[PC_q2_FStLeg01-05_Journal] Fort Strand Imperial Legion Quests[Kaiel]

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[PC_q2_FStLeg01-05_Journal] Fort Strand Imperial Legion Quests[Kaiel]

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Fort Strand Imperial Legion Quests
Quest Descriptions

Fort Strand Imperial Legion Quests Outline

PC_q2-FStLeg_01_Journal : Imperial Legion: Fighting Form
Euratta tasks the player with proving themselves in top fighting form by sparring with another recruit. The player is instructed to report to Githel, the drillmaster. Githel asks the player to retrieve Calvendrus from the bunk room. After retrieving him, the player must spar with him while Githel observes. If the player loses they are tasked with improving and must repeat the sparring match until they can defeat Calvendrus. Once they pass the evaluation, they deliver it to Euratta, and receive a pair of Imperial Boots.

PC_q2-FStLeg_02_Journal : Imperial Legion: Forging Onward

Euratta tasks the player with experiencing the process of forging a weapon using materials gathered at Strand Mine. Her intent is that the PC understands the importance of Fort Strand’s primary function as a resource exploitation and refining project, churning out steel for the Empire. The player is first sent to Alerios Catiosho in the Coal Pit, who sends the player to mine a bit of Iron Ore. When the player returns, Alerios exchanges some of the iron for coal, then sends the player on their way to Gulazu gra-Lurnakh, at the refinery in Fort Strand’s courtyard. Gulazu walks the player through the refinery process, confiscating their iron and coal and rewarding them witha steel ingot to take to Oggrab gro-Illip, the armory’s smith. Oggrab will take the player’s ingot and smith the player their choice of Imperial weapon. The player then returns to Euratta, presenting the weapon. They are allowed to keep the weapon, along with a set of Imperial Gloves.

PC_q2-FStLeg_03_Journal : Imperial Legion: A Mine of His Own

Nerialus, a courier carrying messages to and from Fort Strand to other forts, has gone missing on his way back from Fort Istirus. The player is tasked with finding what happened to him and returning him to the fort if possible. Nerialus stayed the night at Gosha Inn, but hasn't arrived at the fort. Euratta recommends the player ask around Hal Sadek to see if anyone knows what happened to Nerialus. The people of Hal Sadek have not seen Nerialus, but they do know some strange noises they hear at night, and one claims to have seen Goblins take a traveler off the road. The player is told that the noises come from the direction of old Alma Mine, now abandoned. They find strange rudimentary boats and signs of a struggle leading to Akna Mine. Upon entering the mine they find that Nerialus has been captured by the Bitterfish Tribe of Goblins. The goblins are hostile, the player must fight their way to the end of the mine. In the final room, Nerialus will forcegreet the player asking for a lock pick. If the player has one, they can hand it over. 15 seconds later Nerialus will unlock the gate and help the player defeat any remaining goblins. He can die, but it is unlikely. After the goblins are defeated, the player may travel together with Nerialus to the Stendarr Chapel infirmary if he is alive, or return to Fort Strand on their own if he is dead. Upon returning, Euratta will reward the player more if Nerialus was rescued and less if his death is reported.

PC_q2-FStLeg_04_Journal : Imperial Legion: Enemy Mine
The player must return to Akna Mine and clear out any goblins remaining. Nerialus may be safe now, but for Hal Sadek and any travelers on the road, the Butterfish tribe must be pushed back from the roads.

PC_q2-FStLeg_05_Journal: Imperial Legion: Goldwatch
The player is ordered to head to Gold Road Watchtower with Calvendrus, relieve the two soldiers on watch, and keep watch for the night. While on watch they encounter some bandits and a stray undead.

PC_q2-FStLeg_06 Imperial Legion: Securing Wavemoth
The stray undead the player encountered whole on watch came from Fort Wavemoth. Since it's destruction at the hands of the Usurper, it has needed multiple clearings by the legion, lingering necromantic energy raising both soldiers and townsfolk that perished there. The player is tasked with clearing out the undead again. Even if the fort is no longer in operation, it is the Legion’s responsibility to keep the property and the Gold Road clear of threats.

