Quest Plot: Attack on Ald-Dreadim

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storm_crow
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Quest Plot: Attack on Ald-Dreadim

Post by storm_crow »

I don't know if you still need quests for Telvanni, but here it is anyways.

Quest Title: Attack on Ald-Dreadim

Quest maker: I (storm_crow) can make it after I get the tutorial from Majra

Story: You get sent by your superior to the velothi tower of Ald-Draedrim in the southern borders of Telvanni territory. The owner of the tower, a powerfull telvanni sorcerer, has in his possession a very powerful and ancient sword. Indoril got wind of this and sent a party of five agents to the tower under the pretext that the sorcerer in question was practicing necromancy. The sorcerer ends up being a tough cookie, and so does his tower. Indoril sned for reinforcements, so does Telvanni. The large maze in the lower levels of the tower soon become a war zone between Indoril and Telvanni. So the PC is sent out to end this conflict once and for all. He goes through the tower, killing all the Indoril agents (and they will be numerous) and helping out all the Telvanni agents (also numerous). The PC also ends up finding the ancient sword in question, held by the leader of the indoril band, who was trapped in a room surrounded by dremoras. Finally you reach the Sorcerer who offers you the sword as a present, it's just too much trouble to keep.

NPC's involved:
-A mouth in Port Telvanis: Quest Giver
-Sorcerer in Ald Dreadim
-Telvanni Agents (maybe 15 of them)
-Indoril Agent (also 15 of them)
-Indoril Leader (with the sword, in the room)
-Telvanni leader (at the entrance of the tower, warns you against the maze)

Locations involved:
-Port Telvanis, where the mouth is
-Ald Dreadim, includes entrance hall, maze, dome personnal quarters (lab and bedroom), small room surrounded by dremoras

Dialogues: We'll see when we get there, but I guess with the mouth, with the telvanni agentsd and the sorcerer

Additional info: I would see the sword as a dwemer longsword, but enchanted with like poison or something when strikes, not too powerfull but still good to have around. Also, though i proposed this quest for Telvanni, it would be nice for it to be accessible for Indoril. In this case you would have to kill all the Telvanni agents as well as the sorcerer and finally reach the Indoril Leader, who would give you the sword to bring back to thequest giver who would in turn tell you to keep it as a reward, it ended up being less powerfull than expected.
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storm_crow
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Post by storm_crow »

Does anyone have any coments on this? Does it look good, should I change something, could it be possible to have it incorporated in the Telvanni/Indoril quests?? Anyone?

(sorry for the double post)
''Silly Rabbit, tricks are for kids.''
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Phaen
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Post by Phaen »

I like the idea.

Random thought: As Telvanni appears to have a wide variety of powerful enchanted equipment (as shown by the rewards from the Vvardenfell quests), I think that the questgivers should, before while giving difficult quests, loan out some equipment to the player. In order to prevent this from being abused, the player has to finish the quest within a short time limit (like 1 day or so), and return to the questgiver with the enchanted equipment.
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Post by Starcrunch »

Is this interior created?

15 sounds like too many agents, maybe 6 or 7 would be better. Also would be nice for the Telvanni to demand the sword back, and if you give it to him he pays you 10-20 gold (like Master Neloth), if you don't well you can imagine what would happen next. If you do give it back you are rewrded by a magical trinket by the quest giver and if you kill the sorcerer the quest giver is annoyed.

You may want to put the Telvanni in dire streights at the begining (i.e. just maybe two agents left) to make it seem like they need help...

Also more than two Draemora seems a bit too much for the Telvanni to control, perhaps a Dremora and a few lesser deadra should be considered.

-Starcrunch
Phaen
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Post by Phaen »

Well, the Telvanni is described as a 'powerful sorcerer.' He should be able to control two dremora.
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Post by Túrelio »

The Telvanni Agents should definatly be the Telvanni-in-question's retainers, sending more then one or two people to fight a "battle" is not very Telvanni like in my opinion, maybe some things else should be included in this, some alter-motive for you quest giver. Remember, while a house Telvanni really operate by themselves and their towers, their servants do their bidding, not really the Houses work as a whole unless it further their own goals.
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storm_crow
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Post by storm_crow »

@Phaen: I love the 'rent-an-item' thing, if he gave you let's say a more realistic time period to rent it (1 day is too small, seeing as how magicka using people sleep alot and the tower is big and it is certainly far away...) and if you come back too late, then you pay an extra fee or something.

