As it turns out, it can be hard to assess when a quest proposal in the Quests & Dialogue forum has generally been approved and can be turned into a claim. Often the threads simply die, and it's unclear if it's because there are no more adjustments to be made to the quest or because everyone just forgot about it.
So, as with interiors and exteriors, having this thread seems to be a good idea. If a quest idea explicitly gets approved, the claim description for the quest can be posted here and, if there are no concrete objections within one week, the quest claim can be posted. If the quest idea is not explicitly approved, and doesn't receive approval or further constructive comments after the thread has been bumped once, the claim description for the quest can be posted here and, if there are no concrete objections within one week, the quest claim can be posted.
The claim descriptions should contain a link to the original discussion thread in Quests & Dialogue. (Keeping in mind that BBCode does not work in claim descriptions).
Quest Claims Proposal Thread
Moderator: Lead Developers
- Tondollari
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Quest Claims Proposal Thread
Liquid Inspiration
There is an artist's place in OE - http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23660&highlight=i3723imp
Description by MoonAndStar: "Belongs to a Breton artist, brought up in Wayrest under the apprenticeship of the official Court painter. He travelled to Morrowind with Helseth and Barenziah, seeking exotic influences, and was sort of forgotten. He is an eccentric and a skooma addict; and is somewhat paranoid."
Before the quest begins, [the player is asked to pay a fee for viewing the gallery downstairs - 30 drakes or so.
Once the artist is confident that the player knows the value of fine art, he will task the player with helping him find something very important - inspiration.
The first task will be to find flowers. The player must find some gold kanet, heather, and stoneflower, all of which can be found within OE's walls. (EDIT: on second thought this seems rather typical, the player should be tasked to buy something from a shop instead, taking advantage of OE's diversity of services) The player is rewarded with a bottle of Surilie Brothers.
Doing this will not provide inspiration, but bolster the Breton's confidence in the player. He then gives you some precious gems and asks you to approach a shady person in one of OE's alleyways. Using some kind of code word, the player will trade the gems for "liquid inspiration" (skooma). The player can then bring the skooma to the Breton for a unique reward.
There is an artist's place in OE - http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23660&highlight=i3723imp
Description by MoonAndStar: "Belongs to a Breton artist, brought up in Wayrest under the apprenticeship of the official Court painter. He travelled to Morrowind with Helseth and Barenziah, seeking exotic influences, and was sort of forgotten. He is an eccentric and a skooma addict; and is somewhat paranoid."
Before the quest begins, [the player is asked to pay a fee for viewing the gallery downstairs - 30 drakes or so.
Once the artist is confident that the player knows the value of fine art, he will task the player with helping him find something very important - inspiration.
The first task will be to find flowers. The player must find some gold kanet, heather, and stoneflower, all of which can be found within OE's walls. (EDIT: on second thought this seems rather typical, the player should be tasked to buy something from a shop instead, taking advantage of OE's diversity of services) The player is rewarded with a bottle of Surilie Brothers.
Doing this will not provide inspiration, but bolster the Breton's confidence in the player. He then gives you some precious gems and asks you to approach a shady person in one of OE's alleyways. Using some kind of code word, the player will trade the gems for "liquid inspiration" (skooma). The player can then bring the skooma to the Breton for a unique reward.
Last edited by Tondollari on Sun May 04, 2014 7:15 am, edited 1 time in total.
Or make the painting's frame so that it can sit on a table like [url=http://us.123rf.com/400wm/400/400/robbiverte/robbiverte1105/robbiverte110500055/9469633-art-photo-frame-on-table-isolated-over-white-background.jpg]this[/url].
Also, 15 minutes in Gimp yielded this. Skooma is one hell of a drug: [img]http://i1273.photobucket.com/albums/y417/rats_tr/ogrim_painting_zps9d1b15ee.png[/img]
Also, 15 minutes in Gimp yielded this. Skooma is one hell of a drug: [img]http://i1273.photobucket.com/albums/y417/rats_tr/ogrim_painting_zps9d1b15ee.png[/img]
- Tondollari
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- Joined: Mon Dec 02, 2013 9:42 pm
- Location: Louisiana
[Quest Idea] - Misc. - The Suffocating Spores
Suffocating Spores
A customs agent working in the OE gate tower has been having allergy/sinus problems. S/he thinks that the cause is the giant mushroom just outside the gate. If the player has a bit of muscle (strength 50?), S/he will loan the player an axe from the armory to cut it down. The player can then cut it down and return for payment.
