Map 2 (Darconis) TG Discussion Thread

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xflclx
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Map 2 (Darconis) TG Discussion Thread

Post by xflclx »

I have decided to make this thread because the current Map 2 TG Discussion thread has gotten rather bulky, with 115 posts the last time I checked. Those who are unwilling to read through all 115 posts can catch up with Darconis TG here.
So far, the Darconis TG questline is coming along well. Tentative dialogue for quest 1 is complete, and the extensive and grueling dialogue for quest 5 is nearing completion (although quest 6 will be worse, by far). I am going on vacation for the weekend of the 5th, and as such an in-depth draft of the questline should be completed in 1.5-2 weeks. I will release it as a .doc download, probably in the 40-60 kb range.
This questline is by no means chizled in stone. The very reason I have started a new thread is so that fresh minds can offer up their ideas, and the questline can be refined. I would appreciate it if an admin could sticky this thread.
Here it is, the most current version of the TG Darconis questline. As you will note, I am in need of some minor faction-conflict quests. To read up on inter-faction conflicts, please see Omicron's Map 2 Guild Conflict thread here: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=13322&highlight=
Note that the questline is more advanced than this, however this is an overview. The dialogue, etc, takes up alot of space, and is not proper to release here.

TG Darconis Questline Early Draft
The questline revolves around the planning and execution of an attempt to steal a artifact of persuasion from secure location x in Darconis. The MG plans to use this artifact to gain political advantage over the Telvanni during the regional unrest sparked by the Mad Lord. The player must gather information on the item, the layout of secure location x, recruit specialists, and than finally execute the plan.
The twist is that the TG is working for both the Telvanni and the MG. The MG initially comes to the TG to steal an artifact of persuasion that they can use against the Telvanni to gain a political edge or larger magic-market share. The TG agrees. After stealing the artifact, player poses as third party operative and informs the Telvanni of the MG plans. Telvanni then unwittingly hires the TG to steal the artifact from the MG.

Quest 1 (borrowed from Nomadic1): A Dunmer client has need of a sapphire amulet for his daughter's coming of age in two days, and the guild steward says that a clothier in Darconis has them for sale. Player is told they could get a five-finger discount if they are careful. Player can either steal or buy the amulet.
Reward: Player gets a journeymans lockpick and a journeymans probe for completing this mission, plus a time-dependant bonus.

Quests 2-4: misc conflict quests

Quest 5: The TG steward is impressed with the player’s performance in Quests 1-4, and lets the player in on the big picture: the MG hired the TG to recover a persuasion artifact from secure location x. You are to plan and execute the theft of the artifact. You must first gather information on the layout of secure location x from an operative working there.
The player is sent to gather information on the layout of secure location x. The player instructs the informant to draft a report detailing how to best penetrate security. The drafting will take one day. When the player returns, s/he receives the report (sealed and encrypted, of course) and takes it to the TG steward.
Reward: 500 gold

Quest 6: The TG steward decrypts the report for the player. The report says that there are two ways to penetrate security. The first way is bluff their way into secure location x, sneak off when they are not being watched, and than bluff their way out. This plan will require the aid of a master of speechcraft and a master of sneaking.

The second way is to break into secure location x, pick multiple locks and disarm traps on the way to the artifact, and sneak out. This plan will require the aid of a master of sneaking and a master of security.

If the player chooses the first path, s/he must go and recruit the masters of speechcraft and sneaking. If the player chooses the second path, s/he must go and recruit the masters of sneaking and security.

The master of sneaking says that he will help the TG, however he wants something in return. He says that, because he is usually able to slip out of danger, he does not restrain himself as much as he should when getting into danger. One night, while in his favorite pub, he became inebriated and attempted to lift a gorgeous amulet (1000 gold) from a man at the bar. This man is a rich drunkard who likes to come to the low-class bar just to rip on the less fortunate. The man, much less drunk than the thief, felt his drunken attempts to steal the amulet and cried foul. Although the thief left the amulet, the man remained angry. Apparently, he is chummy with some of the local guards, and ever since the incident the thief has been constantly harassed and fined on ludicrous charges by the guards. The thief likes the life he lives here, and does not want to have to slip away again. He is bad with people, so he asks the player to persuade the man to leave him alone. He begs the player not to kill him, as it would undoubtedly cause the guards to look to him, and come down on him harder. The thief says the man is a regular at Pub X.

