[Quests] - Ideas For Side Quests

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-Kobas- and I have already come up with a main story plot and we will start working on the main quests soon.

However, we want to make this map to be as versatile as possible! That means we'll need a lot of side quests, unrelated to the story. That's where you guys come in! Even though we could probably make them up on our own, it would be nice to hear some ideas coming from the experienced RPG players.

One last thing: don't be afraid to go all out; the quests can be as crazy and and as difficult as possible! :cool:
 
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Level 27
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Okay, got one quest idea!

The Pilligrim's Road (Or wahtever those people that travel to holly places are called...)
A man from a small group of pilligrims in one village/town asked you to lead them to some holy place/temple/sanctuary, which may be located in one of those Holy Places (If you took that idea of mine about the Deviner specialization that you get linked to a holy place) or to some small monastery/town/village. On the way there you'll be severaly attacked by wolves and different other animals. There are about three-five pilligrims, and you have to make sure all of them will survive. Their leader, from whom you took the quest, has a healing ability of some kind, while others will have a very low attack, so they won't be very useful in combat. On the way to the destination you'll be attacked by bandits once, and that will be closer to the end. It will turn out the leader of the pilligrims is actually the undercover bandit, so you'll have no healer to protect pilligrims, thought the bandits wil attack you first. After bandits got defeated you'll be able to reach the destination and quest will be complete. The pilligrims will thank you, but since they have no riches, they can only give you their ex-leader's staff that they got when you kiled him, or maybe they'll give you some blessing (Upgrade that premamently increases some stats or damage or, what's best, armor, a little bit).

Oh there might even be a whole chain of pilligrim's quests, like first you lead them to one town, then later when you're higher level you lead them to another, and then one more time... if you'll aprove this chain I might came up with the other quests...
 
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Hmm, the classic "escort" type quest. I like it. But the part where the leader is actually a bandit kinda doesn't make sense; why would he go trough the trouble of healing the people after animal attacks just so he could betray them at the end?

How about this: the monks (that's how the 'holy' people you mentioned are called) ask you to escort them to some church because they are carrying some holy item/plant (or whatever), and they suspect they will be the target for attacks. So you battle woodland critters along the way, while the boss heals you and other monks. So at the entrance of the church, the leader catches an arrow with his head and you gotta fight the ambushing bandits on your own. After you killed them all, the remaining monks thank you and somehow use that item to help reward you -> perma stats increase/give some strong potion/give some special weapon/etc...

I don't call the shots here. If -Kobas- likes it, he will let you know :cool:
 
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Ok then we will have escort like quest based on your ideas ♥

EDIT:

Hey guys I will tomorrow create small template for approved quests, I will create descriptions The_Mirai translate them and after I add tasks and awards, pick icon as well I will post it here and give you credits.
Once when I finish triggering quests will be updated in Archive :)
 
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Yes.
See, the bandits will jump out really unexpectedly, and one of them will stab/shot the priest from behind, insta-killing him. Oh, after that instead of making sure all the people will survive, you have to make sure at least one will survive, since they seem to be the only who know how to use the artifact. If you fail the mission before ambush, you'll get nothing. If the priests or monks get killed by bandits, you can only sell the artifact that is uesless without their knowledge how to use them... of coure you won't get much since it doesn't seem to be that valuable. If you protect them, you get a permament blessing.

Template?
You mean we'll have to submit quest ideas in some specific form? Hmm, okay, that will simplify the process.
 
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Now, what about a...
"Vintage year"!

In one of towns you meet a rich mercahant. He complains to you that some thieves have brokken into his house yesterday and stole some poessesions, including thre very rare bottles of vine that he was going to give as a present to a local Duke/Kind/some other feudal. To find out who stole the bottles, you'll have to bribe an old man in some local tavern, market or some other location. He'll tell who stole it. You'll go to specific location where there will be a thieves camp. You'll kill them, and last of them will surrender to you if you prmoise to let him go. He'll give one of bottles, and he'll say where other are.
Okay, now about those other two:
1. It seems that the same man who you bribed to give off who stole the vine is a father of thieve's leader and a terrible, terrible drunkard. His son gave one of bottles to him and he drunk it all, without understanding the true value of it. You would probably now kill this old drunk idiot, but he says he heard that long time ago the merchant's who you took quest from father had a bottle of same vine burried with him. So you go to greaveyard or whatever, steal the vine from grave and kill the ghost or whatever of the father.
3. It turns out one of the theives knew the local monarch's squire or loyal cook or whatever and sold a bottle to him. So you'll have... yes, you'll have to break into the castke or whatever and steal the bottle back! Few guards will probably be killed, but hey, it's worth the reward!
So you return all three bottles back to the merchant, he complains about how everything is misreable since somebody killed the camp of mercenaries that were buying weapons from him and ere his best customers, that somebody broke into the castle and killed the chef so there will be no celebration in castle/palace and he won't be able to give the bottles to the local monarch and that somebody ransacked the grave of his father and now he haunts him at night, saying he got fooled by the man he hired. Yes, the merchant is quite a fool, but hey, the reward is big!
 
