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The Ossuary Ledger ​

Category: hard

Prerequisites: complete The Reliquary Road

Chain rewards

18 quests · 153,000 gp · 90 gems · 5 item rewards

XP: 109,000 Thieving · 55,000 Woodcutting · 26,500 Prayer · 9,500 Mining · 8,500 Crafting · 8,500 Smithing

1. The Fence's Boast ​

A drunk fence in the mining camp boasts of a ledger — every bone, relic and grave-good the Hollowed Hand ever moved, priced and signed. Maren wants it more than she's wanted anything: it's a map to every desecration in the barrows' history. The fence sobers up and vanishes. His camp doesn't. Work it.

Objectives

Rewards

  • 10,000 Thieving XP
  • 6,000 gp

2. The Fence's Guards ​

The pages you lifted point to a way-house in bandit country where the ledger 'rests between buyers.' The way-house objects to visitors. Overrule it.

Objectives

Rewards

3. The Timber Route ​

The way-house is empty — the ledger moved on, hidden in lumber shipments. The camp foreman knows which cart, and his pockets have never kept a secret in their lives. Pick them.

Objectives

Rewards

  • 11,000 Thieving XP
  • 6,500 gp

4. What Fell Off the Cart ​

The marked cart carried more than paper: a crate of bones bound for a private collector, jolted loose on the mound-road. Maren's verdict is immediate. Bury them properly, every one.

Objectives

Rewards

  • 8,000 Prayer XP
  • 7,000 gp

5. The Cipher-Keepers ​

The ledger's index is written in the Hand's cipher, and the cipher changes monthly. The mages who carry the current key think a robe makes them invisible in a crowd. Educate them.

Objectives

Rewards

  • 12,000 Thieving XP
  • 7,000 gp

6. Bindings for the Evidence ​

Every page recovered so far goes to the order's library — and the librarian demands proper mahogany document-chests before she'll touch 'loose criminal filth.' Fell the timber.

Objectives

Rewards

  • 55,000 Woodcutting XP
  • 7,500 gp

7. The Auction House ​

The cipher cracks, and the index names the buyers — including a standing auction in the mining camp's back rooms, held whenever the foreman whistles twice. Tonight he whistles. Work the crowd.

Objectives

Rewards

  • 13,000 Thieving XP
  • 7,500 gp

8. Satchels for the Runners ​

The order fields its own runners now, moving recovered relics home under plain cover. They need dragonhide satchels that shrug off weather and knives alike. Craft them.

Objectives

Rewards

  • 8,500 Crafting XP
  • 8,000 gp

9. The Collector's Watchmen ​

The ledger's biggest buyer — 'the Collector,' no other name — keeps risen watchmen on the road to his estate. They were bought from the barrows. They're going back to them.

Objectives

Rewards

10. The Estate Staff ​

The Collector's household mages handle his correspondence — including, the index says, the ledger's final volume. His staff take the air in the pilgrim crowds on market days. So do you.

Objectives

Rewards

  • 14,000 Thieving XP
  • 8,500 gp

11. Restitution in Gold ​

The ledger's arithmetic is exact: the Hand profited in grave-gold, and the order means to buy back every relic it can't recover by stealth. That takes bullion. Mine it.

Objectives

Rewards

  • 9,500 Mining XP
  • 8,500 gp

12. The Buy-Back Fund ​

Smelt the restitution gold into stamped bars — Tobin presses the order's bell-seal into each one while the metal is soft. 'So they remember who paid.'

Objectives

Rewards

  • Gold Bar Gold Bar ×30
  • 8,500 Smithing XP
  • 9,000 gp

13. The Foreman's Last Whistle ​

With the buy-backs underway, one man can still warn the Collector: the auction foreman. His camp, his pockets, one last time — take everything, especially the whistle.

Objectives

Rewards

  • 15,000 Thieving XP
  • 9,000 gp

14. The Recovered Dead ​

The buy-backs come home by the crate: bones sold as curiosities, relics sold as ornaments. The order receives each crate with the bell. You receive them with the trowel — great bones first.

Objectives

Rewards

  • 9,500 Prayer XP
  • 9,500 gp

15. The Collector's Hounds ​

The Collector knows. His answer is old money's answer: hired beasts on the mound-road to close it for good. The wrong-eyed pack again — his coin in their collars. Open the road.

Objectives

Rewards

16. The Last Volume ​

The final volume travels to the Collector himself in a mage's false-bottomed satchel on the next pilgrim day. There will not be a better chance. Take it in the open crowd, unseen.

Objectives

Rewards

17. A Keeper's Witness ​

The complete ledger goes before the order — and the reading takes a full day, every entry answered with the bell and a rite. Maren asks you to stand witness as Keeper: for every name restored to the ledger, a bone returned to the earth.

Objectives

Rewards

  • 9,000 Prayer XP
  • 11,000 gp
  • 40 gems

18. Closing the Ledger ​

One name in the ledger remains unpaid: the fence who boasted of it, who started everything — now hiding among the miners under the Collector's protection, holding the deed to the ossuary itself. Take the deed, and the ledger closes forever. The order burns it page by page on the chapel fire while the choir sings, and the librarian — 'criminal filth' and all — is seen to wipe her eyes.

Objectives

Rewards

  • 18,000 Thieving XP
  • 14,000 gp
  • 50 gems

Stat data generated from the game source. Strategy notes are community-written.