Tes2Mod:Daggerfall Unity/Quest Pack 1 Guides

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This page is to give a general guide to completing the quests found in the Quest Pack 1 mod for Daggerfall Unity.

For general quest related hints read this page.

Miscellaneous[edit]

  • Cartographer Quests: These quests are offered once Quest Pack 1 begins. A letter blown across the ground will tell you about an agent in the region who inducts new members of the Cartographers. To join, you must fulfill a basic assignment to go to a random building in a different city.
  • After completing the first quest, you will occasionally get assignments to travel, at rank 1, to a graveyard, a dungeon, or a farm house; at rank 2, a simple Main Quest dungeon, and at rank 3, an exotic Main Quest dungeon. These quests have no other reward than some unlevelled gold.
  • Merely visiting the location is not always enough. For dungeons, you must enter the dungeon itself. Your assignment has progressed if you see a message, such as "This must be the right place." You may then visit the Cartographer agent for your reward.
  • If you fail a Cartographer assignment, an agent will send you a letter offering you a chance to return to their ranks. If you refuse, you will never hear from the Cartographers again.
  • Cartographer quests have no impact on any faction.
  • Early Artifact Quest: This quest is offered to characters level 1 and 2 once Quest Pack 1 begins. 9 to 22 days after it begins, the Great Knight will send you a letter informing you of a powerful artifact held by a dangerous foe in the region: a Daedra Lord holding the Oghma Infinium, a Vampire Ancient holding the Necromancer's Amulet, or an Ancient Lich holding the Skeleton's Key. The enemy will disappear 90 days after you receive the letter. This quest has no reputation impact on any faction.

Dark Brotherhood[edit]

