2 Vague Quest Ideas |
Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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First of all, I'd like to mention I think what you folks are trying to
do here is outstanding...if I had _any_ idea how to make textures or
mod properly then I'd be happy to offer services in that fashion, but
there we are...actually, my modding naivete might be showing in these
quest ideas 'cause I have no concept of how difficult it might be to
actually implement any of these things, so apologies ahead of time if
I'm just spitballing impossibilities...
My impression of the premise of the Skyrim addition to OB is that this
is an area for accomplished (read as: higher level) characters. That
impression nothwithstanding, it's always useful to have some sort of
"introductory quest" to encourage (or, let's face it -- _force_) a
player to become familiar with an area's geography; a "far-flung" type
of quest. To that end --
"Meadrun" quest idea:
Upon talking to a bartender in a very obvious (meaning visible shortly
after entering Skyrim proper) mead hall, the player is asked to deliver
a keg of mead to 5 different mead halls (5 is an arbitrary number, but
more than three feels right) around the province. These kegs, of
course, would be heavy and unlikely (but not necessarily impossible) to
all be carried at the same time, so it would probably be helpful to
have these quest kegs be droppable items or perhaps only obtainable one
at a time from the main quest giver. (That latter possibility would
make it possible to reward the player incrementally, but one fat reward
at the end wouldn't be a bad thing either.) I'm not sure if it would be
more useful to restrict this to mead halls just in one city (the main
city will be huge, after all, so perhaps 5 different mead halls in one
city isn't too much) or using halls in a few different cities would be
more desirable -- where the player could be
mugged/threatened/bribed/otherwise accosted (but specifically because
of the keg(s) in the player's inventory) after having to travel through
a particularly dangerous expanse of territory...perhaps thugs from a
rival brewer attempting to reduce the competion in the cutthroat mead
manufacturing market...whatever. I realize this is basically a longer
"FedEx" quest, but these types of quests can be useful from a
designer's point of view to get the player to visit areas they might
have missed, or at least sooner than they might have otherwise come
across...
A sillier "tongue-in-cheek" quick/contained quest idea:
Perhaps in the basement of one "off-the-beaten-path" Skyrim house there
are a small group of Nord residents (I'm thinking three) who have
captured and imprisoned a Breton witch for the crime of having stolen
their clothing (or the clothing of "friends" of theirs, whatever) at
some point in the past. At the risk of ridiculously raising the degree
of necessary voice acting, they could be actively taunting the witch
upon player entrance to the house. Potential quest resolutions could
involve:
1.) killing all the Nords present to release the captive
2.) persuading the Nords present (either inidividually or just a
"leader") to release their hostage; if done through individual
persuasions, perhaps there could be small quests attached to each Nord
3.) sneaking into the house when Nords will be asleep (either through
normal sleep patterns based on time of day or through giving them
player-created/purchased/obtained spiked mead) and freeing the witch
(who might then follow the player to freedom "Amusei-in-prison-style")
4.) joining the taunting Nords by the player removing the witch's
clothing, after which she is set free, running panicked in her
underwear from the house to the delight of the laughing Nords (perhaps
to extract revenge upon the player later in the course of the game,
akin to that corrupt guard in the IC)
I imagine there could/should be an infamy hit for choosing to kill the
Nords, but perhaps that could be offset by the manner in which the
player receives the quest; that is, if the player learned of the
captive witch from another Breton witch elsewhere in the city, there
could be a sizeable reward for freeing the captive by any means
necessary. (Incidentally, the reward could then be tailored to the
"means" of freedom employed: using slaughter/persuasion/stealth gets
you one type of reward, while embarrassing the witch gets you a lesser
or just different reward...perhaps all four alternatives have four
different rewards...) On the other hand, I kinda like the idea that
this quest would only exist for players who happened to walk into the
correct house, in the same way that a MW player had to randomly stumble
into nearly-naked Nords with no warning or prior quest thread; it just
feels more "correct" to me in that regard...almost an Easter Egg quest.
Perhaps the taunting Nords can be faintly heard only around the
perimeter of this specific house...hmmm...Additionally, if the Nords
were programmed to follow normal RAI sleeping habits, that function
could only be turned on after the player had first been in the house in
order to eliminate the possibility of the player entering the house for
the first time and finding three sleeping Nords and a desperate
captive...
Anyway, I'd be happy/honored to flesh out either of these ideas with
dialogue options or further plot twists if anyone cares. I'll check the
board as often as I can...let me know what you think! (That opens me up
for some flaming, but I'm fine with that too..) Whether folks are
interested in these ideas or not, I'm very happy to see Skyrim is being
created and thanks to all of you for putting blood, sweat, and/or tears
into making it happen...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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23.08.2006 16:43 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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Hahaha the second one is hilarious, good job!
Maybe we can name them the same as the three naked nords from Morrowind.
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23.08.2006 17:27 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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23.08.2006 17:29 |
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Arbiter
Archduke
Registration Date: 24.10.2005
Posts: 1,918
Location: Croatia the Nether-Bringer
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I agree, 2nd one is really original and with good voice acting.
__________________ The Forgotten Ones have returned.
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23.08.2006 17:31 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Krisi-_: you mean like a "Can you _believe_ what these three boys are
up to?" type of rumor given out by scandalized townfolk (prompting the
player to find the house)? Or perhaps one of the three Nords in
question is mouthing off at a bar about the "fun" he's going to have
later (prompting the player to follow hm back to the house in
question)? I think the former might be a little more socially
acceptable than the latter, but that's just me...
Arbiter: Thanks!
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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23.08.2006 17:54 |
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Krisi-_
Archduke
Registration Date: 27.06.2006
Posts: 1,532
Location: Norway
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something along those lines..
(anyone of those that is, but it should probably be the former..)
and it should just be a rumor to you get to the house.. not a quest
before entering.. (the rumor might have something along the lines why
haven't they comed out yet to..)
but I should turn of Crazy mode..
__________________ The meaning of life is 'Bucket'.
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23.08.2006 17:59 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Krisi-_
but I should turn of Crazy mode.. |
Nah, it has its benefits when turned on believe me... I know.
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23.08.2006 18:03 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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quote: |
Originally posted by Krisi-_
I would take the rumor more along the 3 men and 1 woman entered and
didn't leave.. but I'm just crazy.. (it would fit with that she removed
their cloth..
) |
Personally my favorite, its the most humorous I feel
BTW welcome to Skyrim for Oblivion!
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24.08.2006 01:20 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Thanks for the welcome, and I'm glad you like it!
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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24.08.2006 03:54 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Alrighty -- this is the complete original "less vague" version of that
second quest in the OP. I'm aware some conversation options seem
generic or too leading right now...tell me which ones you don't like
& I'll fix 'em. Let me know what whatcha think!
Edit: Sorry it took so long to post this...it's been a crazy day! I'm
going to start a new post (again in my own thread...how noble) with
revisions to this quest (like what's mentioned in the posts after this
one), but I wanted to put it up here in its original form, just so
folks can see what I've got in mind...I should say that I'm not all
that satisfied with the "non-gown" resolutions yet, so I'm still
completely open to suggesstion...thanks ahead of time for your
patience!
Quest Title: Revenge: Serving It Nord-Style (completely open to other name suggestions...Nearly-Naked No More? Nord Justice? I dunno...)
Quest Location:
any small Skyrim town/village with a currently unassigned NPC house --
wherever the Core folks feel it's most appropriate (well, _least
inappropriate_ perhaps)
Quest Start:
given from random rumor topic by NPCs in said village
->Player clicks "Rumor" conversation option with any NPC in village
* Rumor option 1: "I haven't seen Huey, Duey, or Louey [names
obviously subject to change] since that nice Breton merchant left
town."
* Rumor option 2: "I saw a Breton merchant talking with Huey, Duey, and
Louey right before she left town. Seems like they were _real_
interested in what she was selling...hehe!"
* Rumor option 3: "I thought that Breton merchant was supposed to be
here for the rest of the month...I guess Huey, Duey, and Louey
bought her out. Hmph."
* Rumor option 4: "You know, I'm not one to spread gossip, but I heard
Huey, Duey, and Louey brought that nice Breton merchant home a night or
two ago and haven't been seen since -- can you _believe_ it?"
Upon receiving any one of the above possible rumors:
->Player Quest Journal Update:
"It seems like there is something strange going on here...I should keep my eyes and ears open for more information."
->Ideally, no little red triangle on the compass would further the
quest; it's my opinion the player shouldn't need it (or these arrows in
general) since the quest is confined to this town/village. But if a
triangle must exist for ease of scripting, I imagine the door of Huey,
Duey, and/or Louey's house would be the most obvious place for it.
(Actually, I guess that implies the corresponding green triangle would
be most appropriately placed on the Breton merchant herself, but since
she's technically in another cell at this point I believe that would
display a red triangle at the entry to her current cell -- the house.)
Quest Alternate Start or Quest Advance 01:
[Alternate start in case player enters house before receivng rumors
from village NPC's; if alternate start is being used, I imagine
displaying the previous Player Quest Journal Update upon player zoning
into the house would be most appropriate.]
->Player enters first floor of the house of Huey, Duey, and/or Louey (door unlocked, no trespass zone)
->Player hears Nord male(s) jeering/laughing raucously from
another room in the house (basement), perhaps alternating with voice of
defiant female Breton stridently objecting to something
->Player Quest Journal Update:
"I hear people taunting someone downstairs! This certainly warrants further investigation..." (Perhaps lame...ideas?)
*Note: not sure if it's smartest/easiest to script the voices/2nd
journal update after the player has had a chance to walk around the
house a bit or merely to trigger when the player approaches
door/archway to basement -- whatever is easiest to pull off is fine
with me.)
Quest Advance 02:
->Player enters basement (should this be a separate cell?)
->Scripted movie sequence begins; player immobilized until end of
movie.
