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Redoran Quests
03-01-2006, 05:46 AM,
#1
Redoran Quests
Okay the Redoran Quest summaries will all be posted here, for you guys to puruse, nitpick, and critique Big Grin

- Water Purifyer - Gnisis - Ask around town and you'll hear that the river Samsi has been poisoned and that it has begun to effect the town's people. You'll be pointed to the Hetman who'll in turn tell you to team up with the local temple preist and solve the problem. The preist will tell you he might recognize the spell, but will have to travel father upriver to be absolutly sure.

He'll ask you to accompany him up the river, and as you are traveling you are attacked by 2-4 land dreugh, along the whole trip upriver you'll have to fight 3 sets of them. After the third attack (but before you reach the head of the river) the priest will stop and go to the water, and inform you that he is certain now and that you must return to Gnisis. When you returnt ot he temple he'll tell you that it's a poweful Ouda-Corruption Spell (Ouda = river) and to cleanse the river he'll need to brew and bless a special potion, and you get to play errand-boy. Luckily he has most of what he needs, he'll only ask you for one thing: River Salts (a new ingreidient with water walking and breathing, cure poision and damage speed ) and he'll inform you of a nearby grotto to retrieve them from.

Once the potion is brewed, he'll give you five bottles of it and a book called Origin of the Samsi. He'll then tell you that the river has been corrupted at the source and that you must travel there to cleanse it (NOTE: I plan to extend the Samsi all the way back to mountains, but if somone has a problem with that let me know!) So you travel all the way upriver to where the river originates at a cave in the mountains. The river dissappears into the side of the mountains so to even enter you have to dive under water. The cave is large and open and very high, with a spiral staircase and a waterfall (like the Wailingdelve, only wider) oh, and theres land dreughs. So once you fight up the spiral to the top and exit the cave, you're at the top of the mountain range separating the gash from the ashlands (rememeber, no levitation to get up there) and there too is the origin of the samsi river.

There's also a mage walking around and a staff stuck in the water. When you enter he'll attack you (if you apply the potion the preist gave you to your weapon and hit him, he'll drop like a rock) once he's dead you'll have to remove the staff, but that can only be done after drinking the potion. (little details like that will be STRONGLY hinted at in the book the preist gives you). Once you remove the staff the river is safe and you can keep the staff to boot! It'll have a poision enchantment of course.

Quest Map


- Found! Brewery! - Khuul - Ask the Khuul hetman about work and he'll tell you that he has no martial jobs at the moment. However he needs some help with econmical expansion, and has been in disscussion with the owners of the local inn. The pair of brothers want to expand their business and open a brewery nearby in the West Gash. You are to use some limited house resources and your own skill, to make their plan a reality, as the town badly needs the added commerce.

First, You must speak to the brothers, who'll outline the plan and whom you'll return to for the remainder of the quest. From there you must go to the Redoran Treasury to purchase a land deed (with house money no less). However you can't exactly afford premium territory, so you have a choice of three less than perfect sites. Each site has an "obstacle" so to speak, and you must destroy that obstacle before building can begin. Site one has a giant shalk nest. Site two is a former burial ground (think undead). Site three is a den of spider daedra.

Once you choose a site and remove the danger, you speak to the Redoran Contractor (Redoran Treasury) to begin the process of building (again, with house money). Once the building is up, they'll need to equip it for use as a brewery and you'll be asked to keep your eyes open for high-level alchemical equipment. The brothers will buy any from you at any time from now on, but you'll be asked to supply two pieces free of charge to get the business started.