  • JHDB001: Returning to the Natural Order: This quest sends you to a dungeon to slay a hermit interfering with nature. The enemy is a Healer class. From 8 AM to 6 PM, bears, bats, rats, and spriggans will appear in the dungeon. There is a 1/5 chance that the quest will not spawn these animals, with an accompanying notification when you first enter.
  • JHDB002: Slay a Knight: You must slay a knight in a random building in the same city. The time limit is 12 hours.
  • JHDB003: Slay a Thief: You must slay a thief in a residence in the same city. The time limit is 12 hours.
  • JHDB004: Slay a Priest: You must slay a priest in a temple in the same city. The time limit is 12 hours.
  • JHDB005: Slay a Barbarian: You must slay a barbarian in a tavern in the same city. The time limit is 12 hours.
  • JHDB006: Fundraising: You must travel to a different town to find the ransom target, a child. Click on him/her and travel to the second city indicated in the quest log. There is a good chance two Archers will spawn to attack you in the child's house.
  • JHDB007: No Bodyguards Allowed: Travel to a different town to kill an Acrobat inside a residence. There is a 50% chance a Barbarian will also spawn in the house, who is not necessary to finish the quest. The other 50% of the time, a voice will warn you not to kill the Acrobat, but gives no further punishment as yet.
  • JHDB008: Into Thin Air: Travel to the dungeon indicated in the quest log. Your enemy, who will be a Ranger, Bard, or Knight, will appear in the dungeon after a set amount of days, listed in the quest log. A message will appear, "The Dark Brotherhood's mark will have arrived in ___dungeon_ by now. There is no time to lose." After that, 7-9 hours later, the enemy will escape if not killed. When trying to kill the enemy, there is a 50% chance of a choice to slay or spare the target. If spared, when the quest expires, you will gain +20 legal reputation in the current region. If killed, return to the Dark Brotherhood for reward. This quest has a significant -15 reputation loss for the Dark Brotherhood if failed.
  • JHDB009: Going Home: Travel to the dungeon indicated in the quest log. Find a child there and click on him/her. Once he/she is traveling with you, go to the house indicated in the quest log. Click on one of the adults in the building to deliver the child. There is a 50% chance, determined at quest start, that the parents will try to kill you once delivery is made.
  • JHDB010: Kidnap and Ransom: Travel to the town indicated in the quest log. After a certain period of time has passed, a message will appear informing that the child is being held in the indicated residence. The child will only be there for 24 hours in-game. Click on him/her and travel to the other town indicated in the quest log. A Stealth check (70+) will determine whether two Rogues spawn in the child's home. An Assassin will always be in the home.
  • JHDB011: No Trespassing: Travel to the indicated town and slay the Burglar inside the residence in your quest log. Once the thief is slain, the time limit on this quest ceases and you may return to the Dark Brotherhood at any time (within 6 months) to report the success. Killing the thief incurs -10 reputation with the Thieves Guild.
  • JHDB012: Pulling Weeds: You must travel to the town and residence indicated in your quest log. Click on the quest NPC in the building. Once you do, a strict timer will start. You must complete the following actions after that first click: 1. Use the Basilisk Eye in your inventory; 2. Use the Letter in your inventory; 3. Use the gem in your inventory. Kill the enemy that appears, and return to the Dark Brotherhood to end the quest.
  • JHDB013: To the Wolves: Travel to the town and residence indicated in your quest log. Click on the quest NPC and travel to the indicated dungeon. Use the bell inside the dungeon to kill the NPC. Return to the Dark Brotherhood with the Finger in your inventory to end the quest. There is a 50% chance, determined at quest start, that the tigers will attack you after killing the NPC.
  • JHDB014: Dark Works of Art: Travel to the residence and city indicated in your quest log. Click on the NPC to kill him/her instantly. From that point, you will have one hour in-game to exit the city. Until the end of this quest, if you enter any city, enemies will spawn to attack you and you will suffer -20 legal reputation. Travel to the cottage indicated in your quest log. Once you approach the cabin, the quest will end, granting +5 reputation with the Necromancers.
