Quest Lore - Minor Quests |
Braggi
Seigneur
Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada
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Quest Lore - Minor Quests |
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Since we have a lot of Lore collected up already for use in the mod, it
only makes sense to start putting it to work. The following is a
collection of edited and updated minor quest ideas from the original
High Rock mod archives.
Expansions to the list are most welcome, just try to make any adventure
ideas concise and as easy to follow and create as you can.
(World-spanning or province-altering adventures should not be brought
up here since the idea is to keep the quest fairly minor.) Also, if a
previous contributor wishes to withdraw their quest ideas, just let us
know via PM or a reply in this thread. So far we have:
1. A temple of Kynareth (could be in one of the towns or
alternately in a pastoral village ort settlement) needs a religious
artifact recovered. The artifact was lost in the tumult of the Warp of
the West and clues as to its location have only recently surfaced.
- Success gives the PC fame.
Contributor: Braggi
2. One of the surviving High Rock witch covens has discovered
information about a rune stone with odd powers and would like it
investigated. It might be an Oblivion gate to a unique realm, it might
be a summoning location and it might also be a marker for a
now-deceased or diminished rival coven's location. They need someone to
got there and find out.
- Success gives the PC fame/infamy and gold, depending on the nature of the coven giving the quest.
Contributor: Braggi
3. A druidic circle located in a wilderness area is trying to
re-establish its territory. They have noticed that since the Warp,
portions of the surrounding wilderness are magically unstable. Nirn in
this region is out of balance due to the events of the Warp and they
want to correct this. The PC must investigate several locations to
identify the source of the problem. This will mean working with (and
protecting) a whimsical spriggan agent of the circle. In the process,
the PC has the chance to use speechcraft to recruit in a new follower
for the circle, as well as whatever task is required to get the area
back into balance.
- Success gives the PC fame.
Contributor: Braggi
4. A village in the Western Reach or the Wrothgarian mountains
and a goblin war band have been skirmishing for a while. The villagers
are going to gather for the last push to wipe out the goblins, but in
doing so they will be going into Orsinium border territory, which the
goblins have settled in. You must decide which side wins as neither of
the two parties were supposed to be attacking each other. You can side
with the goblins and get some trolls and ogres to bring along to deal
with the farmer-militia or side with the farmers and wipe out the small
war band to end the raids on their settlement.
- Success would vary in reward depending on the side you take. The
farmers could give you alchemic ingredients from their fields and
gardens. The goblins give minor a minor unique weapon, armor piece or
low-power magic item from the tribe’s shaman.
Contributor: Kulkuza
5. A Breton woman in Wayrest has fallen in love with an Orc that
her brother has befriended. Her brother and the orc are both armorers
and made their fortune by trading and making battle raiment for the
Bloodworks in Cyrodiil be fore returning to High Rock to settle and
open a business. The Orc hasn't much interest in the Breton woman and
her brother is oblivious to the whole thing. The lady keeps trying to
interest the orc in marriage but the he is unwilling. Eventually the
brother discovers the two in a compromising situation, while the woman
is trying desperately to win the orc’s affections. Misunderstanding the
situation, the woman’s brother tries to kill his friend, thinking the
orc was trying to coerce his sister. The orc denies this and the sister
runs in between the two, preventing his death. The orc then dissolves
their partnership and leaves for Orsinium. The lady will later secretly
ask you to deliver a letter to the orc. You can choose to tell her
brother about the letter you carry as well.
- If you just take letter from the Breton woman you are rewarded with a
small, leveled sum of gold from the her, even though the letter you
bring back is a kindly rejection by the orcish armor smith.
- If you tell the woman’s brother, he will ask you to also carry a
second letter to the orc explaining the situation and asking his
ex-partner’s forgiveness for his mistake. The orcish armor will view
the brother’s apology as honorable, since he was trying to protect a
family member and will send you back with a favorable reply, along with
the kindly letter of rejection for the Breton woman. In this case the
Breton armor smith’s sister will be will be angry and refuse to reward
you. However, her brother will give you a discount at his store and you
will receive a point of fame.
Contributor: Kulkuza
6. Chasing down a rogue group of "gentleman traders" (smugglers)
takes you through a series of ice caves at high elevation in search of
their personal base/fortress. They have a group of mercenary bodyguards
(including mages) who can either be slain or convinced to defect via
bribery, speechcraft or what-have-you.
- Success gives the PC fame and whatever items the smugglers possess.
Contributor: Braggi
7. The player has to find someone who has been killing merchant
agents from a specific city-state - the murders always occur on a trade
route in a remote wilderness area. The killer could be a disgruntled
ex-member of a city-state traders federation, a rival group form within
or without the province or a monster, such as a smarter then average
frost wolf (as an example only) that is killing those in it's territory
after it's mate was slain for her hide. The player deals with the
killer (brings them to justice or removes the threat in whatever way
appropriate).
- Success gives an increase in fame, along with some training in
Mercantile. The reward could also include one of the following: a
leveled amount of gold, a collection of rare/unique alchemic ingredient
or a themed weapon/armor piece with minor magical abilities.
