q2-15-Mis

Moderator: Lead Developers

Locked
User avatar
Bloodthirsty Crustacean
Developer Emeritus
Posts: 3869
Joined: Fri Feb 02, 2007 7:30 pm
Location: Elsewhere

q2-15-Mis

Post by Bloodthirsty Crustacean »

Claim type: Quest
Claim ID: TR_q2-15-Mis (#1959)
Faction: Misc
Parent claim: TR_2-36-Ind (#99)
Claimed by: Parted User
Status: Not Available (Progress: 0%)
Location: 1:(4549, -1347):0
Files: None

---

ON HOLD -- Return to design forum when Map 3 questing begins. -- Two miscellanious quests for this cave settlement (Hlersis) would do, I think. But maybe three would be better as it doesn't feature in another questline probably.
a man builds a city
with
Banks and Cathedrals
a man melts the sand so he
can see the world outside


"They destroyed Morrowind? Fiddlesticks! Now we're going to have to rebuild it again!"
User avatar
immortal_pigs
Developer
Posts: 582
Joined: Thu May 15, 2008 2:45 pm
Location: Utrecht

Post by immortal_pigs »

After taking a look at Hlersis and the Erethan Plantation the following things turned up:

1. There's a woman in Hlersis who apparantly doesn't like Imperials, and wants to get rid of one in the Leaking Spore.

2. The "Dral" family controls both settlements; the father owns the Erethan Plantation, while the son controls Hlersis.

3. The Dral Father has recently lost his wife and hasn't been leaving his manor often since.

4. The Dral son does not like it in Hlersis and doesn't want to be there.

5. Both the Telvanni and Mages Guild are interested in Hlersis for the bloatspore.

All these facts could be implemented into a [short] questline.
User avatar
Andres Indoril
Senior Developer
Posts: 1459
Joined: Fri Jan 13, 2006 9:01 pm
Location: Lost.... Somewhere?
Contact:

Post by Andres Indoril »

I would like if the small matter of returning the Khajiiti slave from a rock back to the platforms would also be included. If I only remembered what else I had in mind.... :P



And I certainly did not notice that the Dral family was so far spread...
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

Actually, number 2, number 3 and number 4 sound as though they could be put together to make a mini questline: the son doesn't like Hlersis and would like to control Erethan instead, while the father doesn't want son to take his primary means of income from him but can't do much either in the way of keeping Erethan running or stopping his son from stealing his plantation, being cooped up in his home as he is. In the end the player might be given control of Hlersis by the son for helping him get control over the plantation, and more importantly so that the son doesn't have to bother about running Hlersis anymore, or by the father to punish the son, depending on who the player backs. Depending on how the player is supposed to hand over control to the son, this could actually be done with only one quest.

That and a second quest, including the slave, would probably already be enough, really. An idea might be adding number 1 and the slave together: the woman asks the player to agree to help her get rid of the Imperial and tells the player about the slave, asking him to smuggle the slave into the Imperial's house and then to alert the guard. The player can either do so, in which case the woman will give him a small reward, the people running Hlersis will give him a large reward, the slave will appear among the other slaves and the Imperial will be in some prison or will simply disappear, or the player can return the slave to the other slaves, in which case he will only get a large reward from the people running Hlersis, or he can free the slave/bring the slave to a Twin Lamps base, which will count towards the Twin Lamps faction. That would be one quest with three possible ways of finishing it.

Anyway, those are just a few ideas to get the ball rolling.
User avatar
Andres Indoril
Senior Developer
Posts: 1459
Joined: Fri Jan 13, 2006 9:01 pm
Location: Lost.... Somewhere?
Contact:

Post by Andres Indoril »

Gnomey, I regret to inform you that all of the non-dunmeri residents of the Hlersis community are staying at the inn.
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

Meh, I forgot about that. And I suppose that the beds are all in one room?
User avatar
Andres Indoril
Senior Developer
Posts: 1459
Joined: Fri Jan 13, 2006 9:01 pm
Location: Lost.... Somewhere?
Contact:

Post by Andres Indoril »

In one general room, which does have those guarskin wallthingies in between the rentable parts.
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

Hiding the slave behind a wallscreen would be stupid, of course. However, the player could simply be instructed to free the slave and place her (unique) slave bracer(s) near the Imperial's bed, and then alert the guards. The player would get a smaller reward from the people running the mine, seeing as the slave escaped, but the rest would stay the same.
User avatar
Andres Indoril
Senior Developer
Posts: 1459
Joined: Fri Jan 13, 2006 9:01 pm
Location: Lost.... Somewhere?
Contact:

Post by Andres Indoril »

The slave is quite in sight of the head of the mine anyways. Take a look at Hlersis you should. So, any quest one could include the bastard in would be getting him a water walking potion and escorting him to the platforms.
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
User avatar
Gnomey
Lead Developer
Posts: 2869
Joined: Fri May 19, 2006 11:55 am
Location: In your garden.

Post by Gnomey »

Ah, I see, is it a kitty afraid of getting its feet wet? I thought it was lost or something. But that doesn't really change much: the player could just hand him the key and recover the bracers later or could simply avoid being seen. The slave would probably tell the player than he won't do anything until he's out of his predicament but, after that, he'd probably do what the player wants. Anyway, I will probably take a look at the claim later, but at the moment my main priority is catching up with what I've missed. :P
User avatar
Andres Indoril
Senior Developer
Posts: 1459
Joined: Fri Jan 13, 2006 9:01 pm
Location: Lost.... Somewhere?
Contact:

Post by Andres Indoril »

Keeping a cats paws dry or a much better name.

