This page is for unimplemented quests. Fragments of some of these quests remain visible in the game. Sometimes, these leftovers in the final game can cause bugs, and the Unofficial Oblivion Patch removed them due to this. However, UOP fix tags aren't shown here, for ease of readability. They will still appear on the afflicted NPC's/location's page. Quests that do not appear in your journal are not classed as unfinished.
ArenasEdit
Originally, there was meant to be an arena in each city. The only two that remain in the game are the Imperial City Arena and the destroyed Kvatch Arena. Writer Emil Pagliarulo confirmed that this was the case in the eighth episode of the Bethesda Podcast, celebrating the fifth anniversary of Oblivion. However, there was too much dialogue and it could not fit on the disk. Removing the other arenas meant that about 800 lines of dialogue could also be removed. Just like the Imperial City's Arena, each city would've had a specific Gatekeeper, Blademaster, Champion, and specific visitors. The Battle Matron seems to have only been created for the Imperial City Arena, and was not a rank held elsewhere. Based on numerous internal leftovers, the original setup for each arena would've been as follows:
City | Gatekeeper | Blademaster | Champion | Visitors of note[b] |
---|---|---|---|---|
Anvil | Didier Aumilie | "Andrus"[a] | ||
Bravil | Andragil | "Wears"[a] | Jean-Pierre Lemonds | S'Krivva |
Bruma | Istirus Brolus | Brotch Calus | ||
Cheydinhal | Shelley | "Savure"[a] | Voranil | |
Chorrol | Hundolin | Owyn | Countess Ariana Valga, Gaturn gro-Gonk, Ida Vlinorman | |
Imperial City | Victoria Delacroix | Tunengore[c] | Gwinas, Methredhel, Myvryna Arano | |
Leyawiin | J'bari | Vanashti | ||
Skingrad | Graklak gro-Buglump | Luc Thierault | Vandorallen Trebatius | Else God-Hater |
- Amphitheaters can be seen in early concept art of all the cities.
- The Bruma Arena can be seen in the 2005 trailer for Oblivion.
- The Cheydinhal Arena can be briefly seen in The Making of Oblivion.
- There are generic betting lines leftover in the game files for all of the Gatekeepers' voice types, except for those in Leyawiin and Cheydinhal. They are the same as the lines Hundolin uses in the final game. Didier and Istirus' dialogue was recorded before an individual male Breton voice actor was hired, and as such was voiced by Wes Johnson, who originally voiced both male Imperials and Bretons.
- There are unused rumors concerning the betting activities of both Graklak and Shelley. There are also similar lines about J'bari, but these can still be heard in the final game.
- Unused rumors still exist for the Blademasters of Bravil and Leyawiin.
- There are also unused rumors about Countess Arriana Valga from Chorrol visiting the local arena.
- Unused chests that were meant to be present in the Bloodworks of both Anvil and Leyawiin, internally known as
AnvilBloodworksChest
andLeyawiinBloodworksChest
respectively, can still be found in the files. - One of the two beggars in each city would beg at the local arena with a specific AI package, every beggar except for those in Leyawiin and Anvil still use said package in the final game.
- Almost all of the major cities still have leftover markers from their respective arenas leftover in their worldspace. Some of these are used by the beggar packages mentioned above.
- Owyn, Hundolin, and the whole of the Imperial City Arena's interior are actually repurposed from the Chorrol Arena.
- In the German localization, Owyn sometimes refers to the Chorrol Arena in dialogue instead of the Imperial City Arena.
- The Adoring Fan is internally known as
ArenaFan1
, this naming scheme implies that the other arenas were also meant to have their own dedicated "fan" characters. - An unused script called
Arenatest
refers to generic combatants fighting in the Chorrol arena, as well as its deletion. - Chorrol NPC Gaturn gro-Gonk has a script attached by the name of
gaturnScript
. This script holds many distinct variables related to Gaturn's behavior after either winning or losing money on an arena match. It's unknown if all arena-visiting NPCs were at one point meant to have intricate reactions similar to his.