Contributor: Braggi
8. Simple Treasure Hunts: In vanilla OB, you can find various
cryptic notes scattered around, giving treasure hunting directions to
small rewards. None of these rquire a lot of sspecial resources, since
they are not recorded in you quest log in-game. Two quests that come to
mind readily are located in hard to reach places in ruined forts. The
first has a cache of potions that enhance your acrobatics skill with a
note on a fort wall near Anvil and the second has a sword pointing a
specific direction in a fort ruin near a note giving directions.
Following the directions leads to an isolated chest in the wilderness
containing a leveled dagger or short blade and another note
congratulating you for exploring and going off the beaten path. I
personally like this idea and think it is a great way to add depth.
Smaller quests within quests, set pieces that add something but don't
have any major consequences if you don't follow up or succeed in
solving them. Some ideas based on this:
a) A unique piece of non-magical armor is the goal of the hunt.
The item is a variation on a normal armor type (iron, steel, chain,
leather etc.), but is different in design and appearance (retextured
stock model or an unused item from the mod resources).
b) The discovered directions point you towards a minor NPC who has a unique spell for sale.
c) The note points out a portal or entrance to a small dungeon,
normally quite hard to locate and impossible to enter unless you have
the key accompanying the note.
d) You find directions to an isolated area which contains
richer-then average clusters of plants bearing uncommon alchemical
ingredients. The spot was once a druidic holy site and the plants have
been sheltered and are thriving since it was abandoned or lost.
e) You are directed to an abandoned smithy in one of the ruined
towns lost during the Warp. The smithy does not contain anything
powerful in terms of weapons or armor, but it does have some raw metals
available (silver, gold or steel nuggets), along with a cache or
armorer's hammers. The forge (once repaired) might even be usable to
create one (and only one) set of armor or a single weapon of
non-magical type.
f) You might be directed to locate a rare cache of books in a
village or chapel ruin, unique stuff that the modder could write. None
of the books are magical, but they make interesting reading.
Contributor: Braggi
9. Water-based and underwater adventures: There are quite a few
possibilities here. High Rock has more coast line then pretty much any
other province, excluding Morrowind and Summerset. It would be a shame
not to exploit some of this. Some ideas:
a) You take part in a battle between two ships. The adventure
premise could be carrying out piracy, acting as a guard on an
outward-bound merchantman or hunting pirates for the HR coastal
authorities. The mechanics would be similar to to the Bloated Float
adventure in vanilla OB: You start out in port and then end up at the
battle site, already alongside the enemy ship. The battle would consist
of a boarding action, with victory achieved when the opponent's crew is
slain. After you choose to do a triggering action (rest, talk to a
specific NPC, your ship returns to port at her previous berth or ties
up at a new port in another place.
b) For those who have access to water breathing magic or items,
I can think of a number different variations on underwater dungeons.
The main thing here would be adding in a few new, water-based monsters,
since Oblivion was a bit lean on those compared to MW. Sea plants and
similar would also have to be added in to make the environment less
bare.
Contributor: Braggi
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2008.08.28 01:58 |
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Deeza
Editor
Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination
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Very good ideas. I particularly like the druid circle quest and the
underwater dungeons. How's this for an underwater adventure:
According to some fairly obscure lore (which I'm afraid I haven't
located again just yet, will post it when I do), the Dreugh used to be
a sentient species (possibly a kind of elf) with underwater cities.
Apparently at least some of these ruins were underneath what is now the
Iliac Bay.
Perhaps a quest to go under the Bay and explore a group of unique dungeons?
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2008.08.28 13:58 |
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Deeza
Editor
Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination
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An idea originally posted in the Major Dungeons thread:
Nulfaga, the queen mother of Daggerfall, is an extremely powerful
sorceress and sometime necromancer. However, she's now getting on a
bit, and even her own sorcery won't extend her life much longer. From
her stronghold in the ruined fortress of Shedungent, she has sent out
word that she will richly reward adventurers who are willing to risk
their lives to obtain the ingredients she needs for the potions which
will allow her to cheat death... |
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2008.09.30 00:41 |
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Braggi
Seigneur
Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada
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I'll see you two quest ideas and raise you one.
Here's the outline for the quest I want to do up involving Dran
Dreamdark, a personal player character I have run since TES1. (The
outline format is my own so if others want to use, edit or alter it,
feel absolutely free to do so!)
Title: Uriel Septim: In Memorium
Quest Log?: Yes
Synopsis: At the news of Uriel Septim’s death, Dran Dreamdark, a
very old and retired Breton Spellsword residing in Raven Spring, asks
the PC to go to a section of the now-collapsed Mines of Khuras. the Pc
is to retrieve an item he lost many years ago while adventuring during
the time of the Imperial Simulacrum. He wants the item (likely a ring)
to commemorate both Uriel’s life and his own personal adventures in
that earlier time.
Work Required:
- NPC Creation and Dialogue (Dran and Jannivar – need FaceGen faces for both)
- Voice acting (by me and Jenn, my wife)
- Dungeon Design and Placement
- Quest Scripting
- Quest and Reward Items
New Items Needed:
- Other then a unique minor magical item based on stock/current mod resources for reward from Dran to the PC, preferably none.
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2008.09.30 00:54 |
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