Forum:The Mines of Silence

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The Dark Within (Story)

The Mines of Silence

Game:

D&Destiny: Fractures

Campaign:

Wrath of the Hive

Player(s):

3 (Minimum)

Location:

Cabal Mines, The Changed Land, Aloria

Objective(s):

Investigate and put a stop to mysterious disappearances

 

The Mines of Silence is the fourteenth story mission of the Wrath of the Hive campaign.

Objectives[edit]

  • Investigate the disappearances
  • Repel the Taken
  • Rest
    • But be mindful of your surroundings
  • Late at Night
    • Your Psion guide is dead, something caused their brain to implode
  • Sleep
    • It seems quiet, you should be able to get some shut eye now
  • Continue your investigation
  • Enter the Mines
  • Clear the Taken
    • The Taken cloak whatever is responsible, remove them from the board
    • Sorrowing Pariahs Remaining:
      • X of 5
  • Enter the previously concealed section of the mines.
    • With the Taken gone, a previously hidden section of the mines has been revealed, this reeks as a remnant of Nock Tú
  • Confront the Legacy of Nock Tú
    • Eliminate The Whispered Silence

Modifiers[edit]

  • Heroic Modifiers
    • Combatant Tier 2 - Difficult Combatants- Even more advanced and challenging combatants will appear.
      • Twice as many enemies, and a small number of majors.
    • Extra Shields- More enemies have shields.
      • More combatants have shields.
    • Galvanized II- Combatants are harder to stun.
      • Enemies have maximized health and advantage against being stunned. They also gain Health Boost II.
    • Scourge 2- Combatants with Banes are encountered more frequently.
      • Atleast 10 Bane combatants on the field
  • Champions: Unstoppable/Overload- You will face Unstoppable, and/or Overload Champions. Your fireteam must equip Anti-Unstoppable, or Anti-Overload mods to your gear to defeat them.
    • Unstoppable and Overload Champions are present in this mission.
  • Shielded Foes: Solar, Void- You will face Combatants with Void, and Solar Shields. Activity modifiers may add more shield types.
  • Blackout- (+15% melee damage), Enemy melee attacks are fatal, and radar is disabled
    • Bludgeoning, Slashing, and Piercing damage inflicted by a melee attack is doubled and all Player Characters and allies have half vision.
  • Epitaph- Taken combatants generate blight geysers when defeated.
    • Taken Creatures roll 1d6 upon their HP being reduced to 0. On a 5 or 6 a Planar Rupture is placed at their feet that expels energy immediately then vanishes.
  • Hot Step- When defeated, challenging combatants drop fire at their location.
    • Powerful Enemies spawn a 5-foot pool of fire on death. This pool deals 8 (2d8) solar damage, and lasts for 3 rounds. While active any creature hostile to the caster begins burning taking the damage at the start of each of their turns. The burning can be ended upon leaving the pool.
  • Join In Progress Disabled- Nobody can join team while in activity, you will have to leave the mission for someone to join.
    • Gives Architect a excuse to not include absent people
  • Limited Revives- Limited fireteam revives. Gain additional revives by defeating Champions.
    • Limit Restoration Charges for the party or per guardian. Also if using this modifier add a house rule to allow players to heal without expending Restoration Charges. Minimum of 1 to start.
  • Protected- Affected combatants are invulnerable until you destroy the shield drones orbiting them.
    • Adds Protected Banes to the mission. These count towards the amount present as a result of Scourge Modifiers.
  • Bane: Nullifier- Combatants with the Nullifier bane suppress abilities and disable active effects. Keep your distance or shut them down fast.
  • Bane: Slow- Affected combatants emit a Stasis field that slows and freezes nearby Guardians.
  • Bane: Pummel- Combatants with the Pummel bane are immune to all ranged damage and damage from status effects until they are hit with a melee attack. When hit with any melee attack, their immune shield pops and staggers any nearby enemies for a short time.
  • Bane: Protected- Affected combatants are invulnerable until you destroy the shield drones orbiting them.
  • Durandal's Edge- When you're holding a Sword, damage from nearby combatants is reduced.
    • While wielding a sword, all damage from enemies within 10 feet is reduced by half.
  • Slayer- The player with the most final blows during an activity deals moderately increased damage.
    • In a fireteam, the Guardian with the most final blows gains double damage.
  • Class Healing- Casting your class ability restores some of your health.
    • Using a Light or Dark ability heals 4d4+4 HP

Enemies[edit]

Taken
The Dread - Tentative Allies
Champions

Bosses[edit]

Allies[edit]