Side Assassinations
3 posters
Page 1 of 1
Side Assassinations
Here will be a list of Side Assassinations. These assassinations have no real association with the main quest, and are just added for fun.
Hunting the Hunter
Target: Alferos and the leaders of the Fang-Pullers (a group of vampire hunters)
Client: Asema Xazor
Quest giver: Sinistre Valtieri (DB) Llaala Gidran (MT)
Reward: 500 gold. A vampire (DB) or Merchant (MT) will visit either the Solitude (DB) or Morthal (MT) sanctuaries to supply them with equipment.
Bonus: Obur (son) and Obayifo (daughter) become members of the DB. If the player is MT, they receive an extra 500 gold.
Description: A powerful family of merchants wishes to set up in Skyrim, one of the only provinces they do not have a holding on. However, they hold a dark secret (which, if the player is a DB agent, they will reveal to be vampirism). As such, they have been having difficulty with a group known as the Fang-Pullers (a group of vampire hunters), who have threatened to reveal the reality of the Xazors, ruining them.
Asema requests the player to, with the help of her son, capture a lieutenant of the Fang-Pullers. The player must meet with him, beat him into submission, and bring him back to Asema. I the player is a member of the DB, she will turn him into a vampire. If the player is a member of the MT, she will threaten him. Either way, he will reveal that the leaders of the Fang-Pullers are hiding in a cave (to be created), and that they have documents proving the affiliation go the Xazors.
Asema now asks that the player eliminates the leaders of the Fang-Pullers, and as a bonus, retrieve the documents they hold. When this is done, Aesma will reward the player, and give them their bonus if they earned it.
Alferos, now without anywhere to go, requests that the player permit him into either the DB or the MT (player dependent). The player will then direct him either to Solitude or Morthal.
Recruitment: King of the Dead (DB only)
Target: A group of Necromancers rivaling Volandiil
Client: Volandiil
Quest Giver: The Night Mother
Reward: Volandiil as a member of the DB. Access to a collection of underground tunnels that can connect the sanctuaries.
Description:
After the Player has completed the Quest, Wrath of Sithis, and they approach the Night Mother, they are told that a very interesting client wan;ts to speak with the Listener Personally. The player is told to go to Moon's Crypt, and visit a powerful lich named Volandiil.
When the player enters the Moon's Crypt, they will face a multitude of Volandiils undead servants. When the Player finally reaches Volandiil, he is found sitting on a stone throne, covered almost entirely in shadow. He announces that he is Volandill, the King of the Dead, and one of the Last remaining members of the Order of the Black Worm. He then praises them for being able to defeat his servants (expecting the player to have died shortly after entering the crypt). He will then get to business. Volandill wants two things from the Player, the elimination of his near immortal rival, and the recovery of the most powerful fragment of the Necromancers Moon that remained on Mundus flowing Mannimarco's apotheosis, from said rival.
Volandiil will explain that the Player should begin their search by discussing the subject with the Order of the Black Worms former arch enemy, the Mages Guild. As it has fractured into the Syond, and the College of Whispers, the player is told to seek out a research team from the College of Whispers, that is studying Dwemer technology in a yet to be determined Dwemer ruin, and find out where Volandiil's rival would be. When the player reaches the ruin, they find only the remants of a battle between the College, and the Syond, with the only survivor being a Syond member named Celegth. The player then interrogates him, and he will reveal (after a treat, bribe, or beating) that the College of Whispers knows a way that the old MAges Guild used to kill strong Liches (such as Volandiil and his rival), and they he has seen one of their maps, suggesting they have fallen back to Blackreach. He will then tell the player that there is an elevator to Blackreach (and the area specified) in Markarth.
The Player then makes their way to Blackreach, to find that near the specified area, the Falmer are rather tame. A Redguard approaches the player, saying that he translates fro the tribe of Falmer. The Falmer can sense the blood on the players hand, and praise them for it, but also request the players help. The Cllege of Whispers has been troubling them, and they want them dead. They will then show the player where the College members have set themselves up.
The Player, then enters the area, and overhears a conversation between the college members detailing their plans to kill Volandiil for destroying the Mages Guild (implied), and the player prepares for a fight. Once all the members are dead, the Falmer will thank the player, stating that the DB can have safe passage through Blackrach whenever they need it (and once all the sanctuaries are set up, a set of tunnels can be dug between them.). The player is also able to loot a device called the Dwemer Soul Traveler, that can be used to kill a powerful Lich.
As the player leaves, one of the College members comes back to life, and approaches the player. It turns out that Volandiil has been watching the player, and is using the college member to talk to the player. The player is then told to make their way to Nightbeam Tower, in Winterhold.
The player sneaks or kills their way to the top of the tower, to find the Liches journal, stating that his soul is in a 'jar' so to speak. As the character is question has completed his crossing into lichdom, simply removing the object would not help. However, the player can use the Dwarven Soul Traveler to to transfer the lich's soul back into the lich (undoing the process of immortality). The player then lands a final blow to the lich to kill him, and takes the amulet from them and returns to Volandiil.
Volandiil is surprised at the player, having fully expected them to die. As such, he thanks the player, and tells them to be on their way. He then restarts conversation with the player, and tells them that he is now the last remaining member of the Order of the Black Worm. While he enjoys the prospect of eternity to conduct his tests, he wishes to pleedge himself to the service of the player, having shown themselves worthy of his service. The Player may then choose which sanctuary he is to service.
The Rolling Stones
Client: Xazor family
Quest Giver: Sinistre (DB) or Llaala Gidran (MT)
Reward: 500 gold. Loot from the Targets.
Bonus: 300 gold
Description: A group of traveling merchants has recently come to the attention of the Xazor family. They have come across a small number of Dwarvern carts, powered by steam, and have been utilizing them to increase their efficiency. This is threatening the Xazors.
The Xazors want them all dead, but also want it to look like an accident. It is known that every Middas, they rest for the night by a mountain. Recenly, agents of the Xazors (or the players allies) have dug a series of oil-filled barrels into the mountain. Igniting them will cause an explosion that will bring the entire snow-cap crashing down. However, this will destroy all the carts in the process. The Xazors want at least one left, for them to study.
A way around this, is to release the groups horses from their makeshift pen. This will cause the group to send one of their carts after the horses, and thus clear it from the field of the avalanche. If the player does this, they will be rewarded with an extra 300 gold.
The Bitter End
Client: Anonymous
Quest Giver: Evangeline Maria (DB) Bradas Senoril (MT)
Reward: 300 gold
Description: A renowned wine taster and a well known wine producer have offended a nobleman, and he wants them both executed. It has been organised that the Wine Taster samples some of the producers product.