HolidaysEdit
Similar to Daggerfall, Oblivion was once meant to feature in-game holidays. Due to how the game engine works, these likely would've functioned as quests, but it's unknown if they were meant to give actual journal entries. According to Pete Hines, holidays and horse armor were the first DLC meant for the game. It's possible that after the Horse Armor Pack's reception, plans for this DLC were scrapped. In the final game's files, there are two hello lines, two greeting lines, and one goodbye line relevant to the holidays, recorded for each race's respective voice actors. Pete Hines also mentioned Jester's Day being one of the holidays present in the game, although no relevant lines for it can be found. He also explained that each town would have unique holidays, and that you could receive perk bonuses and special artifacts during them. Apparently, Jester's Day would see the bounties for crimes halved, although it's unknown what kind of bonuses the other holidays would've given. Due to the fact that all these lines can be found in any version of the game, it's possible that the DLC was based on a scrapped idea for the base game, just like Horse Armor was.
The two greeting lines are as follows (subtitles were made from scratch):
- "Greetings, child. Welcome to the chapel on this, the most revered of days."
- "Come, come, now! Have a drink! You do realize what day it is, don't you? Ha ha ha!"
It is unknown which holiday(s) these lines were meant for. The female Nord version of the second line contains an outtake that wasn't edited out.
The hello lines go as fellows:
- "Well, well. Aren't you a pretty little thing? Happy Heart's Day to you, miss."
- "Why, hello, handsome. Having a happy Heart's Day, I hope?"
These are likely gender variants of each other and would've been used on Heart's Day.
The goodbye line:
- "And a happy New Life Festival to you."
This line was apparently tied to the New Life Festival.
Generic (Radiant) QuestsEdit
Oblivion was apparently also meant to feature a relatively in-depth radiant quest system. While not much is known about it, it seems that a majority of the quest giver's dialogue remains in the files. It also seems that any NPC in any town might've been to initiate a radiant quest, which might have been the reason as to why it was decided to drop this system. Only a handful of quests in Oblivion are radiant in the final game. All lines shown here remain exclusively in the female elf voicetype. Some lines in the other voicetypes were later repurposed for some of Oblivion's official downloads. Subtitles have also been made from scratch, except for the lines that come from repurposed NPCs, as they had subtitles, while the majority didn't.
Initiating the QuestEdit
A random NPC would've used one of these six lines to lure you into a conversation. They seem to be connected to one of three possible scenarios. The first scenario is an item fetch scenario where an NPC would ask you to retrieve either one item, or multiple items. The second scenario involved encountering an NPC locked up in a dungeon, and they would ask for your aid. In the third scenario, an NPC would try to get you to buy a treasure map from them.
Hello's | |
---|---|
"Excuse me, sir/miss. May I speak with you a moment?" | Scenario 1 |
"Help, please! You've got to help me!" | Scenario 2 |
"Will no one help me?" | |
"Psst. Yeah, you. Come here, I need to talk to you." | Scenario 3 |
"Hey, you. Come here a second." |
Getting Vague DetailsEdit
Seven lines for the item fetching scenario, vaguely describing it and its location. Two lines for the same scenario, but with multiple items. The NPC would've given you a list in that case. Two lines appear to be for the rescue scenario, where the captured NPC would give you a note, likely detailing the location of the key to free them. One line for an NPC trying to get you to buy a treasure map, with two possible lines for you either accepting the trade or denying it.
Follow-up Dialogue | |
---|---|
"Listen, I need your help. Please, I've got nowhere else to turn. What do you say?" | Scenario 1 |
"There's a special... item. I need you to recover it. I've marked the location on your map. Now please, hurry." | |
"There's this... special item. It's in a cave. Here, I'll mark the location on your map." | |
"I need you to recover a... special item. It's in a certain ruin. Here, I'll mark it on your map." | |
"You'll know the item when you see it, trust me. Please, no questions. I trust in your discretion. Now go, and thanks again." | |
"I'll pay handsomely if you can procure the items I need. Here, take this list. Find me everything on there and you'll be well compensated. Good day."[a][b][c] | |
"There's some things I need, you think you could help? Here's a list. If you can bring me one of everything, I'll make it worth your while."[c] | |
"Alright then, here! Here ya go! Best of luck to ya." | |
"Oh well, alright. Please, if you change your mind, come find me. I doubt anyone else will help." | |
"You've got to get me out of here. You'll need the key. I'll see to it that you're properly rewarded. Now please, hurry!" | Scenario 2 |
"We can't talk. Not here, not now. Take this note, it'll tell you all you need to know."[d] | |
"You look like the adventurin' sort. See this? It's a treasure map. Lots of loot to be had if you don't mind gettin' your hands dirty. But it'll cost ya." | Scenario 3 |
"Ah, you're making the right decision my friend, let me tell you. Here you are." | |
"No? Well, alright. If you change your mind, come see me." |
Spoken to before Quest CompletionEdit
The NPC would not be happy if you spoke to them again before finishing their task. The item fetch scenario has three possible lines. One for returning without the requested item, one for returning empty-handed when multiple items were requested, and one where you return with some but not all requested items. The rescue scenario has four possible lines where the NPC would scold you for delaying their rescue.
