So you wanna write a quest? Stirk misc. quest ideas!

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So you wanna write a quest? Stirk misc. quest ideas!

Post by Sload »

So, besides the main quest, I want Stirk to have four misc quests that are short but interesting. And I want you to write them, so come here with your ideas!

The quests are location oriented. I want one for the manors, one for the fort, one for the mine, and one for the lighthouse.

The manors quest is actually very specific, following the backstory for Dexter's concept art (modelled by Eyeball). A rich noble who can't wield a sword gets a sword of some importance and believes it makes him a l33t bladem4ster. But that isn't a quest, that's an NPC! What does his attitude do that turns a humourous encounter into a quest? You decide.

For the other quests, it's entirely open-ended. Make up whatever in Xenu's name you want. And give input on different quest ideas, I don't want to make the decision on the best quest by myself!

EDIT: Eyeball has the Sight.
Last edited by Sload on Sun Dec 31, 2006 2:03 am, edited 2 times in total.
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Post by Theo »

Few Ideas for the loser with the sword.
If you meet with him and he trusts you enough, he will tell you he needs a loyal servant. If you let yourself hired he tells you about his plan to become something like Zorro, avenging the injustice made on the poor by the rich. First he will give you money so that you bought some crazy dress for him, which he puts on and look ridiculous. Then he tells you about his plan to give lesson to one of the mine guards, who treats miners bad, but will not expect you to interfere. (on which occasion I am not sure yet, but there have to be no wittnesses for the first time).
The guy is of course idealistic noble sissy, who wants to help miners but fears the open confrontation with the mine owner.
You can either tell his plans to guards or mine owner, but they will laugh at that idea and will not believe this. If you tell the miners, they will tell you the noble is bored and stupid and cares more for fame than for their real problems.
Then on certain date and hour, he appears and challenges the guard, but is being beaten badly. If you do not interfere, he is beaten unconscious or killed. You can rob his corpse when noone looks. If he is unconscious, later he has to pay fee to official authorities and decides to leave an island not to be belaughed and he gives you the sword. If he is killed offical authoritites say it was an unfortunate coincidence and that he asked for it. His manor is locked for rightful heirs to claim it in time. In each case his manor is being locked and he disappears.
If you interfere you have to kill the guard. Fortunately there is noone to see it and you are not outlawed. Then the noble thanks you and tells you he overestimated his abilities. He gives you the sword, costume and key to his manor (you will take care of it as his officila majordomus) and he will leave the island because he is afraid of being charged of murder of the guard and wants the situation to calm down, until he comes back.
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Post by sirwootalot123 »

Here's my idea for a lighthouse quest. I'll add to it more when I actually have time; i'm at school now.

The local guard captain is having trouble with the old, slightly delusional lighthouse keeper - he has a bad habit of "crying wolf" about strange ships near the island, and investigating his numerous claims has always resulted in finding either legitimate ships or nothing at all. The player has two options - to talk to the lighthouse keeper and find out more about these strange ships he sees, or to find a replacement keeper and work with the guards. The outcome of the quest will be TOTALLY different depending on this choice.
GUARDS
After you confirm your allegiance - by telling the keeper he's about to lose his job - the guards have a brilliant idea of hiring YOU to be the lighthouse keeper. wait a day and walk up to the lighthouse, to start your job of watching the ocean every night without sleep. This is, of course, intensely boring; after a day without sleep you will inevitably doze off. When you wake up, a Guard is standing over you, infuriated. He's nearly screaming about how lousy you are and that you should be jailed. Once you get up and look down, you hear shouts and curses from below - A cargo ship carrying foodstuffs and rare plants from Summerset Isle has crashed into a rock nearby, and it's all your fault for forgetting to relight the lamp. Your next mission here is to go down and help out the shipwrecked merchants, salvaging whatever you can before the ship completely sinks (this part is time-intensive). if you fail at this, or simply ignore the shipwreck, the captain will find you and drag you off to the barracks to be dealt with. Even if you succeed at helping him, you two must go to the barracks and sort out the mess.
TO BE CONTINUED
KEEPER
After you confirm your allegiance - by deciding not to tell the keeper the guards want him fired - you listen to him talk about what he's seen. Note that at any time, you can side with the guards and get him fired. According to him, roughly every friday in the wee hours of the morning, he sees a large and very strange ship circle around the island just in front of the horizon - it dissapears on the other side of the island every time. Nobody else can see it, he says; the locals assume he's just old and crazy. He mentions something about khajiit being able to see what other races cannot. He asks you to wait or sleep until about 2 AM. when you get up, he's in hysterics, yelling at you to look. You see nothing, unless you have a nighteye spell active. If you don't see it, he says "You do not see as I see. Come back later, when your eyes are more like a Khajiit's". If you do see the ship, he ecstaticaly asks you to climb on top of the mountain and see where it goes once it reaches the other side - his joints are too weak for him to make the climb himself. Once you are on top of the mountain at 2 AM, you will see it approach the island directly, then sink right into the cliff, as if it weren't solid. You report this to the keeper, and he warns you not to tell the guards - they'd never believe you and him. Instead, he asks you to swim to the spot where the ship sunk and see what you find. When you get there (can be any time), you just see two large parapet-like spires of rock jutting out from the cliff. Upon further inspection, though, there is a small glowing rock at the base of these spires. activate it, and the two spires will start glowing as well. at this point, you can walk right through the spires (which are really a door in the CS), finding a large secret lagoon.
TO BE CONTINUED

