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

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.

Deeds of a Farmer

Druadach Highlands misc quest (DH03)

A Redguard farmer has set himself up in a ruined settlement site (ruined hamlet, only needs 2 or 3 ruined small buildings), he/she has their own house (whatever our equivalent is to a vanilla shack, the interior shouldn't take more than an hour or two to make... at least that's my intention), a chicken or two, and about 4 or 6 crops total... as I really don't want to add too much to the workload of the quest. The farmer should be on the eastern side of Dragonstar (not in or next to the city, but on the Skyrim side of the Druadach Highlands).

Jarla Jona, or one of her suboordinates, is concerned that this unknown person is living off Reach Hold land without proper authorization - which can only lead them to assume they are a Sogat agent (their supposed familiarity with the Crown Prince is further evidence in the Jarla's eyes). Upon confronting them, they tell the player that they have a deed and are there legally. They show the player the deed, and it's a deed from the Crown Prince's, NOT the Jarla.

The player has the following options to deal with the quest:
1. Convince the Jarla to give them the proper deed due to it being a simple misunderstanding through persuasion.
2. Tell them to GTFO of The Reach Hold until they go through the proper channels (the Jarla, not the Crown Prince).
3. Frame them as a Sogat or Sogat sympathizer and get them thrown in jail.
4. Kill them and tell the Jarla that they attacked you.

This would either be used as an early DS plot quest to establish the border dispute & legality of the situation, or as a mid-plot quest to break up the plot a bit & give an excuse for the player to be out of the city for off-screen shenanigans to happen.

Currently Untitled, "Bear King Dead Draugr" or BKDD for now


The grandfather of the current Bear Clan's Chieftain, Jurger Bear-Heart ("Lord Jurger" in Arena, ruler of Amber Guard which is Karthgad for us), resides in the Bear Clan Ancestral Barrow named "Bergarajh". Jurger has awoken, and the Bear Clan's Chieftain asks the player to put him back to sleep the most Nordic way possible.

Painting Bloody Fleas

Falkirstad misc quest

A Nord and member of the Snow-Talon Clan in Falkirstad is an aspiring painter, often wandering the wilderness with a healthy brew in hand for inspiration for his art. A few days ago he was attacked by a mysterious beast. He claims to have slain it with his grandfather's axe - and is in the process of painting the beautiful scene of his bloody axe jammed into the torso of the beast. However, he's become increasingly isolated, claiming to "need peace and quiet to perfect this masterpiece!" and such. The player is asked by the chieftain to investigate, as he has other matters to attend to at the moment. Upon searching his house at night, you discover that the beast was in fact a Wereboar - and the transformation is complete. Kill the Wereboar, get reward.

Quest epilogue, optional continuation of the quest after it's already ended: Smart players can find his axe out in the wilderness (he dropped it during the encounter) through the clues left in his dialogue about where he was at the time (should you question him). Bringing the axe to the Chieftain grants you additional gold, some very nice faction rep with the Snow-Talon Clan, and a shiny universal Reputation point.

Currently Untitled

Markarth Side-adjacent Wilderness Quest

You come across an old man out in the wilderness, he doesn't seem to notice you (talking to him ends in a forcegreet "[Mumbling to himself]" sort of line with a Goodbye). Ask NPCs in a nearby settlement (settlement depends entirely on where you put him, best to pick the closest settlement to him) about him and you'll be informed that he used to come into the settlement for supplies every once in awhile, but stopped recently. And that one of the merchants would know more. Ask the merchants about him and one of them will say how he misses the man and his pet wolf, the merchant gives you some basic food items for you to bring back to the old man.

Talk to the old man and give him the stuff and he'll tell you how his pet (insert Nordic pet name for wolf here) went out to grab him some dinner and never came he asks you to find him for him and gives you some directions on where the wolf might be. Go there, help the wolf kill some bandits, you and the wolf return to the old man and he gives you a bunch of neat stuff.

Thief of a Trade

tentatively Markarth Side, can instead be used anywhere that has a TG presence and at least 4 traders

Houses of four traders were robbed last night and they need to find out who is responsible. The Guard Captain suspects Aevil, known thief, but has no proof of his guilt. We must talk with all traders and find out who was in their home a day before the robbery. After all we get four suspects, but only one was in all four houses that day. If we point the correct one and talk to him, he will admit that Aevil forced him to help on threat of death. With such proof we can go back to captain... or to Aevil and maybe that could be good way to join Thieves Guild. Endings:

1. Point to the correct suspect, Aevil will flee from the city, and the suspect will be found dead the next day. Follow up quest:

1A. Aevil gets put on the bounty board, the player can go out and kill him.
1B. IF the player is a member of the Thieves Guild, they have to clean the mess up. They'll ask you to take the bounty and either help Aevil escape, kill him, or you will be kicked out of the Thieves Guild effective immediately.

2. (IF not a member of the Thieves Guild) Go to Aevil, he will attempt to bribe you with one of the goods he stole in exchange for your silence (you should be able to have to option to refuse AND to ask for more, doing either will have him try to kill you. Kill him and report to the captain, he'll ask for the stolen items in exchange for your reward).

3. Point out the wrong suspect. The Guard Captain arrests them for the day, the next day the real suspect is found dead and the arrested trader is released. You lose reputaton with the Guard Captain, the Guard NPC (since they're clones, that means every guard), and the remaining traders (with a HEAVY reputation loss for the trader you wrongfully arrested).

4. (IF member of the Thieves Guild) Go to the local ringleader of the Thieves Guild, they'll ask you to help Aevil escape unseen. They'll keep the trader from talking (and alive), and give you a reward for helping to clean up this obviously incompetent low rank member's mess.
Last edited by Violet on Sun Oct 20, 2019 5:08 pm, edited 7 times in total.

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Post by roerich » Mon Jan 07, 2019 4:38 pm

An old quest idea that I would like to expand upon:

In Whiterun, a representative of the Imperial Legion hires the player to investigate what happened to a missing cohort of legionnaires. The soldiers were last seen months ago, travelling from Danstrar to Dunpar, from where they were to meet up with legionnaires from the Whiterun garrison and wage a campaign against Hörme bandits in the northwestern part of the White Plains, around New Teed and Blackmoor. The investigation can start in Dunpar or Danstrar. In Dunpar no one has seen any signs of them, and the Whiterun legionnaires have long since returned back to guard Whiterun, unable to take on the bandits alone. Locals might have hints to what routes they likely took, and what can happen to those inexperienced with shifting mountain weather, avalanches etc.
Travelling to Danstrar and snooping around the in the dingy meadhalls, the player might catch wind of a Nord scout having bragged about leading the soldiers astray. Some detective work will have to be done, in order to find out who the individual is. Eventually tracking him or her down, the player needs to "convince" the culprit to tell what happened, either by force, bribery or other methods. The scout is secretly affiliated with the Hörme, and led the soldiers to a certain death, after which he abandoned them. He tells the player the location he left them.

Now, the player can travel there, trying to find the men. They should be hard to find, and the weather conditions should be almost purely blizzard or snow. The player will eventually come upon the grizzly sight of a camp. Snowed in in a remote (and generally avoided) pass closed off by avalanches, the legionnaires eventually ran out of resources and resorted to cannibalism. Few men are left, most of them have gone completely mad and will attack the player. Calming them or beating them unconscious, the player will be able to talk to them, sharing supplies with them, and eventually escorting them back to Dunpar or Danstrar.

The surviving legionnaires will be shipped off to Cyrodiil asylums, the scout will be long gone, and the Hörme will plaque the population of Whiterun unchecked. (There could be more ways to "solve" this, leading to different conclusions)

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