Follow-up Dialogue 2 | |
---|---|
"What do you mean you don't have it? Well, where is it? Look, I wouldn't have asked you for help if I didn't need it. Now please, hurry!" | Scenario 1 |
"It's... It's nice to see you too, but you're a bit empty-handed, aren't you? Remember those items we talked about? Please, I'm still waiting..."[a] | |
"But... But this isn't everything I asked for. For Azura's sake, please bring me everything on the list. Now go!" | |
"I thought you were going to help me! Please hurry, I have no one else to turn to." | Scenario 2 |
"Come on, you've got to help. I'm not gonna get out of here on my own, am I?" | |
"Ooh, wha- What are you waiting for? Go!" | |
"Please hurry, friend. I can't wait forever, you know?" |
Upon Quest CompletionEdit
It seems that there were four possible responses after turning in the item(s) during the item fetching scenario. The NPC would likely reward you in either gold or other random items. The rescue scenario could play out a bit different. The rescued NPC would either mark a dungeon on your map, or give you a treasure map. They could also apparently not give out any reward, but rather suggest you seek them out in their home city at a later date. Once revisited, the NPC would then give you a reward, with one of three lines.
Finishing Dialogue | |
---|---|
"You've done it! Oh thank you, thank you so much! You don't know how much this means to me. Please, take this as a reward." | Scenario 1 |
"You! You mean, you've actually succeeded? You've brought me what I asked for? Well done! Here. Here is your reward. And well-earned it is."[a] | |
"You have it? You have the item I requested? Give it to me, please. Yes. Yes, it's magnificent! Here's your reward. Thank you again." | |
"You have them? The items I requested? Give them to me, please! Yes... yes, this seems to be everything. Here's your reward. Thank you again!"[b] | |
"Thank the Gods! I didn't think anyone would help me! Here, let me mark a location on your map. You'll find plenty of treasure there, believe me." | Scenario 2 |
"You've done it! Look, I know I said I'd reward you, but... I don't have anything on me. But I do have this treasure map, it's yours. Please, take it." | |
"I'm free! Free at last! Thank you, my friend! Thank you! I'll find you later to give you a reward." | |
"Here you are, just like I promised. Thanks again for all the help."[c] | |
"Don't worry, I didn't forget your reward. Here you go. And thanks." | |
"Hmmm. Reward? Oh. Oh yes, of course. Here you are." |
Quests Only Known Due To InterviewsEdit
These quests have either none or very little remnants left in the final game's files, and their existence is only known due to developers talking about them. It's possible that these quests did not make it past the concepting stage of development.
- There was originally to be a questline based around the Elder Council that was cut because it detracted from the main quest (as described here). You would rise through the ranks of the nobility, eventually becoming the "Duke of Colovia". Count Ormellius Goldwine and the Nobility faction are said to be the only remnants of this questline. Some internal topic names still refer to Count Goldwine as a Duke.
- Michael Kirkbride mentioned that Talin Warhaft, an Imperial general that appeared in Arena, was to play a large part in a cut questline.
Test-Related QuestsEdit
These quests are all related to some facet of testing and were never meant to appear in the final game.
for mtv promo
- This quest bears the editor ID
lyndacarter
, named for Lynda Carter, the voice actress for the female Nords and Orcs in the game. It only contains a single line of dialogue, reading "This is Lynda Carter..." The line is attached to a test NPC with the expected name of Lynda Carter. She also has a script attached calledLyndaMTVScript
which would've made her greet you, and nothing else. It's unknown for what MTV promo this quest was exactly made.
MarkNDeleteMe
- This "quest" doesn't have a name, and bears the editor ID
MarkNDeleteMe
. It seems like it was simply made to inform Quest Designer Mark Nelson of a bug, as it only contains a single dialogue entry reading "This is a stopgap hello because none of the other Hellos have blank LinkFrom lists. Mark will fix this soon, I bet." It seems that afterwards, despiet the name, Mark then forgot to delete this quest.
