Gorne/Enamor Dayn Quests

Old and generally outdated discussions, with the rare hidden gem. Enter at your own risk.

Moderators: Haplo, Lead Developers

Locked
User avatar
Lud
Developer Emeritus
Posts: 2050
Joined: Fri Aug 27, 2004 9:24 pm
Location: Ireland

Gorne/Enamor Dayn Quests

Post by Lud »

It was suggested that I come up with some quests for thee settlements, so here's my first suggestion.

1. The couple living in the manor are distraught as their son has gone missing, spouting desires to explore the ocean in doing so. They ask you to ask about anyone knowing where he went.

2. Enquiring at the local inn leads you to information about a the boy having been interested in exploring a grotto (already there) which can be found east of Gorne (under the sea). The boy had boasted to the whole inn. You are also told that the lad was talking to a somewhat shady salesman and are directed to the trader to find out more about the salesman.

3. (skippable)The trader gives you a potion, a sample of what the salesman was selling. The potion has a very long water breathing effect, coupled with burden and strength damage. He advises you to hurry.

4. This is on a timer from when you find out about the boy's intentions at the inn. If you arrive quickly, you find the boy alive and can give him a potion (from the trader) or cast a raise strength spell to allow the boy to escape. Arrive too late and find him dead.

5. Get back to the manor to find the (grieving or happy) parents and a reward.

A second one to follow on:

1. The parents ask you to find this guy an dbring him to the guard for selling shoddy merchandise. Via the trader and inn, you track him Enamor Dayn.

2. When you find it, he denies it, then relents and offers you a gift to let him go. You can accost him, making him fight you until his health is low, then give in and be escorted to a guard. The gift is a potion(with v. good effects) scripted to give you diseases when you drink it.

Number 3:

One particular dunmer NPC in Gorne (Velam Velaro) is somewhat mysterious, as people around town say that nobody knows how he makes his money. The (minor) twist here is that he's simply a private person who inherited a good lot of money. This will be dealt with in a slightly comic manner, with NPCs gossipping about him and the poor mer just wanting to be left alone.

1. Ask around town about this guy (bounced around with rumours and hearsay) and people will direct you to local busybody, , who will say that she overheard him talking about the dead woman's money and that she thinks that he kills people and steals their money. She will send you to her friend (another gossip), with a plan to steal evidence from a secret box in his house.

2. The plan is to go to the guy with an invitation to a party and you have to wear him down until he agrees to go. The next day at a certain hour (18.00), he will leave his house and lock it. You have to sneak into his house and steal "evidence" from his chest.

3. You find a letter which seems to implicate him in the crimes of which he has been accused, talking of getting "money from dead so-and-so". You bring this to busybody #1, who encourages you to confront him. She relishes this and feels very self-important about the whole thing. You confront him and he gets very angry and shows you legal documents and the will of his dead mother, from whom he inherited money. He goes on and on invasion of privacy and such.

4. You leave the building to find the busybodies and a guard arrived to arrest him and talk to them. The busybodies are disappointed.

The idea behind this quest would be that, for once, someone mysterious wouldn't have an awful dark secret.

EDIT: 3rd quest added
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
-Ophelia Benson
User avatar
Lud
Developer Emeritus
Posts: 2050
Joined: Fri Aug 27, 2004 9:24 pm
Location: Ireland

Post by Lud »

Bumpity.

So, here's the thing: I want to make a couple of quests for TR. Can someone have a look at this and, if appropriate, give me a claim so I can do some questing?

Cheers
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
-Ophelia Benson
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Re: Gorne/Enamor Dayn Quests

Post by arvisrend »

Oops, I should have responded to this long ago. Sorry!!

Numbers 1 and 2: I like the idea, although at some places you're making it a bit artificial. I think you should replace "burden and strength damage" by some disease as well (there are diseases which damage strength big time), so that the whole thing squares better (the alchemist was creating potions from infected ingredients but messed up the hygiene, so he was stuck with a lot of contaminated potions and is trying to get rid of them). No timer, please (timers in Morrowind quests can be annoying; also, the guy can be stuck in some air pocket, giving the player unlimited time).

If you want to add complexity, a better idea is for the merchant to already be at a different town when you are to confront him.

Number 3: I fear I'm not sure about this at the present time. It *sounds* good. But the quest involves a lot of talking and not much external action, which means that it might be harder to get right than it seems at design stage; but if you think you *can* pull it off, that's great. I think the Indoriliness of the quest needs to be discussed on the channel, though.

If you are fine with my variation on numbers 1 and 2, you can have a claim. Thanks a lot for volunteering!!

EDIT:

[07:41] Spiffyman: i like them. But you really should get arrested for breaking-and-entering an innocent persons house
[07:41] arvisrend: Spiffyman has a point
[07:41] arvisrend: that's an Indoril thing
User avatar
Lud
Developer Emeritus
Posts: 2050
Joined: Fri Aug 27, 2004 9:24 pm
Location: Ireland

Post by Lud »

Well, the int in question for the first one has no air pockets. The quest is still doable if he dies.
Diseases sound good.
Yeah, I'll have the merchant start somewhere else too.

Regarding #3, I had thought to have the player arrested, to do this, it will be necessary to be careful with the dialogue to make sure that they know that if they're caught, it's their own fault.

So can I have my claim?
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
-Ophelia Benson
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

I still don't think the timer is a good idea. If you run out of air, it normally takes you a minute or so to die. And that's not just a gameplay thing; dark elves aren't Guybrush Threepwood.

Is it impossible to build an air pocket into that int? Is the int completely in the ocean?

I'll open up the claim later. (I'm not at home right now.)
User avatar
Lud
Developer Emeritus
Posts: 2050
Joined: Fri Aug 27, 2004 9:24 pm
Location: Ireland

Post by Lud »

The grotto in question is literally at the bottom of the sea.
I could just make the kid dead from the get-go.
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
-Ophelia Benson
arvisrend
Lead Developer
Posts: 1971
Joined: Mon Oct 04, 2010 11:39 am
Location: substitutional world

Post by arvisrend »

That sounds a lot better, yes.
User avatar
Lud
Developer Emeritus
Posts: 2050
Joined: Fri Aug 27, 2004 9:24 pm
Location: Ireland

Post by Lud »

Will do. :)
Can you make my claim? :p
"It’s all been such a mistake. We were once little shrew-like animals. That would be so much better."
-Ophelia Benson
User avatar
Gez
Developer Emeritus
Posts: 3020
Joined: Fri Jul 22, 2005 8:40 pm

Post by Gez »

arvisrend wrote:I still don't think the timer is a good idea. If you run out of air, it normally takes you a minute or so to die.
I thought the timer was for the potion's duration. (Since it's supposed to be very long-lasting.) The kid drank it some time before you got the quest, so a chunk of time is missing already.
Locked