Characters
Breton Guard - the one who yells at the player in the guard segment. Since stirk had its guards pulled to aid on the mainland, its town guards are basically a citizen militia under the rule of the original guard captain.
Jo'rissha - the old khajiit lighthouse keeper, and the only khajiit citizen of Stirk not busy toiling in the mines. He's very jittery, but never angry or mean - just a bit un-nerving to be around.
Captain Aldrimanne - the captain of the altmer cargo ship in the Guard segment. Pompous to an extreme, but not a jerk; rather, he can simply never give anyone a compliment.
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Post by sirwootalot123 »

hate to double post, but I majorly added to the lighthouse quest. tell me what you think so far.
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Post by Anonymous »

Just random ideas on all of them.

Manor
-I love the zorro idea, and think that watching the guy try to punish the others would be hilarious. Perhaps later he would ask you to pretend to be him and to do it for him.

-Another option would be that he is going around poncing up and down with his sword. He offends a redguard swordsman in some way and challenges him to a duel. His wife is distraught, and begs you (a handy adventurer) to teach him how to fight. You get some great practice in where he finally learns how to fight without disarming himself. Eventually he gets beaten in the ring, yields, and you have to challenge the redguard to get the sword back.

Lighthouse
-The idea of having a crazy old lighthouse keeper is good, but the thing about a secret lagoon is a bit farfetched on such a small island. Perhaps you should get sent to investigate and find that the 'ghost ships' he has been seeing are actually just clouds of smoke from the blacksmiths. Either that or ghost pirates!

-Perhaps a miscellanous smuggling thing. The guards suspect the lighthouse keeper of aiding smugglers. If you watch the tower he does indeed sneak out once a week and go to a nearby beach. Whats actually going on is that he is having an affair with a Khajiiti woman (or for added creepy dialogue, a Khajiiti Man) and doesnt want anyone to know. When you reveal you are there, they get scared, and he begs you not to tell anyone. You can either tell the guards, or make up a story.

Fort
-A prisoner claims that he has been wrongfully imprisoned. You can either ignore him, try to find out for yourself, or help in a little jailbreak, distracting the guards and getting him the key. If you investigate you find that he didnt steal item X, and you can have him freed. If you let him out then he will be found later, killed by the real thief.

-A paranoid officer doesn't trust his own guards. He suspects mutiny. Asking the guards will confirm that they think he is a pansy. You have to get them to think he is brave. You must pay two brigands to ambush him in the street, but you will be wearing his armor (and closed helmet). When you win, you must run to find him, give him is armor back, and then watch as the guards suddenly respect him.
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Post by Sload »

I'm going to through in the obvious quest for the manor - he challenges the player and the player pwnz him until he yields. He was cocky enough to bet his sword.

