Okay here goes...
PC starts off by going to some sort of Dunmer Tavern around the place and finds a Nord being harrassed by a bunch of Dunmer, PC settles it down by talking to Dunmer and then pacifing them through whatever means necissary. Nord and PC then talk and topic comes to how Nord got here, you are told that he came by boat (town this quest is set in must have a dock) and at the dock was mugged and lost a valuable item...
Nord askes PC to fetch it and if PC agrees then he sends PC there where it can be found on the ground in some specific place, once it has been returned to Nord he then rewards PC by giving PC a little secret... Nord tells of a secret cave he "stumbled upon" and says he saw something of value down there... Nord gives direction and PC goes there to find a smugglers cave and has moderate loot.
In amongst the cave there is a note, it is from Nord to a smuggler and this note is evidence that they are smugglers, PC then has a choice given by a journal entry along the lines of "Wow that Nord was a smuggler, I wonder if I should report him... Or maybe I could work this to my advantage." so the PC is given two choices. (Ofcourse if note isnt found then quest is ended)
Two Possible Outcomes:
Bribe: PC returns to Tavern and talks to Nord about topic "threaten to report you", if PC has a good level of speechcraft then the Nord gives in and give the PC about 2000gp and some smugglers type loot (raw ebony, glass sword etc). Then promptly leaves when PC next comes into Tavern.
For this to happen the PC must NOT talk to the local guards about the topic "report Nord smuggler" which will have to be added when PC gets the note.
Report: PC goes and talks to a local guard and tells him of the smuggler, Guard gives PC about 500gp for helping authorities then when PC goes into tavern next there is a chair on the floor and general signs of a scuffle and a dead guard whit another live guard next to him. Guard says that the Nord up killed one guard and ran away, next visit after and things are back to normal but if PC goes to docks where item was aquired the Nord is there and a forced fight will happen.
For this to happen the PC has to talk to the local guard about reporting Nord and thats it. Quest finished.
I hope this is actually ok and not just a load of bullshit to you guys
Quest Idea: Smuggler Bob
Moderators: Haplo, Lead Developers
- Blackblade
- Member
- Posts: 34
- Joined: Sun Sep 12, 2004 9:15 pm
One possible issue. Why would the Nord, if he was involved in smuggling, give you direction to his hideout, especially when he left there an evidence of his criminal activities?
Would not he rather keep the location of the cave secret rather then revealing it to some foreigner who just gave him a hand once or twice?
Would not he rather reward you from that plentiful resources he has with him and he uses only when you threat him?
Would not he rather keep the location of the cave secret rather then revealing it to some foreigner who just gave him a hand once or twice?
Would not he rather reward you from that plentiful resources he has with him and he uses only when you threat him?
THEO
He's a Nord. Nords in general are not the brightest light bulbs in Nirn. He had probably even downed a few beers, thus greatly increasing his chances of telling his whole life story without knowing.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind
[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Okay I was thinking along the lines that the Nord was a little intoxicated and without much thought gave directions to an old hideout of the smugglers thinking PC would just find some leftover loot, not counting on the fact he might have left something incriminating behind accidentally. And yeah rewards we're high but they're not really that important; quest maker can change that to something more appropriate.