What is interesting, is that the wine taster, ironically, has a fatal allergy to an ingredient in Alto Wine. If the tasters wine is swapped with a bottle of Alto wine, the taster will die, and the producer will be accused of murdering him, and have himself executed.
Whodunit this time?
Client: Anonymous
Quest Giver: Evangeline Maria (DB) Bradas Senoril (MT)
Reward: 1000 gold (and hopefully, incredible fun)
Targets: Baron Charles (ruler of Dwynnen, Breton male), Baroness Louise (Charles' wife, Breton female), Caius Phillida (retired Legion officer, Imperial male), Argna the She Wolf (Stormcloak officer, Nord female), Bassim al-Atah (Alik'r Warrior, Redguard)
Description: For reason the client has kept secret, a list of targets have been arranged to be eliminated inside a large and lavish mountain manor in the Rift.
The targets have been assembled and locked in the manor. They believe this is a game. They must search the house in an attempt to find a large chest full of gold and gems, and the key necessary to leave the manor. Of course, there is no chest, and the Player has been tasked with eliminating all of the targets, one by one (without be caught). There is of course, no chest of gold, and the player is handed the key as they enter the house (by the Doorman).
Charles and Louise appear to be a happily married couple, however, if the player becomes friends with him, Charles will reveal that he believes Louise is cheating on him with Bassim. While it is true that they spend a lot of time together, and indeed have become very close friends, this is false. After two of the targets (or just Louise) have been murdered, the Player can exploit this paranoia, and convince Charles to kill Bassim (if he is still alive). If this path is chosen, and Louise still lives, the player can tell Louise of Charles' actions, and can ultimately convince her to kill Charles (is the player and Louise are friends, of course). If this path is followed, Louise and the player will be the last characters in the house. Louise will look to the player for comfort (having just killed her husband, and surviving a string of murders) only to killed by the player.
Aside from his close friendship with Louise, Bassim is rather hostile to Caius (holding anti-imperial sentiments after Hammerfell was abandoned), and as such, a mutual respect blooms between him and Argna (who herself is obvious hostile to Caius). While Bassim will refuse to kill anybody until at least two other targets have been killed (in which case, it is possible to convince him that it was Caius, and he will challenge him to a duel), it is possible to get Arnga drunk and have her walk up to Caius and, after a brief argument, kill him in front of everybody. Nobody interferes (as who would aggravate an angry drunk Nord warrior?). It is them possible to convince the surviving targets to gang up on Arnga, and kill her.
Caius, as a veteran of the Great War, is rather disheartened at the hostility he receives from both Argna and Bassim (who he says he would rather call friends and can remember fighting beside Nord and Redguard alike). He is strongly supportive of Charles and Louise, as he has always been rather patriotic, and has always respected the various noble families of the Empire. The feelings are mutual, as both Charles and Louise are friends with Caius. Caius will be rather disturbed by the Murders, and following the first, he shall take it upon himself to sort out who the killer is, and bring them to justice. It is possible to convince him that the killer is Arnga (or if there have been more than 1, Bassim). he will then approach his supect, and demand that they submit. They, of course argue the issue, and it spills into a fight, with either Caius or his suspect dead. If the murders continue, Caius will become confused, and incredibly depressed at having blamed and killed an innocent, and will begin to turn to alcoholism. It is then possible to poison him.
It is also possible for targets to appear on the porch of the Manor overlooking the mountain. It is possible to throw a target off the mountain 9if there is nobody else around) and have them fall to their death.
When all the targets have been killed, the player returns to Evangeline, who will comment about how fun the whole ordeal must have been.
Hunting the Hunter
Target: Alferos and the leaders of the Fang-Pullers (a group of vampire hunters)
Client: Asema Xazor
Quest giver: Sinistre Valtieri (DB) Llaala Gidran (MT)
Reward: 500 gold. A vampire (DB) or Merchant (MT) will visit either the Solitude (DB) or Morthal (MT) sanctuaries to supply them with equipment.
Bonus: Obur (son) and Obayifo (daughter) become members of the DB. If the player is MT, they receive an extra 500 gold.
Description: A powerful family of merchants wishes to set up in Skyrim, one of the only provinces they do not have a holding on. However, they hold a dark secret (which, if the player is a DB agent, they will reveal to be vampirism). As such, they have been having difficulty with a group known as the Fang-Pullers (a group of vampire hunters), who have threatened to reveal the reality of the Xazors, ruining them.
Asema requests the player to, with the help of her son, capture a lieutenant of the Fang-Pullers. The player must meet with him, beat him into submission, and bring him back to Asema. I the player is a member of the DB, she will turn him into a vampire. If the player is a member of the MT, she will threaten him. Either way, he will reveal that the leaders of the Fang-Pullers are hiding in a cave (to be created), and that they have documents proving the affiliation go the Xazors.
Asema now asks that the player eliminates the leaders of the Fang-Pullers, and as a bonus, retrieve the documents they hold. When this is done, Aesma will reward the player, and give them their bonus if they earned it.
Alferos, now without anywhere to go, requests that the player permit him into either the DB or the MT (player dependent). The player will then direct him either to Solitude or Morthal.
Recruitment: King of the Dead (DB only)
Target: A group of Necromancers rivaling Volandiil
Client: Volandiil
Quest Giver: The Night Mother
Reward: Volandiil as a member of the DB. Access to a collection of underground tunnels that can connect the sanctuaries.
Description:
After the Player has completed the Quest, Wrath of Sithis, and they approach the Night Mother, they are told that a very interesting client wan;ts to speak with the Listener Personally. The player is told to go to Moon's Crypt, and visit a powerful lich named Volandiil.
When the player enters the Moon's Crypt, they will face a multitude of Volandiils undead servants. When the Player finally reaches Volandiil, he is found sitting on a stone throne, covered almost entirely in shadow. He announces that he is Volandill, the King of the Dead, and one of the Last remaining members of the Order of the Black Worm. He then praises them for being able to defeat his servants (expecting the player to have died shortly after entering the crypt). He will then get to business. Volandill wants two things from the Player, the elimination of his near immortal rival, and the recovery of the most powerful fragment of the Necromancers Moon that remained on Mundus flowing Mannimarco's apotheosis, from said rival.
Volandiil will explain that the Player should begin their search by discussing the subject with the Order of the Black Worms former arch enemy, the Mages Guild. As it has fractured into the Syond, and the College of Whispers, the player is told to seek out a research team from the College of Whispers, that is studying Dwemer technology in a yet to be determined Dwemer ruin, and find out where Volandiil's rival would be. When the player reaches the ruin, they find only the remants of a battle between the College, and the Syond, with the only survivor being a Syond member named Celegth. The player then interrogates him, and he will reveal (after a treat, bribe, or beating) that the College of Whispers knows a way that the old MAges Guild used to kill strong Liches (such as Volandiil and his rival), and they he has seen one of their maps, suggesting they have fallen back to Blackreach. He will then tell the player that there is an elevator to Blackreach (and the area specified) in Markarth.
