Quest idea: Saving a Dreugh Hide
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- Nomadic1
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Quest idea: Saving a Dreugh Hide
Wandering along the shoreline near a certain city, the PC will come across a half-naked young Dunmer male standing near the water. If the PC initiates dialogue with him, he talks to the PC like a normal NPC (only he states his trade as a Dreugher, but he hs the typical topics Latest Rumours, Little Advice, Background, My Trade, etc.). If the PC raises his disposition to 70 or above, or the PC reputation is 10 or more, if the PC talks to him about "Background" he instead mentions something a bit different.
He says that his father was a Dreugher (A Druegh hunter), that was killed only recently fighting a particularily nasty dreugh. In order to support his family, he has had to take up his father's trade before being properly trained. As such, he has been unable to successfully fight dreugh (dreughing is a dangerous occupation afterall), and after a lucky escape, has been too scared to go back into the water. He then asks if the PC can go dreughing for him, and harvest 5 Dreugh Waxes so he can sell them, support his family and purchase training from the Fighter's Guild.
If the PC accepts, the Dunmer gives the PC an enchanted amulet (swift swim 15 for 20 seconds, water breathing for 20 seconds) to help them. The PC then goes into the ocean and fights dreugh. If they search hard enough, they find a special "Dreugh Warlord" (activated by quest - don't know if the Ruddy Man one was the only one or not; if not maybe just a "Large Dreugh"). If the PC returns to the Dunmer with 5 Dreugh Waxes, he takes the amulet back and gives them instead an enchanted spear of some kind. If the PC killed the Dreugh Warlord (deactivated after quest), the Dunmer also gives them a portion of Gorm/Grom (forgot which it is called. It is a rare Dreugh substance mentioned in the 2920 series) that his father had found as a small child.
A simple one, any good?
He says that his father was a Dreugher (A Druegh hunter), that was killed only recently fighting a particularily nasty dreugh. In order to support his family, he has had to take up his father's trade before being properly trained. As such, he has been unable to successfully fight dreugh (dreughing is a dangerous occupation afterall), and after a lucky escape, has been too scared to go back into the water. He then asks if the PC can go dreughing for him, and harvest 5 Dreugh Waxes so he can sell them, support his family and purchase training from the Fighter's Guild.
If the PC accepts, the Dunmer gives the PC an enchanted amulet (swift swim 15 for 20 seconds, water breathing for 20 seconds) to help them. The PC then goes into the ocean and fights dreugh. If they search hard enough, they find a special "Dreugh Warlord" (activated by quest - don't know if the Ruddy Man one was the only one or not; if not maybe just a "Large Dreugh"). If the PC returns to the Dunmer with 5 Dreugh Waxes, he takes the amulet back and gives them instead an enchanted spear of some kind. If the PC killed the Dreugh Warlord (deactivated after quest), the Dunmer also gives them a portion of Gorm/Grom (forgot which it is called. It is a rare Dreugh substance mentioned in the 2920 series) that his father had found as a small child.
A simple one, any good?
- Stumpytheguar
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- Nomadic1
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Anyway, if it is Map 2, I've worked out the likeliest locations for the Dreugher.
- The first is near Dragonhead Point, only more notherly on the completely abandoned coastline (according to the maps), in the neighborhood of Alt Bosara.
- The other is located in Claim 2-40, on the coast north of Darconis. From the maps, the road hugs the coast, so it isn't like the middle of nowhere in the wilderness.
I personally like the first location as Darconis is largely Imperial (no other reason really). But if there is someone who wants to make the quest when Map 2 is opened, they can go for wherever they want.
- The first is near Dragonhead Point, only more notherly on the completely abandoned coastline (according to the maps), in the neighborhood of Alt Bosara.
- The other is located in Claim 2-40, on the coast north of Darconis. From the maps, the road hugs the coast, so it isn't like the middle of nowhere in the wilderness.
I personally like the first location as Darconis is largely Imperial (no other reason really). But if there is someone who wants to make the quest when Map 2 is opened, they can go for wherever they want.
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Honestly I don't see the harm of more than one fisherman style quest on Map 1...and it's not like there weren't ingredient gathering quests in Vvardenfell (though they were often opening faction quests, in Map 1 we've largely ignored them as faction quests so they need to be misc. quests).
