Map 2 Thieves Guild Discussion
Moderators: Haplo, Lead Developers
Just thought it might be prudent to post the current stage of my TG Darconis questline. This includes the shortened version of the MG/Telvanni conflict quests as well as they new MG/IAS conflict quests. I have even thrown in rewards. The NG/IAS goes along very well with Nomadic's Map 2 FG questline, which can be found at http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=13301&highlight=
Here it is, the TG Darconis questline in its most complete form so far (when this gets more advanced, I will release it as a .doc download)
This quest line revolves around the planning and execution of an attempt to steal a powerful religious artifact from the vaults of Darconis. The player must gather information on the item, the layout of the vaults, recruit specialists, and than finally execute the plan.
The twist is that the TG is working for both the Telvanni and the MG. The MG initially comes to the TG to steal an artifact of persuasion that they can use against the Telvanni to gain a political edge or larger magic-market share. The TG agrees. After stealing the artifact, TG operatives pose as Comma Tong and inform the Telvanni of the MG plans. Telvanni than hires the TG (beleiving them to be CT) to steal the artifact from the MG.
Quest 1 (borrowed from Nomadic 1): A Dunmer client has need of a sapphire amulet, and the guild steward says that Jeweller X in City X has them for sale (I chose sapphire amulets because they aren't all too common, yet are ordinary and expensive enough. It could be changed to another item). PC is told they could get a five-finger discount if they are careful. PC can either steal or buy the amulet.
Reward: PC gets a journeymans lockpick and a journeymans probe for completing this mission.
Quest 2: The player is informed by the TG steward that the MG wants to expand and build a guild chapter in Darconis. However, with the IAS in Darconis the MG needs to emliminate or soften the competition before setting up shop. The MG has hired the TG to discredit, or at the least embarrass, the IAS by framing them for smuggling Dwemer artifacts out of Kemel Ze to sell on the black market. The first task the player is to undertake towards this end is to travel to the Kemel Ze dig-site and steal from the on-site IAS dig-manager the IAS Kemel Ze Dig Records Book (listing progress, artifacts discovered, artifacts shipped out and to where they were shipped). The dig-manager will likely keep the records book in his office in a locked box. The player has 3 hours from the time he steals the book to take it to the TG guild steward, have it edited to show suspicious activites (an instantaneous event when the PC talks to the steward with the book in hand), and return it to the locked box it was taken from. The best way to do this would be with a combination of Intervention and Mark/Recall spells (although boots of blinding speed work just as well ). If the player fails to return within the three hours, the book is reported missing and the mission is scrubbed.. No reward. Move on to quest 3.
Reward: A minor magical amulet that temporarily boosts speed, say 10 pts for 20 seconds
Quest 3: The player is now sent on the task of taking dwemer artifacts from temporary storage at the IAS dig in Kemel Ze and planting them in the IAS chapter in Darconis, specifically in the stweard's personal chest. The player will steal 4 or so dwemer items from a high-level (around 70) locked/trapped box at IAS Kemel Ze temporary storage and plant them in IAS steward's chest. (What happens if player is caught? Any ideas?)
Reward: 250 gold
Quest 4: The player must deliver a letter to an Imperial investigator implicating the IAS in an operation to smuggle dwemer artifacts out of Kemel Ze and sell them on the black market. The letter implicated the IAS steward as the ringmaster (remember, the MG steward in Neommaeor lost out to the IAS steward for that position. The guild steward should tell the player this, for yuks). The letter is to be placed inside the investigator's desk. Will require the player persuading or sneaking and lock picking his/her way through an imperial building.
Reward: 250 gold
Quest 5: The quest giver is impressed with the player’s performance in Quests 1-4, and lets the player in on the big picture: the MG hired the TG to recover an artifact of great power from the Darconis Vaults. You are to plan and execute the theft of the artifact. You must first gather information on the layout of the Vaults from an operative working in the Vault offices.
The player is sent to the Vault offices to gather information on the layout of the Vaults. The player instructs the informant to draft a report detailing how to best penetrate the vault. The drafting will take one day. When the player returns, s/he receives the report (sealed and encrypted, of course) and takes it to the quest giver.
Reward: 500 gold
Quest 6: The quest giver decrypts the report for the player. The report says that there are two ways to penetrate the Vaults. The first way is bluff their way into the vaults, sneak off when they are not being watched, and than bluff their way out. This plan will require the aid of a master of speechcraft and a master of sneaking.
The second way is to break into the vaults, pick multiple locks and disarm traps on the way to the artifact, and sneak out. This plan will require the aid of a master of sneaking and a master of security.
If the player chooses the first path, s/he must go and recruit the masters of speechcraft and sneaking. If the player chooses the second path, s/he must go and recruit the masters of sneaking and security.
Reward: 750 gold (extra gold to compensate for bribing expensive, buying Telvanni bug musk, charms spells, etc)
Quest 7: The player must now execute the plan and steal the artifact. The player can keep it (and be expelled) or hand it over to the guild.
Reward: 1500 gold
Quest 8: The player is now told of the grander designs of the TG. The player is to go in secret to a Telvanni lord and inform him/her that the MG has had the TG procure an artifact of persuasion that the MG will use to gain a political edge over the Telvanni. The player must identify him/herself as a Comma Tong agent (this makes sense, because the Comma Tong are always trying to bring down the TG, and share some political views with the Telvanni, being rascist and all), and offer to steal the artifact from the MG (for a price). The player than reports his/her success to the guild head.
Reward: 2 flasks of Telvanni bug musk, or 2 equivalent fortify personality scrolls
Quest 9: The TG head has information that the MG will be empty on a certain day. The player steals the artifact from the MG and takes it to the Telvanni Lord. The player is than payed a certain amount of money (5000 gold). The player can report the correct amount of money, or report a lesser amount than the Telvanni agreed to (skim off some for himself, report 4000 gold), or report that the Telvanni cheated them. If the player reports the Telvanni cheated them, go to quest 10.
Reward: 25% of reported Telvanni payment.
Quest 10: The player places an annonymous letter in the desk of the head of the Darconis MG telling the MG that the Telvanni has the artifact stolen, and where to find it. Even if this quest does not happen because the player did not lie that the Telvanni cheated the TG, MG will suspect Telvanni anyway.
Reward: nothing. No reward for fibbing frannies!
As always, questions, comments, and concerns are encouraged!
UPDATE: Have begun tentative dialogue writing for quest 1. Nomadic1, PM me if you would rather do this or will allow me the honor.
Here it is, the TG Darconis questline in its most complete form so far (when this gets more advanced, I will release it as a .doc download)
This quest line revolves around the planning and execution of an attempt to steal a powerful religious artifact from the vaults of Darconis. The player must gather information on the item, the layout of the vaults, recruit specialists, and than finally execute the plan.
The twist is that the TG is working for both the Telvanni and the MG. The MG initially comes to the TG to steal an artifact of persuasion that they can use against the Telvanni to gain a political edge or larger magic-market share. The TG agrees. After stealing the artifact, TG operatives pose as Comma Tong and inform the Telvanni of the MG plans. Telvanni than hires the TG (beleiving them to be CT) to steal the artifact from the MG.
Quest 1 (borrowed from Nomadic 1): A Dunmer client has need of a sapphire amulet, and the guild steward says that Jeweller X in City X has them for sale (I chose sapphire amulets because they aren't all too common, yet are ordinary and expensive enough. It could be changed to another item). PC is told they could get a five-finger discount if they are careful. PC can either steal or buy the amulet.
