q2-18-Mis

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theviking
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q2-18-Mis

Post by theviking »

Claim type: Quest
Claim ID: TR_q2-18-Mis (#2039)
Faction: Misc
Parent claim: TR_2-2-Tel (#65)
Claimed by: Bloodthirsty Crustacean
Status: Approved (Progress: 100%)
Location: 1:(4167, -163):0
Files: TR_q2-18-Mis_Bloodthirsty Crustacean_1.esp

---

The other half of the map2 wilderness quests. 3 quests, please.
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Post by Stryker »

I decided I might as well try quest designing. So I threw this together in a couple minutes:

A Dunmer is found in the middle of nowhere in the mountain regions. He is hurt and it is revealed he attacked and robbed by some bandits/creatures/whatever. You need to find a certain potion for him to heal him. He asks you to go to a city (dunno where yet :P ) and find an Alchemist. Upon talking to this alchemist you will be directed to find some [perhaps pretty rare] ingredients for him to make the potion.
Upon getting the ingredients you will wait a day (I dunno) to get the potion and then return it to the Dunmer.
He will then give you whatever gold he has left after the robbery as a reward.

It may have been done already, I don't know. All I know is it sounds oddly familiar to me. :P It may also be too 'boring' for a quest.
But if you guys thinks it good enough for a start I can add onto it if you want.
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Post by MMMowSkwoz »

Hm, why would you need a special potion for normal injuries? Could you not just heal him via normal potions/spells?

Perhaps there is something really strange wrong with him and none of the normal healers can heal him. He was told to seek out a hermit priest who is rumoured to live somewhere nearby. Somehow you find him (add some hints) - it's Felms Sendas in Dorammu Cavern, who's a little bit unhinged and rants a bit, but agrees to create a potion. You then have to get all the ingredients etc, just as per your oiginal plan.

When you've cured him, he tells you he thinks he contracted the disease when he was attacked by a strange Breton. The Breton ran away when our Dunmer dude defended himself, but he tells you it was on the coast West of Alt Bosara and asks you to check it out. This should hopefully lead you to Kulidon, where some pretty brutal necromantic action has been going on.

If we add a few coprus-eque monsters around, the player should twig that someone's been experimenting with weird diseases (can also add the dead Breton to pad out the story line a little). Once you get to the end of the cave Mervil Norenas, the necromancer, force greets you and attacks. His Argonian apprentice/helper will just attack you.

In one of the caves you find Hjotra, a Nord (to be added by quester) who tells you she has been experimented on by crazy necromancer dude. She asks you to free her (add slave bracer key to necromancer) and take her to a healer, but she cannot walk (due to the disease) so will need some special spell or scroll. Cue heading back to Felms Sendas in Dorammu Cavern. He rants a bit about abominations etc but tells you that you'll need to get a special mark and recall scroll to teleport Hjotra. Asking around in towns will direct you to an enchanter (choose one - there are a few about). The enchanter tells you to bring him scrolls of mark, recall, and a personal effect of the personal to be transported. He also charges you 150 gold. Do this (Hjotra will give you a ring for the job) and you need to go to Dorammu Cavern, cast the scroll once, and then take it to Hjotra. She reads the scroll and is sent to Dorammu.

As a reward, when you give her the scroll she will give you a key, telling you she thought it was the key to her bracers but it didn't fit. This key will open a chest in the necromancer's pad which has some sweet unique scrolls in it.

When you head back to Dorammu Cavern, both the previously diseased NPCs will thank you. Come back again and they will be gone.

[Ok, so I got a bit carried away there. Sorry for stealing your design Stryker!]
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Post by Stryker »

Ah, its okay MowSkwoz. :P I like your design alot anyways. I didn't really have the time to do the research on existing NPCs so I just threw the idea out in hopes that something like this would happen anyways.

Anyways, I figured that Varden Alvis of Tel Muthada might be a good choice for the enchanter. As Tel Muthada isn't too far from Dorammu but its still far enough. (ie, player doesn't have to walk across the whole province to get there, but it isn't at the doorstep either.)