-Starcrunch
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We don't have many ingredient gathering quests. Typically they were early faction quests, but we have opted mostly for other things in TR on Map 1, thus it is necessary to make these quests as misc. quests. They are seriously needed to make the land feel as though it is occupied. In addition map 1 contains the most extensive coast line of any map and much of the commerce and every day life revolve around the water so it seems logical that it will have more quests related to the water and fisherman are a big part.
I always really enjoyed the early help the common people with their chores quests because they gave you a since of what you were fighting to save in the bigger quests. Fishing should be important to the denizens of map 1 thus quests should reflect this.
-Starcrunch
I always really enjoyed the early help the common people with their chores quests because they gave you a since of what you were fighting to save in the bigger quests. Fishing should be important to the denizens of map 1 thus quests should reflect this.
-Starcrunch
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It is describe as a sinuous ball about 1 foot in diameter. In our case it would be useful for it to be a small portion. It should probably be an ingredient and basically unique. Either a new mesh is needed or an old mesh can be used and renamed (what Beth usually did). If a new mesh is needed then this needs to wait. Otherwise I would really enjoy implementing this quest (and iut won't take long to make). Some details (like where exactly) still need to be worked out.Sortha Sil, in 2920 wrote:In this case, this ball is indeed grom, which is a substance created by the dreugh, an underwater race in the north and western parts of the continent. For one year of their life, they undergo karvinasim when they walk upon the land. Following that, they return to the water and meff, or devour the skin and organs they needed for land-dwelling. Then they vomit it up into little balls like this. Grom. Dreugh vomit.
Nomadic what do you propose for the stats for the grom? I can find nothing that indicates the war lord is unique (the one in Koal Cave). [BTW that warlord only appears before you activate the shrine, IIRC.]
-Starcrunch
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The problem is that the Dreugher (or his son) is not likey an experienced alchemist. Plus I really like getting unique ingredients, no it's not as useful but it's just more memorable (not to say there aren't some memorable potions like Blood of the Quarra Masters in their Vampire lair and the Potion of Heroism in the Mudan Central Vaults). But if it came to it I guess you could say The potion was made by the now dead elder.
-Starcrunch
-Starcrunch
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I know they're useless, it's just something to collect as I enjoy making potions and collecting ingredients . And water breathing is not a very good effect for long duration becasue you can easily get by just munching BC mushrooms to get a 1 sec water breathing effect that resets your breath bar. [Luminous Russula, IIRC. I use it for pearl diving early in the game.]
Maybe toss in a bit of Swift Swim too, that effect is very handy in the water...
EDIT: On the topic of quest location, I'd like to make this quest north of Gah Sadrith or south of Gah Ouadrhun (along the path leaving the town by the water). Other options are near the little fishing village or south of Bal Oyra (though I prefer not near Bal Oyra). Nomadic, Dexter any objections to these areas or ideas?
-Starcrunch
Maybe toss in a bit of Swift Swim too, that effect is very handy in the water...
EDIT: On the topic of quest location, I'd like to make this quest north of Gah Sadrith or south of Gah Ouadrhun (along the path leaving the town by the water). Other options are near the little fishing village or south of Bal Oyra (though I prefer not near Bal Oyra). Nomadic, Dexter any objections to these areas or ideas?
-Starcrunch
Last edited by Starcrunch on Wed Jun 29, 2005 8:35 pm, edited 1 time in total.
OK. Let's say Water Breathing 360 sec and Swift Swim 30pt. Quite strong potion. Worth, let's say, 100gp. A good reward for such a quest. Or maybe not the potion but some part of Dreugh armor ? A helm or a bracer. Or pauldron.
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Sounds pretty good. I'd bump the price up a bit though I'd make it worth at least as much as an exclusive potion of whatever (they are all 150 gp). as it's a very long duration and a huge boost in swift swim (or just auto price it like many other potions, though then it might be too high).
Hmm...the Dreugh armor piece would be a nice introduction of some of Asylum's work (although the helm is a Beth. made item) and that sort of thing is always nice and it would be fitting, but it's pretty over the top quest reward for a task of this scale. Dreugh is pretty expensive medium armor isn't it, I mean the guy could sell the armor to make ends meet couldn't he?
