So you wanna write a quest? Stirk misc. quest ideas!
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- Lady Nerevar
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Here is my pitch for the lighthouse:
When visiting the lighthouse, the player will find Tanilla, who has an ordinary schedule. The player will also find that the door to the bedroom is kept locked. Tanilla will politely ask the player to leave when spoken to, saying that she values her privacy.
The player will then get a journal update saying that Tanilla seems to be upset about something, and that perhaps the townsfolk know something about it.
[I am not sure if simply speaking to Tanilla will be enough to script a journal entry, or if a certain dialogue topic has to be chosen]
The rich citizens of Stirk will have no idea what is going on, as they don't involve themselves in the affairs of the lower class. The miners and guards, however, will tell you that every few weeks, Tanilla will look like she was roughed up the night before. She doesn't speak about the cause of the bruises, again asking for people to respect her privacy.
At this point, the player will be able to bribe Tanilla up to a high disposition (80+), which will cause her to trust the player enough to say what is going on.
Alternatively, the key to the bedroom door will now appear on Tanilla's possession (or perhaps in a drawer somewhere), and the player can pickpocket it, and use it to open the door to see what is inside.
Tanilla will tell the player that she lives with her elderly father. He is sick with an amnesic disease. In addition to physical symptoms that restrict him from doing any real housework, he goes into fits of amnesia, forgetting who Tanilla is. During these fits, he often becomes hostile and irrational as well, thinking that Tanilla is somehow intending to harm him. It is during these fits that he becomes physically "healthy", and the handicaps briefly subside as the adrenaline rush kicks in, triggered by his fear for his own safety, and he will assault her.
These are not enough to cause any serious damage. He IS an old man, after all, but he does leave some bruises. The psychological damage is much deeper. She has sent letters to a friend on the mainland that knows about healing and alchemy, and knows what the cure is. However, she cannot afford it.
The cure consists of a series of ingredients that must be taken separately (not combined into a potion), each one with a property that treats one of his symptoms. I have not decided WHICH ingredients they are, but there should be one for:
Restore Fatigue
Calm Humanoid
Restore Intelligence
There are a few options offered at this point. The player can travel back to Cyrodiil (or wherever) and buy/collect the ingredients. Alternatively, the player can donate enough money to Tanilla so that she can afford to have the ingredients shipped to Stirk. Also, the player can report the incident to the guards as one of two scenarios. The player can report it as domestic abuse, or as someone requiring medical attention. In the first case, he will be arrested and thrown in prison. In the second, he will be placed in an infirmary.
Obviously, Tanilla will be ecstatic if the player helps her obtain the ingredients. She will give them to her father, and in a week he will be healthy again. He will take up his old hobby, fishing, and will present the player with a decent sum of gold (hey, all old farts have stashes of money that their kids don't know about).
Tanilla will be a wreck if the player gets her father thrown in jail. She will never speak to him again, and when the player leaves her house, she will keep it locked at all times from that point forward.
If the player gets the father sent to an infirmary, she will react the same way, but two weeks later, she will approach the player the next time he is on Stirk, and say that her father was released from the infirmary, and is healthy again.
For a simple lighthouse quest involving one interior, I think it isn't too bad.
When visiting the lighthouse, the player will find Tanilla, who has an ordinary schedule. The player will also find that the door to the bedroom is kept locked. Tanilla will politely ask the player to leave when spoken to, saying that she values her privacy.
The player will then get a journal update saying that Tanilla seems to be upset about something, and that perhaps the townsfolk know something about it.
[I am not sure if simply speaking to Tanilla will be enough to script a journal entry, or if a certain dialogue topic has to be chosen]
The rich citizens of Stirk will have no idea what is going on, as they don't involve themselves in the affairs of the lower class. The miners and guards, however, will tell you that every few weeks, Tanilla will look like she was roughed up the night before. She doesn't speak about the cause of the bruises, again asking for people to respect her privacy.
At this point, the player will be able to bribe Tanilla up to a high disposition (80+), which will cause her to trust the player enough to say what is going on.
Alternatively, the key to the bedroom door will now appear on Tanilla's possession (or perhaps in a drawer somewhere), and the player can pickpocket it, and use it to open the door to see what is inside.
Tanilla will tell the player that she lives with her elderly father. He is sick with an amnesic disease. In addition to physical symptoms that restrict him from doing any real housework, he goes into fits of amnesia, forgetting who Tanilla is. During these fits, he often becomes hostile and irrational as well, thinking that Tanilla is somehow intending to harm him. It is during these fits that he becomes physically "healthy", and the handicaps briefly subside as the adrenaline rush kicks in, triggered by his fear for his own safety, and he will assault her.
These are not enough to cause any serious damage. He IS an old man, after all, but he does leave some bruises. The psychological damage is much deeper. She has sent letters to a friend on the mainland that knows about healing and alchemy, and knows what the cure is. However, she cannot afford it.
The cure consists of a series of ingredients that must be taken separately (not combined into a potion), each one with a property that treats one of his symptoms. I have not decided WHICH ingredients they are, but there should be one for:
Restore Fatigue
Calm Humanoid
Restore Intelligence
There are a few options offered at this point. The player can travel back to Cyrodiil (or wherever) and buy/collect the ingredients. Alternatively, the player can donate enough money to Tanilla so that she can afford to have the ingredients shipped to Stirk. Also, the player can report the incident to the guards as one of two scenarios. The player can report it as domestic abuse, or as someone requiring medical attention. In the first case, he will be arrested and thrown in prison. In the second, he will be placed in an infirmary.
