Author Topic: Quest Ideas  (Read 69546 times)

discharger12

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Re: Quest Ideas
« Reply #50 on: April 05, 2004, 12:24:16 PM »
It seems that the Council of Six does not really play a big part in anything at all.

Offline NiGHTMARE

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Re: Quest Ideas
« Reply #51 on: April 05, 2004, 12:45:24 PM »
Nope, Qar Jysstev is the vice-regent or something. He has power only when the council isn't in session.

Maybe your information is out of date? From Lands of Intrigue (the pnp accessory that is, not the mod ;)) :

Quote
Namarch Qar Jysstev (NE hm F0): Qar Jysstev is one of the last people anyone would suspect of being in the Council of Six. He is an emaciated man who attempts to cover his bald spot with expensive (and sometimes realistic) wigs of yoxen hair. His family recently lost much money and prestige in its backing of the Jhannivvar Pretender to the throne of Tethyr; they fell from the social calendar and lived in near poverty. After selling all family assets in Athkatla and Murann, the Jysstevs moved their holdings to Eshpurta where, even with their losses, they are well ranked because some families there are in honor-debt to them. Though he maintains the facade that he is the head of that house, Qarís power remains undiminished as Namarch.

The Namarch is currently the only Council figure fully embracing the ideal that the Council exists to keep trade moving in Amn. He hopes to manipulate the import strategies of Amn to move more trade through Eshpurta and north to Priapurl, rather than run it along the safer routes to the coast, since Maztican goods draw more profit at isolated cities.

Titles: Lord of House Jysstev (1321+); Dahaunarch (1345-1362); Namarch (1362+)
« Last Edit: April 05, 2004, 12:50:51 PM by NiGHTMARE »
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Offline Galactygon

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Re: Quest Ideas
« Reply #52 on: April 05, 2004, 05:31:21 PM »
Boy, NiGHTMARE you seem to be the ultimate DnD encyclopedia! :D

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Offline NiGHTMARE

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Re: Quest Ideas
« Reply #53 on: April 06, 2004, 06:26:13 AM »
Nope, just happen to have access to a lot of material :).
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Offline Torn

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Re: Quest Ideas
« Reply #54 on: April 07, 2004, 11:10:20 PM »
Sim,

If you ever feel like you have way too much free time... check out the Mod for the Wicked Reloaded, Reloaded! at http://forums.spellholdstudios.net/index.php?showtopic=7379
« Last Edit: July 10, 2005, 11:14:52 AM by jcompton »

Offline Nesquaam

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Re: Quest Ideas
« Reply #55 on: April 08, 2004, 09:18:22 AM »
Further intrigue with the Cowled Wizards. You never see them again after you're back from Spellhold. Maybe you could finally destroy them once and for all? *Dreams on*
MHUAHAHAHAHAHA, sereves them right for meddeling with magic affairs.
« Last Edit: April 08, 2004, 09:20:59 AM by Nesquaam »
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Offline NiGHTMARE

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Re: Quest Ideas
« Reply #56 on: April 08, 2004, 10:46:40 AM »
If you did try to take on the Cowled Wizards, you'd not only have several extremely high level mages to deal with, but I suspect that you'd rather p**s off a certain 36th level Necromancer Demilich (not, I don't mean Kangaxx - he's "only" a 27th level Abjurationist).  Which is *not* a particularly good idea... :P
« Last Edit: April 08, 2004, 10:58:28 AM by NiGHTMARE »
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Offline WolfCatBot

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Re: Quest Ideas
« Reply #57 on: April 08, 2004, 05:37:49 PM »
Who huh meow?

36th level Demilich? :) Where where? ?:)
It was called victim. :D

Offline NiGHTMARE

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Re: Quest Ideas
« Reply #58 on: April 08, 2004, 06:52:01 PM »
Not in BG2, but in pnp.  The guy's name is Shoon, as in one of the emperors of the ancient Shoon empire.  He's recently "returned", and is plotting to take direct control of the Cowled Wizards (hence why he'd be angry if you killed them all), the Twisted Rune, and other powerful groups.