  • JHDB015: Self-Defense: Use the gem in your inventory to teleport into the quest dungeon. Once inside, an Iron Atronach will instantly spawn near you, and others will spawn at a rate of 50% every hour. After 8 to 24 hours have passed, three Knights will spawn near you with an accompanying message, "Your lying in wait has paid off. The band has arrived, ready for a fight." If you leave the cave before defeating the knights, the quest will fail. Once they are slain, return to the Dark Brotherhood to end the quest.
  • JHDB016: Venom: Travel to the town and tavern indicated in the quest log. While inside the tavern, you have between 40 and 60 seconds to find the quest NPC and deliver the plant before the quest fails. Time does not run during dialogue. There is a 50% chance the quest NPC will accept the plant without objection, and a 50% chance that he/she will object. If there is an objection, answer "yes" and then "no." Return to the Dark Brotherhood to end the quest.
  • JHDB017: Researching Notes: Ask townspeople for rumors about the quest NPC, who is in a different city (use the Rumors section). Travel to the town they tell you of and ask for the NPC's location in the People section. Kill the Mage enemy and take the notes. This will cause a -10 reputation loss with the Mages Guild. The Necromancers will send you a letter offering to buy the notes for gold, which will end the quest. You may otherwise return to the Dark Brotherhood to end the quest normally.
  • JHDB018: The Debt Collector: Travel to the town and residence indicated in the quest log. There is a 33% chance the target will be a vampire, 33% chance a werewolf, and 33% chance a townsperson. If a townsperson, there is a 50% chance of an immediate fight and a 50% chance of the choice to take a bribe of more than 2500 gold to fail the quest. Slay the enemy and return to the Dark Brotherhood to end the quest.
  • JHDB019: Headscratcher: Go to the town and residence indicated in your journal. You are given three quest items, one of which will make the enemy appear, determined at quest start. Your journal contains a puzzle showing which of the items is the correct one, which you have to use in the inventory. If that's too much of a bother, save before trying any item and reload if it isn't the right one. Kill the enemy and return to the Dark Brotherhood to end the quest.
  • JHDB020: Discord of the Mages Guild: Go to the town and Mages Guild indicated in the quest log. Talk to the quest NPC inside. Go to the dungeon that is now revealed to you. Kill a Battlemage inside. A Frost and Fire Daedra will spawn when you first hurt him/her. An optional note on the Battlemage's corpse will explain how to find a witch coven, but it will disappear after one day. After killing the mage, return to the Dark Brotherhood to end the quest. This quest grants +5 reputation with the Mages Guild.
  • JHDB021: To Kill an Ambassador: Travel to Wayrest Palace in Wayrest City. Inside, a mage will ask you a question. Answer "yes," then step outside to talk. Go to the residence in Wayrest city Phythia indicates to you. You will be ambushed by four Warriors inside the house. After you kill them, Phythia will talk to the witness. Leave the house and ask townspeople about the trinket rumor added to your rumors section. People will tell you to go to a house in a different city. Go there. Inside, a note will direct you to a dungeon. Go to the dungeon and find a bag of Agrane Uthane's belongings. Phythia will then tell you he is in a palace in a certain city. Click on the NPC with his alias name. Guards will spawn nearby to attack you. Kill the vampire ancient quickly, or the quest will fail. Once the vampire is dead, go to Orsinium City in Orsinium and talk to Gortwog for a reward.
  • JHDB022: Quill Circus: Find Chulmore Quill at the house indicated in the quest log. Accept his invitation. You can go to the shrine he indicates, though the quest is coded to use any wilderness shrine. Once inside, you cannot leave the premises without being disqualified, so stay close to the dome. The first set of foes is either three zombies or three ghosts or three wraiths. The final foe is an invisible ancient lich. When the final foe is dead, your reward will be given to you automatically.
  • JHDB023: Dark Brotherhood Rescue: Go to the dungeon indicated in the quest log. Find the quest NPC in the dungeon and click on her. When you leave the dungeon, she will change. Return to the Dark Brotherhood to end the quest.