Obviously, Tanilla will be ecstatic if the player helps her obtain the ingredients. She will give them to her father, and in a week he will be healthy again. He will take up his old hobby, fishing, and will present the player with a decent sum of gold (hey, all old farts have stashes of money that their kids don't know about).
Tanilla will be a wreck if the player gets her father thrown in jail. She will never speak to him again, and when the player leaves her house, she will keep it locked at all times from that point forward.
If the player gets the father sent to an infirmary, she will react the same way, but two weeks later, she will approach the player the next time he is on Stirk, and say that her father was released from the infirmary, and is healthy again.
For a simple lighthouse quest involving one interior, I think it isn't too bad.
"Hail Dexter."
-Yinnie
You REALLY don't want me to come back.
-Yinnie
You REALLY don't want me to come back.
- Lady Nerevar
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it goes agains the bios i wrote up for stirk, but it sounds interesting.
my only problem with it is that it dosent seem likley that she would lock her old, sick fatehr in that tiny bedroom
also, are the doork locked with a key only lvl? what about if the player gets him thrown in jail (lock lvl)?
my only problem with it is that it dosent seem likley that she would lock her old, sick fatehr in that tiny bedroom
also, are the doork locked with a key only lvl? what about if the player gets him thrown in jail (lock lvl)?
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-PoHa!
My reasoning for locking the father in the bedroom was not only for quest functionality, but also for his own protection/privacy. As I said, she values her privacy, and she doesn't want other people knowing that she has a father who is ill.
I figured that the door to his bedroom would be locked with a key, and it cannot be picked. If you unlocked his jail cell, he would either be too weak to try and escape (he would most likely spend all of his time sleeping), or he would go into one of his crazy fits and attack the PC.
I haven't thought those two aspects out very well though.
I figured that the door to his bedroom would be locked with a key, and it cannot be picked. If you unlocked his jail cell, he would either be too weak to try and escape (he would most likely spend all of his time sleeping), or he would go into one of his crazy fits and attack the PC.
I haven't thought those two aspects out very well though.
"Hail Dexter."
-Yinnie
You REALLY don't want me to come back.
-Yinnie
You REALLY don't want me to come back.
This is for the mine
A shady miner asks if you want to get in on a bit of a thieving deal. Someone he knows wants a bit of stirk Memorabilia...the sword from the statue. You have to steal the sword and meet him on the docks. Now the sword, which was a static, is now takeable...while in scale it looks like a normal sized sword, it is in fact a two hander when you take it. You then have to find the man on the docks. He is in a shady corner and if you have the sword, will then try to knife you for your wallet as well, and so you keep your mouth shut. Oh these lowlife types...killing him, you find the note asking about the sword saying 'find some gullible adventurer to do the dirty work for you' and a substancial amount of gold, twice what he was offering you to help out.
This means that the statue would be swordless for a while, but it could be replaced afterwards, like they get a new sword.
Note that it isnt Stirk's Sword, per-se. Its just a sword they put up on the statue. Yes that happens...look at Nelson's Column.
A shady miner asks if you want to get in on a bit of a thieving deal. Someone he knows wants a bit of stirk Memorabilia...the sword from the statue. You have to steal the sword and meet him on the docks. Now the sword, which was a static, is now takeable...while in scale it looks like a normal sized sword, it is in fact a two hander when you take it. You then have to find the man on the docks. He is in a shady corner and if you have the sword, will then try to knife you for your wallet as well, and so you keep your mouth shut. Oh these lowlife types...killing him, you find the note asking about the sword saying 'find some gullible adventurer to do the dirty work for you' and a substancial amount of gold, twice what he was offering you to help out.
This means that the statue would be swordless for a while, but it could be replaced afterwards, like they get a new sword.
Note that it isnt Stirk's Sword, per-se. Its just a sword they put up on the statue. Yes that happens...look at Nelson's Column.
The shady miner is Brodey.. who will do anything and everything for money. Strange that he's asking the player to do it, but alright.Jale wrote:A shady miner asks if you want to get in on a bit of a thieving deal.
A lot of effort to make for a minor quest. Not worth it.Someone he knows wants a bit of stirk Memorabilia...the sword from the statue.
Adds to the effort a lot and is lame.Now the sword, which was a static,is now takeable...
Not sure that will work without looking like crap.while in scale it looks like a normal sized sword, it is in fact a two hander when you take it.
Brodey shouldn't die.He is in a shady corner and if you have the sword, will then try to knife you for your wallet as well, and so you keep your mouth shut.
Here's how this can be changed to work dandily. The shady character is some guy at the docks. The memorobilia is something else of value, maybe something Therander Polle has. The quest is dandy.
But it isn't at the mine. I don't care. Everyone there is involved in the quest, so I'm just saying this is dandy and no mine quest. Dandy?
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I don't know. Minor quest, yes, but doesn't it show what TR can do? We wan't Stirk to be fun, and it will act almost as a promo release, so in that sense, I think the effort would be worth it.
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We can..retexture a sword and put it in some guy's hand.
It is nothing remarkable, but it does require effort. It will prove nothing about us beyond that we put have members who can retexture and script, which will be proven numerous otherways.