After the place is up and outfitted, it'll need a steady supply of comberry and saltrice, so you'll have to travel to the Acasidian Isles to find a farmer. Ask around on farms and you'll hear about a down on his luck, but talented, farmer who is out of work in Suran. Find him, (House of Earthly Delights, duh) and offer him a paid postion as the farmer for the West Gash Brewery. However he doesn't except and if you press him further, he'll reveal that he is afraid to work for the Redoran, having only ever farmed for the Hlaalu. Ask him what it would take to join the Redoran, and he'll reply by saying that he owes a House Hlaalu member money, and he would need the debt to dissappear. The member is a House Brother who lives close by in town. From here you can complete it many ways, you can pay the debt (but from your own pocket, you're out of house money), you can kill the guy (there's witnesses around too), or you can threaten/convince him to lift the debt.

Once the debt is lifted and the farmer is in your employ, the brewewry will open for business. But thats not the end of it. After a few weeks (in-game) there will be a bandit raid on the brewery, and the whole building will get looted: potions, equipment, money, goods, etc. The brother (one now works the inn in Khuul, the other the brewery here) will tell you the compass direction they went. When you find them in their hideout they attack and you'll have to take 'em out. Once they're dead you explore the hideout and find a new ingredient (Marshberry) and a recipe.

Return these and the alchemical equipment to the brewery and they'll incorperate the ingredient into their brews and create soemthing new, a drink that the brewery will eventually become semi-famous for: Sojieen (i'll wirte a book including it: The Sojieen Wave), and that appears in abundance in the West Gash at the completion of the quest. And as part of your reward you get one free drink per day at the brewery, as well a discount, gold, and a ring that causes 3 bottles of wine to appear in the air above you (and fall to the ground).

Quest Map


- Ghost-in-Gate - Ald'ruhn - Chaos at Ghostgate! The stronghold is overrun with crimson-colored ghosts and intangibles, and the Council under Skar wants you to head over and see if you can be of some help. You arrive to find the population outside the building, being attacked by the Cursed ghosts and wraiths. After repelling the attack speak with the Bouyant Armiger CO about the cause, and he'll tell you that the gate was visited the previous day by a young Altmer mage who seemed suspicious, and who is not amoung those accounted for after the battle. The Armiger surmises that the mage is still inside, and is the root of all the trouble. He tells you that hes going in to stop the problem at the source. You volunteer to tag along.

So, in you go, fighting more Cursed ghosts and wraiths the whole way. When you eventually reach the innermost area of the tower (i won't be specific, in case we make Ghostgate different from in Morrowind) you find the Altmer mage, floating in the air unblinking and immobile, surrounded by ghosts and an reddish unearthly glow. The ghosts attack, the mage continues to float. Once you defeat the ghosts you have to speak to the mage (who still hasn't moved), all you can make out is "Amulet" and "Book." However, there is a book on the ground nearby, its called "The Chain Curse". It foretells of the rumored location of a specialized De-Curse Amulet. Oppisitly enchanted to the Curse Amulet the mage is wearing, it should stop the unleashing of the Cursed ghosts as well as free the mage.

It's rumored location is in the Sandus Ancestral Tomb in the eastern most foyada of the ashlands. Travel there, clear the enemies, avoid the traps, and get out alive with the De-Curse Amulet. From there return to Ghost-Gate and cast the spell on the mage, who'll drop to the ground. However the soul of the Chain Curse Amulet will manifest before you (as a ghost, a powerful one) and you'll have to fight him off.

Once he's forever vaquished, question the mage. You'll be told that the Amulet was in the mage's robe pocket when their hand reached in, and without thinking was simply put on. The book simply happened to be on the floor and was examined by the mage for a moment before the trouble began. With that new tidbit of information ask around to see if anyone saw someone enter the room before the mage. A few people give similar reports of a shifty-looking argonian in leather armor, and one will tell you that he's seen the argonian before in Vivec's Arena. Search the Arena Canton and eventually you'll find the argonian. The thief/smuggler is dead, a sword called Manticore is lying nearby, and an ash statue stands watching the whole scene.