Dialogue Test
- Bearing the editor ID of
MarkTestCase
, this quest was seemingly a simple quest set up to test dialogue and/or quest rewards. It has a single unvoiced line which reads "Here's some money." that's attached to the test NPC "testHEMale2". It adds one gold to your inventory, and sets a simple variable in the attachedRewardTest
script.
Test
- This quest is known as
Mg09Test
internally, and was in all likelihood used to test something related to the actualMG09
, Ulterior Motives. This quests only contains a single script calledMG09TestScript
which would've moved both Janus Hassildor and Raminus Polus to you in order to quickly update quest stages.
this is for QA testing
- Internally known simply as
TestQA
, "QA" standing for Quality Assurance, this quest serves to house all of Denyiir's dialogue. His dialogue is essentially made to test all kinds of properties of the dialogue system itself, so this was just a general "dialogue test". Notably, the internal names of some of Denyiir's topic make mention of developers, such as Kurt Kuhlmann, Emil Pagliarulo, Todd Howard, and "Mike", possibly Mike Lipari.
Todd's Test Adventure
- Internally known as
TestToddQuest
, this is the only test quest that has any kind of journal entries. These stages aren't ever set and aren't connected to anything, however. Based on the first stage, it appears that the quest would start in "Todd's Test House" and have things to do inTestToddForest
. However, none of this remains in the files, and the quest now only contains the disposition test dialogue that's in possession of Alban Corinis, found in the aforementioned test cell. Three other test NPCs also possess this dialogue, but they aren't placed in any cells and thus can't be met under normal circumstances.
Todd's Test Adventure (TestToddQuest) | ||
---|---|---|
Stage | Finishes Quest | Journal Entry |
0 | I must walk around and test everything. First I should go into the forest outside the toddtest room. | |
100 | I have completed all of Todd's testing. Everyone was very happy. |
Export this quest to see race/sex for each city
- This "quest" has the editor ID
TestVoiceBudget
and contains a basic line of dialogue for citizens of each city, as well as members of each major faction, and the Nine Divines faction. Based on the name of this quest, this was done to calculate the cost of voice acting per city.
E3 Demo questEdit
- Main article: E3 demo quest
The quest used in the demo videos shown at E3 2005 still exists in the game files, but cannot be completed as was shown at E3, since most of the references used in the quest have been deleted from the released game and the appropriate scripts have been commented out. The quest contains stage numbers 5, 10, 20, 30, 40, 42, 50, 52, 53, 54, 55, 56, 57, 58, 59, 60, 62, 64, 66, 68, 70 and 100. Only stages 5 and 40 to 100 actually work in the game. One of the loading screens used to describe the technical aspects of the game still exists in the game files. Its text is "Realistic lighting and shader effects combine to create detailed and immersive environments." and its editor ID is Widescreen1ElvenArmor
. It is set to only load in the test cell ToddDung
. The version of Kvatch used in the E3 demo also exists in the game files and can be accessed by typing coc e3kvatchstart
into the console. You can begin the Kvatch portion of the quest by typing setstage e3 40
into the console, but you will have to advance the quest manually at some parts.
Changed Quests with the Same Editor IDEdit
These quests were once (completely) different and were basically overwritten by other quests which would go on to use the same editor ID. Due to this, leftover conditions are usually attached to these finalized quests, despite them not having anything to do with the original quest.
MS05
- In Bravil, if the quest Through A Nightmare, Darkly has not been started, Gilgondorin, innkeeper of Silverhome on the Water, states that Dro'shanji has seen creatures around his house and that you should speak with him; however, Dro'shanji's home is quite normal, and he himself has no special dialogue options regardless of his disposition.
- Dro'shanji still uses a package called
MS05DroshanjiStayHome
that keeps him inside his home during Through A Nightmare, Darkly. - In the cell
BravilPlaza
, there is a marker known asMS05DaedraMarker
, which implies this earlier iteration of the quest would've involved Daedra.
- Dro'shanji still uses a package called
MS11
- In Bruma, if the quest Lifting the Vale has not been started, Hafid Hollowleg, innkeeper of the Jerall View Inn, states that Lyra Rosentia collects Akaviri artifacts and that she might have a project in mind; however, Lyra will not talk to you about any project, nor does she appear to be a collector.
- The role of Akaviri collector was ultimately given to Countess Narina Carvain, and parts of her dialogue might have originally belonged to Lyra.
- Tolgan, the Countess' herald, also plays a minor role in the quest, although he might've originally been a servant of Lyra's. The second bed in her house is owned by him, although he has no reason to ever go there.