I don't know if you had plans for this but I think there is a good spot to place the sick Dunmer at 33, -6 (or somewhere there abouts). Its pretty close, but not to close, to Kulidon, so it'll make sense on how the Breton could have attacked him and then be found dead in the cave.

I don't see anything else wrong/odd about the design. So I guess that means off to designing the next quest. :P
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Post by MMMowSkwoz »

Sounds good to me.
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Post by Aeven »

For a settlement (it could work for any settlement, but a mid-sized one would be best)

The economy of a settlement has hit rock bottom. If you go to one of the shops, they'll inform you they have nothing to sell, as all trade has ceased. An alternative way to find out is asking about the local economy.

Depending on whether this'll be a Telvanni or Imperial/Nordic town, you'll be directed to a Mouth or the governor/head of the guard. He or she will ask you to find traders who are willing to invest in the local economy and deliver goods.

You'll be advised to seek out a rich merchant in Port Telvannis (added by quester) or Firewatch.

Port Telvannis, Plan A
You'll find the merchant in the harbour, near the riverstrider.
The merchant can refuse outright if he doesn't like you enough. Some bribing might help. If you're in House Telvanni, he'll help you without needing any convincing. You'll be asked to run a small errand.

It'll seem honest enough, but involves finding a run-away Argonian slave in who has made a home for himself in a nearby ancestral tomb (this tomb will be free of any danger. Maybe add one if needed). He'll hand you the key. You have the option to bring (escort) the slave back to Port Telvannis and hand her over, or let the slave in peace, and remove the bracers, or killing the slave. If you don't bring back the slave, you must return the bracers. You can then inform the merchant his slave is dead, and the bracers will convince him. You can also tell him you killed the slave, but he'll then refuse to help you (the quest will then fail, or you can try in Firewatch, see the second line). If you lie and have let the slave go free, you won't be caught in your lie, and you'll be believed.

The merchant will now agree to deliver goods to the settlement, you just need to find a person to make the deliveries. If you ask around, you'll find there is an Ashlander in a Port Telvannis pub looking for employment. Approach him, and tell him the merchant if in need of a deliverer. He'll leave the pub. Speak with the merchant, who thanks you for the new business and hopes to see you again if you have any other business opportunities.

Visit the Mouth/governor/head of the guard, who will be overjoyed and reward you with 700 septims. Shops will be selling again, with mostly (Telvanni) Dunmer merchandise. Some of the very poorly decorated homes could be switched with more decorated versions (either using a script in the interior, or using a script to switch a door to enter the the other version, which would be another cell.)

Firewatch Harbour, Line B

You'll find the merchant (a haughty Imperial woman) in the harbour of Castle Firewatch. (Her merchandise comes from Cyrodiil and High Rock).

Approach her, and tell her the tale of the settlement. She'll show no sympathy, and merely remarks this might be a good business opportunity. If you are a member of the Imperial Cult, she won't need any additional convincing. If you are in the legion, you may threaten to search her wares (she has some Dwemer artefacts headed to the Imperial City, but the player doesn't know this unless he takes a look - illegal! - first. It doesn't matter for her response, but if you know this, you may mention it. This will make her not require you to do an errand first.) Otherwise, bribing her or good speechcraft will do the trick.

If you did not confront her with your knowledge of the Dwemer artefacts, she'll tell you her husband is in Helnim, and has been having some money troubles (gambling, but she doesn't say this. The husband's dialogue should reveal his vice though.) She gives you 1000 septims to bring to him, and tells you to warn him of the dangers of gambling.

When in Helnim, if you ask around about the husband, you'll be directed to him at a local inn. Go there, and he'll be horribly drunk (another vice. He'll mention your eyes look like the eyes of his beloved dice.) He'll tell you to see him again tomorrow, when he's sober. If you ignore this and tell him to stop gambling, and say you're here because of his wife, you'll provoke him to attack (you may calm him and leave, and he won't remember any of it the next day). If you kill him, you have to return to the Imperial merchant (see result of this later). If you come back the next day, he'll be sober. He'll ask you to a game of dice, but you refuse. Tell him his wife misses him and offers him 1000 septims in order to survive, as his losses have been more frequent as of yet. She urges him not to gamble it all away. OPTIONAL: You can also try and make him stop gambling (good speechcraft is key here. Bribing would also work.) If you succeed, you can tell the husband his wife will take him back and pick him up on her next visit to Helnim.

