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Quest Archive; Find your old quests here
Topic Started: Dec 28 2008, 08:14 PM (143 Views)
lettuceman44
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Find your old quests here, then copy paste em, revise em in the submission thread.
Edited by lettuceman44, Dec 28 2008, 08:47 PM.
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Quirk's Quest:

Upon first visit to the good doctor (aka me) I respond with this:

"Hello, good bye, get out of my office, if you want to live that is."

Player selects want to live dialouge option.

"What, live, well some of my paitents are well undead, they some how lost their soul while under my treatment. So get out, unless you want to help that is."

Player selects help option

"This should be apparent, fix the problem, did you really need me to say that"

Quest officially begins

After searching the entire f-ing town, or as soon as the talk to quirk they will realize he only has busniss options, no dialouge. Upon further exploration of quirks place they will dicover a scamp in the basement/closet.

"Hello good adventurer, no don't draw your weapon, in fact you could do me a favour, return my body to me. That horrible dremora has taken my place. I would apreatiate if you would kill me... ERR it"

Ask how,

"You won't understand the process but I managed to switch souls with it"

or simpily return to Jame's house, where you won't find me but the fake Quirk, with a deadric war hammer and anger management issues, after you kick its ass it will vanish in the typical deadric shower of sparks returning quirk to normal. I am found in the closet of my own house and upon release,

"Who are, you. A well you rescued me here take this (gives player one bottle of flin being the cheap ass he is) "

Quest complete, then unlocks myquest/s
Edited by lettuceman44, Dec 28 2008, 08:16 PM.
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James fetch quest a)

Player selects dialauge option favour:

"Friend! Would you consider helping your ol pal out"

Player selects no:

Dialouge ends, can be started again.

Player says yes:

" I seem to require 5000 septims, would you please lend them to me"

No: same as above.

Yes: (loses 5000 gold)

"Thank you ol pal"

Okay it was not really a quest persay but it unlocks the work option that are quests.

Quest b)

Select option work:

My ole pal, how bout retreaving me 50 blobs of muck"

(not much of an option eh?)

On return with 50 muck:

"Thanks a plenty, however now I need 50 cliff racer plooms... fetch"

On rreturn with plumes

"You have done well, now get me 50 deadra hearts"

On return,

" Good job, now get me the amulet of healers touch"

It is in a cave of ibis's chosing and will be marked on the map it is a small cave with a pool of water, it is at the bottom as well as a scaled up dreugh.

on return

"Good you have all your limbs still"

End the fed-ex from hell quest, opens medical mystery dialouge option
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Letucce's quest:

Player speaks to odd cloaked figure by inn:

"Have you by any chance seen two argonians named runs-on-water and lights-the-torch? They are escaped slaves that need to be brought to justice"

Player goes on with his day.

If they ask anyone but lettuce they will mention seeing him with two argonians.

If you talk to lettuce and agree to help:

"Please make the slave hunter go away"

You may either tell him that they left town (takes a high speech craft skill) or challenge him to a duel for their freedom, he then attacks you he fights in heavy armour and uses a long sword.

If you agree to help the slave driver he asks you to murder the slaves. Ifg you agree you must return to letucces and either poision the food by putting a potion he gave you in the cupboard, brutally murder everyone (this includes lettuce) or challenge them to a duel, their freedom vs your life in which you kill them.
(one argonian is spear expert wearing light armour the other a mage in robes.)

You side with the slaver he simpily says thanks and gives you his sword "a ebony longsword enchanted with 5 seconds of paralyze)

or the argonians give you the ring of fire and frost , resist fire and frost 15% constant effect.
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Ibis and I came up with a rough sketch of an idea for my character's quest, and yes, it involves my obsession with milk.

By Victor can be seen with his pet penguin Vicky D. trying to break into milk_is_white's milk house. If you approach him he will maniacally yell "Milk! Milk! Milk!" or "Surrender your milk bottles!" There is no other action available.

