» 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.