Reward: PC gets a journeymans lockpick and a journeymans probe for completing this mission.
Quest 2: The player is informed by the TG steward that the MG wants to expand and build a guild chapter in Darconis. However, with the IAS in Darconis the MG needs to emliminate or soften the competition before setting up shop. The MG has hired the TG to discredit, or at the least embarrass, the IAS by framing them for smuggling Dwemer artifacts out of Kemel Ze to sell on the black market. The first task the player is to undertake towards this end is to travel to the Kemel Ze dig-site and steal from the on-site IAS dig-manager the IAS Kemel Ze Dig Records Book (listing progress, artifacts discovered, artifacts shipped out and to where they were shipped). The dig-manager will likely keep the records book in his office in a locked box. The player has 3 hours from the time he steals the book to take it to the TG guild steward, have it edited to show suspicious activites (an instantaneous event when the PC talks to the steward with the book in hand), and return it to the locked box it was taken from. The best way to do this would be with a combination of Intervention and Mark/Recall spells (although boots of blinding speed work just as well ). If the player fails to return within the three hours, the book is reported missing and the mission is scrubbed.. No reward. Move on to quest 3.
Reward: A minor magical amulet that temporarily boosts speed, say 10 pts for 20 seconds
Quest 3: The player is now sent on the task of taking dwemer artifacts from temporary storage at the IAS dig in Kemel Ze and planting them in the IAS chapter in Darconis, specifically in the stweard's personal chest. The player will steal 4 or so dwemer items from a high-level (around 70) locked/trapped box at IAS Kemel Ze temporary storage and plant them in IAS steward's chest. (What happens if player is caught? Any ideas?)
Reward: 250 gold
Quest 4: The player must deliver a letter to an Imperial investigator implicating the IAS in an operation to smuggle dwemer artifacts out of Kemel Ze and sell them on the black market. The letter implicated the IAS steward as the ringmaster (remember, the MG steward in Neommaeor lost out to the IAS steward for that position. The guild steward should tell the player this, for yuks). The letter is to be placed inside the investigator's desk. Will require the player persuading or sneaking and lock picking his/her way through an imperial building.
Reward: 250 gold
Quest 5: The quest giver is impressed with the player’s performance in Quests 1-4, and lets the player in on the big picture: the MG hired the TG to recover an artifact of great power from the Darconis Vaults. You are to plan and execute the theft of the artifact. You must first gather information on the layout of the Vaults from an operative working in the Vault offices.
The player is sent to the Vault offices to gather information on the layout of the Vaults. The player instructs the informant to draft a report detailing how to best penetrate the vault. The drafting will take one day. When the player returns, s/he receives the report (sealed and encrypted, of course) and takes it to the quest giver.
Reward: 500 gold
Quest 6: The quest giver decrypts the report for the player. The report says that there are two ways to penetrate the Vaults. The first way is bluff their way into the vaults, sneak off when they are not being watched, and than bluff their way out. This plan will require the aid of a master of speechcraft and a master of sneaking.
The second way is to break into the vaults, pick multiple locks and disarm traps on the way to the artifact, and sneak out. This plan will require the aid of a master of sneaking and a master of security.
If the player chooses the first path, s/he must go and recruit the masters of speechcraft and sneaking. If the player chooses the second path, s/he must go and recruit the masters of sneaking and security.
Reward: 750 gold (extra gold to compensate for bribing expensive, buying Telvanni bug musk, charms spells, etc)
Quest 7: The player must now execute the plan and steal the artifact. The player can keep it (and be expelled) or hand it over to the guild.
Reward: 1500 gold
Quest 8: The player is now told of the grander designs of the TG. The player is to go in secret to a Telvanni lord and inform him/her that the MG has had the TG procure an artifact of persuasion that the MG will use to gain a political edge over the Telvanni. The player must identify him/herself as a Comma Tong agent (this makes sense, because the Comma Tong are always trying to bring down the TG, and share some political views with the Telvanni, being rascist and all), and offer to steal the artifact from the MG (for a price). The player than reports his/her success to the guild head.
Reward: 2 flasks of Telvanni bug musk, or 2 equivalent fortify personality scrolls
Quest 9: The TG head has information that the MG will be empty on a certain day. The player steals the artifact from the MG and takes it to the Telvanni Lord. The player is than payed a certain amount of money (5000 gold). The player can report the correct amount of money, or report a lesser amount than the Telvanni agreed to (skim off some for himself, report 4000 gold), or report that the Telvanni cheated them. If the player reports the Telvanni cheated them, go to quest 10.
Reward: 25% of reported Telvanni payment.
Quest 10: The player places an annonymous letter in the desk of the head of the Darconis MG telling the MG that the Telvanni has the artifact stolen, and where to find it. Even if this quest does not happen because the player did not lie that the Telvanni cheated the TG, MG will suspect Telvanni anyway.
Reward: nothing. No reward for fibbing frannies!
As always, questions, comments, and concerns are encouraged!
UPDATE: Have begun tentative dialogue writing for quest 1. Nomadic1, PM me if you would rather do this or will allow me the honor.
Last edited by xflclx on Mon Aug 01, 2005 2:25 am, edited 1 time in total.
the project comes before pride
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
does not need to be draconis vaults. it is just some place that is heavily guarded and has magical artifacts. The location will be decided when map 2 is more complete (ie interiors). Suggestions for a location welcome
the project comes before pride
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
More appropriate places would be Necrom, or a Telvanni tower. IMperials are boring and not worth robbing unless you want a years supply of mass produced shortswords.
Not that Im saying someone wouldnt want that...you could make an igloo of out them...of course then a collapse would be potentialy fatal so you would have to fix them in some way but it might get to a point where its more glue or mud than swords, which would totally defeat the point.
Not that Im saying someone wouldnt want that...you could make an igloo of out them...of course then a collapse would be potentialy fatal so you would have to fix them in some way but it might get to a point where its more glue or mud than swords, which would totally defeat the point.
IMPORTANTE'
If no one has any objections, I would like to post my questline as the rough outline of the Darconis TG Questline in the Quests:Plots forum. If it is approved, I will begin on the dialogue writing and flushing out the entire questline. Completion of writing will not be until Map 2 interiors and NPCS are released, of course. If I get no responses in the next couple of days, I will assume the questline undebated and release it for approval.
If no one has any objections, I would like to post my questline as the rough outline of the Darconis TG Questline in the Quests:Plots forum. If it is approved, I will begin on the dialogue writing and flushing out the entire questline. Completion of writing will not be until Map 2 interiors and NPCS are released, of course. If I get no responses in the next couple of days, I will assume the questline undebated and release it for approval.
the project comes before pride
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Because of the extreme amount of involvement with other factions among all of these guilds (way more conflict and such than Map 1 had) I suggest that you wait before posting anything in plots. Once everyone's agreed on all of the factions (except MT and Sisterhood, which aren't involved) then Theo can approve the whole thing.
[url=http://www.youtube.com/watch?v=nabO_UXb6MM]This is not my life[/url]
Sounds like a good idea to me. Although the overall TG quests are up in the air, can I expect the current questline I have to be usable as the TG Draconis questline? It seems to work into the conflicts well (I designed it to), and Neommaeor TG can incorporate a couple other conflicts, IC/Temple for instance. It sounds like it would be a good idea for each discussion thread (TG, MG, IC, etc) to create questlines, discuss them as a packet in your Map 2 Guild Conflicts thread, and than put them together. In the mean time, if the quest outline I have is acceptable, I can begin working more indepth on it and writing tentative diaglogue.