FGD06
- Northeast of Leyawiin is a settlement called Blankenmarch, as well as an Ayleid ruin called Veyond. The former contains three NPCs with no unique dialogue, while the latter is populated with unique Azhklan Trolls. Both of these locations would've originally played a role in an earlier iteration of the Fighters Guild quest Trolls of Forsaken Mine, as shown by many internal markers for gates and levers inside the ruin all being prefixed with
FGD06
, and the last room even containing a marker calledFGD06DeadViranusMARKER
. Additionally, inside the ruin in Zone 2, near the entrance to Zone 3 and beyond, you will find dead Trolls, bloodstains, sacks of food and random low-level equipment strewn across the floor, similar to Forsaken Mine. A single Fighters Guild rumor in the final game still mentions this early setting. It is conditioned to only play after completion of Azani Blackheart, and before completion of Trolls of Forsaken Mine:
Removed Quests of Which the Editor ID Is KnownEdit
These quests no longer exist in quest form, but because of their specific leftovers in the files, we still know which editor ID they once had.
MS19
- In the game data there are remnants of a quest known as
MS19
, this quest involved Teekeeus and a book. It was later turned into Fingers of the Mountain, as indicated by the latter quest's script. While Fingers of the Mountain serves as Chorrol's recommendation quest in the final game, unused dialogue implies that it was once meant to be accessible even to non-Guild members. This might be a leftover of its original design as a miscellaneous quest.
MS25
- In Unmarked Cave, there is a zone called "Unmarked Cave Black Queen's Hall", which contains a chest with the editor ID
ChestMS25DungeonMythicEnemyRare01
. This suggests a quest with the IDMS25
relating to a "Black Queen" was originally planned. All quests with an ID in the MS20s are started from the Imperial City. Based on the internal name of the chest, it can be assumed that the Black Queen would've been a "Mythic" enemy, and the leveled lists containing enemies classified as such show she could've been either an Imp, a Troll, a Will-o-the-Wisp, a Spriggan, a Minotaur, a Land Dreugh, or an Ogre.- A Cheydinhal rumor speaks of a local "Red Queen", although it's implied that they are a person, rather than a monster. Other than having a similar name or title, nothing suggests they were meant to be related. Due to the fact that the rumor implies the Queen is of some local renown, it's possible that "Red Queen" was the moniker of the local arena champion, similar to the Gray Prince.
- Due to the cave originally being made for a quest, a large portion of it can't be accessed, as you need a specific key to access it. However, no such key exists and the cave never gets unlocked via script either.
Removed Quests of Which the Editor ID Is UnknownEdit
Similar to the quests above, although it's unknown if these quests would've fallen under the "Miscellaneous" category, or under a different category altogether. There are a lot of Miscellaneous quests such as MS01 or MS03
that don't have any remnants in the files, nor do they exist in quest form. We only know of their existence due to them being missing from the numbered quest lists. It's possible that some of these remnants below were tied to such a quest, but this cannot be confirmed.
- Unused Chorrol rumors related to a deleted NPC only known by their last name "Strantus", heavily imply that he was also meant to offer you some kind of quest. Nothing else is known about it.
- A common rumor in Chorrol speaks of "shady" dealings at The Oak and Crosier, a local inn. Entering the basement of said structure will spark the cave or ruin exploration music, despite being monster-free.
- Unused dialogue topics tie innkeeper Talasma to the Renrijra Krin insurgents. This likely played a part in a quest of some sort, the rumors are most likely a leftover of this.
- Residents of Chorrol will often discuss the strange behavior of Eugal Belette. A visit to his home will reveal a basement full of humanoid skulls and Mythic Dawn paraphernalia. Despite this discovery, he may not be reported, nor will he discuss the subject. Of all the Mythic Dawn "sleeper agents", Eugal is the only one whose behavior garners public attention. Unused dialogue refers to Eugal, as well as something known as the "Mythic Dawn Postulates", and a campsite in Sancre Tor. This implies that Eugal once had some kind of bigger role, and the rumors are likely a leftover of this. It's unknown if Eugal was meant to be tied to a miscellaneous quest, or if his unused role would've tied into the main quest in some way, as the Mythic Dawn dosn't have involvement in other quests in the final game.
- Upon first entering the Imperial's Market District, a notice will appear in the upper left-hand corner of the screen reading "New Topic: Do you need couriers?". Despite this, there are no NPCs with whom this topic may be discussed.