Edit: In IRC, TF suggested that the tree explode into spores after being cut into, making the effects worse. This would drive home the fact that this is an unwinnable battle for the quest giver.
A customs agent working in the OE gate tower has been having allergy/sinus problems. S/he thinks that the cause is the giant mushroom just outside the gate. If the player has a bit of muscle (strength 50?), S/he will loan the player an axe from the armory to cut it down. The player can then cut it down and return for payment.
Edit: In IRC, TF suggested that the tree explode into spores after being cut into, making the effects worse. This would drive home the fact that this is an unwinnable battle for the quest giver.
[Quest Idea] A Criminal Lawyer
A Criminal Lawyer
This could be either a Fighters' Guild contract or a misc quest.
Reynant Alciente, a member of the Barristers' Guild, is in need of protection. A former client of Alciente's, Stabby-Jak Merrus, was recently released from a Cyrodiil prison. Before being released Merrus sent a letter to Alciente telling him that he'd pay him a visit as soon as he got out. Alciente fears that Merrus blames him for being found guilty and thinks that the "visit" will be of a violent nature. [If the player inquires more about Alciente's past, he will admit that he used to work as a "mob lawyer" in Cyrodiil, defending the criminal underworld of the Imperial Province until circumstances forced him to relocate himself to Morrowind; Alciente is by no means without a sin. If the player inquires whether or not Stabby-Jak was actually innocent of the crime he was accused of Alciente will say that he's not quite sure, but at the same time claims that no one gets the nickname "Stabby" without being a little guilty of something]
Alciente asks the player to go to the Docks of Old Ebonheart. And look for a ship (Niben's Wind) that has recently arrived from Cyrodiil. He wants the player to find Merrus and convince him to leave; either by bribing or persuading them to leave or outright lying that Alciente is not in Old Ebonheart. (Alciente gives the player a signed letter where he falsely explains that his new offices are located in High Rock as well as 100 drakes for bribing purposes)
Sure enough, the player finds Stabby-Jak Merrus aboard Niben's Wind. There is a chance (after a successful Speechcraft check) that Merrus believes the player that Alciente is not in Old Ebonheart -- and leaves. However, if that fails, he's adamant in confronting his former advocate. He tells the player that he's a free man who just wants to pay an old friend a visit. If the player tries to bribe Merrus, he'll tell them that he will double the money if the player takes him to see Alciente. He will also tell the player that though he is new in town, he'll find his way to the Barristers' Guild eventually, so there's no point in saying no. (There, of course, is the option to kill Merrus on board the ship, but this would be considered an assault). If the player declines, Merrus will tell them to sod off. If -- after this -- the player leaves the town of Old Ebonheart and then returns Merrus will have found Alciente in the Barristers' Guild and killed him.
Going back to Alciente will trigger a sequence where Merrus will have followed the player in secret. Player's report to Alciente will be interrupted as Stabby-Jak Merrus enters the guildhal and attacks the barrister. If the player agreed to lead Merrus to Alciente the confrontation will play out the same, but with Alciente being angry with the player's stupidity. Either way, this is the only time the player can kill Merrus without it being reported as a crime.
If the player succeeds in protecting Alciente, he will offer a unique reward. From now on he will offer the player his services as a solicitor. In gameplay terms this is similar to how the Thieves' Guild bounty clearing system works, but with one difference. Instead of there being a fee depending on the amount of the player's bounty, Alciente will clear the player's name for a fixed fee of 400 drakes. This will provide a great tactical advantage for the criminal players. Alciente's offer has its limits, though. If the player has earned a death warrant (bounty over 5000) and the player tries to clear their bounty, Alciente will tell them that the player has become too notorious and that the offer's off the table. The notoriety excuse is also true if the player uses Alciente's bounty clearing services too many times (for example three). Being a shady person he is Alciente doesn't tell the player of either of these conditions.