PC_q2-FStLeg_07_Journal : Imperial Legion: Curse of Strand

Curse of Strand: The lower gallery of Strand Mine is infested with ghosts. The player is tasked with arranging an exorcism, and is referred to Embrilvus, the chaplain. Embrilvus explains he is not well versed in exorcisms and sends the player to make amends with his estranged friend, Ilvator Gastenas, a priest of Arkay. Ilvator accepts the apology and agrees to help. The player must gather materials for the exorcism, retrieve the item anchoring the ghosts to the mine, and then the exorcism is performed.
NOTES:
Please make sure to load the Fort Strand NPC claim before this one, as the NPC claim's esp and this one are separated. This applies to the quester and any and all reviewers/playtesters.

Claim page for Fort Strand is here: viewtopic.php?f=121&t=1865

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Kaiel
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Post by Kaiel »

Implemented quest Euratta's Recommendation, as well as Curse of Strand, though the latter still lacks some major features(like ghosts in the lower gallery), it is technically completeable.
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Post by worsas »

Revoking due to inactivity.

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Post by Kaiel »

Reclaiming :)

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Post by Kaiel »

First quest implemented, known issue: Calvendrus can't get out of his corner, he needs moved orthe table and bench trapping him need moved outward from the corner
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Post by Kaiel »

Quest 2 completely implemented, tested some but not thoroughly
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Post by Kaiel »

Quests 1 and 2 more refined, Quest 3 and 4 implementations in progress
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Post by Kaiel »

Quests 1, 2, and 3 are implemented fully. Quest 4 is mostly done just needs dialogue
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Post by Kaiel »

First draft of all 6 quests are implemented, needs playtesting, my next step

Edit: Playtested it once, fixed a few bugs. Known Bug where if you show up during the Day the Goblin scout in quest 03 is not fully diabled, he stands there doing nothing and won't be lootable or update the journal until night, will try to solve in the next days. The line is fully completeable, you can't ask Calvendrus to go with you on Quest 05 yet.

Quests ended up as follows:Fort Strand Imperial Legion Quests Outline
PC_q2-FStLeg_01_Journal : Imperial Legion: Fighting Form
Euratta tasks the player with proving themselves in top fighting form by sparring with another recruit. The player is instructed to report to Githel, the drillmaster. Githel asks the player to retrieve Calvendrus from the bunk room. After retrieving him, the player must spar with him while Githel observes. If the player loses they are tasked with improving and must repeat the sparring match until they can defeat Calvendrus. Once they pass the evaluation, they deliver it to Euratta, and receive a pair of Imperial Boots.

PC_q2-FStLeg_02_Journal : Imperial Legion: Forging Onward

Euratta tasks the player with experiencing the process of forging a weapon using materials gathered at Strand Mine. Her intent is that the PC understands the importance of Fort Strand’s primary function as a resource exploitation and refining project, churning out steel for the Empire. The player is first sent to Alerios Catiosho in the Coal Pit, who sends the player to mine a bit of Iron Ore. When the player returns, Alerios exchanges some of the iron for coal, then sends the player on their way to Gulazu gra-Lurnakh, at the refinery in Fort Strand’s courtyard. Gulazu walks the player through the refinery process, confiscating their iron and coal and rewarding them witha steel ingot to take to Oggrab gro-Illip, the armory’s smith. Oggrab will take the player’s ingot and smith the player their choice of Imperial weapon. The player then returns to Euratta, presenting the weapon. They are allowed to keep the weapon, along with a set of Imperial Gauntlets.

PC_q2-FStLeg_03_Journal : Imperial Legion: A Mine of His Own

Nerialus, a courier carrying messages to and from Fort Strand to other forts, has gone missing on his way back from Fort Istirus. The player is tasked with finding what happened to him and returning him and Fort Istirus’ Response to the fort if possible. Nerialus stayed the night at Gosha Inn, but hasn't arrived at the fort. Euratta recommends the player ask around Hal Sadek to see if anyone knows what happened to Nerialus. The people of Hal Sadek have not seen Nerialus, but they do know some strange noises and strange lights at night from the direction of the old Akna Mine, now abandoned. They can encounter a Bitterfish Tribe Goblin along the road at night, and if they head to Akna Mine they will find Bitterfish Tribe Goblins outside. Upon entering the mine they find that Nerialus has been captured by the Bitterfish Tribe Goblins. The goblins are hostile, the player must fight their way to Nerialus. Nerialus will forcegreet the player asking for a lock pick or the key, which will be on a Bitterfish Tribe Skirmisher. Nerialus will be freed and wil ask to travel together with the player. The player must then escort Nerialus back to the Fort’s Stendarr Chapel infirmary if he is alive, or return to Fort Strand on their own if he is dead. Upon returning, Euratta will reward the player more if Nerialus was rescued and less if his death is reported and Fort Istirus’ Response recovered, not at all if Nerialus dies and the response is not recovered.