- The topic's ID,
ImpExWork
, has no associated NPCs, and thus, it cannot be used. The group also includes further entries:ImpExAccept
,ImpExReject
,ImpExDeliveredLetter
, andImpExGiveLetter
, all of which are unassociated. All of these seem to be related to a specific kind of task you would've likely talked about with one of the Khajiit brothers running the Black Horse Courier. - There is also a script in the Construction Set called
ImperialExpressScript
which contains code related to an unfinished, likely repeatable quest for you to deliver letters from one of the Khajiit brothers to a random innkeeper throughout Cyrodiil. The script contains many variables tracking delivery progress, as well as whether you opened the letter, etc. - Many Imperial City residents visit the Black Horse Courier office building due to "request" packages also prefixed with
ImpEx
. It's unknown if these were meant to be related to the repêatable quest, but it seems like these were so that citizens could request a letter to be sent, so that you could receive the task of delivering it to the relevant innkeeper.
- The topic's ID,
"Actual" QuestsEdit
These quests actually remain in quest form in the final game's files, and are more or less complete.
MS17
- In Chorrol resides an Imperial couple; Jirolin and Ariela Doran. Both of them are NPCs that don't leave their house in the final game, are subject to a lot of bugs, and have no unique dialogue whatsoever. This is due to the fact that they were meant to play a role in a removed quest seemingly called "Doran's Family Troubles". This quest name is no longer present in the English language versions of the game, where it just appears blank, but is still intact in localized versions such as German or French. The quest was to entail you leaving an offering of gems for Ogres at a removed location called Spy Rock, as Jirolin believed himself to be part-Ogre and wanted to make contact with them. He would then go to check on the offering himself a week later, getting himself taken to Rock Bottom Caverns. In the final game, the Ogres were changed to Goblins in light of the quest's absence. You can also find an indistinct piece of parchment framed on the wall in Jirolin's house, which appears to be the Doran family tree. Most of it is illegible, but Jirolin and a giant are clearly displayed. All of Jirolin's dialogue for the quest is still intact in the files, plus the female Nord/Orc rumors about his Ogre obsession.
- In localizations of the game, dialogue is also present in the files for Ariela Doran, who displays much distress over her husband's disappearance and begs you to help find him. She would've also had rather patronizing pre-quest dialogue where she insulted you and demanded they leave her home.
- An unused marker, AI packages, script, and player dialogue options related to the quest can still be found in the Construction Set. A topic name and exterior location data for Spy Rock also remain in the files.
- In the game's dialogue files, voice files for all of Jirolin's dialogue can still be found, although none of it is set up as dialogue entries in the Construction Set. Voice files for rumors about Jirolin and his quest can also still be found, recorded in the female Nord/Orc voicetype. Ariela Doran's dialogue does not remain in the English version of the game, but can be found in the files of the aforementioned localizations.
- Another quest,
MS17FIN
, also remains in the files. This quest would've functioned to update Jirolin's dialogue topics with post-quest dialogue after the original MS17 quest was completed. Multiple quests in the final game also have these "fin" quests with the same purpose, such as "MS22 FIN" for Nothing You Can Possess.
(MS17) | ||
---|---|---|
Stage | Finishes Quest | Journal Entry |
10 | Jirolin Doran of Chorrol believes that ogres are somehow distantly related to his family line. As such, he's asked me to take an offering of gems and gold to Spy Rock in an effort to establish communications with the ogres. | |
20 | I've placed Jirolin's gems at Spy Rock. I should return and let him know I've completed the task. | |
30 | I should return to Chorrol in one week's time to see if Jirolin has made any progress with the ogres. | |
40 | Jirolin Doran took it upon himself to check back at Spy Rock; I should head there and find him. | |
50 | Jirolin is not at Spy Rock. He left a note stating the ogres were escorting him to their home at Rock Bottom Caverns. I should go there and find him. | |
60 | I've found Jirloin [sic] Doran trapped in Rock Bottom Caverns. I'll need to help him escape the ogres. | |
70 | I've freed Jirolin from his confines. I need to make sure he returns safely to Chorrol, which means getting him out of Rock Bottom Caverns. | |
80 | Jirolin will head back to Chorrol on his own. I can either head there myself, or go back into Rock Bottom Caverns to raid the stores of treasure the ogres have collected. | |
100 | Jirolin thanked me for saving him from the ogres, and gave me some of his offering to the ogres as a reward. | |
200 | Jirolin Doran is dead. |