Fighters Guild Rat Quest

Post » Fri Sep 24, 2010 3:26 am

Cliffracers.

I said it.
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Jesus Lopez
 
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Post » Fri Sep 24, 2010 5:20 am

Yes.

You must rescue a single rat from 20 cliffracers. Or else be expelled from the fighters guild. And be forced to play the main quest instead. Which is saving a rat. From Mehrunes Dagon.
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Manuela Ribeiro Pereira
 
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Post » Thu Sep 23, 2010 7:39 pm

How about you have to kill cannibalistic rats to save baby rats...?

But Orzorn's is good too. :)

Rather than save or kill rats, the quest should involve breaking up an illegal rat fighting ring. You have the option of euthanizing the rats, trying to find a proper owner, and maybe even taking one for yourself.

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Laura-Jayne Lee
 
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Post » Thu Sep 23, 2010 8:39 pm

Rats are getting into the rooms of a hotel and you have to find their point of entry. Under a bed you find a large hole and when you put your crosshair over it, the symbol for "Enter" appears. You then proceed through the rat nest killing hundreds of them of all different sizes.
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Mason Nevitt
 
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Post » Fri Sep 24, 2010 5:51 am

So, you save a middle-aged Dunmer's pillows from rats, and then she hits on you?

Yes!
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kasia
 
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Post » Thu Sep 23, 2010 7:38 pm

Other:

"We have a contract from a concerned Khajiit about the mysterious disappearance of his relatives. Go see what he knows."

"Greetings. You are from the Fighters' Guild, are you not? My wife, my cousin, and my mother-in-law went to visit a Dunmer who lives on the other side of town a few days ago and never returned. I asked her about my relatives, but she claims they never arrived at her house. Something's not right here, though. Please, go investigate more into this matter, and if you find my relatives, it's okay if you live my mother-in-law to her fate, ha ha ha ha."

You go to the house of the Dunmer, break into her house through an exterior door(locked) to the basemant and the find the Khajiit's relatives with slave bracers on. They tell you the key is in the house somewhere, but they are not sure where. Before you go to search for the key, however, the Khajiit request food. They tell you that in a locked room in the basemant is a cage full of tasty rats and they ask you to bring the rats back to them. You do so, they eat the rats, you find the key, free the Khajiit, and for the rest of the game, that Dunmer constantly asks "Where's that slave?".
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Cody Banks
 
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Post » Thu Sep 23, 2010 8:43 pm

Hired by a rat to exterminate a nest of vicious Dunmer women in his attic.



Next game needs wererats. Your quest is to destroy a nest of them, but if you are bitten in the process you become one yourself and have to play the rest of the game in that form... :ooo: :P



Or we could just make rats a playable race :hubbahubba:


All of these, but with 90% more rat.
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xx_Jess_xx
 
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Post » Thu Sep 23, 2010 10:08 pm

Stopping evil necromancer from creating undead rats
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Trista Jim
 
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Post » Thu Sep 23, 2010 9:17 pm

You will have to follow a herd of rats to their base and kill the rat queen!
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GEo LIme
 
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Post » Thu Sep 23, 2010 11:58 pm

Voted other, cause I want something different. Still won't complain if it is, though. First fighter's guild quest is a small detail. Just keep it reasonable.
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Chloé
 
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Post » Fri Sep 24, 2010 3:31 am

The Fighter's guild tells you that a local has been complaining about rats in her basemant. Seeming like a normal job, you go down to her basemant and clear it out, though, it was strange that there was such a large abundance of rats in such a clean basemant.

You return to the Fighter's Guild to collect your reward when the guildmaster sends word that he wishes to speak to you. You consider this strange yet do as you're asked and pay a visit to the champion of the Fighter's Guild. You enter the master's room and see that he is in a chair on the far side of the room, watching the sun set through the window. As you approach the chair, it looks like no one is sitting in it, but as you get a view of the other side, you see it. A rat!

You draw your blade and prepare to swing when the rat calmly says, "Halt." You freeze, in shock and look at the rat with astonishment.
"There there, (player's name), I would just like to pay you."
"Pay me?" You say. Struggling to find words.
"Yes. You did a splendid job of destroying my rivals. Now this city will be mine"
"What?"
"You heard me correctly. With the mousidia rat race destroyed, no one can stop me from taking over the city, and eventually the empire by using the third numidium! Guards! Arrest him!"
The guards whom you thought were imperials are actually rats. In a desperate attempt to escape, you burst through the window and fall into the waters belows. As you swim onto shore, you notice that you feel warmer than usual. You itch too. You remove your gauntlets to reveal a wet little paw. You, are a rat too. :blink:

DUN DUN!

