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[FG Quest]: Bad Bandits
11-07-2007, 10:53 PM,
#1
[FG Quest]: Bad Bandits
Hey,

My attempt at writing a fun Fighters Guild quest, use it if you like it.


[/HR]
"One of our more, how shall we say, priviledged clients is complaining about our service. He does this often, though this time I'll have to agree with the man. He's one of the bigger commanders of the Silgrad City Guard, and he's particularly tough on the recent gangs of highwaymen and the like. I think that's why he's afraid of retaliation.

The service we provide him is protection, most of the time this means bodyguards in Silgrad City, but every other week he goes on a hunt with his nephew. During this hunt he is relatively undefendable, and this time it has gone wrong. The man's nephew has been captured by one of those groups, and they're trying to force the commanders hand to go easy on them.

I need you to find the nephew and bring him here, if possible I would also like it if the heads of those involved are on this table when you get back. Recent intel suggests they're hold up in the Silgrad Hills. You might wanna talk to some farmers in that area, they might know where these guys are."

Log: The captain has ordered me to save the nephew of a highranking commander of the Silgrad Guardians, he's supposedly held in the Silgrad Hills. Captain said I should talk to a few of the farmers, see if they have any idea about the whereabouts.

"Recent suspicious activities? Well, my daughter did tell me she saw a few men going deeper into the hills, to the north of here. They might be the ones you're searching for."

When you find the camp of the bandits you have two choices, talk with them and try to intimidate/persuade your way through this, or kill them. In the second case you can cut off the little fingers of the bandits and deliver them to your captain. In both cases you'll have to escort the nephew to the Fighters Guild (quicktravel, that is).

You'll get more guild rep and money if you kill the bandits and give their little fingers to the captain.


[/HR]
Whattaya think?

Cuthalion
Quote of the Day
There's real poetry in the real world. Science is the poetry of reality. Richard Dawkins, The Enemies of Reason

Factions:
Silgrad Tower Mages Guild
Skyrim Thieves Guild
Vvardenfell Mages Guild
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11-08-2007, 12:52 AM,
#2
 
I like it. Smile Should be pretty simple to make, and fun to play. And you seem pretty on top of things in terms of how FG quests are handled, and the background info of the mod.

Now, I'm modding most of the FG quests into ST, but since you wrote it, you have a say. I probably won't get to it for a few more quests. (Ald Nium is almost done! Hurrah!)

I've got a few questions and comments about the quest:

1. I think it would be a good idea to add "with his nephew" to the end of "but every other week he goes on a hunt," just so the situation is more clear.

2. Why the little fingers? Big Grin Did the guild steward not specifically state that he wants the heads? Tongue j/k with you. :tongue:

Fingers can do in the meantime (could be heads, bandannas, wrist bands...). Wink Each [object] the player brings to the guild steward at the end of the quest earns a bounty of 100 gold on top of the reward for the rescue. If the player retrieves all of the [objects], an additional guild rep point bonus is awarded. :goodjob:

3. I always like implementing scenarios where the player fails the objective of the quest, so would you mind if the final quest had an ending where the nephew is dead? Were you going to write in any of these NPCs for other quests?

4. Where are the farms you're referring to in this quest, approximately?
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11-08-2007, 09:12 AM,
#3
 
Hey,

Thanx!

I still have to learn how to implement quests in the CS, and every remaining minute of CS time I have is currently spended in the Mages Guild Questline, so I can't build it.

1. - Done -

2. Since it's tough to remove the heads after the body is on the ground, I figured something tough to see (the little fingers Wink )

3. It's quite possible to script one of the bandits to automatically run towards the boy when aggresive actions are taken, so if you're too late taking that bandit out, the boy'll die. In that case you'll have to report back to the steward with the sad news. (=less reward(s))

4. I don't really know much about the Silgrad Tower landscapes, but somewhere in the Silgrad Hills region there should be a farm, no?
Quote of the Day
There's real poetry in the real world. Science is the poetry of reality. Richard Dawkins, The Enemies of Reason

Factions:
Silgrad Tower Mages Guild
Skyrim Thieves Guild
Vvardenfell Mages Guild
Reply
11-08-2007, 09:08 PM,
#4
 
Quote:Originally posted by Cuthalion
Hey,

Thanx!