Go back and tell her of your success (or failure.) If you killed the husband, and he attacked you first, she'll mourn him and tell you to come back tomorrow, when she has a clearer mind. If you killed him and struck first, she'll report you to the guards and refuse any further business with you and Plan B will have failed (You may attempt Plan A if you haven't done so al ready. If you failed that one, the quest will end. The result will be the same as Plan C.)
If you had success, she'll be very happy. If you managed to make her husband stop gambling, she'll give you an enchanted Dwemer sword (if this is too uber, maybe 800 septims. She's very rich.)

Her only problem is a lack of a delivery person. She'll ask you to find one. Some asking around will reveal the young son of a local Breton is in need of a job, and is strong and good with a sword. He'll happily take the job.

Once you tell the merchant the good news, she'll send her wares to the settlement. She'll wish you well, and hopes that her wares from Sentinal will sell well the next time she docks in Firewatch again. She'll then disappear. If you made her husband stop gambling, he'll disappear too.

Tell the good news to the Mouth/governor/head of the guard, and he'll be overjoyed. You will be rewarded 800 septims. Shops will start selling again, and they sell predominantly Imperial goods (regardless of if the settlement is Dunmer or not). Some interior poor/rich switching again. Reflect the Imperial merchandise in the switched miscellanea.

Plan C

Refuse to help. The Mouth/governor/head of the guard will be very disappointed. Trade will eventually resume on its own accord (2 in-game months seems reasonable) but the interiors remain poor and the sold merchandise is only lower class. The inhabitants will have a low view of you.[/b]
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Post by theviking »

Aevan, that's very well thought out. If there's one town where all of this can happen, it's Helnim. It has hit rock bottom as it is already. Furthermore, when you need to get support for the trade, you can pick the Imperial way or the Telvanni way. The competition between the two sides is THE mayor topic in Helnim. So, I'm under the impression that your plans, slightly tweaked, combined with Helnim will make a golden combination. I hope you see that this isn't a good idea for a wilderness quest, though. :)

BTW, I love the culmination of the Stryker/MMMowSkwoz's quest.
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Post by Stryker »

I love the quest design, as well.
theviking wrote:I hope you see that this isn't a good idea for a wilderness quest, though. :)
And I take the blame for that, I told him to throw it in here because I didn't know where to actually make the quest take place.
So its okay to use Map1 cities in Map2 quests? I wasn't sure of this either when we were talking about it on IRC.
theviking wrote:BTW, I love the culmination of the Stryker/MMMowSkwoz's quest.
MowSkwoz that thief. :P
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Post by Aeven »

Indeed it's Stryker's fault (Not a bad thing or whatever ;) )

Imperial trade could increase Imperial power in the region, whilst Telvanni trade could increase (Telvanni) Dunmer power.

I posted it in here because it was without a location yet.
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Post by Bloodthirsty Crustacean »

Yeah, would be a great Helnim quest.

And you can indeed use Map 1 cities/locations in Map 2 quests. It would be slightly weird and 'mod-like' if you couldn't.
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Post by Aeven »

A Ruined Legacy

Location: Helnim Fields, Cell 28, -4 (the ruined village)

[Random Dunmeri Woman Name Here] Darano stands in the ruined village. If you approach her, she will tell you how this place was once a small, pious village named [Name Here]. Her grandparents lived here, until a Telvanni Mage apprentice had a spell backfire, destroying the little town.

She will tell you that her grandparents had a somewhat special weapon in their possession: the Mabernabel, an enchanted longblade (quester may choose enchantment and sword type). It was lost in the blaze and she can't find it in the ruins, but possibly buried along with her grandparents' ashes in the nearby Darano Tomb. She is too afraid to enter the tomb, and asks you to do so in her stead.