When you find Victor by day again you can confront him about what went down the night before. After a bit of resistance he will admit to be a milk addict and claim that without enough milk intake by day he goes mad by night and craves milk so bad that he goes completely insane. Victor will then give you a quest in which you help him break into the milk house and steal a large amount of "special" milk. After the quest is completed you will get the option to sell this "special" milk which is only obtainable by breaking into the milk house for a decent amount of money.
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Beggining of the main quest:

When speaking to reds:

Option-work

"Yes I have something you can get for me, go to the grave yard and dig up the bones of Arn the dark. If my source is correct he should have a small red ring, bring it to me"

Upon "opening" the grave the plater finds the ring, and a pack of various undead, enough to force them to flee anyways.

Upon returning the ring.

"Yes very good, here take this (is given a bottle of mazle), may it bring you much joy in your dreams"

The behhining to the main quest and a Kool-Point refrence.

Second part:

Talking to reds,

"Damn smugglers are acting up again"

Option: smugglers,

"Listen find where they are hiding and hit them hard"

Ask around, if you ask IBIS she comments on a shady character she saw out of town towards the main land.

You find the cave, enter, kill every thing that moves in the first room. Farther in the cave you see an small tunnel but it stops, there is no journal entry for this.

Return to reds,

"Good job, I'll let you know if they return"

Talking to reds,

"Damn smugglers are acting up again"

Option: smugglers,

"Listen find where they are hiding and hit them hard"

Ask around, if you ask IBIS she comments on a shady character she saw out of town towards the main land, everyone else has no clue.

You find the cave, enter, kill every thing that moves in the first room. Farther in the cave you see an small tunnel but it stops, there is no journal entry for this.

Return to reds,

"Good job, I'll let you know if they return"

Another low down quest, they will make sense eventually.

Third part.

"There was a grave robber attack the cemetary!"

option: grave robber.

"Yes someone dug up the same grave I had you search, they even went so far as to steal the body,please bring them to justice"

Near the cemetary there is a lunatic, all his dialouge is gibberish however he is holding the leg bone of the corpse(as a club) and will attack you after you exit dialouge.

Upon returning to reds

"Intresting, very intresting. If I hear more I will keep you informed"

Talk to Reds about ring:

"Yes yes, see this is no ordinary ring, it puts it's wearer into a dream-like state where they forsee the future, however it is only too real if you die there you die here as well. Ahh, I see you are curious as to why I am telling you this. Well I thought you would put two and two together, however I want you to wear the ring, and go into the furture of this town hopefully it will shed some light on the strange happingings. Are you ready to go?

Slect yes continue with quest, select no leave dialouge but can be re-started.

Yes:

"Good-luck, remember you will return when your mind finds what it wants"

You find yourself in an identical version of the town however everyone is dead ex ept vickey who is hidding in the waterwater and Raven who was out of town. Vickey simpily stares blankly while Raven babbles on about a shadowy creature. Red's and lettucuces corpse can not be found, in lettuce's house there is a trap door, it appears similar to deadric architecture in the middle of the floor. When the player enters it they snap back to reality and return to the real world.

Reds:

After hearing what the player saw:

Aye... Thank you... I need to think, please leave me alone for a while....

Visit Reds 24 hours after last quest.

"You've returned. Good, listen I need you to fo me a favour, there is a book called internal passages, I need a copy, it may help me make sense of your vision, however I do not know where to find one, good luck"

Looking for incredibly old/rare stuff... Time to hit up StormRaven with the dialouge option Internal Passages:

"That ol book, I remember that used to own one, however I scrapped it long ago, could never find the needed key to translate it, however I would go to a central trading hub, yo'd be amazed what goes through those"

In need of rare books, go to Joshubas rare book store duh...

An ways you can purchase it there for 1000 gold.

Return to reds:

"Thank you, give me afew hours as I try and translate this, thank you for your time. Here take this as compensation, (Three pearls added to inventory)

Dialouge option reds:

"Listen, I need a diamond to prove my theory with this ring, please hurry"

Upon return:

"Thank you, return tommorow and we will see if my plan worked.