Fighters Guild[edit]

  • JHFG001: Domestic Vampire: Go to the town and residence listed in the quest log. There is a 2/3 chance a female vampire will be in the residence, and 1/3 chance the foe will be a Knight. When you attack the Knight, you'll be given a choice to kill or spare him/her. If you spare him/her, you can still successfully complete the quest by lying to the Fighters Guild (Streetwise roll for 15 or 25 or 35 skill). If you fail the Streetwise roll, you fail the quest. In all other cases, turn in the quest for a gold reward.
  • JHFG002: Daedric Prey: Go to the dungeon listed in the quest log. Kill the Daedra Lord or Daedra Seducer for the quest. Return to the Fighters Guild for a reward.
  • JHFG003: On Order of the Monarch: Go to the dungeon listed in the quest log. The quest target is a Nightblade, Assassin, Rogue, Spellsword, Ancient Vampire, or a dead body. Kill the target and return to the Dark Brotherhood to end the quest. If a body, click the body and a Daedroth will spawn, which does not need to be killed; return to the Dark Brotherhood after finding the body to end the quest. In the case of the human foes:
  • You may be bribed to allow him/her to escape. If you accept, once you leave the dungeon you'll find a stash of gold worth 4300 to 5600 gold.
  • You may be attacked by four Archers who defend the target.
  • After slaying the target, you may get an offer to slay a wizard at a remote property. Do so in less than 25 seconds or be caught. (JHFG003a)
  • You may be told that the target has blackmail against a regional noble, and invited to follow. If you accept, you'll be given a magical item, a ring, and a diamond. You will afterward be ambushed by soldiers hired by the noble. (JHFG003b)
  • Your foe may growl inhumanely. After you complete this quest, you will receive a letter blaming you for a daedra attack in a remote settlement. If you fail to slay it, you will lose 10 legal reputation in the region. (JHFG003c)
  • The target may identify with the Thieves Guild and ask to be spared. If you spare him/her, you gain +10 reputation with the Thieves Guild. If you slay him/her, you will suffer -20 reputation with the Thieves Guild and will be ambushed by three Nightblades 5 to 7 days afterward when you enter a city. (JHFG003d)
  • JHFG004: House Watching: Go to the house indicated by the Fighters Guild. There is a 50% chance four Burglars will spawn between 2 AM and 4 AM. There is a 50% chance that a choice will appear to steal from the family's money between 4 AM and 5 AM, requiring Pickpocket above 25 or Stealth above 60 to succeed. If you try to steal and are caught, the quest fails. Stay inside the house until morning, when your reward arrives, which is between 5 AM and 6:30 AM.
  • JHFG005: Pack of Beasts: Go to the farm home indicated in the quest log. From 6:30 PM to 5:30 AM, either a pack of bears or tigers will spawn. There is a random chance requiring you to kill 3 or 4 animals. There is also a 1/7 chance that the property owners already killed the animals without your help, which means a much lesser gold reward. Return to the Fighters Guild in either case to end the quest.
  • JHFG006: The Bodyguard: Go with the client to the town and home indicated in the quest log. When you enter, there is a 50% chance of two Rogues spawning inside the residence, who must be slain in 25 to 35 seconds to complete the quest. The other 50% of the time, the home owner will get scared and attack you. Do not kill him/her for 25 seconds. If you succeed at either event, you will be rewarded and the quest will end.
  • JHFG007: Courier Work: Go to the town and residence listed in the quest log. Pick up the gem. You will be attacked by five Assassins and one Nightblade. The Nightblade holds a letter with some background information, but you don't have to kill any enemies. Return to the Fighters Guild to end the quest.
  • JHFG008: Unused.
  • JHFG009: Wild Hunt: Go to the dungeon listed in the quest log. Find the werewolf somewhere in the dungeon and kill it in fewer than six in-game hours. Return to the Fighters Guild for a reward.
  • JHFG010: Eight-Legged Freaks: Go to the city listed in the quest log. Stay outdoors between the buildings and slay five scorpions or spiders that appear. Return to the Fighters Guild for a reward.
  • JHFG011: Cult of the Artifact: Go to the dungeon listed in the quest log. Mages, vampires, battlemages, spellswords, healers, and barbarians will continually spawn in the dungeon as long as you're inside. Find the Vampire Ancient and kill it. It will be holding the artifact that is your reward.
  • JHFG012: Wizard Amok: Go to the town and residence listed in the quest log. Slay the Spellsword inside and return to the Fighters Guild for a reward. After killing the Spellsword, you can return to the Fighters Guild without a strict time constraint (up to six months). Killing the enemy causes a -10 reputation loss with the Mages Guild.
  • JHFG013: Gentle Giant: Go to the town and residence listed in the quest log. If your Giantish skill is 20 or higher, you can use the herb you received in the Fighters Guild to get some money from it and resolve the quest without fighting. Otherwise, you can kill the giant. Return to the Fighters Guild to end the quest.
  • JHFG014: Unused.