Hmm sound interesting :)
What about replacing vine with some herbs, and merchant with town alchemist... If you fail to bring some herbs you will be able to sell them, try to make potion on your own or something like that :)... Also you can try to find some potions etc etc...

I already have icons and potions rdy so just few min of work and a little polishing = quest completed :)
 
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All that glitters is not gold.

The point is like a basic treasure hunt. But instead of a "go there and get the treasure"-quest, it's based on riddles. Every spot with a treasure is marked by clues in a riddle or something. It's based on the TES 4 mod "Nehrim". You could tell the story of a famous treasure hunter who suffers a horrible curse (You know the drill) and seeks to leave his treasures to one, smart enough to find them. At every spot, one finds a rare item and a new riddle. You should need some kind of "Dig" ability though.
 
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Ooooh! Cool! Riddles... I can't say no to a challenge! :cool:

And a challenge it will be, I don't know about others but I'm not much of a poet. :p
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EDIT:
On the origin of corruption
I don't know 'bout this idea since it requires some specific units and terrain but I'd thought I'd share it anyway. It's also a bit vague, maybe. But I hope you'll be able to get some inspiration. The idea is having a twisted, corrupted region (not blighted, but more like outlandish) with twisted monsters etc. The player goes in search on the origin of corruption. He goes to a random town and asks around a bit what's causing, when did it start... He meets someone who knows more about the corruption (a shadowy figure or something), the player receives an amulet or a spell of sort. He goes to the middle of the region and casts/uses it. At first sight, something goes wrong and the player is knocked unconscious, he wakes up in a totally different region (still corrupted) and finds another man (wounded, dying...) who is trapped there by our shadowy figure. He explains he is an adventurer as well and was interested in the story. Together they find the origin of corruption, again our shadowy figure himself, kill him and escape using something in the shadowy figure's inventory.

This might be a bit difficult and twisted, but hey I just make up some wicked ideas. :p
 
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Level 3
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I've come up with yet another (ah, see how my ego swells) idea. :wink:

Romeo & Juliet
"Never was there a story of more woe than that of Juliet and her Romeo..." Upon entering a bar, the player notices the bard/minstrel is only playing sad ballads of love instead of the usual joyful peasantry songs. He goes to the barkeeper, buys a pint of ale and, of course, asks whats wrong with the bard. The barkeeper tells the player to have a chat with the bard and it turns out he's called Romeo and he's in love. Now, Romeo isn't that much of a Don Juan and he isn't very talkative towards the girls so he decided to write his love out to her in a song. He was sitting on his favourite composer spot somewhere in a region and, in a vlague of inspiration, he started writing his song on some pages. When he finished and he was reading it trough again, a gust of wind swept his pages up and dispersed them in the region. He tells the player he, in all his excitement, cannot really remember how many pages he had.
You have to scatter 7 (this number is actually important because it's completely unlogical, everyone would think there were 5 or 10 pages) pages and the player doesn't know how many pages there are. He goes to search them (one is in the water or something, one is eaten...). Then you should make it that if the player returns 1-5 of the missing pages, Romeo cannot win his girl's heart and the player doesn't get a reward because Romeo is too sad. If the player returns 6-7 pages, Romeo marries his girl but he needs all his money to arrange their wedding, thus he cannot spare any gold for a reward. However, he sings a song that can increase one of your attributes or you get his lute which increases an attribute or something.
 
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Can we at least change the names? Romeo and Juliet are kinda overused I'd say. Can we like came up with different names? Though they can sound similar to give a reference.
Well, you can get his lute to sell. Even better, he gives his flute as reward, so as second part of quest you have to find someone to buy the lute, so possibly some guy in other tavern in other town will like it...
 