Line A:
If the player agrees, he can go and fetch it in the tomb. There'll be a somewhat hard lich there, the Telvanni apprentice. He'll have the sword on him. Get it and deliver it to the Darano woman, who'll reward you handsomely if you in fact return it. If you choose to keep it, she'll run away very upset. A tavern in Tel Muthada is where she'll be found afterwards, where you can still give back the sword if you feel kind. Refuse here again, and she'll send a guard on you, as it is formally her property as it belonged to her family. A (unique) guard will show up, who offers you the choice of fighting, a fine and handing over the weapon to Ms. Darano, or going to jail and giving over the weapon. That'll be the end of this line.

Line B:
If you refuse, she'll be very angry and disappointed, and her disposition will drop. She'll go away the next time you are in this cell, or when you rest (cell reload basically). She'll show up in a tavern in Tel Muthada, and if you want, you can do the quest anyway.
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Post by Stryker »

Looks like a good quest overall. Everything seems plausible to make and its nice and simple, good for a wilderness quest. Just one little detail that I wonder about right now.:
Aeven wrote:A (unique) guard will show up, who offers you the choice of fighting, a fine and handing over the weapon to Ms. Darano, or going to jail and giving over the weapon. That'll be the end of this line.
Do you get anything for giving her (just giving it, not going to jail) the weapon after this? Or would it be like you blew your chances and don't get any reward?
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Post by Aeven »

No, you avoid the being punished by the law, and she doesn't like you any more, so she'll want nothing to do with you any more.
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Post by Aeven »

Boethiah's Beacon

Location: Melethi Lighthouse, Lake Boethia

Felos Melethi, the lighthouse keeper, is in despair. If you talk to him, he'll ask you if you've seen the bright flame of Boethiah. The only logical answer to give is a simple "No." If you say "Yes", he'll shout that you're a liar, and the dialogue ends.

Saying no will ask him to help you. He'll ramble on about the amount of boats he's had to shout to, warning them, and that his voice hurts and he is feeling incredibly tired.

The fuel of the lighthouse's flame is wood grown in a special grove, blessed by Boethiah in ancient times. The quester may find a nice location for this grove in the Boethian Mountains, perhaps create it. A root (a number of them) will be an activator, adding a couple the wood pieces to the player's inventory (make a misc item out of one of the wood pieces currently used on the lighthouse flame basin). Return to the Melethi Lighthouse, where Felos Melothi will be overjoyed. He asks you to return tomorrow. The next day (wait/rest/cell reload) the flames will be blazing once more. Speak to Felos Melethi once more to finish the quest. He'll reward you with an enchanted amulet he recovered some time ago when a ship crashed onto the Melethi island and sank. The amulet is a nice reward, and should be levelled.
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Post by theviking »

Both quests are pure gold, Aeven. Can you perhaps think of a quest for the southwest or northeast of map2? I have a feeling that quests there will be in short supply and I would like to spread them over the map. But awesome work designing so far.
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Post by Nomadic1 »

Going from memory, I thought the Boethian Lake lighthouse keeper was a sadist who deliberately tried to make ships sink/crash into rocks/etc. Have I got this one mixed up with another?
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Post by Aeven »

Hmm, it does sound a very Boethian thing to do. Maybe the quest is meant to send you on a death mission, but if you survive, he'll reward you for your strength.
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Post by MMMowSkwoz »

Is this Melethi Lighthouse? If so, he just appears to be a very unpleasant person. What do you mean by Boethian? The lighthouse keeper isn't a cultist.
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Post by Hemitheon »

Why not make the forest in an interior? Like a cave where a forest grows around a statue of Boethiah.
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Post by Aeven »

That'd be nice. But the harvesting (root activators) must remain.

Also, would it make more sense to harvest some sort of sap from the roots, which act as a fuel?
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Post by Jedak »

The lighthouse keeper of the botheian lake is a sadist who gets the thrills from killing people (by letting them crash instead of lighting the beackon) - not a botheian cultist
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Post by Aeven »

Then perhaps a loved one's boat is to sail past here soon?
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Post by Bloodthirsty Crustacean »

Okay, I'm prepared to wrap this design up and move to Unclaimed, if we all agree on these forthcoming quest designs.