If Alciente dies and the player didn't attack Merrus in trying to stop him from killing the barrister, Merrus will simply tell the player that justice has been served and he doesn't care for shedding anyone else's blood. The player can either attack Merrus and kill him, or go look for a guard to report the crime that's happened. Reporting the crime to a guard will result in an Imperial Guard being placed in the Barristers' Guild interior and Merrus being placed in one of the jail cells of the Castle.
This could be either a Fighters' Guild contract or a misc quest.
Reynant Alciente, a member of the Barristers' Guild, is in need of protection. A former client of Alciente's, Stabby-Jak Merrus, was recently released from a Cyrodiil prison. Before being released Merrus sent a letter to Alciente telling him that he'd pay him a visit as soon as he got out. Alciente fears that Merrus blames him for being found guilty and thinks that the "visit" will be of a violent nature. [If the player inquires more about Alciente's past, he will admit that he used to work as a "mob lawyer" in Cyrodiil, defending the criminal underworld of the Imperial Province until circumstances forced him to relocate himself to Morrowind; Alciente is by no means without a sin. If the player inquires whether or not Stabby-Jak was actually innocent of the crime he was accused of Alciente will say that he's not quite sure, but at the same time claims that no one gets the nickname "Stabby" without being a little guilty of something]
Alciente asks the player to go to the Docks of Old Ebonheart. And look for a ship (Niben's Wind) that has recently arrived from Cyrodiil. He wants the player to find Merrus and convince him to leave; either by bribing or persuading them to leave or outright lying that Alciente is not in Old Ebonheart. (Alciente gives the player a signed letter where he falsely explains that his new offices are located in High Rock as well as 100 drakes for bribing purposes)
Sure enough, the player finds Stabby-Jak Merrus aboard Niben's Wind. There is a chance (after a successful Speechcraft check) that Merrus believes the player that Alciente is not in Old Ebonheart -- and leaves. However, if that fails, he's adamant in confronting his former advocate. He tells the player that he's a free man who just wants to pay an old friend a visit. If the player tries to bribe Merrus, he'll tell them that he will double the money if the player takes him to see Alciente. He will also tell the player that though he is new in town, he'll find his way to the Barristers' Guild eventually, so there's no point in saying no. (There, of course, is the option to kill Merrus on board the ship, but this would be considered an assault). If the player declines, Merrus will tell them to sod off. If -- after this -- the player leaves the town of Old Ebonheart and then returns Merrus will have found Alciente in the Barristers' Guild and killed him.
Going back to Alciente will trigger a sequence where Merrus will have followed the player in secret. Player's report to Alciente will be interrupted as Stabby-Jak Merrus enters the guildhal and attacks the barrister. If the player agreed to lead Merrus to Alciente the confrontation will play out the same, but with Alciente being angry with the player's stupidity. Either way, this is the only time the player can kill Merrus without it being reported as a crime.
If the player succeeds in protecting Alciente, he will offer a unique reward. From now on he will offer the player his services as a solicitor. In gameplay terms this is similar to how the Thieves' Guild bounty clearing system works, but with one difference. Instead of there being a fee depending on the amount of the player's bounty, Alciente will clear the player's name for a fixed fee of 400 drakes. This will provide a great tactical advantage for the criminal players. Alciente's offer has its limits, though. If the player has earned a death warrant (bounty over 5000) and the player tries to clear their bounty, Alciente will tell them that the player has become too notorious and that the offer's off the table. The notoriety excuse is also true if the player uses Alciente's bounty clearing services too many times (for example three). Being a shady person he is Alciente doesn't tell the player of either of these conditions.
If Alciente dies and the player didn't attack Merrus in trying to stop him from killing the barrister, Merrus will simply tell the player that justice has been served and he doesn't care for shedding anyone else's blood. The player can either attack Merrus and kill him, or go look for a guard to report the crime that's happened. Reporting the crime to a guard will result in an Imperial Guard being placed in the Barristers' Guild interior and Merrus being placed in one of the jail cells of the Castle.
Last edited by Rats on Tue Aug 25, 2015 5:45 am, edited 1 time in total.