It is nothing remarkable, but it does require effort. It will prove nothing about us beyond that we put have members who can retexture and script, which will be proven numerous otherways.
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Simple. Pretty, yeah. As any side-quest should be. But, people would much rather steal the "secret hidden sword concealed withing the mysterious statue" rather than "maybe something Therander Polle has." Your quest following this as a guideline, would be yet another Fed-Ex quest. The contrary, would be an epic Fed-Ex quest.
Epic? Hardly.
I don't really care, but it would be a pain in the ass to place.
More importantly, how do you explain the player suddenly being able to move it, or it's magickal replacement.
What's more, that would be the talk of the town. There's already a buttload of complaining about thieving, the only possible conclusion for the NPCs would be that this was the same guy, and they want to find him. How do you explain that away?
It doesn't work.
I don't really care, but it would be a pain in the ass to place.
More importantly, how do you explain the player suddenly being able to move it, or it's magickal replacement.
What's more, that would be the talk of the town. There's already a buttload of complaining about thieving, the only possible conclusion for the NPCs would be that this was the same guy, and they want to find him. How do you explain that away?
It doesn't work.
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Why does it even need a retexture? Surely there is a rusty claymore or something like that...heck I have even seen one in my very limited playtime, if memory serves me.
Re-re-re-re-REWRITE!
The sword has ALREADY been stolen when you get to stirk. People are complaining about this and wondering where it has gotten to. If you ask around the lighthouse end of town, you will hear that the lighthouse keeper has been seen sneaking around. If you go to talk to him about it he will deny all knowledge of it...but the sword is obviously on top of his bookcase. If you take it down he will admit that he stole it...all because of the way that from the top of the tower all he can never look at the town at sunrise/sunset (depending on where the lighthouse is in relation to the statue) because of the light glaring off the sword, when he goes to put out/light the beacon in the morning/evening! Its bugged him since he started manning the lighthouse and he finally got so annoyed with it that he decided to just take the sword out, but he hadnt really thought it through. He begs you not to tell anyone, and to just replace the sword, but at a different angle. If you oblige, you can go to the statue and activate the arm, and the sword will be removed from your inventory and placed in the hand, with it turned so that now the blade is facing the lighthouse. Alternatively, you can tell Orenius and he will have the lighthouse keeper fined for vandalism and theft, and ask you to replace the sword in the original orientation, with the flat of the blade facing the lighthouse.
If you go by the lighthouse keeper's wishes, someone who's window is the other side of the statue will complain of the light glaring off it in the mornings...
Re-re-re-re-REWRITE!
The sword has ALREADY been stolen when you get to stirk. People are complaining about this and wondering where it has gotten to. If you ask around the lighthouse end of town, you will hear that the lighthouse keeper has been seen sneaking around. If you go to talk to him about it he will deny all knowledge of it...but the sword is obviously on top of his bookcase. If you take it down he will admit that he stole it...all because of the way that from the top of the tower all he can never look at the town at sunrise/sunset (depending on where the lighthouse is in relation to the statue) because of the light glaring off the sword, when he goes to put out/light the beacon in the morning/evening! Its bugged him since he started manning the lighthouse and he finally got so annoyed with it that he decided to just take the sword out, but he hadnt really thought it through. He begs you not to tell anyone, and to just replace the sword, but at a different angle. If you oblige, you can go to the statue and activate the arm, and the sword will be removed from your inventory and placed in the hand, with it turned so that now the blade is facing the lighthouse. Alternatively, you can tell Orenius and he will have the lighthouse keeper fined for vandalism and theft, and ask you to replace the sword in the original orientation, with the flat of the blade facing the lighthouse.
If you go by the lighthouse keeper's wishes, someone who's window is the other side of the statue will complain of the light glaring off it in the mornings...
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Do we have a forum for Quest Discussion? Why yes we do. This is it. We are discussing a quest. This is a thread about brainstorming for quests. WHat other forum is more apt?El Scumbago wrote:Excuse me for interfering in this mess of a quest conversation, but don't we have a forum for this kind of thing? Doesn't it break your heart to see it empty and neglected? Why is it out of use anyway?
And no retextures are necessary in my mind. Just a plain ol rusty claymore.
Last edited by Anonymous on Tue Jul 18, 2006 3:36 pm, edited 1 time in total.
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Here I have some intertwined quests that add to the immediate backstory of the island situation, this time focusing on the Stirks instead of the Euliuses. Below it is also an independent quest for the fort.
The Ballad of Jean and Mori
In the early summer of 4E 433, Cassius Stirk III took his children, Morihatha, Sevillus, and to Daggerfall. There, Morihatha met Jean Ciscotte (Jhahn Kiskaught), a middle class local man with a passion for the sea and it was love at first sight, yadda yadda yadda. Unfortunately, Jean's father died in 429 and his mother was sick and needed someone to care for her. To make matters worse, when Morihatha asked Cassius to allow her to marry him and stay in Daggerfall, he refused. While old Stirk was a loving father, he felt this was too rushed and didn't like her marrying someone of a lower class. But Jean and Mori were not to be seperated. They planned to write to eachother as frequently as possible and swore to eachother that they would reuinite some day.
It so happened that, while on holiday, Cassius found an opportunity to invest in an extremely promising ebony mine being planned just west of Anticlere. Therefore, he had to extend his stay. The kids returned to Stirk without him, he was going to come a few weeks later.