The Player then makes their way to Blackreach, to find that near the specified area, the Falmer are rather tame. A Redguard approaches the player, saying that he translates fro the tribe of Falmer. The Falmer can sense the blood on the players hand, and praise them for it, but also request the players help. The Cllege of Whispers has been troubling them, and they want them dead. They will then show the player where the College members have set themselves up.
The Player, then enters the area, and overhears a conversation between the college members detailing their plans to kill Volandiil for destroying the Mages Guild (implied), and the player prepares for a fight. Once all the members are dead, the Falmer will thank the player, stating that the DB can have safe passage through Blackrach whenever they need it (and once all the sanctuaries are set up, a set of tunnels can be dug between them.). The player is also able to loot a device called the Dwemer Soul Traveler, that can be used to kill a powerful Lich.
As the player leaves, one of the College members comes back to life, and approaches the player. It turns out that Volandiil has been watching the player, and is using the college member to talk to the player. The player is then told to make their way to Nightbeam Tower, in Winterhold.
The player sneaks or kills their way to the top of the tower, to find the Liches journal, stating that his soul is in a 'jar' so to speak. As the character is question has completed his crossing into lichdom, simply removing the object would not help. However, the player can use the Dwarven Soul Traveler to to transfer the lich's soul back into the lich (undoing the process of immortality). The player then lands a final blow to the lich to kill him, and takes the amulet from them and returns to Volandiil.
Volandiil is surprised at the player, having fully expected them to die. As such, he thanks the player, and tells them to be on their way. He then restarts conversation with the player, and tells them that he is now the last remaining member of the Order of the Black Worm. While he enjoys the prospect of eternity to conduct his tests, he wishes to pleedge himself to the service of the player, having shown themselves worthy of his service. The Player may then choose which sanctuary he is to service.
The Rolling Stones
Client: Xazor family
Quest Giver: Sinistre (DB) or Llaala Gidran (MT)
Reward: 500 gold. Loot from the Targets.
Bonus: 300 gold
Description: A group of traveling merchants has recently come to the attention of the Xazor family. They have come across a small number of Dwarvern carts, powered by steam, and have been utilizing them to increase their efficiency. This is threatening the Xazors.
The Xazors want them all dead, but also want it to look like an accident. It is known that every Middas, they rest for the night by a mountain. Recenly, agents of the Xazors (or the players allies) have dug a series of oil-filled barrels into the mountain. Igniting them will cause an explosion that will bring the entire snow-cap crashing down. However, this will destroy all the carts in the process. The Xazors want at least one left, for them to study.
A way around this, is to release the groups horses from their makeshift pen. This will cause the group to send one of their carts after the horses, and thus clear it from the field of the avalanche. If the player does this, they will be rewarded with an extra 300 gold.
The Bitter End
Client: Anonymous
Quest Giver: Evangeline Maria (DB) Bradas Senoril (MT)
Reward: 300 gold
Description: A renowned wine taster and a well known wine producer have offended a nobleman, and he wants them both executed. It has been organised that the Wine Taster samples some of the producers product.
What is interesting, is that the wine taster, ironically, has a fatal allergy to an ingredient in Alto Wine. If the tasters wine is swapped with a bottle of Alto wine, the taster will die, and the producer will be accused of murdering him, and have himself executed.
Whodunit this time?
Client: Anonymous
Quest Giver: Evangeline Maria (DB) Bradas Senoril (MT)
Reward: 1000 gold (and hopefully, incredible fun)
Targets: Baron Charles (ruler of Dwynnen, Breton male), Baroness Louise (Charles' wife, Breton female), Caius Phillida (retired Legion officer, Imperial male), Argna the She Wolf (Stormcloak officer, Nord female), Bassim al-Atah (Alik'r Warrior, Redguard)
Description: For reason the client has kept secret, a list of targets have been arranged to be eliminated inside a large and lavish mountain manor in the Rift.
The targets have been assembled and locked in the manor. They believe this is a game. They must search the house in an attempt to find a large chest full of gold and gems, and the key necessary to leave the manor. Of course, there is no chest, and the Player has been tasked with eliminating all of the targets, one by one (without be caught). There is of course, no chest of gold, and the player is handed the key as they enter the house (by the Doorman).
Charles and Louise appear to be a happily married couple, however, if the player becomes friends with him, Charles will reveal that he believes Louise is cheating on him with Bassim. While it is true that they spend a lot of time together, and indeed have become very close friends, this is false. After two of the targets (or just Louise) have been murdered, the Player can exploit this paranoia, and convince Charles to kill Bassim (if he is still alive). If this path is chosen, and Louise still lives, the player can tell Louise of Charles' actions, and can ultimately convince her to kill Charles (is the player and Louise are friends, of course). If this path is followed, Louise and the player will be the last characters in the house. Louise will look to the player for comfort (having just killed her husband, and surviving a string of murders) only to killed by the player.
Aside from his close friendship with Louise, Bassim is rather hostile to Caius (holding anti-imperial sentiments after Hammerfell was abandoned), and as such, a mutual respect blooms between him and Argna (who herself is obvious hostile to Caius). While Bassim will refuse to kill anybody until at least two other targets have been killed (in which case, it is possible to convince him that it was Caius, and he will challenge him to a duel), it is possible to get Arnga drunk and have her walk up to Caius and, after a brief argument, kill him in front of everybody. Nobody interferes (as who would aggravate an angry drunk Nord warrior?). It is them possible to convince the surviving targets to gang up on Arnga, and kill her.
Caius, as a veteran of the Great War, is rather disheartened at the hostility he receives from both Argna and Bassim (who he says he would rather call friends and can remember fighting beside Nord and Redguard alike). He is strongly supportive of Charles and Louise, as he has always been rather patriotic, and has always respected the various noble families of the Empire. The feelings are mutual, as both Charles and Louise are friends with Caius. Caius will be rather disturbed by the Murders, and following the first, he shall take it upon himself to sort out who the killer is, and bring them to justice. It is possible to convince him that the killer is Arnga (or if there have been more than 1, Bassim). he will then approach his supect, and demand that they submit. They, of course argue the issue, and it spills into a fight, with either Caius or his suspect dead. If the murders continue, Caius will become confused, and incredibly depressed at having blamed and killed an innocent, and will begin to turn to alcoholism. It is then possible to poison him.
It is also possible for targets to appear on the porch of the Manor overlooking the mountain. It is possible to throw a target off the mountain 9if there is nobody else around) and have them fall to their death.
