Strife:Murder House (Morag Tong)

''This quest is joining the Morag Tong, players do not know about the Vivec City Headquarters. In italics is what you do not tell the party.'' Requires moderate GM improvisation This quest is optional for GMs to add.

(Start here) Soucie Virian encounter
After 10 party reputation or after killing any civilian, if the party rests together, they are drugged. Ask the party what their weight is, ''and people above 1 wake up, people on or lower than 1 stay asleep. If everyone stays asleep then the highest weight will awake instead. If the party is outside'', ask the awake party members to roll intelligence: The awake party sees they're bound, and they're in the same place, except theres a person standing up in rare chitin armour, with two wavy, ancient Dunmer long blades on her belt. They hear you're shuffling and turns around. In a woman Dunmer voice: “ah, great, awake people. Got to say, all of you are very beautiful.” and if the Nerevarine has been revealed yet "especially the Nerevarine over there".
 * Success: It's been 12 hours
 * Failure: You don't know how long it's been.

Continues to say: "wouldn’t mind unwinding with the lot of you. Nice bottle of wine, a bath. Wish I wasn’t working…” She pulls her hood and half mask, to show, shoulder length, straight black hair, Dunmer red eyes and grey skin. She’s a beautiful Dunmer woman with striking features.

''Let the party talk, if they ask her name then ask them for a Speechcraft roll. On a success she tells them it is "Kath", on a failure she says it is'' "K".

After this improvisation, she goes on to say: “my organisation could have use of you guys, we know your skills, and we would love to have you all on the team, especially me though” she starts leaving “see, im trying to HIRE you guys, not everythings as it seems. Your first test is to find our headquarters.” As she's stepping out the door. She finally says: “oh, talking about everything's not as it seems, those binds are made from fungi, they break REALLY EASILY. Bye outlanders”

''If the party then runs after her, she's completely gone. The following are leads the party has and can potentially investigate'': This mission is a Vvardenfell wide search to not so much try and find who "Kath" is, but where is the Headquarters of her organisation, which they later find out is the Morag Tong headquarters in the Arena Canton of Vivec City.
 * Rare chitin armour (could go to a library and see who uses that armour historically)
 * Name (FALSE LEAD)
 * Dunmer female named Kath (could go to a cornerclub and see if anyone knows who it is. someone can say about how she used them to get information, and now they cant find her. Paired with the fact she was from an organisation, and the fact they have a secretive HQ, could be the morag tong or thieves guild. Can find out through the info they were getting (about a person or item). Investigate whether that person is still alive.
 * Note that finding The Black Glove is a fantastic lead for the GM to give to the party at some point during the improvised investigation.

Upon finding the Morag Tong
When the party finds the Morag Tong HQ, they get a probationary mission. After this and gaining admission, Eno Hlaalu gives the party a mission: "Your second is a house that we’ve been planning for months. It’s a house, with 9 people in, they’re expecting more, you. We have a man outside, that is waiting right now for all of you. He will explain the situation, and let you in. Here is the house on your map."

The house in question is halfway between Omani Manor and Ansi. Upon getting to the house there is an Orsimer male outside, he begins talking to the party: "I know you’ve already been told about the 9 people in this house, but not what’s happening exactly. There is an execution writ out for every single person in there. They do not know this and think that they’re all in there for a fun time, to find a key to unlock this door, and a chest of gold. Another thing, they don’t know is that all of the gold is going to you, and there is no chest of gold. The only key is the one I’m going to give to you." He hands a key to a random member of the party and continues: "Don’t worry about the people outside the house hearing noise and whether they can escape though windows either, we chose this house for a reason. A lot of these people have travelled far, because they’re outside of Morrowind contracts, so they may still be tired from a trip. Oh yeah, and the guild-master said that this is a probation mission for you, you can’t fail it. But you will be judged on how well you succeed. The aim, from what I could gather, is for you to one by one, kill everyone, with no-one finding out you guys are all the murderers. Good luck!" And the Orsimer leaves.