Two of Jale's ideas don't work. I don't believe we could possibly script it so that the player tought him how to swordfight. The second fort idea is impossible as well, because we have the two people in charge, Cartello Stirk and Orenius Philo, and neither of them fit the profile for the paranoid officer. We don't have enough guards to add another officer either.
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Post by Anonymous »

Just being challenged by a weakling is not a quest, thats just normal gameplay. Perhaps it should be how he decides that you are to teach him.

The scripting could work like this:

You go to wherever it is you are training. He draws his sword, and immediately drops it. The screen fades to black with a sighing sound. A message box:

Many hours later...

Appear where the duel will take place.
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Post by lb003g0676 »

My idea for the mine quest:

You overhear conversation, about the miners being rowdy again. Always drunk and noisy at the middle of the night. When you question about 'Rowdy Miners', the talker refers you to this certain NPC, lets say Dunmer Woman. unmer Woman says something along the lines of:

"[cross] Oh, so you've heard about that? Well, I am sure you have heard it, you can't get a wink of sleep. Argonian fetchers! Always drunk, and shouting their slimy green heads off.[reconsidering, incase PC is argonian or is against racism] No offence to other argonians ofcourse. If I were younger, I would... well [realised she can persuade you to do it]... listen here, I would take their mead and replace it with a potion of silence.[crafty] But.... you know...... you won't get any sleep with them around, so hows about you go in about midnight, and give them a taste of their own medicine.... or poison."

(assuming miners are argonian)

That gives a new conversation option, 'Posion'

She says:

"[contemplating] Posion..... such a harsh word, but at midnight their mouths are harsh, and harsh mouths need harsh posion.[ordering] Here take this Scroll of Chameleon (it's 100%), I have been saving it up for.... nevermind, all you have to worry about is taking their drinks from their drinks barrel, and replacing it with potions of silence..... [ponders] But that isn't enough. Hmmmmm, [epiphany] aaaaah I know. I have some very special potions, you'll see what they are, heres 6, one for each miner. And leave this note, in the 'Orders' box, outside the entrance of the mine, it's where they usually get their orders from, make sure you put it in, after you have put the potions in the barrel.


So at midnight, you enter , cast the chameleon spell, otherwise you will be seen and attacked, place the potions in the barrel (and seconds after, the miners grab a bottle and drink) you see them become paralyzed, silenced and half naked (perhaps same spell as shrine of sanguine, that makes them turn naked, if you were to watch them all night, they will be paralyzed, silenced and naked until 8 am) obviouly leave the note in the box, the note says:

" Dear miners,

I hope you enjoyed your silent evening in the mines, I certainly enjoyed my silent evening in my warm bed, if I am awoken, once more at midnight then consequences will be far worse for you. Because we don't want any accidental cave-ins, I suggest you stay quiet. And if this note gets out, then cave-ins will be the last of your worries.

Regards

Concerned citizen of Stirk"

And then you can return to the unmer female, and say taht the task is complete, you will recieve the reward of several more of these potions (each woth around 200 gold) that will leave them naked paralyzed and silence for 8 hours.
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Post by Sload »

That breaks the quest in a few ways. First, the nobles have no idea what is happening at the mine, especially that it is in awful condition. They are supposed to be entirely seperate from it. Second, the miners aren't rowdy drunks. The only drunk one is Drunk Tom, that's why he's called Drunk Tom.

It also isn't a quest at the mine, it's a quest in the manors that involves the mine.

In the end, it's a great quest, but it doesn't fit in Stirk. Thanks for your idea, though. :D
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Post by lb003g0676 »

Heheheh, dang. I really need to read more into these thngs, before i start posting things. Sorry.
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Post by Sload »

It's fine, your quest just mischaracterized the miners a lot.
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Post by Nomadic1 »

Nomadic1's crappy Fort quest idea
Old Soldier X is an old veteran soldier in the fort. But recently he has come down with melancholy, depression, etc., and being an old and respected soldier it is having a negative effect on morale in the fort, and they don't want to discharge him since he is a good soldier and he has nothing outside of the legion to live for. So one of the two bosses thus want the PC to find a way to cheer him up. All their efforts have been in vain.

If the PC asks Old Soldier X, they don't get any answer as to why he is depressed. So the PC then asks around about him. When the PC asks other soldiers they have little bits of his background each to say. As it turns out he has only been depressed for about a month. And until about a month ago, he used to be quite good friends with Rich Man Y and they spent a lot of time together. When the PC asks about Rich Man Y to the rich people, he finds he is also depressed in the exact same way.