"Ahh, the book was right, the diamond has allowed me to amplify the rings power, it will allow you to unlock the full vision and prehaps finally allow us to see what threatens us, are you ready to go forward?

Yes: Returns to the future lettuce's house.

No: diaougle ends, can be started again.

Back in the future.

Pass through the door, you find yourself in a large, black chamber, there are no land marks or visible walls, (easy enough to build, large interior, no furniture, and a simple balck texture.)

Inside you are attacked by two cloaked figures, one solid white, one a dark grey. When you kill them you find yourself back in the right time period. Reds simpily sighs when you speak to him about the vision (otion vision)

End quest.

Speak to Ibis, topic Spaarkaylls

"Yes I need you to deliver this letter to her"

You deliver the letter, and no it is not a return to the fed-ex quests.

Return to ibis topic Spaarkaylls

"Good work, I hope this fixes the rift. Ohh you have not heard of it? Well Storm and her have been err whats the term. Well they have not been getting along so well since I tried to do some of my famous matchmaking"

Speak to Ibis bad news:

"the guardians have gone insane and are attacking the town, help!"

Player must reach the dragon guardian and Ibis has a flyng thing planned o kill the guardians.

Return to Ibis: "Thank you however this is not done, Spaarkyles is in the center of town we need your help"

Run to the center of town, she is fighting off both Storm, Quirk and basicaly every magic user the town as to offer as well as lettuce and several guards.

Aka, your screwed, unless you are so kind as to equip the weapon you got got from my dungeon crawl, and activate the spell, this allows you to fight her on even ground and once she is below 30% health she teleports away.

return to Ibis:

"Thank you, your help will not go unnoticed (gives the player a ring enchanted with fortify luck 15 points constant effect)
Edited by lettuceman44, Dec 28 2008, 08:42 PM.
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Select dialouge entry medical mystery.

"What! or it's you, yes well I have a paitent here, they came through here on a small boat but fell ill before they could leave. I want you to search his boat and see if there is anything that looks suspicious."

This adds a small boat, about the size of a modern speed boat on the water just outside of town.

When the player searches the boat they will find a bright coloured flower growing in a pot.

Upon your report.

"THERE was a what?! on the ship, o my there is only one cure I can think of for that, I need 2 muck, one marshmarrow, and a sample of dreugh wax. By the way, you have been exposed as well, so I would hurry unless you enjoy your heart stopping, you should start feeling symptoms in 3...2.1..."

This adds a vary slow acting damage health effect, it can be held at bay via healing potions however you must bring James the ingrediants ASAP.

Upon return with ingridiants:

"Good job, now quick drink this, good job (removes poison effect), I may have more work latter, however right now I need to lecture y paitent of the hazards of smuggling deadly plants"

end quest.
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Revenge quest for Quirk:

Option revenge:

"You've returned, listen I found a way to summon that acursed dremora back so we can trap him in a soul gem, I will need a deadra heart, scamp skin, deadroth teeth and a grand soul gem"

Upon return with ingrediants.

"Thank you, are you ready to face down that vile beast"

Yes, dialouge exits and deadra appears,

No, Dialouge exits, yes can be shosen later.

Once the deadra is dead reopen tdialouge choice revenge:

"Well done pal. Listen I trapped the monsters soul, I can make you a blade just keep it safe"

Player is rewarded the blade of necreath or whatever name Quirk choices.
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Mercenary Search

Speak to Quirk,
"Well, now that we've taken care of the Dremora, I need an assistant.

Option Assistant:

"Now that I've begun my experiments, I require someone who can help me with working with Daedra and such. For that, I'm going to need yoru help to gather the materials to get my assistant. Will you help me?

No: Very well, but I hope you change your mind.

Yes: Alright, I have a few simple things I need you to do. Firstly, I require a Daedra Heart, as I do for most of my experiments. Secondly, I need a soul gem to take the place of my new servant in Oblivion. Finally, I will require either a Void Salt for a Storm Atronach, a Fire Salt for a Flame Atronach, or a Frost Salt for a Frost Atronach. Return to me with the ingredients when you have them.

