q1-78-Mis

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Bloodthirsty Crustacean
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q1-78-Mis

Post by Bloodthirsty Crustacean »

Claim type: Quest
Claim ID: TR_q1-78-Mis (#1835)
Faction: Misc
Parent claim: TR_1-9-Tel (#25)
Claimed by: Parted User
Status: Not Available (Progress: 0%)
Location: (5457, 2069), (3252, 2217)
Files: None

---

ON HOLD -- Move to Unclaimed once MQ completed.

This quest will take place after Rathra has successfully given the duchess the smack-down in the MQ. It's purpose is to demonstrate that the Telvanni are putting the boot into the Imperials since the treaty was signed. This claim will include a couple of simple quests.
Ideas:
1)Work for the Census and Excise office collecting taxes from people who don't have them. (These taxes are to pay off the Telvanni, as per the terms of the treaty)

2)A couple of Telvanni thugs (wearing molecrab stuff, etc) are beating up a local who gave them cheek in the nice bar in Firewatch. The player gets a couple of choices of what to do about this:
-Help the local out; player gets a bounty for fighting/killing the guards
-Tell the Legion guards; they express disgust but do nothing about it, they're afraid of the Telvanni and under orders not to interfere
-Join in the thrashing
-Do nothing

These will have to be enabled by clearly labelled dummy journals.
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Post by sirwootalot123 »

If you ask a certain guard (let's call him bob, for readability's sake) about rumors in bal oyra's fort, and your disposition is high enough, it's revealed that another of the guards was recently laid off/discharged/otherwise removed from service due to the treaty's thinning of the imperial presence. bob is worried about him - after the incident, this former guard abandoned his wife and skipped town; nobody's seen him since.
Talk to his wife, a 50-something and plain-looking imperial. She's illiterate, and based on the way she talks, highly unintelligent. Get her disposition high enough, and she'll let you read his diary. Most of the entries are about incidents at the fort, or small camping/fishing trips he took with a mages guild member, "tom", at "a beautiful shoreline near town" (cell 19,19; or roughly thereabouts).
You can either talk to tom in the firewatch guild - who'll give directions to the location and mention "we don't fish together anymore" without elaborating further - or go straight there if you can find it. Upon arrival, you'll notice a shack that wasn't there before (this is possible with scripts, right? the shack should "spawn" right when you get the info from bob at the beginning).
The former guard is inside, standing next to one of two bedrolls, shirtless. He won't speak with you unless you have the diary in your inventory (click a "show him the diary." dialogue option instead of "goodbye"), and he'll give in, admitting that he only married his wife out of "social obligation" and can't stand her presence ("she's boring, stifling, and cloistered"). He was inspired to build the shack after his discharge - thinking he could start a new, obligation-free life, living off the land with his best friend.
However, when Tom came down to fish only to discover that the guard had built a shack and wanted him to stay, he "panicked and abandoned" him. The guard reveals that he attempted suicide by drinking too much, only to wake up to a massive hangover a day later (this whole time he's essentially rambling; just giving red "continue" options to the player). "All I wanted was a companion who would fulfill me for the rest of my days, and now i'm all alone".
There are several ways to end the quest.
1. Tell the guard about how worried bob has been. He'll say "now there's a good man - smart, athletic, and loyal. I must admit, I do miss his company from time to time". go back to the fort, tell bob about what's happening, and he'll abandon his post to go live happily ever after with his friend, giving the player all of his now-useless posessions upon arriving at the shack a day later (his armor, a small bit of money, and the key to his trunk in the guard quarters; which contains a decent weapon and more money).
2. Elaborate on the "suicide attempt" dialogue option, and the guard will admit that he sees "nothing but heart-rending loneliness for the rest of my days"; you can offer to put him out of his misery, and he'll agree to it - the reward being all of the very cheap items in the shack (there's nothing on the body besides clothes), and the ability to use the shack as a (very crappy) house of your own.
3. Go back to the wife and tell her what's going on. She'll snap; "A husband belongs with his home-maker and nowhere else. I'll see to it that he returns". after waiting a day, the guard will be back with his wife, and will refuse to speak a single word to you. Ask the wife about a reward, and she'll stupidly say "what reward?" - though you can, like option 2, do what you want with the now-empty shack.
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
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Post by MMMowSkwoz »

Have you been watching Brokeback Mountain by any chance?