I hear there's a mod which plans to add him but his inclusion is apparently a secret, so I'm afraid I can't tell you which mod ;) (it's not LoI though).
« Last Edit: April 08, 2004, 06:55:59 PM by NiGHTMARE »
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Offline WolfCatBot

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Re: Quest Ideas
« Reply #59 on: April 08, 2004, 07:05:34 PM »
Thankies, woof.

Didn't knows Twisted Rune and Cowled Wizards were Pen and Papery too, errf.
It was called victim. :D

Offline NiGHTMARE

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Re: Quest Ideas
« Reply #60 on: April 08, 2004, 07:20:35 PM »
Yes, though in pnp the Cowled Wizards are an outlawed organization, not an integral part of the government :).

Anyway, if anyone's interested in reading up on many of the locations, characters, organizations, etc, then go here and download "Lands of Intrigue".  Other useful books are Empires of the Sands (the predeccessor to Lands of Intrigue, with some info not found in the later book) and Cloak & Dagger (details around 20 major FR organizations, including the Iron Throne, Shadow Thieves, Twisted Rune and Harpers).
« Last Edit: April 08, 2004, 07:30:53 PM by NiGHTMARE »
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Offline jester

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Re: Quest Ideas
« Reply #61 on: April 13, 2004, 06:06:49 PM »
Yes, though in pnp the Cowled Wizards are an outlawed organization, not an integral part of the government :).

Anyway, if anyone's interested in reading up on many of the locations, characters, organizations, etc, then go here and download "Lands of Intrigue".  Other useful books are Empires of the Sands (the predeccessor to Lands of Intrigue, with some info not found in the later book) and Cloak & Dagger (details around 20 major FR organizations, including the Iron Throne, Shadow Thieves, Twisted Rune and Harpers).
The latter two are not there, any other clues??
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Offline NiGHTMARE

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Re: Quest Ideas
« Reply #62 on: April 13, 2004, 06:22:11 PM »
Yeah I didn't mean you could d/l them, just letting you know about the books in general :).  You can't legally download EotS or C&D, so (unless you want to break the law :P) you'll have to get hold of a second-hand copy of the actual books.  I'd suggest trying Amazon (EotS here, C&D here), eBay, etc.
« Last Edit: April 13, 2004, 06:24:55 PM by NiGHTMARE »
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Offline jester

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Re: Quest Ideas
« Reply #63 on: April 13, 2004, 06:30:35 PM »
People should not be afraid of their governments. Governments should be afraid of their people.

Why spend all your day surfing for porn?




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Offline Cameron

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Re: Quest Ideas
« Reply #64 on: April 15, 2004, 01:27:04 AM »
Here is an idea that I have already PM'ed to Sim, but I thought I'd post it here to get some more feedback.

It's just a rough idea, one that needs work.

  I think it's stupid that you can defeat the Shadow Thieves in Athkatla single handed. There is no way the real Shadow Master would actually meet with you (especially when he is unsure of your intentions, therefore he would be sticking his neck out unnecessarily), I think he would use one of his trusted members to fill his role. In other words: the Aran Linvail you meet isn't the real Aran Linvail, just someone pretending to be him for his saftey.

  When you think you have defeated them, then the real Shadow Master would have his men come after you, as only a thief organization seeking revenge could, you would be constantly harassed by groups of thieves bounty hunters and mercenaries all trying to claim the reward that the Shadow Master has put on your head.

  Also, I read that the Shadow Thieves have a close relationship with the Council of Six - the anonymous rulers of Amn (qoute - "in fact the Shadow Master is a member of the Council of Six"), I'm sure the Council members wouldn't reveal their identity too often, especially to a Bhaalspawn, one that is new to Amn and therefore the thieves wouldn't have a lot of info about him\her. I'm sure he wouldn't meet with anybody but his trusted followers. And I'm sure the Council wouldn't appreciate someone disrupting their affairs and costing them money.