Whatever happens, the project comes before personal pride. I am just honored to call myself a contributor to TR.
Whatever happens, the project comes before personal pride. I am just honored to call myself a contributor to TR.
the project comes before pride
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Well, personally, I always wished more of these quests allowed (or required for quests that require secrecy) someone caught to do some combination of quick talking (Speechcraft) and bribing to keep the guard happy. Now I am a n00b when it comes to scripting, but it seems like you could lay a script on the people approaching to give the player a chance to try and talk his way out of it. With a high enough success (based on speechcraft and presumably a bit of luck), the player gets off scot-free, and the guard wanders off none the wiser. With some degree of success, you just have to bribe the guard. (Optionally, this could open up a whole new mini-questline where the guard continues to require further bribes or he will not only turn you in, but try to pin other crimes on you.)xflclx wrote:(What happens if player is caught? Any ideas?)
^_^ Again, not sure as to what kind of scripting would be required here, but it would be nice to have an alternative besides reloading a saved game when one is caught.
fantastic idea, fuzzy. I am going to bed now, as I am still terribly sleep deprived from writing posting on the forums at night so much in the past few days, but I will certianly give that some thought. If the player were caught, it would be neat for him/her to bribe his/her way out of the situation, to try and buy off the IAS leader. Instead of absolute failure, the player would simply feel the burden of screwing up by having to empty his pockets. A script could be written where the IAS dig-manager says: "I am terribly overworked and underpayed. As such, my mind is not its sharpest lately, and I may end up forgetting this ever happened for, say, [1000 gold + 10% of what player has on him]." It will take some more thinking on my part, but I like the idea.
Keep the ideas coming!
Keep the ideas coming!
the project comes before pride
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
There's a problem with Quest 2:
- The Darconis MG is built during the MG guild questline. Therefore the guild could be built before this quest potentially.
- The Darconis MG questline could advance in a way that eliminates the IAS as a threat, making redundant this quest.
- Likewise, the IAS could come out on top before this quest, ruining it.
Also, I'm not sure if the TG ruining the IAS' reputation in its' questline is the way to go. Instead, that should be put in the MG questline, with the TG questline eventually focusing on getting that artifact, and solely that artifact. But the TG before then should be whoring itself out to the other factions. Since they and the FG are in the position set to benefit the most, I'd imagine the lines should reflect that.
- The Darconis MG is built during the MG guild questline. Therefore the guild could be built before this quest potentially.
- The Darconis MG questline could advance in a way that eliminates the IAS as a threat, making redundant this quest.
- Likewise, the IAS could come out on top before this quest, ruining it.
Also, I'm not sure if the TG ruining the IAS' reputation in its' questline is the way to go. Instead, that should be put in the MG questline, with the TG questline eventually focusing on getting that artifact, and solely that artifact. But the TG before then should be whoring itself out to the other factions. Since they and the FG are in the position set to benefit the most, I'd imagine the lines should reflect that.
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
That makes two of us which didn't like the later parts of mine I posted it to try and have a frame to build a decent questline around. But both of ours are either too linear, ot too needless. I love in yours quests: 5, 6, 7, 9, and 10. I still stand by my suggestion that Quests 2, 3 and 4 be done in the MG questline. My problem with 8 is that the Camonna Tong doesn't exist in any importance on the mainland, and there doesn't seem to be a similar group here. But a way to work around it is that the PC imitates a Telvanni hireling or so forth and "reports" the information to a mouth in Port Telvannis, or a particularily out-of-touch Telvanni lord.
@ Jale's Questline:
Quest 1: We'd have to make a conversation of dialogue between two people. That means two voice actors who should probably be sitting next to eachother doing it at once.
Quest 2: I'm not exactly sure how it'd be a formality to remove your armor, everyone else seems proud that they're wearing it in the Legion. It'd make sense for him to wear the armor when he's meeting the Duchess, it shows his rank.
Quest 3: No problems, but this isn't really a quest.
Quest 4: A reasonably time consuming quest to make, but not to dificult, I guess.
Quest 5: Okay, so before sunrise the player needs to get into the Tombs (a very difficult task, mind you.) then travel to Darconis (with a very high bounty) break into another home, and put Marrick's item there. All in 12 hours (24 minutes) or less? Remembing that there's no fast way from Darconis to Necrom, it has to be done on foot. Does this sound reasonable? Not to me. Now, applying redguard facepaint. I don't know, but I guess it is reasonable to create an armor that gives you Marrick's face and can only be used once, oh and that needs a custom mesh, texture, and icon. And why can't you buy facepaint for all occasions? I don't like that idea at all.
Overall: An elaborate plot to steal something from the Temple..how does this tie into the conflicts? This is the biggest problem with these quests: they don't fit with what we have.
----
About the Mages' Guild: I suggest it be under construction first, and then when the player gets to a certain point in any of the questlines involving it's existance, it be finished.
Quest 1: We'd have to make a conversation of dialogue between two people. That means two voice actors who should probably be sitting next to eachother doing it at once.
Quest 2: I'm not exactly sure how it'd be a formality to remove your armor, everyone else seems proud that they're wearing it in the Legion. It'd make sense for him to wear the armor when he's meeting the Duchess, it shows his rank.
Quest 3: No problems, but this isn't really a quest.
Quest 4: A reasonably time consuming quest to make, but not to dificult, I guess.
Quest 5: Okay, so before sunrise the player needs to get into the Tombs (a very difficult task, mind you.) then travel to Darconis (with a very high bounty) break into another home, and put Marrick's item there. All in 12 hours (24 minutes) or less? Remembing that there's no fast way from Darconis to Necrom, it has to be done on foot. Does this sound reasonable? Not to me. Now, applying redguard facepaint. I don't know, but I guess it is reasonable to create an armor that gives you Marrick's face and can only be used once, oh and that needs a custom mesh, texture, and icon. And why can't you buy facepaint for all occasions? I don't like that idea at all.
Overall: An elaborate plot to steal something from the Temple..how does this tie into the conflicts? This is the biggest problem with these quests: they don't fit with what we have.
----
About the Mages' Guild: I suggest it be under construction first, and then when the player gets to a certain point in any of the questlines involving it's existance, it be finished.
[url=http://www.youtube.com/watch?v=nabO_UXb6MM]This is not my life[/url]
Thanks for the tons of suggestions, guys. Upon retrospect, I agree with you, Nomadic1, that the IAS/MG questline is a little too involving and creates too much change for the TG; the MG and IAS should have the quests trying to discredit one another, and the TG should have minor roles in each. As for the Comma Tongs involvement, they were just are fill-in at the moment. I considered having the player disguise him/herself as a Telvanni agent, but I wanted there to be some more inter-faction intruige involved. Also, if the player disguises as a Telvanni agent, wouldn't the player have to have a concrete identity in order for the Telvanni to beleive that the player is one of their agents? The bonus of having the player disguised as another faction's agent is that the Telvanni cannot feasibly check on that. Than again, gaining a concrete identity (posing as an existing agent, and paying off or killing the agent to dissapear) would be another interesting quest in the questline!
In any case, if we eliminate the IAS/MG conflict quests, what conflict quests will take their place? We need to have the Darconis TG involved in another conflict other than MG/Telvanni, right?
Anyway, I am heading out for the day to go rock climbing with a friend. I will do some more writing, and posting, when I get back.