NPCs needed:
3 Nord males (Huey, Duey, and Louey; large Nord males in typical Nord
attire, with weapons. Huey is also wearing a completely ridiculous hat
with a prominent "H" on the front)
1 Breton female (Penelope) <- damn I'm bad with naming!
(generic Breton female character, wearing some sort of one-piece gown
<Item: "Penelope's Gown">; no other weapons or items of
consequence)
Scene: Typical (if not messier) Nord basement with appropriate
lighting and clutter, including 3 bedrolls off to one side (with at
least 3 full mead bottles nearby; perhaps 3 full mead bottles in a heap
of empties), and a small generic sack near the staircase. Three Nord
males stand halfway across the room in a broad semi-circle with weapons
drawn, obviously trapping and actively antagonizing a Breton female in
a corner of the room away from the stairs. Ideally, all Nords should
(more or less) have their backs to the player, and the Breton should be
facing the player, but all four NPCs should be easily distinguishable
from the player's perspective.
Huey: (Angry, yelling at Penelope) "It _was_ you! Why won't you just admit it?"
Penelope: (Annoyed, speaking levelly to Huey) "It _couldn't_ have been me! I've never been to Morrowind!"
Huey: (Almost apoplectic, yelling at Penelope) "You think I could
_ever_ forget the face of the woman who paralyzed me, stripped me
nearly-naked, and left me to die?!"
Louey: (Angry, tone quiet but dangerous at Penelope) "Are you calling my cousin a liar?"
Penelope: (Annoyed, speaking levelly to Louey) "How many times do I have to tell you I'm a _merchant_! I _sell_ things!"
Huey: (Angry, yelling at Penelope) "Yeah -- like used Nord clothing!"
Duey: (Angry, talking loudly at Penelope) "Just because you _say_
you're a merchant doesn't mean you're _actually_ a merchant!"
Penelope: (Annoyed, visibly maintaining composure, looking at ground)
"Look: I've been here in [town name] well over a week now. You three
have visited my stand almost _every_ day I've been here. You _know_ I'm
nothing more than a merchant and I know _nothing_ about magic."
Louey: (Angry but confused, talking loudly at Penelope) "Well...that's
exactly what you _want_ us to think, isn't it? I think you're using
some sort of charm magic on us right now!"
Penelope: (Annoyed, extreme sarcasm to Louey) "Oh that's exactly right.
I've charmed you fellows into trapping me in your basement. Looks like
you got me there! For my next trick I'll summon some help-" (startled,
looks at player)"Oh!"
Huey: (Confused) "Eh?"
*All three Nords turn to look at player.
->Scripted movie sequence ends; player control restored.
->Player Quest Journal Update:
"I seem to have walked into something that's been a long time coming. I
should see if there's a way for me to help this situation...or at
least, help myself..."
At this point the player has many options, which I'm going to try and
address -- please feel free to offer advice/opinions on these
resolutions. Also, let me know if you think of another way to "break"
this quest, and I'll try to add that possibility also. (I'm also not
sure what the most logical way to present this is, so please pardon my
noobishness...)
Player action 01: player leaves the cell without talking with anyone, or before completing any other resolution option
->Player Quest Journal Update: (**Quest completed notification**)
"I decided that what three Nords and a Breton do in the privacy of their own basement is their business."
Quest Housekeeping:
*Huey, Duey, Louey, and Penelope and all linked objects to this quest permanently despawned.
*All village NPC rumor topics associated with this quest deleted.
*Quest completed.
Player action 02: player converses with Duey without possessing spiked mead (explained in potential Player action 5)
*Duey Statement 01: (Angry) "I'm too angry to talk now! I didn't think
this sort of thing could happen to a guy until my cousin showed me
proof...Is it hot in here to you? Man, I'm sweltering!"
*Conversation ends
Player action 03: player converses with Louey without possessing spiked mead (explained in potential Player action 5)
*Louey Statement 01: (Angry, turning pensive) "I can't _believe_ she
did that to my cousin when he was visiting Caldera...or was it
Ald'Ruhn? No, I'm pretty sure it was out in the Grazelands...Well,
wherever he was."
*Conversation ends
Player action 04: player converses with Huey without possessing spiked mead (explained in potential Player action 5)
*Huey Statement 01: (Enraged) "This Breton witch is going to pay! She
thinks she can strip me nearly-naked, leave me for dead, and then show
up in _my_ hometown and try to sell MY OWN CLOTHES BACK TO ME?!"
->Player conversation response A: "Easy there, big guy."
->Player conversation response B: "How do you know this is the right woman?"
->Player conversation response C: "How do you know they're your clothes?"
->Player conversation response D: "Sorry to interrupt -- carry on then."
A leads to Huey Statement 02
B leads to Huey Statement 03
C leads to Huey Statement 04
D ends conversation
*Huey Statement 02: (Enraged) "Don't you tell me to calm down! I have
half a mind to strip YOU nearly naked and leave you for dead out in the
Rift!"
->Player conversation response A: "How do you know this is the right woman?"
->Player conversation response B: "How do you know they're your clothes?"
->Player conversation response C: "Sorry to interrupt -- carry on then."
A leads to Huey Statement 03
B leads to Huey Statement 04
C ends conversation
*Huey Statement 03: (Enraged, perhaps a little crazy) "I'd know her
anywhere! You just don't forget things like that! Other people walking
by and laughing...'Oh! Is that a nearly-naked Nord over there!' Or
people giving directions by saying, 'Make a right at the nearly-naked
Nord'...Ooh she will PAY!"
->Player conversation response A: "How do you know they're your clothes?"
->Player conversation response B: "Sorry to interrupt -- carry on then."
A leads to Huey Statement 04
B ends conversation
*Huey Statement 04: (Enraged, but triumphant, maybe a little crazy)
"Look at this! I bought this hat I'm wearing from her -- the hat she
STOLE from me so long ago! And it's got MY initials on it! Can there be
any doubt? I had to go to her shop every day for a week before she
slipped up and showed me this hat for sale...I found _proof_! She will
PAY!"
(If the player already has heard this statement, perhaps the Huey Statement 04 could be replaced with something like:
*Huey Statement 04a: (Outraged, puzzled) "You've already seen the hat
-- can't you see that's clearly got my initials on it? What more could
you possibly need?")
**Player personality check** If
the player's personality stat is > 90 (is this reasonable?), Player
conversation response A is enabled. Otherwise, only Player conversation
responses B and C are active.
->Player conversation response A:
"You know, there are _lots_ of people with your initials, and this is a
fairly common hat...it doesn't actually mean it's yours."
->Player conversation response B: "Well, that's fairly convincing..."
->Player conversation response C: "Sorry to interrupt -- carry on then."
A leads to Huey Statement 05
B leads to Huey Statement 06
C ends conversation
*Huey Statement 05: (Enraged) "What?" (Flustered) "But...it's mine, I
think...how..." (Groaning) "I was so _sure_...but...but you're right."
(Resigned) "Get her out of my sight before I change my mind."
->Player conversation response A: "You've made the right choice, my friend."
A ends conversation
->Player Journal Quest Update:
"Now that I've helped Huey to see reason, I should get Penelope out of harm's way."
** Further attempts to converse with Huey jump directly to the (Resigned) part of Huey Statement 05 **
** Attempting conversation with Duey now can only yield Duey Statement 01 **
** Attempting conversation with Louey now can only yield Louey Statement 01 **
** Attempting conversation with Penelope now jumps directly to Penelope Statement 05 **
*Huey Statement 06: (Angry, but triumphant) "That's what I thought! So
you see where I'm coming from! Now she will pay with her life! Wait --
" (Smug) "I know _exactly_ what must be done..."
->Player conversation response A: "Um, what did you have in mind?"
A leads to Huey Statement 07
*Huey Statement 07: (Happy, almost giddy) "I would be MOST pleased to
laugh at a nearly-naked Breton for once! I don't want to miss a second
of the look on her face, and I'm sure my cousins would want the same
thrill -- would you help us out?"
->Player conversation response A: "I'd be honored!"
->Player conversation response B: "I'm not too sure about this..."
->Player conversation response C: "This is twisted...I want no part of it."
A ends conversation
->Player Journal Quest Update:
"I've agreed to help restore Huey's honor in the most sane and
reasonable fashion we could come up with. However, I doubt Penelope
will see it this way..."
** Attempting conversation with Huey now can only yield Huey Statement 08 **
** Attempting conversation with Duey now can only yield Duey Statement 02 **
** Attempting conversation with Louey now can only yield Louey Statement 02 **
** All Penelope conversation options are now eliminated **
B leads to Huey Statement 09
C leads to Huey Statement 10
*Huey Statement 08: (Giddy, almost maniacal) "This is going to be GREAT!!"
*Conversation ends
*Duey Statement 02: (Excited) "I'm so excited...I'm sweltering!"
*Conversation ends
*Louey Statement 02: (Pleased) "Yep. My cousin was definitely visitng
the Grazelands. Or Caldera. Possibly Ald'Ruhn. Whatever -- do it!"
*Conversation ends
*Huey Statement 09: (Demanding, but jocular) "Oh COME ON! Don't be such
a frost atronach about this! You can just _feel_ this is the way this
should end, can't you? This is _perfect_ justice!"
->Player conversation response A: "Well, since you put it _that_ way...I'm in!"
->Player conversation response B: "This is twisted...I want no part of it."
A ends conversation
->Player Journal Quest Update:
"I've agreed to help restore Huey's honor in the most sane and
reasonable fashion we could come up with. However, I doubt Penelope
will see it this way..."
** Attempting conversation with Huey now can only yield Huey Statement 08 **
** Attempting conversation with Duey now can only yield Duey Statement 02 **
** Attempting conversation with Louey now can only yield Louey Statement 02 **
** All Penelope conversation options are now eliminated **
B leads to Huey Statement 10
*Huey Statement 10: (Furious, definitively crazy) "WHAT?! Did you just
call me 'twisted?' NO ONE makes fun of me -- HAVEATYOU!"
*Conversation ends
** Huey, Duey, and Louey immediately attack the player. **
** Conversation with Penelope not possible until after battle **
->After last Nord dies, Player Quest Journal Update:
"I was attacked by three not-at-all-naked Nords and lived to tell the story. Now to get Penelope out of here."
** Attempting conversation with Penelope now jumps directly to Penelope Statement 05 **
Player action 05: player converses with Penelope
*Penelope Statement 01: (Exasperated) "Please - you've got to help me!
These idiots think I'm someone else and don't want to see reason!
->Player conversation response A: "How can I help?"
->Player conversation response B: "What really happened here?"
->Player conversation response C: "Sorry -- you're on your own."