The shack appearing seems a little dubious, but other than that might be ok. The link to post-Rathra-smackdown-ness is maybe a little tenuous.
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fanfas
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Post by fanfas »

Instead of the shack appear, a more plausible choice would be a tent like thing, or just a fire camp with a bed roll so he could sleep in, and if the guys stay together at the end then the shack could be made. If you talk to them then, they could say that they will live in "hidding" on their special place. The shack could take some time to appear as to give the illusion of being built.

It can be a different fun quest for shure, dispite the similarities to broackeback mountain...
MAP 3 -> Interiors
Map 3 -> Interior Fixing
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Post by sirwootalot123 »

It's only ever implied, not stated, that he might be gay. maybe he just can't stand his wife, and isn't able to divorce her; maybe he loves being out in nature more than he respects her - and maybe he's gay. :-P
"Crashing the game is an innovative way of alerting the player that they've finished the quest, but I'm not sure that's the kind of innovation we're looking for." - Sload
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Post by gro-Dhal »

Rathra or one of her senior underlings tells you that one of their most valuable slaves escaped with some gold and property (a minor magical amulet or ring) about a year ago. They have known for some time that this escapee has been hiding in Firewatch, under the protection of the Duchess. The PC's mission is to find the escaped slave Ainssa, lay down some Telvanni justice on her and recover the item.
Ainssa can usually be found in the palace audience chambers (you can ask around for that info), but when you get there she's already run off. The other NPCs present will tell you that she's under the protection of the Divines and the Imperial Cult now and you can't touch her. This ought to clue you in that she's hiding out in the palace chapel.
You go to the chapel and sure enough, Ainssa is there. The other NPCs present ask you to leave her alone but acknowledge they have no power to intervene. She begs for mercy, saying she'll give you the magical item and leave by the first boat, never to return.
At this point the PC has a choice. If you let her go and report back the questgiver will tell you Ainssa was seized as she tried to leave the city and killed. You are chastised for showing mercy.
If the PC ignores Ainssa's pleas, she attacks you. After you kill her (and loot the item) the other NPCs in the chapel will condemn you for desecrating holy ground but do nothing out of fear. You return the artefact to the questgiver for a reward (soulgems, a magic book or something).
In either case, the questgiver allows you to keep the item you took, because they didn't really care about getting it back. This was simply intended as a demonstration that Telvanni power now extends into the Palace itself, no Imperial subject is untouchable anymore.
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Post by Lud »

Sounds good, Gro-Dhal. Remember, Ainssa already has her own background, she's an apprentice in the MG who's terribly afraid of Rathra.
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Post by gro-Dhal »

Yeah I saw. Now we know why.
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Post by gro-Dhal »

A Sea Change

There's a new Telvanni 'liaison', Galvas Averoth, at the Census & Excise Office in Bal Oyra. Obviously this officious bureaucrat is there to make sure the Imperials don't step out of line. He asks you to do something for him. Sal Vinyth, an infamous dunmer smuggler, is imprisoned in the keep's dungeon. This smuggler is owed a favour by a prominent Telvanni lord, so you need to see to his release and bring him to the Excise Office. Galvas can't do it himself because he's busy investigating Gilara Renus. He almost has enough evidence of malpractice to have her relieved of her post. He gives you a letter to take to Tibera Rone demanding the release of the prisoner.

Tibera is furious but she has no choice but to let the prisoner go. When you go down and meet Vinyth (his cell now unlocked), he's wearing the usual prisoner rags. However he's quite arrogant, and he refuses to leave his cell without an expensive shirt, shoes and pants. You should be able to find some in the Bal Oyra clothiers'. Once you supply these to him he will accompany you to the excise office, where Galvas tells you he will assume responsibility for port security. You will be rewarded with spellbooks or money.