If the PC talks to Rich Man Y's wife, Wife Z, she says she has no idea why they are upset, and she refuses to let the PC into their house because she thinks the PC might make him worse. But if the PC talks to the other rich people on the island, they find she was insanely jealous of the fact that Old Soldier X and Rich Man Y were good friends, and she was furious about a month ago when Old Man Y went to a birthday celebration for one of the soldiers instead of a dinner party hosted by the wife.

When the PC confronts Wife Z she doesn't deny she was furious but denies being the cause of why both men are now depressed, but still refuses to let the PC in the house or to see Rich Man Y. So the PC talks to the boss who gave the assignment and he gives the PC permission to search her house by any means necessary. When the PC returns, she reluctantly agrees to let them in. Rich Man Y doesn't have anything to say. But if the PC searches carefully enough, he finds Nepenthe Potion and a recipe to make it. Wife admits to spiking the drinks of both men with it and asks the PC to not tell anyone if she stops.

If the PC informs the boss what happened, he has Wife Z arrested and Old Soldier X and Rich Man Y return to normal. The PC is paid Some Gold in reward.

If the PC says that he didn't find anything, Old Soldier X returns to normal. The PC is given a pathetically small reward. However, if the PC returns to see Rich Man Y, he finds him dead and Wife Z admits to poisoning him, saying the PC gave her no choice. The boss then sends another legionaire to arrest Wife Z (who resists and gets killed), and the PC is given no reward since he guessed that the PC didn't arrest her but can't prove it.
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Post by Sload »

Okay, so we've made little progress on these.

I prefer my "encounter" with the weekling noble (who will make a bigger scene of it hopefully, and whom the player has to speak to), simply because so much already takes place in town.

So I want the mine, fort, and lighthouse quest to have absolutely nothing to do with the manors or the chapel. Nada. Nothing. Zip. Zilch. Zero. And there doesn't really have to be a mine quest if no one can think of one.

Random idea: The lighthouse quest involves a sunken ship.

How? I don't know. It came to me in a vision. A precognation if you will. Just run with it if'n y'like.
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Post by Harke the Apostle »

I've got a lighthouse quest idea, but first I have a question; are there any lanterns, that can be carried by NPCs? If there aren't, a torch will also do, but a lantern is better. I'll post the idea when I get home tonight.
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Post by Gez »

Harke the Apostle wrote:I've got a lighthouse quest idea, but first I have a question; are there any lanterns, that can be carried by NPCs? If there aren't, a torch will also do, but a lantern is better. I'll post the idea when I get home tonight.
Oblivion only features torches (one of the many areas in which Morrowind's gameplay was greater), however, it's not an engine limitation. Somebody made a lantern mod for Oblivion.
http://www.elderscrolls.com/forums/index.php?showtopic=389860

So, I suppose it could be used with permission, or remade from scratch, for the purpose of that quest.
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Post by Sload »

I'd rather we not use someone else's mod and not make latterns so a quest can work. No new models please.
Gez wrote:(one of the many areas in which Morrowind's gameplay was greater)
I was going to edit this out because of how much everyone bitches about their games not sucking, but I'm hoping no one will actually take it seriously that "gameplay" is improved by having lanterns. Especially since you didn't actually need them in Morrowind.
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Post by Xui'al »

Were you thinking of an exciting quest, or something simple and light on scripting, such as a "FedEx" quest?
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Post by Sload »

Hopefully something that isn't boring.
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Post by Nanu »

Hopefully something that isn't boring.
Because we all know that boring quests are no fun. :P
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Post by Harke the Apostle »

Sload, I kind of knew something like that might come up. :(

Lighthouse quest, the philosopher:

It's night.
The keeper tells you to go up into the light house, because he's seen something. On the beach, in the distance you see someone walking with a torch.
You 'decide' to go down, and to follow him to see what he's up to. He walks you into a cave and goes to sleep there. You 'decide' to wait outside (the door is locked). The next day he goes out, again carrying the torch, but now in broad daylight. He goes to the main street/marketplace/temple square and keeping walking around with the burning torch. You ask him what he is doing (you couldn't speak to him before), he replies: ‘I am looking for an honest man.'
[/END]