I still have to learn how to implement quests in the CS, and every remaining minute of CS time I have is currently spended in the Mages Guild Questline, so I can't build it.

Okay. Smile

Quote:Originally posted by Cuthalion
1. - Done -

Okay again. Big Grin

Quote:Originally posted by Cuthalion
2. Since it's tough to remove the heads after the body is on the ground, I figured something tough to see (the little fingers Wink )

It should be doable. Tongue I think an equipable item would be the easiest to do.

Quote:Originally posted by Cuthalion
3. It's quite possible to script one of the bandits to automatically run towards the boy when aggresive actions are taken, so if you're too late taking that bandit out, the boy'll die. In that case you'll have to report back to the steward with the sad news. (=less reward(s))

No, not that complicated. Just if the nephew (I was thinking he was a young adult) gets killed in combat because the player was being reckless.

Quote:Originally posted by Cuthalion
4. I don't really know much about the Silgrad Tower landscapes, but somewhere in the Silgrad Hills region there should be a farm, no?

EDIT: The terrain is very rugged, but a small farm should be possible as long as it's fairly close to a road or the city.
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01-03-2008, 11:04 AM,
#5
 
Dialogue & Triggers:

[TITLE]Chapter 1[/TITLE]
Chapter 1 Scene 1: Getting the Job
Trigger: None (Start of the Quest)
Consequence: Topic 'Bandits' added to the farmer in Silgrad Hills, map pointer added to the farm in Silgrad Hills.
Player actions: Talking to the boss
Log1: "The captain has ordered me to save the nephew of a highranking commander of the Silgrad Guardians, he's supposedly held in the Silgrad Hills. Captain said I should talk to a few of the farmers, see if they have any idea about the whereabouts."
Dialogue:
- Player101-Topic01: "Missions"
- Guild Steward101-Answer01: "One of our more, ehm, priviledged clients is complaining about our service. He does this often, though this time I'll have to agree with the man."
- Guild Steward102-Answer01: "He's one of the bigger commanders of the Silgrad City Guard, and he's particularly tough on the recent gangs of highwaymen and the like."
- Guild Steward103-Answer01: "I think that's why he's afraid of retaliation."
- Guild Steward104-Answer01: "The service we provide him is protection, usually this means bodyguards in Silgrad City, but every other week he goes on a hunt with his nephew."
- Guild Steward105-Answer01: "The man's nephew has been captured by one of those groups, and they're trying to force the commanders hand to go easy on them."
- Guild Steward106-Answer01: "I need you to find the nephew and bring him here. If possible I would also like it if the heads of those involved are on this table when you get back."
- Guild Steward107-Answer01: "Recent intel suggests they're hold up in the Silgrad Hills. You might want to talk to some farmers in that area, they might know where these guys are."

Chapter 1 Scene 2: The Farmer
Trigger: Log1
Consequence: Bandits in front of cave activated (+ nephew offcourse)
Player actions: Talking to the farmer
Log2: "I've talked to a local farmer, he said he saw a few men going further up the hills to the north. He marked a cave on my map where they might be hiding out."
Dialogue:
- Player201-Topic01: "Bandits"
- Farmer101-Answer01: "Recent suspicious activities? Well, my daughter did tell me she saw a few men going deeper into the hills, to the north of here."
- Farmer102-Answer01: "They might be the ones you're searching for. There's a small cave there, they could be hiding out there."

Chapter 1 Scene 3a: Handling the Bandits (The killing way)
Trigger: Log2
Consequence: You can now loot the corpses of the bandits, retrieving their little fingers, and the nephew follows you after the dialogue.
Player actions: Killing the bandits (this also happens when dialogue fails in Scene 3b), the Nephew forcetalks to you after the bandits are dead.
Log3a: "I've killed all the bandits and secured the Commander's nephew. The Guild Steward offered me a reward for proof of death of the bandits, I should take their little fingers."
Dialogue:
- Nephew101-Intro01: "Thank you for saving me!"
- Player301-Answer01: "Yes, yes, no trouble at all. Just follow me back to Silgrad City."
- Dialogue Ends, Nephew follows you -

