Map 1 Guild Quest Discussion (Fighters Guild)

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Map 1 Guild Quest Discussion (Fighters Guild)

Post by Veet »

This thread is to coordinate and discuss ideas for the Fighters Guild quests on Map 1.
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Post by Veet »

Like I posted in the signup forums we have only a few days untill the maps are ready for us to begin questing so we need to get some conversation going about the quests, and some outlines started.
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Post by Dexter »

I think it is important that we preserve the original Bethesda theme for the Fighters Guild - one of a guild of muscle-for-hire. Most of the quests should be based on collecting bounties on outlaws, escorting NPCs from here to there, or fetching *insert random piece of junk here* from the monster-infested cave for someone.
I think we should steer clear of bringing up the Camonna Tong in our quests, since (as far as I know) the Camonna Tong only operate on Vvardenfell. However, I would like to see more missions which bring the Fighters Guild and Thieves Guild into conflict.
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Post by Vegor »

I've got two quests ready. Both equally no thinking busting the bad guy quests. I can post them here but they're not fully done yet. Anyway this is discussion, so I'll post them. The NPC names are not sure yet and usually if I don't know the name the [..] part should be filled with the actual NPC's name.

Quest Proposal:

Quest Title: [Green-Eyes' father's name]'s Heritage

Quest Maker: Vegor

Story: The shop of apothecary Green-Eyes has been raided late at night by a band of ruffians led by an Orc. In this raid, his father's cherished calcinator was taken and he wants it back. Green-Eyes managed to get a look at the Orc leader, but not long or clear, since he was forced to lock himself in the basement to save his life. The calcinator that was stolen is not particulary valuable, but has a large emotional value to Green-Eyes. He decided to put a 500 gold bounty on the head of the leader of the bandits and the calcinator. You are to go into their cave, slit the leader's throat and return the calcinator to the Fighters' Guild captain.

NPC's involved:
[Fighters' Guild Captain]: Tells you the info and gives you the quest. Tells you the story of Green-Eyes and instructs you to visit Green-Eyes.

Green-Eyes: He tells you a vague description of the bandit leader. He says he knows of an adventurer who frequents his shop who can usually be found in the Queen's Cutlass who knows the area and the bandits around here quite well. Advises you to give him a visit.

[Adventurer in The Queen's Cutlass]: With disposition high enough (70+), he will tell you he knows which bandits are leaded by an orc and tells you where the bandits that robbed Green-Eyes' shop reside.

Gro-Burgol: The leader of the bandits. He will attack you on sight and will try to kill you. If you return the favor, he will have the calcinator on him when he's dead.

Group of bandits: Just some average good for nothing bad-ass bandits you are supposed to kill before you can reach their leader.

Quest ending: After killing Gro-Burgol, you are supposed to return the calcinator to the Fighters Guild captain and you receive a 250 gold reward.

Locations involved:
1. Firewatch, Guild of Fighters
2. Firewatch, Green-Eyes:Apothecary
3. Firewatch, The Queen's Cutlass
4. A Bandit Cave

New items needed:
Father's calcinator
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Post by Vegor »

Quest Proposal:

Quest Title: Trosul's Ruin

Quest Maker: Vegor

Story: Recently, Khifzah Manor in Tel Ouada has been robbed by a notorious thief, Ondras Hlervul. He stole a priceless enchanted sword from Lord Khifzah among some valuable gems and some gold. Ondras, foolish as he was, sought refuge in the nearby Daedric ruins of Hesadsadshamallu, not knowing the Dremora Lord Trosul resided here. Soon after entering the ruin, he faced Trosul and was no match for the Dremora's powers. Not even the enchanted sword he stole seemed to harm the Dremora Lord. He quickly perished, leaving the enchanted weapon in the hands of the Dremora Lord.
Now, Lord Khifzah wants his dear enchanted weapon back. Knowing no local will be foolish enough to try and fight Trosul, he reluctantly and desperately calls upon the Fighters Guild to let outlanders give a try at recovering his powerful weapon. After some others have given a try at it but failed, you get the assigment and are pointed to the ruin and are supposed to deliver the weapon back into the hands of Lord Khifzah.

NPC's involved:
[Fighters' Guild Captain]: Tells you the info and gives you the quest. Tells you to kill the Dremora Lord of Trosul and return the weapon to the hands of Lord Khifzah. He marks the location of the shrine on the map.