When all the targets have been killed, the player returns to Evangeline, who will comment about how fun the whole ordeal must have been.
Last edited by RightHandofSithis on Tue Dec 04, 2012 1:36 am; edited 2 times in total
RightHandofSithis- Admin
- Posts : 91
Join date : 2012-01-04
Age : 29
Location : I will find you.
Side Assassinations
Hello! For future new members I'm doing the side assassinations like the ones above. To relief some stress and work from RightHandofSithis I will now be posting the assassinations after RHoS approves them.
The Hag's Burning
Client: The Hagraven Traskla
Quest Giver: Evangeline or Bradas Senoril
Reward: The Hag's Heart (amulet that fortifies all forms of magic) and possibly Traskla as a member of your organization in the quest giver's sanctuary. Maybe some forsworn in the sanctuary occasionally.
Description: A hagraven has recently been insulted by another. The forsworn won't let her take revenge. She wants you to do it for her. Your job is to kill the briarheart where the hagraven is. You have a large dungeon ahead of you. You have to do your best to sneak through a whole redoubt to the Briarheart at the top. He is a strong mage who will do all he can to stop you. If his people notice you could be in deep trouble. After dealing with the witnesses you will have to hide him and then using a potion prepared by the hagraven. You shall look like the briarheart and tell his people you had a sign to kill the other hagraven. They burn her and then go off to your clients home. That's only if no one noticed the briarheart being murdered. If so you will now have to kill ever one of the blasted forsworn. They are a strong bunch and the Hagraven is at the back of a very well protected cave. You will have to slaughter the hagraven with your own steel. Then returning to Traskla she will be disappointed but still has forsworn of her own to work with. She now becomes the master of the Markarth sanctuary and will use her forsworn resources to help you.
Death Dealing
Client: Concerned Citizen
Quest Giver: Dreldyn or Gordish
Reward: 250 gold (plus all the balmorra blue and blue wave you collect).
Description: Your job is to kill a wood elf who sells Balmorra Blue (a highly illegal drug. Bluewave is a drink made from it). The client can't get enough proof to convince the guard. Luckily assassins don't need proof. All you have to do is persuade the elf to tell you where to get her special wares. She'll tell you to go to a clearing at a specified hour. You reach a clearing full of people addicted (even a nobleman). You can either get or steal some and give it to a guard. Then the next specified hour the guards will slaughter them orrrrr my personal favorite just go in the clearing and slaughter them yourself following the hunting down escapees. Then you get paid.
To Steal a Life
Client: Thieves Guild
Quest Giver: Umbra Mortis (DB) or Llaala Sadri (MT)
Reward: 150 gold
Description: The thieves guild has got some new competition. A master thief that rejected invitation to their guild. He is running an operation of one in Solitude. The thieves guild is nonviolent but the assassin guilds aren't. You're job is to make sure to get him. You can do this 2 ways. First you have to convince his client (a penitus oculatus agent) to tell you where he stays. Then while the thief is out in the Winking Skeever sneak into his home and put some poison in his source of food and drink (a bottle of poison is needed) or the regular way wait until he goes to his home then follow him in and make steal this thief's life.
The Warlord's Flame
Client: A worried Steward.
Quest Giver: Umbra Mortis (DB) or Bradasou Hlaalu
Reward: 400 gold and The Warlord's Dagger
Description: A warlord has recently moved to Skyrim to create his empire. Your job is to make sure he doesn't get the chance to do just that. Your to sneak through his castle tower (using various poor construction in its design to kill the guards in the shadows. When you reach the top of the tower kill the guard to his room. Upon entering the room you find the warlord and his elite guard completely absorbed in the warlord's speech to his people. You get to light a fire. When this happens smoke fills the room quickly and the guard and warlord come in to kill the arsonist. The crowd can be heard yelling, protesting, and cheering for the death of the enemy. Here you can do 2 things. One you can just sneak attack the warlord and exit off the smoke covered balcony onto the roof while the crowd bursts into his tower to try to find and kill you. Way two: You can sneak attack his guards first. Well aimed arrow at the chandelier kills two, slices a bed post crushes another, and the last one pushed down the stairs. Then you complete it by doing the 1st path. PS: You can exit through the way you came in but there are many powerful soldiers coming up and searching for you so not a good idea.
Recently RHoS and I decided on making unique missions for each side. Not many but a few. For now just one for each side. RHoS will take care of the MT side and I the DB side.
Following the Trail (DB Only)
Client: An old Imperial Captain
Reward: 375 gold and Adalwolf
Description: You've been hired by a wealthy, old Imperial captain. For years he led a group of troops around the Imperial-oriented provinces. These people were like his children. One day he and his troops were leading a condensending werewolf with a bad attitude and connections to a noble family in Cyrodiil. Then out of nowhere he and his men were attacked. The captain was severally injured and all his men were dead. The prisoner and the attacker fled on foot toward Ivarstead (northern route). He wants that attacker slaughtered. He doesn't care much about the werewolf as he set the Vigilants of Stendaar on his trail. Now you need to track down that murderer. The trail starts between Riverwood and Whiterun where you find a blood spatter with 2 sets of footprints leading toward the northern Ivarstead route. The next objective takes you to a discarded axe used by the werewolf and dropped for speed. Next you find a dead bear and deer mauled and gutted on the side of the road. Lastly you find two dead Vigilants of Stendaar and footprint indentations (human and beast) leading into the woods. You find a makeshift camp with the target in it. Kill him and then a werewolf comes barreling out of the woods. When defeated he turns to normal and sarcasticly says "you gonna kill me too" and then "don't just stand there like a mouse". When you defeat him he is amazed (in a mockingly way) and tells you to kill him and gives you his axe. It was "gifted" to him when he got his (sarcastic voice) gift. You see an old memoryy in him (Arnjborn) and bring him with you. The end! PS: Doing this quest unlocks a rather entertaining quest to find which sanctuary will take him.
The Despised and Mistrusted
Client: Unknown
Reward: 500 gold or Scar-Face
Description: A mysterious client contacts you through Sinistre/random master. Your target is the ever mysterious mercenary Scar-Face. To track him down your given one clue, Whiterun. After going to Whiterun check the inn for any word if Scar-Face was seen. He is easy to keep tabs on and the barkeep still has his room intact. In his room you find a note about the temple in Whiterun. Heading there you find that a priest has a note from a mysterious man who was expecting you to come here. The note states not everything is as it seems and that a giant camp is a good place for a picnic. When arriving at the giant camp the giants are dead and Scar-face stands in the center. He claps at your following of him and tells you that he was once a db/mt assassin and killed for a long time. He got a little out of hand and was put down so to speak. They made him into a hideous monster so he hides his face and became under control. He recently started taking down db/mt officials and that made them very angry. They thought of killing two birds with one stone. They wait out of the clearing to kill us both by using the contract. You are then rushed and forced to murder every agent. Scar-Face then offers to join yourorganization. If you agree he does and if not he gives you 500 gold and goes to find some old family in Cyrodiil.