So he did. He found a ship stopping of at Stirk before heading to Firsthold, the Kintyra II. At the same time, Jean Ciscotte's cousin Paurenn arrived, having lost his home to a tragick fire. He promised to take care of Jean's mother while Jean went to find Morihatha again. He found work aboard a ship heading to Stirk and then Firsthold. Indeed, it was the Kintyra II.
This is all Morihatha knows, as her last correspondence with Jean and Cassius was from two letters her family recieved. Neither knew at the time of the other's passage aboard the Kintyra II. The ship was due in 2 weeks before the player arrived. She had been checking for information from the fort and lighthouse every day, but she hasn't heard anything and she thought they weren't being straight with her. Three days ago, she just fell into a depression and hasn't gone since. She asks the player to ask Julia Basilla for her, maybe she'll give a better answer to the player.
Julia tells her that Morihatha has been asking every day and she's been giving her the straight dope. However, a girl named Helga showed up recently, wouldn't say how she got to the island. Julia says that she thinks she got there by sneaking aboard a smuggling ship and jumping off when it passed Stirk, there's a line run by Khajiit that goes from Anvil to Senchal (this line appears in the mainquest), she was probably trying to escape the Crisis. Realizing the problems with this idea, Julia found herself stuck on the island with no way to survive, offering herself to people on the island. This attempt earned her the nickname Open-Legs and a trip to the prison.
If the player goes to the fort, Helga Open-Legs will offer her information in exchange for pay, hoping to get enough to post bail and leave. When the player agrees, she tells them that she is not from Anvil, but from Daggerfall. She was aboard the Kintyra II, but it sank northwest of Stirk. Most of the crew drowned, but she saw three others who survived. Unfortunately for them, they climbed aboard a boat that they believed would take them to shore, but before she got on she clearly saw that it was filled with goblins. The goblins clearly took these three men captive. She doesn't know what became of them, but in the morning she found herself at the shore thankful to be alive.
If the player asks around, they'll find out about Broken Fang Cave on the north side of the island, which people thought was empty. When they go there, they find that it is, in fact, full of goblins. At the end of their little dungeon crawl, they see a skeleton, the body of Cassius Stirk, and a cage with Jean Ciscotte in it. The player frees him, and he tells his story after they get out of the stinking dungeon.
Since boarding the ship, they have had terrible luck. Storms, pirates, dreugh, on and on. They did, however, make it to Stros M'kai on time and restocked. There, while stocking the ship, Jean sees Cassius Stirk for the first time. Instantly recognizing him, he ducks into another area and knows that if he sees him all hope of reuniting with his beloved Mori is lost. Considering the luck he's had so far, it was perfectly natural that three nights later, he openes the wrong crate when trying to get some potatoes and finds himself staring at a mountain of skooma vials. He picks one up, opens the lid, and sniffs it to make sure it's what he thinks it is. It is at this moment that the captain and Cassius Stirk opened the door to the hold (Cassius had wanted a tour of the lower areas, and the captain was happy to oblige) and saw him with the skooma.
Cassius recognized him instantly, and was furious. While before he had just thought it was an unwise decision his daughter was rushing in to, he know knew that this young vagabond was trying to corrupt his little girl with drugs! It was agreed that they would not mention him to Morihatha, but that they would take him directly to prison once they reached First Hold, and he was to be locked up until then.
He spent the next week depressed in a small room, being slipped meals made from the food that had got him in this mess in the first place. It was on the night before their arrival that he heard a great cracking noise, and then the sound of rushing water. He had had a lockpick on him (like every good prisoner should) and, convinced the ship was sinking, picked the lock and ran into the hall. There was another crack and water burst into his part of the ship. He ran upwards, hearing the shouts of the crew and the passangers, and when he had just reached the deck, and saw the captain yelling orders, the boat flipped. Nearly drowned, he grabbed on to two empty barrels and attempted to paddle to shore. He quickly met up with Casisus Stirk, weakly lying on a small group of borders still stuck together.
It was not long before they were joined by the captain, and the three of them attemped to paddle to shore, looking for survivors. Suddenly, they saw a light, and were certain it was a boat coming to their rescue. It was a small rowboat, but when they climbed aboard they saw three goblins staring at them with a hungry grin. One was a shaman; he waved his hands and the next thing Jean knew they were trapped in that cage.
The captain was their first. They gruesomely killed him right before Jean's eyes, and proceeded to prepare his body for eating. While trapped in this hellish prison, Jean and Cassius spoke to eachother. Jean explained that he was not a sugarhead and that he truely loved Morihatha. Cassius gave him his approval to marry her, if it mattered, and the very next day the goblins killed him. The day after that, however, the player arrived and we return to our current point in the story.
Jean returns with the player and the news of Cassius's death to Morihatha and the family, all of whom are deeply saddened. In an attempt to move on, Mori and Jean leave two days later to return to his home. The rest of the family sadly accepts things, and buries Cassius. Cartello is very happy to have the position of Captain of the Guard permenantly. The end.
Ten Fancy Crests under the Sea
But this isn't the only quest involved in the shipwreck. After speaking to Helga, Orenius will confront you about what she told you. If you tell him, he will be saddened of the news not only because of Cassius's death, but also because they had ordered 10 new crests for Stirk (downsized shields with the Stirk coat of arms) that were on the ship. While Cassius's life could not be brought back, he was always a froogle man and wouldn't want the ship's cargo to go to waste. Hopefully, they haven't rusted enough to be worthless.