Dremora Lord Trosul : He fights you in the Daedric ruin of Hesadsadshamallu. He is a good match, not just your regular Dremora Lord. Especially his attack and damage are high due to the enchanted weapon which he has taken into use.

Lord Khifzah: Upon reclaiming the enchanted weapon, you are to return it to Lord Khifzah. He will be a bit grateful and especially surprised that an outlander succeeded in defeating Trosul.

Locations involved:
1. Firewatch, Guild of Fighters
2. Hesadsadshamallu, Shrine
3. Tel Ouada, Khifzah Manor

New items needed:
Enchanted sword

Scripts needed:
Lord Trosul will need a script that updates the journal when he dies.
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Post by Veet »

I have a good idea for one...

Guard Duty

Storry: Over the past several nights 2 shops in town have been burgalerised and no one has yet been caught. The Legion is investigating the crimes but are spread rather thin at the moment and progres is slow. One particular shop owner has requested a night guard from the Fighters Guild.
This will be a timed quest where the PC must be in a certain interior (the shop) at a certain time. If things turn up missing the PC fails. If they leave or sleep they fail also. At some point during the aloted time a theif will break in and attack the PC. Once the Theif is dispached the quest has been sucessfull (unless the PC has stolen items from the shop him/herself)

NPC's Involved: Fighters Guild Captain (quest giver), Shop Owner, Theif.

Location: Probably Firewatch or another closeby town (not likely to be in any telvani town)

Scripts Needed:Quite a few, one for timing one for the appearance of the theif and probably one to make the shop keeper leave for a time.[/b]
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Post by Earl »

Concept: Netch get aggressive when it's mating season. Dunmer use Netch as farm animlas. Where do you come in? The hapless farmer, who has locked himself inside his house, needs you to come out and beat down his prize Netch without killing them (eg use Hand-to-hand).

NPCs: Quest giver, farmer

Scripts: Something along the lines of "when fatigue=0, creature becomes non-hostile"
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Post by Veet »

perhaps a calm creature spell or scroll would be more appropriate...
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Post by Aaron »

I dunno, I always liked those "beat it down but don't kill it" quests ;) Mostly because it's an excuse to use H2H which otherwise is pretty useless.
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Post by Vegor »

One problem is is when your hand-to-hand is low it's hard to hit him (especially if he's rather high lvl) and your H2H never goes up. I had this problem with a lvl 30 character in Tribunal quest where you have to beat up the Wood Elf. My H2H was 5 and even with 130 agility I couldn't hit him. It's not really a problem though, because you can always kill them and fail the quest.
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Post by Veet »

I ran into the same issue playing Blood Moon on the Raven Rock quests...I eventualy had to magicaly enhance my H2H and the spells I had to buy and make didn't come cheap.
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Post by Earl »

You've got to start small. I refused to buy or steal weapons, so I beat on mud crabs then scribs then kwama, until I worked my way up to Dremora. The only problem is that every time you bump into anything, you have to spend ~5 minutes killing it. Because fatigue regenerates, you can cheese it up many levels on one creature, assuming you can hit it. And then there are always trainers.

Then again, Hand-to-hand isn't a Fighters Guild skill. In fact, no faction uses it, if I recall correctly. And drain fatigue could achieve the same effect... blah.
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Post by Vegor »

Ok we have some loose quests now, but there should be something to tie them together. Since a few individual bounty quests are not really interesting, but if we manage to get a major questline that runs through all other minor Fighters Guild quests, we can keep this minor quests more interesting.

I've been thinking about a major questline similar to those that are now being made for House Telvanni and the Legion, but to be honest I can't come up with anything good. The Thieves Guild is, as far as I know, non-existant in Map 1 and so is the Camonna Tong. So we can't really use any of those in any questline. We'd need some other faction to conflict the Fighters Guild, or a line of events to which the quests can be tied up. Perhaps another local criminal organisation? Or a group of organized smugglers?

Anyone has any ideas for this?
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Post by Vegor »

Perhaps we can do something with this idea.

Since the Thieves' Guild has no base in northeastern Morrowind, they've been trying to get a base for actions in Firewatch. They've established good contacts with local smugglers and bandits.

Lately, more and more raids are being done in Firewatch and surrounding towns, too much for the Imperial Legion to handle. Nobody really knows what the cause is, but suspicion rises among the Fighters' Guild captains that the Thieves' Guild is somehow involved.