This quest is, of course shamelessly, stolen from the anecdotes around Diogenes of Sinope. Here is the link:

http://www.blupete.com/Literature/Biographies/Philosophy/Diogenes.htm

The reason that I asked for a lantern is that there are several paintings in which he is depicted in this way.
Like this one, although it's not the one I was looking for.

http://markyoung.com/paintings/lg_diogenes.htm

Here is another one:

http://www.wga.hu/frames-e.html?/html/c/castigli/diogenes.html

A statue:

http://www.phil.uni-erlangen.de/~p1altar/photo_html/portraet/griechisch/denker/diogenes/diog1.JPG

I think it's a Dutch painting with Diogenes standing on the Haarlem Grote Markt with a lantern. In it he has a green robe on.

If a green robe is possible, yes please. The torch will do if it can be made to burn during the day.

I always thought TES had need of a good philosopher or two.
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Post by Sload »

There are holes.

First, the lighthouse keeper tells you to go up to the lighthouse.. why? It doesn't really make sense.

You "decide" on a whim to follow a random guy you see on the beach and then wait for him. Giving the player directions out of nowhere in like their journal is lame, especially when used excessively.

And then, when you finally get to meet him, after all these suggestions of how awesome it'll be...he's just a stupid philosopher.

This isn't a quest. This is waste of time so you can meet some silly geek with a torch. Where's the fun? Where's the plot?
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Post by Harke the Apostle »

Sload wrote:There are holes.

First, the lighthouse keeper tells you to go up to the lighthouse.. why? It doesn't really make sense.

Giving the player directions out of nowhere in like their journal is lame, especially when used excessively.

And then, when you finally get to meet him, after all these suggestions of how awesome it'll be...he's just a stupid philosopher.

This isn't a quest. This is waste of time so you can meet some silly geek with a torch. Where's the fun? Where's the plot?
Yes, there are holes. The quest revolves around seeing the torch out of the lighthouse and meeting the torchbearer in the main street/marketplace/temple square the next day.

The rest is just filling and should to serve to build up tension.

Bethesda does it all the time, but I'm sure it can be done another way.

If every quest is going to be rewarded with Azura's Star, what kind of adventure would be left?

I'll see if I can fit a plot around this...

In the mean while, enjoy:

http://en.wikipedia.org/wiki/Diogenes_of_Sinope
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Post by Anonymous »

Im a fan of classics, but even I hadnt read that story. I have my classics exams tomorrow...Sinope was in the language paper a couple of weeks ago...but I had not heard of that story. I had even heard of Diogenes, and used him in many arguments about politics...still not heard that story. If I hadn't heard it, what are the chances that people who arent interested in ancient greek anarchists will have?

Remove the classical element and all you have is a boring quest.
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Post by Sload »

Actually, it really isn't a boring quest. It's not a quest at all. Even my "not a quest" with the noble was more of a quest than "follow this guy and then he says something that a few ubergeeks will know"
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Post by Harke the Apostle »

Jale wrote:Im a fan of classics, but even I hadnt read that story. I have my classics exams tomorrow...Sinope was in the language paper a couple of weeks ago...but I had not heard of that story. I had even heard of Diogenes, and used him in many arguments about politics...still not heard that story.

If I hadn't heard it, what are the chances that people who arent interested in ancient greek anarchists will have?
The story is apocryphal. It doesn't matter if you know the story or not, going to the market place with all the people that are on it, carrying a burning torch, and saying that you are looking for a honest person is very, very, dry humour.
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Post by Haplo »

Um... how?
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Post by Anonymous »

Its not really dry humour. Humour requires that at least someone find it funny. It is just a snide comment implying that everyone is dishonest. An example where he DID have dry humour was when Alexander the Great walked up to him, as he was sunbathing, and offered him anything in his entire empire, which was the largest at the time. His response was that he wanted Alexander to move two steps to the left, he was blocking the sun.

Thats dry humour.
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Post by Gnomey »

Here's a quest for a manor. It centers around the owner being a flower enthusiast:

You enter the manor and meet a large guard dog. It attacks you, this is where you make your first decision: Kill it, knock it out (is this possible in Ob?) or cast Paralyze on him. If you do the former you cannot continue, otherwise you go up to the owner. His AI should make him watch his flowers for much of the day, only breaking to eat and sleep. He has one (absent for the quest) servant who does everything else for him.