- Yeti
- Lead Developer
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Quest Claims Proposal Thread
Claim type: Quest
Claim ID: TR_q3-17-Imp (#2781)
Faction: Imperial
Parent claim: TR_3-24-Imp (#128)
Claimed by: Parted User
Status: Unclaimed (Progress: 0%)
Location: 1:(826, -2580):0
Files: None
---
[b:0503ac1fc9]Kneading the Dough[/b:0503ac1fc9]
Latest Rumor - I bought a loaf of bread at The Mother Alessia the other day -- stale as timber. I hear they are only kept afloat by the favorable contracts the Baker's Guild keeps steering their way.
"The Mother Alessia" is having a hard time making ends meet. Meanwhile competitors are flourishing that, unlike the Mother Alessia, are not part of the Bakers' Guild.
The owners want these non-members to pay guild dues. They need a mercenary (the player) to get them to pay up. There should be a few creative ways of doing this, some taking advantage of Mercantile/Speechcraft. Potential targets are:
*Pinefist Foods
*Gul-Ei's Pantry
*Emaroc Harquart's Baked Goods
*A street vendor selling homemade bread
The player will collect the dues and get to keep a 10 percent portion of the money, possibly more with good Mercantile skill. The player can also lie to the various bakers about the amount they owe to inflate his or her personal profits.
An basic outline with sample dialogue can be found in the [ur/=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=24883]original[/url] thread, though the claimant should feel free to revise, tweak or deviate from it to their liking.
Also, there should be no references to bread being imported or exported. It's a local everyday commodity.
Claim ID: TR_q3-17-Imp (#2781)
Faction: Imperial
Parent claim: TR_3-24-Imp (#128)
Claimed by: Parted User
Status: Unclaimed (Progress: 0%)
Location: 1:(826, -2580):0
Files: None
---
[b:0503ac1fc9]Kneading the Dough[/b:0503ac1fc9]
Latest Rumor - I bought a loaf of bread at The Mother Alessia the other day -- stale as timber. I hear they are only kept afloat by the favorable contracts the Baker's Guild keeps steering their way.
"The Mother Alessia" is having a hard time making ends meet. Meanwhile competitors are flourishing that, unlike the Mother Alessia, are not part of the Bakers' Guild.
The owners want these non-members to pay guild dues. They need a mercenary (the player) to get them to pay up. There should be a few creative ways of doing this, some taking advantage of Mercantile/Speechcraft. Potential targets are:
*Pinefist Foods
*Gul-Ei's Pantry
*Emaroc Harquart's Baked Goods
*A street vendor selling homemade bread
The player will collect the dues and get to keep a 10 percent portion of the money, possibly more with good Mercantile skill. The player can also lie to the various bakers about the amount they owe to inflate his or her personal profits.
An basic outline with sample dialogue can be found in the [ur/=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=24883]original[/url] thread, though the claimant should feel free to revise, tweak or deviate from it to their liking.
Also, there should be no references to bread being imported or exported. It's a local everyday commodity.
-Head of NPCs: [url=http://www.shotn.com/forums/]Skyrim: Home of the Nords[/url]
[Quest Idea] Misc. The Empire Loves Its Damn Lists
Quest Name Oh What Customs
Quest Giver
Rother Nerevyn in the Harbor Offices atrium
Reward
Small monetary compensation & House Indoril +Rep / loot from Rother Nerevyn's body
Short Summary
An Indoril shipmaster's cargo has been confiscated for a minor discrepancy in the cargo list. The player tries to find a way to make three extra bottles of Mazte disappear.
Loooong summary
Rother Nerevyn, a shipmaster and an oathman of House Indoril, in the atrium of the Harbor Offices is having a really bad day. Census and Excise office first confiscated the entire cargo of his ship, the 'Pious Toiler', and then denied the ship perching rights forcing the ship to sail away without its cargo and leaving Rother Nerevyn behind to wait for the C&E agents to hopefully return the cargo.
Nerevyn has had it with the Empire and its bureaucracy and reluctantly asks the player to help him. Player is to talk with Porcilla Dythos, the chief clerk, who ordered the confiscation of the cargo.