*They gather all the ingredients and return to Quirk*

"I see you're back. Do you have the ingredients?"

Option No: Oh, please hurry with them. I do need someone to assist me in my experiments.

Option Yes: Yes! Thank you! Now I can finally get my servant here to progress with the magicka tests! Now, I don't plan on letting you leave without a reward. Hm...I have enough Daedra Heart and Salts left to make you an item from them. Would you like that?

Option No thank you: Very well, but thank you again for your help.

Option Yes, I will gladly accept it: Here you are then.(Receives a ring with a small effect based on which type of salts they brought back). Thank you again for your assistance.

Option I would actually prefer a servant of my own: Really? I didn't think you would have any magical pursuits for a servant...but very well. *Creates permanent Scamp follower* Enjoy, my friend. And thank you again.
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Talk to Storm raven subject Bubba(or whatever we call him):

"Ahh yes I need to you go speak to my contact, he might know more, he is named Heem-la and will help you"

Speak to heem=la subject baba

"He is staying at the arch-mages quarters north of vivec he owns a small esate, I very much doubt you could get in there"

Return to Storm raven subject bubba:

"He must be dealt with, either return him to his cell or as you see fit. Although I don't want to say this if killing him is neccisary you have my permision"

At the estate the player can either break in through a grate in the back (level 100 lock and trapped), levitate to the roof and enter through an unlocked door, bribe the door man, or simpily kill the door man and take his key for the door. Insidethere is another guard outside the cellar and facing away from the staircase. Upstairs is baba's room you enter it directly from the roof. You may either kill him (fights with a deadric katana no sheild), or convince him to go with you peacefully in which case he says
"I see the wisdom of your words, I will surrender myself"

His other dialouge:

Necrathye: "You will see the coming of a new era and shall bear witness to the glory we shall bring.
citizens of necreathe: "All wars must have their casualties"
REdsrock: "He is kind, but he has not seen the potential, in time he will learn"
lettuce: "A clever fellow, too bad he can't see what is coming"
Storm Raven: "I have no dought that he is who sent you, unfortunatly you are soon to be irrelevant"
Surrender below 90: "I would like to see you try"
Good bye: "You have done well, unfortunatly that is not good enough, pray to whom you will your time has come" exits dialouge begins combat.

Return to Storm

Peaceful solution: "You have done well, see your words have done what no blade could"
Violence: "It is done"
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Talk to lettuce subject Ninja_Noble:
"I need you to speak to raven, I know that Ninja was an incompetent mage and that his magical abilities are coming from elsewhere, Raven should understand this better than I"

Speak to storm option Ninja_Noble

"You know the story of the water in this town corrrect? Well whether or not you know it is of no concern to my plan, bring me two deadra hearts and make sure you know a scilence spell then return. I can create a spell that will sever his magical connection to this place, it is my theory that in their escape they escaped through the under ground spring underneath this city and exposed them selves to unkown magics allowing them to access these abilities"

Return with two deadra hearts and a scilence spell:

"I fear there is one more step, you must go beneath the city, find the source of their power and tap into it yourself, do this and I can teach you a spell to destroy Ninja's powes and leave him open to attack."

Go to the prison you will find a trap door in Ninja's and Bubba's cells both lead to the cave right beside eachother

Inside is the first bad ass dungeon crawl of the main quest(I leave specifics up to Ibis)

. After winding their way through a cave like structure beating up generic animals they must swim through an underground river with a slight slaughter fish infestation to seperate the men from the boys you find yourself at a large dwemer entrance. Inside it is your generic dwemer ruin overrun with ghosts and centurians. As the player desends more and more natral element are revealed (eg. roots coming through walls, small plants beggining to retake the ruin. At the bottom you find a dwemer ghost, it is NOT hostile and talks,

"Begone adventurer"

option power

"It comes from beyond this gate (there is an unopenable gate beying him) if you wish to continue I demand you stop the decay of this fortress, kill the beast of nature polluting my home"
other dialouge:
Myself: "I am anceint and beyond your measure, but I was once one of the dwemer, that is all you need to know."
player name: "I was once a psycic for my people, a rarity amongst teh dwemer, however your path is unclear"
The town: "They have adapted some of our knowlage, an impressive feat for which i respec them, however they still have much to learn"