When the player goes to the ship, they will find 8 of them. The other two are on the bodies of two of the goblins. They return to Orenius and get a nice reward for their efforts.
Helga Open-Leg's Sealed Lips
If the player hasn't talked to Morihatha, Orenius will ask them to get Helga to open up about what happened. She does, and the Ten Fancy Crests quest begins, leading to the second entrance into the Ballad of Jean and Mori.
Ballad of Jean and Mori - Back Entrance
If the player goes through the goblin cave without having gotten the quest, he will get the quest from speaking to Jean and start there. It will be much shorter, of course.
The Night Shift
One of the Stirk Guards doesn't like having the night shift, but who would? He asks the player if he can convince another guard to switch with him.
The player can ask around, and will be directed to one of two guards:
The first is the over-achiever. He is extremely proud of his duties and just an annoying workhorse. He would love to take the graveyard shift, but because he has taken so many extra shifts, it would be very difficult to work it into his schedule. He's very sorry.
The second is just another guard who has a crush on Julia Basilla. The player will be told about how she swims 3 days a week early in the morning, and will tell this guy about it. He'll consider it, and in the end decide to take the nightshift if he likes the player enough.
And that's that. Short, simple, and sweet.
Discuss?
The Ballad of Jean and Mori
In the early summer of 4E 433, Cassius Stirk III took his children, Morihatha, Sevillus, and to Daggerfall. There, Morihatha met Jean Ciscotte (Jhahn Kiskaught), a middle class local man with a passion for the sea and it was love at first sight, yadda yadda yadda. Unfortunately, Jean's father died in 429 and his mother was sick and needed someone to care for her. To make matters worse, when Morihatha asked Cassius to allow her to marry him and stay in Daggerfall, he refused. While old Stirk was a loving father, he felt this was too rushed and didn't like her marrying someone of a lower class. But Jean and Mori were not to be seperated. They planned to write to eachother as frequently as possible and swore to eachother that they would reuinite some day.
It so happened that, while on holiday, Cassius found an opportunity to invest in an extremely promising ebony mine being planned just west of Anticlere. Therefore, he had to extend his stay. The kids returned to Stirk without him, he was going to come a few weeks later.
So he did. He found a ship stopping of at Stirk before heading to Firsthold, the Kintyra II. At the same time, Jean Ciscotte's cousin Paurenn arrived, having lost his home to a tragick fire. He promised to take care of Jean's mother while Jean went to find Morihatha again. He found work aboard a ship heading to Stirk and then Firsthold. Indeed, it was the Kintyra II.
This is all Morihatha knows, as her last correspondence with Jean and Cassius was from two letters her family recieved. Neither knew at the time of the other's passage aboard the Kintyra II. The ship was due in 2 weeks before the player arrived. She had been checking for information from the fort and lighthouse every day, but she hasn't heard anything and she thought they weren't being straight with her. Three days ago, she just fell into a depression and hasn't gone since. She asks the player to ask Julia Basilla for her, maybe she'll give a better answer to the player.
Julia tells her that Morihatha has been asking every day and she's been giving her the straight dope. However, a girl named Helga showed up recently, wouldn't say how she got to the island. Julia says that she thinks she got there by sneaking aboard a smuggling ship and jumping off when it passed Stirk, there's a line run by Khajiit that goes from Anvil to Senchal (this line appears in the mainquest), she was probably trying to escape the Crisis. Realizing the problems with this idea, Julia found herself stuck on the island with no way to survive, offering herself to people on the island. This attempt earned her the nickname Open-Legs and a trip to the prison.
If the player goes to the fort, Helga Open-Legs will offer her information in exchange for pay, hoping to get enough to post bail and leave. When the player agrees, she tells them that she is not from Anvil, but from Daggerfall. She was aboard the Kintyra II, but it sank northwest of Stirk. Most of the crew drowned, but she saw three others who survived. Unfortunately for them, they climbed aboard a boat that they believed would take them to shore, but before she got on she clearly saw that it was filled with goblins. The goblins clearly took these three men captive. She doesn't know what became of them, but in the morning she found herself at the shore thankful to be alive.
If the player asks around, they'll find out about Broken Fang Cave on the north side of the island, which people thought was empty. When they go there, they find that it is, in fact, full of goblins. At the end of their little dungeon crawl, they see a skeleton, the body of Cassius Stirk, and a cage with Jean Ciscotte in it. The player frees him, and he tells his story after they get out of the stinking dungeon.
Since boarding the ship, they have had terrible luck. Storms, pirates, dreugh, on and on. They did, however, make it to Stros M'kai on time and restocked. There, while stocking the ship, Jean sees Cassius Stirk for the first time. Instantly recognizing him, he ducks into another area and knows that if he sees him all hope of reuniting with his beloved Mori is lost. Considering the luck he's had so far, it was perfectly natural that three nights later, he openes the wrong crate when trying to get some potatoes and finds himself staring at a mountain of skooma vials. He picks one up, opens the lid, and sniffs it to make sure it's what he thinks it is. It is at this moment that the captain and Cassius Stirk opened the door to the hold (Cassius had wanted a tour of the lower areas, and the captain was happy to oblige) and saw him with the skooma.
