Does anyone care for Grigori Sidequest "missions" like suggested or should I keep them for myself? I have coded about half of what I wanted already so let me know.
I care. A little list of what i had in mind (not the most original ideas, i know):
1) "A great drake ravages these lands. We should put an end to this" - spawn leashed heroic (battle-hardened? maybe just heroic offense/defense) drake in a vicinity. Kill the beast, get xp - plain and simple
2) "There are rumors of a charismatic barbarian lord. We should eliminate him before he gathers an army": spawn a barb great commander. Each N turn he get a barb under his command.
3) "On of our scouts reports that there is a barbarian city not far from here. It houses hundreds of greenskins and its treasury would be a welcome addition to our coffers" - sets a nearby barb city as a target - either for capture or razing. In addition to the xp for completing the quest, player gets some gold (as a share of treasure)
4) "One of the Elohim pilgrims offers a payment for protecting him on his way to..." - set target tile: it can be a Sirona's beacon, or some holy city or any unique improvement. Unit who get this quest receives a promotion "protecting the pilgrim" which confers -1 Attack strength. At the end of a journey it gets xp, a little gold and a "Blessed" promotion
5) "This request came from the mage's guild this morning. It seems that one of their members, who always had his sanity in question, completely went mad. He secluded himself in his tower, surrounded by summoned fiends and conducting some sort of experiment. Eliminate him and raze his tower" - spawn a lair with a leashed mad mage and a 1-4 pit fiends or specters or gnoslings or golems - it doesn't matter, really. When you try to raze the lair, almost-dead mage crawls before the unit and offers him a deal - adventurer lets him complete the experiment, in exchange mage will provide him "with something unique". If he agrees - +AC and receive an enchanted blade/poisoned blade/unholy weapon/strong or something along this lines. If he refuses -AC and additional xp bonus
6) "One of the sages discovered an ancient tome, which describes an artifact of a considerable power. It seems that the parts of this artifact lies in the hands of a powerful lich. If you acquire these and bring them to a city with a smithy to reforge, it can be of a great asset to you. Hmmm, it sounds somewhat familiar to me. What was it? Oh well, it doesn't matter. Go get it" - plain and simple. Kill the lich, get the parts, get an artifact. And xp, of course
7) "Ehhhm, how should i put this. You see, a couple of days ago a balseraph cook came into the city with a bag full of gold and a request to... with a request to... damn this lunatics, with a request to aid him in creating a "soup of a century", as he calls it. The main ingredients are: goblin ears, lizardman tongue, orc heart and ogre guts and snots. Yeah, i know, this is madness, but his gold is real. So good luck with this job" - kill one goblin, one orc, one lizardman and one ogre. After completing the quest, adventurer receives "soup of a century" - artifact, which grants orcish ability to enrage
8) "This orb was found in a nearby ruins five days ago. Upon inspection, our wizards concluded that this artifact of old is a powerful weapon, but which deals with a forces we better left undisturbed. Therefore, to prevent it ever falling into the wrong hands, we were tasked to destroy it. But it seems that only very powerful fire can destroy it - either in the mount of Kalshekk or at the Pyre of the Seraphic" - upon reaching one of these sites and destroying the orb, unit get xp. In addition AC reduces slightly
9) "One of the governor's sons caught some strange disease. Our healers are puzzled as none of their methods are working. But one of them recalled a legend of a strange lake, which waters can heal any wound and cure any disease. You are tasked to find this lake and bring some of its water. And hurry, the boy can die any moment" - unit got 100 turns to find the Lake of tears and return. Upon completion, unit get an xp and i propose to do something about cured son - for example, make him an additional adventurer or great general
10) "One of the sailors told me an interesting story. There is a strange isle far from here. On a first sight it seems as a quiet and tranquil piece of land in the vast ocean - but in truth, it houses thousand of demons. I am eager to find out, what is that that compels these demons to come to this isle" - upon reaching Rinwell isle, unit finds out that there is an artifact (Pike of tears, found it in a world editor), which demons jealously guard. Unit can pick it up, but this will awaken a big number of stygian guards (or one powerful). If it is done, Rinwell isle stops spamming demons
well, that's just out of the head. Sorry for bad english