A leads to Penelope Statement 02
B leads to Penelope Statement 04
C ends conversation
*Penelope Statement 02: (Relieved) "Thank you! I've thought of two ways
to end this standoff. These Nords took my stuff and threw it in a sack
when they first trapped me down here. In with my stuff are three
special herbs, any one of which would paralyze a minotaur for a
week...so each one should hold an angry Nord for a couple of hours or
so. If you could somehow get each Nord to ingest one, we should be able
to walk out of here with no problems. Otherwise, there's always plan B."
->Player conversation response A: "What's plan B?"
A leads to Penelope Statement 03
*Penelope Statement 03: () "Plan B is frontal assault. I figure I might
be able to get one of them myself, but never take on all three at once.
You look tough enough to handle at least two of them yourself...it
could work! So what do you think?"
->Player conversation response A: "I'll see what I can do with the herbs."
->Player conversation response B: "I like Plan B! Nords -- HAVEATYOU!"
->Player conversation response C: "I need a minute to consider."
A ends conversation
-> Player Quest Journal Update:
"I've agreed to help Penelope by paralyzing the Nords using her herbs. I hope I can make them ingest it..."
** Attempting conversation with Huey now can only yield Huey Statement 01, but modified such that only response D is enabled **
** Attempting conversation with Duey now can only yield Duey Statement 01 **
** Attempting conversation with Louey now can only yield Louey Statement 01 **
B ends conversation
** Huey, Duey, and Louey immediately attack the player. **
** Penelope tagged as essential (we can't have her die in here, can we?) **
** Penelope also attacks the Nords, as if she were a companion to the
player; she uses magic rather than trying to beat on them with her
fists **
** Conversation with Penelope not possible until after battle **
->After last Nord dies, Player Quest Journal Update:
"I attacked three not-at-all-naked Nords and lived to tell the story. Now to get Penelope out of here."
** Attempting conversation with Penelope now jumps directly to Penelope Statement 05 **
C ends conversation
** Attempting conversation with Penelope jumps to Penelope Statement
03, but modified such that her conversation is limited to: "So what do
you think?" and all three player conversation responses are active as
written.
*Penelope Statement 04: (Flustered) "There's no time to go into all of that now! Can you help or not?"
->Player conversation response A: "Alright...how can I help?"
->Player conversation response B: "Sorry -- you're on your own."
A leads to Penelope Statement 02
B ends conversation
*Penelope Statement 05: (Relieved, happy, amused) "Excellently done! Now let's get out of here -- you lead the way."
->Player conversation response A: "Wait here."
->Player conversation response B: "Follow me."
A ends conversation; Penelope stands still and, well, waits
B ends conversation; Penelope
actively follows the player until exiting house (not just basement) or
until player converses with her again and asks for her to wait (I can't
imagine why anyone would need to wait at this point, but it's probably
better for the player to at least have that option and it's also likely
just easier to leave the exact same conversation options alone until
they've left the building.)
Player action 06: player opens sack
** Sack contents: 3 "larger" versions (or "dried," or "baked," or
"strange" -- whatever: as long as it's something definitively different
from the normal version) of lore-appropriate herb which causes
paralysis **
** If at any point the player possess at least one herb and one generic
mead bottle, one of each item will need to be removed and replaced with
a "spiked mead bottle" **
->When three spiked mead bottles are in player's inventory, Player Quest Journal Update:
"I've got as much spiked mead as I can make. Now let's see how well it works..."
Player action 07: player converses with Duey while possessing at least one spiked mead aliquot
** Jump to Duey Statement 01, but modified such that there is now a conversation option as follows **
->Player conversation response A: "Here -- this will cool you off..."
A leads to Duey Statement 03
** Remove one spiked mead bottle from player inventory **
*Duey Statement 03: (Angry) "What?" (Calmer) "Oh -- thanks. *Gulp*"
(Refreshed) "You know, I think I'm actually a little less sweltering
now --"
*Conversation ends
**Duey becomes paralyzed (See Random Note 04 at end of post) **
Player action 08: player converses with Louey while possessing at least one spiked mead aliquot
** Jump to Louey Statement 01, but modified such that there is now a conversation option as follows **
->Player conversation response A: "Maybe this will help straighten things out..."
A leads to Louey Statement 03
** Remove one spiked mead bottle from player inventory **
*Louey Statement 03: (Pensive, but brightening) "Well, it certainly
wouldn't hurt would it? Heh! *Gulp*" (Jocular) "Now! I'm pretty sure he
went to Ald'Ruhn...or was that me? I forget --"
*Conversation ends
**Louey becomes paralyzed (See Random Note 04 at end of post) **
Player action 09: player converses with Huey while possessing at least one spiked mead aliquot
** Jump to Huey Statement 01, but modified such that Player response A
is different as follows (all other player conversation responses active
as written) **
->Player conversation response A: "Easy there, big guy...have one of these."
A leads to Huey Statement 11
** Remove one spiked mead bottle from player inventory **
*Huey Statement 11: (Angry) "I will _not_ calm down, but I _will_ have
one of those! Then we'll all end this story the way it _should_ be
ended! *Gulp*" (Angry, becoming confused) "Right! So I call the right
to hit her first...*burp*...Hey, that's a strange after taste..."
(Shock, horror) "*gasp* No! Not againnnn..."
*Conversation ends
**Huey becomes paralyzed (See Random Note 04 at end of post)**
Player action 10: player paralyzes all three Nords (in any order) using the spiked mead
-> Player Quest Journal Update:
"I've managed to put the Nords down for the count peacefully. Now to get Penelope out of here."
** Attempted conversation with Penelope jumps to Penelope Statement 05 **
** Obviously (but I'll state it anyway), conversation now impossible with any of the Nords **
Player action 11: player removes gown from Penelope
**Upon removal of the gown from Penelope, add item "Penelope's Gown" to
player inventory (See Random Notes 02 and 06 at end of post)**
->Several things happen upon addition of the gown to the player's inventory...here we go!
**Penelope shrieks, then runs directly to two locations in sequence: 1)
a point in the village distant from the house but not near a village
exit then 2) the nearest common village exit from the first point. Upon
reaching the zone point, Penelope despawns permanently**
**After Penelope shrieks, Duey immediately breaks into loud, snickering
laughter and snorting (which might sound a little disturbing if done
the way I'm thinking of it; think uber-nerd meets Smeagol), then is set
to follow Penelope throughout her run (snickering and snorting for the
duration, perhaps yelling "Stop -- I'm sweltering!" occasionally),
finally despawning permanently when Penelope does**
**After Penelope shrieks, Louey immediately breaks into catcalls and
giggles, then is set to follow Penelope throughout her run (catcalling
and giggling for the duration, perhaps yelling "Yeah -- run back to
Caldera! Or Ald'Ruhn! Or Indoranyon! Or wherever!" once or twice),
finally despawning permanently when Penelope does**
**After Penelope shrieks, Huey bellows a loud roaring laugh then yells
to the player to "Hey -- come watch the fun!" before being set to
follow Penelope throughout her run (bellowing laughter for the
duration, perhaps yelling "See? It's not that funny NOW, is it?" once
or twice)**
**After Penelope, Duey, and Louey have despawned, Huey is then set to
run to the player's location and engage in conversation; jump to Huey
Statement 12**
*Huey Statement 12: (Giddy, breathless) "Heehee...oh! That was
PRICELESS! HaHA! Oh! *whew* Hey -- you're alright with me! Here's my
hat...it's all I can give you right now...hohoHO...I've gotta run to
catch up with the "parade"...hahahaHA!!"
**Remove item "Huey's Hat" from Huey's inventory**
**Add item "Huey's Hat" to player's inventory**
->Player conversation response A: "Glad I could help!"
A ends conversation
->Player Quest Journal Update: (**Quest completed notification**)
"I've managed to strip this problem down to its bare essentials and got rewarded for my efforts. Outstanding!"
Quest Housekeeping:
*Huey is set to run to same village zone point that Penelope used and he will permanently despawn once there**
*All previous village NPC rumor threads concerning this quest replaced with one (or all) of the following:
Rumor option 01: "Did you see what Huey, Duey, and Louey did to that Breton merchant? They say she had it coming though."
Rumor option 02: "Did you see any of the "parade" we had in town recently? *giggle*"
Rumor option 03: "Nords are _not_ to be underestimated -- just ask Penelope...if you can catch her! Haha!"
Rumor option 04: "I'm glad to see Huey got his come-uppance on that Breton witch!" <- (perhaps lame...ideas?)
*Quest completed.
Player action 12: player leads Penelope out of the house
** As soon as both the player and Penelope have zoned out of the house, a short scripted movie begins **
->Scripted movie sequence begins; player immobilized until end of movie.
NPCs needed: Penelope, still wearing what she's been wearing
Scene: front of Huey, Duey, and/or Louey's house, front door as
backdrop. Penelope faces the player, then casts a spell on herself.
(Not sure if the spell type she casts matter or not; she could cast a
heal spell on herself with the conjuration spell sound to get the point
across...ideas?)
->Scripted movie sequence ends; player control restored
** Penelope immediately targets the player and engages in conversation; jump to Penelope Statement 06 **
*Penelope Statement 06: (Relieved, but distant) "Okay; you deserve
something for your efforts...I've just got your reward for you right
here."
->Player conversation response A: "Hey! You just cast a spell!"
A leads to Penelope Statement 07
*Penelope Statement 07: (Amused, condescending, speaking slowly)
"That's right! I _did_ just cast a spell! How observant of you!"
(Amused, speaking normal) "Not that you'd understand, but that's a
spell that lets me access my own stock of merchandise which I keep
outside Caldera." (Pensive) "Or is it Ald'ruhn?" (Amused,
condescending) "*shrug* Anyway, you didn't expect I would actually
_carry_ all that rubbish around myself did you? Ha!"
->Player conversation response A: "So the Nords were right -- you _are_ a witch!"
A leads to Penelope Statement 08
*Penelope Statement 08: (Mildly annoyed) "I prefer the term 'Hedge
Wizard,' but I suppose we mean the same thing." (Indifferent) "Anyway,
do you want your reward or not?"
->Player conversation response A: "I'll not take anything from you, liar!"
->Player conversation response B: "Of course -- I earned it, didn't I?