Keep the ideas coming guys
In any case, if we eliminate the IAS/MG conflict quests, what conflict quests will take their place? We need to have the Darconis TG involved in another conflict other than MG/Telvanni, right?
Anyway, I am heading out for the day to go rock climbing with a friend. I will do some more writing, and posting, when I get back.
Keep the ideas coming guys
the project comes before pride
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
@Omicron:
1. We can just have the player waiting somewhere while she walks off, it looks like you are resting, and then she returns saying that she has failed.
2. Marrick is a redguard, and it could be redguard custom
3. How is it not a quest? You have to steal several items from a fortress and plant them in someone's room.
5. By this point the son is in Naemennor, staying at his friend's house. Maybe instead of facepaint some sort of mask or cloth.
1. We can just have the player waiting somewhere while she walks off, it looks like you are resting, and then she returns saying that she has failed.
2. Marrick is a redguard, and it could be redguard custom
3. How is it not a quest? You have to steal several items from a fortress and plant them in someone's room.
5. By this point the son is in Naemennor, staying at his friend's house. Maybe instead of facepaint some sort of mask or cloth.
Quest 1: That works.
Quest 2: It could, that's a good loophole you've made up.
Quest 3: I meant it isn't "much of a quest." Ofcourse, I missed the planting in the room part, it looked when I was typing that like a Fed-Ex "bring me these items" type of quest.
Quest 5: Okeydokey.
What about Overall, though.
Quest 2: It could, that's a good loophole you've made up.
Quest 3: I meant it isn't "much of a quest." Ofcourse, I missed the planting in the room part, it looked when I was typing that like a Fed-Ex "bring me these items" type of quest.
Quest 5: Okeydokey.
What about Overall, though.
[url=http://www.youtube.com/watch?v=nabO_UXb6MM]This is not my life[/url]
But what Telvanni lord would want this? The MG. vs Telvanni stuff should probably be in the box with the Legion and the Fighter's Guild..it's all about the Mad Lord. He's to mad to issue an order, but he's in charge of the city. And his eggshaped assistant is busy trying to get rid of the Imperials. The other towers seem to be more involved in an intra-house thing and trying to fend off the Imperials and the Temple with their whole enlightenment crap.
[url=http://www.youtube.com/watch?v=nabO_UXb6MM]This is not my life[/url]
How does my MG/Telvanni questline work in context of interguild conflicts (other than MG wanting the persuasion artifact to gain political advantage with other factions over telvanni)? I am thinking that the item to be stolen could be tweaked, so as to bring in another faction. I am thinking of moving my questline to Neommaeor, because there is an actual MG hall there. I must think about this. Suggestions, anybody? So far I have gotten good response to this questline, and would like any suggestions to refine it and its role in interguild conflicts.
And, I will repost this since it is so far back and unadressed:
And, I will repost this since it is so far back and unadressed:
Me Said
In any case, if we eliminate the IAS/MG conflict quests, what conflict quests will take their place? We need to have the Darconis TG involved in another conflict other than MG/Telvanni, right?
the project comes before pride
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
This is my idea for a more complete quest 6 in my questline. This involves how you get the masters to help you. Enjoy!
Quest 6:
The quest giver decrypts the report for the player. The report says that there are two ways to penetrate the Vaults. The first way is bluff their way into the vaults, sneak off when they are not being watched, and than bluff their way out. This plan will require the aid of a master of speechcraft and a master of sneaking.
The second way is to break into the vaults, pick multiple locks and disarm traps on the way to the artifact, and sneak out. This plan will require the aid of a master of sneaking and a master of security.
If the player chooses the first path, s/he must go and recruit the masters of speechcraft and sneaking. If the player chooses the second path, s/he must go and recruit the masters of sneaking and security.
The master of sneaking says that he will help the TG, however he wants something in return. He says that, because he is usually able to slip out of danger, he does not restrain himself as much as he should when getting into danger. One night, while in his favorite pub, he became inebriated and attempted to lift a gorgeous amulet (1000 gold) from a man at the bar. This man is a rich drunkard who likes to come to the low-class bar just to rip on the less fortunate. The man, much less drunk than the thief, felt his drunken attempts to steal the amulet and cried foul. Although the thief left the amulet, the man remained angry. Apparently, he is chummy with some of the local guards, and ever since the incident the thief has been constantly harassed and fined on ludicrous charges by the guards. The thief likes the life he lives here, and does not want to have to slip away again. He is bad with people, so he asks the player to persuade the man to leave him alone. He begs the player not to kill him, as it would undoubtedly cause the guards to look to him, and come down on him harder. The thief says the man is a regular at Pub X.
The player can persuade the man, however this is very difficult. The man keeps asking for cyrodiilic brandy, and for each he drinks his disposition goes up by 20 points. Eventually, he agrees to leave the thief alone. The player returns to the thief with the amulet, and the thief agrees and gives him a quality potion of invisibility for a job well done. If the player attacks the man, and tells the thief, the thief refuses, and when the player exits and returns, the thief is gone from his house (run away or taken by guards?). The player has failed the quest.
The master of security says that he will help the player, for a price. The prober frequents the same Pub X as the thief, where he talks to drunks to discern if they have any valuables in their home, and where. There is one man there, a regular, who has a very valuable ring, however the man says that he never takes it off. The prober says that he would steal the ring, but that he is a bad pickpocket because of his fat fingers and clumsiness. The prober asks the player not to kill the man, as he abhors violence. The prober asks the player to steal this ring from the man. The man is very hard to steal from, and cannot be persuaded to give up the ring, and he keeps asking for cyrodiilic brandy. After 3 cyrodiilic brandies, a baby could rob the man. The player returns the item to the speaker, who than agrees to help him and gives him a masters probe and masters lockpick for a job well done. If the player has killed the man, the speaker flatly refuses.
The master of speechcraft says he will help the player, for a price. The speaker says that he frequents a local bar, where he talks drunks out of hearth and home. There is one man there that boasts continually about his prized, gold-rimmed copy of Book X (1000 gold). No matter how drunk the speaker gets the man, he will not give it up. Furthermore, the man says that he keeps the book in a very secure, trapped lockbox in his home. The speaker asks the player to get this book for him. The player must break into the man’s house, steal the book from a level 60 or so locked and trapped lockbox under the man’s bed, and bring it to the speaker. In return, the speaker agrees to help and gives the player a vial of Telvanni buy must for a job well done.
Once the player has two of the three masters agreeing to help him, the quest for the third master freezes up, and he responds to the player’s inquiries with something like: No thank you, I am very busy
Reward: 750 gold
I hope no one is a big fan of drunken windbags, because this guy gets pretty screwed over in this quest. Personally, I like the quest because of the life it breathes into the NPCs, and how inter-connected it makes them seem, much like the real world of non-scripted people. Also, some social justice adds a nice after-taste. Anyway, are there any suggestions, comments, problems to be voiced?
Quest 6:
The quest giver decrypts the report for the player. The report says that there are two ways to penetrate the Vaults. The first way is bluff their way into the vaults, sneak off when they are not being watched, and than bluff their way out. This plan will require the aid of a master of speechcraft and a master of sneaking.
The second way is to break into the vaults, pick multiple locks and disarm traps on the way to the artifact, and sneak out. This plan will require the aid of a master of sneaking and a master of security.
If the player chooses the first path, s/he must go and recruit the masters of speechcraft and sneaking. If the player chooses the second path, s/he must go and recruit the masters of sneaking and security.