PC_q2-FStLeg_04_Journal : Imperial Legion: Enemy Mine
The player must return to Akna Mine and clear out any goblins remaining. Nerialus may be safe now, but for Hal Sadek and any travelers on the road, the Bitterfish tribe must be pushed back from the roads.

PC_q2-FStLeg_05 Imperial Legion: Securing Wavemoth
The stray undead the player encountered whole on watch came from Fort Wavemoth. Since it's destruction at the hands of the Usurper, it has needed multiple clearings by the legion, lingering necromantic energy raising both soldiers and townsfolk that perished there. The player is tasked with clearing out the undead again. Even if the fort is no longer in operation, it is the Legion’s responsibility to keep the property and the Gold Road clear of threats.

PC_q2-FStLeg_06_Journal : Imperial Legion: Curse of Strand

Curse of Strand: The lower gallery of Strand Mine is infested with ghosts. The player is tasked with arranging an exorcism, and is referred to Embrilvus, the chaplain. Embrilvus explains he is not well versed in exorcisms and sends the player to make amends with his estranged friend, Ilvator Gastenas, a priest of Arkay. Ilvator accepts the apology and agrees to help. The player must gather materials for the exorcism, retrieve the item anchoring the ghosts to the mine, and then the exorcism is performed.
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Post by Denis418 »

Played the first 3 quests. So far, this is one of the most unique pieces of faction content I played!

The Sparring
- It seems redundant that Calvendrus gives you directions on how to get to the sparring room, since you've just been there.
- In this entry of his directions he says 'downstairs', while the sparring room is actually upstairs.
- Calvendrus forcegreets me while I'm still in dialogue with the drill master.
- When I finish the fight and get the evaluation paper, Githel keeps her mid-combat greeting.
- Overall, I'm a big fan of this quest. It makes perfect sense to have it as step one in the faction. And even though you could've just spawned Calvendrus in the sparring room after getting the sparring order, it makes a nice interaction sequence to fetch him from the barracks personally.

The Forging
- The scribe needs a candle on his desk. Currently he stands in almost complete darkness (despite the sconce on the wall behind him), and I barely noticed him. Also, he needs a chair.
- Eurata also has an issue: she stands beside a completely barren table. I feel like some cluttering is needed, since the player will be seing this table very often (I put my items on it). Maybe a chest with equipment (from whence she gives you reward), some gold, some rolled papers, a goblet, a dagger and her helm laying nearby.
- While everyone gives very detailed directions in every interaction, I felt like the quest misses the directions to the armory. My initial thought was that the armory is in the fort dungeons. So I spent 5 minutes running around the fort interior, then I entered the towers and only then I've found that the armory is literally behind you when you speak with the refiners.
- This would be one of my favourite quests in general. I like verything that asks you to go and live through the process of something. Allowing you to experience the world other than byt killing or stealing. And forging your own weapon is pretty neat as well.