- Scout Yassimmidan - Gnisis - Speak to the Gnisis hetman about work and he'll tell you about some suspicious sightings that have been made by the locals lately. People have been seeing hooded groups head northeast about two or three times nights a month. And last night a traveler in the bar reported seeing them himself. The hetman wants you to talk to the witness, who is staying at the inn, and find out anything that you can. So if you go to the inn and speak to him he'll tell you that he saw them heading in the direction of the daedric ruin Yassimmidan, and that there was a lot of them.

Return to the hetman with the news, and of course, he'll ask you to investigate the ruin. Arrive and the ruin will be full of daedric cultists, worshipers of Meruhnes Dagon, who will of course attack you on sight. Once you fight through and reach their leader he'll start monolouging, but you can simply cut him off and attack. No matter what however, he always will attack you with a unique item that sends you to a pocket dimension (autonumous region).

That region is a large maze, Meruhnes Maze, and it is your task to reach the center and escape. You'll have to battle various daedra, and evade various traps to get to the center. You can explore the whole thing on your own and find a maze map, and various other treasures (an assortment of precious stones, a few enchanted weapons). Once you reach the center you'll fight a dremora lord, once he's dead pull a "Maze Mark Ring" from his corpse. When equiped it will shield you from the teleportative effects of the Cult Leaders magical item. After the dremora lord dies, a beam of light will open and you will have to enter (also, you won't be able to enter without the ring).

You are then teleported back to Yassimmidan, twenty feet above the Cult leaders head. Round Two of the fight then commences... (and if you get teleported back to the maze somehow, you'll arrive at the center, not the begining) Once the leader and his followers are down, return to Gnisis with the leaders magic item to finish the quest. As for the reward, you'll get some gold, whatever loot you picked up on the trip (cultist and leader loot, maze and dadera loot), and an item from the hetman, perhaps a unique glass sword...

- Courier from Kragenmoor - Ald'ruhn - A counciler is having an important item delivered from Kragenmoor in the south. The package will be arriving via courier in the Vivec Forgien Quarter. You are to be there to meet it and to ensure it's safe return to Ald Ruhn. At the meeting time and place however, the courier doesn't show, and a random NPC approaches you and tells you a new meeting time, place, and ransom price, that is if you ever want to see the courier again. Question the NPC and they'll tell you that they were paid by a masked dunmer (whom they didn't know) to say the message.

Go to the new meeting place and you'll find a note directing you to a nearby cave. Upon entering the bandit cave, find the center and speak to the leader. Then either pay the money or kill all the guys in the room. Once the courier is free, more guys will enter the room and the courier will run out the oppisite direction screaming about every man for himself. You of course, are left to fight the guys. On the one of the corpses you'll find a note from the bandits employer to the bandits detailing how to go about obtaining the package, the note is signed: "YHT." Once they're dead, run out and ask someone which way the courier went, and you'll be pointed in the direction of Balmora.

Ask around Balmora using his description and you'll hear that someone like that was seen leaving the city by it's northern entrance, leave that way and head north. Follow the road for a cell or two and you'll see a wizard, hand still alight from a spell, standing over the body of the courier. Before you can get close enough to fight, he begins to run away, fast. If you search the couriers corpse, you'll see that all the valuables as well as the package, are gone. Follow the wizard and you'll see him run all the way to Caldera. When you arrive there, alert the guards of the spellcasters prescence, and tell them to be ready to be called upon.

Ask around town and you won't hear anything about him though; however, if you explore enough you'll discover a (usually un) locked room in the inn, behind it is the wizard. Get in one way or another (spell, lockpick, right moment) and confront your foe. A variety of dialouge choices and outcomes will face you here, but the major outcomes are thus: Influence him enough to get the package (high), pay him for it (a fair amount), fight him for it (hard). If you fight him (which most will i'm sure) then two more wizards reveal themselves from invisibilty (not chameloen) and you call for reenforcments (two guards). Once you win and check his corpse you'll find a short pamphlet called: "Telvanni Scout Manual (about how to survive in the shroom forests)," and of course get to loot the bodies.