A Lost Treasure
Client: Bildam
Target: Lost Treasure
Reward: New Spell Dwarven Fury
Description: The dwarven/dunmer ghost head of the guardians in the Sithis/Mephala sanctuary will ask to speak to you. He states that he has found something of worth to him. Some dwarven artifacts special to him. The ones he used in his studies. When his felloe dwemer euthanized him they hid his artifacts deep in a ruin where no regular dwemer would see or here of his work with Sithis/Mephala. He also mention that the one named Ararya took particular interest in his work and made sure the others euthanized him. He says no more about it. Upon traveling to the ruin you find the ruin filled with dwarven automatons and a few ghosts. At the end you encounter the ghost of Ararya dressed in full dwarven armor. He speaks to you about the fall of the dwemer because of the lords Bildam worshipped. He then attacks you. After his defeat he disappears leaving the key to the next room. Inside are a bunch of dwemer instruments that all need to be collected. Upon returning them to Bildam he will look stronger and be dressed in better clothes/armor. He thanks you and builds (with guardian help) a small laboratory in the main sanctuary. He gives you the spell Dwarven Fury that shoots a stream of steam out of your hand or summons a random dwarven automaton depending on the temperament of the spell.
(Bildam is a character I am making that is part of either side. He is of ancient mixed chimer/dwemer blood. (He will use a dunmer body type as he is a ghost and no one will care about his skin color. Plus his chimer side shows more physically) He researched into defeating the belief in daedra and other gods. This led him to discover that the gods were real and he was drawn in by Sithis/Mephala. After seeing this the dwemer decided to euthanize him. After death he took revenge on some. Then sithis/mephala put him in charge of a guard when organizations of assassins dedicated to the figure came around. He appears when you get the Sithis/ Mephala sanctuary.)
Kiss of Death
Client: A dismal lover.
Target: Romac Torin
Reward: The Hearts Break
Description: Romac Torin is a known imperial Casanova in Tamriel. He romances everyone from Rich Altmer to Poor Nords. He travels around Tamriel with money his lovers "gift" him to spend more time with them. He choose to bring his charm out on the wrong person. A poor girl thought his love was genuine and was broken hard from it. She can barely bear living knowing the truth. She wishes to take her own life but wants an assassin to take care of Romac first. She will meet the player in the Rorikstead tavern where she will tell you that her love is on the road to Falkreath. She has someone tracking him and gives you the location. When you find him and his carriage it's a basic assassination. All along the scene are love letters from various women across Tamriel. A man (the tracker) then comes out and gives you the location where the player shall meet the dismal lover. They find her dead with a dagger in her chest. A note states that she killed herself as planned and that your reward is this special dagger.
Destruction's Pull
Client: Sarnius Guld
Target: Daedric Warrior Tyju
Reward: Leveled Gold and bonus Daedric Ferocity
Description: Sarnius Guld was a apprentice in the College of Winterhold. That was until he started to delve into the darker forms of magic. Banished he grew angry with the College and settled down to perform his experiments in the lower levels of Riften. He has been trying hard to find a way to fully punish the "stubborn imbeciles" that banished him. Well it's not what you think. He needs you to clean up a rather troublesome problem of his creation. He summoned a daedra to avenge him but it backfired horribly. The creature disobeyed and turned on the mage sucking all his magical ability from him. He fears what the daedra may do and asks you to take care of business. You find the dremora running in confused circles in the snow drifts of Winterhold obviously lost. Upon meeting him he accepts his fate of being destroyed but asks you for one thing. Similar to the late Emperor's request. He could sense the evil within the mage as he stole their magic. It was powerful and could become world shattering. The daedra would rather cause mortals extreme pain and disarray than see them completely perish. There would be no toys left. He will accept your refusal but if you agree he gives you the enchanted blade known as the Daedric Ferocity. He wants you to specially use it to make sure the dremora can play with his summoners soul back in Oblivion. Do as he asks and you receive the sword. Fail to and the sword will disappear from your inventory.
The Hag's Burning
Client: The Hagraven Traskla
Quest Giver: Evangeline or Bradas Senoril
Reward: The Hag's Heart (amulet that fortifies all forms of magic) and possibly Traskla as a member of your organization in the quest giver's sanctuary. Maybe some forsworn in the sanctuary occasionally.
Description: A hagraven has recently been insulted by another. The forsworn won't let her take revenge. She wants you to do it for her. Your job is to kill the briarheart where the hagraven is. You have a large dungeon ahead of you. You have to do your best to sneak through a whole redoubt to the Briarheart at the top. He is a strong mage who will do all he can to stop you. If his people notice you could be in deep trouble. After dealing with the witnesses you will have to hide him and then using a potion prepared by the hagraven. You shall look like the briarheart and tell his people you had a sign to kill the other hagraven. They burn her and then go off to your clients home. That's only if no one noticed the briarheart being murdered. If so you will now have to kill ever one of the blasted forsworn. They are a strong bunch and the Hagraven is at the back of a very well protected cave. You will have to slaughter the hagraven with your own steel. Then returning to Traskla she will be disappointed but still has forsworn of her own to work with. She now becomes the master of the Markarth sanctuary and will use her forsworn resources to help you.
Death Dealing
Client: Concerned Citizen
Quest Giver: Dreldyn or Gordish
Reward: 250 gold (plus all the balmorra blue and blue wave you collect).
Description: Your job is to kill a wood elf who sells Balmorra Blue (a highly illegal drug. Bluewave is a drink made from it). The client can't get enough proof to convince the guard. Luckily assassins don't need proof. All you have to do is persuade the elf to tell you where to get her special wares. She'll tell you to go to a clearing at a specified hour. You reach a clearing full of people addicted (even a nobleman). You can either get or steal some and give it to a guard. Then the next specified hour the guards will slaughter them orrrrr my personal favorite just go in the clearing and slaughter them yourself following the hunting down escapees. Then you get paid.
To Steal a Life
Client: Thieves Guild
Quest Giver: Umbra Mortis (DB) or Llaala Sadri (MT)
Reward: 150 gold
Description: The thieves guild has got some new competition. A master thief that rejected invitation to their guild. He is running an operation of one in Solitude. The thieves guild is nonviolent but the assassin guilds aren't. You're job is to make sure to get him. You can do this 2 ways. First you have to convince his client (a penitus oculatus agent) to tell you where he stays. Then while the thief is out in the Winking Skeever sneak into his home and put some poison in his source of food and drink (a bottle of poison is needed) or the regular way wait until he goes to his home then follow him in and make steal this thief's life.