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Ok, I don't really know if this one is actually doable. But I have another idea, based on TES 4 Shivering Isles, I hope you own it because that would make explaining a lot easier for it's based on this quest there http://www.uesp.net/wiki/Shivering:Ghosts_of_Vitharn. The point is of having the same never-ending ghost battle. Say that you have an abbey of sorts or a walled village/castle devoeted to one of the Gods, if there are any. It got attacked and the defenders were unable to hold off the attackers, they broke trough the defense lines and ransacked the city and church. The God punished the people in the city to relive the moments of their failure, of the battle over and over again. The player is supposed to help the village/castle/walled abbey win the battle. It should be, like in Shivering, that you help a few specific soldiers with their errors, like bringing the archer arrows. I don't know if this is doable and if it looks good but I think it's quite interesting if you're willing to try it.
 
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Well yes, that would be intresting though it would be just another "get me that/bring something like that and do that", only with quest givers beeing ghosts.
Though it would be cool that after this quest art geting completed the people would turn back into living and you'd have to assist them kill their enemies, after what the town/village woks as some outposts or whatever where you could buy the items, plus you could unlock some extra quests too...
 
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Well yes, that would be intresting though it would be just another "get me that/bring something like that and do that", only with quest givers beeing ghosts.
Though it would be cool that after this quest art geting completed the people would turn back into living and you'd have to assist them kill their enemies, after what the town/village woks as some outposts or whatever where you could buy the items, plus you could unlock some extra quests too...

That would completely kill the point of the quest, the meaning is, actually, to relieve the ghosts of their eternal torment. And, I don't think that people mind doing those "get me that"-quests if there is a good story behind it. For you can reduce every quest to a "do that and get me that"-quest. In any mmorpg, you don't have a story. In case of WoW, it's "The Horde's food supplies are dwindling, bring us 10 wolf meat." That's just lame, I don't mind them if I do it for something good and if I see a good reason for it or it has some improvement to the world.
 
Well honestly I won't maybe use names you suggest or do things like you said, but like I already said idea is what I need, I must see will I use your idea for main story to make it better or for optional quests :)

So you don't need to be so detailed :)

I started working on quests now, I am trying to make cinematics as much epic as I can, I can't wait for The_Mirai anymore :)

He will have time to improve my English once when I start working on abilities :)
 
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Okay...

Well in past time WoW quests immproved a lot. If earlier you had to like just kill some creatures and there would be 15% chance that they'll drop an item you need, so now they like give you some item that will help to simplify the killing process/have 100% chance to get the item.

Oh, I got an idea:
Currently no name
In the forest or whatever, you meet some old man attacked by wolves. You manage to save him, but he's injured and you can't carry him. He tells you to go to nearest settlement and call his sons and wife so the would help. But after you save him, some kind of timer or whatever appears, so you have to hurry up to get to settlement, talk with the sons (But there will be alos a not so short diallogue with the sons that don't believe you actually want to help them and just trying to get them into a trap, so you'll have to persuade them someway), after what you'll have to protect them while they'll come to their father and then you have to help carry him back to settlement. They'll reward you with some average gold amount and maybe some of those rare items.
 
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Sure. except for unique ones, those should be added after deciding the additional quest, unless they are reward for completing main quest.

One more quest idea.
Tomb Raider
This is quite a classic for RPGs quest, actually that's not exactly quest, it's more like those ancient ruins in TES4:O. See, you have to go through some dungeon with different traps, monsters and puzzles. Most of traps are on quick reaction, like if you dont pass the area quicly the trap will damage you. The reward would be some really powerful item, so this quest is best for late game (I know it's too early to think about late game, but those Eyleid or whatever ruins in TES were really great). Then after recieving the item, more enemies would get spawned, also there would appear some new tyoe oif "traps", like in some areas that falling rocks with sand effect would appear and after some time a huge boulder would fall and stun or damage you. Also the enemies would respawn and there could be some timer that makes you hurry up. After escaping the dungeon, you get to use your super awesome one of it's kind item, and would see the cinematics how the entrance to ancinet temple or whatever collapses.
 