He'll also give the Manual to you through the peaceful option as well, and if you do it the peaceful ways, a sheet of paper will be left in the manual called: "Scouting Areas," that details the range and area of the Telvanni scout patrols, return this, the other note and the couriers package to Ald Ruhn. You'll recieve gold, an enchanted weapon, and a daedric weapon, for the package, the note, and the map respectivly.


- The 6th House, Waltz One - Bal Isra - Speak to Bandyn Indarys about some work and he'll inform you that he's been given the reponsibilty of weakening the sixth house in the NE. He tells you he wants to begin with a strike on the nomadic Bani-dad that travels the foyada of the same name. You're to travel to Shi-shi at night and meet with Indarys' troops. Lie in wait with them for the Bani-dad clan to arrive in the foyada. They'll appear with a full moon and attack. It's a group of one Dagoth (the leader, whose name i don't know, help me out Kukluza) a few ascended sleepers and ash ghouls and lastly: dreamers. So you and your redoran warriors get to fighting in the moonlit foyada. Once their whole party is down check their corpses to find a letter about "returning to the fold" and "begining the plan." Return to Bal Isra with news of the victory and the letter. Indarys will give you gold and a soul-gem-recharge-stone-thing.

He'll then ask you to find and interrogate the nearby dunmer 6th house followers and leader about the letter and a possible new 6th House force. The stronghold is Falasmaryon and is East of Shi-shi. When you enter the stronghold you'll be attacked on site and you'll have to fight for you life, however there will some limited stealth parts to avoid combat if you wish. Once you reach the leader talk to him and he'll tell you it has already begun and that he has served his purpose: you are here instead of there. Then he'll attack. Defeat him to end the quest, then return to Bal Isra.


- The 6th House, Waltz Two - Bal Isra - When you return to Bal Isra you'll discover that in your absence Bandyn Indarys has been kidnapped by 6th House kiddnappers. Talk to the ranking NPC to be given a note left behind by the kidnappers: "We have him. We spill from the fortress. We will take the outpost and the shrine." The NPC will tell you that s/he thinks that it refers to Kogoruhn, Shi-shi and Maar Gan, and that if you have any hope of rescuing Indarys you'll have to get in. He'll recommend single infiltration and send you to speak to the preist at the temple in Maar Gan. The preist will give you a myriad of potions as well as cast an all-day "Fortify Luck +20" on you, and send you on your way.

Once you reach the stronghold you'll have to kill some sleepers and dreamers and whatnot on the outside of the fortress. Once in you'll have to make your way to the lowest level of this massive sixth house base, killing corprus monsters and sixth house baddies, dodging traps and discovering secrets the whole way. When you finally get to the bottem you'll see Bandyn Indarys lying on the ground and Dagoth Uvil standing nearby. Fight the Dagoth lord and he won't actually die, but just before he's about to, he'll say something about no one besting him and revenge. He'll then cast a spell that will cause him to teleport away and you're left standing there. Wake Indarys and tell him whats happend and that you have to get out immeadietly, he'll then grab a weapon and fight his way out at your side. You then head for Maar Gan and the safety of a temple and the local hetman.

Once you've gotten back to Indarys Manor again, Indarys will give you gold and a unique sword called Petrify that has a chance of turning it's opponents to stone (think texture change during paralyisis). And he'll thank you again for saving him and crippling the sixth house in the northern ashlands.


- Redoran Founders Helm - Maar Gan - The Maar Gan hetman has heard ancient storys of a great "Lost Redoran Tomb" in the Nothern Ashlands. He'll relay rumors of the artifacts supposedly housed there, the main of which was an especially enchanted Redoran Founders Helm. He'll give you a book (History's Lost Redoran) detailing the rumored location as well as the backstory of the ancient tomb. When you find the entrance (hidden in a rock, and hinted at in the book) you'll enter the tomb, and drop straight down.