Gilara Renus will be bitter and disillusioned, and tell you she expects to be reassigned soon and replaced by either Vinyth or Galvas, who will allow any sort of corruption or illicit activity along the coast if it benefits the Telvanni.
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Post by gro-Dhal »

Do you want any more quests for this claim?
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Post by Bloodthirsty Crustacean »

5 or so would be sufficient.

If you have good ideas, more will always be possible.

If no one has any ideas, less is fine too. :P
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Post by gro-Dhal »

Unwelcome Neighbor

A lot of the residents of Firewatch are fed up and anxious about the future, and several have made plans to leave. The first to go was Lanie Merian, who hopped on a boat bound for Camlorn leaving her home abandoned. A drunken, antisocial Dunmer squatter (Rano Indarem) has since moved in and the landlord, Merdon Dillmoon, is doing nothing about it- to the annoyance of the neighbours. If you try and speak to Indarem at this point he'll just tell you to get lost. Speak to Dillmoon, and he'll tell you Indarem claims to be the cousin of a Telvanni Lord. He's tried asking the city guards for help but they won't act, just in case he's telling the truth. What Dillmoon really wants is for Indarem to leave without any violence that might draw Telvanni retribution. Dillmoon says that he has always found the Dunmer people intimidating, and doesn't really know how to talk to any of them. Even the ones in Firewatch, or he'd have asked for their help in dealing with this problem. Finally he asks if you can do something.

When you visit Indarem again, he'll be extremely rude but will at least talk to you. He doesn't want to leave though, because he likes it in Firewatch. You can threaten him: he doesn't care. You can offer him a bribe: he pockets it and refuses to budge. His behaviour is frustrating and provocative. If you kill him, you get no reward- Dillmoon gets extremely agitated because you might have gotten him in trouble with the Telvanni.

If, at any point after your initial discussion with Dillmoon, you speak to any of the other Dunmer in Firewatch, they'll tell you that 'Indarem' isn't a Telvanni name at all, and that they've heard the squatter speaking with an Indoril accent. If you confront him with the knowledge that he has no connection with House Telvanni, he concedes and agrees to leave. Dillmoon is very grateful, and gives you Lanie's last rent payment, as well as some books that she left behind.

[what would be really cool would be if the interior of Lanie Merian's house could be changed to reflect the fact that she's left and a shabby, alcoholic squatter has moved in. Most of the furniture and clutter could be gone, replaced maybe with a bedroll and lots of empty bottles and similar junk]
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Post by gro-Dhal »

For some reason I can't modify the above post- when I say 'speak to any of the other Telvanni in Firewatch', I mean of course any of the other Dunmer.
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Post by Haplo »

The Quests claims forums for some reason refuse to let you edit posts unless your individual permissions are manually set for you to do so, which is kind of a lot of trouble.

Also, just make sure that you're doing everything for TR in American English, I noticed "neighbour" in your quest title, which is UK English.
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Bloodthirsty Crustacean
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Post by Bloodthirsty Crustacean »

Excellent work as always, gro-Dhal.

This quest would I think rely on a dummy interior that replaces Lanie's house, as opposed to one that changes it, because the latter would be all done on enable/disable and probably more trouble than its worth.

So anyway, yes, when in the far future this set of quests come up for claiming, it will probably require a new int claim.


Anyway, with gro-Dhal's three and Lud's two sketches up top, I think this is ready 'for claiming' although it would of course have to wait on the completion of Rathra's line (the MQ).

So in the meanwhile, people can either look at other claims, or flesh out Lud's sketches.
a man builds a city
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a man melts the sand so he
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Post by Theo »

Merdon Dillmoon is indeed afraid of Dunmer. In first quest of FG you have to escort him from his home to a Queen's Cutlass tavern and protect him from 2 Dunmer bullies. He stays in the tavern since. Is that also part of your plan for the last quest?
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Post by Bloodthirsty Crustacean »

We should fix it so he goes home. I didn't realise he stayed in the tavern.

But yes, I think the Fighters Guild quest fits in with this well enough.
a man builds a city
with
Banks and Cathedrals
a man melts the sand so he
can see the world outside


"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
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