[ MS-006 ]
Trail of Ashes
[ MS-006 ]
Trail of Ashes
Difficulty Class: H
Milestone:Β
.: CASE SUMMARY :.
Objective: Investigate the strange happenings, gather any clues and report back to a Thieves Guild Informant or Mercurius.
Summary:
Word reached the Thieves Guild and by proxy, Mercurius, about the strange individual that set the haunted manor in Hollow Covert on fire. The leader of the guild seemed quite frustrated afterwards and has put out word for anyone able to bring any information of this being's whereabouts or plans. He decided to extend a hand to those in Beacon, but being more of a personal request, he'll make sure the rewards are worth the risk. He does offer word of advice. Do Not Confront Them.
(This mission is considered HARD, so failing all 3 rolls will land your traveler in the hospital and you will earn only half the exp)
Reward(s): 500 EXP + 500 Nums + Trait: Criminal Contact (Martials) / Spell: White Raven's Watch (Casters)
- Half Casters get a choice between trait or spell -
TRAIT
Criminal Contact
The help you've given to Aresnard's Thieves Guild has reached other ears, and soon you learn that Mercurius influence extends pass the walls of the city. Criminals, thieves and informants around Silutika and couple other worlds are more inclined to talk amicably to you, give you hints, tell you secrets or help you on your quest.
SPELL
White Raven's Watch (Non-Combat)
You call upon one of Mercurius' white ravens and instruct it to stand watch at a specific location (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The bird remains on its post for as long as the caster keeps concentration up to 10 minutes. It cannot be attacked or otherwise interacted with. The caster may choose seeing or hearing to see or hear through the raven's senses. A creature that notices the raven must pass a DC 16 Perception roll, on a fail they ignore the bird entirely, on a success they become aware of the raven's true nature.
1.) Find a trail to follow.
No need to get lost this time, instead, is something significantly harder. Word has it that this strange person left behind a trail of ashes, you know, burning the haunted manor and all that. See if you find anything of the sort to get you started.
Solo DC: 16 ( Athletics, Stealth, Endurance, Nature or Perception )
Party DC: 18 ( Athletics, Stealth, Endurance, Nature or Perception )
2.) The flames beckon you forward.
You notice a flicker among the trees, is that your cue ? Venturing deeper into the woods and among the tall trees that obscure most of the sunlight, you hear a voice or see a spark, a flame... What's the source ?Β
Solo DC: 17 ( Depends on player's action )Β
Party DC: 19 ( Depends on players' actions )
3.) Danger up ahead!
The voice talks to you almost as if they know you, it throws you off, catches you off-guard, but before you have much time to process, you feel a presence, unsure if it is that person Mercurius wants to know about or another being roaming Hollow Covert, you brace yourself...
Solo DC: 20 ( Depends on player's action )
Party DC: 22 ( Depends on players' actions )
Release Date: December 19th, 2021
.: Related Lore Notes :.Β
A part of Beacon Travelers saw a figure during a job, witnesses say this person burnt the manor to ashes and appeared to be the one keeping the spirits within the manor trapped, the doctor that once owned it included.