Porcilla Dythos doesn't hide her dislike for Rother Nerevyn or the House he serves. [She feels the Dark Elven autonomy is a threat to the Imperial law and as a C&E agent she seizes every opportunity to hinder Great House operations.] She tells the player that while no contraband nor dangerous items were found in Pious Toiler's cargo hold, the cargo list itself proved to be insufficient: there were three unlisted and therefore â€Âillegal†bottles of Mazte found. What could have been an honest mistake was enough to confiscate the whole cargo for a proper inspection. Porcilla Dythos hints that the inspection is just a sham: nothing is really done, the cargo is just sitting in the storage basement and the office shelves, and she has no intention of ever allowing Rother Nerevyn's ship to come and collect it.
The player reports to Rother Nerevyn that he's kept waiting for nought. Rother Nerevyn will build up quite a rage. The player will calm him down [or if the player fails: skip to ending number 2]. Nerevyn will then state that he wishes the Mazte bottles would just disappear, then there wouldn't be any inconsistencies in the cargo list. He tells the player to talk with another C&E official, Ragosh gro-Matog, whom he saw taking the Mazte bottles for safekeeping. Rother Neveryn asks the player to talk with Ragosh and find away to make him get rid of the Mazte.
Ragosh gro-Matog doesn't share Porcilla Dythos' dislike for Rother Nerevyn, but is still uncooperative at first. Ragosh will not hand over the Mazte bottles, saying that it would be a waste of good drink. Hearing that Ragosh is fond of booze the player can now try to persuade/trick Ragosh into drinking the Mazte. Obviously he's a bit reluctant to drink on the job, but if the player chooses their words wisely (â€Âthe Mazte is not even listed anywhere; no one will miss a few missing bottles; I'll drink with youâ€Â) or if the player brings him a few warm-up drinks first, he'll empty all three bottles of Mazte [Ending 1]. Alternatively, the player can be too pushy with Ragosh in which case he'll shutdown completely. The player can still try n' pickpocket the Mazte from Ragosh, but if that too fails there's nothing the player can do [Ending 2].
[Ending 1] After the Mazte is gone the player can inform Porcilla Dythos that she doesn't have any reason to keep Rother Nerevyn's cargo confiscated as there isn't any dispcrepancy in the cargo list. She will be unhappy, but admits that with the Mazte gone there's no longer a legal justification for keeping the cargo confiscated. Ragosh gro-Matog will get fired from his position (which means that the office in which he was will be left unguarded) and Rother Nerevyn will be happy to get his cargo back. The player will receive a monetary compensation and a minor reputation increase with House Indoril.
[Ending 2] If the player fails to help (or gangs up against) Rother Nerevyn, the Indoril will simply go berserk. He will attack a C&E clerk on sight and will obviously killed by the guards in the Harbor Offices.
Quest Giver
Rother Nerevyn in the Harbor Offices atrium
Reward
Small monetary compensation & House Indoril +Rep / loot from Rother Nerevyn's body
Short Summary
An Indoril shipmaster's cargo has been confiscated for a minor discrepancy in the cargo list. The player tries to find a way to make three extra bottles of Mazte disappear.
Loooong summary
Rother Nerevyn, a shipmaster and an oathman of House Indoril, in the atrium of the Harbor Offices is having a really bad day. Census and Excise office first confiscated the entire cargo of his ship, the 'Pious Toiler', and then denied the ship perching rights forcing the ship to sail away without its cargo and leaving Rother Nerevyn behind to wait for the C&E agents to hopefully return the cargo.
Nerevyn has had it with the Empire and its bureaucracy and reluctantly asks the player to help him. Player is to talk with Porcilla Dythos, the chief clerk, who ordered the confiscation of the cargo.
Porcilla Dythos doesn't hide her dislike for Rother Nerevyn or the House he serves. [She feels the Dark Elven autonomy is a threat to the Imperial law and as a C&E agent she seizes every opportunity to hinder Great House operations.] She tells the player that while no contraband nor dangerous items were found in Pious Toiler's cargo hold, the cargo list itself proved to be insufficient: there were three unlisted and therefore â€Âillegal†bottles of Mazte found. What could have been an honest mistake was enough to confiscate the whole cargo for a proper inspection. Porcilla Dythos hints that the inspection is just a sham: nothing is really done, the cargo is just sitting in the storage basement and the office shelves, and she has no intention of ever allowing Rother Nerevyn's ship to come and collect it.
