04-28-2008, 08:46 PM
Refanda the Mighty asks the player to guard a rich resident's house for one night. Basically, Eloronor thinks that some assassins might come looking for him while he’s asleep.
So the player goes to Eloronor's house, and Eloronor tells the player how to guard the house. There are three places where assassins are most likely to enter: The front door (through classic bashing), the window on the second floor (accessible because the house was built into a hill), and the caves in the basement that eventually lead outside (just there when he bought the house, he says*).
The player will patrol the house, and the assassins will enter at a random time at a random entrance. There will be three assassins, all members of the Thieves Guild. It won’t be possible to leave the house without first dealing with the assassins because the front door will always be locked, unless it was destroyed by assassins. If that’s the case, it just won’t activate.
If the player finds the assassins before they find and kill Eloronor, they will first try to bribe the player. If the player refuses the bribe, the assassins will tell the player that Eloronor is a member of the Bal Molagmer, and that he has stolen enough to justify killing him. The player is left with the choice between letting the assassins kill Eloronor, and killing the assassins. If the player does let the assassins murder Eloronor, they’ll decide the player knows too much and attack him/her. In all cases, the assassins should die.
If the player finds the assassins after they find and kill Eloronor, they’ll just attack the player, and will probably lose.
If Eloronor is alive after the assassins are dead, he’ll wake up, thank the player, and unlock the front door so he/she can leave. The player will also be able to ask about the Bal Molagmer, and Eloronor won’t deny being a member. He’ll give the player a little background, then say that he’ll be disappearing shortly. If the player says he/she wants to hand Eloronor over the authorities, he’ll just say he’d rather die. He’ll also remind the player that he’s a client of the FG and he’ll need to stay alive if the contract is to be fulfilled.
If Eloronor is dead when the player kills the assassins, the key that might be needed to leave the house will be on his body.
The result is the most important part of the quest. As long as Eloronor isn’t killed, the player will receive 200 gold pieces and 2 reward FG rep points. The option of forming an alliance with the Bal Molagmer will remain open. If he is killed, Refanda will express sadness, and the player will receive one reward FG point for at least killing the assassins. It will be impossible to form an alliance with the Bal Molagmer if Eloronor was killed.
* Eloronor actually uses them for the smuggling of stolen goods, but it won't be mentioned in dialogue. There will be a note on a table hinting that Eloronor uses the caves for smuggling.
So the player goes to Eloronor's house, and Eloronor tells the player how to guard the house. There are three places where assassins are most likely to enter: The front door (through classic bashing), the window on the second floor (accessible because the house was built into a hill), and the caves in the basement that eventually lead outside (just there when he bought the house, he says*).
The player will patrol the house, and the assassins will enter at a random time at a random entrance. There will be three assassins, all members of the Thieves Guild. It won’t be possible to leave the house without first dealing with the assassins because the front door will always be locked, unless it was destroyed by assassins. If that’s the case, it just won’t activate.
If the player finds the assassins before they find and kill Eloronor, they will first try to bribe the player. If the player refuses the bribe, the assassins will tell the player that Eloronor is a member of the Bal Molagmer, and that he has stolen enough to justify killing him. The player is left with the choice between letting the assassins kill Eloronor, and killing the assassins. If the player does let the assassins murder Eloronor, they’ll decide the player knows too much and attack him/her. In all cases, the assassins should die.
If the player finds the assassins after they find and kill Eloronor, they’ll just attack the player, and will probably lose.
If Eloronor is alive after the assassins are dead, he’ll wake up, thank the player, and unlock the front door so he/she can leave. The player will also be able to ask about the Bal Molagmer, and Eloronor won’t deny being a member. He’ll give the player a little background, then say that he’ll be disappearing shortly. If the player says he/she wants to hand Eloronor over the authorities, he’ll just say he’d rather die. He’ll also remind the player that he’s a client of the FG and he’ll need to stay alive if the contract is to be fulfilled.
If Eloronor is dead when the player kills the assassins, the key that might be needed to leave the house will be on his body.
The result is the most important part of the quest. As long as Eloronor isn’t killed, the player will receive 200 gold pieces and 2 reward FG rep points. The option of forming an alliance with the Bal Molagmer will remain open. If he is killed, Refanda will express sadness, and the player will receive one reward FG point for at least killing the assassins. It will be impossible to form an alliance with the Bal Molagmer if Eloronor was killed.
* Eloronor actually uses them for the smuggling of stolen goods, but it won't be mentioned in dialogue. There will be a note on a table hinting that Eloronor uses the caves for smuggling.