->Player conversation response C: "Hang on...why bother --"
A leads to Penelope Statement 09
B leads to Penelope Statement 10
C leads to Penelope Statement 11
*Penelope Statement 09: (Indifferent) "Fine. As you like it."
*Conversation ends
->Player Quest Journal Update: (**Quest completed notification**)
"I've brought Penelope out of captivity, only to find she was exactly
what the Nords claimed she was. I refused her 'token of gratitude.'"
** Penelope no longer available for conversation **
** Penelope casts chameleon on herself and walks to the nearest village exit; once there, Penelope permanently despawns **
Quest Housekeeping
*All previous village NPC rumor threads concerning this quest replaced with one (or both) of the following:
Rumor option 01: "I wonder where that nice Breton merchant went off to?"
Rumor option 02: "Huey, Duey, and Louey have been keeping a low profile
since that traveling Breton merchant left town. Real low."
*Quest completed.
** Note: I haven't specifically despawned Huey, Duey, or Louey here: should I? **
*Penelope Statement 10: (Indifferent) "Quite right. Here you are then."
*Conversation ends
** Add conjured item to player inventory (item dependant upon method of quest resolution) **
** Add XXX gold to player coinpurse (perhaps dependant upon method of quest resolution) **
->Player Quest Journal Update: (**Quest completed notification**)
"I've brought Penelope out of captivity and was rewarded for my efforts."
** Penelope no longer available for conversation **
** Penelope casts invisible on herself and walks to the nearest village exit; once there, Penelope permanently despawns **
Quest Housekeeping
*All previous village NPC rumor threads concerning this quest replaced with one (or both) of the following:
Rumor option 01: "I wonder where that nice Breton merchant went off to?"
Rumor option 02: "Huey, Duey, and Louey have been keeping a low profile
since that traveling Breton merchant left town. Real low."
*Quest completed.
** Note: I haven't specifically despawned Huey, Duey, or Louey here: should I? **
*Penelope Statement 11: (Bored) "I know, I know: why bother coming to
this village at all and pretending to be a merchant?" (Resigned) "Well
let's just say I've got a bet riding on this with a cousin of mine in
Cyrodil...and I'll have a hard time collecting on it now."
->Player conversation response A: "What?!"
A leads to Penelope Statement 12
*Penelope Statement 12: (Resigned, a little dejected) "That's right. I
shot my mouth off at a dinner party and went on and on about how many
Nords I've tricked out of their clothing over the years and how
gullible I thought Nords could be. My cousin (that shrew) challenged me
to prove it, and so I came up with the ideal way to do just that:
locate a Nord I'd bamboozled in the past and find a way to dupe him
twice, but more brazen."
->Player conversation response A: "Unbelievable!"
A leads to Penelope Statement 13
*Penelope Statement 13: (Adamant, but a little dejected) "I know!
_Technically_ I won the bet, as I _did_ sell that Nord some of his own
clothing, which he clearly knew was his own -- I mean come on! Who else
would _want_ to own a hat that ridiculous! But the rumor will get out
that he only bought it because he knew who I was and that he trapped me
for a time...*sigh*"
->Player conversation response A: "But why didn't --"
A leads to Penelope Statement 14
*Penelope Statement 14: (Mildly annoyed, but otherwise resigned) "Why
didn't I just blast my way out of there myself? You saw those Nords --
if I even looked like I _might_ be casting a spell at _least_ two of
them were close enough to have skewered me! Besides, it was more
sporting to see if I could actually convince them I wasn't who they
thought I was...which is when you came in. Anyway, do you want your
reward or not?"
->Player conversation response A: "I'll not take anything from the likes of you!"
->Player conversation response B: "Of course -- I earned it, didn't I?
A leads to Penelope Statement 09
B leads to Penelope Statement 10
Player action 13: player (inexplicably) attacks any of the Nords
without talking to anyone, or before completion of any of the proper
quest paths
-> Player Quest Journal Update:
"I've decided to solve this problem in a more efficient manner. To arms!"
** Huey, Duey, and Louey immediately attack the player. **
** Conversation with Penelope not possible until after battle **
->After last Nord dies, Player Quest Journal Update:
"I attacked three not-at-all-naked Nords and lived to tell the story. Now to get Penelope out of here."
** Attempting conversation with Penelope now jumps directly to Penelope Statement 05 **
Summary
So the point is there are really only two ending scripts for this quest
(three if we count the player leaving before completing) but four
different pathways to the end:
*three of these pathways involve leading the Breton out of the house
*three of these pathways don't necessarily involve combat (and one of
these is only available to players with a high personality stat)
*one path involving straight up slaughter (but two ways to get on this path)
*and one brief puzzle/assembly path
Is this over the top?
Quest rewards for completion via:
Combat with Nords: weapons? (See Random Notes 01, 02, & 08 at end of post); conjured item, gold
Persuasion: conjured item, gold
Paralyzing Nords: conjured item, gold
Removing gown: Penelope's gown, Huey's hat
Random Notes:
01 I kinda like the idea of Huey's hat only being available to the player if
they complete the quest via the gown removal scenario, and the idea of
quest reward items/gold amounts being different (if only marginally)
for the various endings in general: thoughts/ideas? Also, I'm not sure
what amount(s) of gold and/or conjured item is appropriate/cool/useful
to bestow as a reward -- it's a regular loot item, but the point is the
player sees Penelope casting to make it appear, thus learning she just
might be the witch of which she was being accused...
02 Penelope's Gown:
Fortify Intelligence + 10
Fortify Personality + 10
Fortify Illusion + 15
Fortify Destruction + 15
Fortify Conjuration + 15
This gown is basically designed to imply that this particular Breton
would be unable to cast even the smallest of spells if she were not
wearing it...after all, if she could cast an invis spell she would have
no reason to be running around town in a panic when she was disrobed,
right? As a reward for a higher level player it may or may not be
useful to them (as they pobably have these stats nearly pinned at this
point anyway if they're into using these types of of skills), but it
should still fetch a nice price from a merchant...
03 It occurs to me that one potential way of "breaking" the
quest is if the player actually drinks one (or more) of the spiked mead
aliquots -- surely _someone_ will be curious enough to try it, and
dumber things have happened, right?
Would it make more sense to have the spiked mead be non-drinkable by
the player or to have a different consequence altogether? I kinda like
the idea of paralyzing the player for an hour (serves 'em right for
drinking a paralyzing potion they _just_ created!), but then how to
resolve the quest? Hmmm...perhaps the player could be allowed to
paralyze one or two Nords then choose the combat option of resolution;
that is, completion of the quest via paralysis is no longer a valid
method...Alternatively, if we make the spiked mead be an "poison"
instead of a "potion," then the player would be unable to drink the
"poison." Also, a player solving the quest via another method could
still make three hefty paralyze poisons to carry with them into Skyrim
at large (which I'm fine with -- three shouldn't be unbalancing), but
would it then be impossible for the Nords to drink it if the spiked
mead is tagged as a "poison?" I mean, can it be scripted such that in
any of the Nord's inventories, the spiked mead is a "potion" or
"beverage" (so they'll be able to drink it) but in the player's
inventory the spiked mead is a "poison?"
04 Would it be smarter to have each Nord drink their respective
spiked mead as it's given to them and have the paralysis effects kick
in on all three simultaneously after the third one is administered? I'm
thinking that if two Nords witness their buddy suddenly drop to the
ground they should react in some way before the player gets a chance to
distribute the rest of the spiked mead...perhaps another scripted cut
scene where they have a toast to killing the Breton, only to be
paralyzed and drop to the ground? Also, once the Nords are paralyzed,
are they then forever hostile to the player (like "kill-on-sight"
hostile)? Should they hunt down the player after they recover? Or
should they just despawn after quest end? (what if the player hangs out
in the basement for the duration of the paralysis spell? Despawning
after the paralysis wears off would be horribly "anti-immersive," and
those Nords should be good and angry after coming around...) How long
should the paralysis last? (I'm thinking over 15 minutes of real time
-- long enough for it to be very likely the player has moved on to
something completely different.) Lastly, suppose the player attacks a
paralyzed Nord before leading Penelope out of the basement (or after
quest resolution, for that matter) -- how should this be addressed?
05 Another potential way to break the quest is for the player to
start attacking the Breton before talking with anyone (there's _always_
gonna be "that guy," isn't there?). What are your thoughts on
addressing this?
06 If the player opts to remove the Breton's garb, is it
possible to do so without going into sneak mode (like pickpocketing)?
Will the Breton actually have to be scripted as an upright corpse at
this point in the quest to allow for the removal of her clothing at
all? Hmmm...would it be less potentially offensive (but more work for
programming) for Penelope to be wearing a non-removable slip under her
dress? Or is it reasonably acceptable for her to run around town in her
generic underwear?
07 How should Penelope's combat be handled in other scenarios
besides the "Plan B" option from Penelope Statement 03 (in which she
specifically fights with the player)? Surely if the player starts
killing Nords, she would be likely to jump in...
08 I was toying with the idea of adding named weapons to the
Nords which would only be available to those who chose the combat route
of completion (taken from their cold, dead hands, as it were);
specifically, the "Cloud Cleaver" and "Widowmaker" axes from the Nords
in MW. However, 1.) would this be straight up plagiarism? 2.) this
kinda forces the idea of using the actual names of the Nords from MW
(again -- plagiarism?) 3.) I don't want to unbalance the game (though
higher level characters probably have better stuff at this point
anyway) and 4.) this quest is more than likely intricate enough without
requiring even more unique items...ideas/thoughts?
09 For the record, the names and general locations of the 4 nearly-naked Nords in TES3 are:
Botrir -- Grazelands, near Indoranyon
Hisin Deep-Raed -- west of Ald'Ruhn
Hlormar Wine-Sot -- north of Caldera
Forstaag the Sweltering -- Mournhold's Plaza Brindisi Dorom
*whew* If you've read this far through the post go get a beer -- you've earned it!
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
This post has been edited 9 time(s), it was last edited by Qxzyz: 26.08.2006 02:45.
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25.08.2006 00:56 |
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Sadjev
Protector
Registration Date: 21.08.2006
Posts: 22
Location: Sweden
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I really like the Quest setup
One thing though, about conversing with Penelope. It seems a litle
strange that Huey, Duey and Louey allows the player and Penelope to
carry on a conversation, considering the situation.