Cassius recognized him instantly, and was furious. While before he had just thought it was an unwise decision his daughter was rushing in to, he know knew that this young vagabond was trying to corrupt his little girl with drugs! It was agreed that they would not mention him to Morihatha, but that they would take him directly to prison once they reached First Hold, and he was to be locked up until then.
He spent the next week depressed in a small room, being slipped meals made from the food that had got him in this mess in the first place. It was on the night before their arrival that he heard a great cracking noise, and then the sound of rushing water. He had had a lockpick on him (like every good prisoner should) and, convinced the ship was sinking, picked the lock and ran into the hall. There was another crack and water burst into his part of the ship. He ran upwards, hearing the shouts of the crew and the passangers, and when he had just reached the deck, and saw the captain yelling orders, the boat flipped. Nearly drowned, he grabbed on to two empty barrels and attempted to paddle to shore. He quickly met up with Casisus Stirk, weakly lying on a small group of borders still stuck together.
It was not long before they were joined by the captain, and the three of them attemped to paddle to shore, looking for survivors. Suddenly, they saw a light, and were certain it was a boat coming to their rescue. It was a small rowboat, but when they climbed aboard they saw three goblins staring at them with a hungry grin. One was a shaman; he waved his hands and the next thing Jean knew they were trapped in that cage.
The captain was their first. They gruesomely killed him right before Jean's eyes, and proceeded to prepare his body for eating. While trapped in this hellish prison, Jean and Cassius spoke to eachother. Jean explained that he was not a sugarhead and that he truely loved Morihatha. Cassius gave him his approval to marry her, if it mattered, and the very next day the goblins killed him. The day after that, however, the player arrived and we return to our current point in the story.
Jean returns with the player and the news of Cassius's death to Morihatha and the family, all of whom are deeply saddened. In an attempt to move on, Mori and Jean leave two days later to return to his home. The rest of the family sadly accepts things, and buries Cassius. Cartello is very happy to have the position of Captain of the Guard permenantly. The end.
Ten Fancy Crests under the Sea
But this isn't the only quest involved in the shipwreck. After speaking to Helga, Orenius will confront you about what she told you. If you tell him, he will be saddened of the news not only because of Cassius's death, but also because they had ordered 10 new crests for Stirk (downsized shields with the Stirk coat of arms) that were on the ship. While Cassius's life could not be brought back, he was always a froogle man and wouldn't want the ship's cargo to go to waste. Hopefully, they haven't rusted enough to be worthless.
When the player goes to the ship, they will find 8 of them. The other two are on the bodies of two of the goblins. They return to Orenius and get a nice reward for their efforts.
Helga Open-Leg's Sealed Lips
If the player hasn't talked to Morihatha, Orenius will ask them to get Helga to open up about what happened. She does, and the Ten Fancy Crests quest begins, leading to the second entrance into the Ballad of Jean and Mori.
Ballad of Jean and Mori - Back Entrance
If the player goes through the goblin cave without having gotten the quest, he will get the quest from speaking to Jean and start there. It will be much shorter, of course.
The Night Shift
One of the Stirk Guards doesn't like having the night shift, but who would? He asks the player if he can convince another guard to switch with him.
The player can ask around, and will be directed to one of two guards:
The first is the over-achiever. He is extremely proud of his duties and just an annoying workhorse. He would love to take the graveyard shift, but because he has taken so many extra shifts, it would be very difficult to work it into his schedule. He's very sorry.
The second is just another guard who has a crush on Julia Basilla. The player will be told about how she swims 3 days a week early in the morning, and will tell this guy about it. He'll consider it, and in the end decide to take the nightshift if he likes the player enough.
And that's that. Short, simple, and sweet.
Discuss?
Oh, and we're droppin' the noble with the sword quests on account o'
-'druther the player get the fancy sword from the mainquest
-forgot to make that noble.
I'm approving Dexter's quest and I intend to approve my three if there's no problem with them. Put them under the microscope. It's your chance to tell me why I suck!
You'll notice that these quests all put the characters in situations, and most of them tell about their past. In Dexter's, we learn about Julia Basilla (as she's now named)'s father, and it'll probably be editted to reveal a bit of history behind the lighthouse in the long run. In the Ballad of Jean and Mori, we learn all about the Stirks and about Helga, and the Ten Crests is just a small add-on to that quest. In the other, we learn a bit more about the lives of the guards. And in the mainquest, we learn about the Euliuses, Philo, the miners, and the island's ancient history. All providing rich info from the Department of Backstory and making the island richer in character.
So what's left? The quest from the mine. Right now, we know nothing about the miner's pasts. I know a little. I can tell you that Marksinn and Samalt had another brother who died in the mines, which brought Marksinn's anger to a boiling point. I know that Malcomb is the most faithful follower of Marksinn's plan, and that Sernas hangs with Samalt. I can tell you that Budok gro-Burmak came to the island as a smith, and had two kids, one of whom is Rogkuroth gro-Budok, and he's not happy that he's working at the mine either, but he does what he does.
But I know nothing about Winston and Fayeto, except that Winstons miserable and Fayeto thinks he's tough. I don't really know anything about Malcomb or Sernas either. So why don't you tell me? Write a quest that tells a story about any of these four characters, or all of them or some of them. Make it good, make it interesting, make them come alive.