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The diseased village
This is also a quite basic quest but you can have numerous other quests starting from this one. The player enters a village or farm village or something, finds no one on the streets except for one greenish-tinted villager who tells the tale of sickness, the most terrible disease in years who strikes not only humans but also plants and animals. You go to the church in the village or something or to the mayor and he tells you to go to the doctor/apothecary/potion merchant in the town to know the details of the sickness and from that point you could have lots of quests or you get like a very old recipe in an unreadable language, the recipe might be a cure for the disease. You have to take it to a city or something to have it translated by a priest or a mage but it has to be a special mage who might have been kidnapped...
After your visit to the apothecary in that village, you could go to the priests of that God but your reputation with the priests and God aren't high enough and they ask you to go on pilgrimage or do some tasks...

The usual quest of a disease in a village can be the stepping-stone to many other quests from collecting herbs to making a pilgrimage or going on a rescue mission for some wizard. It might not be that original but it can be a big quest or a chain of quests.
-------------------------------
And that brings me to a next point: chain quests. I don't know if it's codeable but it would be nice to have, again, a village or a castle of sorts, which asks you to spy on a creep settlement nearby, you return a report and have to raise the militia and if it takes some time, the creeps will attack the village and you have to defend it. If you can do it fast, you can attack the creep settlement. If you get driven out of your village then you have to retake it etc. etc. It becomes a bit like the dynamic system Guild Wars 2, I think, uses.
-------------------------------
Then I have one last question. Could we get some more information about the story or at least a bit more on the atmosphere, that would make thinking of quests a whole lot easier. Are there any Gods, factions (joinable/unjoinable)? Is the land divided in lands, ruled by different kings? Or does the land have one king and is it the same Good vs. Evil story? I thought I remembered some story about a Good and an Evil God but I'm not really sure.
 
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Then I have one last question. Could we get some more information about the story or at least a bit more on the atmosphere, that would make thinking of quests a whole lot easier. Are there any Gods, factions (joinable/unjoinable)? Is the land divided in lands, ruled by different kings? Or does the land have one king and is it the same Good vs. Evil story? I thought I remembered some story about a Good and an Evil God but I'm not really sure.

Originally, -Kobas- and I agreed not to reveal the story to you guys (because of the 'if you want to know the story, download and play the map' effect). BUT! All I can say is that the story reflects in the title :eek: ~very mysterious...~

However there's a small problem. 4th college semester has started and I have to spend 7 hours listening to classes (from 1PM till 8PM), so when I come home, I completely pass out from boredom and tiredness; and on the weekends, I have 5 hours of training (both on Saturday and Sunday; not 5 hours for the whole weekend -.-).

The reason I'm telling you this is because my schedule leaves me little room to work on the storyline (and fixing -Kobas-'s noob English -.-'). :sad:

P.S. The quest ideas are GREAT! Keep that imagination of yours running wild!

:cool:
 
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Caravan Quest

Quest Start: Some merchant standing by a caravan/wagon

Quest Description: The merchant complains that whenever they try and use the road to get to the next town, they are always attacked by bandits.

Quest Objective: Protect the caravan from bandits as it moves towards the next town.

Quest Time: 5 minutes
 
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Caravan Quest

Quest Start: Some merchant standing by a caravan/wagon

Quest Description: The merchant complains that whenever they try and use the road to get to the next town, they are always attacked by bandits.

Quest Objective: Protect the caravan from bandits as it moves towards the next town.

Quest Time: 5 minutes

Kinda booring. This should be spiced a bit. Like firstly, you have to go to some local rival of the merchant who gave you the quest, and it actually turns out that he sells the goods stolen from the first merchant. So he calls his henchmen (same bandits that stole the goods), you defeat them, kill the criminal merchant and give goods back the questgiver mech. On the way to the town, you get attacked by some bandits, one of them yells at you that you'll pay for killing their boss, so they attack you and get defeated (duh), and at the end the merchant asks you what were they meaning by killing the boss. In the following converstation you tell the story, the merchant calls you a dumbass since you didn't told him that the main competiting merchant was a criminal and got killed and tells you to go back to his home town.
Now, there may be multiple choice if you planned something like that. You can kill the merchant now and get as much money as he promised or even more but face some consequences, or help him return back alive and get a smallerreward, but with no consequences.
 
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"[Insert a name], the thief"

Description: "Various villagers found stuff missing after night."(It's random)

How to start: After the event occured, you may speak with any villager located on a place where all gathered(the ones who were stolen), and he/she will tell you about a thief who it is very famous by his getaways because he was once a assassin and no man can fight him alone and if in groups he can avoid them. You decide to stop him once and for all.