You'll then have to battle a variety of daedra, ghosts and other monsters, as well as dodge traps, until you reach the inner sanctum of the tomb. There are no enemies there, and only one alter, with a helm atop it. Activate the helm and it will float into the air and an entire suit of bonemould armor will appear in the air as though being worn by someone invisible. A sword will appear as though being held in the hand, then the suit will attack. It has HP just like anything else though, defeat it and it will dissappear except for the helm. The Lost Redoran Founders Helm has a constant effect bind enchantment on it that binds a suit of enchanted bonemould armor to you.

You'll also discover another book called: "The Suit" which leads to a very open ended quest similar to the proplyon indexes from Morrowind. The book tells of an entire enchanted founders suit said to have existed long ago, and the only remaining known piece is the helm, but that pieces have been seen before, as recently as a decade ago and as near as Koal Cave. Return to Maar Gan with the Helm and to be rewarded with gold. As well as to be told that you can keep the helm, as it will be of use to you in the coming conflicts.

- Maltir Bal - Ald'ruhn - If you're to rise any further into the house you're going to need a group and area to command. Luckily the council has had plans for a Gash base, and you are to spearhead the construction and leadership. The first step is to meet with the Redoran Treasuryman and Building Contractor in the Redoran Treasury in Vivec's Redoran Canton. They'll ask for start up money and send you off to a meeting with the temple to discuss a temple in Maltir Bal. The High Preist will agree to have a temple built in the new settlement and will suggest begining the temple and town with a powerful artifact. He will then relay story's of a recent unknown adventurer who used the Cleaver of St Felms to attack the a Sixth House base North of the settlements future site.

The base is Mamea and it'll have an assortment of Sixth House baddies: corpus monsters, blighted creatures, ash mutants, etc. The Cleaver is near a body about halfway through the dungeon, and is guarded by and Ascended Sleeper. Most of the remaining dungeon can be explored, but a certain part will be blocked off, to be revisited later... Take the Cleaver back to the High Preist and he'll travel with you to the site of the stronghold, where a large rock sits. He'll take the Cleaver and slam it into the rock, locking it firmly in place. He'll then say a few words over the rock and it'll glow and will become a shrine (activatable and everything hopefully).

Return to the Redoran Treasury to inform the Building Contractor to begin the building, and a few weeks later your settlement will be completed, if uninhabited. So thats the next step, to recruit some trade and citizens. Ask around in various Redoran cities to hear of
"What happens when an unstoppable force meets an immovable object?"

"The ignorant say more than they know, the wise know more than they say"
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03-02-2006, 01:49 AM,
#2
RE: Redoran Quests
Updated with Sixth House Quest #1, #2 on the way...
"What happens when an unstoppable force meets an immovable object?"

"The ignorant say more than they know, the wise know more than they say"
Reply
03-02-2006, 03:14 AM,
#3
RE: Redoran Quests
updated again... would love some feedback...
"What happens when an unstoppable force meets an immovable object?"

"The ignorant say more than they know, the wise know more than they say"
Reply
03-02-2006, 03:16 AM,
#4
 
Sounds sweet
Some say im here, Others say im there, but really... I am every where
Beware I am Shadow I am the darkness in the corner waiting for you to take your mind off things for a moment then I strike without hesitation and leave no trail
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03-02-2006, 03:17 AM,
#5
 
fast reading Wink (check the time between posts)

edit:
something a bit more constructive pleeeeeease though :yes:

you don't even have to post again, just edit that one...

edit2: c'mon ebony... surely something

edit3: wait, i get it, you have no intention of reading them at all, which is why you only entered the thread long enough to make your post, then exited again and haven't entered since to see these edits... why bother even posting at all Rolleyes
"What happens when an unstoppable force meets an immovable object?"