So basicly: you think you have destroyed the Shadow Thieves, but in fact all you've done is "stirred up a hornet's nest" or "just scratched the surface."

You'd have to watch your back constantly. Avoid poorly lit areas and roads and be alert for ambushes.
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Offline sotona

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Re: Quest Ideas
« Reply #65 on: April 15, 2004, 11:10:46 AM »
Sanik IIRC, but that would somehow void the plot with his GF. :( Phaere would be nice and you could have Sola and her bitching about their past in the back of the group all the way to the Throne.

And dont forget about that mage who dies during an attempt to open the blue door (?) under the graveyard district.

Offline Alarielle

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Re: Quest Ideas
« Reply #66 on: April 15, 2004, 11:14:44 AM »
So basicly: you think you have destroyed the Shadow Thieves, but in fact all you've done is "stirred up a hornet's nest" or "just scratched the surface."

You'd have to watch your back constantly. Avoid poorly lit areas and roads and be alert for ambushes.

I like this idea, it would certainly do a lot for realism in the game
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Offline Idobek

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Re: Quest Ideas
« Reply #67 on: April 15, 2004, 11:57:01 AM »
You can't legally download EotS or C&D, so (unless you want to break the law :P) you'll have to get hold of a second-hand copy of the actual books.
They are legally available for download: http://www.svgames.com/downloads-wotc-adndfgrlm.html
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Offline NiGHTMARE

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Re: Quest Ideas
« Reply #68 on: April 15, 2004, 12:05:48 PM »
pnp Shadow Thief hierarchy:

Grandmaster of Shadow: the ultimate leader of the Shadow Thieves is the Grandmaster of Shadow, the commander of the Shade Council.

Shades: the eight lesser members of the Shade Council, who act as the guildmasters of a particular sect of the Shadow Thieves in certain cities in Amn and Tethyr: Athkatla, Esmeltaran, Velen, Zazesspur, Myratma, and Riatavin.  There are also two separate Shades for all foreign activities and intelligence. One is based in Saerloon and manages all intelligence in the Heartlands (east of Amn), and the other, currently residing in Baldur's Gate, handles the guild information network for the Sword Coast north of Amn.

Shadowmasters: at least two per sect of Shadow Thieves (so there's a minimum of 16 Shadowmasters).  One oversees activities within each city of 10,000+ natives, while another handles activities in the surrounding rural areas and towns. Major cities might have multiple Shadowmasters and sects; Zazesspur, for example, has a Shadowmaster for each district, numbering eight in all.

Cloakmasters: a special, additional Shadowmaster who coordinates any work or information passing between foreign powers and the guild. These Cloakmasters report only to the Shades of Saerloon or Baldur's Gate,though many give duplicate reports to the local Shade as a courtesy.

Guildmasters / Silhouettes: each Shadowmaster command 10 sub-guilds (assassins, beggars, bounty hunters, burglars, con artists/tricksters, cutpurses/pickpockets, enforcers/thugs, racketeers, scouts/spies, and fences/smugglers/pirates), and the Silhouettes oversee these.  Only higher ranking Shadow Thieves (Shadowmasters and up) use the title "Silhouette", lower ranking thieves know their leader as their "Guildmaster".  This nomenclature works to mislead many law enforcers into stopping investigations after they catch a "Guildmaster", even though these 10 lieutenants are relatively low-ranked.

Below the rank of Guildmaster, the individual guilds and various affiliated groups (such as the Bilge Rats of Murann) are free to introduce their own titles and ranks as they see fit.

Shadow Thieves almost never don't know the identity of anyone more than 1 rank higher than themselves.  If they do somehow manage to find out such information, they're usually promoted as a reward for their skills, and the person responsible for allowing the information leak will almost certainly be executed (unless of course the person responsible is the Grandmaster of Shadows himself ;)).
« Last Edit: April 15, 2004, 02:37:57 PM by NiGHTMARE »
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Offline Kish

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Re: Quest Ideas
« Reply #69 on: April 15, 2004, 12:11:56 PM »
Phaere would be nice and you could have Sola and her bitching about their past in the back of the group all the way to the Throne.

