Quest ideas from Discord

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Quest ideas from Discord

Post by Violet » Fri Jun 01, 2018 10:24 am

Quest ideas from Discord

Woodland Trickery

Solitude Forest misc quest.

Somewhere in the Solitude Forest you'll come across some scantily clad Nordic women, they'll invite you to join them at their residence for they were attacked by some monsters that they need you to slay. When entering their cave lair residence, and seeing the corpses of the dead adventurers they've killed, they reveal their true form. The Spriggans then attack the player.

Reward: the equipment of former victims

Reaching for Love

Reachmen quest for the Mairagarr Tribe in the Druadach Highlands.

A son wishes to leave the tribe and go to Dragonstar to find a girl that had visited the tribe recently to trade goods. His mother asks you to convince him to stay. You can either do as his mother asks and convince him, or essentially tell him to go for it (in which he leaves, pissing off the mother).

Reward from the mother if you do as she asks, reward from the son if you tell him to follow his heart.

Reaching for Love Part 2

Follow up quest. If you convince him to stay, a few days later he'll leave anyways. Asking the Reachmen at the tribe tells you he left for Dragonstar via the main road, however upon asking people in Dragonstar about him, no one's seen him.

You can find his corpse on the road about halfway from the camp with signs that he was killed by bandits. Upon telling the mother of her son's corpse, she asks you to murder the bandits in retribution.

Alternatively, his killers could be another reachmen tribe, getting some nice interplay between tribes.

The Fateful Guest

Dragonstar Misc quest

Someone in Dragonstar has a visitor who claims they used to live in their house before the War of Bend'r Mahk, and is there to offer the owner an exciting investment opportunity (one that neither owner or guest is willing to discuss). However, no one in the city remembers them.

After some investigating you find out that the person died there during the war. Upon confronting the visitor, they reveal themselves to be a Daedra in the service of Clavicus Vile. The Daedra then tells the player that it's too late and the owner has already agreed to their terms and has pledged their soul to the Daedric Prince.

You may either kill the Daedra to break the oath before he returns to his master, or let them be and allow the owner to carry on with their doomed soul.

Soul Searching

Wilderness Misc Quest


"You enter an ancient nordic barrow with the intent of summoning and then soul trapping an ancient nordic hero to use his spirit to power a new weapon. He refuses saying his great deeds have earned him a place in sovngarde. you can choose to let him rest or exploit his soul for (UNLIMITED POWWAAAAAAAA)."

Falmer Wear Boots

Markarth Side Misc quest

A Nord man in Markarth Side is convinced that Falmer have robbed him and stole his enchanted boots recently while he was in the wilderness and won't shut up about it. However, there's no evidence of said robbing takes place, so the locals in the area suggest you seek out the local apocathery/alchemist and upon examination - they determine that he has a disease that causes hallucinations. Once you cure him, he realizes that his boots are still in his house so he gives you them as a reward.

Reward: Some enchanted boots.

Curse's Handiwork

Midkarth Misc Quest

A farmer near Markarth Side (possibly one of the farms just outside of the city?) has come on hard times recently, his crops are failing and a large chunk of his livestock is either dead or ill. Upon talking to him he reveals that he believes the his former Reachmen farmhands had placed a curse on him, and asks you to go to their camp in the wilderness and convince them to lift it.

They admit to cursing him, claiming it was justified by his mistreatment of them and alleging that he forced himself on the female employees there; Not surprisingly, they refuse to lift the curse.

Ending 1: By bringing their Disposition up to 90, you can convince them that he's learned his lesson and therefore the curse should be lifted. Return to the farmer and he'll thank you and give you some gold for the trouble.

Ending 2: The player sides with the Reachmen, returning to threaten/convince the farmer to apologize to the Reachmen, promising to treat them better and such. Returning to the Reachmen to tell them the news, the Reachmen lift the curse and give the player an Amulet (I'd suggest nothing unique, just some mid-level Reachmen enchanted object that you can find on mid-high level Reachmen enemies).

Ending 3: Kill the Reachmen. Upon returning, the farmer's wife informs you that the curse took his life too, and she shall shun you from there on out (no reward).

Ending 4: Kill the farmer, doing so will land you a Bounty (if you aren't careful), but returning to the Reachmen will land you the amulet as well as a unique, Reachmen spell.

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