We got the StrykSkwoz necromancing disease dude one; the ruined village from Aeven, and the mabrigash from Harke. Sound good?

Aeven, if you're willing, you could work on your Melethi Lighthouse quest for the other wilderness claim, that Stryker currently has. But make sure you take into account what has been said in discussion about that above. I'm sure you will.

Anyway, here are the designs (StrykSkwoz has minor alterations in the details in order to make it make sense, and cut out the running back and forth with the Mark+Recall scrolls, but is essentially the same; Aeven's is pretty much untouched, and Harke's has had the reward tweaked a bit):

Pestilent Magic

The player encounters a Dunmer man out in the wilderness, fairly near the cave of Dorammu. There is something really strange wrong with him and none of the normal healers had been able to heal him. He was told to seek out a hermit priest who is rumored to live somewhere nearby, but was overcome by sickness on his journey. The healer is Felms Sendas in Dorammu Cavern, who's a little bit unhinged and rants a bit, but agrees to create a potion. The player needs to acquire several rare, but not overly special ingredients to complete the potion.

When you've cured the man, he tells you he thinks he contracted the disease when he was attacked by a strange Breton, who he suspects was a necromancer/evil mage. The Breton ran away when our Dunmer dude defended himself, but he tells you it was on the coast West of Alt Bosara and out of concern for the locals asks you to check it out. This should hopefully lead you to Kulidon, where some pretty brutal necromantic action has been going on.

If we add a few coprusesque monsters around, the player should twig that someone's been experimenting with weird diseases (can also add the dead Breton to pad out the story line a little). Once you get to the end of the cave Mervil Norenas, the necromancer, force greets you and attacks. His Argonian apprentice/helper will just attack you.

In one of the caves you find Hjotra, a Nord (to be added by quester) who tells you she has been experimented on by crazy necromancer dude. She asks you to free her (add slave bracer key to necromancer) and take her to a healer, but she cannot walk (due to the disease) so will need some special spell or scroll. Cue heading back to Felms Sendas in Dorammu Cavern. He rants a bit about abominations etc but tells you that you'll need to get a special mark and recall scroll to teleport Hjotra. Asking around in Tel Muthada will direct you to Varden Alvis. The enchanter tells you to bring him scrolls of mark and recall. He also charges you 150 gold. Do this and then take the new special-scroll to Hjotra. She reads the scroll and is sent to Dorammu.

As a reward, when you give her the scroll she will give you a key, telling you she thought it was the key to her bracers but it didn't fit. This key will open a chest in the necromancer's pad which has some sweet unique scrolls in it.

When you head back to Dorammu Cavern, both the previously diseased NPCs will thank you. Come back again and they will be gone.


A Ruined Legacy

Location: Helnim Fields, Cell 28, -4 (the ruined village)

[Random Dunmeri Woman Name Here] Darano stands in the ruined village. If you approach her, she will tell you how this place was once a small, pious village named [Name Here]. Her grandparents lived here, until a Telvanni mage apprentice had a spell backfire, destroying the little town.

She will tell you that her grandparents had a somewhat special weapon in their possession: the Mabernabel, an enchanted long blade (quester may choose enchantment and sword type). It was lost in the blaze and she can't find it in the ruins, but possibly buried along with her grandparents' ashes in the nearby Darano Tomb. She is too afraid to enter the tomb, and asks you to do so in her stead.

Line A:
If the player agrees, he can go and fetch it in the tomb. There'll be a somewhat hard skeleton war wizard there, the Telvanni apprentice. He'll have the sword on him. Get it and deliver it to the Darano woman, who'll reward you handsomely if you in fact return it. If you choose to keep it, she'll run away very upset. A tavern in Tel Muthada is where she'll be found afterward, where you can still give back the sword if you feel kind. Refuse here again, and she'll send a guard on you, as it is formally her property as it belonged to her family. A (unique) guard will show up, who offers you the choice of fighting, a fine and handing over the weapon to Ms. Darano, or going to jail and giving over the weapon. That'll be the end of this line.