Here is an alternetive:
It relys on the town having an Inn, in which there is a room that
Penelope has rented. Or does she have a proper store in town? in that
case substitute room at the Inn for store fro here and onwards.
End the Penelope conversation directly after her cry for help:
Player action 05: player converses with Penelope
*Penelope Statement 01: (Exasperated) "Please - you've got to help me!
These idiots think I'm someone else and don't want to see reason!
Conversation ends.
And here is the twist:
->Player Quest Journal Update:
"Penelope slipped me a note when I tryed to talk to her, I should try to get a moment alone to read it"
Huey should probobly say something along the lines of "either cooperate
or leave" at his point, making it clear the he will not allow you to
converse with Penelope.
Then add a player response in the Huey conversation, from Huey statement 03
and onwards perhaps, that goes something like "Tell you what, I'l go
and investigate her room at the In for proof, you guys stay here. And
dont do anything crazy"
That line only works if the player knew she had a room att the Inn, so
it relys on the quest beeing started by the rumors and the rumors
involving the merchants room at the inn.
The Player can now leave the house and check out the note.
It is written by Penelope who has been a prisoner of the merry gang for
a few days and basically tells the player about the herb plan and that
the herbs can be found in her roome at the inn. It might read something
like: "To anybody who reads this, I have been a prisoner of Huey the
Nord for 3 days now ... bla bla bla ... ".
The player now also has the option of returning to the Inn collecting
the herbs and completing the quest through that branch. This will
ofcource involve getting a key fom the innkeep, persuasion/threat/bribe
?
Otherwise he may reenter the house and go on to either help / persuade / kill the merry three.
On another note, Is she guilty?
I also think that ending the quest by leaving without interfering
should have some consequence. Perhaps some rumor dialogs about how the
breton never returned to claim her room. Or rumors about H, D and L
beeing found dead / knocked out / bound and naked and the breton
merchant never returning to the Inn for her stuff. |
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25.08.2006 17:27 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Sadjev,
Thanks very much for the feedback!
I think you're absolutely right -- it _is_ strange that the Nords would
allow the player to ignore them and scheme with the captive Breton
literally right in front of them.
I also think the ideas of using the slipped note & Inn room are
outstanding! For sake of completion, I'm going to post the remainder of
the quest which I've already typed up as soon as I get home from
work/school (like another hour or three) so you can see what I had in
mind for quest resolutions. Then I'll work your suggestions into the
quest...
Come to think of it, is it also equally strange that she would have a
"help me" note pre-written in case anyone came in to rescue her? Or did
she just quickly whip one up while the Nords turned to look at the
player? Hmmm...perhaps when the player goes to her room to investigate,
the player would find a journal which describes the process of adding a
specific root to mead to make a paralytic drink, and three of these
roots just happen to be in the sack in the basement along with three
full bottles of mead...hmmm...I guess I could easily have the journal
and the roots be in the sack and leave it to the player to make the
connection between the roots and mead without any help from the quest
journal or conversation with Penelope...sorry for the
stream-of-conciousness writing atm...
Now that I think about it, I guess the only reason I was trying to
confine the entire quest to one location was for ease of placement
later on; since I have no earthly idea how to script/mod anything, I
figured the less reliance/dependency this quest would require on the
outside world the easier it would be to program and place later. Also,
it allowed for an easy "kill the quest" trigger; that is, if you leave
before you finish the quest you have then made your choice on
resolution -- "if you chose not to decide, you still have made a
choice." Admittedly, these are perhaps not the most stellar of ideas,
but there we are...
Anyway, thanks again for the feedback! I'll post the remainder of the
quest as written in a little while, then get to fixing it!
Edit: btw, I was thinking Penelope was a travelling merchant -- she
just carries her wares from town to town and basically spreads them out
for display on the street, with no need for an actual store. Now that I
re-read the bits of the quest that are posted, this is in no way clear
or presented to the reader/player. Should I make an effort to describe
this?
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
This post has been edited 3 time(s), it was last edited by Qxzyz: 25.08.2006 18:55.
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25.08.2006 18:39 |
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Sadjev
Protector
Registration Date: 21.08.2006
Posts: 22
Location: Sweden
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I agree, the note is equally strange. I put it in becuse I felt there
should be some motivation as to why the pc gets it into his head that
investigating her room might be an idea. Perhaps that is unnecissery?
I really like the journal, let the player think for himself, idea.
quote: |
Also,
it allowed for an easy "kill the quest" trigger; that is, if you leave
before you finish the quest you have then made your choice on
resolution -- "if you chose not to decide, you still have made a
choice." |
This would still be possible... Simply keep track of the time elapsed
since the player leaft the room. After a day or two without the player
returning set the quest to some resoluted state.
Edit, I dont think you need to clarify Penelope to much, you could ad something about traveling merchant to the rumors.
i.e. * Rumor option 1: "I haven't seen Huey, Duey, or Louey [names
obviously subject to change] since that nice traveling Breton merchant
left
town."
This post has been edited 1 time(s), it was last edited by Sadjev: 25.08.2006 19:18.
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25.08.2006 19:16 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Right then! I'm going to significantly rework the completed quest
(shown 4 posts ago) in this post here...I think I've made it a little
more streamlined and I hope I've tackled a bunch of unresolved
questions listed in the "Random Notes" at the end of the original
version and from other posts here in this thread...though, for the
record, I'm still not crazy about "Player Action 12." Ideas?
Please feel free to leave feedback here or via PM, even if you don't
have any alternative in mind for what you find wrong or problematic --
I'm curious to hear any opinion(s) you may have...Furthermore, nothing
I've written here is "sacred," so I won't be offended if you feel like
something should be renamed/removed/rewritten...everything I've got
here is just my impression of what _could_ happen and I'm completely
open to other suggestions about everything. Lastly, if there's a more
logical or "easier-on-the-eyes" way for me to post this, please let me
know...
So -- on with the show!
Quest Title: Nearly-Naked No More!
**NPC's needed:
Huey - Nord male; perhaps moderately larger than normal
Duey - Nord male
Louey - Nord male
Penelope - Breton female
**Locations needed:
- 1 as-yet unclaimed ordinary Nord residence
*Important for this residence to have large, open room on first
floor, and that this room is the first room accessable from front
door. Other floors/rooms unimportant.
*Location of residence is precisely wherever Core folks agree it
should exist!
*Door should be locked and un-pickable/un-bashable until quest
start, at which point it becomes unlocked.
**Common Objects needed and intial placements:
- Typical living-room clutter
lore/region appropriate, but placed to minimize potential pathing
issues of NPCs
- 3 mead bottles (full)
anywhere in plain sight
- 1 common container (eg: small sack)
placed in plain sight, but preferably across room from mead bottles
- 3 sets of lore/region appropriate male Nord armor (minus helmets)
one set to be equipped by each of the three Nords
**Unique Objects needed and initial placements:
- Huey's Hat
dunce cap (or something equally ridiculous) with prominent "H"
displayed on front; equipped by Huey
*Enchantments imbued: (constant effect)
Blunt weapon: + 15
Light armor: + 15
Silliness: + 50
Sweltering: + 10
- Penelope's Gown
standard one-piece gown; equipped by Penelope
*Enchantments imbued: (constant effect)
Fortify Intelligence + 10
Fortify Personality + 10
Fortify Illusion + 15
Fortify Destruction + 15
Fortify Conjuration + 15
- 3 enchanted two-handed battleaxes
(perhaps including "Cloud Cleaver" and/or "Widowmaker" remakes if
deemed appropriate, otherwise standard enchantments would work
fine); one axe equipped by each Nord
- 3 "large" paralytic herbs
(whichever herbs are considered lore appropriate); placed in
common container
- 1 small readable book, untitled; placed in common container
*Upon reading the book, the player sees:
"[This small handwritten book contains many entries which are
abbrieviated in some sort of complex shorthand. However, one
page contains a column of entries written more explicitly
Herb added to: Effect:
beer less than 10 seconds
brandy 7 days; not "right" afterwards
mead about 5 minutes
rotgut permanent (!)
water none noticeable
wine (cheap) less than 10 seconds
wine (Surrille) maybe a minute
wine (Tamika) around 30 seconds
- 3 bottles of "spiked mead"
no initial placement
* If at any point the player possess at least one of the
aformentioned "large" paralytic herbs and at least one common
bottle of mead (full), then the following actions should
immediately occur:
-Remove item from player inventory: "large" paralytic herb-
-Remove item from player inventory: bottle of mead-
-Add item to player inventory: bottle of spiked mead-
*Properties of spiked mead potion:
Paralyze self for 300 seconds
Quest Start:
given by random rumor topic from village NPC's (might only be select
NPC's in this village, but definitely limited to this specific
village...who else would care, right?)
->Player clicks "Rumor" conversation option with an NPC in village
*Rumor option 1: "I thought that traveling Breton merchant was
supposed to be here for the rest of the month, but she didn't
show up today...I guess Huey, Duey, and Louey bought her out.
Hmph."
*Rumor option 2: "You know, I'm not one to spread gossip, but I
saw Huey, Duey, and Louey bring that nice travelling Breton
merchant to their home late yesterday and they haven't been seen
since -- can you _believe_ it?"
**Irrespective of which NPC rumor the player was given, a new conversation option becomes available: "Huey, Duey, and Louey?"**
->Player clicks "Huey, Duey, and Louey?" conversation option with same NPC in village
*NPC Response:"Oh yeah! Those three were making a big show of visiting
her stand every day for over a week now. Seems like they were
_real_ interested in what she was selling...hehe!"
*Conversation ends*
->Player Quest Journal Update:
"It seems like there is something strange going on here...I should keep my eyes and ears open for more information."
**At this point the door to Huey, Duey, and/or Louey's house becomes unlocked**
**Quest timer begins; if quest remains unresolved 24 game hours after receiving it, jump to Player Action 01**
**If it is necessary to include that "green triangle on the compass"
for ths quest, then it's most logical to place this distinction on
Penelope now, thus displaying a red triangle leading to H,D,&/orL's
door**
Quest Advance:
->Player enters house of Huey, Duey, and/or Louey
->Scripted movie sequence begins; player immobilized until end of
movie.