Now you come in. You are to investigate a few recent raids on the city. Veet's quest fits in perfectly and so does my first quest. With partly anonymous notes (similar to the Tribunal note signed with H.) and other subtle hints you steadily find out the Thieves' Guild are trying to get a base in Firewatch.

The final quest of Map 1 could be eliminating everyone inside a cave or ruin, which has been found to be the base of the Thieves' Guild in the area. Of course a high level Thieves' Guild operative will be present here. And you get to slay him.

[Sorry for the double post but I feel the Fighters' Guild could use some attention]
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Post by Veet »

What of players who are also members of the theives guild?
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Post by Anonymous »

What about a quest where a rich man hires you to lose a fight! This would be cool because the player has no choice but to get down to a low health.
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Post by Vegor »

Veet wrote:What of players who are also members of the theives guild?
Perhaps the first few quests are not really focused on the Thieves Guild yet. And when the player gets a quest that IS focused on eliminating the Thieves Guild and he is a Thieves' Guild member himself (not very low-ranking that is), a high-ranking Thieves' Guild member somewhere near Firewatch (which you find through a Fighters Guild quest) gives the choice to work for the Thieves Guild as some sort of double agent. You can accept and start doing quests for the Thieves' Guild. The Fighters Guild won't know about it and will still give you quests though.

However, if you almost finished all these double agent quests, you get some choices in what to do. Choosing the wrong things will get the Fighters Guild to uncover you as a double agent and you'll be in trouble. Choosing the right options will keep you safe and your ranking from both guilds safe.

Of course, you can also deny the proposal and don't work for the Thieves' Guild and just kill the guy. This way you just keep working for the Fighter's Guild and eventually end up in eliminating most Thieves' Guild presence in Map 1.
Anonymous

Post by Anonymous »

What if Sjoring Hard-Heart, the currupt grandmaster of the fighters guild who you kill to become the new grandmaster, has a brother. who is with the fighters guild in map 1. If the PC has killed Hard-Haert his brother Areus Hard-Heart challenges the PC to a duel to the death, when he realizes who he is.
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Post by Theo »

The idea of Thief's operating in the area is worthy one, but since a lot of other quests on Map 1 revolves about smuggling (see Imperial legion and Telvanni), why not to incorporate this idea.
Thieves would rather then just to create another outpost tried to operate secretely in the area and get some profit of smuggling as well. They would smuggled moon sugar, illegaly made skooma and sold it to local Telvanni.
The Green-Eyes's calcinator would be stolen on some specific request of some higher authority request ("Hey, orchead! Bring me a calcinator. Any") and the robbery could take place in the bookshop perhaps, because of some alchymistic books.

The next quest could revolve about some unfortunate
wife complaining, that her previously very ordered husband became a skooma-pipe addict. There are also
some strange people visiting him regularly and providing him with another skooma.
The woman is scared of them and of her husband and asks Fighters guild to come, protect her and deal with these unwelcomed guests.
Player would come on a certain time to womans house and then the dealers would appear.
After some intimidating they would attack the player, because they do not want him to intervene with their bussiness.
After killing them, player would return to the Fighter's guild questgiver, which would tell him, that they have been hired from some local imperial authority to find out the laboratory, where skooma is being made and anihilate the Vermin.
Player would have to interrogate the husband, who (now being sober) would tell him, that he met this
guys first in local pub and would give description of other people whom he communicated with.
Player would go there and conntacted these people (this would be a good place to join them, if the player is also in Thief's guild).
After confronting and killing them he would find some map to the hidden laboratory. Bringing it back to his questgiver he would assemble an attack commando and they would raid the evil den.
The quest is not to much sofisticated, but it is not job for Fighter's guild to inspect some criminal activities (this is what Imperial Legion does) and neither to do some spying or infiltration.
I think we should stick to simple mercenary like go-kill-protect quests.
Who wants more story and plotting joins some of the other guilds. Fighter's guild is to fight so why to make some difficult and head puzzling quests. Right?
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Post by Jacurutu »

I'm thinking that most of the Fighters' Guild quests will be basically very similar to those of Vvardenfell for most of the quests. However, about 2/3 of the way through, the Fighters' Guild should have some massive inner conflict. One side will want to avoid involvement in the coming conflict, and the other will try to get involved (because of the chance for money). Regardless of who you support, the Fighters' Guild will get dragged in. If you want, I could make a general outline of the last quests leading up to a conflict questline.
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Post by Colostriph »