-Starcrunch
Hmm...the Dreugh armor piece would be a nice introduction of some of Asylum's work (although the helm is a Beth. made item) and that sort of thing is always nice and it would be fitting, but it's pretty over the top quest reward for a task of this scale. Dreugh is pretty expensive medium armor isn't it, I mean the guy could sell the armor to make ends meet couldn't he?
-Starcrunch
Ha ! Crunch you're genius. I've just got an idea. When you complete the quest for the guy timer start's ticking. After a few weeks if you visit the guy's village he will be selling Dreugh armor. Not buying anything (set his barter gold to 0) but selling full suit of Dreugh (with replenishing stock).
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I am neither person, but I made the "Where to think of quests" list and in it I requested that the Telvanni Islands get another Wilderness quest, as their the only ones lacking. This list was approved by Dexter over AIM, and officiallity was implied when it was stickied.Starcrunch wrote:EDIT: On the topic of quest location, I'd like to make this quest north of Gah Sadrith or south of Gah Ouadrhun (along the path leaving the town by the water). Other options are near the little fishing village or south of Bal Oyra (though I prefer not near Bal Oyra). Nomadic, Dexter any objections to these areas or ideas?
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- Nomadic1
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My guesses on the stats of Grom:
Cost: 250 - 400 (it is rare, thereforew valuable, and considerably more important than Dreugh Wax which costs 200)
Effects: Water Breathing; Shield; Swift Swim; Drain Agility (Reflecting a Dreugh: Water Breathing and Switf Swim for the Dreugh's underwaterness , Shield for the armour of the Dreugh, and Drain Agility for the fact that karvinasim would leave a Dreugh pretty aukward from moving from sea to land for a short time.)
You could switch it with a super potion I suppose. But I don't think that a potion can have the same sentimental attachment as what the Grom can. Since Grom is a rare ingredient, the PC could probably sell it to someone in the Firewatch Mages Guild who is desperate for a sample, at an inflated price of course.
The locations you listed are all good
Cost: 250 - 400 (it is rare, thereforew valuable, and considerably more important than Dreugh Wax which costs 200)
Effects: Water Breathing; Shield; Swift Swim; Drain Agility (Reflecting a Dreugh: Water Breathing and Switf Swim for the Dreugh's underwaterness , Shield for the armour of the Dreugh, and Drain Agility for the fact that karvinasim would leave a Dreugh pretty aukward from moving from sea to land for a short time.)
You could switch it with a super potion I suppose. But I don't think that a potion can have the same sentimental attachment as what the Grom can. Since Grom is a rare ingredient, the PC could probably sell it to someone in the Firewatch Mages Guild who is desperate for a sample, at an inflated price of course.
The locations you listed are all good
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Sload: Stop forcing your ideas on others. Both Gah Sadrith and Gah Ouadarhun need quests and are more appropriate than having this take place near a large city like PT (this needs to be close to a place that is smaller). In addition the cephalopod quest you mentioned, I believe takes place on the Telvanni isles (not really sure about that). This is not to say I disagree with your list, I think it's pretty good, you just need to realize that almost every place baring Ranyon-Rhun really can use quests, and other things need to be considered than "where we need the largest number of quests". Also for updating your list "A disobedient Husband" takes place in PT, and is a medium length quest and the quest "Killing the Messenger" which starts in wilderness takes the player to very many places around map 1 (if they are in the MG or Telvanni, it's really five quests; 1 for every one, 2 more for mages guild members, and 2 more still for Telvanni members though the most anyone player can do is 3 of them as they must choose their side). It may also be nice to list the quest titles that are in each town, that would help assess the types of quests needed in each place.
Stalker: I like the merchant idea (but maybe just a week or 10 days). I still perfer the ingredient to the potion, but certainly grant you that the potion is mor useful to the player.
Nomadic: Those stats look fine to me. Any thoughts on the model/mesh issue?
-Starcrunch
Stalker: I like the merchant idea (but maybe just a week or 10 days). I still perfer the ingredient to the potion, but certainly grant you that the potion is mor useful to the player.
Nomadic: Those stats look fine to me. Any thoughts on the model/mesh issue?
-Starcrunch
I am not forcing my ideas at all. I only said where I thought needed quests, and that it was a more "legit" thought than usual.
