Hey guy this is just a WIP quest idea that could work as mid-tier or beginner quest. I am just posting for critiquing and suggest on where it takes place.
A farm has been having rat troubles and highers the adventurers to deal with it. After a killing a few rats off the land, the player can come back next week to find that problem has worsened with more rats being in the area.
The player begins wiping outs rats, and the farmer asks the player to stay the night and keep an eye out. The player waits until night, where he sees a man dress in rags summoning rats in the area. The player approaches the man, but he attacks, tossing fireballs in his direction hitting the player with a staff of drain fatigue if they get close, all the while summoning more rats to his assistance.
When the player kills him, and loots his body to find the staff, they find a journal where it details where he lived, somewhere secluded within half a day’s walk. The player talks to the farmer who tells whatever he finds in that barn that is not wheat or grains, is his while giving a hundred septims because he is farmer and is broke.
The player follows the instructions in the book and comes across the small cottage, which he opens with the key he found on the body, or unlocks as it is an average lock. Around the cottage is barrels full of salt-rice and other farmer’s good. Inside he finds a simple bed, desk, and cabinet with a couple rats inside. On the desk he finds a note and a ring, explaining that the ring is an experimental object that is able summon shalks instead of rats, allowing him to continue on his plans on becoming rich via stealing goods and murdering merchants, selling goods at a discount.
The rewards would one-hundred septims, the ring that summons shaliks, and the staff.
That is it; relatively simple to follow and very little scripting. Thank you in advance for your comments!
2014-03-16 17:45
2 years 2 weeks ago
Starts off as reminiscent of the Hamelin story, aside from the drift (shalks...?)
2016-08-05 10:38
3 years 6 months ago
Yes, it kind of reminds me of that. The original idea was redux on the stereotypical adventurer's first quest, with more depth and interests. Also the idea comes from a Skyrim Thieves Guild quest, where a character like this was the boss.
As for the shalks? Something that does fire damage and can be a general nuisance for traders. I did not want to use Daedra or Ghost as someone who was trying to be sneaky and not cause too much alarm would use pests to do their work.
However I can use another beast monsters such nyx hounds or the like.