Event Specific News

April 2024 Event

Hello everyone!

We are excited for this upcoming premier event and we have a few notes from ExDe for everyone! Some of these are important so please share with your friends. We are planning a walk-in mod right at game on. All players that will be coming into play at game on will be on it. Once it is completed, anyone coming from NPC or into the game may enter the game space as normal. A few notes:

  • Any skill, Item, or Lineage trait that allows skipping of opening modules may be used to skip this. HOWEVER - be warned that the opening module will involve clearing the path to the bunker (i.e. tavern) and enabling access to entering the bunker. If you skip the opening mod, your character will end up deep in hostile territory with no support. 

  • This mod is planned to take up the first two hours of the game. We will try to have it start by 10:30 at the latest, but will try to kick them off as soon as possible. If you are on the first shift please be ready as soon as you arrive in ops to be briefed.

  • Players will be meeting directly outside of the tavern. Once game on is called there will be a npc that will meet you and provide further information.

  • No crafting zones or public works will be available until they are set up at the end of this opening module.

  • Any room augment props may be preset up and covered with a black sheet. If they are in a tavern they will need to be against the side wall.

  • Any room augment that is local to DRGA may be “re-set up” after 10 minutes of role play. Any new room augments will need to be crafted as normal.

There will be three areas for this opening mod. Players may elect to go on whichever one they wish. However, bear in mind that the overall success of the mod requires all three elements to be successful. 

  • A no combat/lower mobility mod that will take place in the craft building opposite the tavern. This will be focused on puzzles and will be able to offer support remotely to the other areas.

  • High Combat/mid mobility mod that will take place in the main mod build after a fight down the road. This area will become available once the mod building is reached by the players. This group will split off from the main group and players will need to complete objectives in the building while engaging in light combat.

  • High Combat/High Mobility mod that will continue past the main mod building down into the trails. There will be some combat in safe areas of the trails until reaching the large field again where there will be a large combat.

All three areas will meet back up for the final push to retake and activate a bunker that was onced used by the City on the Hill as a refuge. Once this bunker is cleared crafting zones can be set up and public works will be available.

Please let us know if you have any questions.

Thank you!