The master of sneaking says that he will help the TG, however he wants something in return. He says that, because he is usually able to slip out of danger, he does not restrain himself as much as he should when getting into danger. One night, while in his favorite pub, he became inebriated and attempted to lift a gorgeous amulet (1000 gold) from a man at the bar. This man is a rich drunkard who likes to come to the low-class bar just to rip on the less fortunate. The man, much less drunk than the thief, felt his drunken attempts to steal the amulet and cried foul. Although the thief left the amulet, the man remained angry. Apparently, he is chummy with some of the local guards, and ever since the incident the thief has been constantly harassed and fined on ludicrous charges by the guards. The thief likes the life he lives here, and does not want to have to slip away again. He is bad with people, so he asks the player to persuade the man to leave him alone. He begs the player not to kill him, as it would undoubtedly cause the guards to look to him, and come down on him harder. The thief says the man is a regular at Pub X.
The player can persuade the man, however this is very difficult. The man keeps asking for cyrodiilic brandy, and for each he drinks his disposition goes up by 20 points. Eventually, he agrees to leave the thief alone. The player returns to the thief with the amulet, and the thief agrees and gives him a quality potion of invisibility for a job well done. If the player attacks the man, and tells the thief, the thief refuses, and when the player exits and returns, the thief is gone from his house (run away or taken by guards?). The player has failed the quest.
The master of security says that he will help the player, for a price. The prober frequents the same Pub X as the thief, where he talks to drunks to discern if they have any valuables in their home, and where. There is one man there, a regular, who has a very valuable ring, however the man says that he never takes it off. The prober says that he would steal the ring, but that he is a bad pickpocket because of his fat fingers and clumsiness. The prober asks the player not to kill the man, as he abhors violence. The prober asks the player to steal this ring from the man. The man is very hard to steal from, and cannot be persuaded to give up the ring, and he keeps asking for cyrodiilic brandy. After 3 cyrodiilic brandies, a baby could rob the man. The player returns the item to the speaker, who than agrees to help him and gives him a masters probe and masters lockpick for a job well done. If the player has killed the man, the speaker flatly refuses.
The master of speechcraft says he will help the player, for a price. The speaker says that he frequents a local bar, where he talks drunks out of hearth and home. There is one man there that boasts continually about his prized, gold-rimmed copy of Book X (1000 gold). No matter how drunk the speaker gets the man, he will not give it up. Furthermore, the man says that he keeps the book in a very secure, trapped lockbox in his home. The speaker asks the player to get this book for him. The player must break into the man’s house, steal the book from a level 60 or so locked and trapped lockbox under the man’s bed, and bring it to the speaker. In return, the speaker agrees to help and gives the player a vial of Telvanni buy must for a job well done.
Once the player has two of the three masters agreeing to help him, the quest for the third master freezes up, and he responds to the player’s inquiries with something like: No thank you, I am very busy
Reward: 750 gold
I hope no one is a big fan of drunken windbags, because this guy gets pretty screwed over in this quest. Personally, I like the quest because of the life it breathes into the NPCs, and how inter-connected it makes them seem, much like the real world of non-scripted people. Also, some social justice adds a nice after-taste. Anyway, are there any suggestions, comments, problems to be voiced?
the project comes before pride
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Well, I have been working the questline as a Darconis questline from the beginning, and as such I feel that it should stay in Darconis. Whether or not the MG is already in Darconis at the time of the TG questline is not all that important; the TG can be commisioned by any MG steward, or the guildmaster him/herself. And seeing as Neommaeor is much closer to Temple and Indoril territory, it would make sense for the TG is Neommaeor to be more invovled in Temple/Telvanni disputes than Imperial (MG)/Telvanni disputes. Because Darconis is in Imperial territory, the MG/Telvanni questline I have semi-submmited seems mose fit there. I agree with Nomadic1 that we should take this process of guild questlines methodically, and not stretch our collective creativity too thin over another questline until we have TG Darconis solid. Any objections to continuing this thread as a Darconis TG thread, as originally intended? (to see current version of TG qline, check top of page, and for updated quest 6 scroll down a bit)
the project comes before pride
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Although Nomadic and I both already pointed this out, apparently it needs repeating. There are 2 TG operating in Map 2, the TG in Darconis and the TG in Neommaeor. However, the point of this thread is to work on the Darconis TG. We will get to Neommaeor later. Best not to stretch our talents thin over 2 questlines at the moment. Finish Darconis first.
Before posting in a thread, it is advisable to read the entire thread first (although that can be, for the longer threads, a PAIN)Theo Said (Original Thread Post)
This is to discuss questline for Thieves Guild at map 2 in Darconis.
the project comes before pride
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
The last thing I want to do is to tell off another member of TR. We are all part of the same project, and should be working together. My apologies if I seemed condescending. I was aggravated that we were rehashing the same question instead of working on questlines. Your ideas are needed here, I assure you, and it would be a shame to lose your imput on the TG questline. We are simply having a conflict of interests: we both have good questlines that we want to get implimented, and we each want our respective questlines to come first. We need to come to a mutual decision about what questline happens where.
the project comes before pride
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
That sounds like a good compromise . Because Map 6 quests are a far ways away from being written, you might want to consider moddifying your questline, perhaps changing the imperial to a telvanni noble, so that it can be implemented as soon as the Neommaeor TG questline, although I realize the NPC Marrick is a vital part of the questline. Just a thought. I like what you have so far
the project comes before pride
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Well, as for the Darconis TG, there might not be more forthcoming until tomorrow. I am going to take the day to play some MW, and might get back on the posts tonight.
Keep the comments coming, ya'll
UPDATE: Tentative dialogue for Quest 1 coming along, should be done tomorrow. Will begin tentative dialogue for Quest 5 soon. I am scraping quests 2-4, and need new conflict quests. My creative juice for the day is spent, so can anybody with a solid grasp of inter-faction conflicts offer good conflict quests (I'm looking at you omicron...)? IC/Telvanni conflict quests would be awesome (and very appropriate)!But not to big, just minor little forays. Leave the big stuff to the IC questline. To get an update on inter-faction conflicts, check out omicron's Map 2 Guid Conflict thread at: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=13322&highlight=
UPDATE: I have finished tentative dialogue for Quest 1. WHOOT!
QUESTION: What is tentative dialogue? Well, I haven't yet explained what I mean by this, so now I will. Tentative dialogue is the basic, barebones dialogue for quests. In writing tentative dialogue, I determine all quest-specific conversation threads and basic NPC responces for each thread (as well a ball-park disposition modifiers and NPC actions). These responces will later be altered based on NPC personality, guild intruigue, regional conflict, and anything else that needs to be taken into consideration to create living, realistic dialogue.
UPDATE: Quest 5 tentative dialogue progressing well. More than half done. The player now has the option of bribing informant for report or running a questionable errand for him/her.
Keep the comments coming, ya'll
UPDATE: Tentative dialogue for Quest 1 coming along, should be done tomorrow. Will begin tentative dialogue for Quest 5 soon. I am scraping quests 2-4, and need new conflict quests. My creative juice for the day is spent, so can anybody with a solid grasp of inter-faction conflicts offer good conflict quests (I'm looking at you omicron...)? IC/Telvanni conflict quests would be awesome (and very appropriate)!But not to big, just minor little forays. Leave the big stuff to the IC questline. To get an update on inter-faction conflicts, check out omicron's Map 2 Guid Conflict thread at: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=13322&highlight=
UPDATE: I have finished tentative dialogue for Quest 1. WHOOT!