The player can persuade the man, however this is very difficult. The man keeps asking for cyrodiilic brandy, and for each he drinks his disposition goes up by 20 points. Eventually, he agrees to leave the thief alone. The player returns to the thief with the amulet, and the thief agrees and gives him a quality potion of invisibility for a job well done. If the player attacks the man, and tells the thief, the thief refuses, and when the player exits and returns, the thief is gone from his house (run away or taken by guards?). The player has failed the quest.

The master of security says that he will help the player, for a price. The prober frequents the same Pub X as the thief, where he talks to drunks to discern if they have any valuables in their home, and where. There is one man there, a regular, who has a very valuable ring, however the man says that he never takes it off. The prober says that he would steal the ring, but that he is a bad pickpocket because of his fat fingers and clumsiness. The prober asks the player not to kill the man, as he abhors violence. The prober asks the player to steal this ring from the man. The man is very hard to steal from, and cannot be persuaded to give up the ring, and he keeps asking for cyrodiilic brandy. After 3 cyrodiilic brandies, a baby could rob the man. The player returns the item to the speaker, who than agrees to help him and gives him a masters probe and masters lockpick for a job well done. If the player has killed the man, the speaker flatly refuses.

The master of speechcraft says he will help the player, for a price. The speaker says that he frequents a local bar, where he talks drunks out of hearth and home. There is one man there that boasts continually about his prized, gold-rimmed copy of Book X (1000 gold). No matter how drunk the speaker gets the man, he will not give it up. Furthermore, the man says that he keeps the book in a very secure, trapped lockbox in his home. The speaker asks the player to get this book for him. The player must break into the man’s house, steal the book from a level 60 or so locked and trapped lockbox under the man’s bed, and bring it to the speaker. In return, the speaker agrees to help and gives the player a vial of Telvanni buy must for a job well done.

Once the player has two of the three masters agreeing to help him, the quest for the third master freezes up, and he responds to the player’s inquiries with something like: No thank you, I am very busy
Reward: 750 gold

Quest 7: The player must now execute the plan and steal the artifact. The player can keep it (and be expelled) or hand it over to the guild.
Reward: 1500 gold

Quest 8: The player is now told of the grander designs of the TG. The player is to go in secret to a Telvanni lord (perhaps Egg boy. it does not really matter, for no local telvanni wants the MG to have a political advantage) and inform him/her that the MG has had the TG procure an artifact of persuasion that the MG will use to gain a political edge over the Telvanni in the turmoil surrounding The Mad Lord. The player must identify him/herself as a third party agent, and offer to steal the artifact from the MG (for a price). The player than reports his/her success to the guild head.
Reward: 2 flasks of Telvanni bug musk, or 2 equivalent fortify personality scrolls

Quest 9: The TG head has information that the MG will be empty on a certain day. The player steals the artifact from the MG and takes it to the Telvanni Lord. The player is than payed a certain amount of money (5000 gold). The player can report the correct amount of money, or report a lesser amount than the Telvanni agreed to (skim off some for himself, report 4000 gold), or report that the Telvanni cheated them. If the player reports the Telvanni cheated them, go to quest 10.
Reward: 25% of reported Telvanni payment.

Quest 10: The player places an annonymous letter in the desk of the head of the Darconis MG telling the MG that the Telvanni has the artifact stolen, and where to find it. Even if this quest does not happen because the player did not lie that the Telvanni cheated the TG, MG will suspect Telvanni anyway.
Reward: nothing. No reward for fibbing frannies!