  • JHFG015: Third Wheel: Go with the companion to the dungeon listed in the quest log. Burglars and Thieves will occasionally spawn in the dungeon. Kill 3 of either type to trigger the companion's reaction. There is a 50% chance, determined at quest start, that he/she will give you the promised magical item, and a 50% chance of trying to keep it for him/herself. You may attack him/her to take it from the dead body. If you kill the companion, return to the Fighters Guild to gain +1 reputation. Otherwise, the quest will end successfully when the companion leaves, granting the normal +5 reputation reward.
  • JHFG016: Bad Element Removal: Go to the Fighters Guild in the town listed in the quest log. Kill the Warrior within. He/she will include a drug as loot, but it is irrelevant to the quest and your choice to loot or not. Return to the original Fighters Guild for a reward.
  • JHFG017: Wickedness in High Places: Go to the rural home indicated in the quest log. When you arrive on the property, the enemy Mage will spawn, and Zombies and Skeletal Warriors will begin spawning endlessly until the Mage dies. Kill the mage and return to the Fighters Guild for a reward.
  • JHFG018: Unused.
  • JHFG019: Surprise Invasion: Go to the buildings and slay the monsters within. The enemies range from daedra to mummies and liches, so your weapons must be a sufficiently strong material. Imps, harpies, and spriggans will also spawn during the duration of the quest. you have 100 seconds to make it to each building and slay the enemy inside. After clearing the fifth building, return to the Fighters Guild for a reward and +5 legal reputation in the region.
  • JHFG020: Cast Down, but Not Destroyed: Go to the residence listed in the quest log. There is a 66% chance of being able to roll a persuasion check (40+ Streetwise, 40+ Etiquette, or 85+ Personality) to solve the matter immediately. The other 33% chance, or if you fail the persuasion check, you must accompany him/her to a dungeon. Spend 4 to 6 in-game hours in the dungeon, and the companion will feel ready to act. In either case, return to the Fighters Guild for a reward.
  • JHFG021: Debt Beyond Measure: Meet the client at the residence listed in the quest log. Lead him/her to the town and city he/she tells you about. At some point you will be confronted by two Knights who want to arrest the client. Surrender him/her to fail the quest and gain a gold reward. Killing or escaping from the Knights makes no impact on the quest. Go from the second home to the farm home he/she tells you about. When he/she tries to rip you off, let him/her escape to complete the quest successfully, or kill him/her for a gold reward to fail the quest.
  • JHFG022: Bouncer: You must accept this quest before 9 PM or risk failing it instantly. Go to the tavern by 9 PM. Loiter inside, one hour at a time. Random events will happen, often creating hostile enemies. Kill any that spawn, except for the pet dragonling. If someone is found with alcohol poisoning, go to the temple indicated in the quest log. If you notice a money bag to steal, you must pass a check of 75+ Stealth or 45+ Pickpocket to take it, or fail the quest.
  • JHFG023: Hunter of the Dark: Leave the Fighters Guild after accepting the quest and learn the whole story. Go to the dungeon listed in the quest log. You can allow or refuse to journey with the companion, but it makes no difference. Find the holy relic in the dungeon and take it. The quest will end shortly thereafter.
  • JHFG024: Box of Bats: Go to any rural shrine and get close to the dome. Open the chest and fight the bats. You only have to kill 45 of them to succeed. Return to the Fighters Guild for a reward.
  • JHFG025: Save the Mage: Go to the dungeon listed in the quest log. Find the Mages Guild member within. Return to the Fighters Guild for a reward. Completing this quest grants +2 reputation with the Mages Guild.
  • JHFG026: Hide and Go Seek: Go to the tavern indicated in the quest log. Once you hit the first enemy, you'll have 20 seconds to kill him/her and the other two that will spawn nearby. If successful, return to the Fighters Guild for a reward.
  • JHFG027: Dark Sayings: Go to the city and library indicated in the quest log and speak to the client. You will be pursued by enemy Thieves occasionally throughout this quest. Use the quest trinket in your inventory at any time to abandon the quest. Go to the city and building listed in your quest log to meet a member of the Thieves Guild. Speak to him/her and continue to the city and temple added to your quest log. Click on the dead body within. Lastly, go to the city and house in the quest log and speak to the mage within for your reward. Completing this quest causes a -15 reputation loss with the Dark Brotherhood. Alternatively, you can find the Dark Brotherhood boss in the quest and betray your client for +5 reputation gain with the Dark Brotherhood, or try attack him/her for -25 reputation with the Dark Brotherhood, or kill the client in front of him/her for -25 reputation with the Dark Brotherhood.
  • JHFG028: One Life for Another: Go to the building listed in the quest log and speak to the client. Travel with him/her to the city and house added to the quest log. Speak to the quest NPC within. Kill the three enemies or flee the house to end the quest.
  • JHFG029: Mirage: Go to the house indicated in the quest log. Speak to the man within. Kill each of the enemies that appears, the last being a Vampire Ancient. Speak to the man again for a reward.