Quest objective: Find and kill/capture the thief.

Additional info:
-If you got villagers saying useless stuff when they got nothing important to say, they can speak of rumors, if you do, they could speak of the thief you captured(if you didnt killed him) was escaped and its far away from your area of action, because he recognized your strength. If you killed you will be famous on the village where were all gathered.
-I dunno any name for the thief.
-The quest may be difficult depending on how strong you may set him.
-He may have hostage so you need to sneak in and free them before fighting him, if he heard you start your move.

I'm very bad at ideas hope i helped, even if it's a bit.
 
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Level 5
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Here's another that i remember from the old times being a vampire because of a attack of a vampire on oblivion ^^

"The curse of the black wolf"

Event: "A strange black wolf bitten you and ran off"

Description: "As time pass from the event you start feeling some effects of animal instict like killing people for food and walk on 4 legs, also you got a bit hairy. You will try to find help and eventually find you are cursed because of the wolf's bite, starting to become a werewolf and then a full wolf without conscience. You need to find a alchemist to stop or to cure(Up to you if you wanna be a werewolf or be cured), also if you a alchemist you only need to find the ingredients, once you got the recipe."

Additional info:
-Once 2 days pass as werewolf you skills start to develop as you get used to it's moves.
-Being a werewolf may disable some weapons and spells.
-The only reward it's being a werewolf.
-The cure it's slow it takes some time.
-As you develop villagers starts to fear you and repel you and eventually attacking you.
-This quest may suceed various times(rarely) if you dont complete the sub quest "All curses shall end".



Sub quest - "All curses shall end"

Description: "The wolf shall attack you again, there you may finish him once and for all and end this curse. Once this is done all cursed ones are freed(including you)."

Additional info:
-Up to kobas, the black wolf may drop a rare item.

Edit:About the item i will add a suggestion

Drops:
-Black wolf pelt(blacksmith use)
-Black wolf fangs(blacksmith use)
-Black wolf blood(Alchemist use)
-Black wolf dna(Alchemist use)
-Since theres others, not only alchemist and blacksmith, i need to know about the others first to suggest something else.

How they are used:
Black wolf pelt will be used for a armor type.
Black wolf fangs will be used for a weapon type.
Black wolf items when crafted into something will carry a curse which will give a high buff and a debuff depending if its weapon or armor(For alchemist it may be higher the buff than weapons/armor and a little debuff since it's rare and unique).

The dna it's the last chance to become a werewolf(you need the potion to stop develop again into wolf) but once cured you will never be able to become one again.

Final note: This will encouraje someone to kill the black wolf to end the curse.


Edit2:
"Study and curiosity leads to corruption and madness"

How to Start: You speak to a man who was a assistant of a cientist.

Description: "Once started you venture to the corruption places(still dunno your map so its where its the forces of darkness) where he was seen heading for last time. After some time you find a camp where you find a diary. Diary tell his research then his last entry is: "Today i'm a reborned man, i shall conquer this world with this army, no man can stop my ultimate creation...*ends*. You head randomly until you find a little house heavily guarded by ***(strong forces of darkness). Once they are defeated you find a insane undead cientist, by description of assistant you recognize him, next to him it's a creature with mixed bodys(a abomination(wc3 undead unit)). Small dialogue between scientest then you teleported to a arena to fight the creation(it reincarnates many times but after some times it will die(it have mixed bodies so...). The scientest got no way to return to it original self so you had to kill him. The assistant thanks you for end such madness"

Additional info:
-I dunno once again a name(for scientest)
-You find the assistant asking for help, since the scientest went missing for some time now, so people may direct you to him incase you're searching for quests
-The diary may contain more entries to make it more detailed
-House may differ to castle or open arena, depends on your terrain
-Forces guarding may differ if you want hard or easy(difficult)
-Ressurection was a way to make this quest difficult
-Depeding on dificult it may differ ressurection, for hardest on last live he can go into a rage mode, maybe
-The scientist was studying a way to fight the darkness forces with science, however when he explored that area he went insane with the horrors of darkness
 
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Level 27
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Well I'd like to play as werewolf and stuff, but this is just a drastic thing for a side quest, I mean this will need a lot of overhauling to the whole gameplay, technically you'll e forced to add a completely new class and so on...