The player reports to Rother Nerevyn that he's kept waiting for nought. Rother Nerevyn will build up quite a rage. The player will calm him down [or if the player fails: skip to ending number 2]. Nerevyn will then state that he wishes the Mazte bottles would just disappear, then there wouldn't be any inconsistencies in the cargo list. He tells the player to talk with another C&E official, Ragosh gro-Matog, whom he saw taking the Mazte bottles for safekeeping. Rother Neveryn asks the player to talk with Ragosh and find away to make him get rid of the Mazte.
Ragosh gro-Matog doesn't share Porcilla Dythos' dislike for Rother Nerevyn, but is still uncooperative at first. Ragosh will not hand over the Mazte bottles, saying that it would be a waste of good drink. Hearing that Ragosh is fond of booze the player can now try to persuade/trick Ragosh into drinking the Mazte. Obviously he's a bit reluctant to drink on the job, but if the player chooses their words wisely (â€Âthe Mazte is not even listed anywhere; no one will miss a few missing bottles; I'll drink with youâ€Â) or if the player brings him a few warm-up drinks first, he'll empty all three bottles of Mazte [Ending 1]. Alternatively, the player can be too pushy with Ragosh in which case he'll shutdown completely. The player can still try n' pickpocket the Mazte from Ragosh, but if that too fails there's nothing the player can do [Ending 2].
[Ending 1] After the Mazte is gone the player can inform Porcilla Dythos that she doesn't have any reason to keep Rother Nerevyn's cargo confiscated as there isn't any dispcrepancy in the cargo list. She will be unhappy, but admits that with the Mazte gone there's no longer a legal justification for keeping the cargo confiscated. Ragosh gro-Matog will get fired from his position (which means that the office in which he was will be left unguarded) and Rother Nerevyn will be happy to get his cargo back. The player will receive a monetary compensation and a minor reputation increase with House Indoril.
[Ending 2] If the player fails to help (or gangs up against) Rother Nerevyn, the Indoril will simply go berserk. He will attack a C&E clerk on sight and will obviously killed by the guards in the Harbor Offices.
Wanted to bump this because we're going to start making these into claims the day after tomorrow. We could really use more ideas though. OE should have at least a dozen quests (minimum.) Right now we have just a handful, but if you guys could start posting more ideas for quests that'd be great.
Also, these are for misc. quests, not factions, so keep that in mind when you think up new ideas!
Also, these are for misc. quests, not factions, so keep that in mind when you think up new ideas!
Not another memory
...And so my bad karma gets worse
...And so my bad karma gets worse
Chalice of Ambras
When venturing in the sewers the player will stumble upon a hideout of Hirurgus, an alchemist. He explains that he was betrayed by Narusya, a former partner of his, who now runs a very successful potions shop in Old Ebonheart while Hirurgus has become impoverished, bitter and homeless.
Hirurgus vows that Narusya is a giftless amateur at best and that she owes all her success to him. Hirurgus tells the story of how they stumbled upon an old chalice. Hirurgus realized that the cup was no other than the Chalice of Ambras, a relic of a fabled alchemist, which can be used to mix powerful potions [functions as a Mortar & Pestle]. Using the Chalice Narusya and Hirurgus became masterful alchemists and set up shop in Old Ebonheart. Hirurgus tells the player that he never had much of a business acumen and that he trusted Narusya blindly. The shop and everything in it – including the Chalice – were in Narusya's name. Soon enough Hirurgus was kicked out.
Now Hirurgus wants to get back at her by ruining her business. He gives the player 5 Spoiled Marshmarrows and 5 Spoiled Wickwheats, which the player is supposed to put in place of regular Marshmarrows and Wickwheats that can be found at Narysua's shop. Hirurgus explains that the two ingredients are the most common ingredients of any Restore Health potion. Replacing them with spoiled ones would result in a potion with the opposite effect, which would be more than enough to destroy Narusya's reputation as an alchemist. Hirurgus believes that with the Chalice of Ambras Narusya has become so overconfident that she wont inspect her ingredients carefully enough and won't notice they're spoiled. Hirurgus sends the player to do the job warning the player not to steal the Chalice of Ambras even if they found it as Narusya would become suspicious if she found it was missing.