The Warlord's Flame
Client: A worried Steward.
Quest Giver: Umbra Mortis (DB) or Bradasou Hlaalu
Reward: 400 gold and The Warlord's Dagger
Description: A warlord has recently moved to Skyrim to create his empire. Your job is to make sure he doesn't get the chance to do just that. Your to sneak through his castle tower (using various poor construction in its design to kill the guards in the shadows. When you reach the top of the tower kill the guard to his room. Upon entering the room you find the warlord and his elite guard completely absorbed in the warlord's speech to his people. You get to light a fire. When this happens smoke fills the room quickly and the guard and warlord come in to kill the arsonist. The crowd can be heard yelling, protesting, and cheering for the death of the enemy. Here you can do 2 things. One you can just sneak attack the warlord and exit off the smoke covered balcony onto the roof while the crowd bursts into his tower to try to find and kill you. Way two: You can sneak attack his guards first. Well aimed arrow at the chandelier kills two, slices a bed post crushes another, and the last one pushed down the stairs. Then you complete it by doing the 1st path. PS: You can exit through the way you came in but there are many powerful soldiers coming up and searching for you so not a good idea.
Recently RHoS and I decided on making unique missions for each side. Not many but a few. For now just one for each side. RHoS will take care of the MT side and I the DB side.
Following the Trail (DB Only)
Client: An old Imperial Captain
Reward: 375 gold and Adalwolf
Description: You've been hired by a wealthy, old Imperial captain. For years he led a group of troops around the Imperial-oriented provinces. These people were like his children. One day he and his troops were leading a condensending werewolf with a bad attitude and connections to a noble family in Cyrodiil. Then out of nowhere he and his men were attacked. The captain was severally injured and all his men were dead. The prisoner and the attacker fled on foot toward Ivarstead (northern route). He wants that attacker slaughtered. He doesn't care much about the werewolf as he set the Vigilants of Stendaar on his trail. Now you need to track down that murderer. The trail starts between Riverwood and Whiterun where you find a blood spatter with 2 sets of footprints leading toward the northern Ivarstead route. The next objective takes you to a discarded axe used by the werewolf and dropped for speed. Next you find a dead bear and deer mauled and gutted on the side of the road. Lastly you find two dead Vigilants of Stendaar and footprint indentations (human and beast) leading into the woods. You find a makeshift camp with the target in it. Kill him and then a werewolf comes barreling out of the woods. When defeated he turns to normal and sarcasticly says "you gonna kill me too" and then "don't just stand there like a mouse". When you defeat him he is amazed (in a mockingly way) and tells you to kill him and gives you his axe. It was "gifted" to him when he got his (sarcastic voice) gift. You see an old memoryy in him (Arnjborn) and bring him with you. The end! PS: Doing this quest unlocks a rather entertaining quest to find which sanctuary will take him.
The Despised and Mistrusted
Client: Unknown
Reward: 500 gold or Scar-Face
Description: A mysterious client contacts you through Sinistre/random master. Your target is the ever mysterious mercenary Scar-Face. To track him down your given one clue, Whiterun. After going to Whiterun check the inn for any word if Scar-Face was seen. He is easy to keep tabs on and the barkeep still has his room intact. In his room you find a note about the temple in Whiterun. Heading there you find that a priest has a note from a mysterious man who was expecting you to come here. The note states not everything is as it seems and that a giant camp is a good place for a picnic. When arriving at the giant camp the giants are dead and Scar-face stands in the center. He claps at your following of him and tells you that he was once a db/mt assassin and killed for a long time. He got a little out of hand and was put down so to speak. They made him into a hideous monster so he hides his face and became under control. He recently started taking down db/mt officials and that made them very angry. They thought of killing two birds with one stone. They wait out of the clearing to kill us both by using the contract. You are then rushed and forced to murder every agent. Scar-Face then offers to join yourorganization. If you agree he does and if not he gives you 500 gold and goes to find some old family in Cyrodiil.
A Lost Treasure
Client: Bildam
Target: Lost Treasure
Reward: New Spell Dwarven Fury
Description: The dwarven/dunmer ghost head of the guardians in the Sithis/Mephala sanctuary will ask to speak to you. He states that he has found something of worth to him. Some dwarven artifacts special to him. The ones he used in his studies. When his felloe dwemer euthanized him they hid his artifacts deep in a ruin where no regular dwemer would see or here of his work with Sithis/Mephala. He also mention that the one named Ararya took particular interest in his work and made sure the others euthanized him. He says no more about it. Upon traveling to the ruin you find the ruin filled with dwarven automatons and a few ghosts. At the end you encounter the ghost of Ararya dressed in full dwarven armor. He speaks to you about the fall of the dwemer because of the lords Bildam worshipped. He then attacks you. After his defeat he disappears leaving the key to the next room. Inside are a bunch of dwemer instruments that all need to be collected. Upon returning them to Bildam he will look stronger and be dressed in better clothes/armor. He thanks you and builds (with guardian help) a small laboratory in the main sanctuary. He gives you the spell Dwarven Fury that shoots a stream of steam out of your hand or summons a random dwarven automaton depending on the temperament of the spell.
(Bildam is a character I am making that is part of either side. He is of ancient mixed chimer/dwemer blood. (He will use a dunmer body type as he is a ghost and no one will care about his skin color. Plus his chimer side shows more physically) He researched into defeating the belief in daedra and other gods. This led him to discover that the gods were real and he was drawn in by Sithis/Mephala. After seeing this the dwemer decided to euthanize him. After death he took revenge on some. Then sithis/mephala put him in charge of a guard when organizations of assassins dedicated to the figure came around. He appears when you get the Sithis/ Mephala sanctuary.)
Kiss of Death
Client: A dismal lover.
Target: Romac Torin
Reward: The Hearts Break
Description: Romac Torin is a known imperial Casanova in Tamriel. He romances everyone from Rich Altmer to Poor Nords. He travels around Tamriel with money his lovers "gift" him to spend more time with them. He choose to bring his charm out on the wrong person. A poor girl thought his love was genuine and was broken hard from it. She can barely bear living knowing the truth. She wishes to take her own life but wants an assassin to take care of Romac first. She will meet the player in the Rorikstead tavern where she will tell you that her love is on the road to Falkreath. She has someone tracking him and gives you the location. When you find him and his carriage it's a basic assassination. All along the scene are love letters from various women across Tamriel. A man (the tracker) then comes out and gives you the location where the player shall meet the dismal lover. They find her dead with a dagger in her chest. A note states that she killed herself as planned and that your reward is this special dagger.