The Scout (And the Goblins quest after it)
- I found the scirmisher on the road and remembered that he behaves buggy during the day, so I retreated and waited until night time. Then I killed him and collected the clues successfully.
- One of the goblins proved almost lethal to my 38th level character with 85 armor skill. I assume, this is a goblin from Tribunal. Even as a boss, he feels like an overpowered enemy for this point of the questline.
- I killed all of the goblins in the mine (close to 20?) before I found Nerialus. This prompted updates on the fact that I killed 10 of them, and then that I cleared the mine. During the final journal prompt (when I killed the boss) all of the remaining goblins disappeared (even the live ones).
- Nerialus' speed is comfortable to travel with, but he moves so fast it's almost creepy. Maybe it's worth lowering for a dozen of points. It's nice though that he teleports to you when stuck.
- After returning to Strand with Narialus, Eurata asks me to clear the mine, which was already cleared during the rescue mission. I feel like this will be how most of the players will get to this quest. I understand, that the point was to make the rescue quest easier, so the player could just run past goblins and get Nerialus out. But since he's so deep into the cave, I expect most of the players will kill off every goblin before they find the scout. Another issue with this set up is that getting a mission that asks you to retrace your steps and finish off the enemies you left behind might be annoying. My suggestion to remedy the set up is this:
1. Place Nerialus in the camp at the entrance to the Akna Mine. It has enough enemies there to make the encounter challenging. And the player won't end up clearing the mine unless they decide to do so.
2. When Eurata tasks you with going back and clearing the Akna Mine (or killing 10 goblins), she gives you some tools that greatly increase your chances of success. Like, potions of shield, fortify strength, etc. This will justify your return there. Especially if you've decided to not clear the mine during the first visit because of how challenging the goblins are.
- The rescue quest isn't properly finished in journal.
- A typo: Take theis Imperial Steel Helmet.
- When Eurata tasks me with clearing the goblin mine, the topic of the previous quest (search for Nerialus) has an outdated entry.

The Wavemoth
- I haven't finished this quest yet. But I have Calvendrus stuck in the sparring room without a way to take him with you to Wavemoth.
- Also, I would suggest spawning Calvendrus near Wavemoth without the need to escort him there from Fort Strand. Otherwise, his help turns into a chore of an escort quest. And this is after you had two escort sequences in previous quests already. Just make him meet you near Wavemoth and then, after the task is done, go back to Fort Strand separately (teleport him back).

General feedback: these quests are tied together very neatly. I like how you get very on-point assignments, and there are recurring themes and characters in the story. I'm eager to finish the questline asap and share my full experience.
There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment.
The one who fears is not made perfect in love. 1 John 4:18

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Post by Kaiel »

Okay, here's an update. I think I addressed everything you mentioned so far, as well as reworking a couple things and making some other upgrades. try this one out!
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Post by Nacho »

Great work so far, here are some some of the issues I found and some general advice.

When given directions on how to get to the sparring room Euratta tells you to "head back toward the gate" when she should say to "head back towards the entrance", I wandered around in the gate house confused for a while.

There are three instances of Calvendrus Galsalis in the bunkroom. When told to meet him at Fort Wavemoth I accidentally went upstairs to one of the duplicates and asked him to follow me. I think this bugged the one that was supposed to show up at the fort.

Calvendrus doesn't need to remind you how to get back to the sparing room since the player just came from there.

Calvendrus gets stuck running behind the table when told to travel together to the sparring room, I'm not sure if he's stuck on the table or the two other Calvendrus'.

I had to stand right next to Githel for the quest to advance.

There is an extra space between "evaluation" and "begin" in Githel's dialogue.

I got sent back to the dialogue "Show me what you can do, player, I won't be going easy on you!" two or three times when I pressed "goodbye" probably related to the extra Calvendrus' in the cell.

Alerios doesn't need to give the player instructions on how to leave the mine, he just needs to tell them to return to the courtyard.

The topic and all instances of "refinery process" can be changed to "refining process"

The "forging a weapon" topic can be simplified to "Recruit, before you can progress you need to experience the refining process."

The topic "refinery process" can be simplified to "Take your iron ore to Ilav to begin."

Ashyi's trade should be changed from "acrobat"

"The process requires fine control to create fine steel." One of the fine's is redundant and should be changed or removed.

The journal entry says the player is rewarded with a set of Imperial Bracers instead of Imperial Gauntlets.

Instead of being told of seemingly unrelated strange lights coming from Akna Mine, the player should just be told that there have been sightings of goblins in the area and that they may have something to do with the disappearance.

Nerialus doesn't need to give the player directions back to the fort, just to the chapel since they may not have been there yet.

After delivering the Fort Istirus Response it isn't removed from the players inventory even after the questlines completion.

The journal said I killed all the goblins in the mine, yet there were still two left.

When the player is told to head to Fort Wavemoth, it's icon should be revealed on the map.

The "Your Friend Embrilvus" note is blank.