And dont forget about that mage who dies during an attempt to open the blue door (?) under the graveyard district.
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Offline Alarielle

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Re: Quest Ideas
« Reply #70 on: April 15, 2004, 12:26:58 PM »
of course, who could forget those vital chickens
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Offline jester

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Re: Quest Ideas
« Reply #71 on: April 15, 2004, 02:28:23 PM »
Thanks Idobek and Nightmare. :) This will make my musings more intelligent and knowledgeable. Hopefully.
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Offline Trakta Throwa

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Re: Quest Ideas
« Reply #72 on: April 28, 2004, 12:18:29 PM »
One thing I noticed about SOA was that the fun but deadly (and unfair) arrows of detonation do not make an appearance. Its pretty obvious that such a weapon would be highly illeagl in Amn. A possible quest could be for the PC to get involved with a group of smugglers who deal in such things. The PC could either be hired to investigate some suspicious activity by either an official in the government district or perhaps the shadow thieves who either a) Think the smugglers are going too far or b) are after the smugglers for working without their authorization. Options for completeing the quest could include:
-Pretend they want to help the group (though they would be suspicious). The smugglers could ask the PC to kill an official or a shadow thief which the PC could use as proof to justify destroying the group.
-If the PC carries out the task for the smugglers it could be revealed that the group is actually a virulently anti magic group or a chaos god cult who were smuggling the arrows in for use as a terror weapon. After this the PC could decide they want nothing to do with it and destroy the group or stay with them and set up an attack on a group of cowled wizards, who they consider wrong for allowing any magic whatsoever (If the group was anti magic) or on followers of a good god such as lathander(there would be a good chance for a repuatation decrease if the party is caught. If the PC follows through on being the groups assasin the leader would give a reward of a magic item (a magic resistance amulet that could cast a spell protection or an unholy item of their god, perhaps) along with a small number of arrows of detonation (5-10?) or maybe some bolts of polymorphing. If the PC simply destroys the group they could just get the ammunition (but not the magic item) off of the leaders body and recieve a different reward from the govt or the shadow thieves. One possibility could be for the group to be affiliated with the cult of the eyeless and they were after the items to use in assasinateing overly prying priests or officials.

Offline Echon

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Re: Quest Ideas
« Reply #73 on: April 28, 2004, 03:45:22 PM »
Why should arrows of detonation be illegal?

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Offline mcruz

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Re: Quest Ideas
« Reply #74 on: April 28, 2004, 05:39:45 PM »
A lot of ideas here sound really good.  I would welcome saving Sanik instead of standing around doing nothing. Also saving Phaere would be nice (someimes I only wanted to betray the Matron Mother).  Another issue I have with the Underdark is if I follow the evil path and destroy the silver dragon's eggs there doesn't seem to be any retribution from her (her servant says that she's watching me carefullly but she never leaves her lair to punish me for betraying her). Having Faldorn in the Druid Grove seems kind of weird to begin with as I would have imagined she would have concentrated her efforts on the area around Baldur's Gate but I don't know how you could change it.  The Shade Lord in the Temple Ruins was pathetically weak and I never got the sense of what he was trying to achieve besides the usual evil maniac trying to take over the world bit. Ajantis dying at the hands of the PC was something else I was somewhat unhappy about....tried every magic spell I knew and nothing.
Also the Safana/Coran quest also felt like it was just made to fill that particular area.  It would also be cool to have another quest with the Cowled Wizards or those other mysterious mages involved with Baron Ployer.


And dont forget about that mage who dies during an attempt to open the blue door (?) under the graveyard district.

He doesn't always die but he is really really fragile.....no no stay back....ahhhhhhhhhhhhhhhhh :)
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