The player then goes to Narusya's Fine Potions. There are at least two ways the quest can unfold from here on out:
[1] The containers in which Narusya keeps the Wickwheat and the Marshmarrow are upstairs behind a locked door. The player can just replace them with the spoiled ingredients and return back to Hirurgus. Hirurgus thanks the player for completing the first step of his plan. The next step is to get back the Chalice of Ambras--with Narusya's business on the rocks it should be easy to persuade her to hand over the Chalice of Ambras in exchange for Hirurgus' help. Sure enough, when the player returns to Narusya's Fine Potions they will find out that people have nearly died from drinking the potions made from the spoiled ingredients. Narusya says that her reputation is ruined and no one will buy her potions anymore. The player can then persuade Narusya to hand over the Chalice of Ambras. However, if the player reveals that they and Hirurgus are behind the ingredients being spoiled, Narusya will refuse and the player will get a bounty [after this part the player can continue the quest with the path number 2]. If the player successfully persuades Narusya, she will give the player key to the chest where she's hidden the Chalice (in the upstairs, in Narusya's bedroom).When the player presents the Chalice of Ambras to Hirurgus, he will thank the player and tell them to keep it: he says that the Chalice would only reignite the animosity between himself and Narusya. [Afterwards Hirurgus can be found at Narusya's Fine Potions; from then on out new and better potions can be bought at the shop]
Alternatively,
[2] The player can talk to Narusya, ask her about the Chalice of Ambras and tell her about Hirurgus' plot. Narusya will not be surprised to hear that Hirurgus sent the player to ruin her business. She will tell the player her side of the story: she tells that she kicked Hirurgus out only after learning that Hirurgus was mainly interested in making poisons for shady people and not interested in helping the people of Old Ebonheart. She tells that when Hirurgus found out about her plans to end their partnership he even tried to poison her, which she barely survived. Narusya says that she fears for her life. She reasons that Hirurgus obviously doesn't care if his revenge costs innocent lives as replacing the Wickwheat and the Marshmarrow with the spoiled ingredients would likely make the healing potions lethal to her customers. She asks the player to 'take care of him'. As a reward she offers to give the Chalice of Ambras to the player, which she says isn't all that special. The player will then go back to Hirurgus and kill him. When the player reports to Narusya that Hirurgus has been killed she will act as if she never asked the player to do anything of the sort. If the player asks for the promised Chalice of Ambras Narusya will laugh the player off. She says the player should've learned from Hirurgus' story that she's not to be trusted. She asks the player to leave her store. (The player can only get the Chalice of Ambras by stealing it after this ending)
Note: the Chalice of Ambras is also a minor relic of the Imperial Cult. Felmo Ilveroth in the Grand Chapel of Talos will be interested in purchasing the Chalice if the player brings it to him. The Chalice will then be placed upon one the shrine of Stendarr/Julianos?
Not Edit: Fantastic work as usual; this is a superb quest idea. Moving it to the Quest Proposal Thread.
When venturing in the sewers the player will stumble upon a hideout of Hirurgus, an alchemist. He explains that he was betrayed by Narusya, a former partner of his, who now runs a very successful potions shop in Old Ebonheart while Hirurgus has become impoverished, bitter and homeless.
Hirurgus vows that Narusya is a giftless amateur at best and that she owes all her success to him. Hirurgus tells the story of how they stumbled upon an old chalice. Hirurgus realized that the cup was no other than the Chalice of Ambras, a relic of a fabled alchemist, which can be used to mix powerful potions [functions as a Mortar & Pestle]. Using the Chalice Narusya and Hirurgus became masterful alchemists and set up shop in Old Ebonheart. Hirurgus tells the player that he never had much of a business acumen and that he trusted Narusya blindly. The shop and everything in it – including the Chalice – were in Narusya's name. Soon enough Hirurgus was kicked out.