Line B:
If you refuse, she'll be very angry and disappointed, and her disposition will drop. She'll go away the next time you are in this cell, or when you rest (cell reload basically). She'll show up in a tavern in Tel Muthada, and if you want, you can do the quest anyway.


Blind Faith

At the big tree on the road from Hla Bulor a blind Dunmer woman greats you, accompanied by a pack rat.
The woman asks you to guide her to Baldrahn (as she needs muck for her eyes). She tells you to follow her instructions. If you do, she says, you can take her amulet as a reward. (she doesn't say she'll GIVE it to you).

Option a).: You follow her instructions, which take you over the road east she tells you to continue until the road goes straight north for a bit and to head north passing the woods on your right hand and then under the Dwemer bridge.
When you're there she stops and says she can make it on her own from there. She then offers you the amulet. If you take it the no longer blind Mabrigash will immediately attack you.
If you kill her the rat will change into a (male) priest who explains he tricked the Mabrigash into putting the blinding amulet on, but not before being turned into a rat. He says he has no reward for you right now, other than a few pieces of gold/enchanted item, but that if you meet him in Necrom he might be able to work with a Temple player again, and reward more fully a non-Temple player.

Option b).: You take her straight to Baldrahn without heeding the instructions. On arrival she says that this wasn't the deal and that she's keeping the amulet.

If you kill the blind woman before you start the quest, the priest will also turn back.
If you pickpocket the amulet, the priest stays a rat, but the Mabrigash is unleashed.
If you put on the amulet yourself, it will curse you with blindness.

The Mabrigash has several portions of muck in her inventory already.

Added explanation:
The Temple sent the priest after her. The amulet serves as magical handcuffs. Easy to slip on, very difficult to take off. The priest wanted to take the Mabrigash to the nearest Temple. The Mabrigash lived either in one of the caves (best option) or in an encampment. She wanted to be in a place where she would be strong enough to break the spell.
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Post by MMMowSkwoz »

All sounds good to me.
Bloodthirsty Crustacean wrote:He says he has no reward for you right now, other than a few pieces of gold/enchanted item, but that if you meet him in Necrom he might be able to work with a Temple player again, and reward more fully a non-Temple player.
We'll need to make a note of this to remember. I like connections like this.
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Post by Stryker »

They all look good to me, as well. :)

Its great to be getting a good amount of work in unclaimed for us to do, now. (I guess... Depending on the way you look at it...)
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Post by Bloodthirsty Crustacean »

It's settled then. Moving to unclaimed.

And claiming. :]
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

A Ruined Legacy is essentially complete.

Should be fully functioning, but it has some slightly weird scripts which I need to test, as well as just testing the whole thing to check for any slip-ups.

Should be good to go, though.

EDIT: Outdated attachment gone.
Last edited by Bloodthirsty Crustacean on Wed May 06, 2009 5:23 pm, edited 1 time in total.
a man builds a city
with
Banks and Cathedrals
a man melts the sand so he
can see the world outside


"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

A Ruined Legacy is now fully tested and functional.

Blind Faith is fully implemented, will definitely need testing.

Progress up to 60%.
Attachments
TR_q2-18-Mis.esp
(44.35 KiB) Downloaded 125 times
a man builds a city
with
Banks and Cathedrals
a man melts the sand so he
can see the world outside


"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

Okay, here is the semi-finished file. Just needs testing, but everything should be in place.
Attachments
TR_q2-18-Mis.esp
(72.84 KiB) Downloaded 111 times
a man builds a city
with
Banks and Cathedrals
a man melts the sand so he
can see the world outside


"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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Haplo
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Post by Haplo »

BC, do you know who downloaded the file to test it? I don't suppose the testing can be done with the Quest thread in Quests: Reviewing?
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

Gave these quests the once over, and they should be ready for a merge. Others can feel free to check themselves, but remember that there will be another testing round prior to any actual release of these quests.
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