QUESTION: What is tentative dialogue? Well, I haven't yet explained what I mean by this, so now I will. Tentative dialogue is the basic, barebones dialogue for quests. In writing tentative dialogue, I determine all quest-specific conversation threads and basic NPC responces for each thread (as well a ball-park disposition modifiers and NPC actions). These responces will later be altered based on NPC personality, guild intruigue, regional conflict, and anything else that needs to be taken into consideration to create living, realistic dialogue.
UPDATE: Quest 5 tentative dialogue progressing well. More than half done. The player now has the option of bribing informant for report or running a questionable errand for him/her.
the project comes before pride
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Nevermind
Last edited by xflclx on Thu Aug 04, 2005 8:59 pm, edited 1 time in total.
the project comes before pride
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Here it is, the most current version of the TG Darconis questline. As you will note, I am in need of some minor faction-conflict quests. To read up on inter-faction conflicts, please see Omicron's Map 2 Guild Conflict thread here: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=13322&highlight=
Note that the questline is more advanced than this, however this is an overview. The dialogue, etc, takes up alot of space, and is not proper to release here.
TG Darconis Questline Early Draft
The questline revolves around the planning and execution of an attempt to steal a artifact of persuasion from secure location x in Darconis. The MG plans to use this artifact to gain political advantage over the Telvanni during the regional unrest sparked by the Mad Lord. The player must gather information on the item, the layout of secure location x, recruit specialists, and than finally execute the plan.
The twist is that the TG is working for both the Telvanni and the MG. The MG initially comes to the TG to steal an artifact of persuasion that they can use against the Telvanni to gain a political edge or larger magic-market share. The TG agrees. After stealing the artifact, player poses as third party operative and informs the Telvanni of the MG plans. Telvanni then unwittingly hires the TG to steal the artifact from the MG.
Quest 1 (borrowed from Nomadic1): A Dunmer client has need of a sapphire amulet for his daughter's coming of age in two days, and the guild steward says that a clothier in Darconis has them for sale. Player is told they could get a five-finger discount if they are careful. Player can either steal or buy the amulet.
Reward: Player gets a journeymans lockpick and a journeymans probe for completing this mission, plus a time-dependant bonus.
Quests 2-4: misc conflict quests. Most likely Nomadic1's quests
Quest 5: The TG steward is impressed with the player’s performance in Quests 1-4, and lets the player in on the big picture: the MG hired the TG to recover a persuasion artifact from secure location x. You are to plan and execute the theft of the artifact. You must first gather information on the layout of secure location x from an operative working there.
The player is sent to gather information on the layout of secure location x. The player instructs the informant to draft a report detailing how to best penetrate security. The drafting will take one day. When the player returns, s/he receives the report (sealed and encrypted, of course) and takes it to the TG steward.
Reward: 500 gold
Quest 6: The TG steward decrypts the report for the player. The report says that there are two ways to penetrate security. The first way is bluff their way into secure location x, sneak off when they are not being watched, and than bluff their way out. This plan will require the aid of a master of speechcraft and a master of sneaking.
The second way is to break into secure location x, pick multiple locks and disarm traps on the way to the artifact, and sneak out. This plan will require the aid of a master of sneaking and a master of security.
If the player chooses the first path, s/he must go and recruit the masters of speechcraft and sneaking. If the player chooses the second path, s/he must go and recruit the masters of sneaking and security.
The master of sneaking says that he will help the TG, however he wants something in return. He says that, because he is usually able to slip out of danger, he does not restrain himself as much as he should when getting into danger. One night, while in his favorite pub, he became inebriated and attempted to lift a gorgeous amulet (1000 gold) from a man at the bar. This man is a rich drunkard who likes to come to the low-class bar just to rip on the less fortunate. The man, much less drunk than the thief, felt his drunken attempts to steal the amulet and cried foul. Although the thief left the amulet, the man remained angry. Apparently, he is chummy with some of the local guards, and ever since the incident the thief has been constantly harassed and fined on ludicrous charges by the guards. The thief likes the life he lives here, and does not want to have to slip away again. He is bad with people, so he asks the player to persuade the man to leave him alone. He begs the player not to kill him, as it would undoubtedly cause the guards to look to him, and come down on him harder. The thief says the man is a regular at Pub X.
The player can persuade the man, however this is very difficult. The man keeps asking for cyrodiilic brandy, and for each he drinks his disposition goes up by 20 points. Eventually, he agrees to leave the thief alone. The player returns to the thief with the amulet, and the thief agrees and gives him a quality potion of invisibility for a job well done. If the player attacks the man, and tells the thief, the thief refuses, and when the player exits and returns, the thief is gone from his house (run away or taken by guards?). The player has failed the quest.
The master of security says that he will help the player, for a price. The prober frequents the same Pub X as the thief, where he talks to drunks to discern if they have any valuables in their home, and where. There is one man there, a regular, who has a very valuable ring, however the man says that he never takes it off. The prober says that he would steal the ring, but that he is a bad pickpocket because of his fat fingers and clumsiness. The prober asks the player not to kill the man, as he abhors violence. The prober asks the player to steal this ring from the man. The man is very hard to steal from, and cannot be persuaded to give up the ring, and he keeps asking for cyrodiilic brandy. After 3 cyrodiilic brandies, a baby could rob the man. The player returns the item to the speaker, who than agrees to help him and gives him a masters probe and masters lockpick for a job well done. If the player has killed the man, the speaker flatly refuses.
The master of speechcraft says he will help the player, for a price. The speaker says that he frequents a local bar, where he talks drunks out of hearth and home. There is one man there that boasts continually about his prized, gold-rimmed copy of Book X (1000 gold). No matter how drunk the speaker gets the man, he will not give it up. Furthermore, the man says that he keeps the book in a very secure, trapped lockbox in his home. The speaker asks the player to get this book for him. The player must break into the man’s house, steal the book from a level 60 or so locked and trapped lockbox under the man’s bed, and bring it to the speaker. In return, the speaker agrees to help and gives the player a vial of Telvanni buy must for a job well done.
Once the player has two of the three masters agreeing to help him, the quest for the third master freezes up, and he responds to the player’s inquiries with something like: No thank you, I am very busy
Reward: 750 gold
Quest 7: The player must now execute the plan and steal the artifact. The player can keep it (and be expelled) or hand it over to the guild.
Reward: 1500 gold
Quest 8: The player is now told of the grander designs of the TG. The player is to go in secret to a Telvanni lord (perhaps Egg boy. it does not really matter, for no local telvanni wants the MG to have a political advantage) and inform him/her that the MG has had the TG procure an artifact of persuasion that the MG will use to gain a political edge over the Telvanni in the turmoil surrounding The Mad Lord. The player must identify him/herself as a third party agent, and offer to steal the artifact from the MG (for a price). The player than reports his/her success to the guild head.
Reward: 2 flasks of Telvanni bug musk, or 2 equivalent fortify personality scrolls
Quest 9: The TG head has information that the MG will be empty on a certain day. The player steals the artifact from the MG and takes it to the Telvanni Lord. The player is than payed a certain amount of money (5000 gold). The player can report the correct amount of money, or report a lesser amount than the Telvanni agreed to (skim off some for himself, report 4000 gold), or report that the Telvanni cheated them. If the player reports the Telvanni cheated them, go to quest 10.
Reward: 25% of reported Telvanni payment.