Now Hirurgus wants to get back at her by ruining her business. He gives the player 5 Spoiled Marshmarrows and 5 Spoiled Wickwheats, which the player is supposed to put in place of regular Marshmarrows and Wickwheats that can be found at Narysua's shop. Hirurgus explains that the two ingredients are the most common ingredients of any Restore Health potion. Replacing them with spoiled ones would result in a potion with the opposite effect, which would be more than enough to destroy Narusya's reputation as an alchemist. Hirurgus believes that with the Chalice of Ambras Narusya has become so overconfident that she wont inspect her ingredients carefully enough and won't notice they're spoiled. Hirurgus sends the player to do the job warning the player not to steal the Chalice of Ambras even if they found it as Narusya would become suspicious if she found it was missing.
The player then goes to Narusya's Fine Potions. There are at least two ways the quest can unfold from here on out:
[1] The containers in which Narusya keeps the Wickwheat and the Marshmarrow are upstairs behind a locked door. The player can just replace them with the spoiled ingredients and return back to Hirurgus. Hirurgus thanks the player for completing the first step of his plan. The next step is to get back the Chalice of Ambras--with Narusya's business on the rocks it should be easy to persuade her to hand over the Chalice of Ambras in exchange for Hirurgus' help. Sure enough, when the player returns to Narusya's Fine Potions they will find out that people have nearly died from drinking the potions made from the spoiled ingredients. Narusya says that her reputation is ruined and no one will buy her potions anymore. The player can then persuade Narusya to hand over the Chalice of Ambras. However, if the player reveals that they and Hirurgus are behind the ingredients being spoiled, Narusya will refuse and the player will get a bounty [after this part the player can continue the quest with the path number 2]. If the player successfully persuades Narusya, she will give the player key to the chest where she's hidden the Chalice (in the upstairs, in Narusya's bedroom).When the player presents the Chalice of Ambras to Hirurgus, he will thank the player and tell them to keep it: he says that the Chalice would only reignite the animosity between himself and Narusya. [Afterwards Hirurgus can be found at Narusya's Fine Potions; from then on out new and better potions can be bought at the shop]
Alternatively,
[2] The player can talk to Narusya, ask her about the Chalice of Ambras and tell her about Hirurgus' plot. Narusya will not be surprised to hear that Hirurgus sent the player to ruin her business. She will tell the player her side of the story: she tells that she kicked Hirurgus out only after learning that Hirurgus was mainly interested in making poisons for shady people and not interested in helping the people of Old Ebonheart. She tells that when Hirurgus found out about her plans to end their partnership he even tried to poison her, which she barely survived. Narusya says that she fears for her life. She reasons that Hirurgus obviously doesn't care if his revenge costs innocent lives as replacing the Wickwheat and the Marshmarrow with the spoiled ingredients would likely make the healing potions lethal to her customers. She asks the player to 'take care of him'. As a reward she offers to give the Chalice of Ambras to the player, which she says isn't all that special. The player will then go back to Hirurgus and kill him. When the player reports to Narusya that Hirurgus has been killed she will act as if she never asked the player to do anything of the sort. If the player asks for the promised Chalice of Ambras Narusya will laugh the player off. She says the player should've learned from Hirurgus' story that she's not to be trusted. She asks the player to leave her store. (The player can only get the Chalice of Ambras by stealing it after this ending)
Note: the Chalice of Ambras is also a minor relic of the Imperial Cult. Felmo Ilveroth in the Grand Chapel of Talos will be interested in purchasing the Chalice if the player brings it to him. The Chalice will then be placed upon one the shrine of Stendarr/Julianos?
Not Edit: Fantastic work as usual; this is a superb quest idea. Moving it to the Quest Proposal Thread.
Last edited by Rats on Sat Jan 02, 2016 2:51 pm, edited 2 times in total.
I think new quest ideas should be posted in [url=http://tamriel-rebuilt.org/old_forum/viewforum.php?f=114]Quests & Dialogue[/url], so as to not clutter up this thread too much with discussion. Only if a quest idea isn't getting any replies within a certain amount of time (I suggested one week, but that might be too generous) or if it is approved should it end up here. I've moved over some of the posts accordingly; they can now be discussed [url=http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=25153]here[/url].