NPCs needed:
Huey, Duey, Louey, and Penelope; outfitted as described earlier
Scene:
Typical (if not messier) Nord living room with appropriate lighting and
clutter, including at least 3 full mead bottles nearby (perhaps 3 full
mead bottles in a heap of empties), and a small generic sack
immediately visible but not near the mead. Three Nord males stand
halfway across the room in a broad semi-circle with weapons drawn,
obviously trapping and actively antagonizing a Breton female in a
corner of the room away from the door. Ideally, all Nords should (more
or less) have their backs to the player, and the Breton should be
facing the player, but all four NPCs should be easily distinguishable
from the player's perspective.
Huey: (Angry, yelling at Penelope) "It _was_ you! Why won't you just admit it?"
Penelope: (Annoyed, speaking levelly to Huey) "It _couldn't_ have been me! I've never been to Vvardenfell!"
Huey: (Almost apoplectic, yelling at Penelope) "You think I
could _ever_ forget the face of the woman who paralyzed me, stripped me
nearly-naked, and left me to die?!"
Louey: (Angry, tone quiet but dangerous at Penelope) "Are you calling my cousin a liar?"
Penelope: (Annoyed, speaking levelly to Louey) "How many times do I have to tell you I'm a _merchant_! I _sell_ things!"
Huey: (Angry, yelling at Penelope) "Yeah -- like pre-owned Nord clothing!"
Duey: (Angry, talking loudly at Penelope) "Just because you _say_ you're a merchant doesn't mean you're _actually_ a merchant!"
Penelope: (Annoyed, visibly maintaining composure, looking at
ground) "Look: I've been here in [town name] well over a week now. You
three have visited my stand almost _every_ day I've been here. You
_know_ I'm nothing more than a travelling merchant and I know _nothing_
about magic."
Louey: (Angry but confused, talking loudly at Penelope)
"Well...that's exactly what you _want_ us to think, isn't it? I think
you're using some sort of charm magic on us right now!"
Penelope: (Annoyed, extreme sarcasm to Louey) "Oh that's exactly
right. I've charmed you fellows into trapping me in your basement.
Looks like you got me there! For my next trick I'll summon some help-"
(startled, looks at player)"Oh!"
Huey: (Confused) "Eh?"
*All three Nords turn to look at player*
->Scripted movie sequence ends; player control restored.
->Player Quest Journal Update:
"I seem to have walked into something that's been a long time coming. I
should see if there's a way for me to help this situation...or at
least, help myself..."
Potential Player Actions:
Player Action 01: player does nothing (well, nothing _useful_); quest remains unresolved 24 game hours since player received it
->Player Quest Journal Update: (**Quest completed notification**)
"I decided that what three Nords and a Breton do in the privacy of their own home is their business."
**Huey, Duey, Louey, and Penelope and all linked objects to this quest permanently despawned**
*All village NPC rumor topics associated with this quest replaced with one (or all) of the following:
*Rumor option 01: "I heard Huey, Duey, and Louey had a travelling Breton merchant over at their place...I wonder how _that_ went?"
*Rumor option 02: "I wonder what happened to Huey, Duey, and Louey? I haven't seen them since that travelling Breton merchant left town."
*Rumor option 03: "I hope that traveling Breton merchant comes this way again soon...she sold some hot items!"
**Quest completed**
Player Action 02: player converses with Duey without possessing spiked mead
*Duey Statement 01: (Angry) "I'm too angry to talk now! I didn't think
this sort of thing could happen to a guy until my cousin showed me
proof...Is it hot in here to you? Man, I'm sweltering!"
*Conversation ends*
Player Action 03: player converses with Louey without possessing spiked mead
*Louey Statement 01: (Angry, turning pensive) "I can't _believe_ she
did that to my cousin when he was visiting Caldera...or was it
Ald'Ruhn? No, I'm pretty sure it was out in the Grazelands...Well,
wherever he was."
*Conversation ends*
Player Action 04: player converses with Huey without possessing spiked mead
*Huey Statement 02: (Enraged) "This Breton witch is going to pay! She
thinks she can strip me nearly-naked, leave me for dead, and then show
up in _my_ hometown and try to sell MY OWN CLOTHES BACK TO ME?!"
->Player conversation response A: "Easy there, big guy."
->Player conversation response B: "How do you know this is the right woman?"
->Player conversation response C: "How do you know they're your clothes?"
->Player conversation response D: "Sorry to interrupt -- carry on then."
A leads to Huey Statement 03
B leads to Huey Statement 04
C leads to Huey Statement 05
D ends conversation
*Huey Statement 03: (Enraged) "Don't you tell me to calm down! I have
half a mind to strip YOU nearly naked and leave you for dead out in the
Rift!"
->Player conversation response A: "How do you know this is the right woman?"
->Player conversation response B: "How do you know they're your clothes?"
->Player conversation response C: "Sorry to interrupt -- carry on then."
A leads to Huey Statement 04
B leads to Huey Statement 05
C ends conversation
*Huey Statement 04: (Enraged, perhaps a little crazy) "I'd know her
anywhere! You just don't forget things like that! Other people walking
by and laughing...'Oh! Is that a nearly-naked Nord over there!' Or
people giving directions by saying, 'Make a right at the nearly-naked
Nord'...Ooh she will PAY!"
->Player conversation response A: "How do you know they're your clothes?"
->Player conversation response B: "Sorry to interrupt -- carry on then."
A leads to Huey Statement 05
B ends conversation
*Huey Statement 05: (Enraged, but triumphant, maybe a little crazy)
"Look at this! I bought this hat I'm wearing from her -- the hat she
STOLE from me so long ago! And it's got MY initials on it! Can there be
any doubt? I had to go to her shop every day for a week before she
slipped up and showed me this hat for sale...I found _proof_! She will
PAY!"
(If the player already has heard this statement, perhaps the Huey Statement 05 could be replaced with something like:
*Huey Statement 05a: (Outraged, puzzled) "You've already seen the hat
-- can't you see that's clearly got my initials on it? What more could
you possibly need?")
**Player personality check** If the player's personality stat is >
90 (is this reasonable?), Player conversation response A is enabled.
Otherwise, only Player conversation responses B and C are active.
->Player conversation response A:
"You know, there are _lots_ of people with your initials, and this is a
fairly common hat...it doesn't actually mean it's yours."
->Player conversation response B: "Well, that's fairly convincing..."
->Player conversation response C: "Sorry to interrupt -- carry on then."
A leads to Huey Statement 06
B leads to Huey Statement 07
C ends conversation
*Huey Statement 06: (Enraged) "What?" (Flustered) "But...it's mine, I
think...how..." (Groaning) "I was so _sure_...but...but you're right."
(Resigned) "Get her out of my sight before I change my mind."
->Player conversation response A: "You've made the right choice, my friend."
A ends conversation
->Player Journal Quest Update:
"Now that I've helped Huey to see reason, I should get Penelope out of harm's way."
** Further attempts to converse with Huey jump directly to the (Resigned) part of Huey Statement 06 **
** Attempting conversation with Duey now can only yield Duey Statement 01 **
** Attempting conversation with Louey now can only yield Louey Statement 01 **
** Attempting conversation with Penelope now jumps directly to Penelope Statement 02 **
*Huey Statement 07: (Angry, but triumphant) "That's what I thought! So
you see where I'm coming from! Now she will pay with her life! Wait --
" (Smug) "I know _exactly_ what must be done..."
->Player conversation response A: "Um, what did you have in mind?"
A leads to Huey Statement 08
*Huey Statement 08: (Happy, almost giddy) "I would be MOST pleased to
laugh at a nearly-naked Breton for once! I don't want to miss a second
of the look on her face, and I'm sure my cousins would want the same
thrill -- would you help us out?"
->Player conversation response A: "I'd be honored!"
->Player conversation response B: "I'm not too sure about this..."
->Player conversation response C: "This is twisted...I want no part of it."
A ends conversation
->Player Journal Quest Update:
"I've agreed to help restore Huey's honor in the most sane and
reasonable fashion we could come up with. However, I doubt Penelope
will see it this way..."
** Attempting conversation with Huey now can only yield Huey Statement 09 **
** Attempting conversation with Duey now can only yield Duey Statement 02 **
** Attempting conversation with Louey now can only yield Louey Statement 02 **
** All Penelope conversation options are now eliminated **
B leads to Huey Statement 10
C leads to Huey Statement 11
*Huey Statement 09: (Giddy, almost maniacal) "This is going to be GREAT!!"
*Conversation ends*
*Duey Statement 02: (Excited) "I'm so excited...I'm sweltering!"
*Conversation ends*
*Louey Statement 02: (Pleased) "Yep. My cousin was definitely visitng
the Grazelands. Or Caldera. Possibly Ald'Ruhn. Whatever -- do it!"
*Conversation ends*
*Huey Statement 10: (Demanding, but jocular...maybe a little crazy) "Oh
COME ON! Don't be such a frost atronach about this! At least this way
we won't kill her, if that's what's bothering you. You can just _feel_
this is the way this should end, can't you? This is _perfect_ justice!"
->Player conversation response A: "Well, since you put it _that_ way...I'm in!"
->Player conversation response B: "This is twisted...I want no part of it."
A ends conversation
->Player Journal Quest Update:
"I've agreed to help restore Huey's honor in the most sane and
reasonable fashion we could come up with. However, I doubt Penelope
will see it this way..."
** Attempting conversation with Huey now can only yield Huey Statement 09 **
** Attempting conversation with Duey now can only yield Duey Statement 02 **
** Attempting conversation with Louey now can only yield Louey Statement 02 **
** All Penelope conversation options are now eliminated **
B leads to Huey Statement 11
*Huey Statement 11: (Furious, definitively crazy) "WHAT?! Did you just call me 'twisted?' NO ONE makes fun of me -- HAVEATYOU!"
*Conversation ends*
** Huey, Duey, and Louey immediately attack the player. **
** Conversation with Penelope not possible until after battle **
->After last Nord dies, Player Quest Journal Update:
"I was attacked by three not-at-all-naked Nords and lived to tell the story. Now to get Penelope out of here."
** Attempting conversation with Penelope now jumps directly to Penelope Statement 02 **
*Penelope Statement 02: (Relieved, still mildly annoyed) "Finally! I
suppose you've earned a reward of some sort, but let's get out of here
first -- you lead the way."
->Player conversation response A: "Wait here."
->Player conversation response B: "Follow me."
