Thieves Guild Quests Revamped

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harbinger451
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Thieves Guild Quests Revamped

Post by harbinger451 »

Revamps the default Thieves Guild Quests to be a bit more diverse, interesting and challenging; perhaps most importantly, it gears them much more to thief like classes that utilize the more sneaky of skills.

CURRENTLY A WORK IN PROGRESS!

Do you find the default Thieves Guild quests a little too simple and far too easy to do? Do you find the whole Thieves Guild experience rather underwhelming? Me too! So I decided to make the following changes to the quests:

PLANS:

1. All stolen items can be kept if you fail to deliver them on time (so now you can keep that magic item in A Prized Item).

2. All items to be stolen are now heavily guarded by day, but nominally guarded by night (so now you're better off using your lockpick, stealth and/or illusion skills to get them).

3. Some items to be stolen are only available at night (making it so now you have to use your lockpick skill or open spell to get them).

4. Pick-up and delivery quests now have guards nearby (making you have to use your stealth and/or illusion skills to get past them).

5. Change "A Stolen Gem" so it's not just a copy/paste repeat of "A Hot Stone" (making it slightly harder, but more rewarding).

6. Some of the quests will now have added loot (adding more stuff that can be stolen along with the quest items themselves).

7. Quest rewards have been boosted (Thieves Guild rewards were very poor, being reliant on rank rather then level, though the initiation quest will still only give one gold coin and a dungeon map).

8. Failing the initiation quest now has consequences (your rep with the Guild will plummet and they will harass you for months).

Needless to say, although the rewards are higher, these quests will now be much harder for those players that don't invest in their character's more stealthy skill set.

COMMENTS/SUGGESTIONS APPRECIATED!
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