Quest 10: The player places an annonymous letter in the desk of the head of the Darconis MG telling the MG that the Telvanni has the artifact stolen, and where to find it. Even if this quest does not happen because the player did not lie that the Telvanni cheated the TG, MG will suspect Telvanni anyway.
Reward: nothing. No reward for fibbing frannies!
Posting encouraged!! There is always room for improvement!!
Nomadic1 posted:
Possible Thieves Guild Quests, without aiming for anything larger in the game
Quest Possibility 1: Temple Priest X is annoyed at the Imperial Chapel in Neommaeor, and has hired the PC to steal the chapel silverware (the bowl and candles, and whatnot, placed on Imperial Cult altars). PC has to go in there, steal the silverware, and take it to the guild steward.
Reward: 250 gold.
(Talking to the priests there later, the PC could be given a quest to steal it back, or replace it)
Quest Possibility 2: Alchemist X in Neommaeor is unable to compete with the alchemists in the Mages Guild. So Alchemist X has hired the Thieves' Guild to steal all the alchemical equipment from the Neommaeor Mages Guild.
Reward: 500 gold.
(If possible, after the quest the alchemist in Neommaeor permanently closes shop. Alchemical equipment is hardly cheap)
Quest Possibility 3: Two curates in the Temple are vying for promotion. Curate X has decided to gain the advantage by hiring the Thieves' Guild to steal Curate Y's prayer books, leaving them at a disadvantage. PC has to break into Curate Y's house and steal the books.
Reward: 150 gold.
Quest Possibility 4: Thief X of the Thieves' Guild was recently caught stealing from an Imperial Legion Officer X's house, and is in jail. The questgiver has need of Thief X for an upcoming job, so PC has to find a way to bust them out of jail. There are severl options:
- PC can somehow acquire a key to the cell, and fight their way out. The guild steward is not impressed with the PC if they choose this path.
- PC can find a Thieves' Guild member in the legion and convince them to release Thief X. This option takes 50 hours due to the paperwork the TG member in the legion has to do to get their release.
- PC can ask about Officer X in the legion. Most will say they are a good man, but one will let slip they are corrupt and have been taking bribes from Telvanni X. PC can then go in search of Telvanni X who will be offended by the accusation, and searching their house brings up nothing. The PC could instead search Officer X's dorm, and find a letter incriminating them. PC can then take this letter and use it to confront Officer X, and blackmail them into releasing Thief X (although Officer X won't do it until PC hands over the letter). Officer X promptly has Thief X released.
Reward: If the PC chose option one (to bust them out), there is no reward for being tactless. If the PC chose option 2, they are given 2 pieces of raw glass and a potion of Chameleon, from a recent smuggling operation. If the PC chose option 3, they are given 2 diamonds, the potion of Chameleon, and a master's lockpick.
Quest Possibility 5: A shipment of smuggled jewels recently arrived in Cave X. PC is to go to Cave X, pick up the jewels and deliver them to a TG fence in the tavern / inn in Dragon Glade. Jewels are: 3 pearls, 2 rubies, 1 raw glass. The fence is leaving Dragon Glade in 5 days, so the delivery must occur within that period. If the PC completes the mission, they get 300 gold and some sujamma for a job well done. If the PC gets the jewels but doesn't deliver them in the 5 days, a journal entry tells them to take them to the quest giver ASAP, then if the PC doesn't give the jewels the quest giver within 3 days from then, they are expelled from the TG. If the PC doesn't pick up the jewels in the 5 days, the quest giver is unimpressed and the PC is expelled from the TG.
Than I posted:
Thanks for the quests Nomadic1. I like all the quests, and am especially fond of the Dragon Glade smuggling, theif break-out, and imperial chapel quests. I am going away for the weekend, and this is likely to be one of my last posts until monday, however when I get back, with your permission, I would like to begin adapting the quests to the TG Darconis questline.
UPDATE: Going away for the weekend! I'll see you guys monday!
Note that the questline is more advanced than this, however this is an overview. The dialogue, etc, takes up alot of space, and is not proper to release here.
TG Darconis Questline Early Draft
The questline revolves around the planning and execution of an attempt to steal a artifact of persuasion from secure location x in Darconis. The MG plans to use this artifact to gain political advantage over the Telvanni during the regional unrest sparked by the Mad Lord. The player must gather information on the item, the layout of secure location x, recruit specialists, and than finally execute the plan.
The twist is that the TG is working for both the Telvanni and the MG. The MG initially comes to the TG to steal an artifact of persuasion that they can use against the Telvanni to gain a political edge or larger magic-market share. The TG agrees. After stealing the artifact, player poses as third party operative and informs the Telvanni of the MG plans. Telvanni then unwittingly hires the TG to steal the artifact from the MG.
Quest 1 (borrowed from Nomadic1): A Dunmer client has need of a sapphire amulet for his daughter's coming of age in two days, and the guild steward says that a clothier in Darconis has them for sale. Player is told they could get a five-finger discount if they are careful. Player can either steal or buy the amulet.
Reward: Player gets a journeymans lockpick and a journeymans probe for completing this mission, plus a time-dependant bonus.
Quests 2-4: misc conflict quests. Most likely Nomadic1's quests
Quest 5: The TG steward is impressed with the player’s performance in Quests 1-4, and lets the player in on the big picture: the MG hired the TG to recover a persuasion artifact from secure location x. You are to plan and execute the theft of the artifact. You must first gather information on the layout of secure location x from an operative working there.
The player is sent to gather information on the layout of secure location x. The player instructs the informant to draft a report detailing how to best penetrate security. The drafting will take one day. When the player returns, s/he receives the report (sealed and encrypted, of course) and takes it to the TG steward.
Reward: 500 gold
Quest 6: The TG steward decrypts the report for the player. The report says that there are two ways to penetrate security. The first way is bluff their way into secure location x, sneak off when they are not being watched, and than bluff their way out. This plan will require the aid of a master of speechcraft and a master of sneaking.
The second way is to break into secure location x, pick multiple locks and disarm traps on the way to the artifact, and sneak out. This plan will require the aid of a master of sneaking and a master of security.
If the player chooses the first path, s/he must go and recruit the masters of speechcraft and sneaking. If the player chooses the second path, s/he must go and recruit the masters of sneaking and security.
The master of sneaking says that he will help the TG, however he wants something in return. He says that, because he is usually able to slip out of danger, he does not restrain himself as much as he should when getting into danger. One night, while in his favorite pub, he became inebriated and attempted to lift a gorgeous amulet (1000 gold) from a man at the bar. This man is a rich drunkard who likes to come to the low-class bar just to rip on the less fortunate. The man, much less drunk than the thief, felt his drunken attempts to steal the amulet and cried foul. Although the thief left the amulet, the man remained angry. Apparently, he is chummy with some of the local guards, and ever since the incident the thief has been constantly harassed and fined on ludicrous charges by the guards. The thief likes the life he lives here, and does not want to have to slip away again. He is bad with people, so he asks the player to persuade the man to leave him alone. He begs the player not to kill him, as it would undoubtedly cause the guards to look to him, and come down on him harder. The thief says the man is a regular at Pub X.
The player can persuade the man, however this is very difficult. The man keeps asking for cyrodiilic brandy, and for each he drinks his disposition goes up by 20 points. Eventually, he agrees to leave the thief alone. The player returns to the thief with the amulet, and the thief agrees and gives him a quality potion of invisibility for a job well done. If the player attacks the man, and tells the thief, the thief refuses, and when the player exits and returns, the thief is gone from his house (run away or taken by guards?). The player has failed the quest.