That'll mix things up a bit.


That could be a good quest for the first time you experiment with skooma.
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helen buchan
 
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Post » Thu Sep 23, 2010 9:04 pm

escort mission
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Sharra Llenos
 
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Post » Thu Sep 23, 2010 6:32 pm

Blah blah blah sumo-rat

Yes.
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Danger Mouse
 
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Post » Fri Sep 24, 2010 1:45 am

Hired by a rat to exterminate a nest of vicious Dunmer women in his attic.
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Stacey Mason
 
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Post » Thu Sep 23, 2010 11:23 pm

Hired by a rat to exterminate a nest of vicious Dunmer women in his attic.

Or hired by a rat to save a nest of Dunmer women in his basemant.
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Ricky Meehan
 
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Post » Thu Sep 23, 2010 5:18 pm

Or hired by a rat to save a nest of Dunmer women in his basemant.

...from Argonians.
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Lucky Boy
 
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Post » Thu Sep 23, 2010 9:28 pm

...from Argonians.


u can buy some kitties to kill the big bad lizards
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Flash
 
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Post » Fri Sep 24, 2010 12:58 am

I say they have a rat quest that involves finding a better home for them. ASPCA would LOVE that.
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Gemma Flanagan
 
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Post » Fri Sep 24, 2010 1:10 am

Other:

You get a quest from the Fighter's Guild. You are supposed to go to a house across the street, where a Dunmer woman lives. Upon entering, she tells you that she has rats in her basemant, and needs you to kill them for her.

You accept, and start to head towards the door leading to the basemant.

Upon which she says "Where are you going, silly?"

You say, "The basemant, to kill the rats."

She proceeds to say, "I didn't mean that basemant. How about we go up to the attic and lie down together on my giant pillow..." and starts to wink suggestively at you.

She goes to the attic. Dumbfounded, you are left with the choice of either:

A. Going to the attic

B. Running away, and defaulting on the contract.

C. Investigate the basemant anyways.

Should you choose to enter the attic, the screen darkens, you awake five hours later, leave with feelings of shame, which decreases all of your Skills and Attributes by 15, and twenty different, uncurable diseases.

Should you choose to run away, the Fighter's Guild will be forced to assign a senior member, Maglir, to follow you around and berate you for everything you do, constantly pestering you with "Payday! Let's roll!"

Should you enter the basemant, you will find a pack of intelligent rat creatures. They will tell you that the Dunmer woman is a harsh slavemistress, who feeds them spoiled cheese. You then have the option of either:

A. Freeing the rats.

B. Leaving them.

By freeing the rats, you gain the power to turn into a rat, and a new chain of Guild quests for the Rodent's Guild (involving cheese-collecting and Mountain Lion killing, culminating with destroying the Lion's Guildmaster)

By leaving the rats, you gain nothing, and at the end of the game, instantly lose due to the Aedra's love of the rat race.

That is my ideal rat quest.
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Wane Peters
 
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Post » Fri Sep 24, 2010 3:51 am

I would like a different start for the fighters guild but I think killing giant rats is a good initiation. That and I think that it seems like a tradition with morowind and oblivion and its not that big of a deal so continue it.
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Peter P Canning
 
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Post » Fri Sep 24, 2010 6:20 am

:rofl: This thread is great!
I would like if an army of rats was beseiging a city.
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Roberto Gaeta
 
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Post » Thu Sep 23, 2010 9:43 pm

I don't see the need for another quest like that to be honest. It was a good practical joke but another one would just be a bit gratuitous.
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Lizs
 
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Post » Fri Sep 24, 2010 8:42 am

You have your blue team rats and your red team rats, you see - And they go around riding on little motorcycles.
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Robyn Lena
 
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Post » Thu Sep 23, 2010 7:02 pm

I would like a different start for the fighters guild but I think killing giant rats is a good initiation. That and I think that it seems like a tradition with morowind and oblivion and its not that big of a deal so continue it.


Stop bumping old threads. Seriously.
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sunny lovett
 
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Post » Fri Sep 24, 2010 4:13 am

Contract from intelligent rats to exterminate human pests. Nuff' said.


I love this idea. If you do this quest before Clavicus Vile's, you find out that the dog is the rat.
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sarah
 
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