When you talk to him he seems troubled and tells you that his servant is taken ill and his water supply is lacking. You then say that you're willing to go down to the shore and get some, but at this he is very horrified and starts talking about how unhealthy and dirty the water is and says that he gets all his water shipped from the finest hot-springs in all of Tamriel. If you ask him if that isn't rather expensive he tells you that it's fine as he only drinks water from the shore. The next shipment of water is about to arrive, so he gives you a family heirloom to pay for the expenses. Apparently he cares little for anything but his plants. (If you do not want to get the water he coldly tells you to leave, your attacking his dog earlier had scared his plants).

So you go to the docks and sure enough a ship full of water is waiting at the dock. You get the water, which is really heavy due to the large amount, and pay him. Now the quest splits:

If you pay him with money, you head back to the house. However, when you enter you find the guard dog dead. When you reach the garden room you see a masked intruder who is attacking the old man, who dies upon your entrance. After fighting the killer you get a journal update that suggests you look around the house. You find nothing of value other than the heirloom. You go to the authorities and give them the heirloom telling them of what happened. They tell you that the amulete is worthless, the only things of worth in the manor were the unique flowers.

If you pay the heirloom there is a different outcome: When you reach the house guards run up from behind and say you're under arrest for stealing the heirloom. You tell them what had happened but they don't trust you. On the way to jail you meet a poor man who lives by the docks. Seeing you pass he is naturally curious, so he asks you what's up. You tell him the story and he gives you the heirloom. Apparently it was worthless, so the water man threw it overboard and went to the guards to discuss the unfair bargain and he too is now in jail. The man saw it all happen and the guards believed the united testimony of three people, so they let you and the waterman go. The florist had to pay you compensation, but when the waterman came up about the water the rich man didn't have the money, so he had to give up the only thing of worth in his house, his flowers.

By the way, the rich man could only afford the manor because it was given to him by his now dead brother and he has managed to keep it because of the tons of gold that were also given him and the shady ways suggested in this quest.
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Sload
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Post by Sload »

Please read at least the first post before posting a quest idea.
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Post by lb003g0676 »

Not exactly fitting with anything, but I do think an eccentric flower lover would be fantastic ( a bit of opportunity for thieves to steal extremely expensive flowers!!!) No it's a great idea, but not for here.
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Post by Gnomey »

Oh, sorry Sload, I had missed the paragraph about the manor quest being more specific. Also it isn't quite a short quest. Originally it had taken on a simpler form, the heirloom is worth a lot and you give it to someone else who pays you well for it. This other person would need it for a good reason. Really it sounded more like an easier way to steal from a manor in the mainquest. Either way it won't work, though it could always be an eccentric Lighthouse Keeper or Caretaker of the fort. :wink:
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Post by Sload »

Anyone? Questmaking time is fast approaching.

I'm going with the simple encounter which Jale refuses to accept as a quest for the manor quest. Something short and simple is exactly what I had in mind.

Here's a quick rundown.

A1. Ms. Stirk complains of her brother Mr. Stirk's big head. She asks the player to drop him for her to teach him a lesson.

A2. The player confronts Mr. Stirk. See the rest of B1.

B1. Mr. Stirk confronts the player. He quickly challenges the player, betting his fancy custom made first edition mint condition misprinted sword for 500 of the player's gold. The player can decline, or say just 100 for 100 gold. If the player fights him for the highest bid and wins, they get the sword. If they do the 100 x 100 they can never get the rapier, except by stealing, of course.
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Post by DiegoDraw »

Sload wrote:Anyone? Questmaking time is fast approaching.
I'll take up a Stirk quest, if you want me to. What do you still need? The manor quest?

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Post by Sload »

Any of the four quests mentioned here will open for claiming.

But first they have to be written. As I mentioned in your showcase, people just write quests on the forum before they're made, and you don't need a claim to write it. This serves both to make sure the quests are completely without holes and to let people who are afraid of dialogue and scripting contribute ideas to quests.

