Daggerfall Unity Quest Pack #1

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Jay_H
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Re: Daggerfall Unity Quest Pack #1

Post by Jay_H »

Narf the Mouse wrote: Fri Jan 25, 2019 4:34 am
Spoiler!
1) Perhaps guarding a group going on pilgrimage to a shrine, with possible Daedric interference?

2) For a temple-related Commoner quest, guarding someone infected with Lycanthropy to a temple, with a one-to-three-day failure limit (after which, well... ), and the possibility of interference from the clan of lycanthropes who infected them?

3) A particular apparition needs a specific holy item to banish, which as at (shrine, temple, or was lost in dungeon), and you have to return with it. Of course, certain groups might not want it found again...

4) Someone has committed grave sin against their deity. As penance, they must visit three different, randomly-generated (shrines, temples). However, their former fellows do not want them to finish this penance, and are willing to resort to force...

5) Or, related, a vampire hasn't found a cure - However, for living (or close enough) a virtuous life (never drinking blood from people, etc), they have been promised that, as long as they stay at $temple, they will be free from their affliction - not cured, but their vampirism will not affect them there. You must guard them to $temple. Be warned, their former fellows will be after them, to dissuade them, or slay them if they will not be dissuaded.

6) Related to previous quest, a vampire has been peacefully staying under the protection of a temple for (years, decades, centuries). However, (someone they love/a living descendent/a close friend and confidant) has been kidnapped to force them out of that protection. However, having heard of your fame, they are willing to wait X days for you to rescue $Name before going themselves. (This quest and the previous one would be for characters with a high reputation, naturally. :) )

7) The PC themselves are given a pilgrimage to a shrine, and an item to give to the shrine-keeper. Forces may attempt to steal it. (Not much there, but it could turn into a plot about keeping an important item out of the wrong hands; or just be a quest to visit a shrine).

8) $PCName, this is very unfortunate, but we were going through our archives, and, well, it seems that we have $Item. Yes, the same one that $(shrine, temple) has been looking for, for (years, decades, centuries). Could you do us a favour and run this $Item down, along with this formal apology?

9) As it turns out, one of the members of $Guild is actually a (necromancer, lich, vampire). It's quite embarrassing for them, and also very dangerous, so they came to us for help. (Could turn into #4 or #5).

Anyway, some quest ideas, not all of them about travelling. :)

Edit: #5 was inspired by a published World's Most Famous Tabletop RPG story I read, when I was young. :)
Narf, if you don't repost this over in the Quest Prompt Thread I'm going to forget about it when I most need it. This is for your own good!

Narf the Mouse
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Re: Daggerfall Unity Quest Pack #1

Post by Narf the Mouse »

Did the one where a noble friend of the king is sick. Cast the Circinate Cure Disease spell on him (would be interesting if you need a custom Cure Disease spell with at least 100% chance of success, or maybe 110%, to explain why the disease hasn't been cured yet, but that's not possible yet..). :)

Strange thing, though: None of the people I talked to in the city wanted to talk about the guy.

Fun quest, and a neat way of introducing it.
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Jay_H
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Re: Daggerfall Unity Quest Pack #1

Post by Jay_H »

Thank you. It's a prompt I want to use a lot more. I haven't wanted to tread too much on Noble quests (I feel like I should write more for them, but how many people actually go look for Noble quests in the first place?)

I'll probably make more of them. Surely the King, Lord, or Baron has urgent need of strapping, capable adventurers for unusual tasks.

I hardly implement rumors for my quests. I'm usually rushing too quickly to get one and another out :D But I think that's a good point you bring up.

Spoiler!
Heal Health also works.

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Re: Daggerfall Unity Quest Pack #1

Post by Narf the Mouse »

Spoiler!
I guess everyone was overthinking the oddities of the disease to realize the cure was easy? Heh.
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Re: Daggerfall Unity Quest Pack #1

Post by Jay_H »

Or some nobles have committed such flagrant offenses against the church as to be prohibited from clergy's aid. Just think of Henry VIII, as a convenient example.

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Re: Daggerfall Unity Quest Pack #1

Post by Narf the Mouse »

...Oops?
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Re: Daggerfall Unity Quest Pack #1

Post by Midknightprince »

Jay_H wrote: Mon Feb 04, 2019 7:38 pm Ah, excellent point. I don't think I ever stored it on my github, but I have an old copy in my Google Drive. I didn't think to look there. Thanks Hazelnut, good thinking. I'll add it in now.

midknightprince, it's now called JHMGX00. It requires 95 reputation and will only ever be offered once to your character, so keep your eyes open for it :) You can move it into the Quests folder if you want to start it from the console instead, which obviates the one-time limit.
Thank you, oh man I missed this quest, hopefully this time I can do it justice..

Just a tip guy's, you might wanna tap TGM in the console BEFORE you step in that dungeon the first time..
That, or make a quicksave, your gonna need it :D
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Re: Daggerfall Unity Quest Pack #1

Post by Narf the Mouse »

I'm not sure if this is Quest Pack or Archaeologist's Guild, but
Spoiler!
quest opportunity about a mage wandering through the crowd asking people if they knew daedric, or the mage would fail an assignment. Unfortunately... 1) My Daedric is 4%, and 2) I was in a room at an inn. While the inn was behind the mage's guild, I *hope* there wasn't a crowd in it. :lol:
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Jay_H
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Re: Daggerfall Unity Quest Pack #1

Post by Jay_H »

That's the Perpetual quest pack. Those quests are generally guaranteed to fire when you're arriving at a city; you'd have to spend a while in a city to trigger them there. So there's a small risk of weird scenery non-continuity, but come on Narf, an inn is where you'll most expect a crowd :lol:

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Re: Daggerfall Unity Quest Pack #1

Post by Narf the Mouse »

Jay_H wrote: Tue Feb 12, 2019 11:32 pm That's the Perpetual quest pack. Those quests are generally guaranteed to fire when you're arriving at a city; you'd have to spend a while in a city to trigger them there. So there's a small risk of weird scenery non-continuity, but come on Narf, an inn is where you'll most expect a crowd :lol:
...But in my private room?! :P
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