Strife:Dark Brotherhood GM page

'''Remember to check the content warning for anything players or you may not be comfortable with. There is dialogue acknowledging the things in the content warning in other quests, but these may not be said by the GM.'''

This questline is homebrew and requires heavy improvisation at points by the GM. Make available only if comfortable improvising. Players don’t see this page or resulting quest pages.

Note that if you do the Dark Brotherhood quests, this requires some adjustments for the Tribunal questline. Instead, the party gets a letter after killing Dagoth-Ur to go to see Fedris Hler and Tienius Delitian for a possible council with Almalexia. This is how the players start quests: The Goblin Army and Speak to the People.

There is no reputation with the Dark Brotherhood unlike other organisations; it is not needed.

Starting the Quest-line
Post-murder of any civilian, Lucien Lachance visits the party when resting. Of course, he starts with line “You sleep rather soundly for a band of guilty murderers…” and goes on to recruit the party into killing Severa Magia, in Mission 1: Traitor.

Main Quests

 * 1) Traitor
 * 2) Loose Ends
 * 3) Varla Stone
 * 4) Bardic Desperation
 * 5) Bardic Resolution
 * 6) Odd Request
 * 7) Stab-otage Content Warning
 * 8) Related in Death
 * 9) Demented Revenge
 * 10) More than Business
 * 11) Ritualistic Risk
 * 12) Trading Ties
 * 13) Floating Rotten
 * 14) Divine Helplessness Content Warning
 * 15) The Hunt
 * 16) Rug Merchant
 * 17) Not-So-Grand Larceny
 * 18) Purification
 * 19) Preparation
 * 20) Hunt the Dark Brotherhood

Extra Contracts
In development

Notes on characters and the Guildhall

 * There is a 50% chance to find Lucien wandering the Guildhall
 * The party can have some interaction with Movis Darys, a Dunmer male assassin that they are generally forced to but hate talking to, as he is unpleasant and creepy.

Doufliz Tadrunz's Information Shop
Information about each target costs: (100 – Average party mercantile level) in gold. The information he offers on each mission is as follows:
 * MISSION 2 (Loose Ends): Gives the party a set of Hlaalu guard bonemould armour, including boots, greaves, cuirass, and helmet. Says: “have fun, get creative!”
 * MISSION 3 (Varla Stone): Gives the party a shovel and tells them: “check the slave pens, it's usually the place these people keep their valuables because it’s the only locked gate in their damn dilapidated holes”.
 * MISSION 4 (Bardic Desperation): After getting this advice players can convince patrons to look the other way, or for Muriel to clear everyone out the bar. “He lives in that bar, going head on will be hard. To be honest I’d kill everyone in the bar but that’s not nuanced, is it? You could probably bribe everyone in the bar to look the other way or something like that?” Players need to get each NPC above 60 disposition, or Muriel above 90 to close the bar.
 * MISSION 5 (Bardic Resolution): “The old not-dead dead guy trick. I’ll be honest I don’t have disguises for you this time, but you could join them. I know they’re recruiting at Ebonheart. If you don’t want to, you can always steal a disguise; I also know the Shashurari Ashlanders have captured a member.”
 * MISSION 6 (Odd Request): Doesn’t take the parties money, instead says: “Why do you need advice, this is an easy mission, just go place the Mark… Right?”
 * MISSION 7 (Stab-otage): “Morag Tong agents are not only adept in killing, but in disguise and persuasion too, the agent may not be who they seem or even a Dunmer.”
 * MISSION 8 (Related in Death): Gives the party 2X Quality Rising Force Potions, and says: “The adjacent Cantons and Ministry of Truth can provide a great vantage point for an archer, and to escape you can jump off of the vantage point into the water below, escaping into the underworks…” with this knowledge players get advantage for marksman rolls and no falling damage into water during this mission only.