TO the right of the ghost there is a small cravvasice that the play can select, this takes them to the next area, here all dwemer designs are abandoned and it is almost televannish with freakish plants etc, inside you must make your way down this tunnel fighting things like spriggans and the like, basically any elemental creature like the atronarchs"

At the end you find a non-hostile sprigan (has a different name Ibis can make it when she mods it in), you have to options kill it and return to the dwemer ghost or ask what it wants

options
Help: Destroy the final spirit in those ruins and allow nature to omplete its task"
Player name: "Your destiny is going to be pivitol in this world. How I can not see"
Myself: "I am older than anything you can imagine, I was crested at the same time as this world. If you chose to fight me you will die"

If you chose to kill the spriggan it is very hard, it summons atronarchs like no tommorow and can revive three times like any other spirigan.

If you chose to kill the dwemer ghost it fights with incredibly strong destruction magic and can only be hurt by silver/enchanted and deadric weapons.

Regardless the other thanks you and gives you the key to open the gate, the suvivor also teaches you a spell and gives you a weapon.

Spriggan: Gves you thin blade that paralyzes when it hits, the spell "natures eternity", summons a spriggan to defend you.

Dwemer: Gives you a massive blade that causes fire damage and shock damage, the spell "dwemer's gambit" is a high power sheild spell and summons a centurian.

Past the gate the path splits one is incredibly well lit and overly perfect while the ther screams "generic horro movie"

If you continue down the perfect ath it gets less pefect but is still nice, at the end there is a evil looking character

Dialouge: "another has come"
another: "Two came before you mortals like yourself"
Magic: "To acess the power of this town you need the blessing of either my self or the other guardian of our magic"
Power: "Have you chosen to acess the power through me"
Yes: Stand back, exits dialouge,the wall behind him opens and there is a blue vortex, step in and you find yourself back at the cnter of town.
No: "unfortunate, if you change your mind just tell me"
Down the horrow path it gets less creepy and you find a fairy like creature at the end,

Dialouge: "After all these years a mortal has come (shows how bubba and ninja went)"
Magic: "We are the keepers of this power, only though us can you acess it"
Power, have you chosen to acess the power through me"
YES: "Stand back" Exits dialouge, the wall behind it opens and there is a red vortex step in and you find yourself back in the center of town.
No: Unfortunate, if you change you mind just tell me"

WHere the path splits there is a odd looking rock, it opens and you find a dead adventurer his journal reads,

"Final entery, I, I mean we have braved these tunnels and arived at the source of the power, it is odd to have come so far and be th only remaining member of our group, all my men have died horrible deaths along the way. First Cheen-Hoo to those rabid nix-hounds and then lastly poor Morgan at the hands of that infernal Spriggan beast" i fear this has all been a game, a cruel trap to kill us ( Note from James: hehe irony, everyone is out to get you, and you have no choice but to play along). I can not decide to trust my instincts and chose the correct path out of here. I did not expect such an end when we found this perstine peninusla. TO any who remember this, everything is divided but united, everything is as it appears but not as it appears. You are not as you appear, that is all that is known.

Last entry of Roland Belland.

(I would appretiate is all names mentioned where added to a plak in the cemetary, the bodies could not be recovered)

Once you are back in town several spell are added to your inventory, these are designed to be uber because they will be neccisary later.:

(All garbeled attempts at the town name need to be fixed)
More abilities to come
Selected the nice way out:
Neacreaths rage: fortify strength 30 points and willpower 30 points.
Neacreathys proectection: Teleport to town center, greater power.
Spear of Neacreath added to inventory: Fortify weilders strength 20 points while equiped
Neareathy's defence: Heavy armour, base ebony enchanted with reflect damage.

