Strife:Loose Ends (Dark Brotherhood)

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Overview
Beginners don't always have luck, maybe this time...
 * Quest Giver: Dandras Vules.
 * Location(s): Suran, North of Suran and south of Bal Ur.
 * Prerequisite Quest: Traitor.
 * Next Quest: Varla Stone.
 * Reward: Dark Brotherhood Armour (all pieces) on success or the party pays 1000G to Dandras on failure. Either way they get a promotion to Journeyman rank.
 * Optional Bonus: None.

Quest start
The party is tasked to go back to Suran. Ordinators are investigating the murder of Severa Magia, and the party must cover up their mistakes as to not lead back to them or the Dark Brotherhood as a whole. They must convince Ordinators or local guards that there was no way it was the Dark Brotherhood, but instead another cause by doing things such as: infiltrating the guard, altering the crime scene, framing an individual, etc...

Mission content
Generally, this is a creatively free mission with no set ending other than failing or succeeding the mission task; the party can go about this mission however they would like. It requires improvisation by the GM, but a couple of things may occur during the mission: Other than this it is GM improvisation, and down to the player's plan, how this mission is conducted. If they are caught they fail, unless they reasonably cover up the failure as well. On a success there is nothing there that can be linked back to the party, or a framed murderer has been caught.
 * General Strife mechanic things like rumours from the townspeople, crime interruptions, and proper post-crime investigation of the murder due to what weapons the party killed Severa Magia with.
 * Entering the guard tower triggers an event where there is one guard reading a book. Using stealth a player can steal guard disguises from the tower, or using personality and Doufliz's guard disguise they can convince the guard they are supposed to be here and take more guard disguises.
 * Going back to the crime scene, the party arrives to two guards looking uninterested by their post. If the party is disguised they can relieve the guards early and they leave, which starts a 10 minute timer. Once the 10 minutes is up the actual next-shift guards come to relieve the party; they may be suspicious.