Knight Orders[edit]

  • JHKN001: Dragonling Nest: Go to the dungeon listed in the quest log. Rest near the entrance until Knights and Warriors spawn near you. There's a 50% chance that the first enemy you fight will try to bribe you with 1200 to 2000 gold, in exchange for failing the quest. Kill 3 of either Knights or Warriors and return to the knight hall to gain +3 legal reputation. Do not kill the quest dragonling inside the dungeon.
  • JHKN002: Inhospitable Guests: Go to the farm home indicated in the quest log. There is a 66% chance of four Rogues spawning to attack you. Kill them and return to the knight hall to gain +3 legal reputation. The other 33%, a child will inform you that the Dark Brotherhood is protecting the home instead. If you pass an etiquette roll of 20, 25, or 30, you can persuade the child to tell you their hideout: a rural shrine (any will work). Go there and slay the Nightblade and Assassin that appear. This will incur a -20 reputation loss with the Dark Brotherhood. Then return to the knight hall to end the quest.
  • JHKN003: Hemophiliac Hunted: Go with the mage to the dungeon listed in the quest log. Hit the vampire or vampire ancient within, and the mage will cast a spell to stun him/her temporarily. You have between 10 and 15 seconds to kill the vampire before he/she kills the mage. Return to the knight hall after the battle to gain +3 legal reputation and, if the mage survived, +5 reputation with the Mages Guild.
  • JHKN004: City Under Siege: The quest giver will get a message informing that the siege is beginning. Go outside and begin to slay the knights and barbarians that spawn. Once you have killed enough and spent 90 seconds outdoors, the guards will inform you that there are enemies in the palace. Kill 8 knights inside the palace to gain +6 legal reputation. This quest has a time limit of 2 hours in-game.
  • JHKN005: Evidentiary Proceedings: Go to the city and house listed in the quest log. Enter the building. If your Stealth is higher than 70, you will face no enemies. If not, two Rogues will spawn to attack you in 10 seconds, and others will spawn on the journey back. Pick up the clothing item in the house and return to the knight hall to gain +3 legal reputation.
  • JHKN006: Momento Retrieval: Go to the dungeon listed in the quest log. Find the Nightblade within. There is a 50% chance, determined at quest start, that the foe will attempt to give you the weapon in exchange for his/her life. Whether you kill the enemy or not, return to the knight hall with the weapon to end the quest.
  • JHKN007: Master of Disguise: Go to the shop indicated in the quest log and speak to the quest NPC within, of the Chemist group. Then go talk to the priest listed in the quest log. Return to the shop with the priest and speak again to the Chemist. There is a 33% chance of a Daedra seducer, a 33% chance of a Frost daedra, and a 33% chance of the Priest attacking you with the Frost Daedra helping. Slay the enemy/enemies and return to the knight hall to gain +3 legal reputation.
  • JHKN008: Orcish Skirmish: Go to the city and palace listed in the quest log. The attack will happen on a specific day, and you must be there when it happens. There is a 50% chance, determined at quest start, that the threat is real and six Orc Sergeants will spawn inside the palace between 2 AM and 5 AM on the appointed day. Kill them all within 115 seconds to end the quest and gain +8 legal reputation. The other 50% of the time, you will be informed that the noble was kidnapped by orcs. Travel to the dungeon and find the noble. Once you find him/her, there is a 50% chance, determined at quest start, you will have between 2 and 4 hours in-game to escape the dungeon before the noble dies. Once outdoors, the noble will survive. Return to the palace to gain +8 legal reputation.
  • JHKN009: The Clumsy Dark Arts: Go to the dungeon listed in the quest log. While inside, giants will have a 66% chance of spawning every 8 minutes in-game. After you attack a giant, wraiths will begin to appear every 4 minutes at a 25% spawn chance. Kill 7 giants and return to the knight hall to end the quest.
  • JHKN010: Earning Trust: Go to the city and tavern listed in the quest log. There is a 50% chance, determined at quest start, that the knight will be inside and receive the weapon from you. The other 50% of the time, you will find a dead body, and a barbarian will announce the murder. Slay the barbarian and return to the knight hall to end the quest.