Quest making won't begin until AI. Before that even, interiors and exteriors need to be merged. Stirk's exterior had to be moved and the tedious finish to that is being done by Noirgrim. As soon as he's done, I will merge it with my file filled with the interiors and NPCs and post it. Then, AI will be made by yours truely and we'll be ready for quests and assorted minor additions as well.
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Post by DiegoDraw »

Okay. I'll try to think/write up a quest-plan for one of those by tomorrow.

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Post by Anonymous »

Thinking about that Nordic Prostitute...

Some of the legionaires in the fort, if you aer very nice to them, will be complaining of a certain uncomfortable ailment of a personal nature. After acquiring cure disease potions froma healer you must ask if they have done anything naughty recently. After a bit of detective work it turns out they have all been sneaking out to see Helga. After curing her, you recieve a reward from each legionaire.
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Post by DiegoDraw »

Okay, I've some ideas now...


Manor Quest:

So, there's the rich noble guy, who thinks he's awesome with a sword, and things, and you start the quest by talking to his wife. She says he's found a new sword and is showing it off to everyone, embarassing her, and neglecting her. She tells you that since you're a strong warrior, like he thinks he is, that you might be able to talk him out of his nonsensical attitude.
But she tells him that you CANNOT harm him, because she still loves him.

So, you go to the guy, and he's surrounded by people in the city square. Funnily enough, he has three bodyguards behind him, as he's showing off his new sword. Everyone's ooh-ing and ahh-ing, and the personal bodyguards are just standing there. After everyone's done look, they part and you can go and talk to him.

You try to talk some sense into him, but he insists that he is a master-of-the-blade. Of course, he isn't, but you keep trying to talk him out of this nonsense. Also, you find out that his bodyguards are really the ones who retrieved the sword for him, but he insists he was involved in the retrieval (which really isn't the case).

You leave him after being forced to give up, and then wait a while, and his wife comes and finds you. She's screaming, saying that the guy has been gone for much longer and he didn't take his guards. So you go talk to the guards, and they're pissed off at you because they think you tricked him into going out and doing something stupid. They tell you he probably went to a monster's cave alone, and that you should go and find him, because it's "all your fault."

So you go to the cave, and find the guy at the feet of some monster, dead. After killing the beast, you can take his sword, and then a note from him. The note says something addressed to the player, and it says something to the measure of, "I know I'm a horrible swordsman. You were right. I knew I couldn't beat this guy, but please, take my sword, but at my last request. Tell my wife I died while nobly killing a fericious beast that could have attacked the town. Please, take my ring to my wife and tell her I will always love her."

You go back to the house and you can tell the wife a few things:
A) The harsh truth. The guy was a wuss, and he killed himself in an effort to glorify himself (you won't be rewarded except for the sword, and the wife will be pissed with you, because she says she would have rather heard lies than the horrible truth).

B) What he told you to say. You just tell her that he saved you and the town from the monster, and everyone should thank him (she will give you a simple reward).

C) Tell her you couldn't find the guy (i.e. you get to keep the ring, too, which is a pretty expensive ring, but she will be very, very disappointed, won't talk to you anymore, due to grief, and you won't receive a reward, other than the ring and sword).

:shrug:

It's just an idea that I was kicking around. I also have some ideas for the other quests, but I'll post them later.

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Post by Lady Nerevar »

Jale wrote:Thinking about that Nordic Prostitute...

Some of the legionaires in the fort, if you aer very nice to them, will be complaining of a certain uncomfortable ailment of a personal nature. After acquiring cure disease potions froma healer you must ask if they have done anything naughty recently. After a bit of detective work it turns out they have all been sneaking out to see Helga. After curing her, you recieve a reward from each legionaire.
wow, that was just about exactly what i was thinking....

i say make it!

DD: although that quest does seem interesing, it dosent fit in with sitrk. like at all.
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Post by DiegoDraw »

Lady Nerevar wrote:DD: although that quest does seem interesing, it dosent fit in with sitrk. like at all.
How do you mean? Not trying to be defensive; I know I'm not experienced at this; I just want to know why for future reference.

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Anonymous

Post by Anonymous »

Its the kina place where people dont get killed by monsters generally.

iddylic, 'safe' island. THe monsters below only come around in the quest.
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