Here's what I came up with a while back. It can be altered to fit the desired story. I tried to cut down the sinister plot as much as I could (for the fighter's guild), but I can't help these things:

-----------------------------------------------------

Quest Title: Fighter's Guild MQ for map one

Quest Maker: Colostriph

Story: The mages guild has decided to take hold of an other ally opportunity to help in the fight of th Telvanni vs the Legion and the Mage's Guild. They send in an imperial Battlemage that is supposed to help influence the guild. He quickly gains access to the higher ranks of the fighter's guild under outer influence and forged letters. He is the primary quest giver for the moment. He gives unusual bounty quests to hunt telvanni members, without presenting any signed contracts of clients.

At about the fourth quest, you begin to gain suspicions. It involves hunting down a telvanni squad that is camping out (experiments). As a journal entry, you suspect something. You then approach a fellow guild member (also high ranked) and the both of you suspect treachery.

At that moment, a morag tong assasin brages in and attacks the battle mage. When you arrive at the seen, it is too late, the mage is dead, and the assasin gone.

The next step is to apologise to the Telvanni, for being used. Afterwards, the head master decides to aid as a client of Telvanni. And the Telvanni hire the fighters guild to deal with a few problems. This includes the rest of the missions for the MQ until the fight is over, and everything is settled.

NPC's Involved: Not yet known


Locations Involved: Not yet known


------------------------------------------------------------------------------------

Please contact me if there are any lore problems. Also, the fighter's guild are usually only employed as clients, but in this case, they are rather insulted at what the mages guild has done. While the team is most unlikely, the situation, however, also influences the double-tie. Fighters Guild is employed for the Telvanni, at the headmaster's favor it is a discount.

I will wait for further notice on the status of the legion and mages guild vs Telvanni for further info. I apologise if this goes against lore. The fighters guild has no real grudge against the mage's guild, but it isn't a guild war, a large portion of the fighters guild on map 1 will simply be involved in the conflict.
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Post by Jacurutu »

The Mages' Guild wants to avoid confrontation with the Telvanni (too dangerous), but this might work. Anyway, it could be woven in with the idea I had. Seeing as how he's a battlemage, he wouldn't be the leader . . . but he could try to usurp the position.
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Post by Theo »

Oh!
Things really moved since I posted here for the last time. However Vegor's idea has some potential and I think it should not be abadonned and could be used in combination with your ideas.

What for example this:
The battlemage, rather then giving you orders to hunt down Telvanni mages (after all why should you hunt down respectable members of house Telvanni like if they were some Orc bandits or whatever) would tried to undermine the smuggling bussiness, which is largely used by Telvanni to support their plans.
He would direct you to some (on the first sight random) local criminal incidents, which would be allways somehow connected with smugglers and by killing them you would harm Telvanni smuggling bussiness and weakened their position in the area.
That would be much smarter, because Telvanni could not blame Fighter's guild for attacking their interests, because they do not want anyone to connect them with these illegal activities and want to keep them in secret.

Does it makes sense?
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Post by Colostriph »

You bring up an interesting point. However, most telvanni operations as I stated, most probably will be illegal operations (which, if you've been playing as long as I have, is not uncommon).

If you've read the book I wrote "True Introspection of Telvanni Nobility", you'll notice how how they aren't to fond of being named necromancers. Even if they are necromancers.

So, the mages guild could just say to the fighters guild: They're traitors of the mages guild! Necromancers!

And you can guess the rest. This is why eventually you gain suspicions.

Continueing, The Mages guild didn't employ this action themselves. One powerful member (The deed in almalexia?) does this on his own. Eventually, the end result is that he fails, get's washed up, and every one is happy.

I was also thinking of him being a main threat if you're on the Telvanni side, in which you have to induce the fighters guild on the Telvanni side.
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Post by Theo »

I observe there is already some clear idea spawning in your head. I will be most curious to see how you work it out.
I am also looking forward what with Jacurutu comes up.
So far I have writen down in my idea some of these quests not related to that conspiration, but I will not post them here, unless the general framework is done.
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Post by Theo »

EDIT: Content moved to another post.
Last edited by Theo on Thu Jan 20, 2005 8:48 pm, edited 6 times in total.
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Post by Theo »

OH MY! I am new here so I dunno, whether I am pestering so much, but it seems that there is noone working on the quests right now, beside me. If just someone came here and said: "That is good we will make this and this", or at least: "Nonsense - trash it all!" But this silence makes me feel, that noone cares for what people write in this discussions at all.
Ahh... Some more quest ideas for FG:

Quest 9
Imperail legion asks FG to help her get rid of bands of rebels, who are fighting some guerilla wars against Imperial presence. You must go with 3 or 4 other fighters and eliminate one of their camps in forest.
Quest 10
The rebels gathered their forces and plan to raid on some Imperial fortress/outpost/whatever. You must go there (with 3 man) and take defensive place. After some time, rebels appear. With the help of Imperials the attack is smashed and the rewars is yours.
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Post by Majra »

I like some of the ones in the list, I feel the last two you posted need more development as they are very general

I will go ahead and start piecing together which could work for the quest line and add it to the map 1 quest documents.
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Post by Jacurutu »

I really think that we should have some centralized theme in the Fighters' Guild (at least for the later quests). The best plot I can think of would center around the Fighters' Guild facing some large inner conflict and a rift developing.
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Post by Theo »

Ok. If you give me some time, I can put some background behind these quests. I thought that once the conflict quest line for main faction is finished, I could use it as a background of what is happening in FG as well.

EDIT: See some background and changes, i added to collected quests following Colo's intention.
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Post by Veet »

Its looking realy good with that background info added, I'm impresed with how you took everyones ideas and peiced them together in a centralised plot and even worked in referances to the telvanii/mage conflict from another quest line. Keep it up ;)
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Post by Theo »

Thanks :). I will wait for some critical feedback and if none is coming, I will develop these ideas furhter and hopefully come up with complete quest line for FG during the weekend.

EDIT:
Could not wait and summarised it already. Still comments and critiques are welcomed:

( 1 ) You are asked by your questgiver (let's call him "Cedrig") to go to Dunmer's Bull-Netch farm, because in mating period his cattle becomes agressive.
When you arrive, you find a farmer locked in his room. He tells you to get rid him of the agressive Netches anyway, but preferably by not killing them.
For each Bull-Netch, 'you knock down' instead of killing he gives you 50 coins. After all of them are pacified or dead, you return to your chef for reward.
( 2 ) Over the past several nights 2 shops in town have been burgalerised and no one has yet been caught. The Legion is investigating the crimes but are spread rather thin at the moment and progres is slow. One particular shop owner has requested a night guard from the Fighters Guild.
This will be a timed quest where the PC must be in a certain interior (the shop) at a certain time. If things turn up missing the PC fails. If they leave or sleep they fail also. At some point during the aloted time a theif will break in and attack the PC.
Once the Theif is dispatched journal updates, saying that player should look through thiefs corpse in order to find whether he did not stole anything.
By the corpse of the thief you find some list of items to be stolen, containing perhaps some ingredientes.
Your journal update tells you, you should bring this to "Cedrig" in order to investigate who is behind this.
He was definitely "working" on somoenes order. You bring this to your questgiver and he says he will ask in mages guild, what for these things could be used for.
Quest will not be sucessfull if PC has stolen items from the shop him/herself or did not bring the note to "Cedrig" (however he may be asked to do so by "Cedrig" himself, before giving you next quest)
( 3 ) Local sissy has been bullied by a mob of villains in a recent time and he is afraid that they will try to attack him on his way from pub to home. He asked a fitgher's guild for a protection. You are to go to [pub] on certain hour today evning (if you miss it, quest fails) and accompany sissy on his way home.
You will be probably attacked by a group of sloppy hooligans on the way, no deal for a fighter, but you are just supposed to give them lecture, not kill them. At home, greateful sissy will give you an expensive wine from his collection.
After finishing this quest your questgiver will tell you, that he has been in Mages guild to ask about the letter.
He was directed to some mysterious guy "Edwinn", who mumbled something about Telvanni thread, but did not say anything more. He took the paper promising he will pass it to Imperial legion for investigations. But why would Telvanni send a thief to get some basic resources?
( 4 ) The shop of apothecary Green-Eyes has been raided late at night by a band of ruffians led by an Orc. In this raid, his father's cherished calcinator was taken and he wants it back.
Green-Eyes managed to get a look at the Orc leader, but not long or clear, since he was forced to lock himself in the basement to save his life. The calcinator that was stolen is not particulary valuable, but has a large emotional value to Green-Eyes.
He decided to put a 500 gold bounty on the head of the leader of the bandits and the calcinator. "Cedrig" tells you the story of Green-Eyes and instructs you to visit Green-Eyes.
Green-Eyes tells you a vague description of the bandit leader. He says he knows of an adventurer who frequents his shop who can usually be found in the Queen's Cutlass who knows the area and the bandits around here quite well. Advises you to give him a visit.
Adventurer in Queen's Cutlass (With disposition high enough (70+)) will tell you he knows which bandits are leaded by an orc and tells you where the bandits that robbed Green-Eyes' shop reside.
Gro-Burgol is the leader of the bandits (just some average good for nothing bad-ass bandits you are supposed to kill before you can reach their leader). He will attack you on sight and will try to kill you. If you return the favor, he will have the calcinator on him when he's dead.
After killing Gro-Burgol, you are supposed to return the calcinator to "Cedrig" and you receive a 250 gold reward.
However, when you return to the guild you find that there is strange Breton mage "Edwinn" speaking with some lower ranked member of Fighter's guild, let's say Orc "Ghaken Ghash". He tells you, that even those bandits must have been hired by Telvanni, because they are trying to get resources for some experiments.
"Cedrig" thinks this story makes no sense. "Edwinn" somehow persuaded "Ghaken Ghash", that there is a large Telvanni plot behind all this and now offers lucrative contracts to disband some Telvanni activities. But "Cedrig" is not blinded by his money and does not want Fighters guild to get involved in some Mage guild - Telvanni conflict.
When you ask "Edwinn" about the calcinator and the note, he will tell you, there is no other explanation that it was organized by Telvanni, for it is known they are engaged in criminal activities and who else would needed such a stuff.
( 5 ) To drive of "Edwinn" "Cedrig" takes contract offered him by group of Dunmeri merchants, supporting Telvanni storehouses in Tel Ouada.
Local Dunmeri merchants gathered on plaza of Ranyon-Ruhn want somebody to protect their caravan on the way to Tel Ouada. You and another guy (maybe you could choose which) are supposed to go with the caravan and protcet if from bandit ambushes.
After arrivnig at the gathering point, caravan starts to move to its destination independently of player. Somewhere on the way it is attacked by bandits, who are all imperials and are led by a mage (By the body of mage, you can find a big amount of money). Kill the bandits, protect all merchants and come to destination and quest is completed.
Gratefull merchants could provide you wtih some exquisite weapon from their goods of your choice.
When you return you find "Cedrig" in conflict with "Ghaken Ghash" who thinks, that fighter guild should not cover criminal activities of Telvanni. "Cedrig" argues, that the goods very proclaimed and caravan consisted of serious merchants. Everything was legal. However "Cedrig" agrees not to take any contract, that would smell with some criminal activities anymore.
When you speak with him, he will tell you he suspects "Edwinn" from turning some members of Fighters guild against him. However he does not wants to take any action against "Edwinn" for he is very popular here now and it might outrage some of the members.
( 6 ) Recently, Khifzah Manor in Tel Ouada has been robbed by a notorious thief, Ondras Hlervul. He stole a priceless enchanted sword from Lord Khifzah among some valuable gems and some gold. Ondras, foolish as he was, sought refuge in the nearby Daedric ruins of Hesadsadshamallu, not knowing the Dremora Lord Trosul resided here. Soon after entering the ruin, he faced Trosul and was no match for the Dremora's powers. Not even the enchanted sword he stole seemed to harm the Dremora Lord. He quickly perished, leaving the enchanted weapon in the hands of the Dremora Lord.