"The ignorant say more than they know, the wise know more than they say"
Reply
03-02-2006, 04:02 AM,
#6
 

good ideas... now you might need to organize some to Councilors, locals, etc., but for now, just rattle down quests Big Grin
although your quests are extremely ambitious in the sense that it will take quite a bit of scripting
alas it seems you have no quests fo rthe beginner player, but whatever, this is only a fraction of all the quests we may do...
I like ho you add elements of unordinary... but for some of the simpler quests should be more ordinary... like "oh, I am an old man and dying, my son inherits the Guar herd, can you herd them to his home in Ald Velothi for me?" Confusedhrug:


- Found! Brewery! - Khuul -
"And as part of your reward you get one free drink per day at the brewery, as well a discount, gold, and a ring that causes bottles of wine to fall from the sky."
umm.... I don't know about the ring with falling bottles....do you need some attention?

- Ghost-in-Gate - Ald Ruhn -
good quest, but it belittles the Ordinators and Armigers there, the most experienced fighters .... maybe the ghosts can look like Dagoth warriors... vaguely...

- Scout Yassimmidan - Gnisis -
with a unique item that sends you to a pocket dimension (autonumous region).
That region is a large maze, Meruhnes Maze, and it is your task to reach the center and escape. You'll have to battle various daedra, and evade various traps to get to the center. You can explore the whole thing one your own and find a maze map, and various treatures other treasures (any suggestions for them?) [.....]As for the reward, you'll get some gold, whatever loot you picked up on the trip (cultist and leader loot, maze and dadera loot), and an item from the hetman... hmm, what should it be???

hmmm... this seems like a hard quest....
reward? teaches you a spell? like "Stasis Pocket" and it stabilizes one small area and any undead or Daedra there gets damaged... cause it becomes harder for them to exist in the stabilized zone.... a semi-barrier from other planes of existence


- Courier from Kragenmoor - Ald Ruhn -
Go to the new meeting place and you'll find a note directing you to a nearby cave. Upon entering the bandit cave, find the center and speak to the leader. Then either pay the money or kill all the guys in the room. Once the courier is free, more guys will enter the room and the courier will run out the oppisite direction screaming about every man for himself. You of course, are left to fight the guys. On the one of the corpses you'll find a note from the bandits employer, detailing how to go about obtaining the package, the note is signed: "YHT." Once they're dead, run out and ask someone which way the courier went, and you'll be pointed in the direction of Balmora.[...]return this, the other note and the couriers package to Ald Ruhn. You'll recieve gold, an enchanted weapon, and daedric weapon, for the package, the note, and the map repectivly.
I don't understand the note... why would the employer tell you where to go, did he except hi agents to fail?
reward? if they give you enchanted weapon, why give daedric, or vice versa...


- The 6th House, Waltz One - Bal Isra -
I assume that the Dagoth leader in Falasmaryon will be an Ash Poet since we don't wanna be killing off their real leaders yet eh?
although busting into Falasmaryon will be tough....


- The 6th House, Waltz Two - Bal Isra -
When you return to Bal Isra you'll discover that in your absence Bandyn Indarys has been kidnapped by 6th House assasins. [.......]When you finally get to the bottem you'll see Bandyn Indarys lying on the ground and Dagoth Uvil standing nearby. Fight the Dagoth lordand he won't actually die, but just before he's about to, he'll say something about no one besting him and revenge. He'll then cast a spell that will cause him to teleport away and you're left standing there. [....]Indarys will give you gold and a unique sword called Petrify that has a chance of turning it's opponents to stone. And he'll thank you again for saving him and crippling the sixth house in the northern ashlands.
assassins? no, they kill people... but kidnappers is fine...
Petrify... the stone thing is a bit big... maybe make a custom paralysis spell that look slike stone is engulfing and lasts for like 5 min

- Redoran Founders Helm - Maar Gan -
You'll then have to battle a variety of daedra, ghosts and other monsters, as well as dodge traps, until you reach the inner sanctum of the tomb.
ok... but why Daedra in a tomb? ...hmm.....
I like the ideas... and how about Founders being regular bonemold looking like in TES3 except we retexture so it looks intricate with markings and decoration and tatoo stuff... carvings... etc,




(REMEMBER, I may not have found every single little problem... but most of it is fine, there may still be little things here and there)
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03-02-2006, 04:21 AM,
#7
 
okay, here we go:

"umm.... I don't know about the ring with falling bottles....do you need some attention?"

i just thought it would be cool to have a scripted spell that would cause a few bottles to appear in the air above you then fall to earth...