Chapter 1 Scene 3b: Handling the Bandits (The talk'n way)
Trigger: Log2
Consequence: The bandits walk away without fighting, Nephew follows you after dialogue.
Player actions: Persuading the bandits to go away without a fight, the Nephew forcetalks to you after the bandits walk away.
Log3a: "I've convinced the bandits to go without a fight. I should take the nephew to the Guild Steward."
Dialogue:
- DIALOGUE BANDIT LEADER -
- Bandit Leader101-Intro01: "Does the honorable commander want to talk, or are you a hero meant to save the brat?"
- Player401-Answer01a: "The latter. And I suggest you step aside without struggling, or I might have to get rough." [Only works when Strength is above 70]
- Bandit Leader102-Answer01aa: "[When strength is above 70] Guys, I think we should do what the good man says. The brat's yours." DIALOGUE ENDS, BANDITS WALK AWAY
- Bandit Leader103-Answer01ab: "[When strength is lower than 70]I don't think so.]" DIALOGUE ENDS, BANDITS ATTACK
- Player402-Answer01b: "I'm sure we can work something out, how does three hundred coins sound?" [Only works if mercantile is above 50]
- Bandit Leader104-Answer01ba: "[Mercantile above 50]Sounds very good. Pleasure doing business with you." DIALOGUE ENDS, BANDITS WALK AWAY
- Bandit Leader105-Answer01bb: "[Mercantile lower than 50]I consider that to be an insult!" DIALOGUE ENDS, BANDITS ATTACK.
- Player403-Answer01c: "The latter. Raise your sword, bandit!" DIALOGUE ENDS, BANDITS ATTACK.

- DIALOGUE NEPHEW -
- Nephew101-Intro01: "Thank you for saving me!"
- Player301-Answer01: "Yes, yes, no trouble at all. Just follow me back to Silgrad City."
- Dialogue Ends, Nephew follows you -

NOTE: If you engage in dialogue and the bandits attack, you'll 'revert' to Scene 3a.

Chapter 1 Scene 4a: Back Victorious (The Killing way)
Trigger: Log3a
Consequence: Quest finished, X amount of coins, X amount of guild rep + X amount of coins per little finger brought to Guild Steward + X amount of guildrep per little finger brought to Guild Steward.
Player actions: Travelling back to Silgrad City with the nephew and the little fingers, talking to the Guild Steward, finishing the quest.
Log4a: "I've brought the nephew to the Guild Steward. He rewarded me extra for bringing back proof of death of the bandits."
Dialogue:
- Player501-Topic01: "Nephew"
- Guild Steward201-Answer01: "Ah, well done. I will see to it the boy is returned to his uncle's side."
- Guild Steward202-Answer01: "How did the bandits fare?"
- Player502-Answer01: "[Give the Guild Steward the little fingers]"
- Guild Steward203-Answer01: "Well done, you did a service to the Empire by removing that scum!"
- X amount of gold & rep added for bringing back the nephew -
- X amount of gold & rep added for bringing the little fingers -

Chapter 1 Scene 4b: Back Victorious (The Talking way)
Trigger: Log3b
Consequence: Quest finished, X amount of coins, X amount of guild rep.
Player actions: Travelling back to Silgrad City with the nephew, talking to the Guild Steward, finishing the quest.
Log4b: "I've brought the nephew to the Guild Steward."
Dialogue:
- Player501-Topic01: "Nephew"
- Guild Steward201-Answer01: "Ah, well done. I will see to it the boy is returned to his uncle's side."
- Guild Steward202-Answer01: "How did the bandits fare?"
- Player502-Answer01: "I managed to persuade them to go without a fight."
- Guild Steward203-Answer01: "Really? Do you remember the name of this Guild? The Fighter's Guild? I am disappointed."
- X amount of gold & rep added for bringing back the nephew -

- QUEST FINISHED -
Quote of the Day
There's real poetry in the real world. Science is the poetry of reality. Richard Dawkins, The Enemies of Reason

Factions:
Silgrad Tower Mages Guild
Skyrim Thieves Guild
Vvardenfell Mages Guild
Reply
01-03-2008, 07:57 PM,
#6
 
Thanks. Smile I can't look at this right away, but I'll post my thoughts on it as soon as I can.

It looks tidy. Big Grin Should be pretty easy to follow. Wink
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01-25-2008, 01:48 PM,
#7
 
I most certainly liked this quest, btw. Simple, fun. Smile

The guild steward for the FG in ST is probably going to be an orc, so the character you described for the part fits. Big Grin
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