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Post by Kaiel »

Another file, lots of improvements in dialogue and addressed most of the concerns above, though some things are up to personal preference.
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Post by Kaiel »

Fixed Calvendrus' teleportation and more dialogue refining

Still to do:

Refine Dialogue
Add little details and some extra dialogue entries
Add advancement topic entries for Euratta.
Add some undead to the exterior of Wavemoth Legion Fort
Tweak Ghost spawning speed and maximum ghosts at once to be reasonable for level 10 PC
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Post by Denis418 »

Here's a list of my suggestions (It's from the Feb 28 plugin. I was slow to report it before the updates):
1 quest:
- Calvendrus gives redundant directions to the sparring room.
- Calvendrus forcegreets me several times at once. Might be due to the fact that I have 3 copies of him in the interior.

2 quest:
- I noticed that the Armoury is not accessible from the ground floor. It probably needs more elaborate directions to it both in dialogue and in journal.

3 quest:
- Journal says I found goblins inside the mine, while it was outside of it.
- I think, the player should have a choice of rejecting Nerialus' ask to give him a lockpick.
- There's actually a way to reach Fort Strand from Akna Mine without the need to cross the two bridges near Hal Sadek. The fort and the Mine are on the same bank of Petty Strid. Nerialus could "reward" the player with the knowledge of this shortcut by just saying to go west from Akna Mine. It'll also make the next assignment easier in terms of backtracking.
- Fort Istirus report is a misc item. I think, it's worth making it a book. And write some generic text, like: [This report states that everything's ok in Fort Istirus. Barring some *incident* and *party involved*]. The player will be eager to use this opportunity to read about the world beyond the release borders, I am sure.
- Eurata didn't take the report from me.
- Journal says, I was rewarded with 100 septims for resquing the scout. But (I think) she didn't give me the money. It was only 5 healing potions.

4 quest:
- Eurata rewards me with 5 cheap healing potions for the previous quest. And then immediately gives me 5 more of the same for the next assignment (In addition to the strength potion, which is good). I suggest swapping the second batch of healing potions with a shield potion to remove the repititiveness.
- Eurata says take this helmet for killing goblins, but gives me greaves.

5 quest:
- Fort Wavemoth introduction dialogue from Eurata mentions that I should travel with Calvendrus (while in the new set up he is waiting for me there).
- Calvendrus stays in the sparring room (you already know that).
- I couldn't find all the skeletons (or the quest doesn't update upon killing them). I think, it would be best to designate all the chambers which the player should check for the skeletons. Like: 1. the main keep, 2. the barracks, 3. the top of the tower.
- The dialogue mentions that civilians also get raised as skeletons here. But we only get to see the legionaries. I suggest adding simple skeletons for variety and to be true to the backstory.
- Feature creep/embelishment: add the animated skeletons that raise from the pile on the ground as in TR.

6 quest:
- The directions to the Chapel of Arkay aren't clear, I couldn't find it.

Thanks for your zeal with this questline!
There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment.
The one who fears is not made perfect in love. 1 John 4:18

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Post by Denis418 »

I played the final quest on the latest version. Haven't finished yet:
- This journal entry mentions a bit of the NPCs' backstory that is not mentioned in their dialogue.
- This dialogue entry (shown in journal format) has a missing space.

Side note: Anvil alchemists need tanta beaks added in their stock.
There is no fear in love. But perfect love drives out fear,
because fear has to do with punishment.
The one who fears is not made perfect in love. 1 John 4:18

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Post by Kaiel »

Update, a lot of refining and tweaks, hopefully the whole mechanics are working now. I haven't addressed the dialogue issues or changed the combat evaluation and Fort Istirus response, or added text to Embrilvus note. Fleshing out the relationship between Embrilvus and Alva will be done in the next update, along with the notes, and possibly working in short sections for other Fort personnel( ie. instead of Euratta just giving you the potions at the beginning of Enemy Mine, she will send the PC to Ceryl, the alchemist in the Stendarrr Chapel)
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Post by Kaiel »

Possibly the final update. I've gone over it until I can't see anything else in need of fixing. All notes are notes and have texts, no progression breaks, I toned down the ghost spawning, and I went over all dialogue and rewrote+added lines. Let me know if you find anything wrong and I will correct it. If not, I'll put it up for review in a few days to a week.
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Post by Kaiel »

Going to put this up for review, I think its done!

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