Sceintist quests seems not fantasyish enough ,though scientist might get replaced with necrommancer, and extra castle is just too much...

Alo the names are too long.
 
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I'm bad at names and the idea it's the scientest be a necromancer indeed i just dont like the part of the staff cause he doesn't cast spells he only created the abomination. Werewolf would only affect the class, in my opinion, i mean his equipments(werewolf just uses armor, he uses claws to attack) and skills, if theres any.
 
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Effect gameplay a lot, I mean. Though Impact is not wrong to say too.

By the way, anyone read about Robin Hood?
I remember a one story in which he stole grain bags from a windmill owner and then sold them to the same windmill owner. I think we could immplement a quest like this, right?

Oh, and by the way, the shadow wolf's quest begining dialogue is bit lame, like in asain MMOs, maybe you should immprove it and make more logical and less pompastic?
The "How'd you know my name?" isn't bad, but that mage or whoever should better say something like "The past events have awaken a very fierce beast just next to our settlement, we need somebody like you to kill it before it didn't attacked us!", because the current one more sounds like a final quest where you slay the main bad guy...
 
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Workers' Strike!

Workers in [Mine/Quarry/Bar/whatever] have started a strike! Investigate their reason and find the solution! If not, we might as well as having no more [Metal/Stone/Booze/whatever] here!

Oh gawd. Worker strikes are probably the worst. Is it because of the minimum wages? Or is there something wrong near their workplace? Whatever the reason is, the people of [Nearby Town] pleads to you to investigate and concoct a possible solution.

Converse to the workers about what they actually want/worried about/afraid of/whatever. That should do the investigation part, right?

The hard part of the quest would be the solution, though. How will the adventurers convince the people of [Nearby Town] to pay higher taxes/raise the payment of these workers? Killing nearby wolves might be easy, but convincing people to pay more?

Sometimes you gotta use your fist.

Rewards
Rewards are given in accordance to the reason of the workers' strike and where the strike took place. Although experience and gold are always given no matter where or why (the amount given would be different in accordance to the why and where, though. Although the total amount would be pretty much the same).
 
Why not instead to create fight, we create small minigame where you need to defeat some guy, if you win workers will have better salary, it can be edited with % so below 50% can result failure, everything above will complete quest. Still % will edit award (51% can be 51 gold and 102 exp points , 100% can be 100 gold and 200 experience points :xxd: or something like that).
 
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Makes perfect sence.
Anyway how exactly wil we do that?

We can make a simple reaction and counter minigame. Like some appropriate action message appears (Like "Joke" or "Corcee" (Or whatever that was)). And now this is not like with that wheel in TES4, it would be more of Symon says. Some mesage appears, you have to click right button on time, if you pick wrong or not click on time it counts as failed. So you get 25 clicks in total. each incrteases success by 50. every time you answer right, the timer get faster and you have to click as fast as possible, not sure how to indicate the time you got though, maybe floating text color?
 
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Alchemistry brothers

You meet some alchemist or potion merchant in a town. He tells you a story that his father who was an alchemist too died not so long time ago and that his brother stole the formula they both should have recieved, and ask you to find the brother who is located somewhere near to the town, and take away the formula of some potion. Now see, when you find the other brother, he tells you that the father gave all the alchemical equipment to him, because the first brother doesn't know nothing about alcemistry and just wants to earn extra money by seeling everyhint. So there are three options:
1. You kill the second brother and give the formula to first one, gaining some money and some very useful item.
2. You steal the alchemistry set from first brother and second one gives you a potion that increases attributes or shares the formula if you're an alchemist.
3. You kill both brothers and and combine the alcemistry equipment with formula and reiceve a device that would keep you suppied with the formula. Dunno, maybe just a "potion" with no charges and cooldown, maybe some special device of some type...
 
Level 24
Joined
Jul 9, 2009
Messages
4,094
A Uncommon Plauge-

Information:
Many animals have been corrupted most odd of all are the giant rats that have been multiplying gravely in the south and they have been attacking travelers on the road. We have put out some of our best knights to prevent the giant rats from spreading to the nearby farms and eating up our entire stock of food. However if the knights would leave their post the giant rats would be able to sneak by and eat our stock of food so we need you to kill the giant rats.

