Morrowind Mod Man
Sergeant at Arms
Mission Title: The Deserters
Mission Information: A friend of yours is thinking about deserting from the army, and he plans to take a sizable group of guys with him! You have a choice of going with him and leaving the army, telling the lord, or talking him down. If you haven't been in the army for long and this mission comes up, the deserters won't talk to you at all and they'll just leave in the night, taking you to mission objective 4.
Mission Objective 1: You leave with him and instantly leave the army. You take a larger group of people that you usually would when you desert, the guys he has plus the ones you can convince. If ever there was a time you were planning on deserting, now is the time. You also have the option to rob the Lord of his reserve cash he keeps lying around in case he's captured and needs to be ransomed and can steal it, but lose even more relations.
Mission objective 2: You tell the lord about it and gain relation with him, and then immediately go into battle with the deserters. If he's a good natured lord, he'll ask the deserters not to leave, but the rest of them will want them dead, if only to make an example out of the rest of them.
Mission Objective 3: You attempt to communicate with your friend about staying with the army, arguing in the same way as attempting to convert a lord to your faction. If it works, nobody leaves and the men respect you more. So will the lord who heard rumors that something like this was going on.
Mission Objective 4: Your lord tells you about some deserters who just left the army and all of you are going to show them what happens to people who go against the rules. You enter battle with the deserters.
Mission Reward: Increased relation with the army and the lord.
Mission Failure: The chance of being captured assuming you lost the battles.
Mission Title: A Friend
Mission Information: A new recruit has joined the army and looks up to you. Practically everyone does as you've proven yourself time and time again to be a competent fighter. He asks you to show him the ropes and offers to always watch your back in exchange for letting him hero worship you.
Mission Objective: You have the choice of accepting his offer or turning him down. If you accept, the new recruit turns into a hero character that joins your party that you command. You control his equipment and he functions as your buddy for battles. Nothing happens if you refuse and he remains a regular NPC.
Mission Reward: A brand new companion that fights for you.
Mission Failure: You can't fail this mission.
Mission Title: Loss
Mission Information: Your regiment won the previous fight, but not without a heavy loss of lives on both sides. Some of the men are completely shaken up at the idea of having buried people they they just ate with and laughed with. Help restore the regiment's mental state by talking about what happened.
Mission Objective: You'll be standing around a camp like scene with a bunch of soldiers standing in various places. You only have to talk to 5 to complete the mission, but you gain extra benefits at the end if you speak to everyone. Some of the men are scared, some angry, some used to combat and aren't affected as much, and others filled up with complete blood lust. There's a right answer, a wrong answer and a neutral answer for each conversation and each type of person has the same dialogue, for a total of 4 different sets. Your responses either set them back on track, turn them slightly against you, or something in between.
Mission Reward: Your Lord takes note if you did a good job and will promote you. Your army respects you more, you gain some honor, and relation with your faction.
Mission Failure: The opposite. If it's neutral, your lord isn't angry or happy with you. You don't ever lose relationship with your faction, but the men don't like you as much and there's a chance of the lord being upset.
Mission Title: Good Will
Mission Information: After any battle where you've been injured below 30 percent of your health, a camp follower and some of the men visit you while you're recovering and tell you that they're glad that you're alive and that you mean a lot to them.
Mission Objective: Talk with the people who came to visit you. If you pick the right option, you can get different effects at the end.
Mission Reward: You'll heal significantly faster. The men like you more.
Mission Failure: You don't get anything.
Mission Title: Sickness
Mission Information: An illness is sweeping through the platoon and you and your lord happen to know of an herb that grows nearby that could potentially halt the sickness. Problem is, local bandits have taken all the herbs so they can sell them for higher prices.
Mission Objective: Should you accept, your lord will give you the money and you'll meet with the bandit leader. He'll attempt to overcharge you even more than usual and you have the option of threatening him or paying the price. With high persuasion he'll sell you the herbs for even less. If the threat fails, you'll have to fight him. Alternatively, you can attack the bandits immediately instead. If it comes to a combat situation, you and a small group of men will confront the bandits and fight them.
Mission Reward: You keep all of the money the lord gave you so if you paid less, you made a profit. The Lord's army continues without any kind of hinderence. You get a food item that has 5 uses and increases wound treatment by 1 while it's in your inventory.
Mission Failure: If you refused or failed to win the battle, the lord moves at the same speed that he would if he was going though a forest for 24 hours.
When I say the men like you more, I'm thinking it would be like giving you more weight in the case of you rebelling against the lord or deserting and having more guys come with you. If they like you enough, you'd get large amounts of people to desert.