@starcrunch: No, this interior is not created yet, I'll make it if the quest is accepted. I agree 15 NPC's is alot, 6 or 7 would indeed be perfect, and come to think of it the Telvanni wouldn't need a leader at the entrance. However, I think it's important for both sides to have an equal number of agents if the quest is also for Indoril. All coucilors are not as dumb as master Neloth, and i thought we could emphasize in the dialogs about how great the sword is and how it's important, in the end it's not that good so they just let you keep it (come to think of it we could always make it really crappy which would be even mor ironic, and have the quest giver teach you the lock spell to 'defend your own stronghold'). I think two or more dremoras are perfect, the sorcerer is powerful but so will the Indoril captain, he will need more than a scamp to keep him locked up in a room.

@Turelio: True, sending a party of agents isn't really Telvanni-like. Maybe the sorcerer could have commanded (via spell) a group of bandits that got stuck in his maze or something.

Thanks for the tips averyone, if anyone else has abything to add...
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Post by Starcrunch »

If you make it for Indoril too you will have to wait a LONG time before it can be approved. If you separate it and make it Telvanni only now you can get started much sooner. Then when Indoril becomes available you claim a new quest, in whcih you play the other side and enable additional Telvanni agents and disable additional Indoril ones, this always makes the player feel like he is on the underdogs side.

As to the number of Dremora, think of how many Archmagister Gothren has (2, they may be the stronger kind though). Your guy should not be anywhere near in Gothren's league.

You could also have the wizard throw up a level 100 lock to keep the Idoril in a closet, put the Dremora on the outside to keep the enemy from picking the lock to free him.

-Starcrunch
storm_crow
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Post by storm_crow »

Good point(s)...I don't know much about quest making but I guess I better make it official Telvanni only quest for now...making more Indoril and less Telvanni. I guess the locked door would be usefull. And certainly only one dremora is ok. Wheny ou think about though, in other velothi towers, you often see one drmora in the lower dome part and another daedra on the top level, no?
''Silly Rabbit, tricks are for kids.''
-Oren Ishii and The Bride

Currently working on plays of every shapes colors and sizes for Tamrielic Players.
Starcrunch
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Post by Starcrunch »

You know its been so long since I've actually played that I cannot recall (I'm sure its often level list generated though). I wasn't really into killing my brother Telvanni members even when I did play. Maybe the best way to settle it would be to just pull out the editor and take a look through some domes and see how many appear. If two are common than make it two, if its one then make it one.

If you don't know how this might be a nice quest to get your feet wet on (because it won't have much dialouge, which is the biggest pain in the ass in all of TESCS, and the the scripts you need will all be easy to make). This could be a nice misc. quest for GH Telvanni, you should talk to Majra I think he has the main Telvanni quest line.

Edit: Where is Ald-Dreadim?

-Starcrunch
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Post by Noirgrim »

I would d/l map 1 and take a look at what already exists there, then create your quest to fit the land already made. This is what everyone creating quests should do.
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storm_crow
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Post by storm_crow »

I checked on the map to be sure, noticing that Indoril had the closest territory to Telvanni's, which is why they are here the enemy...I was thus thinkin making Ald Dreadim on the southern borders of map one, closest possible to Indoril territory. And thanks for your help starcrunch, I'll PM majra.
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Currently working on plays of every shapes colors and sizes for Tamrielic Players.
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Post by Starcrunch »

That means it will be in Map 2 :( which won't be open for some time for quests.

-Starcrunch
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Post by Phaen »

Starcrunch wrote: As to the number of Dremora, think of how many Archmagister Gothren has (2, they may be the stronger kind though). Your guy should not be anywhere near in Gothren's league.
-Starcrunch
Well, the Dremora Gothren has are permanently bound to his service. The Telvanni sorcerer in the tower will only be temporarily summoning them.
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Post by Starcrunch »

No he wouldn't, then they would only last for 60 sec or so (just like the PC's do), and that won't do.


Edit: grammar error made post difficult to follow

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storm_crow
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Post by storm_crow »

Anyhow, it could still be made on the south-western part of map one, it could work quite well. I'll check the possible locations and talk to majra when i have time, I'll be very busy in the next few says with a play I'm presenting, and I have to write a few plays for Tamrielic Players also.
''Silly Rabbit, tricks are for kids.''
-Oren Ishii and The Bride

Currently working on plays of every shapes colors and sizes for Tamrielic Players.
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