Now, Lord Khifzah wants his dear enchanted weapon back. Knowing no local will be foolish enough to try and fight Trosul, he reluctantly and desperately calls upon the Fighters Guild to let outlanders give a try at recovering his powerful weapon. After some others have given a try at it but failed, you get the assigment and are pointed to the ruin and are supposed to deliver the weapon back into the hands of Lord Khifzah.
Upon reclaiming the enchanted weapon, you are to return it to Lord Khifzah. He will be a bit grateful and especially surprised that an outlander succeeded in defeating Trosul.
After finishing this quest, you return back and you see that the conflict escalated. Half of the FG thinks, that the task of the FG is to cooperate more closly with MG, because it is allied Imperial guild. Helping Dunmeri nobles will just strengthen position of local authorities and that is not what Imperial guild should do. They should serve purposes of the emperor. "Cedrig" is surprised, that returning stole item is considered un-imperial, but again he agrees not to do anything similar, still refusing "Edwinn"'s offers.
( 7 ) Villagers in some remote village have seen some really evil creature haunting in their area. They gathered all their money and hired FG to get them rid of the scary monster.
You will travel to the village, where local leader will inform you on nature of the beast (really evil monster - maybe a werecreature) and places, where it has been seen. You go to wilderness, track down the beast and slay it in a heroic battle. As the proof of your deed you bring some remnant of it to the village leader.
You return to the guild and find out, that "Cedrig" was voted off by rebeling majority of Fighters guild members and has been expelled from Fighters guild. "Ghaken Ghash" is new leader now and there is no doubt, that he is just a puppet in "Edwinn"'s hands.
( 8 ) "Ghaken Ghash" accepts "Edwinn"'s order to clean out local smuggling Dunmer group, who supports Telvanni.
You and 2 other warriors are sent by to clean their settlement. You must kill them and return.
On the return "Ghaken Ghash" tells you, that "Edwinn" have finally found out, who organized all this crimes and orders you to kill him.
( 9 ) You are supposed to go and kill Telvanni necromancer in his cave and bring his ring as a prove.
However in front of the cave you meet with "Cedrig". He tells you, that he does not believe "Edwinn"'s stories and does not want Fighters guild to become an instrument of Mages Guild in fight against Telvanni. You can either choose to join him or disobey him and kill him in order to enter the necromancers cave.
If you choose to join "Cedrig" will tell you to gain higher rank in Fighters Guild by making some of the quests for him (but carefully enough not to mess up with Telvanni) and then challenge "Ghaken Ghash" for leadership of the guild. He will inspect person of "Edwinn" meanwhile and will meet you in "Queen's Cutlass later".
He also tells you to go to speak with necromancer and lets you inside the cave.
Necromancer is not agressive at all, if you speak with him about theft in the alchemy shop and the theft of calcinator, he will tell you, that he has his own, much better calcinator and that he recieves enough money from Telvanni to buy such trivial ingredients. You can choose to kill him or to persuade him to give you his ring for free. The option will affect your popularity with Mages Guild and Telvanni.
(His ring could be perhaps alchemists ring, fortify skill - alchemy for 10 seconds. Nothing special indeed.)
Once you rteurn with ring to "Ghaken Ghash", he will give you another quest.
( 10 ) This time it will be much harder. You have to go and kill group of Telvanni necromancers, who supported the previous ones. Once you do so, you should bring some of their weird books about necromancy.
You can do so or meet "Cedrig" in "Queen's Cutlass".
He will tell you, that he spoke with the Merchant again, who told him it was actually his customer "Edwinn", who adviced him to ask for help at Fighters guild, that he spoked to Green-Eyes, who remebered Gro-Burgol saying something like: "I dunno what is it good for. Breton will buy it from us in our cave, that's what I care for."
And "Cedrig" will also say he spoke with leader of Imperial Legion, who does not remember "Edwinn" giving him any note, and moreover he sweared he knows nothing about criminal activities of Telvanni (perhaps when Imperial legion quest is finished this can should left out). SO the result is, that he suspects "Edwinn" was told by his guild to arrange some criminal activities, make ure Fighters guild will feel obliged to fight against them and then appear and blame Telvanni.
He also knows "Edwinn" is very powerfull illusionist and is good at manipulating people.
He suggests you this time to get a book from some bookseller (this book is quite rare, but far from unique), because these Telvanni could be less friendly that the solitaire necromancer last time. During your next quest you are supposed to meet him on the same place and you will take some actions against "Edwinn".
( 11 ) This time you have to do a really crazy thing. "Ghaken Ghash" wants you to take direct assault on Telvanni residence. This time, "Edwinn" and other 2 members of Fighters guild are going to meet you before the residence. You can go there, join them and attack Telvanni, but this will result in total masacre, in which Edwinn dies and your companions as well. Or you can go to "Cedrig" instead.
He will wit you there with 2 another faithfull members of Fighters guild who are not satisfied with "Ghaken Ghash"'s policy. Together you must go quickly in front of the residence in order to stop masacre.
There "Cedrig" blames "Edwinn" for manipulating Fighters guild, but "Edwinn" says you are both paranoic and then attacks you with his 2 minions. You, "Cedrig" and his allies must kill them and Telvanni can watch the show from their windows. If "Cedrig" dies he tells you now you are in position to challenge "Ghaken Ghash" for leadership before his death.
If he survives he tells you he has been seriously wounded, is old and moreover had made some enemies in Fighters Guild during previous time, so it is up to you again to claim the leadership.
( 12 ) Whichever side you chose in the last quest, the result is total masacre and with death of "Edwinn" some of the "Ghaken Ghashes" previous supporters finally start to realize, that his policy was really worthy Orcish blockhead. This is time to challenge him for leadership.
Prepare for duel and go to appointed arena. "Ghaken Ghash" is quite a match, but after some wounds he resigns and apologizes.
You must duel him with one of offered kinds of dueling weapon, you can choose. That is Iron axe, spear, broadsword, mace or shortsword.