Destruction's Pull
Client: Sarnius Guld
Target: Daedric Warrior Tyju
Reward: Leveled Gold and bonus Daedric Ferocity
Description: Sarnius Guld was a apprentice in the College of Winterhold. That was until he started to delve into the darker forms of magic. Banished he grew angry with the College and settled down to perform his experiments in the lower levels of Riften. He has been trying hard to find a way to fully punish the "stubborn imbeciles" that banished him. Well it's not what you think. He needs you to clean up a rather troublesome problem of his creation. He summoned a daedra to avenge him but it backfired horribly. The creature disobeyed and turned on the mage sucking all his magical ability from him. He fears what the daedra may do and asks you to take care of business. You find the dremora running in confused circles in the snow drifts of Winterhold obviously lost. Upon meeting him he accepts his fate of being destroyed but asks you for one thing. Similar to the late Emperor's request. He could sense the evil within the mage as he stole their magic. It was powerful and could become world shattering. The daedra would rather cause mortals extreme pain and disarray than see them completely perish. There would be no toys left. He will accept your refusal but if you agree he gives you the enchanted blade known as the Daedric Ferocity. He wants you to specially use it to make sure the dremora can play with his summoners soul back in Oblivion. Do as he asks and you receive the sword. Fail to and the sword will disappear from your inventory.
Last edited by NightStalker13 on Sat Aug 03, 2013 4:39 am; edited 9 times in total
NightStalker13- Posts : 33
Join date : 2012-07-27
Location : Anywhere I want!
Aassassinations
Well new rule! All assassinations are now to be posted on here. From there they will be approved or disapproved. Any other type of quests will still have to be brought by RHoS firstly though!
NightStalker13- Posts : 33
Join date : 2012-07-27
Location : Anywhere I want!
A couple of DB side assassinations
Fortune and Glory...
Target: Henrik Jose
Client: None
Quest Giver: Umbra Mortis
Reward: 500 gold
Description: A renowned treasure hunter has come very close to discovering an ancient sanctuary while exploring a crypt. Although he has not yet uncovered the entrance, the dark brotherhood believes that it is only a matter of time. Your orders are to eliminate him and confiscate his notes. He has also accidentally woken a number of dragur which must be avoided or killed. He is holding out in his excavation site at the back of the barrow and is protected by two mercenaries, one of which can be bribed to kill the other.
Constant Vigilance
Target: Two vigilants of stendarr
Client: Unknown Necromancer
Quest Giver: Umbra Mortis
Reward: 500 Gold
Description: A necromancer has hired out the dark brotherhood to kill two vigilants of stendarr who are following him after killing his minions. When you arrive at the said location you find the necromancer dead and a trail of blood leading off into the wilderness. Eventually you stumble across a makeshift camp with two vigilants of stendarr. One is in that wounded sitting position, and the other patrolling around the camp. You must kill them both.
Target: Henrik Jose
Client: None
Quest Giver: Umbra Mortis
Reward: 500 gold
Description: A renowned treasure hunter has come very close to discovering an ancient sanctuary while exploring a crypt. Although he has not yet uncovered the entrance, the dark brotherhood believes that it is only a matter of time. Your orders are to eliminate him and confiscate his notes. He has also accidentally woken a number of dragur which must be avoided or killed. He is holding out in his excavation site at the back of the barrow and is protected by two mercenaries, one of which can be bribed to kill the other.
Constant Vigilance
Target: Two vigilants of stendarr
Client: Unknown Necromancer
Quest Giver: Umbra Mortis
Reward: 500 Gold
Description: A necromancer has hired out the dark brotherhood to kill two vigilants of stendarr who are following him after killing his minions. When you arrive at the said location you find the necromancer dead and a trail of blood leading off into the wilderness. Eventually you stumble across a makeshift camp with two vigilants of stendarr. One is in that wounded sitting position, and the other patrolling around the camp. You must kill them both.
Morgan Black- Posts : 3
Join date : 2012-08-24
Re: Side Assassinations
In the treasure hunter mod, I agree with polarchill. It would probably work better if he was investigating the listeners/grandmasters sanctuary.
And perhaps the necromancer in the second quest has some ties to Volandiil? Just a suggestion.
And perhaps the necromancer in the second quest has some ties to Volandiil? Just a suggestion.
RightHandofSithis- Admin
- Posts : 91
Join date : 2012-01-04
Age : 29
Location : I will find you.
Morgan Black's Quests
I also like these quest ideas. How about he has found an artifact that could boost morale in the brotherhood. He has ade it in the huge temple to Sithis/Mephala from long ago when both organizations were strong. He can't be showing items of these organizations around and getting others in these ancient temples. Afterward you find this the perfect place to lead your organization. You find a special Bane of Sithis/Mephala sword and get Delvin to upgrade the sanctuary. I have plenty of upgrade ideas. A torture chamber and prison, a nightmother and sithis/mephala worhip room, a main chamber, a shadowscale/some sort of advanced assassins training chamber (until you open up an advanced training center out of Skyrim, a throne room, an armory, a training room, and more. As for the leftover sanctuaries destroyed by the player. I think the organization who killed the abandoned sanctuaries owners should turn them into customizable sanctuaries. Like a mages sanctuary or a alchemy sanctuary with certain members who appear with your customizations. I have appealed about this before but now with new members there is more chance of it happening. Hurray for democracy!!!!!!!!!!!!!!!!
NightStalker13- Posts : 33
Join date : 2012-07-27
Location : Anywhere I want!