--Sload out--
-'druther the player get the fancy sword from the mainquest
-forgot to make that noble.
I'm approving Dexter's quest and I intend to approve my three if there's no problem with them. Put them under the microscope. It's your chance to tell me why I suck!
You'll notice that these quests all put the characters in situations, and most of them tell about their past. In Dexter's, we learn about Julia Basilla (as she's now named)'s father, and it'll probably be editted to reveal a bit of history behind the lighthouse in the long run. In the Ballad of Jean and Mori, we learn all about the Stirks and about Helga, and the Ten Crests is just a small add-on to that quest. In the other, we learn a bit more about the lives of the guards. And in the mainquest, we learn about the Euliuses, Philo, the miners, and the island's ancient history. All providing rich info from the Department of Backstory and making the island richer in character.
So what's left? The quest from the mine. Right now, we know nothing about the miner's pasts. I know a little. I can tell you that Marksinn and Samalt had another brother who died in the mines, which brought Marksinn's anger to a boiling point. I know that Malcomb is the most faithful follower of Marksinn's plan, and that Sernas hangs with Samalt. I can tell you that Budok gro-Burmak came to the island as a smith, and had two kids, one of whom is Rogkuroth gro-Budok, and he's not happy that he's working at the mine either, but he does what he does.
But I know nothing about Winston and Fayeto, except that Winstons miserable and Fayeto thinks he's tough. I don't really know anything about Malcomb or Sernas either. So why don't you tell me? Write a quest that tells a story about any of these four characters, or all of them or some of them. Make it good, make it interesting, make them come alive.
--Sload out--
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Here's my misc quest idea.
Whenever you ask about Winston, the other miners keep mentioning how he's been working alot less lately and how Polle is almost ready to fire him for "being lazy". They don't mention why. If you confront Winston, he'll get mad at you for accusing him, and end the conversation. You have to talk to him out of anyone else's sight (like a fence or shady sam), most likely when everyone's asleep in the miner's quarters at night; plus get a disposition of at least 80.
When he finally spills the beans, he mentions that his only friend at the mine (name yet to be made up) was killed in a collapse. Everyone pretends the miner never existed because he was an escaped convict - Polle has made it excruciatingly clear to keep tight-lipped about the man ever being hired, and everyone knows his threats are seldom empty. What Winston is depressed about primarily is how undignified his friend's death was, which was so bad that his ghost now prevents winston from sleeping much at all. Nobody else sees the ghost, but Winston assures you powerfully that it exists. He wants more than anything to fufill his friend's last wishes, but can't due to the brutal schedule of being a Miner.
At this point, WInston tells the player that the ghost requests repeatedly during his visits that Polle be brought to justice for hiring him. Now that he's dead, he obviously won't have to go back to jail; and he sees getting Polle fined bigtime and getting a criminal record as the closest thing to avenging his death (which wouldn't have happened if Polle wasn't a negligent landlord).
So, the player must let the guards know of Polle's nastiness by stealing an employee sheet from Polle's office, to prove he hired an Illegal. The guards give you 50 gold for finding the whereabouts of the miner, albeit posthumously; and fine Polle.
When you tell Winston of the news, he is still depressed - Polle is almost certain that it was Winston who told the guards. He's sure he'll get fired any minute now. The ghost is still around, this time haunting the player instead of Winston until he/she confronts Polle with the truth. The ghost simply follows you everywhere, annoying the hell out of you by reminding you constantly to confront Polle and do his friend justice as you had done unto him. When you finally do talk to Polle, he is fuming and seems ready to burst into simply fighting you during the whole conversation. He knows now that you stole his employment records, and will confront the guards immediately unless you do him a favour - steal Polle's criminal record and fines from Orenius Philo's office, and bring them back to Polle. You pretty much are forced to agree to this. This quest doesn't require any real stealth skills, as like Polle, Orenius has schedule holes where the location is left unattended. Even though you steal the items, Orenius is so incompetent that he'll never notice their absence. When you get the items Polle requested, Mr. I'mAnAnnoyingMinerGhost (who has been following you this whole time) tells you to give the money to Winston, because Polle doesn't deserve it one bit. You do this, making Winston ecstatic (it's ALOT of gold), then come back to Polle. He's peeved his money is missing, but believes you when you lie that you simply couldn't find any money in the whole office - "The man's incompetence is truly astounding". When you exit the manor, the ghost FINALLY says he can be at peace, and vanishes.
Talk to Winston again. He is unbelievably grateful that you did such a service for him and his friend's spirit, and thanks you by splitting the money you stole from Polle.
note: When the player steals the gold, it should be a misc item like "Therander Polle's Fines" that cannot be dropped - to ensure it won't be spent before the quest is over. Stealing is a big part of each quest stage, but it's more than possible to not sneak at all, because Orenius and Polle have AI as such that there are parts of the weekly schedules where nobody would be around to witness anything.
also, keep in mind the ghost is totally invisible to everyone except the one they're haunting during that stage of the quest.
Whenever you ask about Winston, the other miners keep mentioning how he's been working alot less lately and how Polle is almost ready to fire him for "being lazy". They don't mention why. If you confront Winston, he'll get mad at you for accusing him, and end the conversation. You have to talk to him out of anyone else's sight (like a fence or shady sam), most likely when everyone's asleep in the miner's quarters at night; plus get a disposition of at least 80.