Mission Information: A friend of yours is thinking about deserting from the army, and he plans to take a sizable group of guys with him! You have a choice of going with him and leaving the army, telling the lord, or talking him down. If you haven't been in the army for long and this mission comes up, the deserters won't talk to you at all and they'll just leave in the night, taking you to mission objective 4.
Mission Objective 1: You leave with him and instantly leave the army. You take a larger group of people that you usually would when you desert, the guys he has plus the ones you can convince. If ever there was a time you were planning on deserting, now is the time. You also have the option to rob the Lord of his reserve cash he keeps lying around in case he's captured and needs to be ransomed and can steal it, but lose even more relations.
Mission objective 2: You tell the lord about it and gain relation with him, and then immediately go into battle with the deserters. If he's a good natured lord, he'll ask the deserters not to leave, but the rest of them will want them dead, if only to make an example out of the rest of them.
Mission Objective 3: You attempt to communicate with your friend about staying with the army, arguing in the same way as attempting to convert a lord to your faction. If it works, nobody leaves and the men respect you more. So will the lord who heard rumors that something like this was going on.
Mission Objective 4: Your lord tells you about some deserters who just left the army and all of you are going to show them what happens to people who go against the rules. You enter battle with the deserters.
Mission Reward: Increased relation with the army and the lord.
Mission Failure: The chance of being captured assuming you lost the battles.
Mission Title: A Friend
Mission Information: A new recruit has joined the army and looks up to you. Practically everyone does as you've proven yourself time and time again to be a competent fighter. He asks you to show him the ropes and offers to always watch your back in exchange for letting him hero worship you.
Mission Objective: You have the choice of accepting his offer or turning him down. If you accept, the new recruit turns into a hero character that joins your party that you command. You control his equipment and he functions as your buddy for battles. Nothing happens if you refuse and he remains a regular NPC.
Mission Reward: A brand new companion that fights for you.
Mission Failure: You can't fail this mission.
Mission Title: Loss
Mission Information: Your regiment won the previous fight, but not without a heavy loss of lives on both sides. Some of the men are completely shaken up at the idea of having buried people they they just ate with and laughed with. Help restore the regiment's mental state by talking about what happened.
Mission Objective: You'll be standing around a camp like scene with a bunch of soldiers standing in various places. You only have to talk to 5 to complete the mission, but you gain extra benefits at the end if you speak to everyone. Some of the men are scared, some angry, some used to combat and aren't affected as much, and others filled up with complete blood lust. There's a right answer, a wrong answer and a neutral answer for each conversation and each type of person has the same dialogue, for a total of 4 different sets. Your responses either set them back on track, turn them slightly against you, or something in between.
Mission Reward: Your Lord takes note if you did a good job and will promote you. Your army respects you more, you gain some honor, and relation with your faction.
Mission Failure: The opposite. If it's neutral, your lord isn't angry or happy with you. You don't ever lose relationship with your faction, but the men don't like you as much and there's a chance of the lord being upset.
Mission Title: Good Will
Mission Information: After any battle where you've been injured below 30 percent of your health, a camp follower and some of the men visit you while you're recovering and tell you that they're glad that you're alive and that you mean a lot to them.
Mission Objective: Talk with the people who came to visit you. If you pick the right option, you can get different effects at the end.
Mission Reward: You'll heal significantly faster. The men like you more.
Mission Failure: You don't get anything.
Mission Title: Sickness
Mission Information: An illness is sweeping through the platoon and you and your lord happen to know of an herb that grows nearby that could potentially halt the sickness. Problem is, local bandits have taken all the herbs so they can sell them for higher prices.
Mission Objective: Should you accept, your lord will give you the money and you'll meet with the bandit leader. He'll attempt to overcharge you even more than usual and you have the option of threatening him or paying the price. With high persuasion he'll sell you the herbs for even less. If the threat fails, you'll have to fight him. Alternatively, you can attack the bandits immediately instead. If it comes to a combat situation, you and a small group of men will confront the bandits and fight them.
Mission Reward: You keep all of the money the lord gave you so if you paid less, you made a profit. The Lord's army continues without any kind of hinderence. You get a food item that has 5 uses and increases wound treatment by 1 while it's in your inventory.
Mission Failure: If you refused or failed to win the battle, the lord moves at the same speed that he would if he was going though a forest for 24 hours.
When I say the men like you more, I'm thinking it would be like giving you more weight in the case of you rebelling against the lord or deserting and having more guys come with you. If they like you enough, you'd get large amounts of people to desert.