Beginning the Mod
I thought of a few beginning quests for the mod. Before you do the Night Mother's bidding Nazir confronts you. He tells you he may have gotten 2 recruits (which under any judgement I will give real names to) but the family still needs members. I recommend using members from the additional members dawnstar sanctuary mod if the owner will allow it and two quest are on my mind for the beginning. One would be kidnapping a khajiit skilled with a dagger (with a bounty in every hold but the one he is hiding out in). When he sleeps interacting with him gives you the option to kidnap him which brings you to a memorable place. The Abandoned Shack! Brought over by memories you then have to kidnap a 2 random people with contracts on them. You do basically what Astrid did to you. The Khajiit may do it or may attack but will yield and commit when you show your strength. Then another would be a pledge toward Veezara. You are to find an argonian born under the sign of the shadow. You can do this by getting rumors from barkeeps. Upon talking to Keerava you learn that Talen-Jei had a brother who was born under the sign of the shadow. Upon persuading or threatening Talen-Jei he tells you he doesn't care for that no-good thief brother of his and tells you he knows that the thief was a bandit for awhile and then a petty thief. The last he heard of him he was thrown in the Solitude jail. Upon going to the Solitude's dungeon you find that the argonian is not there. Asking a particular guard tells you he escaped through a crumbling wall but it's all hush, hush. He can't be allowed to tell about this meeting as he was so loose lipped with secret information. You can murder him or give him skooma. He has to much of it dies of overdose (skyrim-style). Upon investigating the cell (which wall has been rebuilt) you find a note hinting he escped to a bandit hole in so and so cave. Upon reaching there you find the inhabitants either injured or dead with a few strong men. After all this killing you find the said argonian hanging like a torture victim with scars on him. He is very observant and can tell immediately that your db. You offer him a place and he takes it. Nazir states that he feels that one more is needed and he will try to trainthe argonian (though he is not familiar with shadowscale training). Lastly you are sent to the colledge of winterhold where you find a young mage in chains by some winterhold guards. The mage will proceed to lift her arms and kill both the guards with spells. She will then run of toward the sea. She stops at a island with a tent on it. She then starts to sit and say a complex incantation. She will know your there long before she can see you. She will summon first a Frost Atronach, a Restless Draugr, and then she gets up summons a bound sword and fights you. She is impressed upon your victory and pledges to serve you and the dark spirit you serve. This makes Nazir happy and then when you approach the Nigh Mother the main quests begin. It's just a suggestion that I hope will be considered. If not I have many more "suggestions".
NightStalker13- Posts : 33
Join date : 2012-07-27
Location : Anywhere I want!
Re: Side Assassinations
polarchill12 wrote:I also like these quest ideas. How about he has found an artifact that could boost morale in the brotherhood. He has ade it in the huge temple to Sithis/Mephala from long ago when both organizations were strong. He can't be showing items of these organizations around and getting others in these ancient temples. Afterward you find this the perfect place to lead your organization. You find a special Bane of Sithis/Mephala sword and get Delvin to upgrade the sanctuary. I have plenty of upgrade ideas. A torture chamber and prison, a nightmother and sithis/mephala worhip room, a main chamber, a shadowscale/some sort of advanced assassins training chamber (until you open up an advanced training center out of Skyrim, a throne room, an armory, a training room, and more. As for the leftover sanctuaries destroyed by the player. I think the organization who killed the abandoned sanctuaries owners should turn them into customizable sanctuaries. Like a mages sanctuary or a alchemy sanctuary with certain members who appear with your customizations. I have appealed about this before but now with new members there is more chance of it happening. Hurray for democracy!!!!!!!!!!!!!!!!
Well, Polar asked me about rebuilding the abandoned sanctuaries, but I don't like the idea of it, as this is supposed to be as lore friendly as possible. Because it is implied that ever speaker controls one sanctuary, and as such, I didn't want to make any more than 5 (including the listener's one). At the same time, I'm trying to make the DB and the MT equal in their opportunities, so they have the same number of sanctuaries. However, I suppose that the idea of using the defeated sanctuaries seems very popular. So, I'm happy to support it, given that there are more than 5 provinces, and the DB at some points had sanctuaries in all of them (I can remember in previous games, sanctuaries weren't ruled by Speakers.)
RightHandofSithis- Admin
- Posts : 91
Join date : 2012-01-04
Age : 29
Location : I will find you.
Shadowscale Grandmaster
I was thinking of a good quest for the mod. It is basically a way to train shadowscales stronger. We may have the black hand but they have never trained shadowscales and the tradition is lost. They still are trained just not as strong as the old shadowscales. This quest starts when a hand member points this out. After some conversation it turns to the last known traditional shadowscale, Veezara. The remains of the sanctuary hold a journal buried in rubble. It turns out to be Veezara's journal. It mentions his training and his friends (mostly dead or unknown whereabouts), his travels and meeting the brotherhood in Falkreath. The thing most important found in the journal is mention of the Grandmaster Shadowscale. He supposedly is in Skyrim now selling wares and possibly leading a secret band of imperial assassins. Through some big searching and killing (need suggestions) you find him and he has the secrets of shadowscales. He gladly leaves the assassins (making sure none will ever tell where he went) and coming with you. That's about it.
NightStalker13- Posts : 33
Join date : 2012-07-27
Location : Anywhere I want!
Assassination Output
I'm aware a all new members I know about have come to the side assassinations. RHoS has not informed me of anyone switching posts from here. I know it has been awhile since I myself posted a complete quest but we need a bit more output. I haven't been told there are to many so naturally we make more. I'm sorry if this seems demanding but we have seriously slowed in the creation of side quests. I think it would be a good idea that if you have quest outlines but not detailed things to do (like my Argonian Shadowscale leader mission) post it. Other members can leave thoughts and ideas in for all. I hope to see quests blossoming everywhere.
NightStalker13- Posts : 33
Join date : 2012-07-27
Location : Anywhere I want!
Reinstating the Order
As Morgan Black created the quest in which we linked to the Listener's/Grandmaster's sanctuary or Sithis/Mephala sanctuary as I like to call it. Several changes because of the importance of the quest have been put on. Such as the sanctuary being already discovered by the treasure hunter so the player has to go through it. I was thinking that possibly he has alerted the PO to whatever organization's old sanctuary so that the player finds that the adventurer is in the sanctuary with several PO agents. They were traveling and were confronted by the adventurer who had just found a treasure trove of things he could sell and a place he could get money for if he showed it to the authorities. That would give a few more enemies to fight besides db/mt ghosts to fight and personally to me it would be entertaining to watch PO being surrounded by ghosts. Eventually you find the adventurers scared out of his wits with his remaining original bodyguards. You do your business as an assassin and collect the artifacts to boost morale. For the artifacts please message me on ideas. There could be just one for each or several. The only ones I got are original editions of the 5 tenets and ancient morag tong ancient ceremonial weapons. I might have a suggestion that certain artifacts would bring back the Dark Guardians (for db) and have Morag Tong Ghosts (for mt) wonder the sanctuaries as guards like in oblivion. The dark guardian would just be a skeleton with a bow and arrows or a sword and axe. If I can I might put draugr armor on it. Now that I think of it, it could be a draugr for the dark guardian. Like in my last message can I have some suggestions or outlines for missions. Please at least leave some opinions deserted website.
NightStalker13- Posts : 33
Join date : 2012-07-27
Location : Anywhere I want!
Re: Side Assassinations
I'm rather proud to announce that, after much procrastination, I have finally gotten around to re-writing the quest 'Whodunit', from Oblivion.
That was without a doubt the funnest quest in the game, and I think I've done well recreating it, with my own twists.
That was without a doubt the funnest quest in the game, and I think I've done well recreating it, with my own twists.
RightHandofSithis- Admin
- Posts : 91
Join date : 2012-01-04
Age : 29
Location : I will find you.
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum
|
|