"good quest, but it belittles the Ordinators and Armigers there, the most experienced fighters .... maybe the ghosts can look like Dagoth warriors... vaguely..."

i understand your reservations and will try to make the ghosts as badass as possible...


"hmmm... this seems like a hard quest....
reward? teaches you a spell? like "Stasis Pocket" and it stabilizes one small area and any undead or Daedra there gets damaged... cause it becomes harder for them to exist in the stabilized zone.... a semi-barrier from other planes of existence"


not sure whats hard about this one, i thought it was one of the more straightforwad ones... and not a bad spell idea


"I don't understand the note... why would the employer tell you where to go, did he except hi agents to fail?
reward? if they give you enchanted weapon, why give daedric, or vice versa..."


dude, the note isn't telling you where to go, it's telling the bandits, and the YHT is Yngling Half-Troll, he hired the bandits to steal the package... sorry my fault, i should make these things so subtle i guess... as for the weapon, i expect the two to be better balanced in oblivion, if you have a better reward i'm all ears!


"I assume that the Dagoth leader in Falasmaryon will be an Ash Poet since we don't wanna be killing off their real leaders yet eh?
although busting into Falasmaryon will be tough...."


uh... i the sixth house plans thread falasmaryon is full of sixth house supporting dunmer... and the leader is a dunmer as well...


"assassins? no, they kill people... but kidnappers is fine...
Petrify... the stone thing is a bit big... maybe make a custom paralysis spell that look slike stone is engulfing and lasts for like 5 min"


the assasins thing is semantics, they could have been told to capture alive... and the Petrify thing is easy to implement, just a texture change as long as the paralysis efect is active...


"ok... but why Daedra in a tomb? ...hmm.....
I like the ideas... and how about Founders being regular bonemold looking like in TES3 except we retexture so it looks intricate with markings and decoration and tatoo stuff... carvings... etc,"


there were instances of daedra in morrowinds tombs, i was only thinking they'd naturally appear in a tomb this important... and i was thinking that it'd be the same, but that works too...
"What happens when an unstoppable force meets an immovable object?"

"The ignorant say more than they know, the wise know more than they say"
Reply
03-10-2006, 10:54 PM,
#8
 
updated with minor editing, will have the stronghold quest summary up later hopefully...

also... we need to finish this ^^^ debate kukluza Big Grin
"What happens when an unstoppable force meets an immovable object?"

"The ignorant say more than they know, the wise know more than they say"
Reply
03-10-2006, 11:35 PM,
#9
 
I never bothered to read this all before, but I have now and I must say that it's good stuff. I especially like the Telvani angle which can be referenced later in the House War. For the Founder's Helm, I'm not sure why the rest of the armor appears for 90 seconds. It seems to me that it would either be there or not. I can definitely see the Helm having some really great bonus though.
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03-10-2006, 11:58 PM,
#10
 
well, i wanted to make the armor REALLY good, but i could tone it down a bit...

my original idea was to have the rest of the armor be summoned/bound as soon as the helm was equiped and WHENEVER then helm was equipped, like you said, but then that robs the player from choosing whether or not to wear only the helm.

But there is going to be a whole suit of it, let poeple track down the whole suit if they want to wear the individual pieces i guess, with the helm only it could be all or nothing...

So constantly bound then?
"What happens when an unstoppable force meets an immovable object?"

"The ignorant say more than they know, the wise know more than they say"
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