Quest Design

The Orc at the Book Club

An orc shows up to the local book club (Mages Guild? Indoril? Temple? Hlaalu?) with his proud copy of ABCs for Barbarians, expecting to discuss it with the muckity mucks--he's been told this is a pastime among intellectuals and wants to join in discussing great literature with them! As expected, the orc can barely read. ("Me want talk pretty letters!").The muckity mucks are less than thrilled with his presence, and call on the player to oust him from the venue.

Necrom keys TR_Factions integration

edit: implementation turned out to have too many edge cases and awkward loopholes associated with it. We're now implementing it with simple activators that simply add the actual key to the relevant NPC, once.

Adds dummy Necrom Temple keys to Vivec, High Fane and Mournhold Temple: Office of the Lord Archcanon, as well as scripts and globals to go with them.

The dummy keys replace themselves with the actual keys when picked up, and set their accompanying global variable to -1 to indicate that the key was stolen (for future use in dialogue).

Imperial conspiracy

So the concept I had is regarding a Redguard, an Imperial Legion deserter who left after witnessing his units' captain and few others forcing themselves on Dunmer women after saving them from some bandits. He couldn't face the captain himself because he had powerful friends, so he left the evidence he could find and escaped, finding shelter amongst Indoril and now living in Enamor Dayn. He became a mentor in the area, teaching poor boys and girls how to fight. 

Optional quest hooks for vanilla integration

Currently, when starting a new game with TR installed, a player has very little reason to visit mainland Morrowind. There are no organic, natural and immersive prompts for the player to leave Vvardenfell. Sure, TR_Factions expands the Hortator quest line, but that comes rather late in the game and is essentially higher-level content, while most of TR is made to accomodate lower level players.

King Orgnum's Coffer

A multi-stage quest to find and recover the legendary King Orgnum's Coffer. Really three distinct quests for different parties. The PC can work with/for a shipwrecked crew of Winterhold Nords, an ambitious (but underprepared) landless Telvanni mage with a chip on his shoulder, or a mysterious crew of hired mercenaries in the employ of a shadowy figure in Port Telvannis. Switching sides is an option, as is betraying everybody. Everyone is following the same rumor, and the same trail of clues will lead players from the Isle of Arches to the rocky shores of the Padomaic.

Untitled Yeth-Grub Flavor Quest

The basic idea for this quest is that some whacky Dunmer bug-nerd has discovered something very interesting about Yeth Grubs. Turns out they can be programmed to fly to specific locations and then return to the sender like a zombified carrier pigeon. The programming process itself is akin to how the Silt Striders are lobotomized for transportation. It is another example of that grotesque Dunmer engineering that makes Morrowind so dang special.

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