  • JHKN011: A Knight's Tale: Ask peasants for rumors about the missing knight. You will learn of a family member in another city. Go there and speak to the family member. You will be told of a dungeon the knight frequently visits. If you arrive at the dungeon in 25-40 days from the start of the quest, the knight will be alive within. Click on him/her and return to the knight hall to gain +3 legal reputation. Otherwise, you will find the knight's bag inside. Click on it and return to the knight hall to gain no legal reputation and only +3 knightly reputation.
  • JHKN012: The Punisher: Go to the tavern listed in the quest log. Slay the Nightblade within and return to the knight hall for +1 legal reputation.
  • JHKN013: Center of Attention: A villager will accompany you during this quest, and atronachs of all kind will spawn infrequently. Kill 3 Fire or Flesh atronachs, or 2 Iron or Ice atronachs, to gain +3 legal reputation.
  • JHKN014: Unused.
  • JHKN015: Nature's Wrath: Go to the dungeon listed in the quest log. At some point, a spriggan will appear. Pass a Spriggan language skill check (20+) and don't hit the spriggan to keep them from spawning during the quest; otherwise they'll spawn at a rate of 20% chance every 60 minutes. Find the Sorceror in the dungeon and kill him/her within the time limit. After the Sorceror is dead, return to the knight hall within 4 months to gain +3 legal reputation.
  • JHKN016: Interview with an Orc: Go to the town and residence listed in the quest log. Your character will show the trinket to the Orc Warlord. Pass an Orcish skill check (20+) to succeed immediately, or survive 45 to 60 seconds without killing the Orc Warlord. Then return to the knight hall to gain +3 legal reputation.
  • JHKN017: Graveyard Plot: Go to the crypt listed in the quest log. Sorcerors will begin to appear there at a rate of 9% chance every 20 minutes. Kill six Sorcerors and return to the knight hall to gain +5 legal reputation.
  • JHKN018: Unused.
  • JHKN019: Unused.
  • JHKN020: Subterfuge: Go to the city listed in the quest log. While on the streets, read the letter given to you. A Thief will spawn nearby. Attack him/her to gain knowledge of a dungeon. You can kill the Thief for a magical item or spare his/her life. Once you enter the dungeon, hostile Burglars and Thieves will begin to spawn immediately. Kill three of either to spawn a Nightblade. Kill the Nightblade and return to the knight hall to gain +5 legal reputation.
  • JHKN021: Witch Hunt: Go to the city and house indicated in the quest log. Click on the quest woman within and return to the knight hall. A timer ranging between one hour and 8 days will begin, at which point the witch will attack you as a Mage and either (33%) attack you alone, (33%) attack you with a Daedroth, or (33%) attack you with two Daedroths. Slay the witch and return to the knight hall. If you return before the witch attacks, you can still turn in the quest successfully. Either solution grants +3 legal reputation.
  • JHKN022: The Trapped Halls: Go to the dungeon listed in the quest log. Once you enter, you cannot leave by any means until the quest ends. A Burglar will spawn a few hours after you enter, whom you can kill or spare. While inside the dungeon, hostile Knights, Rogues, and Burglars will appear rarely. Find the witch NPC within the dungeon and click on her. If your Daedric skill is over 40, the Daedra Seducer will not attack you immediately. Kill the Seducer and return to the knight hall to gain +8 legal reputation.
  • JHKN023: The Crow Surfaces: Go to the city and house listed in the quest log. Click on The Crow. Slay the enemy that appears, and return to the knight hall to gain +4 legal reputation.
  • JHKN024: Washing Brains: Go to the city with the Mages Guild listed in the quest log and speak to the mage there. Take the trinket to the woman listed in the quest log. She will tell you of a farm home where the enchanter lives. A Vampire Ancient will spawn. If your stealth is 70 or higher, or Thaumaturgy 50 or higher, the vampire will be restrained until you hit the first time. Kill the vampire and return to the knight hall to gain +8 legal reputation.
  • JHKN025: A Shrine of Chaos: Go to the rural shrine listed in the quest log (though any rural shrine will do, because of the quest code involved). Wait near the dome. A timer ranging between one and eighteen hours will cause three Thieves to spawn. Kill them and return to the knight hall to gain +4 legal reputation.