If you did not killed "Cedrig" in quest 9 and you have decided to join "Edwinn" in quest 11 "Cedrig" is still probably waiting in front of the cave for your assistance. In this case you should perhaps go to him first, before challenging "Ghaken Ghash" and he will tell you the same thing. However he should not be leaved out in this line, for he is the most evident candidate for new leader anyway.

Ufff... So?
Last edited by Theo on Tue Feb 15, 2005 1:20 pm, edited 1 time in total.
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Post by Theo »

Ahem?
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Post by Theo »

So... Viking!
Please feel free to post some comments, suggestions critique and feedback. Main line of these quests was roughly outlined, but still needs some refining.
What you could also do is to open your CS and look out for NPC's, places & stuff to situate quests I suggest. That would be very appreciated, because then we could move this quest line to fully developed and someone could claim it.
If not you, then perhaps me, for I am coming back home during Easter vaccations (22.3 - 13.4.) and my CS is waiting there for me (althought I will have to download lots of data in school and solve some technicel problems first before I can rage in quest creating).
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Post by viKING »

First: I will take a look at the figther guild quests in game, and the lockations in map 1+2 (There will be figters guilds in map 1+2 right?), then I shall se if I can write a quest. I have never worked for to long for fighters guild, so I need some ideas from in-game.
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Post by kingfish »

it sounds really great, i like the "misterious" storyline that ties all quests together, good work.
after quest #2, it would be logical to go and ask around in the thiefs guild imo, so there should be a small interaction with them too. for example: they will refuse to talk about it and will get pissed off if you keep asking, possibly even will try to "silence" you...
a little suggestion: don't make cedric stay in front of the cave all the time - it looks weird and is also boring to go there every time. instead, make him leave the cave after the first time, heading for a rented room in a city [he may tell you he is afraid his life is endangered, so he will hide in a cheap inn].
by posting useless junk on these forums you WON'T become a modder, only a spammer...
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Post by Theo »

kingfish wrote: it sounds really great, i like the "misterious" storyline that ties all quests together, good work.
As we Czechs studying in Leeds say: Cheers, mate! :)
kingfish wrote: after quest #2, it would be logical to go and ask around in the thiefs guild imo, so there should be a small interaction with them too. for example: they will refuse to talk about it and will get pissed off if you keep asking, possibly even will try to "silence" you...
It's mages guild, not thieves guild. I decided not to follow Vegor's idea and I didn't involve TG in this at all, because we have made separate questline for it with Uldar.
Going to MG is logical, for they are allied with FG and can provide information on nature and use of ingredientes being stoled.
kingfish wrote: a little suggestion: don't make cedric stay in front of the cave all the time - it looks weird and is also boring to go there every time. instead, make him leave the cave after the first time, heading for a rented room in a city [he may tell you he is afraid his life is endangered, so he will hide in a cheap inn].
Right! Changed.
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Post by Dexter »

Theo, your outline looks really good. If you can, put it all together for me in one large post, and I will see if it is ready to be submitted.
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Post by Theo »

Gladly... But what do you mean by: "Put it all together in one large post?"
Do you want me to include dialogues, NPC's involved, scripts, journal entries, new items, locations and NPC's needed and so on... That might take some time, but I'll do it if necessary.
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Post by Theo »

Well, the file is in a mess right now so I want post it here unless I connect all the thoughts to make it intelligible.

I decided to write full dialogues as well, for it is easier to see the real structure of the quest and because they form important part of the quest, because PC has to decide which side to join in after quest 8, depending on how persuasive both sides are.
Hell, I make this Edwinn into really persuasive and tricky scheming devil :twisted:
This, my friends, will be questline to remeber :D
Last edited by Theo on Sat Mar 12, 2005 9:42 am, edited 2 times in total.
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