a non-hostile level with Haven. Event Type: NPC clearance. GM Assistance: Not Required A horrible disfigured man stumbles into the Jolly Otter, helping the Baron West carry a wounded man through the door. He shouts "HEALER!", startling nearly the rest of the patrons. The Matron of Haven emerged from the staircase, a roll of cloth under her arm. "Mh? - Went on a hunt for our sniper friend. Found a shell, and a crystal fragment. Killed a mutated dragonflight-thing." The cool, calm and collected magus that was with the group explained, while the men of New Moonbrook tended to their wounded man. An anchorite, a patron, didn't seem quite spooked by the event. Rather, her interest was piqued. Could a threat such as this lie so close to Haven? She would have to investigate. Later that evening, she left to the south of Haven to scout the beach that this creature emerged from. These monstrous, disgusting creatures littered the southwestern beach of Opej'nor. They appeared deadly, with massive sharp claws and thick leathery hides. Some kind of draconic mutation - the source of which was unknown to the healer. "This must be dealt with, for the safety of Haven. If they have been seen so far north, it is only a matter of time before they push further." She turned her back on the beach, and hoofed her way back to Haven. "I will issue a call to arms." Event Objectives Main Objective: Securing the Beach Eliminate the drakonid threat from the beach. Bonus Objectives: New Knowledge Obtain information relating to the drakonid monstrosities. Who, what, where, when, why, and how. OOC Hello there! I am running an NPC clearance event for the "Blackwing Monstrosities" on Opej'Nor. For those new to the server, these creatures began appearing around the island known as Silver-Eye was burnt to a crisp. They are quite deadly, and are quite difficult for a single person to handle without extreme levels of optimization. One of these creatures were seen recently encroaching towards Haven, which has caused a bit of a stir with some of its citizens. Astra is a draenei priestess who sees an opportunity to rally the disparate souls for a cause of good. All loot will be distributed equally, except in the case of a conflict, which will be resolved via a dice roll.
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