The Quest Prompt Thread
Posted: Thu Aug 10, 2017 2:32 am
Hi everyone, now that custom quests are at even the layman's fingertips (that is, me), I've made this topic as a resource for people to share writing prompts for new quests. They can contain as much or as little information as you want. I intend to write new quests, and once I'm out of ideas this would be a great way to keep them going. If it gets successful, we could call it, "Workshop Forum Quests, Vol. 1" or something. I'll start with some of the ones I've thought of in the past, and either edit or reply with more, depending on whether others post.
Riddle quest: A miscellaneous quest could let the character answer five trivia questions about the Iliac Bay or other facets of Daggerfall life. Success TBD. If the character fails, a curse is put on the character, with such negative outcomes as causing a hostile imp or werewolf to appear near the character every six hours for a few days or being followed by Grizzly Bears for ten days, teleporting the character into a random dungeon or directly in front of Medora Direnni, losing 10 luck permanently, or contracting the Plague. (COMPLETED)
Knight quest: Orcs in the region are planning an assassination on a noble. The character must reach a palace in the region and wait there during the nighttime for three Orc Sergeants or otherwise leveled Orcs. Similar to Mage's Guild night watch quest. (COMPLETED)
Innkeeper quest: Some months ago the merchant failed a serious obligation/desecrated a memorial and is now haunted by skeletons. The character is asked to accompany the merchant to a dungeon, where he/she can right the wrong and end the matter. Skeletons will appear periodically while the merchant is with the character. (COMPLETED)
Knightly Order quest: The PC is to resolve a series of murders occurring in and around a shop within the city. Some hint is given that an occupant may be a daedra or daedra accomplice using illusion spells. (COMPLETED)
Fighters Guild quest: For the last twenty-four hours the city has had a rash of attacks by atronachs or gargoyles within various stores. After eliminating the threat within one building, the character will be informed by courier to move on to another location, and so on for up to six buildings. (COMPLETED)
Knightly Order quest: News has spread throughout the region of a nest of dragonlings within a dungeon of a certain breed that the monarch wishes to protect. The Order has been requested to send a skilled knight to the dungeon to slay any poachers who enter, but not kill any of the dragonlings. (COMPLETED)
Fighters Guild quest: A rural home in the region has been assaulted by a family of fairly aggressive wild animals, and has hired the Guild to eliminate them. (COMPLETED)
Mages Guild quest: The Guild requests that the character eliminate an atronach with a puzzling new characteristic planted in an innocent citizen's home. The creature will multiply itself in two upon death repeatedly, and the character must endure to its final death. (COMPLETED AND ARCHIVED)
Knightly Order quest: The character is asked to voluntarily accept a magicka-obliterating curse from a wizard who has suffered from it for several months. The character may end the curse by going into a dungeon and destroying the lich who cast it. Magicka will remain at zero until that time.
Noble quest: Certain debts the noble considers illegitimate are required by a particularly noxious band of collectors. The noble requests that you meet the collectors and either eliminate them or pay the sum out of your own pocket. (AVAILABLE)
Noble quest: The ruler requests your aid in dispossessing a home of its current owner, as a previous agreement has not been honored. (COMPLETED)
Noble quest: The Dark Brotherhood has failed in making a certain person disappear, and now both the would-be assassin and the target must be eliminated. (COMPLETED)
Noble quest: The noble's child has been offered a piece of jewelry as a birthday gift from another noble, but it appears suspicious. In the role of a courier you will accept the item and test any curse it contains on yourself before delivering it. (AVAILABLE)
Fighters Guild quest: A merchant carrying very valuable merchandise has paid the guild to be escorted to two regional cities. Due to his fame he expects interference from brigands and/or competing merchants. (COMPLETED)
Fighters Guild quest: A regional city has contracted the guild to help with a group of criminals who have been roughing up and extorting local merchants. The character is asked to either persuade or strike down the outlaws, who can be found within a residence. (AVAILABLE)
Mages Guild quest: The guild has been troubled by the recent malicious campaign of a former member. Using a variety of illusion spells, he/she has attacked various people and groups out in the wilderness, and must be stopped. The character is sent to a dungeon to find this enemy, but it will be impossible to know what form he/she has taken until found. (COMPLETED)
Mages Guild quest: A mid-level Mages Guild quest could send the character to terminate a known Necromancer in a residence of another town. When the first hit on the enemy is struck, several undead could be summoned (skeletons, wraiths, etc) to attack the character. (COMPLETED)
Knightly Order quest: The character is asked to voluntarily accept a magicka-obliterating curse from a wizard who has suffered from it for several months. The character may end the curse by going into a dungeon and destroying the lich who cast it. Magicka will remain at zero until that time.
Noble quest: Certain debts the noble considers illegitimate are required by a particularly noxious band of collectors. The noble requests that you meet the collectors and either eliminate them or pay the sum out of your own pocket. (AVAILABLE)
Noble quest: The noble's child has been offered a piece of jewelry as a birthday gift from another noble, but it appears suspicious. In the role of a courier you will accept the item and test any curse it contains on yourself before delivering it. (AVAILABLE)
Fighters Guild quest: A regional city has contracted the guild to help with a group of criminals who have been roughing up and extorting local merchants. The character is asked to either persuade or strike down the outlaws, who can be found within a residence. (AVAILABLE)