Slected the dark way out:
Neacreaths tranquility: Fortify speed+intelligance 30 points.
Neacreathys protection: Teleport to town center, greater power.
Dagger of necreath: fortify weilders speed 20 points constant effect
Saviors robe: Robe, base extravagent, reflects damage to a greater extent than the heavy armour.

Return to Storm:
"Congradulations, return in twenty four hours so I can complete the spell.

Speak to storm raven after 24 hours.
"Yes here is the spell you will need, I was even so kind as to enchant this dagger with it (dagger of shattering added to inventory) one blow with this and you will destroy his ability to use magic, lettuce can help you track him down"

Speak to lettuce option ninja

"Yes I have learned how he is contacting his informent, there is a hollow log outside the city gates dropt this letter in, I forged this letter to trick the informent into reveal himself"

Return to lettuce otion ninja:

"Okay, we will arrest the informant when he follows the instructions in the letter return tomorrow"

Talk to lettuce after 24 hours,

"We captured the informent while breking into my house as my letter instructed, he is in the jail go there and convince him to talk"

Speak to the jailor, topic informent,
"Yes lettuce has given you permission to see him"

Informents dialouge,
Ninja, "He will kill you all"
Citizens of town "They shall pay"
Bubba "We have not heard from him recently"

In order to get him to speak break afew knees, okay bassiclly the player has to cause 80 damage to the informent without going over 100 which will kill him causing a negative fallout I will cover later.

Once 80 damage has been delt option ninja,
"He is going to break into the town through the sewer"

Enter the sewer through a trap door in Vickeys penguin lair, ever wonder where that water is coming from?

It is a moderate sized dungeon filled with mud crabs and low level creatures, Ninja has two guards, kill them. Ninja is technically untochable and will boast about it once his guards are dead, prove him wrong and stab him with the blade of shattering, you will make him vulnerable but he will escape via a divine intervention scroll.

return to lettuce option ninja:

"Without his powers he is no longer a threat, good work"

If you accidently kill the infroment ninja will appear in the center of town with half a dozen guards instead of two leading to a harder battle.
Edited by lettuceman44, Dec 28 2008, 08:40 PM.
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Talk to Milk - dialogue option: Paint Guar

Milk - "Have you seen it? I've heard there's one around here. Very rare, I've never seen one. They have colorful hides with big splotches, sort of like Paint horses. I'd love to have one for my farm, but it's probably wild and dangerous, and I don't have the time to wrangle and break a wild Guar."

Player Journal - "Milk mentioned that he heard there was a rare species of Guar sighted in the area--the elusive "Paint Guar," distinguishable from normal Guar by it's spotted hide. While he would like to own or at least see the Paint Guar, Milk said that it was probably wild and maybe even dangerous. I'll have to keep an eye out."

Talking about the Paint Guar enables the creature, which is a somewhat undocumented quest. Milk will not actually ask the player to find it, and you can only complete the quest if you have the proper spell/scroll and an empty bottle. Initially the Paint Guar is wild and will attack the player on sight with a more poisonous version of the Guar Burp. If you manage to calm the creature down before it kills you, you will get the option to milk it, which puts a bottle of Chocolate Guarmilk into your inventory and enables the Chocolate Guarmilk topic.

*You have tamed the elusive and wild Paint Guar! Too bad you don't have a pail or empty bottle, maybe you could milk it.*

*You have tamed the elusive and wild Paint Guar! She seems to like you, so you decide to milk her into your empty bottle. Who knows, milk from such a rare creature might be valuable.*

Player Journal - "I found the Paint Guar Milk mentioned. After I managed to calm her down a bit, she let me milk her. I bet Milk would like a bottle."

Return to milk - dialogue option: Chocolate Guarmilk

Player - "I found the Paint Guar. Did you know it gives chocolate milk?"

Milk - "You found her? Chocolate Milk?! Thank you, %PCName. Say, if she likes you so much, you think she might be willing to let you herd her into my Guar pen? If you can fetch her for me, I'll reward you with...well, I'll think of something."

Option 1: Player - "Sure, I'll get her."

Milk - "Thanks, %PCName. You go find the Paint Guar again, and meet me at my guar pen."