  • JHKN026: An Abducted Child: Go to the dungeon listed in the quest log. Find the child within and click on him/her. Assassins and Rogues will infrequently spawn to attack you, at most 7 times. Return to the knight hall with the child to gain +4 legal reputation. This quest will cause a reputation loss with the Dark Brotherhood of -10.
  • JHKN027: The Caravan: Travel with the merchant to smaller settlements such as temple-homes, tavern-homes, and small villages. After you have visited enough small settlements, one Assassin and three Burglars will spawn to attack you. Slay them in 20 to 40 seconds to save the merchant's life. Return to the knight hall with the enemies dead to gain +3 legal reputation. If the merchant died, you will only gain +3 reputation with the knight hall instead of the regular +5.
  • JHKN028: To Liberate a City: Go to the city indicated in the quest log. A guard will tell you of an informant in the city who may know something. This quest has a 24-hour time limit. Zombies and wraiths will spawn occasionally during this quest. Click on the informant; if your Etiquette is above 20 you will have the chance to pry further. Being sufficiently skilled in Thaumaturgy (60+), Restoration (45+), or Mysticism (35+) will persuade the informant to tell you where the necromancer is hiding. Otherwise, you will have to fight a Zombie after forcing the knowledge out of him/her. If you are unable to get any knowledge from the informant, ask peasants for any rumors and they will tell you about three possible buildings the necromancer could be hiding. If all else fails, check every building in the city for the necromancer. Kill the necromancer to gain +6 legal reputation and lose reputation with the Necromancers.
  • JHKN029: Well-Intentioned Extremists: Go to the city listed in the quest log. A Rogue will spawn near you. Kill him/her to attract the attention of a peasant woman. Go to the residence listed in the quest log. There is a 50% chance the woman will be there to talk to you, and 50% chance of a dead body.
  • In the case of the dead body, slay the two attackers and another will appear inside the house. Attack this one to get the name of another building. It will look empty, but three Rogues will attack you in 10 to 15 seconds. Kill them and leave the house to get information from peasants, who will tell you the final hiding spot of these bandits. Enter the hiding place and kill the enemies within to
  • In the case of the live woman, click on her and leave the house. Loiter in the streets until you kill several foes. A band of Barbarians will spawn to attack you. One of them will drop a note. Enter the building and an alarm will sound. Kill the foes within to either get a gem that will teleport to a dungeon (a Nightblade and Giant Scorpion will be nearby. Kill the Nightblade to gain +6 legal reputation), or a note telling you of the final hiding place of these foes within the city (kill them all to gain +6 legal reputation).
  • JHKN030: Ransom Payment: Go to the city and bookstore indicated in the quest log. You must have sufficient gold on hand to pay the ransom (1341, 1798, or 2152 gold). There is a 33% chance the enemy will play fair and reveal the dungeon with the captive; a 33% chance you'll be ambushed by the ransom holders, who will have the dungeon location in a letter; and 33% chance other criminals will break in and try to kill you both, in which case you need to escape the house to be told the dungeon. Go to the dungeon and click on the quest NPC. Return to the guild hall to gain +8 legal reputation.
  • JHKN031: Plague Knight: Ask peasants for rumors about the palace to learn the exterminator's location. Find the exterminator and click on him/her. Lead him/her to the infested palace. Return to the knight hall to gain +3 legal reputation.
  • JHKN032: Beauty and the Beast: Go to the dungeon listed in the quest log. The Seducer and a Nightblade will be placed together in the dungeon. Kill the Seducer and return to the knight hall to gain +5 legal reputation. If you killed the man, you will gain no legal reputation.

Mages Guild[edit]

Temples and Templar Orders[edit]

Thieves Guild[edit]

Merchants and Innkeepers[edit]

Nobles[edit]

Covens[edit]

Quest Pack 1 adds no quests to covens at this time.

Vampire Clans[edit]

Quest Pack 1 adds no quests to vampire clans at this time.