A ends conversation; Penelope stands still and, well, waits
B ends conversation; Penelope
actively follows the player until exiting house or until player
converses with her again and asks for her to wait
Player Action 05: player converses with Penelope, with or without spiked mead, while Nords are still alive/unparalyzed/unpersuaded
*Penelope Statement 01: (Annoyed) "Can you _please_ help --"
**Conversation with Penelope terminated**
**Conversation with Huey automatically initiated**
*Huey Statement 01: (Enraged) "No! I won't allow her to spread any more of her lies!"
->Player conversation response A: "What's going on here?"
A leads to Huey Statement 02
Player Action 06: player opens sack
** Sack contents:
- 1 small book (untitled)
- 3 "larger" versions (or "dried," or "baked," or "strange" --
whatever: as long as it's something definitively different from the
normal version) of lore-appropriate herb which causes paralysis
** If at any point the player possess at least one herb and one generic
mead bottle (full), one of each item will need to be removed and
replaced with a "spiked mead bottle" **
Player Action 07: player converses with Duey while possessing at least one spiked mead aliquot
** Jump to Duey Statement 01, but modified such that there is now a conversation option as follows **
->Player conversation response A: "Here -- this will cool you off..."
A leads to Duey Statement 03
** Remove one spiked mead bottle from player inventory **
*Duey Statement 03: (Angry) "What?" (Calmer) "Oh -- thanks. Make sure you give my cousins a bottle of this stuff too!"
*Conversation ends*
**Further conversations with Duey now prohibited**
Player Action 08: player converses with Louey while possessing at least one spiked mead aliquot
** Jump to Louey Statement 01, but modified such that there is now a conversation option as follows **
->Player conversation response A: "Maybe this will help straighten things out..."
A leads to Louey Statement 03
** Remove one spiked mead bottle from player inventory **
*Louey Statement 03: (Pensive, but brightening) "Well, it certainly
wouldn't hurt would it? Heh! Great idea -- I hope you brought enough
for everyone!"
*Conversation ends*
**Further conversations with Louey now prohibited**
Player Action 09: player converses with Huey while possessing at least one spiked mead aliquot
** Jump to Huey Statement 02, but modified such that Player response A
is different as follows (all other player conversation responses active
as written) **
->Player conversation response A: "Easy there, big guy...have one of these."
A leads to Huey Statement 12
** Remove one spiked mead bottle from player inventory **
*Huey Statement 12: (Angry) "I will _not_ calm down, but I _will_ have
one of those! Then we'll all end this story the way it _should_ be
ended! Get some for my cousins too --" (Calming down, brightening)
"We'll have a pre-skewering toast when everyone has a drink!"
*Conversation ends*
**Further conversations with Huey now prohibited**
Player Action 10: player gives spiked mead to all three Nords (in any order)
-> Scripted movie sequence begins; player location changed to zone-in point; player immobilized until end of movie.
NPCs needed: Huey, Duey, Louey, Penelope
Scene:
Same setting as earlier; due to player relocation, the three Nords
(more or less) once again all have their backs to the player, and
Penelope is still visible as before. All three Nords sheathe weapons
and Huey speaks:
Huey: (Triumphant, maybe a little crazy) "I've waited a _long_
time for this! Yet it seems fitting that we have a pre-skewering drink
before we...well...get to skewering. The witch will finally pay! Skoal!"
Duey & Louey: (Cheerfully) "Skoal!"
*All three Nords consume the spiked mead, and are immediately paralyzed*
->Scripted movie sequence ends; player control restored.
**Note: Nords may be needed to move to a single location for this movie
to potentially prevent subsequent pathing issues with Penelope, but
this is probably more dependant upon the layout of clutter/furniture in
the room I suppose**
**Note: can the player be brought back to their pre-movie location when
the movie is finished? If not, that's fine...but it might be cooler if
they were moved only for the purposes of properly viewing the scene**
-> Player Quest Journal Update:
"I've managed to put the Nords down for the count peacefully. Now to get Penelope out of here."
** Attempted conversation with Penelope jumps to Penelope Statement 02 **
** Obviously (but I'll state it anyway), conversation now impossible with any of the Nords **
Player Action 11: player removes gown from Penelope
**Upon removal of the gown from Penelope, add item "Penelope's Gown" to player inventory
->Several things happen upon addition of the gown to the player's inventory...here we go!
**Penelope shrieks, then runs directly to two locations in sequence:
1.) the far side of the room, away from the door then 2.) back to her
original location. (This should allow enough time for the other
scripted events to occur.) Next, Penelope runs outside the house and
runs to two more locations in sequence: 1) a point in the village
distant from the house but not near a village exit then 2) the nearest
common village exit (ie: not a hidden way out of town or into a
building). Upon reaching the zone-in point, Penelope despawns
permanently**
**After Penelope shrieks, Duey immediately breaks into loud, snickering
laughter and snorting, then is set to follow Penelope throughout her
run (snickering and snorting for the duration, perhaps yelling "Stop --
I'm sweltering!" once or twice), finally despawning permanently upon
reaching the village zone-in point**
**After Penelope shrieks, Louey immediately breaks into catcalls and
giggles, then is set to follow Penelope throughout her run (catcalling
and giggling for the duration, perhaps yelling "Yeah -- run back to
Caldera! Or Ald'Ruhn! Or Indoranyon! Or wherever!" once at some point),
finally despawning permanently upon reaching the village zone-in point**
**After Penelope shrieks, Huey bellows a loud roaring laugh then yells
to the player to "Hey -- come watch the fun!" before being set to
follow Penelope throughout her run (bellowing laughter for the
duration, perhaps yelling "See? It's not that funny NOW, is it?" once
or twice)**
**After Penelope, Duey, and Louey have despawned, Huey is then set to
run to the player's location and engage in conversation; jump to Huey
Statement 12**
*Huey Statement 12: (Giddy, breathless) "Heehee...oh! That was
PRICELESS! HaHA! Oh! *whew* Hey -- you're alright with me! Here's my
hat...it's all I can give you right now...hohoHO...I've gotta run to
catch up with the "parade"...hahahaHA!!"
**Remove item "Huey's Hat" from Huey's inventory**
**Add item "Huey's Hat" to player's inventory**
->Player conversation response A: "Glad I could help!"
A ends conversation
->Player Quest Journal Update: (**Quest completed notification**)
"I've managed to strip this problem down to its bare essentials and got rewarded for my efforts. Outstanding!"
**Huey is now set to run to same village zone-in point that Penelope used and he should permanently despawn once there**
**All previous village NPC rumor threads concerning this quest replaced with one (or all) of the following:
*Rumor option 01: "Did you see what Huey, Duey, and Louey did to that Breton merchant? They say she had it coming though."
*Rumor option 02: "Did you see any of the "parade" we had in town recently? *giggle*"
*Rumor option 03: "Nords are _not_ to be underestimated -- just ask Penelope...if you can catch her! Haha!"
*Rumor option 04: "We should do that "parade" thing every year! We could call it 'The Running of the Breton!'"
**Quest completed.**
Player Action 12: player leads Penelope out of the house
** As soon as both the player and Penelope have zoned out of the house, a short scripted movie begins **
->Scripted movie sequence begins; player immobilized until end of movie.
NPCs needed: Penelope, still wearing what she's been wearing
Scene: front of Huey, Duey, and/or Louey's house, front door as
backdrop. Penelope faces the player, then casts a spell on herself.
(Not sure if the spell type she casts matter or not; she could cast a
heal spell on herself with the conjuration spell sound to get the point
across...ideas?)
->Scripted movie sequence ends; player control restored
** Penelope immediately targets the player and engages in conversation; jump to Penelope Statement 03 **
*Penelope Statement 03: (Relieved, but distant) "Okay; you deserve
something for your efforts...I've just got your reward for you right
here."
->Player conversation response A: "Hey! You just cast a spell!"
A leads to Penelope Statement 04
*Penelope Statement 04: (Amused, condescending, speaking slowly)
"That's right! I _did_ just cast a spell! How observant of you!"
(Amused, speaking normal) "Not that you'd understand, but that's a
spell that lets me access my own stock of merchandise which I keep
outside Caldera." (Pensive) "Or is it Ald'ruhn?" (Amused,
condescending) "*shrug* Anyway, you didn't expect I would actually
_carry_ all that rubbish around myself did you? Ha!"
->Player conversation response A: "So the Nords were right -- you _are_ a witch!"
A leads to Penelope Statement 05
*Penelope Statement 05: (Mildly annoyed) "I prefer the term 'Hedge
Wizard,' but I suppose we mean the same thing." (Indifferent) "Anyway,
do you want your reward or not?"
->Player conversation response A: "I'll not take anything from you, liar!"
->Player conversation response B: "Of course -- I earned it, didn't I?
->Player conversation response C: "Hang on...why bother --"
A leads to Penelope Statement 06
B leads to Penelope Statement 07
C leads to Penelope Statement 08
*Penelope Statement 06: (Indifferent) "Fine. As you like it."
*Conversation ends*
->Player Quest Journal Update: (**Quest completed notification**)
"I've brought Penelope out of captivity, only to find she was exactly
what the Nords claimed she was. I refused her 'token of gratitude.'"
**Penelope no longer available for conversation**
**Penelope casts chameleon on herself and walks to the nearest village exit; once there, Penelope permanently despawns**
**Huey, Duey, and Louey all despawn permanently if alive or paralyzed**
*All previous village NPC rumor threads concerning this quest replaced with one (or both) of the following:
Rumor option 01: "I wonder where that nice Breton merchant went off to?"
Rumor option 02: "Huey, Duey, and Louey have been keeping a low profile since that traveling Breton merchant left town. Real low."
**Quest completed.**
*Penelope Statement 07: (Indifferent) "Quite right. Here you are then."
*Conversation ends*
**Add conjured item to player inventory (item possibly dependant upon method of quest resolution)**
**Add XXX gold to player coinpurse (perhaps dependant upon method of quest resolution)**
->Player Quest Journal Update: (**Quest completed notification**)
"I've brought Penelope out of captivity and was rewarded for my efforts."
**Penelope no longer available for conversation**
**Penelope casts invisible on herself and walks to the nearest village exit; once there, Penelope permanently despawns**
**Huey, Duey, and Louey all despawn permanently if alive or paralyzed**
*All previous village NPC rumor threads concerning this quest replaced with one (or both) of the following:
Rumor option 01: "I wonder where that nice Breton merchant went off to?"