When he finally spills the beans, he mentions that his only friend at the mine (name yet to be made up) was killed in a collapse. Everyone pretends the miner never existed because he was an escaped convict - Polle has made it excruciatingly clear to keep tight-lipped about the man ever being hired, and everyone knows his threats are seldom empty. What Winston is depressed about primarily is how undignified his friend's death was, which was so bad that his ghost now prevents winston from sleeping much at all. Nobody else sees the ghost, but Winston assures you powerfully that it exists. He wants more than anything to fufill his friend's last wishes, but can't due to the brutal schedule of being a Miner.
At this point, WInston tells the player that the ghost requests repeatedly during his visits that Polle be brought to justice for hiring him. Now that he's dead, he obviously won't have to go back to jail; and he sees getting Polle fined bigtime and getting a criminal record as the closest thing to avenging his death (which wouldn't have happened if Polle wasn't a negligent landlord).
So, the player must let the guards know of Polle's nastiness by stealing an employee sheet from Polle's office, to prove he hired an Illegal. The guards give you 50 gold for finding the whereabouts of the miner, albeit posthumously; and fine Polle.
When you tell Winston of the news, he is still depressed - Polle is almost certain that it was Winston who told the guards. He's sure he'll get fired any minute now. The ghost is still around, this time haunting the player instead of Winston until he/she confronts Polle with the truth. The ghost simply follows you everywhere, annoying the hell out of you by reminding you constantly to confront Polle and do his friend justice as you had done unto him. When you finally do talk to Polle, he is fuming and seems ready to burst into simply fighting you during the whole conversation. He knows now that you stole his employment records, and will confront the guards immediately unless you do him a favour - steal Polle's criminal record and fines from Orenius Philo's office, and bring them back to Polle. You pretty much are forced to agree to this. This quest doesn't require any real stealth skills, as like Polle, Orenius has schedule holes where the location is left unattended. Even though you steal the items, Orenius is so incompetent that he'll never notice their absence. When you get the items Polle requested, Mr. I'mAnAnnoyingMinerGhost (who has been following you this whole time) tells you to give the money to Winston, because Polle doesn't deserve it one bit. You do this, making Winston ecstatic (it's ALOT of gold), then come back to Polle. He's peeved his money is missing, but believes you when you lie that you simply couldn't find any money in the whole office - "The man's incompetence is truly astounding". When you exit the manor, the ghost FINALLY says he can be at peace, and vanishes.
Talk to Winston again. He is unbelievably grateful that you did such a service for him and his friend's spirit, and thanks you by splitting the money you stole from Polle.
note: When the player steals the gold, it should be a misc item like "Therander Polle's Fines" that cannot be dropped - to ensure it won't be spent before the quest is over. Stealing is a big part of each quest stage, but it's more than possible to not sneak at all, because Orenius and Polle have AI as such that there are parts of the weekly schedules where nobody would be around to witness anything.
also, keep in mind the ghost is totally invisible to everyone except the one they're haunting during that stage of the quest.
Last edited by sirwootalot123 on Wed Aug 09, 2006 9:05 am, edited 1 time in total.
Not easy to do by chance in a crowded mine. But he could ask you to meet him somewhere privately later.sirwootalot123 wrote:You have to talk to him out of anyone else's sight (like a fence or shady sam), most likely when everyone's asleep in the miner's quarters at night; plus get a disposition of at least 80.
I don't think this is really necessary - deaths in the mine are not uncommon and a lot of the miners probably have a shady past. They just don't talk about it because they move on. Winston didn't. He can still be a criminal for the story.When he finally spills the beans, he mentions that his only friend at the mine (name yet to be made up) was killed in a collapse. Everyone pretends the miner never existed because he was an escaped convict - Polle has made it excruciatingly clear to keep tight-lipped about the man ever being hired, and everyone knows his threats are seldom empty.
Not sure if we can do that, spreading the ashes or having it be in Cyrodiil.At this point, he gives you the miner's ashes, and tells the player he wanted them spread near his birthplace - a small farm near Anvil, which was sold to someone else at some point later in his life.
As to the rest, the captain of the guard is already having his palms greased by Polle. That doesn't work too well with this quest.
I love the set up, and the ghost, but I think the actual quest should be different some how. I don't know, spreading the ashes just doesn't work and getting Polle arrested at all goes against the mainquest's whole set up.
[url=http://www.youtube.com/watch?v=nabO_UXb6MM]This is not my life[/url]
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The point is that the captain knows about the bad shit going down, but he's getting money from Polle so he doesn't care. Polle would get no punishment.
And Polle gets his as part of the mainquest. If it could just be something else. You're creative.
And Polle gets his as part of the mainquest. If it could just be something else. You're creative.
[url=http://www.youtube.com/watch?v=nabO_UXb6MM]This is not my life[/url]
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There are none. :S
This conflict isn't something you can change a minor detail to fix, it will require a new idea. But the whole ghost of a friend thing rocks and should stay.
(This isn't saying that people with ideas shouldn't post them. I love ideas.)
This conflict isn't something you can change a minor detail to fix, it will require a new idea. But the whole ghost of a friend thing rocks and should stay.
(This isn't saying that people with ideas shouldn't post them. I love ideas.)
[url=http://www.youtube.com/watch?v=nabO_UXb6MM]This is not my life[/url]