Map 1 sucks, so my list is far from perfect unless you tell me, because there are like 4 quests that have no journal entries. I don't know if they're even there, or where they are. The journal indexes are also badly named, so they could be someplace other than under "TR_". Quests are in bad shape in almost every respect right now, but they are getting better. (I am not going to place blame on anyone at all)
Gah Sadrith is better than Gah Ouadaruhn, because Gah Ouadaruhn has a quest or two nearby it, if the description I found on the forum was correct. Wet Chest and Restless Spirit, I think.
Map 1 sucks, so my list is far from perfect unless you tell me, because there are like 4 quests that have no journal entries. I don't know if they're even there, or where they are. The journal indexes are also badly named, so they could be someplace other than under "TR_". Quests are in bad shape in almost every respect right now, but they are getting better. (I am not going to place blame on anyone at all)
Gah Sadrith is better than Gah Ouadaruhn, because Gah Ouadaruhn has a quest or two nearby it, if the description I found on the forum was correct. Wet Chest and Restless Spirit, I think.
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Wet Chest has not been merged, so that's not a problem. A bug or two with dialogue, it's got to be fixed.
Does it really matter, all towns will have quests in them after all, if Gah Ouadaruhn has two or three quests. If there's a good reason for it to be in GO, there's nothing to worry about.
Graff.
Does it really matter, all towns will have quests in them after all, if Gah Ouadaruhn has two or three quests. If there's a good reason for it to be in GO, there's nothing to worry about.
Graff.
[Maybe Not]Done With TR[Quite Yet]
The problem with him giving a good potion or ingredient for that matter is that if he was really deserate for money, he would've sold it. I do like the Dreugh Merchant idea. Perhaps seeing as you helped him get started in the business, you can go back and he says something like "the Dreugh hide is selling great! Here's my first 200 dollars in profits." Perhaps the Dreugh armor could also be bought from him at the "buddy price".
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- Nomadic1
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The thing with the grom is that it is a specific reward given only if the PC kills the Dreugh Warlord which killed his father. He wouldn't call the potion useless if it was his, and it was generally agreed before that if there was a potion, it would be useful to the PC in swimming (any other kind of potion would have no use to a dreugher) and as such he would be more likely to give it to the PC before they set out dreugh-hunting to greatly improve the PC's success.
I just don't see the argument against grom, beyond someone saying "I don't like getting an ingredient as a reward".
I just don't see the argument against grom, beyond someone saying "I don't like getting an ingredient as a reward".
This quest is pretty interesting, and there's a lot of debate on what the reward should be, so here are some ideas I have.
All of these ideas begin with the same thing. Guy gives you speech, water amulet, and then tells you to jump into the water and get some wax, boy.
These are mostly just outcomes and other stuff..
1. The Armory
- Guy takes amulet and dreugh wax, tells you he has nothing or now
- You go away for some time, in the meantime Guy finances his training with the fighter guild and hones his dreugher skills, and confidence
- When you come back after the time has passed, he tells you of how he trained and had the confidence to start a dreugh armor market, and is making money
The End: You now have a merchant that you can buy Dreugh armor from. I don't really like the unlimited stock thing, though.
2. Potion
- Guy takes the amulet and wax, gives you the almighty potion that lets you travel through water easily for about 5 minutes. I don't really like the potion idea, but it's short, sweet, and simple.
This next idea of mine is actually original. [unlike the first two ._.] It kind of goes against the idea of the quest being extremely short, but I think that the armor concept would make a lot of sense in this case. It also incorporates Grom, which would otherwise have no real use.
3. Grom + Armor Shop + Extra Stuff
- Guy takes stuff, gives you the heirloom Grom and gets a disp. boost.
- Until you get to the next segment of the quest, Guy thanks you for the help.
For this next part, I think it would be applicable to apply it to someone in the trade business, but not very rich. [Maybe a middle-ranked guy in the EEC?] Whoever it is, they would be interested in starting up a lucrative trading business, and would like to see if you have any suggestions. [Possibly a reputation requirement? If you've made a name, they might assume you know people. It'd make the rewards even more feasible]
It might be possible to tie other quests in with this by letting you choose from a selection of people to recommend, like the dreugher, possibly a shipbuilder, and also maybe a man who found ebony near his home, just suggestions. If you have the ball of Grom and haven't eaten or used it, then you can show them the Grom and then suggest the dreugher as a good business choice. The business(wo)man would then say that they are going to send out someone to check on whoever you picked, and to come back in 3-7 days.