1. Kill all the giant rats and save the village
Revard: A amount of money

2. Kill the guards and take their armors and let the rats destroy the supply of food.
Revard: Avarge items
 
Level 24
Joined
Jul 9, 2009
Messages
4,094
A strong curoption:

Information:
As you might alredy know most of the wildlife have alredy been curopted by some strange curse. Most people think it's the so called ''Shadow Lord'' hehe, those damned priests might have fooled the other but I'm not stupid. There is no such thing as the ''Shadow Lord'' it's only made up storys by men in dresses. Anyway I did not summon you here for fancy talk, there are people in the town who have been corrupted, I want you to find these people and slay them. I'll promise you a reward if you bring me five corrupted villager heads.

Options:

1. Kill all the corrupted villagers and bring their heads to the guard.

2. Capture the corrupted villagers and bring them to the priests to see if they can cure them.
 
A strong curoption:

Information:
As you might alredy know most of the wildlife have alredy been curopted by some strange curse. Most people think it's the so called ''Shadow Lord'' hehe, those damned priests might have fooled the other but I'm not stupid. There is no such thing as the ''Shadow Lord'' it's only made up storys by men in dresses. Anyway I did not summon you here for fancy talk, there are people in the town who have been corrupted, I want you to find these people and slay them. I'll promise you a reward if you bring me five corrupted villager heads.

Options:

1. Kill all the corrupted villagers and bring their heads to the guard.

2. Capture the corrupted villagers and bring them to the priests to see if they can cure them.
Excellent idea I know cool models and icons that will go with this quest.
I will ofc edit quest story to suit terrain, difficulty and gameplay but main concept will be there :thumbs_up:
 
Level 24
Joined
Jul 9, 2009
Messages
4,094
A sharped sensed ally:

Information:
Hello stranger, I know that this must seem strange to you and yes I am a cat and not a mage in disguise. I where an experiment and the mage used me to find out ways to improve their own race. However they dont seem to have to have worked with any cat earlier because they did not expect me to actually be faster then their own magic. However I can sense that what is keeping this wildlife curropted is not the Shadow Lord as you call him but a lurking shadow in the south keeping himself hidden from all human senses. I am however not as unskilled as a human, no I would never give up my nature just to live in tree shelters things you so fancy call homes. I can see this shadow with my eyes, sense his movements in the ground and taste him in the air. I will however help you to kill this shadow to save my kind from the maw of madness. I will charge him forcing him to reavel himself to be able to defend himself. And if you as much as consider telling these two feated mages about my location I will be gone before you know it. If you help me with this task I will teach you my ways.

Options:

1. This cat is a desperate soul crying for help, I must him get back his loved ones.

2. This cat is mad and should be alerted about.

_____________________________________________________

Justice must be done!:
(this quest is given to you if you help the cat.)

Information:
You have helped me human maybe you're not all twisted after all. If you want to fulfill the training about the ways of the cat you must however complete one last task. Help me free the other ones who where imprisoned by these mages and kill their jailors.

Options:

Kill the mages and free the other animals.

__________________________________________________

A hairy criminal:
(this quest is given to you if you tell the mages of the cats location.)

Information:
Capture that cat and bring him to us so we can do some experiments.

Options:

Capture the cat.
 
Level 27
Joined
Jul 6, 2008
Messages
11,336
The cat idea sounds somewhat lame... esspecially since creating or modifying a living creature might require a lot of magical talents and only the greatest mages can work on it...

So okay, we got some predatorous but intelligent magical creature, created by powerful mage. Since it escaped, I guess it's creator (One of the most famous mages in region) should offer you to capture the creature - that would be going to the forest it's hiding, fight it, get the life up to like 25% and there you go, creature captured. Of course, you can also go in more alternate way, talk to the creature (Might require something, like going to certain location or talking to some of creature creator's apperientices), it will beg you to stop the unholy experiments by freeing other brethren and destroying some artifact mages are practicing with. Of course, there can be the third way - some other, less famous and powerful mage who is jealous to first one, might offer you to slay the creature for excange of the special potion that enchances your cahracter's qualities, like nightvision and agility bonus. Fourth way could be, well, reporting the unholy experiments to the local town guard captain, and then joining the guards assaulting the mages and slaying all the animals and mages for the sake of town's safety. This way could would get the town guard gratitude - maybe some of their equipment, or some of trophies from the mages.
 
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