Forum:The Mines of Silence
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Solo Ops: REFINERY — SYSTEMS COMPROMISE (Solo Journey) |
| The Mines of Silence | |
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Game: |
D&Destiny: Fractures |
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Campaign: |
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Player(s): |
3 (Minimum) |
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Location: |
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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
- Combatant Tier 2 - Difficult Combatants- Even more advanced and challenging combatants will appear.
- 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 Thrall
- Taken Cursed thrall
- Ravenous Taken Cursed Thrall
- Taken Acolyte
- Taken Knight
- Servile Wizard
- Devoured Ogre
- Blighted Tendril
- Champions
Bosses[edit]
- Harrrower (Tentative Ally)
- Sorrowing Pariah (×11)
- The Whispered Silence
Allies[edit]