Murder house targets
Note: anything in this subsection in bold can be found out with Speechcraft on the person. Things in italics on this subsection can be found out, told to the party at the end by Eno Hlaalu if they want to know. Every target dies in one hit and no-one can be looted, the targets are:
 * Volrim Chamal, Altmer male. Grey hair with blue and brown mage robes on. Stuck up mage from Alinor mages guild, can find out hes a fraud and doesn’t know many spells, greedy. Betrayed Lesda in the past, a grudge remains still. Lesda wants him dead.
 * Brean Vaishon, Bosmer female. Dark brown hair in brown robes and has an ornamental head tiara. Nature loving healer from elden root. Local fauna is dying, and trying to keep up paying for expensive medicines from the thalmor. Thalmor operatives want her dead or to stop paying for medicine, so they put a contract out on her and raised the medicine price. Want the fauna to die, so they can get troops in valenwood easier.
 * Dondal Nornis, Breton male. Buff, wearing hat covering hair and has a tank top on. Is wearing worker trousers and sandals. Proud blacksmith from Wayrest, gentle giant, dopey, business is struggling, so wants money. Someone wants him dead because he defended a woman that was harassed.
 * Sahana, Khajiit female. Black fur and turquoise ornamental garbs on with a cloth hat. Lots of jewellery. Beautiful, local royalty from Rivenspire, wants money to help with community. Rival family wants her dead.
 * Deeraz Nagtus, Argonian male. Colourful robes, feather mohawk with bright painted skin and cloth jewellery. Part of a bright throat tribe in black marsh, responsible for saving child eggs each year from flooding and general unrest. The only person that can do it effectively in his tribe, scared for eggs, so needs the money to train more people well. Not known who wants him dead or why.
 * Deximus Muney, Imperial male. Balding with long hair, mutton chops, and goatee. Black waistcoat and white undershirt. Proud, just turned veteran from the imperial army. Family are really happy to have him back alive, needs money for daughter with rockjoint. From imperial city. Someone wanted him dead for helping a Khajiit get a shorter prison sentence for stealing food, as no-one else would represent him.
 * Imska Dream-Healer, Nord female. Blond hair with sharp features. Red mage robes on. Only healer in winterhold right now, as the college won’t help people, and the treacherous terrain and snow is injuring or killing hunters regularly. Needs medical supplies from money. College of winterhold want her dead, as they want people to pay the college for healing and food.
 * Grogna Rusku, Orc male. Very large bushy black beard and mohawk, green shirt and black worker trousers. Shy orc that doesn’t really want to talk to many people. From a small town in orsinium, you wouldn’t know it… He wants the money to move into the Skyrim hills to learn to hunt and not have to rely on people. Someone wants him dead for spilling their drink last week.
 * Lesda, Redguard male. Gold ornamental armour on with a headscarf and mask to protect from sand in Sentinel. Large Dai-katana on back. Pirate from Sentinel, brags about robbing people, greedy. Volrim wanted him dead for stealing his stuff after Volrim betrayed him.

Murder house mechanics
There are three areas in the house: At the start everyone is in the main area. If players want to wait 2 hours (can do this infinite amounts of times) they can. This rearranges the dispersion of targets. Roll a d3 for each alive target, with the results corresponding to the numbered list above.
 * 1) Upstairs: large upstairs with 6 separate rooms, each with 2 or 3 beds in each.
 * 2) Main area: has doors to the upstairs and basement, large room with kitchen, dining area, and living room with a fireplace.
 * 3) Basement: training area with dummies and a matted floor, small storage room with crates in it too. This small storage room is largely unfinished and has a dirt floor.

This mission is very improvisational with interactions, but a good section to read is the Interruption section on the rules PDF, under Crime and Punishment (although this is a closed environment where outside influences and guards cannot enter). If anyone finds out any of the party members, they can still finish the job loud, but they forfeit the bonus.

Finishing up
Once it's all done, the party (on return to Eno Hlaalu) gets the reward of a Morag Tong Helm with the option to buy more from him, and 2 Journeyman's probes, 1 Journeyman's lockpick, and 1 Master's lockpick. The bonus (if completed), gives the party 1,000G also. Normal progression and writs starts after this now.