Rumor option 02: "Huey, Duey, and Louey have been keeping a low profile since that traveling Breton merchant left town. Real low."
**Quest completed.**
*Penelope Statement 08: (Bored) "I know, I know: why bother coming to
this village at all and pretending to be a merchant?" (Resigned) "Well
let's just say I've got a bet riding on this with a cousin of mine in
Cyrodil...and I'll have a hard time collecting on it now."
->Player conversation response A: "What?!"
A leads to Penelope Statement 09
*Penelope Statement 09: (Resigned, a little dejected) "That's right. I
shot my mouth off at a dinner party and went on and on about how many
Nords I've tricked out of their clothing over the years and how
gullible I thought Nords could be. My cousin (that shrew) challenged me
to prove it, and so I came up with the ideal way to do just that:
locate a Nord I'd bamboozled in the past and find a way to dupe him
twice, but more brazen."
->Player conversation response A: "Unbelievable!"
A leads to Penelope Statement 10
*Penelope Statement 10: (Adamant, but a little dejected) "I know!
_Technically_ I won the bet, as I _did_ sell that Nord some of his own
clothing, which he clearly knew was his own -- I mean come on! Who else
would _want_ to own a hat that ridiculous! But the rumor will get out
that he only bought it because he knew who I was and that he trapped me
for a time...*sigh*"
->Player conversation response A: "But why didn't --"
A leads to Penelope Statement 11
*Penelope Statement 11: (Mildly annoyed, but otherwise resigned) "Why
didn't I just blast my way out of there myself? You saw those Nords --
if I even looked like I _might_ be casting a spell at _least_ two of
them were close enough to have skewered me! Besides, it was more
sporting to see if I could actually convince them I wasn't who they
thought I was...which is when you came in. Anyway, do you want your
reward or not?"
->Player conversation response A: "I'll not take anything from the likes of you!"
->Player conversation response B: "Of course -- I earned it, didn't I?
A leads to Penelope Statement 06
B leads to Penelope Statement 07
Player Action 13: player (inexplicably) attacks any of the Nords
without talking to anyone, or before completion of any of the
non-combat quest paths (or before the combat path
-> Player Quest Journal Update:
"I've decided to solve this problem in a more efficient manner. To arms!"
** Huey, Duey, and Louey immediately attack the player. **
** Conversation with Penelope not possible until after battle **
->After last Nord dies, Player Quest Journal Update:
"I attacked three not-at-all-naked Nords and lived to tell the story. Now to get Penelope out of here."
** Attempting conversation with Penelope now jumps directly to Penelope Statement 02 **
Thoughts/criticisms/ideas? Beer?
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
This post has been edited 16 time(s), it was last edited by Qxzyz: 29.08.2006 20:55.
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27.08.2006 21:46 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Now that I'm starting to learn scripting, I'd like to formally claim
the scripting of the "Meadrun" and "Nearly-Naked No More" quests listed
in this thread...I'm not sure if this is the right place to make this
request, but there we are. Furthermore, I'm not yet sure what a
realistic time-frame for completion of these things are, as I've only
just started learning my way around the CS and I'm supposed to be
writing a thesis in RL...
If these claims are granted, I'll then post for Quest ID's in that
specific thread, and I'll start asking around for ideal quest
locations...though I'll say now I've been looking wistfully at Reich
Corigate for the "Nearly Naked No More" quest, and perhaps the
"Meadrun" quest might be best left until Greenwood, Sunguard, Reich
Corigate, and Riften are all online...potentially this "Meadrun" could
start in HG as a way of bringing the player to all the other
settlements in the area, but I understand this is not my decision to
make...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
This post has been edited 1 time(s), it was last edited by Qxzyz: 31.08.2006 15:29.
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31.08.2006 15:26 |
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Sadjev
Protector
Registration Date: 21.08.2006
Posts: 22
Location: Sweden
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Overall I really like the quest setup
I think however that maybe the player should get some kind of feedback upon the mead + ingredient -> spiked mead event.
Does the book in the sack copntain some hint about mixing the herbs
with beer. Othervice perhaps add a recipie (sp?) note to the sack.
Something like "paralyzing mead recipie (sp?): Combine one bottle of
mead and one [ingredient] to create ... "
One more alternetive ending could be the player attacking Penelope after discovering that she wasnt so inocent after all.
Also what happens if the player attacks Penelope att some random time
during the quest. Perhaps the Nords then try to stop the player? That
is probobly a bit to much even for them?
A fun twist for a evil player might be to talk the Nords into killing her....
Just some ideas, I think it is a good quest as is, this would just be icing.
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31.08.2006 16:25 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Thanks again for the invaluable feedback, Sadjev!
I think you're right: a quick quest journal update upon creation of the
spiked mead to the player's inventory might be helpful, and I can
re-write that "small untitled book" thing to be less cryptic...
I do like the idea of the player being able to slaughter Penelope after
discovering her true colors...I'll think about this some more. I was
hoping to keep the quest "light-hearted" the whole way through, but as
it's currently written the quest has the potential to end in a rather
ungratifying manner. Hmmm...
I have no good solution to the player killing Penelope prematurely.
As the quest is currently written, the Nords should appear to be on the
brink of killing her and it is up to the player to change that outcome
in one fashion or another. I guess if the player were to kill the
Breton at this point, the Nords would passively watch the carnage and
the quest timer would eventually kick in and end the quest. Hmph. I'll
come up with a re-write of the Player Action 13 (that is to say, Player
Action 14) to account for the player's option to kill the Breton as
opposed to the Nords...Furthermore, although I'd ideally like to keep
the reward loot fairly even but distinct irrespective of the actual
resolution pathway, I wouldn't be opposed to making the rewards
significantly lower for this particular path...I mean, we'll have gone
through all this trouble crafting a quest just to have 1337d0uch3b4g
waltz in and torch everyone in the room?
lol It's probably good to have a plan for that eventuality though...
As far as the player being an "evil" character, perhaps including
another dialogue option in with Huey Statement 02 along the lines of,
"Well? What are you waiting for? Get to skewering!" (with appropriate
fallout behavior) might be more suitable...
I'm of the opinion that the details (or "icing"
) are what makes this whole experience enjoyable and can turn an
ordinary game into something truly memorable, so I _really_ appreciate
your attention & comments -- thanks again!
Of course, I'm also told the details are where the devil resides...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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31.08.2006 20:40 |
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Sadjev
Protector
Registration Date: 21.08.2006
Posts: 22
Location: Sweden
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I have no problem whatsoever with a lower revard for the "lets just kill everything" solution.
I kind of like the idea of the Nords attackaing the player if he just waltzes in and kills Penelope, here are my reasons.
1. The way the quest is in my mind atm, there is still some doubt in
Huey's mind. This is why it is possible to pursuade him to let her go.
If that is so killing Penelope should seem wrong to him.
2. Waltzing in killing people is clearly a rather arogant action with regards to the Nords.
3. I like it when actions have reprecusions in games.
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31.08.2006 21:00 |
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Very nice quest
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31.08.2006 21:33 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Thank you kindly!
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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31.08.2006 23:02 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Just wondering if my claim on the second quest in this thread is/will be granted...**looks up with big shiny eyes**
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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18.09.2006 14:02 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Qxzyz
Just wondering if my claim on the second quest in this thread is/will be granted...**looks up with big shiny eyes** |
<---- Meaning granted...
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18.09.2006 14:18 |
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Khornate
First Knight
Registration Date: 14.09.2006
Posts: 111
Location: Melbourne, Australia
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GOD DAMN THOSE ARE SOME BIG POSTS!!! Nice work
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19.09.2006 01:05 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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lol...the worst part is the 1st huge post is irrelevant, and that's not obvious until one encounters the 2nd...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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19.09.2006 14:58 |
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Khornate
First Knight
Registration Date: 14.09.2006
Posts: 111
Location: Melbourne, Australia
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Just Edit it and delete all the stuff..
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19.09.2006 15:01 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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I would have done that, but the time limit for me to have edited has expired...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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19.09.2006 15:03 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Qxzyz
I would have done that, but the time limit for me to have edited has expired...
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I'll do it if you want.
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19.09.2006 15:09 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Meh...maybe we should just leave it alone; this way the few posts
immediately following it won't look disjointed...thanks for the offer
though...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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19.09.2006 15:48 |
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Psychotic
Jarl of Skyrim
Registration Date: 30.07.2006
Posts: 3,420
Location: Sheogorath's Realm
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quote: |
Originally posted by Qxzyz
Meh...maybe we should just leave it alone; this way the few posts
immediately following it won't look disjointed...thanks for the offer
though... |
Sure, no editing.
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19.09.2006 15:55 |
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farouz
Associate
Registration Date: 19.09.2006
Posts: 4
Location: Netherlands
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In old norse culture they had assemblies called a Thing where they'd
also hear court cases. Perhaps the quest could be named 'It's a Nord
Thing' ?
Also, wouldn't the original nords have died by now, since the time of
the original insult ? Perhaps the nords should be named after their
father, like was the custom. Haraldson = son of Harald. Something like
that. |
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19.09.2006 18:24 |
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Qxzyz
Elder of Skyrim
Registration Date: 23.08.2006
Posts: 304
Location: NC, USA
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Thanks for your input, farouz!
Hmmm..."It's a Nord Thing" has a kind of ring to it...I'll consider that.
I think the time difference between MW and OB is only 6 years, so the
Nords shouldn't have passed on by now...although at least one one of
those nearly-naked Nord quests (IIRC) involved a high-probability that
the Nord involved would be killed by the player...hmmm...
Furthermore, the quest sort of hinges on one of the Nords recognizing
the Breton witch; it might be a bit of a logic stretch to have the main
Nord "recognize" the Breton from his father's description or just
randomly lash out at the nearest Breton for crimes supposedly
perpetrated upon his father...although, now that you've said it, I
might be inclined to name the other two Nords, "Forstaagson" and
"Hisinson," and perhaps the main Nord could be intentionally
misspelled; "Batrir," for example...hmmm...
__________________ "Mysteries force a man to think, and so injure his health."
-Edgar Allan Poe
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19.09.2006 19:06 |
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