The master of security says that he will help the player, for a price. The prober frequents the same Pub X as the thief, where he talks to drunks to discern if they have any valuables in their home, and where. There is one man there, a regular, who has a very valuable ring, however the man says that he never takes it off. The prober says that he would steal the ring, but that he is a bad pickpocket because of his fat fingers and clumsiness. The prober asks the player not to kill the man, as he abhors violence. The prober asks the player to steal this ring from the man. The man is very hard to steal from, and cannot be persuaded to give up the ring, and he keeps asking for cyrodiilic brandy. After 3 cyrodiilic brandies, a baby could rob the man. The player returns the item to the speaker, who than agrees to help him and gives him a masters probe and masters lockpick for a job well done. If the player has killed the man, the speaker flatly refuses.
The master of speechcraft says he will help the player, for a price. The speaker says that he frequents a local bar, where he talks drunks out of hearth and home. There is one man there that boasts continually about his prized, gold-rimmed copy of Book X (1000 gold). No matter how drunk the speaker gets the man, he will not give it up. Furthermore, the man says that he keeps the book in a very secure, trapped lockbox in his home. The speaker asks the player to get this book for him. The player must break into the man’s house, steal the book from a level 60 or so locked and trapped lockbox under the man’s bed, and bring it to the speaker. In return, the speaker agrees to help and gives the player a vial of Telvanni buy must for a job well done.
Once the player has two of the three masters agreeing to help him, the quest for the third master freezes up, and he responds to the player’s inquiries with something like: No thank you, I am very busy
Reward: 750 gold
Quest 7: The player must now execute the plan and steal the artifact. The player can keep it (and be expelled) or hand it over to the guild.
Reward: 1500 gold
Quest 8: The player is now told of the grander designs of the TG. The player is to go in secret to a Telvanni lord (perhaps Egg boy. it does not really matter, for no local telvanni wants the MG to have a political advantage) and inform him/her that the MG has had the TG procure an artifact of persuasion that the MG will use to gain a political edge over the Telvanni in the turmoil surrounding The Mad Lord. The player must identify him/herself as a third party agent, and offer to steal the artifact from the MG (for a price). The player than reports his/her success to the guild head.
Reward: 2 flasks of Telvanni bug musk, or 2 equivalent fortify personality scrolls
Quest 9: The TG head has information that the MG will be empty on a certain day. The player steals the artifact from the MG and takes it to the Telvanni Lord. The player is than payed a certain amount of money (5000 gold). The player can report the correct amount of money, or report a lesser amount than the Telvanni agreed to (skim off some for himself, report 4000 gold), or report that the Telvanni cheated them. If the player reports the Telvanni cheated them, go to quest 10.
Reward: 25% of reported Telvanni payment.
Quest 10: The player places an annonymous letter in the desk of the head of the Darconis MG telling the MG that the Telvanni has the artifact stolen, and where to find it. Even if this quest does not happen because the player did not lie that the Telvanni cheated the TG, MG will suspect Telvanni anyway.
Reward: nothing. No reward for fibbing frannies!
Posting encouraged!! There is always room for improvement!!
Nomadic1 posted:
Possible Thieves Guild Quests, without aiming for anything larger in the game
Quest Possibility 1: Temple Priest X is annoyed at the Imperial Chapel in Neommaeor, and has hired the PC to steal the chapel silverware (the bowl and candles, and whatnot, placed on Imperial Cult altars). PC has to go in there, steal the silverware, and take it to the guild steward.
Reward: 250 gold.
(Talking to the priests there later, the PC could be given a quest to steal it back, or replace it)
Quest Possibility 2: Alchemist X in Neommaeor is unable to compete with the alchemists in the Mages Guild. So Alchemist X has hired the Thieves' Guild to steal all the alchemical equipment from the Neommaeor Mages Guild.
Reward: 500 gold.
(If possible, after the quest the alchemist in Neommaeor permanently closes shop. Alchemical equipment is hardly cheap)
Quest Possibility 3: Two curates in the Temple are vying for promotion. Curate X has decided to gain the advantage by hiring the Thieves' Guild to steal Curate Y's prayer books, leaving them at a disadvantage. PC has to break into Curate Y's house and steal the books.
Reward: 150 gold.
Quest Possibility 4: Thief X of the Thieves' Guild was recently caught stealing from an Imperial Legion Officer X's house, and is in jail. The questgiver has need of Thief X for an upcoming job, so PC has to find a way to bust them out of jail. There are severl options:
- PC can somehow acquire a key to the cell, and fight their way out. The guild steward is not impressed with the PC if they choose this path.
- PC can find a Thieves' Guild member in the legion and convince them to release Thief X. This option takes 50 hours due to the paperwork the TG member in the legion has to do to get their release.
- PC can ask about Officer X in the legion. Most will say they are a good man, but one will let slip they are corrupt and have been taking bribes from Telvanni X. PC can then go in search of Telvanni X who will be offended by the accusation, and searching their house brings up nothing. The PC could instead search Officer X's dorm, and find a letter incriminating them. PC can then take this letter and use it to confront Officer X, and blackmail them into releasing Thief X (although Officer X won't do it until PC hands over the letter). Officer X promptly has Thief X released.
Reward: If the PC chose option one (to bust them out), there is no reward for being tactless. If the PC chose option 2, they are given 2 pieces of raw glass and a potion of Chameleon, from a recent smuggling operation. If the PC chose option 3, they are given 2 diamonds, the potion of Chameleon, and a master's lockpick.
Quest Possibility 5: A shipment of smuggled jewels recently arrived in Cave X. PC is to go to Cave X, pick up the jewels and deliver them to a TG fence in the tavern / inn in Dragon Glade. Jewels are: 3 pearls, 2 rubies, 1 raw glass. The fence is leaving Dragon Glade in 5 days, so the delivery must occur within that period. If the PC completes the mission, they get 300 gold and some sujamma for a job well done. If the PC gets the jewels but doesn't deliver them in the 5 days, a journal entry tells them to take them to the quest giver ASAP, then if the PC doesn't give the jewels the quest giver within 3 days from then, they are expelled from the TG. If the PC doesn't pick up the jewels in the 5 days, the quest giver is unimpressed and the PC is expelled from the TG.
Than I posted:
Thanks for the quests Nomadic1. I like all the quests, and am especially fond of the Dragon Glade smuggling, theif break-out, and imperial chapel quests. I am going away for the weekend, and this is likely to be one of my last posts until monday, however when I get back, with your permission, I would like to begin adapting the quests to the TG Darconis questline.
UPDATE: Going away for the weekend! I'll see you guys monday!
the project comes before pride
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
- Nomadic1
- Developer Emeritus
- Posts: 3338
- Joined: Sat May 15, 2004 7:34 am
- Location: Adelaide, Australia
Looks good. A couple of points:
- No book is worth 1000 gold. Heck, Kagrenac's books are only worth 400. A better price for the book would be 250 - 350 gold.
- A possibility for the quests should also be the master of speechcraft and the master of security. Depending on which 2 of the 3 the PC recruited for the job, quest 7 should play out differently.
- No book is worth 1000 gold. Heck, Kagrenac's books are only worth 400. A better price for the book would be 250 - 350 gold.
- A possibility for the quests should also be the master of speechcraft and the master of security. Depending on which 2 of the 3 the PC recruited for the job, quest 7 should play out differently.