Quests are a troubling matter. Ideally we'd have template quests. These are quests in which the keys to completion are all randomized like this:
Quest 1 - Retrieval
Talk to area quest mob.
Travel to <place 1>
Find <item>
return to quest mob.

Quest 2 - Conquer
Talk to area quest mob.
Go to <place 1>
Talk to <mob 1>
Find <target>
Kill <target>
Retrieve <item>
Give <item> to <mob 1>
return to quest mob.

I've written some daemon control for this sort of thing, such that it'll track individual players quests, but haven't actually tried to write a complete quest for it. Part of the problem is the amount of work involved to make just one quest with 3 steps is quite high. I'll try and add the quest to the Undead Grounds since it's got the furthest toward this effect.
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