[Possibly optional thing ahead, just another idea]
Then you would check in and be told that the dreugher/whoever needs some help, and that you need to go out and talk to them.
When you talk to the dreugher, he tells you that he needs some extra help to start a business, and asks you to go around town and see if there's anybody that would be willing to work for him on the job.
After you find 2 or 3 people willing to work, you can report back to the dreugher, who thanks you and tells you to run ahead and tell the business man the good news.
[/optional]
If the optional thing isn't done, the dreugher can just agree to look into it, and tells you to inform the businessman.
After telling the businessman, they thank you and tell you to check back in a few [once again, 3-7] days to see how things are going.
Here comes the reward. You can do any of the following in any order, since it really doesn't matter in the quest flow.
- You check back in with the businessman and they tell you that the venture is going great. So great in fact, that they give you some Gold for your trouble.
- With the dreugher, he's been able to start up a successful armor business, and is willing to sell you some quality medium armor for a good discount!
That would be the end of the quest, since it'd be long enough by that point.
Anyways, just some brainstorming.
All of these ideas begin with the same thing. Guy gives you speech, water amulet, and then tells you to jump into the water and get some wax, boy.
These are mostly just outcomes and other stuff..
1. The Armory
- Guy takes amulet and dreugh wax, tells you he has nothing or now
- You go away for some time, in the meantime Guy finances his training with the fighter guild and hones his dreugher skills, and confidence
- When you come back after the time has passed, he tells you of how he trained and had the confidence to start a dreugh armor market, and is making money
The End: You now have a merchant that you can buy Dreugh armor from. I don't really like the unlimited stock thing, though.
2. Potion
- Guy takes the amulet and wax, gives you the almighty potion that lets you travel through water easily for about 5 minutes. I don't really like the potion idea, but it's short, sweet, and simple.
This next idea of mine is actually original. [unlike the first two ._.] It kind of goes against the idea of the quest being extremely short, but I think that the armor concept would make a lot of sense in this case. It also incorporates Grom, which would otherwise have no real use.
3. Grom + Armor Shop + Extra Stuff
- Guy takes stuff, gives you the heirloom Grom and gets a disp. boost.
- Until you get to the next segment of the quest, Guy thanks you for the help.
For this next part, I think it would be applicable to apply it to someone in the trade business, but not very rich. [Maybe a middle-ranked guy in the EEC?] Whoever it is, they would be interested in starting up a lucrative trading business, and would like to see if you have any suggestions. [Possibly a reputation requirement? If you've made a name, they might assume you know people. It'd make the rewards even more feasible]
It might be possible to tie other quests in with this by letting you choose from a selection of people to recommend, like the dreugher, possibly a shipbuilder, and also maybe a man who found ebony near his home, just suggestions. If you have the ball of Grom and haven't eaten or used it, then you can show them the Grom and then suggest the dreugher as a good business choice. The business(wo)man would then say that they are going to send out someone to check on whoever you picked, and to come back in 3-7 days.
[Possibly optional thing ahead, just another idea]
Then you would check in and be told that the dreugher/whoever needs some help, and that you need to go out and talk to them.
When you talk to the dreugher, he tells you that he needs some extra help to start a business, and asks you to go around town and see if there's anybody that would be willing to work for him on the job.
After you find 2 or 3 people willing to work, you can report back to the dreugher, who thanks you and tells you to run ahead and tell the business man the good news.
[/optional]
If the optional thing isn't done, the dreugher can just agree to look into it, and tells you to inform the businessman.
After telling the businessman, they thank you and tell you to check back in a few [once again, 3-7] days to see how things are going.
Here comes the reward. You can do any of the following in any order, since it really doesn't matter in the quest flow.
- You check back in with the businessman and they tell you that the venture is going great. So great in fact, that they give you some Gold for your trouble.
- With the dreugher, he's been able to start up a successful armor business, and is willing to sell you some quality medium armor for a good discount!
That would be the end of the quest, since it'd be long enough by that point.
Anyways, just some brainstorming.
- Nomadic1
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The problem with that is dreughing is such a lucrative business that there is no need to begin armour making, and it is a business in which people work alone. He probably would not be able to learn the skills necessary to begin a trade in that field either. Although that is a nice quest idea, which could work very nicely in Map 2 or 3. So keep that one in mind