Posting encouraged!! There is always room for improvement!!
the project comes before pride

Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
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Nomadic1
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Post by Nomadic1 »

Possible Thieves Guild Quests, without aiming for anything larger in the game

Quest Possibility 1: Temple Priest X is annoyed at the Imperial Chapel in Neommaeor, and has hired the PC to steal the chapel silverware (the bowl and candles, and whatnot, placed on Imperial Cult altars). PC has to go in there, steal the silverware, and take it to the guild steward.
Reward: 250 gold.
(Talking to the priests there later, the PC could be given a quest to steal it back, or replace it)

Quest Possibility 2: Alchemist X in Neommaeor is unable to compete with the alchemists in the Mages Guild. So Alchemist X has hired the Thieves' Guild to steal all the alchemical equipment from the Neommaeor Mages Guild.
Reward: 500 gold.
(If possible, after the quest the alchemist in Neommaeor permanently closes shop. Alchemical equipment is hardly cheap)

Quest Possibility 3: Two curates in the Temple are vying for promotion. Curate X has decided to gain the advantage by hiring the Thieves' Guild to steal Curate Y's prayer books, leaving them at a disadvantage. PC has to break into Curate Y's house and steal the books.
Reward: 150 gold.

Quest Possibility 4: Thief X of the Thieves' Guild was recently caught stealing from an Imperial Legion Officer X's house, and is in jail. The questgiver has need of Thief X for an upcoming job, so PC has to find a way to bust them out of jail. There are severl options:
- PC can somehow acquire a key to the cell, and fight their way out. The guild steward is not impressed with the PC if they choose this path.
- PC can find a Thieves' Guild member in the legion and convince them to release Thief X. This option takes 50 hours due to the paperwork the TG member in the legion has to do to get their release.
- PC can ask about Officer X in the legion. Most will say they are a good man, but one will let slip they are corrupt and have been taking bribes from Telvanni X. PC can then go in search of Telvanni X who will be offended by the accusation, and searching their house brings up nothing. The PC could instead search Officer X's dorm, and find a letter incriminating them. PC can then take this letter and use it to confront Officer X, and blackmail them into releasing Thief X (although Officer X won't do it until PC hands over the letter). Officer X promptly has Thief X released.
Reward: If the PC chose option one (to bust them out), there is no reward for being tactless. If the PC chose option 2, they are given 2 pieces of raw glass and a potion of Chameleon, from a recent smuggling operation. If the PC chose option 3, they are given 2 diamonds, the potion of Chameleon, and a master's lockpick.

Quest Possibility 5: A shipment of smuggled jewels recently arrived in Cave X. PC is to go to Cave X, pick up the jewels and deliver them to a TG fence in the tavern / inn in Dragon Glade. Jewels are: 3 pearls, 2 rubies, 1 raw glass. The fence is leaving Dragon Glade in 5 days, so the delivery must occur within that period. If the PC completes the mission, they get 300 gold and some sujamma for a job well done. If the PC gets the jewels but doesn't deliver them in the 5 days, a journal entry tells them to take them to the quest giver ASAP, then if the PC doesn't give the jewels the quest giver within 3 days from then, they are expelled from the TG. If the PC doesn't pick up the jewels in the 5 days, the quest giver is unimpressed and the PC is expelled from the TG.
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Sload
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Post by Sload »

There is absolutely no reason to start a new thread and it makes sense for it to only be one.
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xflclx
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Post by xflclx »

The reason i started a new thread is because the old thread came down to Omicron, Nomadic1, Jale and myself, and I though6 some new minds would want in withou6 having to read 115 posts. This can all be relocated to the old thread and this thread discontinued, if a moderator beleives that to be more prudent
the project comes before pride

Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Anonymous

Post by Anonymous »

We are all used to big threads. Anyone interested will read the whole thing, or even just skim over it.
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xflclx
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Post by xflclx »

Thanks for the quests Nomadic1. I like all the quests, and am especially fond of the Dragon Glade smuggling, theif break-out, and imperial chapel quests. I am going away for the weekend, and this is likely to be one of my last posts until monday, however when I get back, with your permission, I would like to begin adapting the quests to the TG Darconis questline.
UPDATE: i will just relocate the posts to the other TG thread (putting other posts as quotes.) an admin can than kill this thread. I am truly sorry if this thread caused any problems
the project comes before pride

Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.
-Neil Gaiman
Theo
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Post by Theo »

Jale wrote:We are all used to big threads. Anyone interested will read the whole thing, or even just skim over it.
Indeed. The problem is I am losing orientation in all these guild discussions as well. Perhaps I should just wait for the end product and comment on it...
THEO
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