Player Journal - "I gave the Chocolate Guarmilk to Milk, who was very grateful. He seems to think that the Paint Guar likes me so much, I might be able to bring her back to Milk's guar pen. He said he'll reward me if I manage to fetch her for him."

Accepting the quest will modify the Paint Guar to follow you when you get close enough.

Milk - "Thanks a lot, %PCName. She's beautiful isn't she? I thought about your reward, and I've decided that since you found her, she's as much yours as mine, so from now on anytime you like, feel free to come on down and get a bottle of Chocolate Guarmilk, on the house."

Player Journal - "I managed to get the Paint Guar into Milk's pen, and he thanked me. As a reward, he says anytime I want I can come to him for a refreshing bottle of Chocolate Guarmilk, on the house."

Milk then gives the player a bottle of chocolate milk.

Return to milk - dialogue option: Chocolate Guarmilk (Updated)

Milk *No Choc. Milk* - "Sure you can have a bottle. Here you go, fresh from the source."

Milk *Choc. Milk* - "Well sure, but why don't you drink that bottle you have first before I give you another? You can have as much as you want, but let's not be wasteful."

Option 2: Player - "No, I don't think so."

Milk - "No? Oh, all right. You're probably right, she's a wild creature, it wouldn't be right to cage her. Still, if she's as friendly as you say. Well, maybe I'll get my own chance to own a Paint Guar some day."

Player Journal - "I gave the Chocolate Guarmilk to Milk, who was very grateful. He then asked me to herd the Paint Guar into his pen, since she seemed to like me, but I declined. Milk was disappointed."

Refusing the quest disables the Paint Guar, so the quest cannot be resumed if you change your mind. The Paint Guar returns to the realm of myth.

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Alternate - Killing the Guar: Since Milk only alludes to the Paint Guar and does not specifically ask the player to retrieve it or the chocolate milk, and because the Paint Guar is hostile, the player may end up killing it. The Guar might also die if you are attacked and overwhelmed on the journey back to the Guar pen.

Player Journal - "I found the Paint Guar Milk mentioned. Milk was right, she's dangerous and attacked me. Unfortuntely I had to kill her. I wonder if I should tell Milk?"

Option 1: Player - "I found the Paint Guar; you were right, she was wild and she attacked me. I'm sorry, I had to kill her."

Milk - "You what?! You killed her? %PCName, how could you? I don't know if I'll ever be able to forgive you. Please leave."

*Goodbye*

Player Journal - "I told Milk I killed the Paint Guar. He was very angry, and said he might not be able to ever forgive me."

Option 2: Player - "I found the Paint Guar, but she was killed on the trip back here. I'm sorry, Milk."

Milk - "W-what? Killed? Aw...oh, no. That's--that's terrible. %PCName, I don't want to be a bother, but do you think you could take me to her, please? I--I don't know, I feel like I should lay her to rest."

Option 3: Player - "Are you sure? All right, follow me."

*Milk delivers a sorrowful and heartfelt eulogy over the body of the Paint Guar.*

Milk - "Thankyou for bringing me here, %PCName. I suppose I should get back to work, give me something to take my mind off of this tragedy."

Player Journal *Lie* - "I told Milk I found the Paint Guar and that she's dead, but I didn't mention I killed her. Instead I suggested something else killed her on the trip back. He seemed very sad and asked me to escort him to the corpse so he could pay his respects."

Player Journal *Attacked* - "I told Milk I found the Paint Guar and that she was killed on the trip back after we were attacked. He seemed very sad and asked me to escort him to the corpse so he could pay his respects."

Milk then returns to his normal schedule.

Option 4: Player - "I don't think so, Milk. I don't think I can go back there."

Milk - "Oh, all right. I understand, %PCName. I suppose we'll just have to remember her in our own way."

*Goodbye*

Player Journal - "I told Milk I found the Paint Guar and that she's dead, but I didn't mention I killed her. He seemed very sad and asked me to escort him to the corpse so he could pay his respects, but I refused, saying I couldn't go back there."
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