Closed (Merged)

Imperial Archaeology Misc Quest - An Abandoned Blade

idea for archaeology guild in OE basement: (misc quest, appears level >10) a sword whispers to you through the wall, it's trapped in a chest and wants to be freed. No one else in the building has heard it. It can sense you're an adventurer of great promise and begs for a favor. It wants you to use it to kill the one who imprisoned it there.

Watch Out for Blight

Intended to be the capstone (last quest chain) of the OE Mages Guild. (Would actually be better suited for one of the ashy places in Redoran lands, but I figure while we're finishing up OE's Mages Guild...)

Part 1
The questgiver tells the player to help a researcher and her apprentice over in Ildrim, who are investigating the history of the area.

And Ghosts, Too!

A follow-up to the "More Rats?" quest...

Though the batty old lady in "More Rats?" used unrefined velk nectar as a tea sweetener, the player learns the true purpose of velk nectar when the ancestors come acalling.

Andothren NPCing Plans

For planning Andothren's NPCs and dialogue, I have gathered and edited all relevant information from the old forums related to the city's characterization. We can discuss what parts to keep or change at a future meeting. I hope no one minds me going ahead with this. Gnomey mentioned getting it done in the 10-08-2017 meeting summary, and I had some free time.

[Script] Vampire Disguise helm

startscript "vampire_quarra_pc" to become a vampire, player->additem "tr_mort_helm" to add the helm to inventory
 

 

begin tr_vamp_helm

short OnPCEquip
short disguised

if ( PCVampire == 0 )
    return
endif

if ( OnPCEquip == 0 )
    Player->addspell, "Vampire Sun Damage"
    Player->removespell, "TR_vampdisguise"
    set disguised to 0
endif

OE Fighters Guild NPCS

Adds 6 NPCS to the OE Guild hall - 4 in the main hall and 2 in the basement.

The two in the basement have a script that makes them spar every 20 seconds or so (they won't die from it)

Also adds unique greetings to most NPCs in the guildhall. They're all pretty generic but much more interesting than they were before.

changes 10/13/17:
added conditionals of guild membership on certain greetings
added misc items to npcs inventories to match their job (potions on warriors, a bit of gold, food etc)

Awoke and Broke

Moved to the claims browser: https://www.tamriel-rebuilt.org/claims/awoke-and-broke

This quest starts in The Salty Futtocks inn in Old Ebonheart, and only if the player has 1000 gold or more.
When the player rents a bed there and sleeps in it, he wakes up the next morning to find out that someone has stolen all of his gold while he was sleeping. The player then has to figure out who robbed him and recover his gold.

To Catch a Cold

Two quests for the Old Ebonheart Mages Guild, meant to be done back to back.

The first has to do with our Conjurer dude from Ghost in a Gem. He has summoned a frost atronach he couldn't control while trying to help some Imperial Navy dockworkers unload cargo. The frost atronach is now running loose somewhere in the harbor. The questgiver gives the PC a waterwalk spell to get out to it.

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