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Project APEX ideas thread


loveme4whoiam

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Right, i thought i'd use this to gauge public reaction to the basic level quests we're putting in the mod. This is the first quest of the Assassin's Guild, and i want to know what people think of it, honestly and constructively critical. So, spolier coming up for all those who might want to be surprised, but by the time its released everyone will have forgotten it.

 

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Quest One

 

Name: Beginner’s Luck

 

Given By: Head Honcho of the Assassin's Guild

 

Target: Underling in Mages Guild

 

Background: The guy in the Mages Guild is getting above himself, and has been mouthing off in the local drinking hole about the Assassins. He should be made an example of.

 

What Happens: He is going to be leaving the Guild to go on a research trip to another town very soon. Join a more experienced assassin and kill him. You meet the assassin in the guild building, and follow him to a point where he knows the mage will pass. He will say that the mage will have an escort, and that one of you should use a bow to kill the escort while the other deals with the mage. He will give you the opportunity to either shoot the escort or kill the mage. If you want to shoot the escort and don’t have a bow, he’ll give a cheap one and a few decent arrows (something equivalent to a dire paralyse enchant on it), and will tell you to find a good vantage point. If you already have the bow, he’ll only give you the arrows to use. If you choose to kill the mage, he’ll give you a poisoned shortsword, and will tell you to hide in an alley. In both cases, the two mages will walk down the street shortly after you take up a position. The assassin will attack when they reach a certain point, and will expect you to fight as well. He will kill them both of them if you do nothing, but he will give you a grilling about being lazy and will take back the weapon he gave you, along with a big decrease in disposition. The Head Honcho will also be angry, and will in fact expel you from the guild because you “failed the test” he set you.

 

Outcome/Reward: If you succeed in killing your target (either the escort, mage, or both) the assassin will talk to you and give you some (more, depending on if you took them) dire paralyse arrows, and an increase in disp. When you report back the Head Honcho will tell you that you “passed the test” he set for you, and will give you an assassin’s shirt that shows you are a member (like the Imperial’s armour in their quests. No enchantment on the shirt, unless you think there should be). If you didn’t kill either of them and are expelled, there is another way to redeem yourself that will allow you back without having to redo the quest (which would screw the whole atmosphere and realism of the mod), but I’ll explain that later.

 

So, what do you think. I want anyone who reads this to post, not just team members (who will be getting the full copy of all the quests for the Assassins very soon).

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Hey sounds pretty good, like the sneeky ambush aspect.

 

On the point of what u should have, NECROMANCY. U gota have the whole shunned outsider finds a book on necromancy purses it seraches for more knowledge and power in the feild, tell eventuly u crush ur enemies under a sea of corpses. Ooh and grave yards great atmosphere setter, plus a supply of new "recruits".

 

Thats my two cents. Hope ur mod works out!

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Nice idea. In the grand scheme of things, i want to have powerful spells in each of the magical skills. Look at the website for further details on this subject, and thanks for the vote of support.
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