Database    Profile    PM Inbox    Calendar    Members    ST Team    Forum Search    FAQ    Admin Panel    Portal    Overview

Silgrad.com The Gallery Books & Stories Download the Silgrad Tower mod Chat Broad silgrad.com search Forum Portal Frequently Asked Questions Maps of our Lands
Silgrad Tower: Oblivion » Archive » Archived Non-Silgrad » High Rock » Lore Discussions » Quest Lore - Minor Quests » Hello You [Logout]
Last Post | First Unread Post Print Page | Recommend to a Friend | Add Thread to Favorites
Go to the bottom of this page Quest Lore - Minor Quests
Author
Post « Previous Thread | Next Thread »
Braggi
Seigneur


images/avatars/avatar-1599.jpg

Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada

Dungeon Quest Lore - Minor Quests Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

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



__________________
2008.08.28 01:58 Braggi is offline Send an Email to Braggi Search for Posts by Braggi Add Braggi to your Buddy List Send a Private Message to Braggi
Deeza
Editor


Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

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?
2008.08.28 13:58 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Deeza
Editor


Registration Date: 2008.06.03
Posts: 1,066
Location: Procrastination

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

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...
2008.09.30 00:41 Deeza is offline Send an Email to Deeza Search for Posts by Deeza Add Deeza to your Buddy List Send a Private Message to Deeza
Braggi
Seigneur


images/avatars/avatar-1599.jpg

Registration Date: 2006.09.23
Posts: 287
Location: B.C. Canada

Reply to this Post Post Reply with Quote Edit/Delete Posts Report Post to a Moderator       IP Information Go to the top of this page

I'll see you two quest ideas and raise you one.

Tongue :)

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!)

Yes


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.

__________________
2008.09.30 00:54 Braggi is offline Send an Email to Braggi Search for Posts by Braggi Add Braggi to your Buddy List Send a Private Message to Braggi
Tree Structure | Board Structure
Rate Thread: 

very bad very bad 

1

2

3

4

5

6

7

8

9

10
 very good very good

Silgrad Tower: Oblivion » Archive » Archived Non-Silgrad » High Rock » Lore Discussions » Quest Lore - Minor Quests