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  1. 2 points
    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!
  2. 1 point
    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 New Abilities Intervene - 15 Energy Charge and try to break Target's other engages via Contested Strength Check, then engage target. 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. 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. 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.
  3. 1 point
    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!
  4. 1 point
    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.
  5. 1 point
    Added an enchantment section for equipment enhancements.
  6. 1 point
    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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