Thadas Erethan asks our good old %PCName to ask S'Baadar, who appears to be slacking off, to get back to work. Talking to S'Baadar reveals, that S'Badaar is afraid of water and it appears that his boat accidentally went upside down. S'Badaar had hidden on some rocks near the boat and is not willing to swim back to the platforms. S'Badaar tells %PCName that the only way to get him to follow %PCName to the platforms, would be through supplying S'Badaar with a Potion Of Water Walking. Of course, after giving him the potion he would actually get a standard water walking ability, that is supplied for NPCs who have the tendency of following %PCName. Once S'Badaar has been delievered back to Thadas Erethan, Thadas gives %PCName some gold and some bloat as a reward. All praise %PCName, keeper of dry paws!
[url=http://andresindoril.blogspot.com/][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyleft.jpg[/img][/url][url=http://www.youtube.com/user/AndresIndoril][img]http://i45.photobucket.com/albums/f94/Andres_Indoril/siggyright.jpg[/img][/url]
"You guys are no fun, I'll start my own TR with dead children and toy guars!" -Why
User avatar
theviking
Developer Emeritus
Posts: 2145
Joined: Mon Jan 08, 2007 2:49 pm
Location: Alphen aan den Rijn, the Netherlands

Post by theviking »

Cool, I like this one. Nice and simple.
Interiors: 25
Reviews: more then 250!
Quest Reviews: 3
NPC claims: 2

Currently looking for quest designers.
C-A-G-E
Developer
Posts: 102
Joined: Mon Jun 18, 2007 8:01 am
Location: Where else?

Post by C-A-G-E »

I have an idea for a quest, but I dont know whether this settlement has a trader. When I look in the CS (with both map one and two loaded) I cant find any interiors called "Hlersis". And when I look at the caves supposed exterior location (south of Fort Windmoth), the map 2 ends where it is supposed to be!

Is there something i'm missing here?
"There is no genius without a touch of madness"

Completed Oblivion Interiors: 6
Completed Morrowind Interiors: 8
User avatar
Nomadic1
Developer Emeritus
Posts: 3338
Joined: Sat May 15, 2004 7:34 am
Location: Adelaide, Australia

Post by Nomadic1 »

It's now in Map 3.
<insert witty signature here. i might spend time trying to come up with something, but its not like anybody reads these anyway>
C-A-G-E
Developer
Posts: 102
Joined: Mon Jun 18, 2007 8:01 am
Location: Where else?

Post by C-A-G-E »

Ah yes, ive found it now. Ok my quest idea:

The interiors of the smithy and trader need to be changed so they have a lot less in stock (bare shelves etc) to make sence with the quest.

There are two ways to start the quest: way A and way B.

Way A:

When the player speaks to either the armorer or the trader in Hlersis they will be told that unfortunately they have little to offer as a shipment of goods has not arrived, which in a non producing town like Hlersis is pretty serious. They will tell you that each month they receive a shipment of goods from [nearby town, maybe Tel Muthuda, Helnim or Necrom?]. They will ask you to go to that town and seek out there supplier, [enter-name-here], and ask them why the shipment has not arrived.

If the player refuses the quest ends here. If the accept:

The player goes to [nearby town]: if they take the road there skip to 2), if not 1).

If the player takes some course other than the road to get to the town (recall,etc) they will find and talk to the supplier. He will tell them that the courier with the shipment he sent to Hlersis has not returned, and he is woried something may have happened to him. He asks you to follow the road from here to Hlersis to see if you can find any trace of him. Go to 2).

2) The player comes across the cart of the courier, which has clearly been ransacked. A trail of debris should lead the player to a nearby cave (may have to be added), which contains bandits. The player kills the bandits and finds the courier alive and locked in a locked cage (the key on the body of the leader bandit will unlock it). Nearby are several chest labeled "couriers shipment", the contents will be unique so scripting can tell them apart from normal stuff. When freed the courier will thank you and give you an expensive (though unenchanted) ring. If:

a) The player has already picked up the stuff from the couriers chests (some quite valuable stuff) the courier will ask the player to give them to him so he can take them to Hlersis. If the player:

i) Refuses to give them to him the courier will be annoyed and say the player is " no better than those bandits" and leave. If the player lets him leave alive, see ending A. If the player kills the courier, see ending B

ii) If the player hands the shipment back to the courier he will thank the player and leave, see ending C

b) If the player has not picked up the stuff from the chests the courier will take it and leave for Hlersis, see ending C.

Way B:

The player is walking along the road from [nearby town] to Hlersis and sees the ransacked cart (without talking to the Hlersis shop owners first). The quest then carries on as normal from here.

Ending A: The courier leaves and returns to [nearby town]. The player receives a 500 gold bounty for theft and the Hlersis shop owners refuse to do business with you.

Ending B: You can return to the shop owners/ supplier and tell them that you found no trace of the courier, and they will believe you. You get to keep your ill gotten gains.

Ending C: The shops of Hlersis become well stocked, and both store keepers have a strong disposition increase. The trader rewards you with gold and the smithy gives you a weapon of your choice (A silver: shortsword, longsword, axe, mace or bow).

Possible cross over with other quest:

The other quest requires you to get a potion of water walking. If the quest has not yet been completed the trader will tell you that unfortunately he has none in stock. If the quest was ended on ending C the trader will give you a water walking potion for free.
"There is no genius without a touch of madness"

Completed Oblivion Interiors: 6
Completed Morrowind Interiors: 8
Locked