: Noble quest. A tenant has refused to honor a previous arrangement and now must be removed from the residence before the bank can buy it back.
: Fighters Guild quest. A family fears an assault by a group of burglars tonight and requests a guard. 50% chance of enemies, 50% chance of nothing happening. Known issue: the quest will not end if the PC is resting when it should happen. Time must flow naturally to 5:00 AM. Using the set_timescale command is the best way to meet resolution.
This was actually fairly technically demanding. The daily
condition was a puzzle at first but now it has a very natural flow.
: Innkeeper and merchant quest. This is extremely similar to the quest right above it, being a guard duty job for a residence. The differences are the enemy type, the questor, the spawn method, and the dialogue. This isn't a mere reduction in effort for more product, but just an attempt at telling the same story from a different angle; this family was too poor to pay the Fighters Guild's overhead for guaranteed quality, and had to take a risk with some random adventurer who walked in the door. The differences are largely narrative but I think valid. I'm not going to copy every quest to every questgiver, but some alternate versions of some quests would provide a more ample in-game universe, I believe.
: Knightly Order quest. The PC must hunt down a vampire or vampire ancient somewhere in a dungeon.
I've begun including the minimum reputation for these quests. Since Vampire Ancients are serious trouble, this quest merits 70+ reputation. I also expect it to give out a higher reputation bonus upon success.
: Fighters Guild quest. The PC is sent to a farmstead to kill a pack of bears or tigers that's stalking the property at night.
I wasn't sure if I was going to do this quest since it was hard to come to a logical conclusion why the animals wouldn't be attacking the bystanders, but setting this quest at night put an end to that question.